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Contents

Graphics Isometric View with 2D sprites / 3D Backgrounds ....................................................................................................... 2


The UI ......................................................................................................................................................................................... 4
The Artstyle ................................................................................................................................................................................ 4
Classes ........................................................................................................................................................................................ 5
Gameplay ....................................................................................................................................................................................... 6
Fixed drop rate and XP rate ....................................................................................................................................................... 6
Market ........................................................................................................................................................................................ 8
Skill and Stat System .................................................................................................................................................................. 9
Stats ...................................................................................................................................................................................... 11
Skills ...................................................................................................................................................................................... 13



OVER THE YEARS OF PLAYING MANY MMOS AND MANY OTHER TYPES OF ONLINE GAMES I'VE ALWAYS YEARLY COME BACK TO
RAGNAROK ONLINE, ONE DAY I STARTED WONDERING WHY? WHY IS IT THAT I'M DRAWN TO THIS 10+ YEAR OLD GAME EVEN
WITH NEW GAMES OUT TODAY SUCH AS WILDSTAR, TERA, ELDER SCROLLS ONLINE, GUILD WARS 2 AND SO ON... NOW A LOT OF
THIS MIGHT BE ME USING NOSTALGIA TO EXPLAIN WHY THINGS ARE GOOD OR BAD BUT I DID ASK AROUND OF FORUMS AND
PEOPLE DO SEEM TO SHARE MY SENTIMENT OF WHAT MADE RAGNAROK ONLINE WHAT IT IS. I'M ACTUALLY WRITING THIS
BECAUSE THERES A SPIRITUAL SEQUEL COMING OUT CALLED TREE OF SAVIOR AND PEOPLE TOLD ME HEY YOU SEEM TO GET IT
WHY NOT EXPLAIN IT A BIT MORE INDEPTH SO I'M GOING TO TRY AND DO JUST THAT. EXCUSE MY WRITING, SPELLING AND
OTHER ERRORS I'M NOT A NATIVE ENGLISH SPEAKER.
NOTE: MOST OF THIS IS PRE-RENEWAL BECAUSE THATS THE RO EVERYONE LIKED AND LOVED AND IT MADE RO WHAT RO WAS.
Graphics Isometric View with 2D sprites / 3D Backgrounds

The first thing you see when entering the game obviously. It's what made Ragnarok online the game it is. It has 2D
sprites for most of the interactive objects in the game such as players and monsters. Some trigger objects in the
background were 3D. "Less is more" is the name of the game here.








The 2D sprites and 3D backgrounds enabled a very curious
thing. The game was grid based and one square could be
occupied by any number of objects so you could make a
train of monsters and in the end they would at most when
you stopped occupy 1-3 squares when attacking you if
done correctly. This in combination with AoE skills enabled
you to kill massive amounts of monsters at a time. Going
for 40 or 50 monsters if you had a tank that could pull
them was not uncommon.



Also another advantage of the 2D/3D system was the fact that you could make visually impressive monsters and
graphics that stand the test of time with minimal effort. Just have a look at a monster sprite. As you can see with few
animations you got a fluid looking and moving monster. This was done cheaply and very probably quickly. That
meant that in almost every area you would find new and unique looking monsters. The only constant in RO was
porings. They were obviously a fan favorite and so the poring is pretty much the only monster sprite that got used
for a quite a number of monsters, there was a few others but basically from one part of the world no another there
was always new monsters to be encountered. This also naturally meant that players and their headgear could be
designed quickly and cheaply so Ragnarok for its scale had a ton of headgears for customization. It also meant that
the anime artstyle that we all love was kept there and to this day, Ragnarok Online while looking dated looks
nowhere near as dated as Dungeon Siege that also came out in 2002.
The 2D/3D hybridization also enabled interesting cosmetics but I will cover that later.

The UI
Minimalistic and offered a clear view of the battlefield, you and your friends' sprites, and the monsters. Only the
necessary information was there, unlike modern MMOs which flood you with useless information. Part of this is
because Ragnarok Online had no real quest system but it still today looks sleeker compared to more modern ones.

The Artstyle
Ragnarok Online is what many in the west would refer to as an Anime MMO it has
this cutesy Japanese looking art style, everything is made out of sprites and the
only way to customize your character was to color the sprite or get a headgear but
more on that later. What made Ragnarok attractive to a lot of people was exactly
that art style. Anime fans flocked to it. It was their first online anime game. People
looked the same (classes), while some would argue it was a lack of customization.
I would say it simplified things and I'm glad Tree of Savoir is sticking to that.
Naturally we need to talk about the monsters and the humble poring. Really it's
just a cuter version of a slime from Dragon Quest but boy did it become iconic. It
was cute, it was easy to kill and it was found everywhere. And they simply
changed to color or added cute wing and they had a new monster or boss. I don't
know who came up wit the idea but it was awesome. And the idea was consistent.
Low level mobs were cute little fuzzy things. You could usually tell by the look
of a monster how strong it was. There was no "Monster levels" above their
heads or even HP bars. People in the old days had to use Monster
Property/Sense to get the monsters stat. And that skill was limited to the
Wizard but the party could see it. This made the game a lot more mysterious
and encouraged exploration, but also punished it because well you could die
and lose XP if you wandered too far or made a wrong corner in a dungeon.
Anyways on track. The fact that you could tell monsters strength by their looks
also made a twist late game were a cute monster would destroy you in 2
seconds. I always remember going down into Payon Dungeon and seeing a
cute pantiless catgirl only to get destroyed by it and it's horde of summoned
ninetails. The point is the art style knew a great balance. How to make things
scary, how to make things cute and how to make things deceptively cute
before you're raped.



Classes
While this could be considered art style too I wanted to touch on it some more. Every class had a unique sprite. That
made a long leap in recognizability of players and what function they served. When I first started playing I went into
town and saw all these people. It was clear who was a knight, who was a priest and who was a mage just by one
glance. When I was in a dungeon and I saw an acolyte I could ask for a buff. The point is unlike 3D MMOs you knew
who was what, look at this WOW picture of armors and you'll instantly know what I mean plus the armors changes
every few levels and they all mostly have the same looks. The fact that the when you're playing you're zomed all the
way out in any MMO. Also what made things worse for 3D MMOs is that recognizability falls off with distance
drastically. Also while you were a novice you could have something to look forward to. These was a lot of class
mobility and back tracking but later on that. It really enabled a lot of communication between people and made
cosmetics stand out even more!






Gameplay
Fixed drop rate and XP rate
Now this is by far the biggest difference in my opinion except for the graphics between Ragnarok online and every
other MMO out there ever. Now I'm going to have to touch on a lot of points here so please bare with me.
While this might seem to some to be insignificant to some, it's actually one of the biggest gameplay features in
Ragnarok online. While other similar games like let's say Diablo had totally randomized loot tables with randomized
items, other MMOs like WoW had drop tables randomized so you couldn't hunt anything specific in general. You had
a change that something uncommon or common would drop depening on your level there was no control. They also
had these silly limitations placed on them because of that system where you wouldn't get any drops or XP if you
were above a certain monsters level. For all intents and purposes all the gray monsters 5 levels below you were
basically irrelevant removed gameplay elements and so were the areas you visited. Once somethings was done and
you were above it's level it was useless and that in my eyes that was a big mistake because it leads to a huge
decrease in "class mobility" . To this day a lot of MMOs continue this trend and I fear Tree of Savoir might go in this
direciton but no info has shown up yet. Basically in a modern MMO you start at point A and go to point B. The
designers designed areas and monsters for you to fight. Like a map in Ragnarok Online where it says from level 1 - 10
after that it's useless. Anyways on to the main point to make you understand while fixed XP and Loot a great force in
the "class mobility".
So whats this "class mobility" I keep talking about. Well it's the interactions of low level players with high level
players and replayability of content in low level areas. In Ragnarok Online as you know monsters have a fixed drop
rate. If you kill this thing a certain number of times this will drop. Now what this system enabled was making content
relevant to everyone at all levels.
A Pupa would drop a Guard [1] or a Pupa card. While being low drop numbers these two
items were used by medium/high tier players. Same with a lot of starting area monsters.
Fabre cards, Peco Egg Cards, Picky cards and so on, they were cheap alternatives or
actually required equipment for some high tier classes. This would lead to high level
characters farming in low level areas for items and cards. Low level players would get to
see the higher classes, they would see high level spells and could if wanted interact with
high level players and that would lead new players to this feeling of "I want be that one
day" or I want play that class next plus it enabled an economy for new players if they
were smart, naturally this also lead to a lot of stealing and unfair prices but that was to m
also one of the charms of it... If you just started the game and found a Pupa card. You
could sell it depending on what server you were on for at least 100k or more. That was very valuable starting money
that enabled you to buy items, consumables, travel or simply having the security of money. This made interaction
between players a lot more exciting in the lower levels and it made content of low level areas replayable to higher
levels. If you farmed low level monsters you would still get the XP and the loot. You were still doing something
relevant. Even if your XP meter was moving along 0.01% per Pupa.



And let's not forget the fact that a fixed drop rate basically gave you a meaningful grocery list. You knew what items
you needed, you knew where to get them. You went out there and you knew what you had to do. It was a really
good time waster and the game knew how to make grind seem fun.
The combination of this fixed drop rate, fixed Base XP and fixed JobXP gave rise to content replayability and farming
different areas. Like I mentioned before Modern MMOs are all about hand holding while RO was an exploreative
sandbox type of game. So you had basically 4 types of farming spots. And then these was a mix of these depending
on the area.
*Good Base XP, Okay JobXP, No loot, No money making
*Good JobXP, Okay BaseXP, No loot, No money making
*Really good low drop change loot, no money making, okayish JobXP and BaseXP
*Tons of good money making items, okay JobXP and BaseXP but no good low drop chance loot.
This system also forced you to think. How fast am I killing these monsters whats my hourly XP average, what is my
gold average, how efficient is this area. The game had depth and a lot of things needed to be considered, if you were
in a high level area and you were a VIT character there was always the question of how much am I spending and how
much am I earning to level in this high level area compared to a more safer place. In modern MMOs this never comes
up because healing items are always highly limited to prevent "spam" and most monster combat is at most 5-10 vs 1
while in RO by draging creeps around you could easily end up in a 40 vs 1 situation if you weren't careful.
In a modern MMO the designers design 2~3 areas for your level range and later maybe just one. They hand hold you
with quests give you gear to progress while you kill monsters for irrelevant quest aka "Bring me 5 Wolf Hairs and you
get these boots" and then the funny thing is only every 3rd wolf drops "wolf hair". But what this system does it is it
eliminates the class mobility seen in RO. Content becomes irrelevant and obsolete as you complete it because even if
you haven't completed that one boots quest you know that in the next area you will find another one just like that.
This leads to a lack of replayability at high levels and makes high level characters never want go to the starting areas
ever again.
What RO did was tell you: "Hey NPCs sell basic gear, want better gear HUNT FOR IT. Where? Heres the map and what
drops what." You were encouraged to go out to the wilderness and hunt and survive. And after your adventure was
complete your gear while not visible would show were you have been. Kind of like Monster Hunter really. Now
naturally this system is more grind prone and it also user unfriendly if these is no interface in game to tell you what
drops what. Ro solved this by having websites and you could easily alt+tab to them to see things. So this area
became at first was a huge mountain to climb but after a while the community developed to fix things and then later
an actual map ingame was made.
So basically the combination of NPCs selling okayish items but no where near the droped ones, the fact that fixed
loot and XP gave you things to hunt and the fact that even if you came home with nothing you still maybe got money
and you could buy the thing you wanted on the market. All this lead to more communication betwen players, more
replayability and more incentive to make grind actually fun. Honestly to this day RO is the only game where I can just
go into the wild and grind. I don't care about quests or anything and it's still damn fun!






Market
Now this is a low point for Ragnarok online and it's mostly because the game was made such a long time ago. As you
probably know Ragnarok Online had a dedicated class just for well marketing. They had a great idea together with it
and thats the DC/OC system where you could sell loot for more and buy NPC items for less. If you wanted to play and
make money effectively a merchant at least with OC/DC maxed was a mandatory thing. While a very interesting class
to consider and it's advanced classes the blacksmith and alchemist are fun and I'm nostalgic we're losing them in
Tree of Savior I'm also kind of glad because this system was in place for the sole reason of technical limitations of the
time. Now on the the real market. Anyone that played Ragnarok online knows what a horrible market system it had.
First at in the beginning you had to basically leave your PC on with the merchant to sell things while you weren't
there. Then the fact that each shop can only contain a certain number of items. Then the fact that items had weights
so you actually had to have that too to sell them. Then the fact that there was no search system. Then the fact that
there was multiple markets around the server. Then the fact that you had to click and visit each one individually and
that could take around like from 2~20 minutes to do. Basically RO had a horrible outdated market system and I know
we'll get a normal auction house in Tree of Savior. Thank god for that too. I mean look at that picture.
But still this was one of the charms of RO and it's probably nostalgia speaking here. It's interesting to note that a lot
of korean MMOs sufered from this too. Maple story as an example but there was a lot more.



Skill and Stat System
In order to explain about the skill and stat system I need to explain a bit for about the classes.
Skill system in Ragnarok online was based on Classes and JobXP. What made it unique compared to a lot of other
MMOs out there is you started as blank slate. A novice that had limitless potential. You could grow into whatever
you wanted. As a novice you couldn't even sit down before you had leveled a few job levels. You were literally new
to the game. The game told you : "Hey! Look at the skills you get when you level up and you'll see what things you
can do ingame". Sit to regenerate more SP/HP, use emotions to communicate, make chat rooms, party up with
people and use storage.
It's a very nice non hand-holding way of introducing people to the basic functions of the game. People aren't stupid
but most new games think that people are indeed stupid and they tell you hey USE WASD to move or left click to
move. I as a 13 year old kid sat down and right away I got it click on the ground to move, click on monsters to attack,
right click to rotate the camera. Like I said people aren't stupid and Ragnarok respected that.
As you know there were 6 starting classes in Ragnarok :
Swordsman, Mage, Archer, Merchant, Thief, Acolyte
Each of then in turn could turn into 2 more clasess and then they continued to evolve and specialize. The first classes
were basically extensions of the first basic class. Mage turns into a Wizard gets more awesome spells. Easy to
understand right? Now what made RO so unique was the second set of classes that changed your play style basically
flipping it a 180. Things like The Sage, a class thats based on a mage that purely supports his team mates with really
interesting game changing spells( a class that evolves from a purely magic DPS starting class). Making your allies
weapons change element, making certain elements in an AOE stronger, making a field of water where special Water
Only spells could be cast such as the highly damaging Water Ball. Basically all the 2nd classes somewhat deviated
from the first obvious class they were made from. Acolyte->Priest make sense bigger heals and such but when you

turn into a Monk you suddenly become the class that deals the most single target damage in the game, and thats a
class made from a poor supporting Acolyte! The classes were really inventive and creative and offered tons of
customization.





Stats
Now that I explained the class system, time to speak about the stats. Stats in Ragnarok Online where one of the
biggest customization options available to you. While your class defined who you where and what you basically did
the stats expanded upon that and enabled you to build different kinds of builds in conjunction to your skills. Todays
modern day MMOs usually auto-stat you hand-holding you so you cant make any mistakes but you also dont have
any customization. In Ragnarok Online this was different. The game did tell you as a mage you needed Intelligence
and Dexterity and some Vitality based on your gear and hints in the flavor text but you were free to do whatever you
wanted. There was a freedom not seen in todays modern MMOs. Want to build a Wizard that goes out there and
attacks people with his staff fast? No problem level strength and agility and youre on your way to becoming a pretty
unique wizard! The same was the case for most classes. In fact some of the second classes gave you just that option.
You could build a battle sage and go around smacking people with your books if you so desire.
The stats were what made RO one of the things it was. The freedom of a sandbox where you could at first ruin your
character if you had no idea what you were doing or you could change it to play totally differently. Almost every class
in the game had at least 2-3 reliable builds some more useful then others but they were there. Priest could opt to go
DEX instead of VIT to become fast casting buff machines but at the expense of HP and Armor.
There was some really nice things to go with the stats in terms of bonuses you got. Agility characters had high
evasion but low HP and they played this game of is my agility high enough for this area to level in effectively. While
Vitality characters had bonus pure damage reduction that enabled them to get hit by lower level monsters for only 1
HP. It was these difference in play style that made ragnarok online feel different then your run of the mill MMO.
Where there usually was no high evasion characters, there was no very high crit rate characters, there was no glass
canons that could cast incredibly powerful spells in the blink of an eye. Stats are one of the major things I liked
about RO and I think most people too. Simply the freedom of a sandbox where you could explore and play in. Not
everyone wants to make the min/maxed ultimate killing machine. Some people wanted to experiment with different
play styles.
Now that I did mention min/max-ing it was both a positive and negative thing with RO. As I mentioned before classes
usually had about 2-3 builds you could build. But you had to stick to what was the best. You knew Apple of Archer
gave you +3 DEX and you had to build you stats around that. The fixed drop rate meant that you had a grocery list of
things to get. Things that will fit into your build and make you do as much damage as you possibly could deal. This
system was prone to quite some change with patches because in the early days of Rangarok there was no stats or
skill resetting so if some new headgear with +5 DEX came out that was 2 points that could have been put else where
and when this happens over a span of multiple items it could become a problem.

So while the stat system was not perfect it enabled people to build things like Battle Priests, Battle Sages, Luck based
Crit Assassins and Two Handed Knights or VIT based Spear Knights and so on just listing all the possibilities would
take half a page.
Like I mentioned before modern MMOs dont simply do this. They auto stat you giving you stats based on what class
you were. Others give you technically the option to change your stats with gear but it never really gives you the
freedom and the focus RO stats do. In the next paragraph Ill also speak about Skills and why they re both a limiting
force and a very strong customization option. But do know this. Modern games really hate stat systems. From Tera,
Wildstar, Diablo 3, WoW and everyone else in between these stats became numbers that dont really matter. In the
case of WoW they snowballed to massive plus +300 STR numbers that dont really mean anything. Ragnarok at first
for years kept things simple. MAX stats with levels was 99 you could go above that with gear and some crazy things
would happen after you went above 100 such as instant casting as mages and such things. What Im trying to say
here is RO kept adding classes and content yet it didnt scale up the levels like WOW does. Every expansion literally
eliminating all the previous content and saying THIS IS THE NEW CONTENT YOU NEED TO PLAY NOW THE OLD
CONTENT IS OBSOLETE. This stands in stark contrast with Ragnarok onlines system where new updates and
expansion had new items changed the game but the changed didnt make you obsolete and that one item you
grinded for for 5 days didnt suddenly become useless it simply became a little less effective. This system was pretty
much fixed with stat and skill resets that enabled people to changed their builds after new items came out. Now
things did change for RO renewal came out but lets look at how Ragnarok introduce a whole new breed of classes
improving on the old ones without changing the game in any significant way to make content obsolete.
Transcendent Second Classes came and introduced tons of new content, new areas, new bosess it was a full blown
expansion to the game. Yet one thing didnt change. The max level was 99. These new classes had new skills had new
gear. It enabled a whole different play style that enabled the game to be tons more challenging yet it didnt raise the
level cap to do so. The new monsters and areas needed the new skills and the new gear to be combated and so after
a good 5 or 6 years the good old Poring was still there was the starting monsters. And the Fabre with its card was
still there as relevant as ever with the only +1 VIT card that went into your weapon and the only was for any class to
get a weapon that had +4 VIT on it. Content didnt become obsolete like on WoW it expanded on itself.






Skills
Now as you know skills point in Ragnarok Online were
limited. You had a certain number of skill points and you
got them by leveling your JobXP. Some monsters have
better XP then others and that meant you had to decide
what you wanted to do first. Get money, get base XP or
get job XP. A lot of people wanted to get out of their poor
and limited first classes when they saw all the big high tier
people running around so they jumped on the JobXP ship.
So after you were a level 9 job novice you could advance
to one of the basic 6 classes. But then after you were one
of the basic six classes and you got to know your class and
explored a bit you naturally wanted to jump ship to your
2-1 and 2-2 classes. Now thats were some interesting
decision making came in. In Ragnarok online you have an
option. Do you want to go right away and become a 2
nd

class at job level 40 or do you want to wait till job level 50
and potentially bring a whole 9 skill points so basically one
maxed skill into the second class. For some classes such as
an acolyte 50 was basically mandatory. But for some
classes it was okay to go with 40. It really depended on
how you wanted to play. Can you take the grind for
another good 10-15 base levels while you go from level 40
to level 50 job level? Some classes had it easy such as
acolytes that were always in demand and did the same
jobs as priest but in a more slowly because of the mana
restrains. Other classes had to go out and hunt monsters
and stand up to the challenge with the limited skills of a
first class.

Now as I said there was decision making involved. Each class had a big skill tree such as the one a few pages above
the Mage/Sage skill tree. There was no way your skill points could cover all the skills. So you had to decide what to
level up and what to leave alone. There was numerous builds depending on the play style of the character. And as
such it stands in contrast again to the new MMOs found today. WoW and its countless clones have you buying skills
and basically at the end of it when you have all your skills you get ways to improve the said skills with some form of
improvement item or with equipment. Or you have a scenario like Diablo 3 where you basically get all the skills but
only a limited amount can be used at any time. To me all these new iterations on the classic skill tree system
promote causality and less replayability. Now at the beginning in RO to make a new build you have to make a new
character, this was a long process because the grind was heavy. A lot of people gave up. Later came resets and they
made things easier. But still they needed to be at least expensive late game or something to promote traditional
building. I liked that fact that a lot of effort needed to be expended to change builds. It made you unique you stood
out as that guy you used that spell. It became you signature spell it dictated where you farmed and what you did. If a
mage went for lightning spells he could go farm in Izlude dungeon if you went some other element you did
something else. Naturally a Vitality Spear Knight wont farm the same spots as a Agility Two Handed sword knight.
Same with a luck based Crit Assassins. It promoted diversity in my opinion and made the game seem more
interesting and personal. As a teenage I always imagined myself as that cool Fire/Soul mage running around
throwing down Firewalls, Fireblots,Soul Stirkes and later Meteor Storms.


Now there are a few skills Id like to mention because of how they were designed and how they impacted the game
both from a gameplay stand point but much more importantly from a social stand point. As Ive already said the
game had an isometric view and was very clear on the graphical side. You could tell who was what. Targeting for the
most part was easy.

The Buffing /Healing Skills
Unlike most of todays MMOs Ragnarok Online had this HP/SP system
where HP and SP regenerated pretty slowly, this means if youre broke
and have no friends be ready for a lot of down time. This meant for most
classes they had 3 options.
One was the money option Buy potions, consumables
One was the build option Go for FLEE builds or Kill things before they
get close
One was the social option Party up with a support class.

Now no one likes downtime right? Well for all its bad sides it did promote one thing Social interaction. When you
were sitting there with no HP/SP what did you do? You tried to talk to the people around you because honestly there
was nothing else to do. And in RO this meant that low level characters would usually party by necessity and then
after the relationship was over maybe theyd remember each others names. They would make contact again and
they would party again. This synergy between classes meant that down time introduced social features into the
game. It forced you to party up with people because with them youd progress faster but youd also communicate.
Now the buffing healing spells all provided something for nothing. You could regenerate HP based on a few SP points
with the Heal Skill. You could buff your allies by literally the equivalent of 10-20 base levels of stat points for like 150
SP! This really kicked the party gear into action.
Now compare that to most modern thay buffs that so called buff classes provide. They heal they dispel they maybe
slow the enemy. The give you a 10% mana reduction but in most modern MMOs I never found these MAJOR buffs
like we have them in Ragnarok Online.
Bless, Agi Up provided you with a stunning +10 STR, DEX & INT and +12 AGI now taking into account that
STR/INT/DEX are damage skills that scale and get bonuses to damage every 10 levels this was a HUGE BUFF it
literally meant you could go on take on monsters that you would usually go farm 10 levels from your current level.
There was no penalty in Ragnarok Online for going for monsters stronger or weaker then you. They all gave static XP
and loot. Not to mention that AGI UP have you an incredible increases movement speed by 25% basically the
equivalent of a mount in game! (Max leveled stats was 99 so thats a huge buff overall a buff that thanks to the
scaling with every 10 levels stays relevant from level 1 to level 99!)
The support classes in Ragnarok online were something to behold. The sage/priest could double your weapon
damage against a certain array of opponent by changing its element, the sage could buff you even more with a field
that gave you more damage if you had an elemental weapon or an elemental armor card this literally gave you up to
250% damage increase in some cases against certain enemies. Who wouldnt want to party up with that kind of
improvement? Basically form the Bard that gave you more 180%XP, + 25% Maximum HP, 30% Faster Cast & 50%
Less Delay, +20% ASPD to the Priest that buffed and healed you and enabled you to survive monsters many levels
above your standard. The buffers in this game were crazy good and unlike other games there we just that. They
were poor at combat but in a party they became crazy good!



WARP - Now another skill that was exclusive to the acolyte class that had a huge social impact and a small
economic benefit for the support class. Before all the new MMOs had instanced dungeons that the party would
enter instantly together, before raids , before instance matchmaking there was the humble warp skill.
As a Acolyte you could level up the warp skill and you had the freedom to set up basically 1-3 Memo points where
you could instantly travel almost wherever in the world with the use of a blue gemstone. This enabled everyone to
travel there before the portal closed after you entered it last. It was a huge thing. You could from town get instantly
to your favorite farming or leveling spot. You could get your guild to a dungeon fast. You saved everyone time and
money. And it was done by players not by NPC it have power to the players. It gave the acolyte class the monopolies
on fast travel anywhere in the world where they have been. This promoted social interactions, this promoted
partying and it promoted class mobility because the higher tier people could mingle in towns with low tier people
and still get to their farming spots fast. It was an ingenious idea that allowed mobility and some moneymaking for
the priests that are usually pretty poor because of their limited farming abilities.

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