PLANET MADO DBZ RPG

Rule Book

UPDATED NOV 2026
Dragonball Z Gohan reading

Introduction

Welcome to Planet Mado, a Dragon Ball Z game you play right in your browser. You walk the world tile by tile, meet people, take on quests, train, fight, and slowly become one of the strongest fighters in the universe.

Nothing is handed to you. You have to find the masters who teach techniques, learn other characters’ names by meeting them, and earn every bit of your powerlevel. This rule book explains how the game works. Everything else is for you to discover.

All times in the game (training blocks, Fighting Spirit, sentences in the afterlife) run on server time.

Your Character

Each account has one character. When you join you choose a name, a race, a sex, and a starting bonus (extra powerlevel, extra Zenni, or starting items). Names from the Dragon Ball series and names that break the chat rules are not allowed.

New characters start on a training ledge on Kami’s Lookout, where Mr. Popo walks you through the basics. When you are ready, jump from the ledge down to Earth.

Races

RaceStarting powerlevelMove limitFlightCan be sensedFully heals after
Saiyan20025FlyYes16 hours
Half Saiyan Half Human45025FlyYes24 hours
Human20025FlyYes36 hours
Namekian15037FlyYes36 hours
Android (Absorb)25020HikouNoNever on its own
Android (Infinite Ki)2,50020HikouNo36 hours
Devil15030FlyYes36 hours
Duugo2,00020FlyYes36 hours
  • Saiyans gain 25% more powerlevel from training and fights, and even more the more beaten up they are. They can become Oozaru under a full moon.
  • Half Saiyan Half Humans gain 10% more, and more when beaten up.
  • Humans can hold a weapon in each hand, and their attacks do extra damage (50, or 2% of the hit, whichever is greater).
  • Namekians can meditate, can learn to regrow lost limbs, and can learn more moves than anyone.
  • Absorb Androids grow only by absorbing the people they kill. They can’t self-train, spar, meditate or eat, gravity and weighted clothing do nothing for them, and they repair themselves instead of healing. They read powerlevels without a scouter.
  • Infinite Ki Androids use their full base powerlevel for their abilities, no matter how hurt they are.
  • Devils become twelve times stronger on the 5th and 18th of every month, and start with Saibaman Seeds.
  • Duugo start strong, with a Scouter and armor, and can survive without air.

Powerlevel

Your strength, speed, ki and stamina are all measured by powerlevel. Your stats show two numbers:

  • Current powerlevel is what you fight at right now. Fights, training and sparring wear it down.
  • Base powerlevel is your full strength. Training and winning fights raise it, and you heal back up to it.

The higher your powerlevel, the harder you hit, the more you dodge, and the longer you last.

Seeing other people’s powerlevel

You can always see who is on your tile and the tiles next to you. To see further, or to know how strong someone is, you need a way to read powerlevels:

  • A Scouter shows the number, up to 400,000. Stronger readings show “400,000+”.
  • Detect Powerlevel tells you in words how someone compares to you (comparable, weaker, much stronger, and so on). It also lets you see people you have met from further away.
  • Absorb Androids have a built-in reader.

Androids can’t be sensed at all, and anyone at 200 powerlevel or below is too faint to sense beyond your own tile.

Meeting people

You don’t know anyone’s name until you meet them. Strangers show as “Unknown”. Greeting someone, fighting beside or against them, sparring with them, or teaching them a move adds their name to what you know. Global chat shows everyone’s name, but seeing a name there doesn’t count as meeting them.

Hiding your powerlevel

Once you learn Hide Powerlevel, you can hide down to any number up to your current powerlevel. Everyone who reads you sees the hidden number. Set it back to your current powerlevel or higher to stop hiding. At 200 or below you are hard to find: you can’t be sensed beyond your tile or reached by Instant Transmission, but you also can’t fly. Hiding during a fight uses your turn.

Moving Around

You move one tile at a time in any direction, diagonals included. Walls block everyone, and water can only be crossed by flying.

Movement energy

Each step costs 1 movement energy. You hold up to 16 and get 1 back every 10 minutes. Using a map exit is free. Kami’s Lookout, The Next Dimension, and player bases cost no energy to walk around. Snake Way has its own stamina instead (see The Next Dimension).

New characters get a head start: for their first 7 days their energy comes back twice as fast, and their first bar starts at double.

Flying

Once you know Fly (Hikou for Androids), you can take off and land at any time. Flying lets you cross water and move up to 2 tiles in one step for the same energy.

Instant Transmission

Instant Transmission takes you straight to someone you have met, player or NPC, anywhere they are. You can’t lock onto an Android or anyone at 200 powerlevel or below. It costs 1 movement energy and can’t be used in a fight.

Spaceships

Ships are bought as capsules. Place one on the ground, board it, and the owner can fly it to any open destination. A trip takes 24 hours (Earth to the Moon takes 2). You can’t get off while it is in space. Larger ships carry more people, land at a Spaceport of the pilot’s choosing, and can have a training room with gravity.

No air

Some places have no air, like Outer Space and the surface of the Moon. Without a Space Suit you die after a short time there (10 minutes in Outer Space, 2 minutes on the Moon). Androids and Duugo don’t need air, and the inside of a ship is always safe.

Locked areas

Some areas stay closed until you finish a certain quest. Their doors open once you have turned that quest in.

Training

Self-training

Choose a session of 1, 2, 4 or 8 hours. You can’t move, fight, use items, shop or learn moves until it ends, though you can still chat. If someone attacks you, the session ends and you gain nothing.

When the session ends you gain powerlevel to your base, and lose the same amount from your current powerlevel, the way a hard workout leaves you tired but stronger. An 8-hour session pays the amount below. Shorter sessions pay a bit less than their share: 4 hours a little under half, 2 hours a little under a quarter, 1 hour a little under an eighth.

Base powerlevel8-hour gain
Under 2,00020
2,000 to 3,99930
4,000 to 7,99940
8,000 to 15,99980
16,000 to 31,999120
32,000 to 63,999200
64,000 to 127,999450
128,000 to 255,999750
256,000 to 511,9991,200
512,000 to 1,023,9992,000
1,024,000 to 2,047,9993,500
2,048,000 to 4,095,9996,000
4,096,000 to 8,191,9998,000
8,192,000 and up10,000

Racial bonuses, weighted clothing, food buffs and gravity all add to this. If your current powerlevel would drop below 1, you keep the gain but train yourself to death, so heal first when you are low.

For example: your stats read 100 / 100. You self-train for 8 hours and gain 20, so they now read 80 / 120. Once you heal, you are at 120 / 120.

Gravity

Some places have stronger gravity, and gravity multiplies what you gain from training, sparring and fights. Your body gets used to it, though. Your first gain at a new, higher gravity pays the full multiplier, and each of the next ones pays a little less. After 10 gains it settles at a small permanent bonus (for 10x gravity, 1.1x). Gravity no stronger than what you are already used to only pays that small bonus. Training under gravity also costs more of your current powerlevel, and you can’t start a session that would cost all of it.

Bases and ships can have a training room with 2x gravity, and stronger Gravitrons (5x and 10x) can be rented from shops.

Weighted clothing

Each piece of weighted clothing you wear adds a percent to your training, sparring and fight gains, but only while your base powerlevel is under its tier’s limit.

PieceLight (under 50,000)Medium (under 2,000,000)Heavy (under 100,000,000)
Shirt6%4.5%3%
Pants8%6%4%
Shoes4%3%2%
Belt4%3%2%
Hat5%3.75%2.5%
Wrist Bands4%3%2%
Socks3%2.25%1.5%
Cape6%4.5%3%
Full set40%30%20%

Meditation

Namekians can meditate once in each 8-hour block of the day (three times a day). Meditation adds a percent of your base powerlevel to both your base and current powerlevel, so it costs nothing: 2% under 10,000, 1% under 100,000, 0.5% under 300,000, 0.25% under 800,000, and 0.1% above that. Gravity and bonuses don’t affect it.

Training under a master

Stand on a master’s tile and train with them in the same 1, 2, 4 or 8-hour sessions. An 8-hour session pays 2% of your base powerlevel, with the same bonuses and costs as self-training. Once your base powerlevel reaches the master’s, they have nothing left to teach you.

Sparring

Spar with another player on your tile. You each gain 1% of your own base powerlevel (plus bonuses and gravity) and lose the same from current. Neither of you can have trained in the current 6-hour block (00:00, 06:00, 12:00, 18:00). Sparring can kill you if your current powerlevel runs out.

Fighting

Fights happen right on the map. Attack anyone on your tile and the fight starts at once. If either of you is already fighting, you join that fight. Mobs can attack you too: when you step onto a tile with mobs, there is a good chance one of them jumps you. Guards and Masters protect the people near them, so attacking someone they guard means fighting the guard first.

Fighters take turns in an order drawn at the start, weighted toward the stronger fighters. On your turn you attack (or charge, transform, use an item, or run), and the one you attack picks a defense. In fights with two or more players, a player who doesn’t act within 5 minutes has their turn passed: they skip their attack, or take the hit with no defense.

Damage

Every move does a percent of your current powerlevel as damage, and some moves cost a percent of it to use. Some moves need a certain powerlevel before you can use them. You can learn them before you are strong enough, but you can’t use them until you are, and if a fight wears you down below that point, you can’t use them until you heal.

Defending

When attacked, you choose how to defend:

  • Dodge: if you and your attacker are about equal, you have about a 15% chance to dodge. It rises the stronger you are than them (about 50% at twice as strong) and falls the weaker you are. It never goes above 90%. You get +15% against ki attacks, and +5% each time your attacker repeats the same move in a row (up to +15%).
  • Block: two rolls. If one succeeds you block a quarter of the damage, if both succeed you block half, and if neither does you take it all. Some attacks can’t be blocked.
  • Counter: against a ki attack you can fire back. You have a 25% chance to meet their blast (50% if you were charging, never more than 90%), and then your blast has to be stronger than theirs to get through and hit them.
  • Take It: take the full hit. This is the only defense that keeps a ki attack you are charging.

Charging and channeling

You can charge a ki attack over several turns. Each turn of charging adds the move’s damage to the blast and costs its price. When you release it, it fires everything at once. While charging, dodging or blocking throws the charge away. Taking the hit keeps it, and countering fires it.

If you know a Ki Channel move, once per fight you can raise your current powerlevel back to your base for 5 of your turns. When it ends, you drop to half of what you were before you channeled.

Stuns, critical hits and bleeding

  • Stuns: some attacks stun. A stunned fighter dodges and counters only half as well, and anyone they attack gets +50% to dodge. Blocking part of a stunning attack only half-stuns you.
  • Critical hits: physical attacks, weapons included, have a 3% chance to do 50% more damage.
  • Bleeding: physical hits have a 3% chance to cause bleeding, which takes 3% of your base powerlevel at the end of each of your turns. A light wound bleeds for 2 turns, a moderate one for 4, and a heavy one for 5. New wounds add their turns to the old ones.

Lost limbs

Some attacks can cut off a limb. Losing an arm or leg lowers your base powerlevel by 20% until it grows back. With one arm gone your physical attacks are weaker, and with both gone you can’t use them or block. With one leg gone you dodge less, and with both gone you can’t dodge. A Sensu Bean or a Namekian’s regeneration regrows lost limbs, and so does death.

Transformations

Transforming multiplies your current powerlevel, and each turn after that it costs some of your powerlevel to hold. If you fall too low, the form drops. Most transformations end when the fight does.

Items and armor

Weapons, grenades, Sensu Beans and other items can be used on your turn. Armor soaks up part of every hit, wearing down as it does, and breaks when its condition runs out.

Running

There is no giving up. To leave a fight, run: press Run on your turn, or step away on the map. Your chance is 75% against someone your equal, higher against weaker foes and lower against stronger ones, but never under 10% or over 90%. If you fail, you lose your turn. If you get away, nobody gains anything from the fight.

Winning Fights

When you beat someone, you gain 1% of their base powerlevel, split by how much of the damage you did. If you and a friend beat someone and you did 70% of the damage, you get 70% of the gain. Race, weighted clothing, food buffs and gravity add to it.

Absorb Androids gain only by killing: they absorb 3% of their victim’s base powerlevel, split the same way.

Fighting Spirit

You build up Fighting Spirit over time: one charge at 00:00, 06:00, 12:00 and 18:00, up to 12. Winning a fight spends one charge and multiplies your gain by 5. With no charges left you still gain the normal amount. For their first 7 days, new characters get a charge every hour.

Arenas

Fights on arena tiles are safe: nobody dies, and everyone is healed after. Every fighter who stays to the end gains 1% of their own base powerlevel. Arena fights don’t use Fighting Spirit.

Knockouts

A blow that would take someone to 0 knocks them out at 1 powerlevel instead. Whoever landed it chooses what happens: kill them, leave them knocked out, or knock them out and rob them. Robbing takes everything they carry except bound items. You can set what you usually choose for players, NPCs and mobs.

A knocked-out character is out for 30 minutes. They can’t move, fight, use items, shop or train, but they can still chat. Anyone on their tile can come back to kill or rob them, unless a guard is protecting them. While knocked out you can choose to give up and die, or pay 5% of your base powerlevel to get back up at half strength. When the 30 minutes run out, players wake up at 1 powerlevel.

NPCs decide for themselves. Bosses always kill. Mobs usually leave you knocked out, but sometimes kill or rob. Other NPCs go by their alignment: good ones spare you, and evil ones may rob or kill you.

Showing mercy counts. Every 100 knockouts where you don’t rob or come back to finish the job raises your alignment a little.

Healing

Your current powerlevel heals back to your base on its own once you have rested long enough (see the races table). Training, meditating, fighting and walking Snake Way all restart the clock.

  • Sensu Beans heal you to full at once and regrow lost limbs. In a fight, eating one uses your turn.
  • Food heals part of your base powerlevel, and some foods give a short buff to dodging, blocking or gains. After eating you are full for a while, so food can’t be eaten back to back, and it can’t be eaten during a fight.
  • Rejuvenation Chambers in a base heal half your base powerlevel per use, never past full. Each use takes a charge.
  • Absorb Androids repair themselves instead, restoring a quarter of their base powerlevel every 4 hours. Repair Cells make it free; otherwise it costs some base powerlevel.

Death and The Next Dimension

When you die:

  • You lose part of your base powerlevel for good: 5% the first time, 10% the second, 20% the third, and 40% every time after that.
  • Everything in your bag drops where you died, for anyone to pick up. It stays there for 21 days.
  • You go to The Next Dimension, where King Yemma waits.

Your sentence

You stay dead for 7 days, but you can earn Merit to get out sooner. Every 100 Merit takes a day off, down to 2 days at least. Once your time is up you come back automatically, or you can press Return.

HowMerit
Each new tile of Snake Way you reach+3
Reaching King Kai’s Planet+150
Each spirit you defeat in Hell+10
Each labor job for Goz or Mez in Hell (up to 8 a day)+25
Dying again while dead-50

With 300 Merit you earn a Clean Slate, which spares you the halving below. Merit tops out at 500.

Getting stronger while dead

You can win back some of what your death cost you through training, fighting and walking Snake Way. How much depends on your strength: weaker characters can gain back up to three times what they lost, and the very strongest about what they lost. One-time quest rewards and the Other World Tournament don’t count toward this limit.

Rules of the afterlife

  • Fighting in The Next Dimension is forbidden. Attack anyone there and King Yemma throws you into Hell.
  • Snake Way runs on stamina instead of movement energy. You hold up to 6 and get 1 back every 45 minutes. A meal on Snake Way gives you a step back (up to 6 a day).
  • Dying while already dead costs no powerlevel or items. You lose 50 Merit and start again at King Yemma’s.
  • Characters who have died more than five times can fly along Snake Way.

Coming back

You come back where you died, with your base powerlevel cut in half, unless you earned a Clean Slate. The half isn’t gone for good: eating a Sensu Bean restores it, and any training you did in the meantime is kept.

Techniques

To learn a technique, find a master who teaches it. Most masters teach through quests. Learning a move takes time to master: the more abilities you already know, the longer it takes, and you can’t do much else while you master it. If you are pulled into a fight while mastering a move, you lose it and have to learn it again.

You can also teach moves you know to another player on your tile, as long as they can learn it and have room. Some techniques can only be learned from their master, and the Super Saiyan forms can’t be taught at all: each one has to be earned.

Each race has a limit on how many moves it can know (see the races table). Transformations, racial abilities and life skills don’t count toward it, and every belt of a martial art counts as one move.

An Advanced Scouter can record moves used against you in a fight. Replaying a recording can teach you the move, but it takes 12 to 36 hours. Techniques that only a master can teach are never recorded.

Transformations

Some races grow into their transformations on their own once they are strong enough. Others are learned from masters. Saiyans with a tail can become Oozaru by looking at the full moon outdoors, but without Oozaru Control they rampage.

Alignment

Your alignment runs from -10 (very evil) to +10 (very good).

  • Killing an NPC changes it by how good or evil they were. Killing an evil one raises yours and killing a good one lowers it, and Masters count the most. Mobs don’t change it.
  • Killing a player works the same way: killing a very good player costs you 2, and killing a very evil one gains you 2.
  • Quests can raise or lower it.
  • Sparing the people you knock out raises it slowly.

Alignment changes what shops charge you, which quests people will give you, and which doors open to you. Good characters get discounts from good shopkeepers, and evil ones from evil shopkeepers. Shopkeepers who don’t share your alignment charge you more and pay you less.

Wanted

Killing or knocking out an NPC (other than a mob) makes you Wanted on that map. Guards and Masters there attack you on sight, shops refuse you, and nobody loses alignment for killing you. Dying, or reaching +10 alignment, clears it.

Zenni and Items

Zenni is the currency, carried in your bag. You start with 200. You earn more from quests, by selling to shops, and from what defeated enemies drop.

Your bag has 20 slots, and some quests give you more. Equipped gear doesn’t take up bag slots. To give someone an item, drop it on the ground and let them pick it up.

You can gather materials from resource tiles (some need a tool), and craft them into food and gear at campfires and kitchens. Some recipes need a life skill, like Iron Forging, which smiths teach at town forges.

Bases and Ships

Bases are capsules. Place one on the ground and it becomes your own building, with an optional entry code, and you can pick it back up with a Capsule. A base can be upgraded with a shield, a turret, a Saibaman force to defend it, a Rejuvenation Chamber, and a training room. Attackers must break through the shield and the defenses before they can get in.

Ships work the same way (see Moving Around). Bigger ships have room for more people and can have training rooms.

Dragon Balls

The seven Earth Dragonballs are scattered across Earth. A Dragonball Radar in your bag points to the ones on your planet, whether they’re lying somewhere or in someone’s bag. Dragonballs never disappear from where they are dropped. Making wishes isn’t open yet.

Tournaments

The Other World Tournament is held for the dead. You can enter three times a day, and each time you face three spirits of growing strength. Nobody dies there, and you gain powerlevel for every round you win, with a bonus for clearing all three. Attacking anyone there gets you thrown out.

Staff also run game-wide events from time to time that boost gains, Fighting Spirit, movement or gathering for a while.

Chat and Conduct

  • Global chat reaches everyone in the game.
  • Local chat reaches the people on your tile.
  • /y (yell) reaches your tile and the tiles around it.
  • /w (whisper) reaches one person on your tile you have met.
  • Telepathy (a move) reaches anyone you have met, anywhere.
  • /help sends a message to staff.

Keep chat civil. Messages with slurs, sexual content, hate, real threats, harassment or graphic gore are blocked, and three blocked messages in a day mutes you for an hour. Trash talk about fights is fine. Use the flag button on a message to report it to staff; reports are anonymous.

Inactivity

If you haven’t played for 3 days, your character falls asleep. A sleeping character takes 30% more damage, and in fights with other players their turns pass after 30 seconds. You wake up as soon as you come back.

A character that is never played after the day it was made is deleted after 7 days.