Rules of engagement
This page describes the current combat pacing, territory access, and loot distribution in Heroes of Bulga. It is a general guide and may change at any time as the game evolves.
Core loop
Pick a territory → fight a monster → collect drops → wait for cooldown.
Boss chance
5% per encounter (bosses drop more items, not higher drop odds).
Attack cost
Each attack drains a random amount of HP depending on the territory (15–50). Bosses always hit for max damage — plan your heals around your cooldowns.
Combat flow & cooldowns
Timing is everything. These timers govern every action once you enter combat.
- Attack pacing update: The old 5-minute attack cooldown is removed. You can keep attacking as long as you still have enough HP (blood) to fight.
- Healing cooldown: Using the full heal action restores HP to max and sets a 15-minute cooldown before the next attack.
- Minimum HP to fight: If your HP drops below 2, you must heal before you can attack again.
Attacking reduces a random amount of HP depending on the territory (approximately 15–50). Values are approximate and may change as the game is balanced.
Loot system overview
Loot is rolled in two stages: a drop chance gate, then a weighted roll for what type of drop you get.
Loot chances by territory (split by difficulty)
Loot is now shown in three separate tables so players can compare Normal, Hell, and Nightmare more clearly.
Normal
| Territory | Max rarity | Drop chance | Gem roll | Common | Uncommon | Rare | Epic | Legendary | Mythic | Ascended | Celestial | Transcendent | Eternal | God Tier |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Forest | Ascended | 100% | 2% | 56% | 33% | 10% | 1% | 0% | 0% | 0% | 0% | 0% | 0% | 0% |
| Desert | Ascended | 100% | 2% | 49.8% | 34% | 14% | 2% | 0.2% | 0% | 0% | 0% | 0% | 0% | 0% |
| Swamp | Ascended | 100% | 2% | 43% | 34% | 18% | 3.5% | 0.5% | 0% | 0% | 0% | 0% | 0% | 0% |
| Ice Lands | Ascended | 100% | 2% | 36% | 33% | 22% | 6% | 1% | 0% | 0% | 0% | 0% | 0% | 0% |
| Volcano | Ascended | 100% | 2% | 28.8% | 32% | 25% | 10% | 2% | 0.2% | 0% | 0% | 0% | 0% | 0% |
| Hellfire | Ascended | 100% | 2% | 21% | 30% | 27% | 14% | 3.5% | 0.5% | 0% | 0% | 0% | 0% | 0% |
| Ocean | Ascended | 100% | 2% | 20.3% | 27% | 27% | 18% | 5.5% | 1.5% | 0.2% | 0% | 0% | 0% | 0% |
| Celestial Expanse | Ascended | 100% | 2% | 13.1% | 24% | 26% | 20% | 7% | 2.5% | 0.4% | 0% | 0% | 0% | 0% |
| Transcendent Anctum | Ascended | 100% | 2% | 10.2% | 22% | 25% | 21% | 8% | 3.2% | 0.6% | 0% | 0% | 0% | 0% |
| Nether Dominion | Ascended | 100% | 2% | 9.2% | 20% | 24% | 22% | 9% | 4% | 0.8% | 0% | 0% | 0% | 0% |
| Bloodbath | Ascended | 100% | 2% | 21% | 18% | 23% | 23% | 9.5% | 4.5% | 1% | 0% | 0% | 0% | 0% |
Hell
| Territory | Max rarity | Drop chance | Gem roll | Common | Uncommon | Rare | Epic | Legendary | Mythic | Ascended | Celestial | Transcendent | Eternal | God Tier |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Forest | Celestial | 100% | 3% | 49.8% | 34% | 14% | 2% | 0.2% | 0% | 0% | 0% | 0% | 0% | 0% |
| Desert | Celestial | 100% | 3% | 43.5% | 34% | 18% | 4% | 0.5% | 0% | 0% | 0% | 0% | 0% | 0% |
| Swamp | Celestial | 100% | 3% | 36% | 33% | 22% | 6.5% | 1% | 0% | 0% | 0% | 0% | 0% | 0% |
| Ice Lands | Celestial | 100% | 3% | 30.8% | 32% | 24% | 9% | 2% | 0.2% | 0% | 0% | 0% | 0% | 0% |
| Volcano | Celestial | 100% | 3% | 28.4% | 30% | 25% | 12% | 3.5% | 0.6% | 0% | 0% | 0% | 0% | 0% |
| Hellfire | Celestial | 100% | 3% | 24.8% | 28% | 25% | 15% | 5.5% | 1.5% | 0.2% | 0% | 0% | 0% | 0% |
| Ocean | Celestial | 100% | 3% | 21.1% | 25% | 24% | 18% | 8% | 3% | 0.7% | 0% | 0% | 0% | 0% |
| Celestial Expanse | Celestial | 100% | 3% | 18.3% | 22% | 23% | 20% | 10% | 4.5% | 1.5% | 0.2% | 0% | 0% | 0% |
| Transcendent Anctum | Celestial | 100% | 3% | 17.9% | 20% | 22% | 21% | 11% | 5.5% | 2.2% | 0.4% | 0% | 0% | 0% |
| Nether Dominion | Celestial | 100% | 3% | 17% | 18% | 21% | 21.5% | 12% | 6.5% | 3% | 0.7% | 0% | 0% | 0% |
| Bloodbath | Celestial | 100% | 3% | 18% | 16% | 20% | 22% | 12.5% | 7% | 3.5% | 1% | 0% | 0% | 0% |
Nightmare
| Territory | Max rarity | Drop chance | Gem roll | Common | Uncommon | Rare | Epic | Legendary | Mythic | Ascended | Celestial | Transcendent | Eternal | God Tier |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Bloodbath | Transcendent | 100% | 5% | 14.2% | 15% | 18% | 20% | 14.5% | 9.5% | 4.8% | 3% | 1% | 0% | 0% |
| Crafting only | No natural territory drop | 100% | 100% | |||||||||||
Gem split after a successful gem roll: Normal = Gem 95%, Max Gem 4%, Blood Gem 1%; Hell = Gem 92%, Max Gem 7%, Blood Gem 1% (Blood Gem can drop from Hellfire and later); Nightmare = Gem 78%, Max Gem 20%, Blood Gem 2% (Bloodbath only).
Additional drop rolls in all territories/difficulties: Fairy has a 0.5% chance and Blood Fairy has a 0.01% chance. Fairy doubles the bonus gem drop chance, while Blood Fairy doubles the Blood Gem chance inside a successful gem roll.
Weighted drop pool baseline (when the drop gate passes): Potion 5 (plus any weight shifted from Coin), Elixir 20, Rune 2, Scroll 2, Coin Talisman 2, Smithing Catalyst 1, and gear rarity keys weighted by the territory-specific rarity odds shown in the table.
Difficulty balance: Normal can drop up to Ascended, Hell up to Celestial, and Nightmare up to Transcendent. The max-rarity chance is tuned to be very low (about 1% at Bloodbath). In higher territories, Hell and Nightmare keep 100% drop chance and raise the minimum possible rarity progressively so loot quality does not reset back to common tiers. Eternal and God Tier are crafting-only tiers.
World boss encounters
World bosses are limited-time events where every hero can contribute damage to a shared health pool.
- Global health bar: The boss has a single HP pool shared across all participants until the event ends or the boss is defeated.
- Standard combat costs: Each world boss attack still drains a random amount of HP and respects the normal combat cooldowns.
- Participation rewards: Rewards are based on your total damage contribution, not on landing the final hit.
- Event timing: World bosses appear during announced events and disappear when the timer expires.
How gear drops are resolved
Gear drops are finite and carefully controlled to avoid duplicates.
- When a rarity key is chosen, the game selects one gear type (head, armor, weapon, shield, boots).
- The system tries to drop an item of the chosen rarity and type that has not dropped before.
- If nothing is available at that rarity, it falls back to the next lower rarity of the same gear type.
- Boss encounters do not increase the drop chance, but they attempt to roll up to 3 items when a drop key is present.
Set bonuses & equips
Equip bonuses depend on the seeded "Set #n" names shown on each piece.
-
Set badges: The badge only appears when all five equipped slots share the same seeded number (
#n). Mixed rarities grant a green “Set +3 Toughness” badge. - Full set: If all five matching-number items also share one rarity, the badge turns red, pulses, and reads “Full Set +5 Toughness.”
- Equip modal flow: Equipping an item now closes the modal immediately and leaves only the final confirmation banner active so you can see the new badge and toughness total without stacking dialogs.
Limited items & gold
Every gear type has a hard cap per rarity. Once a cap is reached, new copies of that exact type will no longer be generated.
Caps per rarity (per type)
Gear types include head, armor, weapon, shield, and boots. The cap applies separately to each type.
| Rarity | Total supply (per type) |
|---|---|
| COMMON | 500 000 |
| UNCOMMON | 500 000 |
| RARE | 250 000 |
| EPIC | 200 000 |
| LEGENDARY | 150 000 |
| MYTHIC | 50 000 |
| ASCENDED | 25 000 |
| CELESTIAL | 5 000 |
| TRANSCENDENT | 3 000 |
| ETERNAL | 1 000 |
| GOD TIER | 100 |
When a limited item drops, it is marked as Dropped and removed from the pool for that type. If the cap is exhausted, new items of that type can no longer drop.
In-game gold & community appreciation
Gold and XP are in-game gameplay resources used only within Heroes of Bulga (e.g., trading, inventory management, and progression). They are not legal tender, currency, stored value, financial instruments, or redeemable assets, and they have no real-world monetary value.
Heroes of Bulga does not provide an exchange service, conversion service, or guaranteed redemption in relation to in-game resources. Any references to “community appreciation”, “thank-you”, “reward consideration”, or similar terms refer solely to a creator-funded, discretionary community appreciation program and do not create any entitlement.
From time to time, the creator may choose, at their sole discretion, to grant optional appreciation gestures (e.g., cosmetic badges, titles, profile decorations, or other non-essential perks). Such gestures are non-contractual, may be modified or discontinued at any time, may be declined without explanation, and do not constitute a financial service.
Forging upgrades
Turn duplicates into stronger gear by forging.
- Common → Uncommon: combine 5 common items of the same type.
- Uncommon → Rare: combine 5 uncommon items of the same type.
- Rare → Epic: combine 5 rare items of the same type.
- Epic → Legendary: combine 5 Epic + 5 Rare + 5 Uncommon items of the same type.
- Legendary → Mythic: combine 5 Legendary + 5 Epic + 5 Rare items of the same type.
- Mythic → Ascended: combine 10 Mythic + 10 Legendary + 10 Epic items of the same type.
- Ascended → Celestial: combine 10 Ascended + 10 Mythic + 10 Legendary items of the same type.
- Celestial → Transcendent: combine 10 Celestial + 10 Ascended + 10 Mythic items of the same type.
- Transcendent → Eternal: combine 15 Transcendent + 15 Celestial + 15 Ascended items of the same type.
- Eternal → God Tier: combine 15 Eternal + 15 Transcendent + 15 Celestial items of the same type.
- Consumes items: the selected items are removed from your inventory.
- Restrictions: equipped items, potions, and coins cannot be forged.
- Supply impact: the forged item is marked as Dropped in the pool.
Market basics
The market is where heroes trade gear and manage their inventory. Use it to buy upgrades, sell surplus drops, and plan your next territory push.
- Buying gear: Items listed on the market can be purchased instantly with gold from your balance.
- Selling gear: List unwanted drops to recover gold for potions, upgrades, or future bids.
- Stats preview: Hover or tap on any item to review its stats before committing to a trade.
- Limited supply: Rarity caps still apply, so some items may disappear once the supply is exhausted.
Account & market integrity
Fair play depends on every hero following the same rules and respecting the economy.
- Multiple accounts: Only one account per person is permitted; attempting to use duplicates can result in suspension or closure of every associated account.
- Trade abuse: Market manipulation, coercing trades, or otherwise abusing the trade system is forbidden; repeated violations may lead to trade restrictions, gold removal, or account action.
Legal notice
Heroes of Bulga is a personal, community-driven project provided “as is”. This page is informational only and does not create a contract, guarantee, warranty, or entitlement to any specific drop, item, feature, territory access, appreciation reward, or outcome.
- Changes: Mechanics, rates, items, territories, cooldowns, balancing, and eligibility criteria may be changed, suspended, or discontinued at any time, with or without notice.
- No monetary value: In-game resources and items are digital gameplay elements. They are not currency, legal tender, financial instruments, or redeemable assets, and they have no real-world monetary value.
- Discretionary programs only: Any community appreciation program is voluntary, creator-funded, discretionary, and non-contractual. Submission of a request does not guarantee approval or any specific outcome. The program is not an exchange or guaranteed redemption service.
- Eligibility & verification: The creator may request additional information to verify account ownership, eligibility, compliance with rules, and/or verification details. Decisions may be reversed in case of suspected abuse.
- Availability: The service may experience downtime, bugs, rollbacks, or data loss. To the maximum extent permitted by law, the creator is not liable for interruptions, loss of access, or loss of virtual items.
- Abuse: Accounts involved in automation, exploitation, harassment, fraud, chargebacks, or abuse may be restricted, suspended, or removed at the creator’s discretion.