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.
| Vocation | HP / level | Mana / level | Capacity / level | Evasion |
|---|---|---|---|---|
| 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.
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:
| Source | Effect |
|---|---|
| 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 . |
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.
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 service | What it does |
|---|---|
| Shop | Buy equipment and supplies; sell loot you do not want. |
| Craft | Combine materials into gear you cannot buy. |
| Enchant | Add elemental damage to a weapon. |
| Imbue | Apply timed imbuements (see Buffs). |
| Training | Raise weapon and shielding skills without hunting. |
| Quests | Tasks that reward gold, items or unlocks. |
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.
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
| Transaction | Platform 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.
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 .
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
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.
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.
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.