LootMarch Game Guide
LootMarch is a free-to-play, on-chain idle dungeon crawler. Your hero marches through the dungeon on their own, room after room, fighting monsters and collecting loot. Your job is to build them up: spend attribute points, equip and forge gear, raise a pet and decide how deep to push.

Getting started
- Sign in with your wallet. Connect a self-custody wallet (MetaMask, Rabby…) and sign a message; the game switches it to the right network for you. Signing in never costs anything and never moves funds.
- Pick a class and customise your hero's look and name. Your hero is created once.
- Watch them march. Combat is automatic. The hero walks into each room, fights everything in it and moves on. Clearing a room pays XP, $LM and sometimes Bone and gear.
- Grow stronger. Spend attribute points, equip better gear (Inventory → Equip best picks the strongest set for you), forge it, and equip a pet.
The bottom bar opens every window: Inventory (I), Stats (C), Pet (P), Shop (B), Market (M), Travel (T), Quests (Q), Pass, Ranks (L), Codex (O) and the Loot chest.

Classes & skills
Every class starts with the same base stats; the difference is the weapon and its skill. A skill fires automatically every 7 seconds (gear with skill cooldown reduction makes it faster). Skills can crit and trigger life steal.
| Class | Skill | What it does |
|---|---|---|
| Sword | Whirlwind | Spins and hits every enemy around the hero for 215% damage. |
| Spear | Pierce | A long thrust that hits everything in a line for 260% damage. |
| Wand | Fireball | A ranged fireball for 270% damage that splashes nearby enemies. |
| Axe | Cleave | A heavy blow for 310% damage that also hits enemies at the side and stuns. |
| Dagger | Shadow Step | Dashes to a target and strikes for 200% damage. |
Weapons are class-bound: a hero can only wear weapons of their own class. Other gear (helmet, armor, shield, boots, ring, amulet) fits everyone. In the Inventory, gear you cannot wear shows a small lock.
Stats & attributes
Base hero
- Health100
- Damage14
- Attackevery 0.6 s
- Crit10% for ×1.8
- Block12%
- Boss slam dodge30%
One attribute point gives
- Strength+2 damage
- Vitality+8 health
- Agility+2 speed, +1% dodge
- Defense+1% block
- Vampirism+0.25% life steal
You get 1 attribute point per level. Points are placed in the Stats window and saved when you confirm. Dodge against boss slams caps at 50%; Vampirism takes up to 20 points (5% life steal).
Levelling: level 2 needs 250 XP, then each level needs 1,000 XP growing by 16% per level. Levelling up also refills your health. Power in the Stats window is one number for how strong your hero is overall.

Floors & regions
The dungeon is a ladder: every floor has 11 regions, each a short series of rooms ending in a boss room.
Stone Halls · Flooded Depths · Catacombs · Iron Fortress · Molten Depths · Ashen Warrens · Magma Rift · Infernal Core · Obsidian Sanctum · The Trapworks · The Reliquary
Difficulty and rewards climb together, region after region, floor after floor:
- Enemy health +40% and enemy damage +35% per region (counting through floors).
- $LM rewards +4.5% per region and ×1.5 per floor.
- Elites and bosses hit harder and roll better loot.
Clearing a region's boss opens the next region. The deeper you can hold, the more each room pays.

Floor seals
To go down to a new floor you first clear all 11 regions of the floor above, then break the seal by paying $LM and Bone. A floor you have opened stays open for good.
| Floor | Seal cost |
|---|---|
| Floor 2 | 3,000 $LM + 800 Bone |
| Floor 3 | 6,000 $LM + 1,600 Bone |
| Floor 4 | 12,000 $LM + 3,200 Bone |
| Each next floor | doubles |
When a hero breaks a seal, everyone in the game sees an announcement. The first hero ever to reach a floor gets a special one.
Travel
Travel takes your hero back to any region you have already reached, on any open floor, to farm it. After a Travel the next one is available after 30 minutes. Travelling restarts the chosen region from its first room.
Shrines
About 8% of rooms hold a shrine. Walking into it gives a 60-second blessing:
- Fury – ×2 damage.
- Fortune – ×2 $LM from enemies and ×2 loot rolls.
- Haste – +50% speed.
- Renewal – heal 3% of your health every second.
Dying
Health does not come back by itself between rooms: only levelling up, regen gear, life steal and some pets restore it. When your hero falls, they get back up after a few seconds and start the region again from its first room. Nothing you own is lost. If a region keeps beating you, Travel back a little, farm, upgrade and try again.
Loot & rarities
Monsters drop equipment for the 7 slots: weapon, helmet, armor, shield, boots, ring and amulet. Room drops collect in the Loot chest at the bottom right; open it and press Claim all to move them into your Inventory.
CommonUncommonRareEpicLegendaryMythic
- Elites roll rarity twice and bosses three times, keeping the best.
- A region boss has a 15% chance to drop an item.
- New heroes get a head start: drops are three times as frequent for their first 180 rooms.
- Legendary and Mythic finds are announced to every player.

AFK rewards
Your hero keeps marching while you are away. When you come back, the Loot window shows an AFK rewards card with how long you were gone and what you earned: $LM, XP, Bone and gear.
- AFK time pays 75% of your own recent rate while playing (measured by the server from your last 24 hours of cleared rooms), so better gear means better AFK rewards.
- Up to 8 hours count per return.
- Short reloads do not count; time you spent playing is never paid twice.

Forge
The Forge raises a piece of gear by + levels, up to +60. Each level costs $LM and Bone, and both costs grow with the level. Every + level:
- raises all of the item's stats: +4% (Common), +5% (Uncommon), +6% (Rare), +8% (Epic), +11% (Legendary), +15% (Mythic) of its base per level;
- adds a small $LM earnings bonus while the item is worn.
A forged item is its own copy: a +3 sword and a +0 sword are separate items, and a +3 sold on the market arrives as a +3. Forged items show their + level on a gold badge.
Salvage
Salvage breaks spare gear into Bone, the Forge material. One copy of each item is always kept. A Legendary always asks before it is salvaged.
| Rarity | Bone |
|---|---|
| Common | 30 |
| Uncommon | 80 |
| Rare | 200 |
| Epic | 500 |
| Legendary | 1,200 |
Bone also drops from monsters (skeletons especially), comes from quests, and can be bought in the Shop in packs.
Chests
Chests are priced in dollars. Pay either in $LM (at the live $LM price) or in ETH on-chain at the fixed dollar price. A chest opens as soon as you buy it.

| Chest | Price | Common | Uncommon | Rare | Epic | Legendary |
|---|---|---|---|---|---|---|
Common | $0.10 | 60% | 30% | 8% | 1.8% | 0.2% |
Rare | $1 | 20% | 40% | 30% | 8% | 2% |
Epic | $3 | – | 20% | 40% | 32% | 8% |
Legendary | $7 | – | – | 20% | 45% | 35% |
Mythic chests are sold for ETH only, at $80 each:
- Mythic Weapon Chest – a guaranteed Mythic weapon for your class, which also carries a large $LM earnings bonus while worn.
- Mythic Equipment Chest – a guaranteed Mythic non-weapon piece.
Coming soon in the Shop: XP Boost (+50% XP for 1 hour) and $LM Boost (+50% $LM for 1 hour).
Pets
A pet follows your hero and adds its bonuses. One pet can be equipped at a time. Pets come from Pet Chests (Shop, March Pass) and from the Marketplace.
| Pet chest | Price | Common | Uncommon | Rare | Epic | Legendary | Mythic |
|---|---|---|---|---|---|---|---|
Common | $3 | 60% | 30% | 8% | 1.8% | 0.19% | 0.01% |
Epic | $5 | – | 20% | 40% | 31.5% | 8% | 0.5% |
Legendary | $8 | – | – | 20% | 45% | 33% | 2% |
Mythic | $35 | – | – | – | – | – | 100% |
- Duplicates are never wasted: a pet you already own turns into XP for that pet (1,000 XP for a Common up to 100,000 for a Mythic).
- Levels: pets go up to Lv 10. Each level raises their bonuses by 10%. Feed Bone in the Pets window: 1 Bone gives 10 pet XP and also costs 1 $LM.
- Abilities work from Lv 1 and grow a little every level up to Lv 10:
LeafhopperLily Pad – heals you
ShellbyShell Guard – blocks the next hit
CraboulderBoulder Toss – damage + stun
EmberkitEmber Bolt – fire bolts - Pets can be sold on the Marketplace and change hands at the level they reached. An equipped pet must be unequipped first.


Quests
- Daily missions: five a day (two easy, two normal, one long), like clearing rooms, earning XP, finding gear or opening chests. Each pays Bone and XP. Complete four to claim the daily reward (600 Bone + 600 XP).
- Login streak: a reward every day for seven days, growing each day; day 7 pays 600 Bone + 600 XP.
- Share your run: connect your X account, post about your march and submit the link. An approved post pays 5,000 $LM, once a day.
Missions reset every day at 00:00 UTC.

March Pass
A season-long reward track with 50 tiers, scrolled left to right. Every 500 pass XP opens the next tier. Pass XP comes from normal play and is counted by the server:
- +5 per room cleared (up to 400 a day)
- +80 per daily mission claimed
- +200 for the daily reward
Doing everything every day is 1,000 pass XP a day: the last tier takes 25 days of the 30-day season.
Free track
For everyone: Bone, some $LM, Common Chests at tiers 10 and 30 and a Rare Chest at tier 50.
♛ Premium track – $20 in ETH
A second reward on every tier: 30 USD worth of $LM in total (the amount is fixed at the $LM price when you buy), Bone rewards, a Common Pet Chest (tier 15), a Rare Chest (tier 25), an Epic Chest (tier 40) and an Epic Pet Chest (tier 50). Tiers you already reached open right away. Premium holders wear a crown on the Ranks boards.
A season lasts 30 days; rewards can be claimed until 7 days after it ends.

Ranks
Two all-time boards: Deepest floor (the furthest region reached) and Level. Heroes are shown by name and class, never by wallet.

Referrals
Share your invite link. A friend who joins with it gets a welcome bonus of 600 $LM, and you receive 5% of the $LM they earn by playing. It is paid by the game, not taken from your friend.
$LM
$LM is the game's currency. You earn it by clearing rooms (and AFK), from quests and from selling on the Marketplace. You spend it on chests, Bone packs, the Forge, floor seals and pet feeding.
Prices in the game are set in dollars and converted at the live $LM price, so a chest costs the same in dollars whether $LM is high or low. Room rewards follow the price too.
Marketplace
- List gear (any + level) and pets for the price you choose; up to 5 listings at a time.
- The seller pays a 2.5% listing fee up front (not refunded if you cancel); the buyer pays 5% on top. Both fees are burned.
- When something sells, the price lands in your $LM balance right away. Cancelling a listing returns the item.
- Chests and materials cannot be listed.

Deposit & withdraw
⇣ Deposit
Send $LM from your signed-in wallet to the Lootmarch treasury from the Deposit window. Once the transfer confirms on-chain, the same amount is added to your game balance (1:1). A transfer made from your wallet app can be claimed by pasting its transaction hash.
⇡ Withdraw
Request a withdrawal of 10,000 to 5,000,000 $LM to your own signed-in wallet. Your wallet must hold at least 1,000 $LM. The amount leaves your game balance at once and is paid after a review; if it is not approved, it comes back.
Deposits and withdrawals open when the $LM token is live.


Safety & fair play
- We will never ask for your seed phrase or private key. The game only asks your wallet to sign in, and to confirm payments you start yourself.
- Rewards, drops, prices and progress are decided by the server; the game cannot be paid out from the browser.
- One person, one account. A device can sign in a limited number of wallets, and new accounts pass an anti-bot check.
- Cheating, botting and multi-accounting lead to a ban.
Game content and $LM have no guaranteed value, and nothing here is financial advice. Values, rates and features can change as the game is balanced. LootMarch is an independent project. It is not affiliated with, endorsed by or sponsored by any blockchain network, exchange or other company whose services it uses; all trademarks belong to their owners. See the Terms, Privacy & Disclaimer.
Common
Rare
Epic
Legendary
Common
Epic
Legendary
Mythic