NPC

The Bossopolis Happy Hour is now bought by the arena

Every day, at 8 AM and 8 PM, the Bossopolis opens a 2-hour window. What it gives for free has changed: the old 30% bonus on every drop on the map is gone, and in come +50% MVP card chance and half a percentage point more on the Shard of Sin and the Blessed Extract.

On top of that, the arena is in charge. The Abyss Keeper, in the Bossopolis (or through the @happyhour command), holds two bars that fill with donations and reset at every window.

The Shard bar accepts Cursed Steel and Tyrant's Heart, and raises the Shard and Extract drop inside the arena. Steel is worth 1 point and the Heart is worth 6, because the Heart is six times rarer: it only drops from the five toughest MVPs, while Steel drops from all 37. At the cap of 300 points, the Shard goes from 2.50% to 4.50% and the Extract from 2.50% to 3.50%.

The card bar accepts zeny, and the whole server can contribute. Every 100,000 is worth +1% card chance, up to the cap of 5,000,000, which takes the chance from 1.50x to 2.00x.

The two do not convert: zeny does not raise material and material does not raise cards.

What the community gathers is valid for the whole window, with no toll at all to switch it on.

And you can stretch it. With 10 minutes left until the end, a notice goes out on the server and the extra time race opens: each Abysmalite delivered stretches the window by 3 minutes, up to 30 of them, that is 1 hour and a half more. Several people can stretch the same window and the time adds up, even during time already bought. The time always starts from the current end, so delivering at 9:55 PM in a window that closes at 10 PM takes it to 10:03 PM.

Details, tables and the full ladders on the Bossopolis page on the wiki.

Assistant Alice opens one fundraiser a day

Alice, in Eden Group, now gathers a fundraiser from the whole server. What the community buys is valid for everyone, whether they donated or not.

There are two bars, and each one is worth half of the prize. They do not convert into each other: zeny does not fill the Abysmalite bar and Abysmalite does not fill the zeny one.

The zeny bar rises +0.2% for every 100,000, up to the cap of 25,000,000, which fills its 50%.

The Abysmalite bar accepts all three forms. Each whole Abysmalite is worth +2%, each Fragment is worth +0.4%, and 30 Crystallized equal 1 Fragment. The cap is 25 Abysmalites, which fill the other 50%.

Added together, it makes +100%.

What the fundraiser buys depends on the day of the week:

  • Sunday, Friday and Saturday: base and job EXP
  • Thursday: Training EXP
  • Tuesday: Soul Link
  • Monday and Wednesday: no fundraiser

The collection opens at 10 AM and closes at 9 PM. At closing, what is in the bars is valid for the next 24 hours. It does not need to fill up: if the bar stops at 37%, the bonus is 37%.

The Soul Link works differently. There the bar does not become a percentage, it becomes a duration, and the ladder accelerates at the end, so the last 10% are worth more than the first 50:

Bar filledSoul Link unlocked for
less than 50%not available
50%1 hour
60%2 hours
70%4 hours
80%7 hours
90%12 hours
100%24 hours

The EXP and Training bonuses work on their own, with nothing to pick up. The Soul Link you still ask Alice for, as before.

Those who donate get nothing extra. They show up in the round's ranking and in the announcement of who helped the most, and the prize is the same for the whole server.

Buy orders in the Marketplace

Now you can say what you want to buy, instead of only listing what you have and hoping someone wants it.

At the Marketplace Manager, in Prontera, there is the Buy orders option. You choose the item, how many units you want and how much you pay for each one. The Cash leaves your wallet right away and stays reserved in the order, so whoever shows up with the item gets paid immediately, even if you are offline. Canceled it or did the order expire (14 days)? The leftover Cash goes back to you.

Farmers see the demand in two ways: on the order board inside the NPC (which already matches what you have in your bag with what people are asking for) and in the Wanted tab of the Marketplace on the site, with price, quantity still missing and how much has already been delivered.

An order only accepts a clean item: identified, unrefined, without cards and without enchantment. This guarantees that any unit of that item works to close the deal.

Limit of 5 open orders per account, from 50 to 1,000,000 Cash per unit.

Movement speed

The speed bonuses that come from equipment did not work the way the description promised, and this applied to the whole game. The reason is that they did not stack with Increase AGI: they competed with it, and only the larger of the two counted.

The clearest example is the Sealed Moonlight Flower Card. It advertised 23% and Increase AGI is worth 25%. Since only the larger one counted, the buff was left and the card did nothing. Nothing at all, not even a little, and yet the number was right there in the description.

Now the item's bonus is applied before the buffs, and Increase AGI multiplies on top. The number written on the item became the gain you actually get, with or without the buff.

Why the numbers went down without anyone getting slower

Since the number now represents the real gain, and not a value that fought for space with the buff, the whole scale had to be rewritten. The Moonlight Flower Card went from "40%" to "+30", but the speed it delivers stays exactly the same. What changed was that the number stopped lying.

These remain identical to what they were:

  • Moonlight Flower Blessing, at the Bossopolis Fountain of Power: +50
  • Moonlight Flower Card: +30
  • Celestial Angel Wings: +10

These gave zero and now really deliver:

  • Sealed Moonlight Flower Card: +15, half of the Moonlight Flower Card
  • Radioactive Lif: +5
  • Peco Peco and Grand Peco, in the skill the little critter uses from time to time: +5
  • Light Step, in the Novice Trial: +5 per choice
  • The movement speed bonus of the Rebirth Crossing

Attack speed

What rules your ASPD is not the number in the window, it is the delay between one hit and the next. It comes from your class with the weapon you are holding, and the number that appears is just a reading of it: the smaller the delay, the higher the ASPD.

Two calculations fall on that delay. First the attributes: four times the AGI plus the DEX, divided by a thousand, is the slice of the delay that disappears (AGI weighs four times more than DEX). Then the percentages, and here comes the point almost nobody knows: there are no separate categories. Equipment, the Training AGI milestone, the Crossing AGI bonus, potion, vitamin, Quicken, Adrenaline Rush, everything is added into a single number, in a straight line, and this total multiplies the delay that was left.

Adding in a straight line and multiplying over what was left gives a perverse effect: the more you already have, the more each new bonus yields. Your first 10% barely showed up; the 10% that closed the calculation near the top was worth more than a whole point of ASPD by itself.

And there were two points where the delay went straight to zero, that is, a free server cap. One: four times AGI plus DEX reaching a thousand, which ate the whole delay without looking at weapon or any bonus. Two: the sum of the percentages reaching 100%, which was not a rare case, because common buffs, speed potion, vitamin and a few pieces already reached it on an end-game character. Past either of these points, every extra bonus was wasted.

There was also a compression designed for the range above 190, making each point more expensive up to 195, but it never got to work: the two calculations above already delivered the cap before it.

What changes

The two zero points are gone. Both calculations now have diminishing returns, approaching zero without ever reaching it.

In the percentages the knee is at 50%. Up to 50% of summed bonus nothing changes, not even a little, and the classic Quicken plus Frenzy package gives exactly 50%, so it remains fully valid. From 50% upward only the excess is compressed:

Summed bonusReduction it becomes
60%58.4%
80%68.8%
100%75.0%
130%80.8%
200%87.5%

The gain per attribute follows the same idea, with the knee at the equivalent of ASPD 190 from AGI and DEX alone: those who do not reach it feel absolutely nothing.

In practice, those who were pinned at 195 end up around 193, and that jump a single 10% bonus gave near the cap, which was worth more than a whole point, becomes worth the same in any range, something like one or two tenths.

The 195 still exists as the server cap. The difference is that now it costs a lot, instead of coming for free, and the compression above 190 finally does its job.

It is worth saying plainly: this is different from traditional Ragnarok, where both calculations are linear the way they were here. It is also recorded on the Class Rebalance page of the wiki.

The site's calculator already has these calculations. In the attack speed panel you choose the class, the weapon and the bonuses you use, and it shows the ASPD that results with the calculation laid out line by line: the base delay, how much AGI and DEX cut, what the sum of the percentages became after compression and how much adding another 10% would still yield. If you prefer, you can still type your own ASPD by hand.

Anvil Set

The bonus of the four Blacksmith cards now also gives 15% damage against Medium-sized monsters and 15% against Large-sized ones.

The rest of the set stays the same.

Smuggler

Bubble Gum went from 700,000 to 900,000 zeny.

It is by far Bonnie's most sought-after item, and the one that takes the most zeny out of circulation there. The adjustment keeps this weight in line with the server's economy. The Smuggler's prices are floating by nature and go through review from time to time, as the amount of zeny circulating in the game demands.

The Costume Gum, the 7-day one, went from 3,000,000 to 3,500,000 zeny for the same reason.

Proving Grounds

A closed room to test your build without spending anything. Access is through the Trial Instructor, in Eden, right below the Relic Professor, in the same column as the mission boards.

Each person gets their own room, so nobody competes with you for targets or disrupts your test. Inside, redistributing attributes and skills is free and unlimited. On entry your attributes, points and skills are noted down, and on any exit everything goes back exactly as it was: by talking to the Trial Master, relogging, dying or leaving by any other route.

To hit, there are five fixed targets: Small, Medium and Large Barricade, a Player Dummy and an MVP Dummy immune to status. Each one shows size, element and race above its head. The Trial Engineer summons targets on request, by size, element or race, and measures your total and per-second damage over 15 seconds. She also restores HP and SP and clears your effects, so you can test from a clean base.

Gemstones, arrows and the Zeny for skills are not consumed in there, and dying there has no penalty.

A skill copied with Plagiarism does not enter the record and is lost on restoration. Copy it again afterward.

Blacksmith Helm: Full Traction

The Bossopolis Blacksmith Helm, both the Challenger and the Trial one, now grants a new skill: Full Traction.

You hook up the cart and dash. You gain 20 movement speed for 10 seconds and, while the effect lasts, no kind of slow affects you. 15-second cooldown, 20 SP.

The 20 is in the new speed standard, that is, it is a real gain: it stacks on top of Increase AGI instead of competing with it.

The helm also now gives +5 movement speed all the time, outside the skill. Same new standard: it stacks on top of the buffs.

Like every bonus of those helms, it only works inside the Bossopolis.

Axe Vortex

The Blacksmith's gap closer became wider, faster and more aggressive in the pull.

The area of the strike went from 3x3 to 5x5, and the targeting range went up from 12 to 13 cells. A single cast now catches many more people, from a little farther away.

The standstill time after casting and the cooldown both dropped by half: the delay went from 1 second to half a second, and the cooldown from 3 seconds to 1.5 seconds. You can attack again, or chain another skill, much sooner, and the skill comes back at twice the frequency.

And whoever is hit comes all the way until touching you, stopping in the first free cell next to you, instead of stopping two cells away. Monsters that do not move, such as plants and mushrooms, are still left out.

In return, it is now blocked in all player versus player combat: PvP, Battlefield and War of Emperium, including the TE version. An area pull that ignores pull immunity has no place in combat between players.

Expedition Guide: the decorations

The Expedition now has an end reward. These are two costume pieces that only come from here: they are not for sale, do not drop from monsters, cannot be traded and cannot be sold. Like the rest of the system, they belong to the account, so any of your characters can wear them.

Expeditioner's Helmet: the eighteen regions recognize you, that is, half of the contracts of each one. It is not half the world, it is half of each region, so completing only the small ones does not get you the piece. It comes with 8,000 Seals.

On any map whose contract you have already completed, it adds +10% monster card rate and +10% experience.

Expeditioner's Map: the eighteen with Golden Seal, that is, all contracts completed and no MVP in the world left standing. It comes with 20,000 Seals. It is the hardest piece in the system, and the one that carries the most.

It marks an already contracted map as the Exploration Base. On that map, the first 300 monsters you kill per day drop cards with +30% chance. The quota belongs to the account and resets at midnight. Moving the base elsewhere does not refund any kills, and you can only change maps every 3 hours.

The Map also sets up a camp beside you: a campfire and six helpers in a circle, with storage, rest with inn blessings, restocking of Alice's scrolls, equipment repair, Bonnie's contraband and a trader that combines the utility shop with everything the abysmalite counters in Prontera sell. The camp is yours alone: no other player sees or uses your helpers. It opens the moment you equip the Map in the costumes, or through the @acampamento command.

The Base's +30% does not stack with the Trail Lantern. On a kill where its scent is in effect the bonus does not apply, and the day's quota is not spent either, so it is kept whole for later. The Helmet has no such lock and stacks with everything.

Both are recolorable at the Stylist, 16 colors the Helmet and 19 the Map, and they occupy different costume slots: you can use both at the same time.

The piece lands in your hands the instant the last milestone closes, wherever you are, and the announcement goes out to the whole server. If your bag is full at that moment, it is kept with Reidin until you show up.

How much is missing for each one is in Reidin's journal.

Expedition: the MVP counts for the party

A regular kill still counts only for whoever killed. The contract's MVP now counts for the entire party that was on the map: each one registers the species, receives the first-kill Seals and advances toward the region's Golden Seal.

Nobody takes down an MVP alone, and the credit used to go only to whoever dealt the most damage. The rest of the party hunted together and left with nothing.

Expedition: collectors ranking

The Expedition menu gained a top 10 of who has the most cards in the album. The count is for the whole account, not the character, so spreading the cards among your characters does not change your position.

Nine Tail

Its spot also stopped being fixed: it spawns at a random position, instead of always at the same point in Payon.

And its respawn and the Green Maiden's became immediate. The four cards of the Battering Ram Set are worth 0.02% each, but two of them depended on a monster that took one to three hours to come back, with a single spot on the map. The difference was one of availability, not luck.

ReClassic Lab

The ReClassic Lab is a second server, separate from the main one, where new features are tested before they enter the game. It has opened for applications.

How to apply. In the launcher, in the ReClassic Lab section, under "I want to participate in the Lab". You read the terms, check that you agree, enter the login of your game account and, if you want, write why you want to participate (this text weighs in the evaluation). The request reaches the team as a support ticket, and the launcher itself lets you know when there is an answer.

Who it is for. For those with a real interest in helping with development. The work is to use what has not been released yet, try to break it and report what broke. If the idea is to get items, zeny or an advantage for yourself or for someone else in the main game, the request will be denied: that is not what the Lab does.

What is agreed. This is the term that appears when you apply:

  • The Lab is a test environment. It can be wiped, reset or taken offline at any time.
  • Nothing from there crosses over to the main game: no character, no item, no zeny, no progress. The Lab also does not run an economy, so there is no Marketplace Cash, donation or attendance reward.
  • Bugs and loopholes are reported to the team, not exploited.
  • What you see there does not become an advantage in the main game before the content is released.
  • Access can be revoked at any time.
  • Participating does not guarantee any reward. Nothing is promised.

Schedule. The Lab is not up all the time. It comes up in windows, and outside them the entrance is closed even for those who already have approved access. The launcher shows the state of the test server in real time, green when it is up and red when it is not, and the opening of each window is announced by the team.

Backsliding

Now Backsliding goes where you sent it.

The direction the server considered was only updated when the character took the first real step, and not on the click. Those who clicked to one side and used Backsliding right after slid in the old direction, even with the screen already showing the character turned. That is what made the skill seem stubborn.

The direction now takes effect on the click, and the same fix applies to any skill that depends on where you are facing.

The other side was also adjusted. The interval between one Backsliding and the next came from your attack speed, so those near the cap chained slides at a rhythm that was not supposed to exist, up to ten times that of someone with ordinary attack speed. Now there is a fixed cooldown of 0.25 second.

Those who did not live at that cap will not notice anything: their attack speed already imposed an interval larger than that.

Crusader: everything that changed

  • Where Crux Sanctum spawns: from always on top of you to wherever you mark, up to 5 cells, and also on you
  • Area of the three Crux: from 29 cells with a hole on the diagonal to 41, the full diamond
  • Gathering the monster: it did not exist, now the cross pulls in a radius of 7 cells
  • Helm, Crux Sanctum damage: from nothing to +100%
  • Helm, access to Crux Sanctum: it depended on the Abyssal Bone Helm, now the helm itself grants it, at the level of your Crux Magnum and with no cast time
  • Helm, MDEF penetration: from none to 35%
  • Helm, attributes: from STR, AGI and VIT +50 to STR, INT and AGI +50
  • Crusader Seal, Crux Sanctum damage: from nothing to +25% per Seal
  • Set, attribute scaling: it had none, now +1% for every 5 points of base INT, up to +18%
  • Set at +9, MDEF penetration: it had none, now 15%
  • Set at +9, damage reduction: from 15% to 20%
  • Set, who benefits: from any class with the four cards to Crusader only
  • Class accessory: it did not exist, now Votive Crux

Spear of Destiny and Crux Divinum keep the same +180% from the helm and +25% per Seal.

Crusader: the three Crux

Crux Sanctum is now cast on the ground. You choose where it spawns, up to 5 cells away, and it spawns twice: one on top of you and another on the point you marked. Aiming at your own feet creates only one. A cell covered by both does not get hit twice.

The cross no longer has a hole on the diagonal. The old shape reached 4 cells up, down and to the sides, but nothing at (2,2) or (3,1): the monster stopped inside the cross's visual area and took nothing. It became the full diamond, from 29 to 41 cells. The maximum distance is the same in every direction, what changed is that no hole is left.

The cross pulls. On cast, monsters within a radius of 7 cells are dragged two cells toward the center of the cross, and with each hit of it another one comes. With Crux Magnum they come on top of you; with Crux Sanctum, to the point you marked. Bosses and monsters immune to pull are not dragged.

Challenger Crusader Helm

It now serves both builds of the class, and not just the spear one.

  • Enables Sacred Cross at the level of your Crux Magnum, and it comes out with no cast time inside the Bossopolis
  • Crux Sanctum +100% damage
  • Ignores 35% of the target's MDEF, in addition to the 35% DEF it already ignored. The Crux add a physical part to a magical part, and only the physical one received penetration
  • Attributes changed from STR, AGI and VIT to STR, INT and AGI
  • The Seals now give the +25% also on Crux Sanctum

Spear of Destiny and Crux Divinum keep the same +180%.

Crusader Set

Scout Card, Freezer Card, Heater Card and Archdam Card.

  • Crux Magnum and Crux Sanctum damage +1% for every 5 points of base INT, up to +18%
  • With armor, footgear and one of the headgear slots at +9: ignores 15% of the target's MDEF, and the damage reduction goes up from 15% to 20%
  • The set now works for Crusader only. The attribute, SP and cast bonuses were going to any class that wore the four cards

Votive Crux

New accessory, level 80, one card slot, for Swordman and Crusader.

  • Damage on the three Crux: +1.5% for every 9 points of INT added to STR
  • Cast time as if DEX were 10 points higher
  • When using Crux Magnum or Crux Sanctum, reduces damage taken by 5% more for 3 seconds, stacking with the set

It drops from the Thanatos Memory at 0.75% and from the Decadent Bishop at 0.50%, and is also available at the Divinity of the Stars for 10 Stars.

Odium of Thanatos Card

The card gave AGI equal to the footgear's refine minus 5. On unrefined footgear it took away 5 AGI, and only started adding anything from +6 upward.

Now it gives AGI + 2 right away, and the big prize stays at high refine.

With footgear at +9 or higher: attack speed +1% for every 9 points of base AGI, plus 10% HP and 10% SP.

The calculation looks at base AGI, the one you invested with attribute points, and not the one that appears summed with equipment and buffs. With 99 base AGI that is 11% attack speed, within the range that passes entirely through the new attack speed calculation.

Item damage bonuses now work for magic and healing

The bonus that appeared as "damage against all monster classes" only worked on weapon hits. Those who played a magic or support class equipped the piece, read +15% damage and saw nothing change in the game.

Now this bonus applies to any damage: weapon, magic, healing skill and trap. This applies to every item that has the effect, not just the ones mentioned here. The descriptions are being rewritten in a new standard, which says line by line which type of damage the number applies to.

The Amdarais Card was the first to receive the full treatment. Besides the 15% that now reaches magic and healing, it gained a new, separate bonus: another 15% on the damage of healing skills, which is what makes a difference for those who play Corrupted Heal. The two multiply, so the card's healing damage goes up by close to 32%. Its cost also became lighter: the loss of 666 HP now happens every 15 seconds, instead of 10.

Fixes

  • Bossopolis bosses no longer spawn trapped in closed corners of the map, with no way out and nobody able to reach them
  • Green Plant at Prontera Field 06, and Evil Mushroom and Punk in the Einbroch field, never spawned: the spawn areas pointed to regions without a single walkable cell
  • The seven level 102 elite monsters of the rotational dungeons (Colossal Scaraba, Primordial Titan, Living Blast Furnace, Awakened Maero, Eternal Despero, Incandescent Tome and Sovereign Mavka) gave zero Battle Pass points, because the points table ended at level 99. Now they pay 64, the same as their neighbors on the same floor
  • The Stylist offered three colors of the Dark Blindfold with the art of another hat, this has been fixed

Hunter and Wizard gain a mobility skill

Two classes without an escape now have one. The skills are not bought or dropped by monsters: each one comes from its own quest, from job level 30.

Hunter: Roll. With Scout Duarte, at the Hunters' Guild.

  • Rolls up to 7 cells in any direction, passing over whoever is in the way. A wall blocks it.
  • 2-second cooldown, 20 SP, and no after-cast delay: it does not hold back the other skills.
  • In the 2 seconds following the roll, Double Strafe and Aerial Barrage hit for +25% and ignore +15% of the target's DEF.
  • Killing a monster within that window resets the cooldown instantly.

The quest is the Pounce Trial: a closed room where you cannot walk a single step, under bombardment. Each bomb lights up before bursting and the only way out is to roll. You must take down 100 bombs to finish, with up to 30 standing at the same time, and taking one down at 3 cells or less kills you along with it.

Wizard: Arcane Step and Arcane Return. With Master Alcides, in the Geffen Tower.

  • Arcane Step: a 14-cell blink that passes through walls. 500ms cast time, 4-second cooldown, 30 SP.
  • On arrival, it bursts into ice in a radius of 5 cells and marks whoever it hits with Arcane Freeze. The path leaves ice puddles on the ground and burns whoever is in the line.
  • At the same instant the Wizard gains +20 movement speed for 3 seconds (Arcane Haste).
  • Arcane Return: goes back to the point you left from, at no cost and no cooldown. The return mark lasts 8 seconds.

Arcane Freeze lasts 8 seconds and is what Arcane Step exists to set up:

  • The target becomes Water property, and Jupitel Thunder now hits it for double.
  • Cold Bolt is no longer resisted and now hits for 150%.
  • Frost Diver hits with 100% chance, bosses included.
  • Jupitel Thunder ignores 15% of the target's MDEF.
  • In the first 3 seconds, the target loses 50% movement speed.

The quest is the Gap Trial: six waves, all of Earth property, which lightning does not hurt. In there the Wizard is left with only Arcane Step, Arcane Return, Frost Diver and Jupitel Thunder, and the whole build comes back on exit. The sixth wave is the Orc Lord with an escort.

Both quests are repeatable and timed, with a ranking of the 10 best times in each.

In active development

We will be watching the changes made to the Crusader, Hunter and Wizard classes, in case adjustments are needed.

Adjustments to the behavior of Critical Damage are being tested and reviewed to solve design problems of the server and avoid balancing around defense-ignoring bonuses for all classes simply so they get close to the damage provided by Critical.

Classic WoE is being explored and developed: classic characters without training, without rebirth and with access only to conventional equipment.

Rigel Rebalance: the Bossopolis Boss has balance problems and inconsistent, uninteresting design, and we are calmly studying the best design decisions

Midgard Safari: capture any monster in the game

Red arrived at the Prontera square (44, 98) and brought the safari along. The idea is simple: instead of killing the critter, you weaken it and throw a Poké Ball at it. It disappears from the map without dropping anything, and in its place leaves its Energy.

Red's box opens every 3 hours and stays open for 30 minutes, at the same times for the entire server. Within that window 10 Poké Balls are handed out for free, once per round and per account: pick them up with one character and the others on the same account have already picked them up too. The server announces by broadcast the moment the box opens, and the @safari command shows from anywhere whether it is open, how long until the next one and how many Energies you have stored.

Capture is by click. Use the ball and it opens the same targeting window as pet taming: you choose which monster you want, and it must be within 5 cells of you.

The Energy type comes from the monster itself. The race rules: Demi-Human gives Fighting Energy, Demon gives Ghost, Plant gives Grass, Dragon gives Dragon, and so on. For Brute and Formless, which are the two generic races, the element decides. There are 15 Energies in total, and the only way to get each one is by hunting whoever drops it.

The free Poké Ball is the entry door, not the answer to everything. With the target almost dead it catches 78% on critters up to level 49, 21% between 50 and 89, and only 7% above 90. A strong critter pays much more Energy precisely because the common ball hardly holds it:

TierMonster levelEnergy it pays
Easyup to 491
Medium50 to 894
Strong90 or more8

To hunt on top of that you buy better balls from Red. The Great Ball is worth 3 times the common one, the Ultra Ball is worth 8, and the conditional ones are worth 10 within their niche: Net Ball on Fish and Insect, Dusk Ball on Undead, Demon and anything of the dark, Nest Ball on low-level critters. The Quick Ball is the only one thrown before hitting: on the first ball on each monster, with it at full health, it catches 93% on Easy and Medium and 64% on Strong. The Master Ball never fails, and the price reflects that.

A Boss goes into the ball but does not fit inside. It releases the Energy and stays standing, so you can throw a ball at the MVP before killing it without losing drops or cards. It yields only once per critter.

The Dolls

Energies also buy the two balls that capture nothing: the Premier Ball and the Cherish Ball open in your hand and release a Doll to use as an upper costume. There are 27 Dolls, plus the 27 Shiny versions, with swapped colors.

RarityEXP RateDROP Rate
Legendary+18%+18%
Epic+15%+15%
Rare+12%+12%
Common+10%+10%
Shiny+20%+20%

The Premier comes with a Doll in 70% of openings and can come out Shiny at 3%. The Cherish always comes with a Doll, only releases Legendary or Epic, and raises Shiny to 10%. A Legendary and Shiny Doll is announced to the entire server the moment the ball opens.

The Dolls are tradable: you can trade, sell and send them by mail. Energies, no. The EXP and DROP bonus is valid while the Safari is live; after that the piece stays with you as a costume.

Full tables, each ball's chance in each tier, the map of the 15 Energies and the gallery of the 54 Dolls are at https://wiki.reclassic.com.br/wiki/safari-de-midgard