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Gathering
Activities members play with /gather, each a short button minigame with its own skill. You design them: Mining and Fishing, or Salvage, Baking or anything else.
How it fits together#
- An activity (like Mining) has a name, a skill name, a minigame and its own wording.
- Each activity has locations. Better ones open as the member's skill grows, and can need a tool.
- Each location has a loot table: what a find can be, and how likely each item is.
- Everything found goes into the member's bag, to sell, trade or keep.
Turn gathering on and build activities at Dashboard → Gathering. The Classic Fantasy starter pack includes Mining, Fishing and Foraging, which are good examples to copy.
Make an activity#
- Click New activity and name it. Set its emoji, skill name and energy (below).
- Pick a minigame (below).
- Fill in the wording. Every box shows its default as grey text, and blank boxes use it. Change only what fits your theme.
- Add locations, each with the skill it needs, the skill XP it gives and its loot. One location must need skill 1, or nobody can start.
- Save. Members can now
/gatherit.
The minigames#
Grid: push your luck
A 4×4 grid of hidden tiles and a few tries. Each tile is a find, nothing, or a hazard. A hazard ends the run and keeps half of what was found (rounded up). Members can leave any time to keep everything.
| Location setting | Default | Notes |
|---|---|---|
| Tries | 5 | Skill adds one every 12 levels; tools add more. |
| Finds hidden | 5 | Out of 16 tiles. More finds mean something almost every run. |
| Hazards hidden | 2 | Skill removes one every 15 levels, never below 1. |
Timing: react to the signal
Start an attempt, wait for the signal, and click inside the window. Clicking early or late loses it. Uncommon finds then pull left or right once, rare twice, epic and legendary three times, and a wrong pick loses them.
| Location setting | Default | Notes |
|---|---|---|
| Attempts per run | 3 | Each landed attempt is one find. |
| Reaction window | 3000 ms | Skill adds 30 ms a level; tools add 300 ms a point. Never under 2500 ms. |
| Most pulls | 3 | Caps the pulls rare finds make. Skill 25 removes one. |
Note
Find it: spot the target
A 4×4 patch of look-alike emoji hides the item being searched for. Click it before time runs out; a wrong click costs 2 seconds.
| Location setting | Default | Notes |
|---|---|---|
| Rounds per run | 3 | Each spotted round is one find. |
| Seconds per round | 8 | Skill adds about a second every 8 levels; tools add a second a point. |
| Kinds of look-alike | 3 | More kinds make it harder. Skill 20 removes one. |
Watch out
Energy#
Each activity has its own energy bar. A run uses one point, and points refill over time, so members can sit down for a proper session and then come back later. Members see their energy in every run and on /me.
| Setting | Default | What it does |
|---|---|---|
| Energy | 10 | Runs a full bar holds. |
| Minutes per energy | 6 | How long one point takes to refill, so a full bar refills in an hour. |
Loot tables#
Every find picks one entry from the location's loot table. Chances are weights: 3 and 1 means a 75% and 25% split. The editor shows each entry's real share. Each entry also has a min and max amount.
How often something is found comes from the minigame settings above; what is found comes from the loot table. A good pattern: early locations find often but cheaply, late ones find rarely but pay well.
Traits and conditions#
What makes a location play differently, not just harder. A trait is part of the place for good (only next to opened tiles, false alarms). A condition is rolled for each location every 6 hours and is the same for everyone: a storm one stretch, calm the next. Calm has a weight of its own, so some stretches have none. Make both at Dashboard → Gathering; they share one set of effects:
- Any game: harder or easier, more rare loot, extra items per find, more skill XP, extra energy.
- One game's rules: Grid's only next to opened, clustered finds and unstable; Timing's false alarms, twice and fragile; Find it's glimpse, reshuffle and twin.
Runs show the location's traits and its condition, with when the condition ends. Nothing is named for you: a condition is whatever you call it.
Skills#
- Each activity has its own skill, from 1 to 50. Every run gives the location's skill XP.
- The default curve takes about 25 runs to reach skill 10 and 400 to reach 50 at 20 XP a run. Change it under Advanced.
- Members see their skills, progress and best tools on
/me. Run results announce skill-ups and newly opened locations.
Tools#
Any item can be a tool: at Dashboard → Items, open the item and set Gathering tool to the activity, with a tier and a bonus. Members don't equip tools. The best one in their bag counts.
| Minigame | Each bonus point gives |
|---|---|
| Grid | +1 try |
| Timing | +300 ms of reaction window |
| Find it | +1 second per round |
A location's Tool tier needed locks it until the member owns a tool of that tier. /gather names the tools that would open it.
Where it can be played#
By default, anywhere. Under Advanced you can limit gathering to some channels. Runs are posted publicly and collapse to a one-line result when they end, so busy channels stay readable.