The long version
Every rate, for anyone who wants the whole chronicle.
The front page is the map. This page is the ledger: classes, the forge, the acre, the tonics, and the pantry. The numbers are the live rules.
Fabled Chronicles
Fabled Chronicles is a free-to-play, cross-play, multi-genre game.
You can start with an account and a sword. A wallet, a relic, and a token are doors you can open later. The dungeon does not ask for them. Crypto stays in the building. It does not stand at the gate.
What cross-play means
One character, carried into every room the game is allowed to stand in.
| Door | Where it is |
|---|---|
| Steam | Desktop, the shelf people already buy games from |
| Browser | A tab. No install required to see the world |
| Apple App Store | iPhone and iPad |
| Google Play | Android |
| Solana Seeker | The Solana dApp Store, for the phone that already speaks the chain |
The fight you left on a desktop can be the fight you open on a phone. Gold, levels, the farm, the bag, and the guild follow the account. Store rules still decide how talkative the crypto client is allowed to be. On a phone, the adventure is the thing that always opens. The wallet opens where that store says it may.
Cross-play is how a brand grows past one niche. A crypto-only door is a group chat with a health bar. Steam, a browser, and three phone stores are how the same world can meet people who have never opened a wallet, and still recognize the people who have.
What multi-genre means
The main genre is a turn-based battle MMORPG. Fights happen in rounds. You pick a class, spend a skill tree, bring a companion, and stand in a party. That is the spine.
A spine is a thin place to live if the only verb in town is grind, loot, repeat. The rest of the game exists so a week has more than one door, and so the economy being abstracted has somewhere to be real. Land runs out. Crops take a season and can rot. A tonic is a drink that had to be grown. A prize pays from a pantry that had to be filled. Players stay because there is always another thing to try inside the same character, including on the afternoon they do not feel like fighting.
Four doors share that character.
| Door | How you show up | What it is |
|---|---|---|
| The battle | Active play | Turn-based rounds. Classes, gear, companions, guilds, a forge |
| Idle Cardz | Idle, with a plan | A trading-card squad. You set three plots. The arena keeps swinging |
| The acre | Semi-passive | A farm that uses seasons and market prices, and brews the harvest into buffs |
| Staking | Passive | A yield for someone who would rather hold than swing |
The pages after this one are the map. Systems, the acre, and the pantry follow in this same book, with the live rate tables. This page is the front door.
Four ways to play
Same account. Four tempos. You can live in one of them, or walk between them on the same Tuesday.
The battle — active
This is the main game. Knight, elf, dwarf, or wizard. Fights resolve in rounds. Levels go to 100, then a rebirth scroll sends you back with a thicker stat budget and one prestige skill. Gear tempers, opens sockets, and wakes up. Companions get sealed, fielded, and sometimes evolved. Guilds pool gold and buy buffs the whole roster shares.
Active means you are in the room. You press the buttons. The rewards for being in the room are loot, gold, experience, and a Memory drip that everyone can farm, with a bigger daily jar if you own relics.
Idle Cardz — idle, with a plan
Idle Cardz is the trading-card game that keeps a fight going when you are not pressing buttons. Cards are fighters, Common through Fabled. You assign them to three arena plots. The same card may stand on more than one plot.
Packs are the door in. A Starter pack is 99 Memory for 3 cards. A Legendary pack is 999 Memory for 6 cards, and it will not deal anything under Epic. A fresh Common card starts at 8 damage. A fresh Fabled starts at 28. You can buy up to 15 more levels on a card with Hero Souls, and every fifth step also asks for an Ancient Soul. The server settles the idle tick, so the gold and the souls come from a heartbeat the game trusts, not from a tab you left open and forgot to confess.
The strategy is the squad and the upgrades. The yield is what that squad earns while you are in the other genre, or at dinner. It is passive in the way a card table is passive: you set it, then it plays.
The acre — semi-passive
The farm is a small economy with a clock. Chainfield sells 3,333 plains deeds. Houses stop at 4,444. A seed takes minutes, loves a season, and can be trampled or left to rot. Gold seeds are the free-to-play crop. Memory seeds pay Memory back according to rarity.
You do not stand in the row for the whole grow. You plant, you leave, you come back before the rot clock wins. Workers hurry the growth. Compost fattens the bag. The produce is not a souvenir. Elara Liquidheart brews it into a tonic, and the town only has as many of those drinks as the fields grew. Selling a tonic moves one drink to one player.
Market prices and seasons move the stickers. The acre is trying to feel like a place that could run out, because a place that cannot run out is a dispenser.
Staking — passive, including for people who do not game
Staking is the door for someone who wants a share of the ecosystem and does not want a dungeon that day. It is also a buff for someone who does.
| What you hold | What it does today |
|---|---|
| Relics you own | Raise the daily Memory ceiling. No relic caps a day at 100. Three Fabled caps it at 2,325 |
| Up to 3 staked relics | Add their property lines to a character. Skill-cooldown reduction stops at 2 rounds |
| A class desk | 12% of net sales, shared across that class's designed supply, including relics nobody has minted yet |
| A token lock | The planned sibling: fee share and tapered emissions, once that lock is live |
A holder is not a second mint. Desks pay from sales the game actually made. Tournaments, charity, and redeem pay from buckets that were filled. A quiet month is a thin dividend, and an empty redeem desk is an honest zero. The people who do not fight still depend on the people who do, and on the shops, fees, and royalties those players create. That is the point of putting the yield in a pantry instead of in a printer.
The battle
The turn-based game is one character sheet with a lot of ways to make it heavier.
Classes
| Class | Starts leaning | The trick |
|---|---|---|
| Knight | STR 18, STA 22 | Strength into attack, stamina into armor |
| Elf | DEX 22 | Dexterity is the bow. Crit and haste come with it |
| Dwarf | STA 24 | The big health pool, and the block that comes with it |
| Wizard | Ether 25 | Ether is the player-facing name of INT. It feeds mana, and mana feeds the spell |
Every level to 100 gives 4 stat points and 1 skill point. A fresh climb from 1 to 100 is 396 stat points and 99 skill points. Rebirth wants level 100 and a scroll at 20,000 Memory. Level, allocated stats, and normal skill ranks reset. Gear, gold, companions, and rebirth skills stay. Each rebirth adds 1 stat point to every future level, makes experience 15% steeper, and grants 1 point in a class prestige skill that caps at rank 10.
Gear
Eleven slots, from the weapon down to the necklace. Rarities run Common through Fabled. Temper climbs to +20 at Lorn's forge. The early steps are friendly: +0 to +1 is a 90% climb for 700 gold. By the top, the climb is 2% and the piece can fall.
Armor can open up to 4 pierce sockets. Weapons can open up to 2 artifact sockets. Filling an open socket always works. Opening it is the gamble. Magister Templi handles pierces, artifacts, and awakening. A blessing turns a failed step into a stay. Nothing in the forge deletes the item.
Companions and guilds
A Chaincatch Block is 25 Memory. Catch chance follows remaining health, not the monster's level. A dying lynx is about one block. A dying boss dragon is about a 4% roll. The companion you field shares 33% of one pet's attack, defense, and HP, with hard caps.
A guild costs 500 Memory to found, starts at 10 members, and grows toward 30. Gold pushed past the bank's old peak becomes guild experience, at 1 XP per 20 gold. Levels buy a small passive for everyone, and the bank can buy larger buffs on purpose.
Relics
3,333 profile-picture relics. Owning them changes the Memory jar. Staking up to three changes the combat sheet. The full temper tables, catch ladders, and wallet examples are in the Systems chapters of this book. The shape is the one above: a round-based RPG you can play with gold you earned, and a relic that lengthens the Memory shift if you want one.
The acre
The farm is the semi-passive half of the economy. You spend a slot, you wait out a clock, you come back.
Scarce ground
A plains deed is 1,500 Memory, drawn at random from 3,333. Common ground has 4 slots and loam. Fabled ground has 18 slots, starts at farm level 6, and its mythril soil grows at ×1.42. Houses are the other address: 4,444 copies, bought for Memory, and their décor becomes attack, defense, and HP for the owner. Farm décor becomes harvest gold, and it stops at +18%.
Biomes remember a season. Forest loves spring, Valley loves summer, Winter loves winter. A Fabled Winter deed in winter grows near ×1.70 and pays near ×1.41 before workers or compost. Farm level, earned from essence up to 50, adds 6% gold per level above 1. You cannot buy that curve.
Plots, seeds, crew, compost
A fence spends one land slot and can hold many beds. A bed spends a slot unless it sits inside a fence. A crop spends neither. That is how one slot becomes a garden. Beds last 10 harvests. Stepping on a crop spends its 3 hit points. After it ripens, rot runs about 1.25 times the grow time. A fully wilted plant drops no produce.
Anyone can buy a gold seed. In season, on the baseline board, a tomato seed is 9 gold, grows in 4 minutes 30 seconds, and a level-1 bag is about 108 gold before the land itself helps. A Memory tomato costs 320 Memory and a Common one pays about 154 Memory back. Fabled pays about 784. Land level does not print extra Memory. Epic is where a Memory seed starts paying for itself.
You can hire a Cabal hand for 850 gold, keep up to 12, and level them to 10. They hurry growth. They do not trample. Compost comes in three tins, from 150 gold to 1,400, and a crop loves one of them.
Land upgrade tier is the paid ladder, 0 through 15. The first step is 800 gold, 5 produce, and a 92% climb. From tier 12 the gold bill sits at 140,000. Tier 15 drops 4 produce per crop and seats 6 workers.
Tonics, and a shelf that sells out
Produce has an affinity: might, vitality, or ward. A fresh gold crop at tier 0 drops 2 pieces. A fresh Memory crop drops 1. Elara brews those pieces into a timed buff.
| Drink | It burns | It lasts |
|---|---|---|
| Farm Might, Vitality, or Ward | 2 of that affinity | 5 min |
| The three concentrates | 4 | 8 min |
| Bloodroot or Stonebloom | 2 + 2 | 7 min |
| Harvest Concord Elixir | 2 of each affinity | 10 min, ATK +12, DEF +12, HP +48 |
One fresh gold tomato is one Farm Might Tonic. A bed of ten tomato harvests is ten of those tonics, and then the bed is gone. Twenty players who each want a Concord need 120 fresh produce, and the drinks are over in ten minutes. Selling the bottle moves that one drink. The next person waits on the season.
The acre chapters after this one have the seed board, the upgrade table, the worker payroll, and the compost math. This is the reason the acre exists: a field with a clock, a market, and a limit.
The pantry
Play-to-earn here means a prize can leave a bucket that already holds the prize. The game has to be worth playing on the day the bucket is thin. Rewards sit on top of that day.
Same game, bigger jar
Everyone can farm Memory. With no relics the drip stays at 1× and the day stops at 100. Relics you own raise the drip and the ceiling. One Fabled is 2.5× and 775. Three Fabled is 7.5× and 2,325. Staking is separate: up to three relics add their lines to the sheet.
A player with an empty wallet and a player with three Fabled can clear the same tower. One of them stops claiming sooner. The mobs do not know the difference.
Where the refill comes from
| Tap | What happens |
|---|---|
| Auction, in gold | Listing is free. The seller keeps 85%. The community vault keeps 15%. A 10,000 gold sale pays 8,500 and 1,500 |
| NPC shops | 8% on top of the sticker, into the same vault. A 1,200 gold scroll rings up at 1,296 |
| Net storefront sales | 75% team, 12% stock desks, 10% reward, 3% charity, after the platform's own cut |
| On-chain deposits | An example split of the pipes: 20% redeem, 20% tournament, 5% charity, 15% incentives, 40% operations |
| Royalties, token fees, cash shop | Secondary relic sales, swap fees once they have volume, Memory prices on blessings and scrolls |
| Banner rent | A player pays the landowner, in gold, to hang a sign |
| Optional ads | A plan. The person who watches keeps most of the payout. A slice goes to the reserves |
Redeem, when the bucket is full, treats 10,000 gold as $1, and a week stops at 500,000 gold. A thin bucket pays a thinner dollar. An empty one pays zero, and Tuesday still loads.
The four pools
Tournaments pay leaderboards from a tournament bucket. Community distribution pays claims and the vault that already catches shop and market cuts. Staking locks value into relics, desks, and, when it ships, a token lock. Charity is a named slice, 3% of net sales, that players can push more into.
The sinks are the other half. Tempering, land tiers, seeds, gacha, and guild banks are places gold goes to be spent. A faucet over a ballroom is how the last generation of crypto games ended. A pantry, a forge, and a field that can sell out of cordials is the longer version.
The pantry chapters walk a week with Mara, who owns nothing on-chain, and Ivo, who holds three Fabled. They fight the same dragon. Only the jar, the sheet, and the desk share differ. This page is that week, shortened to the rule: crypto is an option, the game is the requirement, and the rewards are allowed to be countable.
Systems
Numbers in this book are the live rules. They describe what a level, a temper, a catch, and a relic actually do.
Gold is the currency you earn in the world. Memory is the premium currency.
Six systems stack on the same character.
- Characters are the class, the stats, and the skill tree.
- Items fill eleven slots, from a weapon down to a necklace.
- Companions are monsters you seal, field, and sometimes evolve.
- Guilds pool gold into a bank and buy buffs the whole roster shares.
- Upgrades are the gambles at Lorn’s forge and Magister Templi’s altar.
- Relics are the NFT portraits that change both the combat sheet and the daily Memory cap.
Characters
A character is your seat in the world. Four classes, four primary stats, and a skill tree that splits into things you press, things that sit on your sheet, and one prestige skill you only touch after a rebirth.
Classes
| Class | Starts at | What it loves |
|---|---|---|
| Knight | STR 18, STA 22, Ether 8, DEX 8 | Strength into attack, stamina into armor |
| Elf | STR 12, STA 14, Ether 14, DEX 22 | Dexterity is the bow. Crit and haste come with it |
| Dwarf | STR 16, STA 24, Ether 8, DEX 10 | The biggest stamina pool, and the block that comes with it |
| Wizard | STR 10, STA 20, Ether 25, DEX 10 | Ether feeds mana, and mana feeds the spell |
Ether is the player-facing name of the stat the combat sheet stores as INT.
On a knight, 10 Strength is 22 attack. On an elf, 10 Dexterity is about 22 attack, plus 12 crit and 12 haste. On a dwarf, 10 Stamina is 55 HP, 23 defense, and 8 block. On a wizard, 10 Ether is about 31 attack before the extra attack that comes from the larger mana pool, and 34 mana on its own.
Leveling
The level cap is 100. Every level gives 4 stat points and 1 skill point.
A fresh character who climbs from 1 to 100 collects 396 stat points and 99 skill points along the way. That is 99 levels × 4 stats, and 99 levels × 1 skill point.
Rebirth
Rebirth is the second curve. You need level 100 and a Rebirth Scroll. The scroll is 20,000 Memory in the cash shop. Guru Satoshi sends you back to level 1.
What resets:
- Level and experience return to level 1.
- Allocated stats return to the class defaults.
- Normal skill ranks clear, and unspent stat points and skill points clear with them.
What stays:
- Gear, gold, and companions.
- Rebirth skill ranks.
- The rebirth stack itself.
Each rebirth does three permanent things.
- Future levels grant one extra stat point. Rebirth 0 is 4 per level. Rebirth 1 is 5. Rebirth 3 is 7.
- The whole XP climb costs 15% more per stack. One rebirth is +15%. Three is +45%.
- You receive 1 rebirth skill point.
A rebirth-2 elf climbing back to 50 has 294 stat points to place (49 levels × 6). The same climb with no rebirth has 196. Those 98 extra points, placed entirely into Dexterity, are roughly 210 attack, plus the crit and haste Dexterity prints for an elf.
The skill tree
The tree has three shelves.
Active skills are the buttons. Stuns, buffs, debuffs, shields, heals.
Passive skills are quiet percentages that grow with the rank.
- A knight’s War Discipline is 1% attack per rank, up to 15%.
- A dwarf’s Granite Heart is 100 HP per rank, up to 1,000.
One rebirth skill unlocks on the first rebirth and ranks only with rebirth points. It caps at rank 10, so ten rebirths, with every point spent on it, finish the skill.
| Class | Rebirth skill | What rank 1 does |
|---|---|---|
| Wizard | Rebirth Nova | Hits every living foe, with a burn and a defense break. Once per enemy wave. |
| Knight | Earthshatter Sweep | Hits up to 3 foes, then gives the party 25% damage reduction for 3 rounds. |
| Elf | Immortal Dawn | Party heal of 5,000 HP (about 10,000 at rank 10) plus a party shield. |
| Dwarf | Eternal Anvil | Hits up to 3 foes with a 97% defense break, raises party defense by 33%, and grants a ward equal to 33% of max HP. |
Items
Eleven slots dress a character.
- Weapon
- Shield
- Helmet
- Suit
- Gloves
- Boots
- Wings
- Cloak
- Left ring
- Right ring
- Necklace
Drops run Common, Uncommon, Rare, Epic, Legendary, and Fabled. A piece can carry attack, defense, HP, Strength, Stamina, Ether, Dexterity, haste, block, and crit. Any of them can be tempered to +20.
Two extra crafts sit on top of temper, and they do not share equipment.
Piercing is armor: helmet, suit, gloves, boots, shield, and cloak. A piece can open up to 4 sockets. Putting a card into an open socket always works. The gamble is opening the socket.
Artifacts are weapons. A weapon can open up to 2 sockets. Forging the stone is a separate bench. You burn a weapon and a pile of Enhancement Scrolls, and the forged stone keeps that weapon’s combat flats: attack, defense, HP, mana, crit, haste, and block. Seating the stone in an open socket always works. Opening the socket is the gamble.
Lorn’s forge handles temper and rarity. Magister Templi handles pierces, artifacts, and the awakening scrolls.
Companions
You seal the monster you are fighting with a Chaincatch Block. One block is 25 Memory. A stack of 10 is 220.
Catch rates
Catch chance slides with remaining HP. A healthy monster is a cruel coin. A monster on its last hit point is the real offer. The species sets the ceiling. The monster’s level does not change the catch chance. Level changes the rarity you roll after the chain closes.
| Monster | Full HP | Half HP | Nearly dead |
|---|---|---|---|
| Lynx, Orc, Squishy | 0.25% | about 40% | 80% |
| Lion, Jira | 0.10% | about 20% | 40% |
| Dragon, Void Specter, Phoenix, and the rest of the rare ladder | 0.10% | about 5% | 10% |
| Boss Dragon, Boss Jira, Boss Squishy | 0.05% | about 2% | 4% |
Read the right-hand column as expected blocks, not a promise.
- A dying lynx is about 1 block.
- A dying common dragon is about 10 blocks, 250 Memory.
- A dying boss dragon is about 25 blocks, 625 Memory.
- The same boss at full health is a 0.05% roll.
Grade
The pet’s rarity is a second roll, and this one cares about the monster’s level.
At level 1 the weights are essentially 42 / 28 / 16 / 9 / 4 / 1 from Common through Fabled. By level 100 that has drifted to about 30 / 27 / 20 / 13 / 7 / 2. Higher floors hand you better pets. They do not make the chain close.
Grade multiplies the pet’s own stats.
| Grade | Stat multiplier |
|---|---|
| Common | 1× |
| Uncommon | 1.25× |
| Rare | 1.33× |
| Epic | 1.5× |
| Legendary | 1.75× |
| Fabled | 2× |
You can also push grade at the bench by sacrificing the same species at the same grade.
| Step | Success | Stays | Drops a grade | Fodder | Gold |
|---|---|---|---|---|---|
| Common → Uncommon | 85% | 15% | — | 1 | 0 |
| Uncommon → Rare | 65% | 30% | 5% | 1 | 250 |
| Rare → Epic | 40% | 45% | 15% | 1 | 1,000 |
| Epic → Legendary | 18% | 52% | 30% | 2 | 5,000 |
| Legendary → Fabled | 5% | 50% | 45% | 3 | 20,000 |
A Fabled attempt can eat three Legendary copies of that pet and still fall back to Epic. That is the personality of the last step.
Skills, slots, and the aura
Pets level on their own and gain 2 stat points per level. They start with a passive and a basic attack. Further skill slots take a Skill Key.
| Opening slot | Success | Stays | Closes a slot |
|---|---|---|---|
| 3rd | 90% | 10% | — |
| 4th | 75% | 17% | 8% |
| 5th | 45% | 40% | 15% |
| 6th, the book | 5% | 70% | 25% |
You field two companions at once: an attack slot and a defense slot. Both can swing, heal, shield, buff, or debuff. Only one of them lends you stats. When the attack slot is filled, that pet is the lender. You receive 33% of its attack, defense, and HP, then a hard ceiling.
| Aura stat | Cap |
|---|---|
| Attack | 333 |
| Defense | 999 |
| HP | 1,111 |
A pet with 600 attack, 400 defense, and 2,000 HP hands you 198 attack, 132 defense, and 660 HP. A pet with 2,000 attack still stops at 333. The ceiling is the point.
Evolution
Dragon, Squishy, and Jira can evolve at level 40 with a Companion Evolution Crystal. Their boss forms can also be caught directly, on the boss row of the catch table.
Guilds
Founding a guild costs 500 Memory. A new guild holds 10 members. Each guild level adds 2 seats, up to 30. The cap arrives at guild level 11.
The bank
The bank is the engine. Gold deposited above the bank’s previous peak becomes guild XP, at 1 XP per 20 gold, with a small bonus once the vault is already full. Withdrawing and depositing the same coins again does not farm levels. Only gold that pushes the bank past its old peak counts.
An empty guild that receives 11,000 gold earns exactly 550 XP and becomes level 2.
- 12 members.
- +0.4% gold, quest gold, and XP.
- +0.2% HP, attack, and defense for everyone in it.
Those passives keep stacking. Each guild level is another +0.4% on gold, quest gold, and XP, and another +0.2% on HP, attack, and defense.
A level 26 guild is sitting on +10% gold and XP, and +5% combat stats, before anyone buys a banner.
A level 45 guild, the gate for the last combat-buff rank, is sitting on +17.6% gold and XP and +8.8% HP, attack, and defense from level alone.
Purchased buffs
Purchased buffs are a second layer. Each rank asks for three things: a guild level, gold from the bank, and Memory from the player who clicks the button.
| Buff | Per rank | At rank 5 | First rank | Rank 5 | Guild level gates |
|---|---|---|---|---|---|
| Gold Find | +2% gold and battle XP | +10% | 3,000 gold, 40 Memory | 33,800 gold, 348 Memory | 3, 8, 15, 25, 40 |
| Quest Bounty | +2% quest gold | +10% | 3,500 gold, 45 Memory | 37,100 gold, 395 Memory | 3, 8, 15, 25, 40 |
| Iron Banner | +1% HP | +5% | 4,000 gold, 55 Memory | 43,200 gold, 503 Memory | 5, 12, 20, 32, 45 |
| War Drums | +1% attack | +5% | 4,000 gold, 55 Memory | 43,200 gold, 503 Memory | 5, 12, 20, 32, 45 |
| Stonewall | +1% defense | +5% | 4,000 gold, 55 Memory | 43,200 gold, 503 Memory | 5, 12, 20, 32, 45 |
Taking War Drums all the way spends 104,000 bank gold and 1,235 Memory, and the guild has to already be level 45. At that level the passive is another +8.8% attack. The banner and the level together are about +13.8% attack for every member.
Guilds also keep a shared vault, and they march into Guild Wars. The buffs above are the part you can price on a Tuesday.
Upgrades
Every attempt has three outcomes. It climbs, it stays, or it falls one step. A blessing turns a fall into a stay. Nothing in this chapter deletes the item.
Enhancement Scrolls are 1,200 gold or 5 Memory at Magister Templi. A temper also burns junk gear from the bag as fodder. From +10 upward, both the scroll count and the fodder count double.
Tempering, at Lorn
| Step | Climbs | Stays | Falls | Gold | Scrolls | Fodder |
|---|---|---|---|---|---|---|
| +0 → +1 | 90% | 10% | — | 700 | 1 | 1 |
| +1 → +2 | 80% | 20% | — | 1,020 | 1 | 1 |
| +2 → +3 | 72% | 28% | — | 1,340 | 1 | 2 |
| +3 → +4 | 62% | 32% | 6% | 1,660 | 2 | 2 |
| +4 → +5 | 52% | 38% | 10% | 1,980 | 2 | 3 |
| +5 → +6 | 42% | 34% | 24% | 2,300 | 2 | 3 |
| +6 → +7 | 40% | 40% | 20% | 2,620 | 3 | 4 |
| +7 → +8 | 33% | 40% | 27% | 2,940 | 3 | 4 |
| +8 → +9 | 26% | 38% | 36% | 3,260 | 3 | 5 |
| +9 → +10 | 20% | 30% | 50% | 3,580 | 4 | 5 |
| +10 → +11 | 16% | 30% | 54% | 3,900 | 8 | 10 |
| +11 → +12 | 14% | 38% | 48% | 4,220 | 8 | 10 |
| +12 → +13 | 12% | 36% | 52% | 4,540 | 8 | 10 |
| +13 → +14 | 8% | 46% | 46% | 4,860 | 8 | 10 |
| +14 → +15 | 6% | 46% | 48% | 5,180 | 8 | 10 |
| +15 → +16 | 5% | 46% | 49% | 5,500 | 8 | 10 |
| +16 → +17 | 4% | 46% | 50% | 5,820 | 8 | 10 |
| +17 → +18 | 3% | 46% | 51% | 6,140 | 8 | 10 |
| +18 → +19 | 2% | 46% | 52% | 6,460 | 8 | 10 |
| +19 → +20 | 2% | 46% | 52% | 6,780 | 8 | 10 |
A first temper is a friendly one. +0 to +1 costs 700 gold, one scroll, and one fodder piece, and it lands about 90% of the time. A miss only sits still. Call it about 1.1 tries, roughly 2,100 gold in fees if you buy the scrolls.
+9 to +10 is the mood change. One attempt is 3,580 gold, four scrolls (4,800 gold if you buy them), and five fodder pieces. One in five climbs. Half the time the weapon goes back to +8. Blessing of Upgrade Protection is 100 Memory, and it turns that fall into a stay. From +10 on, you are also burning eight scrolls a click.
On a Common weapon’s low roll, those twenty steps are quiet and steady. Attack climbs by 1 per temper the whole way. HP climbs by 2, then by 3 near the top. A +0 weapon showing 4 attack is a +20 weapon showing 23 attack, plus the Strength, Stamina, Dexterity, and Ether the same steps printed. The gamble is getting there. The stat step itself does not roll.
Rarity, at Lorn
One attempt burns gold and one sacrifice of the same rarity. A fall drops the piece one tier.
| Step | Climbs | Stays | Falls | Gold |
|---|---|---|---|---|
| Common → Uncommon | 80% | 20% | — | 500 |
| Uncommon → Rare | 62% | 30% | 8% | 1,000 |
| Rare → Epic | 32% | 40% | 28% | 1,500 |
| Epic → Legendary | 7% | 34% | 59% | 3,000 |
| Legendary → Fabled | 1% | 33% | 66% | 4,444 |
Legendary to Fabled is a 1% climb, and two failures out of three send a Legendary back to Epic. Blessing of Rarity Upgrade is 200 Memory. With it on the bench, a miss keeps the Legendary. You still paid the gold and the sacrifice.
Piercing, at Magister Templi
Block Cubes are 6,000 gold or 25 Memory. The gold in this table is what the server charges for the attempt.
| Opening | Climbs | Stays | Falls | Gold | Cubes |
|---|---|---|---|---|---|
| 1st socket | 70% | 30% | — | 1,300 | 1 |
| 2nd | 60% | 28% | 12% | 2,300 | 2 |
| 3rd | 20% | 32% | 48% | 3,300 | 3 |
| 4th | 3% | 59% | 38% | 4,300 | 5 |
The fourth socket wants 5 cubes. Bought outright, that is 30,000 gold or 125 Memory, plus 4,300 gold, for a 3% climb. A fall pops the previous socket and hands the card back. Blessing of Piercing Protection is 120 Memory.
Once a socket is open, the card goes in for free. A Common Volcano card from the temple is 12,000 gold, and it is the molten attack line. Higher card rarities come from drops and the cash shop.
Artifacts, at Magister Templi
| Opening | Climbs | Stays | Falls | Gold | Scroll |
|---|---|---|---|---|---|
| 1st socket | 10% | 90% | — | 2,800 | 1 Artifact Socket Scroll |
| 2nd socket | 7% | 5% | 88% | 4,900 | 1 Artifact Socket Scroll |
The socket scroll is 250 Memory. The first socket fails gently. Nine tries in ten, the weapon is unchanged. The second socket fails by closing the first socket 88% of the time. Scroll of Artifact Protection is 300 Memory. That ward is why the second socket is attemptable.
Forging the stone is not a roll. Enhancement Scrolls scale with the sacrifice.
| Sacrificed weapon | Enhancement Scrolls |
|---|---|
| Common | 2 |
| Uncommon | 3 |
| Rare | 4 |
| Epic | 5 |
| Legendary | 6 |
| Fabled | 8 |
A Rare weapon with 40 attack becomes a stone with 40 attack. You still need an open socket to seat it.
Awakening
Awakening always succeeds. It replaces whatever lines were already on the piece.
Scroll of Awakening is 12,000 gold or 50 Memory, and it writes 1 to 3 flat lines. Scroll of Lightning Awakening is 200 Memory, and it writes 1 to 5. Both use the same bands, and each stat appears once.
| Line | Flat range |
|---|---|
| Attack | 11–33 |
| Defense | 12–36 |
| HP | 13–39 |
| Mana | 22–66 |
| Energy | 9–27 |
A generous three-line awakening looks like Attack +33, HP +39, Mana +66. A stingy one is a single Energy +9. You can roll again. The old lines leave when you do.
Lightning is the same ink with two extra lines. It also has a very thin drop in the endless dungeon.
Ward prices
Wards are spent on the attempt. They convert a fall into a stay.
| Ward | Protects | Memory |
|---|---|---|
| Blessing of Upgrade Protection | Temper | 100 |
| Blessing of Piercing Protection | Pierce sockets | 120 |
| Blessing of Rarity Upgrade | Rarity craft | 200 |
| Scroll of Artifact Protection | Artifact sockets | 300 |
| Scroll of Lightning Awakening | Gear lines, 1–5 | 200 |
| Blessing of Satoshi | Relic lines, 1–5 | 500 |
| Artifact Socket Scroll | Opens a weapon socket | 250 |
| Rebirth Scroll | The level-100 rite | 20,000 |
Relics and NFTs
The collection is 3,333 profile-picture relics, painted for Knight, Elf, Dwarf, and Wizard, in Common, Rare, Epic, Legendary, and Fabled.
Each relic carries its own property lines. Attack, defense, HP, mana, gold find, loot, crit, energy, shop prices, skill cooldown. A relic holds up to seven of them.
Staking
You can stake up to three relics on a character. Staked relics add those properties to the sheet. Skill-cooldown reduction from relics stops at 2 rounds, no matter how the lines add up.
Memory yield
Owning relics, staked or sitting in the wallet, is what changes Memory.
An empty wallet has a daily claim cap of 100. With relics, the yield is the sum of your three rarest, and the daily cap is 300 × that yield, plus a small bonus for every relic you own. The yield ceiling is 7.5×, which is three Fabled relics.
| Rarity | Yield, if it is one of your top three | Extra daily cap, per relic owned |
|---|---|---|
| Common | 1× | +1 |
| Uncommon | Counts as Rare for the yield | +2 |
| Rare | 1.25× | +5 |
| Epic | 1.5× | +10 |
| Legendary | 2× | +15 |
| Fabled | 2.5× | +25 |
Worked wallets
One Fabled. Yield 2.5×. Daily cap 775. That is 300 × 2.5, plus 25.
Three Fabled. Yield 7.5×. Daily cap 2,325. That is 300 × 7.5, plus 25 × 3.
One Fabled and ten Commons. The top three are Fabled, Common, Common, so the yield is 2.5 + 1 + 1 = 4.5×. The cap bonus is 25 for the Fabled and 1 for each of the ten Commons, which is 35. Daily cap 1,385. That is 300 × 4.5, plus 35. The eight Commons outside the top three still fatten the cap. They do not raise the yield.
Blessing of Satoshi
Blessing of Satoshi awakens a relic, not a sword. It costs 500 Memory and writes 1 to 5 lines. About 42% of lines are percentages. The rest use the same flat bands as Lightning Awakening. A re-roll replaces the previous blessing. The blessing is stored on the relic, so every character on the account sees it.
| Percent line | Range |
|---|---|
| Attack | 1–4% |
| Defense | 1–4% |
| HP | 1–5% |
| Mana | 1–4% |
| Energy | 1–5% |
| Gold find | 2–8% |
| Crit damage | 2–10% |
| Loot drop | 2–8% |
Flat lines, when they appear, use the Lightning bands: Attack 11–33, Defense 12–36, HP 13–39, Mana 22–66, Energy 9–27.
A handsome three-line roll is Attack +28, Gold Find +6%, Crit Damage +9%. A quiet one is a single Mana +22. Same scroll. Same price. Five lines, or one.
The acre
Fabled Chronicles is trying to fit a world inside a game. The same character who tempers a sword can own a house, claim a deed, and leave a tomato ripening while they are in a dungeon on another platform. Combat, trade, guilds, relics, and this acre are one loop. Cross-play is how that loop stays one person, whether the screen is a phone or a desktop.
Land is the part of that world that behaves like land. There is a finite number of deeds. A fence takes space. A seed takes time. Walk through your own rows and you bruise them. Leave them too long and they rot. Spend gold you earned and you can still compete. Spend Memory and you are farming the token itself, at odds the rarity of the seed decides.
Six pieces do the work.
- Lands and houses are the scarce ground and the scarce rooms.
- Plots are how you spend that ground: décor, fences, beds, and the crops nested inside them.
- Seeds are the free-to-play crop and the Memory crop, from Common through Fabled.
- Yield workers are the Cabal you hire, place, and level.
- Fertilizers are compost you cast on a bed or on a single seed.
- Tonics are what the harvest becomes when Elara brews it, and there are only as many as the rows grew.
Prices in the seed chapter use the authored market board, the baseline dollars-per-kilogram the game falls back to. A live season and a live quote move the stickers. The ratios are the rules.
Lands and houses
A real valley runs out of valley. So does this one.
Plains deeds
Chainfield sells one kind of deed. It costs 1,500 Memory. You do not pick the soil. The deed draws from whatever is left of a hard supply of 3,333 plains.
| Rarity | Deeds | Slots | Starts at | Soil | Growth | Harvest |
|---|---|---|---|---|---|---|
| Common | 1,334 | 4 | level 1 | Loam | ×1.00 | ×1.00 |
| Uncommon | 833 | 6 | level 2 | Silt | ×1.08 | ×1.05 |
| Rare | 600 | 8 | level 3 | Clay | ×1.16 | ×1.10 |
| Epic | 333 | 10 | level 4 | Chalk | ×1.28 | ×1.18 |
| Legendary | 166 | 14 | level 5 | Volcanic | ×1.32 | ×1.20 |
| Fabled | 67 | 18 | level 6 | Mythril | ×1.42 | ×1.28 |
Each of those counts is split across three biomes: Forest, Valley, and Winter. The first biomes take any remainder, so a rarity of 67 Fabled deeds does not divide into three neat piles. When a pile is gone, the deed stops offering it.
The biome is a season the land remembers.
| Biome | Loves | Growth in that season | Extra harvest in that season |
|---|---|---|---|
| Forest | Spring | +12% | +6% |
| Valley | Summer | +15% | +7.5% |
| Winter | Winter | +20% | +10% |
Growth is fertility times that season bonus. Harvest is the soil multiplier, and only half of the season bonus rides along onto the yield. A Fabled Winter deed, in winter, grows at 1.42 × 1.20 = ×1.70 and pays 1.28 × 1.10 = ×1.41 before upgrades, workers, or fertilizer. The same deed in summer keeps the mythril soil and loses the winter surge.
Farm level is a second, slower gift. Harvest essence raises it, up to level 50. Every level above 1 adds 6% harvest gold. A Fabled deed already starts at level 6, which is ×1.30 gold before the first tomato comes in. A Common deed starts at level 1 and earns that curve the long way. That is the free-to-play path and the scarce-land path sharing one field.
Houses
Houses are the other scarce address. 4,444 copies, five floor plans, bought for Memory. You choose the plan until that plan's quota is gone. A house is where décor becomes the character. A farm is where décor becomes the harvest. They are neighbors in the same world, and they do not spend the same kind of luck.
| House | Memory | Copies | Plot slots | Empty-house aura |
|---|---|---|---|---|
| Dawn Cottage | 650 | 1,444 | 4 | +2 attack, +3 defense, +15 HP |
| Reed Lodge | 735 | 1,111 | 5 | +3 attack, +5 defense, +25 HP |
| Grove Annex | 820 | 888 | 6 | +4 attack, +6 defense, +35 HP |
| Caldera Villa A | 910 | 555 | 7 | +6 attack, +8 defense, +50 HP |
| Caldera Villa B | 1,000 | 446 | 8 | +7 attack, +9 defense, +55 HP |
Place décor and the house gains power. The owner then receives, on top of the empty aura, about 0.35 attack, 0.45 defense, and 2.5 HP per point of power.
A Dawn Cottage with one Shard Crystal (8 power) becomes +4 attack, +6 defense, and +35 HP. The cottage did not grow a new room. The room grew a person.
Guests who are invited in receive a thinner share of the same house, and staking into it thickens that share. The owner's aura is the one that follows them back out into the world.
Plots
A slot is a promise about space. Common ground has four of them. Fabled ground has eighteen. What you put in a slot decides whether that promise stays small or turns into a row.
There are four kinds of plot.
| Kind | What it is | Does it spend a land slot? |
|---|---|---|
| Décor | Banners, furniture, ornaments | Yes |
| Fence | A container you build on the ground | Yes, one slot for the whole fence |
| Bed | The soil a seed is allowed to enter | Yes, unless it sits inside a fence |
| Crop | The seed, then the plant | Never. It fills a bed |
The nest is Fence, then Bed, then Crop. A fence accepts beds. A bed accepts a crop. A crop accepts nothing but time.
That is how one occupied slot becomes a dozen plants. The fence is the slot. Every bed you fit inside its tiles is free of the slot budget, and every seed in those beds is free again. On a Common deed with 4 slots, one wide fence can be the entire garden, and the other three slots can be a second fence, a free-standing bed, or décor that sweetens the harvest.
Décor on a farm does not raise your attack. Each décor piece adds 2 harvest power. Power becomes gold at about +0.2% per point, and it stops at +18%, which is 90 power, or 45 pieces. Décor inside a house is the other craft: it raises house power, and house power becomes attack, defense, and HP.
A harvest bed wears out. It has 10 harvests in it. The tenth ripe crop pulled from that bed removes the bed, and anything still parented to it goes with it. The expensive beds at Merrick, the harvest-plot rows, are 20,000 gold. A fence is the cheap timber around them: the price starts near 180 gold and climbs with the number of tiles. You pay for the container once. You pay for the soil every ten crops.
Two more manners of the ground, because a world that lets you walk also lets you be clumsy.
Trample. A planted crop has 3 hit points. Each step a player takes onto it spends 1. Three careless crossings and the plant is gone. The Cabal you hire is excused. Their feet do not count.
Rot. The moment a crop ripens, a second clock starts. It runs for about 1.25 times the grow time, never shorter than 5 minutes and, without fertilizer, never longer than 15 minutes. Freshness is 1 at the ripe instant and 0 at the end of that window. Gold, Memory, essence, and produce all shrink with it. A fully wilted plant drops no produce. Harvest when it is proud of itself.
Seeds
Anyone can farm. The gold seed is how that stays true. Merrick sells it for gold you can earn by playing. The Memory seed is the other door: you pay Memory, and the harvest pays Memory back according to the seed's rarity, with a smaller gold purse on the side.
Both doors use the same crops and the same clock. The market board sets the sticker from a dollars-per-kilogram price. Gold seeds use 24 gold per dollar of that price. Memory seeds use 100 Memory per dollar. A live quote moves both. The examples below are the authored baselines, in season and out.
In season, a crop's gold-return ratio rises by 12% and it grows 10% faster. Out of season, the ratio falls by 10% and growth slows by 8%. Nothing ripens in under 2 minutes or over 12.
A few crops, on the baseline board
Gold in the bag, at farm level 1 with no décor, is the board harvest times 1.4. A Memory seed's gold purse is the board harvest times 0.65. Produce follows the same split: a gold seed drops twice the produce of a Common Memory seed.
| Crop | In season | Grow, in season | Gold seed | Gold back, level 1 | Memory seed | Common Memory back |
|---|---|---|---|---|---|---|
| Rice | Spring is out; autumn and winter are in | 2 min 15 sec | 1 gold | 18 gold | 55 Memory | 26 Memory |
| Lettuce | Spring | 3 min 9 sec | 3 gold | 48 gold | 140 Memory | 67 Memory |
| Tomato | Summer | 4 min 30 sec | 9 gold | 108 gold | 320 Memory | 154 Memory |
| Asparagus | Autumn and winter | 7 min 26 sec | 33 gold | 286 gold | 850 Memory | 408 Memory |
| Zimt | Autumn and winter | 8 min 33 sec | 60 gold | 470 gold | 1,400 Memory | 672 Memory |
Read rice first. One gold, a little over two minutes, eighteen gold back before the land itself helps, and two pieces of produce. That is a character with an empty Memory wallet still compounding. Zimt is the other mood: you wait, and the baseline bag is 470 gold on a 60 gold seed.
Out of season the seed gets slightly more expensive and the plant gets slightly slower. A summer tomato is 9 gold and 4 minutes 30 seconds. The same tomato off-season is 11 gold and 5 minutes 24 seconds. The gold in the bag at level 1 stays 108, because the season tax was taken on the seed price and the clock, and the 1.4 gold-track still applies.
Farm level then multiplies that gold by 6% per level above 1. Level 10 is ×1.54. Level 50 is ×3.94. Memory paid by a Memory seed does not get that level bonus. Rarity is its lever.
Memory rarity
A Common Memory seed is a shop SKU. Higher rarities come out of the farming wheel and the seed chests. The Memory you harvest is the seed's Memory price times the rarity ratio. Land level does not print extra Memory. Fertilizer and freshness still scale the payout.
| Rarity | Memory back, per 1 Memory of seed | Tomato, 320 Memory seed | Zimt, 1,400 Memory seed |
|---|---|---|---|
| Common | 0.48 | 154 | 672 |
| Uncommon | 0.78 | 250 | 1,092 |
| Rare | 0.96 | 307 | 1,344 |
| Epic | 1.42 | 454 | 1,988 |
| Legendary | 1.88 | 602 | 2,632 |
| Fabled | 2.45 | 784 | 3,430 |
Common, Uncommon, and Rare stay under the price of the seed. Epic is where the Memory seed starts paying for itself, and Fabled is the 2.45× print. The gold purse is still there: a level-1 Memory tomato drops about 50 gold beside whatever Memory the rarity printed. A gold tomato drops about 108 gold and twice the produce.
The wheel that deals those rarities, on the default weights, is:
| Rarity | Farming wheel | Seed chest |
|---|---|---|
| Common | 55% | 60% |
| Uncommon | 25% | 22% |
| Rare | 12% | 11% |
| Epic | 6% | 5% |
| Legendary | 1.7% | 1.6% |
| Fabled | 0.3% | 0.4% |
A gold seed can also cough up a scrap of Memory, and it is honest about how rare that is. Cheap staples such as rice sit near a 0.1% chance. A spice like zimt sits near 0.0001%. When the scrap hits, it pays a sliver of the crop's dollar value, floored at 1 Memory. The gold seed's job is gold. The Memory seed's job is Memory.
One summer tomato, written out
Common Valley, summer, farm level 1, no décor, no workers, no fertilizer, upgrade tier 0.
The gold seed costs 9 gold. The valley is in its loved season, so harvest is ×1.075. The bag is about 116 gold and 2 produce. Those two pieces are Might. Fresh, they are exactly one Farm Might Tonic. Ten of those harvests, fresh, are also about 40 essence, which is farm level 2.
A Fabled Memory tomato is scored against that same 320 Memory peg and pays about 784 Memory. The valley does not multiply the token. Fertilizer and freshness do. The gold purse beside it is the smaller one: about 50 gold before the valley, about 54 with the summer soil. You can play the whole acre on the gold seed. The Memory seed is for the harvest you want denominated in the token.
Land upgrades
A farm has two levels that are easy to confuse.
Farm level comes from harvest essence. It climbs to 50 and adds 6% gold per step. You cannot buy it.
Upgrade tier is the thing you buy. It runs from 0 to 15. Every attempt spends the gold and the produce, then rolls. It can climb, sit, or fall one tier. Tier 0 never falls. Nothing here deletes the deed.
The bill is 800 gold at tier 0, then ×1.58 each tier, capped at 140,000 gold. Produce is 5 pieces plus 4 more for every tier you already own. Any harvest produce counts.
| Step | Climbs | Stays | Falls | Gold | Produce |
|---|---|---|---|---|---|
| 0 → 1 | 92% | 8% | — | 800 | 5 |
| 1 → 2 | 88% | 8% | 4% | 1,264 | 9 |
| 2 → 3 | 82% | 12% | 6% | 1,997 | 13 |
| 3 → 4 | 75% | 17% | 8% | 3,155 | 17 |
| 4 → 5 | 68% | 22% | 10% | 4,986 | 21 |
| 5 → 6 | 60% | 28% | 12% | 7,877 | 25 |
| 6 → 7 | 52% | 33% | 15% | 12,446 | 29 |
| 7 → 8 | 45% | 37% | 18% | 19,665 | 33 |
| 8 → 9 | 38% | 42% | 20% | 31,070 | 37 |
| 9 → 10 | 32% | 46% | 22% | 49,091 | 41 |
| 10 → 11 | 26% | 49% | 25% | 77,564 | 45 |
| 11 → 12 | 22% | 50% | 28% | 122,551 | 49 |
| 12 → 13 | 18% | 52% | 30% | 140,000 | 53 |
| 13 → 14 | 15% | 53% | 32% | 140,000 | 57 |
| 14 → 15 | 12% | 53% | 35% | 140,000 | 61 |
The first attempt is a friendly one. Eight hundred gold, five vegetables, and a 92% chance the land becomes tier 1. A miss only sits still. From tier 12 on, the gold bill is nailed to the ceiling and the climb is a 12–18% conversation with a real chance of stepping backward.
What the tier is worth, once you are standing on it:
| At tier | Essence | Gold from the tier | Produce per crop | Cabal slots |
|---|---|---|---|---|
| 0 | ×1.00 | ×1.00 | 1 | 1 |
| 3 | ×1.36 | ×1.12 | 1 | 2 |
| 4 | ×1.48 | ×1.16 | 2 | 2 |
| 8 | ×1.96 | ×1.32 | 3 | 3 |
| 12 | ×2.44 | ×1.48 | 4 | 5 |
| 15 | ×2.80 | ×1.60 | 4 | 6 |
Essence is +12% per tier. Gold is +4% per tier. Produce steps up every four tiers: one copy through tier 3, two through tier 7, three through tier 11, four from tier 12 to 15. A gold seed then doubles that produce. A Memory seed does not.
The gold from the tier does not multiply in the open forever. Upgrade, land stake, workers, and soil are folded together, and once that pile passes ×1.85 the extra is compressed. Fertilizer is applied before that squeeze. Freshness squeezes everything, including a perfect tier-15 harvest you left in the sun.
A tier-0 summer tomato on Common Valley ground is about 116 gold. The same tomato at tier 15, with the gold bonus at ×1.60 and the valley's ×1.075 still inside the soft cap, is a different paycheck. The produce bill to get there is the point: you have to have farmed before the land will agree to be expensive.
Yield workers
The Cabal is who you leave on the acre. You hire them into an inventory of up to 12, then place them on slots the land's upgrade tier has opened. A worker in the bag does nothing. A worker on the ground is the one who counts.
Today the placed Cabal does three things you can measure.
- They shorten the grow.
- They raise harvest essence and harvest gold.
- They walk the rows without spending trample hit points. Your own boots still do.
The reason to keep hiring them is the one a landowner already understands. An empty field is easy to ruin. A field with people on it is being watched, and the watching is the part this feature keeps growing into. Visitors who wander onto a crop still bruise it, one hit point a step, three steps and the plant is gone. The Cabal is the crew that does not do that, and the crew whose bonuses make the harvest worth defending.
Slots
You start with 1 placement slot. The land upgrade opens the rest. Hiring itself is always 850 gold. Opening a slot is not a separate gold sink. It is a reason to temper the deed.
| Land tier | Slots you may fill |
|---|---|
| 0–2 | 1 |
| 3–5 | 2 |
| 6–8 | 3 |
| 9–11 | 4 |
| 12–14 | 5 |
| 15 | 6 |
If a failed upgrade drops you under the tier a slot required, the extra workers step off the field and wait in the inventory. They are not fired. They are unemployed until the land earns the slot back.
Levels
A worker is hired at level 1 and can be raised to level 10. The gold to leave the level you are on is 520 times that level.
| Step | Gold |
|---|---|
| 1 → 2 | 520 |
| 2 → 3 | 1,040 |
| 3 → 4 | 1,560 |
| 4 → 5 | 2,080 |
| 5 → 6 | 2,600 |
| 6 → 7 | 3,120 |
| 7 → 8 | 3,640 |
| 8 → 9 | 4,160 |
| 9 → 10 | 4,680 |
Taking one worker from 1 to 10 costs 850 to hire and 23,400 to finish the levels. Six of them, fully placed, is a payroll. The bonuses cap before the payroll does, on purpose.
| Bonus | Per placed level | Cap |
|---|---|---|
| Growth speed | +2.5% | +25%, which is 10 levels |
| Essence | +2% | +50%, which is 25 levels |
| Gold | +1% | +25%, which is 25 levels |
One level-10 worker on the field caps growth by themselves and is halfway to the essence and gold caps. Two level-10 workers, 20 levels between them, are almost at the gold cap and still 5 levels short of the essence cap. A third worker's early levels finish the essence. Everyone after that is a spare pair of hands for when an upgrade fails and a slot closes, and a crew for the protection this system is growing toward.
Growth speed from the Cabal multiplies with the land's fertility and with fertilizer. It shortens the ripe clock. It does not speed up the rot. The plant still has the same real minutes to be picked once it is ready. Workers hurry the growing. They do not hurry the spoiling.
Fertilizers
Merrick sells three grades of compost. You cast one onto a bed, and it stays, feeding every seed that bed grows. Or you cast it onto a planted seed, and it lasts for that one harvest. A cast on the seed wins over the bed. A higher grade replaces a lower one. You cannot paint Basic Compost over Mythic Growdust and call it an improvement.
| Compost | Gold | Growth | Yield | Loves |
|---|---|---|---|---|
| Basic Compost | 150 | +20% | +8% | Vitality crops |
| Rich Manure | 450 | +45% | +16% | Might crops |
| Mythic Growdust | 1,400 | +85% | +30% | Ward crops |
A matching love is another +12% on both the growth and the yield. The families sort like this.
- Vitality is lettuce, salad, rice, cucumber, radish, and the generic seed. Basic Compost is their compost.
- Might is tomato, pumpkin, melon, asparagus, zimt, Meme Doge, and Meme Pepe. Rich Manure is theirs.
- Ward is what is left over. Mythic Growdust is the one that loves them, and it is also the strongest compost even when the love misses.
The same three names are the ingredient list. Might produce, vitality produce, and ward produce are what Elara burns into tonics.
A summer tomato wants Rich Manure, not the mythic tin, if you care about the match. Matched manure is +45% growth and +16% yield, then ×1.12, which lands near ×1.62 growth and ×1.30 yield. Mythic on that same tomato skips the love and still wins the raw numbers: ×1.85 growth and ×1.30 yield. You paid 1,400 gold instead of 450 to tie the yield and hurry the clock. On a ward crop, mythic takes the love too, and the yield becomes about ×1.46.
Compost also makes rot polite. The after-ripe window stretches by roughly 17% for Basic, 37% for Rich, and 70% for Mythic, and a matched crop stretches it again. A fertilized plant may rot as slowly as 22 minutes. Unfertilized, the window is capped at 15.
The tomato, with the tin on it
Same Common Valley, same summer, same level-1 gold tomato, seed price 9 gold, no workers, tier 0.
Bare soil pays about 116 gold.
Rich Manure, matched, multiplies the yield by about 1.30 before the valley's season soil is applied in the same harvest math, and it cuts the 4 minute 30 second grow by that ×1.62. The plant is ready closer to 3 minutes, and the bag is fatter by the yield. Mythic is the hurry button. Manure is the tomato's friend.
Stack the rest of the acre only when you mean to. Fertilizer hits the payout first. Upgrade tier, Memory staked into the land, the Cabal, and the soil then fold together, and that fold softens after ×1.85. A tier-15 deed with a full Cabal and mythril soil is a serious paycheck. It is also a payroll, a produce bill, and a 12% roll. The rice seed at 1 gold still works on the morning you do none of that.
The produce in that fatter bag is the next craft. Elara will turn it into a drink, and the town only has as many drinks as these rows actually grew.
Tonics
The gold and the Memory are the purse. The produce is the other half of the harvest, and it has a job. You carry it to Elara Liquidheart, open Buff Crafting, and she burns it into a tonic. Drink the tonic and the character gets a short, flat buff. Sell the tonic and someone else gets that same drink. Either way the plant is gone.
That is the real-world part. A field grows a certain number of tomatoes. A town can brew a certain number of cordials. When the bottles are in people's hands, the shelf is empty until somebody farms again. There is no vendor who prints Farm Might Tonic because a raid asked nicely.
What a harvest is, as an ingredient
Every crop belongs to an affinity, the same three families the compost already loves.
| Affinity | Crops |
|---|---|
| Might | Tomato, pumpkin, melon, asparagus, zimt, Meme Doge, Meme Pepe |
| Vitality | Lettuce, salad, rice, cucumber, radish, and the generic seed |
| Ward | Everything else |
A fresh gold crop at upgrade tier 0 drops 2 produce. A fresh Memory crop drops 1. The gold track is the apothecary's friend: same plant, twice the ingredients. Higher tiers add copies before that split. Tiers 0–3 drop 1 base, 4–7 drop 2, 8–11 drop 3, and 12–15 drop 4, then the gold track doubles it and freshness scales it. A fully wilted plant drops none. You cannot brew a buff out of a sad tomato.
One fresh gold tomato, tier 0, is exactly one Farm Might Tonic. Two of them are a Concentrated Might, or two ordinary Might tonics if you would rather share.
The recipes
| Tonic | Produce it burns | The drink | For |
|---|---|---|---|
| Farm Might Tonic | 2 Might | ATK +8, DEF +2, HP +8 | 5 min |
| Farm Vitality Tonic | 2 Vitality | ATK +2, DEF +3, HP +32 | 5 min |
| Farm Ward Tonic | 2 Ward | ATK +2, DEF +9, HP +12 | 5 min |
| Concentrated Might | 4 Might | ATK +14, DEF +3, HP +12 | 8 min |
| Deep Vitality | 4 Vitality | ATK +3, DEF +4, HP +60 | 8 min |
| Iron Ward | 4 Ward | ATK +3, DEF +16, HP +18 | 8 min |
| Bloodroot Cordial | 2 Might + 2 Vitality | ATK +12, DEF +3, HP +36 | 7 min |
| Stonebloom Draught | 2 Ward + 2 Vitality | ATK +3, DEF +13, HP +40 | 7 min |
| Harvest Concord Elixir | 2 of each affinity | ATK +12, DEF +12, HP +48 | 10 min |
The first three are Rare. The concentrates and the two mixes are Epic. Concord is Legendary, and it should be: one bottle is a tomato, a lettuce, and a ward crop, all picked while they were still proud of themselves.
Drinking the same tonic again extends the clock, up to three times the bottle's length, and the numbers stay the numbers. A second Might does not become ATK +16. It becomes a longer +8. Different tonics can sit on you together, and their flats add, which is why a fully dosed character is a small garden rather than a click. Nine different bottles is 32 produce at the cheap recipes: 2 + 2 + 2 + 4 + 4 + 4 + 4 + 4 + 6. At tier 0, fresh, on gold seeds, that is sixteen crops. One person, fully buffed, spent a morning.
Why the market stays small
A harvest bed holds 10 harvests and then it is gone. Fill it with fresh gold tomatoes at tier 0 and it yields 20 Might produce across its life: 10 Farm Might Tonics, or 5 Concentrated Might, and then you are buying soil again at 20,000 gold if you want the expensive row back.
Concord is the clearer picture of a limited town. Each elixir burns 6 produce across three affinities. Twenty players who each want one before a fight is 120 fresh produce, and those twenty drinks are over in ten minutes. The next twenty wait on the clock, the season, and whoever felt like planting. Selling the bottle moves the drink to one buyer. It does not mint a second drink for the person behind them.
Deeds are finite. Slots are finite. Rot deletes the ingredient. The Cabal can hurry a row, and a tier-15 deed drops more copies, and still every copy was a plant that occupied a bed. The buff market clears the way a farmers' market clears. The people who showed up early, or who paid another farmer, walk into the dungeon with the cordial. Everyone else has the sword they already had.
You can trade the harvest itself, or the finished bottle. Both are goods. The gold in the purse can be spent on seeds and compost so the next bottle exists. The Memory in the purse is the other crop. The produce is the one thing in the bag that becomes somebody's ten minutes.
That is the world this loop is abstracting. Scarce ground. Rooms that change the person who owns them. Rows you can nest until one slot holds a garden. Crops with a clock, a season, and a way to die. A crew you hire. Compost you cast. And a shelf of buffs no larger than the harvest that was willing to become one, so the acre stays a place and the tonic stays a drink.
The question
How do you make a game inside crypto that people can actually play, and a play-to-earn loop that does not eat itself by Thursday?
Two problems show up every time someone tries. The first is the door. If the fun is locked behind a wallet, a bridge, and a JPEG, most of the planet never walks in. The second is the pantry. If the rewards are printed because a spreadsheet wanted an APY, the players who earned them have nowhere to sell except each other, and the party ends in the liquidity pool.
Fabled Chronicles answers both with the same sentence. Crypto is an option. The game is the requirement.
The game already has swords, seasons, guilds, farms, and a temper bench that will humble you. That loop has to be worth a Tuesday night when nobody is paying you. Rewards sit on top of that night. They do not replace it.
A click-click game pays you to click, then raises the price of clicks. We would like the dragon to still be there after the airdrop blog post. A multi-genre world — fights, crafts, farms, houses, markets, mini-games — is how people stay when the prize board is quiet. Quiet prize boards happen. The RPG does not close.
The brand is built to stand in the rooms people already play in: a browser, Steam, and a phone. One character, several doors. A wallet is a later door. An NFT is a later key. Neither one is the bouncer.
Crypto is a door
A niche can be loud and still be small. If the only people who can play are the people who already own a token, the ecosystem is a group chat with a health bar. Growth wants the group chat and the people who have never opened one.
So the rule is plain.
Everyone gets the same game. The same classes. The same temper odds. The same catch rates. The same gold seeds at Merrick. The same chance to found a guild, join a party, and sell a sword. The dungeon does not ask to see a JPEG.
What a relic changes is the size of the Memory bucket a day of play can fill, and, if you stake it, a handful of lines on the combat sheet. That is a bigger bucket at the same well. It is not a private well.
What "everyone" means in practice
| You showed up with | You can | You cannot skip |
|---|---|---|
| A free account | Fight, quest, craft, farm gold seeds, trade, join a guild | The actual game |
| Memory from play or a shop pack | Buy the convenience the cash shop sells | Grinding a build |
| A linked wallet | Use the crypto client where that platform allows it | Store rules on mobile |
| A staked relic | Add its property lines, and raise the daily Memory ceiling | The fights that earn the Memory |
Mobile stores are allowed to be fussy about wallets. The client respects that. The character still levels. Crypto UX opens where the platform says it may. That is accessibility with the lawyers still in the room.
Trading follows the same idea. Players already list and sell to each other in the auction house, and they already trade face to face. Steam and public markets are the wider shelves, used where those shelves allow game items and tokens to sit. The in-game market does not wait for a chain to open.
Owning nothing on-chain is a valid way to be a competitive player. Gold you earn can buy seeds, scrolls, guild buffs, and Cabal wages. The systems book and the acre book are full of prices denominated in that gold. Those prices are the free-to-play ladder. Memory is the express lane beside it.
Farming Memory
Memory is the premium currency you can farm by playing. An empty wallet is allowed to farm it. A wallet full of relics is allowed to farm more of it per day. The activities are the same.
With no relics, the daily claim cap is 100 Memory, and the drip stays at 1×.
With relics, the yield is the sum of your three rarest, and the cap is 300 × that yield, plus a small bonus for every relic you own. The ceiling on the yield is 7.5×, which is three Fabled.
| What you own | Yield | Daily Memory cap |
|---|---|---|
| Nothing | 1× drip | 100 |
| 1 Fabled | 2.5× | 775 |
| 3 Fabled | 7.5× | 2,325 |
| 1 Fabled and 10 Commons | 4.5× | 1,385 |
The last row is the honest one. The top three relics set the yield: 2.5 + 1 + 1. The other eight Commons do not raise the multiplier. They still add +1 each to the cap, and the Fabled adds +25, so the bonus is 35. Then 300 × 4.5 + 35 = 1,385.
| Rarity | Yield, if it is in the top three | Extra cap, per relic you own |
|---|---|---|
| Common | 1× | +1 |
| Uncommon | Counts as Rare for the yield | +2 |
| Rare | 1.25× | +5 |
| Epic | 1.5× | +10 |
| Legendary | 2× | +15 |
| Fabled | 2.5× | +25 |
A player with no relic and a player with three Fabled can both clear the same tower. One of them stops claiming at 100. The other can keep going until 2,325. Same chances on the mobs. Different size of jar.
Staking up to three relics also adds their property lines to the character: attack, defense, gold find, loot, crit, and the rest, with skill-cooldown reduction capped at 2 rounds. That is utility, the kind you feel in a fight. It is not a second set of drop tables.
Play also writes a quieter score beside Memory. Quests, battles, tower floors, shop Memory, farmed Memory, spent Memory, and gold exchanged into Memory can all count toward the airdrop tally, at rates the server publishes. A quest defaults to 1 point. A battle defaults to a very small fraction of a point. The point of the tally is that showing up counts, and buying Memory counts, and neither one is the only way to be on the list.
The cap is the fairness. An uncapped farm is a printer. A capped farm is a shift. You can work the shift without owning the portrait. The portrait lengthens the shift.
Where the money comes from
Rewards are lovely. They are also a bill. A game that pays the bill by minting the bill is a magic trick with one performance. The refill has to be money that arrived because someone played, bought, traded, or rented a patch of attention.
The ecosystem is already more than one genre, and the plan is to keep standing it up on every major screen: browser, Steam, iOS, Android. More rooms means more ways for ordinary spending to show up. A person in a browser and a person on a phone can be the same character. Their purchases, where the store allows them, are the same pantry.
What players already pay each other and the vault
Two cuts are live in the gold economy, and they are blunt on purpose.
Posting an auction is free. When the listing sells for gold, the seller keeps 85% and the community vault keeps 15%. A sword that clears at 10,000 gold pays the seller 8,500 and the vault 1,500. The buyer paid the price they agreed to. The cut comes out of the proceeds, the way a market town takes a table fee after the handshake.
An NPC shop adds 8% on top of the sticker, and that 8% goes to the same vault. An Enhancement Scroll stickered at 1,200 gold rings up at 1,296. The extra 96 is not a tip for the magister. It is pantry.
Those cuts do not invent new gold. They move gold that play already printed into a shared vault, which is how a market can fund prizes without a mint button.
What the studio collects, and how it is poured
Net storefront and crypto sales, after the platform has taken its own bite, follow a published studio split:
| Bucket | Share of net sales | What it is for |
|---|---|---|
| Team | 75% | Servers, stores, live ops, the unglamorous fact of shipping |
| Stock | 12% | Equity desks that can pay relic dividends |
| Reward | 10% | Claims, boosts, and the depth behind redeem |
| Charity | 3% | A public slice, not a footnote |
Seventy-five percent to the team sounds greedy until you picture the other ending. A yield that starves the studio kills the game that was supposed to create the yield. The dragon needs a server.
Auction gold does not go through that split. The 15% vault cut is player-economy fuel. Shop sales and platform IAP are the studio split. Mixing them into one percentage is how whitepapers learn to lie.
The on-chain treasury, when a deposit is split by the deploy script, uses its own buckets: 20% redeem, 20% tournament, 5% charity, 15% incentives, 40% operations buffer. Those dials are configurable. They are the pipes. The studio table is the policy for net sales. Empty pipes pay nothing, which is the feature.
The longer list of taps
| Tap | What it is today |
|---|---|
| In-app purchases | Steam, App Store, and Play packs, where those stores are live |
| Cash shop | Memory prices on blessings, rebirth, lightning, sockets |
| NFT royalties | Secondary sales of the 3,333 relics, when those sales happen |
| Token and pool fees | Swap and liquidity fees once the crypto client is doing volume |
| In-game fees | The 15% sale tax, the 8% shop surcharge, craft and temper sinks |
| Banner rent | A player pays gold to put a face on someone else's farm banner. The landowner is paid |
| Optional ads | A planned tap. The person who watches keeps most of the payout. A slice goes to the reserves |
Royalties alone are a bad retirement plan. Secondary volume wanders off. Ads alone are a bad game. The mix is the point: a shop, a market, a royalty, a fee, a banner, and, if a player feels like sitting through one, an ad. Any one of them can have a slow month. All of them having a slow month at once is a different problem, and it is why the prize pool is allowed to be thin.
Most of an optional ad's value stays with the player who gave the time. The reserve's share is the cover charge, not the whole ticket. More people willing to watch means more that can be poured. Nobody is drafted.
Banner rent is the version already in the world. You are not watching a stranger's commercial for the treasury. You are renting a sign on a farm, and the farmer gets the gold. Attention, in this game, can pay a player before it pays a pool.
Reserve pools
A reserve is a pantry. You cook from what was carried in. You do not cook by announcing that bread exists.
That is the whole sustainability trick, and it is shorter than the industry's usual deck. Play-to-earn here means a prize can be claimed when a bucket has the prize in it. If the bucket is empty, the claim is zero and the RPG is still open. Gold still drops. Levels still happen. The redeem desk simply has nothing to hand you, and it says so instead of minting a polite fiction.
Four pools are the public shape of that pantry.
1. Tournament and leaderboards
Seasonal boards, guild races, and event purses pay from a tournament bucket. The purse is announced from what the bucket holds, not from a number someone liked in a pitch. Entry and event spend can ring-fence more into that bucket. A leaderboard you can win with a sword is a reason to get good. A leaderboard that pays in freshly minted hope is a reason to leave.
2. Community distribution
This is the wide pool: claims, incentives, and the community vault that already receives marketplace and shop cuts. It is how a regular week of play can be thanked without pretending every wolf is a cash machine. Distribution can be a season, a guild week, or a plain claim against a funded balance. The shape can change. The rule cannot: the pool pays what it contains.
3. Staking
Staking is the lock that keeps a reward from becoming an instant sell.
Owning a relic is what raises the Memory ceiling. Staking is separate, and it is live: up to three relics put their property lines on the character. Class desks, fed by the 12% stock slice of net sales, are the longer stake: holders of a class share that desk in proportion to supply, including the relics that are not minted yet. Unminted supply stays unallocated, so the first wallet does not silently own the whole kitchen.
Token staking, the lock that would share fees and taper emissions, is the planned sibling. It is not a second printer. It is a reason to leave coins in the building while the fee taps do their job.
4. Charity
Charity is community-funded by design. The studio policy sets aside 3% of net sales. The on-chain example can route 5% of a crypto deposit. Either way it is a named bucket with a public job, not a screenshot of a donation that happened once. Players and partners can push more in. The pool does not get to invoice the gameplay for a matching gift that was never deposited.
What fills them
| Source | Where it leans |
|---|---|
| NFT royalties | Master split: team, stock, reward, charity |
| Token and pool fees | Reward and fee-share, once volume exists |
| In-game sale tax and shop surcharge | Community vault, already, in gold |
| In-app purchases and cash shop | Studio split, plus tournament and redeem pours |
| Optional ads | Mostly the viewer, a slice to the reserves |
| Banner rent | The landowner, in gold |
A good month fills several buckets at once. A quiet month fills fewer. Players can see a thin tournament and still enjoy the game, which is the only reason a thin tournament is survivable. Communities that fund a charity push or a prize top-up are adding to a bucket, not replacing the studio's job of shipping.
The sinks keep the other half of the promise. Tempering, rarity, pierces, land tiers, seeds, gacha, and guild banks are places gold goes to die on purpose. An economy that prints and never burns is a faucet over a ballroom. The design target is that most of what gameplay prints gets spent back into the world, so the redeem desk is a door, not the whole building.
A fair week
Two characters log in on Monday. They are not the same person. They are playing the same game.
Mara has no wallet and no relic. She fights, farms a gold tomato because it costs 9 gold in season, and tempers a weapon until the bench hurts her feelings. Her Memory claim stops at 100 for the day. She can come back tomorrow and claim another 100. She lists a sword. The listing costs nothing. It sells for 10,000 gold. She receives 8,500. The vault keeps 1,500. She buys scrolls. Eight percent of the sticker joins the vault on the way out of her purse. If a tournament purse has funds, she can win it with the same sword as anyone else. If the purse is empty, she still has the sword.
Ivo holds three Fabled relics and stakes them. His fights use their property lines. His Memory claim can run to 2,325 in a day, because 300 × 7.5 plus 25 for each of the three relics is 2,325. If the stock desks were fed that month, his class share of the dividend is real and small in the honest way: his relics over that class's designed supply, not over "whoever showed up." He did not skip Mara's dragon. He brought a larger jar to the same well, and a few extra numbers on the character sheet.
| Mara | Ivo | |
|---|---|---|
| Can clear the same content | Yes | Yes |
| Daily Memory ceiling | 100 | 2,325 |
| Staked relic lines | None | Up to three relics |
| Auction, gold seeds, guilds | Yes | Yes |
| Redeem to cash | Only if the redeem bucket has funds | Only if the redeem bucket has funds |
The redeem desk is the punchline. At a full peg the game treats 10,000 gold as one dollar, and a week of redeem stops at 500,000 gold, about fifty dollars, so one enthusiastic farmer cannot drink the pantry. If the bucket is thin, the dollar shrinks with it. If the bucket is empty, both of them get a very honest zero, and both of them can still log in on Tuesday.
That is the loop.
Play because the world is a world. Earn Memory up to a ceiling that does not ask for a portrait, and earn more of it if you have one. Spend gold into the game so the gold has a job. Pay the market's cut when you sell, and know the cut has an address. Let shops, royalties, fees, and the occasional ad fill named buckets. Pay those buckets out. Refuse to pay them when they are empty.
A brand grows when the niche is invited and the rest of the room is not turned away. Crypto stays in the game. It does not stand at the gate. The rewards stay interesting because they are scarce and funded, which is also why they are allowed to be funny in the old sense of the word: a purse you can count, carried in by people who felt like playing.