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ClanFights Wiki

Everything you need to conquer the realm — updated with every patch.

Welcome to ClanFights

ClanFights is a browser-based medieval MMORPG. Level up a warrior, mage, rogue, or priest, join a clan, and battle across a 100×100 world map. No download — everything runs in your browser.

Quick start: finish the tutorial, pick a class, equip your starter gear, and send your first caravan. You can change class later with a Class Change Scroll.

Creating Your Account

  • Username — 3-16 characters, letters and numbers only. Visible to other players.
  • Email — required for password reset and 2FA. Verify it from the link we send.
  • Beta code — optional, unlocks a starter pack during closed beta.
  • Referral code — optional, gives both you and your referrer a reward.

Accounts that skip email verification lose access to password recovery and ranked PvP.

Choosing a Server

  • EU — Frankfurt, best for European players (~20-40 ms).
  • US — Virginia, best for North & South America (~40-80 ms).
  • Asia — Singapore, best for APAC (~30-60 ms).

Characters are region-locked. Pick the server closest to you — you can’t transfer later.

Your First 30 Minutes

  1. Create your character and pick a faction (Human or Karus).
  2. Complete the tutorial and claim your starter gear.
  3. Run the first expedition to get a feel for combat.
  4. Visit your town and upgrade the Town Hall to unlock the caravan.
  5. Send a caravan to Forest. Higher destinations multiply gold and materials; you still get 3–4 random types.
  6. Open the quest log and accept the 4 daily board quests. Active players get one extra every 2 hours (up to 8).

Pro Tips

  • Save your gold for blacksmith upgrades. Shop gear is mostly filler until level 20.
  • Upgrade the Town Hall and Warehouse first — they unlock everything else.
  • Log in daily for the streak reward — 30 days gets a cosmetic title and diamonds.
  • Join a clan by level 10 for passive stat bonuses, clan dungeons, and the shared warehouse.
  • Complete daily quests — they give far more XP per minute than grinding.

Currencies

  • Gold — main currency. Earned from combat, quests, selling drops.
  • Diamonds — premium currency. Earned from achievements, daily rewards, or purchased.
  • Honor — earned in Arena and clan PvP. Used for honor gear.
  • Clan Points — your contribution to your clan. Affects your rank inside the clan.

Character Stats

Every class uses the same six core stats, but with different weightings.

  • STR (Strength) — physical damage, mostly for Warriors and Rogues.
  • DEX (Dexterity) — crit chance, dodge, Rogue damage.
  • INT (Intelligence) — Priest healing and debuff strength.
  • HP (Health) — total health pool. Regenerates 1-5% per minute out of combat.
  • MP (Mana) — spell resource, Mage damage scales with it.
  • Armor — flat damage reduction. Diminishing returns after 500.
Tip: you get 3 stat points per level. Respec scrolls are on the premium shop.

Inventory Management

  • Base capacity: 36 slots per bag page (2 free pages). Pages 3-5 come with Bronze/Silver/Gold membership or diamonds in Premium. An equipped mount adds saddlebags: Horse +5, Camel +6, Elephant +8.
  • Warehouse upgrades at the Town Hall increase your stacking limit.
  • Stackable items (materials, consumables) stack up to 999 per slot.
  • Auto-sort groups by type and rarity. Manual sort also available.
  • Quick-sell common and rare drops — sends gold straight to your wallet.
  • Filter bar — search by name, filter by rarity, type, or level.

Leveling Up

XP comes from combat, quests, dungeons, and daily bonuses. Level cap is 100.

  • Expeditions — scaled to your level. Fastest XP at levels 1-40.
  • Quests — daily kill and collection quests. Best XP/minute ratio.
  • Arena wins — modest XP, but lots of honor and ranked rewards.
  • Dungeons — big XP bursts, best for groups and clans.
  • XP bonuses — premium tiers, quest completions, and town upgrades stack.
  • Level cap: 100. Beyond that, focus on gear, skills, and prestige.

Customization

  • Class Change Scroll — consumable from premium shop, rerolls your class.
  • Faction change — locked. You pick once at character creation.
  • Appearance tokens — change hair, face, body scale.
  • Mounts — cut travel cooldown and add saddlebags by type (Horse +5, Camel +6, Elephant +8). Pets and mounts can be upgraded at the blacksmith. 30+ skins available.
  • Pets — combat assists, 20+ species from events and the mystery box.
  • Titles — unlocked by achievements. Displayed next to your name.

Class Overview

Four classes, each with a distinct role. You can change class later with a Class Change Scroll, so pick what looks fun — not what seems strongest.

Warrior

Role: front-line tank and melee DPS.

Primary stats: STR, HP, Armor.

Playstyle: charge in, soak damage, bleed enemies with heavy strikes.

  • <strong>Pro:</strong> highest HP pool in the game.
  • <strong>Pro:</strong> best armor scaling — takes the least damage.
  • <strong>Pro:</strong> easy to play, forgiving for new players.
  • <strong>Con:</strong> slower than ranged classes, weak vs. kiters.

Mage

Role: ranged glass cannon with burst AoE.

Primary stats: MP, INT.

Playstyle: cast from range, chain cooldowns, melt packs with spells.

  • <strong>Pro:</strong> highest burst damage in the game.
  • <strong>Pro:</strong> strong AoE — farms fastest.
  • <strong>Con:</strong> lowest HP — dies fast if focused.
  • <strong>Con:</strong> mana management matters a lot.

Rogue

Role: single-target assassin, crit specialist.

Primary stats: DEX, STR.

Playstyle: stack crit, open from stealth, finish targets before they react.

  • <strong>Pro:</strong> highest crit chance and crit damage.
  • <strong>Pro:</strong> evasion and dodge reduce incoming damage.
  • <strong>Pro:</strong> best single-target DPS in PvP.
  • <strong>Con:</strong> weak AoE — slow at farming packs.

Priest

Role: support healer, buff/debuff caster.

Primary stats: INT, MP.

Playstyle: heal allies, buff your clan, debuff enemies. Instant heals also smite in solo combat.

  • <strong>Pro:</strong> only class with strong heals — essential in clan dungeons.
  • <strong>Pro:</strong> buffs make your clan 20-30% stronger.
  • <strong>Pro:</strong> always in demand for clan content.
  • <strong>Con:</strong> less raw burst than a dedicated DPS — still the clan healer.

Damage

Each class scales damage from different stats — warriors and rogues from physical stats, mages and priests from magical. Equip the right weapon for your class, invest in your primary stats, and study your class playstyle in the Classes tab.

Armor & Defense

Armor reduces incoming damage with diminishing returns — every additional armor point helps a little less than the last, so balance defensive gear with offensive stats. Skill damage-reduction passives: only your two strongest count (then a 40% skill cap).

Critical Hits

Critical hits deal bonus damage. Stack DEX and crit-chance gear to land crits more often, and crit-damage gear to make them hit harder.

Monsters can crit too — watch out for elite swings.

Expeditions

Send your character on location-based monster hunts scaled to your level.

  • Level range: unlocks every 5 levels, up to level 100.
  • Rewards: XP, gold, materials, rare drops.
  • Energy: each expedition costs energy. Regenerates over time or refills with diamonds.
  • Companion boost: pets and mounts add passive bonuses to expedition rewards.

Arena (PvP)

1v1 battles against players on your realm. You can attack anyone.

  • <strong>Honor rewards</strong> scale with your opponent’s rating.
  • <strong>Seasonal rewards</strong> — top ranks get unique titles and cosmetics.
  • <strong>Level gap 20+:</strong> quest progress only — no gold, honor, XP, or HP taken. Closer fights pay scaled rewards.
  • <strong>Arena energy</strong> refills every 30 minutes.

Dungeons

Multi-floor instances with bosses, chests, and rare drops.

  • Solo dungeons — scale to your level, cooldown 10 minutes.
  • Clan dungeons — recommended roster (T1: 3, T5: 12), 8-hour cooldown, shared loot.
  • World bosses — huge shared enemies, top damage gets bonus drops.

Skills

Each class has 20+ skills across active, passive, and ultimate slots.

  • Skill points — 1 every 3 levels, unlock a skill (1 SP). Rank 2–5 costs 1 SP + gold (+8% power per rank; rank N needs N path mastery). Path mastery +1 every 10 levels (max 10/path; +1%, 10/10 is +10%).
  • Active skills — spend action points each turn (2 + 1 per 20 levels, cap 6). Unique 5-piece sets add +1 AP (bonus cap 3, total cap 8). Auto-attack costs 1 AP. Hunts spend leftover AP on at most one extra skill plus auto.
  • Attack skills — direct damage, lowest cooldown.
  • DoT skills — bleed, burn, poison. Stack over time.
  • Buffs and debuffs — temporarily boost allies or weaken enemies.
  • Heal skills — Priest instant heals: below 50% HP they heal; at 50%+ they smite instead (no heal). Warriors and rogues have small self-heals.
  • HP regen — percent of max HP each round. RegenAura copies do not stack (highest only). Gear regen cap 6%; total 10%; arena 7%.

Quests

Accept from the quest board to get XP, gold, and rare materials.

  • Kill quests — defeat X of a specific monster.
  • Collection quests — gather X of a specific material.
  • Arena quests — win a number of arena fights.
  • <strong>Max active:</strong> 10 at a time. One quest per family. Families are kill, no-death streak, perfect, speed, collect, donate, arena, and dungeon — collect is not a kill quest.
  • <strong>Daily refresh:</strong> 4 new quests each day, then one extra every 2 hours (up to 8 on the board). 1 free diamond reroll per day, then 5 / 10 (after 20) / 25 (after 50) diamonds. Goals scale with your level (kill-type cap 2×) and show on the card. Same-family board quests stay listed but cannot be accepted until you finish or cancel the active one.
  • <strong>Quest XP:</strong> 0.24% donate, 0.12% small, 0.20% mid, 0.35% large of your next-level bar, then premium/career/events, clamped to that slice. Donate gold goal is 15× level². Quest gold is capped at 2× base. One quest family at a time.

Auction House

Bid on items posted by other players. Great for rare drops you can’t farm.

  • Bidding — place a bid higher than the current. You pay only if you win.
  • Durations — 2, 8, 24 or 48 hours.
  • Minimum increment — 5% of the current bid.
  • <strong>Reserved gold</strong> — your active bids lock gold until the auction ends.
  • <strong>Outbid</strong> — your gold is instantly refunded when someone beats your bid.
Tip: snipe auctions in the last 30 seconds to avoid bidding wars.

Drop Mechanics

Step 1 — Roll for drop

Every kill rolls against the monster’s drop chance (shown on the monster card).

Step 2 — Roll for rarity

Rarity Drop Rate Color
Common 50 White
Uncommon (Set) 12 Green
Unique 12 Orange
Rare 20 Blue
Epic 16 Purple
Legendary 6 (×0.7 ≥40) Gold

Relative rarity weights after a kill drop succeeds. Each loot-row weight is multiplied by this. Legendary weight ×0.7 after monster 40 (~4.2).

Dungeon clear rolls (independent %)

Each rarity rolls separately when you finish a dungeon. Epic 18%, Unique 6%, Legendary 6% per clear (about 4% after dungeon 40). Elite/boss kills can also drop Fusion Core, Fusion Tool, and named unique weapons.

Rarity Drop Rate
Guaranteed Common items2
Uncommon (Set)18%
Rare55%
Epic18%
Unique6%
Legendary6% (≈4.2% ≥40)
Pet / Mount3%

Premium Drop Bonuses

  • Bronze: +5% drop rate.
  • Silver: +10% drop rate, +10% rare chance.
  • Gold: +20% drop rate, +15% rare chance, +5% epic chance.

Special Bonuses

Some consumables and gear pieces apply temporary reward bonuses during combat:

  • <strong>Gold bonus</strong> — +30% gold from drops (30 min).
  • <strong>XP bonus</strong> — +30% XP (30 min).
  • <strong>Honor bonus</strong> — +30% honor in Arena (30 min).
  • <strong>Drop bonus</strong> — +10% drop rate (30 min).

Equipment Drops

  • Weapons — swords, daggers, staves, maces. Level-gated.
  • Armor — helmet, chest, gloves, boots. Set bonuses at 2/3/4/5 pieces.
  • Accessories — rings, necklaces. Usually grant stats, not armor.
  • Shields — Warrior and Priest only. Reduces incoming damage further.

Every equipment drop rolls random stats within its rarity range. Reroll with enhancement scrolls.

Stacking Rules

  • Stackable — materials, potions, scrolls, gems. Up to 999 per slot.
  • Non-stackable — equipment, pets, mounts. 1 per slot.
  • Slot limit — 36 per bag page (2 free pages; extra pages via Premium membership or diamonds). An equipped mount adds saddlebags: Horse +5, Camel +6, Elephant +8.
  • Bulk sell — select multiple and sell in one click.

Pets & Mounts — How to Get Them

Pets and mounts are rare companion items that never appear in shops. They drop exclusively from combat activities, premium packages, and special events.

Source Chance Notes
Expedition (won battle)1.5%Rolled after normal loot. Requires empty package slot (respects max-packages cap).
Dungeon clear3%Rolled independently of the rarity drop chain. Triple the expedition rate.
Gold Premium packages—Guaranteed pet/mount in certain premium reward boxes.
Mystery WizardVariableOccasional pet/mount in the gacha reward table. Rates vary.

Level Range

Pets and mounts drop from any dungeon or hunt at their catalog level (usually 1). They arrive unupgraded — not +1. There is no character-level window. Upgrade them at the blacksmith like other gear.

Where They Land

Pet/mount drops go into your Packages (overflow storage), not directly into inventory. Transfer manually when you're ready to use them. Can be sold/smelted like any other equipment.

Gallop (cooldown)

Gallop cuts this mount's travel cooldown. Better rarity = a bigger cut (10% Common through 30% Mythic). The item tooltip shows only this mount's percent.

Saddlebags (inventory)

Pack slots come from mount type: Horse +5, Camel +6, Elephant +8. Pets and mounts can be upgraded at the blacksmith.

Pro tip: running clan dungeons is the fastest way to stack pets and mounts. The 3% per clear compounds quickly with regular weekly runs. Companions drop unupgraded; smith them when you want + levels.

Blacksmith — Item Upgrading

Upgrade Success Cost Notes
+1 → +2100%500×BGuaranteed (+1→+2).
+2 → +3100%1000×BGuaranteed (+2→+3).
+3 → +490%1500×BFail resets to +1 (10% fail). First dangerous tap.
+4 → +570%2000×BFail resets to +1 (30% fail).
+5 → +650%2500×BFail resets to +1 (50% fail).
+6 → +720%3000×BFail resets to +1 (80% fail) — extra stats start at +7.
+7 → +85%3500×BFail resets to +1 (95% fail) — 2.5× stat step.
+8 → +92%4000×BFail resets to +1 (98% fail).
+9 → +101%4500×BFail resets to +1 (99% fail).

Gold = 500 × current +level × B. B = max(1, ceil(item level / 20)). L1–20 gear has B=1, so +1→+2 is 500 gold. Matching scroll is always required (Unique items need Unique Upgrade Scroll). Shop scroll gold: Common 200, Uncommon 350, Unique 500, Rare 800, Epic 2200, Legendary 5000.

Upgrade Scrolls

  • Common Scroll — required to upgrade a Common item.
  • Uncommon Scroll — required to upgrade Uncommon items (including set pieces).
  • Rare Scroll — required to upgrade a Rare item.
  • Epic Scroll — required to upgrade an Epic item.
  • Legendary Scroll — required to upgrade a Legendary item.

<strong>Scrolls are a hard requirement</strong> — you cannot attempt any upgrade without the matching-rarity scroll in the Blacksmith. Scrolls are bought in shops (or rarely drop). They do <strong>not</strong> increase success chance — the rates in the table above are fixed. Only Trina raises success chance.

Trina — the Only Chance Booster

Trina is a consumable that raises the success rate of a single upgrade attempt. It's the only item that actually changes your odds.

  • <strong>+10% success rate</strong> on the upgrade attempt Trina is slotted in for. Consumed on use (success or fail).
  • Trina is used <strong>on top of</strong> the required upgrade scroll — they sit in separate Blacksmith slots. The scroll is still mandatory; Trina is optional.
  • Very rare combat drop: about 0.15% on a normal expedition kill, 0.4% on elite, 0.8% on a personal dungeon clear. Also Gold Premium and the Mystery Wizard.
  • Gold Premium packages sometimes include Trina as a bonus.

Smelting — Reclaim Materials

Turn unwanted gear into crafting materials at the Smelter.

RarityTimeYield
Common5 min1-2
Rare15 min2-4
Epic30 min3-6
Legendary60 min5-10

Crafting Materials

  • Iron Ore — base mineral for common gear.
  • Steel Ingots — refined iron, for rare gear.
  • Mithril — epic-tier material, from dungeons. Caravans do not drop mithril.
  • Adamantine — legendary-tier, world bosses only.
  • Shards — rarity-specific, used in shard crafting.
  • Fusion Core — required to fuse three items.

Where to Find Materials

Every material can be obtained from multiple sources. This table shows what each material drops from and where it's most efficient to farm.

Material Drops From Best Source
WoodSmelting Chest/Glove/Shoes, Caravan trips, low-level monster dropsSmelt unwanted Common/Rare armor pieces (fast)
StoneSmelting Armor/Shield/Jewelry, CaravanSmelt Common/Rare shields and gloves
IronSmelting Weapons/Armor/Shields at all raritiesSmelt Rare+ weapons; highest yield from Epic items
CrystalSmelting Rare+ Weapons/Helmets/Shields/JewelrySmelt Epic+ gear; Legendary has ×3 quantity mult
GemstoneSmelting Epic+ Rings/NecklacesSmelt Epic jewelry — guaranteed to appear in pool
Gold NuggetSmelting any Jewelry (Ring/Necklace)Smelt unwanted Rings; Epic drops are +50% bonus chance
FangSmelting Legendary Necklaces onlyRare drop — only Legendary Necklaces can produce it
Shards (by rarity)5% chance per smelt; matches item raritySmelt many Epic/Legendary items — chance is per smelt
Math note: each smelt takes 30 seconds × item level (half with the smelting-speed admin setting). A level-50 Epic item yields roughly 4-7 materials. Legendary items have a ×3 quantity multiplier and 15% chance of a bonus basic material on top.

Crafting Strategy by Level

The right crafting play changes as your character grows. Here's what to prioritise at each stage.

Early game (Lv 1-30)

  • Don't hoard gear — every piece that isn't better than what you wear goes into the Smelter. You need the materials and the gold more than the item.
  • Upgrade through +3 for free. +1→+2 and +2→+3 are 100%. First risk is +3→+4 at 90%, then 70% to +5. Stop before +6 until you can eat losses.
  • Run Caravan daily from the moment you unlock it — it's passive gold + materials while you do other things.

Mid game (Lv 30-80)

  • Start fusing. Common→Uncommon is 95% safe; build a stash of Rares by fusing your Commons first, then Rare→Epic for your main slot items.
  • Save shards aggressively. You'll need Epic+ shards for Enhancement, and those only come from smelting Epic+ items. Keep 50+ of each Epic shard before enhancing.
  • Target +6 or +7 on your main weapon. +5→+6 is 50%, +6→+7 is 20%. +8 and beyond is endgame territory.

Late game (Lv 80+)

  • Legendary fusion is 40% (needs a Fusion Core). A Fusion Tool raises that toward 60% (cap 95%). Only attempt on main-stat gear.
  • Gold Premium auto-sell empties your package overflow for gold — use it daily so drops don't go to waste while you're farming Dragon's Lair.
  • Caravan upgrade A + D first. Travel speed −8%/level, storage +15%/level (capped at ×2.5) — by L5 a run is ~16 min (20% faster) and returns 1.75× materials; L10 storage caps at ×2.5.
Pro tip: the single biggest crafting mistake is trying to +10 before +7. From +6 the rates are 20%/5%/2%/1%. Stop at +6/+7 on anything not critical.

Enhancement System

Enhancement boosts a single stat line on an item using shards and gold.

How It Works

  • Open the Enhancement panel in your town.
  • Drop an item into the target slot.
  • Insert matching rarity shards.
  • Confirm to re-roll or boost the selected stat.
  • Save with a Protection Scroll to lock the result.

Slot Costs

  • Slot 1 (primary stat): 5 shards + 1,000 gold.
  • Slot 2 (secondary): 10 shards + 5,000 gold.
  • Slot 3 (tertiary): 20 shards + 25,000 gold.
Pro tip: always enhance primary stats first — they give the biggest power spike.

Fusion System

Fusion combines three same-slot items (main + two fodder) into the next rarity. Three Legendaries become Unique. Unique cannot be fused further.

Process

  1. Select a base item (keeps its appearance and level).
  2. Add two fodder items of the same slot.
  3. Insert a Fusion Core.
  4. Confirm — the base item inherits one stat from the sacrifice.

Benefits

  • Keeps your favourite skin while boosting stats.
  • Max rarity carries over from the sacrifice.
  • Can repeat up to 5 times per item.
  • Inherited uniques stay permanently.

Success Rates

  • Common / Uncommon: 95%.
  • Rare: 80%.
  • Epic: 60%.
  • Legendary → Unique: 40%. Unique is max. A Fusion Core is required for every fusion.
  • Fusion Tool multiplies success by 1.5 (cap 95%).

Where to Find Them

Fusion Core (Catalyst):

  • Starts at dungeon level 30 (Undead Crypt). Not before. Crypt elite 2% / Crypt Lord 5%; Flame elite 3% / Fire Titan 7%; Ice elite 4% / Ice Titan 10%. Trash never drops Cores.
  • Drops from Dragon Lair elites (Drake Warrior 5%, Dragon Emperor boss 15%)
  • Drops from Hell Gate elites (Pit Lord 8%, Hell Gate Keeper boss 20%)
  • Solo dungeon clear, dungeon level 30+: 1% Core, 0.5% Tool.
  • Clan Tier 5 Dungeon victory: 15% Core pool + 10% bonus roll
  • Mystery Wizard — 5% of rolls.
  • Premium shop — buy Fusion Core with diamonds.
  • Arena #1 for 7 days — 1 guaranteed Core. Regular Arena fights do not drop Cores.
  • Does not drop from Expedition or normal Arena matches.

Fusion Tool (+50% success):

  • Crypt / Flame / Ice elites and bosses (0.4–2%). Same rooms as the Core farm.
  • Rare drop from Dragon Lair elites (Drake Warrior 1%, Dragon Emperor boss 3%)
  • Rare drop from Hell Gate elites (Pit Lord 1.5%, Hell Gate Keeper boss 4%)
  • Clan Tier 5 Dungeon victory: 5% chance from the Tool pool

Basic Crafting

Craft items at the Crafting Table in your town using recipes and materials.

  • Recipe required — learned from books or looted.
  • Materials — shown in the recipe preview.
  • Crafting time — runs in real time, you can queue up to 5.
  • Quality — higher materials produce higher-rarity results.
  • Batch craft — craft up to 10 of the same recipe at once.

Gem Socketing

Some gear has sockets that can hold power-boosting gems.

  • Socket count — 0-3 sockets depending on rarity.
  • Gem types — STR, DEX, INT, HP, MP, Armor.
  • Gem tiers — T1-T5, higher tiers give larger bonuses.
  • Removal — gems can be removed but cost shards.
  • Upgrade — 3 gems of the same tier combine into 1 higher tier.

Item Repair

Each item records a durability number on its tooltip. Combat wear and blacksmith repair are not live yet — equipped stats always apply.

  • Durability — shown on the item tooltip.
  • Repair — a blacksmith repair bench is planned; forging upgrades still work.
  • Auto-repair — planned companion option. Not active in combat yet.
  • Low durability — flavor on the item. It does not strip combat stats today.

Salvaging

Break down unwanted items to reclaim some of their materials.

  • Instant salvage — returns a fraction of base materials.
  • Smelter salvage — takes time, returns more materials.
  • Enhanced gear — returns shards proportional to enhancement level.
  • Bulk salvage — select multiple items for one-click processing.

Caravans

Send a caravan to gather materials from distant locations.

  • Duration — about 20 minutes base (10 travel + 10 scavenge). Speed upgrades shorten it. Destination changes reward ×N, not duration.
  • Rewards — gold plus 3–4 random materials. Destination ×N (Volcano ×4) multiplies gold and each picked stack.
  • Capacity — one caravan. Larger Storage adds +15% haul per level (cap ×2.5).
  • Speed — upgrade reduces travel time.
  • Risk — bandit encounters can reduce haul — caravan guards mitigate this.

Marketplace

Buy and sell materials and gear with other players.

  • List items — set your own price and duration.
  • Buy orders — place an order, gets auto-filled when a seller meets your price.
  • Clan market — clan-only listings with no listing fee.
  • Listing fee — 5% of the listed price, refunded on sale.
  • Duration — 2, 8, 24 or 48 hours.

Alchemy

Brew potions and elixirs at the Alchemist.

  • Health potions — instant HP restore, different tiers.
  • Mana potions — restore MP for spell casters.
  • Buff potions — +damage, +armor, +crit for 30 minutes.
  • XP elixirs — +50% XP for 1 hour.
  • Crafting potions — increase gather rate, success chance.

Recipes

Recipes are unlocked through gameplay and scattered around the world.

  • Basic recipes — unlocked from the tutorial and vendors.
  • Advanced recipes — dropped from dungeons.
  • Rare recipes — from elite monsters and world bosses.
  • Legendary recipes — auction house and special events only.
  • Recipe book — tracks every recipe you’ve learned.

Clan Overview

Clans are persistent player groups with a shared bank, warehouse, dungeon runs, and a fixed home on the world map.

Tip: join a clan by level 10 — the passive bonuses alone are worth it, and clan dungeons are the fastest XP at high levels.

Clan Benefits

  • Passive stat bonuses for every member scale with clan level.
  • Shared warehouse — deposit and withdraw clan items.
  • Clan market — fee-free trading between clanmates.
  • Clan dungeons — weekly group content with premium loot.
  • Clan wars — raid other clans on the world map for honor and loot.

Clan Dungeons

Multi-tier raid ladder. Each dungeon has a minimum and a recommended roster. Short warbands get crushed — recruit before you start.

  • Tier 1-2 — Goblin Cave (rec 3), Dark Forest (rec 5). T2 unlocks after 1 Goblin win.
  • Tier 3-4 — Undead Crypt, Volcanic Forge (rec 8). Clan level 5+.
  • Tier 5+ — Demon Citadel (rec 10), Dragon’s Lair (rec 12).

After a run there is an 8-hour cooldown. Short warbands wipe — recruit to the recommended roster.

Clan Buildings

  • Fortress — increases member cap by 4 per level.
  • Warehouse — +5 shared slots per level.
  • Barracks — +0.5% XP bonus per level. Tiny dungeon unique drop (+0.2%/lvl, cap 2%).
  • Training Hall — -2% stat-upgrade cost per level. Tiny dungeon unique drop (+0.1%/lvl, cap 1%).

Each building caps at level 10. Upgrades are funded from the clan bank.

Upgrade Cost = BaseCost × (1.8 ^ Level)

Clan Ranks

  • Leader — full permissions, can promote, kick, disband.
  • Officer — can invite, kick recruits, manage warehouse.
  • Member — full benefits, no admin rights.
  • Recruit — probation period, limited warehouse access.

Clan Power

Power = (Level × 10) + (STR + DEX + INT) × 1.5

Clan Power is the sum of all member power scores. Determines your clan’s ranking and which tier dungeons you unlock.

Clan Path — Dungeon Progression

The clan path is a 5-tier raid ladder with a branch at Tier 3. Dark Forest unlocks after one Goblin win. Later tiers need more victories and a bigger warband.

Tier Name Unlock Approx. Rewards
1Goblin CaveStarting tier — always open100-200 clan gold, 50-100 per member
2Dark Forest1× Goblin Cave win300-500 clan gold, 150-250 per member
3AUndead CryptTier 2 ×3, Clan Lvl 5+, officer picks A600-900 clan gold, better honor
3BVolcanic ForgeTier 2 ×3, Clan Lvl 5+, officer picks B600-900 clan gold, better gold + fire items
4Demon CitadelTier 3A or 3B ×5, Clan Lvl 8+1200-1800 clan gold, 600-900 per member
5Dragon's LairTier 4 ×10, Clan Lvl 12+, Clan Honor 1000+2500-4000 clan gold, legendary drops

The Tier 3 Branch

At Tier 3, an officer or leader picks between Undead Crypt (A) or Volcanic Forge (B). The paths converge at Tier 4, so the choice only affects theme and minor reward flavor — not the long-term destination.

Recruit first: bosses scale to the recommended roster, not whoever showed up. T1 wants 3, T2 wants 5, T5 wants 12. Officers can start at the minimum, but a short line almost always wipes. After a run there is an 8-hour cooldown.

Clan Bank

The clan bank is a shared pool of gold fed by member donations. It funds clan upgrades, dungeon assists, and a daily passive payout.

Donating

  • Any member can donate gold from their personal stash at any time.
  • Your personal donation total is tracked on your profile. Higher totals unlock clan achievements and titles.
  • Once donated, gold is locked in the bank — only officers and the leader can withdraw or spend it.

Spending

  • Clan upgrades — each upgrade costs baseCost × 2^level. Check the Upgrades panel for the next-level cost.
  • Clan dungeon assistance — the bank can fund revival potions and buffs during a clan dungeon run.
  • Emergency fund — officers can grant individual members a gold bailout (max once per member per week).

Daily Claim

Every 24 hours, the clan can claim a passive bonus payout from the bank (cooldown-gated). Scales with clan level and total donations.

Clan-vs-Clan Fights

Declare a raid on another clan to contest honor, bank gold, and weekly rankings. Clan fights are the endgame PvP mode.

How It Works

  • Declare: officer/leader picks a target clan from the map. Cooldown between attacks on the same clan.
  • Fight window: members of both clans battle during a fixed window. Each member can contribute a limited number of attacks.
  • Resolution: the clan that accumulates more total damage (or objective score, depending on mode) wins.
  • Loot: the winning clan's bank absorbs a percentage of the losing clan's bank gold. Losers get a consolation reward to avoid total wipeout.

Rewards

  • Clan gold — stolen from the loser's bank.
  • Clan honor — used for leaderboard rankings and some clan-upgrade gates.
  • Personal gold / honor — participants share a cut based on their contribution.
Targeting advice: don't attack clans you can't beat — failed raids waste your attack cooldown AND expose your bank to counter-raids. Scout the target's average member level and recent fight log first.

Clan Map

A world map showing every clan's territory with auto-assigned coordinates. Used for visualising which clans are near yours and picking clan-fight targets.

  • Coordinates — each clan gets a fixed (x, y) position auto-assigned at creation (see clanMapCoords.js).
  • Range-based targeting — some clan-fight modes limit you to attacking clans within a certain map distance.
  • Markers — your own clan, your faction's clans, enemy faction, and neutral clans each have distinct marker styles.

Your Town

Every player has a personal town with 5 buildings. All five are available from the start. Each upgrade gives a permanent passive bonus.

Town Hall

The heart of your town. Raises max HP. All five buildings are available from the start.

  • +1% max HP per level.
  • Does not unlock other buildings — they are already open.
  • Priority: upgrade first for HP. Other buildings do not wait on it.

Warehouse

Raises your package mailbox limit. Does not add inventory slots (those come from a mount).

  • +10 package slots per level.
  • Open /game/packages to collect mail and drops.
  • Priority: second — extra package slots stop lost mail.

Cemetery

Increases honor gain from arena and clan wars.

  • +5% honor rate per level.
  • Unlocks ranked honor leaderboards.
  • Priority: mid-game — valuable once you hit arena.

Bank

Increases gold rate from combat and quests.

  • +5% gold rate per level.
  • Adds to goldBonus on combat, quests, and jobs.
  • Priority: mid-game — pays for itself over time.

Training Grounds

Increases XP rate from combat, quests, and jobs.

  • +5% XP rate per level.
  • Adds to xpBonus. Does not change stat-upgrade cost.
  • Priority: end-game — great for hitting level cap faster.
Cost = TimesUpgraded × Multiplier × (1 - Discount)

Tavern

Not a town building. Play minigames at the Tavern page.

  • No town-upgrade bonus.
  • Open /game/tavern for dice, cards, and the well.
  • Priority: optional side activity — not part of town upgrades.

Caravan — Deep Dive

Caravans are passive gold + material income. A trip is about 20 minutes base (10 travel + 10 scavenge).

Destination multiplier

The ×N next to a destination (Forest ×1.2, Volcano ×4, Fortress ×8) multiplies gold and each picked material. A trip rolls 3–4 random types from the pool — preview icons are possible cargo, not a guarantee of every type.

Base timings

travelTime = 10 min × (1 − 0.08 × upgradeA) ÷ adminTravelSpeed
scavengeTime = 10 min × (1 − 0.05 × upgradeB)

Upgrade lines

  • A — Travel Speed: −8% travel time per level.
  • B — Scavenge Speed: −5% scavenge time per level.
  • C — Travel Safety: reduces the base 15% mishap chance by 1.5% per level (no mishaps at level 10).
  • D — Larger Storage: +15% gold and material yield per level (capped at ×2.5 at level 10). Level 5 ≈ 1.75× base.
  • E — Better Navigation: unlocks +1 caravan location per level.

Random events (base rates, before Travel Safety)

Roll Event Effect
< 0.015CatastrophicLose all gold + materials
< 0.06Medium FailLose 50% gold + materials
< 0.15Small FailLose 20% gold + materials
< 0.20DelayNo loss — caravan just returns slower
≥ 0.20Success (no event)—
Optimal upgrade order: A (speed) and D (storage) first. Storage is +15% yield per level, capped at ×2.5. C (safety) cuts mishap chance by 1.5 percentage points per level.

Support Portal

Our official help center — ticket system, FAQ, and live status.

Most tickets get a response within 24 hours.

Discord Community

Join our Discord for help, news, patch notes and community chat.

  • Daily patch notes and event announcements.
  • Direct-message support staff during live hours.
  • LFG channels for dungeons, arena and clans.
  • Bug report form and player suggestion board.
Join Discord

Email Support

For account and billing issues, email us directly:

[email protected]

Response time: 24-48 hours on business days.

Common Issues

  • Forgot password? Use the reset link on the login page.
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  • Can’t log in? Clear cookies, try incognito, then contact us.
  • Missing items? Check your mail and packages first.
  • Payment issues? Email with your transaction ID.

Report a Bug

Found something broken? Help us fix it:

  1. Take a screenshot (F12 in most browsers).
  2. Note the time and what you were doing.
  3. Submit via Discord #bug-reports or the support portal.

Repro steps get the fastest fix — tell us exactly how to trigger the bug.

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