Learn how to use Insight Town's main content and review probability-based or random reward information.
Values and base probabilities use current server data. Read each section for modifiers and conditions affecting actual results.
generated (KST): 2026-09-18 09:33:19
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 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 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.
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 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.
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.
Expired buildings are automatically recovered. Check the 4-hour deadline immediately after replacing one.
Standard buildings start with 7 days after completion, or 4 hours when placed from storage. Check and extend the deadline in building details.
Current costs and extension limits by building level are listed below. More automatic recoveries mean less extension time for the same cost.
After 7, 30, and 90 days placed, extension costs drop by 10%, 20%, and 30%. Construction and offline time count; replacing restarts the period.
Warnings appear on the building and its details in the final 24 hours. If notifications are enabled, reminders can arrive 24 and 2 hours before expiry. A 4-hour replacement has no 24-hour reminder.
Learn more
The First-Step Shelter lasts 14 days after completion and cannot be manually extended. Missions can add up to 7 days; it cannot be stored or replaced after expiry.
Research uses research materials to unlock life effects for fishing, plants, pets, and fatigue, as well as combat effects for equipped-weapon damage and defence objects.
Obtain Research Material Fragment through exploration, weapon training, and village outskirts defence.
Exchange fragments or harvests with Mandeuki for Research Material. See the exchange table below for the required amounts.
Titles appear before your name tag when equipped. Some titles provide buffs, and displayed title names update with the current language.
Learn more
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.
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.
Exploration can also yield Research Material Fragment alongside relics. Use the exchange table below to turn fragments into research materials.
More accurate excavation timing can improve reward quantity and relic restoration or survey progress. Completing every point also grants extra survey experience.
Learn more
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.
Acquired relics are also listed separately in the final Relics tab of the member card.
Relics can be exchanged with Collector Doyun for Town Token Pieces once you have the required quantity for their rarity.
Training ends if the fountain is destroyed, if you are downed solo, or if all connected party participants are downed at once.
From Tent, enter Weapon Training Ground through Yuri, solo or in a party of up to 6. The leader chooses the starting wave; everyone gathers at the tent and agrees.
Waves track challenge progress, combat level tracks this run, and weapon mastery is permanent. Combat level and selected upgrades reset after training.
Kills raise the shared combat level; each player chooses upgrades. Combine basic, advanced, final upgrades and weapon evolutions I–III; repeatable growth starts at combat Lv.81.
Monsters arrive in groups and are replenished as you defeat them. Each ten-wave cycle includes swarms, elites, mixed groups, and a boss with reinforcements.
Learn more
Checkpoints restore combat growth for skipped waves. Before starting, allocate it with attack, survival, weapon presets or manual choices. Skipped repeatable rewards are not granted.
Start with 3 rerolls; clearing 10 actual waves restores 1, up to 3. Evolutions require combat levels and prerequisite upgrades.
Each 5 cleared waves grants a tier-based daisy bonus; first-clear milestones are separate. Newly earned mastery affects damage from the next battle. Failure or leaving may grant partial mastery for the current wave.
Monsters can also drop Research Material Fragment. Training-tier drop bonuses apply to fragments too; boss reinforcements do not drop items.
After completing Leon’s Request from the town hall board, meet at Tent in a party of 2–6 to prepare Village Outskirts. The leader starts once everyone arrives.
Monster count and HP are set by the starting party size. Enemies arrive in groups; defeat them all to advance.
Tap to move and attack nearby enemies automatically. Protect the gate with blockers, towers, bombs, and upgrades bought with kill gold.
Fatigue and daily attempts are spent when combat starts. See the tables for guaranteed daisies, preparation time, and Secret Garden time.
Learn more
Normal monsters, elites, and bosses can drop Research Material Fragment. See the drop table for chances and quantities, and the exchange table for how to use them.
No new members can join after preparation is confirmed, and training preparation cannot overlap. Downed players recover after a delay; a summary is available at the end.
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.
Paid Crystal products include permanent quantity bonuses. The 10-pack has no bonus; the 50, 100, 500, and 1,000 packs add 5, 15, 100, and 250 Crystals respectively.
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.
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.
The weekly Combat ranking increases from monster defeats in Weapon Training and Village Outskirts Defence. Higher maximum HP grants more points, split by damage contribution in parties.
Learn more
Town settings can control UI overlays, minimap, minigame permissions, photo capture options, BGM, notifications, account settings, and support reports.
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.
View details
Swipe sideways to see the full table.
Box
Reward
Quantity
weight
Total weight
Probability
Bee Wings (30 Days) Box
Bee Wings (30 Days)
1
1
1
100%
Bee Wings (7 Days) Box
Bee Wings (7 Days)
1
1
1
100%
Fairy Wings (30 Days) Box
Fairy Wings (30 Days)
1
1
1
100%
Fairy Wings (7 Days) Box
Fairy Wings (7 Days)
1
1
1
100%
Santa Cape (30 Days) Box
Santa Cape (30 Days)
1
1
1
100%
Santa Cape (7 Days) Box
Santa Cape (7 Days)
1
1
1
100%
Starlight Wizard Cape (30 Days) Box
Starlight Wizard Cape (30 Days)
1
1
1
100%
Starlight Wizard Cape (7 Days) Box
Starlight Wizard Cape (7 Days)
1
1
1
100%
Village Guard Cape (7 Days) Box
Village Guard Cape (7 Days)
1
1
1
100%
Yellow Raincoat (30 Days) Box
Yellow Raincoat (30 Days)
1
1
1
100%
Yellow Raincoat (7 Days) Box
Yellow Raincoat (7 Days)
1
1
1
100%
Costume Hood Box
Rabbit Costume Hood
1
1
5
20%
Costume Hood Box
Frog Costume Hood
1
1
5
20%
Costume Hood Box
Dinosaur Costume Hood
1
1
5
20%
Costume Hood Box
Bee Costume Hood
1
1
5
20%
Costume Hood Box
Pumpkin Costume Hood
1
1
5
20%
Santa Hat (30 Days) Box
Santa Hat (30 Days)
1
1
1
100%
Santa Hat (7 Days) Box
Santa Hat (7 Days)
1
1
1
100%
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
290
0.3448%
Sparkling Treasure Box
Advanced Swift Fishing Rod
1
1
290
0.3448%
Sparkling Treasure Box
Advanced Blessed Fishing Rod
1
1
290
0.3448%
Sparkling Treasure Box
Costume Hood Box
1
6
290
2.069%
Sparkling Treasure Box
Hill House Construction Order
1
1
290
0.3448%
Sparkling Treasure Box
Mushroom House Construction Order
1
1
290
0.3448%
Sparkling Treasure Box
Sweets House Construction Order
1
1
290
0.3448%
Sparkling Treasure Box
Stone House Construction Order
1
5
290
1.7241%
Sparkling Treasure Box
Ginkgo Tree
1
50
290
17.2414%
Sparkling Treasure Box
Cherry Tree
1
50
290
17.2414%
Sparkling Treasure Box
Apple Tree
1
50
290
17.2414%
Sparkling Treasure Box
Log House Construction Order
1
3
290
1.0345%
Sparkling Treasure Box
Worn House Construction Order
1
20
290
6.8966%
Sparkling Treasure Box
Daisy
100
100
290
34.4828%
Advanced Weapon Box
Acorn Bonk Hammer
1
14
60
23.3333%
Advanced Weapon Box
Forest Keeper Branch
1
14
60
23.3333%
Advanced Weapon Box
Seed Slingshot
1
14
60
23.3333%
Advanced Weapon Box
Mushroom Wand
1
9
60
15%
Advanced Weapon Box
Sticky Launcher
1
9
60
15%
Fixed Box Rewards
Some boxes grant every enabled reward instead of selecting a random reward.
View details
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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.
View details
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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.
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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 (*)
Sticky Grass
1
0.5%
50
100-150 sec
Common (*)
Random Furniture Box 1
1
0.1%
10
50-100 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
-
28.88%
2888
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.
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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.
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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.
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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.
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Reward
Quantity
weight
Total weight
Probability
Daisy
1~3
50
1416
3.5311%
Mackerel
1
90
1416
6.3559%
Horse Mackerel
1
90
1416
6.3559%
Flatfish
1
90
1416
6.3559%
Octopus
1
90
1416
6.3559%
Salmon
1
90
1416
6.3559%
Spanish Mackerel
1
90
1416
6.3559%
Tuna
1
90
1416
6.3559%
Shrimp
1
90
1416
6.3559%
Sea Bream
1
90
1416
6.3559%
DSLR Camera
1
5
1416
0.3531%
Mirrorless Camera
1
5
1416
0.3531%
Film Camera
1
5
1416
0.3531%
Disposable Camera
1
5
1416
0.3531%
Apple
1
5
1416
0.3531%
Cherry
1
5
1416
0.3531%
Ginkgo
1
5
1416
0.3531%
Fertilizer
1
10
1416
0.7062%
Advanced Fertilizer
1
10
1416
0.7062%
Legendary Giant Tuna
1
1
1416
0.0706%
Miss
1
450
1416
31.7797%
Premium Fertilizer
1
3
1416
0.2119%
Anti-theft Sticky Trap 1
1
1
1416
0.0706%
Town Token Piece
1
1
1416
0.0706%
Weeds
1
30
1416
2.1186%
Advanced Pet Food
1
10
1416
0.7062%
Sticky Grass
1
5
1416
0.3531%
Tutorial Random Rewards
Tutorial rewards with random_group select one item by weight within the same tutorial step and group.
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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.
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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.
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Fishing rod
Target/condition
ratePctX100
procPpm
Duration modifier
Auto fishing interval
Advanced Auto Fishing Rod
-
-
-
-
13000ms
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
-
-
-
-
16000ms
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%.
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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%)
Building deadlines
Expired buildings are recovered automatically. Standard buildings are stored; the First-Step Shelter is not. Replaced buildings start with 4 hours.
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Item
Time or limit
How it works
New standard building
7 days
Starts on completion
Placed from storage
14400 sec
Discount age restarts at placement
Expiry reminders
86400 sec / 7200 sec
Requires notifications enabled; initial deadlines under 24 hours have no 24-hour reminder
Extension limit, building level 0
7 days
Time that can be secured ahead of now
Extension limit, building level 1
14 days
Time that can be secured ahead of now
Extension limit, building level 2
21 days
Time that can be secured ahead of now
Extension limit, building level 3
30 days
Time that can be secured ahead of now
First-Step Shelter
14 days
No manual extension; missions add up to 7 days. No storage or replacement after expiry
Extension cost by recovery count
Costs before discounts. More recoveries mean less time for the same cost.
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Automatic recoveries
Added time
Cost before discount
0
7200 sec
Daisy 1
1
6000 sec
Daisy 1
2
4800 sec
Daisy 1
3
3600 sec
Daisy 1
4
2400 sec
Daisy 1
5
1200 sec
Daisy 1
6+
600 sec
Daisy 1
Long-term upkeep discount
Placement time includes construction and offline time. Examples use a building with no recoveries and one bulk extension; the discounted total is rounded up once. Building details show the current and next discount.
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Time placed
Discount
Example: add 86400 sec
On placement
0%
Daisy 12
7 days+
10%
Daisy 11
30 days+
20%
Daisy 10
90 days+
30%
Daisy 9
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.
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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
Monday
Premium Fertilizer
5
50%
Daisy x50
Personal 1 / Global 5
Monday
Apple Tree Seed
1
50%
Daisy x30
Personal 1 / Global 5
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
Tuesday
Cherry Tree Seed
1
50%
Daisy x30
Personal 1 / Global 5
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
Wednesday
Research Material
10
50%
Daisy x60
Personal 1 / Global 5
Wednesday
Ginkgo Tree Seed
1
50%
Daisy x30
Personal 1 / Global 5
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
Thursday
Character Change Ticket
1
50%
Daisy x20
Personal 1 / Global 5
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
Friday
Plant/Building Reclaim Ticket
1
50%
Daisy x35
Personal 1 / Global 5
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
Saturday
Teacup
1
50%
Daisy x40
Personal 1 / Global 3
Saturday
Teapot
1
50%
Daisy x35
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
Sunday
Garden Chair
1
50%
Daisy x40
Personal 1 / Global 3
Sunday
Garden Table
1
50%
Daisy x50
Personal 1 / Global 3
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.
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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%
Research Material Exchange
Research Material Fragment x10 → Research Material x1. Exchange at Mandeuki’s material shop. Harvests are counted by total value, not by item count.
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Required material
Required amount / value
Received item
Received quantity
Harvest value
10
Research Material
1
Research Material Fragment
10
Research Material
1
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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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Level
Reward or effect
Survey level 5
Research Material x30
Survey level 10
Restoration point bonus +10%
Survey level 11
Survey level 12
Survey level 13
Survey level 14
Survey level 15
Research Material x60
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 x90
Survey level 26
Survey level 27
Survey level 28
Survey level 29
Survey level 30
Research Material x180
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. Listed damage is the base value before research, enhancement, traits, and mastery; mastery is not consumed and also increases damage for equipped weapons other than unarmed attacks.
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Weapon
Role
Equip mastery
Base damage
Cooldown
Range
Max targets
Attack traits
Base source
Basic Attack
Basic Attack
0
150
700ms
50
1
Single target
Always available
Acorn Bonk Hammer
Crowd Control
1
480
1200ms
55
3
Cone / Stun 1 sec
Daisy x150
Forest Keeper Branch
Line Pierce
1
340
520ms
95
3
Line pierce
Daisy x150
Seed Slingshot
Safe Ranged Finisher
1
300
500ms
135
1
Single target
Daisy x150
Mushroom Wand
Area Attack
100
420
1200ms
115
5
Targeted area
Drops and other sources
Sticky Launcher
Party Support and Delay
250
100
1200ms
105
4
Targeted area / Slow 40% · 3 sec
Drops and other sources
Weapon Mastery Damage Bonus
Damage bonus rate = max 100% × mastery ÷ (mastery + reference mastery 10000), with diminishing returns that gradually approach the maximum. It is applied last to damage after combat research, enhancement, and always-on traits, then rounded to an integer. Unarmed attacks are excluded, and mastery is snapshotted on entry. The screen shows final damage together with the actual mastery gain (+N).
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Weapon mastery
Damage bonus
Result from 100 damage
0
0%
100 (+0)
1000
9.0909%
109 (+9)
5000
33.3333%
133 (+33)
10000
50%
150 (+50)
20000
66.6667%
167 (+67)
100000
90.9091%
191 (+91)
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.
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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 / -
15
+6%
+2
50%
+10%
Materials consumed
Any weapon at the same enhancement level x1
Daisy x50 / -
28
+12%
+3
50%
+10%
Materials consumed
Any weapon at the same enhancement level x1
Daisy x80 / -
45
+18%
+4
50%
+10%
Materials consumed
Any weapon at the same enhancement level x1
Daisy x110 / -
66
+24%
+5
50%
+10%
Materials consumed
Any weapon at the same enhancement level x1
Daisy x150 / -
91
+30%
+6
50%
+10%
Materials and target weapon destroyed
Any weapon at the same enhancement level x1
Daisy x200 / -
120
+38%
+7
50%
+10%
Materials and target weapon destroyed
Any weapon at the same enhancement level x1
Daisy x260 / -
153
+46%
+8
50%
+10%
Materials and target weapon destroyed
Any weapon at the same enhancement level x1
Daisy x330 / -
190
+54%
+9
50%
+10%
Materials and target weapon destroyed
Any weapon at the same enhancement level x1
Daisy x420 / -
231
+62%
+10
50%
+10%
Materials and target weapon destroyed
Any weapon at the same enhancement level x1
Daisy x550 / -
276
+70%
Weapon Role Effects by Level
At specific enhancement levels, each weapon's unique role improves in addition to its damage.
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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%
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.
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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%
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%
Daisy x300
Weapon Training Level Scaling
Enemy composition and difficulty change with progress. Party size adjusts count and HP; spawn examples below use the actual generation calculation.
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Rule
Current value
How it applies
Participants
1–6
Solo or party. Starting size determines monster count and HP
Entry fatigue
5
Spent when training starts
Crystal Fountain HP
1500
Training ends if destroyed
Wave patterns
Standard · swarm · elite · mixed · boss
Ten-wave cycles. Bosses have reinforcements; clear waiting groups too
Mastery on wave clear
5 → 1 / 10 → 5 / 20 → 15
Current reward examples. New mastery affects damage from the next battle
Starting checkpoints
1, 11, 21, 31, …
Unlocked by personal clears. Restore combat growth, then choose a preset or allocate manually
Next-wave preparation
4 sec / 10, 20, …: 15 sec
Longer preparation after boss waves
Wave-clear healing
5: 15% / 10: 25%
15% max HP every 5 clears, 25% after a boss. Only the larger heal applies; downed players excluded
Boss status resistance
Stun and slow resistance
Resistance increases with wave progress; immunity is shown in combat
Training spawns and XP examples
Totals arrive in sequence, not all at once. Starting party size determines them; boss counts do not increase. Training XP is shared by the party and includes reinforcements and accumulated fractional XP.
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Wave
Total with 1 players
Total with 6 players
Total wave XP
1
24
60
21.6
4
52
130
46.8
5
29
71
64.8
6
32
80
62.4
10
25 (includes 1 boss)
61 (includes 1 boss)
36
11
32
80
28.8
20
25 (includes 1 boss)
61 (includes 1 boss)
54
30
25 (includes 1 boss)
61 (includes 1 boss)
36
Combat XP and Combat Level
Defeat monsters to gain Combat XP and raise the shared combat level. Upgrade choices and their effects are applied separately to each resident.
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Rule
Current value
How it applies
Combat level
Shared party growth
Shared by the party during one training run and resets when the run ends
Examples of XP needed for the next combat level, using the current growth calculation
Level-up choices
3 choices / 8 sec limit
Automatically selects on timeout; combat pauses while choices are shown
Level-up healing
10%
Active party members recover based on maximum HP
Base XP before distribution
These are baseline values, not XP paid by each spawned monster. Wave XP is adjusted to 120%, then shared among the larger groups and reinforcements; fractional remainders accumulate.
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Monster
Combat XP
Monster 01
3
Monster 02
3
Monster 03
4
Monster 04
4
Monster 05
5
Monster 06
5
Monster 07
30
Monster 08
7
Monster 09
8
Monster 10
45
Combat Level Upgrades
The table shows effects added per choice. Check combat-level and prerequisite requirements. Actual gains depend on current weapon stats and effect limits; ineffective choices are excluded.
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Upgrade
Applies to
Effects added by rank
Growth ranks
Rarity and appearance
Reinforced Grain
Forest Keeper Branch
Line width +15%
3
Rare / Lv.1
Wide Swing
Acorn Bonk Hammer
Cone angle +12°
3
Rare / Lv.1
Spore Bloom
Mushroom Wand
Area radius +15%
3
Rare / Lv.1
Splitting Seed
Seed Slingshot
Targets +1
3
Rare / Lv.1
Sticky Pool
Sticky Launcher
Area radius +15%
3
Rare / Lv.1
Weak Point Focus
All weapons
Critical chance +4%
5
Rare / Lv.1
Weak Point Focus II
All weapons
Critical chance +2%
5
Normal / Lv.1 / Requires Weak Point Focus rank 5
Weak Point Focus III
All weapons
Critical chance +1%
10
Normal / Lv.1 / Requires Weak Point Focus II rank 5
Rapid Fire Training
All weapons
Attack interval reduction +7%
5
Normal / Lv.1
Rapid Fire Training II
All weapons
Attack interval reduction +2%
5
Normal / Lv.1 / Requires Rapid Fire Training rank 5
Armor Penetration
All weapons
Armor penetration +10
5
Normal / Lv.1
Power Training
All weapons
Attack damage +12%
5
Normal / Lv.1
Power Training II
All weapons
Attack damage +6%
5
Normal / Lv.1 / Requires Power Training rank 5
Power Training III
All weapons
Attack damage +3%
10
Normal / Lv.1 / Requires Power Training II rank 5
Extended Reach
All weapons
Range +8%
4
Normal / Lv.1
Extended Reach II
All weapons
Range +3%
6
Normal / Lv.1 / Requires Extended Reach rank 4
Light Footwork
All weapons
Move speed +6%
5
Normal / Lv.1
Light Footwork II
All weapons
Move speed +1%
5
Normal / Lv.1 / Requires Light Footwork rank 5
Vitality Training
All weapons
Max HP +10%
5
Normal / Lv.1
Vitality Training II
All weapons
Max HP +6%
5
Normal / Lv.1 / Requires Vitality Training rank 5
Vitality Training III
All weapons
Max HP +2%
10
Normal / Lv.1 / Requires Vitality Training II rank 5
1: Extra attack interval: -1 hits
2: Extra damage coefficient +15%
3: Extra attack targets +1
3
Evolution / Lv.40 / Requires Forest Tempest II rank 3
Earthshaker III
Acorn Bonk Hammer
1: Extra attack interval: -1 hits
2: Extra damage coefficient +10%
3: Extra attack targets +1
3
Evolution / Lv.40 / Requires Earthshaker II rank 3
Full Spore Bloom III
Mushroom Wand
1: Spore areas +1 · Spore total damage over 3s +5%
2: Spore total damage over 3s +15%
3: Spore kill explosion +45%
3
Evolution / Lv.40 / Requires Full Spore Bloom II rank 3
Seed Volley III
Seed Slingshot
1: Extra attack interval: -1 hits
2: Extra damage coefficient +10%
3: Extra attack targets +1
3
Evolution / Lv.40 / Requires Seed Volley II rank 3
Powerful Adhesive III
Sticky Launcher
1: Marked damage bonus +2%
2: Sticky total damage over 3s +30%
3: Marked damage bonus +3%
3
Evolution / Lv.40 / Requires Powerful Adhesive II rank 3
Endless balance
All weapons
Attack damage and max HP each +1%
Repeatable
Normal / Lv.81
Endless attack
All weapons
Attack damage +2%
Repeatable
Normal / Lv.81
Endless vitality
All weapons
Max HP +2%
Repeatable
Normal / Lv.81
Five-Level Training Bonus
Every 5 levels cleared in one run grants the tier reward for the current cleared level. The daily Daisy cap is 150 (KST), and higher tiers also improve rare monster-drop rates.
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Training tier
Cleared level
Five-level bonus
Rare-drop bonus
Training I
1~10
Daisy x25
+0%
Training II
11~20
Daisy x30
+10%
Training III
21~30
Daisy x35
+25%
Training IV
31~40
Daisy x40
+50%
Training V
41~50
Daisy x45
+75%
Training VI
51+
Daisy x50
+100%
First-Clear Training Milestones
Each milestone is granted once on first reaching it. Starting from a checkpoint also grants any unclaimed intermediate milestones reached during the run.
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First reached level
Reward
Quantity
10
Daisy
25
20
Construction Material
5
20
Furniture Material
5
30
Research Material
10
40
Clear Recovery Elixir
1
50
Advanced Weapon Box
1
60
Daisy
50
60
Construction Material
10
70
Daisy
50
70
Furniture Material
10
80
Daisy
50
80
Research Material
10
90
Daisy
50
90
Clear Recovery Elixir
1
100
Advanced Weapon Box
1
Weapon Training Monster Drops
Each drop rule rolls independently when a monster is defeated. Monster-specific rules are applied in addition to common rules. This table shows base chances before density and training-tier modifiers. More regular monsters means lower individual drop chances to preserve expected loot per wave. Boss loot stays; training boss reinforcements have no separate drops. The last-hit player has pickup priority for 60 sec, then other players can pick it up. Items disappear 300 sec after spawning and are not granted separately to each party member.
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Monster
Drop item
Quantity
Base chance before modifiers
Monster 01
Daisy
1
10%
Monster 02
Daisy
1
16%
Monster 03
Daisy
1
23%
Monster 04
Daisy
1
28%
Monster 05
Daisy
1
33%
Monster 06
Daisy
1
35%
Monster 07
Daisy
1
37%
Monster 08
Daisy
1
39%
Monster 09
Daisy
1
41%
Monster 10
Daisy
1
43%
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%
Monster 02
Mushroom Hat
1
0.016%
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 01
Research Material Fragment
1
3%
Monster 02
Research Material Fragment
1
3%
Monster 03
Research Material Fragment
1
3%
Monster 04
Research Material Fragment
1
3%
Monster 05
Research Material Fragment
1
3%
Monster 06
Research Material Fragment
1
3%
Monster 07
Research Material Fragment
1~3
30%
Monster 08
Research Material Fragment
1
3%
Monster 09
Research Material Fragment
1
3%
Monster 10
Research Material Fragment
1~3
30%
Monster 01
Apple
1
3.3333%
Monster 01
Blueberry
1
3.3333%
Monster 01
Cherry
1
3.3333%
Monster 01
Ginkgo
1
3.3333%
Monster 01
Mandarin
1
3.3333%
Monster 01
Peach
1
3.3333%
Monster 02
Apple
1
5%
Monster 02
Blueberry
1
5%
Monster 02
Cherry
1
5%
Monster 02
Ginkgo
1
5%
Monster 02
Mandarin
1
5%
Monster 02
Peach
1
5%
Monster 03
Apple
1
6.6667%
Monster 03
Blueberry
1
6.6667%
Monster 03
Cherry
1
6.6667%
Monster 03
Ginkgo
1
6.6667%
Monster 03
Mandarin
1
6.6667%
Monster 03
Peach
1
6.6667%
Monster 04
Apple
1
8.3333%
Monster 04
Blueberry
1
8.3333%
Monster 04
Cherry
1
8.3333%
Monster 04
Ginkgo
1
8.3333%
Monster 04
Mandarin
1
8.3333%
Monster 04
Peach
1
8.3333%
Monster 05
Apple
1
9.1667%
Monster 05
Blueberry
1
9.1667%
Monster 05
Cherry
1
9.1667%
Monster 05
Ginkgo
1
9.1667%
Monster 05
Mandarin
1
9.1667%
Monster 05
Peach
1
9.1667%
Monster 06
Apple
1
10%
Monster 06
Blueberry
1
10%
Monster 06
Cherry
1
10%
Monster 06
Ginkgo
1
10%
Monster 06
Mandarin
1
10%
Monster 06
Peach
1
10%
Monster 07
Apple
1
10.8333%
Monster 07
Blueberry
1
10.8333%
Monster 07
Cherry
1
10.8333%
Monster 07
Ginkgo
1
10.8333%
Monster 07
Mandarin
1
10.8333%
Monster 07
Peach
1
10.8333%
Monster 08
Apple
1
11%
Monster 08
Blueberry
1
11%
Monster 08
Cherry
1
11%
Monster 08
Ginkgo
1
11%
Monster 08
Mandarin
1
11%
Monster 08
Peach
1
11%
Monster 09
Apple
1
11.1667%
Monster 09
Blueberry
1
11.1667%
Monster 09
Cherry
1
11.1667%
Monster 09
Ginkgo
1
11.1667%
Monster 09
Mandarin
1
11.1667%
Monster 09
Peach
1
11.1667%
Monster 10
Apple
1
11.3333%
Monster 10
Blueberry
1
11.3333%
Monster 10
Cherry
1
11.3333%
Monster 10
Ginkgo
1
11.3333%
Monster 10
Mandarin
1
11.3333%
Monster 10
Peach
1
11.3333%
Monster 07
Doll 1
1
0.5%
Monster 10
Mushroom Wand
1
0.01%
Monster 10
Sticky Launcher
1
0.01%
Monster 01
Sprout Slime Hat
1
0.016%
Monster 02
Mushroom Forest Poncho
1
0.016%
Monster 06
Little Bat Wings
1
0.016%
Defence spawn examples
Totals arrive in sequence, not all at once. Starting party size determines them; boss counts do not increase. Training XP is shared by the party and includes reinforcements and accumulated fractional XP.
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Wave
Total with 2 players
Total with 6 players
1
60
120
2
80
160
3
160
320
4
140
280
5
81 (includes 1 boss)
161 (includes 1 boss)
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.
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Rule
Current value
How it applies
Participants
2–6
Starting size determines count and HP
Entry fatigue
5
Consumed when combat actually starts
Daily plays
3
Resets at 05:30 KST; preparation-stage abandonment does not count
Combat controls
Touch movement + automatic attacks
Automatically attacks a nearby valid target with the equipped weapon
Player HP
100
Revives after 10 sec with 100% HP
Post-revive invulnerability
3 sec
Ignores monster damage and knockback
Unarmed basic attack
Damage 150 / range 50 / 700ms
Equipping a weapon replaces these values; mastery damage does not apply while unarmed
Base critical
Chance 0% / damage 150%
Can increase through combat research and weapon traits
First-wave preparation
10 sec
See the wave table for later preparation times
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.
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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 180 / attacks every 900ms
Bomb
100
1
600 gold
Blast radius 80 / damage 2400 / 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.
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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
180 -> 480
Bomb radius
30
First 15, then +3 per level
80 -> 140
Bomb damage
30
First 15, then +3 per level
2400 -> 5700
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. Daisies show the cumulative guaranteed reward for clearing through that wave.
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Wave
Clear condition
Next-wave preparation
Guaranteed Daisies
Secret Garden
1
Defeat every monster
10 sec
10
15 sec
2
Defeat every monster
10 sec
25
22 sec
3
Defeat every monster
10 sec
45
30 sec
4
Defeat every monster
10 sec
70
40 sec
5
Defeat every monster
Final wave
100
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. This table shows base chances before density and training-tier modifiers. More regular monsters means lower individual drop chances to preserve expected loot per wave. Boss loot stays; training boss reinforcements have no separate drops. The last-hit player has pickup priority for 60 sec, then other players can pick it up. Items disappear 300 sec after spawning and are not granted separately to each party member.
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Monster
Drop item
Quantity
Base chance before modifiers
Monster 01
Daisy
1
10%
Monster 02
Daisy
1
13%
Monster 03
Daisy
1
16%
Monster 04
Daisy
1
19%
Monster 05
Daisy
1
22%
Monster 06
Daisy
1
27%
Monster 07
Daisy
1
60%
Monster 08
Daisy
1
32%
Monster 09
Daisy
1
38%
Monster 10
Daisy
1
75%
All monsters
Plain Fishing Rod
1
0.038%
All monsters
Clear Recovery Elixir
1
0.192%
Monster 01
Acorn Bonk Hammer
1
0.0213%
Monster 01
Forest Keeper Branch
1
0.0213%
Monster 01
Seed Slingshot
1
0.0213%
Monster 02
Acorn Bonk Hammer
1
0.0213%
Monster 02
Forest Keeper Branch
1
0.0213%
Monster 02
Seed Slingshot
1
0.0213%
Monster 02
Mushroom Hat
1
0.064%
Monster 03
Acorn Bonk Hammer
1
0.0213%
Monster 03
Forest Keeper Branch
1
0.0213%
Monster 03
Seed Slingshot
1
0.0213%
Monster 04
Acorn Bonk Hammer
1
0.0213%
Monster 04
Forest Keeper Branch
1
0.0213%
Monster 04
Seed Slingshot
1
0.0213%
Monster 05
Acorn Bonk Hammer
1
0.0213%
Monster 05
Forest Keeper Branch
1
0.0213%
Monster 05
Seed Slingshot
1
0.0213%
Monster 06
Acorn Bonk Hammer
1
0.0213%
Monster 06
Forest Keeper Branch
1
0.0213%
Monster 06
Seed Slingshot
1
0.0213%
Monster 08
Acorn Bonk Hammer
1
0.0213%
Monster 08
Forest Keeper Branch
1
0.0213%
Monster 08
Seed Slingshot
1
0.0213%
Monster 09
Acorn Bonk Hammer
1
0.0213%
Monster 09
Forest Keeper Branch
1
0.0213%
Monster 09
Seed Slingshot
1
0.0213%
Monster 10
Acorn Bonk Hammer
1
0.0213%
Monster 10
Forest Keeper Branch
1
0.0213%
Monster 10
Seed Slingshot
1
0.0213%
Monster 01
Mushroom Wand
1
0.0105%
Monster 01
Sticky Launcher
1
0.0105%
Monster 02
Mushroom Wand
1
0.0105%
Monster 02
Sticky Launcher
1
0.0105%
Monster 03
Mushroom Wand
1
0.0105%
Monster 03
Sticky Launcher
1
0.0105%
Monster 04
Mushroom Wand
1
0.0105%
Monster 04
Sticky Launcher
1
0.0105%
Monster 05
Mushroom Wand
1
0.0105%
Monster 05
Sticky Launcher
1
0.0105%
Monster 06
Mushroom Wand
1
0.0105%
Monster 06
Sticky Launcher
1
0.0105%
Monster 08
Mushroom Wand
1
0.0105%
Monster 08
Sticky Launcher
1
0.0105%
Monster 09
Mushroom Wand
1
0.0105%
Monster 09
Sticky Launcher
1
0.0105%
Monster 10
Mushroom Wand
1
5.0105%
Monster 10
Sticky Launcher
1
5.0105%
All monsters
Furniture Material
1
0.133%
All monsters
Construction Material
1
0.103%
All monsters
Research Material
1
0.075%
Monster 01
Research Material Fragment
1
3%
Monster 02
Research Material Fragment
1
3%
Monster 03
Research Material Fragment
1
3%
Monster 04
Research Material Fragment
1
3%
Monster 05
Research Material Fragment
1
3%
Monster 06
Research Material Fragment
1
3%
Monster 07
Research Material Fragment
1~3
30%
Monster 08
Research Material Fragment
1
3%
Monster 09
Research Material Fragment
1
3%
Monster 10
Research Material Fragment
1~3
30%
Monster 01
Apple
1
4%
Monster 01
Blueberry
1
4%
Monster 01
Cherry
1
4%
Monster 01
Ginkgo
1
4%
Monster 01
Mandarin
1
4%
Monster 01
Peach
1
4%
Monster 02
Apple
1
4.8333%
Monster 02
Blueberry
1
4.8333%
Monster 02
Cherry
1
4.8333%
Monster 02
Ginkgo
1
4.8333%
Monster 02
Mandarin
1
4.8333%
Monster 02
Peach
1
4.8333%
Monster 03
Apple
1
5.6667%
Monster 03
Blueberry
1
5.6667%
Monster 03
Cherry
1
5.6667%
Monster 03
Ginkgo
1
5.6667%
Monster 03
Mandarin
1
5.6667%
Monster 03
Peach
1
5.6667%
Monster 04
Apple
1
6.5%
Monster 04
Blueberry
1
6.5%
Monster 04
Cherry
1
6.5%
Monster 04
Ginkgo
1
6.5%
Monster 04
Mandarin
1
6.5%
Monster 04
Peach
1
6.5%
Monster 05
Apple
1
7.3333%
Monster 05
Blueberry
1
7.3333%
Monster 05
Cherry
1
7.3333%
Monster 05
Ginkgo
1
7.3333%
Monster 05
Mandarin
1
7.3333%
Monster 05
Peach
1
7.3333%
Monster 06
Apple
1
8.3333%
Monster 06
Blueberry
1
8.3333%
Monster 06
Cherry
1
8.3333%
Monster 06
Ginkgo
1
8.3333%
Monster 06
Mandarin
1
8.3333%
Monster 06
Peach
1
8.3333%
Monster 07
Apple
1
10%
Monster 07
Blueberry
1
10%
Monster 07
Cherry
1
10%
Monster 07
Ginkgo
1
10%
Monster 07
Mandarin
1
10%
Monster 07
Peach
1
10%
Monster 08
Apple
1
9.6667%
Monster 08
Blueberry
1
9.6667%
Monster 08
Cherry
1
9.6667%
Monster 08
Ginkgo
1
9.6667%
Monster 08
Mandarin
1
9.6667%
Monster 08
Peach
1
9.6667%
Monster 09
Apple
1
11%
Monster 09
Blueberry
1
11%
Monster 09
Cherry
1
11%
Monster 09
Ginkgo
1
11%
Monster 09
Mandarin
1
11%
Monster 09
Peach
1
11%
Monster 10
Apple
1
11.6667%
Monster 10
Blueberry
1
11.6667%
Monster 10
Cherry
1
11.6667%
Monster 10
Ginkgo
1
11.6667%
Monster 10
Mandarin
1
11.6667%
Monster 10
Peach
1
11.6667%
Monster 07
Doll 1
1
50%
Monster 07
Advanced Weapon Box
1
75%
Monster 07
Bear Costume Hood
1
10%
Monster 01
Sprout Slime Hat
1
0.064%
Monster 02
Mushroom Forest Poncho
1
0.064%
Monster 06
Little Bat Wings
1
0.064%
Weekly Ranking Categories
After meeting the life-skill requirement, you can view the current ranking and last week's results. Rewards require the minimum number of participants for that category.
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Category
Score basis
Required life skill
Displayed ranks
Minimum for rewards
Fishing
Success
50
100
7
Gathering
Success
50
100
7
Cooking
Claims
50
100
7
Drawing Quiz
Correct Answers
50
100
7
Beat Party
Score
50
100
7
Omok
Rank Points
50
100
7
One Card
1st Place
50
100
7
Combat
Score
50
100
7
Combat Ranking Score
Higher-HP monsters grant more points, and party scores are divided by actual damage contribution.
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Rule
How it applies
Monster score
1 point per 1000 max HP, rounded up
Party score split
Split in proportion to damage dealt to that monster
Eligible content
Weapon Training and Village Outskirts Defence
Weekly Ranking Rewards
After the ranking period ends, rewards are mailed based on final rank and the participant requirement.
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Category
Rank
Reward
Fishing
1
Daisy x50, 1st Place Token x1
Fishing
2
Daisy x35, 2nd Place Token x1
Fishing
3
Daisy x20, 3rd Place Token x1
Fishing
4~10
Daisy x10
Fishing
11~100
Daisy x1
Gathering
1
Daisy x50, 1st Place Token x1
Gathering
2
Daisy x35, 2nd Place Token x1
Gathering
3
Daisy x20, 3rd Place Token x1
Gathering
4~10
Daisy x10
Gathering
11~100
Daisy x1
Cooking
1
Daisy x50, 1st Place Token x1
Cooking
2
Daisy x35, 2nd Place Token x1
Cooking
3
Daisy x20, 3rd Place Token x1
Cooking
4~10
Daisy x10
Cooking
11~100
Daisy x1
Drawing Quiz
1
Daisy x50, 1st Place Token x1
Drawing Quiz
2
Daisy x35, 2nd Place Token x1
Drawing Quiz
3
Daisy x20, 3rd Place Token x1
Drawing Quiz
4~10
Daisy x10
Drawing Quiz
11~100
Daisy x1
Beat Party
1
Daisy x50, 1st Place Token x1
Beat Party
2
Daisy x35, 2nd Place Token x1
Beat Party
3
Daisy x20, 3rd Place Token x1
Beat Party
4~10
Daisy x10
Beat Party
11~100
Daisy x1
Omok
1
Daisy x50, 1st Place Token x1
Omok
2
Daisy x35, 2nd Place Token x1
Omok
3
Daisy x20, 3rd Place Token x1
Omok
4~10
Daisy x10
Omok
11~100
Daisy x1
One Card
1
Daisy x50, 1st Place Token x1
One Card
2
Daisy x35, 2nd Place Token x1
One Card
3
Daisy x20, 3rd Place Token x1
One Card
4~10
Daisy x10
One Card
11~100
Daisy x1
Combat
1
Daisy x50, 1st Place Token x1
Combat
2
Daisy x35, 2nd Place Token x1
Combat
3
Daisy x20, 3rd Place Token x1
Combat
4~10
Daisy x10
Combat
11~100
Daisy x1
Crystal Paid Product Quantities
The permanent bonus is added to the base quantity.