Getting started
ORNEST is a single-bird RPG — you are your bird.
Your bird has HP, Attack, Speed and a unique ability. Its level equals your player level.
Combat: arena fights against players (reply 'duel' to a message), turn-based PvE on explorations and party ruins.
Explorations send the bird out for gold, XP, food, equipment, eggs and chests.
Chests drop equipment, food, eggs, consumables and materials — never new birds.
Eggs are the only way to change your species. Hatching is instant; you choose to replace your current bird or release the hatchling.
Gold is the only currency. Earn it from explorations, duels, ruins and shops.
Referrals: share your link from the main menu. Every 3rd referred friend who reaches level 5 drops an
iron egg for you on top of the per-friend rewards.
Gifts: in «Friends» you can gift a friend a shop pack — for Stars or crypto. The pack lands on your friend right after payment, signed with your name.
Your bird
Each player owns exactly one bird — visible on the profile screen. The bird's level matches the player's level: XP from explorations, duels and ruins raises both at once.
Eggs are the only way to change species. Tap an egg → instant hatch → see what came out → choose:
- Replace — your current bird becomes the new species; equipment and level are kept (HP and satiety reset to max).
- Release — the hatchling flies off and you get a small XP grant; your bird stays as is.
Egg grades:
Common ·
Iron ·
Emerald ·
Crystal — higher grade = better odds of a rare species.
HP / ATK / SPD on the profile already include level multipliers and equipment bonuses — those are your bird's actual fight stats.
Healer birds have a separate
Healing stat — how much HP their healing abilities restore. It grows with level and healer gear (the «Mender» set, amulets) and is independent of Attack.
Style & abilities (Settings menu):
- Profile frame: 50
per change — decorates the nickname on profile. - Bird display name: 200
— your own callsign alongside the species. - Swap ability: 10 000
, 7-day cooldown — grants a new PvE/PvP ability from the same rarity pool as the species default. - Delete account — the data is wiped for good; a new account can be created no sooner than 7 days later.
Food & care
Satiety: 0–100. Drops from actions:
- -16 per exploration
- -5 per arena duel (a roster fight costs none)
- -20 per ruin run
Hunger effects:
- Below 20: -15% to Attack and Max HP in combat
- At 0: the bird can't fight — feed first
HP and healing:
- A bird's HP regenerates over time (~1.2 HP/min, faster at higher nest levels). Wounds carry between runs — you can set off still hurt.
- Feeding heals HP by food rarity: common — satiety only, rare +15%, epic +25%, legendary +35%, mythic +50% max HP.
Food types and who eats what:
Worm — any bird
Grain/seeds — small songbirds
Fish — eagles, owls, pelicans
Berries — small birds
Meat — predators
Food drops from chests and explorations, and can be bought/sold on the Market. Feed — Nest →
Feed.
Ascended food (mythic+, a chance drop for World Boss rank 1 in the top divisions — level 61+): five rarest foods. Beyond satiety and +50% HP they can be activated in Inventory → Food — the buff applies to your whole next ruin/exploration (like an elixir: spends 1, shares the 3-buff cap, burns when the run ends):
- Stardust Pollen — +20% attack
- Lava Broth — one full-HP revival on death
- Ether Berries — +15 speed
- Deepwater Caviar — -25% damage taken
- Astral Glowworm — +15% max HP
- Post-trip/ruin rest can be sped up: a one-off
⭐ skip, spending bought reserve minutes, or the
«No limits» pass (halves every rest). Look for «Speed up rest».
Equipment & sets
Six slots, primary stat per slot:
Weapon,
Gloves → Attack
Armor,
Helmet → HP
Trinket,
Boots → Speed
Beyond the primary stat, every item can carry secondary bonuses. Two pieces of the same rarity in the same slot split their points differently: one might be pure attack, another attack + a bit of HP, a third attack + a bit of exploration gold. The points-by-rarity sum stays constant (Common 3, Rare 7, Epic 13, Legendary 20, Mythic 30) — just distributed across different stats.
Bonuses can land on:
ATK ·
HP ·
SPD ·
healing ·
exploration XP ·
exploration gold. Exact breakdown in /info <name> and on the slot picker.
Sets:
Some items belong to themed sets. All 6 pieces of one set on the bird unlock a set bonus on top of the per-piece bonuses (exact numbers are shown on the item card):
Wildwood (common)
Storm (epic)
Phoenix (legendary)
Cosmos (mythic)
Ruin role sets: ruin bosses drop sets matched to your bird's role — attackers get the band's attack set (+attack), healers the «Mender» line (+healing), tanks the «Warden» line (+HP). Each tier band has its own trio. Ordinary amulets also lend healers a little healing.
Profile →
Equipment to swap pieces. The HP / ATK / SPD line on profile updates immediately — these are the bird's final fight stats including everything.
Potions & materials
The Inventory has two separate tabs:
Consumables — potions, elixirs, and utility drinks.
Materials — resources for nest upgrades and the rooms: sticks, stones, herbs, reed, water and whatever the Workshop makes.
Stores never overflow: when there is no room, an item from an exploration or a chest is lost, and the bot tells you. Before a chest opens, the bot warns you if equipment, food, resources or consumables are at the cap: the first tap warns, the second opens.
Consumables come in three kinds
Potions (heal, antidote) — load into the backpack and use in combat as a bonus action. Up to 3 bonus actions per fight, and the same potion type has a 2-turn cooldown between uses. A type on cooldown stays visible in the bonus keyboard as ❌ {name} (CD: {turns}).
Elixirs (strength → ATK, speed → SPD, defense → DR, stamina → max HP) — drink from the nest in Consumables → item detail →
«Drink». The effect applies to every battle of your next exploration or dungeon run and is consumed when the run ends, regardless of outcome. Up to 3 elixirs can be active at the same time — one per type. Elixirs cannot be loaded into the backpack.
Challenge Glove — a special consumable. It is crafted in the nest Workshop: the recipe is found in the canyon, the materials (brackets, nails, cloth, twine) come from that room's own chain. Sometimes other players list one on the market. Reply «gauntlet» to a player's message — an arena fight is set up instantly, no consent asked, no way to refuse. The same player can be challenged at most once a day.
Rarities (common → legendary) scale the effect magnitude. See /info on a specific item for the full numbers.
Where to get them
Chests — every chest has a 10% chance to drop a consumable; tier matches the chest tier.
Ruins — 30% chance per win; tier matches the ruin's difficulty.
World Boss — each top-3 finisher gets an epic or legendary consumable on top of the standard reward.
Market — other players' and the fence's listings; the NPC keeper no longer stocks potions.
Alchemy lab — your own nest room brews potions and elixirs.
Nest rooms & crafting
From nest level 2 you can build one room of your choice: Workshop, Kitchen, Alchemy lab or Roost. Building costs gold and resources. The room works on its own timer: your bird stays free for explorations. A room's level cannot exceed the nest level; every level speeds up the work and widens the resource store.
Workshop
Forges nails from rusty scrap, and scrap drops only from the ruins boss. Lets you make planks, twine, brackets, cloth, lucky coins, the horn, the cartographer's feather, the compass and the challenge glove.
Kitchen
Lets you cook better dishes for every diet, up to legendary, from food, water, firewood and herbs.
Alchemy lab
Brews all sorts of potions and elixirs on water from herbs and whatever is at hand. Rare and epic potions need rare herbs from the far locations.
Roost
Makes nothing by hand: your bird gains more XP, rests shorter, heals faster and brings more resources home: a found resource has a chance to be one unit bigger, higher for commons, lower for rares and epics, and the ruins-boss scrap doubles. Only the roost owner gets the yield bonus. Perks grow with the room level.
Recipes
Every room has starting recipes. The rest are found on explorations: a find drops when an exploration ends, you get a message about it, and the recipe stays forever. A recipe is found only for the room you have built. Every recipe has its own room level and is unavailable below it. How many recipes are left to find in each location is shown in the room. Water and herbs come home from explorations like any common resource.
Skill
Every room type has its own skill with levels. Every recipe has a success chance, shown on the button; a failure burns the ingredients. The skill grows with crafting, but not when the chance to make the item is 100%.
Time
Construction, upgrades and jobs can be sped up from your rest-minutes wallet: exactly the remaining time is spent.
Demolition
A room can be demolished and a new one built, but the room level resets and has to be levelled again. Demolition costs gold and time, the higher the level the dearer. The craft skill and found recipes survive demolition.
Market
How to trade:
Buy — other players' listings: food, eggs, equipment, consumables.
Sell — list your own food / consumable / egg / equipment at your price. Listings stay up until someone buys or you cancel — no auto-expiry. When a real player buys, you get a DM with the item and price; bot/keeper purchases stay silent.
The fence — need gold right now? This NPC instantly buys anything below base price, then relists it on the market at a markup. Handy for dumping spare duplicates when you can't wait for a buyer.
My listings — your active listings. Cancel any time and the item returns to inventory.
My requests — older «I'll buy at this price» orders. New ones cannot be placed; cancel yours to get the escrowed gold back.
Free chest & quests
Once a day, Inventory → Chests holds one free chest. It is basic by default and upgrades on weekly activity-streak milestones:
- streak days 14, 21, 28, 35 and 42 — rare;
- from day 49, every 7th day (49, 56, …) — epic.
Every other day it is basic. The 24-hour timer starts at claim time, so the exact hour drifts with your play.
The drop pool is the standard one for the chest tier: food, equipment, materials, eggs.
Daily quests (Profile → Quests) add rewards on top — small goals for things you already do. Together with the free chest and location recovery timers, that is the periodic-rewards loop: drop in when it suits you and collect what is ready.
Battle mechanics
Turn-based combat used in PvP, exploration encounters and ruins.
Initiative
- Higher Speed acts first. Ties broken randomly.
Each turn = one main action + an optional bonus action, then the opponent acts.
Main actions
Attack — ±10% damage roll. Abilities can crit, miss or stun.
Defend — Brace for the turn:
- -50% damage if hit this turn
- 60% chance to counter at 50% damage
- +6% max HP regen (always)
- +25% damage on your next attack (always)
Heal — restores HP by the fighter's «Healing» stat (grows with level and healer gear). Requires Healing Song ability; 3-turn cooldown.
Flee — 50% base chance, modified by speed ratio (15–85% range). Unavailable in ruins.
Bonus actions
After your main action you can spend ONE bonus action on top of it before the opponent moves:
Use a consumable — heal / strength / speed / defense / antidote. Effects fire immediately.
⏭ Skip — keep the bonus slot for later turns.
Limits
- Up to 3 bonus actions per fighter per battle.
- 2-turn cooldown per consumable type — you can't chain two heals back-to-back. A potion type on cooldown stays visible in the bonus keyboard as ❌ {name} (CD: {turns} turn(s)) so you can see why it's locked; tapping it opens a toast instead of consuming the slot.
- 30-second turn timer covers BOTH the main and bonus phase. If it expires while you're picking the bonus, the bonus auto-skips and your main action resolves alone.
- When you have no usable consumable, the bonus prompt is auto-skipped — no extra tap.
Modifiers
- Satiety below 20 → -15% Attack and Max HP. At 0 the bird can't fight.
- Equipment bonuses are applied to HP / Attack / Speed via the per-slot rarity bonus.
- Battle ends when a fighter reaches 0 HP or after 30 rounds.
Tip: alternate Defend with Attack — the +25% bonus stacks with crits and the small HP regen keeps you alive longer than spamming Attack. Save your strongest bonus actions (legendary heals, defense potions) for rounds you can't safely Defend through.
Ruins-only
Taunt — Hit for 70% damage and force the boss to target you for the next 2 rounds.
Boss aggro — Without Taunt the boss leans toward the EASY target: lower Speed, lower current HP, and whoever's closest each raise the odds — but it's a weighted chance, so a faster or healthier bird can still be hit.
Duels & World Boss
Fights against players happen on the arena: «duel», «arena» or «gauntlet» as a reply in a chat — details in «Arena & the Gauntlet». Spectator betting opens for 3 minutes: the losing side's pool is split among those who called it right, in proportion to their stakes, your own stake comes back on top, no commission. A fight that never happens refunds everyone.
Battle log (turn-based skirmishes on explorations)
- Every finished round stays in the chat — scroll up to replay the fight. The live buttons are always on the newest message.
- Each round shows both sides' HP under the action; the final message lists the closing HP too.
- Some abilities hit multiple times per turn — the log shows every hit separately, the totals add up.
- If your turn timer runs out, the engine auto-attacks for you (no bonus action — potions stay untouched) and writes the auto-step in the log.
World Boss (weekly):
- Spawns every Thursday 15:00 UTC and lasts 5 days. 1-hour attack cooldown per player.
- One boss for everyone — bring friends of any level. Damage and rewards are counted inside your level division (1–10, 11–20 and so on), so a newcomer competes with newcomers.
- When the boss dies, everyone who landed at least one hit is rewarded. Each division has its own prize set, and the higher the division, the richer it is: legendary chests and the exclusive drops (ascended food, celestial gear) are contested on the podium of the top divisions (level 61+), while lower divisions play for chests and gold a notch below. The epic-or-legendary consumable for the top 3 is paid in every division. If the boss survives the 5 days it escapes, and consolation rewards go only to the top 3.
- The top damage dealer gets a legendary chest until someone reaches the 61–70 division.
- Phases. At 75% HP the boss goes berserk: for an hour and a half your hits deal double damage to it. At 50% it makes an extra raid on the village. At 25% a weak spot opens: counter-element weapons hit it twice as hard. Whoever lands the killing blow gets a rare chest.
- Elements. The boss has its own element from the ruins wheel: counter-element weapons deal extra damage, weapons of the boss's own element hit weaker.
- Village defence. Every hit you land during the day lowers the raid chance.
- Bosses differ. Each has its own quirks — you will find out when they come.
Co-op activities are assembled via temporary groups — for explorations and ruins.
Arena & the Gauntlet
Two modes on one board: fights against other players, and survival against waves.
Calling a fight — right in the chat
- «duel» as a reply to someone's message — an instant one-on-one. Both of you get the battle link in DM, the chat gets a betting message. Parties stay out of it: the two of you fight.
- «arena» as a reply — a fight between rosters. The person you replied to is asked whether they're up for gathering a team. If they agree, both sides get a gather screen and 5 minutes — invite friends by link. Parties play no part here: each side's roster is built only on that screen. Out of time means the challenge is off.
- «gauntlet» as a reply — a forced challenge with the Challenge Glove consumable: the arena fight is set up instantly, no consent asked, no way to refuse. The same player can be challenged at most once a day. Then it runs like a regular duel: bets, placement, fight. The loser forfeits their backpack and part of their wallet gold.
- Once both sides press «Team ready», each leader sees both rosters: bird, nickname, level. Then «Accept» or «Cancel» — both decide.
- Accepted — betting opens for 3 minutes. Fighters drink elixirs in that same window. Then placement: each leader sets their fighters on their own half. Then the fight.
- No level limits in PvP, rosters may be uneven — the sizes are shown up front. A duel costs 5 satiety, a roster fight costs none. An arena fight always starts at full HP, and the result is never written back to the bird.
- Chat in a fight: shared between the two of you in a duel, team-only in a roster fight. The line above the input always says who will read it.
- A drawn-out fight? From round six (later with more fighters) the edge of the field becomes the «zone»: a bird standing in it loses part of its health at the end of every round, and the safe square shrinks every two rounds until no cell is safe. There are no draws on the arena.
The Gauntlet — 160 waves
- Adventures → The Gauntlet → «Start a run». A lobby opens: invite link, roster, leader can kick. Up to 6 players.
- Every two waves is a level higher, the biome changes with depth, every fifth wave brings a boss.
- The leader picks the starting wave — no deeper than the squad's record — and launches. Skipped waves pay nothing: depth has to be taken by hand.
- Wave gold and the depth chest pay only for waves above your personal best, which is why runs are unlimited.
- Level spread inside the squad: 10 at most. A fallen bird is out for the rest of the run. You can leave on any wave — health, record and loot stay.
- Birds rest afterwards: the deeper you went, the longer.
Pickups on the board (player fights only)
A «?» sometimes appears mid-fight. It flips face-up a turn later; to take it you walk onto it — that costs no action. One of four things is inside:
medkit — +30% of max health
second wind — ability cooldown to zero
rage — +25% attack for two turns
trap — −15% health (it can never finish a bird off, 1 HP remains)
Parties (up to 6 players)
A party is assembled right on the Exploration screen or in the Arena section: create a party, invite friends, then pick the destination inside — any unlocked location or the Onslaught Arena. Parties don't enter PvP roster fights: those teams are built on the arena gather screen. The location can be changed up until launch; the run only starts once every member has unlocked the chosen location.
Loot is always split randomly — each rolled item goes to a random member.
You get a short share code (OR-XXXX). Send it to the bot in any chat — yourself in private or in a group — and the bot DMs the sender a join prompt.
The party leader can remove a member from the roster.
Party chat: while the run is on, send the bot «chat your text» — every member gets it.
Co-op exploration: each member's gold + XP grows by 10% per teammate (so 6-player parties earn 1.5× solo each), drop rates scale up too, and 3+ players unlock a small chance at legendary food.
A ruins group is assembled in the ruin's own lobby: open a discovered ruin, create a lobby and call up to 6 birds. The leader presses Start — and combat begins.
In ruins, birds have different roles: tanks can pull the ruin boss's attention onto themselves, healers heal allies, attackers hit up close or from range. A balanced team matters in tougher ruins.
Flock & the Migration league
A team of up to 20 players: shared weekly goals, a shared roost, the battle for the lands and the «Migration» league against other flocks. You can join from level 4 — via name search or a personal invite; founding your own opens at level 5.
Glory
- Glory comes from explorations, ruins, harvests, farm minigames (with a decent score) and the first World Boss hit of the day.
- The limit is 40 glory per player per day. The «Glory today» counter is shown on the flock screen; the limit resets at 00:10 UTC.
- The War Horn doubles the points of your next full exploration or ruin — within the same limit. Before a ruin the horn sits on the shelf during the prep minute.
The Migration league
- Results land on the night into Monday. The division's winning flock takes chests, its most active member a chest one tier up, and place gold goes to everyone with 75+ weekly glory.
- Flocks move between leagues weekly: the strong climb, the quiet slide down.
Lands
- Full runs (exploration to the end, a ruin with the boss down) earn your flock influence in that location.
- Influence per run: 2 for an exploration, 5 / 7 / 9 for a ruin by location level, double for a hard ruin. The daily glory cap does not touch influence: a full run always brings it.
- The week's top-3 flocks by influence split a share of the gold that flowed through the location — it arrives in the flock safe next Monday.
Safe & roost
- League and land gold piles up in the shared safe; its capacity grows with the roost level — upgrade it with deposits.
Open:
Menu →
Flock.
- Flock warehouse — shared item storage: the leader grants members deposit/withdraw rights. Deposit and take out by stacks and by category; capacity is limited.
Group chats
ORNEST works in group chats too — duels, gifts and info right in the shared chat.
How to connect the bot to a chat:
- Add @OrnestBot to the group.
- Make it an administrator.
- Turn off its privacy mode (or grant message access) — otherwise the bot can't see ordinary messages and won't react to keywords.
What works in a group:
duel — reply to someone's message with «duel» (or «дуэль») to challenge them. The fight itself runs in both DMs; the result lands in the chat.
gift — reply to someone's message with /gift (or «gift» / «подарить») to send them food, an egg, unequipped equipment or a chest from your inventory.- /info <name> — info on a bird, food or equipment.
- /menu, /start, /help — the bot replies with a hint keyboard (profile, ruins) and a DM link.
Anything that needs private data (inventory, combat) opens in the private chat — only challenges and results stay in the group.
Ruins
Ruins are ancient places to explore — co-op delves against a unique boss. The first ruin opens at level 2, on the edge of the forest; more ruins open as you level up.
Roles in a party of up to 6 matter:
- Tanks pull the boss's aggro and get a
Taunt button that deals only 70% of normal damage but forces the boss to target the taunter for the next 2 rounds. - DPS / Healer / Scout / Debuffer / Support cover the other roles. A balanced lineup matters on tougher ruins.
Rewards: rooms give gold (and the odd consumable); the boss drops the run's only chest (the first chest of the day drops at the ruin's full chance, each next one in another ruin 10% less often but never below 25%; the same ruin again — 25%), and — for ruins that belong to a set's band — a chance at a set piece matched to your role: attackers get the band's attack set, healers the «Mender» line, tanks the «Warden» line. Collect your set's six pieces across the band for a powerful bonus. The ruins boss also drops rusty scrap — the only source of nails for the Workshop.
Second ability
From level 20 every bird gets a second ability in the ruins. Its cooldown is SHARED with the signature one: cast either and both go on a 3-turn recharge. So each fight is a choice, not two hits in a row. Healers get «Magic bolt» as their second: a ranged strike whose damage rides the «Healing» stat.
Death is permanent
If a bird falls and isn't raised before the room's fight ends, that player is out of the run and everything they collected is lost. The party goes on without them. Raise your own: the revive action, abilities and set effects all do it.
Who you can bring along
A leader may carry a lower-level friend, but only so far: a member must be no more than one location below the one the party is entering.
Elements & resistances
Every hit in a ruin carries a damage type. Physical is neutral; four elements form two counter pairs:
Fire ↔
Frost
Poison ↔
Arcane
Your gear:
Armor and helmets each resist one element — the rarer the piece, the stronger the resist (10% → 26%).
Weapons and gloves turn part of every swing into their element (10% → 26% of the hit). Your weapon sets the element; gloves fill in if the weapon has none. Gloves of the same element as the weapon add their share on top.
Enemies:
A ruin's creatures strike with their biome's element and most of their damage rides it. They resist that same element and take extra damage from its counter — bring the element a biome is weak to.
Volcano, Hell → Fire (weak to Frost)
Swamp, Jungle, Caves → Poison (weak to Arcane)
Tundra, Great Lake → Frost (weak to Fire)
Cosmos, Ancient City, Sky → Arcane (weak to Poison)
Edge, Desert, Mountains, Canyon → Physical (neutral)
Farm
The Farm is a mini-app inside the bot (button on the Nest screen). This is where your bird "lives": plots, animals and four minigames.
🪴 Plots & seeds
- The number of plots equals your nest level: level 1 — one plot, level 10 — ten.
- Seeds: 🍎 apple tree (2 h) · 🌾 wheat (4 h) · ☘️ herbs (6 h) · 🫐 berry bush (14 h) · ✨ star seed (48 h). The harvest is food for your bird.
- An empty plot can be dug over for worms: the bird digs on a timer and turns up a few worms at the end.
- Seeds drop from explorations, match-3 and the Bird Wheel. Minigames have a daily cap of 5 seeds — anything above converts to gold automatically (15 per seed).
⚡ Energy
- Up to 50, regenerates 5 per hour. You can buy more for gold (5 per point) right in the farm header.
- Minigames spend energy — watch your reserve before a long session.
🦊 Animals
- Your bird brings creatures home from explorations (a chance on every find). Uncaged, an animal leaves in 3 days; caged, it stays 7.
- Feeding extends its stay by 2 days (21 days max). Feed costs 25–100 gold — the rarer the animal, the pricier.
- Farm abilities (daily, caged animals): 🐸 frog waters a plot · 🐱 wildcat harvests a ripe plot · 🐈 lynx harvests and adds +5% exploration gold/XP each (up to +25%) · 🦊 fox brings a common seed · 🦡 badger plants a seed on a plowed tile.
- Combat abilities (passive every battle, stack per animal): 🦊 fox +25% damage in round 1 · 🐺 wolf +40% round-1 damage (up to +100% with the fox) · 🐻 bear absorbs 25% of the first hit (up to 75%) · 🐍 snake 25% chance to dodge the first attack (up to 50%) · 🕷 spider 25% chance the foe misses first (up to 60%) · 🦂 scorpion −10% enemy starting HP (up to −40%).
⚡ The "Unlimited" boost
- The Unlimited Day / Unlimited Week packs (Shop → Deals) lift the minigame daily caps, double the seed cap and halve your bird's rest time after explorations and ruins. Buying again extends the timer.
Farm minigames
Four minigames on the farm. The server computes everything — results can't be faked.
"Bird Hoard" (match-3)
- Up to 10 games a day. Swap adjacent tiles, build rows and cascades — special tiles blow up whole zones.
- Score high to earn a seed (from 4000 points) or gold. The top tier in match-3 and Merge also grants a ⚡ grow booster: every plot growing right now loses 10% of its remaining time. A planting is boosted once; further wins do not shave it again.
"Merge"
- Up to 10 games a day. Merge identical tiles: egg → chick → bird. The longer the chain, the more points.
- Seed from 300 points, gold from 100.
🔮 "Bird Wheel" (slots)
- Stake from 50 gold (×1–×25 multipliers). 20 paid spins a day + 1 free daily.
- Three of a kind pays ×4 to ×70; the 💎 jackpot — ×450 and an emerald egg.
🦅 "Falcon Ascent"
- Stake from 50 gold (×1–×25). Every flap climbs the multiplier ladder 1.2 → 1.7 → 2.4 → … → ×30 — with a risk of falling.
- Cash out at any step. 20 rounds a day + 1 free per week.
Levels & milestones
Your player level (1→80) drives almost every system: bird stats scale with it, locations unlock, dungeon recommendations climb, and
milestones land every 5 levels.
Milestone schedule
- L5 — food cap +5
- L10 — your active bird gains +3 base ATK
- L15 — +1 chest slot
- L20 — your active bird gains +7 base HP
- L25 — equipment-inventory cap +5
- L30 — +2 base SPD; cosmetic title 'Experienced'
- L35 — +8 base HP,
rare chest - L40 — a free ability re-roll
- L45 — +10 base HP,
rare chest - L50 — title 'Master', food cap +5,
epic chest - L55 —
epic chest - L60 — a free ability re-roll
- L65 — +4 base ATK,
epic chest and the 'Veteran Wings' frame - L70 — title 'Legend' + profile frame
- L75 — +15 base HP,
legendary chest - L80 — unique title 'Stellar Wanderer' + cosmic profile frame
Bonus stats are flat additions to base — they go through the level multiplier, so a +1 ATK at L10 is much smaller than the same +1 at L80.
Titles surface on your profile under the nickname; the L80 frame wraps the avatar. Every level-up message names the next milestone.
Nest and recovery
Your nest level decides how quickly a bird comes back: it sets the ceiling on a full recovery — a full day at level 1, six hours at level 10 — and adds a little healing speed on top.
For a deeper read on locations and dungeons, see the matching help sections.
Activity streak
Every midnight UTC the bot reviews your past day and updates the streak counter.
How it grows:
- At least 2 explorations in a day → +1.
- A day with fewer than 2 → −7 (floored at 0).
- To grow past 7, BOTH are required: a bird emoji in your Telegram name (or emoji status) and your bot link in your bio.
Rewards — the longer the streak, the bigger:
- XP and gold on adventures: +0.25% per streak day, up to +25% at 100 days.
- Bot link in bio: another +5% XP and gold → +30% max.
- Rarer finds: +0.1% per day, up to +10%.
- The daily free chest upgrades on weekly milestones: rare on days 14–42 (every 7th), epic from day 49 — once a week, that is the ceiling.
Past 100 days the percentage bonuses stay at their caps.
Bird emoji in the name or emoji status — any bird works: 🕊 🐦 🦅 🦉 🦩 🦜 🦢 🐦🔥 and more (custom bird emoji statuses count too). Telegram Settings → Edit profile → Name.
Bot link — grab your referral link from the main menu and paste it into your bio (About).
If you have not made 2 explorations by 18:00 UTC, the bot sends a reminder.
Bestiary
Each species has its own base stats, diet, PvE ability and a separate ruins (party) role.
The Bird Atlas is hidden by default. Birds appear here only after you've personally encountered them — your starter is auto-recorded; others unlock when you fight them in PvP, hatch them from an egg or meet them via party play.
Species unlock gradually as you meet them. Open «Adventures → Bird Atlas» in the game to browse each species card: lore, base stats, diet, PvE ability and ruins ability.
Shop & deals
Everything in the shop is paid with Telegram Stars ⭐. No pay-to-win: you buy gold, convenience and cosmetics.
Gold
- Packages from 500 to 150,000 gold: the bigger the package, the better the rate.
- You can enter a custom Stars amount (from 50) — converted at a fixed rate, though the fixed packages are always slightly better value.
- Payment is in Telegram Stars; from level 3, items priced 1 USDT and up can also be paid in crypto (USDT or TON) via CryptoBot. Items under 1 USDT are Stars-only.
Deals
- Starter kit — the Wildwood set, gold and a chest. Once per account.
- Unlimited Day / Week — lifted farm caps, faster bird rest, plus gold and a chest instantly. Buying again extends the timer.
- Hunter and Storm sets — all 6 set pieces at once, no chest-drop hunting. Ruin sets are NOT sold — they only drop inside ruins.
Egg nests
- Iron nest — an iron egg, a rare chest and gold.
- Emerald nest — an emerald egg, an epic chest and gold.
- Crystal nest — a crystal egg, a legendary chest and gold.
- Ancient clutch — five crystal eggs, three legendary chests and a large pile of gold.
The egg decides how rare the hatchling can be: the higher the grade, the better the odds at the top end. A grade guarantees nothing — the same odds table applies to a bought egg and a found one.
Premium expansions
- Permanent warehouse slots: food, equipment, consumables, materials, carry-bag. The price escalates with each next purchase of the same item.