Forty-two notes rescued from under the abacus: money, staffing, recruiting and the arena calendar. Browse by category; no need to close the shop for revision.
42 results
| Name | Category | Shop notes |
|---|---|---|
| #01 | Getting started | The old codebook lists 我是萌新 and 五星好评. The latter is a literal code, not homework asking for a five-star review. Check the in-game redemption result. |
| #02 | Getting started | Search WeChat for MakeBestGame and check the current follow reward. Make sure it is the right shopkeeper. |
| #03 | Shop controls | The kingdom balances its books at 12:00 noon: wages, arena rewards, titles and arena tasks settle or refresh then. The ledger never sleeps in. |
| #04 | Shop controls | More ability titles mean higher employee wages. Train your people; remember to train your budget too. |
| #05 | Shop controls | A hero with no savings cannot buy a weapon. Check the customer’s purse before blaming the counter. |
| #06 | Recruiting & growth | The handbook suggests using the dung item before a forged draft order to lower the target’s intelligence and improve the odds. Kingdom HR has unusual methods. |
| #07 | Battle loadouts | Attack speed reaches its cap at 6 DEX; extra DEX contributes to penetration. Opening armored tins is a skill too. |
| #08 | Battle loadouts | For high INT, especially 6 or more, consider the Diligent/Batter route. Introvert/Snipe suits ranged normal attacks and critical builds. Hire for the job, not the slogan. |
| #09 | Battle loadouts | Early-run rule of thumb: a front line that survives, with healing, control and damage behind it. Heroic charges make very lively casualty reports. |
| #10 | Battle loadouts | Diffusion can extend Inspiration, Blast, Cure and Resistance to the team. Calm is a useful starting trait for support, followed by Generous or Kind. Share the buffs, not the overtime. |
| #11 | Battle loadouts | The handbook highlights Arshur as a tank: high base armor, Brave, shield mastery, a Toolbox and possibly Bold. Let him face the invoice with the teeth. |
| #12 | Gathering & research | Mining value = seconds × (STA, at least 1, + Mining level) ÷ 10; that value also advances depth. Lure/Repel affect progress, and deeper progress brings more encounters. |
| #13 | Gathering & research | Exploration value = seconds × (DEX, at least 1, + Exploration level) ÷ 10, also advancing distance. Mining and scouting use different legs: do not copy the STA column. |
| #14 | Gathering & research | For miners, look at STA and Mining skill. Better output also means more encounters; a pickaxe is not a complete safety plan. |
| #15 | Gathering & research | Scouts use DEX and Exploration skill. The old sheet accidentally says Mining in this summary; do not issue the expedition the wrong badge. |
| #16 | Recruiting & growth | The 5,000-Orb handbook roll is 20% six traits, 30% five, 50% four; a maxed blackboard adds one trait to each tier. Its hero pool matches the 60-Orb option, not a guaranteed named hero. |
| #17 | Recruiting & growth | Supervised motivational reading or the Sage version offers a rollback after success. Supervised rollback costs soup equal to the trait count; the Sage book does not. Direct ordinary soup has no undo ladle. |
| #18 | Guild business | Guild battles are operated by the leader or deputy. Find the person with the stamp before rearranging everyone’s chairs. |
| #19 | Guild business | Guild battles recover one attempt per hour, up to eight. Truce runs 00:00–08:00. Attempts can wait; you do not have to work all night. |
| #20 | Guild business | After finishing a guild-battle task, wait 24 hours for the next one. Even the task board gets a day off. |
| #21 | Guild business | A winning rank increase needs four hours before task completion. Challenges after 20:00 add six truce hours. Winning is not instant paperwork. |
| #22 | Guild business | Leaders and deputies set guild formations and weapons. Weapon selection spends guild assets, not imaginary office supplies. |
| #23 | Guild business | Every ranking challenge updates the guild formation, win or lose. Losing is not a secret “keep old setup” button. |
| #24 | Guild business | Guild formation hero data refreshes only after registering again. If the hero grew stronger, update the personnel photo. |
| #25 | Guild business | Guild task rewards are claimed automatically on completion, but members need three days in the guild. Learn the office map first. |
| #26 | Chests & items | Precious chest: 40% five books, 10% ten, 5% twenty; 5% one Royal Draft Order; 10% five forged orders; 10% 5–10 premium weapons; 10% 5–15 premium supplies; 10% 5,000–20,000 coins. Surprises with bookkeeping attached. |
| #27 | Chests & items | A Luxury chest is equivalent to eleven Precious chests, plus five books. Fancy wrapping, familiar accounting. |
| #28 | Guild business | Check ticket storage before claiming guild benefits. Spend some first if it is nearly full; free gifts still need shelf space. |
| #29 | Recruiting & growth | The handbook gives a dismissed hero a 90% chance to retain traits in the customer queue. Ninety is not a hundred: employees are not boomerangs. |
| #30 | Shop controls | Hold the “max/full” label to add ten to the forge quantity. Your tapping finger is a business asset too. |
| #31 | Shop controls | Hold and drag characters in the square or formations to move them. Not every adjustment needs a royal moving committee. |
| #32 | Recruiting & growth | Book/soup odds and Sage-book costs are in the item reference’s practical notes. Read before serving; soup refunds are awkward. |
| #33 | Runs & titles | After a run, find Inheritance in the square manager menu. The handbook gives points equal to the run count, with each allocation capped at runs ÷ 10. Inherit assets, not arithmetic skills. |
| #34 | Runs & titles | After clearing the first run, four titles—War God, Winner, Monster Hunter and Unyielding Warrior—can be transferred in the title reference for Orbs. Medals travel; paperwork costs stay. |
| #35 | Arena calendar | Each successful challenge against first place adds one order to the next first-place challenge: 1, 2, 3… New tasks or noon reset it. Other ranks are unchanged. A throne comes with rising ticket prices. |
| #36 | Arena calendar | Legend Cup entry requires a best arena score above 1,800. Above, not a neatly framed 1,800 on the wall. |
| #37 | Arena calendar | Legend Cup seasons start on the first; settlement is at noon that day. Battles pause for ten minutes either side of noon daily. Even the kingdom needs stamping time. |
| #38 | Arena calendar | Eight Legend Cup battles daily; a found opponent expires after four hours, costing the attempt. No repeated opponent searches that day, each player is found at most eight times, and 5,000+ prefers its own bracket. Keep the appointment. |
| #39 | Arena calendar | Mini-settlements fall on the 7th, 14th, 21st and 28th, using your rank when you log in that day. The handbook says no later payout if you miss the day. Pop into the shop. |
| #40 | Arena calendar | Finish the season above 5,000 for a Legend Medal; give it to a hero for the Legendary Hero title. Not a coaster. |
| #41 | Arena calendar | An attacking win earns 40 + 5 per deployed Legendary Hero; the defender loses 40. Losses or draws change neither score. Count the legendary nameplates first. |
| #42 | Arena calendar | Legendary affixes refresh Monday at noon. Stat pool: mighty, swift, clever, sturdy, steady, furious, destructive, perfect. Skill pool: versatile, cruel, fiery, icy, evil, ruthless, unyielding, mad. Check your colleague’s new Monday mood. |
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