Fund Drive Rewards

Server-wide bonuses when donation fund drive exceeds goals. Extra forest fights: +1 fight per 10% over 100% goal (default), max +10 fights/day. Reduced healing costs: -1% per 1% over goal (default), max -10% discount. Automatic distribution at newday. Scales with fund drive percentage, computed directly from that month's donation log. Rewards all players equally, plus one small personal thank-you for donors specifically (below).

How It Works

Fund Drive Percentage:

  • Server tracks donation goal (e.g., $500/month for hosting costs)
  • Calculates current donations as percentage of goal
  • Example: $600 donated / $500 goal = 120%

Rewards Unlock:

  • At 100% goal: Base rewards (0 bonus fights, 0% healing discount)
  • Above 100%: Bonuses scale with percentage over goal
  • Example: 120% = 20% over goal = bonus rewards

Automatic Distribution: Bonuses given to ALL players at newday (daily reset)

The Thermometer

Nobody built a second progress bar for this. The one already sitting in the header and footer, quietly reporting the month's percentage, was doing the job fine. What this adds is a habit: whenever a village visit finds the total within ten percentage points of a reward tier, or past one outright, the daily news gets a line about it, naming the actual benefit that tier unlocks instead of a general plea to give more. Each milestone earns exactly one mention per month. Then everything goes quiet again until the next tier, or the next month, whichever arrives first.

By default, both reward tiers, the extra forest fights and the healing discount, sit at 100% of goal, so most months there are exactly two things to hear about: a nudge near 90%, that the goal is close, and a confirmation at 100%, that it arrived. An admin who moves either tier past 100% gets that reward announced on its own schedule too, at its own threshold, with the same nudge-then-crossing pattern. Treat every number here as a default; a given month's thresholds may be set differently.

Staff can also send a direct owl about the drive on occasion, separate from the automatic notices above.

Bonus #1: Extra Forest Fights

Default Formula:

  • Start at: 100% of goal
  • +1 fight per: 10% over start point
  • Max bonus: +10 fights

Examples:

  • 100% goal: 0 bonus fights
  • 110% goal: +1 bonus fight
  • 120% goal: +2 bonus fights
  • 150% goal: +5 bonus fights
  • 200% goal: +10 bonus fights (capped at max)
  • 300% goal: +10 bonus fights (still capped)

Message at Newday:

  • "As a reward for donating, all players will receive an extra forest fight every game day for each 10% over 100%, up to 10 total fights."
  • "You receive X extra fights!"

Bonus #2: Reduced Healing Cost

Default Formula:

  • Start at: 100% of goal
  • -1% cost per: 1% over start point
  • Max discount: -10%

Examples:

  • 100% goal: 0% discount (normal healing cost)
  • 105% goal: -5% healing cost
  • 110% goal: -10% healing cost (capped at max)
  • 120% goal: -10% healing cost (still capped)

How Discount Works:

  • Normal healing: 40 gold per HP (example)
  • With -10% discount: 36 gold per HP
  • Healing 100 HP: 3600g instead of 4000g (saves 400g)

Message When Healing:

  • "As a reward for donating, all players will receive a discount on healing costs of 1% for each percent donated over 100%, up to 10% total."
  • "As a result, your costs are reduced by X%!"

Bonus #3: The Castle Feels Generous

Somewhere past one hundred percent of goal, the Forbidden Forest starts hiding one more thing among its usual roster of odd little encounters: a supply crate, evidently overflow from the drive itself, half buried behind a fallen log. It competes for the same rare "something special" slot the forest's other unusual clearings already share, and its own slice of that slot is deliberately small, so most trips still end in an ordinary fight rather than a windfall. Finding it costs nothing beyond the fight you were already about to have. It does not add a turn, and it does not touch the extra forest fights or the healing discount above; it simply changes what one of your existing turns turns into.

You may find it, at most, once a day, and the day in question is the real one, the one the sun measures, not your own personal string of New Days. However you manage to squeeze in an extra New Day, the crate does not reopen for it; it is still waiting for the same sunrise as everyone else.

Open it and the gold inside scales with your level: at minimum, 15 gold for every level you have, and as much as 50 for every level if the roll goes your way. Roughly one time in four (a 25% chance), a gem or two is also taped underneath, one gem, sometimes two, never logged on anyone's inventory sheet. Like the fights and the healing discount above, none of this asks whether you have ever donated. If you are fighting in the forest while the drive sits over goal, you qualify, same as everyone else.

Staff can switch the whole thing off without touching the drive itself, in which case the forest simply stops doing this, no matter how far over goal the month climbs.

Thank You, Specifically

A real, captured donation (an actual payment, not a VIP purchase) earns the person who actually paid a small, personal thank-you on top of everything above: a few days of Fund Drive Gratitude, a gentle heal-over-time effect that follows you into a fight. $1 to $9.99 banks 2 days. $10 to $29.99 banks 4 days. $30 and up banks 7 days. It does not start the moment the payment clears; it waits for your next New Day, then lets you know it arrived. Each day inside that window arrives with a fresh eight rounds of combat healing, mending roughly a quarter of your level in hit points a round, never less than one. Unused rounds do not carry over; the next New Day simply issues a new set.

Donate again before the days run out and the new days add to what is left rather than replacing it, though the Headmaster's gratitude is not infinite: 14 banked days is the ceiling, by default, no matter how many donations stack up. Defeating Voldemort resets a great many things about you, but not this: whatever days you still had banked are waiting on the other side.

Two things this is deliberately not: permanent, and powerful. It never raises your attack or defense, never adds gold, gems, or charm, and never moves a single number the Hall of Fame tracks. It only mends hit points you already had the ceiling for, useful mid-fight and unremarkable anywhere else. Donate on someone else's behalf and the days go to you, the one who paid, never to whoever received the Donator Points. Gift VIP purchases and VIP subscription payments run through an entirely different till and do not carry this buff.

Who Gets Rewards

ALL PLAYERS benefit from fund drive rewards, including:

  • Players who donated
  • Players who didn't donate
  • New players who joined after fund drive started
  • Everyone equally, for the shared bonuses above. (A real donation also earns the payer a few days of a small, personal thank-you buff, never shared and never permanent. See "Thank You, Specifically" above.)

Why? Rewards are designed to:

  • Thank the community (not just individual donors)
  • Create shared benefit (encourages more donations: "If we all donate, we all win")
  • Avoid pay-to-win (non-donors still get bonuses)

Player Strategy

For Non-Donators:

  • Enjoy free bonuses (extra fights and healing discounts)
  • Consider donating to help maintain/increase rewards
  • No penalty for not donating (still get bonuses)

For Potential Donators:

  • Watch fund drive percentage (if close to next reward tier, donate to push over)
  • Example: At 95% goal, donate $25 to push to 100%+ and unlock rewards for everyone
  • Your donation helps entire server (community benefit)

Maximizing Bonuses:

  • Extra fights = more XP/gold grinding capacity
  • Healing discount = cheaper recovery, save gold for equipment
  • Both stack for significant daily advantage

Admin Perspective

Why Use Fund Drive Rewards?

  • Incentivizes donations (players want to reach higher reward tiers)
  • Creates community goal (everyone works together to fund server)
  • Rewards donors indirectly (they benefit from bonuses too)
  • Avoids pay-to-win accusations (everyone gets bonuses)

Setting Goals:

  • Set reasonable fund drive goal (actual hosting costs + buffer)
  • Adjust reward tiers to match community donation patterns
  • Higher caps on the extra fights and the healing discount = more generous rewards = more donation motivation

Example Scenario

Server Fund Drive at 150%:

  • Extra Fights: (150% - 100%) / 10% = 5 bonus fights per day
  • Healing Discount: (150% - 100%) = 50%, capped at 10% = -10% healing cost

Player Impact:

  • Normally get 10 fights/day → now get 15 fights/day (+50% grinding capacity)
  • Healing normally costs 4000g for 100 HP → now costs 3600g (-10% = saves 400g)
  • Massive advantage for daily progression

Community Effect:

  • Everyone benefits equally
  • Encourages more donations to maintain 150%+
  • Creates positive feedback loop (donate → rewards → happy players → more donations)

Fund Drive Rewards: where the game bribes you with extra forest fights if the community collectively throws enough money at the server, turning altruistic donations into a pyramid scheme of discounted HP potions. Capitalism, but make it wizards.