A cosy idle MMO for the edge of your desktop

Heroes of Idleville

A legend in forty pixels

A tiny pixel hero moves into a 40-pixel strip at the edge of your screen. While you work, they wander through meadows, trip over smug turnips, bonk belligerent geese and bring home loot. Songs will be sung. Quietly, so as not to disturb your meeting.

  • No pay-to-win
  • Progress while you're away
  • Never nags, never blinks for attention
The tale begins

The legend in numbers

  • 16,331adventure lineshand-written, goose-approved
  • 21skillseach one a road to 99
  • 23places19 zones, 4 gathering spots
  • 111enemiesmost of them rude
  • 530itemsfrom turnips to starmetal
  • 33uniquesone of a kind, each
  • 25petsone talent each

0.9.9Latest update

Back in place

  • Pop-ups where they belong
  • A panel that fits
Read the patch notes →

Chapter I

The Strip

In which a very small hero takes up a very thin residence at the edge of your screen.

The strip

Where every legend walks

Forty pixels tall, along the edge of your screen, over whatever you're working on. Pick a hero, pick a zone, and watch them go: the game's own art and adventure lines, playing right here.

Dewdrop MeadowAdv 1–9 zone
Travel
Hero

    This is the real thing, more or less. In the game the strip is a transparent, always-on-top window. Click your hero and the adventure panel pops up.

    A friendly little companion

    Company for your workday, not another job

    Heroes of Idleville is built to sit quietly at the edge of your attention: a small, warm window into a world where the biggest threat is a goose with opinions.

    • It lives in 40 pixels

      A slim, see-through strip along the bottom or top of your screen, as long or short as you like. Turn on Reserve space and your other windows politely make room.

    • It plays itself

      Steps, loot and little scenes just happen. Fights wait for a click, or let auto-fight take them. Open the panel when you feel like it, not because it asked.

    • It carries on without you

      Send your hero on an expedition before lunch, or on an eight-hour job shift before bedtime. It keeps going with the game closed and pays out when you're back.

    • 16,331 bits of nonsense

      Hand-written adventure lines that never repeat within 30 steps. Signposts that just say 'Probably'. Snails that overtake you and don't look back.

    • Fair, always

      No pay-to-win and no energy bars. The planned Supporter DLC is cosmetics only, so the only way to a better sword is to find one.

    • Polite to your desktop

      A tray icon to hide, show or reset the strip. If the game ever hangs, the tray still offers a restart, no task manager required.

    Fights & the target panel

    Scraps that fit around your afternoon

    Now and then something blocks the path: a Belligerent Goose, a Sulking Mushroom, the Smug Turnip King himself. The target panel at the end of the strip shows who it is, its combat level, a live HP bar and how the odds look, worked out from 200 simulated fights against your hero as they are right now.

    • Fight or flee with one click, or turn on auto-fight in Settings and let your hero get on with it.
    • Turn-based and easy to follow: every swing, crit and dodge plays out on the strip.
    • Gold names are bosses, purple ones elites. The rest are just having a bad day.
    • Losing is not a catastrophe. Your hero drops a tenth of their pocket gold, sits down for a bit and gets back up once they've recovered.

    Smug Turnip King

    Cb 10 BOSS tough

    trivialeasyeventoughdeadly

    Chapter II

    The World

    In which the road goes on and on, geese are ridden, things grow beside it, and something enormous rises every four hours.

    19 zones, Adventuring 1 to 84

    From Dewdrop Meadow to the edge of the cosmos

    Every zone has its own far hills, ground, scenery and weather, its own locals (111 enemies in all), its own jokes and a boss who takes it all very personally. Walking trains Adventuring, and your Adventuring level opens the road to the next one. Add the 4 gathering locations and that's 23 places to wander. Getting there takes 20 seconds, by time tunnel, catapult, goose or cheese: see the journeys below.

    Scroll the road →

    1. Stop 1 of 19

      Dewdrop Meadow

      Rolling hills, gentle breezes, and a turnip population with a superiority complex.

      Boss: Smug Turnip King Cb 10

      Locals: Belligerent Goose, Grumpy Slime, Opinionated Sheep

      By the road: Foraging 6%, Mining 4%

    2. Stop 2 of 19

      Whispering Woods

      The trees whisper constantly, mostly unkind remarks about your haircut.

      Boss: Litigious Elder Treant Cb 19

      Locals: Bureaucratic Goblin, Sulking Mushroom, Judgmental Owl

      By the road: Woodcutting 15%, Foraging 12%

    3. Stop 3 of 19

      Saltwhisker Shore

      Sun, sand and seagulls with the manners of pirates. The crabs walk sideways out of spite.

      Boss: Captain Clawbeard Cb 21

      Locals: Sideways Sand Crab, Grumpy Gull, Salty Tidepool Slime

      By the road: Fishing 20%, Mining 3%

    4. Stop 4 of 19

      Old Mines

      Abandoned by dwarves after a dispute over the break room coffee, but not by monsters.

      Boss: Relentless Dwarven Auditor Cb 33

      Locals: Echoing Bat, Unionized Kobold, Ancient Golem

      By the road: Mining 30%

    5. Stop 5 of 19

      Bogwater Marsh

      A foggy swamp where the fireflies give bad directions and the frogs give worse advice.

      Boss: Bog Hag Mildred Cb 31

      Locals: Bloated Bog Toad, Clingy Marsh Leech, Misleading Mire Wisp

      By the road: Fishing 15%, Foraging 10%

    6. Stop 6 of 19

      Gravewind Hollow

      A graveyard where nobody rests in peace, mostly because of all the noise complaints.

      Boss: Count Bonechill Cb 36

      Locals: Well-Fed Crypt Rat, Nosy Grave Bat, Restless Skeleton

      By the road: Woodcutting 10%, Foraging 6%

    7. Stop 7 of 19

      Ashen Wastes

      A scorched land where retired dragons go to complain about the weather.

      Boss: Retired Elder Dragon Cb 51

      Locals: Sarcastic Ash Imp, Lukewarm Salamander, Bored Skeleton Knight

      By the road: Mining 12%, Foraging 5%

    8. Stop 8 of 19

      Frostfang Peaks

      Mountains so cold that even the yetis wear scarves. Bring mittens. Bring two.

      Boss: Grand Yeti Cb 44

      Locals: Sniffly Snow Goblin, Clumsy Yeti Cub, Shivering Frost Wolf

      By the road: Mining 20%, Foraging 5%

    9. Stop 9 of 19

      Sunscorch Dunes

      Endless dunes, ancient ruins and a sun that takes its job far too seriously.

      Boss: Pharaoh of Sand Cb 49

      Locals: Pinchy Dune Scorpion, Patient Bone Vulture, Huggable Cactus Brute

      By the road: Mining 8%, Foraging 6%

    10. Stop 10 of 19

      Emerald Canopy

      A jungle so green it hurts. Everything here is colorful, loud or trying to eat you.

      Boss: Queen of Thorns Cb 54

      Locals: Neon Dart Frog, Heckling Howler Monkey, Snippy Vine Snapper

      By the road: Woodcutting 18%, Foraging 15%

    11. Stop 11 of 19

      Crystal Caverns

      Glittering caves where the walls sparkle, the bats glow and the slimes refract.

      Boss: Shardmother Cb 59

      Locals: Refractive Prism Slime, Blinking Glow Bat, Skittering Shard Crawler

      By the road: Mining 30%, Foraging 5%

    12. Stop 12 of 19

      Cinder Caldera

      The inside of a volcano. Warm, cozy and full of things that are on fire on purpose.

      Boss: Caldera King Cb 64

      Locals: Bubbly Magma Slime, Mischievous Fire Imp, Glossy Obsidian Beetle

      By the road: Mining 15%, Foraging 5%

    13. Stop 13 of 19

      Gearwhistle Works

      A clockwork factory still running shifts nobody scheduled. Everything ticks. Some things tock.

      Boss: Chief Engineer Sprocket Cb 69

      Locals: Ticking Cog Spider, Punctual Brass Owl, Overwound Clockwork Soldier

      By the road: Mining 8%, Fishing 4%

    14. Stop 14 of 19

      Fae Hollow

      A fairy glade where every flower has terms and conditions and every mushroom has a riddle.

      Boss: Dreaming King Cb 74

      Locals: Drowsy Moonmoth, Pixie Prankster, Trickster Fox

      By the road: Foraging 15%, Woodcutting 10%

    15. Stop 15 of 19

      Sunken Spires

      The towers of a drowned city, surfacing at low tide and sulking at high tide.

      Boss: Drowned Admiral Cb 79

      Locals: Wobbly Jelly Drifter, Slippery Spire Eel, Angler Ghoul

      By the road: Fishing 20%, Mining 4%

    16. Stop 16 of 19

      Cloudreach Isles

      Islands adrift in the sky. Mind the edges; the clouds are not load-bearing.

      Boss: Storm Roc Cb 85

      Locals: Fluffy Griffin Chick, Headstrong Cloud Ram, Crackling Storm Sprite

      By the road: Fishing 6%, Woodcutting 6%

    17. Stop 17 of 19

      Obsidian Citadel

      A fortress of polished black stone, very dramatic and in desperate need of better lighting.

      Boss: Obsidian Warden Cb 93

      Locals: Shadow Hound, Stone-Faced Gargoyle, Rattling Cursed Armor

      By the road: Mining 8%, Woodcutting 4%

    18. Stop 18 of 19

      Abyssal Rift

      The place where the world ran out. The void stares back and asks what you want.

      Boss: Hollow One Cb 102

      Locals: Null Slime, Rift Crawler, Unblinking Void Eye

      By the road: Mining 6%, Fishing 5%

    19. Stop 19 of 19

      Astral Expanse

      The cosmos itself, where stars twinkle on schedule and someone keeps very careful accounts.

      Boss: Cosmic Accountant Cb 110

      Locals: Star Jelly, Nebula Wisp, Comet Hound

      By the road: Foraging 6%, Mining 6%

    New in 0.5 · trips

    Six ways to get there, none of them sensible

    A trip to another zone takes 20 seconds, and the strip makes an occasion of it. Every trip picks one of six journeys, and your hero narrates the whole way, from the setting off to the landing. Open the game half way through and the journey joins in at the right moment.

    • Journey 1 of 6

      Through a time tunnel

      1. The sprint: the hero runs off, the zone rushing by, dust puffs at their heels and speed streaks in the air, while a portal swirls open ahead.
      2. The warp: the portal swallows the strip into a time tunnel with rings and star lines rushing out of its mouth and its colours drifting; the old zone stretches and dissolves, pocket watches and a goose tumble by, and half way the new zone starts showing through.
      3. The arrival: the tunnel closes in on the hero and pops, and the hero drops out into the new zone and lands.
    • Journey 2 of 6

      By catapult

      1. The launch: a catapult drops in behind the hero, who climbs into its bucket; a countdown, and the hero is flung up out of the strip.
      2. The arc: the camera catches up with the hero tumbling over the clouds, past a flock of gulls, upright for a moment at the top to take in the view, overtaking the goose from the time tunnel, then down again, faster and faster.
      3. The landing: head first into the new zone, legs kicking, and out again.
    • Journey 3 of 6

      On a giant goose

      1. The pick-up: the hero whistles, a giant goose swoops in low from behind and scoops them onto its back, runs a few steps and takes off.
      2. The flight: up over the clouds, flapping, honking, and for a while flying the wrong way round until the hero sets it straight.
      3. The landing: down into the new zone, a waddling touch-down, and the goose bucks the hero off and flies away honking.
    • Journey 4 of 6

      By a bunch of balloons

      1. The lift: the hero blows up balloon after balloon until their feet leave the ground, and drifts up, legs pedalling the air.
      2. The drift: slowly over the clouds; a pigeon lands on the balloons and pops one, and later another.
      3. The landing: a gentle touch-down in the new zone, and the hero lets the rest of the balloons go.
    • Journey 5 of 6

      By pigeon post

      1. The posting: a parcel drops over the hero, who is now in it (it jiggles), and a team of pigeons flutters in and lifts it off.
      2. The post round: over the clouds with the parcel swinging under the pigeons; one of them goes off after a crumb and the parcel hangs crooked until it is back.
      3. The delivery: the pigeons drop the parcel in the new zone with a thud and fly off, and the hero bursts out of it.
    • Journey 6 of 6

      Inside a runaway wheel of cheese

      1. The roll-in: a giant waxed cheese with its middle eaten out rolls up, and the hero hops inside and starts running like a hamster in a wheel.
      2. The roll: faster and faster through a blur of other zones, bouncing over bumps, with a pack of crypt rats chasing the cheese for a while.
      3. The stop: the wheel slows down in the new zone, wobbles, tips over flat and the hero tumbles out, dizzy.

    Nine transitions

    …and a curtain for every change of scene

    Whenever the strip changes scene, to work a node, clock in at a job, set off on an expedition, open a story, go down a dungeon or up the tower, and back again, a short cartoon plays over it. Each change picks a style that fits where the hero is going, never the one it played last. It's only for show: the change itself happens at once underneath, and nothing waits for it.

    • Pan 1.4 s

      For gathering, jobs, expeditions and zones

    • Iris 1.8 s

      For gathering, workshops, expeditions, stories, dungeons, the tower and zones

    • Curtain 2 s

      For gathering, workshops, jobs, stories, the tower and zones

    • Smoke 1.75 s

      For gathering, workshops, jobs, dungeons and zones

    • Gates 1.85 s

      For workshops and jobs

    • Page 1.4 s

      For stories and zones

    • Descent 1.8 s

      For dungeons

    • Ascent 1.8 s

      For the tower

    • Map 2 s

      For expeditions

    New in 0.4.0 · Gathering

    Ore by the roadside, fish on the way

    Every zone now has things to gather along the road, true to its theme. Your hero stops at a rock, a tree, a pond or a patch of herbs and works it on the spot, then walks on. Or, if the node wants a higher level, says so and walks on anyway. 800 new lines tell you which.

    On the road · Old Mines, Mining 30%

    A little skilling between steps

    When your skill is high enough, the hero gathers one to three actions' worth right there, with your best tool counting as it does at a node: a treat worth half a minute of dedicated skilling. At Mining 18 in the Old Mines:

    “You tap the Iron Rock politely. It coughs up 2 Iron Ore.”

    “The Coal Seam glitters at you, but it wants Mining 20 and you're Mining 18. You wave. It doesn't.”

    The Old Mines and the Crystal Caverns lean to mining, the woods and the Emerald Canopy to woodcutting and foraging, the Saltwhisker Shore, the Bogwater Marsh and the Sunken Spires to fishing. Every zone has at least one skill to gather; a node is picked from the zone's own, mostly around your level, with now and then one to aim for.

    Gathering chances

    What grows where

    Each zone has its own chance per step of meeting a node, up to 60% in all, taken from the other kinds of step so fights and finds keep their shape.

    • Dewdrop MeadowForaging 6%
    • Whispering WoodsWoodcutting 15%
    • Saltwhisker ShoreFishing 20%
    • Old MinesMining 30%
    • Bogwater MarshFishing 15%
    • Gravewind HollowWoodcutting 10%
    • Ashen WastesMining 12%
    • Frostfang PeaksMining 20%
    • Sunscorch DunesMining 8%
    • Emerald CanopyWoodcutting 18%
    • Crystal CavernsMining 30%
    • Cinder CalderaMining 15%
    • Gearwhistle WorksMining 8%
    • Fae HollowForaging 15%
    • Sunken SpiresFishing 20%
    • Cloudreach IslesFishing 6%
    • Obsidian CitadelMining 8%
    • Abyssal RiftMining 6%
    • Astral ExpanseForaging 6%

    4 gathering locations

    One for each gathering skill, open from Adventuring 1 and tagged “Gathering” in the Travel list. Each has every node of its skill, so a dedicated gatherer can go from level 1 to 99 without leaving. The locals are weak and turn up on only a tenth of the steps.

    • Mining location

      Grumblestone Quarry

      A big friendly pit where the rocks grumble about being mined, then grumble louder about being left alone.

      Steps: Mining 55%, Foraging 5%, enemies 10%

      Nodes: all 26 Mining nodes, levels 1 to 95

      Locals: Hard-Hat Mole, Pebble Golem and Gravel Beetle

    • Woodcutting location

      Whistling Timberland

      The pines whistle when the wind blows and hum along when nobody is listening. Great for logs, terrible for secrets.

      Steps: Woodcutting 55%, Foraging 5%, enemies 10%

      Nodes: all 20 Woodcutting nodes, levels 1 to 95

      Locals: Acorn Bandit, Sticky Sap Slime and Nosy Woodpecker

    • Fishing location

      The Lazy Lagoon

      Warm, shallow and in no hurry at all. The fish bite eventually, right after their nap.

      Steps: Fishing 55%, Foraging 5%, enemies 10%

      Nodes: all 21 Fishing nodes, levels 1 to 95

      Locals: Sunbathing Crab, Bubble Jelly and Fish-Thief Heron

    • Foraging location

      Wildroot Meadows

      Knee-high herbs, very loud bees and a mushroom that tells fortunes, mostly wrong ones.

      Steps: Foraging 55%, Woodcutting 5%, enemies 10%

      Nodes: all 23 Foraging nodes, levels 1 to 95

      Locals: Herb-Nibbling Rabbit, Prickly Thistle and Bossy Bumblebee

    Artisans in town

    The workshops of Idleville

    Smithing, Crafting, Cooking and Alchemy are done in Idleville's workshops now. The Town tab has a Workshops page with their recipes (the artisan tiles in the Skills tab lead there too), and the session plays on the strip in town, at the station, with the pose.

    • Smithing at the Smithy's anvil · 62 recipes

    • Crafting at the Carpenter's workbench · 91 recipes

    • Cooking at the Tavern kitchen's stove · 26 recipes

    • Alchemy at the Apothecary's cauldron · 27 recipes

    The World tab

    When you fancy more than a stroll

    Open the panel and the World tab has somewhere to be: trips that run while the game is closed, little stories with choices, dungeons behind locked doors, a tower with no top and a world boss every four hours.

    19 expeditions

    Pack a basket and close the game

    Send your hero off for 15 minutes, an hour, four hours or eight. The whole trip is paid when you come back to claim it, so it carries on while your computer sleeps. Meanwhile the strip shows the trek: backpack on, diary lines as they happen, and a sit by the campfire now and then. They return with xp, gold, loot and that diary.

    • Meadow Picnic (Dewdrop Meadow) Pack a basket, find a hill, and let the sheep do the talking.
    • Night Shift (Gearwhistle Works) Nobody scheduled you, but the factory clocked you in anyway. Please try to look busy.
    • Fairy Revel (Fae Hollow) You are invited to a fairy party. Eat nothing, promise nothing, and absolutely do not dance.
    • Low Tide Dive (Sunken Spires) Explore the drowned city while the tide is out. The tide is very punctual about coming back.
    • Cosmic Stargazing (Astral Expanse) Look at the stars through a telescope. Some look back, and a few are filling out forms about you.

    23 stories

    Small tales with big choices

    Branching stories with choices, and d20 checks against your skills, from Strength to Thieving to Farming. Between choices your hero reads the map at a signpost.

    • The Cosmic Audit. The universe's books are short exactly one star, and the Cosmic Accountant has picked you to find it.
    • The Retirement Party. Grizelda the dragon is retiring after nine hundred years of hoarding, and everyone in the Ashen Wastes is invited.
    • The Overdue Book. An owl librarian insists you owe the Whispering Woods Library a book. Four hundred years overdue.

    4 key dungeons

    Dungeons behind a locked door

    Keys drop while you adventure, and the Slayer shop sells them too. Each run is a string of rooms, fights, traps, chests, shrines and a spot to rest, and a boss waiting at the end. Every room trains Dungeoneering, which brings better chests, more keys and nimbler feet around traps.

    • Warren Key

      Goblin Warren Combat 6+

      A burrow of tunnels under the meadow where the goblins keep everything they have borrowed forever.

    • Acorn Key

      Hollow Oak Combat 15+

      An ancient oak so big there is a whole dungeon inside, and so old it has started to rot a little.

    • Vault Key

      Ledger Vaults Combat 24+

      The dwarves' deepest vaults, where every coin is counted twice and every intruder is counted once.

    • Ember Key

      Ember Crypt Combat 38+

      A smouldering tomb beneath the Ashen Wastes where an old wyrm guards the embers of a forgotten kingdom.

    The Endless Tower

    One floor at a time

    3 attempts a day, one fight per floor, a boss every 5 floors with milestone loot. Clear floor 50 first and you unlock the Tower Champion avatar. Falling off costs no gold, only pride.

    World raids

    Everybody against the Sky Whale

    Every four hours a world boss rises and the whole server chips in: the Colossal Crab, the Ancient Turnip, the Sky Whale and the Auditor-General. Its health grows with the number of active heroes, and the loot is shared out by how much damage you did. Hit hard enough and you might walk away with the Raid Hero avatar.

    A world raid approaches

    The bestiary

    Know thy nemesis

    Every four hours, at 00, 04, 08, 12, 16 and 20 UTC, something enormous and deeply offended rises, and the whole server answers. Its health grows with every hero who turned up. Bring snacks.

    • World raidCb 18Deadly

      Colossal Crab

      A crab the size of a lighthouse, furious that the tide went out without it. Pinches first, asks never.

      Up for 30 minutes. Loot by damage dealt.

    • World raidCb 26Deadly

      Ancient Turnip

      The root of all smugness. It has grown under the meadow for a thousand years and finally has something to say.

      Up for 30 minutes. Loot by damage dealt.

    • World raidCb 34Deadly

      Sky Whale

      A whale that swam up instead of down. It rains fish wherever it sulks.

      Up for 30 minutes. Loot by damage dealt.

    • World raidCb 42Deadly

      Auditor-General

      Head of the Dwarven Revenue Service. Arrives with a warrant, a ledger and a very long list of everything you ever found.

      Up for 30 minutes. Loot by damage dealt.

    Zone bosses, rare and roaming

    • Dewdrop MeadowCb 10Deadly

      Smug Turnip King

      “Smug Turnip King spots you from three hills away and takes the scenic route to attack!”

    • Saltwhisker ShoreCb 21Deadly

      Captain Clawbeard

      “Behind a stack of driftwood, Captain Clawbeard has been rehearsing this ambush for hours!”

    • Gravewind HollowCb 36Deadly

      Count Bonechill

      “The ghost lights go out. When they come back, Count Bonechill is right there!”

    • Emerald CanopyCb 54Deadly

      Queen of Thorns

      “The Heckling Howler Monkeys start chanting 'Fight! Fight!' before you even spot Queen of Thorns. They always know first!”

    • Sunken SpiresCb 79Deadly

      Drowned Admiral

      “Drowned Admiral says you are in their reserved seat at the flooded theater!”

    • Astral ExpanseCb 110Deadly

      Cosmic Accountant

      “Is that a comet? A star? No, it is Cosmic Accountant, heading right for you!”

    Chapter III

    Loot

    In which things drop, roll their affixes and have opinions about it.

    Rolled loot

    No two Colanders of Protection are quite alike

    169 item bases in 8 material tiers, from cloth and wood to starmetal, with bows, crossbows, staves and wands for every tier. Every piece of equipment rolls its rarity when it drops, and with it up to four affixes from 64 prefixes and suffixes, each with its own tiers. Then there are 33 hand-made uniques that drop from bosses, dungeons, raids and the tower, 32 tools, 25 dishes, 18 potions, 18 kinds of seed and 181 materials with strong opinions.

    Reinforced Colander of Protection of the Magpie

    rare Helmet · item level 3 · requires Defence 1

    • +2 Armor
    • +6 Max HP
    • +3 ArmorPrefix “Reinforced” · tier 1
    • +2% Gold findSuffix “of the Magpie” · tier 1

    “Keeps out arrows, bad thoughts, and most pasta.”

    Roll a drop as

    Uses the game's real affix table and rules: common 0 affixes, then one more per rarity up to four, no more than two prefixes or suffixes, no stat twice.

    A few of the uniques

    • Crown of the Goblin King

      Unique legendary · Requires Defence 9

      • +12 Attack
      • +7 Armor
      • +36 Max HP
      • +5.5% Gold find

      “Three sizes too big and absolutely full of itself. Coins seem to find their way to whoever wears it.”

    • Red Pen of Final Audit

      Unique legendary · Requires Magic 38

      • +54 Attack
      • +22 Magic power
      • +4% Critical chance
      • +8% Gold find

      “The Auditor General's own pen. Every stroke is a deduction from your enemy's hit points.”

    • Halo of Infinite Naps

      Unique celestial · Requires Defence 39

      • +17 Armor
      • +276 Max HP
      • +36% HP regeneration

      “Grants the wearer the power of a perfect nap, anywhere, anytime.”

    • Starforged Spatula of Destiny

      Unique celestial · Requires Attack 41

      • +67 Attack
      • +38 Melee power
      • +6.5% Critical chance
      • +11.5% XP gain

      “Flips pancakes and fates. Forged in the heart of a dying star, for breakfast.”

    • Orb of Cosmic Whimsy

      Unique celestial · Requires Combat 50

      • +46 Attack
      • +108 Max HP
      • +23% Critical chance
      • +23% Dodge chance
      • +11.5% Gold find
      • +11.5% XP gain

      “Hums softly. Sometimes it tells jokes. Mostly they're good.”

    • Thornqueen's Longbow

      Unique legendary · Requires Ranged 47

      • +48 Attack
      • +30 Ranged power
      • +6% Dodge chance
      • +10% HP regeneration

      “Strung with a living vine that sulks if you forget to water it.”

    • Lullaby Wand

      Unique legendary · Requires Magic 63

      • +66 Attack
      • +40 Magic power
      • +8% Critical chance
      • +6% Dodge chance

      “Every spell it casts ends in a small, apologetic yawn. Enemies find it contagious.”

    • Astral Orrery

      Unique celestial · Requires Combat 101

      • +282 Max HP
      • +64% Critical chance
      • +47% Dodge chance
      • +29% Gold find
      • +22% XP gain

      “A clockwork cosmos the size of a walnut. The planets are always right.”

    And the stuff in your pockets

    • Smug Turnip It knows something you do not, and it wants you to know that.
    • Opinionated Wool Soft, warm, and deeply critical of your knitting.
    • Goblin Paperwork Form 27-B, to be filed in the wrong cave.
    • Dwarven Tax Receipt Proof that someone, somewhere, paid too much.
    • Whiskered Pearl A pearl with a tiny, dignified moustache.
    • Wisp in a Jar It glows politely and asks to be let out.
    • Golden Clover Nature's lottery ticket, slightly pollen-scented.
    • Dragon Pension Slip Redeemable for one lifetime supply of gold and naps.

    Chapter IV

    The Town

    In which our hero finds shops, an honest job and a well that grants wishes. Mostly.

    Updated for 0.5 · the Town tab

    Idleville, one click away

    The Town tab opens Idleville from anywhere, with no travel: it's the same town for everyone. Shop, sell, bank your savings, toss a coin in the well, smith at the Smithy or browse the Market while your hero is out adventuring, skilling or on an expedition. And when you'll be away for a while, take a job on the board.

    6 shops, a pawnbroker and a bank

    • Old Marta Pennywhistle

      General Store

      Food, basic potions, seeds and starter tools. The shelves lean, but they've never fallen on anyone important.

      25 things on the shelves, some with a daily limit, at 4× their sell value.

    • Brunhilde Ironapron

      The Anvil & Apron

      Metal weapons and armour, plain as a Tuesday and twice as sturdy.

      59 bases, sold as plain common rolls at 4× their sell value, up to your skill + 10.

    • Quill Featherby

      The Pointy End

      Bows, crossbows, staves and wands. Fletcher by day, wandwright by night, napper by afternoon.

      32 bases, sold as plain common rolls at 4× their sell value, up to your skill + 10.

    • Madame Bobbin

      Threads & Thimbles

      Cloth and leather armour, hats with opinions and boots that mostly match.

      57 bases, sold as plain common rolls at 4× their sell value, up to your skill + 10.

    • Pim Oddfellow

      The Curio Cart

      A creaky cart of rarer materials, seeds and essences. The stock changes at midnight, and the cart pretends it always sold that.

      4 picks a day from 24 rarer things, the same for everyone, 3 each per hero, at 6× their value.

    • Ottoline Plumpcushion

      The Furnisher

      Furniture for heroes with a home and taste, or at least a home. Pieces you can't make yourself, at prices you'll talk about for years.

      6 things on the shelves, some with a daily limit, at 4× their sell value.

    • Silas Tallyhook

      The pawnbroker

      Sells your spare loot to the game at its sell value, one item at a time or in bulk. Filters do the sorting: all the common and uncommon gear you're not wearing, or every material worth less than you'd bother carrying. What you wear and your keys are never touched.

    • Barnaby Coppervault · new in 0.5.0

      The Bank of Idleville

      Deposit and withdraw any time. A lost fight takes 10% of the gold in your pocket and never a coin of what's in the vault. Every sale, at the pawnbroker, from the bag or on the Market, is paid straight into the bank; shops, the well and the market spend your pocket first, then your savings. The Gold ranking counts both.

    The wishing well

    Toss a coin, make a wish

    10 tosses a day, from 10 gold up to 10% of your purse. Every toss rolls a personal wish, and bigger tosses are luckier:

    • A ripple. “The water ripples politely. Nothing else happens, but it was a lovely ripple.”
    • A coin shower: 1.5× your toss comes back up.
    • A 30-minute buff of +5% combat xp, gold find, skill xp and hp regen.
    • A lucky trinket: Lucky Penny, Four-Leaf Clover, Lucky Horseshoe and Golden Wish Frog.
    • Very rarely (0.5% of tosses of 1,000 gold or more), the Well Wisher avatar: “The well gasps, gurgles and hands back a hat full of coins and a wand that goes 'plink'. You're a Well Wisher now!”

    The shared pot

    When the well overflows

    Every toss also fills the community pot. When it reaches the goal, the well overflows: a world event, and a server-wide blessing for 2 hours, +10% combat xp, +10% gold find and +10% skill xp for everyone. Then the pot starts over and the next goal is 10% higher.

    The wishing well overflows, thanks to Fern! Everyone is blessed for 2 hours: +10% combat xp, gold find and skill xp.

    16 jobs on the board

    A shift of honest work

    Pick a job, choose 1, 2, 4 or 8 hours and close the game. The hero works in town the whole time, sweeping, hauling and pouring, and the pay waits at the end of the shift: 1.05× for a 4-hour shift and 1.1× for 8. A job pays about 70% of what adventuring would, with no risk and no loot, so it's the choice for when you'll be away. Quitting early pays nothing. Most jobs train a skill as you work, and since 0.5.2 the board is grouped by it.

    • Stable Hand Odd Jobs

      850 gold an hour

    • Market Porter Steady Work

      5,300 gold an hour

    • Barkeep Respectable Positions

      11,800 gold an hour

    • Dragon Sitter Royal Appointments

      20,200 gold an hour · needs Hitpoints 70

    • Farming

      • Stable Hand850 gold · 300 xp an hour · Odd Jobs
      • Royal Gardener11,200 gold · 1,500 xp an hour · Respectable Positions · Farming 40
    • Thieving

      • Night Watch11,200 gold · 1,500 xp an hour · Respectable Positions · Thieving 30
    • Smithing

      • Smithy Apprentice5,000 gold · 900 xp an hour · Steady Work · Smithing 20
      • Royal Armourer19,000 gold · 3,000 xp an hour · Royal Appointments · Smithing 70
    • Crafting

      • Scribe's Assistant5,000 gold · 900 xp an hour · Steady Work · Crafting 20
    • Cooking

      • Dish Washer850 gold · 300 xp an hour · Odd Jobs
      • Tavern Cook5,000 gold · 900 xp an hour · Steady Work · Cooking 20
      • Royal Taster19,000 gold · 3,000 xp an hour · Royal Appointments · Cooking 70
    • Alchemy

      • Apothecary's Helper11,200 gold · 1,500 xp an hour · Respectable Positions · Alchemy 40
    • Gold only

      • Town Crier1,000 gold an hour · Odd Jobs
      • Lamp Lighter950 gold an hour · Odd Jobs
      • Market Porter5,300 gold an hour · Steady Work
      • Barkeep11,800 gold an hour · Respectable Positions
      • Treasury Clerk19,800 gold an hour · Royal Appointments
      • Dragon Sitter20,200 gold an hour · Royal Appointments · Hitpoints 70

    Odd Jobs from combat 3 · Steady Work from combat 20 · Respectable Positions from combat 45 · Royal Appointments from combat 75

    The workshops · compact since 0.5.2

    What can I make right now?

    Smithing, Crafting, Cooking and Alchemy are worked at the Smithy, the Carpenter, the Tavern kitchen and the Apothecary. Their recipe lists answer the only question that matters: one tidy row per recipe, sorted into what you can make now, what's missing ingredients (with the short ones in red, and how many you have), and what's still locked, starting with the next level's.

    Flip on Only what I can make and the rest step aside. Every craft takes its time at the station, on the strip, with xp and bars floating up the moment each action lands.

    The Market

    Trade with the whole server

    List anything tradeable you're not wearing at a fixed price: rolled gear keeps its affixes, and stacks can be sold a few at a time. Your item waits in escrow for up to 7 days (20 listings at a time). When someone buys, you're paid at once, even offline, straight into the bank: 95% of the price, because the 5% sale tax is the game's gold sink.

    Search by name, filter by type, slot, rarity, requirement and item level, and check the price guide before you price anything: the median and range of the last 20 sales of the same item. Capes, Slayer shop buys, story rewards and keys bought with points stay with their owner.

    Chapter V

    Legends

    In which skills reach ninety-nine, capes are worn with enormous dignity and a small friend trots along behind.

    21 skills · Adventuring and Dungeoneering new in 0.4.0

    21 RuneScape-style skills

    Your hero has a trade, or twenty. Every skill climbs from 1 to 99 on RuneScape's own xp curve. The combat skills make a combat level from 3 to 126, and all of them add up to a total level of 1,980. Walk, mine, fish, forage, smith, cook and brew while the strip ambles along: 120 rocks, trees, ponds and pockets to work, and 206 recipes to make.

    Adventure

    • Adventuring
    • Dungeoneering

    Combat

    • Attack
    • Strength
    • Defence
    • Hitpoints
    • Ranged
    • Magic
    • Prayer

    Support

    • Slayer

    Gathering

    • Mining
    • Woodcutting
    • Fishing
    • Foraging
    • Farming
    • Thieving

    Artisan

    • Smithing
    • Crafting
    • Cooking
    • Alchemy
    • Runecrafting

    Adventuring

    The skill that opens the world

    Every step trains it, finds and gathering stops a little more, and expeditions and stories pay it too; fights don't. Zones, expeditions and stories ask for an Adventuring level now (“Reach Adventuring 10 first.”), while dungeons still ask for a combat level. The zone gates:

    1. Dewdrop Meadow1
    2. Whispering Woods10
    3. Saltwhisker Shore13
    4. Old Mines18
    5. Bogwater Marsh23
    6. Gravewind Hollow27
    7. Ashen Wastes30
    8. Frostfang Peaks34
    9. Sunscorch Dunes38
    10. Emerald Canopy42
    11. Crystal Caverns46
    12. Cinder Caldera50
    13. Gearwhistle Works54
    14. Fae Hollow57
    15. Sunken Spires61
    16. Cloudreach Isles65
    17. Obsidian Citadel72
    18. Abyssal Rift78
    19. Astral Expanse84

    That leaves Adventuring 85 to 99 as a long goal. Heroes from before 0.4.0 got the Adventuring that keeps open everything their combat level had opened.

    Dungeoneering

    Better at dungeons, one room at a time

    Trained by every dungeon room resolved, every dungeon boss and every tower floor cleared. It gates nothing; its perks grow with every level, up to:

    • +50% magic on chests and boss loot
    • ×2 key drops, wherever keys drop
    • Trap dodging with a third of your Dungeoneering or Thieving, whichever is higher

    Hard at work on the strip

    • Mining

      Copper Rock

      Level 1 · 7 xp every 4.5 s

    • Fishing

      Duck Pond

      Level 1 · 7 xp every 4.5 s

    • Smithing

      Bronze Bar at the anvil

      Level 1 · 7 xp every 4.5 s

    • Alchemy

      Bandage Brew at the cauldron

      Level 3 · 7 xp every 4.6 s

    Farming

    Plots that wait for you

    Plant seeds from Foraging or enemy drops and they grow in real time, 20 minutes to 8 hours, beside whatever your hero is up to. A grown crop waits to be picked and never withers. You start with 2 plots and work up to 6; 18 crops bring herbs for Alchemy, vegetables and fruit for Cooking and fibres for Crafting. New in 0.5.3, the page shows what you can grow: the crops your level allows, the seeds you own but can't plant yet with the level they need, and the way to the General Store for more.

    1. Empty
    2. Seedling
    3. Growing
    4. Ready

    Skill capes

    Ninety-nine, and a cape to show for it

    Reach 99 in a skill and its cape is yours, with a world event to match. Capes are cosmetic: pick one and it's drawn over whichever avatar you wear, on the strip, in chat and in the ranks. Take all 21 skills to 99 for the Max Cape.

    • Attack Cape
    • Magic Cape
    • Thieving Cape
    • Adventuring Cape
    • Max Cape
    • Up to a day away

      Start a session at a rock, a tree or a stove and close the game. When you're back, every action finished in the meantime is counted, for up to 24 hours. Actions are patient since 0.4.2, slower and richer in xp, and since 0.5.2 each one's xp and haul float up the moment it lands. The best tool you own is used by itself: 32 pickaxes, hatchets, rods and sickles in 8 tiers.

    • Slayer masters and their shop

      5 masters, from Old Bramble at combat 3 to The Nameless Huntress at combat 90, hand out tasks: kill 15 to 60 of one enemy, on the road, in dungeons or in the tower. Tasks pay Slayer points (5× for every 10th in a row) to spend on keys, boosts, skips and the Slayer Helmet (150 points).

    • Prayer and blessings

      Enemies drop bones and ashes; bury them for Prayer xp. 12 blessings unlock from level 1 to 95, from Thick Skin to Divine Favour. Keep up to three active and they never drain.

    • Pickpocketing on the way

      When a step meets a traveller, merchant, wizard, bard or knight, your hero tries their pockets: Thieving xp, a little gold and now and then a trinket. Or: “The merchant catches your hand in their pocket and gives it a firm, disappointed slap.” During a Thieving session hp comes back at 1/4 of the speed, so getting caught adds up: bring food.

    • Alchemy rerolls your gear

      Not fond of an affix? Reroll it for another of the same kind, paid in Murky Essence, Shimmering Essence or Radiant Essence (by item level) plus gold. Or try to raise it a tier: the odds grow with your Alchemy level, and a miss only costs the ingredients.

    • Bows and staves

      Hold a bow or crossbow and your hero shoots; a staff or wand and they cast. Both come in all 8 tiers, and Ranged and Magic are tuned so every style reaches the zones at the same pace as a good sword.

    19 avatars

    Pick a hero. Earn a few more.

    Start as one of 4 heroes, then unlock the rest from boss drops, lucky expeditions, dungeon hoards, the top of the tower, world raids and, very rarely, the wishing well. Each one walks, swings, shoots, casts, mines, fishes, stirs the cauldron, sweeps the stables and pours at the bar on your strip, with any cape you've earned on their back; here they are just breathing.

    • Squire

      common

      Polished armor, borrowed sword, unshakable optimism.

      Chosen at registration

    • Apprentice Mage

      common

      Has read nearly half of a spellbook. The easy half.

      Chosen at registration

    • Hooded Rogue

      common

      Sneaks everywhere, including places with an open door.

      Chosen at registration

    • Lumberjack

      common

      Owns one axe, four flannel shirts and zero regrets.

      Chosen at registration

    • Slime Squire

      rare

      Adopted by the slimes after they stopped being grumpy for one whole afternoon.

      Very rarely dropped by the Grumpy Slime, or found on a long Meadow Picnic

    • Turnip Knight

      uncommon

      Wears the crown of a vanquished vegetable. It still whispers smug remarks.

      Dropped by the Smug Turnip King; rarely awarded by the Turnip Rally's vegetable council

    • Treant Warden

      rare

      Bark armor, leafy cloak and a pending lawsuit against every lumberjack.

      Dropped by the Litigious Elder Treant, or very rarely found on a Mushroom Forage

    • Bony Boi

      epic

      Nothing but bones, a helmet and an alarming amount of free time.

      Rarely dropped by the Bored Skeleton Knight, or gifted for finding a certain missing boot

    • Dwarven Auditor

      epic

      Carries a ledger, a quill and the right to question every coin you own.

      Dropped by the Relentless Dwarven Auditor, or very rarely met on a Mine Survey

    • Phoenix Knight

      legendary

      Bursts into flames on the bad days and comes back fabulous.

      Dropped by the Molting Phoenix, or very rarely found on an Ash Pilgrimage

    • Dragonsnooze Knight

      legendary

      Clad in scales the dragon shed during a very long nap.

      Dropped by the Retired Elder Dragon

    • Starforged Paladin

      celestial

      Armor hammered from a fallen star that is still a little bit sulky about it.

      Very rarely dropped by the Retired Elder Dragon

    • Goblin Raider

      rare

      Pointy ears, pointier helmet and a sack of things that were definitely not stolen.

      Rarely found in the Goblin King's hoard (Goblin Warren)

    • Oak Druid

      epic

      Speaks fluent tree and only slightly broken squirrel. Smells of moss, in a good way.

      Rarely found at the heart of the Hollow Oak after beating the Rotten Oak

    • Vault Keeper

      epic

      Guards the vaults with a key ring, a stern look and an unreasonably thick ledger.

      Rarely found in the Ledger Vaults after beating the Ledger Golem

    • Ember Lord

      legendary

      Crowned in cinders, cloaked in smoke, still not allowed to sit near the curtains.

      Very rarely found in the Ember Crypt after beating the Ember Wyrm

    • Tower Champion

      legendary

      Climbed fifty floors of the Endless Tower and has the calves to prove it.

      Awarded for first clearing floor 50 of the Endless Tower

    • Raid Hero

      legendary

      A cape stitched from every raid banner in the realm. Crabs, whales and auditors all flinch at it.

      Rarely won by top raiders (5%+ damage) of a defeated world raid

    • Well Wisher

      epic

      Robes the colour of deep well water, a hat full of coins and a wand that goes 'plink'. Every wish granted, eventually.

      Very rarely granted by the wishing well for a toss of 1,000 gold or more

    25 pets · new in 0.6.0

    A small friend at your heels

    Every hero now has a sixth slot for a pet that trots along behind them on the strip, sits by the campfire and hops into the backpack for the journey. Gear keeps all the power: a pet has no combat stats, just one talent that changes how you play, and it grows with you.

    Your pet keeps a step behind, hops over the fire at camp, flinches when you're hit and cheers when either of you levels up.
    Starter

    Every hero's first friend

    Pebble the Pet Rock

    Lv 1 → 20+1% → +4.8% gold find

    A rock with googly eyes. It has never once complained, run off or been any trouble, and it finds the odd coin simply by being underfoot.

    Loves Mashed Potato

    Levels 1–20

    • The pet you wear earns a tenth of every xp point you gain, in every skill. Level 2 comes within minutes; level 20 takes 148,200 pet xp, 1,482,000 of yours.
    • Its talent grows with every level. Find a pet you already have and it gains a whole level instead, with a line of its own.
    • Pets aren't items: they can't be sold, traded or lost. Everyone sees yours on your profile.

    The Petdex

    24 more to find: one for each gathering and artisan skill and Farming, one from each of six zone bosses, and the rest hatch from eggs.

    1. Digby the Mole

      Lv 1 → 202% → 7.7% faster Mining actions

      Digs faster than you do and is extremely smug about it. Wears tiny goggles he found in a mineshaft.

      Found while Mining 1 in 3,000 actions

      Loves Woodear Mushroom Soup

    2. Chompers the Beaver

      Lv 1 → 202.5% → 10.1% double products when Woodcutting

      Considers every tree a personal challenge and every log a small victory. Has opinions about dams.

      Found while Woodcutting 1 in 3,000 actions

      Loves Baked Crabapple

    3. The Duckling of Contempt

      Lv 1 → 20+12% → +50% rare finds when Fishing

      Small, fluffy and disappointed in you specifically. Somehow the fish bite just to prove it wrong.

      Found while Fishing 1 in 3,000 actions

      Loves Grilled Minnow

    4. Truffle the Pig

      Lv 1 → 202.5% → 10.1% double products when Foraging

      Has the finest nose in Idleville and the worst table manners. Snorts twice when something good is buried nearby.

      Found while Foraging 1 in 3,000 actions

      Loves Celestial Truffle Risotto

    5. Sticky Fingers the Raccoon

      Lv 1 → 205% → 20.2% less likely to be caught Thieving

      A masked professional. Keeps watch while you work and coughs loudly whenever a guard looks your way.

      Found while Thieving 1 in 3,000 actions

      Loves Stolen Baguette

    6. Caw-nstable the Crow

      Lv 1 → 20Crops planted grow 4% → 13.5% faster

      Deputised by the scarecrows to guard the crops, and takes it far too seriously. The plants grow faster just to avoid a citation.

      Found while Farming 1 in 300 harvests

      Loves Pompous Pumpkin Pie

    7. Ember the Salamander

      Lv 1 → 20+2% → +7.7% Smithing xp

      Naps in the forge and keeps it at exactly the right temperature. Occasionally sets your eyebrows to the wrong one.

      Found while Smithing 1 in 3,000 actions

      Loves Lava Eel Kebab

    8. Page the Bookworm

      Lv 1 → 20+2% → +7.7% Crafting xp

      Has eaten three crafting manuals cover to cover and now corrects your stitching from inside your pocket.

      Found while Crafting 1 in 3,000 actions

      Loves Gossip Cabbage Stew

    9. Chef Squeak

      Lv 1 → 20+2% → +7.7% Cooking xp

      A rat with a tiny hat and very big dreams. Pulls on your hair to tell you when the stew needs salt.

      Found while Cooking 1 in 3,000 actions

      Loves Royal Onion Soup

    10. Burble the Toad

      Lv 1 → 20+2% → +7.7% Alchemy xp

      Lives in the cauldron between brews. Nobody has told the customers, and nobody ever will.

      Found while Alchemy 1 in 3,000 actions

      Loves Pan-Fried Trout

    11. Sprout, Heir to the Turnip Throne

      Lv 1 → 20+2% → +7.7% gold find

      The Smug Turnip King's only son, sent to learn about the world from a commoner. Collects coins as a royal tax.

      Found by defeating Smug Turnip King in Dewdrop Meadow 1 in 250 kills

      Loves Stubborn Carrot Cake

    12. Honkwell the Guard Goose

      Lv 1 → 2010% → 32.8% chance to block the first hit in each fight

      Mildred's old guard goose. Has decided you are the new Mildred and attacks anything that comes near you, first.

      Found by defeating Bog Hag Mildred in Bogwater Marsh 1 in 250 kills

      Loves Coconut Curry

    13. Snowball the Yeti Cub

      Lv 1 → 20+20% → +67.5% hp regen while recovering from a defeat

      The Grand Yeti's cub, who wandered off for a snack and stayed for the company. Gives the warmest hugs in the Peaks.

      Found by defeating Grand Yeti in Frostfang Peaks 1 in 250 kills

      Loves Smoked Salmon

    14. Magma the Newt

      Lv 1 → 204% → 13.5% chance to strike after each of your hits

      Small, hot-headed and convinced it is a dragon. Bites whatever you just hit, for emphasis.

      Found by defeating Caldera King in Cinder Caldera 1 in 250 kills

      Loves Seared Tuna

    15. Nimbus

      Lv 1 → 20Trips take 5% → 16.4% less time

      A little cloud that follows you around and gives you a tailwind. Rains on people it doesn't like.

      Found by defeating Storm Roc in Cloudreach Isles 1 in 250 kills

      Loves Cloud Koi Souffle

    16. Ledger the Imp

      Lv 1 → 20+2% → +7.7% job pay

      The Cosmic Accountant's intern, poached by you. Reads your job contracts and finds the clauses that pay extra.

      Found by defeating Cosmic Accountant in Astral Expanse 1 in 250 kills

      Loves Buttered Lobster

    17. Glint the Magpie

      Lv 1 → 20+2.5% → +10.1% magic: rarer loot

      Only steals shiny things, and only the shiniest of those. Points them out to you first, as a courtesy.

      Hatches from a Mysterious Egg 30% of hatches

      Loves Swordfish Steak

    18. Fortune the Lucky Cat

      Lv 1 → 20+0.1 → +0.48 luck at the wishing well

      Waves one paw at the wishing well and the coins land a little luckier. Waves the other paw at nothing, mysteriously.

      Hatches from a Mysterious Egg 25% of hatches

      Loves Void Ray Sashimi

    19. Goo-dwin the Healing Slime

      Lv 1 → 20+20% → +67.5% hp regen while recovering from a defeat

      Wobbles onto your bruises until they feel better. Leaves a faint smell of mint and a less faint layer of goo.

      Hatches from a Mysterious Egg 20% of hatches

      Loves Sulkberry Pie

    20. Tick-Tock the Clockwork Owl

      Lv 1 → 20+2% → +7.7% job pay

      Keeps perfect time and reminds your employers of it. Every shift ends exactly on the tick, and overtime gets billed.

      Hatches from a Mysterious Egg 15% of hatches

      Loves Monkfish Meditation Bowl

    21. Echo the Dungeon Bat

      Lv 1 → 20+10% → +32.8% dungeon key drop chance

      Hears a key jingle through three walls and a closed chest. Hangs upside down on your backpack, judging your map.

      Hatches from a Mysterious Egg 10% of hatches

      Loves Moonberry Tart

    22. Snappy the Tiny Mimic

      Lv 1 → 20+3% → +12.1% magic: rarer loot

      A treasure chest the size of a lunchbox. Sniffs out the good loot by tasting it, and only bites the bad loot.

      Hatches from a Speckled Egg 45% of hatches

      Loves Shark Steak

    23. Flicker the Firefly

      Lv 1 → 205% → 16.4% chance to strike after each of your hits

      Glows brighter the angrier it gets, and zaps whatever you just hit to make a point.

      Hatches from a Speckled Egg 45% of hatches

      Loves Spiced Tuna

    24. Toast the Dragon Whelp

      Lv 1 → 20+2.5% → +9.2% xp gain

      A real dragon, currently the size of a loaf. Watches everything you do very closely, and learns twice as fast for both of you.

      Hatches from a Speckled Egg 10% of hatches

      Loves Sardine on Toast

    Feeding

    Give any pet you own a food from your bag and it's well fed for 2 h, or 4 h for its favourite, stacking up to 12 h ahead. A fed pet's talent is ×1.5. Past 10 h it politely refuses, so no meal goes to waste.

    Every pet has its own favourite, and no two share one:

    • Mashed Potato, Pebble's favourite
    • Woodear Mushroom Soup, Digby's favourite
    • Baked Crabapple, Chompers's favourite
    • Grilled Minnow, The Duckling of Contempt's favourite
    • Celestial Truffle Risotto, Truffle's favourite
    • Stolen Baguette, Sticky Fingers's favourite
    • Pompous Pumpkin Pie, Caw-nstable's favourite
    • Lava Eel Kebab, Ember's favourite
    • Gossip Cabbage Stew, Page's favourite
    • Royal Onion Soup, Chef Squeak's favourite
    • Pan-Fried Trout, Burble's favourite
    • Stubborn Carrot Cake, Sprout's favourite
    • Coconut Curry, Honkwell's favourite
    • Smoked Salmon, Snowball's favourite
    • Seared Tuna, Magma's favourite
    • Cloud Koi Souffle, Nimbus's favourite
    • Buttered Lobster, Ledger's favourite
    • Swordfish Steak, Glint's favourite
    • Void Ray Sashimi, Fortune's favourite
    • Sulkberry Pie, Goo-dwin's favourite
    • Monkfish Meditation Bowl, Tick-Tock's favourite
    • Moonberry Tart, Echo's favourite
    • Shark Steak, Snappy's favourite
    • Spiced Tuna, Flicker's favourite
    • Sardine on Toast, Toast's favourite

    Feeding, swapping pets and tending the nest work during every activity.

    Eggs & the nest

    Eggs drop from dungeon boss chests, raid rewards and tower milestones. Your nest holds one at a time and hatches it in real time, even while you're away; hatch it and see who's been knocking.

    • Mysterious Egg hatches in 4 h

      Dungeon bosses 1 in 10Raids 1 in 15Tower milestones 1 in 8

      • 30%
      • 25%
      • 20%
      • 15%
      • 10%
    • Speckled Egg hatches in 8 h

      Dungeon bosses 1 in 30Raids 1 in 45Tower milestones 1 in 24

      • 45%
      • 45%
      • 10%

    Windows & Linux

    At home on your desktop

    Builds for Windows and Linux are out now. The strip is a transparent, always-on-top window that's only as wide as its content; Settings moves it to the top or bottom edge and sets its length, gap and offset.

    Reserve space keeps tiled and maximized windows clear of the strip, like a taskbar, using whatever your desktop speaks. The reservation goes away when the game quits, even if it crashes.

    It keeps itself up to date. New in 0.5.3: when a new version is out, the game fetches it from the server by itself and restarts into it, so you only ever download it once.

    • Hyprland, Sway, KDE Plasma (Wayland), niri, river, COSMIC and other wlroots desktopslayer-shell exclusive zone
    • X11 window managers with EWMH: i3, bspwm, awesome, xmonad, KDE and GNOME on X11dock window with a strut
    • WindowsAppBar, so maximized windows stop above the strip

    GNOME on Wayland doesn't allow reserving space; Settings tells you so, and everything else works.

    The tray icon is your way back when the strip is hidden, lost or stuck. It runs as its own little helper, so even if the game hangs it notices, says "not responding" and still offers Restart game and Quit.

    Version 0.9.9

    Your hero is packed

    The boots are laced, the backpack is bulging with turnips and the goose has been warned. Download the game for Windows or Linux, register in the panel with your product key, pick a hero and get back to work. They'll take it from there.

    Windows: Unzip and run HeroesOfIdleville.exe. Linux: Extract and run ./HeroesOfIdleville.x86_64. The game keeps itself up to date from then on.

    Questions

    Frequently asked, cheerfully answered

    When can I play?

    Now! Grab the Windows or Linux build from the gold button on this page, register with your product key and you're off. After that the game updates itself.

    What is Heroes of Idleville, exactly?

    An idle MMO RPG that lives on your desktop. A small pixel hero walks, finds loot and fights in a thin strip along the edge of your screen, and a pop-up panel holds your character, inventory, the World and Town tabs, your skills, chat and rankings. Everyone plays in the same world.

    Won't it distract me from work?

    It's designed not to. The strip is 40 pixels tall, sits at the top or bottom edge and never pops up on its own. Hide it from the tray icon whenever you need the room, and turn on Reserve space so it never covers your other windows.

    Is it pay-to-win?

    No. Power comes from playing: drops, skills, dungeons, the tower and raids. The planned Supporter DLC is cosmetics only.

    Does my hero make progress while the game is closed?

    Yes. Skilling keeps going for up to 24 hours: start a mining, fishing or smithing session, close the game, and every swing, catch and bar is counted when you're back. Farm plots grow in real time, expeditions send your hero off for up to eight hours, and a job shift runs its 1 to 8 hours whether the game is open or not. The adventuring on the strip happens while the game is running.

    What does Adventuring do?

    It opens the world. Since 0.4.0, zones, expeditions and stories ask for an Adventuring level (the Whispering Woods at 10, the Astral Expanse at 84), and you train it simply by walking: every step, every find and every gathering stop, plus expeditions and stories. Fights train your combat skills instead, and dungeons still ask for a combat level. Heroes from before 0.4.0 got the Adventuring that keeps every place they could already enter open.

    How do jobs pay?

    At the end. Pick a job on the board in the Town tab and a shift of 1, 2, 4 or 8 hours; your hero works in town until it's over, and then you claim the pay (a little extra for the 4 and 8 hour shifts). Quitting early pays nothing, so pick a shift that fits the time you'll be away. Jobs pay less than adventuring, but there's no risk.

    What happened to my level?

    It became skills. In 0.3.0 the character level and stat points made way for 18 skills (20 since Adventuring and Dungeoneering joined in 0.4.0). The xp your hero had earned was converted as if it had been earned in the new world: spread over Attack, Strength and Defence, with a third on top for Hitpoints, which gives your combat level. You keep all your items; their requirements now name a skill, like Requires Attack 40.

    What happens if I lose a fight?

    Nothing dramatic. On the road your hero drops a tenth of the gold in their pocket and rests until they're back on their feet; gold in the Bank of Idleville is never touched. In the Endless Tower a loss costs no gold at all.

    Which systems does it run on?

    There will be builds for Windows and Linux. On Linux the tray icon needs a StatusNotifierItem tray (KDE, waybar, xfce, LXQt, GNOME with the AppIndicator extension, and friends).

    Do I need an account?

    Yes, it's an MMO: you register in the panel on first launch, with a product key. Then pick one of four starter heroes and off you go.

    Can I play with friends?

    You share the world with everyone: global chat, leaderboards, the Market where heroes buy and sell each other's loot, a wishing well whose overflow blesses the whole server, and world raids where everyone fights one boss. Guilds, party raids and friendly duels are on the roadmap.