# Introduction

Welcome to Nightvale

{% hint style="info" %}
Defi Dungeons is a fantasy idle-MMORPG built on Solana. \
\
From MMORPG features to on-chain DeFi systems, DeFi Dungeons offer an exciting realm to explore.
{% endhint %}

<figure><img src="/files/EUqoqxW2c45hDFIolrLh" alt=""><figcaption></figcaption></figure>

## The Game

Set in the warcraft-inspired town of Nightvale, users progress from Novice Adventurers to Fabled Raiders. From bountiful dungeons to challenging raids, group up and explore all DeFi Dungeons has to offer while searching for $GOLD and progressing your Heroes.

Blending concepts from your favourite on-chain idle games with traditional RPGs like WoW and Runescape into Solana’s newest game-fi experience.

Defi Dungeons is built by Longwood Labs, the team that brought you [The Heist](https://x.com/playtheheist).

## The Vision

After 3 years of live development across multiple successful Web3 titles, DeFi Dungeons is the culmination of Longwood Labs' experience & founders' play time across nostalgic RPG favorites. We aim to bring a fresh RPG experience to the blockchain with our signature idle gaming systems built in. DeFi Dungeons is built for all players, from those who want to play multiple times per day to those who want to play passively once a week. DeFi Dungeons focuses on a scalable, replayable gameplay loop, built for fun, progression & reward.&#x20;

{% hint style="danger" %}
All content found in this documentation is intended for informational purposes only and is subject to change at any time. It should not be interpreted as investment, financial, trading, or any other form of advice. DeFi Dungeons does not endorse the purchase, sale, or holding of any financial asset.
{% endhint %}

### Official Links:

Game - <https://dungeons.game/>\
X - <https://x.com/defidungeons>\
Discord - <https://discord.com/invite/defi-dungeons>\
$GOLD Token - [$GOLD](https://www.birdeye.so/token/GoLDDDNBPD72mSCYbC75GoFZ1e97Uczakp8yNi7JHrK4?chain=solana)


# Heroes

{% hint style="info" %}
Heroes are DeFi Dungeons Game characters. They are the only way you can access core game features within Nightvale.&#x20;
{% endhint %}

<figure><img src="/files/swRAIq4Qdf7uLHzhLSRO" alt=""><figcaption></figcaption></figure>

There are currently 3 types of Heroes, split up into different roles and classes. Users have the choice to play as an [Adventurer](/defi-dungeons-the-forge/heroes/adventurer) (Warrior, Mage, Marksman), a [Banker](/defi-dungeons-the-forge/heroes/banker) or a [Merchant](/defi-dungeons-the-forge/heroes/merchants).

Heroes are available on the in-game [Marketplace](/gameplay/nft-marketplace) & NFT Secondary Marketplaces.\
\
Heroes are NFTs on Solana, using Metaplex standard.


# Adventurer

Choose your Adventure.

{% hint style="info" %}
The Adventurer is the most active character in DeFi Dungeons, with access to all features and in-depth progression and game systems.

\
Adventurers slay bosses in Dungeons, Mythics and Raids, and upgrade their Stats via the Training Ground and The Forge.
{% endhint %}

### Classes

<figure><img src="/files/Qy6Y3b8aRs6suMYxS6jE" alt=""><figcaption></figcaption></figure>

The Adventurer is divided into 3 classes: the Warrior, the Marksman, & the Mage.\
\
Classes all share the same goal: to fill their pouches with $GOLD. In future content, each class will have a unique efficiency against certain bosses and within battlegrounds. This creates the need for correct compositions in certain features.\
\
There are 3584 Warriors, 3583 Marksmen, & 3583 Mages.

***

Adventurers have 4 Stats which they aim to maximise as they progress through Nightvale and the Dungeons/Mythics it has to offer. Adventurers must heavily engage in The Forge's crafting system if they wish to reach true Exalted status.


# Banker

{% hint style="info" %}
The Banker takes a cut of all $GOLD sales at the Loot Exchange. All Banker earnings are completely passive through the in-game banking system.
{% endhint %}

<figure><img src="/files/k79gzdupTk0YQ42y9uth" alt=""><figcaption></figcaption></figure>

Bankers take a cut of all $GOLD trades made at the Loot Exchange. With only 250 Bankers available on launch, these old boys will be printing some cold hard $GOLD.


# Merchants

{% hint style="info" %}
Merchants take a cut of all $GOLD spent in The Forge. All Merchant earnings are completely passive, Stake in the Tavern and relax.
{% endhint %}

<figure><img src="/files/zAL0nt7q6YWVJwPh6TFF" alt=""><figcaption></figcaption></figure>

Merchants take a cut of all $GOLD spent in The Forge. There are currently only 1000 Merchants in supply. These pesky Goblins will continue to passively earn through both good and bad days in Nightvale. \ <br>


# $GOLD Token

{% hint style="info" %}
$GOLD is the powerhouse of Nightvale.\
\
Everything from Talents and Stats to Summoning & Trading. $GOLD is used for all in-game spend/purchases.
{% endhint %}

<figure><img src="/files/kMKlazYKKJuKsCFHvIhb" alt=""><figcaption></figcaption></figure>

### $GOLD Tokenomics

For the first 6 months, ALL tokens spent in-game (besides %s sent to referrers) will be burnt. After this period, 50% of tokens will be recirculated to the Rewards faucet and 50% burnt.


# Dungeons & Mythics

{% hint style="info" %}
Collect Items and search for valuable loot to fill your pouches with $GOLD. \
\
Dungeons and Mythics are the gateway to progression and reward.\
\
No more CTK or Combat Level.
{% endhint %}

<figure><img src="/files/nYeovVdolnxC941fdPe6" alt=""><figcaption></figcaption></figure>

Dungeons and Mythics are the core features of DeFi Dungeons. Adventurers enter Dungeons to slay Bosses and earn $GOLD Bags, Equipment, Resources, Access Items, Gems and Uniques. Adventurers aim to progress from early game Dungeons like Forgotten Grove, to end game Mythics like The Arena.

Nightvale is home to 5 Dungeons and 3 Mythics, each with differing difficulty, risk, & reward.

<figure><img src="/files/F17CMee0kjrG1Ks1uKK6" alt=""><figcaption></figcaption></figure>


# Mechanics

{% hint style="info" %}
Each Dungeon and Mythic has different Odds, Bosses, Risks, and Rewards
{% endhint %}

#### Instance

<figure><img src="/files/GNYfhZWL0woV8q8dv9Ji" alt=""><figcaption></figcaption></figure>

Each Dungeon/Mythic consists of:

* A Notice Board that displays information/ loot tables
* The Boss to battle
* A Chest to claim your loot

Dungeons and Mythics vary in risk and reward. Each Dungeon and Mythic has a unique reward and risk table, offering different combinations of Items and different Negative Event outcomes.

***

#### How does it work?

<figure><img src="/files/NMj4tzNsVDI7hoV7I0wl" alt=""><figcaption></figcaption></figure>

1. Begin by clicking on the Boss in the Dungeon instance. For Dungeons that require a Key, you must have the required Key to enter the Dungeon.
2. Users must equip their characters in preparation for the dungeon. You can do this in the dungeon send screen or in the My Heroes section.
3. Start the Dungeon after equipping and selecting your characters.
4. Dungeons take anywhere from 4-12 hours. Users can send their Adventurers on 24 hours of Dungeon trips at once.
5. Once the timer ends, users can claim to see if they killed the Boss and what rewards they earned from the Dungeon run.
6. Users can equip newly found Equipment or take Resources/Gems to the Crafting table to upgrade their items.
7. Users can exchange $GOLD Bags at the Loot Exchange for $GOLD.\
   \
   This flow is identical for Mythics.

***

#### Negative Events

Dungeons and Mythics are not risk-free; they each have their associated risks in the form of Negative Events. After each trip, users will roll on the negative event table. This table consists of:\
\
**Item Break** - Your equipped item/items break and need to be repaired at The Forge for $GOLD. They will not grant any stat boost until they are repaired.\
**Purge** - Lose 10 random stat points.\
**Injury** - Your Adventurer is injured and needs 8 hours to recover. Users can pay $GOLD to instantly heal.\
**Rekt**- Your Adventurers stats are reset back to 1. Equipped items are not lost.\
**Death** - Your Adventurer is slain in combat. Lose your NFT and all equipped items and loot accumulated from the Dungeon. A fatal end for an Adventurer.

Users can reduce the chance of hitting these negative events through the Vitality stat.

***

#### Dungeon/Mythic Keys

<figure><img src="/files/km0jNFbstC47UInmmDpz" alt=""><figcaption></figcaption></figure>

Whilst Dungeons 1-3 are free to enter, Dungeons 4 and 5 and Mythics 1-3 require a Key to enter. Keys can be found throughout Dungeons/Mythics and grant a single trip to the associated Dungeon per Key.


# Raids

{% hint style="info" %}
Form parties, kill bosses, earn the rarest rewards Nightvale has to offer!
{% endhint %}

<figure><img src="/files/Qh99XVvmeOtZQw6l07qb" alt=""><figcaption></figcaption></figure>

Prepare your heroes and sharpen your strategy — Raids are here!

In this new feature, you can form a party of up to three characters (Warrior, Marksman, Mage, and/or Priest) to take on up to three Raid Bosses. Each boss battle lasts 8 hours, testing your endurance, planning, and resource management.

⚙️ **Before You Begin**

When entering a Raid, click the Tent/Camp at the start to view a full breakdown of all three bosses, including:

* Boss stats
* Recommended (minimum) party setups
* Loot tables for each encounter

You’re not required to fight all three bosses — you’re in full control of your strategy and your party’s fate.


# Mechanics

#### 🧙 Party Customization

Build your dream team and fine-tune every detail. You’ll be able to:

* Raise your characters’ Base Stats (1–150)
* Equip Weapons and Offhands (T1–T10)
* Equip Gems into your Weapons and Offhands
* Equip Unique Items for powerful effects
* Assign Talents to boost Raid performance<br>

Choose from four Classes, each with unique bonuses:

* Warrior: +15 Combat
* Marksman: +10 Fortune / +10 Luck
* Mage: +5 Damage
* Priest: +15 Vitality<br>

Strategically position your party for extra bonuses:

* Slot 1: +15 Vitality
* Slot 2: +15 Combat
* Slot 3: +10 Fortune / +10 Luck

💡 ***Tip***: Any Class, Slot, or Potion boosts will display as labels underneath your characters.

And remember - you can **return to Nightvale** before your characters are defeated to safely keep their loot.

***

#### ⚔️ Boss Fights

Each Raid Boss fight is divided into one or more rounds, with a few important rules to keep in mind:

**Turn Order Matters:**

The order of attacks in each round is determined by **Combat**. If a character’s Combat is higher than the Boss’s, then that character will act **before** the Boss. Defeating the Boss before it takes its turn allows you to **avoid all incoming damage** for that round.<br>

**Strike Outcomes:**\
There are two kinds of attacks your characters (and bosses) can land:

* **Glancing Blow**: Deals only partial damage.
* **Full Damage Attack**: Deals 100% of your character’s possible damage.<br>

💡 ***Tip***: The difference between a Glancing Blow and a Full Damage Attack is based on your Combat in comparison to the Bosses’ Combat.<br>

**Boss Attacks:**

Each round, the Boss performs one or more of the following devastating attacks:

* **Single Target Attack**: The Boss focuses its strike on the character with the lowest current Health, dealing heavy damage to that target.
* **Area of Effect (AOE) Attack**: The Boss unleashes a wide-reaching assault that damages all party members simultaneously.

💡 ***Tip***: The Vitality tree can help reduce the damage you take from boss attacks.<br>

**Environmental Damage:**

In addition to the Boss’s attacks, every round introduces a layer of environmental damage that affects all characters. This represents the volatile conditions of the Raid - i.e. toxic mists, falling debris, unstable magic, or other hazards.

* Environmental damage is applied at the end of each round.
* It affects every party member, regardless of position.

💡 ***Tip***: The Vitality tree can help reduce the damage you take from Environmental Damage.<br>

⚠️ **New Negative Events**

Certain defeats or critical failures during a Raid can trigger negative events, adding real risk to every encounter:

* Major Equipment Break: One or more equipped Weapons or Offhands can become damaged. Repairing them requires GOLD, and for T8–T10 gear, you’ll also need specific resources to complete the repair.
* Unique Item Break: Any equipped Unique Items have a chance to permanently break, removing them from your inventory.

***

**Victory & Defeat Conditions:**

The fight continues until one of two outcomes occurs:

* The Boss is defeated → you win the encounter.
* All of your characters are defeated → you lose the encounter.

💡 ***Tip***: After each boss fight, you can view the Battle Report to see a full breakdown of each round and analyze your performance.

***

**Preparation Between Bosses:**

Before Boss #2 and Boss #3, you’ll have the chance to use one potion per character per stage. Potions can:

* **Restore Health** (up to max)
* **Increase Damage** for the next stage
* **Increase Combat** for the entire next stage

💡 ***Tip***: If you don’t have any potions handy, then you can pay GOLD to use a potion of your choice.

***

🛡️ **The addition of Combat and Vitality Talents**

These talents are primarily raid-centric and may be the factor that helps you turn the tides in Raids.

**Combat Talents (Tier 1–5)**:

1. ***Battle Tempered*** - Adds +5 Combat
2. ***Mythic Force*** - Adds +25 Combat (Dungeons/Mythics only)
3. ***Class Synergy*** - Doubles the Raid class bonus for this character
4. ***Opener’s Edge*** - The first attack on each boss deals 15% more damage
5. ***Relentless Force*** - Each attack in Raids deals +20 additional damage<br>

**Vitality Talents (Tier 1–5):**

1. ***Bulwark Vitality*** - Adds +5 Vitality
2. ***Second Wind*** - Restores 10 Health after each boss is defeated (up to max health)
3. ***Environmental Armour*** - Reduces Environmental Damage by 5 each round in Raids
4. ***Fortified Stance*** - Reduces damage from all boss attacks by 5
5. ***Sacred Evasion*** - The first attack from each boss does 50% less damage

***

#### ✝️ Priest Death Prevention

***Priests possess the rare divine ability to intervene during death events, giving your party a fighting chance to survive the harshest outcomes***.

The following rules apply:

* The Priest has a 33% chance to save a character who triggers the Death negative event.
* The Priest can roll to prevent her own death when triggering the same event.
* The Priest can theoretically save all three characters if each one triggers the Death negative event in the same encounter.
* Stacking Priests does not increase the number of rolls — having multiple Priests still provides only one roll per character per death trigger.
* The Priest can still roll to save a character from Death even if she has already been defeated, including rolling to save herself.

***

#### 💀 Defeat, Risk, and Rewards

Each character’s health equals their total **Vitality**. When health reaches zero, that character is **defeated** - losing all loot collected during the Raid and triggering a **negative event roll** tied to the boss they were fighting.

Be especially cautious with Boss #3, as your character can suffer **permanent death**. Fortunately, if you have a **Priest** in your party, they’ll have a chance to prevent death-related negative events, including their own.

***

#### 🏆 Phase 2: The Leaderboards

In Phase 2, defeating all three bosses will earn you a Raid Score — your ticket to the Raid Leaderboards, where players will compete for exclusive rewards and recognition.

<br>


# Raid Leaderboards

Raid Leaderboards bring competitive progression to Raids, allowing parties to measure their performance against others and earn rewards worthy of the challenge.<br>

**Leaderboard Brackets**

Raid Leaderboards are divided into three competitive brackets, determined automatically by your party’s average Power Level (Combat + Vitality ÷ 2).

**Elite**

The most competitive bracket with the highest rewards.  Fortune favors the brave.

* Requires a party average of 751+ Power Level

**Major**

A mid-tier bracket with more accessible competition and moderate rewards.

* Requires a party average of between 551–750 Power Level

**Minor**

An entry-level bracket designed for newer Raiders.

* Requires a party average of between 250-550 Power Level
* Typically includes parties using T1-T6 gear, and/or parties with less than 3 characters
* Ideal for players experiencing Raids for the first time and/or are still progressing

Note: Players do not manually select a bracket. Placement is determined automatically by your party’s average Power Level. Bracket thresholds may be adjusted before launch.<br>

**How raid leaderboard scoring works** <br>

Your Raid score has 2 parts: Offense and Defense.

* Each stage is scored individually, then added up at the end of the raid trip.
* Add them together for your Total Score.<br>

Offense score (damage and speed) Offense rewards killing the boss fast. You get more offense points when:

* Your team deals more boss damage per round
* The boss goes down in fewer rounds

In plain terms: hit hard, end the fight quickly. <br>

Defense score (survival and toughness) Defense rewards surviving boss pressure. You get more defense points when:

* More of your team is alive at the end of the stage
* Your team survives more boss attacks
* Your team finishes with more HP remaining (uses less HP overall)
* If all characters have been defeated, there will be no defensive score for that stage.

In plain terms: stay alive, take hits well, and keep your HP high.&#x20;

If party members are defeated during a stage, you get a **Defeated Penalty**:

* Being defeated reduces both offense and defense for that stage, so keeping your whole team from being defeated matters even if you win.

Note: a Raid Score will only be established when:

* Your party kills Nexarion
* You “Return To Nightvale”
* Your party is defeated\
  \
  ![](/files/jPp3FvdBfYxpsnf3uAgM)

**Additional Rules/Details:**

* A Raid Score will ONLY be calculated if you’ve started the Raid AFTER the Leaderboard has started (in other words, if you are sitting at Stage #2 and waiting to claim until the new Leaderboard starts then your party will not generate a Raid Score for the next Leaderboard; you must start a fresh Raid session AFTER the Leaderboard has started).
* Only your 3 best Raid entries will be noted on the Leaderboard.  As you get a higher score, your lowest score of the original 3 are replaced (example: if you originally had 20k, 18k, and 17k and then scored a 19k then your 3 entries would be the 20k, 19k, and 18k scores)
* These benefits were previously outside the scope of the Power Level calculation but are now being included into the calculation (as they give bonuses while in Raids): Mage class (due to damage boost), Battle Drum, Ancient Turtle Shell, and Banner of Valor (in short, these will increase your party’s average Power Level)

*Note: We may adjust Leaderboard variables, rules, and rewards for future Leaderboards.*


# Items

{% hint style="info" %}
Items consist of $GOLD bags, Equipment, Resources, Uniques, Gems and Keys. Users must acquire a range of different Items to progress in Nightvale.
{% endhint %}

<figure><img src="/files/Eu84o0AgywoFIbAPUgka" alt=""><figcaption></figcaption></figure>

Items are categorised as $GOLD Bags, Equipment, Resources, Uniques, Gems and Keys:<br>

* **$GOLD Bags** can be exchanged for $GOLD at the Loot Exchange. They can be obtained through Dungeons and Mythics.
* **Equipment Items** can be equipped by your Adventurers, providing stat bonuses. Tier 1 Items are acquired in Dungeons and are upgraded via Crafting.
* **Resources** are required to upgrade items via Crafting. They can be obtained through Dungeons and Mythics.
* **Uniques** are equippable items that offer special bonuses to your Adventurers. They can only be acquired through Dungeons and Mythics.
* **Gems** can be equipped to your Equipment to grant stat boosts. They can be obtained through Dungeons and Mythics.
* **Keys** are used to access certain gated Dungeons and Mythics. They are obtained throughout Dungeons and Mythics.


# $GOLD Bags

{% hint style="info" %}
Sell $GOLD bags for $GOLD at the Loot Exchange.
{% endhint %}

<figure><img src="/files/clGTy0Rg5Rj2pANRuDQQ" alt=""><figcaption></figcaption></figure>

**Introducing: $GOLD Bags**

$GOLD Bags are your main loot drop from Dungeons and Mythics. Every successful run guarantees at least one $GOLD Bag. But here’s the twist:

* Each Dungeon or Mythic drops its own unique type of $GOLD Bag.
* Bags vary in size, rarity, and how much $GOLD they contain.
* Early-game Dungeons = smaller bags, less $GOLD.
* Mythics = larger sacks of shiny coins.

**Fortune: Your Key to More Loot**

Want more bags per run? **Stack your Fortune stat.**

Here’s how it works:

* Every +100 Fortune = +1 guaranteed extra $GOLD Bag.
* Any leftover Fortune (not a multiple of 100) gives you a % chance at one more bonus bag.

Examples:

* 50 Fortune = 1 guaranteed bag (from Dungeon/Mythic) + 50% chance at a 2nd.
* 240 Fortune = 3 guaranteed bags + 40% chance at a 4th.
* 840 Fortune = 9 guaranteed bags + 40% chance at a 10th. (Tier 7 loot goblins rejoice.)

**Fortune stats higher than 140 can only be obtained through Crafting and equipping your Adventurers with higher rarity equipment.**

**Fortune favors the bold — and the bag-hungry.**


# Equipment

{% hint style="info" %}
Equipment grants Adventurers different Stat boosts.\
\
Equipment can be found in Dungeons and upgraded through Crafting.
{% endhint %}

<figure><img src="/files/UJh1eYLZurtqQSsEz1ME" alt=""><figcaption></figcaption></figure>

Base equipment (Tier 1) is found in early-game Dungeons. Users can upgrade their items from Tier 1 to Tier 7 through The Forge. Upgrading your equipment increases the stat boosts associated with the Item.

**Equipment Types**

Adventurers can equip 2 pieces of Equipment: a Weapon and an Off-hand.\
\
There are a total of 12 Weapons (4 per class) and 4 Off-hands. Each Weapon and Off-hand grants a boost in a specific stat/stats.&#x20;

<figure><img src="/files/cCqW2GgCLtoAJaaitqJt" alt=""><figcaption></figcaption></figure>

Equipment offers Adventurers the largest potential for Stat increases. This potential is unlocked entirely through The Forge. Users will have to theorise optimal item combinations to maximise their power throughout Nightvale.\
\
Users can increase their chance of finding Equipment by levelling their **Luck** stat.\
\
All Equipment items are tradable via P2P Trading.


# Resources

{% hint style="info" %}
Resources are crucial to upgrade Equipment via the Crafting System.\
\
They can be found in both Dungeons and Mythics.
{% endhint %}

<figure><img src="/files/zkCNIYCQ8QEM8KWPDQWs" alt=""><figcaption></figcaption></figure>

There are a total of 5 Resources which can be acquired in Dungeons and Mythics, all of which are crucial to upgrading Equipment Items via The Forge. Resources vary in rarity, common Resources can be found in low-level Dungeons and are used to upgrade lower tiers of Equipment. Rarer Resources are found in later dungeons and Mythics and are used to upgrade mid-end game tiers of Equipment.

Users can increase their chance of finding resources by upgrading their **Luck** stat.

Resources will not be tradable on launch of The Forge.


# Unique Items

{% hint style="info" %}
Unique items grant special bonuses to your Adventurers.\
\
They can be found in Dungeons and Mythics and are not craftable/upgradable.
{% endhint %}

<figure><img src="/files/uGumxEizkOpiV93SpPF5" alt=""><figcaption></figcaption></figure>

There are a total of 5 Unique Items scattered throughout the 5 Dungeons and 3 Mythics. Adventurers can equip 1 Unique item alongside their 2 Equipment Items. Unique items are much rarer than regular items and vary in their bonuses:\
\
**Horse Mount** - Makes your Adventurer immune to Item break events.\
**Golden Heart** - Immune to Rekt and Death events.\
**Four-Leaf Clover** - Increases your Adventurer’s Luck and Fortune by 10 each.\
**Harp** - Makes your Adventurer immune to injury and purge.\
**Warhorn** - Increases your Adventurer’s chance to find keys by 2.5%.\
\
Users can increase their chance of finding Uniques by leveling their **Luck** stat.

All Unique items are tradable via p2p trading.


# Gems

{% hint style="info" %}
Gems vary in rarity and grant a stat boost in the 4 stats. \
\
Gems are combined with Equipment Items to increase the items stats.
{% endhint %}

<figure><img src="/files/4CVli0zEWD6QPK3xxFOm" alt=""><figcaption></figcaption></figure>

Gems are found in Dungeons and Mythics and vary in rarity. Common gems can be found in early Dungeons whilst the most powerful Gems can be found in Mythics. There are 4 types of Gems: Combat, Vitality, Fortune and Luck Gems. These Gems grant a stat boost in the associated stat, which varies with the Gems rarity. \
\
When a Gem is obtained, the stat boost associated with the Gem is also rolled, offering a maximum of +40 stat points in any of the 4 stats. \
\
**Gem bonuses:**\
\
**Shard** - Grants 1-4 stat points in the associated stat\
**Flake** - Grants 5-10 stat points in the associated stat\
**Fragment** - Grants 11-18 stat points in the associated stat\
**Crystal** - Grants 19-28 stat points in the associated stat\
**Gemstone** - Grants 29-40 stat points in the associated stat

Users can increase their chance of finding Gems by levelling their **Luck** stat.

Resources will not be tradable on launch of The Forge.\
\
*Gem equipping will be released shortly after launch, giving you Adventurers ample time to obtain those illusive stones. Combat Gems will also remain out of loot tables until the new Combat stat is released.*


# Keys

{% hint style="info" %}
Keys are used to access certain gated Dungeons and Mythics.\
\
They can be acquired in Dungeons and Mythics and grant a 1 time trip to the associated Dungeon/Mythic.
{% endhint %}

<figure><img src="/files/km0jNFbstC47UInmmDpz" alt=""><figcaption></figcaption></figure>

Keys are crucial to progress to mid-end game Dungeons and Mythics. Each Key grants a single trip to the associated Dungeon/Mythic. The first Key is found in Dungeon 3, the second in Dungeon 4 and so on. Users must progress through the Dungeons to attempt to reach the final Mythics and acquire the rarest loot and most valuable $GOLD bags. \
\
Key drop rates are static and are unaffected by any stat. The Warhorn (Unique Item) is the only way users can increase their Adventurers' chance of finding Keys.&#x20;

Keys will not be tradable on launch of The Forge.


# The Forge

The Forge allows users to combine $GOLD, Equipment, and Resources to upgrade their Equipment Items and boost their associated stats. Users can upgrade their base items from Tier 1 to Tier 7.\
\
The Forge offers access to the most powerful progression in Nightvale.

<figure><img src="/files/NrPaaqCE0M14tvbOUujX" alt=""><figcaption><p>Craft your way to Power</p></figcaption></figure>

The Forge is the backbone of Nightvale and key to Adventurer progression. Users craft Equipment items from Tier 1 to Tier 7. Each Tier upgrade requires a different amount of $GOLD and resources, and increases the stats associated with the Equipment Item.

<figure><img src="/files/sBbwXyT0ELpyxy5uE5HL" alt=""><figcaption></figcaption></figure>

At Tiers 4 and 7, users also unlock a Gem slot (total of 2 Gem slots per Equipment Item). Gem slots allow the user to equip a Gem of their choice to the Equipment Item. Once a Gem is equipped, it is bound to the Item and cannot be removed. Users can replace a Gem by overwriting the current Gem with a new one, but they will lose the current equipped Gem in the process. *Gem equipping will be released shortly after release.*

<figure><img src="/files/wNCRLA3gprrv7ZxTaBrw" alt=""><figcaption></figcaption></figure>

On release of The Forge, there will be 7 tiers of upgrades available for all Weapon and Off-hand Equipment Items. Each tier has an associated rarity from Common - Heroic. With the release of new content such as Battlegrounds and Raids, new Items and Upgrade Tiers will be introduced to the Crafting System.

Merchants will earn a % of all $GOLD sunk into the Crafting System, split equally between the 1000 Merchants.


# The Wizard

<figure><img src="/files/5mnTEmafZG9BCdwPfW35" alt=""><figcaption></figcaption></figure>

The Wizard was last seen departing Nightvale four weeks ago, embarking on a journey to uncover a new form of magic and return it to the people. Just yesterday, a raven arrived bearing whispers that he has succeeded—and is now making his way back to Nightvale...\
\
*Coming soon.*


# The Training Ground

{% hint style="info" %}
Adventurers must spend time in the Training Ground to realise their full potential. Users can purchase Stats and Talents for $GOLD.
{% endhint %}

<figure><img src="/files/qg1bpbjrPgStZ2JRgBmn" alt=""><figcaption></figcaption></figure>

Adventurers enter the Training Ground to level up their Stats and unlock Talents. Users can purchase Stats and Talents for $GOLD. Adventurers aim to max their Stats and Talents to increase their power in Dungeons and Mythics.

<figure><img src="/files/sHLCHu2JBBPfaBj3EUnP" alt=""><figcaption></figcaption></figure>


# Stats

{% hint style="info" %}
Pay $GOLD, Level up your Stats. \
\
Heroes have 4 Stats: Combat, Vitality, Fortune and Luck.&#x20;
{% endhint %}

<figure><img src="/files/LMgg10GFUGI3KrrZgQxu" alt=""><figcaption></figcaption></figure>

Stats increase your power throughout Nigthvale.

**Combat** - Increases your power in battlegrounds and .....\
**Vitality** - Reduce your chance of hitting Negative Events \
**Fortune** - Increases your chance to find $GOLD Bags and Merchant Loot\
**Luck** - Increases your chance to find Equipment Items, Resources, Unique Items and Gems\
\
Stats can be purchased via the Training Ground to a maximum of 140 points in each stat. Past this, users must upgrade their Equipment Items via The Forge to realise further stat boosts.\
\
*Users' **Power** stat will be converted into the new Combat stat with the release of PVP and Battlegrounds. Until then, your Power stat does not influence gameplay.*


# Talents

{% hint style="info" %}
The Talent Tree allows Heroes to specialize in certain stat trees, granting unique bonuses across the game.
{% endhint %}

<figure><img src="/files/mJvQb8RUeU8Eew9iwlGC" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/Xp9SoLFZctmZgmVqRDGu" alt=""><figcaption></figcaption></figure>

The talent tree adds depth, choice, and opportunity cost to a Hero's build. Users earn 1 talent point for every 20 stat levels. At the maximum level (140), this allows a user to spend a total of 7 talent points across the talent tree.\
\
Each path in the Talent Tree specializes in one of the 4 main stats: Power, Vitality, Fortune, and Luck.\
\
Each Talent offers a unique bonus that influences the Hero's gameplay. For instance, in the Power tree, a user can select the 'Glass Cannon' Mastery (Tier 5), which boosts their chance to defeat bosses but also heightens their risk of dying. Each Mastery (Tier 5) provides a potent bonus with a trade-off, enabling users to further customize their builds according to their preferred playstyle.\
\
*Talents will not be available on launch of The Forge.*


# The Tavern

{% hint style="info" %}
The Tavern is the heart of Nightvale's economy. Users come here to sell their $GOLD Bags, manage their items, stake & manage their $GOLD, and check up on their Bankers.
{% endhint %}

<figure><img src="/files/lyM0pRTjZwvxUCPLJlM9" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/OTnbd2JDgzGperFD9VmP" alt=""><figcaption></figcaption></figure>


# Loot Exchange

{% hint style="info" %}
Sell $GOLD Bags and Merchant Loot for $GOLD.
{% endhint %}

<figure><img src="/files/AoFiCsPryIbWLsWbK9l5" alt=""><figcaption></figcaption></figure>

Users sell their $GOLD Bags and Merchant Items for $GOLD at the Loot Exchange. This is the main faucet of $GOLD in the game, and where Adventurers come to realise their hard work.\
\
Bankers take a cut on all sales through the Loot Exchange.


# Banking

<figure><img src="/files/kb2VlEuZMynwy67wPIti" alt=""><figcaption></figcaption></figure>

Bankers stake in the Tavern to earn a % of all $GOLD Bags exchanged at the Loot Exchange. Bankers stake perpetually and earn $GOLD in real time as trades are made.

There are only 264 Bankers, and they earn 10% of total emissions from the Loot Exchange.

<figure><img src="/files/mFWSSk9VdkloHaOByKYT" alt=""><figcaption></figcaption></figure>


# $GOLD Staking

<figure><img src="/files/UX9fkEmEvDJT6zZzn8Wg" alt=""><figcaption></figcaption></figure>

Users can stake their $GOLD at the tavern to earn a % of all tokens spent in the economy.

A (TBD) percentage of all sinks is shared with $GOLD stakers. Users will accumulate their share of the split based on their percentage of the total $GOLD staked.

*$GOLD staking will be released strategically and is not available on launch of The Forge.*


# Item Vault

{% hint style="info" %}
The item vault allows users to view & manage all of their items in the game. \
\
Users can also Quick Equip items to their Adventurers here.
{% endhint %}

<figure><img src="/files/Y0z2JVABNIQBtn4OHQDx" alt=""><figcaption></figcaption></figure>

Hoard all your Equipment Items in one, nice, easily accessible place. An endless storage Vault for those Exalted Adventurers.


# Summoning

{% hint style="info" %}
Summon new Heroes with $GOLD.
{% endhint %}

<figure><img src="/files/c0GxuTABa1fZdHVZ50o9" alt=""><figcaption></figcaption></figure>

Welcome new Heroes to Nightvale at the Tree of Life.

*Detailed Summoning mechanics will be released once the Summoning patch is released. Summoning will not be accessible on the release of The Forge.*


# NFT Marketplace

{% hint style="info" %}
Nightvale's own NFT marketplace
{% endhint %}

List, sell, and Purchase Heroes directly in-game at Nightvales NFT Marketplace.&#x20;

View all character data including stats, items, combat level, talents & more.\
\
Save and earn fees by using our [referral system](/gameplay/referrals).

<figure><img src="/files/9OgV9l0YCMOB7PFfN4fs" alt=""><figcaption></figcaption></figure>


# Referrals

{% hint style="info" %}
Get rewards for referring your friends and being referred.
{% endhint %}

<figure><img src="/files/FiHa40P2KrHOvwCKS1jh" alt=""><figcaption></figcaption></figure>

***

### As a referrer:

Earn 50% of your Referees in game NFT Marketplace trading fees and 5% of their in-game $GOLD spend. Paid directly to your wallet.

***

### As a referee:

Earn a 25% reduction in Marketplace fees and a reduction in stat pricing at the Training Ground.

***

### Mechanics

The in-game Marketplace takes a 2% fee of the total purchase price of the NFT. This fee is split between a 25% (0.5% flat) reduction in fees from being referred and a share given back to Referrers. Standard referrers will earn 50% of the fees (1%), and Creator referrers will earn 75% (1.5%). These numbers may change over time to stay competitive.

<figure><img src="/files/ittLQYZBkocVd3cSHPT6" alt=""><figcaption></figcaption></figure>


