Gaming Guide

RF Online Next: What Level 70 Unlocks and How to Convert Weapon Skins

The Utility module tab, two new dungeon floors, a fresh battleground, and the 300-diamond weapon skin conversion, all in one place.

The Utility module tab, two new dungeon floors, a fresh battleground, and the 300-diamond weapon skin conversion, all in one place.

Level 70 is the point where RF Online Next stops being a leveling game and starts being a systems game. The Combat Module gets a new tab, two dungeons open extra floors, a battleground full of level 80-plus monsters becomes reachable, and the weapon skin economy finally makes sense because you can force any skin onto your own class.

Quick answer: At Level 70, open the Combat Module and activate a Utility node for 30,000 Credits, then convert any off-class weapon skin to your current class in the Convert tab for 300 Diamonds and equip it.


Everything Level 70 unlocks in RF Online Next

Nothing here needs a quest turn-in or an item. The moment the level ticks over, the content becomes selectable. Here is the full list and what each one costs to actually use.

UnlockWhere it appearsCost to use
Utility tab (Combat Module)Combat Module menu30,000 Credits per node
Android Junkyard 9FZone Dungeon listLevel 70 or higher
Public Mining Field 3FZone Dungeon listLevel 70 or higher
High-Orbit Launch BaseBattleground map listTeleport, no entry fee
Weapon skin conversionWeapon Skin menu, Convert tab300 Diamonds

Level achievements also pay out around this milestone, and those rewards feed into biosuit progression — the Sica Shadower summon is one of the results players finalize on the way through 70.

Player attacking a highlighted Wild Beast with mission objectives listed on the right side of the screen
Field combat near the Level 70 mark, with active mission objectives still tracking on the HUD. Image: Netmarble

Combat Module Utility tab: activating and rolling Level 70 nodes

The Combat Module itself opens at Level 50. What Level 70 adds is the Utility tab, a separate node board that feeds survivability stats rather than skill damage. The stats on offer are HP, FP, and HP/FP regeneration.

Open the Combat Module menu and switch to the Utility tab. If the tab is missing, you are not yet Level 70 — nothing else gates it.
Select an unlit node and pay 30,000 Credits to activate it. Credits are the only material required for activation, so a decent offline farming session usually covers several nodes in one sitting.
Roll the node’s random option until you land on the stat you want. Each node presents a set of possible effects, and regeneration options such as HP Regeneration 20 show up on the higher-level rolls.
Combat Module random option window with HP Regeneration 20 selected among Level 3 node choices
The Level 3 random option window inside the Combat Module, with HP Regeneration 20 picked as the node result. Image: Netmarble

The payoff is small per node and meaningful in bulk. A full pass through the freshly opened Utility nodes moves Combat Power by a couple thousand points — roughly a 156,000 to 158,000 swing on a character sitting at that bracket. Legendary Module bonuses from the main module board stack on top of this and are still tracked separately.

Note: Legendary parts remain the higher-value target across the module system. Treat the Utility nodes as a cheap, guaranteed top-up rather than a replacement for chasing Legendary grade.


Where to get Weapon Skin Cases

Weapon skins come out of cases, and there are two grades worth knowing. The Rare Weapon Skin Case is the baseline pull. The Weapon Skin Case [Rare – Epic] carries the [Bound] flag, so it stays on the character that opens it and cannot be sold on.

Cases are stocked in the Exchange Shop under Arca’s Privilege and are bought with Credits and Diamonds. Cases you have already earned from events or drops sit in storage, so withdraw those before spending anything.

Cash Shop Goods and Suggestion tab with the Rover Pick-Up Summon Pack banner highlighted
The Goods > Suggestion page in the Cash Shop, where featured packs and case bundles are listed. Image: Netmarble

Duplicate skins become Rare Weapon Skin Data Cubes

Pulling a skin you already own is not a dead roll. Duplicates convert into Rare Weapon Skin Data Cubes, and those cubes are the crafting material for new Weapon Skin Cases. The recipe sits in the crafting menu next to the skin list, so a long run of duplicates eventually loops back into more pulls.

Inventory panel showing the bound Rare Weapon Skin Data Cube item during combat
A Rare Weapon Skin Data Cube sitting in the inventory, marked as Bound. Image: Netmarble

How to convert a weapon skin to your class for 300 Diamonds

Cases do not respect your biosuit. You will open skins built for classes you are not playing, and the conversion system exists specifically to fix that.

Open the weapon skin list and preview the skin on your biosuit first. The preview shows how each design looks across the different classes, which matters because some skins change shape substantially once converted.
Switch to the Convert tab, pick the off-class skin, and confirm the 300 Diamond charge. The skin is rewritten to your current class — a blaster gun skin such as Desert Lightning, for example, ends up usable on a gun biosuit.
Equip the converted skin from the skin list. Your weapon’s model changes immediately in the field, and the skin entry now shows as equipped rather than owned.

Tip: Conversion is charged per skin, so preview before you pay. Holding an off-class skin costs nothing, and unused skins still count toward collection progress, which is the main argument for keeping duplicates rather than clearing them out.


New dungeon floors and the High-Orbit Launch Base battleground

Two dungeon floors unlock at exactly Level 70. Android Junkyard 9F continues the best experience-per-hour dungeon line in the game, and Public Mining Field 3F extends the materials route. Both list “Required Level: 70 or higher” on their entry cards and stay greyed out below that.

High-Orbit Launch Base is the bigger jump. The battleground map becomes reachable at 70, but the monsters there sit between level 80 and 85, well above the level you arrive at. That gap is deliberate — the drop table includes Kallon Catalysts and skill books, which are the reason to fight there at all rather than the experience.

Character firing on a targeted Wild Beast with a red targeting ring in the open field
Open-world combat against a Wild Beast, with the red target ring marking the locked enemy. Image: Netmarble

Check the drop list before committing a farming session. Areas such as Dock C-03 publish their level 80 tables in the monster info panel, and the fastest way to waste an hour at this level is grinding a zone whose table does not contain the material you need.


How to confirm each Level 70 unlock is active

Every one of these unlocks confirms itself through a visible interface change, so there is no guesswork involved.

UnlockConfirmation it worked
Utility tabA new tab appears alongside the existing Combat Module tabs
Utility nodeNode lights up, a random option is listed on it, and Combat Power rises
Dungeon floors9F and 3F become selectable instead of level-locked
BattlegroundHigh-Orbit Launch Base appears as a teleport destination
Skin conversionSkin moves into your class list and can be equipped

If something does not trigger, the cause is almost always currency rather than a bug. Node activation is blocked below 30,000 Credits, conversion is blocked below 300 Diamonds, and a case marked [Bound] cannot be moved to another character to be opened there.


The sensible order once you hit 70 is Utility nodes first, since they are pure Credits and instantly raise Combat Power, then the new dungeon floors for materials, then High-Orbit Launch Base once your gear can survive the level gap. Weapon skin conversion is the one purely optional purchase in the set — worth it when you own a skin you genuinely want on screen, easy to postpone when Diamonds are better spent on weapon enhancement.