Reference
THE REALM WIKI
Every monster, every hunt, every item — real sprites and real numbers, straight from the game data, so you can plan your grind.
| Monster | Theme | Tier | Found in | Notes |
|---|---|---|---|---|
| Pepe | The frog | Easy | Pepe's Lawn | Your first kill. Gentle HP and damage — perfect for a fresh Recruit set. |
| Doge | The shiba | Easy+ | Doge's Kennel | Much wow, more bite. A step up in HP and speed from Pepe. |
| Bobo | The bear-market bear | Mid | Bobo's Cave | Hits like a red candle. Don't get cornered in the cave. |
| Wojak | The feels guy | Mid+ | Wojak's Basement | He knows that feel. Tanky, fast, and never alone. |
| Chad | GigaChad | VIP tier | Chad's Gym | Dense swarms of pure jawline. Massive HP, damage and speed — massive XP and gold. |
| Gensler | The SEC villain boss | VIP boss | Gensler's Court | The final boss of regulation. The hardest fight in the realm — and by far the richest. |
Higher tiers have more HP, damage and speed — and pay far more XP and gold per kill.
| Hunt | Level | Access | Monster | Notes |
|---|---|---|---|---|
| Pepe's Lawn | Lv 1+ | Free | Pepe | The starter hunt. Learn to kite here — it's cheap tuition. |
| Doge's Kennel | Lv 5+ | Free | Doge | Faster spawns, better gold. Bring potions. |
| Bobo's Cave | Lv 12+ | Free | Bobo | The first real wall. Iron Guard gear strongly advised. |
| Wojak's Basement | Lv 22+ | Free | Wojak | The best non-VIP money in the game — if you survive it. |
| Chad's Gym | Lv 34+ | VIP only | Chad | Dense swarms. Endgame XP rates start here. |
| Gensler's Court | Lv 48+ | VIP only | Gensler | Dense swarms, boss-tier enemies, top-of-the-game rewards. |
Hunts are gated by level: higher hunts are harder AND pay more. VIP zones require an active VIP pass — see the VIP guide.
Every sprite, stat and price above comes straight from the game data. The game is free to play — premium and holder gear are optional, and on-chain drops can be exchanged for real cryptocurrencies. Health Potions (+20% heal) are sold at the Potion Shop.
How a hit lands
Nothing in the realm hits for a fixed number. Every blow is rolled, and then your gear takes a bite out of it before it reaches you. Two creatures of the same kind will not do the same damage twice, and a creature far below your gear will eventually do nothing at all — that is not a bug, that is what armour is for.
A monster's swing
Every creature has a softest and a hardest blow. Each swing rolls somewhere between the two, evenly. The numbers on the Monsters tab are the hardest ones.
Your armour absorbs
Everything you wear except the shield adds up into one armour value, and your level adds a little on top. Armour then eats a random slice off every physical hit — never the same slice twice, but always a meaningful one. Enough armour and a weak creature simply cannot get through: you will see a green spark instead of a number.
Your shield blocks
Your shield is judged separately, and its worth is decided mostly by your Shielding skill rather than by the shield itself. A rolled amount — anywhere from nothing to the full block — comes off after the armour. A distance weapon needs both hands, so carrying one means no shield and no block at all.
The order, plainly
- The creature rolls its damage between its softest and hardest blow.
- Your armour takes a random slice off it.
- Your shield, scaled by Shielding, takes another.
- Whatever is left is what you lose. If nothing is left, the blow is absorbed.
Where the numbers are
Open SKILLS in your backpack: the ARMOUR line shows exactly how much damage your gear absorbs, and the DEFENSE line how much your shield can block at your current Shielding. Both update the moment you change gear, so you can see a purchase pay for itself before you leave town.
Bigger creatures out-scale armour on purpose. If everything in a hunt is bouncing off you, you have outgrown it — move up, the pay is better.
Skills
Skills are trained by doing, not by spending anything. Every landed hit trains the skill that matches the weapon in your hand, and every blow you take trains your Shielding — even a harmless one from a training dummy.
- Melee — close weapons and bare fists. Trained on every hit that connects.
- Distance — bows and guns. Two-handed: you cannot carry a shield with one.
- Magic — wands and rods. One-handed, so a shield stays with you.
- Shielding — trained by being attacked. It decides how much your shield blocks.
Early levels come quickly and later ones take a very long time. Each level above the base adds damage to the weapon it belongs to, so a well-trained cheap weapon can out-hit an untrained expensive one.
Outfits
Your equipment is no longer drawn on you. Helmets, armour, legs, boots, weapons and shields all still carry their stats — they are simply invisible. What everyone sees is your outfit, chosen from the OUTFIT button in your backpack.
- Free — available to everyone from the start.
- VIP — wearable while your VIP pass is active. VIP covers your whole account.
- Quest — unlocked by finishing the mission it belongs to, and yours for good.
Chests & missions
Talk to the townspeople. Some of them will ask you to fetch something, and what they want is sitting in a chest somewhere out in a hunt — usually at the back of one, behind everything that lives there. Walk onto a chest to open it. A quest chest stays shut until somebody has actually asked you for what is inside, and a chest you have emptied stays empty.
If you die carrying a quest object, the chest that held it will open for you again. Nothing else in the realm gives you a second chance like that, so do not get used to it.
Dying
Death costs you experience and a share of every skill, and your backpack is lost. What you are wearing stays on you. Below level 10 you lose nothing at all, and up to level 20 you lose half. The Aura blessing, bought from Aura in the city, softens the loss and saves your backpack — and burns up doing it, once.
Up to three characters live on one account, and VIP covers all of them.