Ragnarok Online/Graphical Bytes
This is a sub-page of Ragnarok Online.
Contents
Headgear
Weapon Animation
Female Magician
Female Magician has an attack that goes unused entirely. For what purpose this would've served is unknown.
Male Alchemist
Female Alchemist
A strange oddity. Alchemists have animations of attacking with a standard Rod. The class itself cannot use staves by default, rendering these unused. Intriguingly, their class promotional art shows female Alchemist holding a Gentleman's Staff, so there is a possibility that conceptually, both genders of the Alchemist class could equip certain One-Handed Staffs before revoking the idea.
Sprites
These NPC's were made with the intent of always standing behind objects such as a desk, serving no purpose to add legs to them. Later revisions of the game updated them to have proper body sprites. They can only be seen in an earlier version of the game.
Female Thief had a slightly different damaged stance. It was polished and cleaned up in the later versions of the game.
A Mechanical "mount" of a baby riding a fully operated Madogear only usable by Game Masters. In fear of being sued by Capcom for the eerie resemblance of Baby Head from the acclaimed video game Captain Commando it ended up not being used.
Early Emotion icon List. All of them have been redrawn to fit the theme of the game. Note that the anger, exclamation point, and the heart bubbles are actually taken from another game called Arcturusː The Curse and Loss of Divinity, a project created by Gravity and Sonnori.
Leftover icons from alpha and beta. Replaced with newer icons. Guard was presumably used for Auto-Guard and other blocking skills but was not programmed in for unknown reasons.
Textures
This is a texture leftover from Gravity's previous game, Arcturus.
The texture itself is partially used, there are two images that went missing when Episode 12 was officially released. The middle portrait - Ojsten Kreutzer, and on the far right side - Elluard von Heinberg(Chapter 1) - makes a cameo as they are main characters from Arcturusː The Curse and Loss of Divinity.
- Elluard's portrait has never been used once in Ragnarok Online's lifespan.
A treehouse somewhere between Morroc and Prontera were revised and/or scrapped. There is a model of the ground that would eventually lead up to a building, but the house seems to only have textures to them. A blueprint on the second image would visualize how it would look, had it come to fruition.
User Interface
A visual interface layout. Ojsten is used for testing purposes.
A warning screen to all users that the game is in a prototype state.
Used to serve as a warning window back when International Ragnarok Online Alpha Phase 1&2 was active.
Cards
Korean staffers replaced already existing images with badly drawn pictures as a part of an April Fool's event quest. It has since gone unused.
Misty Cart Card
Munak Man Card
This Munak picture was censored, altered, and even banned from using it in-game. It was then replaced with a more updated cartoony art style of Munak walking in a desert full of Porings. In an earlier Japanese version, this was a placeholder card for the monster Beelzebub.
Placeholder for cards with no art in them.
Monsters
Removed | Final |
---|---|
Pupa splitting in two halves when killed. While this animation is implemented as its moving sprite, Pupas aren't actually capable of moving. The animation is still viewable, but only if a GM changes a player's sprite to a Pupa. The used sprite has it crack with a lot of green slime coming out of its shell.
It can be triggered through player interaction with the Dead Branch item, which spawns a random monster from the database (including otherwise unused monsters!) when used, and will cause monsters otherwise immobile to have a very slow walking speed.
Fabre also have unused transition spritesǃ In the final game it will just stand there and turn into a Pupa, which seems very awkward at first sight.
Thief Bug Egg has a hatching animation in their sprite sheet. Unlike the Pupa there's no way to trigger it in-game.
Orc Hero strikes down with a lightning attack. In the current version, he only stands still.
This is an attack skill that can only be viewed within the Alpha Client. Otherwise, this animation is lost to time. Keep in mind that this was from an era where Baphomet's sprite was ten times bigger than what he is today. As for the "censored" death mark, one can assume this was an inside joke rather than a real censor point.
Many Skeleton monsters have a frame of them laying dead in their sprite sheet. When killed, their body parts will always shatter.
Bigfoot has a snoring animation in their sprite sheet. Even if a player successfully gives them the Sleep condition this is not triggered as Bigfoot uses a still frame of whatever animation cycle is running at the time the Sleep condition hits.
Savages were meant to display their souls leaving their bodies when killed.
Two colored Skeggiold variants have Deviruchi frames inside their sprite sheet. At no point during normal gameplay does one reveal itself if a player faces a Skeggiold. When dying, they simply explode. Furthermore, the Deviruchi is different. A regular Deviruchi does not have a cross shape pattern behind them.
Previously, these cards could only be obtainable from a consumable item called Old Card Album. However, in Episode 12, they were permanently removed from the card pool as newer enemies with more or less the same practicals were added with the episode.
There are unimplemented monsters who only have internal names: TEST_EGG(1003) Chocho, Kobold_4(1136) Kobold_5(1137) Soldier Andre(1171) Soldier Deniro(1172), acc_skeli and Soldier Piere(1173) They use Chonchon as a placeholder sprite. Filamentous uses a Horn as their spritesheet. While all of them have an .act file, it is empty.
These monsters cannot be spawned naturally as they lack a proper entry to the database. Their entries are not set or they are empty, so they are skipped by default.
An early version of Marc. While identical in appearance, their standing position and death sprites are different. For example, Marc will spin before dying, whereas Seahores will simply fall to the side.
Seahores | Marc |
---|---|
MonsterID 1043 Level 18 HP 772 | SP 0 EXP112 | JobEXP 0 Range 1 Cell ATK 95~103 DEF 15 | MDEF 7 STR 17 | AGI 1 VIT 1 | INT 1 DEX 1 | LUK 1 Range Sight = 10 Size = Small Race N/A Element N/A Mode 1 Walking Speed = 200 ADelay 1500 | Amotion 800 | DMotion600 (Drop Table) 8 separate apples.
Werewolf
A werewolf-like monster. Its .act file is present in data.grf, which shows that this monster is partially completed as its attacking, hit, and death sprites are animated properly. It is commonly speculated that this monster may be an early version of Atroce due to its similar appearance and attack stance, as well as its sound effects, with the exception of its death, is almost identical to Atroce. His card used to exist but was removed somewhere along the way during development.
MonsterID 1022 Level 28 HP 6600 | SP 0 EXP 1813 | JOBEXP 0 RANGE 1 Cell ATK 280~343 DEF 15|MDEF 10 STR 1 |AGI 22 VIT 30|INT 1 DEX 55|LUK 32 Sight Range = 10 Size = Medium Race N/A Element N/A Walking Speed = 200 ADelay 800 | AMotion 768 | DMotion 652 (Drop Table) Claw of Wolf | Leather | Meat Arbalest | Apple | Apple Apple | Apple (MVP Rewards) Shield | Two-Hand Axe | Apple
Raptice
Raptice has been lingering in the game files since the start. It was on the list of monsters to be released with Episode 3(Comodo) but ended up being scrapped. Despite being unused, its .act file is present and functional. Raptice have a sprite set such as walking, attacking, getting hurt, and dying. Raptice also had a card although it was empty.
MonsterID 1027 Level 17 HP 600 | SP 0 EXP 100| JobEXP 0 Range 1 Cell ATK 55 ~ 70 DEF 5 | MDEF 10 STR 5 | AGI 20 VIT 20 | INT 0 DEX 28 | LUK 10 Sight Range 10~12 Size = Small Race N/A Element N/A Mode 1 Walking Speed = 200 ADelay 2000 | AMotion 600 | DMotion 600 (Drop Table) Apple | Banana | Apple Apple | Apple | Apple Apple | Apple
Corpse
An early Zombie-type monster was removed once the game was fully released. They were commonly spotted in Prontera Dungeon B3. They may have been replaced with Ghoul. Its .act file is still present and functioning.
Zombie Dragon
There used to be a 3D boss called Zombie Dragon(1181) that was present in .grf models between 2004 and 2005. This was the first 3D model MVP tested temporarily by gravity, after the successful use of 3D models for War of Emperium guardians. Originally planned to be the MVP for the Magma Dungeon outside of Juno, it was internally scrapped, most likely due to production costs and gameplay issues. There is little to no solid information about this monster other than a screenshot, in which an Assassin encounters this mob in Payon Dungeon 3. Gravity has removed all the content from the game, and speculation around the boss continues almost 20 years later.
Mime Monkey
A monster from Ayothaya. Mime Monkey is commented out between Tamruan and Kraben, suggesting that it was intended to spawn in ayo_dun02.
Tombstone Messages
Tombstones in various areas of Ragnarok Online have messages in them. Although the textures are used, it is impossible to read the contents without modifying the game, or by extracting the texture in question.
the 2000 years.
gravity now face leemyungjin.
dana.
you can do it.
tombaega(?) frontier.
the birth and death,
popcornlove10@hanmail.net
2000.10.27
- lee -
Sappbo at the Whark Rocks 1997
Computer Generated
Record of Lodoss War 1995
ILLUSTRATION BY
YUTAKA IZUBUCIII
Jeremy A. Engleman.
Undefined
- A disk inserter of sorts. Seems to be a part of a raffle to win a Nintendo Wii.
Small Seeds - Unknown what these would be used for.
2_attack.gr2 — an incomplete 3D model of a Female Novice, included with a bare skeleton, joints, bones, textures and an attack animation. No Meshes. It is unknown what the exact intention of the model brings to the table or why it was created. Maybe the 2D and 3D aspects could be toggled?