Welcome to the Idle RPG!

The Idle RPG is just what it sounds like: a role-playing game in which the players idle. In addition to merely gaining levels, players can find items, battle other players, go on quests, and participate in world wars. However, this is all done for you; you just idle. There are no set classes; you can name your character anything you like, and have its class be anything you like, as well.

News: New Game Started January 1, 2011!

A new game was started on January 1, 2011, and will continue for one year. Enjoy!


The Idle RPG can be played on the AfterNET IRC Network in the channel #IdleRPG.


To register, simply:

/msg idlerpg REGISTER <name> <pass> <class>

Where 'name' can be up to 16 characters long, 'password' can be up to 8 chars, and 'character class' can be up to 30 chars and contain spaces. For example, if Ashley wanted to register with a password of pokemon and be in a class named Princess of AfterNET, she might type:

/msg idlerpg REGISTER Ashley pokemon Princess of AfterNET

If you have an AuthServ account and would like to automatically join the channel when you authenticate, try this:

/msg X3 #idlerpg uset autojoin on

Logging In

To login, simply:

/msg idlerpg LOGIN <name> <pass>

This is a p0 (see Penalties) command.

You'll automatically be logged back in after a netsplit, after the bot has been restarted, and whenever you join as long as your nick, ident, and host haven't changed since leaving.

You could also consider writing a script for your IRC client that joins the channel and logs you in. An example for mIRC is available.

Logging Out

To logout, simply:

/msg idlerpg LOGOUT

This is a p20 (see Penalties) command.

Changing Your Password

To change your password, simply:

/msg idlerpg NEWPASS <new pass>

This is a p0 (see Penalties) command.

Changing Your Character Class

To change your character class, simply:

/msg idlerpg CLASS <new class>

This is a p0 (see Penalties) command.

Removing Your Account

To remove your account, simply:

/msg idlerpg REMOVEME

This is a p1000 (see Penalties) command.

Checking Your Online Status

To see whether you are logged on, simply:

/msg idlerpg WHOAMI

To see more detailed information, simply:

/msg idlerpg STATUS

These are p0 (see Penalties) commands.

Checking the Status of Others

To see the status of other players, simply:

/msg idlerpg STATUS <name>

This is a p0 (see Penalties) command.

Checking the Active Quest

To see the active quest, its users, and its time left to completion:

/msg idlerpg QUEST

This is a p0 (see Penalties) command.

Changing Your Alignment

To change your alignment, simply:

/msg idlerpg ALIGN <good|neutral|evil>

This is a p0 (see Penalties) command.

Your alignment can affect certain aspects of the game. You may align with good, neutral, or evil. 'Good' users have a 10% boost to their item sum for battles, and a 1/6 chance each day that they, along with a 'good' friend, will have the light of their god shine upon them, accelerating them 10-50% toward their next level. 'Evil' users have a 10% detriment to their item sum for battles (ever forsaken in their time of most need...), but have a chance each day that they will either a) attempt to steal an item from a 'good' user (whom they cannot help but hate) or b) be forsaken (for 1-5% of their TTL) by their evil god. After all, we all know that crime doesn't pay. Sadly, they'll only steal an item about 1/4 of the time, and they're limited to stealing only amulets, charms, shields, and weapons. Also, 'good' users have only a 1/50 chance of landing a Critical Strike when battling, while 'evil' users (who always fight dirty) have a 1/10 chance. Neutral users haven't had anything changed, and all users start off as neutral.


To gain levels, you must only be logged in and idle. The time between levels is based on your character level, and is calculated by the formula:

600 * (1.124 ^ YOUR_LEVEL)

Where ^ represents the exponentiation operator.


If you do something other than idle, like part, quit, talk in the channel, change your nick, or notice the channel, you are penalized. The penalties are time, in seconds, added to your next time to level and are based on your character level. The formulae are as follows:

Nick change 30*(1.14^(YOUR_LEVEL))
Part 200*(1.14^(YOUR_LEVEL))
Quit 20*(1.14^(YOUR_LEVEL))
LOGOUT command 20*(1.14^(YOUR_LEVEL))
Being Kicked 250*(1.14^(YOUR_LEVEL))
Channel privmsg [message_length]*(1.14^(YOUR_LEVEL))
Channel notice [message_length]*(1.14^(YOUR_LEVEL))

So, a level 25 character changing their nick would be penalized 30*(1.14^25)=793 seconds towards their next level.

Penalty shorthand is p[num]. So, a nick change is a p30 event, parting the channel is a p200 event, and quitting IRC is a p20 event. Messages and notices are p[length of message in characters].

Grid System

The IRPG has a grid system. The grid can be considered a 650x325 point map on which the players may walk. Every second, each player has an equal chance to step up, down, or neither, and an equal chance to step left, right, or neither.


Each time you level, you find an item. You can find an item as high as 1.5*YOUR_LEVEL (unless you find a unique item). There are 10 types of items: rings, amulets, charms, weapons, helms, tunics, gloves, leggings, shields, and boots. You can find one of each type. When you find an item with a level higher than the level of the item you already have, you toss the old item and start using the new one. There is an optional, p0 STATUS command that your admin may have enabled, but you cannot see which items you have over IRC (only your total item sum). You can, however, see which items you have on the web here.

As you may have guessed, you have a higher chance of rolling an item of a lower value than you do of rolling one of a higher value. The exact formula is as follows:

for each 'number' from 1 to YOUR_LEVEL * 1.5
   you have a 1 / ((1.4) ^ number) chance to find an item at this level
end for

As for item type, you have an equal chance to roll any type.

When you discard an old (lower value) item, it is dropped on the map at your current location and its value slowly decreases until it reaches zero and disappears. Another player who reaches the location on the map where the item was dropped keeps the best items from his inventory and the ones lying around.

Unique Items

After level 25, you have a chance to roll items significantly higher than items you would normally find at that level. These are unique items, and they have the following stats:

Name Item Level Range Required User Level Chance to Roll Type Label
Rubin's Omniscience Grand Crown 50-74 25 or greater 1 / 50 helm a
nerdbutt's Glorious Ring of Sparkliness 50-74 25 or greater 1 / 49 ring h
dcraig's Protectorate Plate Mail 75-99 30 or greater 1 / 48 tunic b
wendella's AfterNET G-String 75-99 30 or greater 1 / 47 leggings i
TrustMe's Storm Magic Amulet 100-124 35 or greater 1 / 46 amulet c
DarthOreo's Mojo of Orgasmocity 100-124 35 or greater 1 / 45 charm j
wulfman's Fury Colossal Sword 125-149 40 or greater 1 / 44 weapon d
Hemingray's Rainbow Glitter 125-149 40 or greater 1 / 43 charm k
Flash's Cane of Blind Rage 150-199 45 or greater 1 / 42 weapon e
Gudmund's Glove of Thrift 150-199 45 or greater 1 / 41 gloves m
SenseiKrystal's Magical Boots of Swiftness 200-249 50 or greater 1 / 40 boots f
Ledz's Forcefield of Impenetrability 200-249 50 or greater 1 / 39 shield n
oracle's Cluehammer of Doom 250-299 55 or greater 1 / 38 weapon g
JonSnow's Plasma Shield of Wonder 300-349 60 or greater 1 / 37 shield l
aussiegolfer's Leather Pants of Sensuality 350-399 70 or greater 1 / 36 leggings o
Scar's Amulet of Jubilant Zoroastrianism 400-432 80 or greater 1 / 35 amulet p
Ravill's Charm of Über Sexiness 433-466 90 or greater 1 / 34 charm q
Krobar's Ring of Hardened Steel 467-499 100 or greater 1 / 33 ring r


Each time you level, if your level is less than 25, you have a 25% chance to challenge someone to combat. If your level is greater than or equal to 25, you have a 100% chance to challenge someone. A pool of opponents is chosen of all online players, and one is chosen randomly. If there are no other online players, you fight no one. However, if you do challenge someone, this is how the victor is decided:

If you win, your time towards your next level is lowered. The amount that it is lowered is based on your opponent's level. The formula is:

((the larger number of (OPPONENT_LEVEL/4) and 7) / 100) * YOUR_NEXT_TIME_TO_LEVEL

This means that you lose no less than 7% from your next time to level. If you win, your opponent is not penalized any time, unless you land a Critical Strike.

If you lose, you will be penalized time. The penalty is calculated using the formula:

((the larger number of (OPPONENT_LEVEL/7) and 7) / 100) * YOUR_NEXT_TIME_TO_LEVEL

This means that you gain no less than 7% of your next time to level. If you lose, your opponent is not awarded any time.

Battling the IRPG bot is a special case. The bot has an item sum of 1+[highest item sum of all players]. The percent awarded if you win is a constant 20%, and the percent penalized if you lose is a constant 10%.

If more than 15% of online players are level 45 or higher, then a random level 45+ user will battle another random player every hour. This is to speed up levelling among higher level players.

The grid is a 650x325 area in which players may walk. If you encounter another player on the grid, you have a 15 / (NUMBER_OF_ONLINE_PLAYERS) chance to battle them. Battle awards are calculated using the above formulae. More information on the grid system is available here.

A successful battle may result an item being stolen.

Item Stealing

After each battle, if the challenger wins, he has a slightly less than 2% chance of stealing an item from the challengee. Only items of a higher value are stolen, and the challenger's old item is given to the challengee in a moment of pity.

Critical Strike

If a challenger beats his opponent in battle, he has a 1/35 chance of landing a Critical Strike. If this occurs, his opponent is penalized time towards his next time to level. This amount is calculated by the formula:

((random number from 5 to 25) / 100) * OPPONENT'S_NEXT_TIME_TO_LEVEL

Meaning he gains no less than 5% and no more than 25% of his next time to level.

Team Battles

Every online user participates in a 'team battle' about once every 40 minutes. In a team battle, a random point on the map is chosen, and the six closest players are determined. The "battle arena" is then split into two sectors with three players each. Each side's items are summed, and a winner is chosen as in regular battling. If the first group bests the second group in combat, 20% of the lowest of the three's TTL is removed from their clocks. If the first group loses, 20% of their lowest member's TTL is added to their TTL.

The Hand of God

Every online user has (roughly) one chance every day of a "Hand of God" affecting them. A HoG can help or hurt your character by carrying it between 1 and 97 percent towards or away from its next time to level. The odds are in your favor, however, with an 80% chance to help your character, and only a 20% chance of your character being smitten.

Godsends and Calamities

Every online user has (roughly) one chance every 3 hours of a godsend occurring to them. A godsend is a bit of extremely good luck that either:

Every online user has (roughly) one chance every 6 hours of a calamity occurring to them. A calamity is a bit of extremely bad luck that either:

Royal Tournaments

Tournaments pit 16 random level 25+ players against each other in a single-elimination, bracket-style royal tournament. During the tournament, a battle occurs once every 4 minutes, and all four rounds take about an hour to complete. The winner of the tournament is awarded a 10-90% deduction in their current TTL.

If any participant gets penalized while still in the tournament, the event is cancelled, and the rogue participant receives an additional 20% increase to their TTL. Alignment (good or evil) has no effect on item sums during tournament battles.


Four level 50+ users that have been online for more than ten hours are chosen to represent and assist the Realm by going on a quest. If all four users make it to the quest's end, all questers are awarded by removing 25% of their TTL (ie, their TTL at quest's end). To complete a quest, no user can be penalized until the quest's end. There are two kinds of quests: grid-based quests and time-based quests. Time-based quests last a random time between 4 and 8 hours.

Some quests require that users walk to certain points on the map. In the spirit of IRPG, of course, the trek is made for you. Your character will automatically walk in the direction that it is supposed to, although at a much slower than normal pace (to avoid accidents, of course. you don't want to fall down and risk a Realm-wide p15!). The questers must reach certain points on the map for their quest to be complete. If the quest is not completed, ALL online users are penalized a p15 as punishment. This means that ALL online users (even you!) are penalized.


A war occurs about 7 times a fortnight. The map is split into four quadrants and the item values of all players in each quadrant are summed up. Then each quadrant challenges both of its direct neighbors according to the rules of normal challenges. If a quadrant defeats both neighbors, the TTL of every player in that quadrant is halved. If it loses both challenges, the TTLs are doubled. If neither of these cases occur, the TTLs are kept the same.

Leadership Challenges

About once a day a member of the top ten (by rank) is chosen to lead their fellow idlers into battle. (Leaders should lead, after all.) This lucky commander invariably (well, 90% of the time) fails on the battlefield and is penalized with a doubling of their TTL. Alternatively, they carry us to victory and are rewarded with a similar decrease of their TTL. The daily commander is chosen with the following method: The players are ranked and the top ten players determined. Starting with the top-ranked player, each player rolls a mystical six-sided die. If the roll is a 1, that player is chosen as the commander and no more rolls are conducted. Players with TTLs greater than 1000 days are exempt. If nobody in the top ten rolls a 1, the battle is postponed.

Player-Initiated Fights

Player-initiated fights give online players the opportunity to battle an opponent of their choice. To start a fight with someone, simply:

/msg idlerpg FIGHT <name>

You may fight an opponent of higher or lower item sum. The winner will receive an award of time deducted from their current TTL, and the loser will receive a penalty of time added to their current TTL. No player will receive an award greater than their current TTL. If either player has an item sum less than 10, that player is temporarily given an item sum of 10 for the duration of the fight. Character alignment has no effect on the item sums as calculated for these fights. After initiating a fight, you may not start another one until a period of time has passed. The length of this period is based on your current level and increases with higher levels.

In a fight, you and your opponent roll a number between 0 and your respective item sums. If you fight someone of equal or higher item sum, X = 1.5 in the equations below. If you fight someone of lower item sum, X = 2.5 in the equations below.

If you win the fight, TTLs change as follows:

Your TTL is decreased by 60*YOUR_ROLL*(1.034^YOUR_LEVEL)*(THEIR_SUM/YOUR_SUM)^X.
Your opponent's TTL is increased by 60*THEIR_ROLL*(1.032^THEIR_LEVEL)*(THEIR_SUM/YOUR_SUM)^X.

If you lose the fight, TTLs change as follows:

Your TTL is increased by 60*YOUR_ROLL*(1.032^YOUR_LEVEL)*(YOUR_SUM/THEIR_SUM)^X.
Your opponent's TTL is decreased by 60*THEIR_ROLL*(1.034^THEIR_LEVEL)*(YOUR_SUM/THEIR_SUM)^X.

If you tie, TTLs change as follows:

Your TTL is decreased by 60*YOUR_ROLL*(1.034^YOUR_LEVEL)*(THEIR_SUM/YOUR_SUM)^X.
Your opponent's TTL is decreased by 60*THEIR_ROLL*(1.034^THEIR_LEVEL)*(YOUR_SUM/THEIR_SUM)^X.


Whenever you win a team battle, you become eligible to teleport yourself to a new location on the map. The command syntax is:

/msg idlerpg TELEPORT <direction> <distance>

The direction must be one of n, s, e, w, ne, nw, se, sw. The distance must be a number between 0 and 100 and is treated as a percentage of the relevant map dimensions. Travel is always in a line parallel to a map edge or diagonal. (Numbers >100 and <0 also work, and they do about what you'd expect them to.) The actual distance you travel will be within 10% of the distance you request, so you can more accurately move shorter distances than longer ones. You will wrap around the map edges if necessary. The current map size is 650 x 325.

Example: In a 1000 x 500 map if you are at [200,400] and want to travel southeast a distance of 400, you would use 'TELEPORT se 35.8' since 35.8% of the map diagonal is 400. Your requested percentage would then be multiplied by a number between 0.9 and 1.1, and you would be moved that distance. If you actually moved 32.9%, you would move south by 164 and east by 329 and your new coordinate would be [529,64].

Why might you want to teleport to a new location?


These credits refer to the original version: Many thanks to version 3.0's map creators, res0 and Jeb! The game wouldn't be the same without you. The IRPG would not be possible without help from a lot of people. To jwbozzy, yawnwraith, Tosirap, res0, dwyn, Parallax, protomek, Bert, clavicle, drdink, jeff, rasher, Sticks, Nerje, Asterax, emad, inkblot(!), schmolli, mikegrb, mumkin, sean, Minhiriath, and Dan, I give many thanks. Unfortunately, this list has grown too large to maintain. More user contributions can be seen in the ChangeLog.

Several patches were obtained from johm, chschu, and vayanla.

This site is maintained by dcraig, and hosting is provided by daaw.