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<templatestyles src="Template:Stats/styles.css" />
<templatestyles src="Template:Stats/styles.css" />
<templatestyles src="Template:QuickSummary/styles.css" />
<templatestyles src="Template:QuickSummary/styles.css" />
== <span class="luna-heading gold">A different approach</span> ==
== <span class="luna-heading gold">A true expansion on the original</span> ==
<div style="float:right; margin:0 0 10px 20px;">
<youtube>www.youtube.com/watch?v=guppqp7m7cQ</youtube>
</div>
<div class="luna-section gold">
<div class="luna-section gold">
Status in Luna Obscura have a very different system compared to traditional RO.<br />
Instead of the usual 6 stats (or 6 stats + 6 traits from Renewal), it uses a new <span style="color:#f7b84b;">Body and Mind System</span>.<br /><br />
This system ensures you always have <b>flexibility</b> to build your character based on its strongest points, no matter what you prefer.
----
== <span style="color:#f7b84b;">Key aspects of the Stats</span> ==
<hr style="height:2px; background:#f7b84b; border:none;" />


=== <span style="color:#f2c37d;">Availability</span> ===
The Combat is the heart of Luna Obscura, it is designed from the start to be a strong system where players interact with the world in a much more active way.
<hr style="height:1px; background:#f2c37d; border:none;" />


<div style="float:right; margin:0 0 10px 20px; width:400px;">
Not only the tools players have are much more expanded vs vanilla RO, the monsters will also fight back and give you a hard time if you are not prepared for it.
[[File:statwindow.jpg|right|100%|link=|class=nostyle nozoom]]
</div>


When starting at Lv1, players have <span style="color:#f2c37d;">2 Body and 2 Mind points</span> available.
Fight mechanics, monster patterns, racial variations and special situations will test everything you think you know about RO.


* Receive +2 points of each per level up, up to a maximum of 200 Body and 200 Mind Points at Lv 100 
Not only that, but jobs have multiple tools, with their own combo counters, mechanics, stacks and so much more.
* Allocating stats costs 1 point up to 20 
* It costs 2 points from 21 to 40 
* It costs 3 points from 41 to 50 


A spread of <span style="color:#ffaa00;">50/50/21/2/1/1</span> is the highest, most specialized amount possible with the points received at max level.
Players are expected to engage with the combat for most of their experience, and as such, its the area where the game is at its best. gone are the days of one shotting huge waves of monsters for ultra low drop rates.
Job Levels do not grant any stat points.


=== <span style="color:#f2c37d;">Restrictions</span> ===
<hr style="height:1px; background:#f2c37d; border:none;" />
* There is a hard cap of 50 to a given stat from points gained on level up 
* There is a hard cap of 50 on bonuses granted from equipment, skills, and other sources 
* No stat can go past 100 total under any circumstance 
* Body and Mind points can only be spent on their respective sections
=== <span style="color:#f2c37d;">Resets</span> ===
<hr style="height:1px; background:#f2c37d; border:none;" />
* Resetting status points can be done anytime by speaking with Lucy in the Cathedral 
* There is a fixed price of <span style="color:#ffaa00;">1000z per Base Level</span> 
* Resetting up to Lv10 has no cost 
* The price is reduced as the Cathedral Level goes up (1% per level) 
* Status are always reset when job changing
</div>
</div>
----
----


== <span class="luna-heading green">Stats Calculator</span> ==
== <span class="luna-heading cyan">Essentials: Parry and Quickstep</span> ==
<div class="luna-section green">
<div class="luna-section cyan">
A basic calculator to check status spread and its bonuses is available below. 
Note that it cannot save preferences and is just for quick testing.


''[Currently not available]''
</div>
----


== <span class="luna-heading purple">Body and Mind Stats</span> ==
Every job in the game has access to <span style="color:#f2c37d;">Parry and Quickstep</span>. These two skills form the bread and butter of combat.
<div class="luna-section purple">
<div style="display:flex; gap:20px; flex-wrap:wrap; justify-content:space-between;">


<!-- Body Stats -->
Since Luna Obscura has no Hit/Flee, every hit will always connect, but you have tools to negate every single hit taken. Both skills also have a considerable lag tolerance to make it usable by any player.
<div style="flex:1; min-width:360px; max-width:49%;">
<span style="font-size:120%; color:#d63737;"><b>Body Stats</b></span><br>
<span style="font-size:90%;">Secondary bonuses (like move speed, soft defense, etc) are detailed in the next section.<br>
The % bonus modifier varies based on skills, conditions, combos, and targets.</span>


{| class="wikitable"
There are enemies in the Garden of Blades called Parry Trainer and Quickstep Trainer specifically prepared to teach you how to properly use these skills, their cards also are nice rewards for it.
! style="width:10%;" | Code
! style="width:20%;" | Name
! style="width:70%;" | Bonuses
|-
| <span style="color:#f7b84b; font-weight:bold;">BRV</span>
| <span style="color:#f7b84b; font-weight:bold;">Bravery</span>
| * +1 Physical ATK per point<br>* Affects '''OPENER''' skills
|-
| <span style="color:#f7b84b; font-weight:bold;">SFT</span>
| <span style="color:#f7b84b; font-weight:bold;">Swiftness</span>
| * +1 Move Speed per point<br>* +1 Action Speed per point<br>* +1% Cast Speed per point<br>* Affects '''MOVEMENT''' skills
|-
| <span style="color:#f7b84b; font-weight:bold;">END</span>
| <span style="color:#f7b84b; font-weight:bold;">Endurance</span>
| * +5 Max HP per point<br>* +1 Soft DEF per point<br>* +1 Healing Received per point<br>* Affects '''PROTECTION''' skills
|-
| <span style="color:#f7b84b; font-weight:bold;">REF</span>
| <span style="color:#f7b84b; font-weight:bold;">Reflex</span>
| * +2% Parry Damage per point<br>* +0.01s Quickstep Immunity<br>* +1 Dodge every 2 points<br>* Affects '''REACTION''' skills
|-
| <span style="color:#f7b84b; font-weight:bold;">GRI</span>
| <span style="color:#f7b84b; font-weight:bold;">Grit</span>
| * +1 HP Regen per 5 points<br>* +1% Debuff Efficiency per point<br>* +1% Posture per point<br>* Affects '''DEBUFF''' skills
|-
| <span style="color:#f7b84b; font-weight:bold;">PRE</span>
| <span style="color:#f7b84b; font-weight:bold;">Precision</span>
| * +1 Critical Strike per point<br>* +1% Proc Chance per point<br>* Affects '''CRITICAL''' skills
|}
</div>


<!-- Mind Stats -->
<div style="flex:1; min-width:360px; max-width:49%;">
<span style="font-size:120%; color:#3773d6;"><b>Mind Stats</b></span><br>
<span style="font-size:90%;">Secondary bonuses (like healing power, buff efficiency, etc) are detailed in the next section.<br>
The % bonus modifier varies based on skills, states, and targets.</span>


{| class="wikitable"
=== <span style="color:#f2c37d;">Quickstep</span> ===
! style="width:10%;" | Code
<hr style="height:1px; background:#f2c37d; border:none;" />
! style="width:20%;" | Name
<div style="float:right; margin:0 0 10px 20px; width:400px;">
! style="width:70%;" | Bonuses
[[File:quickstepgif.gif|right|link=|class=nostyle nozoom]]
|-
| <span style="color:#f7b84b; font-weight:bold;">FAI</span>
| <span style="color:#f7b84b; font-weight:bold;">Faith</span>
| * +1 MATK per point<br>* Affects '''SIMPLE''' skills
|-
| <span style="color:#f7b84b; font-weight:bold;">RST</span>
| <span style="color:#f7b84b; font-weight:bold;">Restoration</span>
| * +1 Healing Power per point<br>* +1% Status Resistance per point<br>* Affects '''DEFENSIVE''' skills
|-
| <span style="color:#f7b84b; font-weight:bold;">WIS</span>
| <span style="color:#f7b84b; font-weight:bold;">Wisdom</span>
| * +1 Max SP per point<br>* +1 Soft MDEF per point<br>* +1 SP Gain per 10 points<br>* Affects '''RESOURCEFUL''' skills
|-
| <span style="color:#f7b84b; font-weight:bold;">AFN</span>
| <span style="color:#f7b84b; font-weight:bold;">Affinity</span>
| * Boosts '''Masteries''' and '''Signets'''<br>* Affects '''MASTERED''' skills
|-
| <span style="color:#f7b84b; font-weight:bold;">INS</span>
| <span style="color:#f7b84b; font-weight:bold;">Insight</span>
| * +1 SP Regen per 5 points<br>* +1% Buff Duration per point<br>* Affects '''CONTINUOUS''' skills
|-
| <span style="color:#f7b84b; font-weight:bold;">ATN</span>
| <span style="color:#f7b84b; font-weight:bold;">Attunement</span>
| * +1% HP/SP Regeneration Speed per point<br>* -0.5% Action Delay per point<br>* -0.25% Skill Cooldown per point<br>* Affects '''SPECIAL''' skills
|}
</div>
</div>
</div>
</div>
----


== <span class="luna-heading crimson">Detailed Status Information</span> ==
Quickstep will dash your character a few cells towards the cursor direction, no matter the distance of the cell you target.
<div class="luna-section crimson">


=== <span style="color:#ccccff;">Key Information</span> ===
* The hunter becomes invincible for a short window, negating any damage taken while its active.
<hr style="height:1px; background:#ccccff; border:none;" />
* If the player mistimes the quickstep, it will receive glancing damage (halved damage). 
* Most skills can be avoided with Quickstep, this includes physical or magic, ground targeted or directly targeted skills.
* The invincibility and glancing evasion window can be increased with higher stats.


* Damage dealt is calculated based on ATK and MATK regardless of other scalings a given skill may have 
Luna Obscura was designed in a way where players are REQUIRED to properly use quickstep. This skill is considered essential and is learned very early on.
* If a magic skill says "+ 2% per WIS", the bonus scales off your base damage 
* <b>High flat values are essential</b> for percentage scaling to matter


=== <span style="color:#ccccff;">Max HP</span> ===
Astral jobs have access to Lv2 Quickstep, which grants a slightly longer range and evasion window.
* Maximum amount of health a character has. it dies when it reaches 0.
* Max HP bonuses are calculated by adding flat values first, then multiplying with % values.
* There is a hard cap of 9999 Max HP to players.


=== <span style="color:#ccccff;">Max SP</span> ===
Finally, equipping Quickstep [[Signets]] or other items can grant unique effects, including generating resources, improving movement speed or straight up teleporting.
* Maximum amount of stamina a character has. Also referred to as MP or Mana by players.
* Max SP bonuses are calculated by adding flat values first, then multiplying with % values.
* There is a hard cap of 999 Max SP to players.
* Monsters have no SP and use skills on a cooldown/behavior system.


=== <span style="color:#ccccff;">Physical Attack (ATK)</span> ===
=== <span style="color:#f2c37d;">Parry</span> ===
* Increases damage dealt by +1 per point. This applies to any physical damage dealt.
<hr style="height:1px; background:#f2c37d; border:none;" />
* Skills use the ATK value as basis for all calculations. 50 atk on a 300% skill = 150 damage.
<div style="float:right; margin:0 0 10px 20px; width:400px;">
* Take note some specific skills may have special interactions with ATK.
[[File:parrygif.gif|right|link=|class=nostyle nozoom]]
</div>


=== <span style="color:#ccccff;">Magical Attack (MATK)</span> ===
Parry is the higher risk defensive tool available to all hunters, it allows you to counter a single normal-attack from enemies.
* Increases damage dealt by +1 per point. This applies to any magical damage dealt.
* Spells use the MATK value as basis for all calculations. 50 matk on a 300% spell = 150 damage.
* Take note some specific skills may have special interactions with ATK.


=== <span style="color:#ccccff;">Critical Strike</span> ===
* The hunter will take a countering stance when used, a cast bar will show the parry window.
* Increases damage multiplier of critical skill and spell hits. Increase is based on a %.
* While the cast bar is displayed, taking any normal attacks will negate the hit and counter attack with a guaranteed critical hit.
* Also affects trigger chance of auto-attacks being critical hits (Requires Critical Signet Lv1).
* When parry is successful, it heals partial HP.
* Critical hits ignore DEF and MDEF of target.
* Parry does not negate skills, instead only halving their damage.
* Parry has no range restrictions and can be used against ranged enemies without issues.


=== <span style="color:#ccccff;">Move Speed</span> ===
Parry also comes with 2 mechanics:
* Increases movement speed of the character while walking.
* Move Speed is calculated based on "times X faster to walk between 2 tiles". This means increasing it from 130 to 135 is more noticeable than 100 to 115 for example.
* Speed default is 100 and is capped at 150. Specific conditions can break this limit.
* Dash can be used outside combat to increase it by +15 for quick traversal.


=== <span style="color:#ccccff;">Action Speed (APM)</span> ===
* Parrying an enemy before they start the attack will activate a regular parry.
* Amount of "actions per minute" that can be taken. Default at 60 (1 action per second), capped to 180 (3 actions per second)
* Parrying after an enemy begins an attack, but before the attack lands will activate a perfect parry. Perfect parries refund the SP cost.
* Attacking, using skills, using items and other similars are actions.
* This replaced the original RO's ASPD formula, which was exponential. APM is linear.


=== <span style="color:#ccccff;">Cast Speed</span> ===
Like Quickstep, parry is a core skill that needs to be learned to be used effectively to negate strong hits or extend your permanence in fights.
* How much of cast time skills have. Default is 100.
* Lower cast time is better, having 50 cast time means 50% of the cast time is removed.
* Having instant cast is possible by lowering it to 0 through a variety of means. Having values higher than 100 is also possible.


=== <span style="color:#ccccff;">Action Delay (ACD)</span> ===
Umbral jobs have access to Lv2 Parry, which grants a slightly longer window and higher damage and HP regain.
* Reduces the time between actions of the character when using skills.
* Applies to the character itself, so using a skill with 1s ACD means any action after it will need to wait at least 1s.
* ACD is a global version of cooldowns and applies to all skills, there is a minimum is 0.1s of ACD.


=== <span style="color:#ccccff;">Skill Cooldown (CD)</span> ===
Finally, equipping Parry [[Signets]] or other items can grant unique effects, including AoE effects, multiple hits, or negating multiple attacks at once.
* Reduces the time between actions of the re-use with a specific skill.
* It's not character-bound, but directly related to re-use of a single skill. Every skill has it's own cooldown.


=== <span style="color:#ccccff;">Hard Defense(DEF)</span> ===
</div>
* Equipment-based defense, capped at 80.
----
* Reduces physical damage taken by a specific % amount.
* Critical damage ignores hard defense of targets.


=== <span style="color:#ccccff;">Soft Defense(sDEF)</span> ===
== <span class="luna-heading crimson">Other Core Skills</span> ==
* Flat reduction to physical damage taken.
<div class="luna-section crimson">
* Applies after hard defense's % reductions.
* Can be stacked to high values.


=== <span style="color:#ccccff;">Magic Hard Defense(MDEF)</span> ===
The arsenal of skills for hunters also includes other notable skills, not only counting the job exclusive ones, we have skills for all hunters.
* Equipment-based  magic defense, capped at 80.
* Reduces magical damage taken by a specific % amount.
* Critical damage ignores hard defense of targets.


=== <span style="color:#ccccff;">Soft Magic Defense(sMDEF)</span> ===
=== <span style="color:#f2c37d;">Healing</span> ===
* Flat reduction to magical damage taken.
<hr style="height:1px; background:#f2c37d; border:none;" />
* Applies after hard defense's % reductions.
<div style="float:right; margin:0 0 10px 20px; width:400px;">
* Can be stacked to high values.
</div>


=== <span style="color:#ccccff;">Healing Received</span> ===
Healing is part of every hunter's kit, you have access to the free to refill [[Consumables]]: The Vials. Which can be customized and refilled for free.
* Increases effects of healing skills -received- from self/others.
* Can affect either a % value, duration of over-time effects or flat numbers, depending on source.
* Does not affect most consumables.


=== <span style="color:#ccccff;">Healing Power</span> ===
* Astral Hunters have access to <span style="color:#f2c37d;">Solar Heal</span>, which will heal a considerable amount of HP of a target ally.
* Increases effects of healing skills -used- on self/others.
* Umbral Hunters have access to <span style="color:#f2c37d;">Lunar Heal</span>, which will heal a targeted ally over time, but with a higher amount.
* Can affect either a % value, duration of over-time effects or flat numbers, depending on source.
* Correctly using the heal skills will also be essential in properly surviving. Signets can also change the behavior of those skills.
* Does not affect most consumables. Can cause special effects to happen on specific conditions.


=== <span style="color:#ccccff;">HP Regen</span> ===
=== <span style="color:#f2c37d;">Other Skills</span> ===
* Amount of HP regenerated over time. Applies every "tick".
<hr style="height:1px; background:#f2c37d; border:none;" />
* Value is a flat number. Special effects based on % may apply under conditions/items.
<div style="float:right; margin:0 0 10px 20px; width:400px;">
* Not to be confused with HP Gain and Regeneration Speed.
 
=== <span style="color:#ccccff;">SP Regen</span> ===
* Amount of SP regenerated over time. Applies every "tick".
* SP regeneration is higher than vanilla RO by a large margin.
* Value is a flat number. Special effects based on % may apply under conditions/items.
* Not to be confused with SP Gain and Regeneration Speed.
 
=== <span style="color:#ccccff;">Regeneration Speed</span> ===
* Speed which HP and SP regen naturally.
* SP regens every second by default, HP regens every 2 seconds.
* Speed is measured as a %, and capped at 200% (SP every 0.5s and HP every 1s)
 
=== <span style="color:#ccccff;">Posture</span> ===
* Reduction of the flinching and hitlock motion when damaged.
* Having 100 posture completely removes flinching motion (endure effect).
* Does not apply to certain effects and specific multi-hit combos and skills.
 
=== <span style="color:#ccccff;">HP and SP Gain</span> ===
* HP or SP gained from auto-attacks. SP Gain default is 3 per hit.
* Stat also affects other specific leeching and indirect recovery skills.
* Does not apply to skills by default. SP gain through auto-attacks specifically is a core feature of Luna Obscura.
 
=== <span style="color:#ccccff;">Status Resistance</span> ===
* Resistance to debuffs received from any source.
* Can decrease either duration or power of the debuff, depending on the status effect.
* Can be immune to certain status effects with enough Status Resistance.
* Details for most common debuffs can be found in the [[ Elements_Status| Elements and Status]] page.
* Also increases duration of the antibody (immune to heavy crowd control after being afflicted) slightly.


=== <span style="color:#ccccff;">Debuff Efficiency</span> ===
* <span style="color:#f2c37d;">Area Loot</span> will manually pick-up every item on the ground, you can also just click an item and it automatically picks up everything around you.
* Increases effects of debuffs applies to enemies.
* <span style="color:#f2c37d;">Sense</span> will give you the full information on monster stats and its loot. Note that it shows extra information compared to the in-game Monster Guide.
* Can increase either duration or power of the debuff, depending on the status effect.
* <span style="color:#f2c37d;">Dash</span> will increase your move speed considerably when out of combat, for easier map traversal.
* Details for most common debuffs can be found in the [[ Elements_Status| Elements and Status]] page.
* <span style="color:#f2c37d;">Backslide</span> is another evasive tool to quickly move out of danger or reposition, with its own glancing evasion window.


=== <span style="color:#ccccff;">Buff Efficiency</span> ===
While the skills above cover the majority of it, you can also check out the visual guide at the top of the page.
* Increases effects of buffs received from any source.
* Can increase either duration or power of the buff, depending on the status effect.
* Details for each buff depend on multiple factors, with most cases without specific values being duration increases (like Ready states).

Revision as of 20:39, 24 September 2025

A true expansion on the original

The Combat is the heart of Luna Obscura, it is designed from the start to be a strong system where players interact with the world in a much more active way.

Not only the tools players have are much more expanded vs vanilla RO, the monsters will also fight back and give you a hard time if you are not prepared for it.

Fight mechanics, monster patterns, racial variations and special situations will test everything you think you know about RO.

Not only that, but jobs have multiple tools, with their own combo counters, mechanics, stacks and so much more.

Players are expected to engage with the combat for most of their experience, and as such, its the area where the game is at its best. gone are the days of one shotting huge waves of monsters for ultra low drop rates.


Essentials: Parry and Quickstep


Every job in the game has access to Parry and Quickstep. These two skills form the bread and butter of combat.

Since Luna Obscura has no Hit/Flee, every hit will always connect, but you have tools to negate every single hit taken. Both skills also have a considerable lag tolerance to make it usable by any player.

There are enemies in the Garden of Blades called Parry Trainer and Quickstep Trainer specifically prepared to teach you how to properly use these skills, their cards also are nice rewards for it.


Quickstep


Quickstep will dash your character a few cells towards the cursor direction, no matter the distance of the cell you target.

  • The hunter becomes invincible for a short window, negating any damage taken while its active.
  • If the player mistimes the quickstep, it will receive glancing damage (halved damage).
  • Most skills can be avoided with Quickstep, this includes physical or magic, ground targeted or directly targeted skills.
  • The invincibility and glancing evasion window can be increased with higher stats.

Luna Obscura was designed in a way where players are REQUIRED to properly use quickstep. This skill is considered essential and is learned very early on.

Astral jobs have access to Lv2 Quickstep, which grants a slightly longer range and evasion window.

Finally, equipping Quickstep Signets or other items can grant unique effects, including generating resources, improving movement speed or straight up teleporting.

Parry


Parry is the higher risk defensive tool available to all hunters, it allows you to counter a single normal-attack from enemies.

  • The hunter will take a countering stance when used, a cast bar will show the parry window.
  • While the cast bar is displayed, taking any normal attacks will negate the hit and counter attack with a guaranteed critical hit.
  • When parry is successful, it heals partial HP.
  • Parry does not negate skills, instead only halving their damage.
  • Parry has no range restrictions and can be used against ranged enemies without issues.

Parry also comes with 2 mechanics:

  • Parrying an enemy before they start the attack will activate a regular parry.
  • Parrying after an enemy begins an attack, but before the attack lands will activate a perfect parry. Perfect parries refund the SP cost.

Like Quickstep, parry is a core skill that needs to be learned to be used effectively to negate strong hits or extend your permanence in fights.

Umbral jobs have access to Lv2 Parry, which grants a slightly longer window and higher damage and HP regain.

Finally, equipping Parry Signets or other items can grant unique effects, including AoE effects, multiple hits, or negating multiple attacks at once.


Other Core Skills

The arsenal of skills for hunters also includes other notable skills, not only counting the job exclusive ones, we have skills for all hunters.

Healing


Healing is part of every hunter's kit, you have access to the free to refill Consumables: The Vials. Which can be customized and refilled for free.

  • Astral Hunters have access to Solar Heal, which will heal a considerable amount of HP of a target ally.
  • Umbral Hunters have access to Lunar Heal, which will heal a targeted ally over time, but with a higher amount.
  • Correctly using the heal skills will also be essential in properly surviving. Signets can also change the behavior of those skills.

Other Skills


  • Area Loot will manually pick-up every item on the ground, you can also just click an item and it automatically picks up everything around you.
  • Sense will give you the full information on monster stats and its loot. Note that it shows extra information compared to the in-game Monster Guide.
  • Dash will increase your move speed considerably when out of combat, for easier map traversal.
  • Backslide is another evasive tool to quickly move out of danger or reposition, with its own glancing evasion window.

While the skills above cover the majority of it, you can also check out the visual guide at the top of the page.