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
PotionEffectObtained
Energy PotionRefill energy to 100Mission drop
EXP Potion2× XP for next missionMission 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)
BossTierTerritory
Goblin King1Evershade
Spider Queen1Evershade
Soul Reaver2Sunspire Citadel
Lich King2Sunspire Citadel
Frost Giant3Frosthold
Ancient Treant3Frosthold
Ember Colossus4Ember City
Ash Lord4Ember City
Demon Lord5Iron Citadel
Ancient Dragon5Iron Citadel

Dungeon System

Dungeons provide tokens, materials, and XP. Mission types determine duration and rewards.

DungeonLevel ReqFactorTerritory
Goblin Cave11.2×Evershade
Spider Den161.4×Evershade
Graveyard of Souls311.6×Sunspire Citadel
Crypt of the Undying461.8×Sunspire Citadel
Ice Cavern612.0×Frosthold
Dark Forest762.2×Frosthold
Molten Quarry912.4×Ember City
Ashen Fortress1062.6×Ember City
Demon's Gate1212.8×Iron Citadel
Dragon's Lair1363.0×Iron Citadel
MissionDurationEnergyBase TokensMaterial RollsFatigue
Scout5 min1550110
Patrol15 min25100320
Expedition30 min45250635
Siege1 hr605001260
War Campaign3 hr807503690

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
RarityShard CostComponentsMaterials
Common11~2 types
Uncommon22~3 types
Rare42~3 types
Epic83~4 types
Legendary164~5 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.

TerritoryUnlock LevelDungeonsBosses
Evershade (T1)1Goblin Cave, Spider DenGoblin King, Spider Queen
Sunspire Citadel (T2)16Graveyard of Souls, Crypt of the UndyingSoul Reaver, Lich King
Frosthold (T3)31Ice Cavern, Dark ForestFrost Giant, Ancient Treant
Ember City (T4)61Molten Quarry, Ashen FortressEmber Colossus, Ash Lord
Iron Citadel (T5)91Demon's Gate, Dragon's LairDemon 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
LevelCumulative XPXP BonusMat BonusEnergyBoss Dmg
100%0%0%0%
25,0004%0%0%0%
315,0004%4%0%0%
430,0008%4%0%0%
550,0008%4%4%0%
680,00012%12%8%0%
7120,00016%12%8%0%
8170,00020%16%12%5%
9230,00024%20%20%5%
10300,00028%24%24%5%
11380,00032%28%28%5%
12480,00036%32%32%10%
13600,00040%36%36%10%
14750,00044%44%44%10%
151,000,00050%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)
RarityStat ×GM ×Pack Drop Rate
Common65.0%
Uncommon22.0%
Rare9.0%
Epic25×3.5%
Legendary100×0.5%
Special12×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.