Old SchoolOps

RF Online: Golden Age v0.4.1

Item Combining And Gold Points

Released 2026-08-18

Item combining, gold capsules and the gold points they pay for, plus a round of combat and progression fixes.

Features

  • Item combining. Hero sets, lucky gems and the rest: put the materials in, pay the fee, and take what comes out.
  • A failed combine tells you what it cost you. The dialog lists the materials that were destroyed. How many die is set per recipe, so some recipes are far kinder than others.
  • Gold capsules work. All forty four, from the +1 to the +30000.
  • Gold points belong to your account. Earn them on one character and spend them on another, and they survive deleting the character that earned them.
  • Vendors take gold points. The stores priced in gold points charge them and leave your dalant and gold alone.
  • The launcher shows your nation code. Green when your launcher and your client agree, amber with an explanation on hover when they do not.
  • The launcher has a settings window. Server address, client folder and nation code, all editable without opening a file.
  • The launcher accepts a list of nations. Run a server for players on two language clients and neither of them gets warned.
  • The Talic Crystal exchange works, along with the rest of the recipes that trade materials and dalant for a box.

Improvements

  • Experience arrives while you fight. Most of a monster’s experience is paid as you damage it and the rest on the kill, so a player who did the work and lost the last hit keeps their share.
  • Health regenerates. Sitting restores the most, standing less, walking less again, running none. Force and stamina follow the same ladder.
  • Debuffs land on monsters. Weakness and the rest change how hard a monster hits and how much it takes, then wear off.
  • Monsters chase you when you shoot from range. A bow no longer puts you outside the distance a monster is willing to care about.
  • Guards leave their own race alone. Attack one anyway and it still fights back.
  • Forces have a cast delay. Each one uses the delay the game gives it, which for the big attack forces is several seconds.
  • Shop prices include the shop’s cut. A counter charges a tenth over the list price, in both currencies.
  • Regeneration has a second mode. The default is the original game’s fixed amount by stance; flat mode recovers a percentage of your maximum, which keeps pace at high level.
  • Recovery is slower in combat, a quarter of the normal rate, and returns to normal ten seconds after the last hit.

Fixes

  • Buffs all came out at maximum strength. A trained caster’s buffs are weaker and shorter now, and climbing the tiers takes hundreds of casts.
  • Enough armour made you invulnerable. Armour reduces damage on a curve now, and at least a fifth of any hit gets through.
  • Bare fists out-damaged most weapons. Unarmed damage scales on your melee training now.
  • Shops paid a fraction of what an item was worth. A shop buys back at half the item’s list price.
  • Your experience bar read zero at every login. The experience itself was never lost.
  • Hitting a monster paid no experience.
  • Quests never appeared when you levelled. Levelling offers the quests for the level you reached, filtered to your race and class.
  • A ninth buff vanished. The bar holds eight of each kind, and the oldest one drops off to make room.
  • Most potions could not be used. Adrenaline, the food items and everything else that only buffs you work now, and re-drinking refreshes the timer.
  • Speed buffs left you walking. Booster, the acceleration forces and Sprint speed you up now.
  • You were told you had not logged in for thirty days, every login.
  • Character actions did nothing. Gestures play now, for you and for everyone near you.
  • A dark force earned no experience. Only attacking with a force ever counted.
  • Force experience came in far too small. The amount is drawn from your level and multiplied for an attack.
  • A force that trained said it gained ten. It gains one.
  • A promotion reward never arrived. The animus you pick lands in your animus window with the right experience and rank.
  • Inanna attacked instead of healing. It heals its master now and pays its own health for it.
  • An animus would not attack, and hit for five when it did. It chases its target now and hits for what its rank says.
  • The ether ship took the wrong ticket. The ticket is chosen by the direction you are crossing and your race.
  • An Inanna paid the wrong amount to heal. It spends a tenth of what it heals, which is the game’s own rule.

Known Issues

  • There is no block, so shield mastery never rises.
  • Limited-stock vendors never run out. Every store reports its stock as unlimited.
  • A few consumables still cannot be used. Report the item name if you find one.