Well, i just tested offline and it seems the following variables are marked as Int32 precision: - Adventure Current Exp (ae) - Adventure Pooled Exp (pae) - Production Current Exp (pe) - Production Pooled Exp (ppe) This is currently inconsistent with Skills Exp system, which uses Int64 as a baseline in all places. This causes 2 problems: 1 - You Artificially limit adventuring level to 129 while Skill level can go up to 200. I don't know if it is intended, but as soon as someone gets past the Int32 limit (2^32) = 2.2bi exp, then suddenly they may get a NEGATIVE adventure level in which in my tests tinkering with offline play could cause some serious issues. 2- Since skill cap is 200, even seeming impossible to achieve (for instance 18,187,500,000 exp for a low tier skill), no one will be able to pool enough exp to "efficiently" level up that particular skill. This is more of a future issue, but i marked as critical because a very serious and engaged player might be affected very seriously by it somewhere in a near future. Other possible variable (untested) is GOLD. But as a lot of games have a hard cap on gold, i don't see an issue to set up a much lower hard limit on this variable, just make sure it doesn't go over the cap to end up with "negative" gold either. My suggestion: make all this variables as Int64. I know they might be used in a lot of places inside your code, so as a bonus warning, be careful with this change (a Developer advise to another hehe).