Nova Ragnarok

Will You Rise to the Challenge?

The elite among the Monster Hunting Guild have recently discovered an area which they refer to as The Savage Coast.
There are breeds of Monsters that inhabit The Savage Coast that are found nowhere else in the world. Some of these Monsters are remarkably powerful, on a level far above those native to The Flooded Forest.
But with greater risk comes greater reward.

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Monsters

New Monsters to Fight

This new, uncharted land is home to many red-hot monsters as diverse as the various ecosystems they thrive in. Sprung from the wilderness, these mobs possess new skills and maneuvers, paving way for more dynamic gameplay exclusive to NovaRO.

Garronath

Garronath are a variety of dragon from a distant land shrouded in darkness. The environment in which they reside is extremely competitive, driving the resident wildlife into an evolutionary arms race. The Garronath is a very clearly a product of its harsh environment.

Their potent poison is one of their hallmarks, and only one of their natural weapons which has allowed them to become apex predators. Yet it is their powerful flight muscles, which allow them to stalk and out-maneuver prey, that enable them to roam far and wide from their home. Such wanderings are what brought some Garronath to The Savage Coast, and an abundance of smaller monsters which they can hunt as food, with little to no competition, has caused more and more Garronath to make the long flight across the open sea.

Aggro Information

When engaging a Great Monster, all players in range will be “seen” by the monster and build a small amount of aggro, thus applying the Disengaged status on the player. Each action taken by the player against that Great Monster will generate aggro. This can be something as simple as dealing damage, or healing a player who has generated any amount of aggro. Using an element the mob is weak to will produce a larger increase in aggro than normal.

Furthermore, a few new and existing skills can increase or decrease the amount of aggro generated by your actions, so timing these skills can quickly result in grabbing or losing the attention of that monster. As Great Monsters calculate who should be their main focus, the player with the highest amount of aggro will bear the brunt of the monster’s attacks!

Rage Information

As the fight progresses, the Rage Gauge of the monster will increase. It will increase passively while the Great Monster is in combat, but also actively, for example: When the monster is hit by an element it is weak to, is targeted by Utility skills or woken up from Natural Sleep. Additionally, each Great Monster will have their own set of Temperaments, which heavily influence what actions increase their Rage.

Once the gauge is full, the monster will enter an Enraged state. When Enraged, a monster will let out a deafening Roar, stunning everybody in range. While in this Enraged State, the monster will become much more dangerous; some of its abilities will change and become more difficult to handle. After a while, the monster will calm down and return to normal, resetting its Rage gauge.

Nysori

Hailing from an oceanic trench far from The Savage Coast, Nysori are mystical and enchanting creatures believed to be distantly related to both sirens and mermaids of myth and legend. The depths are notoriously difficult to survive in, yet not only do Nysori survive, they thrive. Through their mastery of arcane arts and occult devices, they keep predators of the deep at bay, and catch prey of their own.

Nysori are notoriously mystifying and unfathomable, their behavior often defying any and all logical explanation. So it is not readily understood as to why these creatures of the deep have made their way to The Savage Coast, but the fact of the matter is that they have made the journey, and they are fierce opponents to meet in the field.

Aggro Information

When engaging a Great Monster, all players in range will be “seen” by the monster and build a small amount of aggro, thus applying the Disengaged status on the player. Each action taken by the player against that Great Monster will generate aggro. This can be something as simple as dealing damage, or healing a player who has generated any amount of aggro. Using an element the mob is weak to will produce a larger increase in aggro than normal.

Furthermore, a few new and existing skills can increase or decrease the amount of aggro generated by your actions, so timing these skills can quickly result in grabbing or losing the attention of that monster. As Great Monsters calculate who should be their main focus, the player with the highest amount of aggro will bear the brunt of the monster’s attacks!

Rage Information

As the fight progresses, the Rage Gauge of the monster will increase. It will increase passively while the Great Monster is in combat, but also actively, for example: When the monster is hit by an element it is weak to, is targeted by Utility skills or woken up from Natural Sleep. Additionally, each Great Monster will have their own set of Temperaments, which heavily influence what actions increase their Rage.

Once the gauge is full, the monster will enter an Enraged state. When Enraged, a monster will let out a deafening Roar, stunning everybody in range. While in this Enraged State, the monster will become much more dangerous; some of its abilities will change and become more difficult to handle. After a while, the monster will calm down and return to normal, resetting its Rage gauge.

????

This mob has not yet been implemented.








Aggro Information

When engaging a Great Monster, all players in range will be “seen” by the monster and build a small amount of aggro, thus applying the Disengaged status on the player. Each action taken by the player against that Great Monster will generate aggro. This can be something as simple as dealing damage, or healing a player who has generated any amount of aggro. Using an element the mob is weak to will produce a larger increase in aggro than normal.

Furthermore, a few new and existing skills can increase or decrease the amount of aggro generated by your actions, so timing these skills can quickly result in grabbing or losing the attention of that monster. As Great Monsters calculate who should be their main focus, the player with the highest amount of aggro will always bear the brunt of the monster’s attacks!

Rage Information

As the fight progresses, the Rage Gauge of the monster will increase. It will increase passively while the Great Monster is in combat, but also actively, for example: When the monster is hit by an element it is weak to, is targeted by Utility skills or woken up from Natural Sleep. Additionally, each Great Monster will have their own Temperaments, which heavily influence what actions increase their Rage.

Once the gauge is full, the monster will enter an Enraged state. When Enraged, a monster will let out a deafening Roar, stunning everybody in range. While in this Enraged State, the monster will become much more dangerous; some of its abilities will change and become more difficult to handle. After a while, the monster will calm down and return to normal, resetting its Rage gauge.

????

This mob has not yet been implemented.








Aggro Information

When engaging a Great Monster, all players in range will be “seen” by the monster and build a small amount of aggro, thus applying the Disengaged status on the player. Each action taken by the player against that Great Monster will generate aggro. This can be something as simple as dealing damage, or healing a player who has generated any amount of aggro. Using an element the mob is weak to will produce a larger increase in aggro than normal.

Furthermore, a few new and existing skills can increase or decrease the amount of aggro generated by your actions, so timing these skills can quickly result in grabbing or losing the attention of that monster. As Great Monsters calculate who should be their main focus, the player with the highest amount of aggro will always bear the brunt of the monster’s attacks!

Rage Information

As the fight progresses, the Rage Gauge of the monster will increase. It will increase passively while the Great Monster is in combat, but also actively, for example: When the monster is hit by an element it is weak to, is targeted by Utility skills or woken up from Natural Sleep. Additionally, each Great Monster will have their own Temperaments, which heavily influence what actions increase their Rage.

Once the gauge is full, the monster will enter an Enraged state. When Enraged, a monster will let out a deafening Roar, stunning everybody in range. While in this Enraged State, the monster will become much more dangerous; some of its abilities will change and become more difficult to handle. After a while, the monster will calm down and return to normal, resetting its Rage gauge.

????

This mob has not yet been implemented.








Aggro Information

When engaging a Great Monster, all players in range will be “seen” by the monster and build a small amount of aggro, thus applying the Disengaged status on the player. Each action taken by the player against that Great Monster will generate aggro. This can be something as simple as dealing damage, or healing a player who has generated any amount of aggro. Using an element the mob is weak to will produce a larger increase in aggro than normal.

Furthermore, a few new and existing skills can increase or decrease the amount of aggro generated by your actions, so timing these skills can quickly result in grabbing or losing the attention of that monster. As Great Monsters calculate who should be their main focus, the player with the highest amount of aggro will always bear the brunt of the monster’s attacks!

Rage Information

As the fight progresses, the Rage Gauge of the monster will increase. It will increase passively while the Great Monster is in combat, but also actively, for example: When the monster is hit by an element it is weak to, is targeted by Utility skills or woken up from Natural Sleep. Additionally, each Great Monster will have their own Temperaments, which heavily influence what actions increase their Rage.

Once the gauge is full, the monster will enter an Enraged state. When Enraged, a monster will let out a deafening Roar, stunning everybody in range. While in this Enraged State, the monster will become much more dangerous; some of its abilities will change and become more difficult to handle. After a while, the monster will calm down and return to normal, resetting its Rage gauge.

????

This mob has not yet been implemented.








Aggro Information

When engaging a Great Monster, all players in range will be “seen” by the monster and build a small amount of aggro, thus applying the Disengaged status on the player. Each action taken by the player against that Great Monster will generate aggro. This can be something as simple as dealing damage, or healing a player who has generated any amount of aggro. Using an element the mob is weak to will produce a larger increase in aggro than normal.

Furthermore, a few new and existing skills can increase or decrease the amount of aggro generated by your actions, so timing these skills can quickly result in grabbing or losing the attention of that monster. As Great Monsters calculate who should be their main focus, the player with the highest amount of aggro will always bear the brunt of the monster’s attacks!

Rage Information

As the fight progresses, the Rage Gauge of the monster will increase. It will increase passively while the Great Monster is in combat, but also actively, for example: When the monster is hit by an element it is weak to, is targeted by Utility skills or woken up from Natural Sleep. Additionally, each Great Monster will have their own Temperaments, which heavily influence what actions increase their Rage.

Once the gauge is full, the monster will enter an Enraged state. When Enraged, a monster will let out a deafening Roar, stunning everybody in range. While in this Enraged State, the monster will become much more dangerous; some of its abilities will change and become more difficult to handle. After a while, the monster will calm down and return to normal, resetting its Rage gauge.


Roles

Tank

The aim of this role is to support allies with defensive skills and in opportune moments return incoming damage back to surrounding enemies. As monsters change and swap targets based on who they consider most threatening, it falls onto the shoulders of the Tank to keep danger away from other members of the party.

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Elemental Aegis

Empower you and your allies with an Aegis that defends against myriad elements. Grant 15% Resistance to All Elements for 15 seconds. Increases Elemental Res cap by 5%.

Defiant Stand

Shield yourself, blocking damage for 10 seconds based on Attack and Max HP. If the full amount is blocked, unleash damage on all nearby enemies.

Climactic Fury

When hit, you will gain Fury. Fury may stack to a maximum of 5 - with each stack reducing the damage you take. Fury stacks can only be gained every 3 seconds with a 10 second duration.

Vanguard

Block the next incoming attack, reducing it to 1 damage and gaining double Fury stacks.
After blocking an attack, +15% Max HP, -20% After-cast Delay for 15 seconds.
Block Duration: 1 second

Damage

The skills available for the Damage role are centered around proper timing and the measuring of risk versus reward during combat. Sacrificing defensive capabilities allows for outstanding offensive output. Moreover, by boosting all damage, this role is suitable for all types of damage dealers, including magical classes.

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Battle Trance

Carefully time your concentration to receive the following buff for 60 seconds:
After Cast Delay -30%
All damage increased by 10%

Subdued Strikes

The Damage Role has the ability to subdue the wearer's attacks - with no drawback. Generate 80% less Aggro for 20 seconds.

Death Wish

Your spirit is enkindled, bringing out the strength of your inner demon, and igniting your reckless warrior spirit! Deal 25% increased damage to all enemies. Receive 40% more damage.

Find Weakness

Your skill with combat against monsters enhances your attacks. Deal 10% increased damage to all targets.

Healer

From indirect healing to nullified cast-times of the following skill, the Healer brings onto the table many useful supportive skills as well as enhanced healing capabilities.
Unlike the other roles, which are available for all classes, the role of a Healer is exclusive to Arch Bishops to choose.

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Covenant

Call upon the holy covenant to rescue your ally from danger. Significantly heals and pulls the target Ally within 10 cells to the caster.

Eucharist

Mark an ally, causing them to receive 100% of the healing done to any other target for 20 seconds.

Sanctum

The rite of Sanctum blesses a portion of land, warding evil spirits and protecting those within it. Reduces damage taken within the marked area by 80%. Duration: 15 seconds

Divinity

Purifies an area at the target location, causing the first player to enter it to gain increased movement speed, and receive healing every second for 5 seconds.

Utility

Designed to complement any underlying class, the Utility role allows the player to both deal damage and inflict a variety of statuses on Great Monsters. The strong debuffs in the form of different Poring-shaped summons form the backbone of this unconventional and quirky support.

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Release Bombring

Release a Bombring in the chosen direction, and gain a Poring Counter. Bombrings travel forward and explode when reaching an enemy.

Set Sleepring

Consumes 4 Poring Counters to send a Sleepring to the targeted cell. Sleeprings explode after 10 seconds, releasing sleeping gas that can cause a monster to doze off. Grants a Megaton Bomb Counter on use.

Set Dizzyring

Consumes 4 Poring Counters to send a Dizzyring to the targeted cell. Dizzyrings explode after 10 seconds, releasing a dizzying cloud that can cause a monster to lose their bearings. Grants a Megaton Bomb Counter on use.

Megaton Bombring

Consumes 4 Megaton Bomb Counters to morph into a Megaton Bomb. Attack the enemy to explode, leaving the target weakened for some time.


Rewards

Shadow
Gears

Shadow Gears are craftable pieces of equipment worn in costume slots. Unlike regular costumes, they have special effects and many can be refined for maximum potential.

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Blacksmith's
Blessings

These precious vials make reaching high refines safer than ever! Blacksmith's Blessing does not increase your refining odds but it prevents your equipment from breaking during the attempt.

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New
Equipment

A variety of official equipment pieces previously unimplemented due to them not being tied to content. Many of these pieces can be enchanted with powerful effects.

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Characters

Reidin

  • Age: 35
  • Role: Airship Captain
  • Guild Membership: 18 years
  • Class: Unknown
  • Home: Payon
  • Traits: Confident, leads by example, daring

The current leader of the Monster Hunting Guild, owing the position to his courage and breadth of knowledge regarding Monsters of the world. His disposition moves him to guide and educate those that come into the Guild. Reidin is a strong believer that a lesson learned through experience is much better retained than a solution provided.

On an adventure in his youth, Reidin happened upon a Hunting Party. His timing was perfect, as he was able to help them win the day. Thus began his long association with the Monster Hunting Guild.

After years of study under the veteran Hunter Andune, Reidin was elevated to the leader of the Monster Hunting Guild. Reidin has lead the Guild on great and wonderful ventures, such as the establishment of the hunting ground known as The Savage Coast. In the years since, Reidin has made friends with many adventurers and Hunters the world over, and brought many into the Guild, most prominently the Minstrel Seruel.

Astrid

  • Age: 27
  • Role: Tank
  • Guild Membership: 9 years
  • Class: Rune Knight
  • Home: Prontera
  • Traits: Strong, serene, confident

Where others may be boastful and prone to hubris, Astrid neither exaggerates nor downplays her abilities as a warrior. She is a badass, and knows she is, but she does not walk all over people; rather she is the kind to go head to head with whomever comes before her with restraint. Only using the measure of her abilities as she determines necessary to complete the task.

Years ago, she failed to rescue King Tristan III from Nameless Island. Distraught over her own failure, and despite the insistence of fellows in the Order of Knights, she departed from their ranks in self-imposed exile. The guilt has never wholly left her, but with time she moved beyond it. While she could not bring herself to rejoin the ranks of the Order of Knights, her first venture onto the world stage was in the arena.

She quickly climbed the ranks, outshining even the most veteran combatants. It was this stellar rise that caught the attention of Reidin Kurs, and at one such event, he made his way to the sidelines to extend her an invitation to the Monster Hunting Guild.

Delphina

  • Age: 25
  • Role: Healing
  • Guild Membership: 7 years
  • Class: Arch Bishop
  • Home: Rachel
  • Traits: Uplifting, tenderhearted, kind

She shares her insight and wisdom with those who are willing to listen, and will lend an ear to those with plights that they need to unburden themselves of. Always willing to lend a hand if she can, even at the expense of her own peace of mind.

Delphina left the Rachel Sanctuary when things began to turn for the worse. Heartbroken and disillusioned, she made her way to Lighthalzen, where she spent some time tending to the poor and downtrodden. But there was a hole in her heart she could not fill with these ministrations. Something greater called to her, though she did not know what it was.

It wasn't until she happened to cross paths with the Minstrel named Seruel that she had the first inklings as to where her heart was leading her. The grand challenge of Monster Hunting tested her limits, and in testing her, fostered an insight: this could bring her happiness, bring her fulfillment in a way she had never had before.



Seruel

  • Age: 26
  • Role: Utility
  • Guild Membership: 12 years
  • Class: Minstrel
  • Home: Hugel
  • Traits: Charming, charismatic

Though he often has the air of "the clown", that is merely a projected image he displays for the world. When you get right down to it, Seruel can be a gravely serious man, although temperate; moved more to pity than to wrath, but not without a sense of conviction and justice.

He randomly met Reidin Kurs years ago and stowed away on a hunt. Seruel nearly died, but Reidin saved him. A lasting friendship began that day, and has not diminished with the passing years. Indeed, their friendship has only strengthened.

With Reidin's guidance, Seruel rapidly became one of the most renowned Monster Hunters in the Guild. Along the way, his magnetic personality attracted others, most notably those in his 'party'. With his leadership and their various talents, they have become the singular most proficient team in the Monster Hunting Guild.



Sain

  • Age: 30
  • Role: Damage
  • Guild Membership: 6 years
  • Class: G. Cross
  • Home: Morroc
  • Traits: Quiet, reserved, cunning

Not uncaring, but a man of few words; words which he weighs carefully before sharing with others. Sain rejected the dogma of the Assassins Guild, sought a better and more fulfilling life elsewhere in the world. Wandered far and wide, refusing multiple offers from various political activists seeking to spark revolution, or to off their rivals, or some other nonsense that didn't interest him at all.

It was in Umbala that he first caught wind of the Monster Hunting Guild, and immediately sought them out. It was then he met Reidin Kurs, and while the initial reception was chilly at best, they soon came to have an understanding. Mutual respect grew with time. Eventually he was introduced to Seruel, Astrid, and Delphina, and a kinship grew amidst them.

While he says very little, his mind is sharper than his blades, and on several occasions, it was his snap decisions that saved the party from disaster. His compatriots respect him, though they may not always understand him, they have come to rely upon him in many ways.

Will

  • Age: 22
  • Role: Damage
  • Guild Membership: 4 years
  • Class: Ranger
  • Home: Malaya
  • Traits: Foolhardy, cocky, arrogant

Prone to shooting off at the mouth as much as with his bow. Taunts and humiliation are a second nature to him, so much so that he often does it without thinking about it -- or intending to do it.

Will's mother and father wanted him to join the army, but he had other plans: not joining the army. Playing along initially, the day before enlistment, he hopped a cargo ship leaving from the port and never looked back, with no care where the ship was headed. It made port in Alberta, and from there, he made his way across the country to Payon.

It was around this time the news of the Monster Hunters Guild first reached his ears. He made his way to the Guild, and his skill as a Ranger granted him respect in many eyes. One set of such eyes belonged to Seruel, who had a deep appreciation for the young Ranger's talents, and who could see the untapped potential; Will was good, but he could be great, with the right guidance. And while at times he proved to be as stubborn as a mule, Will followed Seruel's guidance and continued to grow into a more proficient Monster Hunter.


Locations

The Wyvern

A marvel of modern engineering, soaring high above the clouds, a wonder to behold! The Monster Hunting Guild Airship: The Wyvern. The brainchild of Reidin Kurs, The Wyvern is a floating fortress, meant to serve as the new mobile headquarters of the Monster Hunting Guild. Many of the old staff reprise their previous roles, while some new faces have joined as passengers and crew aboard The Wyvern. With updates to familiar facilities as well as the introduction of new technologies, The Wyvern is a much anticipated renovation to the Monster Hunting Guild's base of operations.

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Savage Coast

The Monsters that reside on The Savage Coast are like forces of nature; sculpting and shaping the environment around them to suit their own needs, resulting in a complex network of habitats. From the wide open sandy beaches, to the shadowy depths of the forests, to the soaring heights of the mountains, The Savage Coast's varied terrains will present their own unique challenges. But keen eyed hunters may find the wealth of untapped materials unique to The Savage Coast, allowing them to craft new items to utilize on their hunts, giving them an edge over their quarry.

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https://www.novaragnarok.com/wiki/Monster_Hunter_Lore#The_Wyvern
https://www.novaragnarok.com/wiki/Monster_Hunter_Lore#The_Savage_Coast
https://www.novaragnarok.com/wiki/Monster_Hunter_Lore#The_Wyvern
https://www.novaragnarok.com/wiki/Monster_Hunter_Lore#The_Savage_Coast

Gathering & Crafting

Mining

How satisfying it is to obtain a chunky piece of ore? With your pickaxe in hand, take a swing at one of the three mining nodes scattered throughout the Coast and mine away! As you polish your timing and expertise on shimmering Dragonstone, Flamestone and Aquastone, the more valuable minerals you will be able to obtain.
The nine available minerals will prove useful for smelting into ingots used for Shadow Gear crafting and other equipment. What's better, each node spawns separately for every member of the party and can be mined more than once.

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Fishing

Engage in the calm activity of fishing both on and off the Coast! At first your primary catches will consist of Paint Fish and Slimy Eels, used in crafting consumables with the versatile Combination Kit. Reaching higher level unlocks 4 different types of bait, each attracting their own types of aquatic vertebrates. If you bring your salty catch to the scientist cat Mack Arell, he can help turn it into six different Tonics with the help of his latest invention. The larger the fish, the less is required for a status-boosting drink of your choice. Keep some in your pockets to use during Hunts!

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Foraging

Walk up to and interact with your environment to see what items you can discover in the leafy foliage and tucked-away patches of wild mushrooms. With its node-respawning system, foraging bears strong resemblance to mining. The same node will be active for all the players in the party but can only be harvested once. The 9 different items exclusive to foraging are the key to most of the recipes found within the Combination Kit. Indended to be crafted on the go, these consumables include buffs, healing items and even items that apply crowd control effects on Great Monsters!

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