Lootforged On-Chain Idle RPG Final Blueprint Clean Final Draft Updated Economy Pass: 2026-06-04 - 99% all-in RTP target, T10 hunt cost capped at 1,000 Energy, revised loot tier table, revised NPC sell prices. Core Fantasy Create an empty character by burning Energy, spawn in Zone 1, hunt mobs, earn gear and pets while the accountBurnLog is negative, equip or sell loot, upgrade duplicates, and push into harder zones. Lootforged is an on-chain idle hunting RPG where character strength comes from equipment, pets, item levels, weapon subtype, defensive gear subtype, HP, speed, elements, resistances, and deterministic effects. Characters do not gain XP, levels, or permanent stats. The economy is controlled by Energy burns, paid-zone attack costs, and a Zone 1 Burn Log gate. Zone 1 only drops loot while the account has burned more Energy than it has recovered from NPC sales and daily redistribution. Paid zones are controlled by their attack costs and expected value. Items have fixed deterministic stats by tier, category, subtype, and level. Items do not have random power rolls. Only mobs have hidden +/-20% stat variation. Current browser MVP note: - Every simulated wallet/account is the character. - Wallet activation simulates the character creation burn. - The current prototype implements gear, pets, combat, inventory, combining, Energy accounting, server-backed shared paid hunt pools, a simulated daily Energy Pool, and claimable Redistribution/Frontier rewards. - Real NFTs, real token contracts, live PvP backend/matchmaking, and guild systems remain deferred. The PvP design is now specified in the blueprint, but not implemented in the browser MVP. 1. Game Type - On-chain idle hunting RPG. - No XP. - No character levels. - No character stat growth. - Character is an equipment container and action initiator. - Progression comes from gear, pets, item level, weapon subtype, defensive gear subtype, HP, speed, element resistance, deterministic effects, and build optimization. - Combat is deterministic after mob hidden stats are generated. - Loot uses fixed drop and tier tables. 2. Main Currency - Energy Energy is used for: - Character creation. - Zone 2+ attack attempts. - Item combine upgrades. - Pet hatch / activation. - Pet combine upgrades. - 1v1 offline maker/taker PvP wagers. - Guild war entry. Energy is earned from: - Selling loot to NPC. - Daily redistribution rewards. - Daily frontier rewards. - Current browser MVP: claiming server-created daily Redistribution/Frontier rewards when available. - Seasonal PvP rewards. - Guild war rewards. Energy is burned through: - Character creation. - 50% of Zone 2+ attack attempt costs. - Item combine upgrades. - Pet hatch / activation. - Pet combine upgrades. - Result-based PvP burn share from maker/taker duels. - 20% of guild war entry. Energy economy control: - Burning Energy lowers the accountBurnLog. - NPC selling raises the accountBurnLog. - Daily redistribution raises the accountBurnLog. - Zone 1 only awards gear drops and pet drops while accountBurnLog is negative. - Paid zones do not use the Zone 1 Burn Log loot gate. - Zone 2+ attack costs are split into burn, daily redistribution, and frontier reward shares. - NPC selling is not capped by Burn Log. - Current browser MVP: NPC minting is capped by the remaining shared simulated daily Energy Pool. 3. Zone 1 Burn Log Gate Burn Log is the account-level accounting value used to stop free Zone 1 farming after the account has recovered its burns through NPC sales and daily redistribution. In the current UI, this value is labeled Personal Burn. Definition: accountBurnLog = totalRecoveryEnergy - totalEligibleEnergyBurned totalRecoveryEnergy includes: - NPC Energy minted from selling loot. - Daily redistribution payouts. totalRecoveryEnergy does not include: - Peer-to-peer transfers. - Guild treasury transfers. - Seasonal PvP rewards. - Guild war rewards. - Frontier reward payouts. If accountBurnLog is negative, the account has burned more Energy than it has recovered. If accountBurnLog is 0 or positive, the account has recovered its burns or is net positive from recovery payouts. Example: - Player burns 1,000 Energy to create a character. - accountBurnLog = -1,000 If the player later receives 300 Energy from NPC sales or daily redistribution: - accountBurnLog = -700 Zone 1 loot eligibility: - If accountBurnLog < 0, Zone 1 can award gear drops and pet drops. - If accountBurnLog >= 0, Zone 1 combat can still resolve, but Zone 1 awards no gear drops and no pet drops. Paid-zone loot eligibility: - Zone 2+ does not use the Zone 1 Burn Log loot gate. - If the player pays the zone attack cost and wins, the normal gear drop and pet drop logic applies. - Zone 2+ is balanced by attack cost and negative NPC expected value. - Zone 2+ costs also fund daily redistribution and frontier rewards. NPC selling: - NPC selling burns the item. - NPC selling mints the fixed NPC Energy value to the player in the protocol design. - NPC selling increases accountBurnLog by the amount of Energy minted. - NPC selling is not capped by accountBurnLog. - Current browser MVP: NPC selling draws from the simulated Energy Pool. If the pool is empty, the item is not sold. If the remaining pool is lower than the requested mint, the minted amount is capped by the remaining pool. Eligible Energy burns that lower accountBurnLog: - Character creation burn. - The burned 50% share of Zone 2+ attack costs. - The burned 50% share of item combine, pet hatch / activation, and pet combine activity costs. - Future PvP, guild, and event gameplay burns if they are real protocol sinks. PvP burn uses the maker/taker duel split defined in Section 27. Design intent: - Zone 1 remains a free onboarding zone but cannot be farmed forever after the account becomes net positive. - Paid zones remain playable for farmers and profit-seekers because they pay Energy per attempt. - Paid-zone farming is controlled by attack cost, loot odds, and NPC expected value instead of a hard emission cap. 4. Main Assets and Systems Main assets: - Character NFT - Gear NFT - Pet NFT - Energy Token Core systems: - NPC Shop - Battle Resolver - Loot Manager - Mob Manager - Pet Manager - Upgrade Manager - Randomness Provider - PvP Manager - Guild Manager - Guild War Manager 5. Character Creation and Starting Area createCharacter() burns 1,000 Energy and mints an empty Character NFT. Character creation burn: - Lowers accountBurnLog by 1,000. - This creates the initial emission allowance that lets the account receive loot. - accountBurnLog is account-level, not character-level. New character state: - Starts in Zone 1. - Empty inventory. - No equipped gear. - No equipped pet. - No free permanent power. Zone 1 rules: - Attack attempts cost 0 Energy. - Zone 1 is tuned for empty characters. - Zone 1 uses temporary training attack and training HP only in Zone 1. - Successful loot-eligible kills always drop one gear item per defeated mob while accountBurnLog is negative. - Zone 1 gear drops are always Tier 1 Crude. - Player can equip, sell, hold, or use the item for upgrades. - If accountBurnLog is 0 or positive, Zone 1 combat can still resolve, but no gear or pet loot is awarded. Zone 2+ rules: - Every attack attempt costs Energy. - Zone 2+ attack costs are split into burn, daily redistribution, and frontier reward shares. - Only the burned 50% share lowers accountBurnLog. - Successful kills always drop one gear item per defeated mob. - Gear tier is decided by the Loot Tier Tables. - Death gives no gear drop, no pet drop, and no refund. 6. Loadout Categories | Category | Combat Role | |---|---| | Weapon | Main damage profile and weapon subtype identity. | | Helmet | HP, with Heavy or Light subtype. | | Armor | HP, with Heavy or Light subtype. | | Gloves | HP, with Heavy or Light subtype. | | Boots | HP, with Heavy or Light subtype. | | Ring | Hybrid accessory: Attack + HP + one weapon or armor special effect. | | Amulet | Hybrid accessory: Attack + HP + one weapon or armor special effect. | | Pet | Attack, HP, or deterministic support effects. | Current Loadout UI order: - Row 1: Weapon, Helmet, Armor, Gloves, Boots. - Row 2: Ring, Amulet, Pet 1, Pet 2, Pet 3. 7. Gear NFT Each gear item has: - Tier. - Category. - Item level. - Stack amount. - Fixed attack damage from tier, item level, category, and weapon subtype. - Fixed HP from tier, item level, category, and defensive gear subtype when applicable. - Deterministic special effects. - Elemental attack or elemental resistance only when carried by a special effect. - Fixed NPC sell value by tier. - Equipable status. - Upgrade eligibility. Weapon items also have a weapon subtype. Armor, Helmet, Gloves, and Boots items also have defensive gear subtypes. Gear items do not have random power rolls. Item stats are deterministic once tier, item level, category, subtype, element, resistance, and effect type are known. 8. Pet NFT - Pets are small echo versions of mobs killed by the player. - Pet identity is based on the mob that produced it. - Pet element is based on the defeated mob. - Pets can contribute attack, HP, element interaction, or deterministic special effects. - Pet drops must be hatched or activated before use. - Pet hatch / activation spends Energy with the game-activity split. - Pets can be upgraded by consuming another active pet. - Pet combine keeps the selected main pet's appearance / skin identity, while the output power follows the stronger pet plus weaker pet upgrade points. - Pet combine upgrades spend Energy with the game-activity split. - Current browser MVP: pet visual size scales linearly by tier from 1.00x at Tier 1 to 1.50x at Tier 10. This visual scaling does not change pet stats. 9. Item Tiers Lootforged has 10 live item tiers. Tier indexing starts at 1. There is no Tier 0 and no Primitive starter tier. | Tier Index | Tier Name | |---:|---| | 1 | Crude | | 2 | Common | | 3 | Uncommon | | 4 | Rare | | 5 | Epic | | 6 | Legendary | | 7 | Mythic | | 8 | Ancient | | 9 | Celestial | | 10 | Divine | 10. Weapon Types | Weapon Type | Damage Multiplier | Attack Speed Multiplier | Effective DPS Identity | Special Identity | |---|---:|---:|---:|---| | Sword & Shield | 0.80x | 1.00x | 0.80x | Adds HP. | | Sword | 1.00x | 1.00x | 1.00x | Baseline weapon. | | Axe | 1.35x | 0.80x | 1.08x | Heavy hit profile. | | Dagger | 0.70x | 1.60x | 1.12x | Fast hit profile. | | Ranged Weapon | 0.90x | 1.05x | 0.945x | Opening melee delay. | weaponDPS = weaponAttack * attackSpeedMultiplier Sword & Shield bonus: swordShieldBonusHP = tierHPAtLevel * 0.35 Ranged Weapon opening delay: - Ranged Weapon prevents incoming melee damage for the first 2.5 seconds of combat. - Ranged opening delay does not prevent future non-melee effects unless explicitly added later. - Ranged opening delay is a weapon subtype trait, not a rollable support effect. - Maximum total opening delay is 5.0 seconds. 10.1 Armor Types Armor items have an armor subtype. | Armor Type | HP Multiplier | Attack Speed Bonus | Combat Identity | |---|---:|---:|---| | Heavy Armor | 1.15x | 0% | Tankier defensive armor. | | Light Armor | 1.00x | +4% | Same base HP, faster clear speed. | Armor combine rule: - Armor combine matching requires same tier and same category. - The first-clicked Armor item remains the output identity / subtype. - The sacrificed Armor item contributes upgrade points and valid stackable special effects. 10.2 Helmet, Gloves, and Boots Types Helmet, Gloves, and Boots items also have Heavy and Light subtypes. | Gear Type | HP Multiplier | Attack Speed Bonus | Combat Identity | |---|---:|---:|---| | Heavy Helmet | Helmet HP x 1.15 | 0% | Tankier helmet. | | Light Helmet | Helmet HP x 1.00 | +4% | Same base helmet HP, faster clear speed. | | Heavy Gloves | Gloves HP x 1.15 | 0% | Tankier gloves. | | Light Gloves | Gloves HP x 1.00 | +4% | Same base gloves HP, faster clear speed. | | Heavy Boots | Boots HP x 1.15 | 0% | Tankier boots. | | Light Boots | Boots HP x 1.00 | +4% | Same base boots HP, faster clear speed. | Helmet, Gloves, and Boots combine rule: - Combine matching requires same tier and same category. - The first-clicked item remains the output identity / subtype. - The sacrificed item contributes upgrade points and valid stackable special effects. 11. Combat Model Defense is converted into HP. playerHP = Armor HP + Helmet HP + Gloves HP + Boots HP + Ring HP + Amulet HP + Pet HP + Weapon HP modifiers playerDamageOutput = Weapon damage profile + Ring attack + Amulet attack + Pet attack + deterministic effect modifiers Combat result: - Player wins if the mob dies before player HP reaches zero. - Player dies if player HP reaches zero first. - No crit rolls. - No dodge rolls. - No block rolls. - No accuracy rolls. - No chance-based battle effects. - Only mobs receive hidden stat variation. - Mob hidden stat variation is always +/-20% from the fixed zone base stats. - Items do not receive random power rolls. 12. Mob Stat System Mobs have fixed base stats by zone. Only mobs receive hidden +/-20% variation. Hidden mob modifier: - Each individual mob rolls its own hidden modifier from 0.80 to 1.20. - The modifier affects that mob's HP, damage, attack interval, and visual size. - Larger boxes signal stronger-than-normal mobs; smaller boxes signal weaker-than-normal mobs. Mob pack count: - Each hunt rolls a pack size from 1 to 8 mobs. - Each mob in the pack rolls its own hidden modifier. - Pack HP is the sum of every individual mob's modified HP. - Incoming pack damage is the sum of every individual mob's modified attacks that land before the mob pack dies. - If the player wins, each defeated mob emits one guaranteed gear drop while loot-eligible. - If the player dies, the full pack gives no gear drop and no pet drop. Current MVP pack count weights: | Mob Count | Chance | |---:|---:| | 1 | 32.00% | | 2 | 20.00% | | 3 | 15.00% | | 4 | 11.00% | | 5 | 8.00% | | 6 | 6.00% | | 7 | 4.50% | | 8 | 3.50% | Final per-mob stats: mobHP[i] = baseMobHP * hiddenMobModifier[i] mobDamage[i] = baseMobDamage * hiddenMobModifier[i] * mobElementMultiplier mobAttackInterval[i] = baseAttackInterval / hiddenMobModifier[i] mobVisualSize[i] = baseMobBoxSize * hiddenMobModifier[i] packMobHP = sum(mobHP[i]) packDamageTaken = sum(attacksLanded[i] * mobDamage[i]) Mob elemental profile: - Each hunt mob rolls one elemental attack and one elemental defense. - Mob elemental attack element is Fire, Water, Earth, or Wind. - Mob elemental defense element is Fire, Water, Earth, or Wind. - Mob elemental attack level is random from 1 to 4. - Mob elemental defense level is random from 1 to 4. Element interaction: - Mob elemental attack changes incoming mob damage by 2.5% per net level. - Player matching elemental resistance subtracts from the mob elemental attack level. - Mob elemental defense subtracts from matching player elemental attack level. - Element levels cannot make matching player elemental attack go below zero bonus. - Zones still do not have fixed elements; the temporary mob profile changes per hunt. | Zone | Base Mob HP | Base Damage Per Hit | Base Attack Interval | Base Mob DPS | |---:|---:|---:|---:|---:| | 1 | 35 | 4 | 2.80 sec | 1.43 | | 2 | 90 | 10 | 2.65 sec | 3.77 | | 3 | 250 | 26 | 2.50 sec | 10.40 | | 4 | 700 | 70 | 2.35 sec | 29.79 | | 5 | 1,900 | 180 | 2.20 sec | 81.82 | | 6 | 5,200 | 470 | 2.05 sec | 229.27 | | 7 | 14,500 | 1,250 | 1.90 sec | 657.89 | | 8 | 42,000 | 3,400 | 1.75 sec | 1,942.86 | | 9 | 125,000 | 9,200 | 1.65 sec | 5,575.76 | | 10 | 375,000 | 25,000 | 1.55 sec | 16,129.03 | Zone 1 empty-character training rule: - Zone 1 training attack only works in Zone 1. - Unarmed training attack = 5 damage per second. - Training HP = 25 HP. - Training attack and training HP do not apply in Zone 2+. - Training values do not scale and do not count as character progression. 13. Zone Selection and Attack Cost Players manually choose zone. Zone 1 is the free onboarding hunting zone. Zone 2+ costs Energy. Hunting Grounds are locked by the wallet's highest owned gear tier. Unlocked max zone = highest owned gear tier + 1. If the wallet owns no gear, Zone 1 remains unlocked as the starter zone. Example: highest owned gear is Tier 4, so Zones 1-5 are unlocked and Zone 6+ are locked. This reduces intentional high-zone failed hunts used only to create Personal Burn for redistribution or airdrop gaming. NPC selling alone should not guarantee positive expected value in paid zones. Hunting Grounds identity: - The 10 zones now climb from quiet green country into old roads, misted crossings, Frerin-haunted delves, luminous woods, ruined kingdoms, ash lands, and the final volcanic gate. - Zone names and lore are a thematic layer only. This 2026-06-04 economy pass updates attack costs, loot tier odds, and NPC sell prices while leaving mob stats, unlock rules, and lore unchanged. | Zone | Name | Attack Cost | Loot Access | Lore | |---:|---|---:|---|---| | 1 | Briarstead Green | 0 Energy | Tier 1 only. | A quiet starter valley of hedgerows, sheep tracks, and first blood. | | 2 | Barrowmere Way | 7 Energy | Tier 1 with small Tier 2 chance. | A sunken road beside old burial mounds where the dead stir. | | 3 | Greyfen Crossing | 10 Energy | Tier 1-3. | A mist-choked ford where lanterns vanish in the reeds. | | 4 | Frerinfall Delve | 18 Energy | Tier 1-4. | A broken under-mountain hall named for a fallen dwarf-prince whose shield was lost at the lower gate. | | 5 | Lumenleaf Glade | 35 Energy | Tier 1-5. | A silver-green woodland where beauty feels ancient and armed. | | 6 | Thornbanner Downs | 75 Energy | Tier 1-6. | Wind-cut rider country marked by torn standards and fast raids. | | 7 | Woldwood Deep | 160 Energy | Tier 1-7. | A sleeping elder forest where paths bend back on themselves. | | 8 | Oathspire Rampart | 350 Energy | Tier 1-8. | The broken outer wall of a proud stone kingdom still holding its vow. | | 9 | Sable Crown Wastes | 650 Energy | Tier 1-9. | Blackened crownlands under red skies, ash, horns, and ruin. | | 10 | Emberfall Caldera | 1,000 Energy | Tier 1-10. | A volcanic endgame gate where Divine relics surface from fire and shadow. | 14. Paid Hunt and Game Activity Energy Split Zone 1 costs 0 Energy and does not fund paid-hunt pools. Every Zone 2+ hunt cost is split: | Share | Destination | Purpose | |---:|---|---| | 50% | Burned | Real sink; lowers accountBurnLog. | | 25% | Daily Redistribution Pool | Daily recovery payout to accounts with negative Burn Log. | | 25% | Frontier Reward Pool | Daily reward for accounts that successfully kill mobs in frontier zones. | Paid hunt accounting: - Only the burned 50% share lowers accountBurnLog. - The redistribution share is pooled for daily distribution. - The frontier share is pooled for daily frontier reward distribution. - Failed hunts still pay and split the full Zone 2+ attack cost. Game activity accounting: - Item combine, pet hatch / activation, and pet combine costs use the same 50% burn, 25% daily redistribution, and 25% frontier split. - Only the burned 50% share lowers accountBurnLog. - Character creation / wallet activation remains a 100% activation burn. Daily redistribution: - Distribution happens once per daily cycle. - A daily cycle is one UTC+0 protocol day. - The current browser MVP displays a countdown to the next UTC+0 redistribution boundary. - Eligible accounts must have accountBurnLog < 0. - Each eligible account's share is based on its negative Burn Log weight: playerRedistributionShare = abs(playerNegativeBurnLog) / totalNegativeBurnLog - Daily redistribution payout: playerDailyRedistribution = dailyRedistributionPool * playerRedistributionShare - A player cannot receive more than their current negative Burn Log amount. - Redistribution raises accountBurnLog, same as NPC selling. - Once accountBurnLog reaches 0, the account no longer qualifies until it burns Energy again. Daily frontier rewards: - Frontier rewards are based on daily zone qualification, not repeated farming volume. - An account qualifies for a zone's daily frontier weight if it gets at least one successful kill in that zone during the daily cycle. - Each zone can count only once per account per day. - Zone 2 and Zone 3 do not grant frontier weight. - Frontier payouts are paid from the frontierRewardPool and do not change accountBurnLog by default. - The current browser MVP creates server-backed daily Frontier claim balances from qualifying zone clears. It also tracks and displays the wallet's Max Tier Finished for the current UTC+0 day. | Zone | Daily Frontier Weight | |---:|---:| | 2 | 0 | | 3 | 0 | | 4 | 1 | | 5 | 2 | | 6 | 4 | | 7 | 8 | | 8 | 16 | | 9 | 32 | | 10 | 64 | Frontier payout: playerFrontierReward = frontierRewardPool * playerFrontierWeight / totalFrontierWeight Current browser MVP Energy Pool and claim simulation: - A shared server-backed simulated Energy Pool represents the one-year player airdrop emission budget. - Total airdrop reference amount: 1,000,000,000 Energy over 365 days. - Daily release: 1,000,000,000 / 365 = about 2,739,726 Energy per UTC day. - The Daily Pools UI shows the remaining shared Energy Pool as a whole-number Energy amount. - NPC Energy mints from gear selling and auto-selling deduct from this shared Energy Pool. - If the Energy Pool is empty, NPC selling is rejected and no Energy is minted. - Unused Energy Pool rolls forward at the next UTC day boundary, then the new daily release is added. - Redistribution Pool and Frontier Pool are not auto-paid immediately in the browser MVP. - At day rollover, the server creates claimable Redistribution and Frontier reward balances for eligible wallets. - A Claim button appears when the active wallet has claimable Redistribution/Frontier Energy. - Claiming adds the claimable Energy to the active wallet and clears the local claimable balances. - This is still a local LAN MVP, but pool balances and daily claims are now server-backed instead of per-browser only. Design intent: - Players who run out of Energy can recover over time if they have a negative Burn Log. - Players who buy or spend Energy to explore harder zones early can qualify for frontier rewards. - Frontier rewards favor breadth of daily zone clears and risk-taking, not repeated same-zone grinding. 15. Battle Attempt Flow 1. Check character ownership. 2. Read selected zone and Energy cost. 3. Zone 1 costs 0 Energy. 4. Zone 2+ collects Energy before combat. 5. Zone 2+ attack cost is split: 50% burn, 25% daily redistribution, 25% frontier reward. 6. The burned 50% share lowers accountBurnLog before combat resolves. 7. Generate hidden mob stat profile, including elemental attack and elemental defense. 8. Resolve deterministic combat. 9. On death: no gear drop, no pet drop, and no refund. 10. On win: update current-day max tier finished; protocol frontier qualification can also record qualifying zones. 11. On win: check loot eligibility. 12. Zone 1 loot eligibility requires accountBurnLog < 0. 13. Zone 2+ loot eligibility requires the paid attack cost and a successful kill; it is not blocked by non-negative accountBurnLog. 14. If eligible: create one guaranteed gear drop per defeated mob and apply pet drop rules. 15. For each gear drop: roll tier, category, subtype, element, resistance, and deterministic effect type. 16. Mint loot. 17. Player chooses equip, sell, hold, or upgrade. Current browser MVP note: - Pet drop resolution is active in the browser prototype. - Pet eggs are kept in the 36-slot inventory and do not stop Start Hunt unless inventory is full. 16. Gear Item Drop Table A successful loot-eligible kill has a fixed 100% chance to drop one gear item per defeated mob. Zone 1 is loot-eligible only while accountBurnLog is negative. Zone 2+ is loot-eligible when the player pays the attack cost and wins. The Loot Tier Table decides the tier. | Zones | Gear Drop Chance | No Gear Drop Chance | |---|---:|---:| | 1-10 | 100.00% | 0.00% | 17. Loot Tier Tables Each row totals 100%. Lower/commoner tiers generally remain more common than rarer tiers above them. Some paid-zone rows are intentionally shaped for the 99% all-in RTP target and the Zone 10 1,000 Energy cost cap. Zone 10 Divine is 0.01% of gear item drops. Updated economy target: - Paid-zone NPC sell EV is tuned around 49% of attack cost under the current average pack size assumption. - The remaining expected recovery is modeled through the 25% Daily Redistribution Pool and 25% Frontier Reward Pool. - This targets about 99% all-in RTP at the aggregate level while keeping T10 attack cost capped at 1,000 Energy. | Zone | Crude | Common | Uncommon | Rare | Epic | Legendary | Mythic | Ancient | Celestial | Divine | |---:|---:|---:|---:|---:|---:|---:|---:|---:|---:|---:| | 1 | 100.0000% | 0% | 0% | 0% | 0% | 0% | 0% | 0% | 0% | 0% | | 2 | 94.7800% | 5.2200% | 0% | 0% | 0% | 0% | 0% | 0% | 0% | 0% | | 3 | 81.9000% | 17.1000% | 1.0000% | 0% | 0% | 0% | 0% | 0% | 0% | 0% | | 4 | 54.5000% | 42.0000% | 3.0000% | 0.5000% | 0% | 0% | 0% | 0% | 0% | 0% | | 5 | 80.5000% | 10.7000% | 5.0000% | 3.0000% | 0.8000% | 0% | 0% | 0% | 0% | 0% | | 6 | 84.1000% | 5.0000% | 4.0000% | 5.0000% | 1.5000% | 0.4000% | 0% | 0% | 0% | 0% | | 7 | 72.5300% | 16.6700% | 5.0000% | 3.0000% | 1.8000% | 0.8000% | 0.2000% | 0% | 0% | 0% | | 8 | 74.6700% | 16.1300% | 5.0000% | 2.0000% | 1.0000% | 0.7000% | 0.4000% | 0.1000% | 0% | 0% | | 9 | 51.6500% | 34.9600% | 8.0000% | 3.0000% | 1.2000% | 0.7000% | 0.3500% | 0.1000% | 0.0400% | 0% | | 10 | 55.0465% | 25.0000% | 13.0000% | 4.5000% | 1.5000% | 0.6000% | 0.2500% | 0.0800% | 0.0135% | 0.0100% | Divine chance: - Divine is 0.01% of Zone 10 gear item drops. - With guaranteed gear drops, effective Divine chance is 0.01% per successful Zone 10 defeated mob. - This is about 1 Divine per 10,000 successful Zone 10 defeated mobs. 18. Loot Roll Details | Roll | Options | |---|---| | Gear Category | Weapon, Helmet, Armor, Gloves, Boots, Ring, Amulet - each 1/7. | | Weapon Subtype | Sword & Shield, Sword, Axe, Dagger, Ranged Weapon - each 1/5 if Weapon drops. | | Armor Subtype | Heavy Armor, Light Armor - each 1/2 if Armor drops. | | Helmet Subtype | Heavy Helmet, Light Helmet - each 1/2 if Helmet drops. | | Gloves Subtype | Heavy Gloves, Light Gloves - each 1/2 if Gloves drops. | | Boots Subtype | Heavy Boots, Light Boots - each 1/2 if Boots drops. | | Fixed Power Assignment | Attack damage, HP, and speed are determined by tier, item level, category, weapon subtype, and defensive gear subtype. Items do not have power rolls. | | Special Effect Type | Roll one special effect type based on gear role. | | Special Effect Level | Roll level 1-4 for the selected special effect; higher levels are rarer. | | Elemental Special Detail | If the special is Elemental Attack or Elemental Resistance, roll one of Fire, Water, Earth, or Wind. | | Pet Drop | Separate pet drop roll based on defeated mob identity. | 18.1 Dropped Item Level Roll Newly dropped gear can roll an item level from 1 to 100. Higher item levels are rarer. Item level affects combat power but does not affect NPC sell value. Combining remains the main reliable way to push item levels higher. Dropped item level chance is rolled after a gear item has already dropped. | Dropped Item Level | Chance of Gear Drops | |---:|---:| | Level 1 | 55.0000% | | Level 2-5 | 25.0000% | | Level 6-10 | 12.0000% | | Level 11-20 | 5.0000% | | Level 21-30 | 2.0000% | | Level 31-40 | 0.7000% | | Level 41-50 | 0.2000% | | Level 51-60 | 0.0700% | | Level 61-70 | 0.0200% | | Level 71-80 | 0.0060% | | Level 81-90 | 0.0025% | | Level 91-99 | 0.0010% | | Level 100 | 0.0005% | Within a level range, lower levels are more common than higher levels. Effective chance per successful loot-eligible defeated mob is equal to these values because gear drop chance is 100%. Example: - Level 100 is 0.0005% of gear drops. - Effective Level 100 chance is 0.0005% per successful eligible defeated mob. - This is about 1 Level 100 gear item per 200,000 successful eligible defeated mobs. 19. NPC Sell System and Fixed Tier Prices Every item can be sold for Energy. Sell price is fixed by tier only. Sell price does not scale with item level, power, element, resistance, or special effects. Selling burns the item. NPC selling raises accountBurnLog by the amount of Energy minted and is not capped by Burn Log. The updated NPC sell prices intentionally compress high-tier jackpot value so Zone 10 can remain capped at 1,000 Energy per hunt attempt while still preserving rare lucky-player upside. | Tier | Name | NPC Sell Price | |---:|---|---:| | 1 | Crude | 1 Energy | | 2 | Common | 4 Energy | | 3 | Uncommon | 15 Energy | | 4 | Rare | 60 Energy | | 5 | Epic | 250 Energy | | 6 | Legendary | 1,000 Energy | | 7 | Mythic | 5,000 Energy | | 8 | Ancient | 25,000 Energy | | 9 | Celestial | 125,000 Energy | | 10 | Divine | 1,000,000 Energy | Economy intent: - Tier 1 creates slow starter income. - Paid zones should not be guaranteed profit from NPC selling alone. - Fixed sell prices reduce abuse from item level, power, and upgrade loops. - Zone 1 Burn Log gating prevents unlimited free Zone 1 farming. 20. Deterministic Gear Stat System Gear has no random power roll. Gear stats are deterministic once tier, item level, category, subtype, element, resistance, and effect type are known. Each tier has a fixed Level 1 Attack Base and Level 1 HP Base. Each level adds a fixed amount of power. For Tiers 1-9, Level 100 gear reaches 92% of the next tier's Level 1 base stat. For Tier 10, Level 100 Divine gear reaches 175% of Level 1 Divine power. | Tier | Name | Level 1 Attack Base | Level 100 Attack Base | Level 1 HP Base | Level 100 HP Base | |---:|---|---:|---:|---:|---:| | 1 | Crude | 6 | 11.04 | 30 | 59.80 | | 2 | Common | 12 | 23.00 | 65 | 138.00 | | 3 | Uncommon | 25 | 50.60 | 150 | 322.00 | | 4 | Rare | 55 | 110.40 | 350 | 782.00 | | 5 | Epic | 120 | 248.40 | 850 | 1,932.00 | | 6 | Legendary | 270 | 570.40 | 2,100 | 4,784.00 | | 7 | Mythic | 620 | 1,334.00 | 5,200 | 11,960.00 | | 8 | Ancient | 1,450 | 3,128.00 | 13,000 | 30,360.00 | | 9 | Celestial | 3,400 | 7,360.00 | 33,000 | 78,200.00 | | 10 | Divine | 8,000 | 14,000.00 | 85,000 | 148,750.00 | For Tiers 1-9: level100Stat = nextTierLevel1Stat * 0.92 statPerLevel = (level100Stat - level1Stat) / 99 itemStat = level1Stat + ((itemLevel - 1) * statPerLevel) For Tier 10: level100Stat = tier10Level1Stat * 1.75 statPerLevel = (level100Stat - level1Stat) / 99 itemStat = level1Stat + ((itemLevel - 1) * statPerLevel) Design intent: - Max-level gear is almost as strong as next-tier gear. - Max-level gear is not stronger than fresh next-tier gear. - Upgrades remain useful without replacing tier progression. - Items are easier to verify and balance on-chain. 21. Gear Category Multipliers Weapon: weaponAttack = tierAttackAtLevel * weaponSubtypeDamageMultiplier Armor: heavyArmorHP = tierHPAtLevel * 1.15 lightArmorHP = tierHPAtLevel * 1.00 lightArmorAttackSpeedBonus = 0.04 Helmet: heavyHelmetHP = tierHPAtLevel * 0.60 * 1.15 lightHelmetHP = tierHPAtLevel * 0.60 * 1.00 lightHelmetAttackSpeedBonus = 0.04 Gloves: heavyGlovesHP = tierHPAtLevel * 0.45 * 1.15 lightGlovesHP = tierHPAtLevel * 0.45 * 1.00 lightGlovesAttackSpeedBonus = 0.04 Boots: heavyBootsHP = tierHPAtLevel * 0.50 * 1.15 lightBootsHP = tierHPAtLevel * 0.50 * 1.00 lightBootsAttackSpeedBonus = 0.04 Ring: attackRing = tierAttackAtLevel * 0.35 hpRing = tierHPAtLevel * 0.45 one accessory special effect from either the weapon special pool or armor special pool Amulet: attackAmulet = tierAttackAtLevel * 0.35 hpAmulet = tierHPAtLevel * 0.45 one accessory special effect from either the weapon special pool or armor special pool Pet: petAttack = tierAttackAtLevel * 0.70 or petHP = tierHPAtLevel * 0.90 or two support effects from the Ring and Amulet effect pool 22. Item Upgrade System Maximum item level is 100. Upgrade by consuming a matching duplicate item. Consumed duplicate gives Upgrade Points equal to its item level. Points are spent immediately using the linear next-level point formula. If the result exceeds Level 100, output Level 100. No overflow item, refund, or extra output is created. Item level increases attack damage, HP, or deterministic effect strength using fixed deterministic stat tables. NPC sell price remains fixed by tier. Every item combine upgrade spends Energy. The duplicate item is consumed and the Energy cost is split 50% burn, 25% daily redistribution, and 25% frontier. Only the burned 50% share lowers accountBurnLog. | Item Tier | Name | Energy Burn Per Combine | |---:|---|---:| | 1 | Crude | 1 | | 2 | Common | 3 | | 3 | Uncommon | 10 | | 4 | Rare | 35 | | 5 | Epic | 120 | | 6 | Legendary | 400 | | 7 | Mythic | 1,200 | | 8 | Ancient | 4,000 | | 9 | Celestial | 12,000 | | 10 | Divine | 40,000 | Upgrade formula: upgradeItem(targetItem, duplicateItem): - Require same tier. - Require same category. - Spend upgradeEnergyCost[tier]. - Split the cost: 50% burn, 25% daily redistribution, 25% frontier. - Consume duplicateItem. - Keep the first-clicked target item as the output identity, category, subtype, and slot. - Add the consumed item level as Upgrade Points. - Apply Upgrade Points using the linear next-level point formula. - Merge valid stackable special effects into the target item. - The output remains in the target item's slot / id. - accountBurnLog -= burned 50% share of upgradeEnergyCost[tier]. Linear next-level point formula: pointsNeededForNextLevel(currentLevel) = ceil(1 + ((currentLevel - 1) * 0.35)) Example point costs: | Current Level | Points Needed For Next Level | |---:|---:| | 1 | 1 | | 5 | 3 | | 10 | 5 | | 20 | 8 | | 30 | 12 | | 40 | 15 | | 50 | 19 | | 60 | 22 | | 70 | 26 | | 80 | 29 | | 90 | 33 | | 99 | 36 | | Upgrade Example | Result | |---|---| | Level 1 + Level 1 | Level 2. | | Level 10 + Level 10 | Level 12. | | Level 25 + Level 25 | Level 27. | | Level 50 + Level 50 | Level 52. | | Level 75 + Level 75 | Level 77. | | Level 90 + Level 90 | Level 92. | | Level 99 + Level 99 | Level 100. | | Level 1 + Level 100 | Level 100 because the Level 100 item is the stronger base. | | Level 50 + Level 100 | Level 100 because the Level 100 item is the stronger base. | 23. Elemental Specials Zones do not have fixed elements. Each hunt mob rolls temporary elemental attack and elemental defense. The game uses four simple item elements: - Fire - Water - Earth - Wind Elemental Attack is an offensive special effect. It appears on Weapons and can also appear on Rings and Amulets because accessories are weapon plus armor hybrids. Elemental Resistance is a defensive special effect. It appears on Armor, Helmet, Gloves, and Boots, and can also appear on Rings and Amulets because accessories are weapon plus armor hybrids. Special effect level roll: | Special Level | Drop Chance | |---:|---:| | 1 | 45% | | 2 | 30% | | 3 | 18% | | 4 | 7% | Higher special levels are rarer on dropped gear. Combining matching duplicate effects is another way to raise item special levels. Elemental special levels: | Level | Elemental Attack Display | Elemental Resistance Display | |---:|---|---| | 1 | Fire 1 (+2.5% fire damage) | Fire 1 (-2.5% fire damage) | | 2 | Fire 2 (+5.0% fire damage) | Fire 2 (-5.0% fire damage) | | 3 | Fire 3 (+7.5% fire damage) | Fire 3 (-7.5% fire damage) | | 4 | Fire 4 (+10.0% fire damage) | Fire 4 (-10.0% fire damage) | Same-element combine rule: - No duplicate element rows are created. - Same element and same effect type merge into one row. - If levels differ, keep the higher level. - If levels match, upgrade by +1. - Cap is level 4. - Each item or pet can carry at most 2 different Elemental Attack rows. - Each item or pet can carry at most 2 different Elemental Resistance rows. - If a combine would add a third attack element or third resistance element, the extra new element is rejected, but existing matching element rows can still merge upward. - This cap is intentional for PvP uncertainty and build strategy: players cannot cover every attack and defense element on a single item or pet. Examples: - Fire 1 attack + Fire 3 attack = Fire 3 attack. - Fire 2 attack + Fire 2 attack = Fire 3 attack. - Water 3 resistance + Water 3 resistance = Water 4 resistance. - Fire attack and Fire resistance are different effect types, so both can exist on an accessory. - Fire attack + Water attack can coexist, but adding Earth attack after those two is blocked unless Earth already exists on that item or pet. Non-element special levels: - These effects are not scaled by item tier. - Combining duplicate items with matching effects is the intended path to higher special levels. | Level | HP Bonus | Attack Damage Bonus | Lifesteal | |---:|---:|---:|---:| | 1 | +2% | +2% | +1% | | 2 | +4% | +4% | +2% | | 3 | +6% | +6% | +3% | | 4 | +8% | +8% | +4% | Non-element combine rule: - Same effect type merges into one row. - If levels differ, keep the higher level. - If levels match, upgrade by +1. - Cap is level 4. Design intent: - Most dropped effects start modest, but rare higher-level effects can drop naturally. - Duplicate items become more valuable because matching effects can be combined upward. - More meaningful duplicate consumption creates more item combine game-activity spend opportunities. 24. Gear Special Effect Pools Gear special pools are based on item role. Weapon special pool: | Effect | Result | |---|---| | Lifesteal | Heals based on outgoing damage. | | Attack Damage Bonus | Adds percentage attack bonus. | | Elemental Attack | Adds one elemental attack line, such as Fire 3 (+7.5% fire damage). | Armor, Helmet, Gloves, and Boots special pool: | Effect | Result | |---|---| | HP Bonus | Adds percentage HP bonus. | | Elemental Resistance | Adds one elemental resistance line, such as Water 2 (-5.0% water damage). | Ring and Amulet special pool: | Effect | Result | |---|---| | Lifesteal | Weapon-style offensive support. | | Attack Damage Bonus | Weapon-style offensive support. | | Elemental Attack | Weapon-style elemental attack support. | | HP Bonus | Armor-style defensive support. | | Elemental Resistance | Armor-style elemental resistance support. | Rings and Amulets are hybrid items. Every Ring and Amulet has Attack, HP, and one special effect on drop. Current non-element support effect values are level-based, not tier-based: - HP Bonus: +2% per special level, max +8% at Level 4. - Attack Damage Bonus: +2% per special level, max +8% at Level 4. - Lifesteal: +1% per special level, max +4% at Level 4. Caps: - HP Bonus max 50%. - Attack Damage Bonus max 50%. - Lifesteal max 15%. 25. Pet Drop, Hatch, and Combine Pet drop chance: - Pet drop chance is 1/100 of gear drops. - Since gear drop chance is 100% on successful kills, effective pet drop chance is 1% per successful defeated mob. - This equals about 1 pet per 100 successful defeated mobs on average. - When a pet egg drops, its tier is rolled from the same Section 17 Zone Loot Tier Table as gear. - Effective chance for a specific pet egg tier is 1% multiplied by that zone's loot tier percentage. - Example: Zone 10 Divine pet egg chance is 1% * 0.01% = 0.0001% per successful Zone 10 defeated mob, or about 1 per 1,000,000. Pet identity: - Pets are small echo versions of defeated mobs. - Pet identity is based on the mob that produced it. - Pet element is based on the defeated mob. - Pet effects are selected from the Ring and Amulet support effect pool when the egg is hatched. Pet power: - A pet is treated as a rare echo with roughly Ring plus Amulet scale. - Every hatched pet receives all three power components: - petAttack = tierAttackAtLevel * 0.70. - petHP = tierHPAtLevel * 0.90. - two support effect slots rolled from the Ring and Amulet effect pool at hatch time. - Pets do not roll separate Attack / HP / Support profiles; every pet is the full combined package. Pet hatch / activation: - Pet drops must be hatched or activated before use. - Pet hatch / activation spends Energy. - Pet hatch / activation cost is split 50% burn, 25% daily redistribution, and 25% frontier. - Only the burned 50% share lowers accountBurnLog. - Hatch burns are based on the current NPC sell price curve for the egg's tier, preserving the pre-2026-06-04 hatch-to-sell ratio shape after the high-tier NPC sell compression. - Pet eggs are controlled separately from gear tier auto-sell. - The Loot Filter has one Gear Keep/Sell toggle and one Pet Egg Keep/Burn toggle per tier. - Pet eggs are kept in the 36-slot inventory unless their tier is set to Burn in the Loot Filter. - Pet eggs that match a Burn tier are auto-burned immediately and do not occupy inventory. - Pet eggs cannot be NPC sold; they can only be hatched or burned. - Pet eggs reveal tier and base Attack / HP preview before hatching. - Pet eggs do not pre-roll support effects; hatching rolls +2 support effects. - Hatching an egg removes it from inventory and moves the active pet into the Pet Pen. - Pet Pen stores up to 12 hatched pets. - Up to 3 additional hatched pets can be equipped in Pet Slots at the same time. - Pet egg drops do not stop Start Hunt unless they are kept and the normal inventory-full stop condition is reached. | Pet Tier | Name | Hatch / Activation Burn | |---:|---|---:| | 1 | Crude | 5 | | 2 | Common | 15 | | 3 | Uncommon | 50 | | 4 | Rare | 150 | | 5 | Epic | 500 | | 6 | Legendary | 1,200 | | 7 | Mythic | 3,333 | | 8 | Ancient | 7,500 | | 9 | Celestial | 15,625 | | 10 | Divine | 30,000 | Pet combine: - Pet combine consumes another active pet. - Pet combines do not require the same tier, name, mob echo identity, or element. - The selected target pet is the skin / appearance anchor. - The output power uses the stronger pet's tier and level as the base, then adds the weaker pet's level as Upgrade Points. - Pet support effects are merged where possible. - Pet effect rolls do not need to match exactly. - Pets follow the same elemental cap as equipment: max 2 Elemental Attack rows and max 2 Elemental Resistance rows. - Pet combine spends Energy. - Pet combine cost is split 50% burn, 25% daily redistribution, and 25% frontier. - Only the burned 50% share lowers accountBurnLog. - Pet combine burn uses the higher relevant pet tier cost when two different tiers are combined. | Pet Tier | Name | Pet Combine Burn | |---:|---|---:| | 1 | Crude | 10 | | 2 | Common | 30 | | 3 | Uncommon | 100 | | 4 | Rare | 300 | | 5 | Epic | 1,000 | | 6 | Legendary | 3,000 | | 7 | Mythic | 10,000 | | 8 | Ancient | 30,000 | | 9 | Celestial | 100,000 | | 10 | Divine | 300,000 | Example pet: Fire Wolf Echo Tier: Rare Effect Slot 1: Attack Bonus Effect Slot 2: Fire 2 Resistance Example pet: Ancient Stone Golem Echo Tier: Ancient Effect Slot 1: HP Effect Slot 2: HP Bonus 26. Auto-Play / Mining Mode Auto-play is included in MVP from the beginning. Current browser MVP control: Start Hunt / Stop Hunt Start Hunt is a client-side loop that sends the next single hunt after the prior simulated hunt transaction settles. It is not a batch transaction. Flow: 1. Player selects zone. 2. Player presses Start Hunt. 3. The active equipment loadout is used for each single hunt. 4. accountBurnLog is checked during each attempt. 5. Zone 1 can run without Energy cost but only awards loot while accountBurnLog is negative. 6. Zone 2+ collects Energy before combat resolution. 7. Zone 2+ attack cost is split before combat resolves; only the burned 50% share lowers accountBurnLog. 8. resolveHunt() processes one attempt: mob pack roll, mob stat roll, win/death, gear drops, pet drops, and paid hunt split. 9. If still allowed, the client automatically starts the next single hunt. 10. Hunt stops when Energy is insufficient. 11. Hunt stops when inventory plus pending loot is full. 12. Hunt stops when useful loot is auto-kept: an item that fills an empty equipment slot or has a higher tier than currently equipped for its slot. 13. Hunt can be stopped manually with Stop Hunt. Auto-play anti-abuse: - No equipment changes during active hunt. - No pet changes during active hunt. - No mid-hunt gear swapping. - Inventory inspection, selection, Select Same, Unselect All, and manual sell/burn actions are UI conveniences; gear-changing actions remain locked while hunting. - Loot Filter settings for gear auto-sell and pet egg auto-burn are locked while hunting. 27. Event Entry Lootforged has two event entry systems in the long-term blueprint: 1v1 PvP and Guild War. 1v1 Offline Maker/Taker PvP: - Every account/character has a PvP profile: rank tier, rank position, match count, wins, losses, and defense wins. - PvP is deterministic. There are no random crits, dodge rolls, random damage ranges, or chance-based battle effects during PvP resolution. - Before a fight is locked, the challenger sees only basic public stats such as HP, damage, attack interval/base DPS, visible gear tier/class, pet tier/count, PvP rank, and required wager. - Hidden/special stats are revealed only after the fight is committed and the taker has paid the wager. Hidden stats include elemental attack, elemental resistance, exact pet effects, and special item effects. - The fight resolves from a deterministic snapshot of both builds. Gear/pet changes after a maker posts do not affect that posted PvP listing. Maker flow: 1. Player posts a PvP defense as Maker. 2. Maker locks the required Energy wager for their current rank tier. 3. Game snapshots the Maker's build, including visible stats and hidden/special stats. 4. The Maker can be challenged while offline by eligible Takers. 5. Maker advantage: if the Maker defense wins, the Maker receives the better payout. Taker flow: 1. Taker chooses an eligible Maker listing. 2. Taker sees only the Maker's basic public stats before committing. 3. Taker pays the matching wager. 4. Hidden/special stats reveal. 5. Fight resolves deterministically. 6. Taker advantage: Taker can actively climb rank faster and can do multiple fights in a row as long as they have enough Energy. PvP rank access: - There are 7 PvP rank tiers. Proposed names: Ember, Cinder, Flare, Surge, Tempest, Astral, Divine. - A ranked account can challenge accounts within PvP rank position +/- 5. - A 0-match account is Unranked. Its first match is randomly matched against another 0-match account if available, otherwise against the bottom/last rank area. - After the first match, normal rank range rules apply. Suggested rank-tier wagers: | PvP Tier | Name | Maker Deposit | Taker Entry | Total Pot | Season Pool at 5% | |---:|---|---:|---:|---:|---:| | 1 | Ember | 25 E | 25 E | 50 E | 2.5 E | | 2 | Cinder | 50 E | 50 E | 100 E | 5 E | | 3 | Flare | 100 E | 100 E | 200 E | 10 E | | 4 | Surge | 250 E | 250 E | 500 E | 25 E | | 5 | Tempest | 500 E | 500 E | 1,000 E | 50 E | | 6 | Astral | 1,000 E | 1,000 E | 2,000 E | 100 E | | 7 | Divine | 2,500 E | 2,500 E | 5,000 E | 250 E | PvP payout math: - Maker deposit = W. - Taker entry = W. - Total pot = 2W. - 5% of every PvP pot goes to the PvP Season Reward Pool. - If Maker wins: 80% of total pot goes to Maker, 15% burns, 5% goes to Season Reward Pool. - If Taker wins: 70% of total pot goes to Taker, 25% burns, 5% goes to Season Reward Pool. Example with 100 E Maker deposit and 100 E Taker entry: - Total pot = 200 E. - Maker win: Maker receives 160 E, 30 E burns, 10 E goes to Season Reward Pool. - Taker win: Taker receives 140 E, 50 E burns, 10 E goes to Season Reward Pool. - The average winner payout is 150 E if Maker/Taker win rates are balanced. - The average burn is 40 E or 20% of the 200 E pot if Maker/Taker win rates are balanced. Rank movement direction: - Taker victories should move rank faster than passive Maker defenses. - If Taker beats a higher-ranked Maker within range, Taker can take that Maker's rank position and the Maker drops. - If Taker beats an equal/lower-ranked Maker, Taker moves up at least one position. - If Taker loses, Taker may drop one position or stay depending on final tuning. - Maker defense wins primarily earn the better payout; rank gain from passive defense should be slower, such as +1 rank position after several successful defenses or only against higher-ranked takers. Season reward pool: - PvP Season Reward Pool receives 5% of every PvP duel pot. - Season length target: about 3 months / 90 days. - Example base-case estimate with 1,000 active players, 1 fight per player per day, 500 actual fights/day, and 200 E average total pot: - Daily wager volume = 500 * 200 E = 100,000 E. - 90-day wager volume = 9,000,000 E. - Season Reward Pool at 5% = 450,000 E. - Proposed season distribution can reward the top ranked characters, for example: Rank 1 gets 20%, Rank 2 gets 14%, Rank 3 gets 10%, Rank 4-10 split 28%, Rank 11-25 split 18%, and Rank 26-50 split 10%. Final math is still open. PvP anti-abuse rules to consider: - Same wallet pair can only generate season rewards/points a limited number of times per day. - A Taker cannot repeatedly farm the same Maker listing. - Maker listings should have a minimum listing time before free cancellation. - If a listing is already challenged, it is locked until the deterministic fight resolves. - If no challenge has occurred, Maker can cancel and retrieve the locked deposit. Current browser MVP status: - This PvP system is blueprint-only for now. - The current local browser game does not yet implement PvP listings, PvP wagers, PvP rank changes, hidden-stat reveal, or season reward distribution. Guild War Entry: - Entry cost: 10,000 Energy. - Paid by the guild treasury. - 20% is burned. - 80% goes to the guild war reward pool. Guild War entry split: - 2,000 Energy burned. - 8,000 Energy added to guildWarRewardPool. Guild War accounting: enterGuildWar(guildId): - Collect 10,000 Energy from guild treasury. - Burn 2,000 Energy. - Add 8,000 Energy to guildWarRewardPool. - guildBurnLog -= 2,000. Guild Treasury: - Guild members can contribute Energy to the guild treasury. - Treasury contributions are transfers, not burns. - Treasury contributions do not affect player accountBurnLog. - Guild treasury may be controlled by guild founders, guild council, or a multisig wallet. - Guild war entry is approved by the guild's chosen governance or wallet control structure. - Only the burned 20% of guild war entry counts as guild burn accounting. 28. Anti-Abuse Rules - No character stats, XP, levels, or free persistent power from character creation. - Character creation costs 1,000 Energy and lowers accountBurnLog by 1,000. - accountBurnLog is account-level, not character-level. - accountBurnLog = totalRecoveryEnergy - totalEligibleEnergyBurned. - Zone 1 only awards loot while accountBurnLog is negative. - Zone 1 awards no gear drops or pet drops when accountBurnLog is 0 or positive. - Zone 1 is free but only drops Tier 1 Crude gear. - Zone 2+ attempts split paid hunt Energy into burn, daily redistribution, and frontier reward shares. - Only the burned 50% share of Zone 2+ attack costs lowers accountBurnLog. - Zone 2+ loot is not blocked by non-negative accountBurnLog. - Gear drop chance is fixed at 100% on successful loot-eligible defeated mobs. - Pet drop chance is 1/100 of gear drops. - NPC sell price is fixed by tier and does not scale with item level or effects. - NPC selling alone should not guarantee positive expected value in paid zones. - Death gives no gear item drop, no pet drop, and no refund. - NPC selling burns items. - Item combine upgrades consume duplicate items and split Energy 50% burn, 25% daily redistribution, and 25% frontier. - Pet hatch / activation splits Energy 50% burn, 25% daily redistribution, and 25% frontier. - Pet combine upgrades consume another active pet and split Energy 50% burn, 25% daily redistribution, and 25% frontier. - Weekly PvP entry burns 20% of the entry fee and sends 80% to the weekly PvP reward pool. - Guild war entry burns 20% of the entry fee and sends 80% to the guild war reward pool. - Guild treasury contributions are transfers, not burns. - Combat uses deterministic resolution after hidden mob stats are generated. - Only mobs have hidden +/-20% stat variation. - Items do not have random power rolls. 29. Core Contracts - CharacterNFT - GearNFT - PetNFT - EnergyToken - BattleResolver - LootManager - MobManager - PetManager - NPCShop - UpgradeManager - RandomnessProvider - PvPManager - PvPSeasonRewardPool - DailyRedistributionPool - FrontierRewardPool - GuildManager - GuildTreasury - GuildWarManager - GuildWarRewardPool 30. MVP Scope Current browser MVP includes: - Simulated wallet identity as the character. - Wallet activation by burning 1,000 Energy. - Account-level Burn Log, labeled Personal Burn in the UI. - Zone 1 loot gating by Personal Burn / accountBurnLog. - Local Energy balance and faucet. - 7 gear categories. - 5 weapon subtypes. - 2 armor subtypes, 2 helmet subtypes, 2 gloves subtypes, and 2 boots subtypes. - 10 item tiers indexed 1-10. - Zone 1 free attempts. - Zone 2+ Energy attack costs. - Zone 2+ paid hunt Energy split: 50% burn, 25% daily redistribution pool, 25% frontier pool. - Item combine, pet hatch / activation, and pet combine Energy split: 50% burn, 25% daily redistribution pool, 25% frontier pool. - Server-backed shared daily pool readout: Energy Pool, Redistribution Pool, Frontier Pool, max tier finished, and UTC+0 countdown. - HP-based survival. - Deterministic combat after random mob inputs. - Random 1-8 mob packs. - Hidden mob stat variation. - Fixed mob HP, damage, and speed by zone. - Random mob elemental attack and elemental defense, level 1-4. - Fixed 100% gear drop chance per defeated mob on successful loot-eligible hunts. - 1% pet egg drop chance per defeated mob on successful loot-eligible hunts. - Pet eggs occupy normal inventory slots until hatched. - 3 Pet Slots, 12-pet Pet Pen storage, hatch / activation game-activity spends, pet equip, pet burn, and pet combine. - Tier roll table. - Random dropped item level from 1-100. - Gear category, weapon subtype, armor subtype, helmet subtype, gloves subtype, and boots subtype rolls. - Basic elements and 4-level element resistance. - Deterministic special effects. - Fixed deterministic item stats by tier, category, subtype, and level. - No item power rolls. - Mob-only hidden +/-20% stat variation. - Fixed NPC sell prices by tier. - Item upgrades up to Level 100. - Item combine upgrade Energy burns. - 36-slot inventory grid. - Loot choice tray: equip, sell, or keep. - Multi-select inventory sell/burn with Select Same and Unselect All. - Loot Filter table with per-tier Gear Keep/Sell and Pet Egg Keep/Burn toggles. - Combine duplicate gear from inventory or equipped slots if tier and category match. - Start Hunt / Stop Hunt auto-play from MVP launch. - Hunting Grounds zone locks based on highest owned gear tier + 1. Deferred from current browser MVP: - Real Energy token contract. - Real Character NFT and Gear NFT contracts. - Real wallet connection. - Protocol randomness oracle. - Production-grade hosted redistribution/frontier infrastructure beyond the local LAN server. - 1v1 offline maker/taker PvP with deterministic combat, ranked challenge range, result-based burn, and seasonal reward pool. - Guild war entry with 20% burn and 80% reward pool split. - Guild treasury funding controlled by founder, council, or multisig structure. 31. Current Core Loop 1. Connect or create a simulated wallet. 2. Claim test Energy from the faucet if needed. 3. Activate the wallet by burning 1,000 Energy. 4. accountBurnLog / Personal Burn is lowered by 1,000 from the activation burn. 5. Spawn in Zone 1 with empty inventory and no gear. 6. Attack Zone 1 mobs for free or start auto-play. 7. Each hunt rolls mob pack count, per-mob hidden stat/size modifiers, mob elemental attack, and mob elemental defense. 8. On successful Zone 1 kills, emit one gear drop per defeated mob if accountBurnLog is negative. 9. Roll pet eggs at 1% per defeated mob while the hunt is loot-eligible; egg tier uses the same zone Loot Tier Table as gear. 10. Zone 1 gear and pet tier rolls are Tier 1 Crude only. 11. Equip, sell, keep, or save items for upgrades. 12. Hatch rare pet eggs by burning Energy, then equip one active pet. 13. Sell items to NPC to earn Energy. 14. NPC selling burns the item and raises accountBurnLog. 15. Use Energy to enter Zone 2+. 16. Zone 2+ attack cost is split before combat: 50% burn, 25% redistribution pool, 25% frontier pool. 17. Only the burned 50% share lowers accountBurnLog. 18. Hunt paid zones for better tier access and higher-risk pack fights. 19. Successful kills update Max Tier Finished for the current UTC+0 day. 20. Upgrade useful duplicate items and active pets by consuming materials and burning Energy. 21. Manage inventory through equip, sell, burn, keep, Select Same, Unselect All, and combine actions. 22. Unlock and push stronger zones as wallet gear tiers improve. 23. Repeat. 32. MVP Randomness Requirements Randomness is required for: - Mob pack count roll from 1 to 8. - Per-mob hidden stat and visual size modifier between 0.80 and 1.20. - Mob elemental attack element and level. - Mob elemental defense element and level. - Loot tier roll. - Dropped item level roll. - Gear category roll. - Weapon subtype roll if Weapon drops. - Armor subtype roll if Armor drops. - Helmet subtype roll if Helmet drops. - Gloves subtype roll if Gloves drops. - Boots subtype roll if Boots drops. - Special effect type roll. - Special effect level roll. - Element roll only when the selected special effect is Elemental Attack or Elemental Resistance. - Pet drop roll. - Pet identity and effect rolls. Current browser MVP note: - Pet randomness is active in the prototype as local browser randomness. Randomness is not required for: - Gear drop chance. - Item attack power. - Item HP power. - Item level stat scaling. - NPC sell value. - Combat crits. - Dodge. - Block. - Accuracy. - Chance-based battle effects. --- Update: Hunt Timing and Loot Pool - Current browser MVP hunt resolution duration is 1 second for testing. - Real DEX/on-chain transaction pacing should be at least 3 seconds per hunt attempt. - Start Hunt is a client-side auto-clicker that starts the next single Hunt immediately after the prior Hunt resolves, producing about one Hunt transaction per second in the test client while it can continue. - Start Hunt still uses the same single-hunt logic as an individual hunt attempt; it is not a batch transaction. - Loot category pool explicitly includes all seven equipment slots: Weapon, Helmet, Armor, Gloves, Boots, Ring, and Amulet. - Ring and Amulet loot remain accessory hybrids: Attack + HP + one weapon-or-armor special effect. - Pet eggs roll separately from gear at 1% per defeated mob and are either kept in inventory or auto-burned by tier through the Loot Filter. Update: Current Browser MVP UI / QoL - Active Wallet shows Energy, Personal Burn, Energy Pool, Redistribution Pool, Frontier Pool, optional Claimable balance, max tier finished today, and next UTC+0 redistribution countdown. - Player Stats shows player-focused stats, including HP/DPS, attack values, speed bonuses, elemental attack/resistance, equipped pet, kills/deaths, gear minted, pet egg stats, Energy burned, and Energy minted. Mob base readout rows were removed from this panel. - Inventory uses 36 fixed slots with miniature icons. - Inventory supports multi-select, Select Same, Unselect All, and Sell/Burn Selected. - Select Same selects matching inventory items based on the focused item. Pet eggs match by tier because only tier is known before hatch. - New loot can be equipped, sold, or kept. - Inventory and equipped items can be inspected while Start Hunt is running. - Inventory pet eggs support hatch and burn, including bulk burning through Sell/Burn Selected. - Pet Pen stores up to 12 hatched pets; up to 3 pets can be equipped at once. - Equipment changes, pet changes, combining, and Loot Filter changes are locked while hunting. - Equipped/loadout item detail views do not show a Sell button; items must be unequipped before selling. - Redistribution Pool and Frontier Pool display whole-number Energy values with no decimals. - Energy Pool displays a whole-number Energy value, e.g. 2,739,726 E on a fresh day. - Claim button appears in Daily Pools only when the active wallet has server-backed claimable Redistribution/Frontier rewards. --- Update: 2026-05-31 Hunting Grounds Lore Refresh - Added named Hunting Grounds for Zones 1-10, from Briarstead Green to Emberfall Caldera, with short lore notes tied to the existing zone progression. - Added Frerinfall Delve as the Zone 4 under-mountain reference point, centered on a fallen dwarf-prince and a lost shield at the lower gate. - Tier names remain unchanged: Crude, Common, Uncommon, Rare, Epic, Legendary, Mythic, Ancient, Celestial, and Divine. - Confirmed the refresh is thematic only for this pass; combat math, Energy costs, unlock rules, tier names, and loot percentages are unchanged. Update: 2026-05-31 Global Pool Server - Added local LAN SQLite authority for shared daily pools. - Added global_pool_days for shared Energy Pool, Redistribution Pool, and Frontier Pool balances per UTC+0 day. - Added account_daily_progress for wallet max tier finished and daily frontier qualifying zones. - Added account_pool_claims for server-created daily Redistribution/Frontier rewards. - Zone 2+ paid hunt costs now report the 25% Redistribution and 25% Frontier shares to the server. - NPC gear selling now mints from the shared server Energy Pool. - Connected browsers poll shared pool state while the wallet is connected. - Daily Redistribution claims are calculated by negative Personal Burn weight and raise accountBurnLog when claimed. - Daily Frontier claims are calculated by qualifying zone weights and do not raise accountBurnLog by default. Update: 2026-05-31 Server Authority / Sync - The LAN browser MVP now treats the local Python server as the source of truth for core gameplay state. - The browser sends gameplay intents to /api/action instead of saving final state JSON. - /api/save no longer accepts client-authored Energy, inventory, loot, or combat state; it only returns the official server state for compatibility. - Each account state has a revision number. Server actions require the current revision and reject stale clients. - Server-authoritative actions include faucet, reset, activation, zone selection, loot filters, hunt resolution, gear sell/equip/keep, bulk sell/burn, gear combine, pet hatch/equip/unequip/burn/combine, and daily pool claims. - Direct pool mutation endpoints are disabled; pool changes happen through validated gameplay actions. - Client-side UI selection, detail focus, and animation remain local presentation state. - Username-only identity remains a LAN testing shortcut. Production still requires wallet signatures or another real authentication layer. --- Update: 2026-05-30 Session Handoff - Reviewed mob scaling: each mob rolls 0.8x-1.2x hidden modifier; HP, damage, attack interval, visual size, and font size scale from that modifier. Because interval is divided by the modifier, per-mob DPS ranges from about 0.64x to 1.44x before elemental effects. - Added pet visual scaling by tier: Tier 1 = 1.00x and Tier 10 = 1.50x, linear between tiers. No pet stat changes. - Removed disabled Sell button from equipped/loadout item details. Unequip first, then sell from inventory. - Renamed Combat Readout to Player Stats and removed mob base stat rows from that panel. - Renamed wallet panel title to Active Wallet. - Added Energy Pool above Redistribution Pool in Daily Pools. - Simplified Energy Pool display to a whole-number Energy amount. - Removed decimals from Redistribution Pool and Frontier Pool display. - Implemented simulated Energy Pool deduction for NPC Energy mints. Selling and auto-selling draw from the daily Energy Pool. - Implemented Energy Pool rollover: unused Energy carries forward and the next daily release is added at UTC day rollover. - Changed Redistribution/Frontier pool handling in the browser MVP: current-day pools move to local claimable balances at day rollover instead of auto-paying/disappearing. - Added Daily Pools Claim button when the active wallet has claimable Redistribution/Frontier balances. Claiming adds Energy to the wallet and clears the local claimable balances. - Added planned 1v1 offline maker/taker PvP system to blueprint: 7 rank tiers, rank +/-5 challenge range, unranked placement rule, deterministic hidden-stat reveal after commitment, Maker better payout, Taker faster rank climb, result-based burn, 5% season reward pool, and example 90-day season pool math. - Real DEX/database/backend accounting is still deferred. --- Update: 2026-06-04 99% All-In RTP Economy Pass - Updated Zone 2-10 attack costs to target about 99% all-in RTP when NPC sell EV is combined with the 25% Daily Redistribution Pool and 25% Frontier Reward Pool. - Capped Zone 10 hunt attempt cost at 1,000 Energy. - Updated Section 17 Loot Tier Tables to keep rare jackpot drops meaningful while reducing average NPC sell EV. - Updated Section 19 NPC sell prices, especially Legendary through Divine, to prevent high-tier NPC selling from overpowering the capped Zone 10 attempt cost. - Balance assumption: players can kill all mobs in a 1-8 pack scenario, with the existing pack-size distribution averaging about 2.965 defeated mobs per successful attempt.