What's the most obscure or old RotMG knowledge you know?


On the most recent update, 2 new ST sets were added. Mistakenly, DECA made it such that the armor and ring of both of the sets could be forged without their usually required ST token. This led to them announcing the following:

However, if you had these items in the vault, they would stay. However, if they appear in any other location (such as the nexus, a dungeon key, etc), they will disappear. Additionally, you cannot break these items down in the Forge, and they have 0 feedpower.

This makes these items (in my opinion) the coolest collectable that we’ve had in a long, long time. They were only accessible for 20-28 hours. (I don’t know if this bug started happening as of the update, or as of the hotfix that occurred 8 hours after it.)


Another one that I’m not sure people have noticed or just haven’t pointed out, but there’s a little derpy face on the walls of the Snake Pit. They’re pretty common but no one really talks about them, though it could also just be because it’s such a small and unnoticeable easter egg.


Due to the recent reduction of Huntress’s max Att, there are now overmaxxed Huntresses.
Before you get excited - This extra attack gets removed as soon as you enter the nexus.

I don’t think any other character has received nerfs to stats - although feel free to prove me wrong.

Edit: In Build 113, Knights had their Defense reduced to 40 from 50, and necros had their att/dex nerfed to 60 from 75.

In Build 123.3, vit caps were reduced. Rogue, Archer, Wizard, Priest, Paladin, Assassin, Huntress, Mystic, Trickster started to cap at 40. Necromancer started to cap at 30. Wizard’s wis began to cap at 60.

In Update, Assassin’s speed was nerfed to 60 from 75.


On closed testing during the swatsec hack, all servers turned off except testing. Arbiterz comes on himself and talks to me (Kmoelite) about what he thinks happened with the whole swatsec ordeal. Buried in my old old harddrive. I think it’s time to surface this before this and other files get lost to the winds.


Paladins dex went 50->45->55


Drunk used to work a little differently when you had Hardware Acceleration on.


The wiki actually hasn’t changed its information on Drunk in the Status Effects page; it still mentions Hardware Acceleration and its change on the effect.


Interesting. From what I understand Hardware Acceleration is always on with Exalt, they just straight up removed the different effect.


Yes Exalt has always on HW acceleration. They could done the same for the Flash, made it HW acceleration only. The fallback to software rendering was only useful for supporting PCs with very old GPUs – a decade or more old – and PCs that old would struggle to play the game at all.

I suspect that if they considered switching Flash to HW acceleration it was too late – they were already making plans for post-Flash, maybe even working on the Exalt version, so there was little point. Better to wait for Exalt and focus on making any graphical improvements in that only.

This reminds me, thinking back to the Flash version. The current game has the option to zoom in and out, so much so you see the edges of the ‘fog of war’ which hides enemies and objects.

The Flash version didn’t have this option, officially, but it was possible. First you needed to use Flash Projector, as described here. Then if you switched off hardware acceleration and made the window bigger by dragging its corner you could see further, much further, much like a fully zoomed out version of the current game.

At some point DECA changed the code to stop it drawing so much, getting it to draw just enough tiles so the screen was filled, and if you expanded the window after that you might see one row of tiles then a sawtooth as they ended. I don’t know why they did this – it could have been to stop people using it, or just for performance so it sent less data to the client.


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This is a new one, to me, though other players might have noticed or even remarked on it.

The Grand Dragonfly seems to end up at the left side of the map. Like Leviathans, which drift downwards over time until they hit highlands, sometimes as far as the inner ring road.

But Dragonflies seem to be more constrained – they don’t end up in highlands but stuck against the edge of godlands. I’ve found two or three on top of each other a few times now, always on the left edge of the grey/stone area of godlands.

It seems more common in quieter Realms which makes sense. MotMG might make a difference too, as players are spending more time doing events or in dungeons to collect tokens, not in godlands for pots/experience.

Post interesting map features here

Just reminded of this posting about it on Reddit. This is all from memory so details are vague, but it was a key piece of knowledge at the time.

Right now you need to do very little damage to a boss to get loot. Get a few shots in, or use your ability a few times, and it should be enough. As long as you don’t waste your effort when the boss is invulnerable you should get loot.

This didn’t used to be so though. Damage thresholds were higher, much higher. You might need to do 10% of the damage to a boss, which means only 10 players at most, and probably much less, could do enough damage.

This led to all sorts of tactics by players to get their damage in, before everyone else. Conversely if you didn’t have an 8/8 Wizard/Warrior/Knight you would look for quiet realms which let you do events and dungeons alone or with just a handful of others.

It’s no longer a problem as developers fixed the problems that caused it:

  • much lower damage thesholds for loot across the board
  • HP scaling and better phases so enemies don’t die so quickly
  • TP cooldown to stop people using trackers to TP in and pile on events

The most obscure bit is the baroque complexity of the damage thresholds. Many enemies had different thresholds for different items, so e.g. you’d need to do more damage to qualify for particular UTs. Oryx 2 in particular could drop pots and tiered items, and had a chance of dropping a second tiered item of every class (weapon/armour/ability) if you exceeded a much higher damage threshold.

The Coral Gifts dropped by dying Thessaly were even odder. They not only had low HP but you needed to something like 40% of the damage to them to qualify. Basically only two people could get loot from each, and then only if one person was careful to do only around 50% of the damage. I don’t recall if this ever worked well, it was probably just a free for all, especially as there was no way to predict it then.


This still isn’t completely gone from the game. The average loot table might have entries looking something like this.

<SoulboundLoot threshold="0.002" tier="11" prob=".02">Weapon</SoulboundLoot>
<SoulboundLoot threshold="0.002" prob=".2" min="1">Potion of Attack</SoulboundLoot>
<SoulboundLoot threshold="0.002" prob=".2" min="1">Potion of Defense</SoulboundLoot>
<SoulboundLoot threshold="0.002" prob="1" min="1" max="1">Vial of Pure Darkness</SoulboundLoot>

Everything’s got a threshold and a base probability, with some extra attributes for things like item tier groups as opposed to specifically listed equipment. Like you said, the threshold is usually standardized to 0.002 nowadays. And there used to be some prohibitively high ones (Tomb life potions and A.S.S. come to mind, those were ridiculous), there’s still some uses since threshold can be set per drop.

For instance, O1 has repeat entries for T11 weapons and T4 abilities at a much higher threshold, but the drop rates are also significantly higher. There’s also a second, guaranteed defense potion for hitting that threshold. The Nest boss used to do a similar thing, dropping a third life if you dealt the vast majority of the damage (intended as a solo bonus reward).

This type of stuff isn’t super common nowadays, but it does still exist on some drop tables. I always kinda liked this compromise to the soulbound system, not gatekeeping your qualification behind unfairly competitive thresholds, but still giving some bonus chances for big contributors and/or small group runs.


Third Lane!

This isn’t that old, but it’s something you only know if you were playing the first and only previous time Oryx’s Castle was reskinned and populated based on the Parasite Chambers a few years ago.

The reskin replaces breakable wall with colonies – the stationary enemies at the centre of rooms in Parasite Chambers – which like the ones there need armour breaking with barrels to defeat them and open the way. But one had massively too much HP, the first one encountered in the third lane (counting from the left). It was I think scaling related, as it was worse the more people there were. It was so bad it could seriously delay that lane.

Despite being a glaring and annoying (though also funny and meme-generating) bug it wasn’t fixed during the event. We will see soon if it recurs this time round.


OK, I was a bit wrong with that one – I guess I was just looking too hard in that location. Grand Dragonflies don’t just end up on the left edge of godlands. They end up on seemingly every edge of godlands. Often caught up in a feature such as the moat of a Cyclops keep, which is a clear indication they didn’t spawn there but got there by moving in that direction until they hit something.

Here’s three I found alongside a Cyclops keep, on the right side of godlands – godlands is basically in front of me. I’ve seen three in one spot before, and often see two. It’s so common I suspect that all of them do it, and if you encounter one in godlands interior it just hasn’t had time to get to the edge.


Lots of people just keep spouting the same old knowledge which isn’t that impressive but I remember and used to troll the famous player Kalle. He was a pretty famous white star back when stars mattered. It turns out he used an old udl fame exploit to get his first white star. When I learned this, I began to troll fame trains with my mystic, typically when he was a part of them. Also not many people talk about the ghost ship fame exploit, when it first dropped the little ghosts that spawn on the edges of the circle would give xp so people would just spend an hour killing the ghosts.


Hacks and exploits aren’t at all obscure. Anyway, I was thinking of another one a few days ago…

Someone on Reddit was bemoaning the uselessness of the loot tier potion. And it is pretty useless, certainly for anything past the mid game. Few enemies drop a range of tiers to make it worthwhile, and you can’t boost past O2 tops so once you’ve got them or better it’s useless.

It used to be though, in a very odd way. In Oryx’s castle the larger enemies drop stat pots, while the smaller crowds drop HP/MP pots. But drink a loot tier potion and some of the HP and MP pots dropped by smaller minions were upgraded to rainbow stat pots.

And it was relatively common. Not every one of them, or even most, but enough that if you cleared you could easily fill your inventory with pots. Just pick a Realm with very few people, so they only use one lane of the castle and leave most of it untouched.


I would say the fact that Kalle used fame exploits is pretty obscure to the general player base right now. Not sure why you’re dismissing my comment and replying another not at all obscure piece of knowledge, anyone who used loot tiers could tell you that.