Whitepaper · v0.3 Draft · August 2026
Idle RO

A Web3 idle RPG on Solana. Build your party, let it grind while you live your life, and turn your loot into value you actually own.

Chain: Solana · Token: $ZENY · Platform: Browser · Style: Classic pre-renewal · Early access: August 8, 2026
01Abstract
[Kafra Employee]
Welcome to Idle RO! Your party fights, levels, loots and gears itself while you're away — and what it earns is yours to keep. Shall I explain how everything works?▼ next

Idle RO is a browser-based idle RPG built on classic pre-renewal Ragnarok Online mechanics and connected to the Solana blockchain. Players create characters, assemble a party, and watch it fight, level, loot, and gear itself across more than a hundred authentic maps and four difficulty tiers — online or offline.

Every combat number is the real formula: attack speed, soft and hard defense, elemental and size modifier tables, card effects, and refinement odds all behave exactly the way a veteran would expect — most skill data is imported directly from the authentic pre-renewal databases. On top of this proven game core, Idle RO adds a player-owned economy: loot grinded in-game converts into vZeny, an in-game currency that can later be converted into $ZENY, the project's on-chain token — plus a player-to-player marketplace where equipment, loot, and cards change hands.

The design philosophy is simple: the game must be fun before it is financial. Idle RO is a real game with real depth first; the Web3 layer exists to give players true ownership of the time they invest.

02Game Overview

Idle RO runs an entire RPG party for you. Characters pick their own targets, close to the right range, cast the spells worth casting, drink potions when they are low, equip upgrades that drop, sell junk, and walk to the next map when they have outgrown the current one. The player's role is that of a commander and economist — building characters, choosing party composition, managing gear, refining equipment, and deciding what to sell and what to keep.

12
Jobs
68
Skills
213
Monsters
11
MVP Bosses
198
Cards
596
Items
104
Maps
416
Stages

Authentic combat math

Idle RO is not "inspired by" classic MMO formulas — it implements them, formula for formula, with skill stats imported straight from the authentic pre-renewal databases:

  • Attack speed — 50 / (200 − ASPD) attacks per second, derived from job, weapon type, AGI and DEX.
  • Physical damage — status ATK, weapon ATK, refine bonuses per weapon level, and a damage spread that tightens as DEX rises.
  • Magic damage — MATK rolls between INT + (INT/7)² and INT + (INT/5)²; bolts hit once per skill level at 100% MATK, the classic way.
  • Defense — hard DEF as flat subtraction, soft DEF as a percentage; MDEF works the same way. Crits ignore DEF entirely.
  • Full modifier tables — the 10×10×4 element matrix (negative values heal, as in the classic game), weapon size vs. monster size, and race modifiers apply to every hit.
  • Real skill data — SP costs, cast times, after-cast delays, durations, elements, and hit counts are imported per level from the pre-renewal skill database, not invented.

Wallet-native accounts

There are no passwords. Players sign in with a Solana wallet — Phantom, Solflare, Backpack, or any wallet that supports the Wallet Standard. Progress is written to the server in real time and follows the player to any device.

03Characters & Accounts

Character creation — 0.10 SOL

Creating a character costs 0.10 SOL, paid on-chain at creation time. This fee serves three purposes:

  • Real ownership — a created character is a durable asset tied to the player's wallet, not a throwaway save file.
  • Economic integrity — a creation cost prevents bot farms from mass-producing free accounts and inflating the economy's output.
  • Sustainability — creation fees flow to the project treasury, funding development, liquidity, and rewards.

The fee is enforced server-side, not by the interface: each purchase carries a unique on-chain memo bound to your wallet, the transaction is verified on Solana before anything is created, and characters can only be written by the server once that check passes. If a tab dies mid-purchase, the payment is recovered automatically on your next attempt — a paid fee is never lost. Presale slot holders (Section 4) create their character by consuming the voucher instead of paying the fee.

Roster and party slots

LimitValueNotes
Characters per account9 maxYour full roster, stored server-side
Active party size3Three characters fight at the same time
Unlockable party slot+1 (4 total)One additional slot can be unlocked to field a 4-character party

Every character you are not fielding is benched, not deleted. A character set aside at Base 40 is still Base 40 — with all gear, cards, and refines intact — when you rotate them back in. The character select screen doubles as party management: pick a benched character to field it, and the roster pages through all nine slots. With six job lines and nine roster slots, players can raise specialized parties for different maps, elements, and farming goals — including a dedicated Merchant for the marketplace (Section 12).

Party design note: the 4th slot is a meaningful power increase (+33% party output), so it is positioned as a progression unlock rather than a default. Unlock conditions (in-game milestone, $ZENY, or both) will be finalized before the feature ships.
04Early Access & Character Presale

Idle RO opens in early access on August 8, 2026 at idlero.fun. Entry is invite-only through the early-access queue — and a limited character presale is live now.

The early-access queue — idlero.fun/early

Getting a queue number takes four steps, in order: connect a Solana wallet, redeem an invite code (codes only exist because we seeded them or another player earned them), connect X and reply to the pinned post, and join the Discord (verified server-side, for real). Finishing all four assigns your queue number and mints 10 invite codes of your own to share.

Community milestone rewards

Rewards are keyed to total registrations, not personal recruiting races. Every tier the community passes is granted to every registered account at launch — including players who joined before the tier unlocked:

RegistrationsRewardContents
100Adventurer's Kit100× Red Potion, 5× Field Manual
200Poring HatCosmetic headgear, worn over any other headgear
350Refiner's Crate5× Elunium, 5× Oridecon
500Field KitSunglasses, 30× White Potion, 10× Field Manual
750Card AlbumOne guaranteed card — Fabre, Pupa or Zerom, drawn at random
1000Founder's SetFounder's Crown, 3× Enriched Oridecon — only ever given out once

Referral bonus — three levels deep: whoever invited you receives an extra 5% alongside every reward you earn, the person who invited them gets 3%, and one step further gets 1% — always added on top, never deducted from yours. Referrals only count once the invited player completes the queue, so inviting empty wallets is worth nothing. Registered players also earn a 6-day daily check-in ladder — potions, Field Manuals, refine ores, and slotted gear — before the game even opens.

Character presale — 6,000 slots · idlero.fun/presale

Before the world opens, 1,000 character slots per starter job — 6,000 in total, hard-capped and never reminted — are on sale at the standard creation price of 0.10 SOL. A presale slot is a job-bound, wallet-bound character voucher: when the game opens to you, creating a character of that job consumes the voucher instead of charging the creation fee, and you pick the name, look, and stat build at creation as normal.

RuleValue
Supply1,000 per job · 6,000 total, never reminted
Price0.10 SOL per slot (the creation price)
Per-wallet cap9 slots (one full roster)
Live countersSold and on-hold counts shown per job, straight from the server
Plainly stated: a presale slot is a character voucher, not game access today, and purchases are non-refundable. Slots are recorded server-side against your wallet and verified on-chain at purchase; an on-chain wrap of presale slots may come later.
05Jobs & Progression

Every character begins as a Novice and chooses one of six first jobs. Reaching Base 40 / Job 40 unlocks the job change to the line's second job — a major power spike with a new skill tree. Twelve playable jobs in all.

Swordman Swordman Knight
Front-line damage and durability. Bash, Magnum Break, Two-Hand Mastery.
Mage Mage Wizard
Elemental burst and AoE. Fire Bolt, Storm Gust, Lord of Vermilion.
Archer Archer Hunter
Ranged sustained damage, high ASPD. Double Strafe, Blitz Beat.
Acolyte Acolyte Priest
Healing, buffs, holy damage. Heal, Blessing, Magnus Exorcismus.
Merchant Merchant Blacksmith
The economy class. Discount buys cheaper, Overcharge sells higher, and Merchants sell natively on the player marketplace. Blacksmiths add weapon buffs like Adrenaline Rush and Weapon Perfection.
Thief Thief Assassin
Crit and burst melee. Double Attack, Steal, Envenom into katar-wielding Sonic Blow and Grimtooth.

Leveling

Characters gain Base EXP (character level, up to 99 → stat points) and Job EXP (job level, up to 50 → skill points) separately, exactly like the classic system. Stat points are spent across STR, AGI, VIT, INT, DEX, and LUK on the classic escalating cost curve, and every derived stat — HIT, FLEE, crit, perfect dodge, ASPD, HP, SP, regen — flows from the formulas in Section 2. The 68-skill pool sits on real prerequisite trees: passives, party buffs, AoE nukes, and the auto-cast AI that decides what is actually worth casting.

Skill and stat allocation can run fully automatic along your job's recommended build, or fully manual — your choice, per character.

06Gameplay — Play & Watch

Idle RO's core promise: your party grinds for you. Open the game and watch a real fight unfold — or close it and come back to progress.

Live combat

While the game is open, the simulation runs at full rate. Combat plays out honestly: melee characters close to weapon range and spread across the front rank instead of stacking on one target, archers fire arrows that actually travel, and casters hold the back line until their SP runs dry — then rest to recover it, but never mid-fight, because you cannot sit through a fight. Each party member has a rank (front or back) and a configurable behaviour — aggressive closes in and leads with damage, support holds position and prioritizes heals and buffs, balanced follows your skill priority list exactly as ordered. The cast AI even right-sizes nukes, dropping a spell to the lowest level that still kills the target — the way a real player picks Fire Bolt 3 for a Poring.

Offline progress

ModeEXP & Drop RateCard DropsCap
Online (game open)100%YesUnlimited
Offline (game closed)60%No12 hours

Up to 12 hours of offline farming accumulates while you are away, delivered as a "welcome back" summary on your next sign-in. Offline farming pays 60% of the live rate and never drops cards — the rarest and most valuable items in the game require the game to actually be open. Daily check-ins stay rewarding without punishing players who cannot play around the clock.

Automation you control

Auto-build allocates stats and skills along your job's build. Auto-equip actually tries the candidate item and reads the resulting derived stats — weighted by the current map's size and element profile — so a Hunter never "upgrades" from a bow into a dagger. Junk sells itself, potions restock themselves, and auto-refine pushes gear to whatever safety level you set. Auto-travel moves the party on when a map stops paying and picks the difficulty tier that pays best for your level. A four-slot belt puts consumables under your control: you choose what the party auto-drinks and auto-uses — potions, SP restores, EXP manuals — and it restocks itself. Every one of these systems can be switched off.

Death matters

Lose one party member and the survivors carry them — they revive after eight seconds. Lose the whole party and progress stops completely: no spawns, no regeneration, no farming, until you call for a revival. Party wipes are a real cost, and MVPs are genuinely lethal — the endgame bosses can delete an under-geared front-liner in seconds. Map and tier selection is a real risk-versus-reward decision, not a formality.

07Maps & Difficulty Tiers

104 maps, every one an authentic location: the Prontera and Geffen fields, Payon Forest, the Labyrinth Forest, Orc territory, Payon Cave, Byalan Dungeon, the Pyramids, the Sphinx, Clock Tower, Amatsu Dungeon, and the full Glast Heim complex — sewers, churchyard, castle, abbey, prison, chivalry — up through all twelve floors of Thanatos Tower. Deep in the ladder wait eleven MVP bosses with real skill patterns: Eddga, Orc Hero, Orc Lord, Baphomet, Osiris, Amon Ra, Moonlight Flower, Pharaoh, Samurai Specter, Dark Lord, and Memory of Thanatos.

Eddga
Payon Forest
Orc Hero
Orc Village
Pharaoh
Sphinx
Samurai Specter
Amatsu
Dark Lord
Glast Heim
Thanatos
Thanatos Tower

Every map also has four difficulty tiers — Normal, Hard, Hell, and Nightmare. Each tier multiplies monster HP and damage and pays out proportionally more loot and cards, and only opens once you have cleared the tier below it and out-leveled the map by a margin. 104 maps become 416 stages, and the maps behind you remain economically relevant deep into the game.

TierMonster HPMonster ATKDropsCardsOpens at
Normal×1×1Map level
Hard×2.6×1.45+60%+100%Clear Normal, +14 levels over map
Hell×7×2.1+150%+300%Clear Hard, +28 levels over map
Nightmare×18×3+300%+700%Clear Hell, +42 levels over map

Element and size are the puzzle layer: a Ghost-element MVP shrugs off Neutral attacks entirely, a spear behaves differently against large monsters than a dagger does, and gearing the party for the map is where player decisions beat raw numbers. Stronger equipment is the key that opens higher tiers — a party that gears up can farm content that pays multiples of the base tier. This is the engine of the game economy: better gear → harder maps → better loot → better gear.

08The Economy — Loot → vZeny → $ZENY

Every monster killed drops loot. Loot becomes vZeny. vZeny can become $ZENY. That single pipeline is the backbone of Idle RO's play-to-earn design.

Grindparty farms maps
Lootitems, gear, cards
vZenyin-game currency
$ZENYon-chain token

Dual-currency design

vZeny — the game currency

Earned by selling loot, spent on potions, refinement, gear, and services. Off-chain, fast, and free to transact — moment-to-moment gameplay stays smooth and gas-free. Loot is the only source of money, and NPC sell prices follow the classic rule: half the buy price. Money is earned, never printed.

$ZENY — the on-chain token

A Solana (SPL) token. vZeny earned through play converts to $ZENY, giving grinded value a path to real ownership. $ZENY also powers the marketplace and premium unlocks.

Separating the two currencies is deliberate. A pure on-chain currency would make every potion purchase a blockchain transaction; a pure off-chain currency would give players nothing they truly own. The dual design keeps the game fast and the value real. The vZeny → $ZENY conversion runs through a controlled gateway with rate, fees, and daily limits designed to protect the token economy from farming shocks (parameters in Section 13).

Anti-inflation stance: every major game system doubles as a vZeny sink — refinement costs, potion consumption, gear purchases, and market fees continuously remove currency from circulation, so that conversion demand is backed by actual gameplay spending, not just emission. Merchants even bend the sinks themselves: Discount and Overcharge are skills, so the economy class literally out-trades everyone else.
09Equipment

Characters wear gear across 10 equipment slots — upper, middle, and lower headgear, armor, weapon, shield, garment, shoes, and two accessories — managed in a classic paper-doll equipment window with refine overlays and card indicators. Equipment drops from monsters, with better pieces gated behind harder maps and higher difficulty tiers. The Kafra Shop carries exactly the classic town-dealer stock — basic weapons and armor at authentic NPC prices, a vZeny sink for early gearing — while everything above dealer grade is drop-only, as it should be.

Gear is where the game's depth compounds. Weapons carry a weapon level (1–4) that determines both their refinement bonus per upgrade and how much damage variance high DEX can remove. Weapon type interacts with monster size through the full size-modifier table, and elemental weapons and armor plug into the element matrix, making gear choice a per-map puzzle rather than a simple item-level ladder.

  • Progression driver — stronger equipment is the requirement for clearing higher-tier maps, which drop the best loot and cards.
  • Card canvas — slotted equipment hosts cards (Section 10), multiplying the value of a good base item.
  • Refinable — every piece can be refined with ores for flat power gains, at real risk (Section 11).
  • Tradeable — equipment is a first-class marketplace asset (Section 12); a well-refined, well-carded item is a genuinely valuable good.
10Cards
Poring Card

Cards are the rarest drops in Idle RO — and its deepest customization system. Monsters drop their own card at the classic rate of 1 in 10,000 (0.01%) — multiplied by difficulty tier, up to ×8 on Nightmare — and each card carries a real effect drawn from the classic card library: bonus damage against a race or size, elemental resistance, stat bonuses, skill damage amplifiers, SP leech on hit, extra drops from specific monsters, and more.

  • Slotted into equipment — cards are compounded into slotted gear. The card's effect applies while the item is equipped, and card + item combinations define endgame builds.
  • Online-only drops — cards never drop during offline farming. The rarest assets in the economy require live play, which anchors their scarcity.
  • Build-defining — a card that boosts one skill, one element, or one enemy race can reshape an entire party composition around it.
  • Market apex — low drop rates plus real power make cards the premium tier of the player marketplace.

A Card Album tracks collection completion, with set bonuses planned for collectors. The card pool grows with the monster roster — new monsters mean new cards, continuously feeding the collection game and the marketplace.

11Refinement & Ores

Refinement is Idle RO's high-stakes power system: spend ores and vZeny to push equipment from +0 toward +10 — safely at first, then at real risk of losing the item.

Ores

Refinement consumes ores that drop from monsters (and can be traded on the marketplace). Each equipment class uses a specific ore:

EquipmentOreBonus per refineSafe limitvZeny cost / attempt
Weapon Level 1Phracon+2 ATK+750
Weapon Level 2Emveretarcon+3 ATK+6200
Weapon Level 3Oridecon+5 ATK+55,000
Weapon Level 4Oridecon+7 ATK+420,000
Armor (all)Elunium+0.7 DEF+42,000

Success rates

Up to the safe limit, refinement always succeeds. Past it, every attempt rolls the authentic pre-renewal rate table for its refine group — down to 10–20% at +10 — and a failed refine destroys the item (unless the item is innately unbreakable). Higher weapon levels have lower safe limits, so the strongest weapons are also the riskiest to push:

TargetWpn Lv1Wpn Lv2Wpn Lv3Wpn Lv4Armor
+1100%100%100%100%100%
+2100%100%100%100%100%
+3100%100%100%100%100%
+4100%100%100%100%100%
+5100%100%100%60%60%
+6100%100%60%40%40%
+7100%60%50%40%40%
+860%40%20%20%20%
+940%20%20%20%20%
+1020%20%20%10%10%

Over-refine bonus

Pushing past the safe limit is not only risk — it is reward. Over-refined weapons gain an additional random bonus per level above safe — up to +3/level on a Level 1 weapon, +5 on Level 2, +8 on Level 3, and +13 ATK per level on a Level 4 weapon — rolled on every attack. A +10 Level 4 weapon carries +70 flat ATK plus a 0–78 random bonus per swing: it hits harder and swings wider, exactly as veterans remember.

Economic role: refinement is the economy's most powerful sink. Every attempt burns ore and vZeny; every failure past the safe limit destroys an item that must be re-farmed or re-bought on the marketplace. High-refine items that survive become scarce, provably risky-to-make goods — which is what gives a +9 weapon on the marketplace its price.
12Marketplace — Coming Soon

A player-to-player marketplace where loot, equipment, and cards are traded between players — the moment grinded goods become a real economy.

What can be traded

Loot & Ores

Farming materials, Phracon, Emveretarcon, Oridecon, Elunium — the fuel of the refinement economy.

Equipment

Base gear, refined gear, and carded gear. A +9 slotted weapon is a scarce, high-value good.

Cards

The apex assets: 1-in-10,000 drop rates, online-only, permanently build-defining.

Who can sell: Merchants and the Market Pass

Selling on the marketplace is a privilege, not a default — a deliberate nod to the classic game, where the Merchant class ran the player economy through vending:

Seller typeRequirementNotes
Merchant on rosterHave a Merchant (or Blacksmith) characterSells natively on the marketplace — it is the class identity. The Merchant line is playable today.
No MerchantPurchase a Market PassAccounts without a Merchant can buy a Market Pass to unlock selling
BuyingNoneEvery player can buy freely

This makes the Merchant a real strategic choice for one of your nine roster slots: Discount and Overcharge already make it the best trader at NPCs, and the marketplace makes it your account's economic engine. The Market Pass gives everyone else a direct route in — and gives $ZENY another utility sink. Marketplace transactions carry a fee that flows to the treasury and burn mechanisms, making trading volume itself a stabilizing force for the token.

Status: the marketplace ships after the core game and token conversion are live and stable. Trading rules, fee percentages, and Market Pass pricing will be published before launch.
13$ZENY Tokenomics

The figures in this section are under active design and will be finalized and published before the token generation event. Structure is presented here; numbers are marked TBD.

Token utility

  • Earning — vZeny grinded in-game converts to $ZENY through the conversion gateway.
  • Marketplace — trading fees and Market Pass purchases are $ZENY sinks.
  • Progression unlocks — premium unlocks such as the 4th party slot.
  • Future governance — community input on balance and economy parameters is under consideration.

Supply & allocation

ParameterValue
Token standardSPL (Solana)
Total supplyTBD
Play-to-earn rewards poolTBD %
LiquidityTBD %
Treasury & developmentTBD %
Team (vested)TBD %
Community & marketingTBD %

Conversion gateway (vZeny → $ZENY)

ParameterValuePurpose
Conversion rateTBDPegs in-game earning to token emission
Conversion feeTBD %Partial burn / treasury on every conversion
Daily conversion capTBDProtects the token from farming shocks
Minimum account levelTBDConversion is earned, not instant — deters bots

Sinks and faucets

Faucets (value in)

Monster loot & zeny drops · MVP rewards · offline farming (at 60%) · card drops (online only)

Sinks (value out)

Character creation (0.10 SOL) · refinement ore & fees · destroyed items on failed refines · potions & consumables · marketplace fees · Market Pass · 4th-slot unlock · conversion fees

Idle RO's sustainability model is sink-first: the systems that remove value from the economy (refinement failure above all) are core gameplay that players want to engage with, not taxes bolted on afterward. An economy where the most exciting gamble in the game is also its biggest currency sink is an economy that can hold its value.

14Roadmap
PHASE 1
PHASE 2
PHASE 3
PHASE 4
Base Lv. 1EXP 25%Base Lv. 99
PhaseMilestoneHighlights
Phase 1Core Game — Early AccessFull idle RPG loop: 6 job lines (12 jobs), 68 skills, 104 authentic maps × 4 tiers, equipment, cards, refinement, offline progress, Solana wallet sign-in with cloud save. Early access opens August 8, 2026; the 6,000-slot character presale is live now
Phase 2$ZENY LaunchToken generation event, vZeny → $ZENY conversion gateway, finalized tokenomics publication
Phase 3MarketplacePlayer-to-player trading of loot, equipment, and cards; native Merchant selling; Market Pass
Phase 4ExpansionNew monsters and cards, new maps and MVPs, 4th party slot unlock, status ailments, rebirth system, mobile-friendly client, community features

Phases ship sequentially and only when the previous layer is stable — the token does not launch before the game is fun, and the marketplace does not launch before the token is sound.

15Disclaimer

This whitepaper is a working draft for informational purposes only and does not constitute financial, legal, or investment advice, nor an offer or solicitation to purchase any token or security. All figures marked TBD are subject to change; game mechanics, rates, fees, and tokenomics may be adjusted before and after launch for balance and sustainability. $ZENY, when launched, is a utility token intended for use within the Idle RO ecosystem; its value may fluctuate and may go to zero. Participation in blockchain-based games involves risk — never spend more than you can afford to lose. Idle RO is an independent project; it is not affiliated with or endorsed by Gravity Co., Ltd. or the operators of Ragnarok Online.