FEMUR IDLE PLAY NOW

Player Documentation

Everything you need to play Femur Idle — how hunting works, what Premium actually gives you, how to trade, and how payments work. The numbers here are always the ones currently live in the game.

Getting Started

Femur Idle is an idle MMORPG. You pick a hunting ground and your character fights there on its own — no clicking for every kill. You set it up, watch it work, and come back to collected loot and experience.

1. Connect your wallet

Your account is your Solana wallet. No email, no password to remember — you sign a message with Phantom or Solflare and you are in. Signing costs nothing and never moves funds.

2. Create a character

Pick a name and a vocation. Vocation decides how your character grows and how it fights — see Vocations. You can hold multiple characters on one account.

3. Start hunting

Open the hunt list, pick a zone your level can handle, choose how many monsters to pull, and start. Your character fights on its own from there — see Closing the Tab for what happens when you step away.

Vocations

Four vocations, each with a different growth curve and a different survival profile. The numbers below are gains per level.

VocationHP / levelMana / levelCapacity / levelEvasion
Knight
Paladin
Druid
Sorcerer

What evasion means

Evasion is the percentage of incoming monster auto-attacks that simply miss. A Sorcerer dodges most melee swings but has very little HP; a Knight is hit by almost everything but can absorb it. This is why casters survive despite the low HP pool — and why a Knight without armor still dies.

Armor does not stop magic. Regular armor and shields reduce physical melee only. Monster spells are reduced by elemental resistance on your gear (Fire, Ice, Energy, Holy, Death) and by magic shield. If a zone is killing you with spells, more armor will not help — you need resistance to that element.

Hunting & Combat

Combat happens in rounds. Every your character attacks and casts, then the monsters strike back.

Lure — how many monsters you pull

Lure sets the size of the wave. A tier labelled "4-5" pulls 4 or 5 monsters; the maximum has roughly a chance. Monsters enter one at a time, about every , up to on the map at once.

More monsters means more experience and more loot per hour — and more damage taken. Lure is the main risk dial you control.

Monster abilities

Monsters are not punching bags. Ordinary monsters cast their own spells — fireballs, energy strikes, mana drain, self-heal — not just bosses. Each monster rolls its skills independently, and casts at most one spell per turn; melee is separate and happens anyway.

Death

Dying costs experience, capped so a single death can never drop you more than one level. Your death is recorded in your public profile, visible to anyone who clicks your name on the leaderboard.

Finishing a hunt

Clicking "finish" starts a countdown, and the fight continues during it — monsters keep attacking until you are actually out. Leave before you are in trouble, not after.

Session length

A free account hunts for up to per session. With Premium that becomes .

If you close the tab

Your hunt stops when you disconnect — it does not keep running while you are away. Your character stays where it was, and the hunt resumes when you come back. Nothing is lost: loot and experience already earned are saved.

Imbuement timers are paused while you are offline, so you do not burn imbuement time sitting at a closed tab.

Speed & Respawn

Speed is the stat that decides how fast the next wave arrives. Faster respawn means more kills per hour, which means more experience, loot and gold. It is the single most valuable stat for an idle game.

A killed monster's slot becomes available after , and four sources stack to cut that down:

SourceEffect
Gear + mounted speed Every 30 speed removes . Gear speed counts up to .
Mount collection Each mount you own but are not riding removes , up to total.
Premium A flat off.
Party The fastest member sets the pace, plus .
Collecting mounts is progression. Mounts you never ride still make you faster — the collection itself is the bonus, and it is capped so it rewards collecting without becoming the only thing that matters.

Premium

Premium is time-based and belongs to the account, not to a single character — every character you own benefits.

BenefitFreePremium
Experience ratebase
Critical hit chancebase
Critical hit damagebase
Hunt session length
Respawn bonus
Depot capacity
Imbuement tiersBasic onlyBasic → Intricate → Powerful
House ownershipRequired
Premium and houses. Keeping a house requires active Premium in addition to paying rent. If your Premium expires you lose access and are eventually evicted — your furniture is not destroyed, it is sent to your depot mailbox.

Premium time is bought in the in-game store. See Token & Payments for how payment works.

Mounts

Mounts do two things: they give speed while ridden, and the ones sitting in your stable still contribute to respawn (see Speed & Respawn).

Getting mounts

  • Taming — some monsters can be tamed into mounts by meeting a condition while hunting them.
  • Store — mounts are sold in the in-game store.
  • Bazaar — mounts can be traded between players.

Riding

Only one mount is active at a time. Switching is free and instant. Riding is what gives you the mount's own speed value; the rest of your collection contributes whether you ride it or not.

Buffs

Blessings

Blessings reduce what you lose when you die. You buy them before dying — they are insurance, not a cure. They are consumed on death, so they need to be re-bought.

Imbuements

Imbuements are temporary enchantments applied to equipment — extra elemental damage, life or mana leech, or skill boosts. They run on a timer and expire whether you are hunting or not.

Free accounts can only apply Basic tier. Premium unlocks Intricate and Powerful.

Prey

Prey lets you select a monster and gain a bonus against it — more damage, more experience, or better loot, depending on the roll. Prey slots reset on a timer, and prey cards let you reroll or lock a good bonus instead of waiting.

Boosts

Boosts are consumable timed effects (experience, loot, damage). They are bought in the store or earned from daily rewards, and tick down in real time.

Everything stacks with Premium. Buff bonuses are applied on top of the Premium rates, not instead of them.

Outfits & Avatars

Outfits

Outfits are your in-world appearance. Each has up to two addons — cosmetic upgrades you toggle independently. You can recolor head, body, legs and arms separately, and the colors are visible to every other player in the city and in your public profile.

Avatars

Avatars are the portrait shown next to your name in chat and in lists. They are purely cosmetic and are separate from outfits.

Both are obtained from the store, from quests and events, or traded on the Bazaar. Cosmetics never affect combat.

NPCs

NPCs are the gold-based side of the economy. Everything here is paid in gold, never in token.

NPC serviceWhat it does
ShopBuy equipment and supplies; sell loot you do not want.
CraftCombine materials into gear you cannot buy.
EnchantAdd elemental damage to a weapon.
ImbueApply timed imbuements (see Buffs).
TrainingRaise weapon and shielding skills without hunting.
QuestsTasks that reward gold, items or unlocks.
Quick Sell empties junk loot to the nearest shop price in one action — the fastest way to turn a full backpack into gold after a long hunt.

Gold

Gold is the in-game currency. It is not the token and cannot be withdrawn — the two economies are deliberately separate.

Where gold comes from

  • Monster kills while hunting
  • Selling loot to NPCs
  • Quests, daily rewards and events
  • Selling items to other players on the Market

Where gold goes (sinks)

A healthy economy has to remove gold, otherwise prices inflate forever. Femur Idle's sinks:

  • NPC purchases — equipment, supplies, imbuements, training
  • Market tax on player-to-player item sales
  • House rent — charged every , with a grace period before eviction

Maximum character level is .

Market

The Market is the in-game item exchange, paid in gold. You list an item at your price; another player buys it; gold moves and the item is delivered. Listings expire if nobody buys.

The market charges tax on a completed sale. That tax is a sink — the gold is destroyed, not paid to anyone.

Market vs Bazaar. The Market moves items for gold. The Bazaar moves characters, cosmetics and gold for token. Different currencies, different places.

Bazaar

The Bazaar is the player-to-player marketplace paid in . It has two areas:

  • Market — game items, plus a tab to buy gold from other players
  • Bazaar — full characters, outfits and mounts

Selling a character

You list a character with a price. When it sells, the buyer receives the character with its level, skills, equipment and unlocks intact, and you receive the payment minus the platform fee. A character being sold is unavailable to play until the sale completes or is cancelled.

Fees

TransactionPlatform fee
Items, characters and cosmetics
Gold sales

Payments go directly from buyer to seller, with the platform fee taken in the same transaction. We never hold your funds.

Prices are shown in USD and charged in . A listing keeps its dollar price, so it does not silently change because the token moved.

Token & Payments

Femur Idle runs on Solana (). All paid content is bought on-chain from your own wallet.

What you pay with today

During the beta, everything is priced and charged in .

Stable pricing during the beta. is a stablecoin, so a $5 item costs 5 — no oracle, no volatility, no surprises at checkout.

What changes at token launch

Prices are stored in USD, not in a fixed token amount. When the project token launches and becomes the payment currency, the same $5 item stays a $5 item — only the token amount adjusts to the live rate. Nothing needs to be repriced, and nothing you already bought is affected.

How a purchase works

  • You pick an item and see the exact amount before anything happens
  • Your wallet asks you to approve — you can always reject it
  • The purchase is confirmed on-chain, then delivered to your character
You always pay the current price. If a price changes while your store window is open, the amount is refreshed before you approve — you are never charged a stale price, in either direction.

Holding requirement

There is currently no holding requirement to play. If one is ever enabled, it will be announced in advance and shown in-game before it applies.

Referral

Every player gets a referral code. Players who join with your code are permanently linked to you, and you earn rewards as they progress — the reward scales with what they actually achieve, not just with signing up.

Referral standings run in seasons. At the end of a season the top referrers are paid from the project treasury, and a new season begins.

Refer real players. Referring yourself does not work and disqualifies the rewards for the season.

Leaderboard

The leaderboard ranks the top characters by level, then by total experience. It refreshes every — the in-game panel shows a countdown to the next update.

Clicking a name opens that player's public profile: vocation, level, rank, skills with progress, appearance, and death history.

Staff never appear. Team accounts are excluded from the leaderboard and have no public profile — the ranking is for players only.

Your public profile shows only what is listed above. Your gold, inventory, wallet and location are never visible to other players.

FAQ

What happens if I close the tab during a hunt?

The hunt stops, and everything you had already earned is kept. When you log back in, your character is where you left it and the hunt picks up again. Imbuement timers do not run while you are away.

Is gold the same as the token?

No, and they are intentionally separate. Gold is earned in-game and spent in-game. The token is used for paid content and player-to-player trading on the Bazaar.

Can I play for free?

Yes. Premium raises your rates and limits but is not required to hunt, trade or progress.

What happens to my character if I stop playing?

Nothing is deleted. The exception is a house, which needs active Premium and paid rent — an abandoned house is eventually reclaimed and its furniture is sent to your depot mailbox.

Is my wallet safe?

Logging in only asks you to sign a message, which cannot move funds. Purchases are separate and you approve each one. Payments go straight from your wallet to the seller — we never hold your funds.

Why does the store price change with the market?

It does not. Prices are set in USD. If a volatile token is the payment currency, the token amount moves so the dollar price stays the same.

I found a bug or lost something.

Open a ticket on Discord with your character name and roughly when it happened.