Town Guidebook

Learn how to use Insight Town's main content and review probability-based or random reward information.

Probability information is based on the real data currently loaded by the running server. It may change after data patches or server restarts.

generated (KST): 2026-08-10 19:10:23

Main Content Guide

Start, Tutorial, and Life Skill

  • At first, only movement, chat, and opening a member card are guided in order. After that, use the collapsible First Journey guide to learn planting, plant care, mail, and Today's Tasks at your own pace.
  • Life skill is the core growth stat for town life. It unlocks attendance, quick chat, new places, pet content, research, secret mission discovery, and convenience features.
  • Before life skill 10, Hot Potato cannot be played. Before life skill 100, quick chat is locked. At life skill 201 and 501, more mission and life content opens.
  • Use the life skill button at the top-left to check locked content and your next unlock goals.

Fatigue, Attendance, and Attendance Pass

  • Fatigue limits repeated life activities such as gathering and fishing. Recover it with rest items, food, or content rewards.
  • Attendance opens after the required life skill level. Red dots may appear when attendance or daily task rewards can be claimed.
  • The monthly Attendance Pass doubles attendance rewards. Extra rewards for already-attended days in the same month can still be claimed, but missed days cannot.
  • Streak and full-month attendance rewards also support pass bonus rewards while subscribed.

My Garden and Map Movement

  • My Garden is a separate map for early town life and garden play. Low life skill players may see a shortcut button for automatic movement.
  • Use warp zones or automatic movement to move between Base Camp, Forest of Light, Moss Forest Village, Moss Forest Scientist's House, Architecture Office, My Garden, and house-related areas.
  • Automatic movement avoids routes that your current life skill cannot pass. If a place is locked, increase life skill first.
  • The minimap, top-left resource UI, photo capture display, BGM, and notifications can be adjusted from town settings.

Planting, Growth, Harvest, and Withering

  • Plant seeds near plantable zones with the seed button. Then give water or fertilizer to grow them.
  • Long-press a plant to check growth, nutrition, harvest availability, and life-time information.
  • Non-max plants wither if they do not grow before life time ends. Max-stage plants can wither when nutrition reaches 0%, so check nutrition timing.
  • Harvests have base quantity and random bonus quantity. Rare conversion can occur when nutrition conditions are met. Food, titles, and research can modify results.

Anti-Theft Items

  • Anti-theft Sticky Trap 1 can be used near your own plants to block other residents from stealing harvests for a set time.
  • If someone tries to steal from a plant protected by Anti-theft Sticky Trap 1, the steal is blocked and a temporary movement-speed debuff can be applied.
  • Anti-theft Timer 1 can notify you before your plant becomes stealable. You can select 1, 10, or 30 minutes before steal time, including multiple selections.
  • Removing or recovering a plant removes active anti-theft effects from that plant. If another item is used while an effect is active, only the later-ending effect is kept.

Gathering and Eunha's Shop

  • Gather herbs, flowers, materials, and currencies at gathering spots. Success rewards and failure cooldowns depend on the place data.
  • Gathered materials have value and can be exchanged at Herbalist Eunha's shop for useful items.
  • Eunha's shop also sells Anti-theft Sticky Trap 1 and Anti-theft Timer 1. Check the required gathering value before buying.
  • When another resident successfully gathers in your building yard, you may receive bonus mail as the yard owner.

Fishing and Fishing Rods

  • To fish, own a fishing rod and move near water. Press the fishing rod button to start fishing.
  • Fishing results can change based on place drop rates, rod effects, food, titles, and research.
  • Automatic fishing rods and auto-fishing foods help repeat fishing at fixed intervals.
  • When a resident you follow catches Legendary Giant Tuna or Fresh Legendary Giant Tuna for the first time, followers can receive a congratulatory item by mail.

Cooking, Grilling, and Food Effects

  • Cooking requests use gathered, harvested, cleaned, or grilled ingredients to make food that helps town life.
  • Grilling can fail, succeed, or become perfect. Life skill and buffs affect result probabilities.
  • Food effects include shorter fishing time, auto fishing, more harvests, higher sweet-fruit chance, higher rare-harvest chance, faster movement, and better rod enhancement success.
  • Some recipes require grilled or perfect ingredients, rare plants or fish, flowers, herbs, or exact material groups.

Pets

  • Wild pets appear by spawn weight and can be tamed with taming food.
  • Taming success can change with the pet's base rate, buffs, and research. Success consumes food, and failure may also consume it by chance.
  • After taming, feed pets, train commands, and send them on fetch tasks to build affinity and earn rewards.
  • When pet missions open, visit Pet Trainer Lucy to continue.

Buildings, Furniture, Album, and Guestbook

  • Use building contracts and materials to build houses. Upgrades can add rooms and expand house functions.
  • Building upgrades have base success rates and failure bonuses. If an upgrade fails, the next attempt becomes easier up to the cap.
  • Furniture can be placed inside houses or in yards depending on the item. Some furniture opens minigames, albums, guestbooks, workshops, or books.
  • Free-board posts and comments, guestbook posts, chat, custom frame photos, and album photos can be reported. Content removed by operations is shown as deleted for rule violations.

Research, Titles, and Missions

  • Research uses research materials to unlock effects that help fishing, plants, pets, fatigue, and other life content.
  • Titles appear before your name tag when equipped. Some titles provide buffs, and displayed title names update with the current language.
  • Normal missions can start from progress such as growing plants, harvesting, gathering, starting research, taming pets, or equipping titles.
  • From life skill 501, taking photos can reveal secret missions. This guide does not list secret mission details, conditions, or rewards.

Exploration and Relic Collection

  • Start exploration at the exploration camps in Forest of Light, Forest of Life, and Rock-Crevice Forest. Each forest has a different life skill requirement; check the current values in the detailed table below.
  • Each excavation consumes fatigue. Follow the detector direction, mind its cooldown, and excavate every point before the exploration time expires.
  • More accurate excavation timing can improve reward quantity and relic restoration or survey progress. Completing every point also grants extra survey experience.
  • A newly discovered relic is registered in the collection. Duplicates become restoration points, while full restoration, forest survey ranks, and weekly reports grant additional rewards and titles.
  • Relics can be exchanged with Collector Doyun for Town Token Pieces once you have the required quantity for their rarity.

Weapons, Equipment, and Enhancement

  • Blacksmith Yuri in Tent handles weapon purchases, equipment, and enhancement. Without an equipped weapon, you use the basic unarmed attack.
  • Buying a weapon does not require weapon skill, but equipping it does. Higher enhancement levels also raise the skill required to equip it.
  • Weapons differ not only in damage but also in attack shape, range, target count, stun, slow, and party role. Choose one that fits your party and enemy formation.
  • Weapons can be enhanced up to +10 using another weapon of the same enhancement level. Failures raise the next success chance, but attempts from +5 to +6 and beyond can destroy the target and materials on failure.
  • Certain enhancement levels improve the weapon's unique role, and +5 and +10 each unlock one trait choice. Traits can be changed with Daisies, while combat research increases relic slots and relic success bonuses.
  • Enhanced weapons are individual items. Their enhancement level and selected traits remain intact through sales, vault storage, mail attachments, personal shops, and player transfers.

Weapon Training Ground

  • From Blacksmith Yuri in Tent, you can enter Weapon Training Ground. Train alone or challenge it with your party.
  • For a party challenge, the leader selects the start level and every member must be in the tent and accept. Solo training does not require a party.
  • Defeating every monster advances to the next level, but training ends if the Crystal Fountain is destroyed. Stop monsters before they can damage it.
  • Monster HP, damage, and movement speed rise with each level. Clearing levels grants weapon skill, and your record unlocks checkpoints for future attempts.
  • Fatigue is consumed when the training actually begins. Monster drops are reserved briefly for the player who dealt the last hit, then become available to everyone and disappear if left too long.

Village Outskirts Defence

  • Complete Leon's Request, which begins at the Town Hall board, then form a party in Tent to prepare the defence mission in Village Outskirts.
  • A party needs at least two members. After the leader locks the roster, everyone must arrive at the outskirts before combat can start, and no new members can be recruited.
  • Stop every wave before any monster reaches the gate. Waves have no combat time limit; defeating every enemy starts the preparation countdown for the next wave.
  • Each resident can place blockers, attack towers, and bombs, then spend kill gold on additional objects or upgrades. A downed player cannot act briefly but recovers HP after the down timer.
  • Fatigue and the daily play count are consumed only when combat actually starts. Abandoning during preparation does not count; the current limit is shown in the detailed table below.
  • After the mission, the combat summary compares party kills, damage by source, damage taken, and damage blocked by placed objects. Cleared waves may also grant time in the Secret Garden.

Social, Follow, Notifications, and Invite Codes

  • Follow other residents to receive social notifications according to your notification settings.
  • Free-board posts and album posts from people you follow can trigger social notifications when enabled.
  • When someone you follow catches Legendary Giant Tuna for the first time, you can receive a small congratulatory item.
  • Residents with enough life skill can issue invite codes. If a new resident enters with the code and settles into town, both sides can receive settlement gifts within anti-abuse limits.

Town Shop, Special Shop, and Paid Products

  • Town Shop sells crystals through platform in-app purchases and also offers Daisy, Town Token, plants, fatigue recovery items, and more by tab.
  • First crystal purchase 1+1 events apply only during configured periods. Final bonus eligibility is determined by the server when purchase verification and mail delivery happen.
  • New residents can see a limited-time Special Shop for the welcome essentials pack after first entering town. The button disappears after expiry or purchase.
  • Paid purchase deliveries and event bonuses are usually delivered through mail. Refund and recovery conditions may be limited after claiming delivered mail.

Mini-games, Ranking, and Settings

  • Play Hot Potato, Drawing Quiz, One Card, Omok, and Beat Party from their furniture or NPC entry points when requirements are met.
  • Some minigames support voice chat. Town BGM fades out while sound-heavy content such as voice chat or Beat Party is active.
  • Weekly rankings display the server period end time converted to local time. Last week's ranking can also be checked.
  • Town settings can control UI overlays, minimap, minigame permissions, photo capture options, BGM, notifications, account settings, and support reports.

Probability and Random Reward Information

Weighted tables are calculated as weight / total weight within the same pool. prob_ppm, procPpm, and ratePctX100 use 10000 as 100% in server code, so they are converted to percentages in these tables.

Fishing, plant harvesting, pet taming, and similar content may receive conditional adjustments from food, titles, research, and item effects. Check both the base values and condition notes.

Random Box Rewards

When opening a box, one enabled reward from the same box code is selected by weight.

BoxRewardQuantityweightTotal weightProbability
Random Furniture Box 1Doll 111224.5455%
Random Furniture Box 1Doll 211224.5455%
Random Furniture Box 1Photo Album 111224.5455%
Random Furniture Box 1Photo Album 211224.5455%
Random Furniture Box 1Beat Party Machine11224.5455%
Random Furniture Box 1Bed 111224.5455%
Random Furniture Box 1Bed 211224.5455%
Random Furniture Box 1Birdcage 111224.5455%
Random Furniture Box 1Game Board11224.5455%
Random Furniture Box 1Telescope11224.5455%
Random Furniture Box 1Cabinet 111224.5455%
Random Furniture Box 1Cabinet 211224.5455%
Random Furniture Box 1Cabinet 311224.5455%
Random Furniture Box 1Cabinet 411224.5455%
Random Furniture Box 1Cabinet 511224.5455%
Random Furniture Box 1Cabinet 611224.5455%
Random Furniture Box 1Cabinet 711224.5455%
Random Furniture Box 1Desk 111224.5455%
Random Furniture Box 1Globe11224.5455%
Random Furniture Box 1Easel11224.5455%
Random Furniture Box 1Guestbook Notebook11224.5455%
Random Furniture Box 1Playing Cards11224.5455%
Old Treasure BoxGinkgo Tree Seed1108511.7647%
Old Treasure BoxCherry Tree Seed1108511.7647%
Old Treasure BoxApple Tree Seed1108511.7647%
Old Treasure BoxTent Blueprint1108511.7647%
Old Treasure BoxHouse Blueprint15855.8824%
Old Treasure BoxPlain Fishing Rod1108511.7647%
Old Treasure BoxDaisy30208523.5294%
Old Treasure BoxLife Water3108511.7647%
Treasure BoxDaisy50309132.967%
Treasure BoxTent15915.4945%
Treasure BoxLife Water5109110.989%
Treasure BoxPlain Fishing Rod1209121.978%
Treasure BoxWorn House Construction Order1209121.978%
Treasure BoxGinkgo Tree12912.1978%
Treasure BoxCherry Tree12912.1978%
Treasure BoxApple Tree12912.1978%
Sparkling Treasure BoxAdvanced Auto Fishing Rod112840.3521%
Sparkling Treasure BoxAdvanced Swift Fishing Rod112840.3521%
Sparkling Treasure BoxAdvanced Blessed Fishing Rod112840.3521%
Sparkling Treasure BoxHill House Construction Order112840.3521%
Sparkling Treasure BoxMushroom House Construction Order112840.3521%
Sparkling Treasure BoxSweets House Construction Order112840.3521%
Sparkling Treasure BoxStone House Construction Order152841.7606%
Sparkling Treasure BoxGinkgo Tree15028417.6056%
Sparkling Treasure BoxCherry Tree15028417.6056%
Sparkling Treasure BoxApple Tree15028417.6056%
Sparkling Treasure BoxLog House Construction Order132841.0563%
Sparkling Treasure BoxWorn House Construction Order1202847.0423%
Sparkling Treasure BoxDaisy10010028435.2113%

Fixed Box Rewards

Some boxes grant every enabled reward instead of selecting a random reward.

BoxRewardQuantityGrant rule
Premium Harvest BoxApple100Always granted without random selection
Deluxe Harvest BoxSweet Apple100Always granted without random selection
Premium Harvest BoxGinkgo100Always granted without random selection
Deluxe Harvest BoxSweet Ginkgo100Always granted without random selection
Premium Harvest BoxCherry100Always granted without random selection
Deluxe Harvest BoxSweet Cherry100Always granted without random selection

Base Fishing Drop Rates

Base fishing results by place. Place-specific settings take priority, and common (*) settings are used when no place-specific setting exists. Fishing rods and buffs may convert part of the miss probability into reward probability or modify quantity and duration.

PlaceResultQuantityProbabilityRaw prob_ppmDuration
Common (*)Horse Mackerel18%80010-40 sec
Common (*)Flatfish18%80010-40 sec
Common (*)Octopus18%80010-40 sec
Common (*)Salmon18%80010-40 sec
Common (*)Spanish Mackerel18%80010-40 sec
Common (*)Sea Bream18%80010-40 sec
Common (*)Shrimp18%80010-40 sec
Common (*)Tuna18%80010-40 sec
Common (*)Town Token Piece10.05%555-100 sec
Common (*)Miss-35.95%3595Miss configuration
Forest of LightHorse Mackerel16%60010-50 sec
Forest of LightFlatfish16%60010-50 sec
Forest of LightMackerel16%60010-50 sec
Forest of LightOctopus16%60010-50 sec
Forest of LightSalmon16%60010-50 sec
Forest of LightSpanish Mackerel16%60010-50 sec
Forest of LightSea Bream16%60010-50 sec
Forest of LightShrimp16%60010-50 sec
Forest of LightTuna16%60010-50 sec
Forest of LightDaisy13%30030-60 sec
Forest of LightApple13%30030-60 sec
Forest of LightCherry13%30030-60 sec
Forest of LightGinkgo13%30030-60 sec
Forest of LightDaisy22.5%25030-60 sec
Forest of LightDaisy32%20040-80 sec
Forest of LightConstruction Material12%20040-90 sec
Forest of LightFurniture Material12%20040-90 sec
Forest of LightCharacter Change Ticket11.5%15040-90 sec
Forest of LightDaisy41.5%15040-90 sec
Forest of LightDaisy51%10050-100 sec
Forest of LightPlant/Building Reclaim Ticket10.75%7550-100 sec
Forest of LightFresh Horse Mackerel10.5%5055-100 sec
Forest of LightFresh Flatfish10.5%5055-100 sec
Forest of LightFresh Mackerel10.5%5055-100 sec
Forest of LightFresh Octopus10.5%5055-100 sec
Forest of LightFresh Salmon10.5%5055-100 sec
Forest of LightFresh Spanish Mackerel10.5%5055-100 sec
Forest of LightFresh Sea Bream10.5%5055-100 sec
Forest of LightFresh Shrimp10.5%5055-100 sec
Forest of LightFresh Tuna10.5%5055-100 sec
Forest of LightLife Water10.2%2030-60 sec
Forest of LightLife Water20.1%1035-75 sec
Forest of LightTown Token Piece10.1%1055-100 sec
Forest of LightApple Tree Seed10.05%560-90 sec
Forest of LightCherry Tree Seed10.05%560-90 sec
Forest of LightGinkgo Tree Seed10.05%560-90 sec
Forest of LightFishing Rod10.05%580-130 sec
Forest of LightLegendary Giant Tuna10.04%460-120 sec
Forest of LightRandom Furniture Box 110.03%3100-150 sec
Forest of LightOld Treasure Box10.02%2140-180 sec
Forest of LightFresh Legendary Giant Tuna10.01%155-100 sec
Forest of LightMiss-15.55%1555Miss configuration
Forest of LifeHorse Mackerel16%60010-50 sec
Forest of LifeFlatfish16%60010-50 sec
Forest of LifeMackerel16%60010-50 sec
Forest of LifeOctopus16%60010-50 sec
Forest of LifeSalmon16%60010-50 sec
Forest of LifeSpanish Mackerel16%60010-50 sec
Forest of LifeSea Bream16%60010-50 sec
Forest of LifeShrimp16%60010-50 sec
Forest of LifeTuna16%60010-50 sec
Forest of LifeDaisy13.5%35030-60 sec
Forest of LifeDaisy23%30030-60 sec
Forest of LifeApple13%30030-60 sec
Forest of LifeCherry13%30030-60 sec
Forest of LifeGinkgo13%30030-60 sec
Forest of LifeDaisy32.5%25040-80 sec
Forest of LifeDaisy42%20040-90 sec
Forest of LifeConstruction Material12%20040-90 sec
Forest of LifeFurniture Material12%20040-90 sec
Forest of LifeCharacter Change Ticket11.5%15040-90 sec
Forest of LifeDaisy51.5%15050-100 sec
Forest of LifePlant/Building Reclaim Ticket10.75%7550-100 sec
Forest of LifeFresh Horse Mackerel10.5%5055-100 sec
Forest of LifeFresh Flatfish10.5%5055-100 sec
Forest of LifeFresh Mackerel10.5%5055-100 sec
Forest of LifeFresh Octopus10.5%5055-100 sec
Forest of LifeFresh Salmon10.5%5055-100 sec
Forest of LifeFresh Spanish Mackerel10.5%5055-100 sec
Forest of LifeFresh Sea Bream10.5%5055-100 sec
Forest of LifeFresh Shrimp10.5%5055-100 sec
Forest of LifeFresh Tuna10.5%5055-100 sec
Forest of LifeLife Water10.4%4030-60 sec
Forest of LifeLife Water20.3%3035-75 sec
Forest of LifeTown Token Piece10.1%1055-100 sec
Forest of LifeFishing Rod10.1%1080-130 sec
Forest of LifeApple Tree Seed10.05%560-90 sec
Forest of LifeCherry Tree Seed10.05%560-90 sec
Forest of LifeGinkgo Tree Seed10.05%560-90 sec
Forest of LifeLegendary Giant Tuna10.04%460-120 sec
Forest of LifeRandom Furniture Box 110.03%3100-150 sec
Forest of LifeOld Treasure Box10.02%2140-180 sec
Forest of LifeTreasure Box10.01%1160-200 sec
Forest of LifeSparkling Treasure Box10.01%1200-300 sec
Forest of LifeFresh Legendary Giant Tuna10.01%155-100 sec
Forest of LifeMiss-12.58%1258Miss configuration
Rock-Crevice ForestHorse Mackerel16%60010-50 sec
Rock-Crevice ForestFlatfish16%60010-50 sec
Rock-Crevice ForestMackerel16%60010-50 sec
Rock-Crevice ForestOctopus16%60010-50 sec
Rock-Crevice ForestSalmon16%60010-50 sec
Rock-Crevice ForestSpanish Mackerel16%60010-50 sec
Rock-Crevice ForestSea Bream16%60010-50 sec
Rock-Crevice ForestShrimp16%60010-50 sec
Rock-Crevice ForestTuna16%60010-50 sec
Rock-Crevice ForestDaisy13%30030-60 sec
Rock-Crevice ForestApple13%30030-60 sec
Rock-Crevice ForestCherry13%30030-60 sec
Rock-Crevice ForestGinkgo13%30030-60 sec
Rock-Crevice ForestDaisy22.5%25030-60 sec
Rock-Crevice ForestDaisy32%20040-80 sec
Rock-Crevice ForestConstruction Material12%20040-90 sec
Rock-Crevice ForestFurniture Material12%20040-90 sec
Rock-Crevice ForestCharacter Change Ticket11.5%15040-90 sec
Rock-Crevice ForestDaisy41.5%15040-90 sec
Rock-Crevice ForestDaisy51%10050-100 sec
Rock-Crevice ForestPlant/Building Reclaim Ticket10.75%7550-100 sec
Rock-Crevice ForestFresh Horse Mackerel10.5%5055-100 sec
Rock-Crevice ForestFresh Flatfish10.5%5055-100 sec
Rock-Crevice ForestFresh Mackerel10.5%5055-100 sec
Rock-Crevice ForestFresh Octopus10.5%5055-100 sec
Rock-Crevice ForestFresh Salmon10.5%5055-100 sec
Rock-Crevice ForestFresh Spanish Mackerel10.5%5055-100 sec
Rock-Crevice ForestFresh Sea Bream10.5%5055-100 sec
Rock-Crevice ForestFresh Shrimp10.5%5055-100 sec
Rock-Crevice ForestFresh Tuna10.5%5055-100 sec
Rock-Crevice ForestLife Water10.3%3030-60 sec
Rock-Crevice ForestLife Water20.2%2035-75 sec
Rock-Crevice ForestFishing Rod10.12%1280-130 sec
Rock-Crevice ForestTown Token Piece10.1%1055-100 sec
Rock-Crevice ForestLegendary Giant Tuna10.06%660-120 sec
Rock-Crevice ForestApple Tree Seed10.05%560-90 sec
Rock-Crevice ForestCherry Tree Seed10.05%560-90 sec
Rock-Crevice ForestGinkgo Tree Seed10.05%560-90 sec
Rock-Crevice ForestOld Treasure Box10.04%4140-180 sec
Rock-Crevice ForestRandom Furniture Box 110.03%3100-150 sec
Rock-Crevice ForestTreasure Box10.02%2160-200 sec
Rock-Crevice ForestFresh Legendary Giant Tuna10.02%255-100 sec
Rock-Crevice ForestSparkling Treasure Box10.01%1200-300 sec
Rock-Crevice ForestMiss-15.2%1520Miss configuration

Base Gathering Drop Rates

Base gathering results by place. If no success reward is selected, the attempt is treated as a failure, and the failure cooldown follows the gathering master data.

PlaceResultQuantityProbabilityRaw prob_ppmDuration
Common (*)Weeds16%60010-60 sec
Common (*)Weeds25.5%55010-60 sec
Common (*)Weeds35%50010-60 sec
Common (*)Daisy13.5%35030-60 sec
Common (*)Basil13.5%35010-50 sec
Common (*)Basil23.5%35020-60 sec
Common (*)Basil33.5%35030-70 sec
Common (*)Parsley13.5%35010-50 sec
Common (*)Parsley23.5%35020-60 sec
Common (*)Parsley33.5%35030-70 sec
Common (*)Peppermint13.5%35010-50 sec
Common (*)Peppermint23.5%35020-60 sec
Common (*)Peppermint33.5%35030-70 sec
Common (*)Rosemary13.5%35010-50 sec
Common (*)Rosemary23.5%35020-60 sec
Common (*)Rosemary33.5%35030-70 sec
Common (*)Daisy22.5%25030-60 sec
Common (*)Daisy31.5%15030-60 sec
Common (*)Chamomile11%10010-50 sec
Common (*)Lavender11%10010-50 sec
Common (*)Chamomile20.75%7520-60 sec
Common (*)Lavender20.75%7520-60 sec
Common (*)Chamomile30.5%5030-70 sec
Common (*)Lavender30.5%5030-70 sec
Common (*)Random Furniture Box 110.1%1050-100 sec
Common (*)Sticky Grass10.05%5100-150 sec
Common (*)Old Man's Lucky Knot10.01%1120-180 sec
Common (*)Town Token Piece10.01%160-180 sec
Common (*)Miss-29.33%2933Miss configuration

Yard Gathering Bonus

When player B successfully gathers in player A's building yard, player A receives this bonus. It is not sent when player A gathers in their own yard.

RewardQuantityProbability
Basil116.6667%
Rosemary116.6667%
Parsley116.6667%
Peppermint116.6667%
Chamomile116.6667%
Lavender116.6667%

Plant Harvest Random Elements

An additional quantity within bonus_rand_max is applied uniformly on top of the base harvest quantity. When nutrition is 50 or higher, each harvested item has a base rare conversion chance of 5%, and food, title, and research effects may be added.

SeedHarvest itemBase quantityBonus harvest quantity
Apple Tree SeedApple5Uniform 0-5 (16.6667% each)
Abundant Apple Tree SeedApple10Uniform 0-10 (9.0909% each)
Cherry Tree SeedCherry5Uniform 0-5 (16.6667% each)
Abundant Cherry Tree SeedCherry10Uniform 0-10 (9.0909% each)
Ginkgo Tree SeedGinkgo5Uniform 0-5 (16.6667% each)
Abundant Ginkgo Tree SeedGinkgo10Uniform 0-10 (9.0909% each)
Mandarin Tree SeedMandarin5Uniform 0-5 (16.6667% each)
Abundant Mandarin Tree SeedMandarin10Uniform 0-10 (9.0909% each)
Blueberry Tree SeedBlueberry5Uniform 0-5 (16.6667% each)
Abundant Blueberry Tree SeedBlueberry10Uniform 0-10 (9.0909% each)
Peach Tree SeedPeach5Uniform 0-5 (16.6667% each)
Abundant Peach Tree SeedPeach10Uniform 0-10 (9.0909% each)

Wild Pet Spawns and Taming

Wild pet type is selected by the spawn_weight of enabled pets. When taming fails, food consumption chance is 66.6667%; on success, food is consumed. Taming success rate may be adjusted by buffs.

PetSpawn weightTotal weightSpawn probabilityBase tame success rateSpawn intervalStay duration
Baby Polar Bear10086011.6279%25%15-120 min60-120 min
Cheese Cat10086011.6279%40%5-120 min60-240 min
Siamese Cat10086011.6279%30%5-120 min60-180 min
Little Hedgehog808609.3023%30%15-120 min45-150 min
Brown Chihuahua10086011.6279%25%5-120 min60-180 min
Baby Retriever10086011.6279%50%10-120 min60-120 min
Rainbow Parrot808609.3023%25%25-120 min30-150 min
Baby Penguin10086011.6279%25%15-120 min60-120 min
Baby Turtle10086011.6279%35%15-120 min60-120 min

Pet Fetch Rewards

Pet fetch rewards select one enabled reward by weight. If a quantity range exists, the count is chosen uniformly within that range.

RewardQuantityweightTotal weightProbability
Daisy1~35014133.5386%
Mackerel19014136.3694%
Horse Mackerel19014136.3694%
Flatfish19014136.3694%
Octopus19014136.3694%
Salmon19014136.3694%
Spanish Mackerel19014136.3694%
Tuna19014136.3694%
Shrimp19014136.3694%
Sea Bream19014136.3694%
DSLR Camera1514130.3539%
Mirrorless Camera1514130.3539%
Film Camera1514130.3539%
Disposable Camera1514130.3539%
Apple1514130.3539%
Cherry1514130.3539%
Ginkgo1514130.3539%
Fertilizer11014130.7077%
Advanced Fertilizer11014130.7077%
Legendary Giant Tuna1114130.0708%
Miss1450141331.8471%
Premium Fertilizer1314130.2123%
Anti-theft Sticky Trap 11114130.0708%
Town Token Piece1114130.0708%
Weeds13014132.1231%
Advanced Pet Food11014130.7077%
Sticky Grass1214130.1415%

Tutorial Random Rewards

Tutorial rewards with random_group select one item by weight within the same tutorial step and group.

TutorialStepGroupRewardQuantityweightTotal weightProbability
practice_plant_v1completetutorial_seedApple Tree Seed11333.3333%
practice_plant_v1completetutorial_seedCherry Tree Seed11333.3333%
practice_plant_v1completetutorial_seedGinkgo Tree Seed11333.3333%

Fishing Rod Enhancement Result Weights

Fishing rod enhancement candidates are limited by the current rod and research state. This table shows the base enhanceWeight values currently registered in the master data.

Result rodTierenhanceWeight
Advanced Auto Fishing Rod190
Advanced Blessed Fishing Rod150
Advanced Bountiful Fishing Rod1100
Advanced Dew Fishing Rod1100
Advanced Farmer's Fishing Rod1100
Advanced Forest of Life Fishing Rod1100
Advanced Forest of Light Fishing Rod1100
Advanced Life Fishing Rod1100
Advanced Lucky Fishing Rod1100
Advanced Mackerel Fishing Rod1150
Advanced Rock Gap Forest Fishing Rod1100
Advanced Steel Fishing Rod1100
Advanced Swift Fishing Rod165
Advanced Treasure Hunting Fishing Rod190
Advanced Trophy Catch Fishing Rod190
Advanced Tuna Fishing Rod1150
Auto Fishing Rod090
Blessed Fishing Rod070
Bountiful Fishing Rod0100
Dew Fishing Rod0100
Farmer's Fishing Rod0100
Forest of Life Fishing Rod0100
Forest of Light Fishing Rod0100
Life Fishing Rod0100
Lucky Fishing Rod0100
Mackerel Fishing Rod0150
Premium Auto Fishing Rod290
Premium Blessed Fishing Rod230
Premium Bountiful Fishing Rod2100
Premium Dew Fishing Rod2100
Premium Farmer's Fishing Rod2100
Premium Forest of Life Fishing Rod2100
Premium Forest of Light Fishing Rod2100
Premium Life Fishing Rod2100
Premium Lucky Fishing Rod2100
Premium Mackerel Fishing Rod2150
Premium Rock Gap Forest Fishing Rod2100
Premium Steel Fishing Rod2100
Premium Swift Fishing Rod250
Premium Treasure Hunting Fishing Rod290
Premium Trophy Catch Fishing Rod290
Premium Tuna Fishing Rod2150
Rock Gap Forest Fishing Rod0100
Steel Fishing Rod0100
Swift Fishing Rod080
Treasure Hunting Fishing Rod090
Trophy Catch Fishing Rod090
Tuna Fishing Rod0120

Fishing Rod Effect Rates and Modifiers

ratePctX100 treats 10000 as 100%. Target item probability effects convert part of the base fishing miss probability into target reward probability. procPpm is the independent proc chance for the effect.

Fishing rodTarget/conditionratePctX100procPpmDuration modifierAuto fishing interval
Advanced Auto Fishing Rod----20000ms
Advanced Blessed Fishing RodTarget Old Treasure Box, Treasure Box, Life Water8000 (80%)---
Advanced Bountiful Fishing Rod--3500 (35%)--
Advanced Dew Fishing RodTarget Life Water3500 (35%)---
Advanced Farmer's Fishing RodTarget Apple, Cherry, Ginkgo6000 (60%)---
Advanced Forest of Life Fishing RodTarget Daisy / Place Forest of Life2500 (25%)---
Advanced Forest of Light Fishing RodTarget Daisy / Place Forest of Light2500 (25%)---
Advanced Life Fishing RodTarget Life Water8000 (80%)---
Advanced Lucky Fishing Rod-5000 (50%)---
Advanced Mackerel Fishing RodTarget Mackerel6000 (60%)---
Advanced Rock Gap Forest Fishing RodTarget Daisy / Place Rock-Crevice Forest2500 (25%)---
Advanced Steel Fishing Rod-6500 (65%)---
Advanced Swift Fishing Rod---10%-
Advanced Treasure Hunting Fishing RodTarget Old Treasure Box8000 (80%)---
Advanced Trophy Catch Fishing RodTarget Legendary Giant Tuna8000 (80%)---
Advanced Tuna Fishing RodTarget Tuna6000 (60%)---
Auto Fishing Rod----30000ms
Blessed Fishing RodTarget Old Treasure Box, Treasure Box, Life Water3000 (30%)---
Bountiful Fishing Rod--1500 (15%)--
Dew Fishing RodTarget Life Water2000 (20%)---
Farmer's Fishing RodTarget Apple, Cherry, Ginkgo3000 (30%)---
Forest of Life Fishing RodTarget Daisy / Place Forest of Life1000 (10%)---
Forest of Light Fishing RodTarget Daisy / Place Forest of Light1000 (10%)---
Life Fishing RodTarget Life Water3000 (30%)---
Lucky Fishing Rod-1000 (10%)---
Mackerel Fishing RodTarget Mackerel3000 (30%)---
Premium Auto Fishing Rod----10000ms
Premium Blessed Fishing RodTarget Old Treasure Box, Treasure Box, Life Water15000 (150%)---
Premium Bountiful Fishing Rod--5500 (55%)--
Premium Dew Fishing RodTarget Life Water7000 (70%)---
Premium Farmer's Fishing RodTarget Apple, Cherry, Ginkgo9000 (90%)---
Premium Forest of Life Fishing RodTarget Daisy / Place Forest of Life5000 (50%)---
Premium Forest of Light Fishing RodTarget Daisy / Place Forest of Light5000 (50%)---
Premium Life Fishing RodTarget Life Water15000 (150%)---
Premium Lucky Fishing Rod-9000 (90%)---
Premium Mackerel Fishing RodTarget Mackerel9000 (90%)---
Premium Rock Gap Forest Fishing RodTarget Daisy / Place Rock-Crevice Forest5000 (50%)---
Premium Steel Fishing Rod-10000 (100%)---
Premium Swift Fishing Rod---20%-
Premium Treasure Hunting Fishing RodTarget Old Treasure Box15000 (150%)---
Premium Trophy Catch Fishing RodTarget Legendary Giant Tuna15000 (150%)---
Premium Tuna Fishing RodTarget Tuna9000 (90%)---
Rock Gap Forest Fishing RodTarget Daisy / Place Rock-Crevice Forest1000 (10%)---
Steel Fishing Rod-3250 (32.5%)---
Swift Fishing Rod---5%-
Treasure Hunting Fishing RodTarget Old Treasure Box3000 (30%)---
Trophy Catch Fishing RodTarget Legendary Giant Tuna3000 (30%)---
Tuna Fishing RodTarget Tuna3000 (30%)---

Building Upgrade Success Rates

Building upgrades use stage-specific base success rates. On failure, fail_bonus_pct is added to the next attempt's success rate and does not exceed 100%.

BuildingStepBase success rateFail bonusActual success rate formula
Log House0 -> 190%10%min(100%, base success rate + fail count x 10%)
Log House1 -> 260%10%min(100%, base success rate + fail count x 10%)
Log House2 -> 330%10%min(100%, base success rate + fail count x 10%)
Stone House0 -> 190%10%min(100%, base success rate + fail count x 10%)
Stone House1 -> 260%10%min(100%, base success rate + fail count x 10%)
Stone House2 -> 330%10%min(100%, base success rate + fail count x 10%)
Sweets House0 -> 190%10%min(100%, base success rate + fail count x 10%)
Sweets House1 -> 260%10%min(100%, base success rate + fail count x 10%)
Sweets House2 -> 330%10%min(100%, base success rate + fail count x 10%)
Hill House0 -> 190%10%min(100%, base success rate + fail count x 10%)
Hill House1 -> 260%10%min(100%, base success rate + fail count x 10%)
Hill House2 -> 330%10%min(100%, base success rate + fail count x 10%)
Mushroom House0 -> 190%10%min(100%, base success rate + fail count x 10%)
Mushroom House1 -> 260%10%min(100%, base success rate + fail count x 10%)
Mushroom House2 -> 330%10%min(100%, base success rate + fail count x 10%)
Worn House0 -> 190%10%min(100%, base success rate + fail count x 10%)
Worn House1 -> 260%10%min(100%, base success rate + fail count x 10%)
Worn House2 -> 330%10%min(100%, base success rate + fail count x 10%)

Wandering Jane Offer Appearance Rates

When Wandering Jane appears, each offer's appear_pct is applied. Per-member and global purchase limits are applied separately for each offer.

WeekdayItemQuantityAppearance ratePricePurchase limit
MondayOld Man's Lucky Knot110%Daisy x100Personal 1 / Global 1
MondayLife Water1050%Daisy x150Personal 1 / Global 3
MondayTuna10070%Daisy x50Personal 1 / Global 1
MondayClear Recovery Elixir1100%Daisy x50Personal 1 / Global 1
MondayApple30050%Daisy x100Personal 1 / Global 3
TuesdaySpecial Pet Food1070%Daisy x30Personal 1 / Global 2
TuesdayApple Tree110%Daisy x400Personal 1 / Global 1
TuesdayClear Recovery Elixir1100%Daisy x50Personal 1 / Global 1
TuesdayCherry30050%Daisy x100Personal 1 / Global 3
WednesdayConstruction Material10070%Daisy x100Personal 1 / Global 1
WednesdayFishing Rod Encyclopedia150%Daisy x150Personal 1 / Global 1
WednesdayClear Recovery Elixir1100%Daisy x50Personal 1 / Global 1
WednesdayGinkgo30050%Daisy x100Personal 1 / Global 3
ThursdayOld Treasure Box120%Daisy x50Personal 1 / Global 1
ThursdayHearty Lunchbox150%Daisy x10Personal 1 / Global 5
ThursdayPet House 4150%Daisy x100Personal 1 / Global 1
ThursdayClear Recovery Elixir1100%Daisy x50Personal 1 / Global 1
ThursdayMandarin10050%Daisy x100Personal 1 / Global 3
FridayTreasure Box110%Daisy x300Personal 1 / Global 1
FridayHouse Blueprint140%Daisy x50Personal 1 / Global 3
FridayCherry Tree110%Daisy x400Personal 1 / Global 1
FridayClear Recovery Elixir1100%Daisy x50Personal 1 / Global 1
FridayBlueberry10050%Daisy x100Personal 1 / Global 3
SaturdayPrepared Seafood10060%Daisy x100Personal 1 / Global 5
SaturdayWashed Fruit10060%Daisy x100Personal 1 / Global 5
SaturdayMackerel3070%Daisy x30Personal 1 / Global 1
SaturdayClear Recovery Elixir1100%Daisy x50Personal 1 / Global 1
SaturdayPeach10050%Daisy x100Personal 1 / Global 3
SundayPlain Fishing Rod130%Daisy x50Personal 1 / Global 1
SundayFurniture Material10070%Daisy x100Personal 1 / Global 1
SundayGinkgo Tree110%Daisy x400Personal 1 / Global 1
SundayClear Recovery Elixir1100%Daisy x50Personal 1 / Global 1
SundayPortable Fishing Encyclopedia110%Daisy x480Personal 1 / Global 1

Grilling Result Rates

Grilling determines the result using fail/success/perfect weights. Fail weight is max(300 - floor(life skill / 10), 0), success weight is 300, and perfect weight is 10. If a perfect bonus buff is active, part of the success weight is moved to perfect weight.

Life skill exampleFail weightFail probabilitySuccess weightSuccess probabilityPerfect weightPerfect probability
030049.1803%30049.1803%101.6393%
10029048.3333%30050%101.6667%
30027046.5517%30051.7241%101.7241%
60024043.6364%30054.5455%101.8182%
100020039.2157%30058.8235%101.9608%
200010024.3902%30073.1707%102.439%
300000%30096.7742%103.2258%

Exploration Places and Rules

Start from an exploration camp in each forest. Excavate three points before the timer expires; detection accuracy can add to the base material reward.

PlaceRequired life skillDig pointsFatigue per digTime limitDetector cooldownAccuracy quantity bonus
Forest of Light113110 min4 secGood +5% / Perfect +10% per result
Forest of Life1013110 min4 secGood +5% / Perfect +10% per result
Rock-Crevice Forest3013110 min4 secGood +5% / Perfect +10% per result

Base Exploration Material Rewards

Each dig selects one item from the place's enabled material pool by weight. Accuracy bonuses can increase the quantity.

PlaceRewardBase quantitySelection chance
Forest of LightResearch Material Fragment120%
Forest of LightWeeds1~280%
Forest of LifeResearch Material Fragment120%
Forest of LifeWeeds1~280%
Rock-Crevice ForestResearch Material Fragment120%
Rock-Crevice ForestWeeds1~280%

Relic Discovery Rates and Pity

The base relic roll and clue pity work separately. Rarity rates below describe an uncorrected base relic roll; clue pity prioritizes undiscovered relics.

RuleRate or conditionDetails
Base relic discovery20%Dig without pity correction
Bonus weeds10%Adds 1 weed
Non-legendary pity10 cluesSelects from undiscovered common or rare relics in that forest
Any-rarity pity30 cluesSelects from any undiscovered relic in that forest

Base Relic Rarity Rates

'Within relic roll' is conditional after a relic succeeds. 'Per dig' also includes the base relic chance. Clue pity changes these values.

PlaceRarityWithin relic rollPer dig
Forest of LightCommon81.4815%16.2963%
Forest of LightRare17.284%3.4568%
Forest of LightLegendary1.2346%0.2469%
Forest of LifeCommon81.4815%16.2963%
Forest of LifeRare17.284%3.4568%
Forest of LifeLegendary1.2346%0.2469%
Rock-Crevice ForestCommon81.4815%16.2963%
Rock-Crevice ForestRare17.284%3.4568%
Rock-Crevice ForestLegendary1.2346%0.2469%

Relic Collection and Collector Exchange

Discover new relic types for collection milestones. Owned relics can be exchanged with Collector Doyoon in rarity-based bundles.

TypeRequirementReward
Collection milestoneDiscover 1 different relicsDaisy x5
Collection milestoneDiscover 3 different relicsDaisy x10
Collection milestoneDiscover 6 different relicsExplorer's Excavation Book x1
Collection milestoneDiscover 12 different relicsTreasure Box x1
Collection milestoneDiscover 18 different relicsForest Artifact Display x1
Collector exchangeAny Common relic x15Town Token Piece x1
Collector exchangeAny Rare relic x6Town Token Piece x1
Collector exchangeAny Legendary relic x3Town Token Piece x1

Relic Restoration

Duplicate relics grant restoration points used to restore each relic to stage 5. Completing restoration grants rewards and forest survey XP.

TypeRarity or requirementRestoration points or survey XPReward
Duplicate relicCommon8-
Duplicate relicRare16-
Duplicate relicLegendary40-
Accuracy bonusAll results Good or better+10%-
Accuracy bonusAll results Perfect+25%-
Restoration stage 25 total points20-
Restoration stage 315 total points40-
Restoration stage 430 total points70-
Restoration stage 560 total points120Research Material: common 3 / rare 5 / legendary 10
Restore every relic in a forestAll 6 relics at stage 5-Treasure Box x1
Duplicates after full restoration25% of restoration points converts to survey XP--

Forest Survey XP

Each forest has its own survey level. After level 30, weekly report XP follows the same cycle as weekly rankings.

XP sourceSurvey XP
Successful dig10
Complete all exploration points20
First daily completion (KST)30
Find a common relic5
Find a rare relic15
Find a legendary relic40
One perfect result2

Forest Survey Level Rewards

Only levels with item rewards or major restoration bonuses are listed. Level 30 also grants a forest-specific title.

LevelReward or effect
Survey level 5Research Material x5
Survey level 10Restoration point bonus +10%
Survey level 11
Survey level 12
Survey level 13
Survey level 14
Survey level 15Research Material x10
Survey level 16
Survey level 17
Survey level 18
Survey level 19
Survey level 20Restoration point bonus +20%
Survey level 21
Survey level 22
Survey level 23
Survey level 24
Survey level 25Research Material x15
Survey level 26
Survey level 27
Survey level 28
Survey level 29
Survey level 30Research Material x30
Level 30 weekly report (1500 XP)Research Material x30 / Daisy x30

Base Weapon Performance

Buying a weapon does not require weapon mastery, but equipping it requires the listed mastery. Enhanced weapons use the higher mastery requirement for their level.

WeaponRoleEquip masteryDamageCooldownRangeMax targetsAttack traitsBase source
Basic AttackBasic Attack015700ms401Single targetAlways available
Acorn Bonk HammerCrowd Control148750ms553Cone / Stun 1 secDaisy x150
Forest Keeper BranchLine Pierce134520ms953Line pierceDaisy x150
Seed SlingshotSafe Ranged Finisher130500ms1351Single targetDaisy x150
Mushroom WandArea Attack10421200ms1155Targeted areaDrops and other sources
Sticky LauncherParty Support and Delay10101200ms1054Targeted area / Slow 40% · 3 secDrops and other sources

Weapon Enhancement Levels

Failure adds a success bonus up to 100%. Starting with the attempt to reach +6, failure also destroys the target weapon. Relic slots unlock through combat research and add +1% for common, +2% for rare, or +3% for legendary relics.

TargetBase successFailure bonusFailure resultWeapon materialExtra costRequired masteryCumulative damage
+150%+10%Materials consumedAny weapon at the same enhancement level x1Daisy x30 / Town Token x115+5% (at least +1)
+250%+10%Materials consumedAny weapon at the same enhancement level x1Daisy x50 / Town Token x228+10% (at least +2)
+350%+10%Materials consumedAny weapon at the same enhancement level x1Daisy x80 / Town Token x345+15% (at least +3)
+450%+10%Materials consumedAny weapon at the same enhancement level x1Daisy x110 / Town Token x466+20% (at least +4)
+550%+10%Materials consumedAny weapon at the same enhancement level x1Daisy x150 / Town Token x591+25% (at least +5)
+650%+10%Materials and target weapon destroyedAny weapon at the same enhancement level x1Daisy x200 / Town Token x6120+30% (at least +6)
+750%+10%Materials and target weapon destroyedAny weapon at the same enhancement level x1Daisy x260 / Town Token x7153+35% (at least +7)
+850%+10%Materials and target weapon destroyedAny weapon at the same enhancement level x1Daisy x330 / Town Token x8190+40% (at least +8)
+950%+10%Materials and target weapon destroyedAny weapon at the same enhancement level x1Daisy x420 / Town Token x9231+45% (at least +9)
+1050%+10%Materials and target weapon destroyedAny weapon at the same enhancement level x1Daisy x550 / Town Token x10276+50% (at least +10)

Weapon Role Effects by Level

At specific enhancement levels, each weapon's unique role improves in addition to its damage.

WeaponRoleUnlock levelEffect
Acorn Bonk HammerCrowd Control+3Attack angle +30°
Acorn Bonk HammerCrowd Control+6Stun duration +0.5s
Acorn Bonk HammerCrowd Control+9Up to 4 targets
Acorn Bonk HammerCrowd Control+10Damage to stunned enemies +20%
Forest Keeper BranchLine Pierce+0Damage falls by 10% for each successive target.
Forest Keeper BranchLine Pierce+3Line width +10
Forest Keeper BranchLine Pierce+6Range +20
Forest Keeper BranchLine Pierce+9Up to 4 targets
Forest Keeper BranchLine Pierce+10No damage falloff on rear targets
Seed SlingshotSafe Ranged Finisher+3Projectile speed +30%
Seed SlingshotSafe Ranged Finisher+6Range +20
Seed SlingshotSafe Ranged Finisher+9Damage +25% to enemies at 30% HP or less
Seed SlingshotSafe Ranged Finisher+10On defeat, next projectile speed +50%
Mushroom WandArea Attack+0Edge damage is 70% of base damage.
Mushroom WandArea Attack+3Area radius +12
Mushroom WandArea Attack+6No damage falloff at area edge
Mushroom WandArea Attack+9Up to 6 targets
Mushroom WandArea Attack+10Damage +20% within the inner 50%
Sticky LauncherParty Support and Delay+3Slow duration +1.5s
Sticky LauncherParty Support and Delay+6Up to 5 targets
Sticky LauncherParty Support and Delay+9Slow strength +10 percentage points
Sticky LauncherParty Support and Delay+10Party damage to slowed enemies +5%

+5 and +10 Enhancement Traits

At +5 and +10, choose one of three traits. The first choice is free; later changes at that level cost the listed Daisies.

WeaponLevelTraitEffectChange cost
Acorn Bonk Hammer+5Heavy StrikeDamage +8%Daisy x150
Acorn Bonk Hammer+5ShockwaveAttack range +8 / Attack angle +10°Daisy x150
Acorn Bonk Hammer+5StunStun duration +0.4sDaisy x150
Acorn Bonk Hammer+10CrushDamage +12%Daisy x300
Acorn Bonk Hammer+10Earth EchoMax targets +1Daisy x300
Acorn Bonk Hammer+10KnockoutStun duration +0.7sDaisy x300
Forest Keeper Branch+5Hardened BranchDamage +8%Daisy x150
Forest Keeper Branch+5Wide SwingLine attack width +8Daisy x150
Forest Keeper Branch+5Long BranchAttack range +12Daisy x150
Forest Keeper Branch+10Vital PierceDamage +12%Daisy x300
Forest Keeper Branch+10Multi-PierceMax targets +1Daisy x300
Forest Keeper Branch+10Swift SwingCooldown -10%Daisy x300
Mushroom Wand+5Condensed MagicDamage +8%Daisy x150
Mushroom Wand+5Spreading SporesAttack radius +8Daisy x150
Mushroom Wand+5Light SpellCooldown -8%Daisy x150
Mushroom Wand+10Center BlastCenter damage +15%Daisy x300
Mushroom Wand+10Giant SporesMax targets +2Daisy x300
Mushroom Wand+10Expanded MagicAttack radius +12Daisy x300
Seed Slingshot+5Hard SeedDamage +8%Daisy x150
Seed Slingshot+5Long-Range AimAttack range +12Daisy x150
Seed Slingshot+5Quick ReloadCooldown -8%Daisy x150
Seed Slingshot+10Finishing ShotDamage to low-HP enemies +15%Daisy x300
Seed Slingshot+10Hyper VelocityProjectile speed +30%Daisy x300
Seed Slingshot+10Precision AimCritical chance +5%Daisy x300
Sticky Launcher+5Concentrated AdhesiveSlow strength +5%pDaisy x150
Sticky Launcher+5Long-Lasting AdhesiveSlow duration +1sDaisy x150
Sticky Launcher+5Wide SprayAttack radius +8Daisy x150
Sticky Launcher+10Sticky MarkParty damage to slowed enemies +3%Daisy x300
Sticky Launcher+10Mass SprayMax targets +2Daisy x300
Sticky Launcher+10Super AdhesionSlow strength +10%pDaisy x300

Weapon Training Level Scaling

Clearing all monsters advances to the next level, continuously increasing HP, damage, and movement speed. Mastery and checkpoint rewards use each player's own progress.

RuleCurrent valueHow it applies
Entry fatigue5Consumed when training actually starts
Crystal Fountain HP1500Training ends if destroyed
Mastery per cleared levelEqual to the cleared levelExample: clearing level 10 grants 10 weapon mastery
Starting checkpoints1, 11, 21, 31, ...Unlocked every 10 levels from the highest clear
HP per level+5%Compared with the previous level
Damage per level+3%Compared with the previous level
Speed per level+0.2%Capped at 140%
Active monster cap60Per server instance
Minimum spawn interval180msDoes not become shorter at higher levels
Next-level preparation4 secAfter clearing the current level

Weapon Training Monster Drops

Each drop rule rolls independently when a monster is defeated. Monster-specific rules are applied in addition to common rules. The last-hit player has priority for 60 sec; the item disappears after 300 sec.

MonsterDrop itemQuantityChance per defeat
All monstersDaisy10.958%
All monstersPlain Fishing Rod10.01%
All monstersClear Recovery Elixir10.048%
All monstersAcorn Bonk Hammer10.0053%
All monstersForest Keeper Branch10.0053%
All monstersSeed Slingshot10.0053%
All monstersMushroom Wand10.0025%
All monstersSticky Launcher10.0025%
All monstersFurniture Material10.133%
All monstersConstruction Material10.103%
All monstersResearch Material10.075%
Monster 04Apple10.5%
Monster 04Blueberry10.5%
Monster 04Cherry10.5%
Monster 04Ginkgo10.5%
Monster 04Mandarin10.5%
Monster 04Peach10.5%
Monster 08Apple10.5%
Monster 08Blueberry10.5%
Monster 08Cherry10.5%
Monster 08Ginkgo10.5%
Monster 08Mandarin10.5%
Monster 08Peach10.5%
Monster 07Doll 110.5%
Monster 10Mushroom Wand10.01%
Monster 10Sticky Launcher10.01%

Village Outskirts Defence Rules

Residents who completed Leon's Request form a party of at least two. The leader can start combat after every party member reaches the outskirts.

RuleCurrent valueHow it applies
Entry fatigue5Consumed when combat actually starts
Daily plays3Resets at 05:30 KST; preparation-stage abandonment does not count
Player HP100Revives after 10 sec with 100% HP
Post-revive invulnerability1 secIgnores monster damage and knockback
Unarmed basic attackDamage 15 / range 40 / 700msEquipped weapon performance replaces these values
Base criticalChance 0% / damage 150%Can increase through combat research and weapon traits
Wave preparation10 secBefore the first and each following wave
Secret Garden timeBase 10 sec / max 50 secDetermined by waves cleared

Defence Objects

Personal starting counts can increase through combat research. More can be bought with kill gold during battle; objects disappear when destroyed or when the mission ends.

TypeHPStarting countExtra purchasePerformance
Gate1500--Defence objective that blocks monster entry
Blocker3202350 goldBlocks monsters and absorbs their damage
Attack tower2401800 goldRange 80 / damage 18 / attacks every 900ms
Bomb1001600 goldBlast radius 80 / damage 240 / stun 4 sec

In-battle Object Upgrades

Upgrades affect all of that player's matching objects for the current battle. Cost rises with level and resets when the mission ends.

UpgradeMax levelGold costBase to maximum
Tower range30First 10, then +2 per level80 -> 140
Tower damage30First 10, then +2 per level18 -> 48
Bomb radius30First 15, then +3 per level80 -> 140
Bomb damage30First 15, then +3 per level240 -> 570
Blocker HP30First 8, then +2 per level320 -> 770

Waves and Secret Garden Time

Waves have no combat timer. Defeating every monster starts the preparation countdown for the next wave. The last column is Secret Garden time after clearing through that wave.

WaveClear conditionNext-wave preparationSecret Garden
1Defeat every monster30 sec15 sec
2Defeat every monster30 sec22 sec
3Defeat every monster30 sec30 sec
4Defeat every monster30 sec40 sec
5Defeat every monsterFinal wave50 sec

Village Outskirts Defence Drops

Each drop rule rolls independently when a monster is defeated. Monster-specific rules are applied in addition to common rules. The last-hit player has priority for 60 sec; the item disappears after 300 sec.

MonsterDrop itemQuantityChance per defeat
All monstersDaisy13.83%
All monstersPlain Fishing Rod10.038%
All monstersClear Recovery Elixir10.192%
All monstersAcorn Bonk Hammer10.0213%
All monstersForest Keeper Branch10.0213%
All monstersSeed Slingshot10.0213%
All monstersMushroom Wand10.0105%
All monstersSticky Launcher10.0105%
All monstersFurniture Material10.133%
All monstersConstruction Material10.103%
All monstersResearch Material10.075%
Monster 04Apple11.6667%
Monster 04Blueberry11.6667%
Monster 04Cherry11.6667%
Monster 04Ginkgo11.6667%
Monster 04Mandarin11.6667%
Monster 04Peach11.6667%
Monster 08Apple11.6667%
Monster 08Blueberry11.6667%
Monster 08Cherry11.6667%
Monster 08Ginkgo11.6667%
Monster 08Mandarin11.6667%
Monster 08Peach11.6667%
Monster 07Doll 1150%
Monster 10Mushroom Wand15%
Monster 10Sticky Launcher15%