A dark urban-fantasy FULLDIVE RPG — and a purgatory for the lost. The field wiki for players of the Loonie Land RP server.
Everything documented about the Mad City, its residents, and its systems.
Two decades of full dive, and the strange birth of a purgatory.
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.
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."
Numbers never lie. People always do.
Six stats define every character. +10 points are granted per level up.
Lifting and striking strength, and how much a character can carry or move by themselves.
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.
How many hits you take before falling, and your energy for skills. Drives three derived values below.
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.
The measure of the mind — success with magic and magic-adjacent abilities.
Perhaps the most important stat — it sets your Sanity (SAN), the mental strain you withstand before a shift between the [Stable] and [Volatile] states.
Hidden or specialist stats, rarely shown on the menus.
How far apart two stat values must be before the numbers do the work.
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.
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.
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.
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.
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.
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.
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.
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:
Traditional demon / evil-spirit beings, formed by the unjust thought and dark morals of mortals over time; mostly folklore-descended.
Less avatars of negativity, more just residents of their world — horns, tails, claws, unusual skin. No natural leaning toward good or evil.
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.
Few elves have found the city of madness — and those that have are all of different kinds.
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.
"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.
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.
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 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.
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.
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:
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.
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.
The most-picked Combat class — a fantasy staple that pairs well with almost anything. STR for damage, CTRL for speed and occasional damage.
One of the least-picked classes for its entry complexity — but appreciated by those who reach the higher levels.
The Wizard's "more regal, powerful, simpler sibling" — higher pick rate, consistent even for less-skilled players. Pure attack focus.
Wildly popular with new players for the aesthetic — though many find they're "just like everyone else." Efficiency-focused; shines most in coordinated teams.
Underused at first (can't fight from L1), now a staple for SPD/CTRL builds — low cost, subtle effects.
A high pick since release for players who profit off a sound mind.
Most-picked Job on release; now a staple for high-headcount PVE groups. High-level Medics can even charge a party fee.
Sneak, steal, escape — third most-picked Job since release. Mains earned the nickname "Filthers."
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.
Who you run with changes how the city treats you.
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.
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.
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.
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."
The systems the game rarely explains to your face.
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).
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.
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.
Everything that can be done to a body that isn't just damage.
Where the roleplay happens — and where it goes wrong.
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.
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.
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.
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.
Read before you post. Common sense expected from all.
Every character starts life at the Dock of Dimensions.
Every shorthand the wiki throws at you, in one place.