Growing GROW

Fighting earns experience, and experience raises your level. Each level adds a little to strength, vitality, intellect, spirit and agility.

You need 10 seconds between fights (5 seconds while a first-generation character is at level 1). When your hands are busy you can leave it running — auto-hunt keeps going until you stop it, and picks up again when you reopen the game. We recommend turning on notifications for auto-hunt, so we can tell you right away if it stops — you can choose how long to wait before the alert in Settings. Turn on Auto-eat for a meal in your bag and you will eat one whenever no meal effect is active while hunting. Locked meals are never eaten, and hunting continues even when you run out.

Master a class and you may move to another. Your level returns to 1, and each stat keeps a random 50–99% of its value before the new class adds or takes away. STR, VIT, INT, MEN and AGI cannot exceed 80% of their caps. You may also return to a class you have mastered if you meet its stat and prerequisite requirements; it does not add to your mastery count. Once all 31 classes are mastered and Grandmaster opens, you may change to any class each time you reach the master level — your current class included, with no stat requirements. What you learned stays with you. Reserve your next class and when (on mastery or at max level) on the Character page, and the change runs right before your next hunt once that point is reached.

Levels stop at 99. EXP earned after that is stored, up to enough to take your next class to level 99; change class and it raises your new level at once (after succession, it is used at the next generation's first class change). Even with your level stopped, your total EXP keeps growing and opens new hunting grounds.

A first-generation character earns extra hunting EXP until mastering the first class, Novice: 9× at level 1, then 2.3× from level 2, easing off a little with each level down to 1.5× (Sprout EXP), then 1.5× until reaching level 50 as a Novice. It stacks with EXP boosters; successor characters do not get it.

Until first reaching level 5, a first-generation character's HP and MP are fully restored after every hunt (Sprout care), with no inn fee. From level 5 on you need to rest or use recovery items; successor characters do not get it. Sprout EXP and Sprout care go by total EXP, so they do not come back when a promotion resets your level to 1.

Hunting grounds open one after another as your lifetime EXP grows. The first 3 can be entered from anywhere; the rest belong to stronghold cities, so you must be in that city or on your nation's land to enter. EXP per fight shrinks the stronger your character is than the monsters there (gear, meal and collection book bonuses not counted). From Last Cliff onward, getting stronger no longer shrinks it: every win pays that ground's best. Grounds deeper than Last Cliff add more lifetime EXP, but the EXP that raises your level stays at Last Cliff's best.

Changing class again and again does not stack your stats forever. What a class change takes away comes back in the next class, so your stats rise and fall around a line set by class bonuses and levels. If a first-generation character keeps raising Grandmaster to level 99 and changing class again, the five stats average about 830 and HP about 3,720 on reaching level 99. This is a long-run estimate, not a cap — each class change is random, so results land above or below it. If a cap is lower than that, the stat stops near the cap, and a class change cuts anything above 80% of the cap.

Stay away for more than a day and a comeback bonus builds up: 300 battles' worth for each full day with no visit and no fight, up to 2,400 battles (8 days). While it lasts, hunting EXP is ×2, and each battle that earns EXP uses one. It stacks with sprout and first-class EXP, and gold stays the same. Days when cloud hunting ran do not count as days away.

Collection book COLLECT

What you get yourself from hunting, fishing, your garden or your workshop is recorded in the collection book the first time you get it. Hunting drops count even if your bag was too full to pick them up. Things bought from shops, received through the market, as gifts or by mail, crops pinched from other gardens, and items made for you through crafting orders are not recorded.

Each of the 78 pieces of tier 9–14 gear found in hunting grounds raises max HP by 3, and completing a tier raises each of the five stats by 4. Each of the 18 kinds of loot picked up in hunting grounds raises max HP by 7.

Completing the fish, crop or craft set raises each of the five stats by 2.

The 34 achievements are milestones in Arena wins and score, Division Cups (a win counts only if at least 4 players entered), Class Trials, Raids, the Sky Ladder, Block Puzzle and the Inn Games, and attendance — each is recorded the first time you reach it. Each one raises max HP by 5, and completing a whole group raises each of the five stats by 2.

A full book gives max HP +530 and +210 across the five stats. The bonus goes past growth caps, is never cut by a class change, and carries over to your new character through succession. It is left out of hunting EXP, so filling the book never lowers the EXP you earn.

Cloud hunting CLOUD

Start a cloud hunt and the server keeps hunting for you even after you close the page — up to 8 hours a day, with the same combat and rewards as hunting on screen. While a cloud hunt runs, you can only chat and change or reserve your class; stop the cloud hunt first for anything else, such as hunting, equipping or buying.

From level 5 you can start one for free, without a pass. Free hunts wait 40 seconds between battles (4× the hunt interval), so up to 720 battles a day. With a pass, or the one-time 1-hour trial, it runs at the same interval as hunting on screen (10 seconds).

If your pass or trial runs out mid-hunt, it carries on at free speed from level 5. Only one free cloud hunt can run per IP.

Your purse PURSE

You can carry up to 300,000 gold into a hunt. Gold you receive outside hunting (the arena, quests, trade) or withdraw from the bank can take your purse over that, and the excess is banked automatically when you hunt.

When you go down you lose 15% of what is in your purse. What sits in the bank is safe.

So nobody walks around carrying a fortune. Bank it before you head out.

Payments come from your purse. If it falls short, the gold in your purse is used first and only the rest goes on credit, up to your bank savings. The market, the inn, travel, hiring, arena entry, strikes on towns, garden seeds and fishing rigs take purse gold only, and so does gold you hand over — sending, bounties, gifts to the treasury and bonds. Donations to a wonder are one exception: any shortfall goes on credit. Resting at the inn during auto-hunt is another: any shortfall in the inn fee goes on credit, and whatever credit cannot cover is paid by your nation's treasury. Credit is repaid from your savings a day after your first credit purchase.

Nations NATION

You choose which nation to join, and you may leave. A founder cannot leave, though, and leaving resets your merit to 0 and bars you from joining any nation for 12 hours.

Deeds in war, raids, patrols, national incidents, the tournament and public works accrue as merit. Your national rank comes from it, and with 500 merit or more you may write law and spend the treasury even without an office.

Merit is not for sale. If it were, law and the treasury would be for sale too.

A nation taxes the gold its citizens earn from hunting and puts it in the treasury. The king and the Treasurer set the rate, up to 15%, and it cannot move by more than 5 points within 24 hours. When a citizen on auto-hunt cannot cover an inn fee from purse and credit, the treasury pays the rest, and the ledger records it as "Inn fee covered".

A nation can sell bonds to borrow gold from its people. The king and the treasurer set an interest rate (5–20%) and sell; after 7 days, buyers get their principal plus interest back from the treasury into their bank. The interest is paid once at maturity, not per year. A nation can borrow up to the tax it collected over the last 7 days (minus tribute if it is a vassal) plus the inheritance tax paid into its treasury, at most 84,000,000 gold, and its bonds are lost if it falls.

If the treasury cannot repay on time, incoming taxes go to the debt first; until it is cleared the tax rate is fixed at the maximum (15%), no bonds can be sold, and everyone is told. When a repayment is due within 2 days and the treasury looks short, the king and the treasurer are warned in advance.

The crown CROWN

The king is elected. A term lasts 28 days, and as it runs out an election opens by itself and takes votes for 48 hours.

You gain a vote once you have been in the nation for 7 days. The roll is fixed the moment the election opens, so whoever joins later votes next time. The king cannot banish citizens who hold a vote — only those who joined within 7 days or have been away for more than 14 days.

One vote per account, changeable until the poll closes. If nobody takes a majority, the top two go to a run-off, and if second place is tied, every tied candidate goes too. If first place is tied, those candidates vote again once; if they are still tied, a draw decides.

A king can be removed mid-term. When 30% of the voters sign the petition a recall opens, and the reign ends if more than 50% of all voters vote in favour. Not voting counts as a vote against.

The king may hand the work of the Treasury, Diplomacy and War tabs to one officer each (Treasurer, Envoy, Marshal). Offices last only for that term and go to people who have been in the nation for 7 days. Declaring war, breaking alliances, freeing vassals and the Rule tab stay with the king.

During the term the king can register up to 3 active national agenda items and assign who handles each. Citizens who have been in the nation for 7 days can submit proposals, which the king and officials adopt or put on hold with a reason. Support counts never spend the treasury by themselves.

A nation without a king holds an election automatically as long as it has citizens. A nation left with no citizens for 3 days is dissolved: its towns and fort vanish from the map and the remaining treasury is destroyed.

Land LAND

Nations build towns and nations hold them. A town has walls, and when the walls fall the town changes hands.

A nation can build a town on any empty spot of the map. The king, the Treasurer or anyone with 500 merit may build from the treasury; a citizen of 7 days or more may also build with their own gold (unless already a lord). Either way it costs 500,000,000 gold, and whoever builds it becomes the town's founding lord.

A town's industry builds up savings, for 7 days at most. When the lord collects, the savings go to the treasury and the lord keeps 10%. Where there is no lord, the king and the Treasurer collect. If a lord does not collect within 24 hours of being told the savings are full, the king and the Treasurer may collect instead, and all of it goes to the treasury.

To strike another nation's town the king must declare war first. After a strike you wait 15 minutes before the next.

Unclaimed land needs no declaration. Whoever takes the seats first holds it.

The capital comes last. While the nation still holds any other town, its fortress cannot be touched.

The five cities at the centre and at the north, south, east and west of the map are strongholds. The nation holding one takes 10% of the gold that anyone outside that nation and its allies wins in its hunting grounds, as hunting tax paid into its treasury (counted as its tax income). Each hunter's own nation tax is taken separately. The 3 deepest hunting grounds admit only the holding nation and its allies.

Whoever founds a town becomes its first lord, and not even the king can replace the first lord. Once an heir takes over the seat through succession, the king can replace the lord.

War WAR

A declaration costs the target's fortress wall × 1000 gold from the treasury (100,000,000 gold for a plain fortress). It opens 24 hours later and closes after 7 days.

Each holding opens for one hour a day. A nation sets a 3-hour defence window and each holding picks an hour inside it. Neither can be moved once a war is running.

A nation less than 7 days old can neither be struck nor declare.

Declaring again on the same nation means waiting 72 hours after the last war closed.

Each strike costs what it takes to rebuild the wall that strike knocks down (your force × 1000 gold). The treasury pays for members of more than 7 days; newer members pay from their own purse.

The king and the Marshal can fire a missile from the treasury to knock one enemy guard off a post. One missile costs the holding's full wall × 1000 gold. Attacks and missiles never target posts held by your own nation or allies.

Holding ground GUARD

You can post yourself as a defender of a town. Posted defenders fight in its place when it is attacked.

To move as a group, form a unit. A unit has a leader, and the leader calls everyone at once.

Walls go up with gold from the treasury, and hold in proportion to what went in.

A worn wall can also be patched with timber and cut stone from the workyard: 25 durability per timber, 40 per stone, and no treasury spent.

While defenders stand, attackers fight them first. In a town the winner takes that post, and the nation holding the most posts holds the town. A fortress never changes hands by posts — its defenders are only driven off, and it falls when its walls are worn to nothing.

Diplomacy BOND

Losing the capital does not erase a nation at once. Half its treasury goes to the victor, and for 24 hours its people settle its fate — a majority of the voters for dissolution ends it, and anything else leaves it a vassal of the victor. Until the vote ends it cannot declare war or spend from the treasury, and strikes are paid from each member's own purse.

A vassal pays 5-20% of its tax revenue to its liege. Everything else — its elections, its internal affairs — stays its own. A liege and its vassal cannot declare war on each other.

There are two ways out: the liege releases it, or its people vote to rise. Holding the capital for 7 days wins independence; losing it raises the tribute by 5 points for 14 days.

An alliance is a tie between equals. Allies cannot strike each other, and when someone strikes an ally's land you may go and defend it.

Taking the offensive is each nation's own declaration. If you are allied with both sides, you take neither part.

For 72 hours after an alliance is broken neither side may touch the other.

Each nation may hold up to (number of nations − 2) alliances. When a king begins a new term (re-election included), all of that nation's alliances end and offers sent by the previous king are withdrawn. Unlike a broken alliance there is no 72-hour wait, so a new alliance or a declaration of war is possible at once, and trade agreements already signed continue.

Trading TRADE

What you do not need can be listed on the market. When it sells, 5% is taken and the rest comes to you.

You can also hand things straight to a person. Your account must be 24 hours old before you can send anything or use the market.

The cut goes nowhere — it simply ceases to exist. That is what keeps money from piling up forever.

With a blocked player — whoever did the blocking — messages, partner requests, guestbook notes and duel challenges are blocked both ways, and chat mentions do not notify either side. Chat room messages, sending gold and items, and trading are not blocked.

You can open a player shop by giving it a name and an intro. It gathers your market listings and buy orders, and others can buy or sell right there. Fees and rules are the same as on the market.

Buy orders can be filled in parts by several sellers. Set a daily limit to receive only that many a day (resets at midnight); the remaining gold comes back when the order ends. If what you buy does not fit in your bag, it goes to storage on the Crafting Orders page.

Luxury LUX

Luxury pieces (watches) are bought with gold — your purse first, and the rest on credit. They give no stats, experience or drops, cannot be resold, and can be given as gifts.

There are 49 regular models across 10 brands. Collect every model of a brand to complete the collection and earn a title — any one brand: "Collector", one haute horlogerie brand: "Connoisseur", every brand: "Grand Collector".

Limited pieces are made in a fixed number, one per account. One-of-a-kind pieces are auctioned — your bid is held from your bank and returned if outbid, each bid must be at least 5% higher, and a bid in the last 5 minutes extends the auction by 5 minutes.

The luxury ranking goes by the total value of the pieces you own (purchase price or winning bid); the top 7 get a golden ID card.

Watch prices change every day at midnight to follow top hunting income: every price moves by the same ratio so that the most expensive regular watch costs 30 days of the #7 hunter's income (median of the last 7 days). Auction starting prices move with them until the first bid.

Banquets FEAST

Pay cash to open a banquet and, while it runs, everyone hunting in the browser gets +50% hunting EXP. Players who come in during it get it too; cloud hunting does not.

The banquet bonus is added on top of the largest of experience boosters, partner bonuses and town feasts (2.5× with a 2× booster). Promo points are added on top of that too.

Lengths and prices: 30 min for 1,000 cash · 1 hour for 2,000 cash · 3 hours for 5,000 cash (before tier discounts). If a banquet is already running, a new one starts after it, and banquets starting on one day can total up to 6 hours.

During a banquet the host's name shows at the top of every screen. The first banquet of the day is pushed to players with notifications on (8:00 to midnight), and each player can send thanks once per banquet.

Succession HEIR

Only a Grandmaster (someone who has mastered all 31 other classes) can pass on to an heir, and only with a succession permit issued by someone else (the issuer pays 284,000 gold).

The new caps are the average of your caps and the permit issuer's, plus a bonus. If the issuer's caps are lower than yours, a cap still rises when the gap is small, and drops when half the gap is bigger than the bonus.

The heir starts over at level 1 with starting stats plus legacy stats. The EXP needed per level stays the same from one generation to the next. The multiplier on class bonuses grows with the class changes your house has made, not with generations: +0.1 for every 31, up to ×2. If a multiplier you had before the Oct 20 rule change (+10% per generation) is higher, that one carries over when you pass on your line.

The count of generations and every title you have earned stay on the record. That is how you spot an old house.

On succession, 2% of the stats raised that generation (not counting legacy stats) is added to legacy stats, which are added to the next generation's starting stats. Legacy stats are not cut by class changes and never exceed your caps. When you succeed, every 5 promo points you spend raise the rate by 1%p, up to 25 points (7%) at a time; points you spend are gone. A cash Succession blessing raises it by another 1%p per step, up to 5%p, separately from promo points (12% with both). Successions made before legacy stats were introduced on 17 October were also backdated at the base rate.

Daily Check-in ATTEND

Each account can check in once a day (the day turns over at midnight). You get a reward every day, and extra on Day 7, Day 14 and Day 28. Miss a day and you start over from Day 1.

Check in 28 days in a row to earn the title “the Unfailing”. Reach 100, 200 and 365 check-in days in total to earn “100-Day Regular”, “200-Day Regular” and “365-Day Regular”. Your total never goes down, even if you miss a day.

Mentors & Apprentices MENTOR

Players of the 2nd generation or later, or who have mastered a class, can register as mentors on the Character page 7 days after signing up. A mentor takes up to 3 apprentices.

Only new adventurers' 1st-generation characters before their first class change can become apprentices, and only within 3 days of signing up. An apprentice has one mentor.

An apprentice's hunting EXP goes up 10%, or 20% while the mentor is online. It does not stack with EXP tickets or a partner — only the larger one applies.

When an apprentice reaches level 5, Old Tower or the first class change, the mentor receives 2, 4 or 9 bundles (up to 3 times a day). Each step rewards once per apprentice, even after changing mentors. Steps reached before pairing give no reward.

An apprentice graduates with the first class change. Mentors earn the titles “the Mentor” and “the Grand Mentor” (3 graduates) and the mentor achievements in the Collection; apprentices earn “the Star Pupil”.

Accounts that have connected from the same place cannot pair up. If found later, the mentorship ends and uncollected step rewards are removed. It also ends if the apprentice does not log in for 7 days.

Duels DUEL

Challenge someone from their citizen card or from the Duel screen. You can add a message of up to 100 characters, or leave it empty.

If they accept, the two of you fight one bout on the spot. The challenger stands on the left and the one who accepted on the right.

You fight with the same body as in the Division Cups: your current stats, gear (enhancement, options, ascension), meal buffs and skill, starting at full HP and MP. No HP, gold or potions are used.

The bout ends when one side falls. If both are still standing after 40 turns, the side with the higher share of HP left wins on decision; on a tie, the one who accepted wins.

Win or lose, no gold, items or points change hands, and duels do not count toward the arena score or daily tasks.

Each account can send up to 10 challenges a day, counting canceled, declined and expired ones. Only one pending challenge can exist between the same two players, and if you are declined you cannot challenge that player again for 24 hours.

A challenge that is not answered expires after 24 hours. You cannot challenge yourself or a player blocked by either side.

The result of a finished duel appears in the news and in both players’ records on their citizen cards. Messages and pending, declined or canceled challenges are visible only to the two players, and only they can watch the replay.

Retainers RETAINER

Hire retainers at the Retainer Agency in town. There are three roles — Butler, Housekeeper and Gear & Skill Aide — and 24 people. You can keep one per role, and each person serves only one master.

Daily wages run from 30,000,000 to 240,000,000 gold depending on the person, doubling with each grade. The grade follows their career, and a higher grade handles more and checks more often (each role below lists grades 1, 2, 3 and 4 in order). When you hire, you pay the first day’s wage and a deposit for the days you set aside from your bank, up to 30 days at once. Enough to cover your unpaid credit must stay in the bank.

After that, one day’s wage leaves the deposit at the hour you hired. When the deposit runs out, the contract ends at that hour and you never go into debt. You get a notice when one day or less is left.

Dismissal takes effect at once. Unused deposit returns to your bank; the wage for a day already started does not. Wages go to no one and simply disappear.

Item prices, crafting fees and repair costs are paid as usual, separately from wages. You can set a daily budget for each task; when the budget, materials, bag space or gold run short, only that task is put off, with one notice a day. Hunting never stops.

Retainers only do what you could do yourself, under the conditions you set. They do not waive requirements or give materials, items or experience.

Your retainers appear on your citizen card. On succession, contracts and loadouts carry over to the new generation, and your butler starts your class path again from the first step. Skills are left behind on succession, so a loadout with a skill can be applied once the new generation learns that skill again.

Butler

Your butler looks after the class path on the Character page, up to 5⁠·12⁠·20⁠·31 steps by grade. When the current class change reservation is done, they book the first step as the next one; with repeat on, the path goes back to the first step after the last. Repeat needs a grade 3 butler or higher.

The class change happens right before a hunting round, exactly as with a reservation. A butler does not waive class requirements or give experience.

Changing or cancelling a reservation yourself, or changing class yourself, pauses the path. It also pauses, with a notice, when the next step cannot be booked or the class rules change, and when the path is longer than the butler handles or repeat is on without the grade for it.

Housekeeper

One Housekeeper handles all three tasks below. Each task has its own settings and can be handed over or paused on its own; the number of items and the check interval (1 hour⁠·30 min⁠·20 min⁠·10 min) by grade apply equally to all three.

Cooking & Crafting

When an assigned food or crafted item (up to 1⁠·2⁠·3⁠·5 by grade) drops below its minimum, it is made up to the target from your own materials. Items being made and finished goods not yet collected count as stock.

Kitchen dishes are made at once; workshop items go into the queue. Queue, skill level, crafting time and facility rules are the same as doing it yourself, and finished goods are collected into your bag. Finished goods you did not assign are left alone.

The reserve you set for each material is never used, and materials are never bought. Checks happen every 1 hour⁠·30 min⁠·20 min⁠·10 min by grade.

Supplies

When an assigned potion (up to 1⁠·2⁠·3⁠·5 by grade) drops below its minimum, it is bought from the shop at the usual price up to the target. Open buy orders count as stock. Checks happen every 1 hour⁠·30 min⁠·20 min⁠·10 min by grade.

Nothing is bought above your price limit, and no other item is bought instead. When the bag is full, nothing is thrown away — the task simply waits.

Repairs

When worn garb or a worn tool drops below the threshold you choose (10⁠·25⁠·50⁠·75%), it is repaired to full at the usual forge price. A grade 1 mender looks after only one of garb or tool; checks happen every 1 hour⁠·30 min⁠·20 min⁠·10 min by grade.

Gear & Skill Aide

After a class change, the loadout you set for the new class is applied. The aide keeps loadouts for 1⁠·2⁠·3⁠·5 classes by grade. Anyone can save and apply up to 5 loadouts for free in the bag.

If any gear or skill in the loadout is missing or unusable, nothing changes and you get a notice. Potion use is not part of a loadout.

Gardens FARM

Plant seeds in a town garden and grow them. One plot per account, harvested only in the town where it grows. If that town disappears, the seed cost returns to your bank.

Neighbours in the same town can water it, cutting the remaining time by 10% each (up to 3 per crop). Each one who waters gets one of the crop.

Leave a ripe crop for more than 2 hours and neighbours in the same town may take one each, 2 in all.

Taking crops is a crime only if the owner reports it within 48 hours: 1 crime point (a 20,000 gold fine). It is not a crime between nations at war.

Workshop CRAFT

At the Workshop you cook with several ingredients. Starting takes the ingredients and fee at once, and the dish is done after a set time. Press Collect to put it in your bag; if your bag is full, it waits at the Workshop until you collect it.

You start with 2 queue slots and gain one each at crafting skill levels 2 and 4. You can craft 1 to 20 at a time. You can cancel an unfinished craft, but only the ingredients come back — not the fee or fullness.

Your skill rises when a craft finishes. Each level cuts crafting time by 5% and opens higher recipes. Skill carries over through succession.

Eating a meal fills you up (30-minute meal 25, 60-minute 50, 120-minute 100, up to 100). Fullness does not drop over time. When you start a craft, each item uses 25 fullness and gets 10% less time and 10% more skill. Items beyond your fullness are made without the bonus. A new generation starts at 0 fullness.

Crafts you have not collected cannot be collected after succession.

Crafts you make yourself have a 5% chance per item of a great success that gives one extra. Commission crafts do not get it.

Work gear LIFE

At the Workshop, Sewing makes garb and Tools makes work tools. Garb raises your max focus, and each tool cuts 10% off one thing: cooking, sewing or toolmaking time, or how long garden crops take to grow. You can equip one garb and one tool.

Equip new garb and tools from your bag. Until then they can be bought, sold or sent, but once equipped they can no longer be traded. Unequipping puts them in the gear section of your bag.

Garb loses 1 durability per fight and a tool loses 1 each time it is used. At 0 durability the effect stops but the item stays equipped, and hunting carries on. The Forge restores durability for a fee that matches the wear; fixing a fully worn item costs the same as the fee for making a new one.

Equipped work gear and the new garb and tools in your bag pass to the next generation on succession.

Crafting Orders COMMISSION

With crafting orders you leave materials and gold and ask another player to do the crafting. When you post, the materials leave your bag and the fee and commission ((fee + commission) × quantity) leave your purse at once. Each player can post up to 10 orders, running for 1 day⁠·3 days⁠·7 days.

The commission can be anything from 1 gold up to the crafting fee of the item, per item. It is paid to the crafter each time an item is finished and does not count toward the daily sending limit. You cannot accept orders from your own account, and an account must be 24 hours old to post or accept orders.

Accepting an order starts the crafting right away in one slot of the crafter's Workshop queue. You can accept up to 20 at a time. The required skill, queue slots, fullness and tools work exactly as at the Workshop, and the crafter gains the skill. The materials and fee come from what the client left. Once started, no one can cancel it.

Finished items go straight to the client's storage. The client can cancel any quantity not yet accepted at any time, and it also comes back when the order expires: the materials go to storage, and the fee and commission go back to the purse.

On succession, your posted orders and storage pass to the next generation. If a craft you accepted finishes after succession, the commission goes to your current generation.

Nation orders · Handouts PROCURE

The king and the Treasurer can open nation orders that buy meals with treasury gold. The amount is held from the treasury when posted, and the rest returns when the order expires (1 day⁠·3 days⁠·7 days) or is cancelled.

Nation orders and grants share a daily limit of 2,000,000 gold.

Anyone can deliver to a nation order and gets the price each minus a 5% fee right away. The king, the account that posted the order, and accounts younger than 24 hours can't deliver.

Delivered meals go to the nation storehouse. With the handout on, eligible citizens can receive one meal a day per account and eat it right away, starting 12 hours after joining the nation.

Crafting fee aid FEE AID

The king and the Treasurer can pay part (10~100%) of Workshop crafting fees from the treasury. The budget is held from the treasury when it starts, and the rest returns when it expires (1 day⁠·3 days⁠·7 days) or is cancelled.

When a citizen of that nation finishes crafting at the Workshop themselves, they get the fee each × the aid rate right away. Crafting Orders do not count.

Each person (account) can receive aid for a set number of items a day per aid, and only as far as the budget lasts. A recipe can have only one aid open at a time.

Town workshop TOWN WORKSHOP

The king and the Treasurer can build a town workshop in one of the nation's towns for 50,000 gold from the treasury, one per town.

Crafting that citizens start in that town takes 10% less time, and the treasury pays a fee of 177 gold per item. If the treasury is short, crafting goes on as usual; if the town is lost, the effect stops. Cancelling a craft does not return the fee to the treasury.

Succession traits TRAITS

On succession, the new generation receives traits. Each trait of the previous generation carries over with a 95% chance, and each trait of the permit issuer passes on with a 25% chance. With a 10% chance, one new trait appears.

Each character holds up to 3 traits. If there are more, the previous generation’s traits stay first, then the permit owner’s, then the new one, and opposite traits cannot both remain. Traits cannot be changed after succession.

Every trait has its upside and downside on the same side. Effects of the same kind add up, to at most ±40%. There are 40 traits, listed below.

You can see the traits you received in the "Succession traits" panel of your Character page (Character menu → Succession traits) and on your ID card. Generations that succeeded before traits were introduced (Oct 9, 17:39 KST) have none; traits are decided from the next succession.

Constitution

Sturdy Build Max HP +5% · Max MP −5%

Clear Mind Max MP +5% · Max HP −5%

Big Eater Meal effect +10% · Meal duration −10%

Light Eater Meal duration +10% · Meal effect −10%

Gourmet Meal effect +15% · Meal duration −15%

Temperate Meal duration +15% · Meal effect −15%

Neat Garb wear −25% · Meal effect −5%

Carefree Meal effect +5% · Garb wear +25%

Frail Meal effect +20% · Max HP −3%

Iron Stomach Meal duration +20% · Max MP −3%

Dandy Garb wear −20% · Meal duration −10%

Craft

Deft Hands Crafting time −10% · Crafting Fullness use +10%

Easygoing Crafting Fullness use −10% · Crafting time +10%

Diligent Crafting skill +10% · Crafting Fullness use +10%

Corner-Cutter Crafting Fullness use −15% · Crafting skill −10%

Hasty Crafting time −15% · Crafting skill −10%

Meticulous Crafting skill +15% · Crafting time +10%

Studious Crafting skill +20% · Crafting Fullness use +15%

Tenacious Crafting time −10% · Tool wear +25%

Frugal Tool wear −25% · Crafting time +5%

Tinker Repair cost −25% · Tool wear +15%

Fastidious Crafting skill +10% · Repair cost +20%

Keen Eye Crafting skill +15% · Tool wear +15%

Nimble Fingers Crafting skill +10% · Crafting time −5% · Tool wear +20%

Craftsman's Pride Crafting skill +20% · Crafting time −10% · Crafting Fullness use +20% · Repair cost +20%

Workshop Regular Crafting time −10% · Garden growing time +10%

Bookish Crafting skill +10% · Garden growing time +10%

Farming

Green Thumb Garden growing time −10% · Crafting time +5%

Farmhand Garden growing time −15% · Tool wear +15%

Gardener Garden growing time −20% · Crafting skill −10%

Early Riser Garden growing time −10% · Crafting Fullness use +10%

Kind-hearted Watering effect +30% · Garden growing time +5%

Stingy Garden growing time −5% · Watering effect −30%

Trade

Haggler Wandering Merchant prices −10% · Sales fee +20%

Born Trader Sales fee −20% · Wandering Merchant prices +10%

Wanderlust Travel cost −25% · Sales fee +20%

Local Sales fee −20% · Travel cost +25%

Peddler Travel cost −20% · Wandering Merchant prices +10%

Sharp Reckoner Wandering Merchant prices −15% · Travel cost +20%

Well-connected Wandering Merchant prices −10% · Travel cost −10% · Sales fee +20%

Home furniture HOME FURNITURE

A house owner can install one workbench (63,720 gold) and one kitchen (127,440 gold) in a finished house.

The workbench cuts craft time by 10%, and the kitchen adds 1 craft queue slot. They only apply to crafts the owner or tenant starts in the town where the house is, and they stack with fullness, tools and the town workshop.

Furniture belongs to the house. It moves with the house when transferred and is gone when the house is sold.

Growing towns GROWING TOWNS

Citizens standing in one of their nation’s towns can bring everyday goods (meals, garb, tools) from their bag to grow its industry. The goods are used up.

Each good counts at its crafting cost (crafting fee + material prices). Every time the total passes the industry investment cost, industry rises by 10, and the rest carries over to the next step.

Kings and Treasurers can send goods from the nation storehouse to their towns. Investing treasury gold in industry works as before.

Higher industry means more town income, and the lord receives 10% of the income collected. Income piled up before industry rises is counted at the old industry.

Industry gained by growing a town is capped at 600 per town per day (resets at midnight). Goods you bring and goods sent from the storehouse count together, and you cannot bring or send more than the limit allows.

Renting houses HOUSE RENTALS

An owner can rent out a finished house at a daily rent they choose. Houses for rent appear under “Houses for rent” on that town’s housing screen, and anyone in that town can move in.

When you move in, you pay that day’s rent right away and then pay every day. If your purse is short, the rest goes on credit against your savings; if you still cannot pay, the rent falls into arrears. After 3 days in arrears you are moved out automatically, and the items you stored go to Items to collect.

5% of the rent is a fee that disappears; the rest goes to the owner’s bank. The rent does not change while you live there.

A tenant shares the storage slots with the owner and gets the house’s furniture effects for crafts started in that town. You can rent only one house at a time.

Guild storehouse GUILD STOREHOUSE

Guild members can put items from their bag into the guild storehouse. Stored items belong to the guild, and any member can take them out. Gear, locked items and gold cannot be stored.

Taking from the storehouse counts as receiving items: together with sending items, you can take up to 20 a day, and your account must be 24 hours old.

Goods keep their origin and customs marks in the storehouse. Taking goods that never cleared customs in your nation costs a tariff, paid by the one taking them.

The storehouse holds 24 kinds of items, up to 99 of each. Every member can see who put in or took out what.

If the guild disbands, stored items go back to whoever put them in, under Items to collect — including members who had already left.

Origin and tariffs TARIFFS

Meals, garb and tools made in the Workshop carry an origin: the nation of the crafter when the craft started, or “made by an independent”. The mark follows the item into bags, house storage, the job box and the market.

When goods from another nation pass to someone and were never cleared in that person’s nation, that nation’s tariff applies. On the market, buy orders and crafting jobs the buyer pays on top of the price; when sending, the sender pays based on the market price. Once cleared, goods pass between that nation’s citizens tariff-free. Independents and nation order deliveries pay none.

Each nation’s king and Treasurer set tariffs for meals, garb and tools. The maximum is 15%, a rate moves by up to 5 points at a time, and a new rate applies 24 hours later. Tariffs go to that nation’s treasury.

Goods held before origin marks existed stay as old stock and pay no tariff. Goods passed to others go in batches of the same origin and clearance. Buy orders and crafting jobs hold a tariff share (up to 15%), and any unused share is returned.

Economic agreements and vassal terms TREATIES

A trade agreement sets agreed tariff rates for meals, garb and tools and a term (7⁠·14⁠·28 days). Goods made in the partner nation pay the lower of the receiving nation’s own tariff and the agreed rate. Origin decides it, so goods routed through a third nation are treated the same.

A supply contract sends a set number of meals from the nation storehouse to the partner’s storehouse every day (up to 28 days). The buying nation holds the payment in advance, within the daily limit shared with grants and nation orders. If the storehouse runs short, only what is there is sent, and payment for the shortfall returns when the contract ends. Deliveries between nations pay no tariff.

Envoys and kings put forward drafts, and an agreement is concluded once both kings approve the same draft. A counter-offer resets approval. A draft with no reply lapses after 72 hours. No agreement can be made with a nation at war with yours. A declaration of war, an ended alliance or a declaration of independence ends a trade agreement at once, and a supply contract after that round’s delivery.

A liege can set vassal terms: a cap on the tariff its vassal charges on the liege’s goods, and the types of goods the vassal may not import from other nations. Like tribute, changes apply 7 days later, and they cannot be made harsher once the vassal has declared independence.

An agreement in effect can be amended or extended; the previous terms stay in force until both kings approve. In a dispute, either side can propose a settlement (a payment, ending the contract), and if none is agreed, the other king can be taken to court. Either king can cancel on their own.

Oracle ORACLE

Pick one option on an open prophecy. It costs no gold, you get one pick per prophecy, and you cannot change it. Prophecies are written in Korean.

When the result is announced, your Foresight changes. A correct call adds the number of options minus one (+1 with two options, +3 with four), a miss takes away 1, and a void leaves it as it was. What others picked does not affect your score.

If more than one option is announced as correct, picking any of them counts as a correct call.

Foresight only counts toward the Seers ranking and titles; it has nothing to do with stats, gold or items. Whoever gains the most Foresight in a week (from Monday 00:00 KST) earns the title “the Seer of the Week”. Ties go to more correct calls, then to whoever reached the score first.

Block Puzzle PUZZLE

Tap anywhere two or more blocks of the same color touch and they all clear at once. Clearing n blocks in one tap scores n×(n−1)×3 points.

A stage ends when no more blocks can be cleared. Reach the goal score on that stage to move on, and clear every block on the board for 1,000 bonus points.

Blocks come in 3 colors on stage 1, rising to 6 from stage 4. Goals are 1,090 pts on stage 1 · 690 on stage 2 · 500 on stage 3 · 410 from stage 4.

Each stage gives you 90 seconds, up to 20 stages. The game ends when time runs out or you miss a goal, and the points you have earned so far are recorded.

The weekly ranking uses your best score from Monday 00:00 to Sunday midnight (KST); ties go to whoever scored first. The winner is decided at 00:00 on Monday and earns the title “the Puzzle King of the Week” (with 2 or more players).

Block layouts change every game, and you can start a new game once every 10 seconds.

One account cannot play two games at once. Starting a new game in another window ends the old one without a score, and leaving the screen mid-game records the points earned so far.

Combat COMBAT

Attacking

Crit rate starts at 10%, and a crit deals 2x damage. Crit rate options and potions raise the rate; Crit damage options raise the multiplier.

Hits per turn count decimals. You always strike the whole number of times, and the decimal part is the chance of one more strike: at 3.06 you strike 3 times, with a 6% chance of a 4th.

Extra hits options add one strike per 100%, and the rest is the chance of one more. An enemy with Blunting takes your strikes away the same way. You always strike at least once.

The power row on your Character page shows hits per turn to one decimal place, and Stat effects to two, so the same value can show as 3.1 in the power row and 3.06 in Stat effects.

Damage taken

Damage taken is worked out in this order: dodge (up to 75%) → damage roll (armour pierce, crits) → the attacker's Execute (when your health is at 50% or below) → guard skills (up to 75%) → Damage taken option (up to 90%) → Skill resist (up to 90%).

Guard skills, Damage taken and Skill resist are multiplied in turn, not added. At 36%, 23% and 31%, 0.64 × 0.77 × 0.69 lets 34% of the damage through. Each step deals at least 1 damage.

Skill resist only applies on turns when the enemy used a skill. Fixed-damage skills ignore dodge, defence, guard skills and Damage taken; only Skill resist applies to them.

Guard skills (Hold · Raise the Wall) stack with every use, and the stacked cut lasts until the fight ends.

Ailments

The chance to afflict is the skill ailment chance minus 1%p for every 12 MEN the target has, but never below 5%. With an Affliction option, MEN does not lower it, the option value is added, and skills with no ailment poison.

Even when that chance hits, a target with Skill resist shrugs it off with that much chance (up to 90%). A 20% chance against 31% Skill resist ends at 13.8%.

An ailment lasts 3 turns, one turn less for every 40 Skill resist the target has (at least 1). Affliction options add a turn per 20%p (rounded).

Skill power

Skill power options raise a skill multiplier: the attack for damage skills, the extra strikes for multi-hit skills, the amount for fixed-damage and healing skills, and the cut stacked per use for guard skills. For example, a skill that makes that turn's attack 1.5× becomes 1.5 × 2.44 = 3.66× with +144% skill power. The whole multiplier is scaled, not just the extra 0.5×.

They do not change trigger chance, MP cost, ailment chance or ailment length.

Multi-hit skills add that turn's hits × (the shown multiplier − 1), rounded (at least 1), so the real multiplier can differ slightly from the shown one.

The Class Guide shows base skill effects. Your Character page shows them with the Skill power option on your equipped gear.

Gear calculation

Gear power rises with each forging step, and weight grows by 3% of the base weight per step (rounded down).

Attack, defence, agility and weight options apply to the values of all equipped gear (forging included), whichever slot they sit on. Each option is calculated and rounded separately, then added; the same option on several slots adds up rather than multiplying. Attack is based on the weapon, defence on the armour, agility on the accessory's power, and weight on the total weight of all equipped gear.

Potion effects are added in battle after the options, and weight never goes below 0. That is why a weight option on a zero-weight accessory still lightens your other gear.

Ascension comes next. Gear attack and defence grow by the ascension multiplier and gear weight by half of its gain; gear agility stays the same.

Effective agility is agility + gear agility − gear weight, and hits per turn are √(effective agility ÷ 65) (at least 1) plus any extra-hit option. The Character page, the Forge, the bag comparison and the ascension preview all use this order, leaving out meal and potion effects and the opponent's slow.

Inn Games GAMES

Each game has a weekly ranking by best score from Monday 00:00 to Sunday midnight (KST); ties go to whoever scored first.

At 00:00 on Monday each game’s weekly winner is decided and earns that game’s title (with 2 or more players).

The titles are Vulcan “the Shooting King of the Week” · Mosquito Swat “the Mosquito Hunter of the Week” · Hunting Pie “the Bullseye King of the Week” · Fried Egg “the Fry King of the Week”.

One account cannot play the same game twice at once, and a new game of each can be started once every 10 seconds. Starting a new game in another window ends the old one without a score.

Vulcan, Mosquito Swat and Hunting Pie pause when you hide the screen, and going to another screen mid-game records the points earned so far. A game paused for more than 5 minutes in total is not scored.

Fried Egg records the points of the stages cleared so far when you hide the screen or go to another screen.

Games started more than 3 hours ago are not scored.

Vulcan

Move the mouse to aim the Vulcan cannon, and hold the button to keep firing. On a phone, press and drag on the screen.

Fighter 100 pts · Helicopter 250 pts · Bomber 500 pts · Bomb 50 pts. Helicopters take 3 hits and bombers more than 5 to bring down.

Each bomb that hits the ground destroys a building. The game ends when all 10 buildings are gone.

Firing nonstop heats the barrel. When the heat bar fills up, the gun overheats and cannot fire until it has cooled down.

The stage rises every 20 seconds, and enemies appear more often and drop more bombs. Hold out for 4 minutes to earn 500 pts for each building still standing.

Mosquito Swat

Tap a mosquito in the room to swat it with the electric swatter. You can swing once every 0.3 seconds.

Mosquitoes fly around for a while, then land on the sleeper’s face, hand or foot to suck blood. Each finished meal counts as one bite, and after 5 bites the sleeper wakes up and the game ends.

Flying mosquito 100 pts · Mosquito sucking blood 60 pts · Full mosquito flying away 150 pts.

Swat in a row to earn (streak × 10) extra pts per mosquito (up to 100), and catch several at once for 100 extra pts per additional mosquito. A miss breaks the streak.

Mosquitoes grow in number and speed as the stages rise. Clear a stage for (stage × 150) pts, plus (stage × 150) more if you were never bitten on that stage.

Hunting Pie

Aim with the mouse and hold the button to make the power bar rise and fall. Release at the power you want and the cream pie flies in an arc. On a phone, press and aim on the screen, then lift your finger.

Raccoons, squirrels and bears pop out of the bushes and branches for a moment. Bears must be hit twice to run off, and foxes dash along the ground to steal a pie.

Raccoon 100 pts · Squirrel 200 pts · Fox 150 pts · Bear 300 pts (bears give 50 pts for the first hit). Hit in a row to earn (streak × 20) extra pts per animal (up to 200).

Each stage gives you 10 pies and 40 seconds. Hit the required number to move on to the next stage (starting at 4 on stage 1). Fall short and the game ends.

Clearing a stage earns (stage × 200) pts plus 100 pts for each pie left. From stage 3, the wind pushes pies sideways.

Fried Egg

Tilt the counter with the arrow keys (or the arrows below the board, or by swiping the board) and every egg slides that way. Eggs keep sliding until a crate or another egg stops them.

An egg that passes over an empty frying pan drops in and fries, and a pan with an egg in it blocks like a crate. Get every egg into a pan to move on to the next stage.

An egg that falls into the drain breaks, and the stage starts over. Rotten eggs must not go into a pan, but you may dump them down the drain.

Clear each stage within 3 minutes. A cleared stage earns 1,000 pts, more the closer you come to the fewest moves (500 pts at the minimum) and the faster you are (5 pts for each second under 100 seconds). Clear all 20 stages for 5,000 more pts.

When stuck, use Start over (R key) to replay the stage. Your move count carries on.

The rest you can pick up inside. Nobody started out knowing it.

New gameNEW GAME