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Ragnarok Online
| Ragnarok Online |
|---|
|
Developer:
Gravity
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| This game is still under active development. Be aware that any unused content you find may become used or removed in the future. Please only add things to the article that are unlikely to ever be used, or went unused for some time. If they do get used, please remove them from the page and specify in the edit summary! |
Ragnarok Online is one of many Korean massive multiplayer online role-playing game (or MMORPG, if you prefer that). This one, unlike others, is based on the manhwa Ragnarok (what else did you expect?) by Lee Myung-Jin.
| This page is rather stubbly and could use some expansion. Are you a bad enough dude to rescue this article? |
| This article is a work in progress. ...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes. |
Contents
Sub-Pages
Unused Maps
| Test Maps They made test maps tooǃ A few of them actuallyǃ |
| Early town/minimaps Maps from the early alpha versions!? |
Early Images
| Beta Cards More leftovers from ancient versions! |
Hidden SFX
| Unused Sound Effects Ancient sounds, now with 100% more moaning upon death. |
Introduction
This opening sequence is from the alpha phase. It was ultimately disposed of when majority of testers thought it was too tedious to sit through it every time they opened the game client.
Unused Classes
There are three unused classes; Death Knight, Dark Collector and Munak. Interestingly, Munak is a female undead monster. Perhaps at some point you could play as Munak (female) and Bongun (male)?
These three classes uses a placeholder sprite from an used class. (Knight for Death Knight, Sage for Dark Collector and Acolyte for Munak.) None of these classes have skills upon using the @jobchange command as they are disabled.
Death Knight also has a ranking system listed in the game files similar to Alchemist, Blacksmith and Taekwon. This suggests that Death Knight and Dark Collector may have been a part of Taekwon extended classes at some point in development.
Unused Skills
| To do: Document them all! Still tons to go. |
Gravity have an array of unfinished skills. Some have icons, others have descriptions, and the rest has... gibberish names.
ALCHEMIST SKILLS Alchemy Biotechnology Creature Creation Cultivation Drillmaster Flame Controlː Increases the success rate of Cultivation and Fire resistance of the user. Heal Homunculusː Enables the Alchemist to Heal their Homunculus. Skill power is that of an Acolyte's Heal. Potion Synthesis BLACKSMITH SKILLS Battle Machine Craft Coin Craft Nugget Craft GUILD SKILLS Charisma Glory of Guildː Permits the use of a guild emblem. MAGE SKILLS Fire Ivy LORD KNIGHT SKILLS Fury(2)ː Same effect as Frenzy. ROGUE SKILLS Pieceː Paint graffiti on a Guild Flag to replace the guild emblem with an image of your making. This skill`s level affects the amount of graffiti that the Rogue can paint. Removerː Consume 1 Wet Duster and 5 SP to clean graffiti from a Guild Flag. Steal backpack ASSASSIN SKILLS Hallucination Walk DANCER/BARD SKILLS Ragnarokː Range of the skill was 7x7 cells from the caster, and it lasted for 60 seconds and casted the one of the spells once every 2 seconds. This means that 31 spells were cast in those 60 seconds.
Removed Music
TeMPotato
This was used in Yuno fields before being replaced with the music pieces Antique Cowboy and Big Guys Love This. TeMPotato never saw the light of day again, though it's still accessible through the BGM folder of the game as track 67.
WeWish
WeWish is a placeholder MIDI holiday theme that went unused sometime after it was replaced by SoundTemp songs. Even though it's in the game files it's not an actual music piece from their composers. Gravity decided to use a free MIDI sample from westnet.com.
BGM differences
Morroc
| Alpha Ver. | Final |
|---|---|
While the music is the same, the instruments used in the alpha is different from the current version. Oddly enough, in Renewal when the city is destroyed by Satan Morroc, it uses a more slowed down pace of the earlier version rather than the finalized one.
I Miss You
| Alpha Ver. | Final |
|---|---|
Alpha version have a more clearer quality than the final, with very little difference between the two. Some instruments and pitches were changed.
Prontera
| Alpha Ver. | Final |
|---|---|
Like "I Miss You", the early version is in high quality with some minor differences, channel enhancement and pitch change.
Unimplemented Features
Day & Night Cycle
In the game files, there's a partially working Day/Night system, complete with non-functioning weather. The system would cycle between blazing hot weather, rain, snow, day and night to apparently create conditions that would give players advantages in some situations. Monsters also would spawn at certain times of the day depending on the season/weather. Only graphics remain; any code has been removed entirely. The snow weather graphics are still used in the winter themes in Prontera.
Alignment System
In early development, the Alignment System was referred to as Temperament/Tendency and utilized 4 categories:
Righteous (R, a good, honest player.)
Wicked (W, a hostile player.)
Fame (F, exactly what it says.)
Vulgar (V, opposite of fame.)
The Temperament system would be used to customize player character performance and would be accessible through a separate tab on a character's Status window. Points would be assigned to the categories in the Temperament window and players would be able to assign alignment points to other players as well. Players could begin using it by leveling up their Basic Skill to Level 8 as a Novice. Depending on a player's alignment, they could increase their item drop chance and receive Tendency penalties and bonuses.
The Tendency of a guild depends on the overall statistics of the guild members' individual Temperament (e.g. if the majority of guild members were of a Vulgar Temperament, then the guild's Tendency would lean towards said Temperament).
The Alignment System was implemented for some time with players earning "good" points for killing aggressive monsters and "bad" points for killing passive monsters. It was later taken out for unknown reasons, but remnants of the system remained in the UI long after the system was killed off. With the Renewal update, the Temperament tab in the Status window was finally removed. However, the Tendency box still remains on the Guild window. Whether a different alignment system will be implemented in the future or not is unknown. However, it is very likely the alignment system as originally planned will never see the light of day.
Apartments
In the early days of when Ragnarok Online was free to play, there used to be a feature called 'Apartment' which enabled players to have their own houses. Gravity decided to take out the apartment system and everything included in it when a group of hackers almost destroyed the company due to being extremely angry at Gravity's decision to make the game pay to play.
3D Bosses
Gravity had a concept of making all boss type monsters in 3D polygons, but the staff found it very difficult to implement such a thing due to being inexperienced with 3D modeling. Players who tested these monsters reported back that they had many issues with cell grid targeting, clipping and even client crashes. So it got dumped in favor of 2D sprites.
It is worth noting that even though Zombie Dragon got wiped out clean, the other 3D monsters who were originally MVPs are still present in the game in the form of War of Emperium guardians, who allies you in battle if the castle belongs to your guild with a certain skill enabled, or is against you if a castle does not belong to your current guild and they have said skill enabled on their side.
Removed Sprites
| Removed | Final |
|---|---|
| File:Ragnarok-online-pupa-unused.png | File:Ragnarok-online-pupa used.png |
Pupa splitting in two halves when killed. This animation is used as it's moving sprite, but Pupa isn'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, through the use of 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.
| To do: Is this just an e/rAthena thing, or does it happen on AEGIS servers too? |
Orc Warriors have a smoking animation in their spritesheet that was removed from the game. Oddly, the smoking effect still exists in game, but because their sprites for that action aren't programmed, they use the default standing position when taking damage.
Thief Bugs have an unused animation where they give birth to Thief Bug Eggs. Removed for unknown reasons. This animation is present in the Golden Thief Bug sprite sheet as well.
| To do: Was this actually used? |
500px File:Ragnarok-online-alpha-miss.png
Leftover icons from the alpha. Replaced with newer icons.
File:Ragnarok-Online-Munak-Pickup.png
Munak picking up an item. Unknown use.
| To do: Check if this is used as part of the Cute Pet Animations. |
Animated Hair
The default hairstyles had animations attached to the class sprites to match the attacking stances. This feature was scrapped for unknown reasons; presumably due to the original developer, lead developer and the artists leaving the team early on in the development of Ragnarok Online.
Item Icons
| To do: There's still more icons. |
Some alpha item icons that exist to this day. They never got revived again.
Black Potionː A tonic. Unknown use.
Golen Powderː Serves its purpose as a refiner item of some sort. They were replaced with Pharcon, Emveretarcon, Elunium and Oridecon. Golen also have a bronze and a silver version. Also yes, Gravity made a typo as it's supposed to be "Golden".
Amuletː Spoils from Munak. The item itself is used to this day, but the icon was redone to resemble an actual amulet.
Hornː Spoils from a monster. Like Amulet, it was redrawn to fit its name more.
Back in the alpha testing, certain headgears were actually attached to their respective classes. These modified headgears were melded into the class sprites itself. Thieves wore goggles, Merchants had hairbands and Acolytes sprites had Biretta.
Mail Breakerː Mail Breaker is a One Handed Sword that Swordsman could equip. Some say that it was redone to become Katars, an entirely different weapon type for Assassin class.
Halberdː Halberd used to be a One Handed Sword equippable by Swordsman class. It was later redone as a different weapon, namely Two-Handed Spear.
These items only have a internal nameː
- Resident_certificate (Needed to change to Swordsman during alpha phase.)
- Certification_of_Business_register (Needed to change to Merchant during alpha phase.)
- Trading_License (Also needed to change to Merchant during alpha phase.)
- Swordman's_Examinee_card
- Swordsmans_License (Alpha ver. Players who chose Swordsman would get this item upon job changing.)
- Merchant_License (Alpha ver. Players who chose the Merchant would get this item upon job changing.)
- Receipt_of_Clothes
Additionally, some miscellaneous items were renamed such asː
- Ivory Gemstone = Yellow Gemstone
- Scarlet Gemstone = Red Gemstone
- Cerulean Gemstone = Blue Gemstone
- Scarlet Potion = Orange Potion
- Flywing = Butterfly Wing
- Butterfly Wing = Flywing
Unused Monsters
Despite not existing and being implemented past concept art, these cards are still obtainable through the Old Card Album item.
There are unimplemented monsters who only have internal names. Kobold_4, Kobold_5, along with Soldier Deniro and Soldier Piere. They use Chonchon as a placeholder sprite. While all of them have an .act file, it most likely crashes you when trying to view their entries.
Werewolf
A werewolf like monster. It's .act file is present in data.grf which shows that this monster is partially completed as it's 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 apperance and attack stance, as well as it's sound effects, with the exception of its death, is almost identical to Atroce.
| To do: Check if Werewolf sprite and/or script can be loaded properly into the server, or if it will crash the entire client. |
Raptice
Raptice is a monster who was present in some fields during the beta phase. It was removed for unknown reasons and has since not been used again. Despite it's unused status, its .act file is still present and functional. Raptice have a sprite set such as walking, attacking, getting hurt and dying.
Corpse
An enemy by the name of 'Corpse' is an early Zombie type monster who was removed once the game was fully released. Its .act file is still present and functioning.
Zombie Dragon
There used to be a 3D boss called Zombie Dragon that was present in .grf models between 2004 and 2005. There is very little to no information about this monster other than a screenshot, in which an Assassin encounters this mob in Payon Dungeon 3. Gravity decided to delete everything about it, leaving players to speculate about its origins, and what it was actually supposed to be.
- Missing title screens
- Games developed by Gravity
- Games published by Gravity
- Windows games
- Games released in 2002
- Games with unused areas
- Games with unused enemies
- Games with unused graphics
- Games with unused music
- Games with unused sounds
- Games in development
- Stubs
- Works In Progress
- To do
- Pages with broken file links
Cleanup > Missing title screens
Cleanup > To do
Cleanup > Works In Progress
Games > Games by content > Games with regional differences
Games > Games by content > Games with unused areas
Games > Games by content > Games with unused enemies
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused music
Games > Games by content > Games with unused sounds
Games > Games by developer > Games developed by Gravity
Games > Games by platform > Windows games
Games > Games by publisher > Games published by Gravity
Games > Games by release date > Games released in 2002
Games > Games in development











