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╳ WELCOME TO THE MAD CITY ╳

LOONIE LAND

A dark urban-fantasy FULLDIVE RPG — and a purgatory for the lost. The field wiki for players of the Loonie Land RP server.

>>> [SYSTEM] NEW ARRIVAL DETECTED AT THE DOCK OF DIMENSIONS . . .
>>> [SYSTEM] CHAOS CONTROL IS NOW CATALOGUING YOUR PRIOR LIFE.

Browse the Files

Everything documented about the Mad City, its residents, and its systems.

SETTING
Dark Urban Fantasy
STUDIO
Nyctophiliac
RELEASED
2039
FORMAT
FULLDIVE MMORPG
SECTION 01 // BACKGROUND

The World & The City

Two decades of full dive, and the strange birth of a purgatory.

What Happened for Full Dive

The age of full-dive has been well under way for nearly two decades. Countless worlds now exist under the breadth of humanity's control and entertainment, and the real world has grown increasingly unpopular among the young — it simply lacks the colour of life the games offer. But the world didn't change overnight.

The year 2027 marked the Fall of standard gaming. Console and PC play had grown boring, and as the state of the real world worsened, people hunted for ever more intense escapes — an era unofficially called the search for "experiences higher than life," ranging from picking up a book to older gamers turning to drugs. The rise of "disconnection" was under way, for better or worse.

By 2030 came the announcement. Older VR had always been held back by one fatal flaw — clunky movement and heavy headsets that constantly reminded players the world was fake. Then the world-renowned IRB Studios released Aeternal, a fantasy MMORPG and the world's first FULLDIVE. IRB deliberately cut back on the realism-driven PVP that had helped kill PC gaming, favouring a traditional PVE fantasy. Affordable headsets and a low entry cost let a wide audience join.

By 2031, thousands were logging in with thousands more to come. Despite glitches, players were forgiving of the first FULLDIVE ever made, and a 12-year golden age of Aeternal followed — interrupted once by a mass data-wipe that shifted the world from western to eastern fantasy. Competitors followed in IRB's wake: Bladed Heavens, Vanaheim Adventures, and Wonderland.

╳ ╳ ╳

Creation of Loonie Land

Loonie Land had an… interesting beginning. It started as a hobby project — a strategy / third-person PVE game on mobile for casual players. A larger studio, Clockwork (specialists in smaller FULLDIVE titles), took notice and reached out. After a five-year build, the small team of friends — now named Nyctophiliac Studios — worked alongside professional full-dive devs to rebuild their game into something far more immersive.

By release it was no longer a strategy game but a FULLDIVE RPG with MMORPG potential. To stand out, Nyctophiliac regressed: while the industry leaned PVE, they built a balanced approach that leaned hard into PVP. They swapped a cartoonishly dark land for a gritty, strange metropolis — a Dark Urban Fantasy where almost the entire map is one giant dark city, with only hints of nature and traditional fantasy.

The approach was risky — the world had only recently moved away from PVP, and Loonie Land openly parodied mental conditions in its abilities and character traits, unsettling parts of the customer base. But Clockwork's marketing and Nyctophiliac's dedication carried it to release in 2039. The start was rough, but the game found its feet. Beginning on USA servers and expanding outward, Loonie Land became a rising star among competitive FULLDIVE MMORPGs. The current year is 2041 — two years after release.

"A purgatory for the mentally ill and the lost — and a cultural mixing pot of many realms."

SECTION 02 // STATS

The Numbers

Numbers never lie. People always do.

Core Stats

Six stats define every character. +10 points are granted per level up.

StrengthSTR

Lifting and striking strength, and how much a character can carry or move by themselves.

SpeedSPD

Physical speed while moving and fighting, and distance covered by a skill or movement. A large enough gap (often in the hundreds) lets one character speedblitz another.

EnduranceEND

How many hits you take before falling, and your energy for skills. Drives three derived values below.

END × 3 = HPEND ÷ 2 = DMG ReductionEND = Stamina (STA)
ControlCTRL

Minute, mechanically fine-tuned movements. Determines striking speed and can raise reaction time — high CTRL lets you fight SPD-based opponents even without matching their speed.

IntelligenceINT

The measure of the mind — success with magic and magic-adjacent abilities.

INT × 1.5 = Mana (MP)INT = Spell Speed
WisdomWIS

Perhaps the most important stat — it sets your Sanity (SAN), the mental strain you withstand before a shift between the [Stable] and [Volatile] states.

WIS × 1.5 = SAN

Other Stats

Hidden or specialist stats, rarely shown on the menus.

PRCPPerception. Ability to see and notice things — sight, sound, or sixth sense. Most start at 5–20; only class, species, or mindset can raise it.
TRKTrick. Classifies how hard or complex a game feature is — gear, quests, mindsets, species — not the players themselves.
REPReputation. How much NPCs like or dislike you, tracked per person and shaped by faction, actions, and interactions.
WILLWill. Toughs out conditions like [Volatile], [Fear], and [Paralysis]. Unseen on menus, known only to those with skills tied to it.

Stat Scaling

How far apart two stat values must be before the numbers do the work.

10–15 ptsBarely matters — roughly one level. Skill decides the fight, not numbers.
40–50 ptsNumbers start to bite — the most common PVP gap. Stop slugging it out; add strategy.
100–110 ptsRisking it all. Anyone smart avoids this; forced into it, you'll need to be a strategy nut.
140+ ptsYou're dead. Plain and simple.

Stat Interactions

Community-authored guide, house-style reference — written by the player "Million."

Stats don't just add up on their own — a couple of pairs work together, and having too much of one without the other backfires. Here's how the two important pairings actually play out.

SPD × CTRLGOVERNS ALL MOVEMENT

These two cover for each other. High CTRL lets you go toe-to-toe with a faster (high-SPD) fighter — you won't cover as much ground, but your precision catches them in the exchange. The reverse works too: raw speed can paper over shaky control.

Low SPD / high CTRLprecise but can't keep pace with higher-level foes.
High SPD / low CTRLfast but trips over its own movement.
In short: keep SPD and CTRL roughly balanced for your level — don't dump everything into one.
CTRL × STRACTION-DEPENDENT

This pairing lives in your play, not the code — the two numbers never touch each other directly. In practice, a STR-focused fighter can't reliably pull off the technically clean moves a CTRL-focused one can. Your CTRL is what "justifies" fancy techniques.

The one exception is Proficiency = Mastery: pick a single thing to master, and you can perform impressive moves in that one area reliably — without the CTRL you'd normally need to back it up. It doesn't change your numbers, and it only covers one thing at a time.

In short: high CTRL = more clean techniques across the board; Proficiency = one hyper-reliable trick regardless of your CTRL.
SECTION 03 // SKILLS & SPELLS

Bread & Butter

The forefront of every build, violent or supportive.

Every class, species, and mindset starts with some kind of skill or spell to get you moving. Beyond those, the base system called Interaction lets players build their own by combining inputs into new effects.

You gain a usable skill slot every 6th level to spend on a new skill. Upgrades come every 10 levels. Skills must relate to your species and/or class; mindset-based skills usually cost Sanity and take up two slots.

Upgrading a Skill

1Spend Skill Upgrade Points (SUP) to enhance the skill's general effects slightly.
2Spend time properly enhancing the skill to turn it into something partly new and much better.
3Use both at once for a somewhat randomized new skill — rarely used, due to erratic results, unless you've no idea what to make.

Cost

Skills → Stamina (STA) Spells → Mana (MP) Some → Sanity (SAN)

Sanity-fuelled abilities mostly come from species or mindset, though players can create their own. Note: they consume Sanity quickly — because Sanity-driven abilities are far more powerful than the rest.

[SYSTEM] Sanity does not regenerate passively. Beginners are advised against Sanity-consuming abilities early on.
SECTION 04 // SPECIES

Residents of the Mad City

A purgatory, and a cultural mixing pot of many realms.

Species determines buffs, debuffs and preset reputation modifiers. Progression is spent as EP (Evolution Points) — each species starts with a pool; leftovers are banked, and EP can occasionally be earned in-game to upgrade Species Boons.

Some species use Archetypes — a mini character-customizer inside creation that widens looks and feels while keeping the original mechanical classifications.

HumanoidsArchetype
START: 5 EP

The species you'll see most. Because so many realms connect to Loonie Land, "humans" vary across worlds — not just in hair, skin and eyes, but in natural body proportions.

PICK ONE LINEAGE TRAIT (FREE)
Big Bodied+2 END
Your lineage traces back to the race of humanoids that used to be referred to as “Goliath”. Due to this, from base you’re bigger and more durable than other humanoids, gaining a +2 to END that increases every odd level.
Long Bodied+2 CTRL
Your lineage traces back to a long-limbed race of humanoids known as the “Prima-Humans” — marked by extra joints or naturally longer proportions. This grants you a +2 to CTRL that increases every odd level.
Light Bodied+2 SPD
Your lineage traces back to the “Tabapiens” — a lighter, more agile build than the average humanoid. This grants you a +2 to SPD that increases every odd level.
Strange BodiedSelf-upgrading body
You’re one of the Uncanny Valley-adjacent humanoids. You gain a self-upgrading skill pertaining to your body that improves on its own every 20 levels. It cannot be raised using SUP or EP.
PICK ONE SPECIES SKILL
Determination — dropped to 0% from above 65% HP? Persist at 20 HP; next hit landed is buffed +5%.3 EP
Tenacity — below 10% HP, gain +2% stats and temp HP (5% of total).3 EP
Demonic EntitiesArchetype

Most demonic residents are bound here by banishment or bad luck. Free Demons treat the city as a vacation; Banished Demons upset their home world's order and were sent here after death. They split into two categories:

1 — KARMIC DEMONS

Traditional demon / evil-spirit beings, formed by the unjust thought and dark morals of mortals over time; mostly folklore-descended.

Lunatic−25% Sanity cost
You gain a 25% decrease in Sanity Cost when using any skill or ability that uses Sanity as a resource.
Lore Derived (passive)Sanity skill + trait
You’re given a skill or spell that uses Sanity, along with a customized physical appearance carrying a leverageable physical trait — both tied to your folklore ancestry. Your species upgrades also shift depending on the intention, emotion and morals the Karmic Demon was formed upon.
Fabled Physicality+3 / 3 levels
Every Karmic Demon can specialize in one default character stat, granting +3 to that stat every 3 levels from Level 5 onward.
2 — DEMONIC BEINGS

Less avatars of negativity, more just residents of their world — horns, tails, claws, unusual skin. No natural leaning toward good or evil.

Lunatic−25% Sanity cost
The same as the Karmic version — a 25% decrease in Sanity Cost on any skill or ability that uses Sanity as a resource.
Superior Humanoid+1 in two stats
You gain a +1 that increases by +2 every odd level, applied across two different default stats of your choosing.
Mana InfectionDebuff enemy MP
Consume ¼ of your Total Sanity to debuff an opponent’s mana by ¼ of their original MP. The debuff lasts 3 turns.
Thropic-Kind
START: 5 EP

Beastmen, demi-humans, were-animals — welcomed with ease. Energy equalization means no loss of control while shifted, and they can look more animal or more human as they choose. Lineage is randomly assigned: Ordinary, Ancient, or Mythical.

LINEAGE (FREE, RANDOM)
Standard+1 stat
You descend from a standard animal lineage. Gain +1 to a stat pertaining to that animal lineage, with a +2 bonus every odd level.
Ancient+2 stat
Your lineage derives from an aged beast of older times. You start with a +2 bonus to a stat pertaining to your bestial lineage, increasing +3 every odd level.
Mythical+2 in two stats
Your lineage derives from the mythical beasts of old lore. You start with a +2 bonus in two stats pertaining to your mythical origins, increasing +3 every odd level.
SPECIES BOONS
Bestial Takeover — raise one chosen stat by ⅓ of your END.3 EP
Natural Weapon — deals 12% of your STR as damage.2 EP
Natural Armor — reduce damage by 5% of your END.2 EP
Bestial Instincts — gain access to the Perception stat.1 EP
ElvesArchetype
START: 6 EP

Few elves have found the city of madness — and those that have are all of different kinds.

ELVEN SUBSPECIES (CHOOSE ONE)
High Elves+1 INT
You were born from Elven nobility and are highly educated. Gain +1 to INT from level 1, increasing +2 every odd level.
Wood Elves+1 CTRL
Closest to High Elves in blood, but living on the ground rather than in the trees — skilled hunters, regarded as the fighters of the elven subspecies. Gain +1 CTRL, increasing +2 every odd level.
Drow ("Dark Elves")+1 STR
Much less intimidating than they seem — marked by an intense value of family, community and loyalty (similar to dwarves), living in and on top of cliff faces. Gain +1 STR, increasing +2 every odd level.
Sky Elves+1 SPD
Regarded as the lowest kind of elf due to blood impurity from a distant Aarakocra lineage — most sport platinum blonde or white hair, numerous skin colors, and occasionally feathers on the head or hands. Gain +1 SPD, increasing +2 every odd level.
Wild Elves ("Eladrin")1 Wild Spell
Formerly known as “Eladrin” — close with nature and wild magic, regarded as seclusive by other elf subspecies due to their importance of tradition. Gain access to one low-level “Wild Spell” that can be cast with any resource.
SPECIES BOONS
Arcane Adept — read runes, sigils and magical language through mana, even an opponent's.3 EP
Mana-Blessed — MP equals INT × 1.5 (stacks with base per GM ruling).4 EP
Green-Thumb — gain Affinity with Plant-based Magic.3 EP
Elven Legs +2 SPD  ·  Elven Mind +2 INT2 EP ea.
Dwarves
START: 8 EP

Miners turned kingdom-builders of mountains, caverns and cliffs — strong values of family and loyalty, famed for smithery and fierce warriors. Baseline trait Hardened Workers: +1 STR and CTRL, increasing +1 every odd level.

SPECIES BOONS
Smithery Master — Affinity for creating non-magical gear.3 EP
Svartálfar ("Black Elves") — replaces Hardened Workers with Lifetime Craftsmen (+2 CTRL, +2 every odd level) and an Affinity for creating magical items.5 EP
Hill Dwarf — trained in destruction: Affinity for Heavy Weaponry and Armor.5 EP
Mind For Matter — Affinity for appraising; identify an item's inherent value at a glance.3 EP
FaefolkArchetype
START: 6 EP

"The Fair Folk" — enigmatic, fickle tricksters from the Feywild and Faerun. High pride and possessive natures make them easily aggravated; naturally friendlier toward Wild Elves (Eladrin) due to shared realms.

LINEAGE (CHOOSE ONE)
Pixie+1 SPD · Fly
Marked by small size (the biggest only 1 foot tall). Gain the ability to Fly and to create [Pixie Dust] — a crafting component you naturally shed, used for temporary flight and speed-buff potions. +1 SPD, increasing +2 every odd level.
DokkaebiTeleport
Trickster spirits born from objects that have soaked up human emotions or been blood-stained — playful pranksters who punish the wicked with tricks. Gain a short-range Teleport (⅛ of your SPD) that costs 0 STA/MP, on a 3-turn cooldown.
Fey-Being+2 INT
Major figures from their realms, each with distinct appearances and abilities. +2 INT, increasing +3 every odd level. You gain a [Tenet] — a collection of buffs and requirements that, if bypassed or broken, triggers a grisly natural punishment — and a [True Name] which, if found out, can be used to debuff you. You also gain an Affinity to either Wild Magic or Illusion Magic.
SPECIES BOONS
Takes One to Know One — detect lies/traps by rolling a d20 (higher = better).3 EP
Contract-Bound — create Fae Contracts with harsher punishments — but you suffer double if you break one.3 EP
Glamour +1 Illusion slot (Sanity)  ·  Fey Mind +2 WIS  ·  Wily Fingers +2 CTRL2–3 EP
Cyborgs
START: 8 EP

Metal and flesh — people who saw their organic bodies as weak and rebuilt with machinery. Classified as an Android at 5–99% machinery, though players start at up to 15%. Uniquely, you can become a Cyborg even after Character Creation.

Structured Mind — SAN equals WIS × 3, starting [Stable]. But any self-inflicted SAN reduction from your own skills is permanent.
Mechanical Body — recover missing limbs via an Engineer or pre-built parts (1 turn to install). No MP (locked from spells) and no STA for skills — instead use [Voltage] (⅓ WIS + ½ END). Regain it with a Battery Pack, by converting HP (10 HP = 5 Voltage), or via Supercharger.
SPECIES BOONS
Memento of a Past Life — take one Species Boon from any other species (except Demon or Angel).5 EP
Near Automata — start at 25% machinery + a Voltage-powered cybernetic of your choice.4 EP
Supercharger — regain Voltage equal to ¼ of damage dealt or taken when supercharging a maneuver.4 EP
Stat plating — Pack-a-Punch +3 STR · Booster Pins +3 SPD · Reliable Members +3 CTRL · Aegis-Plating +3 END · Neural Mesh +3 INT (each +1 every odd level). 2 EP ea.
SECTION 07 // KNOWN ENTITIES

Things That Roam

What waits past the well-lit blocks of the Mad City.

Not everything in Loonie Land is a player. Some things were people once; some never were. This is the field log of hostile entities documented so far — approach with caution, and never alone.

The Broken
Hostile Madlands

The people who lost their fight with "rehabilitation" and gave in fully to lunacy. Their bodies twist and warp into worse versions of themselves, fused with whatever finally broke their sanity. They dwell in the grey wastes of The Madlands, out past the last streets the city ever built.

They are not numerous — but any unlucky group that stumbles onto them is likely to be wiped out. On rare occasions a single Broken wanders toward the city's outskirts, at which point Chaos Control dispatches a high-ranking officer to deal with it before it reaches populated blocks.

HABITAT
The Madlands
THREAT
Extreme
ORIGIN
Lost to lunacy
RESPONSE
CC High-Rank
[SYSTEM] Bestiary in progress. More entities will be catalogued here as they are documented and approved for the wiki. Have a confirmed sighting to add? Send it to staff.
>>> [SYSTEM] FILE PENDING

{{ stubName }}

This section is being written. The source material for it is compiled — it just hasn't been laid into the wiki yet. Check back soon.

╳ ╳ ╳
SECTION 05 // CLASSES

How You Fight, How You Work

Five for combat, five for the job. Three slots to fill.

Everyone starts with one class, which must reach Level 10 before you select another. Each character has three class slots:

1ST — Combat or Job 2ND — Opposite of 1st 3RD — Flex

Subclasses attach to an existing slot — elaborations unlocked by quests or hidden requirements, not a new slot. Class Fusion is a one-time offer for leveling two classes together; it takes one slot and removes both fused classes.

DR comes from your first Combat class — pick a Job class first and you have 0% DR until you take a Combat class. Basic Attack: an unsupported strike scaled off your attacking stat. Job classes support rather than fight; Combat classes are the main avenue for creating skills.

// COMBAT CLASSES
BrawlerScales: STR · TRK Low · DR −40%

No weapons, no magic — reliable and rising in numbers, though dismissed as "no-skill" by some. At high levels the lack of range demands real technical skill.

L1 Stance Shift — swap Offense (+5% dmg) / Defense (+5% DR) / Evasion (+5% SPD). 5-turn CD, lasts 2.
L2 One-Two — jab 100% STR, cross 105% STR. 15 STA.
L3 Three — hook, 80% STR, 20% stun chance. 20 STA.
L4 Pull Counter — set up + counter for 120% STR. 10 STA (5 if triggered), 2-turn CD.
L5 Flow Redirection — parry melee (¼ lands) or deflect ranged (⅓ lands). 10 STA, +20% compounding cost per close use.
Class Item: Fight Gloves (70% STR) · Basic Attacks 50% STR
SwordsmanScales: STR / CTRL · TRK Low · DR −40%

The most-picked Combat class — a fantasy staple that pairs well with almost anything. STR for damage, CTRL for speed and occasional damage.

L1 Smooth Slash — 130% STR or CTRL. 10 STA.
L2 Pierce — advance ⅛ SPD, weapon-scaling damage. 15 STA.
L3 Parry & Riposte — 30% base (+1%/20 CTRL); avoids ⅓ damage, ripostes for ½. 15 STA +3.
L4 Iai — sheathed stance; strike next turn 135% (+3%/turn held), speed 120% CTRL. 8 STA.
L5 Maiming Cleave — 150% damage, or limb-target 120% with 40% [Injured]. 30 STA.
Items: Simple Sword (85% STR), Simple Katana (75% STR, +5% parry) · Basic 50% STR/CTRL
WizardScales: INT · TRK Medium · DR −15%

One of the least-picked classes for its entry complexity — but appreciated by those who reach the higher levels.

L1 Arcane Research (passive) — research tomes for Research Points (RP), max 6 per spell. Earn via 500+ word solo-RP (2–5 RP) or 100+ words + 2h wait (flat 2).
L2 Enhanced Circle — +5% to next spell; slows circle formation. 20 MP.
L3 Mana Absorption — recover 5% MP for 3 turns. 30 STA + 1% MP.
L4 Status Sphere — ⅔ INT, 33% Burn/Frost/Poison (1 turn). 25 MP.
L5 Familiar Call — ritual to manifest an animal familiar granting a new skill.
Item: Guide to Wizarding 101 (60% INT ranged, +2 INT) · Basic ranged 20% INT
[SYSTEM] Wizards do not gain an active attack skill until Level 4.
SorcererScales: INT · TRK Low · DR −10%

The Wizard's "more regal, powerful, simpler sibling" — higher pick rate, consistent even for less-skilled players. Pure attack focus.

L1 Arcane Attribute (passive) — choose an attribute; matching spells +5% speed / −2% cost, others −2% speed.
L2 Magic Pulse — 360° [Knockback], distance INT/4 − target SPD; wall hit deals ⅔ distance. 20 MP.
L3 Magic Ignition — next spell +7% INT; pure-mana +5% and can Burn. 25 MP.
L4 Mana Sphere — 1.5× INT + knockback INT/5 − SPD. 30 MP.
L5 Lineage Resonate — +5% INT/SPD/END + temporary magic Affinity. 35 MP + 10 STA.
Item: Jewelry of Power (70% INT ranged, +1 INT) · Basic ranged 15% INT
AssassinScales: SPD · TRK Low · DR −25%

Wildly popular with new players for the aesthetic — though many find they're "just like everyone else." Efficiency-focused; shines most in coordinated teams.

L1 Vanish — undetectable unless a target's PRCP > your SPD. 5 STA.
L2 Marked For The Kill — +5 PRCP and +5% damage vs your Mark.
L3 Burst Step — every 20 SPD = feet covered; every 25 SPD = +1% basic dmg. 15 STA.
L4 Vital Strike — 1.5× damage; after Killing Intent, a flat +20% crit chance instead. 20 STA.
L5 Murderous Release — [Killing Intent] within ⅛ SPD; targets roll d20 vs WIS, affected get −4% DR. 30 STA + 10 upkeep.
Item: Steel Dagger (80% SPD) · Basic Attacks 40% SPD
// JOB CLASSES
ScribeTRK Medium · DR N/A

Underused at first (can't fight from L1), now a staple for SPD/CTRL builds — low cost, subtle effects.

L1 Scrawling — make Captions (one-time buffs/debuffs), max 8. 5 MP or 5 STA.
L2 Practiced Hands — faster weak Scrawl in one turn (2 MP/STA). Subtitles: stick a phrase as a trap — low CTRL triggers a Kinematic effect, else 1/10 CTRL damage.
L3 Active Listening (passive) — +5% CTRL, +1%/SUP.
L4 Open Captions — equip an action, +1%/20 CTRL to its speed/reliability. 10 MP/STA on use.
L5 Closed Captions — force a target to perform an action perfectly; if your CTRL > theirs it happens first and halts them 1 turn. 20 MP.
Items: Writing Utensil, Writing Material
MerchantTRK Low · DR N/A

A high pick since release for players who profit off a sound mind.

L1 Appraise (passive) — focus an item for basic info.
L2 QuikShop — a small anytime shop (3 personal + basics) at +10% price.
L3 Contract — uncheatable in-game contracts; system enforces fairness both ways.
L4 Investment — invest gold/items in a person; reaching the goal grants a bonus (harder = bigger).
L5 Catalog — wishlist a seen resource, +10% drop rate for your party while present.
Loan Shark — spend gold to buff an ally with a goal; success refunds +25%, failure only +10% (from their bank). 25 Gold = 2%.
MedicTRK Medium

Most-picked Job on release; now a staple for high-headcount PVE groups. High-level Medics can even charge a party fee.

L1 Minor Heal — heal 30% INT + bonuses. 10 MP.
L2 Restore Condition — cleanse one random minor debuff. 15 MP.
L3 Medicinal Knowledge — investigate to ID statuses; see one 3× to learn to cure it.
L4 Minor Fortify — +7% DEF to a target; allies within 10 ft, 50% chance of +5% DR. 25 MP.
L5 STIM — on contact, restore 7% STA/MP + 2% STR/SPD/CTRL for 4 turns. 35 MP.
Items: 5 Minor Heal Potions, Book of Fantasy Healing
FilcherTRK Medium

Sneak, steal, escape — third most-picked Job since release. Mains earned the nickname "Filthers."

L1 Pick Pocket's Frame — +1 CTRL/SPD (+2 every 6 lvl), blend in. 5 STA.
L2 Eye For The Takings — reveal some potential loot on a target. 3 STA.
L3 STEAL! — 5% base +2%/15 CTRL (cap 50%); or gold (10 CTRL = 5 Gold). 15 STA.
L4 Misdirection — drop aggro a turn; chasers get +6 PRCP after. 10 STA.
L5 Like a Phantom — [Camouflaged]: an object/person looks like you; +1 more per 50 CTRL. 20 MP + 10 STA.
RunnerTRK High · unique to Loonie Land

Born from the original mobile game's mail system — the city's cult-favorite couriers. Uniquely grants two skills at Level 1, and every skill after L1 varies by your chosen Style.

L1 Kinesthesia (passive) — +2 CTRL/STR/SPD (+1 every 6 lvl); adapt to [Kinematic] effects.
L1 Runner StylePower Pouncer (STR) / Speed Demon (SPD) / Technical Traceur (CTRL).
L2 Vault — Push (10 STA) · Aero (+SPD, 8 STA) · True (store an action, 5 STA).
L3 Landing — Deadlift (15% fall mit.) · Momentum Master (SPD +⅛, 25%) · Tuck-and-Roll (50%).
L4 Fight & Flight — Swing Maker (spin ×1.5–2) · Inertia Drive (ram) · Total Joint Lock (grapple).
L5 Mirror's Story — the diary of the infamous runner "Phoenix," a path to legendary growth.
Basic Attacks: ¼ of your Runner Style stat
SECTION 06 // FACTIONS

Powers of the City

Who you run with changes how the city treats you.

Raze ElvesCriminal

Elves who felt wronged and rejected their roots, shifting their body and magic toward destruction through ritual — taking on the negative aspects of flame. An anarchist group waging vandalism, terrorism and murder against traditional elves to claim territory. Friendlier toward Drow due to shared origins. Founded by Aracarnil Oakheart, who converted his own elven nature by blood ritual and pact.

HOW TO JOIN
Undergo the ritual to switch magical aptitude to fire; must be an Elf or Elf-adjacent race.
BENEFITS
Access to the Raze Ring · discounts at Raze businesses · Blood Flame spells (any resource).
DRAWBACKS
Low REP with all non-Raze elves · Chaos Control hunts you · lose species boons (Wild Elves also lose Wild Magic).
Realms GuardStaff Only

An order that exists outside every dimension, erecting unseeable multiversal walls to keep the realms from spilling into one another. Created eons ago by a hand-picked group granted god-like strength (lowest ranks near demigod). They observe everything but rarely intervene — only for the worst of the worst. They aren't directly involved with Loonie Land, but partially control Chaos Control, since the realm's nature interferes with their usual surveillance.

HOW TO JOIN
Be a special mod. (Staff-only faction.)
Chaos ControlLaw

Originally a small branch for disgraced Realms Guard officers, who found a bloodied foothold in the streets and "thrived." A law-abiding, law-creating organization with enforcers on nearly every block — it has brought safer streets and real cooperation, though its growing independence is worth watching.

HOW TO JOIN
Contact a CC Official (Staff) to apply. Higher ranks need an RP sample, character application, and activity history.
BENEFITS
Citizens trust you · access to the "Bedlam Stone" after training · CC HQ, free basic gear, store discounts.
DRAWBACKS
Dangerous areas distrust you · legally obligated to identify — anyone can see your CC status.
The RunnersIllegal

The unofficial, illegal courier system — traversing the districts by parkour to complete deliveries on time. Not one gang but a fractured collective of independent Runner teams, each with its own leader and code. Above them all stands one rumored figure — said to be the second coming of the legendary runner "Phoenix," going by the moniker "Kirin."

SECTION 08 // MECHANICS

Under the Hood

The systems the game rarely explains to your face.

Affinity

A natural aptitude toward a specific practice. Wild Elves, for example, have Affinity toward Wild Magic — letting them use or create it at lowered cost, or with more potent effects at standard cost. Affinity also sidesteps a practice's inherent disadvantages (like Wild Magic's chaotic nature).

Proficiency

The "little brother" of Affinity. Where Affinity affects the numbers, Proficiency affects narrative mastery. A sword-proficient character can choose exactly when and how to cut; a staff user could curve a strike to an unexpected angle. It never touches the numbers — but in the right hands it's a powerful tool for basic actions.

Sanity

Equal to WIS × 1.5. A specialized resource — spent only by species/mindset skills (or player-made skills that opt in) — that marks your proximity to the [Stable] and [Volatile] states. Unlike STA/MP/HP, Sanity does not recover passively; it needs time, resources and rare potions.

StableSAN ≥ 9/10, no Sanity skills in last 2 RPs
Sanity skills cost slightly less but hit softer; finer control over your actions than others.
VolatileSAN ≤ 2/10
All stats but WIS gain +1/10 their value; standard attacks +2%. But you're prone to attack anything you perceive as a threat, and INT-based skills may misfire.

Combat

[NOTICE] The source document is incomplete here — the Combat section cuts off with no turn order, action economy, hit/miss resolution, or engagement-range rules documented. This is the single largest mechanical gap in the source material and is awaiting official rules before it can be written.
SECTION 09 // STATUSES

Status Effects

Everything that can be done to a body that isn't just damage.

■ KINEMATIC ■ DAMAGE OVER TIME ■ CROWD CONTROL
Kinematic Effects
KNOCKBACK
Pushed a set distance. Hit a wall and you take damage = attacker's stat − your CTRL (unblockable by DR), unless the effect says otherwise or it exceeds 1/5 of your HP.
KNOCKDOWN
Taken off your feet. Spend an action to rise; while down, SPD is halved and you can't attack until it clears.
Damage over Time
BURN
5% of current HP; only one stack damages at a time. After 6 procs, converts to Scorched.
SCORCHED
Whole-body: 2% max HP + 25% SPD reduction after 3 turns. Localized: Burn's damage plus −7% max CTRL.
POISON
5% of max HP; only one stack damages at a time.
ENVENOMED
Stronger Poison — 8% of current HP. Doesn't proc at the same time as Poison, but both can be present at once.
BLEED
No active damage — 7% of current HP becomes non-active HP. After 6 procs, 50% to deal the accumulated damage or convert to Lethal Wounds. Stacks fade after 2 turns unless refreshed.
LETHAL WOUNDS
Upgraded Bleed — deals damage and makes the target take +20% more damage per instance while affected.
Crowd Control
STUN
Immobilized for the duration. Also triggers from blunt damage ≥10% current HP to head/liver — that variant lasts 1 turn.
SLOW
SPD reduced by 30% (or just movement speed if the skill specifies).
HINDERED
CTRL equivalent of Slow — −30% CTRL. Localized: Arms (−15%) or Legs (−5% + 10% move speed).
ROOTED
Stuck in place but still able to move/act — not fully defenseless.
FEAR
Only 80% damage vs the source; Sanity skills against it cost +20%; hard to move toward it (Proficiency ignores this).
DEBILITATING FEAR
Upgraded Fear — 70% damage vs source, +30% Sanity-skill cost.
HORROR
Crowd-only Fear — +20% Sanity-skill cost; 18% of SAN becomes non-active; also applies Hindered.
FROSTED
12% Slow, usually from certain locations or skills.
FROZEN
Stunned + Rooted; when it ends, Frosted for one turn.
SILENCE
All abilities locked — even passives can't be used.
DISARM
Lose access to weapons for the duration — basic attacks and skills still work.
CRIPPLED
Arms: −50% CTRL · Legs: −50% SPD · via a severed limb: one of those plus a stack of Lethal Wounds.
SECTION 07 // LOCATIONS

Districts of the Mad City

Where the roleplay happens — and where it goes wrong.

Alcoves

Sprawling urban buildings woven with peaceful greenery. Originally a large elven park, forced open to other species by Chaos Control — though the most important sub-districts remain elf-only and the district stays largely elven-controlled. The Alfheim Dome (Northern Alcoves) houses the leaders: open lower levels resembling their natural home, government business up top.

AREAS TO RP
Upper & Lower Alfheim Dome · Northern Downtown / Commercial / Residences · Grove of Knowledge · Greenbay Academy (GAHES) · Alcoves Streets, Residences & Park · Irim Bridge & River · Southern Fields, Outskirts & Border of the Juts
CIVIL ISSUES
Discrimination against non-elves (esp. the North) · lack of comfort spaces for Drow · Raze Elf advances on the southern outskirts · denial of an existing organized-crime problem.
Jutsbourg

Once the Alcoves' industrial sector — "the Juts" — quietly separated "in all but name" by Alfheim's leadership, reinforcing xenophobia and pushing residents out. Decades of exclusion bred a revolt led by Aracarnil Oakheart, whose elves-only faction became the Raze Elves. Using a ritual to change their nature, they took Jutsbourg by force; it's now in civil war with the Alcoves.

AREAS TO RP
Jutsbourg Streets & Factories · Jutsbourg Stacks & Stacks Center · Juck's General Store · Raising Stacks Casino · The Raze Ring, Raze Smithery, Barracks, Ring's Residences & the Ring Master's House
CIVIL ISSUES
Chaotic Raze Elf demonstrations · ongoing civil war with the Alcoves · heavily crime-ridden · discrimination against non-elves.
Land's Center

Literally the center of Loonie Land — where the realm began, once called "the Mad City" before the name spread to the whole metropolis. Home to Chaos Control's base, it's the most lawful zone: clean, heavily patrolled (by weaker trainees — the strongest officers stay at HQ on paperwork), techno-Roman architecture, all races welcome. Most new arrivals land in the Dock of Dimensions, where CC catalogs their prior life.

AREAS TO RP
Chaos Control HQ (Residences, Offices, Training Grounds) · LC Streets & Residences · Telly's General Store · The Central Armory · Alvida's Magical Shop · The Happy Motel And Bar · The Nero-Politan
CIVIL ISSUES
Runners delivering goods illegally · occasional criminal disturbances · patrolling high-risk areas and mentally unstable individuals.
The MadlandsHostile

The ground the Mad City was built on — a grey waste of rock, stone and sand once thought uninhabitable, broken only by ash-black trees and withered ruins. No matter how the city expands, the Madlands are always there; journeys into the desert have never found its end, and mapping it has been abandoned. Home to the Broken — those who lost their fight with rehabilitation.

ISSUES
Wandering Broken. Areas to RP: The Madlands — a single sprawling, unmapped zone.
SECTION 15 // RULES

The House Rules

Read before you post. Common sense expected from all.

TERMS USED ON THIS PAGE
OOC / OORP
Out-of-character / out-of-roleplay — you the player, not your character.
IC / IRP
In-character / in-roleplay — knowledge and actions inside the story.
Metagame
Acting on OOC info your character has no IC way of knowing.
RTK
Real to Kill — a kill in-story is permanent; treat it seriously.
PK
Player Kill — killing another player's character.
ERP
Erotic / NSFW roleplay — not allowed here.
PVP / PVE
Player-vs-player combat / player-vs-environment play.
Out-of-Character (OOC)
1Follow the Discord ToS — and by extension, this server's rules.
2No malicious or NSFW links — mute, then ban on a second offense (immediate ban for non-active members).
3No discrimination of any kind — sexism, xenophobia, homophobia, etc.
4No slurs — an extension of Rule 2, called out explicitly.
5Don't ask Staff for Staff perms — they're earned. If Staff asks you to stop, stop first and discuss after.
6Take extra care around mental disorders/disabilities — the server's premise is derived from them. No disrespect toward real conditions.
7The Golden Rule — treat others how you want to be treated.
In-Roleplay (IRP)
1
Do not metagame.
If you — the player — learn something out-of-roleplay, your character does not know it. They only know what they discover in-roleplay.
2
Keep OOC chatter out of RP channels.
Minimize out-of-character talk mid-scene so the RP keeps its natural flow. Every region category has its own OOC channel for those discussions.
3
Write quality posts.
Good RP is what makes a server. If you tend to write only one or two lines, please work up to at least one full paragraph per post to RP here.
4
No ERP (NSFW roleplay).
This is a 16+ server, and it would be unwelcome regardless. Keep that to your private life — we're in a game. Chill.
5
No AI usage.
AI in your writing — posts or character applications — will get you banned. You get one strike; fail to clean up your act and you'll never RP on the server again.
6
The server is RTK — but PK with reason.
It's a game; it isn't that serious. Killing is allowed, but have a reasonable IC reason to Player Kill — not just "I wanted to." Loonie Land leans PVP, but plenty of it rewards PVE and interacting with the world around you.
SECTION 16 // CHARACTER SHEET

The Application Template

Every character starts life at the Dock of Dimensions.

SECTION 01 IRL Persona
FC Image · Personal info (Name, Age, DOB, Gender, Ethnicity, Weight, Height, Hair, Eyes, Occupation) · optional quote.
SECTION 02 IRL Personality / Backstory
Personality (min. 3 sentences) · Likes · Dislikes · Habits · Motivation · Backstory (min. 1 paragraph).
SECTION 03 Ingame Persona
FC Image · Personal info (Name, Title, Age, DOB, Gender, Ethnicity, Weight, Height, Hair, Eyes, Class, Species) · optional quote.
SECTION 04 Ingame Personality / Backstory
Personality (min. 1 paragraph) · Likes · Dislikes · Habits · Motivation · Backstory (min. 1 paragraph).
SECTION 05 Game Info
Beginning stats · chosen Class description · chosen Species and selected Boons · Mindset (currently N/A — feature not yet enabled).
[SYSTEM] Worked example pending — a full sample sheet will be linked here once approved by the server owner.
REFERENCE // GLOSSARY

Acronyms & Terms

Every shorthand the wiki throws at you, in one place.

[WARNING] "CC" means two different things — Chaos Control (the faction) and Crowd Control (the status family). Context decides which; watch for it in new writing.
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