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Tales of Pirates is a 3D Massively Multiplayer Online Role Playing Game developed by the Chinese company MOLI. Tales of Pirates is published by IGG (Internet Gaming Gate), Welcome join the tales of pirates forum

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RF Online Gameplay

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As with many MMORPGs, the player will select one race and fight monsters to gain experience points. RFO is populated with many different monsters across many areas.

  • HP The most prevalent among games, HP or "Hit/Health Points" represents life. On your character, it is the red bar in the middle.
  • FP FP or "Force Points" is the equivalent of Mana or energy in this game. On your character, it is the blue bar below.
  • SP SP or "Stamina Points" is used for running and some higher level skills. It can be seen on your character as the yellow bar on the top left of the screen along with your level, HP and FP.
  • DP "Defense Points". DP dictates the damage you are able to withstand. You lose DP as you get hit. The lower the DP the higher the damage you receive. When DP is completely drained, your defense will be significantly reduced. It is represented by the thin white line above your character, above the larger HP and FP bars. Also known as the Defense Gauge.
    - Note: The Dodge Gauge was confirmed to be added into the game by CCR via the CodeMaster's version of the game in 2006, before the episode 2 patch, after it's community members complained of "dodge tanks" being impossible to defeat without a massive amount of people attacking them. However, due to discoveries later on in the game's life, such as how effective accuracy upgrades were, and that AOE (Area of effect attacks) are unable to be dodged, CCR never implemented the dodge gauge in any version of the game.
    PT (Point)
    In the place of the traditional statistics (such as strength, vitality and luck) found in many RPGs, RF has PT (PoinT). PT represents various masteries such as melee or range. Each PT has its own experience bar that is completely autonomous with a character's level. PT levels up as one uses the appropriate actions corresponding to that PT. For example, Defense PT gains in level as one gets hit.
  • Melee (Used for increasing melee weapon damage and accuracy. Required to wield higher level melee weapons and to wear close-range armour.)
  • Range (Used for increasing ranged weapon damage and accuracy and for increasing stamina. Required to wield higher level bows or guns and to wear ranger armour.)
  • Force (unavailable for Accretians) (Used for increasing maximum FP as well as increasing attacking force effectiveness. Required to wield higher level staves and to wear force armour.)
  • Shield (Used to increase blocking rate. It increases when your shield blocks an attack. Required to use higher level shields.)
  • Defense (Used for increasing maximum HP and DP.)
    In addition, the specialists of each race have an additional "Crafting PT", which is divided into three groups:
  • Weapon/Shield (Used for crafting higher level weapons and shields.)
  • Armour (Used for crafting higher level armours.)
  • Ammo (Allows crafting of elemental, giga and advanced ammo. Elemental ammo applies a certain element to the attack, giga is a magazine filled with 500 ammo as opposed to 100 for regular and advanced is more powerful ammo for beam weapons.)
    Finally each race has its own special PT which is available only to members of that race:
  • Launcher (Accretia) Increases launcher attack power. Required to wield higher level launchers and to wear launcher armour.
  • Unit (Bellato) Can be used to upgrade a Massive Armour Unit (MAU). Certain components require a certain level and PT in order to be bought and equipped.
  • Summon (Cora) Increases rate of the HP regeneration of the animus in their unsummoned state. It also limits the ability of a summoner to wield animus force reavers that are of very high levels.
    The maximum limit PT is based on the character's class, level, and the amount of PT gained per attack from a monster depends on the difference in level between player and mob.
    The "PT grinds" as they have been called, where a player focuses heavily on skilling up one type of PT, is not balanced well at all. PT's must be near the maximum allowed for the player's current level to be viably usable in nearly any combat situation; otherwise guns will miss, shields will never block, etc. Yet, only successful usage of the skill will gain points in the skill in the first place, i.e., successful hits or blocks -- which usually happen at less than a 0.1% rate (or not at all) if the skill is not leveled appropriately. The only way to keep more than the character's main PT or two that he uses while leveling in this viable range is to abuse mechanics of the game for exceedingly long periods of time. Monsters marked with one star (the lowest level of monster that will still grant experience) will usually do only one HP damage to the player, which is often out-regenerated by the player's self-healing -- thus, it is common to see players provoking large numbers of one-star monsters while AFK to grind defense skills for hours at a time.
    Classes
  • Warrior - Warriors have great strength and stamina and specialize in melee combat.
    o Upon level 30 Warriors can change into one of two classes, usually an attack or defense specialist.
  • Ranger - Rangers rely on speed and dexterity, being skilled in ranged combat.
    o Upon level 30 Rangers can change into one of two classes, usually a cloaker equipped with mines or a damage dealer. Accretian rangers can change into the Gunner which specializes in launcher weapons.
  • Spiritualist - Spiritualists use magical force to combat their enemies and equip staves. This class is not available to Accretians.
    o Upon level 30 Bellato spiritualist can change into one of two classes, a psyper or a healer whereas Cora spiritualists can become a Summoner or a Caster.
  • Specialist - Specialists have a variety of special abilities depending on race, though all are skilled at crafting and are balanced in all areas.
    o Upon level 30 specialists can become crafters whereas Bellato specialist can also choose to become a Driver and pilot huge Massive Armor Units (MAUs). Specialists who choose the Engineer class (Accretia) or Craftman class (Bellato/Cora) at level 30 can set up guard towers. Upon level 40, Cora specialists gain the ability to use special summons.
    At level 40 characters can change their job again to one of two available to their current job. Jobs provide additional abilities and have their own weapon preferences. Different jobs are available to different races.
    At level 30, users can also choose to cross-class. A user can choose a second class that differs from their initial class. Examples are a warrior cross-classing into a ranger class. A spiritualist cross-classing into the ranger field. There are benefits and drawbacks to cross-classing. The user can use basic, expert, and elite skills of both classes. They however, lose any class specific skills from the lvl 30 and lvl 40 classes. If a Cora spiritualist were to cross-class into a knight and class to black knight at 40, they would lose knight class and black knight class buffs or special attacks. Each class tends to have 2 to 3 class buffs. However, any Cora that becomes a cross-class summoner is still able to call upon Animus (summons), so it is believed that they have a considerable advantage when doing so. Likewise, Bellato characters that take both ranger and spiritualist classes benefit from a immense dodge rating, making them near impossible to kill.
    Skills/Force
    Skills and Force follows the same level-up strategy as PT in RF in that they must be used in order to level. Furthermore, Skill and Force have their own classes such as Basic, Expert and Elite. Although everybody has access to the same Basic skills/force, it depends on your initial job class and your subsequent level 30 job choice as to which Experts and Elites are available as well as which unique class skills are unlocked. Melee classes are privileged to an array of skills that can either deal aoe damage or heavy damage on a single target. They also have a variety of buffs that either boost their own attributes or hinder others. Rangers have a narrow selection of skills, usually weapon specific. Their skills are more aimed towards hit-and-run tactics rather than direct confrontation. Force users have access to a wide range of force attacks, which all have elemental effects. they also have a large range of force buffs that can significantly augment their prowess in all aspects.
    There are also master attacks, which are not currently implemented in the game.
    Race-specific abilities
    Each race has a unique, powerful ability:
  • Launcher System: The Accretian launcher is an enormous ranged weapon the size and power of which make it unusable by any other race. Launchers can fire missiles across great distances and are capable of firing many different types of rockets with either physical or elemental damage properties. However, there is a great delay period between shots but this delay can be overcome by using launcher specific armour. Accretians have the additional ability to enter siege mode, increasing fire rate but disallowing motion. Launchers can only be used at levels 15 and above and Siege Kits can only be used at levels 30 and above. There are currently two different Siege Kits: the level 30 kit is good for 1000 shots and increases defence by 20%, the level 40 kit is good for 1500 shots and increases attack power by 35%. After a Siege Kit runs out of durability it is destroyed and the player has to buy a new one.
  • Latest upgrade of the siege kit is the Blue siege kit(level 55)for RFoID. There are 2 types for Launchers and Flame Throwers.**
  • Massive Armor Unit (MAU): Bellato can use a special armor called the Massive Armor Unit(MAU). Only a driver can ride the MAU. The MAU Can create massive damage but very expensive when destroyed.
    The MAU is divided into 2 type; -The Catapult (Range attacks) -Goliath (Melee attacks)
  • Animus: Animus are beings that can be summoned by Summoner in the Holy Cora Army. The Animus can be divided into 4 type which is:
    -Paimon (High Defense) -Inanna (Healing and Support) -Hecate (Magic and Support) -Isis (High Damage)
    Equipment
    There are three types of Equipment in RF, four if you include jewellery. They are :
  • Armour: There are three types of armour for each race in RF Online. Close-range armour has the highest defense and also boosts your accuracy. Ranger armour has the lowest defense but has high elemental resistance and increases movement and attack speed. Force armour for Cora/Bellato has defense roughly between the previous two types, increases force attack range and power, and also boosts your max FP. Launcher armour for Accretians has the same defense as their ranged armour, and increases the attack speed of launcher weapons. Armors comes in "sets", which include head/helmet, torso/shirt, lower/pants, gloves, and boots. For one to use the armor to the best of its ablilities, one must collect all pieces of the armor. For example, a pair of melee-class gloves can protect the user's hands, but will not protect any other part of the body.
  • Weapon: Each weapon is classed as either a melee, range, staff or launcher. Melee weapons are further divided into one handed knives, two-handed swords, axes and spears while ranged weapons are divided into Guns, bows and throwing knives. One handed weapons (currently restricted to knives or throwing knives) can be used with a shield.
  • Shield': A shield increases a character's overall armour as well as giving a chance to completely negate any attack by blocking it. Equipping a shield will decrease a character's attack speed and evasion, forcing the user to utilise a one handed weapon such as a knife. However,the game contains several Tank classes that specialise with shields and have such high block rates that they are frequently "ignored" during pvp for their low damage but high survivability. With the introduction of collission detection, a shield user of an opposing race can also stop other players in their tracks, forcing them to run around the player rather than through, allowing races to use tanks to block holes in barricades.
  • The Jetpack: Currently this is the only item that utilises the cloak-slot for a character to equip. A jetpack can increase the user's speed for a set amount of time for a very high stamina drain. A jetpack user will be vulnerable during this time as any attack on him will break this period of increased movement. Jetpacks can only be equipped at level 40 and an upgraded version at level 50. All jetpacks are player-made items and can be made with many different properties such as critical hit resistance and elemental damage resistance.
  • The Cloak: A cloak item for each race is currently ingame. However, this is a joke item created by the developers, CCR. The cost of the cloak item (which confers permanent invisibility and increased runspeed to the user) fluctuates around 214 million gold, race tax permitting. As players can only hold 500,000 gold, this item can never be purchased. An oversight by many players believe that the cloak is still obtainable-- however permanent invisibility would if anything be worth more than the 214 million gold. A party of players wearing such cloaks could theoretically block off an opposing race's settlement with collission detection so players could not pass and level at all, while being impervious to a settlement's turrets.
    Currently, the only item to use the cloak slot is a Jetpack item.
  • Amulets and Jewellery: Each character has four slots for stat-altering jewellery.
    Normal rings and headsets include the most basic; elemental resistance items. pre-Episode 2, these could give at a maximum 25+ resistance to two elements. Those with 200+ resistance were invulnerable to that element in pvp, no matter the opponent's force attack power. More advanced bracers include attack rings and bracers, which can give 5%, 8% and 10%+ attack, or stat headsets such as 5%, 8% or 10% defence or dodge headsets.
  • Elementals:These items are the route to power for any player and can confer two stat bonuses which can be much higher than standard rings. An ideal bracer for a melee class, for example would be a 25/25% attack/defence bracer. Also, unlike normal accessories which cannot have an attack increase on the headset, elemental headsets can also have comparable stats such as 25/25% attack/defence. A geared player for example, would have four elemental accessories resulting in an increase of 100% to attack. However, each race has different elementals, which can vary between the races. It is possible to upgrade elementals, however this is an expensive and risky process.
    Equipment attributes
    Furthermore, monster dropped equipment may have certain attributes not found on store (as of Ep.1):
    in Episode 2; however, these items will be available at certain vendors.
  • Type N - Normal: A normal weapon/armor (aka white). It has no attributes or increase attack or defense.
  • Type A - Ability: A normal weapon/armor with a special attribute. Example would be a vampire sword. It will have the ability to take damage given to an opponent and transfer it into HP.
  • Type B - Intense: 40% - 50% increase in Attack or Defense Power, depending on the type of weapon/armour. Usually equal in power or defense to the double next weapon/armour available. For example, you got an Intense weapon/armor which is level 30/31, then the next weapon/armour available is level 33/35, then the power equivalent to it is next to 33/35. Can be randomly crafted by a level 40 or higher pure class Specialist (e.g. Specialist-Engineer-BattleLeader).
  • Type C - SI: A Type C weapon is a weapon that has both the attributes of a type A and B weapon. Its nickname SI comes from the fact that originally only Strong-Intense versions were available. Type C equipment can also have a lowered level restriction, for example a level 40 type C sword could have a level range lowered from 40 to 35 at creation. Type C armour is much rarer and is usually built to order, as it is extremely expensive and may drop only from level 50 hora BDs or the elan/Beast mountain pitbosses.
  • Leon's Weapon: Leon's Weapon are the New weapons at the start of RF eps.2 where great power comes great drawback. Currently the hardest to attain weapon on RF. Due to the fact you must complete the 4 pieces + Blueprint from the Battle Dungeon and Form it through Hero's Combine. Completing the part is one of the hard part. Combining it is a big gamble since you may have the chance of destroying all of the parts in a single combine. Leon parts are non-tradable and non droppable but a complete Leon is Tradable. Leon weapon will have 3 good attributes like additional attack, defense or avoidance and 1 drawback -resistance, -movespeed, decrease in defense and such.
  • Relic Weapons: Relics weapons have been implemented on Episode 2. Like the Leon Weapons, they are extremely rare. They can be obtained through Dark Hole and Hora Dark Hole(Implemented inEpisode 2 Giga 2 RFO-PH). Nothing is certainly clear about the relic weapons' attributes, yet any relic weapon has an incredibly high attack power compared to other weapons of that level. 'unsealed' Relics (they are Sealed) have a chance of casting certain Force Spells when used in combat.
  • Hero Weapons: Hero weapons are a new series of weapons that can be obtianed from the Race manager of the respective race by trading PVP points earned from killing other races. These have lvl 50, 53 and 55 version available. Each weapon has the ability to randomly cast a certain de-buff on the target that is being fired at. These will be implemented in the up coming Episode 2.1.7 Patch.

     



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