Game Mechanics & Formulas
Full transparency on every calculation in Idle Raiders. This document covers all stats, reward formulas, diminishing returns, and progression systems used in the game.
Stat System
Every non-booster card contributes to four core stats. Stats scale with card type, rarity, and class.
Raid Power (RP)
Total combat strength. Determines damage dealt to bosses and bonus token rewards from dungeons.
Mastery
Counters fatigue penalty on bonus rewards. High mastery maintains full rewards even with high fatigue.
Luck
Affects potion drop probability and determines mastery gains from training sessions.
GM (Global Modifier)
General multiplier stat. Applies +2% per GM point. Only Rare+ cards contribute GM.
Reward Formulas
How dungeon mission rewards (tokens) are calculated.
Dungeon Token Reward Calculation
BaseReward = mission.baseTokenReward × dungeon.dungeonFactor
BonusReward = RaidPower × 0.1
RepeatMultiplier = max(0.1, 1 − dailyRepeatCount × 0.15)
FatigueMultiplier = (fatigue === 0) ? 1 : min(1, Mastery / max(1, Fatigue))
AdjustedBonus = BonusReward × RepeatMult × FatigueMult
FinalTokens = floor(BaseReward + random(0, AdjustedBonus))- • Base reward is always guaranteed regardless of penalties
- • 10% of your Raid Power is added as potential bonus tokens
- • Repeating the same dungeon+mission combo today reduces bonus by 15% per repeat (min 10% remaining)
- • Daily repeat counter resets at midnight Manila time (UTC+8)
- • Mastery counters fatigue — high mastery maintains full bonus rewards
- • If Mastery is 0 and Fatigue > 0, bonus is reduced to 0
Material Drop Calculation
BaseMaterialCount = mission.materialRolls
EffectiveBoost = matBoostRaw / (1 + matBoostRaw / 200)
FinalMaterialCount = round(BaseMaterialCount × (1 + EffectiveBoost / 100) × (1 + guildMatBonus))- • Materials are rolled randomly from the dungeon's material pool (2 materials per dungeon)
- • Material rolls by mission: Scout 1, Patrol 3, Expedition 6, Siege 12, War Campaign 36
- • Material Booster cards amplify drops via the soft-cap formula
- • Guild material bonus (up to +50% at max guild level) stacks multiplicatively
Fatigue System
Completing missions accumulates fatigue, which affects bonus rewards.
Fatigue Accumulation
FatigueGain = mission.fatiguePerMission
NewFatigue = CurrentFatigue + FatigueGain
Fatigue per mission type:
Scout: 10
Patrol: 20
Expedition: 35
Siege: 60
War Campaign: 90- • Each dungeon mission type has a fixed fatigue cost
- • Longer missions add more fatigue
- • Fatigue only affects bonus rewards, not base rewards
- • Training sessions and boss raids do not add fatigue
Fatigue Reward Multiplier
if (Fatigue === 0) return 1.0
if (Mastery === 0 && Fatigue > 0) return 0
FatigueMultiplier = min(1, Mastery / max(1, Fatigue))- • Mastery stat directly counters fatigue
- • At 0 fatigue: 100% bonus rewards
- • At Mastery ≥ Fatigue: 100% bonus rewards
- • At Mastery < Fatigue: Reduced proportionally (Mastery/Fatigue)
- • Example: 50 Mastery, 100 Fatigue = 50% bonus multiplier
Energy and Potions
Energy powers missions. Potions provide powerful temporary effects.
Energy Regeneration
Regen Interval: 180 seconds (3 minutes) per 1 energy
Max Energy: 100 (fixed)- • Energy regenerates passively, even while offline
- • Regeneration is computed on each player state fetch
- • Energy Potions instantly refill energy to full (100)
- • Full refill from 0 takes 5 hours (300 minutes)
- • Guild energy regen bonus (up to +50% at max guild level) accelerates recovery
| Potion | Effect | Obtained |
| Energy Potion | Refill energy to 100 | Mission drop |
| EXP Potion | 2× XP for next mission | Mission drop |
Potion Drop Chance
BASE_POTION_CHANCE = 0.10 (10%)
MAX_POTION_CHANCE = 0.25 (25% hard cap)
LuckBonus = min(1.5, Luck / 4000)
DropChance = min(0.25, 0.10 × (1 + LuckBonus))
On drop: 60% EXP Potion, 40% Energy Potion- • Base drop chance is 10% per mission completion
- • Luck increases drop rate linearly up to +150% bonus (caps at 6000 Luck)
- • Hard cap at 25% drop chance regardless of luck
- • Mission duration has a per-potion multiplier (scout 1.0× → war 2.0×)
- • Distribution when a drop occurs: 60% EXP Potion, 40% Energy Potion
- • Players start with 3 potion storage slots
Booster Stacking
Booster cards provide percentage bonuses with asymptotic diminishing returns.
Booster Soft Cap Formula
RawBoost = Σ (BOOSTER_MULTIPLIERS[rarity] × card.quantity)
EffectiveBoost = RawBoost / (1 + RawBoost / 200)
FinalMultiplier = 1 + (EffectiveBoost / 100)
BOOSTER_MULTIPLIERS (per card):
Common: +2% Epic: +15%
Uncommon: +5% Legendary: +25%
Rare: +10%- • Booster percentages per card are set by rarity
- • Formula uses smooth asymptotic diminishing returns — never hits the cap but approaches it
- • Asymptotic hard cap: 200% effective boost (3.0× multiplier)
- • Example: Raw 100% → ~67% effective, Raw 200% → 100% effective, Raw 400% → ~133% effective
- • Three boost classes: xpBoost, materialBoost, energyBoost (each tracked separately)
- • Booster cards are identified by type='booster' and a class field
Boss Mechanics
Boss raids are 30-minute missions that contribute to the weekly leaderboard and drop crafting materials.
Boss Damage Calculation
BaseDamage = floor(RaidPower × (0.8 + random() × 0.4))
FinalDamage = max(1, BaseDamage)- • Raid Power directly translates to boss damage
- • Damage varies from 80% to 120% of Raid Power (random variance)
- • Boss raids last 30 minutes (1800 seconds) and cost 30 energy
- • Each raid earns 45 XP (before XP boosters)
- • Damage accumulates toward the weekly leaderboard
Boss Material Drops
BOSS_RAID_DURATION = 1800s (30 min)
Total material drops per raid = 12 (2 per 5 minutes)
EffectiveBoost = matBoostRaw / (1 + matBoostRaw / 200)
FinalDropCount = round(12 × (1 + EffectiveBoost / 100))
For each drop:
ComponentChance = 0.75 (75%)
if (random < 0.75) drop Component from boss.componentPool
else drop Catalyst (rarity by boss.catalystDropRate weights)- • Each boss raid = 12 material rolls (2 per 5 minutes)
- • 75% chance per roll = Component (boss-class specific)
- • 25% chance per roll = Catalyst (rarity scales with boss tier)
- • Components are used in crafting recipes by class (melee, range, magic, etc.)
- • Catalysts determine the rarity of a craftable card
- • Higher-tier bosses drop higher-rarity catalysts
Weekly Reward Pool
GlobalPool = min(PREMIUM_POOL, (GlobalDamage / EXPECTED_DAMAGE) × PREMIUM_POOL)
PlayerReward = floor((PlayerDamage / TotalDamage) × GlobalPool)
EXPECTED_DAMAGE = 1,000,000
PREMIUM_POOL = 10,000 Hero Shards- • Pool activates fully when global damage reaches 1,000,000
- • PREMIUM_POOL is the maximum weekly payout (10,000 Hero Shards)
- • Rewards are proportional to your share of total boss damage
- • Weekly reset: Monday 00:00 Manila time (UTC+8)
| Boss | Tier | Territory |
| Goblin King | 1 | Evershade |
| Spider Queen | 1 | Evershade |
| Soul Reaver | 2 | Sunspire Citadel |
| Lich King | 2 | Sunspire Citadel |
| Frost Giant | 3 | Frosthold |
| Ancient Treant | 3 | Frosthold |
| Ember Colossus | 4 | Ember City |
| Ash Lord | 4 | Ember City |
| Demon Lord | 5 | Iron Citadel |
| Ancient Dragon | 5 | Iron Citadel |
Dungeon System
Dungeons provide tokens, materials, and XP. Mission types determine duration and rewards.
| Dungeon | Level Req | Factor | Territory |
| Goblin Cave | 1 | 1.2× | Evershade |
| Spider Den | 16 | 1.4× | Evershade |
| Graveyard of Souls | 31 | 1.6× | Sunspire Citadel |
| Crypt of the Undying | 46 | 1.8× | Sunspire Citadel |
| Ice Cavern | 61 | 2.0× | Frosthold |
| Dark Forest | 76 | 2.2× | Frosthold |
| Molten Quarry | 91 | 2.4× | Ember City |
| Ashen Fortress | 106 | 2.6× | Ember City |
| Demon's Gate | 121 | 2.8× | Iron Citadel |
| Dragon's Lair | 136 | 3.0× | Iron Citadel |
| Mission | Duration | Energy | Base Tokens | Material Rolls | Fatigue |
| Scout | 5 min | 15 | 50 | 1 | 10 |
| Patrol | 15 min | 25 | 100 | 3 | 20 |
| Expedition | 30 min | 45 | 250 | 6 | 35 |
| Siege | 1 hr | 60 | 500 | 12 | 60 |
| War Campaign | 3 hr | 80 | 750 | 36 | 90 |
Mission Level Requirements
MissionLevelReq = dungeon.requiredLevel + MISSION_LEVEL_OFFSETS[missionId]
MISSION_LEVEL_OFFSETS:
scout: +0
patrol: +3
expedition: +6
siege: +9
war: +12
Final Base Tokens = mission.baseTokenReward × dungeon.dungeonFactor- • Each dungeon has a base level requirement; each mission type adds an offset
- • Base token reward is multiplied by the dungeon's factor (1.2× to 3.0×)
- • Higher dungeons give more base tokens but require higher levels
- • Mission types stack on the same dungeon — you unlock more missions as you level up
XP Earned Per Mission
MissionMinutes = floor(mission.duration / 60)
BaseXP = MissionMinutes (1 XP per minute)
EffectiveXpBoost = xpBoostRaw / (1 + xpBoostRaw / 200)
FinalXP = round(BaseXP × (1 + EffectiveXpBoost / 100) × (1 + guildXpBonus) × expPotionMultiplier)- • Dungeon XP = 1 XP per minute of mission duration
- • Boss raids give a fixed 45 XP (BOSS_RAID_XP constant)
- • Story quests give a fixed 90 XP (STORY_QUEST_XP constant)
- • Training sessions give 2 XP per minute (120 XP per hour)
- • EXP Potion doubles the XP earned on its active mission (×2 multiplier)
- • Guild XP bonus (up to +50% at max guild level) stacks multiplicatively
Crafting System
Combine materials, components, and catalysts to craft powerful cards.
Card Crafting Requirements
Recipe requires:
1. shardCost → Hero Shards consumed
2. catalystId → 1× catalyst of matching rarity
3. materials[] → Core materials from dungeons
4. components[] → Class-specific components from boss raids
Output: 1× crafted card added to collection- • All requirements are consumed immediately on craft
- • Core materials come from dungeon missions (2 per dungeon zone)
- • Components are rolled from boss raids (75% chance per drop)
- • Catalysts are rolled from boss raids (25% chance per drop) — rarity scales with boss tier
- • Crafted cards use the 'special' rarity or inherit the catalyst's rarity
| Rarity | Shard Cost | Components | Materials |
| Common | 1 | 1 | ~2 types |
| Uncommon | 2 | 2 | ~3 types |
| Rare | 4 | 2 | ~3 types |
| Epic | 8 | 3 | ~4 types |
| Legendary | 16 | 4 | ~5 types |
Material Conversion
RATIO = 20 (source → target)
COIN_COST = 250 Raid Tokens per conversion
Input: 20× Source Material + 250 Raid Tokens
Output: 1× Target Material- • Convert materials at a fixed 20:1 ratio
- • Costs 250 Raid Tokens per conversion
- • Cannot convert a material into itself
- • Useful for filling gaps in crafting recipes
Territories and Story
Five territories unlock as you level up. Each contains story quests, dungeons, and bosses.
| Territory | Unlock Level | Dungeons | Bosses |
| Evershade (T1) | 1 | Goblin Cave, Spider Den | Goblin King, Spider Queen |
| Sunspire Citadel (T2) | 16 | Graveyard of Souls, Crypt of the Undying | Soul Reaver, Lich King |
| Frosthold (T3) | 31 | Ice Cavern, Dark Forest | Frost Giant, Ancient Treant |
| Ember City (T4) | 61 | Molten Quarry, Ashen Fortress | Ember Colossus, Ash Lord |
| Iron Citadel (T5) | 91 | Demon's Gate, Dragon's Lair | Demon Lord, Ancient Dragon |
Story Quest Mechanics
Each territory has 5 story quests (25 quests total)
GlobalQuestIndex = (territoryIndex × 5) + (questNumber - 1)
Duration: 60 min, Energy: 60
First Completion (isFirstCompletion = true):
CardDropRate = 15%
if (cardDropped) → Progress advances, reward card added
else → Must retry quest (progress blocked)
Replay (isFirstCompletion = false):
territory.dropRate = { material: 85, card: 15 }
card roll → Random completed story card from this territory
material roll → Materials from territory.materialPool (1 per 5-min interval)- • Story progress is tracked as milestones.storyProgress (0-indexed)
- • First completion has a 15% drop gate — must succeed to advance
- • Replays give materials (85%) or previously-unlocked story cards (15%)
- • Each quest awards 90 XP (STORY_QUEST_XP) plus any boost multipliers
- • Story card replays only include cards you have already unlocked
Guild System
Guild membership provides passive buffs and cooperative gameplay.
Guild Membership Rules
Minimum Player Level: 16 (to create or join)
Guild Creation Cost: 10,000 Raid Tokens
Max Members: 30
Max Guild Level: 15
Max Cumulative XP: 1,000,000- • Players must reach level 16 before creating or joining a guild
- • Guild creation costs 10,000 Raid Tokens
- • Guilds scale up to level 15 with buff improvements at each level
- • Max 30 members per guild regardless of level
- • Donations from members fuel guild XP progression
Guild XP and Donations
Donation XP Rates (per 10 materials donated):
Evershade (D1–D2): 50 XP
Sunspire (D3–D4): 75 XP
Frosthold (D5–D6): 100–125 XP
Ember City (D7–D8): 150–175 XP
Iron Citadel (D9–D10): 225–300 XP
Default donation amount: 5 materials per action- • Higher-tier dungeon materials give more Guild XP
- • Donating regularly is the fastest way to level a guild
- • All 20 core dungeon materials can be donated
| Level | Cumulative XP | XP Bonus | Mat Bonus | Energy | Boss Dmg |
| 1 | 0 | 0% | 0% | 0% | 0% |
| 2 | 5,000 | 4% | 0% | 0% | 0% |
| 3 | 15,000 | 4% | 4% | 0% | 0% |
| 4 | 30,000 | 8% | 4% | 0% | 0% |
| 5 | 50,000 | 8% | 4% | 4% | 0% |
| 6 | 80,000 | 12% | 12% | 8% | 0% |
| 7 | 120,000 | 16% | 12% | 8% | 0% |
| 8 | 170,000 | 20% | 16% | 12% | 5% |
| 9 | 230,000 | 24% | 20% | 20% | 5% |
| 10 | 300,000 | 28% | 24% | 24% | 5% |
| 11 | 380,000 | 32% | 28% | 28% | 5% |
| 12 | 480,000 | 36% | 32% | 32% | 10% |
| 13 | 600,000 | 40% | 36% | 36% | 10% |
| 14 | 750,000 | 44% | 44% | 44% | 10% |
| 15 | 1,000,000 | 50% | 50% | 50% | 15% |
Guild Wars
Short-form PvP battles where guilds compete for valor and rewards.
War Configuration
Battle Duration: 48 hours
Attack Energy Cost: 10
Attack Cooldown: 30 minutes
Base Fortress HP: 100,000
HP Per Member: +5,000
Min Guild Level: 3
Min Members: 5
Matchmaking Variance: ±20% guild power- • Wars last 48 hours, not days — fast-paced format
- • Each attack costs only 10 energy with a 30-min cooldown
- • Fortress HP scales with the defending guild's member count
- • Only guilds level 3+ with 5+ members can participate
Valor System
Valor Earnings:
VALOR_PER_DAMAGE = 1 valor per 1000 damage dealt
VALOR_PER_DAMAGE_RECEIVED = 0.3 valor per 1000 damage taken
OUTPOST_CAPTURE_BONUS = +500 valor
STRONGHOLD_DESTROY_BONUS = +2,000 valor
Outpost Tier Valor Multipliers:
Tier 1: 1.0× Tier 2: 1.5× Tier 3: 2.0× Tier 4: 2.5× Tier 5: 3.0×
War Rewards:
Winning guild: 500 valor + "War Victor" title
Losing guild: 100 valor- • Valor is the primary war currency
- • Damage dealt and received both earn valor (defense is rewarded)
- • Higher-tier outposts yield more valor on capture
- • Outpost supplies (per hour): T1 10, T2 25, T3 50, T4 100, T5 200
War Supplies and Buffs
Supply Costs:
Repair Garrison: 50 (Repair 10% fortress HP)
Repair Outpost: 100 (Repair 10% outpost HP)
War Cry: 75 (+10% damage, 1 hour)
Reinforce: 100 (+15% defense, 2 hours)
Rally: 150 (free attacks for 1 hour)
Shield Wall: 200 (−25% damage received, 2 hours)- • Supplies are generated by holding outposts
- • Buffs apply guild-wide for their duration
- • Rally removes the energy cost for war attacks temporarily
- • Each supply action has its own cooldown
Training System
Alternative progression path to earn XP and mastery without combat.
Training Configuration
Duration: 60 minutes
Energy Cost: 40
XP per minute: 2 (120 XP per session)
Mastery Formula:
totalLuck = Σ card.luck (of matching type)
masteryGained = floor(50 + totalLuck / 100)
Training Types:
Weapons → uses Equipment card luck
Mount → uses Mount card luck
Merchant → uses Artifact card luck- • Training uses the same active mission slot as other missions
- • Each training type scales with Luck from a specific card type
- • Minimum mastery reward is 50 per session (even with 0 luck)
- • At 1000 luck for that card type: ~60 mastery per session
- • Mastery is cumulative and persists across missions
- • Training sessions grant 120 XP each (2 XP × 60 min)
Leaderboard and Rewards
Weekly leaderboard ranking determines Hero Shard rewards.
Leaderboard Ranking
GlobalTotalDamage = Σ entry.totalDamage for all players
Players ranked by totalDamage (descending)
Top 100 players displayed on leaderboard- • Damage is recorded per player via leaderboardService.recordDamageForWeek()
- • Each boss attack adds damage to the player's weekly total
- • Guild leaderboard aggregates member damage
Weekly Reward Distribution
EXPECTED_DAMAGE = 1,000,000
PREMIUM_POOL = 10,000 Hero Shards
GlobalPool = min(PREMIUM_POOL, (GlobalDamage / EXPECTED_DAMAGE) × PREMIUM_POOL)
PlayerReward = floor((PlayerDamage / GlobalTotalDamage) × GlobalPool)- • Pool scales with global activity (caps at 10,000 shards)
- • Individual rewards are proportional to your share of total damage
- • Week boundary: Monday 00:00 Manila time (UTC+8)
- • Leaderboard is cleared on weekly reset
Card Rarities
Rarity multiplies base stats. Class modifiers further shape each card's identity.
Card Stat Generation
CardStats = BaseStats[type] × RarityMultiplier[rarity] × ClassModifier[class]
GM = BaseGM × GMMultiplier[rarity]
BASE STATS (raidPower / mastery / luck / gm):
Hero: 60 / 30 / 0 / 1
Equipment: 35 / 0 / 5 / 1
Mount: 25 / 0 / 15 / 1
Transport: 0 / 0 / 30 / 1
Artifact: 25 / 25 / 0 / 1
Booster: no stats — provides boost percentages only- • Boosters do NOT contribute stats — only boost percentages
- • Class modifiers further shape the stat distribution (e.g. Warrior: +20% RP, −20% Mastery)
- • GM only accumulates from Rare+ cards (common and uncommon give 0 GM)
| Rarity | Stat × | GM × | Pack Drop Rate |
| Common | 1× | 0× | 65.0% |
| Uncommon | 3× | 0× | 22.0% |
| Rare | 8× | 1× | 9.0% |
| Epic | 25× | 3× | 3.5% |
| Legendary | 100× | 6× | 0.5% |
| Special | 12× | 2× | Craft / Story only |
• Six card types: Hero, Equipment, Mount, Transport, Artifact, Booster
• Non-booster cards can have any rarity (common → legendary). Special rarity is craft or story only.
• Booster cards have no stats — instead they add percentage bonuses (xpBoost, materialBoost, energyBoost).
XP and Leveling
Player leveling unlocks territories, dungeons, and features.
XP Required Per Level
getXPForLevel(level) = round(230 × 1.03^(level - 1))
xpToNextLevel(level):
if (level >= MAX_LEVEL) return Infinity
return getXPForLevel(level)
calculateLevel(totalXp):
level = 1, remaining = totalXp
while (level < MAX_LEVEL && remaining >= getXPForLevel(level)):
remaining -= getXPForLevel(level)
level++
return { level, xp: remaining }- • Max level is 150 (SYSTEM.PLAYER.MAX_LEVEL)
- • Uses a 3% exponential scaling curve (~1 year of active play to max)
- • Level 1: 230 XP, Level 50: ~972 XP, Level 100: ~4,108 XP, Level 150: ~17,359 XP
- • Total XP to reach level 150: ~410,000 XP
Marketplace
Peer-to-peer trading hub for cards.
Marketplace Configuration
LISTING_DURATION_HOURS = 168 (7 days)
LISTING_CREATION_FEE = 100 Raid Tokens
MARKET_FEE_PERCENT = 5%
MIN_PRICE = 1
MAX_PRICE = 100,000
On Sale:
SellerProceeds = Price − floor(Price × 0.05)- • Listing fee of 100 Raid Tokens to create a listing
- • 5% marketplace fee deducted from sale price
- • Listings expire after 7 days if not sold
- • Cancelled listings return the card to the seller (listing fee is not refunded)
- • Prices are clamped between 1 and 100,000 Raid Tokens
Card Packs
Purchase card packs to expand your collection.
Pack Contents and Pricing
Standard Pack (3 cards):
Price: 2,500 Raid Tokens OR 2 Dollars
Guaranteed rarity: Rare or better (on first card)
Remaining cards roll standard drop rates
Booster Pack (1 card):
Price: 250 Hero Shards OR 5 Dollars
Contains: 1 booster card (xpBoost / materialBoost / energyBoost)
DROP RATES (both packs):
Common 65% | Uncommon 22% | Rare 9% | Epic 3.5% | Legendary 0.5%- • Standard Pack guarantees at least one Rare+ card
- • Booster Pack always contains a single booster with same rarity distribution
- • Supply limits are enforced by card definitions (some legendaries have caps)
- • Duplicate cards stack (quantity increases for same cardId)
- • Packs are added to inventory on purchase and opened separately
FAQ and Beginner Tips
Beginner strategies and frequently asked questions to help you progress faster.
Dungeon and Mission Tips
Unlock territories → Farm materials → Craft cards → Repeat- • Each dungeon drops only 2 unique materials — farm the ones you need
- • Higher-tier dungeons give much better base tokens (up to 3.0× factor)
- • Longer missions (Siege, War) give more tokens per run, but more fatigue
- • Vary your mission types daily to avoid the repeat penalty
- • Boss raids drop components and catalysts needed for crafting
Guild Progression Tips
Join at L16 → Donate daily → Boss raids → Climb guild buffs- • Join or create a guild at level 16 — passive buffs are significant
- • Donate higher-tier materials (Iron Citadel gives 6× more guild XP)
- • At max guild level (15): +50% XP, +50% Material, +50% Energy, +15% Boss Damage
- • Guilds must be level 3+ with 5+ members to participate in Guild Wars
Stat Strategy
Raid Power + Mastery + Luck + GM → Better rewards at every step- • Raid Power increases boss damage and dungeon bonus tokens
- • Mastery counters fatigue — aim for Mastery ≥ Fatigue to keep full bonus
- • Luck increases potion drop rate (up to 25% cap) and training mastery gains
- • GM provides a +2% global bonus per point (Rare+ cards only)
- • Boosters have strong diminishing returns — don't over-invest past ~200% raw
Frequently Asked Questions
What should I spend Raid Tokens on first?
Buy Standard Packs to grow your card collection. Each pack guarantees at least one Rare+ card.
How do I get Hero Shards?
Hero Shards are earned from weekly leaderboard rewards based on your share of global boss damage.
Is it better to sell or keep duplicate cards?
Keep duplicates early — they stack and multiply stat contributions. Sell only when you need tokens for specific purchases.
How does the daily repeat penalty work?
Running the same dungeon+mission combo multiple times per day reduces the bonus reward by 15% per repeat (min 10% remaining). Resets at midnight Manila time.
When should I join a guild?
As soon as you reach level 16. Guild buffs scale up to +50% XP, Material and Energy Regen, plus +15% boss damage at max level.
How do I craft cards?
Open the Crafting page, pick a recipe, and make sure you have the shard cost, catalyst, materials, and components. All are consumed on craft.
Why didn't my story quest progress?
First-time completion has a 15% card drop gate. If you don't get the card, you must retry the same quest until it drops.