PocketRPGGuide

Account modes

When creating a character you can pick special modes. Ironman characters are self-sufficient: no Trading Post trading with other players, and in the open world they can only pick up loot they earned themselves — another player's kill drops and dropped items never become visible to them. That extends to the Wilderness: an Ironman can fight there and keep every outlaw drop, but the pile a defeated player leaves behind stays on the ground. Fighting alongside others is fine, boss lairs included: a kill's drop belongs to whoever dealt the most damage, so an Ironman who leads the damage keeps the drop no matter how many people helped. One-life characters are hardcore — dying loses the one-life badge for good, reverting the character to a standard account (or a standard Ironman, if it was also an Ironman). Both modes are badges of honour on the leaderboard.

Grindman is a third mode, and it stands alone — it cannot be combined with Ironman or one-life. A Grindman earns half XP and rolls every monster and raid drop at three times the normal rate: every level is slower, but the drops come three times as often. Every collection log unique has to drop for you, and so does anything forged from one — an Amulet of Fury is made from an Onyx, so it counts as the Onyx. A Grindman can sell what they grind, but the Trading Post refuses their buy offers on those items. In the open world they take the same loot rule as an Ironman: only loot they earned themselves, so nothing another player drops or leaves behind on death can be picked up — in the Wilderness they keep every outlaw drop, but a defeated player's pile stays on the ground. Credits cannot be bought — a Grindman keeps the credits the account starts with and earns one for each daily task completed, and that is the whole supply. Skips, Slayer-task cancels and everything else credits pay for work normally; you just have to earn the credit first. Grindman characters start in a Grindman Full Helm, minted from coins.

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