Effects in the game are modifiers that impact a character's attributes and abilities. These effects can vary widely, from beneficial boosts that enhance performance and rewards to harmful debuffs that may hinder progress.
Effects can be broadly categorized based on their duration:
Characters may acquire effects through various in-game mechanics, including:
Excessive gameplay, defined as engaging in more than 20 hours of active in-game actions within a single day, triggers an "exhaustion" effect. This effect imposes certain debuffs on the character, lasting for a period of 4 hours. After the exhaustion effect wears off, the character's condition resets, and they can resume normal gameplay.
As of the time of writing, the current effects are applied:
A single day is 00:00am UTC
to 11:59PM UTC
and the limit will reset as soon as it hits 0:00am UTC
.
Your character becomes "exhausted" after 20 hours of active playtime, beginning at 00:00 AM
and ending at 08:00 PM
. Once exhausted, this effect lasts for 4 hours, completing a 24-hour cycle. The exhaustion effect persists through the end of its 4-hour duration, even if a new day begins during this period.
Should you play while your character is exhausted, any playtime within the same calendar day does not count towards the next day's 20-hour active time limit.
For instance, if your character reaches the 20-hour limit at 11:00 PM UTC
, they become exhausted until 3:00 AM
the following day. Playing between 11:00 PM
and 11:59 PM
on that same day won't affect the next day's active time. However, if you play after 12:00 AM
, this time will count towards the next day's 20-hour limit, even though your character is still under the exhaustion effect.
The game employs a straightforward method to calculate the net impact of various effects on a character's attributes. This is achieved by aggregating all the effects that apply to a particular attribute and then determining the final modified value of that attribute. Here's how it works:
All effects, whether positive or negative, are summed up to calculate the total impact. This total represents the net effect on the character's attribute.
Imagine a character is under the influence of a +80% EXP boost effect and also a -20% EXP effect. These effects are combined to give a final EXP boost of +60%. The calculation is simple: +80% (positive effect) + -20% (negative effect) = +60% (net effect)
.
In cases where a character experiences opposing effects on the same attribute, these effects can negate each other. For instance, if a character has a +50% efficiency boost and a -50% efficiency reduction, the net effect on efficiency is nullified. The final value for efficiency, in this case, would be 0%, as +50% + -50% = 0%
.
Efficiency dictates the speed of performing an action. An efficiency of 100% allows you to complete a 10-second action twice as fast, reducing the time required to 5 seconds.
However, its important to know that the rate of decrease diminishes as the efficiency grows – each additional percentage point of efficiency has a smaller impact than the last.
Subtracting a percentage from a time value reduces that time by a certain fraction.
(100 - 15% = 85)
(100 / 1.15 = 86.9)
The formula used to calculate the final value based on efficiency is:
Final Value = Initial Value / ((Efficiency Percentage + 100) / 100)
Initial Value / 2
. This means the task is done twice as fast as the result is half.Initial Value / 4
. So, a task that initially took 100 seconds will now take only 25 seconds.You can increase your efficiency by drinking Potions, consuming Essence Crystals and obtaining equipment.
When a player initiates an action, like chopping wood or entering a dungeon, the game calculates the rewards immediately. This method is chosen for efficiency, as pre-calculating rewards is significantly faster than doing so during the action. This intentional design enables scalability for the game to accommodate unexpected levels of activity.
This system, despite its speed and ability to scale, comes with a slight trade-off. If a character receives any effects after starting an action, these effects won't influence the action’s outcome until a new action begins.
For instance, if you're engaged in a 60-minute woodcutting task and a global boost grants +100% experience during this time, this bonus won't apply to this action. To take advantage of the boost, you need to manually restart the action. This requirement means you won’t benefit from the extra experience for the ongoing action unless you refresh it.