Game systems
Status effects
Monsters can inflict statuses. Stun, freeze and sleep stop movement, attacks and skills. Poison, bleed and burn drain HP each second, never below 1 HP. After a status ends, you cannot catch it again for 3 seconds.
Each monster's status
A monster's element and family determine its status. The base chance is 2% + level ÷ 20, higher for elites and bosses. Each monster's page shows its status.
Resistance
VIT resists stun, poison and bleed; INT sleep, silence and blindness; MDEF freeze and burn; AGI slow; LUK helps against all. Resistance caps at 80%; a rare Immune row blocks its status entirely.
Cures
Uncle Coco sells Green Antidote for poison, bleed and burn, and Camp Panacea for lasting statuses. A cure is used automatically shortly after a status lands; you can also click the status icon.
Essences, oils and ammo
Monsters drop 1–3 leftovers at a time. At Papa Moo's Elements tab, turn 3 leftovers of one species into an essence of its element, then make weapon coating oils or elemental ammo for bows, guns and kunai.
Coating oils
Use an oil from your bag to change your weapon's element for 10 minutes. It appears in the buff row. Pick the element that exploits your target's weakness.
Element ammo
Use a pack from your bag to load 100 shots. Each shot uses that element until the pack runs out; the counter sits beside your buffs.
More uses for leftovers
Monster leftovers feed weapon forging, potion brewing, essence extraction and Uncle Coco's market.
Tainted gear
One gear drop in 50 is tainted: a strong benefit paired with a drawback, shown in violet with a ☾ mark. The taint stays with that individual piece in your bag and in player shops.
Dark Sap
Use Dark Sap at Papa Moo to roll a new taint. Extract it from shadow, ghost or undead leftovers at night.
Moon Dew
Extract Moon Dew from holy leftovers and use it to wash the taint off a piece.
Build around it
Weigh both sides before equipping a trait. Nightshade suits night hunters; Deep Root rewards standing still to attack.
Skill runes
Equip runes in the Skills window (K). The first slot opens at half a skill's maximum level, the second at maximum. Each rune fits a skill shape, such as shots, areas, melee, buffs or summons. Removing one is free.
Finding runes
Monster families drop their matching rune at 0.15%; elites drop Focus or Execute at 1%, map bosses Heavy at 8%, and story bosses Blood at 10%. Drops are tier I.
Merging
Papa Moo's Runes tab merges 3 runes of the same kind and tier into the next tier: I → II → III.
Two per skill
Both rune slots work together. Match their effects to your skill's shape and how you want to play.
Monster arts
Hunting monsters can teach their family and boss moves. Any job can equip two arts on keys 7 and 8. Strength follows the source monster's level. Collect 1, 3 and 10 copies for tiers I, II and III (×1, ×1.25 and ×1.5 strength).
Learning chances
Lv 1–40 monsters teach an art at 0.1%, Lv 41–80 at 0.06%, and higher levels at 0.04%. Map bosses give 2%; story bosses give 3%. Each monster's page shows its art.
Book of Arts
Right-click or Shift-click an art slot to open the book, see learned moves and tiers, and filter family or boss arts.
Every job
Arts have no job restriction. A mage can charge like a boar; a knight can summon a bat swarm.
Refining
Refining success rates and safe levels follow the current game's grade tables.
- Grade 1: safe through +7
- Grade 2: safe through +6
- Grade 3: safe through +5
- Grade 4: safe through +4
Heat multiplier ×1.5 · maximum ×20
When an attempt fails, the following destruction chance applies at each target level:
- +9: 25% of failed attempts
- +10: 40% of failed attempts
A safety stone is available; check its effect and cost at the forge.
Option rows
Every piece of gear has option rows, with kinds that fit its equipment slot. Each row rolls a tier: Common 60% · Good 30% · Godly 10%. A piece holds up to 4 rows, no more than 2 of one kind, and at most one special row. The table shows caps on your character's totals (stats and perfect dodge use points).
Drill a row
Papa Moo drills a new row into any piece of gear for 3,000,000 coins and an Option Drill Stone. Drill stones drop from Lv 50+ monsters (0.02%), bosses and gold chests.
Option Stone
An Option Stone and 15,000 coins reroll one row. Bad luck ends: after 9 stones in a row without a Godly row, the next one is Godly for sure. They drop from every monster (0.4%), bosses and chests.
Drops and crafting
Drops have a 5% chance of an extra row and can roll special rows at 3% per row. A crafted weapon can lock its first row's kind for one extra Option Stone. Player shops sell the whole piece with its rows, refine, moonlit sheen, taint and maker.
Skill boost weapons
Weapons with a design of their own make one skill of a job stronger. The same weapon always boosts the same skill, and the numbers are the same at every grade: a low weapon that fits your build keeps its place.
Find yours
989 weapons boost a skill. Open a skill on the Skills page to see every weapon that boosts it.
Element first
A weapon boosts a skill of its own element when it can: a fire staff boosts fire spells.
Builds
Mix a boost weapon with your skill points: the same job can play very differently.
Moonlit copies ✦
Any gear that drops has a 1 in 200 chance (0.5%) to come out moonlit ✦: the very same numbers, with a silver-moon sheen and its own line in the item book. Collectors hunt them.
Silver glow
A moonlit weapon shines with a silver-moon sheen in your hand.
Same copy
It is its own copy in your bag: refine it and change its rows like any other.
The item book
Moonlit copies have their own line in the book: fill both.
Potions and brewing
Uncle Coco sells red (HP) and blue (SP) potions in three sizes: the bigger the bottle, the more it heals and the more it costs. Every point of VIT makes a red potion heal 1% more, every point of INT a blue one. Keys 1 and 2 drink the size that fits what you are missing (or the size you pick in ESC → Settings).
Brewing
At Uncle Coco's stall, 10 potions can be brewed from monster leftovers (the cheapest kinds first) plus 40% of their price in coins.
Which bottle?
Below 30% HP the key picks the smallest bottle that heals at least 50% of what is missing; otherwise the biggest one that wastes no more than 20% of itself.
Drops
Monsters drop a red potion 3% and a blue one 1.5% of the time: small ones below Lv 35, medium to Lv 69 and large from Lv 70.
Forge crafting
Papa Moo forges new weapons of every type: 30 types, one design per type and grade. A recipe takes monster leftovers, ore from the mines and coins, and the weapon goes into your bag as a new copy.
Your job first
The forge lists the weapon types your job can hold first; pick a type and a grade.
Every map's junk
Each recipe asks for the leftovers of particular monsters, so every map's junk has a use.
Then make it yours
A crafted weapon is a copy like any other: refine it and change its rows.
Market and trade
Uncle Coco pays full price for the first 400 leftovers of a kind each day; after that his price falls step by step to 40% at 3,400 and is back to full every morning. Each week 5 kinds sell at ×1.5.
The broker
Leave leftovers with Uncle Coco at your own price: buyers come over time, even while you are away, and sooner when the price is near the market.
Player shops
Press V to open your own stall in the camp; other players buy while you rest.
Warps
Fly to any map you have visited from anywhere: the higher the map, the higher the fare.
Party play
Up to 4 players camp together (press P). Every mate on the map within 20 levels adds +20% to a kill's EXP, and while a support job has helped in the last 90 seconds the party gets +30% more.
The leader decides
The leader picks the loot rule and the EXP rule; drops for a mate fly to them.
Priests matter
A priest's heals, buffs and revives reach real party members, and a fallen hero waits 10 seconds for a revive while a support job is on the map.
Guilds and ranks
Press O for guilds and N for the leaderboard.
Game data updated ·