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Playing the RPG on Discord

The whole game lives in one command. /rpg opens a panel of buttons: your character, your bag, the shop, the fights, the guild. There is nothing else to remember.

+/rpg

The membre option opens the hub on somebody else’s profile, read-only.


  • Coins: Buying, crafting, forging, enchanting, switching class.
  • XP: Levelling up. Every level grants 3 stat points and 1 skill point.
  • HP: Running out of health blocks fighting until you rest or drink a potion.
  • Energy: Regenerates over time. A fight costs 15 energy, an arena duel 20, a fishing trip 5.

The server sets the maximum energy, the recovery rate and the payouts itself: these values differ from one server to the next.


The Character tab holds the sheet: base stats (ATQ, DÉF, VIT, PV - attack, defence, speed, health), class passive, skills and points left to spend. The +1 button under each stat spends one point.

The class is chosen at level 5 and decides your stats, your passive and your combat skills.

  • Guerrier (Warrior): passive Peau de fer, cutting all damage taken by 15%. Skills: Frappe Brutale, a hit at 200% damage, and Cri de Guerre, which doubles defence for a turn and restores 10% of HP.
  • Rôdeur (Ranger): passive Œil de lynx, adding 12% critical chance. Skills: Tir Précis, which ignores the enemy’s defence, and Esquive, which dodges the next attack entirely.
  • Mage: passive Percée arcanique, whose attacks ignore 30% of the enemy’s defence. Skills: Boule de Feu, at 230% damage, and Drain de Vie, at 150% damage with half returned as HP.

It opens along with the class and holds three branches per class - Fureur, Rempart and Vétéran for the Warrior, Précision, Ombre and Traqueur for the Ranger, Arcane, Sang and Protection for the Mage.

Every node has a rank, a point cost and sometimes a prerequisite. Kotbo says why a node stays closed: level N required, requires: …, N point(s) required. Reset everything hands the invested points back for 1,500 coins.


The Fight button draws a monster within your reach, and the duel plays out turn by turn with four buttons: Attack, Defend, Potion and Flee. Class skills appear on top of those once off cooldown.

A win pays XP, coins, sometimes loot, and fills in the bestiary. A loss only costs you HP.

The Boss button targets a specific creature among those the server marked as bosses. The Bestiary keeps the hunting log: creatures discovered out of the total, wins, losses, success rate, and a already fought / never met filter.

Player duels, asynchronous: your opponent does not need to be online, their character defends on its own.

  • Opens at level 5, 20 energy a duel, and five minutes between two entries.
  • Everyone starts at 1,000 points of Elo rating, and the arena only offers opponents of a comparable level.
  • The sheet shows your record, the streak in progress, the server ranking and the duels you recently took - you see who attacked you, and what it cost or earned you.

The Inventory tab lists the bag and is where you equip a weapon, an armour or an accessory, or drink a potion. An equipped item is tagged as such.

Accessories take three slots, unlocked at levels 1, 12 and 24.

The rest of the gear is obtained and improved in the hub’s workshops:

  • Shop: Buys what the server put up for sale: weapons, armour, potions, quest items.
  • Crafting workshop: Turns combat loot into gear, following the server’s recipes. Each recipe asks for a level and a cost.
  • Forge: Upgrades equipped gear up to +10. A failure destroys nothing: only the coins are lost.
  • Enchanting Altar: Applies a scroll to equipped gear. The enchantment follows the item, and comes off for 750 coins.
  • Sell: Sells an item back from the bag.
  • Black market: A personal selection at cut prices, open now and then: it will reopen without warning, one day, at an hour nobody knows.

  • Daily: the daily coin reward, on its own cooldown.
  • Fish: 5 energy a cast, with a catch graded from Common to Legendary.
  • Travel: set off for a destination for several minutes and run into events with choices. A trip must end before another can start.
  • Pay: hand coins to a member, picked from the Discord selector. Never to yourself, never to a bot, and the server caps both the amount and the delay between two transfers.

A storyline in five chapters, each split into steps, with a recommended level and rewards per step and per chapter. It advances on its own from what you do: opening the tab can validate several steps at once - you had already done what was needed.


An RPG guild is founded for 500 coins, or joined by its name. It carries a level, a shared treasury and a member list; depositing coins into it makes it level up.

The guild village opens five buildings, to raise and upgrade out of the shared treasury. Each has three levels, asking for a rising guild level and cost:

  • Échoppe (shop): A discount on the shop, up to -18%.
  • Forge de guilde (guild forge): Upgrades that fail less often, up to +12% success.
  • Taverne (tavern): Extra combat XP, up to +22%.
  • Caserne (barracks): Stats granted to every member, up to +14 ATQ, +14 DÉF and +80 PV.
  • Chambre forte (vault): Extra combat coins, up to +25%.

Only the guild leader builds, and each level states its effect and its cost before being paid for.

The Clan war tab ranks the teams by what the game brought them, over the season or over this week, and names the best fighters. It depends on what the server wired up: with the Clans module off, or the RPG bridge cut, Kotbo says so instead of showing an empty ranking.


Once a week a boss opens for a few hours. Every team fights its own instance, whose health follows its head count.

  • The announcement carries the Assault button and each team’s progress bar.
  • Every member gets a limited number of assaults, and each assault costs energy.
  • Rewards are shared: 30% evenly, the rest in proportion to the damage dealt.

The raid closes at the planned time - or earlier if the clan season ends, so that its points still count.


+/tower

/tower (/tour in French) opens the RPG’s roguelite mode: you climb floor by floor, with stats scaled down at the start of each climb (your class, its skills and your title always count). Every floor climbed earns shards, traded in the Tower’s Shop for permanent upgrades or rewards.

  • Enter starts a climb; Resume continues the current one, at the floor reached.
  • Dying or Leave the Tower ends the climb and pays out the shards (only part of them if you die).
  • Leaderboard shows the season’s top, and a daily challenge runs alongside.

The channels where /tower is allowed are set like those of /rpg and /raid.


The Quests tab lists what is open on the server, stating the scope - personal or team - and the deadline. Rewards are paid automatically as soon as the target is reached: there is nothing to claim.