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.
| Box | Reward | Quantity | weight | Total weight | Probability |
|---|
| Random Furniture Box 1 | Doll 1 | 1 | 1 | 22 | 4.5455% |
| Random Furniture Box 1 | Doll 2 | 1 | 1 | 22 | 4.5455% |
| Random Furniture Box 1 | Photo Album 1 | 1 | 1 | 22 | 4.5455% |
| Random Furniture Box 1 | Photo Album 2 | 1 | 1 | 22 | 4.5455% |
| Random Furniture Box 1 | Beat Party Machine | 1 | 1 | 22 | 4.5455% |
| Random Furniture Box 1 | Bed 1 | 1 | 1 | 22 | 4.5455% |
| Random Furniture Box 1 | Bed 2 | 1 | 1 | 22 | 4.5455% |
| Random Furniture Box 1 | Birdcage 1 | 1 | 1 | 22 | 4.5455% |
| Random Furniture Box 1 | Game Board | 1 | 1 | 22 | 4.5455% |
| Random Furniture Box 1 | Telescope | 1 | 1 | 22 | 4.5455% |
| Random Furniture Box 1 | Cabinet 1 | 1 | 1 | 22 | 4.5455% |
| Random Furniture Box 1 | Cabinet 2 | 1 | 1 | 22 | 4.5455% |
| Random Furniture Box 1 | Cabinet 3 | 1 | 1 | 22 | 4.5455% |
| Random Furniture Box 1 | Cabinet 4 | 1 | 1 | 22 | 4.5455% |
| Random Furniture Box 1 | Cabinet 5 | 1 | 1 | 22 | 4.5455% |
| Random Furniture Box 1 | Cabinet 6 | 1 | 1 | 22 | 4.5455% |
| Random Furniture Box 1 | Cabinet 7 | 1 | 1 | 22 | 4.5455% |
| Random Furniture Box 1 | Desk 1 | 1 | 1 | 22 | 4.5455% |
| Random Furniture Box 1 | Globe | 1 | 1 | 22 | 4.5455% |
| Random Furniture Box 1 | Easel | 1 | 1 | 22 | 4.5455% |
| Random Furniture Box 1 | Guestbook Notebook | 1 | 1 | 22 | 4.5455% |
| Random Furniture Box 1 | Playing Cards | 1 | 1 | 22 | 4.5455% |
| Old Treasure Box | Ginkgo Tree Seed | 1 | 10 | 85 | 11.7647% |
| Old Treasure Box | Cherry Tree Seed | 1 | 10 | 85 | 11.7647% |
| Old Treasure Box | Apple Tree Seed | 1 | 10 | 85 | 11.7647% |
| Old Treasure Box | Tent Blueprint | 1 | 10 | 85 | 11.7647% |
| Old Treasure Box | House Blueprint | 1 | 5 | 85 | 5.8824% |
| Old Treasure Box | Plain Fishing Rod | 1 | 10 | 85 | 11.7647% |
| Old Treasure Box | Daisy | 30 | 20 | 85 | 23.5294% |
| Old Treasure Box | Life Water | 3 | 10 | 85 | 11.7647% |
| Treasure Box | Daisy | 50 | 30 | 91 | 32.967% |
| Treasure Box | Tent | 1 | 5 | 91 | 5.4945% |
| Treasure Box | Life Water | 5 | 10 | 91 | 10.989% |
| Treasure Box | Plain Fishing Rod | 1 | 20 | 91 | 21.978% |
| Treasure Box | Worn House Construction Order | 1 | 20 | 91 | 21.978% |
| Treasure Box | Ginkgo Tree | 1 | 2 | 91 | 2.1978% |
| Treasure Box | Cherry Tree | 1 | 2 | 91 | 2.1978% |
| Treasure Box | Apple Tree | 1 | 2 | 91 | 2.1978% |
| Sparkling Treasure Box | Advanced Auto Fishing Rod | 1 | 1 | 284 | 0.3521% |
| Sparkling Treasure Box | Advanced Swift Fishing Rod | 1 | 1 | 284 | 0.3521% |
| Sparkling Treasure Box | Advanced Blessed Fishing Rod | 1 | 1 | 284 | 0.3521% |
| Sparkling Treasure Box | Hill House Construction Order | 1 | 1 | 284 | 0.3521% |
| Sparkling Treasure Box | Mushroom House Construction Order | 1 | 1 | 284 | 0.3521% |
| Sparkling Treasure Box | Sweets House Construction Order | 1 | 1 | 284 | 0.3521% |
| Sparkling Treasure Box | Stone House Construction Order | 1 | 5 | 284 | 1.7606% |
| Sparkling Treasure Box | Ginkgo Tree | 1 | 50 | 284 | 17.6056% |
| Sparkling Treasure Box | Cherry Tree | 1 | 50 | 284 | 17.6056% |
| Sparkling Treasure Box | Apple Tree | 1 | 50 | 284 | 17.6056% |
| Sparkling Treasure Box | Log House Construction Order | 1 | 3 | 284 | 1.0563% |
| Sparkling Treasure Box | Worn House Construction Order | 1 | 20 | 284 | 7.0423% |
| Sparkling Treasure Box | Daisy | 100 | 100 | 284 | 35.2113% |
Fixed Box Rewards
Some boxes grant every enabled reward instead of selecting a random reward.
| Box | Reward | Quantity | Grant rule |
|---|
| Premium Harvest Box | Apple | 100 | Always granted without random selection |
| Deluxe Harvest Box | Sweet Apple | 100 | Always granted without random selection |
| Premium Harvest Box | Ginkgo | 100 | Always granted without random selection |
| Deluxe Harvest Box | Sweet Ginkgo | 100 | Always granted without random selection |
| Premium Harvest Box | Cherry | 100 | Always granted without random selection |
| Deluxe Harvest Box | Sweet Cherry | 100 | Always 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.
| Place | Result | Quantity | Probability | Raw prob_ppm | Duration |
|---|
| Common (*) | Horse Mackerel | 1 | 8% | 800 | 10-40 sec |
| Common (*) | Flatfish | 1 | 8% | 800 | 10-40 sec |
| Common (*) | Octopus | 1 | 8% | 800 | 10-40 sec |
| Common (*) | Salmon | 1 | 8% | 800 | 10-40 sec |
| Common (*) | Spanish Mackerel | 1 | 8% | 800 | 10-40 sec |
| Common (*) | Sea Bream | 1 | 8% | 800 | 10-40 sec |
| Common (*) | Shrimp | 1 | 8% | 800 | 10-40 sec |
| Common (*) | Tuna | 1 | 8% | 800 | 10-40 sec |
| Common (*) | Town Token Piece | 1 | 0.05% | 5 | 55-100 sec |
| Common (*) | Miss | - | 35.95% | 3595 | Miss configuration |
| Forest of Light | Horse Mackerel | 1 | 6% | 600 | 10-50 sec |
| Forest of Light | Flatfish | 1 | 6% | 600 | 10-50 sec |
| Forest of Light | Mackerel | 1 | 6% | 600 | 10-50 sec |
| Forest of Light | Octopus | 1 | 6% | 600 | 10-50 sec |
| Forest of Light | Salmon | 1 | 6% | 600 | 10-50 sec |
| Forest of Light | Spanish Mackerel | 1 | 6% | 600 | 10-50 sec |
| Forest of Light | Sea Bream | 1 | 6% | 600 | 10-50 sec |
| Forest of Light | Shrimp | 1 | 6% | 600 | 10-50 sec |
| Forest of Light | Tuna | 1 | 6% | 600 | 10-50 sec |
| Forest of Light | Daisy | 1 | 3% | 300 | 30-60 sec |
| Forest of Light | Apple | 1 | 3% | 300 | 30-60 sec |
| Forest of Light | Cherry | 1 | 3% | 300 | 30-60 sec |
| Forest of Light | Ginkgo | 1 | 3% | 300 | 30-60 sec |
| Forest of Light | Daisy | 2 | 2.5% | 250 | 30-60 sec |
| Forest of Light | Daisy | 3 | 2% | 200 | 40-80 sec |
| Forest of Light | Construction Material | 1 | 2% | 200 | 40-90 sec |
| Forest of Light | Furniture Material | 1 | 2% | 200 | 40-90 sec |
| Forest of Light | Character Change Ticket | 1 | 1.5% | 150 | 40-90 sec |
| Forest of Light | Daisy | 4 | 1.5% | 150 | 40-90 sec |
| Forest of Light | Daisy | 5 | 1% | 100 | 50-100 sec |
| Forest of Light | Plant/Building Reclaim Ticket | 1 | 0.75% | 75 | 50-100 sec |
| Forest of Light | Fresh Horse Mackerel | 1 | 0.5% | 50 | 55-100 sec |
| Forest of Light | Fresh Flatfish | 1 | 0.5% | 50 | 55-100 sec |
| Forest of Light | Fresh Mackerel | 1 | 0.5% | 50 | 55-100 sec |
| Forest of Light | Fresh Octopus | 1 | 0.5% | 50 | 55-100 sec |
| Forest of Light | Fresh Salmon | 1 | 0.5% | 50 | 55-100 sec |
| Forest of Light | Fresh Spanish Mackerel | 1 | 0.5% | 50 | 55-100 sec |
| Forest of Light | Fresh Sea Bream | 1 | 0.5% | 50 | 55-100 sec |
| Forest of Light | Fresh Shrimp | 1 | 0.5% | 50 | 55-100 sec |
| Forest of Light | Fresh Tuna | 1 | 0.5% | 50 | 55-100 sec |
| Forest of Light | Life Water | 1 | 0.2% | 20 | 30-60 sec |
| Forest of Light | Life Water | 2 | 0.1% | 10 | 35-75 sec |
| Forest of Light | Town Token Piece | 1 | 0.1% | 10 | 55-100 sec |
| Forest of Light | Apple Tree Seed | 1 | 0.05% | 5 | 60-90 sec |
| Forest of Light | Cherry Tree Seed | 1 | 0.05% | 5 | 60-90 sec |
| Forest of Light | Ginkgo Tree Seed | 1 | 0.05% | 5 | 60-90 sec |
| Forest of Light | Fishing Rod | 1 | 0.05% | 5 | 80-130 sec |
| Forest of Light | Legendary Giant Tuna | 1 | 0.04% | 4 | 60-120 sec |
| Forest of Light | Random Furniture Box 1 | 1 | 0.03% | 3 | 100-150 sec |
| Forest of Light | Old Treasure Box | 1 | 0.02% | 2 | 140-180 sec |
| Forest of Light | Fresh Legendary Giant Tuna | 1 | 0.01% | 1 | 55-100 sec |
| Forest of Light | Miss | - | 15.55% | 1555 | Miss configuration |
| Forest of Life | Horse Mackerel | 1 | 6% | 600 | 10-50 sec |
| Forest of Life | Flatfish | 1 | 6% | 600 | 10-50 sec |
| Forest of Life | Mackerel | 1 | 6% | 600 | 10-50 sec |
| Forest of Life | Octopus | 1 | 6% | 600 | 10-50 sec |
| Forest of Life | Salmon | 1 | 6% | 600 | 10-50 sec |
| Forest of Life | Spanish Mackerel | 1 | 6% | 600 | 10-50 sec |
| Forest of Life | Sea Bream | 1 | 6% | 600 | 10-50 sec |
| Forest of Life | Shrimp | 1 | 6% | 600 | 10-50 sec |
| Forest of Life | Tuna | 1 | 6% | 600 | 10-50 sec |
| Forest of Life | Daisy | 1 | 3.5% | 350 | 30-60 sec |
| Forest of Life | Daisy | 2 | 3% | 300 | 30-60 sec |
| Forest of Life | Apple | 1 | 3% | 300 | 30-60 sec |
| Forest of Life | Cherry | 1 | 3% | 300 | 30-60 sec |
| Forest of Life | Ginkgo | 1 | 3% | 300 | 30-60 sec |
| Forest of Life | Daisy | 3 | 2.5% | 250 | 40-80 sec |
| Forest of Life | Daisy | 4 | 2% | 200 | 40-90 sec |
| Forest of Life | Construction Material | 1 | 2% | 200 | 40-90 sec |
| Forest of Life | Furniture Material | 1 | 2% | 200 | 40-90 sec |
| Forest of Life | Character Change Ticket | 1 | 1.5% | 150 | 40-90 sec |
| Forest of Life | Daisy | 5 | 1.5% | 150 | 50-100 sec |
| Forest of Life | Plant/Building Reclaim Ticket | 1 | 0.75% | 75 | 50-100 sec |
| Forest of Life | Fresh Horse Mackerel | 1 | 0.5% | 50 | 55-100 sec |
| Forest of Life | Fresh Flatfish | 1 | 0.5% | 50 | 55-100 sec |
| Forest of Life | Fresh Mackerel | 1 | 0.5% | 50 | 55-100 sec |
| Forest of Life | Fresh Octopus | 1 | 0.5% | 50 | 55-100 sec |
| Forest of Life | Fresh Salmon | 1 | 0.5% | 50 | 55-100 sec |
| Forest of Life | Fresh Spanish Mackerel | 1 | 0.5% | 50 | 55-100 sec |
| Forest of Life | Fresh Sea Bream | 1 | 0.5% | 50 | 55-100 sec |
| Forest of Life | Fresh Shrimp | 1 | 0.5% | 50 | 55-100 sec |
| Forest of Life | Fresh Tuna | 1 | 0.5% | 50 | 55-100 sec |
| Forest of Life | Life Water | 1 | 0.4% | 40 | 30-60 sec |
| Forest of Life | Life Water | 2 | 0.3% | 30 | 35-75 sec |
| Forest of Life | Town Token Piece | 1 | 0.1% | 10 | 55-100 sec |
| Forest of Life | Fishing Rod | 1 | 0.1% | 10 | 80-130 sec |
| Forest of Life | Apple Tree Seed | 1 | 0.05% | 5 | 60-90 sec |
| Forest of Life | Cherry Tree Seed | 1 | 0.05% | 5 | 60-90 sec |
| Forest of Life | Ginkgo Tree Seed | 1 | 0.05% | 5 | 60-90 sec |
| Forest of Life | Legendary Giant Tuna | 1 | 0.04% | 4 | 60-120 sec |
| Forest of Life | Random Furniture Box 1 | 1 | 0.03% | 3 | 100-150 sec |
| Forest of Life | Old Treasure Box | 1 | 0.02% | 2 | 140-180 sec |
| Forest of Life | Treasure Box | 1 | 0.01% | 1 | 160-200 sec |
| Forest of Life | Sparkling Treasure Box | 1 | 0.01% | 1 | 200-300 sec |
| Forest of Life | Fresh Legendary Giant Tuna | 1 | 0.01% | 1 | 55-100 sec |
| Forest of Life | Miss | - | 12.58% | 1258 | Miss configuration |
| Rock-Crevice Forest | Horse Mackerel | 1 | 6% | 600 | 10-50 sec |
| Rock-Crevice Forest | Flatfish | 1 | 6% | 600 | 10-50 sec |
| Rock-Crevice Forest | Mackerel | 1 | 6% | 600 | 10-50 sec |
| Rock-Crevice Forest | Octopus | 1 | 6% | 600 | 10-50 sec |
| Rock-Crevice Forest | Salmon | 1 | 6% | 600 | 10-50 sec |
| Rock-Crevice Forest | Spanish Mackerel | 1 | 6% | 600 | 10-50 sec |
| Rock-Crevice Forest | Sea Bream | 1 | 6% | 600 | 10-50 sec |
| Rock-Crevice Forest | Shrimp | 1 | 6% | 600 | 10-50 sec |
| Rock-Crevice Forest | Tuna | 1 | 6% | 600 | 10-50 sec |
| Rock-Crevice Forest | Daisy | 1 | 3% | 300 | 30-60 sec |
| Rock-Crevice Forest | Apple | 1 | 3% | 300 | 30-60 sec |
| Rock-Crevice Forest | Cherry | 1 | 3% | 300 | 30-60 sec |
| Rock-Crevice Forest | Ginkgo | 1 | 3% | 300 | 30-60 sec |
| Rock-Crevice Forest | Daisy | 2 | 2.5% | 250 | 30-60 sec |
| Rock-Crevice Forest | Daisy | 3 | 2% | 200 | 40-80 sec |
| Rock-Crevice Forest | Construction Material | 1 | 2% | 200 | 40-90 sec |
| Rock-Crevice Forest | Furniture Material | 1 | 2% | 200 | 40-90 sec |
| Rock-Crevice Forest | Character Change Ticket | 1 | 1.5% | 150 | 40-90 sec |
| Rock-Crevice Forest | Daisy | 4 | 1.5% | 150 | 40-90 sec |
| Rock-Crevice Forest | Daisy | 5 | 1% | 100 | 50-100 sec |
| Rock-Crevice Forest | Plant/Building Reclaim Ticket | 1 | 0.75% | 75 | 50-100 sec |
| Rock-Crevice Forest | Fresh Horse Mackerel | 1 | 0.5% | 50 | 55-100 sec |
| Rock-Crevice Forest | Fresh Flatfish | 1 | 0.5% | 50 | 55-100 sec |
| Rock-Crevice Forest | Fresh Mackerel | 1 | 0.5% | 50 | 55-100 sec |
| Rock-Crevice Forest | Fresh Octopus | 1 | 0.5% | 50 | 55-100 sec |
| Rock-Crevice Forest | Fresh Salmon | 1 | 0.5% | 50 | 55-100 sec |
| Rock-Crevice Forest | Fresh Spanish Mackerel | 1 | 0.5% | 50 | 55-100 sec |
| Rock-Crevice Forest | Fresh Sea Bream | 1 | 0.5% | 50 | 55-100 sec |
| Rock-Crevice Forest | Fresh Shrimp | 1 | 0.5% | 50 | 55-100 sec |
| Rock-Crevice Forest | Fresh Tuna | 1 | 0.5% | 50 | 55-100 sec |
| Rock-Crevice Forest | Life Water | 1 | 0.3% | 30 | 30-60 sec |
| Rock-Crevice Forest | Life Water | 2 | 0.2% | 20 | 35-75 sec |
| Rock-Crevice Forest | Fishing Rod | 1 | 0.12% | 12 | 80-130 sec |
| Rock-Crevice Forest | Town Token Piece | 1 | 0.1% | 10 | 55-100 sec |
| Rock-Crevice Forest | Legendary Giant Tuna | 1 | 0.06% | 6 | 60-120 sec |
| Rock-Crevice Forest | Apple Tree Seed | 1 | 0.05% | 5 | 60-90 sec |
| Rock-Crevice Forest | Cherry Tree Seed | 1 | 0.05% | 5 | 60-90 sec |
| Rock-Crevice Forest | Ginkgo Tree Seed | 1 | 0.05% | 5 | 60-90 sec |
| Rock-Crevice Forest | Old Treasure Box | 1 | 0.04% | 4 | 140-180 sec |
| Rock-Crevice Forest | Random Furniture Box 1 | 1 | 0.03% | 3 | 100-150 sec |
| Rock-Crevice Forest | Treasure Box | 1 | 0.02% | 2 | 160-200 sec |
| Rock-Crevice Forest | Fresh Legendary Giant Tuna | 1 | 0.02% | 2 | 55-100 sec |
| Rock-Crevice Forest | Sparkling Treasure Box | 1 | 0.01% | 1 | 200-300 sec |
| Rock-Crevice Forest | Miss | - | 15.2% | 1520 | Miss 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.
| Place | Result | Quantity | Probability | Raw prob_ppm | Duration |
|---|
| Common (*) | Weeds | 1 | 6% | 600 | 10-60 sec |
| Common (*) | Weeds | 2 | 5.5% | 550 | 10-60 sec |
| Common (*) | Weeds | 3 | 5% | 500 | 10-60 sec |
| Common (*) | Daisy | 1 | 3.5% | 350 | 30-60 sec |
| Common (*) | Basil | 1 | 3.5% | 350 | 10-50 sec |
| Common (*) | Basil | 2 | 3.5% | 350 | 20-60 sec |
| Common (*) | Basil | 3 | 3.5% | 350 | 30-70 sec |
| Common (*) | Parsley | 1 | 3.5% | 350 | 10-50 sec |
| Common (*) | Parsley | 2 | 3.5% | 350 | 20-60 sec |
| Common (*) | Parsley | 3 | 3.5% | 350 | 30-70 sec |
| Common (*) | Peppermint | 1 | 3.5% | 350 | 10-50 sec |
| Common (*) | Peppermint | 2 | 3.5% | 350 | 20-60 sec |
| Common (*) | Peppermint | 3 | 3.5% | 350 | 30-70 sec |
| Common (*) | Rosemary | 1 | 3.5% | 350 | 10-50 sec |
| Common (*) | Rosemary | 2 | 3.5% | 350 | 20-60 sec |
| Common (*) | Rosemary | 3 | 3.5% | 350 | 30-70 sec |
| Common (*) | Daisy | 2 | 2.5% | 250 | 30-60 sec |
| Common (*) | Daisy | 3 | 1.5% | 150 | 30-60 sec |
| Common (*) | Chamomile | 1 | 1% | 100 | 10-50 sec |
| Common (*) | Lavender | 1 | 1% | 100 | 10-50 sec |
| Common (*) | Chamomile | 2 | 0.75% | 75 | 20-60 sec |
| Common (*) | Lavender | 2 | 0.75% | 75 | 20-60 sec |
| Common (*) | Chamomile | 3 | 0.5% | 50 | 30-70 sec |
| Common (*) | Lavender | 3 | 0.5% | 50 | 30-70 sec |
| Common (*) | Random Furniture Box 1 | 1 | 0.1% | 10 | 50-100 sec |
| Common (*) | Sticky Grass | 1 | 0.05% | 5 | 100-150 sec |
| Common (*) | Old Man's Lucky Knot | 1 | 0.01% | 1 | 120-180 sec |
| Common (*) | Town Token Piece | 1 | 0.01% | 1 | 60-180 sec |
| Common (*) | Miss | - | 29.33% | 2933 | Miss 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.
| Reward | Quantity | Probability |
|---|
| Basil | 1 | 16.6667% |
| Rosemary | 1 | 16.6667% |
| Parsley | 1 | 16.6667% |
| Peppermint | 1 | 16.6667% |
| Chamomile | 1 | 16.6667% |
| Lavender | 1 | 16.6667% |
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.
| Seed | Harvest item | Base quantity | Bonus harvest quantity |
|---|
| Apple Tree Seed | Apple | 5 | Uniform 0-5 (16.6667% each) |
| Abundant Apple Tree Seed | Apple | 10 | Uniform 0-10 (9.0909% each) |
| Cherry Tree Seed | Cherry | 5 | Uniform 0-5 (16.6667% each) |
| Abundant Cherry Tree Seed | Cherry | 10 | Uniform 0-10 (9.0909% each) |
| Ginkgo Tree Seed | Ginkgo | 5 | Uniform 0-5 (16.6667% each) |
| Abundant Ginkgo Tree Seed | Ginkgo | 10 | Uniform 0-10 (9.0909% each) |
| Mandarin Tree Seed | Mandarin | 5 | Uniform 0-5 (16.6667% each) |
| Abundant Mandarin Tree Seed | Mandarin | 10 | Uniform 0-10 (9.0909% each) |
| Blueberry Tree Seed | Blueberry | 5 | Uniform 0-5 (16.6667% each) |
| Abundant Blueberry Tree Seed | Blueberry | 10 | Uniform 0-10 (9.0909% each) |
| Peach Tree Seed | Peach | 5 | Uniform 0-5 (16.6667% each) |
| Abundant Peach Tree Seed | Peach | 10 | Uniform 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.
| Pet | Spawn weight | Total weight | Spawn probability | Base tame success rate | Spawn interval | Stay duration |
|---|
| Baby Polar Bear | 100 | 860 | 11.6279% | 25% | 15-120 min | 60-120 min |
| Cheese Cat | 100 | 860 | 11.6279% | 40% | 5-120 min | 60-240 min |
| Siamese Cat | 100 | 860 | 11.6279% | 30% | 5-120 min | 60-180 min |
| Little Hedgehog | 80 | 860 | 9.3023% | 30% | 15-120 min | 45-150 min |
| Brown Chihuahua | 100 | 860 | 11.6279% | 25% | 5-120 min | 60-180 min |
| Baby Retriever | 100 | 860 | 11.6279% | 50% | 10-120 min | 60-120 min |
| Rainbow Parrot | 80 | 860 | 9.3023% | 25% | 25-120 min | 30-150 min |
| Baby Penguin | 100 | 860 | 11.6279% | 25% | 15-120 min | 60-120 min |
| Baby Turtle | 100 | 860 | 11.6279% | 35% | 15-120 min | 60-120 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.
| Reward | Quantity | weight | Total weight | Probability |
|---|
| Daisy | 1~3 | 50 | 1413 | 3.5386% |
| Mackerel | 1 | 90 | 1413 | 6.3694% |
| Horse Mackerel | 1 | 90 | 1413 | 6.3694% |
| Flatfish | 1 | 90 | 1413 | 6.3694% |
| Octopus | 1 | 90 | 1413 | 6.3694% |
| Salmon | 1 | 90 | 1413 | 6.3694% |
| Spanish Mackerel | 1 | 90 | 1413 | 6.3694% |
| Tuna | 1 | 90 | 1413 | 6.3694% |
| Shrimp | 1 | 90 | 1413 | 6.3694% |
| Sea Bream | 1 | 90 | 1413 | 6.3694% |
| DSLR Camera | 1 | 5 | 1413 | 0.3539% |
| Mirrorless Camera | 1 | 5 | 1413 | 0.3539% |
| Film Camera | 1 | 5 | 1413 | 0.3539% |
| Disposable Camera | 1 | 5 | 1413 | 0.3539% |
| Apple | 1 | 5 | 1413 | 0.3539% |
| Cherry | 1 | 5 | 1413 | 0.3539% |
| Ginkgo | 1 | 5 | 1413 | 0.3539% |
| Fertilizer | 1 | 10 | 1413 | 0.7077% |
| Advanced Fertilizer | 1 | 10 | 1413 | 0.7077% |
| Legendary Giant Tuna | 1 | 1 | 1413 | 0.0708% |
| Miss | 1 | 450 | 1413 | 31.8471% |
| Premium Fertilizer | 1 | 3 | 1413 | 0.2123% |
| Anti-theft Sticky Trap 1 | 1 | 1 | 1413 | 0.0708% |
| Town Token Piece | 1 | 1 | 1413 | 0.0708% |
| Weeds | 1 | 30 | 1413 | 2.1231% |
| Advanced Pet Food | 1 | 10 | 1413 | 0.7077% |
| Sticky Grass | 1 | 2 | 1413 | 0.1415% |
Tutorial Random Rewards
Tutorial rewards with random_group select one item by weight within the same tutorial step and group.
| Tutorial | Step | Group | Reward | Quantity | weight | Total weight | Probability |
|---|
| practice_plant_v1 | complete | tutorial_seed | Apple Tree Seed | 1 | 1 | 3 | 33.3333% |
| practice_plant_v1 | complete | tutorial_seed | Cherry Tree Seed | 1 | 1 | 3 | 33.3333% |
| practice_plant_v1 | complete | tutorial_seed | Ginkgo Tree Seed | 1 | 1 | 3 | 33.3333% |
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 rod | Tier | enhanceWeight |
|---|
| Advanced Auto Fishing Rod | 1 | 90 |
| Advanced Blessed Fishing Rod | 1 | 50 |
| Advanced Bountiful Fishing Rod | 1 | 100 |
| Advanced Dew Fishing Rod | 1 | 100 |
| Advanced Farmer's Fishing Rod | 1 | 100 |
| Advanced Forest of Life Fishing Rod | 1 | 100 |
| Advanced Forest of Light Fishing Rod | 1 | 100 |
| Advanced Life Fishing Rod | 1 | 100 |
| Advanced Lucky Fishing Rod | 1 | 100 |
| Advanced Mackerel Fishing Rod | 1 | 150 |
| Advanced Rock Gap Forest Fishing Rod | 1 | 100 |
| Advanced Steel Fishing Rod | 1 | 100 |
| Advanced Swift Fishing Rod | 1 | 65 |
| Advanced Treasure Hunting Fishing Rod | 1 | 90 |
| Advanced Trophy Catch Fishing Rod | 1 | 90 |
| Advanced Tuna Fishing Rod | 1 | 150 |
| Auto Fishing Rod | 0 | 90 |
| Blessed Fishing Rod | 0 | 70 |
| Bountiful Fishing Rod | 0 | 100 |
| Dew Fishing Rod | 0 | 100 |
| Farmer's Fishing Rod | 0 | 100 |
| Forest of Life Fishing Rod | 0 | 100 |
| Forest of Light Fishing Rod | 0 | 100 |
| Life Fishing Rod | 0 | 100 |
| Lucky Fishing Rod | 0 | 100 |
| Mackerel Fishing Rod | 0 | 150 |
| Premium Auto Fishing Rod | 2 | 90 |
| Premium Blessed Fishing Rod | 2 | 30 |
| Premium Bountiful Fishing Rod | 2 | 100 |
| Premium Dew Fishing Rod | 2 | 100 |
| Premium Farmer's Fishing Rod | 2 | 100 |
| Premium Forest of Life Fishing Rod | 2 | 100 |
| Premium Forest of Light Fishing Rod | 2 | 100 |
| Premium Life Fishing Rod | 2 | 100 |
| Premium Lucky Fishing Rod | 2 | 100 |
| Premium Mackerel Fishing Rod | 2 | 150 |
| Premium Rock Gap Forest Fishing Rod | 2 | 100 |
| Premium Steel Fishing Rod | 2 | 100 |
| Premium Swift Fishing Rod | 2 | 50 |
| Premium Treasure Hunting Fishing Rod | 2 | 90 |
| Premium Trophy Catch Fishing Rod | 2 | 90 |
| Premium Tuna Fishing Rod | 2 | 150 |
| Rock Gap Forest Fishing Rod | 0 | 100 |
| Steel Fishing Rod | 0 | 100 |
| Swift Fishing Rod | 0 | 80 |
| Treasure Hunting Fishing Rod | 0 | 90 |
| Trophy Catch Fishing Rod | 0 | 90 |
| Tuna Fishing Rod | 0 | 120 |
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 rod | Target/condition | ratePctX100 | procPpm | Duration modifier | Auto fishing interval |
|---|
| Advanced Auto Fishing Rod | - | - | - | - | 20000ms |
| Advanced Blessed Fishing Rod | Target Old Treasure Box, Treasure Box, Life Water | 8000 (80%) | - | - | - |
| Advanced Bountiful Fishing Rod | - | - | 3500 (35%) | - | - |
| Advanced Dew Fishing Rod | Target Life Water | 3500 (35%) | - | - | - |
| Advanced Farmer's Fishing Rod | Target Apple, Cherry, Ginkgo | 6000 (60%) | - | - | - |
| Advanced Forest of Life Fishing Rod | Target Daisy / Place Forest of Life | 2500 (25%) | - | - | - |
| Advanced Forest of Light Fishing Rod | Target Daisy / Place Forest of Light | 2500 (25%) | - | - | - |
| Advanced Life Fishing Rod | Target Life Water | 8000 (80%) | - | - | - |
| Advanced Lucky Fishing Rod | - | 5000 (50%) | - | - | - |
| Advanced Mackerel Fishing Rod | Target Mackerel | 6000 (60%) | - | - | - |
| Advanced Rock Gap Forest Fishing Rod | Target Daisy / Place Rock-Crevice Forest | 2500 (25%) | - | - | - |
| Advanced Steel Fishing Rod | - | 6500 (65%) | - | - | - |
| Advanced Swift Fishing Rod | - | - | - | 10% | - |
| Advanced Treasure Hunting Fishing Rod | Target Old Treasure Box | 8000 (80%) | - | - | - |
| Advanced Trophy Catch Fishing Rod | Target Legendary Giant Tuna | 8000 (80%) | - | - | - |
| Advanced Tuna Fishing Rod | Target Tuna | 6000 (60%) | - | - | - |
| Auto Fishing Rod | - | - | - | - | 30000ms |
| Blessed Fishing Rod | Target Old Treasure Box, Treasure Box, Life Water | 3000 (30%) | - | - | - |
| Bountiful Fishing Rod | - | - | 1500 (15%) | - | - |
| Dew Fishing Rod | Target Life Water | 2000 (20%) | - | - | - |
| Farmer's Fishing Rod | Target Apple, Cherry, Ginkgo | 3000 (30%) | - | - | - |
| Forest of Life Fishing Rod | Target Daisy / Place Forest of Life | 1000 (10%) | - | - | - |
| Forest of Light Fishing Rod | Target Daisy / Place Forest of Light | 1000 (10%) | - | - | - |
| Life Fishing Rod | Target Life Water | 3000 (30%) | - | - | - |
| Lucky Fishing Rod | - | 1000 (10%) | - | - | - |
| Mackerel Fishing Rod | Target Mackerel | 3000 (30%) | - | - | - |
| Premium Auto Fishing Rod | - | - | - | - | 10000ms |
| Premium Blessed Fishing Rod | Target Old Treasure Box, Treasure Box, Life Water | 15000 (150%) | - | - | - |
| Premium Bountiful Fishing Rod | - | - | 5500 (55%) | - | - |
| Premium Dew Fishing Rod | Target Life Water | 7000 (70%) | - | - | - |
| Premium Farmer's Fishing Rod | Target Apple, Cherry, Ginkgo | 9000 (90%) | - | - | - |
| Premium Forest of Life Fishing Rod | Target Daisy / Place Forest of Life | 5000 (50%) | - | - | - |
| Premium Forest of Light Fishing Rod | Target Daisy / Place Forest of Light | 5000 (50%) | - | - | - |
| Premium Life Fishing Rod | Target Life Water | 15000 (150%) | - | - | - |
| Premium Lucky Fishing Rod | - | 9000 (90%) | - | - | - |
| Premium Mackerel Fishing Rod | Target Mackerel | 9000 (90%) | - | - | - |
| Premium Rock Gap Forest Fishing Rod | Target Daisy / Place Rock-Crevice Forest | 5000 (50%) | - | - | - |
| Premium Steel Fishing Rod | - | 10000 (100%) | - | - | - |
| Premium Swift Fishing Rod | - | - | - | 20% | - |
| Premium Treasure Hunting Fishing Rod | Target Old Treasure Box | 15000 (150%) | - | - | - |
| Premium Trophy Catch Fishing Rod | Target Legendary Giant Tuna | 15000 (150%) | - | - | - |
| Premium Tuna Fishing Rod | Target Tuna | 9000 (90%) | - | - | - |
| Rock Gap Forest Fishing Rod | Target Daisy / Place Rock-Crevice Forest | 1000 (10%) | - | - | - |
| Steel Fishing Rod | - | 3250 (32.5%) | - | - | - |
| Swift Fishing Rod | - | - | - | 5% | - |
| Treasure Hunting Fishing Rod | Target Old Treasure Box | 3000 (30%) | - | - | - |
| Trophy Catch Fishing Rod | Target Legendary Giant Tuna | 3000 (30%) | - | - | - |
| Tuna Fishing Rod | Target Tuna | 3000 (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%.
| Building | Step | Base success rate | Fail bonus | Actual success rate formula |
|---|
| Log House | 0 -> 1 | 90% | 10% | min(100%, base success rate + fail count x 10%) |
| Log House | 1 -> 2 | 60% | 10% | min(100%, base success rate + fail count x 10%) |
| Log House | 2 -> 3 | 30% | 10% | min(100%, base success rate + fail count x 10%) |
| Stone House | 0 -> 1 | 90% | 10% | min(100%, base success rate + fail count x 10%) |
| Stone House | 1 -> 2 | 60% | 10% | min(100%, base success rate + fail count x 10%) |
| Stone House | 2 -> 3 | 30% | 10% | min(100%, base success rate + fail count x 10%) |
| Sweets House | 0 -> 1 | 90% | 10% | min(100%, base success rate + fail count x 10%) |
| Sweets House | 1 -> 2 | 60% | 10% | min(100%, base success rate + fail count x 10%) |
| Sweets House | 2 -> 3 | 30% | 10% | min(100%, base success rate + fail count x 10%) |
| Hill House | 0 -> 1 | 90% | 10% | min(100%, base success rate + fail count x 10%) |
| Hill House | 1 -> 2 | 60% | 10% | min(100%, base success rate + fail count x 10%) |
| Hill House | 2 -> 3 | 30% | 10% | min(100%, base success rate + fail count x 10%) |
| Mushroom House | 0 -> 1 | 90% | 10% | min(100%, base success rate + fail count x 10%) |
| Mushroom House | 1 -> 2 | 60% | 10% | min(100%, base success rate + fail count x 10%) |
| Mushroom House | 2 -> 3 | 30% | 10% | min(100%, base success rate + fail count x 10%) |
| Worn House | 0 -> 1 | 90% | 10% | min(100%, base success rate + fail count x 10%) |
| Worn House | 1 -> 2 | 60% | 10% | min(100%, base success rate + fail count x 10%) |
| Worn House | 2 -> 3 | 30% | 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.
| Weekday | Item | Quantity | Appearance rate | Price | Purchase limit |
|---|
| Monday | Old Man's Lucky Knot | 1 | 10% | Daisy x100 | Personal 1 / Global 1 |
| Monday | Life Water | 10 | 50% | Daisy x150 | Personal 1 / Global 3 |
| Monday | Tuna | 100 | 70% | Daisy x50 | Personal 1 / Global 1 |
| Monday | Clear Recovery Elixir | 1 | 100% | Daisy x50 | Personal 1 / Global 1 |
| Monday | Apple | 300 | 50% | Daisy x100 | Personal 1 / Global 3 |
| Tuesday | Special Pet Food | 10 | 70% | Daisy x30 | Personal 1 / Global 2 |
| Tuesday | Apple Tree | 1 | 10% | Daisy x400 | Personal 1 / Global 1 |
| Tuesday | Clear Recovery Elixir | 1 | 100% | Daisy x50 | Personal 1 / Global 1 |
| Tuesday | Cherry | 300 | 50% | Daisy x100 | Personal 1 / Global 3 |
| Wednesday | Construction Material | 100 | 70% | Daisy x100 | Personal 1 / Global 1 |
| Wednesday | Fishing Rod Encyclopedia | 1 | 50% | Daisy x150 | Personal 1 / Global 1 |
| Wednesday | Clear Recovery Elixir | 1 | 100% | Daisy x50 | Personal 1 / Global 1 |
| Wednesday | Ginkgo | 300 | 50% | Daisy x100 | Personal 1 / Global 3 |
| Thursday | Old Treasure Box | 1 | 20% | Daisy x50 | Personal 1 / Global 1 |
| Thursday | Hearty Lunchbox | 1 | 50% | Daisy x10 | Personal 1 / Global 5 |
| Thursday | Pet House 4 | 1 | 50% | Daisy x100 | Personal 1 / Global 1 |
| Thursday | Clear Recovery Elixir | 1 | 100% | Daisy x50 | Personal 1 / Global 1 |
| Thursday | Mandarin | 100 | 50% | Daisy x100 | Personal 1 / Global 3 |
| Friday | Treasure Box | 1 | 10% | Daisy x300 | Personal 1 / Global 1 |
| Friday | House Blueprint | 1 | 40% | Daisy x50 | Personal 1 / Global 3 |
| Friday | Cherry Tree | 1 | 10% | Daisy x400 | Personal 1 / Global 1 |
| Friday | Clear Recovery Elixir | 1 | 100% | Daisy x50 | Personal 1 / Global 1 |
| Friday | Blueberry | 100 | 50% | Daisy x100 | Personal 1 / Global 3 |
| Saturday | Prepared Seafood | 100 | 60% | Daisy x100 | Personal 1 / Global 5 |
| Saturday | Washed Fruit | 100 | 60% | Daisy x100 | Personal 1 / Global 5 |
| Saturday | Mackerel | 30 | 70% | Daisy x30 | Personal 1 / Global 1 |
| Saturday | Clear Recovery Elixir | 1 | 100% | Daisy x50 | Personal 1 / Global 1 |
| Saturday | Peach | 100 | 50% | Daisy x100 | Personal 1 / Global 3 |
| Sunday | Plain Fishing Rod | 1 | 30% | Daisy x50 | Personal 1 / Global 1 |
| Sunday | Furniture Material | 100 | 70% | Daisy x100 | Personal 1 / Global 1 |
| Sunday | Ginkgo Tree | 1 | 10% | Daisy x400 | Personal 1 / Global 1 |
| Sunday | Clear Recovery Elixir | 1 | 100% | Daisy x50 | Personal 1 / Global 1 |
| Sunday | Portable Fishing Encyclopedia | 1 | 10% | Daisy x480 | Personal 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 example | Fail weight | Fail probability | Success weight | Success probability | Perfect weight | Perfect probability |
|---|
| 0 | 300 | 49.1803% | 300 | 49.1803% | 10 | 1.6393% |
| 100 | 290 | 48.3333% | 300 | 50% | 10 | 1.6667% |
| 300 | 270 | 46.5517% | 300 | 51.7241% | 10 | 1.7241% |
| 600 | 240 | 43.6364% | 300 | 54.5455% | 10 | 1.8182% |
| 1000 | 200 | 39.2157% | 300 | 58.8235% | 10 | 1.9608% |
| 2000 | 100 | 24.3902% | 300 | 73.1707% | 10 | 2.439% |
| 3000 | 0 | 0% | 300 | 96.7742% | 10 | 3.2258% |
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.
| Place | Required life skill | Dig points | Fatigue per dig | Time limit | Detector cooldown | Accuracy quantity bonus |
|---|
| Forest of Light | 11 | 3 | 1 | 10 min | 4 sec | Good +5% / Perfect +10% per result |
| Forest of Life | 101 | 3 | 1 | 10 min | 4 sec | Good +5% / Perfect +10% per result |
| Rock-Crevice Forest | 301 | 3 | 1 | 10 min | 4 sec | Good +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.
| Place | Reward | Base quantity | Selection chance |
|---|
| Forest of Light | Research Material Fragment | 1 | 20% |
| Forest of Light | Weeds | 1~2 | 80% |
| Forest of Life | Research Material Fragment | 1 | 20% |
| Forest of Life | Weeds | 1~2 | 80% |
| Rock-Crevice Forest | Research Material Fragment | 1 | 20% |
| Rock-Crevice Forest | Weeds | 1~2 | 80% |
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.
| Rule | Rate or condition | Details |
|---|
| Base relic discovery | 20% | Dig without pity correction |
| Bonus weeds | 10% | Adds 1 weed |
| Non-legendary pity | 10 clues | Selects from undiscovered common or rare relics in that forest |
| Any-rarity pity | 30 clues | Selects 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.
| Place | Rarity | Within relic roll | Per dig |
|---|
| Forest of Light | Common | 81.4815% | 16.2963% |
| Forest of Light | Rare | 17.284% | 3.4568% |
| Forest of Light | Legendary | 1.2346% | 0.2469% |
| Forest of Life | Common | 81.4815% | 16.2963% |
| Forest of Life | Rare | 17.284% | 3.4568% |
| Forest of Life | Legendary | 1.2346% | 0.2469% |
| Rock-Crevice Forest | Common | 81.4815% | 16.2963% |
| Rock-Crevice Forest | Rare | 17.284% | 3.4568% |
| Rock-Crevice Forest | Legendary | 1.2346% | 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.
| Type | Requirement | Reward |
|---|
| Collection milestone | Discover 1 different relics | Daisy x5 |
| Collection milestone | Discover 3 different relics | Daisy x10 |
| Collection milestone | Discover 6 different relics | Explorer's Excavation Book x1 |
| Collection milestone | Discover 12 different relics | Treasure Box x1 |
| Collection milestone | Discover 18 different relics | Forest Artifact Display x1 |
| Collector exchange | Any Common relic x15 | Town Token Piece x1 |
| Collector exchange | Any Rare relic x6 | Town Token Piece x1 |
| Collector exchange | Any Legendary relic x3 | Town 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.
| Type | Rarity or requirement | Restoration points or survey XP | Reward |
|---|
| Duplicate relic | Common | 8 | - |
| Duplicate relic | Rare | 16 | - |
| Duplicate relic | Legendary | 40 | - |
| Accuracy bonus | All results Good or better | +10% | - |
| Accuracy bonus | All results Perfect | +25% | - |
| Restoration stage 2 | 5 total points | 20 | - |
| Restoration stage 3 | 15 total points | 40 | - |
| Restoration stage 4 | 30 total points | 70 | - |
| Restoration stage 5 | 60 total points | 120 | Research Material: common 3 / rare 5 / legendary 10 |
| Restore every relic in a forest | All 6 relics at stage 5 | - | Treasure Box x1 |
| Duplicates after full restoration | 25% 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 source | Survey XP |
|---|
| Successful dig | 10 |
| Complete all exploration points | 20 |
| First daily completion (KST) | 30 |
| Find a common relic | 5 |
| Find a rare relic | 15 |
| Find a legendary relic | 40 |
| One perfect result | 2 |
Forest Survey Level Rewards
Only levels with item rewards or major restoration bonuses are listed. Level 30 also grants a forest-specific title.
| Level | Reward or effect |
|---|
| Survey level 5 | Research Material x5 |
| Survey level 10 | Restoration point bonus +10% |
| Survey level 11 | |
| Survey level 12 | |
| Survey level 13 | |
| Survey level 14 | |
| Survey level 15 | Research Material x10 |
| Survey level 16 | |
| Survey level 17 | |
| Survey level 18 | |
| Survey level 19 | |
| Survey level 20 | Restoration point bonus +20% |
| Survey level 21 | |
| Survey level 22 | |
| Survey level 23 | |
| Survey level 24 | |
| Survey level 25 | Research Material x15 |
| Survey level 26 | |
| Survey level 27 | |
| Survey level 28 | |
| Survey level 29 | |
| Survey level 30 | Research Material x30 |
| Level 30 weekly report (1500 XP) | Research Material x30 / Daisy x30 |
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.
| Target | Base success | Failure bonus | Failure result | Weapon material | Extra cost | Required mastery | Cumulative damage |
|---|
| +1 | 50% | +10% | Materials consumed | Any weapon at the same enhancement level x1 | Daisy x30 / Town Token x1 | 15 | +5% (at least +1) |
| +2 | 50% | +10% | Materials consumed | Any weapon at the same enhancement level x1 | Daisy x50 / Town Token x2 | 28 | +10% (at least +2) |
| +3 | 50% | +10% | Materials consumed | Any weapon at the same enhancement level x1 | Daisy x80 / Town Token x3 | 45 | +15% (at least +3) |
| +4 | 50% | +10% | Materials consumed | Any weapon at the same enhancement level x1 | Daisy x110 / Town Token x4 | 66 | +20% (at least +4) |
| +5 | 50% | +10% | Materials consumed | Any weapon at the same enhancement level x1 | Daisy x150 / Town Token x5 | 91 | +25% (at least +5) |
| +6 | 50% | +10% | Materials and target weapon destroyed | Any weapon at the same enhancement level x1 | Daisy x200 / Town Token x6 | 120 | +30% (at least +6) |
| +7 | 50% | +10% | Materials and target weapon destroyed | Any weapon at the same enhancement level x1 | Daisy x260 / Town Token x7 | 153 | +35% (at least +7) |
| +8 | 50% | +10% | Materials and target weapon destroyed | Any weapon at the same enhancement level x1 | Daisy x330 / Town Token x8 | 190 | +40% (at least +8) |
| +9 | 50% | +10% | Materials and target weapon destroyed | Any weapon at the same enhancement level x1 | Daisy x420 / Town Token x9 | 231 | +45% (at least +9) |
| +10 | 50% | +10% | Materials and target weapon destroyed | Any weapon at the same enhancement level x1 | Daisy x550 / Town Token x10 | 276 | +50% (at least +10) |
Weapon Role Effects by Level
At specific enhancement levels, each weapon's unique role improves in addition to its damage.
| Weapon | Role | Unlock level | Effect |
|---|
| Acorn Bonk Hammer | Crowd Control | +3 | Attack angle +30° |
| Acorn Bonk Hammer | Crowd Control | +6 | Stun duration +0.5s |
| Acorn Bonk Hammer | Crowd Control | +9 | Up to 4 targets |
| Acorn Bonk Hammer | Crowd Control | +10 | Damage to stunned enemies +20% |
| Forest Keeper Branch | Line Pierce | +0 | Damage falls by 10% for each successive target. |
| Forest Keeper Branch | Line Pierce | +3 | Line width +10 |
| Forest Keeper Branch | Line Pierce | +6 | Range +20 |
| Forest Keeper Branch | Line Pierce | +9 | Up to 4 targets |
| Forest Keeper Branch | Line Pierce | +10 | No damage falloff on rear targets |
| Seed Slingshot | Safe Ranged Finisher | +3 | Projectile speed +30% |
| Seed Slingshot | Safe Ranged Finisher | +6 | Range +20 |
| Seed Slingshot | Safe Ranged Finisher | +9 | Damage +25% to enemies at 30% HP or less |
| Seed Slingshot | Safe Ranged Finisher | +10 | On defeat, next projectile speed +50% |
| Mushroom Wand | Area Attack | +0 | Edge damage is 70% of base damage. |
| Mushroom Wand | Area Attack | +3 | Area radius +12 |
| Mushroom Wand | Area Attack | +6 | No damage falloff at area edge |
| Mushroom Wand | Area Attack | +9 | Up to 6 targets |
| Mushroom Wand | Area Attack | +10 | Damage +20% within the inner 50% |
| Sticky Launcher | Party Support and Delay | +3 | Slow duration +1.5s |
| Sticky Launcher | Party Support and Delay | +6 | Up to 5 targets |
| Sticky Launcher | Party Support and Delay | +9 | Slow strength +10 percentage points |
| Sticky Launcher | Party Support and Delay | +10 | Party 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.
| Weapon | Level | Trait | Effect | Change cost |
|---|
| Acorn Bonk Hammer | +5 | Heavy Strike | Damage +8% | Daisy x150 |
| Acorn Bonk Hammer | +5 | Shockwave | Attack range +8 / Attack angle +10° | Daisy x150 |
| Acorn Bonk Hammer | +5 | Stun | Stun duration +0.4s | Daisy x150 |
| Acorn Bonk Hammer | +10 | Crush | Damage +12% | Daisy x300 |
| Acorn Bonk Hammer | +10 | Earth Echo | Max targets +1 | Daisy x300 |
| Acorn Bonk Hammer | +10 | Knockout | Stun duration +0.7s | Daisy x300 |
| Forest Keeper Branch | +5 | Hardened Branch | Damage +8% | Daisy x150 |
| Forest Keeper Branch | +5 | Wide Swing | Line attack width +8 | Daisy x150 |
| Forest Keeper Branch | +5 | Long Branch | Attack range +12 | Daisy x150 |
| Forest Keeper Branch | +10 | Vital Pierce | Damage +12% | Daisy x300 |
| Forest Keeper Branch | +10 | Multi-Pierce | Max targets +1 | Daisy x300 |
| Forest Keeper Branch | +10 | Swift Swing | Cooldown -10% | Daisy x300 |
| Mushroom Wand | +5 | Condensed Magic | Damage +8% | Daisy x150 |
| Mushroom Wand | +5 | Spreading Spores | Attack radius +8 | Daisy x150 |
| Mushroom Wand | +5 | Light Spell | Cooldown -8% | Daisy x150 |
| Mushroom Wand | +10 | Center Blast | Center damage +15% | Daisy x300 |
| Mushroom Wand | +10 | Giant Spores | Max targets +2 | Daisy x300 |
| Mushroom Wand | +10 | Expanded Magic | Attack radius +12 | Daisy x300 |
| Seed Slingshot | +5 | Hard Seed | Damage +8% | Daisy x150 |
| Seed Slingshot | +5 | Long-Range Aim | Attack range +12 | Daisy x150 |
| Seed Slingshot | +5 | Quick Reload | Cooldown -8% | Daisy x150 |
| Seed Slingshot | +10 | Finishing Shot | Damage to low-HP enemies +15% | Daisy x300 |
| Seed Slingshot | +10 | Hyper Velocity | Projectile speed +30% | Daisy x300 |
| Seed Slingshot | +10 | Precision Aim | Critical chance +5% | Daisy x300 |
| Sticky Launcher | +5 | Concentrated Adhesive | Slow strength +5%p | Daisy x150 |
| Sticky Launcher | +5 | Long-Lasting Adhesive | Slow duration +1s | Daisy x150 |
| Sticky Launcher | +5 | Wide Spray | Attack radius +8 | Daisy x150 |
| Sticky Launcher | +10 | Sticky Mark | Party damage to slowed enemies +3% | Daisy x300 |
| Sticky Launcher | +10 | Mass Spray | Max targets +2 | Daisy x300 |
| Sticky Launcher | +10 | Super Adhesion | Slow strength +10%p | Daisy 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.
| Rule | Current value | How it applies |
|---|
| Entry fatigue | 5 | Consumed when training actually starts |
| Crystal Fountain HP | 1500 | Training ends if destroyed |
| Mastery per cleared level | Equal to the cleared level | Example: clearing level 10 grants 10 weapon mastery |
| Starting checkpoints | 1, 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 cap | 60 | Per server instance |
| Minimum spawn interval | 180ms | Does not become shorter at higher levels |
| Next-level preparation | 4 sec | After 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.
| Monster | Drop item | Quantity | Chance per defeat |
|---|
| All monsters | Daisy | 1 | 0.958% |
| All monsters | Plain Fishing Rod | 1 | 0.01% |
| All monsters | Clear Recovery Elixir | 1 | 0.048% |
| All monsters | Acorn Bonk Hammer | 1 | 0.0053% |
| All monsters | Forest Keeper Branch | 1 | 0.0053% |
| All monsters | Seed Slingshot | 1 | 0.0053% |
| All monsters | Mushroom Wand | 1 | 0.0025% |
| All monsters | Sticky Launcher | 1 | 0.0025% |
| All monsters | Furniture Material | 1 | 0.133% |
| All monsters | Construction Material | 1 | 0.103% |
| All monsters | Research Material | 1 | 0.075% |
| Monster 04 | Apple | 1 | 0.5% |
| Monster 04 | Blueberry | 1 | 0.5% |
| Monster 04 | Cherry | 1 | 0.5% |
| Monster 04 | Ginkgo | 1 | 0.5% |
| Monster 04 | Mandarin | 1 | 0.5% |
| Monster 04 | Peach | 1 | 0.5% |
| Monster 08 | Apple | 1 | 0.5% |
| Monster 08 | Blueberry | 1 | 0.5% |
| Monster 08 | Cherry | 1 | 0.5% |
| Monster 08 | Ginkgo | 1 | 0.5% |
| Monster 08 | Mandarin | 1 | 0.5% |
| Monster 08 | Peach | 1 | 0.5% |
| Monster 07 | Doll 1 | 1 | 0.5% |
| Monster 10 | Mushroom Wand | 1 | 0.01% |
| Monster 10 | Sticky Launcher | 1 | 0.01% |
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.
| Rule | Current value | How it applies |
|---|
| Entry fatigue | 5 | Consumed when combat actually starts |
| Daily plays | 3 | Resets at 05:30 KST; preparation-stage abandonment does not count |
| Player HP | 100 | Revives after 10 sec with 100% HP |
| Post-revive invulnerability | 1 sec | Ignores monster damage and knockback |
| Unarmed basic attack | Damage 15 / range 40 / 700ms | Equipped weapon performance replaces these values |
| Base critical | Chance 0% / damage 150% | Can increase through combat research and weapon traits |
| Wave preparation | 10 sec | Before the first and each following wave |
| Secret Garden time | Base 10 sec / max 50 sec | Determined 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.
| Type | HP | Starting count | Extra purchase | Performance |
|---|
| Gate | 1500 | - | - | Defence objective that blocks monster entry |
| Blocker | 320 | 2 | 350 gold | Blocks monsters and absorbs their damage |
| Attack tower | 240 | 1 | 800 gold | Range 80 / damage 18 / attacks every 900ms |
| Bomb | 100 | 1 | 600 gold | Blast 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.
| Upgrade | Max level | Gold cost | Base to maximum |
|---|
| Tower range | 30 | First 10, then +2 per level | 80 -> 140 |
| Tower damage | 30 | First 10, then +2 per level | 18 -> 48 |
| Bomb radius | 30 | First 15, then +3 per level | 80 -> 140 |
| Bomb damage | 30 | First 15, then +3 per level | 240 -> 570 |
| Blocker HP | 30 | First 8, then +2 per level | 320 -> 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.
| Wave | Clear condition | Next-wave preparation | Secret Garden |
|---|
| 1 | Defeat every monster | 30 sec | 15 sec |
| 2 | Defeat every monster | 30 sec | 22 sec |
| 3 | Defeat every monster | 30 sec | 30 sec |
| 4 | Defeat every monster | 30 sec | 40 sec |
| 5 | Defeat every monster | Final wave | 50 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.
| Monster | Drop item | Quantity | Chance per defeat |
|---|
| All monsters | Daisy | 1 | 3.83% |
| All monsters | Plain Fishing Rod | 1 | 0.038% |
| All monsters | Clear Recovery Elixir | 1 | 0.192% |
| All monsters | Acorn Bonk Hammer | 1 | 0.0213% |
| All monsters | Forest Keeper Branch | 1 | 0.0213% |
| All monsters | Seed Slingshot | 1 | 0.0213% |
| All monsters | Mushroom Wand | 1 | 0.0105% |
| All monsters | Sticky Launcher | 1 | 0.0105% |
| All monsters | Furniture Material | 1 | 0.133% |
| All monsters | Construction Material | 1 | 0.103% |
| All monsters | Research Material | 1 | 0.075% |
| Monster 04 | Apple | 1 | 1.6667% |
| Monster 04 | Blueberry | 1 | 1.6667% |
| Monster 04 | Cherry | 1 | 1.6667% |
| Monster 04 | Ginkgo | 1 | 1.6667% |
| Monster 04 | Mandarin | 1 | 1.6667% |
| Monster 04 | Peach | 1 | 1.6667% |
| Monster 08 | Apple | 1 | 1.6667% |
| Monster 08 | Blueberry | 1 | 1.6667% |
| Monster 08 | Cherry | 1 | 1.6667% |
| Monster 08 | Ginkgo | 1 | 1.6667% |
| Monster 08 | Mandarin | 1 | 1.6667% |
| Monster 08 | Peach | 1 | 1.6667% |
| Monster 07 | Doll 1 | 1 | 50% |
| Monster 10 | Mushroom Wand | 1 | 5% |
| Monster 10 | Sticky Launcher | 1 | 5% |