In-Game Parameters
Last updated
Last updated
Embarking on your adventure in Loaded Lions: Mane City? Start here, where we outline the foundational parameters to jumpstart your journey. While this provides the basics, countless deeper intricacies await discovery. Explore with the community, share strategies, and uncover the game's full potential together!
Please note that these parameters may change overtime (see patch notes for latest changes) due to balancing requirements as the game evolves, but we aim to keep it stable 1-2 weeks ahead of each Competitive Event.
Land and its Diamond Production are infinitely additively stackable, but subject to diminishing returns. Available Sites (for building businesses) are only usable for a maximum of 10 plots of Land.
Land Diamond Diminishing Factor: 93.75%
Land Cash Diminishing Factor: 60%
Business and its Cash Production are infinitely additively stackable, but subject to diminishing returns and available Sites to build on.
Maximum Prestige level: 289
Boosters of the same type can be stacked on a single Business. Each booster stacked will extend the duration of the booster’s effect. For example, if Violet Boost is active on your business with a duration of 60 mins remaining, should you stack a second Violet booster at the 60th min mark, the total duration of your boosted Business will now be 540 mins. Do note that each booster you stack will cost an additional 20% of the last booster cost.
Additionally, you can have multiple Boosters active at the same time across Businesses. You can pre-buy multiple Boosters and stock up in your inventory.
Users are able to perform “Convert” and “Merge” within the Workshop.
Convert Parameters:
User can convert any 20 Businesses into an Uncommon Blueprint.
User can convert 50 Uncommon Blueprints into a Legendary Blueprint.
Merge Parameters:
Below table indicates the multiple on upperbound on “Increment Cash Production Per Level”. For example, if the Increment Cash Production Per Level for a Common Business is “1 - 5 / s” at Quality 1, it will be “1 - 20 / s” at Quality 10.
Below table indicates the drop rate distribution of different Quality of Businesses from Blueprints. The maximum Quality you can receive from Blueprints directly is Quality 5 at the moment. For example, if the drop rate of Cool Cats Lounge is 25.8% from an Uncommon Blueprint, the effective drop rate of a Quality 2 Cool Cats Lounge from an Uncommon Blueprint is 25.8% x 16.00% ≈ 4.13%.
Below table indicates the merge success rates and cost. For example, 2 of Quality 1 Business is required for the merge into Quality 2, this merge has a success rate of 90%, and a cost of 3M per Merge.
Abilities comprises Attacks & Defences, only one of each Attack & Defence type (i.e. Maximum of all 5 Attacks and all 5 Defences) can be active on a single player, and its effects are all additively stackable. Base Effect Bonus is affected by ‘Tactical Gear’ NFTs, and Base Diamond Cost, Duration, Diamond Cost for Attacks is affected by ‘Dark Lion’ NFTs.
Effect Bonus below are displayed in the format of X to Y where X is the lower bound bonus, and Y is the upper bound bonus; attack / defence bonuses when applied are randomized linearly between lower and upper bound range. You can pre-buy multiple Attacks / Defences and stock up in your inventory.
In addition, when successfully applying Attacks (except Savanna Bandits) to other players, the attacker will steal and receive a positive 70% of their Net Effect Bonus [(Attacker’s rolled Attack Effect - Defender’s rolled Defence Effect)* 70%] applied to the defender that lasts for the duration of the Attack (this Bonus stacks).
For Savanna Bandits Attack, the attacker will steal and receive a positive 40% of their Net Effect Bonus [(Attacker’s rolled Attack Effect - Defender’s rolled Defence Effect)* 40%] applied to the defender that lasts for the duration of the Attack (this Bonus stacks).
An attack’s hit rate varies depending on the Leaderboard Rank difference between the attacker and defender, which is also shown below.
Attack Table:
Activating Defences on your city will also grant valuable Income Bonuses. All active Defences will grant 20% of the rolled Defence Effect in income bonus when there is no corresponding Attack on your city. For example, if a player activates Gale of Safety and rolls a Defence Effect of Y, player will get Y*20% in Cash Bonus on common businesses for the duration of the Defence. However, if an Attacker successfully lands a Veil of Venom, this Cash Bonus will also be removed. As your Armour NFT adds to the range of your possible Defence Effect roll, it is also likely to increase the respective Income Bonus.
Defence Table:
Attack Hit Rate Table
Note:
If the net effect is 0%, it will be displayed as blocked instead of failed.
In Competitive Events, it is calculated based on Standing rank.
Ensure your leaderboard position reflects any business upgrades, successful attacks on opponents, or attacks received before launching further actions. Acting prematurely could lead to lower success rates compared to standard hit rate percentages.
Consecutive attacks on the same opponent via the Command Center window may lead to higher failure rates, as a successful initial attack might already alter the opponent's leaderboard position.
Players can select and switch Factions in Normal Mode with a 1 month cooldown. In a single Competitive Event, players can only select a Faction once.
The winning Faction will be determined by the ‘Total Faction Power’ score.
In Normal mode, Total Faction Power = Sum of all faction’s individual players’ ‘Power’ score, where an individual’s ‘Power Score’ = 1B / (rank ^ 0.9)
In Competitive events, ‘Total Faction Power’ is the sum of all the individual players’ power.
Base exchange rate of:
CRO to Vouchers = 1 : 800
Vouchers to Diamonds = 1 : 75
Vouchers to CRO = 1,000 : 1
Vouchers will add to prize pool in this exchange rate (before applying tax rates)
Diamond Bonus Multiplier = 300%
Increase in Avatar Levels grants reward and bonuses (the Maximum Level is 180 as of now), as detailed below:
Diamond Income Bonus increases by 2% every 10 levels
Cash Income Bonus increases by 1% every 10 levels
Blueprint rewards:
Uncommon Blueprints Reward: received at all levels, except at levels where Legendary Blueprints are rewarded
Legendary Blueprints Reward: received every 10 levels
Furniture Diminishing Factor on EXP: 93.75% (To be released in a future patch)
Selected Prestige Levels and its requirements are shown in the table below; the requirements stated are strictly followed for upgrades. If a player places a Business above their requirements, they will only receive the income of the Business of the Prestige Level corresponding to the highest prestige requirements that they satisfy (including both # of Business of one less Prestige Level and Avatar Level), more details on this can be found under the Prestige System section. Avatar Level requirement has been temporarily reduced to 100 for Prestige Level 152+ before additional Mansion Rooms can be unlocked.
Upgrading Businesses to Division 1 and achieving certain Prestige Levels for the first time in that new Division will grant additive benefits. When a player further upgrades to the next Division (e.g. Division 2 and above), they are able to receive all these benefits once more during that Division, and these benefits will persist in both Normal and Competitive Mode permanently. It will cost all Businesses 500M Diamonds each to upgrade to a new Division.
Strategy and gameplay in Normal mode has become ever more crucial. With the Normal Mode leaderboard bonuses, the higher your rank, the more bonuses you’ll get. These bonuses are not just limited to Normal Mode, but they extend to the Competitive Events as well.
By honing your skills in Normal Mode, you’ll lay a solid foundation for success in the Competitive Events.
Every achievement is worth celebrating! As players complete tasks within Mane City, points will be earned. These points will accumulate, and upon reaching important milestone thresholds, players will be rewarded with in-game bonuses for Cash, Diamonds, and Furniture EXP. There are separate instances of achievements for Normal and Competitive Mode, of which the Competitive Mode instance resets at the end of each Competitive Event. These bonuses aren't just limited to their own Mode; but applies globally, meaning you could potentially get double the stated bonuses if you progress in the achievements for each of the modes!
Achievements Task Table
Achievements Points Table
Avatar and its Bonuses, when equipped, are additively stackable for up to 50 Avatars, but subject to diminishing returns for the same Collection. Avatars do not take up any capacity. You can select one of your Avatar separately for your profile picture. More Avatars and types of Bonuses may be available in the future!
Bonus Diminishing Factor of the same type of Collection: 60%
Backpack and their Bonuses, when equipped, are additively stackable for up to 40 Backpacks, but subject to diminishing returns (diminishing returns to be released in a future patch).
Base capacity: 5 (The capacity that players will have without any Backpack NFTs)
Base offline income duration: 240 min (The duration that players will have without any Backpack NFTs)
Backpack Diminishing Factor on Offline Income and Capacity: 93.75% (To be released in a future patch)
Tools and their Bonuses, when equipped are additively stackable for up to 200 Tools (shared with Treasures), but subject to diminishing returns for the same Tool Types, and can only be active if they are equipped, which is only possible when there are sufficient capacity provided by Backpacks. Style variations may come into play in the future.
Bonus Diminishing Factor of the same type of Tools: 60%
Tactical Gear and their Bonuses, when equipped are additively stackable for up to 100 Weapons/Armour each, but subject to diminishing returns for the same Tactical Gear Types, and can only be active if they are equipped, which is only possible when there are sufficient capacity provided by Backpacks. Style variations may come into play in the future.
Bonuses below are displayed in the format of X to Y where X is the addition to lower bound bonus, and Y is the addition to upper bound bonus; attack / defence bonuses when applied are randomized between lower and upper bound range. Weapons improves the Effect of Attacks, Armour improves the Effect of Defences.
Bonus Diminishing Factor of the same type of Tactical Gears: 60%
Weapons Table:
Activating Defences on your city will also grant valuable Income Bonuses. All active Defences will grant 20% of the rolled Defence Effect in income bonus when there is no corresponding Attack on your city. For example, if a player activates Gale of Safety and rolls a Defence Effect of Y, player will get Y*20% in Cash Bonus on common businesses for the duration of the Defence. However, if an Attacker successfully lands a Veil of Venom, this Cash Bonus will also be removed. As your Armour NFT adds to the range of your possible Defence Effect roll, it is also likely to increase the respective Income Bonus.
Armour Table:
Treasures are a special class of NFTs where it can only be earned or bought from the secondary market. Treasures and their Bonuses, when equipped are additively stackable, for up to 100 Treasures (shared with Tools), but subject to diminishing returns for same Treasure Types, and can only be active if they are equipped, which is only possible when there are sufficient capacity provided by Backpacks. In the future, treasures may be differentiated further to offer a greater range of bonuses.
Bonus Diminishing Factor of the same type of Treasure: 60%
# | Achievement Name | Task | Milestones | Points gained / Milestone | Total Milestones |
---|---|---|---|---|---|
Achievement Points | Cash, Diamond and EXP Bonus |
---|---|
#
Land Name
NFT Rarity
# of Available Sites
Base Diamond Production
1
Arid Plains
Not NFT
10
215K / hr
2
Arid Plains (hold 1+ Land NFT)
Not NFT
10
240K / hr
3
Crimson Dunes
Starter
12
305K / hr
4
Alluring Aurora
Rare
14
355K / hr
5
Sapphire Lagoon
Epic
16
440K / hr
6
Molten Cavern
Legendary
18
560K / hr
7
Blocked Chain
Mythical
20
750K / hr
#
Business Name
Rarity
# of Sites Taken
Base Cash Production
Increment Cash Production Per Level
Base Cash Cost
Cost Multiplier per Cash Level
Base Diamond Cost
Cost Multiplier per Diamond Level
Max Business Level
Prestige Cash Multiplier
Prestige Diamond Cost
Drop Rate from Uncommon Blueprint
Drop Rate from Legendary Blueprint
1
Cool Cats Lounge
Common
1
4 - 9 / s
1 - 5 / s
140
1.0216x
2
1.205
610
9.7x
1.54M
25.80%
0.00%
2
Barbary Gym
Common
1
5 - 10 / s
3 - 4 / s
150
1.0220x
2
1.210
600
9.7x
1.82M
22.50%
0.00%
3
Flavour Town Diner
Common
1
6 - 10 / s
2 - 6 / s
160
1.0224x
2
1.215
590
9.7x
2.17M
18.20%
0.00%
4
Panthera Power Station
Common
2
14 - 20 / s
1 - 13 / s
170
1.0225x
2
1.220
610
9.94x
4.68M
8.00%
0.00%
5
Pride Records
Uncommon
2
16 - 22 / s
4 - 16 / s
190
1.0226x
3
1.225
610
9.94x
6.24M
7.20%
0.00%
6
LL Sports
Uncommon
2
16 - 24 / s
2 - 19 / s
200
1.0230x
4
1.230
590
9.94x
4.94M
6.50%
0.00%
7
Cyber Bazaar
Uncommon
2
16 - 26 / s
3 - 18 / s
210
1.0232x
4
1.235
580
9.94x
5.59M
6.30%
0.00%
8
Leo & Co.
Rare
1
9 - 15 / s
5 - 11 / s
230
1.0232x
5
1.240
550
9.96x
3.50M
1.30%
22.50%
9
Felis Cineplex
Rare
3
30 - 48 / s
15 - 30 / s
240
1.0234x
6
1.245
590
9.96x
11.78M
1.85%
20.80%
10
The Lion’s Den Resort
Rare
1
10 - 17 / s
7 - 10 / s
250
1.0244x
6
1.250
520
9.96x
2.87M
1.00%
20.70%
11
KOTJ Bank
Epic
4
52 - 68 / s
10 - 62 / s
320
1.02455x
11
1.255
570
9.985x
11.75M
0.50%
10.50%
12
Museo del León
Epic
2
30 - 40 / s
14 - 26 / s
300
1.025x
9
1.260
540
9.985x
7.67M
0.40%
9.90%
13
Mane Motors
Epic
4
60 - 84 / s
28 - 56 / s
310
1.0254x
11
1.265
560
9.985x
15.5M
0.30%
11.10%
14
Leisure-O-Polis Arcade
Legendary
4
80 - 100 / s
30 - 70 / s
340
1.02606x
14
1.270
550
10x
13.25M
0.10%
3.00%
15
The Apex Tower
Legendary
4
80 - 108 / s
45 - 65 / s
375
1.02655x
17
1.275
540
10x
12.5M
0.05%
1.50%
#
Booster Name
Cash Boost
Duration
Diamond Cost
1
Violet Boost
+25%
480 min
0.90M
2
Silver Flash
+50%
720 min
1.90M
3
Sakura Boom
+100%
1,440 min
5.90M
4
Gold Rush
+200%
360 min
8.90M
5
Lightning Surge
+300%
120 min
9.90M
Quality
Common Businesses
Uncommon Businesses
Rare Businesses
Epic Businesses
Legendary Businesses
1
100%
100%
100%
100%
100%
2
110%
120%
130%
140%
150%
3
125%
150%
175%
200%
225%
4
145%
190%
235%
280%
325%
5
170%
240%
310%
380%
450%
6
200%
300%
400%
500%
600%
7
235%
370%
505%
640%
775%
8
275%
450%
625%
800%
975%
9
320%
540%
760%
980%
1200%
10
410%
720%
1030%
1340%
1650%
Quality
Drop Rates
1
80.03%
2
16.00%
3
3.20%
4
0.64%
5
0.13%
6
0.00%
7
0.00%
8
0.00%
9
0.00%
10
0.00%
Total
100%
Quality
Success Rate
Total Diamond Cost per Merge
1
90%
3M
2
85%
6M
3
80%
12M
4
75%
24M
5
70%
48M
6
65%
96M
7
60%
192M
8
55%
384M
9
50%
768M
#
Attack Types
Effect
Base Effect Bonus
Base Cooldown
Base Duration
Base Diamond Cost
1
Veil of Venom
Decreases the Cash Income Bonus of all Common Businesses
10% to 30%
60 min
120 min
0.9M
2
Savanna Bandits
Decreases the Cash Income Bonus of all businesses on surrounding plots next to an obstacle
10% to 30%
60 min
120 min
0.9M
3
Malware Maelstrom
Decreases the Cash Income Bonus of the highest income producing business. This attack will shift to the new highest income-producing business if there is a change.
30% to 60%
60 min
120 min
0.9M
4
Aerial Bombardment
Decreases the target’s Diamond Bonus
0% to 6%
60 min
120 min
1.9M
5
Kingpin’s Wrath
Decreases the Cash Income Bonus of all Businesses
10% to 30%
60 min
120 min
2.9M
#
Defence Types
Effect
Base Effect Bonus
Cooldown
Duration
Diamond Cost
1
Gale of Safety
Decreases the effect of Veil of Venom
10% to 30%
720 min
720 min
3.9M
2
Perimeter Patrol
Decreases the effect of Savanna Bandits
10% to 30%
720 min
720 min
3.9M
3
Gigabyte Guardian
Decreases the effect of Malware Maelstrom. This defence will shift to the new highest income-producing business if there is a change.
30% to 60%
480 min
480 min
3.9M
4
Leo’s Arsenal
Decreases the effect of Aerial Bombardment
0% to 6%
480 min
480 min
4.9M
5
Photon Barriers
Decreases the effect of Kingpin’s Wrath
10% to 30%
240 min
240 min
5.9M
Leaderboard Rank Difference
Hit Rate
1
95%
2 to 10
50%
11 to 25
20%
26 to 50
10%
51 to 100
1%
101+
0.01%
Faction State
Cash Income Bonus
Diamond Income Bonus
EXP Gain Bonus
None
0%
0%
0%
Leading
+3%
+1%
+2%
Trailing
+9%
+3%
+6%
Upgrading to Prestige Level
Total # of Business required of one less Prestige Level
Avatar Level required
1
2
10
5
5
21
10
8
30
20
12
40
30
17
44
40
21
47
50
24
51
100
41
77
150
57
99
200
71
117 100
289
95
145 100
Prestige Level (Division 1 and above)
Additive Benefits
0
+1% Cash Income Bonus
20
+1% Cash Income Bonus
40
+1% Cash Income Bonus
60
+1% Cash Income Bonus
80
+1% Cash Income Bonus
100
+1 Daily free Attack
120
+1% Cash Income Bonus
140
+1% Cash Income Bonus
160
+1% Cash Income Bonus
180
+1% Cash Income Bonus
200
+1 Daily free Booster
220
+1% Diamond Income Bonus
240
+1% Diamond Income Bonus
260
+1% Diamond Income Bonus
280
+1% Diamond Income Bonus
Normal Mode Leaderboard Ranking
Bonus to Cash, Diamond and EXP
Rank 1
10%
Rank 2
8%
Rank 3
6%
Rank 4 - 10
4%
Rank 11 - 50
3%
Rank 51 - 250
2.75%
Rank 251 - 500
2.5%
Rank 501 - 1000
2.25%
Rank 1001 - 1500
2%
Rank 1501 - 2000
1.75%
Rank 2001 - 2500
1.5%
Rank 2501 - 3000
1.25%
Rank 3001 - 3500
1%
Rank 3501 - 4000
0.75%
Rank 4001 - 4500
0.5%
Rank 4501 - 5000
0.25%
Rank 5001+
0%
1
Mogul of Mane City
Upgrade Prestige Level
Per Level
10
289
2
Hustling Hard
Upgrade Avatar Level
Per Level
5
180
3
Lord of the Lands
Purchase Arid Plains
Per Arid Plain purchased
20
100
4
High Roller
Purchase Diamonds with CRO
Per 10K CRO used
10
150
5
Power Broker
Purchase Diamonds with Vouchers
Per 10M Vouchers used
10
150
6
Feeling Royal
Activate Violet Boost Booster
Per 100 used
1
100
7
Theia’s Grace
Activate Silver Flash Booster
Per 100 used
2
100
8
Benzaiten's Bounty
Activate Sakura Boom Booster
Per 100 used
3
100
9
The Midas Touch
Activate Gold Rush Booster
Per 100 used
4
100
10
Power of Thor
Activate Lightning Surge Booster
Per 100 used
5
100
250
0.25%
500
0.5%
750
0.75%
1,000
1%
2,000
2%
4,000
3%
7,000
4%
10,000
5%
20,000
10%
#
Collection Name
Cash Income Bonus
Diamond Income Bonus
EXP Gain Bonus
Attack Cooldown Reduction
Attack Skill Duration
Attack Cost Reduction
1
Cyber Cubs
+1.5%
+0.5%
+1.0%
2
Dark Lions
+20.0%
+40.0%
+10.0%
3
Loaded Lions
+4.5%
+1.5%
+3.0%
#
Collection Name
Cash Income Bonus
Diamond Income Bonus
EXP Gain Bonus
Attack Cooldown Reduction
Attack Skill Duration
Attack Cost Reduction
1
Mery (Mistery on Cro)
+2.0%
+4.0%
+1.0%
2
Cretins Munks - Munks on the Run
+0.9%
+0.3%
+0.6%
#
Gear Name
NFT Rarity
Bonus Offline Income Duration
Capacity
1
Commuter
Starter
30 min
3 - 6
2
Explorer
Rare
60 min
7 - 12
3
Adventurer
Epic
120 min
13 - 19
4
Trailblazer
Legendary
240 min
20 - 27
5
Moonwalker
Mythical
960 min
28 - 39
#
Tool Types
Capacity Taken
Style Variations
Cash Income Bonus
Diamond Income Bonus
EXP Gain Bonus
1
Grappling Hook
1
1
+0.5%
2
Hydro Flask
1
1
+0.5%
3
Gauntlet Gloves
1
1
+0.5%
4
Flashlight
1
1
+0.25%
5
Explorer’s Fedora
1
1
+1.0%
6
Compasses
1
5
+1.0%
7
Knives
1
5
+1.0%
8
Lanterns
2
5
+1.5%
9
Navigators
2
5
+0.5%
10
Med Packs
3
5
+0.75%
11
Binoculars
3
5
+0.75%
12
Jackets
3
5
+1.5%
13
Footgear
4
5
+2.0%
14
Groundbreakers
5
5
+2.0%
+1.5%
15
Mobile Shelters
6
5
+2.0%
+0.75%
#
Tactical Gear Types
Capacity Taken
Style Variations
Veil of Venom Bonus
Savanna Bandits Bonus
Malware Maelstrom Bonus
Aerial Bombardment Bonus
Kingpin's Wrath Bonus
1
Venom Vial
1
1
5% to 15%
2
Bandit’s Sidearm
1
1
5% to 15%
3
Pixel Jammer
1
1
10% to 30%
4
Drone Concealment Matrix
1
1
0% to 3%
5
Mobster’s Duffle
1
1
5% to 15%
6
Smoke Grenade Launcher
2
5
10% to 30%
7
Time Bomb
3
5
10% to 30%
8
Virus Capsule
4
5
30% to 60%
9
Gatling Gun
5
5
0% to 6%
10
Rogue’s Data Pad
6
5
10% to 30%
#
Tactical Gear Types
Capacity Taken
Style Variations
Gale of Safety Bonus
Perimeter Patrol Bonus
Gigabyte Guardian Bonus
Leo's Arsenal Bonus
Photon Barriers Bonus
1
Poison Purifier
1
1
5% to 15%
2
Constabulary’s Armour
1
1
5% to 15%
3
Grid Watcher
1
1
10% to 30%
4
Turret Sightline System
1
1
0% to 3%
5
Prosperous Canister
1
1
5% to 15%
6
Windstorm Turbine
2
5
10% to 30%
7
Thermal Vision Goggles
3
5
10% to 30%
8
Encryption Device
4
5
30% to 60%
9
EMP Shells
5
5
0% to 6%
10
Power Generator
6
5
10% to 30%
#
Treasure Types
Capacity Taken
Style Variations
Cash Income Bonus
Diamond Income Bonus
EXP Gain Score Bonus
1
Trophies
10
4
+6.0%
+2%
+4.0%