Join #idlerpg, register, and then do nothing.
Every second you stay connected without speaking brings you closer to the next
level. That is the whole game.
| Register | /msg idlerpg REGISTER <name> <password> <class> |
|---|---|
| Log in later | /msg idlerpg LOGIN <name> <password> |
| Check yourself | /msg idlerpg WHOAMI |
| Choose alignment | /msg idlerpg ALIGN lawful good, or any of the nine |
| Change password | /msg idlerpg NEWPASS <current> <new> |
| Delete your character | /msg idlerpg REMOVEME <password> |
| Merge a second character | /msg idlerpg MERGE <name> <password> |
| Fight someone | /msg idlerpg FIGHT <name>, once a day; FIGHT alone shows who is in reach |
| Log out | /msg idlerpg LOGOUT |
Connect to irc.129irc.com on port 6697 with
TLS and join #idlerpg. The network blocks private messages from brand
new connections, so wait about two minutes after connecting before you register.
You earn only while you are in #idlerpg, where players who are logged in are
voiced: a + by your name means you are playing. If the bot restarts it logs you back in
by itself, as long as you are still connected from the same address - a bouncer keeps
that stable.
| Register | !register <name> <password> <class> |
|---|---|
| Log in later | !login <name> <password> |
| Check yourself | !whoami |
| Choose alignment | !align lawful good, or any of the nine |
| Change password | !newpass <current> <new> |
| Delete your character | !removeme <password> |
| Merge a second character | !merge <name> <password> |
| Fight someone | !fight <name>, once a day; !fight alone shows who is in reach |
| Commands | !help |
Every command is also a slash command - /register,
/whoami, /fight and the rest - answered so only you see it,
which is the safest way to send a password. The pinned note has a Play
button that opens a form to make a character, and an I play on IRC
button to log in as the one you have.
Send !register, !login, !merge,
!newpass and !removeme to the bot in a direct message, not in
the channel - they
contain your password. If you put one in a channel the bot deletes it and replies
privately instead. Everything else works in #idlerpg or a DM.
On Discord you idle for as long as you hold the game role, which registering or logging in gives you. Whether you show as online does not matter.
You do not need two characters. Log in on the other platform with the
same name and password - LOGIN on IRC, !login on Discord -
and you are one character on both. You still earn exactly one second per second:
being in two places is neither a penalty nor a way to gain time faster.
Registered on each already? Log in as the one you want to keep and
merge the other into it with MERGE <name> <password> on IRC
or !merge on Discord. It keeps the better level, timer and item in each
slot - never the sum.
Your class is cosmetic - pick something you like.
Penalties are added to the time remaining on your level, and they scale with your level, so the higher you climb the more a slip costs.
| Action | Relative cost |
|---|---|
| Talking in the channel | Proportional to the length of what you said |
| Changing nick | 30× |
| Quitting | 20× |
| Logging out | 20× |
| Parting the channel | 200× |
| Being kicked | 250× |
| Failing a quest | 15×, for each quester |
Once a day, from level 10, you may challenge someone who is in the game and no more than 5 levels below you. You both roll against your items, and the winner takes 5% of the loser's remaining time - but never more than 5% of what the winner's own level costs. Whoever is challenged is safe from challenges for a day, so nobody can be piled on, and beating newcomers wins next to nothing. Two characters who land on the same tile of the map fight too, on the same terms, at most once a day for any pair.
Three times a year the realm keeps a season. While it lasts, a third of the calamities, godsends and quests draw on its own creatures, helpers, treasures and errands, and each season bends one rule a little, for everyone alike. When a season ends, the realm honours its three most devoted idlers - those who made the most progress toward their next levels, so a newcomer can beat a veteran - and everyone who idled through at least half of it wears the season's badge beside their name. Each season also has achievements of its own and keepsakes to collect - masks in Hallowtide's treats, gifts on Midwinter Day, eggs in Springtide - and earning all of a season's achievements grants a title. Your page lists every achievement and how to earn it.
| Season | When | Expect | Twist |
|---|---|---|---|
| 🎃 Hallowtide | 1 October to 31 October | headless horsemen, pumpkins with ambitions and trick-or-treating goblins | Trick or treat: now and then someone knocks on a door and is given a treat or played a trick, even odds, worth a little of a level. |
| ❄ Midwinter | 15 December to 6 January | snowmen with grudges, carolling geese and runaway gingerbread men | The long nights: everyone earns 5% faster. |
| 🌱 Springtide | 20 March to 20 April | hares in a hurry, nesting griffins and frog princes who are still frogs | Fresh starts: anyone below the realm's middle level earns 10% faster. |
Each level costs 1.12× the last, so progress is gentle early and slow later. Past level 60 each level costs 1.25× the last: 60 is a wall. Prestige starts you over for perks, and the Endurance perk eases the wall.
| Level | That level costs | Total to reach it |
|---|---|---|
| 10 | 31m | 2h 55m |
| 20 | 1h 36m | 12h |
| 30 | 4h 59m | 1d 16h |
| 40 | 15h 30m | 5d 7h |
| 50 | 2d 10m | 16d 16h |
| 60 | 6d 5h | 51d 21h |
| 65 | 19d 32m | 103d 1h |
| 70 | 58d 1h | 259d 3h |
| 80 | 540d 15h | 2189d 13h |
You find items in ten slots - amulet, charm, helm, boots, gloves, ring, leggings, shield, tunic and weapon. Their total is your strength in battles, which the bot starts on its own.
Alignment has two parts, as in the tabletop's nine: lawful, neutral or
chaotic, then good, neutral or evil. Pick with ALIGN lawful good - or
ALIGN chaotic, ALIGN evil, ALIGN true neutral -
on IRC, or !align on Discord; switching is free.
Good players now and then pray together for 5-12% off their
time, though they land the fewest critical hits in battle. Evil
ones land the most, and now and then steal a better item from a good player or pay their
dark patron 1-5%. Lawful players take 10% smaller penalties, feel calamities and godsends
half as hard and are likelier to be chosen for quests; chaotic ones feel them half as
hard again, will fight anyone and attract the odd random event. The truly neutral are
tugged now and then toward the realm's middle level.
Quests choose four players at level 40 or above. Some are vigils of 12 to 24 hours; others walk the party to two waypoints across the 500×500 realm, a step every half-minute. Finish one and each quester loses a quarter of their remaining time. If a quester talks, parts or quits, it fails: the party is set back and the gods offer no quest for 12 hours.