uaRO — Ukrainian Ragnarok Online
A game portal for a private Ragnarok Online server: a database, a community and an in-game market in one place.
- Year
- 2026
- Scope
- Design & build
- Type
- Game portal
- Languages
- 31
The portal in numbers
A classic server, opened to the world
uaRO is a private Ragnarok Online server founded in Ukraine back in 2004 — classic Pre-Renewal, Episode 11.2, honest 1× rates, no cash shop and no pay-to-win. A community that has held together for two decades.
The old site had run its course. The new portal had to do two jobs at once: serve the veterans everything they check daily — who is online, who holds the castles, what drops from what — and open the server to players worldwide, in their own languages.
Six thousand entries that answer instantly
Items, monsters, cards, maps and skills — with the numbers players actually argue about: full combat stats, exact drop rates for every channel including MVP and card, and the spawn maps with counts. A monster page tells you where to farm it; an item page tells you who drops it and which NPC sells it, with map coordinates.
- Items, monsters, cards, maps, skills, pets, homunculi and crafting
- Exact drop rates and spawn maps with counts
- Reverse index on every item: who drops it, who sells it
What players check every day
Who is online, right now
Online count, peak and the real characters grouped by map and class — read straight from the game.
Six ladders
Level, job, zeny, fame, guilds and castles, with search and a filter across 47 classes.
War of Emperium
Live castle owners and defense across 24 castles, grouped by realm, plus the siege schedule.
Guild emblems as images
The raw in-game emblem is unpacked and rendered to a transparent PNG on the fly.
Player profiles with privacy
A player can hide their profile; account IDs, zeny, inventory and IP are never exposed.
MVP timers
Respawn windows plus kill times shared by players — privately, with the guild or with everyone.
A website wired into a running game
Most of the portal is not content — it is live state. The site reads the game server's own database on a separate machine: characters, guilds, castles, logins. Writes are allowed only through narrow, guarded bridges.
Because a game server can lag or go down, the connection is defensive: short timeouts, and a circuit breaker that trips for half a minute when the game machine stops answering. Cached data keeps being served while it refreshes in the background — and a degraded answer is deliberately never cached. The site stays up and shows the last known good state instead of an error page.
One site account, many game accounts
Linked registration
Signing up creates both a site account and a game account, linked together.
Several characters’ worth
A player attaches multiple game accounts, each confirmed by a one-time game password check.
Safe character operations
Rename or reset runs only when the character is offline, under a temporary account lock that is always released, and every step is audited.
Points, not payments
No cash shop: rewards come from zeny and points for voting on server toplists.
A player-run economy
Bank, vault, escrow deals, an order book, buy orders, player shops, gifts and achievements — all on the site side.
Google sign-in & history
Login with Google and a full history of entries from the game log.
A staff tool, not a settings page
The team runs the server from a separate application with its own login, a role model covering thirteen areas of responsibility and an audit record for every single change.
Staff manage the site's content, moderate what players publish, and administer the players themselves — including actions that write directly into the game.
What the team manages
Players
Create, ban and unban, reset a password, change GM level — written straight to the game.
Roles & audit
Thirteen permission areas across six roles; every change is recorded.
Site content
Fourteen content types — news, guides, pages, FAQ and the rest.
Moderation
Player-published content, guild emblems and the forum.
Media & logs
A media library plus system logs for diagnostics.
Thirty-one languages
The whole interface is translated through an automated pipeline.
Have a project with live data behind it?
Game servers, dashboards, integrations with running systems — tell us what you need.
Get in touch
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