AruaRPG
How everything works

A monster-collecting RPG that runs inside a Discord server and on the web. Catch monsters, send them out, craft the gear, and fight the things the server has to gang up on. This page explains every system in the game, in the order you are likely to meet them.

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Getting started
Everyone starts the same way, and it takes about a minute.

Run /rpg start in Discord, or open the web app and press start. You get a small kit of Zulie, a few basic snares and some mount food. It is a one-time grant, so it will not come round again.

From there the game runs in two places at once. Discord and the web app are the same account and the same progress, and anything you can do in one you can very nearly do in the other. Use whichever is in front of you.

Encounters
Monsters find you while you are talking, not while you are grinding.

The more you are around and talking, the better your chances of something turning up. When one does you get a card with the choice to fight it, try to capture it, or leave it alone. Expeditions can turn one up too, on the way home.

An encounter does not wait forever. If you leave one sitting it expires, so it is worth acting on the card when it appears.

Capture
Snares are how a wild monster becomes yours.

Throwing a snare is a chance, not a certainty, and better snares are better chances. A snare is only spent when you actually throw one, so opening a fight and walking away costs you nothing.

The odds improve the more damage the monster has taken, so wearing it down first is the reliable way in. Repeated failures also push your luck upward, so a bad run does not go on forever.

Your monsters
One of them is your champion. The rest are your bench.

Your champion is the monster that goes on expeditions and fights your battles. You can swap champion whenever you like, including straight from an encounter if the one you had is still recovering.

Monsters gain levels from fighting. How much they gain depends on what they fought: a monster far above the thing it killed earns very little, and one punching above its weight earns more. The same rule decides whether a kill drops an item at all.

You can rename any monster you own, and the name follows it everywhere.

Expeditions
Send a monster out, get on with your day, collect what it found.

Pick a map and a length. Short trips return quickly and pay less, long trips are the opposite. The monster is busy until it gets back, and you claim the haul when it does.

One trip at a time, at every account level. Choosing where to send your champion is meant to be a choice, and it stops being one when you can send it everywhere at once.

Vital Jams shorten a trip you have already sent. You can also join somebody else's trip as a party, provided you could reach that map yourself.

Claiming is the moment everything happens: the haul, any monster that followed you home, and occasionally a rival.

Rivals
Sometimes somebody is waiting on the road home, and they are not asking.

Claiming an expedition can run you into another player. There is no invitation, no declining it and no opting out. It is a normal turn-based duel in every other respect, and the loser pays Zulie to the winner.

You are only ever matched against somebody who has been claiming expeditions too, so everybody you can meet got there the same way you did. The only way to avoid one is not to claim.

If you go idle in one it fights on without you, so it is not something you can wait out.

You are the fighter
In a duel it is you swinging, not your monster.

Your weapon, your armour and your account level decide how a duel goes. Your monsters do the hunting; you do the fighting. That is the single biggest change RPG v2 made.

Your account level rises with almost everything you do, and it caps at 20.

Weapons
Thirteen types, and your choice is basically your build.

From swords, axes and spears to bows, guns, crossbows, katars, dual swords, staffs, wands and launchers. Your weapon sets your combat style, your attack power and your three skills, so picking one is the whole decision.

Every weapon belongs to one of three styles - Force, Guile or Arcana - and they beat each other in a cycle, so there is no single best answer, only a better answer against what you are facing.

Basic weapons drop from monsters. Epic and Unique ones are crafted. An Epic also rolls one random bonus line, which is the only difference between two otherwise identical Epics, and the thing worth checking before you trade one.

Armour
Six slots, and rarity is worth more than it looks.

Armour gives Guard, which reduces what hits you. Rarer pieces carry a flat bonus on top of their printed numbers, so an Epic is worth more than its stat line alone suggests.

What you need to wear a piece follows the map it came from, not how rare it is. Gear from somewhere further into the campaign asks more of you than gear from somewhere earlier, and a Legendary is never harder to put on than a Common found in the same place. Rarity decides how good a piece is and how seldom it turns up, not whether you are allowed to use it.

Gear you find goes to your gear locker rather than straight onto you, so a find never overwrites something you were wearing without you saying so.

Your bag starts small and grows as you finish chapters, up to a maximum of 23 slots.

Crafting
The good weapons are made, not found.

Materials come off monsters, out of errands and off raid bosses. Different monster families give different parts, so what you hunt decides what you can build.

Crafting happens in a city. The City of Junon Polis and the Magic City of the Eucar are both hubs: you set off, arrive about ten minutes later, and then craft as much as you like while you are there. Sending an expedition takes you back out, so going again means another trip. Once you set off you are committed.

Unique weapons additionally need Hearts, and Hearts only come from raid bosses. There is no other source, so the best gear in the game is gated behind the server fighting something together.

Errands
The NPCs standing around each map want things.

Each chapter has a handful of characters who will ask you for help in their own words, and pay in crafting materials and experience. You hold one at a time, and you can abandon one whenever you like at no cost.

Errands are the steadiest source of the materials crafting needs, so they are worth doing even when the reward looks small.

Chapters
Ten chapters, each a map, each ending in something large.

You move to a new chapter when you have finished the last one and reached its level. Nobody ever loses access to somewhere they can already reach.

Each chapter runs a campaign of missions and finishes with a boss. Beating the boss pays out everything you had outstanding in that chapter, so nothing is left on the table.

The last one is the Goblin Caves, with the Grandmaster Goblin at the bottom.

Raid bosses
A server-wide fight on a fifteen minute clock.

A raid boss has one enormous health pool and everybody hits the same one. Press Strike once and you are enrolled - after that your champion swings automatically every minute until the boss falls or the clock runs out. You do not need to keep clicking.

Rewards divide by how much damage you did, with a floor so anybody who landed a hit gets something. A kill pays properly; running out of time pays a consolation rate.

Raids can be started by an admin, and on servers that opt in they also turn up on their own when the server is busy. Hearts for Unique crafting come from here and nowhere else.

Duels
The invited kind, which you can decline.

You can challenge another player directly. These are consensual, they can be turned down, and you can opt out of receiving them entirely in your settings. Nothing is at stake beyond the result.

This is the opposite of a rival on the road home, which is neither invited nor declinable and does cost the loser Zulie.

Trading
Monsters and gear, both ways, with the scam removed.

You can trade monsters with another player, and gear separately. Both sides see exactly what is on the table and both have to confirm, and the offer locks once it is agreed so nothing can be swapped underneath you at the last moment.

Crafting materials cannot be traded. That is deliberate: it keeps the crafting economy tied to what you actually did rather than to who you know.

Fusion
Two monsters in, one better one out.

Fusing consumes both parents and produces a single stronger result. It is permanent, so it is worth being sure, and the confirmation says exactly what you are about to lose.

The shop
Zulie goes somewhere.

Snares, mount food, Vital Jams, boosters and appearance items, sorted into departments. Some of it rotates daily, so the stock in front of you is not always the whole catalogue.

Daily missions
Small goals that reset, and a streak worth keeping.

A short list refreshes every day, and finishing them pays out on top of whatever you were doing anyway. Keeping a run going across consecutive days is worth more than any single day is.

Surges
Temporary weather on a specific map.

From time to time a map runs hot for a while: better expedition rewards, more encounters, or both. They are announced when they start and they end on their own, so they reward paying attention rather than planning.

The codex
A record of every species you have owned.

Every species you have ever held is recorded, whether or not you still have it. It is the long-term completion goal, and it is the reason to capture something you do not immediately need.

The app
It installs, and it can tell you when something happens.

The web app can be installed to your home screen and works like an ordinary app from there. It can send you a notification when an expedition lands or a raid starts, which you can turn on or off per device.

Everything is the same account as Discord. There is no separate login and no separate progress.

One more thing

Numbers move. The game is tuned as it is played, so treat the specifics here as the shape of a system rather than a promise about a value. Where a number matters to a decision you are making, the game itself will show you the current one.

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