Base drop rules
Percentages below are probabilities, not promises. Independent drops can happen together. An average of “1 in N” is not a guarantee after N actions.
Clan buildings, bonuses & taxes
These bonuses multiply the character's premium boosts. The character sections below show effective chances and rewards after clan bonuses. Gold, battle EXP and tradeskill resources also show the member's current tax effect.
Quest rules & rewards
Quest bonuses are independent rolls when claiming. The second attribute can drop even if the first roll fails; both can select the same stat. Each successful roll chooses uniformly among uncapped attributes. Quest awards ignore battle diminishing returns, Attribute Boost, Drop Boost and Gold Boost. Requirements and rewards are locked when accepting. Cancel resets progress without advancing the tier. Each completed gathering action advances an accepted tradeskill quest.
Attribute gains & diminishing returns
After each victory, one of five attributes is selected with equal 20% probability. Only that attribute gets a gain roll. The character table includes this selection chance. Losses cannot award attributes or bonus gold.
Health, Attack and Defence count +1 as one earned unit. Accuracy starts at 50%; every +0.01 percentage point above 50% counts as one unit. Dodge starts at 0%; every +0.01 percentage point counts as one unit. Accuracy stops gaining at 95%, Dodge at 60%. Their blocked rolls are not reassigned.
Current chances for every character
Attributes and gold bonuses: per victory. Credits and platinum: per completed action, win or loss. Platinum ranges use the character’s total battle and tradeskill levels, including a level gained by that action. No predicted win chance is assumed.
“Any gold bonus” is the chance of at least one jackpot. Each individual gold roll is independent; amounts stack. “Any attribute” is the sum of the five mutually exclusive attribute probabilities.
Character details
Combat, upgrades & progression
Fishing gives fish, Woodcutting gives wood, Mining gives iron, and Stonecutting gives stone. Resources are guaranteed per action, with boosted fractional yield carried forward. Battle equipment quality drops are listed above and stored in the live balance settings. A new rule added in code must be added here too; this page is not a parser for arbitrary SQL functions.
Monster catalog
Live database stats. Regular rewards are guaranteed on victory and zero on a loss. Gold/experience boosts multiply these base rewards, rounded down.
Changing rules in the database
Edit the single row in game_balance_settings for attribute, credits, platinum, equipment-quality and base tradeskill EXP/resource settings. Edit game_gold_drops for gold jackpot chances and multipliers; added rows become new independent jackpot rolls. Rates use fractions: 0.005 = 0.5%, 0.00004 = 0.004%.
Server actions read these settings each time they resolve. This dashboard reloads changed data within approximately five seconds while visible. It pauses checks when hidden and checks immediately on return. You can also edit game_monsters to change monster stats and rewards. Drop settings take effect on the next server battle. The dashboard catalog is live; changing monster names or stats also requires updating the game’s bundled display catalog to keep its labels consistent.
Owner-only access is controlled by game_balance_admins. Never put a Supabase secret key in this HTML or JavaScript. This dashboard always shows the live database.