1. What is Luna Obscura?
It's a customized mod based on other game references, not unlike mods for games in nexus mods and others. The intent is to provide a unique game with new ideas, building upon the foundation of RO and its gameplay to bring the best in RPG customization, action and a lore-rich world with a unique dark victorian fantasy style.
The core aspects of Luna Obscura are its unique aesthetics, pushing the limits of RO as an engine as far as possible and providing a brand-new experience in all aspects, for those looking for a new world, with challenges that respect your time and brain and its gameplay. The game should feel a little closer to an aRPG(gear interactions) or a MOBA(skill interactions), with skills that interact with each other, combo variations, evading hits and so on. Checking the Combat page is strongly recommended.
Luna Obscura also is a non-profit project, with fair monetization prospects, limiting all server gains to Patreon (with no in-game advantages or benefits). It can be compared to ultra customized romhack and mods that completely revamp a game in some other way, bearing no relation with the original.
2. Where is AI used in the game?
As a passion project with no funding, Luna Obscura makes use of AI in some of its assets. This amounts to around 0.2% of the game:
- We no longer need to use AI for NPC Cut-ins, as we have an artist working on those, yay!
- Voicelines for some NPCs are made through AI, but we have a section on discord you can submit your voice voluntarily if you want it to be used!
- Card arts have AI use on them, the choice was between having those or none at all. They all follow a consistent style and also have their own photoshop and clean up process, one by one. A key point is that there are big narrative elements on cards, including area cards and special cases, which means over 400 cards...making it not realistic to have all drawn... But some special cards are still hand-drawn!
There are no other aspects that make use of AI, this includes but is not restricted to: Sprites, Textures, UI elements, Writing, Creative ideas, Code (through AI is used to help debug test), map designs, quests, items, jobs, mechanics, systems and all else.
As a side note, Luna Obscura's OST features a mix of composed songs made specifically for it and classic game songs and remixes for some fun and nostalgia, and no AI.
If you dislike AI, you are free to help cover all costs for its use with quality work, or ignore it. I deem the usage of the AI pieces to match exactly how I view them in a creative way and as tools to be used for my goals.
3. What are the inspirations and objectives?
The Main inspiration for Luna Obscura are dark victorian fantasy games like (but not limited to): Bloodborne, Castlevania, Bloodstained, Vampyr and others. It also draws inspiration from key gameplay-loop games like Path of Exile or Monster Hunter.
Ragnarok Online is a game and has a unique gameplay that I personally love and this is the reason why, despite its flaws, Luna Obscura is a fan-project made based on it.
If my objectives are properly accomplished, this game will bridge both sides, bringing a new, serious tone to RO, while making it a fun, hunt-and-loot focused world progression, while providing hundreds of possible builds.
4. What is the focus of the server?
The combat is designed to be very-action based and fast. You are required to, and rewarded for, paying attention to enemy behavior and reacting properly. To this end you will have access to 4 main tools on all jobs:
- Quickstep, makes you immune to all damage briefly, while moving towards the cursor
- Parry, allows you to reduce skill damage taken by 50% or completely negate an enemy basic-attack, while dealing a critical hit back to it. There is no restriction to directions and positions, making it easy to use. If you get the parry right as the enemy hit lands, you also regain the SP cost and heal partiallly.
- Solar Heal and Lunar Heal. Astral jobs having Solar heal allow them to heal a large amount of HP instantly, while Lunar Heal for Umbrals gives you a strong heal over time after a brief delay.
Multiple other skills also exist that can be used, such as guarding with a shield, backsliding out of the way, absorbing spells and so on.
(Astral Jobs have a longer quickstep and Umbral jobs have an easier parry, but both have access to the skills).
5. What are the server settings?
- Server is running on rAthena, 2025, with over 80% of its code either entirely rewritten or extensively customized.
- Client used is Zero - Version 03082024. It runs DX 9 natively and has over 150 unique modifications to its code to change key aspects.
- Entirely redrawn UI, with unique systems, windows and aesthetics.
- Partial voice acting, mixed with real voice actors and (ethically correct) AI use.
- The entire game has been remade from scratch: Over 500 custom skills, unique monsters, new sprites, all new card arts,NPC visuals, unique weapon visuals, new status, new mechanics, completely new maps and locations, rain effects, music and all else.
Since it's made from the ground up, the EXP rates, drops, progression, classes and all else are entirely custom, as such its hard to properly gauge it in comparison to RO directly.
- EXP Rate should feel like 5x-10x of RO, Drop rate can be between 10x to 100x depending on items, Cards are designed to be used in abundance, so its a key example of different progressions.
The key details are that:
- Max Base Level: 100
- Max Job Level: 10 (Apprentice) / 25 (1st Job) / 50 (Final Job)
- Max Stats: 50 , Body & Mind unique stats system, with 12 choices in 2 distinct categories with their own points.
- 20 Final Job Classes (For launch), divided in Astral and Umbral branches. Both branches have access to the entire game and play together.
- Party Capacity: 6 Members. Small EXP bonus for more members (but multiple other benefits).
- Drop rates vary but on average equipment drop chance is between 2 to 10%. Card drop rates are between 1 to 5%.
- The Game is meant to be enjoyed and providing engaging systems since the start. There is no "The game starts at max level" concept here.
- Levels are meant to be earned and require effort, not just your time. Learning how to properly play your character is essential.
- It's not for everyone, but it's made with player-first focus. Systems won't be hostile to your, predatory or overall meant to be deceiving on purpose.
6. What are the tools to build my character?
- 20 Final jobs to choose from, all with varied gameplay styles, detailed systems, complex interactions and varied gameplay.
- Body and Mind Stats. instead of the traditional 6 stats from RO, we have 12 brand new stats divided in two categories. Each category has its own stat gain on level up and effects, so you always have ways to build your character without gimping your damage potential.
- Weapon Forms, unique systems that change your weapon theme between Bloodstained, Masterwork, Expert or Prototype, granting unique bonuses for a specific playstyle. Forms can be changed as much as you wish... for a price.
- Random Options, divided by location, rarity and accessibility, also possible to re-roll them with new values and items, or adding/removing them in a large variety of ways. There are also extremely rare random options with special effects... all without clutter or "+4% DMG vs Fish on saturday" trash bonuses.
- Signets are unique passives granted from equipment that go up in level as you stack them. They can be basic things such as increasing combo windows, to AoE parrying, over time healing, special effects on skill uses, special procs, range boosts, improving minions/pets/slaves and so on. There are over 50 unique signets to mix and match to create your perfect playstyle.
- Stigmatas are 4 pieces of unique equipment that can be mixed and matched in set pieces to provide a thematic bonus, usually accompanied by Signets. They also have their very own Arcana Cards, special cards that do not stack and activate special effects on pieces. Stigmatas are varied and cover a wide range of options.
- Headgears are entirely visual and part of the secondary tab. In their place, you have Badges (Unique equipments rewarded for area quests and progression), Pouches (Increase capacity of consumables carried and refilled for free), and Hunter Tools (Specific Equipment that provide a unique gameplay mechanic to be used, like grappling hooks, cast concentrations and knockback prevention).
- Sub-Weapons that allow you to use limited skills from other jobs, or add new effects to skills of your current job... if the skills are mastered.
- Skill Master Bonuses: Special mechanics unlocked by having skills at max level.
- Traditional Armor, Garment, Shoes and Accessory slots, as well as the Weapons, of course.
7. What are the key features and quality of life?
- Unlockable fast travel system with Leonard. Can take you to different safe zones in the game you already visited.
- Card Removal from gear is free and can be done on any safe zone. Just click the -Unslot- button on the equipment window.
- In-game monster Codex with search function for level, loot, area or other aspects. (Not all details are added, including secret monsters).
- Status and Skill resets for a scaling, fair cost. Skills don't require spending points on previous job to learn 2nd Job skills (Note: 1st Job skills are key pieces of 2nd Jobs in most cases anyway. keep it in mind)
- Refining won't break your items and is limited to +2. This is considered an endgame mechanic and not something to be used continuously.
- Account-wide progression to some specific things, like area clears and unlockables (not fast travel).
- Storage access straight from inventory in any safe zone, with its dedicated button. Storage is also larger and free.
- Equipment Swap was removed entirely. You can only change your weapon in combat zones, You build and prepare for the hunt, not switch 50 equipment pieces all the time for each clear.
- Weapons are limited in availability with each job having 4 Weapons, all custom-made with unique visuals.
8. What about the visuals? Is it all dark, moody and gothic?
Not Really! RO is well known for its wide variety of costumes, and Luna Obscura also aims to push it even further:
- Brand new hairstyles since character creation.
- Full Stylist ingame with fully working systems and windows, custom-made to fit the aesthetics, with over 40 hair styles to choose from, clothes color, selling costumes (you can try them on!) and many more features.
- Unlockable clothes dyes, unique hair colors and others
- Unique weapon visuals and sounds.
- Over 100 farmable costumes. Not including rewards and shops.
- All sprites were cleaned up and polished to avoid "color bleeding" on some poses or dyed noses with hair colors. They all were manually tweaked to look as clean and customizable as possible.
- You can toggle (partially) between Luna Obscura's UI and classic UI with a single click on the menu.
9. What are the available jobs?
All Luna Obscura jobs are completely new, with entirely new identities and gameplay styles. For detailed information, check the Job Classes page. For some examples:
The Squire job is part of the Astral Branch, it uses simple rotations of 1-2-3 skills, and have very straightforward gameplay. They can use swords or claws for weapons.
- The Squire can become a Dullahan, embracing the use of its swords to summon spectral swords that follow-up skill uses, consume the rotating swords or even remove their own head temporarily to bring extreme power potential.
- It can also become a Leviathan instead, embracing its martial side, with its own 15-hit combo counter (with gauges), quick kicks with fighting-like imput and combo follow-ups while barraging an enemy with power from the land, sky and sea to overwhelm any single target.
No matter what job is chosen, they will bring a unique gameplay, unique mechanic and some never-before-seen (for real) systems to RO combat.
Other jobs include the Phoenix (Necromancer-like control mage with a Phoenix pet), Anubis (Auto-cast revolver with multiple buff stacking and SP management), Kitsune (Master of Parrying and avoiding damage with strong focus on criticals) Centaur (Ranged fighter that deals extra damage at specific cell distances and management from enemies) and so on.
10. What is the cathedral of blades?
That's the main hub area of the game and Headquarters for all players. Given that Orchestria (Game World) has been taken over by the darkness, its the job of the players to find how to survive, save the people and contain the madness of the Maidens and the Voices and all effects they cause.
The Cathedral of Blades is an old Cathedral full of swords around its gardens... reason of which will be known by exploration ingame.
The Lore of Luna Obscura is rich and goes indepth for those who want to immerse into a new world, but does not get in the way of those looking for some action.
11. Who are the staff of Luna Obscura?
Luna Obscura is developed and managed entirely by Ornstein, creator of Return to Morroc server (now closed, but made open source). Ornstein's intent is to bring a new idea and life to RO, while respecting what made it great, the core gameplay loops and open world freedom.
The Council in Discord helps manage and moderate content, discussions, feedback and support but are not directly connected to the development of the game.
Other specific talented people also provide comissioned work (and paid fairly for it) when needed, be it a piece of art,a script debug testing, a map design, a specific costume or any other thing when possible.
Luna Obscura is expected to launch sometime 2026. The game will be launched in a finished state, as complete as possible with all known bugs fixed. It's a passion project, driven by a person with a full time job and family. Delays can happen and have happened in the past, all in the name of making the best player experience possible.