Adventure Mode

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Adventure Mode is a recent addition to the game, releasing with the 10th Anniversary update in Oct 2024. Here one of your shadow clones can go on journeys to fight enemies, find materials, and craft powerful equipment. Currently this game mode does not influence other areas of the game (except during some events), but will be expanded on in later updates.

Adventuring Basics

Accessible right from the start of the game, you can send your Shadow Clone off to fight enemies. There are various locations your Clone can be sent off to, each of them having a different set of enemies and loot to find.

Loot can be used to make equipment and consumable items via the Crafting, Alchemy and Smithing tabs, which will become available after passing certain loot drop thresholds; see their respective sections below.

On top of loot drops, your Clone will earn XP whenever an enemy is defeated. Similar to pets, your Clone has two types of levels: Class Level (CL) and Main Level (ML). Increasing Main Level increases your stats by +30HP and +4 in all stats per Level. Class Level unlocks more abilities that can be used in battle, and gives a multiplier to stats depending on the class selected.

To increase your Main Level to n (from n-1), you need (n-1)^4 / 10 + (n-1)^1.9 * 40 + 10 XP.


Level Required XP
10 11,041
15 45,057
20 132,402
30 699,056
35 1,374,599
40 2,511,000
50 7,074,495
55 11,111,092
60 16,842,571
62 19,717,465
65 24,762,914
70 35,455,307
80 67,980,010
90 121,151,338
100 203,611,391
110 324,372,503
120 495,981,974
130 735,148,478
140 1,063,296,431
150 1,508,926,769
160 2,107,995,789
170 2,907,479,476
180 3,969,398,992
190 5,374,580,004
200 7,227,149,705

Starting off, your Clone is assigned the 'Newbie' class. Once you have reached a Class Level 10 for Newbie, three more advanced classes are unlocked. Each new class offers different skills and different stat growth curves. This information can be seen in the 'Stats' tab of Adventure Mode.

Stats

Your stats are determined by which Class you have selected, your Class Level, Level, and your equipment.

  • Max HP: When this reaches 0, you will be stunned out of battle and will enter recovery mode. You regenerate 1 HP per second, and you can start fighting again once this reaches max.
  • Max MP: Used to cast magic spells. This stat is determined by your Resistance and your Intelligence stat. Regenerates at a rate of 0.08 per second.
  • Attack: Determines how much damage is done with basic attacks and physical skills.
  • Defense: Reduces damage received from physical skills.
  • Intelligence: Determines how much damage is done with magic.
  • Resistance: Reduces damage received from magic skills.
  • Hit: Influences the likelihood an attack will hit the target. Hit chance = (Hit / (Target Speed * 1.2)) * 100%. Hit chance cannot go below 5%.
  • Speed: Influences attack speed and dodge chance. Skill cast time and cast delay have a time multiplier = (Target Speed + 1000) / (Attacker Speed + 1000) * 100%. This cannot go below 50%.

Classes

Similar to your pets in the dungeons, your Clone can now select a class as well. You start off as the Newbie class, with new classes unlocked after gaining enough Class Level. Each Class has its own set of skills, both active and passive, and different stat strengths/weaknesses. You can freely switch between classes once they are unlocked.

Class Unlock Tier HP Attack Defense Intelligence Resistance Hit Speed
Newbie None Tier 0 60% + 0.6*CL 60% + 0.6*CL 60% + 0.6*CL 60% + 0.6*CL 60% + 0.6*CL 60% + 0.6*CL 60% + 0.6*CL
Adventurer Newbie 10 Tier 1 90% + 0.9*CL 100% + 1.0*CL 90% + 0.9*CL 60% + 0.6*CL 60% + 0.6*CL 90% + 0.9*CL 100% + 1.0*CL
Squire Newbie 10 Tier 1 110% + 1.1*CL 110% + 1.1*CL 110% + 1.1*CL 50% + 0.5*CL 50% + 0.5*CL 80% + 0.8*CL 80% + 0.8*CL
Student Newbie 10 Tier 1 70% + 0.7*CL 70% + 0.7*CL 70% + 0.7*CL 110% + 1.1*CL 110% + 1.1*CL 70% + 0.7*CL 90% + 0.9*CL
Thief Adventurer 35 Tier 2 90% + 0.9*CL 110% + 1.1*CL 80% + 0.8*CL 60% + 0.6*CL 70% + 0.7*CL 100% + 1.0*CL 130% + 1.3*CL
Archer Adventurer 35 Tier 2 80% + 0.8*CL 90% + 0.9*CL 80% + 0.8*CL 80% + 0.8*CL 70% + 0.7*CL 130% + 1.3*CL 110% + 1.1*CL
Warrior Squire 35 Tier 2 110% + 1.1*CL 140% + 1.4*CL 110% + 1.1*CL 50% + 0.5*CL 50% + 0.5*CL 80% + 0.8*CL 100% + 1.0*CL
Fighter Squire 35 Tier 2 100% + 1.0*CL 120% + 1.2*CL 110% + 1.1*CL 50% + 0.5*CL 70% + 0.7*CL 90% + 0.9*CL 100% + 1.0*CL
Mage Student 35 Tier 2 70% + 0.7*CL 70% + 0.7*CL 70% + 0.7*CL 140% + 1.4*CL 120% + 1.2*CL 80% + 0.8*CL 90% + 0.9*CL
Cleric Student 35 Tier 2 80% + 0.8*CL 70% + 0.7*CL 90% + 0.9*CL 100% + 1.0*CL 130% + 1.3*CL 80% + 0.8*CL 90% + 0.9*CL
Sniper Warrior 55
Archer 55
Tier 3 90% + 0.9*CL 150% + 1.5*CL 80% + 0.8*CL 60% + 0.6*CL 80% + 0.8*CL 160% + 1.6*CL 80% + 0.8*CL
Assassin Thief 55
Fighter 55
Tier 3 90% + 0.9*CL 130% + 1.3*CL 80% + 0.8*CL 90% + 0.9*CL 80% + 0.8*CL 100% + 1.0*CL 130% + 1.3*CL
Knight Warrior 55
Fighter 55
Tier 3 130% + 1.3*CL 110% + 1.1*CL 150% + 1.5*CL 50% + 0.5*CL 100% + 1.0*CL 90% + 0.9*CL 90% + 0.9*CL
Pyromancer Mage 62 Tier 3 70% + 0.7*CL 80% + 0.8*CL 70% + 0.7*CL 180% + 1.8*CL 120% + 1.2*CL 90% + 0.9*CL 90% + 0.9*CL


Each class starts at Level 0, gaining experience in battle to level up. Increasing levels improves stats and unlocks new skills at set levels to be used in battle. Any skill learned from one class can be carried over to classes later in its class tree (an Adventurer can use all Newbie Skills, but cannot use any Squire or Student Skills). You are limited by how many skills you can equip, however, with new skill slots unlocking at higher Main Levels.

To increase your Class Level to n (from n-1), you need ((n-1)^5 / 340 + (n-1)^2 * 50 + 10) * TierMulti XP, where the TierMulti is as follows:

Tier TierMulti
0 (Newbie) 1
1 1
2 2
3 4

Class Level Experience (Tier 1)

Note: Multiply the tier 1 values by the tier multiplier for other tiers

Level Tier 1 Tier 2 Tier 3 Notes
10 14,695 29,391 58,781 Needed to unlock Tier 1 classes
20 150,553 301,105 602,211
30 750,650 1,501,300 3,002,600
35 1,510,301 3,020,602 6,041,205 Needed to unlock Tier 2 classes
40 2,887,782 5,775,564 11,551,127
50 9,229,154 18,458,307 36,916,614
60 25,254,030 50,508,061 101,016,121
62 30,391,266 60,782,532 121,565,064 Needed to unlock Tier 3 classes
70 60,824,324 121,648,647 243,297,294
80 132,108,122 264,216,244 528,432,487
90 263,856,160 527,712,320 1,055,424,640 Needed for Tier 3 class Milestones
100 492,031,233 984,062,465 1,968,124,931

Active Skills

Active Skills are traditional abilities such as attacking or healing that can be used in battle. At the start, you can only equip one Active Skill at a time. A second slot is unlocked at Main Level 15, and then the third at Level 55. Each skill has a Power range, an MP cost, a cast time multiplier, and a delay time multiplier.

  • Power range is the multiplier used to determine the amount of damage/healing a skill can do, within a certain range of variance.
  • MP cost is how much MP is spent using the skill. If you run out of MP, and cannot use any of your equipped skills, your Clone will instead resort to using Weak Attack that deals very little damage to enemies.
  • Cast Time is a multiplier to the base time (3 seconds) it takes to actually use the skill once your Clone acts.
  • Delay Time is a multiplier to the base time (1 second) it takes for your Clone to recover after using the skill before they can take their next turn.

Skills can level up and become stronger the more they are used. Each skill has its own Experience points. One point is earned every time the skill is used, and in addition, every selected active skill earns one point each time an enemy is defeated, even if the skill was never used. Active skills require (Skill Level^2)*1000 additional Exp to reach the next level.

The effects of a skill's level depends on the Active Settings which you choose when selecting to use the skill. The choices are:

  • Basic: Power increases by 2% per skill level. Hit, Cast Time, Delay Time and MP cost increase by 1% per level.
  • Pow: Power increases by 1% per level.
  • Hit: Hit increases by 1% per level.
  • Cheap: Power decreases by 1% per level. MP cost decreases by 2% per level.
  • Fast: Cast Time and Delay Time decrease by 1% per level. MP cost increases by 3% per level.
  • Damage: Damage of attack skills increases by 5% per level. MP cost increases by 5% + 1 per level.
  • SlowHit: Hit increases by 5% per level. Cast Time and Delay Time increase by 2% per level.

The table below lists the stats of every skill when obtained at Level 0.

Name Class Class Level Type MP Cost Target Number of Hits Power Hit Multiplier Cast Time Multiplier Delay Time Multiplier Special Effects
Basic Attack Newbie 1 Neutral Physical 0 One Enemy 1 81-99% 1.0 1.0 1.0 None
First Aid Newbie 10 Light Magic 5 Self 1 13.5-16.5 1.0 1.2 1.1 Heals your Clone
Bash Adventurer 1 Neutral Physical 10 One Enemy 1 103-126.5% 1.0 1.2 1.1 Can reduce enemy defense by 20% for 3 actions
Prepare Adventurer 10 N/A N/A N/A N/A N/A N/A N/A N/A After winning a fight, you will sit to recover HP and MP at an accelerated rate before searching for a new enemy. Stronger Enemies will still fight you.
Attack Squire 1 Neutral Physical 0 One Enemy 1 90-110% 1.0 1.0 1.0 None
Quick Hit Squire 10 Neutral Physical 10 One Enemy 1 76.5-93.5% 1.0 0.7 0.7 None
Magic Arrow Student 1 Neutral Magic 15 One Enemy 1 90-110% 1.0 1.0 1.0 None
Random Blast Student 10 Neutral Magic 20 One Enemy 1 0-220% 1.0 1.0 1.0 None
Double Attack Thief 10 Neutral Physical 5 One Enemy 2 58.5-71.5% 1.0 1.0 1.0 Does 2 Quick Hits on a Single Target
Steal Thief 20 Neutral Physical 10 One Enemy 1 81-99% 1.0 1.0 1.0 Attempts to steal a common drop from the target enemy.
Hide Thief 50 Neutral Physical 5 Self N/A N/A N/A 0.5 0.5 Hides, making Common enemies always miss you with single target attacks. Next attack does 130% damage and unhides you.
Double Shot Archer 10 Neutral AtkHit 12 One Enemy 2 76.5-93.5% 1.0 1.1 1.1 Shoots two arrows at once to one enemy. The damage calculation of this skill uses 50% of attack + 50% of hit.
Trap Archer 20 Neutral Magic 0 One Enemy 1 90-110% 1.0 1.0 1.0 Sets a trap on the ground. An attacking enemy has a chance to trigger the trap, gets damaged and is stunned for 2.50 seconds.
Arrow Rain Archer 50 Neutral AtkHit 25 Random Enemies 5 49.5-60.5% 0.7 1.5 1.5 Shoots five arrows at once. Low accuracy but can hit multiple enemies at once. The damage calculation for this skill uses 50% of attack + 50% of hit.
Aura Blade Warrior 10 Light Physical 15 One Enemy 1 121.5-148.5% 1.0 1.3 1.3 Adds 10% of your attack to your Light Element
Defense Break Warrior 20 Neutral Physical 10 One Enemy 1 90-110% 1.0 1.1 1.1 Can reduce enemy defense by 20% for 1+ actions
Sword Rush Warrior 50 Neutral Physical 15 Random Enemies 3 81-99% 1.0 2.5 3.0 Does 3 quick hits in succession, hits random enemies
Aura Shot Fighter 10 Fire AtkInt 15 One Enemy 1 112.5-137.5% 1.0 0.9 0.9 Uses 50% Attack and 50% Int for Damage Calculation. Adds 15% of your Attack to your Fire Element.
Dragon Punch Fighter 20 Neutral Physical 20 One Enemy 3 76.5-93.5% 0.8 1.0 3.0 None
Whirling Foot Fighter 50 Neutral Physical 30 Enemy Party 3 58.5-71.5% 0.8 1.2 2.0 None
Magic Missile Mage 10 Neutral Magic 25 One Enemy 1 148.5-181.5% 1.5 1.5 1.5 None
Elemental Blast Mage 20 Elemental Magic 20 One Enemy 1 117-143% 1.0 1.2 1.2 Does split damage of Water, Fire, Wind, and Earth Damage (25% each)
Push Blast Mage 50 Neutral Magic 25 Enemy Party 1 99-121% 0.9 1.3 1.3 Reduces enemy action gauges by 20% (Bosses and higher level enemies will resist)
Heal Cleric 1 Light Heal 30 Self 1 45% 1.0 0.8 1.5 Heals 250 + 45% of (Int + Res)/2 of your HP if your current HP is missing at least that amount
Holy Light Cleric 20 Light ResInt 25 One Enemy 1 112.5-137.5% 1.0 1.0 1.1 Adds 25% of your Resistance to your Light Element
Bless Cleric 50 N/A 0 Self 1 N/A 1.0 1.0 1.0 Increases your Attack, Defense, Intelligence, and Resistance by 30% for 2 turns

See the class-specific pages for additional Skill notes.

Passive Skills

Passive Skills are abilities that, instead of being activated in battle, are "always on". They may augment aspects of your Clone or the enemies you fight. The first passive skill slot is unlocked at Main Level 25, the second at AL 40, and the third and final slot is unlocked at AL 75.

At the moment, all Passives (except weapon masteries) also impose an additional MP cost for using all Active Skills, having both an additive AND multiplicative increase in cost. As an example, a passive could require 10% + 10 additional mana to be consumed. When applied to a 0 cost skill, the cost would become 10 [(0*0.1)+10+0]. For a 5 cost skill, the cost would instead become 15.5 [(5*0.1)+10+5].

To level up, Passive Skills need the same amount of experience as Active Skills, 1 point is earned every 3 seconds. Therefore, it needs (Skill Level^2)*3000 seconds to level up. The table below lists the stats of every skill when obtained at Level 0.

Name Class CL Effect Cost
Drops Boost Adventurer 20 Increases the chance of getting enemy drops by 30% and enemy experience by 15% Increases the MP cost of active skills used by 10% + 10
Speed Boost Adventurer 35 Increases your Speed by 20% Increases the MP cost of active skills used by 20% + 5
Attack Boost Squire 20 Increases your Attack by 20% Increases the MP cost of active skills used by 10% + 5
Defense Boost Squire 35 Increases your Defense by 20% Increases the MP cost of active skills used by 20% + 5
Int Boost Student 20 Increases your Intelligence by 20% Increases the MP cost of active skills used by 30% + 5
Res Boost Student 35 Increases your Resistance by 20% Increases the MP cost of active skills used by 30% + 5
Dagger Mastery Thief 1 Increases damage dealt by 20%. This multiplier is only applied after the regular damage calculation. Only works if you have a Dagger equipped in the Main Hand slot (Rusty Knife counts)
Dodge Thief 35 Increases your chance to dodge enemy attacks by 20% Increases the MP cost of active skills used by 10% + 10
Bow Mastery Archer 1 Increases the damage you do if you have a Bow equipped by 20% Only works if you have a Bow equipped in the Main Hand Slot
Ambush Archer 35 Ambushes the enemy with the first skill used. The first skill does 20% more damage and has a cast time reduction of 5 seconds (instant cast if less than 5 seconds Increases the MP cost of active skills used by 25% + 15
Sword Mastery Warrior 1 Increases damage dealt by 20%. This multiplier is only applied after the regular damage calculation. Only works if you have a Sword equipped in the Main Hand slot
HP Regen Warrior 35 Recovers your HP in battle by 2% of your max HP after each action Increases the MP cost of active skills used by 20% + 5
Fist Mastery Fighter 1 Increases the damage you do if you have Knuckles equipped by 20% Only works if you have a Knuckle equipped in the Main Hand Slot
Counter Strike Fighter 35 Has a 20% chance to counterstrike an enemy for 100% attack damage if you get attacked Increases the MP cost of active skills used by 25% + 15
Wand Mastery Mage 1 Increases damage dealt by 20%. This multiplier is only applied after the regular damage calculation. Only works if you have a Wand equipped
Casting Boost Mage 35 Increases the casting speed of active skills by 15% Increases the MP cost of active skills used by 20% + 10
Book Mastery Cleric 10 Increases damage dealt by 20%. This multiplier is only applied after the regular damage calculation. Only works if you have a Book equipped
Ailment Res Cleric 35 Increases your resistance stats vs ailment attacks by 75% Increases the MP cost of active skills used by 20% + 10

Monsters and Loot

There are currently 13 available locations (or "zones") to travel to (excluding special event locations), generally increasing in difficulty. The actual danger of a location depends on your class, your levels, your skills, and your equipment.

Each type of monster encountered has different loot drops to be used in the Crafting, Alchemy and Smithing tabs. The monster's level may vary across locations. The higher level an enemy is, the higher the chance they drop loot is. For example, a Slime fought in the Meadow is less likely to have drops compared to a Slime fought in the Riverside. (See details in the text below this table.)

Monster Loot Drops Encounter Areas
Slime Sticky Fluid ; Common Herb Meadows ; Riverside
Imp Rough Hide ; Scrap Metal ; Common Mana Herb Riverside ; Small Cave
Goblin Rough Hide ; Pine Plank ; Bag of Sand Riverside ; Small Cave
Ghoul Bag of Sand ; Rough Hide ; Pine Plank ; Common Herb Small Cave ; Hill Top
Wrath Rough Hide ; Pine Plank ; Uncommon Herb ; Uncommon Mana Herb Hill Top
Astaroth Bag of Sand ; Rough Hide ; Uncommon Herb Stone Circle
Shinigami Bag of Sand ; Beech Plank ; Uncommon Mana Herb Stone Circle
Tengu Bag of Sand ; Iron Ore ; Scrap Metal Stony Dungeon ; Dragon Room
Amon Beech Plank ; Uncommon Mana Herb ; Uncommon Herb Old Ruins ; Dragon Room
Akuma Bag of Sand ; Uncommon Mana Herb ; Uncommon Herb ; Fire Jewel(R) Dragon Room
Devil Bag of Sand ; Rare Herb ; Rare Mana Herb ; Dark Jewel(R) Dark Hallway
Shax Bag of Sand ; Tin Ore ; Feather ; Wind Jewel Landscape
Dagon Rare Mana Herb ; Copper Ore ; Oak Plank ; Water Jewel Hallway
Lamia Rare Herb ; Smooth Hide ; Oak Plank ; Earth Jewel Burned Area
Tyrant Rare Mana Herb ; Tin Ore ; Copper Ore ; Bag of Sand ; Oak Plank ; Light Jewel Castle Door

Items marked (R) are "rare" (base drop rate below 10%), and thus ineligible for Stealing.

Within each zone, each monster has a base level. When the monster is generated, a variance of up to 10% in each direction (i.e. a random multiplier between 90% and 110%) is applied to its base level. The actual level is then rounded to an integer, and the monster's stats are computed from that.

In the first 9 zones, the difference between the monster's base level and actual level is also applied to its loot drop chances: +1% or -1% per level on the common drops, and +0.02% or -0.02% per level on the rare drops. For example: on the Hill Top, a Ghoul has a base level of 30, and a base drop rate of 80% on Bags Of Sand. If a high level bonus is rolled, the monster's actual level may be as high as 33, which would raise the Bag Of Sand drop rate to 83% for that particular Ghoul. Likewise, a level 28 Ghoul in the same zone would have a 78% drop rate on Bags Of Sand.

Zones 10-13 do not apply the monster's level variance to drop rates. All item drop rates remain constant in these zones.

Some zones allow multiple opponents to appear as a group. Zones 3, 4 and 5 may have 1 or 2 monsters (average 1.5), while zone 8 may have 2 or 3 monsters (average 2.5). Each monster in the group is rolled independently.

If you're looking for the best zone to farm a specific piece of loot, this table may help:

Item Zone 1 Zone 2 z3 z4 z5 z6 z7 z8 z9 z10 z11 z12 z13
Sticky Fluid 26 11.7
Common Herb 21 10 30 52.5
Common Mana Herb 16.7 30
Scrap Metal 8.3 17.5 80 66.67
Rough Hide 13.3 50 75 45
Pine Plank 10 40 75
Bag of Sand 20 70 60 105 95 187.5 200 400 800
Uncommon Herb 45 48.75 75 120.8
Uncommon Mana Herb 45 48.75 75 120.8
Beech Plank 45 70 58.3
Iron Ore 60 50
Fire Jewel 3.75
Rare Herb 100 500
Rare Mana Herb 100 500 800
Dark Jewel 4.5
Tin Ore 200 200
Feather 1000
Wind Jewel 10
Copper Ore 800 800
Oak Plank 150 150 400
Water Jewel 15
Smooth Hide 500
Earth Jewel 15
Light Jewel 25

The table above gives the expected number of item drops per 100 combats. Actual farming rates will also depend on how quickly you can kill the monsters in each zone, whether you're using the Drops Boost and/or Steal skills, and however much downtime you need to recover health or replenish consumables.

Crafting

After you get 20 Sticky Fluid drops, you will unlock the 'Crafting' tab. Here, you can turn your drops into useful items and gear. When you start crafting, your Clone will immediately stop fighting and won't return until you select the option to fight again.

Gear can be crafted and then equipped to your Clone to give you an increase in stats. You start off with a Poor Rusty Knife, but from there you must craft gear using enemy drops and crafted materials. Your Clone has 10 equipment slots, each of them representing a different type of gear that can be equipped into the slot.

You will earn crafting XP depending on what item is being crafted. Higher crafting levels will increase crafting speed and gear quality, and you will also unlock new item recipes at set levels.

Crafting XP will cause your Crafting skill to level up. The amount of XP need to reach level n (from n-1) is:

xp = 10 + 80 * (n-1)^2

This formula applies to the Crafting, Alchemy and Smithing skills (up to level ??).

Level Total XP Required
5 2,450
10 22,900
15 81,350
20 197,800
25 392,250
26 442,260
30 684,700

Quality

Every piece of gear has certain quality levels that determine stats. Higher quality = higher base stats. This table shows the quality ratings, and their effect on stats in order:

Quality Stat Effect Required crafting roll
Poor 50% 0
Flawed 75% 50
Normal 100% 75
Good 125% 100
Superior 150% 125
Exceptional 200% 150
Divine 250% 200
Legendary 300% 250
Mythic 400% 300
Godly 500% 400

The quality of crafted gear is determined by generating a random number from 0 to 100 (floating point), multiplying it by 1 + skill/100, then applying the previous table's breakpoints: a roll of 95.1 gives a Normal result, a roll of 102.7 gives Good, and so on.

To calculate the odds of a given result at your current skill level, you can do a bit of mathematics. Let's use skill level 10 as an example.

  • The base line is a random number in the half-open interval [0,100) (i.e. you can get exactly 0, but not exactly 100).
  • If you look only at the whole number portion of the result, you can see that there are 100 equally probable outcome brackets: the number begins with 0, or it begins with 1, or 2, ... or 99.
  • At skill level 10, the interval becomes [0,110) with 110 equally probable outcome brackets.
  • To get a Good result, you need a number that begins with 100, 101, ... or 109.
  • This means that out of the 110 outcome brackets, 10 of them give you a Good result. So the odds of Good are 10/110, or 1/11, or roughly 9.0909%.

Likewise, at higher skill levels, we can look at the odds of Good and Superior. Assume skill level 29:

  • The random number is in [0,129) which has 129 outcome brackets.
  • Superior requires an outcome bracket of 125, 126, 127 or 128, so the odds of Superior are 4/129.
  • Good requires an outcome bracket of 100 through 124, so the odds of Good are 25/129.

The odds of getting a Superior item at skill level s (s ≥ 26) are (s - 25) in (100 + s) (e.g. 2/127 at level 27, 3/128 at level 28, and so on).

To create an Exceptional item would require a skill level of 51 or higher, which is not currently possible.

Upgrading

Newly crafted equipment begins at +0, but may be upgraded to higher levels. Upgrading requires the "Refined" or "Enhanced" materials which are recovered when equipment is converted. The maximum upgrade level you can give a piece of equipment is equal to your Crafting skill level for equipment made by Crafting, or your Smithing skill level for equipment made by Smithing. Upgrading is instantaneous, and may be done while adventuring.

Each upgrade level gives an additive +10% bonus to the equipment's stats. For example, a +3 piece of equipment has a +30% stat bonus.

The final stats for a piece of equipment, applying both the quality and upgrade bonuses, can be calculated by multiplying all the factors together:

FinalStat = BaseStat * QualityMultiplier * (1 + UpgradeLevel/10)

For equipment with multiple stat bonuses, each stat bonus is multiplied independently.

The cost to upgrade a piece of equipment from level n-1 to level n is based on the number of materials used in the equipment's recipe, a multiplier specific to the equipment's material type, and the equipment's quality level.

UpgradeCost = ceil(BaseCost * MaterialMulti * QualityMulti * (n + 1) / 10)

The QualityMulti is the same as the stat multiplier for each quality level (good = 1.25). The MaterialMulti values are as follows:

Material Material Multiplier
Cloth, Silky Cloth, Smooth Leather,
Metal, Heat, Jewels
1
Leather, Iron, Paper 0.5
Pine 0.2
Beech 0.1

The costs are calculated individually for each type of material used in the item. For example, an Iron Sword at the time of writing costs 35 Iron Bars, 500 Heat, and 10 Leather. To upgrade a Good Iron Sword +2 to level 3, you would need:

RefinedIron = ceil(35 * 0.5 * 1.25 * (3 + 1) / 10) = ceil(8.75) = 9
Heat = ceil(500 * 1 * 1.25 * (3 + 1) / 10) = ceil(250) = 250
RefinedLeather = ceil(10 * 0.5 * 1.25 * (3 + 1) / 10) = ceil(2.5) = 3

There is no Refined Heat; you simply use regular Heat.

When converting a piece of equipment to "Refined" material, the amount of recovered material is calculated based on 3/4 of the total costs of the existing upgrade levels (if any) plus half the cost to upgrade to level 1. This is calculated only for the primary material of the equipment piece (e.g. for an Iron Sword, you get only Refined Iron -- you don't get back any Refined Leather or Heat).

For a piece with no upgrades, the formula is half the upgrade cost to level 1 (except that the ceil() is applied after halving):

BaseRefined = ceil(BaseCost * MaterialMulti * QualityMulti * (1 + 1) / 10 / 2)

With upgrade level +1 or higher, the formula is:

TotalRefined = round(0.75 * (TotalUpgradeCost + BaseRefined))

where TotalUpgradeCost is the sum of all the primary refined materials already spent, and the round() function is Banker's Rounding.

For example, given a Good Iron Dagger (at the time of writing, costs 30 Iron Bars) with no upgrades, the amount of Refined Iron you would get upon conversion is:

BaseRefined = ceil(30 * 0.5 * 1.25 * (1 + 1) / 10 / 2) = ceil(1.875) = 2

For a Good Iron Knuckles +6 (at the time of writing, costs 60 Iron Bars):

BaseRefined = ceil(60 * 0.5 * 1.25 * (1 + 1) / 10 / 2) = ceil(3.75) = 4
Level1 = ceil(60 * 0.5 * 1.25 * (1 + 1) / 10) = ceil(7.5) = 8
Level2 = ceil(60 * 0.5 * 1.25 * (2 + 1) / 10) = ceil(11.25) = 12
Level3 = ceil(60 * 0.5 * 1.25 * (3 + 1) / 10) = ceil(15) = 15
Level4 = ceil(60 * 0.5 * 1.25 * (4 + 1) / 10) = ceil(18.75) = 19
Level5 = ceil(60 * 0.5 * 1.25 * (5 + 1) / 10) = ceil(22.5) = 23
Level6 = ceil(60 * 0.5 * 1.25 * (6 + 1) / 10) = ceil(26.25) = 27
TotalRefined = round(0.75 * (4 + 8 + 12 + 15 + 19 + 23 + 27)) = round(81) = 81 Refined Iron

Alchemy

Alchemy is similar to Crafting, and is unlocked after you obtain 20 Bags of Sand. The earliest these can be obtained is from the Goblin enemies in the Riverside area. The bags of sand can be crafted into flasks/bottles, which you can then use to create healing (HP) and mana restoration (MP) potions using herbs.

At level 1 Alchemy, you can process common herbs to make basic HP and MP potions. Level 10 Alchemy is needed to make the second tier of potions by processing uncommon herbs; these stronger potions also require second tier bottles, which need level 10 Crafting skill to make. Level 20 Alchemy is needed for the third tier potions, using rare herbs and medium (tier 3) bottles.

Potions can also be "upgraded". The upgraded potion names begin with "I"; for example, a tier 1 Basic Mp Potion can be upgraded to an I Basic Mp Potion. Tier 1 "I Basic" potions require Alchemy level 5, tier 2 "I" potions require level 15, tier 3 "I Good" potions require level 25, and so on.

To unlock each tier without using upgraded potions, you would need 30,520 Flasks, 139,920 Small Bottles, 216,400 Medium Bottles, and 319,634 Big Bottles. Upgraded potions give half the Exp but don't need bottles, meaning you only need 2/3 as many bottles.

Smithing

Smithing is similar to Alchemy and Crafting; the exact unlock condition is not yet known, but perhaps involves Scrap Metal drops. Level 1 Smithing allows you to convert Pine Planks into Heat, Scrap Metal + Heat into Metal Bars, and Metal Bars + Heat into various weapons and accessories.

Level 10 Smithing enables you to convert iron ore (available from the Tengu in the Stony Dungeon) into iron bars, which can then be smithed into an assortment of weapons and armor.

Level 20 Smithing allows converting copper and tin ores into bronze bars, which are used for rings, necklaces, and an assortment of more powerful weapons and armor.

Smithing Recipes

Note: The times listed below were observed at Smithing Level 7 and may differ at other levels. Base times are not specified.

Materials

Output Item Required Materials XP Gained Time (at Lvl 7)
Heat (15x) 1 Pine Plank 0.25 0.93 sec
Heat (30x) 1 Beech Plank 0.38 1.40 sec
Heat (45x) 1 Oak Plank 0.5 1.86 sec
Metal Bar 10 Heat
2 Scrap Metal
2.5 9.34 sec
Iron Bar 20 Heat
2 Iron Ore
3.38 12.61 sec
Bronze Bar 30 Heat
4 Copper Ore
1 Tin Ore
4.25 15.88 sec

Metal Armor

Item Name Required Materials XP Gained Time (at Lvl 7)
Metal Helmet 20 Metal Bar
100 Heat
25 1:33 min
Metal Boots 20 Metal Bar
100 Heat
25 1:33 min
Metal Bracers 20 Metal Bar
100 Heat
25 1:33 min
Metal Pants 30 Metal Bar
150 Heat
50 3:06 min
Metal Chest 50 Metal Bar
200 Heat
50 3:06 min

Iron Armor

Item Name Required Materials XP Gained Time (at Lvl 7)
Iron Helmet 30 Iron Bar
250 Heat
50 3:06 min
Iron Boots 30 Iron Bar
250 Heat
50 3:06 min
Iron Bracers 30 Iron Bar
250 Heat
50 3:06 min
Iron Pants 45 Iron Bar
400 Heat
100 6:13 min
Iron Chest 60 Iron Bar
500 Heat
100 6:13 min

Bronze Armor

Item Name Required Materials XP Gained Time (at Lvl 7)
Bronze Helmet 50 Bronze Bar
400 Heat
68.75 4:17 min
Bronze Boots 50 Bronze Bar
400 Heat
68.75 4:17 min
Bronze Bracers 50 Bronze Bar
400 Heat
68.75 4:17 min
Bronze Pants 70 Bronze Bar
600 Heat
137.5 8:34 min
Bronze Chest 100 Bronze Bar
800 Heat
137.5 8:34 min

Metal Weapons

Item Name Required Materials XP Gained Time (at Lvl 7)
Metal Knuckles 40 Metal Bar
300 Heat
80 4:59 min
Metal Dagger 20 Metal Bar
150 Heat
30 1:52 min
Metal Sword 25 Metal Bar
200 Heat
5 Leather
50 3:06 min
Metal Spear 35 Metal Bar
250 Heat
75 Pine Plank
100 6:13 min
Wooden Shield 20 Metal Bar
100 Heat
25 Pine Plank
37.5 2:20 min

Iron Weapons

Item Name Required Materials XP Gained Time (at Lvl 7)
Iron Knuckles 60 Iron Bar
650 Heat
162.5 10:07 min
Iron Dagger 30 Iron Bar
500 Heat
62.5 3:53 min
Iron Sword 35 Iron Bar
500 Heat
10 Leather
100 6:13 min
Iron Spear 70 Iron Bar
750 Heat
200 12:27 min
Iron Shield 35 Iron Bar
500 Heat
75 4:40 min
Iron Wand 65 Iron Bar
750 Heat
200 12:27 min

Bronze Weapons

Item Name Required Materials XP Gained Time (at Lvl 7)
Bronze Knuckles 80 Bronze Bar
1100 Heat
162.5 10:07 min
Bronze Dagger 40 Bronze Bar
900 Heat
100 6:13 min
Bronze Sword 45 Bronze Bar
1000 Heat
10 Smooth Leather
150 9:20 min
Bronze Spear 90 Bronze Bar
1250 Heat
275 17:08 min
Bronze Shield 45 Bronze Bar
1000 Heat
112.5 7:00 min

Accessories

Item Name Required Materials XP Gained Time (at Lvl 7)
Metal Ring 20 Metal Bar
100 Heat
25 1:33 min
Bronze Ring 40 Bronze Bar
300 Heat
62.5 3:53 min
Metal Necklace 20 Metal Bar
100 Heat
25 1:33 min
Bronze Necklace 40 Bronze Bar
300 Heat
62.5 3:53 min

Equipment

The following tables show all of the items that can be equipped.

Most equipment is either Crafted or Smithed. There are a very small number of exceptions: the Rusty Knife which you receive at the beginning, and the +20 Iron weapons from the 2024 Halloween event pack.

The stat bonuses in these tables are for Normal +0 equipment. Apply the quality Stat Effect modifier and the Upgrade modifier to see the final stat bonuses.

Weapons

Item Name Hand Slot Element Mitigation HP MP Attack Defense Intelligence Resistance Hit Speed Special
Rusty Knife Either - - - - 4 - - - - - -
Short Bow Two - - - - 8 - - - 8 - -
Magic Book Main - - - - - - 6 2 - - -
Wooden Wand Two - - - - - - 20 - - - -
Metal Knuckles Two - - - - 8 - - - - 8 -
Metal Dagger Either - - - - 4 - - - 2 2 -
Metal Sword Either - - - - 10 - - - - - -
Metal Spear Two - - - - 16 - - - 4 - -
Wooden Shield Off - - - - - 6 - 2 - -2 -
Beech Bow Two - - - - 16 - - - 16 - -
Hidden Book Main - - - - - - 10 6 - - -
Iron Knuckles Two - - - - 16 - - - - 16 -
Iron Dagger Either - - - - 6 - - - 4 6 -
Iron Sword Either - - - - 16 - - - 2 - -
Iron Spear Two - - - - 20 8 - - 8 - -
Iron Shield Off - - - - - 12 - 8 - -4 -
Iron Wand Two - - - - - 12 24 - - - -
Blazing Wand Two FI 36 - - - - - 40 - - - +5% burn dmg
Oak Bow Two - - - - 32 - - - 32 - 5% stun chance
Bronze Knuckles Two - - - - 32 - - - - 32 -
Bronze Dagger Either - - - - 12 - - - 8 12 2% crit chance
Bronze Sword Either - - - - 28 - - - 8 - -
Bronze Spear Two - - - - 40 16 - - 16 - -
Bronze Shield Off - - - - - 20 - 20 - -8 -

There is no Normal Rusty Knife. The Poor Rusty Knife you receive after your first battle will have +2 Attack, with no way to upgrade it or to acquire another Rusty Knife.

Wands, Bows, Spears and Knuckles are two-handed (i.e. they occupy both hand slots simultaneously). Books can only be used in the Main hand slot. Shields can only be used in the Off hand slot. Knives, Daggers and Swords may be used in either hand slot, alone or with another weapon of the same or a different type.

Headgear

Item Name Element Mitigation HP MP Attack Defense Intelligence Resistance Hit Speed Set
Cloth Hood - - - - - - - 6 - - MagDam
Leather Helmet - - - - - 6 - 4 - - Hit
Metal Helmet - PHY 1 - - - 7 - 4 -4 -2 DamMit
Iron Helmet - PHY 1.5 - - - 11 - 6 -6 -2 DamMit2
Bronze Helmet - PHY 2 100 - - 16 - 10 -8 -4 DamMit2
Blazing Hood - WA -2
FI 4
- - - 4 2 8 - - MagDam
Windy Hat - FI -2
WI 4
- - - 6 - 6 2 - Hit
Dark Leather Hood - LI -2
DA 4
- - 2 6 - 6 - - PhyDam

Neck

Item Name Element Mitigation HP MP Attack Defense Intelligence Resistance Hit Speed Set
Metal Necklace - - - - - - 3 3 - - -
Bronze Necklace - - - - - - 8 4 - - DamMit

Chest

Item Name Element Mitigation HP MP Attack Defense Intelligence Resistance Hit Speed Set
Cloth Mantle - - - - - 4 - 6 - - MagDam
Leather Shirt - - - - - 12 - 6 - - Hit
Metal Chest - PHY 3 - - - 12 - 4 -4 -4 DamMit
Iron Chest - PHY 5 - - - 20 - 8 -6 -6 DamMit2
Bronze Chest - PHY 7 200 - - 28 - 14 -8 -10 DamMit2
Blazing Mantle FI 30 WA -6
FI 6
- - - 8 4 14 - - MagDam
Windy Chest Piece WI 30 FI -6
WI 6
- - - 14 - 8 4 - Hit
Dark Leather Mantle DA 30 LI -6
DA 6
- - 4 14 - 8 - - PhyDam

Bracers

Item Name Element Mitigation HP MP Attack Defense Intelligence Resistance Hit Speed Set
Cloth Bracers - - - - - - - - 6 - MagDam
Leather Bracers - - - - - - - - 10 - Hit
Metal Bracers - PHY 1 - - - 3 - 2 4 -2 DamMit
Iron Bracers - PHY 1.5 - - - 5 - 4 6 -4 DamMit2
Bronze Bracers - PHY 2 100 - - 8 - 6 12 -6 DamMit2
Blazing Bracers FI 60 WA -4 - - - - 6 - 6 - MagDam
Windy Bracers WI 60 FI -4 - - - - - - 12 - Hit
Dark Leather Bracers DA 60 LI -4 - - 6 - - - 6 - PhyDam

Pants

Item Name Element Mitigation HP MP Attack Defense Intelligence Resistance Hit Speed Set
Cloth Pants - - - - - 6 - - - - MagDam
Leather Pants - - - - - 10 - - - - Hit
Metal Pants - PHY 1 - - - 5 - 2 - -2 DamMit
Iron Pants - PHY 1.5 - - - 9 - 6 - -6 DamMit2
Bronze Pants - PHY 2 100 - - 10 - 8 - -8 DamMit2
Blazing Pants FI 20 FI 2 - - - 6 2 10 - - MagDam
Windy Pants WI 20 WI 2 - - - 10 - 6 2 - Hit
Dark Leather Pants DA 20 DA 2 - - 2 10 - 6 - - PhyDam

Shoes

Item Name Element Mitigation HP MP Attack Defense Intelligence Resistance Hit Speed Set
Cloth Boots - - - - - - - - - 6 MagDam
Leather Boots - - - - - - - - - 10 Hit
Metal Boots - - - - - 2 - 2 - 2 DamMit
Iron Boots - - - - - 4 - 4 - 2 DamMit2
Bronze Boots - - 100 - - 6 - 6 - 4 DamMit2
Blazing Boots FI 10 FI 2 - - - - 2 - - 14 MagDam
Windy Boots WI 10 WI 2 - - 2 2 - - - 12 Hit
Dark Leather Boots DA 10 DA 2 - - 2 4 - - - 10 PhyDam

Accessory

Item Name Element Mitigation HP MP Attack Defense Intelligence Resistance Hit Speed Set
Leather Belt - - - - - 6 - - - - -
Metal Ring - - - - 3 3 - - - - -
Golden Belt - - - - 3 3 3 3 3 3 DamMit
Bronze Ring - - - - 8 4 - - - - DamMit

There is no Normal Golden Belt; the Exceptional Golden Belt (+25) awarded for the 2025 Input Code has 21 in each stat, with no way to upgrade it further or to acquire a second Golden Belt.

Set Bonus

Each piece of armor (Headgear, Bracers, Chest, Pants and Shoes slots) belongs to a set, and is labeled as such. If all 5 armor slots belong to the same set, you receive a set bonus, which affects one of your stats.

Similarly, some pieces of equipment that fit on your Neck, Accessory1 and Accessory2 slots belong to a set as well. If all 3 of these slots hold an item belonging to the same set, you receive another set bonus

In both cases, the stat which is multiplied depends on the set name, and the multiplier's strength depends on the lowest Quality level and the lowest Upgrade level among the whole set.

Set Name Slots Material Stat Bonus Formula
MagDam Armor Cloth
Blazing Cloth
Magic Damage (10 + Upgrade) * (1 + Quality) / 4
Hit Armor Leather
Windy Leather
Hit (10 + Upgrade) * (1 + Quality) / 4
DamMit Armor Metal Damage Mitigation (30 + Upgrade) * (1 + Quality) / 12
min 5, max 50
DamMit2 Armor Iron Damage Mitigation (50 + Upgrade) * (1 + Quality) / 10
min 10, max 55
PhyDam Armor Dark Leather Physical Damage (10 + Upgrade) * (1 + Quality) / 4
DamMit Neck/Acc Bronze/Gold Damage Mitigation (30 + Upgrade) * (1 + Quality) / 12
min 5, max 50

Upgrade is the lowest Upgrade level, and Quality is the lowest Quality level multiplier (e.g. Good = 1.25), among the equipped set.

In the case of Hit (Leather), your final Hit stat is therefore:

Hit = (4 * BaseLevel * ClassMulti + Equipment) * SetBonus