Tinroot

a small browser rpg

Game guide

Fight for equipment, gather supplies, grow crops, or work on a pet. You do not need to finish one activity before trying another.

Where to start

  • Adventure: choose a creature, fight, then compare its drops in Inventory.
  • Mining or Fishing: collect materials for recipes and requests.
  • Farm: plant a seed and return when the crop is ready. Waiting longer does not spoil it.
  • Townsfolk requests: pick a delivery with a reward you want.
  • Pets: choose an active companion and check its ability.

For a material goal, pin a recipe in Craft. For a quest goal, open Journal. Both keep your progress while you do something else.

Which level matters?

Character level
Your main level. It opens adventure areas and determines which combat equipment you can equip.
Mining, Fishing and Farming levels
Three separate skills. A gathering node checks its own skill level; a crop checks Farming. Character level does not replace these requirements.
Pet level and Bond
Each pet has its own XP, level and Bond. Evolution checks that pet’s requirements, which can also include your gathering skills.

Recipes show the skill they require. Check the name beside a level requirement before choosing an upgrade.

Combat

Attack · Regular weapon damage with no cooldown.

Guard · Take half damage from normal hits and one-quarter from heavy hits.

Power Strike · Multiply normal damage by 1.5 before other modifiers. Interrupt a boss’s healing channel, then wait 3 rounds.

Piercing Blow · Ignore half the enemy’s DEF. Use it against Brace.

Mend · Restore 25% max HP, at least 10 HP, before healing bonuses. Once per fight; healing stops at full HP.

Flee · 60% escape chance. Escaping gives no loot.

A fight costs 6 EN to start. Bosses show their pattern, next move, and enrage point before you choose.

Energy and recovery

Energy returns at 1 EN per 2m. Camp rest costs 10 EN and restores HP, but it cannot be used during a fight.

Mining and fishing

Mining and Fishing have separate levels. A node shows its level, EN cost, common material, rare chance, and maximum attempts when a guaranteed limit applies. Batch actions spend the full cost before rolling.

Mining offers Steady, Haul for extra yield, or Prospect for better rare odds. A correct fishing response adds one fish and 50% base XP.

Rare rewards show their odds beside the source. When a maximum-attempt limit is listed, that reward is guaranteed by the stated attempt.

Farming

Plant a seed in an empty plot. Watering adds one item to that plot’s harvest. Harvesting returns a seed, so a finished crop does not end the planting loop. Crops never wither after becoming ready.

New wheat and carrot plantings take three minutes before growth bonuses; higher-level crops award more harvest XP.

Today's tasks: mine once, catch a fish, and harvest a crop. Each task restores up to 2 EN. Finish all three for 20 XP and 1 Trail Ration. Resets at midnight UTC.

Finds and regional supplies

A sealed pocket, snagged tin or buried seed pouch offers a choice: keep the listed materials or open it for one reward from the shown pool. Finds cost no extra Energy and stay until claimed.

Some finds are encounters instead: a broken ore cart, tangled net or washed seed bed. Spend the listed supplies for guaranteed rewards, return later, or leave for free. Only one find or encounter waits at a time.

Greenhollow Backwater yields Brindle Bream at Fishing Lv 2. Ironroot Ochre Cut yields Red Ochre at Mining Lv 4. Grow Saltleaf at Farming Lv 3 from shop seeds. Use them for stew, copper pet dye, biscuits or townsfolk requests.

Equipment, crafting, and runes

Weapons raise ATK; armor raises DEF. Unique equipment can carry affixes and be upgraded. Upgrades cost gold and Arcane Essence but do not destroy the item.

Combat equipment and gathering tools do different jobs. Equip weapons and armor for fights; equip a pickaxe or rod for its gathering bonuses. Manage both in Inventory.

Recipes list their exact ingredients, gold cost, and skill requirement. Gathering tools accept runes that improve yield, rare finds, XP, or energy returns. Removing a rune costs one Arcane Essence and returns the rune to Inventory.

Weapon runestones are separate from tool runes. Each weapon has one socket, including starter and unique weapons. Ember adds 3 ATK, Ward adds 3 DEF, and Dusk adds 1 ATK and 2 DEF while that weapon is equipped. Craft a stone, then fit it under Weapon sockets. Removal is free and returns the stone. Finish combat before fitting or removing one.

Pin a recipe in Craft to track its materials from Camp, Mining, Fishing or Farm. Copper Pickaxe favours bulk yield, Silver Pickaxe favours rare finds, and Ironwood Rod saves bait.

Quests, collections and requests

Journal sets reward finding a small group of items. Sold or used items still count. Claim your first set to unlock the Shelf Keeper title.

Journal groups quests by activity and shows the next goal in each group. Later quests still progress independently; completed rewards remain available to claim.

Townsfolk requests exchange supplies for food, pet care and dyes. Take one at a time; deliveries spend the listed materials and each reward is available once. Putting a request back spends nothing.

Pets and boosts

One pet can be active. Feed it to keep its ability working; play, groom, and train to build bond and levels. Evolution paths show their requirements before they are available.

An active pet earns 1 Bond and 3 pet XP on its first 15 gathering or harvest attempts each UTC day, with a useful scrap every fifth attempt. Its favorite activity adds 1 pet XP per attempt. Swapping pets shares the same allowance.

Choose a discovered item as your keepsake under Profile → Public profile. It stays on your public page after you sell or use it. The display grants no stats and consumes nothing.

Boosts are permanent character collectibles rather than timed potions. Two slots open immediately and a third opens at Lv 20. Boosts cannot be changed during combat.

An optional first route

If you want a short combat-and-crafting route, try these stops. They are not prerequisites for the other activities.

  1. Open Adventure and choose an available creature.
  2. Win a fight and check its drops.
  3. Choose an equipment recipe in Craft, then mine any missing material it lists.
  4. Return to Craft and make the item.
  5. Equip it from Inventory.
  6. Return to Adventure and check the first boss’s requirements.

Play