Rates, Values and Numbers
The progression in Luna Obscura is tailored to be different from most RO experiences, not only in gameplay, but also gearing and overall pacing.
Details will be provided for it below.
For information on equipment types and other details, you can check the Equipment page.
Basic Concept
The game was made to be played and enjoyed from Lv1, as such it will have considerable differences from regular RO situations. A few examples:
- Experience is hand-made and completely different from a regular server, it should feel like a 3x to 5x server on experience rates, depending on level and moment.
- Enemies fight back and are considerably stronger compared to vanilla RO, as such, expect to take longer on fights, but to be rewarded appropriately.
- Gearing is essential at all steps of the game, you will find plenty of gear to be used and the game assumes you will do so, don't feel bad about always be looking for new gear.
- Job skills also are designed in a "build-up" system, where 2nd job skills are complementary to 1st job skills. You are not supposed to ignore 1st job skills completely.
- Bosses encountered regularly are meant to be fought by a small group of people of same level, but they can be handled solo no problem with proper preparation and gear.
- Drop rates are considerably higher than other low rate servers due to the focus on gearing and progression from the start.
Core Stat Details
| Information | Details |
|---|---|
| Max Base Level | Lv 100 |
| Max Job Level (Apprentice) | Lv 10 |
| Max Job Level (1st Job) | Lv 25 |
| Max Job Level (2nd Job) | Lv 50 |
| Skillpoints | Get 1 skill point on job change. Total of 75 Skill Points to be distributed (Apprentice skills are fixed.), there is no requirement of spending on 1st Job. |
| Max Stats | 50, with a hard cap of +50 through items/buffs/skills. (no stat can go above 100 in any way). |
| Dual Stat System | Instead of 6 attributes to distribute, there are 12 in 2 groups of 6 (Body and Mind), points are gained and spent separately for each group. |
| Maximum HP | Hard capped at 9999 |
| Maximum SP | Hard capped at 999 |
| Death Penalty | -5% Base EXP and Job EXP |
| Resetting Stats | Available to all for a base-level adjusted cost. |
| Resetting Skills | Available to all for a base-level adjusted cost. |
Leveling Details
| Information | Details |
|---|---|
| Party Limit | 6 Players |
| Party EXP Bonus | No Bonus |
| Party Share Range | 10 Levels |
| Party Tap EXP Bonus | 10% if more than one player, non-stacking. |
| Experience Gain per Kill | Capped to a maximum of 10% needed for the next level. |
| Monster Level Gap | EXP is not received if monster is 6+ levels lower than you or 6+ levels higher. Higher level monster quests and rewards still apply. |
| Experience Penalties | Monsters higher or lower than 3 levels yield 5% less experience per level, down to a minimum of 80% at 6 levels difference. |
Drop Rate Details
| Item Type | Drop Rate |
|---|---|
| Regular items (Trash Loot, Quest Materials, low value items) | Always 100% |
| Equipment (All equipment types of regular value with regular random options) | 2% – 10% |
| Exquisite equipment (Chase equipment, usually alternate version of regular items) | 0.1% – 1% |
| Stigmatas (Set equipment from secondary tab) | 1% |
| Mob cards | 3% |
| Boss cards | 5% |
| Maiden cards | Regular version gained as quest reward (once per character), 5% for Nightmare Lv100 Version (Special Card) |
| Arcana cards | 0.5% (for those that drop, most are sold/quest rewards/found) |
| Form/enchantment/other materials | 0.5% – 5% |
| Ultra-rare materials | 0.1% |
| Boss Relics (used to summon a boss instantly) | 0.50% with the appropriate Badge equipped on the boss location. 0.05% in other areas (from any monsters up to 5 levels lower). |
| Regular costumes/dyes | 0.5% – 2% |
| Ultra rare costumes/dyes | 0.02% |
Note: Some items break this rule due to rarity or specific situation.
Power Fantasy and Building
There is a HUGE variety of systems to build the player power from, which are described below and detailed on their respective pages.
Astral vs Umbral Branches
This is before all items, bonuses and modifiers.
Having 100 Endurance provides +500 HP.
Having 100 Wisdom provides +100 SP.
There is a hard cap of 9999 HP and 999 SP, only achievable with proper equipment.
Armor and Garments provide HP and SP by default.
Stats
With 12 stats to level up, a player can build a large variety of builds and forms.
Details can be found in Status, but the overall information is:
- Body Stats provide physical properties like speed, defenses and physical power.
- Mind Stats provide resource management, buff management, and magic power.
- Points from each type of stat are restricted to their use. Every player will always get points for both on level up.
- 50/50/21/2/1/1 on each branch is the most specialized spread possible at Lv100.
Job Skills

Skills in Luna Obscura are more stingy in points, and it’s greatly recommended not to funnel all your potential towards one of them and ignore the others.
It also requires you to properly understand how each skill and job loop works, either with combo management or proper rotations.
Also, for the skills you really like, you can level them up to the maximum level to unlock their Master Bonus.
This will increase their range, power, speed, or even give brand new ways to use the skills.
There are over 250 custom skills in Luna Obscura.
Signets
Signets are the key feature of Luna Obscura in character building, providing a unique way to build around themes and styles.
If you played any modern Monster Hunter game, it should be mostly familiar to you.
These are passives provided by equipping certain items. Equipping multiple copies will stack them and provide higher-level bonuses.
There are over 50 Signets in Luna Obscura, ranging from range extenders, critical enablers, unique scalings, stats transferring to allies, transformative effects, proc chances and so on.
Weapon Forms
Weapons are unique and tailor made in Luna Obscura, so your weapon arsenal will be limited, but very strong.
As an extra, every single weapon in Luna Obscura has its own unique visual, and sometimes, unique sound effect.
Characters will have access to only 1 weapon after changing from Apprentice, which has 2 card slots and can have its FORM changed.
Changing form between each of the 4 available versions will provide unique, one-of-a-kind bonuses to specific builds and play styles.
- Do you like to parry a lot playing a Farlander? Why not grab the Parry cooldown reduction and damage boosting form?
- Prefer to keep a strong ranged offensive? Getting a lot of SP from your Tracker skills can be useful to keep you going.
And once you get to your 2nd job and access to 4 unique weapons, with unique themes, the options are pretty broad.
Equipment

Equipment in Luna Obscura follows a semi-linear progression.
This means higher-level equipment doesn't always provide the highest amount of bonuses, but may provide more specialized properties.
While details can be found in Equipment, they follow a basic guideline:
- Weapons and Sub Weapons improve offensive powers and improve skills.
- Tools provide new mechanics and quality of life.
- Badges provide thematic bonuses from where they are obtained.
- Pouches improve consumable management and healing, but more importantly, refill slots.
- Armor improves HP and defenses overall.
- Garments improve SP and secondary defensive properties (dodge, regeneration, status effects).
- Shoes improve overall speed (Movement, Action Speed, Cast Speed).
- Accessories provide a wide range of varied effects.
- Stigmatas provide specific bonuses according to their theme and details.
Note: Some items are designed to break the rules above. Cards also are unique in that regard.
Stigmatas
Unique thematic equipment that can provide set bonuses of 2, 3 or 4 pieces.
They also may have a slot, which is restricted to Arcana Cards.
Stigmatas will usually provide a bonus with a specific goal in mind, for example a fire-themed stigmata will improve burning status effects, conflagration procs and so on.
While a speed-focused stigmata may allow attacks to hit more times, improve move speed or add better dash effects.
They are equipped in the secondary equipment tab. Details can be found in Stigmatas.
There are 2 Stigmata sets per Dungeon in the game, they can also be found in other locations. They cannot be found in Fields or Grand Dungeons.
Random Options

These bonuses are part of the overall gear power, providing good extras for those chasing some min-maxing.
Some equipment will drop with them already applied, but you can also re-enchant, remove or reroll them with Enchantment items.
Random Options are -NOT- mandatory for regular progression of the game, but can be powerful if organized around a priority.
The Alchemist-in-a-Box (AIB) system allows players to customize their enchantments with a wide variety of ways, including some unique outcomes and versions of items.
Cards

Cards are not meant to be a mix of useless and ultra-rare pieces, but one extra customization layer on your character progression.
Cards come in a few varieties, described more in-depth in the proper page, but they can be divided in 5 types:
- Monster Cards: Obtained by killing monsters, usually with 3% drop rate.
- Area Cards: Obtained by completing area quests or as very rare drops. They have alternate, thematic version of cards from the area and a special art.
- Foil Cards: Ultra rare cards with alternate art and effects compared to the monster cards. They have varied conditions to be obtained.
- Boss Cards: Always equipped on the Badge, they have unique effects not found on other cards. They average a 5% drop rate.
- Arcana Cards: They also have their own subtypes in Regular, Reversed and Occult, but are limited to Stigmatas.
With the exception of Arcana Cards, all other cards can be unslotted at any time, at no cost, straight from the equipment window.

