IDLE RAIDERS v2 — Complete Game Mechanics Guide

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Complete Game Mechanics Guide

Everything you need to know about how Idle Raiders works — from your first mission to endgame mastery.

This guide covers every system, formula, and mechanic in the game. Whether you're a new raider starting your journey or a veteran optimizing your collection, this is your definitive reference.


idle-raiders-logo.png

Getting Started

Creating Your Account

Idle Raiders is built on the HIVE blockchain for secure, decentralized authentication.

Requirements:

  • A HIVE blockchain account
  • The Hive Keychain browser extension installed
  • HIVE tokens for registration

Registration Process:

  1. Navigate to idleraiders.site
  2. Enter your HIVE username
  3. Sign the authentication challenge with Hive Keychain
  4. Pay the registration fee
  5. Your account is now linked and ready to play


login screen

Your First Steps

When you first enter the game:

  1. Pay registration fee — Registration costs $10 worth of HIVE tokens. This one-time payment creates your account and is converted to $10 in-game Dollars to start your collection
  2. Run your first mission — Start with a Scout mission in the Goblin Cave
  3. Complete the tutorial — Learn the basics of missions and card collection
  4. Level up to 16 — Unlocks guilds and the second territory
  5. Join a guild — Access powerful passive bonuses that accelerate your progress


image.png

 


The Core Gameplay Loop

Idle Raiders follows a satisfying progression cycle that rewards both active play and patient collection building.

┌─────────────────────────────────────────────────────────────┐
│                                                             │
│   ┌──────────┐    ┌──────────┐    ┌──────────┐              │
│   │   RUN    │───►│  COLLECT │───►│ IMPROVE  │              │
│   │ MISSIONS │    │ REWARDS  │    │  CARDS   │              │
│   └──────────┘    └──────────┘    └──────────┘              │
│        ▲                               │                    │
│        │                               │                    │
│        │         ┌──────────┐          │                    │
│        └─────────│ INCREASE │◄─────────┘                    │
│                  │  STATS   │                               │
│                  └──────────┘                               │
│                                                             │
└─────────────────────────────────────────────────────────────┘

The Progression Cycle

PhaseActionResult
Run MissionsSpend energy to start timed missionsEarn tokens, materials, XP
Collect RewardsComplete missions (even offline)Grow your currency and inventory
Improve CardsBuy packs, craft, or tradeAdd new cards to your collection
Increase StatsCollection growsHigher Raid Power, Mastery, Luck
Unlock ContentLevel up, get strongerAccess harder dungeons with better rewards

Key Insight: Missions run in real-time even when you're offline. Start a 3-hour War Campaign before bed and collect your rewards in the morning.

dungeon missions

 


Stats & Combat System

Your combat effectiveness is determined by four core stats, all calculated from your card collection.

The Four Core Stats

StatSymbolPrimary FunctionDerived From
Raid PowerRPBoss damage + bonus token rewardsHeroes, Equipment, Mounts, Artifacts
MasteryCounters fatigue penaltyHeroes, Artifacts
LuckPotion drops + training masteryEquipment, Mounts, Transports
Global ModifierGMLeaderboard damage multiplierRare+ cards only

How Stats Work

Raid Power (RP)
Your total combat strength. Higher RP means:

  • More damage to bosses during raids
  • Higher bonus token rewards from dungeon missions
  • Better leaderboard positioning

Mastery
Your resistance to fatigue. As you run missions, fatigue accumulates and reduces your bonus rewards. Mastery directly counters this effect:

  • If your Mastery equals your Fatigue → 100% bonus rewards
  • If Mastery is lower than Fatigue → reduced bonus rewards
  • Training sessions and boss raids don't add fatigue

Luck
Your fortune stat. Higher Luck means:

  • Increased potion drop rate (up to 25% cap)
  • Higher mastery gains from training sessions
  • Better outcomes across various RNG-based mechanics

Global Modifier (GM)
A leaderboard-only multiplier that increases your weekly boss damage score. GM only comes from Rare or higher rarity cards and does not affect in-mission rewards — only your final leaderboard standing.

Stat Calculation Formula

Every non-booster card contributes stats based on its type, rarity, and class:

Card Stats = Base Stats[type] × Rarity Multiplier × Class Modifier
GM = Base GM × GM Multiplier[rarity]
Total Stats = Sum of (Card Stats × Card Quantity) for all cards

stats overview

 


Card System

Cards are the foundation of your power. Your entire stat profile comes from your card collection.

Card Types

TypeRolePrimary Stats
HeroCore combat cardsHigh RP, High Mastery
EquipmentWeapons and armorHigh RP, Moderate Luck
MountCreature companionsModerate RP, High Luck
TransportVehiclesVery High Luck
ArtifactMagical itemsBalanced RP and Mastery
BoosterPercentage bonusesNo stats (special function)

Base Stats by Card Type

TypeRaid PowerMasteryLuckBase GM
Hero603001
Equipment35051
Mount250151
Transport00301
Artifact252501
Booster

Card Rarities

RarityStat MultiplierGM MultiplierPack Drop RateColor
Common65%Gray
Uncommon23%Green
Rare10%Blue
Epic25×1.9%Purple
Legendary100×0.1%Gold
Special12×Story/Craft onlyRed

Example Calculation:
A Legendary Hero has 60 (base RP) × 100 (legendary multiplier) = 6,000 Raid Power before class modifiers.

Booster Cards

Boosters are unique — they provide percentage bonuses instead of stats:

Booster TypeEffect
XP BoosterIncreases XP earned from missions
Material BoosterIncreases material drops
Energy BoosterIncreases energy regeneration rate

Booster Values by Rarity:

RarityBoost Per Card
Common+2%
Uncommon+5%
Rare+10%
Epic+15%
Legendary+25%

Important: Boosters have diminishing returns. The effective boost asymptotes at +200% (3.0× multiplier) — you can stack boosters, but the returns decrease as you approach the cap.

Soft Cap Formula:
Raw Boost = Sum of (Booster Multiplier × Card Quantity)
Effective Boost = Raw Boost / (1 + Raw Boost / 200)
Final Multiplier = 1 + (Effective Boost / 100)

Card Packs

Pack TypeContentsPrice
Standard Pack3 cards (each rolled independently)2,500 Raid Tokens or $1 (sale) / $2 (regular)
Booster Pack1 booster card250 Hero Shards or $3 (sale) / $5 (regular)

🎉 Launch Month Sale: Standard Packs are $1 and Booster Packs are $3 during the first month. Prices return to $2 and $5 after the sale ends.

Both packs use the same rarity distribution: Common 65% / Uncommon 23% / Rare 10% / Epic 1.9% / Legendary 0.1%. Every card in a Standard Pack is rolled fully randomly — there is no guaranteed Rare+ card.


card collection

 


Mission System

Missions are your primary source of rewards. All missions run on real-time timers and continue even when you're offline.

Dungeon Missions

Mission TypeDurationEnergy CostBase TokensMaterial RollsFatigue
Scout5 min1550110
Patrol15 min25100320
Expedition30 min45250635
Siege1 hr605001260
War Campaign3 hr807503690

Level Requirements

Each mission type has a level offset from the dungeon's base requirement:

MissionLevel Offset
Scout+0
Patrol+3
Expedition+6
Siege+9
War Campaign+12

Example: Crypt of the Undying requires Level 46. War Campaign there requires Level 58 (46 + 12).

Dungeon Factors

Each dungeon has a reward multiplier applied to base tokens:

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

Daily Repeat Penalty

Running the same dungeon + mission combo multiple times per day reduces bonus rewards:

RunBonus Reward
First100%
Second85%
Third70%
Fourth55%
Fifth40%
Sixth25%
Seventh+10% (minimum)

Reset Time: Daily at midnight Asia/Manila time (UTC+8)

Tip: Vary your missions across different dungeons to maximize bonus rewards.

image.png

 


Boss Raids

Boss raids are 30-minute encounters that drop crafting materials and contribute to the weekly leaderboard.

Boss Raid Basics

PropertyValue
Duration30 minutes
Energy Cost30
XP Earned45 per raid
Material Rolls12 (2 per 5 minutes)
Fatigue AddedNone

Boss Drops

Drop TypeChanceDescription
Component75%Class-specific crafting material, gated by boss
Catalyst25%Determines crafted card rarity

Boss List

TerritoryBoss 1Boss 2
EvershadeGoblin KingSpider Queen
Sunspire CitadelSoul ReaverLich King
FrostholdFrost GiantAncient Treant
Ember CityEmber ColossusAsh Lord
Iron CitadelDemon LordAncient Dragon

Leaderboard Contribution

All damage dealt to bosses counts toward your weekly leaderboard total. Higher Raid Power = more damage = better leaderboard ranking = more Hero Shards at weekly reset.


Boss Raid

 


Story Quests

Each territory has a 5-quest story arc that tells the tale of the Five Realms. That's 25 story quests total across the entire game.

Story Quest Basics

PropertyValue
Duration60 minutes
Energy Cost60
XP Earned60 per quest

Story Card Drops

ScenarioDrop ChanceResult
First Completion15%Unique Special-rarity story card
Replay (after obtaining card)85% materials, 15% cardRandom already-unlocked story card

Story Progression

Story progress is blocking — you must receive the card drop on first completion to advance to the next quest.

Example: If you complete Quest 1 but don't get the card drop, you must replay Quest 1 until the 15% chance succeeds before Quest 2 unlocks.

Story Quest

 


Training System

Training is an alternative progression path that earns XP and Mastery without combat or fatigue.

Training Basics

PropertyValue
Duration60 minutes
Energy Cost40
XP Earned120 (2 per minute)
Fatigue AddedNone

Training Types

TrainingScales With
Weapons TrainingEquipment card Luck
Mount TrainingMount card Luck
Merchant TrainingTransport card Luck

Mastery Reward Formula

Mastery Gained = floor(50 + Total Matching Luck / 100)
Minimum: 50 Mastery per session

Example: If you have 500 total Luck from Equipment cards, Weapons Training grants 50 + 500/100 = 55 Mastery.

Important Notes

  • Training uses the same active-mission slot as regular missions
  • You can only do one activity at a time
  • Training does not add fatigue — making it ideal for building Mastery


Training Grounds

 


Territories & World

The world of Idle Raiders consists of five territories, each with unique dungeons, bosses, and story quests.

Territory Overview

TerritoryUnlock LevelTheme
Evershade1Forests and caves
Sunspire Citadel16Undead and crypts
Frosthold31Ice and ancient forests
Ember City61Fire and volcanic
Iron Citadel91Demons and dragons

Territory Details

Evershade (Levels 1-15)

Where every adventure begins

ContentDetails
DungeonsGoblin Cave, Spider Den
BossesGoblin King, Spider Queen
MaterialsGoblin Iron, Crude Leather, Silk Thread, Chitin Plate

Sunspire Citadel (Levels 16-30)

The realm of the undead

ContentDetails
DungeonsGraveyard of Souls, Crypt of the Undying
BossesSoul Reaver, Lich King
MaterialsSoul Ash, Grave Cloth, Necro Dust, Bone Rune

Frosthold (Levels 31-60)

Frozen wastes and ancient forests

ContentDetails
DungeonsIce Cavern, Dark Forest
BossesFrost Giant, Ancient Treant
MaterialsFrostwood, Glacial Shard, Elder Bark, Living Sap

Ember City (Levels 61-90)

The burning heart of the world

ContentDetails
DungeonsMolten Quarry, Ashen Fortress
BossesEmber Colossus, Ash Lord
MaterialsCinder Stone, Magma Core, Ash Crystal, Charred Bone

Iron Citadel (Levels 91+)

The final frontier

ContentDetails
DungeonsDemon's Gate, Dragon's Lair
BossesDemon Lord, Ancient Dragon
MaterialsDemon Ichor, Cursed Steel, Dragon Bone, Void Scale


World Map

 


Energy System

Energy is the resource that gates mission activity. Managing it well is key to efficient progression.

Energy Basics

PropertyValue
Maximum Energy100
Regeneration Rate1 energy per 3 minutes
Full Recharge Time5 hours (from 0 to 100)

Energy Costs by Activity

ActivityEnergy Cost
Scout Mission15
Patrol Mission25
Boss Raid30
Expedition Mission45
Training Session40
Siege Mission60
Story Quest60
War Campaign80

Guild Energy Buffs

Guild buffs can increase your energy regeneration by up to +50% at max guild level, reducing full recharge time to approximately 3 hours 20 minutes.

Energy Potions

Energy Potions instantly refill your energy to 100. Save them for:

  • Grinding sessions
  • Guild Wars attacks
  • Time-limited events


Energy

 


Fatigue System

Fatigue is a mechanic that prevents infinite grinding and encourages varied gameplay.

How Fatigue Works

  1. Dungeon missions add fatigue based on mission type
  2. Fatigue reduces bonus rewards from missions
  3. Mastery stat counters fatigue — higher Mastery = less penalty
  4. Boss raids and training don't add fatigue

Fatigue Values by Mission

Mission TypeFatigue Added
Scout10
Patrol20
Expedition35
Siege60
War Campaign90

Fatigue Effect Formula

If Fatigue = 0:
  Bonus Rewards = 100%

If Mastery = 0 and Fatigue > 0:
  Bonus Rewards = 0%

Otherwise:
  Fatigue Multiplier = min(1, Mastery / max(1, Fatigue))
  Bonus Rewards = Base Bonus × Fatigue Multiplier

Managing Fatigue

StrategyEffect
Build MasteryIncrease via Heroes and Artifacts
Run TrainingGain Mastery without adding fatigue
Mix in Boss RaidsNo fatigue, still earn rewards
Vary DungeonsSpread fatigue across different activities

Fatigue Indicator

 


Crafting System

Craft powerful cards using materials gathered from missions and bosses.

Crafting Components

Every recipe consumes exactly 3 stacks — no Hero Shards, no Raid Tokens.

ComponentSourceUsage
MaterialsDungeon missionsZone-specific base ingredient
ComponentsBoss raids (75% drop)Class-specific requirement
CatalystsBoss raids (25% drop)Sets the crafted card's rarity

Material Sources by Territory

TerritoryMaterials
EvershadeGoblin Iron, Crude Leather, Silk Thread, Chitin Plate
Sunspire CitadelSoul Ash, Grave Cloth, Necro Dust, Bone Rune
FrostholdFrostwood, Glacial Shard, Elder Bark, Living Sap
Ember CityCinder Stone, Magma Core, Ash Crystal, Charred Bone
Iron CitadelDemon Ichor, Cursed Steel, Dragon Bone, Void Scale

Crafting Costs

Stack sizes are fixed by rarity. The catalyst is the only rarity gate.

RarityMaterialComponentCatalyst
Common421× Common
Uncommon631× Uncommon
Rare841× Rare
Epic1261× Epic
Legendary20101× Legendary

Material Conversion

Don't have the materials you need? Trade them up at the Material Trader:

PropertyValue
Conversion Ratio5 source → 1 target
DirectionNext zone up only (D1 → D2 → … → D9 → D10)
Coin CostDynamicTargetZoneIndex × 25 Raid Tokens

Cost by destination zone:

DestinationCostDestinationCost
D2 (Spider Den)25D7 (Molten Quarry)150
D3 (Graveyard of Souls)50D8 (Ashen Fortress)175
D4 (Crypt of the Undying)75D9 (Demon's Gate)200
D5 (Ice Cavern)100D10 (Dragon's Lair)225
D6 (Dark Forest)125

D10 materials cannot be a source — there is no zone above. You also cannot skip zones; trades flow strictly one zone at a time.


Crafting


Conversion

 


Guild System

Guilds provide powerful passive bonuses and unlock cooperative gameplay.

Guild Basics

PropertyValue
Join/Create RequirementLevel 16
Creation Cost10,000 Raid Tokens
Maximum Members30
Maximum Guild Level15

Guild Roles

RolePermissions
LeaderAll permissions, can transfer leadership
OfficerInvite/kick members, edit guild info
MemberDonate materials, participate in activities

Guild Buffs by Level

LevelXP BonusMaterial BonusEnergy RegenBoss Damage
10%0%0%0%
24%0%0%0%
34%4%0%0%
58%4%4%0%
820%16%12%5%
1028%24%24%5%
1236%32%32%10%
1550%50%50%15%

Guild XP from Donations

Donate materials to level up your guild. Donations are batched in groups of 5 materials per donation (boss-tagged materials donate 1 at a time). Higher-tier dungeon materials give significantly more XP:

TierDungeonsXP per 5 Materials
T1Goblin Cave, Spider Den25
T2Graveyard of Souls, Crypt of the Undying37
T3Ice Cavern50
T3Dark Forest62
T4Molten Quarry75
T4Ashen Fortress87
T5Demon's Gate112
T5Dragon's Lair150

Per-batch XP is computed as floor(rate × 5 / 10). Spam-donating low-tier materials still levels guilds, but a single batch of T5 materials is worth a batch of T1.

Guild Level Requirements

LevelCumulative XP Required
10
25,000
315,000
550,000
10300,000
151,000,000


Guild

 


Guild Wars

Guild Wars is a competitive PvP system where guilds battle for valor and rewards.

War Basics

PropertyValue
War Season1 week (Mon 00:00 → Sun 23:59 UTC+8)
Attack Energy Cost100
Attack CooldownNo cooldown
Attack outpost5 mins
Attack Stronghold5 mins
Fortress HP100,000 base + 5,000 per member

Wars run on the same weekly cycle as the leaderboard. The Sunday 16:00 UTC snapshot job finalizes the season, distributes Guild Points by rank, and a fresh war season begins immediately afterward. Guilds that join mid-week get less than 7 full days of battle time.

War Requirements

RequirementValue
Minimum Guild Level3
Minimum Members5
Player Level16+ (required to join any guild)

Earning Valor

ActionValor Earned
Damage Dealt1 per 1,000 damage
Damage Received0.3 per 1,000 damage
Outpost Capture+1,500 bonus
Stronghold Destroy+500 bonus

Outpost Tiers

TierValor MultiplierSupplies/Hour
T11.0×10
T21.5×25
T32.0×50
T42.5×100
T53.0×200

War Supplies & Buffs

Captured outposts generate supplies that fund powerful tactical abilities:

ActionSupply CostEffect
Repair Garrison50+10% fortress HP
Repair Outpost100+10% outpost HP
War Cry75+10% damage for 1 hour
Reinforce100+15% defense for 2 hours
Rally150Free attacks for 1 hour
Shield Wall200−25% damage received for 2 hours

End-of-War Rewards

When the weekly war ends at the Sunday 16:00 UTC snapshot (Monday 00:00 UTC+8), Guild Points are distributed by final leaderboard rank — higher placements earn more points toward the seasonal guild standings. There is no separate winner/loser valor bonus or victory title; the valor and Guild Points you accumulate during the war (and your final rank) are the entire reward.

image.pngimage.png
image.pngimage.png

 


Marketplace

Trade cards with other players on the peer-to-peer marketplace.

Listing Cards

PropertyValue
Listing Fee100 Raid Tokens
Duration7 days
Price Range1 – 100,000 Raid Tokens
CancellationReturns card (fee not refunded)

Buying Cards

PropertyValue
Transaction Fee5% (deducted from seller)
PaymentRaid Tokens only

Seller Proceeds Formula

Seller Receives = Price − floor(Price × 0.05)

Example: Selling a card for 10,000 tokens nets you 9,500 tokens (10,000 − 500 fee).

Marketplace Tips

  • Check recent sales for fair pricing
  • Higher rarity cards command premium prices
  • Look for underpriced listings from new players
  • Consider supply limits on rare cards
  • Time your listings around weekly reset for visibility


Marketplace


Marketplace

 


Leaderboard & Rewards

Weekly leaderboards track boss damage and distribute Hero Shard rewards.

Heads up — reward formulas are not final. The numbers in this section (the 10,000-shard cap, the 1,000,000-damage activation threshold, and the proportional split) are the values currently live in the game and used for the ongoing season, but they are still under active balancing review. Expect them to change in a future patch once we have more snapshot data from real seasons.

How It Works

  1. Deal Boss Damage — Every boss raid contributes to your weekly total
  2. Climb the Rankings — Players ranked by total damage dealt
  3. Weekly Reset — Rewards distributed, leaderboard resets

Reward Pool (current values — subject to change)

PropertyValue
Maximum Weekly Pool10,000 Hero Shards
Activation Threshold1,000,000 global damage
DistributionProportional to damage share

Reward Formula (current values — subject to change)

Global Pool = min(10,000, (Global Damage / 1,000,000) × 10,000)
Your Reward = floor((Your Damage / Total Damage) × Global Pool)

Example: If global damage is 2,000,000 (pool fully active at 10,000 shards) and you dealt 5% of total damage, you receive 500 Hero Shards.

Weekly Reset

PropertyValue
Reset TimeMonday 00:00 Manila time (UTC+8)
What ResetsLeaderboard damage, rewards distributed


Leaderboard

 


Potions & Consumables

Potions provide powerful temporary effects to boost your gameplay.

Potion Types

PotionEffect
Energy PotionInstantly refill energy to 100
EXP Potion2× XP on your next mission

Obtaining Potions

Potions drop from mission completions:

PropertyValue
Base Drop Chance10%
Luck Bonus+min(1.5, Luck / 4000) multiplier
Hard Cap25% maximum drop chance
Distribution60% EXP Potion, 40% Energy Potion

Mission Drop Multipliers

Mission TypeDrop Multiplier
Scout1.0×
Patrol1.2×
Expedition1.4×
Siege1.7×
War Campaign2.0×

Potion Strategy

  • EXP Potions: Use before 60+ minute missions for maximum value
  • Energy Potions: Save for grinding sessions or Guild Wars
  • No Fatigue Potion: Fatigue is only countered by Mastery

Potion Storage

The combined storage cap covers both potion types — Energy Potions and EXP Potions share the same slot pool. New potion drops are blocked once the cap is reached, so plan to use or expand before grinding.

PropertyValue
Starting Slots3 (shared across all potion types)
ExpansionPurchased — +1 slot per 1 in-game Dollar
Cap on SlotsNone — buy as many as you can afford
RefundsSlots are permanent and not refundable

Tip: New players get $10 in-game Dollars on registration, which is enough to take storage from 3 → 13 if you skip pack purchases. The expand button lives on the Energy Bar popover next to your potion counters.


image.png

 


Currencies

Idle Raiders has three primary currencies, each with specific purposes.

⚠️ Placeholder Names: The currency names below (Raid Tokens and Hero Shards) are placeholders for v2 testing. Official token names and on-chain tokens will be revealed before full launch. The mechanics and flows remain the same — this documentation will update when the official names are announced.

Raid Tokens

PropertyDetails
TypePrimary currency (standard)
Earned FromDungeon missions, story quests, boss raids
Used ForCard packs, marketplace, guild creation, material conversion, boss mission fees

Hero Shards

PropertyDetails
TypePremium currency
Earned FromWeekly leaderboard rewards, boss raids, achievements
Used ForBooster Packs, crafting (rare→legendary cards)

Dollars

PropertyDetails
TypeReal-money currency (optional)
Earned FromPurchase only
Used ForPremium card packs, special offers

Currency Flow

┌─────────────────────────────────────────────────────────────┐
│                                                             │
│   DUNGEONS ──────► RAID TOKENS ──────► PACKS                │
│       │                  │               │                  │
│       │                  ▼               ▼                  │
│       │           MARKETPLACE         CARDS                 │
│       │                  │               │                  │
│       ▼                  ▼               ▼                  │
│   BOSSES ──────► HERO SHARDS ──────► CRAFTING               │
│                          │                                  │
│                          ▼                                  │
│                    BOOSTER PACKS                            │
│                                                             │
└─────────────────────────────────────────────────────────────┘

 


Formulas Reference

All the key formulas in one place for quick reference.

Stat Calculations

Card Stats = Base Stats[type] × Rarity Multiplier × Class Modifier
Total Stats = Σ (Card Stats × Quantity) for all non-booster cards
GM = Σ (Base GM × GM Multiplier[rarity] × Quantity) for Rare+ cards only

Dungeon Rewards

Base Reward = Mission Base Tokens × Dungeon Factor
Bonus Reward = Raid Power × 0.1
Repeat Multiplier = max(0.1, 1 − Repeat Count × 0.15)
Fatigue Multiplier = (Fatigue = 0) ? 1 : min(1, Mastery / max(1, Fatigue))
Adjusted Bonus = Bonus Reward × Repeat Multiplier × Fatigue Multiplier
Final Tokens = floor(Base Reward + random(0, Adjusted Bonus))

Booster Soft Cap

Raw Boost = Σ (Booster Multiplier[rarity] × Quantity)
Effective Boost = Raw Boost / (1 + Raw Boost / 200)
Final Multiplier = 1 + (Effective Boost / 100)

Potion Drop Rate

Base Chance = 10%
Luck Bonus = min(1.5, Luck / 4000)
Final Chance = min(25%, Base Chance × (1 + Luck Bonus) × Mission Multiplier)

Training Mastery

Mastery Gained = floor(50 + Total Matching Luck / 100)
Minimum = 50

Leaderboard Rewards (not final — current values used for now)

Global Pool = min(10,000, (Global Damage / 1,000,000) × 10,000)
Player Reward = floor((Player Damage / Total Damage) × Global Pool)

Marketplace Fees

Listing Fee = 100 Raid Tokens (non-refundable)
Sale Fee = 5% of sale price (deducted from seller)
Seller Receives = Price − floor(Price × 0.05)

 


Tips for Success

Early Game (Levels 1-30)

  1. Spend your $10 starter Dollars — Buy your first Standard / Booster Packs to seed your collection
  2. Run missions constantly — Keep your energy working for you
  3. Buy Standard Packs — Cheapest token-priced way to grow your card collection (every card rolled randomly)
  4. Complete story quests — Special cards are powerful early game
  5. Join a guild at level 16 — Free passive bonuses immediately

Mid Game (Levels 31-70)

  1. Unlock new territories — Higher dungeon factors (up to 3.0×) mean much better rewards
  2. Start crafting — Gather materials, components, and catalysts
  3. Run boss raids regularly — Leaderboard rewards and crafting drops
  4. Balance your stats — Don't neglect Mastery

Late Game (Levels 71+)

  1. Target legendary crafts — Plan material gathering across territories
  2. Manage booster diminishing returns — Don't over-invest past soft cap
  3. Compete for top leaderboard spots — Hero Shards compound your advantage
  4. Trade on marketplace — Buy underpriced, sell high-demand

General Strategy

  • Vary your missions daily to avoid repeat penalties
  • Use EXP Potions before long missions (60+ minutes)
  • Save Energy Potions for grinding or Guild Wars
  • Check marketplace daily for deals
  • Balance Raid Power and Mastery — both matter for consistent rewards

 


Quick Reference Card

SystemKey Numbers
Energy100 max, 1 per 3 min, 5 hr full recharge
RaritiesCommon 65% / Uncommon 23% / Rare 10% / Epic 1.9% / Legendary 0.1%
StatsRaid Power, Mastery, Luck, GM
Territories5 total, 2 dungeons + 2 bosses each
Guild MaxLevel 15, 30 members, +50% bonuses
LeaderboardWeekly reset Monday 00:00 UTC+8
PacksStandard (3 cards, all random) / Booster (1 card)
Starter Bonus$10 in-game Dollars on registration

 


💬 Final Words

I will announce when will be the launch of the game next week as I am just finishing up and polishing the game. Thank you and May your raids be profitable and your cards legendary.

🔗Play now: idleraiders.site
📖Full Documentation: idleraiders.site/docs
💬Discord: discord.com/invite/PZzN2DKZxq
🐝Hive: @idleraiders



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Game is fun when its a fresh start and everyone is on a level playing field but being able to spend money to get ahead makes it super meh.

There is no real point to keep playing. Log in and click 1 button every few hours doesnt make me want to come back.

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