Official Game Guide

Hero’s Ark

A browser-based fantasy MMORPG combining turn-based, stat-driven combat with a persistent grid world and a real-time kingdom economy. Forge a hero from 18 races and 7 classes, explore a 25×25 tile world, then claim and defend a kingdom.

18 Races7 Classes 25×25 Grid WorldKingdom Economy & Warfare Quests & AchievementsGuilds & World Chat

Two Layers, One World

Hero’s Ark is played on two layers. The Hero layer is a turn-based, stat-driven RPG: you walk a 25×25 tile map, trigger random encounters, fight monsters in turn-based combat, craft gear, and grow a single character through five attributes. The Kingdom layer is a persistent-economy strategy game: claim a kingdom plot, build production buildings that accrue resources in real time (even while you're offline, up to 24 hours), train troops, and send generals to raid rival kingdoms.

The two layers meet at the tax line: every monster you kill on someone's claimed land pays a cut of its gold to that kingdom's treasury (or the capital's, at the center of the map), and that treasury funds the buildings and troops that make the kingdom layer work.

⚔️ The Hero Layer

Turn-based combat resolved by five attributes (STR/DEX/INT/VIT/LUK), six crafting professions, and a class-and-ability system with resource bars, level-gated abilities, and a specialization choice at level 15.

🏰 The Kingdom Layer

Claim a plot for 500 gold, build up to eleven building types, gather six resource types, train troops, and send Generals to raid rival holdings for gold and territory.

🗺️ A Persistent World

Ten 25×25 zones (Aldenmoor Heartlands through Dragonspine Sanctum), each with 24 kingdom plots and one capital, scaled for character levels 1 through 100.

📜 Quests & Achievements

Seven diary-page quest lines told in any discovery order, ten instanced dungeons (one per zone), and 27 achievements rewarding Diamonds and a Unique respec item.

How To Use This Guide

New players should read Getting Started and Character Creation, then skim Attributes and Combat before picking a race and class. Once your hero can hold its own, the Kingdom chapters open up the economy and warfare layer. Use the search box in the sidebar to jump straight to any term.

First-Time Path
Race → Professions → Class → level up through your zone's monsters → claim a kingdom once you can afford the 500 gold → join a guild. The guide is ordered to follow roughly that arc.
Getting Oriented

Getting Started

Everything a new arrival needs in their first hour.

Your First Session

1

Create an account

Sign up with email and password, confirm your email, then claim a username. See Character Creation for the hero-creation walkthrough that follows.

2

Create your hero

Pick one of 3 character slots, choose a race, exactly 2 starting crafting professions, and a class. Your race and class are set at creation but not truly locked: the Diamond Mall sells a Potion of Rebirth (350 💎) that changes your race and a Potion of Unlearning (500 💎) that changes your class or resets your specialization. You can also teach a hero up to three additional professions (five total) at the Mall for 500 / 1,000 / 2,000 Diamonds (plus Shield Smith at a flat 250 💎), and the Potion of Forgotten Self — a rare achievement reward — lets you respec your attribute points.

3

Fight your first monsters

Moving into a tile can trigger a random encounter. Combat is turn-based: attack, use a class ability (which spends your resource bar — Rage, Energy, Focus, Mana, or Holy Power depending on class), or flee. See Combat.

4

Level up and gear up

Kills grant gold and XP. Every level grants 3 free attribute points and, at levels 15/30/45/60/75, a new class ability. Use your two crafting professions to make weapons, armor, and consumables from monster drops and gathered materials.

5

Claim a kingdom and join a guild

Once you have 500 gold, claim any unclaimed kingdom plot to open the whole economy/warfare layer (see Kingdoms). Guilds are simple to create or join from World Chat and share a private chat channel and bank.

The Golden Rules

Kingdom time never stops

Resource production accrues in real time, up to a 24-hour cap since your last collection. Troops, once trained, sit ready to defend or attack whether you're online or not.

Everything is stat-driven

Combat has no reflex component. Outcomes are decided by your STR/DEX/INT/VIT/LUK, your gear, your class abilities, and the monster's level and tier (mob, elite, or boss).

Choices stick — but can be undone

Race, class, and specialization are all chosen at character creation (spec at level 15) and there is no free in-game change. Each can, however, be redone with a premium potion from the Diamond Mall: a Potion of Rebirth for race, a Potion of Unlearning for class or a spec reset. Professions, once picked, stay — but you can learn additional ones at the Mall.

Where you fight matters economically

Every monster kill is taxed by whoever owns the kingdom plot (or capital) you're standing on — up to 20% for a regular kingdom, up to 50% inside the capital block.

Your Hero

Character Creation

You get 3 character slots per account. Creating a hero is a single decision across four fields — each fairly durable, though race, class, and specialization can later be redone with a Diamond Mall potion.

The Four Choices

1 · Slot

Pick one of your 3 character slots. Each slot holds one hero with its own level, gear, gold, and kingdom holdings.

2 · Race

Sets your five starting attribute values. See Races for the full comparison — changeable later only with a Potion of Rebirth from the Diamond Mall.

3 · Two Professions

Choose exactly 2 of the 5 starting crafting professions (Weaponsmith, Armorsmith, Jeweler, Chef, Alchemist) — Shield Smith can't be picked at creation, since Guardians and Protectors learn it free with their specialization and anyone else can buy it at the Diamond Mall. Both start at profession level 1. See Equipment & Crafting.

4 · Class

Sets your resource bar, armor type, and ability kit. See Classes. Changeable later only with a Potion of Unlearning from the Diamond Mall.

Starting Condition

Every new hero begins at level 1 with 60 gold, empty equipment slots, and spawns at a fixed point inside their home zone's capital block. Your starting attributes come entirely from your race choice — there is no free-allocation pool at creation; your first discretionary attribute points arrive with your first level-up (3 points per level thereafter).

Choosing well
Match your race's strongest attribute to your class's stat priority (see each class's entry in Classes) for the smoothest early game — a Dwarf or Orc Warrior and a Gnome or Elf Mage are both strong, low-friction starts. Nothing here is a trap, though: attribute points from leveling quickly outweigh the racial head start.
Your Hero

Attributes & Derived Stats

Hero’s Ark uses five core attributes. Every character starts at a base of 10 in each, modified by race, and gains 3 free points per level to allocate however you like — there is no cap or softcap on any single attribute.

AttributeAbbrev.What it drives
StrengthSTRPhysical Attack power
DexterityDEXA share of Critical Hit chance
IntelligenceINTMagic power (spell/ability scaling)
VitalityVITDefense and Max HP
LuckLUKThe larger share of Critical Hit chance

Derived Formulas

All formulas use your effective attribute — base 10 + race modifier + allocated points + equipment bonuses — and your character level.

Derived StatFormula
Attack (ATK)STR × 2
Defense (DEF)round(VIT × 0.8)
Magic Power (MAG)INT × 2
Critical ChanceLUK × 0.6 + DEX × 0.2, capped at 40%. Rolls on basic attacks and damage abilities (×1.75) and on healing abilities (×1.5) — buffs, shields, and regen ticks never crit
Max HP40 + VIT × 6 + Level × 8
Max Resource (classed)50 + Level
A note on build diversity
Monster Attack scales roughly 1.7–1.9 per level (faster for elites/bosses), while a spread-out build's Defense only rises about a quarter as fast. In practice this rewards leaning into a primary attribute — pure defense-stacking can trivialize incoming damage but deals almost none in return, and an even 5-way split falls behind at high levels. Check each class's stat priority in Classes before allocating.

Where Points Come From

  • Race: a fixed modifier per attribute, applied once at creation (see Races).
  • Leveling: +3 unspent points every level, allocated one attribute at a time, permanently.
  • Equipment: weapon/armor/accessory items can carry flat attribute or ATK/DEF/MAG bonuses on top of your base stats.
Your Hero

Combat System

Combat is turn-based and triggered by random encounters as you move, by attacking dungeon monsters, roaming World Bosses, or rival kingdoms. Every fight is you versus one monster (or, for kingdom warfare, army versus army — see Armies & Warfare).

Damage

Each side's hit is resolved the same way:

Your damage

max(1, your ATK − monster DEF + random(−2, 2))

Monster's damage

max(1, monster ATK − your DEF + random(−2, 2))

A fight ends when one side's HP reaches 0, or you flee. There is no accuracy/miss roll outside of Critical Hits and class control abilities — every attack that isn't dodged by an ability effect connects.

Monster Tiers

Every monster belongs to one of three tiers, which multiply its base HP/ATK/DEF (computed from its level):

TierHP ×ATK ×DEF ×
Mob1.001.001.00
Elite1.151.101.30
Boss1.451.201.30

Your Resource Bar

Once you've chosen a class, you fight with a resource bar that fuels your abilities: Mana (Cleric, Mage, Necromancer), Focus (Ranger), Energy (Rogue), or a bar that builds as you fight rather than regenerating — Rage (Warrior) and Holy Power (Paladin). Abilities cost 1–50 resource and unlock at specific levels — see each class's ability list in Classes.

Mana works differently from every other resource. Rage, Energy, Focus, and Holy Power start each fight empty and build or regenerate during it — but Mana persists between fights: you enter combat with whatever you actually have left, and it only comes back from kills (each victory restores 10% of your maximum), potions, or resting at an Inn. In exchange, the three Mana classes get Magic Bolt — a basic attack costing just 1 Mana that strikes with your Magic stat instead of your Attack, so a caster is never reduced to feeble weapon swings.

Fleeing and Defeat

You can attempt to flee most fights. If your HP reaches 0, you're returned to your zone's capital with your HP restored to half of max and lose a portion of your carried gold — a setback, not a full loot-drop.

Your Hero

Leveling & Progression

The level cap is 100 — a hard cap enforced on every XP source — and the world's ten zones ladder up to exactly that.

Experience

Every kill grants a fixed amount of XP (set per monster). When your XP meets the threshold for your current level, you level up — potentially several times off one big kill. Each level:

  • Grants +3 attribute points to allocate.
  • Advances you along a fixed 100-row level curve — the old compounding ×1.28 formula is gone, replaced by a hand-tuned per-level table that tops out at level 100.
  • Recalculates your Max HP and, if classed, Max Resource — and fully restores both.

The Level Curve

A sample of the XP needed to clear each level (the full table has one row per level; roughly 2.43 billion XP separates level 1 from level 100):

LevelXP to next levelLevelXP to next level
161507,690,242
1012,3646020,936,400
20196,9297032,389,224
30996,7088055,538,400
403,149,95999103,806,000
Gentle start, marathon finish
The curve is deliberately back-loaded: your first level falls in a kill or two, the teens fly by, and it isn't until the 20s that a level starts feeling like work — the crossover into real grinding sits around level 20, and the 40s onward are a marathon. From there, leveling is built around Auto-Battle running while multipliers stack: an Inn rest (+100% for 5 minutes), a Subscription (+100%), and every Jewel of Life you've claimed (+1% each) all add together, so an Inn-rested subscriber earns 3× XP per kill before jewels.

XP Multipliers

All experience bonuses are additive on top of your base 1×:

SourceBonusNotes
Wayside Inn rest+100%5 minutes per rest; costs level × 5 gold
Subscription+100%Account-wide, for as long as it's active
Jewel of Life+1% eachPermanent; every claimed jewel stacks

Zone Difficulty Curve

Each of the 10 zones hosts monsters spanning one 10-level band, so the world doubles as a level guide:

ZoneMonster Levels
1 — Aldenmoor Heartlands1–10
2 — Thornwood Reaches11–20
3 — Ashen Vale21–30
4 — Mirefen Lowlands31–40
5 — Frostpeak Highlands41–50
6 — Sunscorch Wastes51–60
7 — Gloomdeep Hollow61–70
8 — Stormbreak Coast71–80
9 — Shadowfell Marches81–90
10 — Dragonspine Sanctum91–100

Ability & Specialization Milestones

LevelUnlock
1Your class's first two core abilities
15Third ability, and your Specialization choice (one of 3 per class)
30Fourth ability
45Fifth ability
60Sixth ability
75Capstone ability — your class's strongest tool
Respeccing exists, but it's not something you craft
A Potion of Forgotten Self (Unique rarity) resets and refunds every stat point you've spent, letting you reallocate from scratch. It isn't purchasable or craftable — it's earned as a reward, from every dungeon fast clear achievement in the next chapter (all ten of them). Race, class, and specialization are a separate matter: they can't be re-rolled by this potion, but the Diamond Mall does sell potions that change them (Rebirth for race, Unlearning for class or a spec reset).
A note on reaching level 100
The XP curve compounds 28% every level with no ceiling, while monster XP only grows in step with the zone you're fighting in. The two pull apart fast: levels 1–50 are a reasonable few weeks of play, but the curve gets brutal well before level 100 — each late level can require more XP than everything before it combined. Treat "level 100" as a long-term aspiration for a very dedicated (or very patient) player rather than a realistic milestone, not a typo in this guide.
Your Hero

Equipment & Crafting

Every hero has three equipment slots — Weapon, Armor, and Accessory — filled with items crafted by your professions or dropped by monsters. Two specializations open a fourth slot: the Warrior's Guardian and Paladin's Protector unlock a 🛡 Shield slot (see Shield Smith), and the Rogue's Outlaw unlocks an Off-hand slot — a second weapon contributing at 60% effectiveness.

Item Tiers & Name Colors

Item names are color-coded by the level of gear they represent, so a bag or market listing reads at a glance:

ColorItem Level
Muted grey1–9
Green10–19
Blue20–29
Purple30–44
Orange45–69
Red70+

Two special cases outrank the ladder: ✨ Excellent items (cyan) — superior rolls of a base item; Excellent food and potions stack to 10 per slot just like their originals, in their own separate stacks — and Unique items (gold), like the Potion of Forgotten Self and the three Jewels.

The Six Professions

You choose exactly 2 at character creation, both starting at profession level 1, and can buy more at the Diamond Mall — three additional at 500/1,000/2,000💎, plus Shield Smith at a flat 250💎 (free for Guardians and Protectors, granted with their spec). Profession levels rise by crafting, unlocking higher-tier recipes.

ProfessionProduces
WeaponsmithWeapons — a starter ladder (Rusty Shortsword up to the Mithril Blade), then at each of levels 10–100 a full zone set: a Blade (ATK+STR), Staff (MAG+INT), Longbow (ATK+DEX), Dagger (a cheaper crit knife, ATK+LUK), Vanguard Sword (ATK+VIT), and a pure-ATK Axe with the highest raw damage of the tier
ArmorsmithArmor — a starter ladder up through Mithril Plate, then per zone tier a DEF piece for every attribute (Warplate STR, Robe INT, Shadow Leathers DEX, Bulwark Plate VIT, Ranger Harness LUK) plus a pure-DEF Aegis Plate with the highest raw defense
Shield SmithShields — a DEF-focused gear piece for the game's new 🛡 shield slot, which only the Warrior's Guardian and Paladin's Protector specializations can equip. A generic ladder (Wooden Buckler at level 1 up to the Mithril Bulwark), a zone Aegis at each of levels 10–100 adding VIT, and a pure-DEF zone Rampart at the same tiers with the highest raw defense. Every level-5+ shield requires Shield Boss, a component earned only by salvaging (destroying) a shield — the level-1 Wooden Buckler needs just wood, bootstrapping the loop. Guardians and Protectors learn this profession free when they choose their spec; anyone else can learn it for a flat 250💎 at the Diamond Mall
JewelerAccessories — rings and amulets carrying secondary attributes; each zone tier offers one accessory per attribute (with two DEX options, the herb-based Swift Band and wood-based Hunter's Charm), all at matching material costs
ChefCooked meals — Banquets grant +Max Mana for 10 minutes, arriving filled (restoring that much on eating), at every tier from Aldenmoor (level 10) up to Dragonspine (level 100). Hearthmeals are the HP counterpart: +Max HP for 10 minutes, healed on eating, across the same ten tiers. Feasts grant a 10-minute attribute buff — every attribute has a level-100 Dragonspine Feast at the full +60. Only one food buff can be active at a time — eating another while one is live opens a confirmation showing the active buff, its time remaining, and the new buff before it overrides anything. Alchemist elixirs are potions, not food, and coexist with a food buff — but any food or potion whose stat buff would land on a live buff of the same attribute also asks before overwriting it. Party auras always stack and never trigger or suffer an overwrite
AlchemistPotions — instant-heal Restoration Potions and mana potions at every zone tier 10–100, plus 10-minute attribute elixirs; every attribute has a level-100 Dragonspine Elixir at the full +60

Materials

Recipes consume gathered/dropped materials — ore, wood, herb, gem, and meat — plus profession-specific components (like sharpening_stone or smiths_hammer) earned from monster drops. Each zone also offers a themed set of recipes at each of levels 10 through 100, named after that zone (e.g. an "Aldenmoor Blade" at level 10, a "Thornwood Blade" at level 20), scaled to match the zone's monster levels from Progression. Materials live in your resource bag (10 slots to start, expandable to 50; stacks of 99 per slot) — when it fills up you can deposit into a holding's stockpile, spend them crafting, or click a stack in the Inventory tab to destroy any amount and free the slot.

Crafting XP

Every successful craft grants profession XP toward your next profession level, gating access to that profession's higher-tier recipes — independent of your character level.

Rarity

Most crafted and dropped gear has no rarity tag at all — it's just judged on its stats. A small number of items instead carry a Unique rarity: one-of-a-kind effects that can't be crafted or bought, only earned. The Potion of Forgotten Self (see Progression and Achievements) is the first of these.

Your Hero

The 18 Races

Race is chosen at character creation, and changeable later only with a Potion of Rebirth from the Diamond Mall. Each sets a modifier on all five attributes, applied over a base of 10. Green is a bonus, red a penalty.

At a Glance

RaceSTRDEXINTVITLUKArchetype
Human+1+1+1+1+1Versatile generalist
Elf0+6+6−40Frail spellcaster/archer
Dwarf+4−30+50Stout warrior/miner
Orc+70−5+30Brutal muscle
Halfling−4+500+5Nimble and lucky
Gnome−40+60+3Brilliant tinkerer
Dragonborn+5−30+40Draconic might
Tiefling00+6−4+4Infernal cunning
Hexblood0+3+70−5Witch-marked savant
Undead0−4+2+70Deathless endurance
Lupin+4+5−300Wolf-blooded hunter
Faerie−4+200+7Fey fortune
Goblin0+6−40+3Scrappy survivor
Duergar+50+50−4Deep-forged smith
Kobold−4+5+400Cunning trap-maker
Tortle+2−40+80Living fortress
Tabaxi0+70−3+2Cat-quick wanderer
Aasimar+4−4+3+30Celestial knight — the born Paladin
Net totals
Human nets +5 across all five attributes with no downside anywhere. Every other race nets +5 to +8 but concentrates its bonus in one or two attributes at the cost of a debuff elsewhere — pick a specialist race to lean hard into one build, or Human to keep every attribute usable.

Race Compendium

Human

Adaptable and balanced in every discipline. No great specialty, no dead attribute either.

STR+1DEX+1INT+1VIT+1LUK+1

Plays well as: Any class

Elf

Graceful spellcasters and archers, but frail of body.

DEX+6INT+6VIT−4

Plays well as: Mage Necromancer Ranger

Dwarf

Stout miners and warriors, slow of foot.

STR+4VIT+5DEX−3

Plays well as: Warrior Paladin

Orc

Brutal muscle bought at the cost of cunning.

STR+7VIT+3INT−5

Plays well as: Warrior Paladin

Halfling

Nimble and fortunate, but lacking in raw power.

DEX+5LUK+5STR−4

Plays well as: Rogue Ranger

Gnome

Brilliant tinkerers and alchemists, physically weak.

INT+6LUK+3STR−4

Plays well as: Mage Necromancer

Dragonborn

Scaled scions of dragonkind, mighty but ponderous.

STR+5VIT+4DEX−3

Plays well as: Warrior Paladin

Tiefling

Infernal blood grants cunning and uncanny fortune, at a mortal cost.

INT+6LUK+4VIT−4

Plays well as: Mage Necromancer

Hexblood

Witch-marked wanderers, brilliant and deft, but fortune shuns them.

INT+7DEX+3LUK−5

Plays well as: Mage Ranger

Undead

The deathless endure all things, though stiffened joints betray them.

VIT+7INT+2DEX−4

Plays well as: Necromancer Cleric Paladin

Lupin

Wolf-blooded hunters, swift and strong, ruled by instinct.

DEX+5STR+4INT−3

Plays well as: Rogue Ranger

Faerie

Fey wanderers wrapped in luck and mischief, frail as gossamer.

LUK+7DEX+2STR−4

Plays well as: Rogue Ranger

Goblin

Scrappy survivors — quick fingers, quicker feet, questionable plans.

DEX+6LUK+3INT−4

Plays well as: Rogue Ranger

Duergar

Deep-forged kin of the dwarves: strong, cunning, and famously joyless.

STR+5INT+5LUK−4

Plays well as: Paladin Warrior

Kobold

Small, clever trap-makers with a draconic spark.

DEX+5INT+4STR−4

Plays well as: Ranger Mage

Tortle

Shell-backed wanderers, nigh unkillable and never in a hurry.

VIT+8STR+2DEX−4

Plays well as: Warrior Paladin

Tabaxi

Cat-quick and curious, landing on their feet more often than not.

DEX+7LUK+2VIT−3

Plays well as: Rogue Ranger

Aasimar

Celestial-blooded knights — strong of arm, divine of mind, enduring of body, slowed by consecrated plate.

STR+4INT+3VIT+3DEX−4

Plays well as: Paladin

Your Hero

The 7 Classes

Class is chosen once at character creation and sets your resource bar, armor type, and ability kit. At level 15 you also choose one of 3 Specializations for your class — resettable later with a Potion of Unlearning from the Diamond Mall.

ClassResourceArmorStat PriorityRole
WarriorRage (builds on attack)PlateSTR > VIT > DEXTank / Melee
PaladinHoly Power (builds on attack)PlateSTR > INT > LUKTank / Off-heal
ClericMana (regenerates)Cloth/MailINT > VIT > LUKHealer / Support
MageMana (regenerates)ClothINT > VIT > LUKMagic / Control
NecromancerMana (regenerates)ClothINT > LUK > VITMagic / Summoner
RangerFocus (regenerates)Leather/MailDEX > INT > VITRanged / Pet
RogueEnergy (regenerates)LeatherDEX > VIT > STRMelee / Control

Class Compendium

Every class has two abilities from level 1, unlocks more as it levels (through a level-75 capstone), and some gain a specialization-exclusive ability at level 20 — shown below tagged with the spec that grants it. The three Mana classes additionally always have Magic Bolt. Each entry lists its unlock level, resource cost, effect type, and power — the coefficient applied to its scaling attribute (e.g. ×1.4 INT means the effect scales with 1.4× your Intelligence). Buffs, debuffs, control, and party-wide aura effects have no direct magnitude and are described in the Effect column.

Warrior

The unbreakable line and the falling axe. Warriors build Rage by striking and being struck, then spend it on devastating maneuvers.

AbilityLvlCostTypePowerEffect
Cleave115Damage×1.3 STRStrike the enemy for physical damage.
Rend115DoT×0.6 STRApply a stacking Bleed that gnaws at the enemy.
Taunt1520BuffBrace for the enemy's fury, raising your mitigation this fight.
Battle Shout Warlord2025AuraA commanding roar that empowers every nearby party member's strength.
Shield Wall Guardian2020Shield×3 VITRaise your shield and brace, absorbing a large amount of incoming damage.
Shield Wall3025Shield×2 STRRaise your shield, absorbing a wave of incoming damage.
Battle Shout4530BuffBellow a war cry, raising your attack for the rest of the fight.
Execute6035Damage×2.5 STRMassive bonus damage against a badly wounded foe.
Unbreakable75 capstone50Shield×5 STRBecome immune to being felled outright for the rest of the fight.

Specializations (lvl 15): Guardian shield-and-board tank — −10% ATK, shields 30% stronger, and opens the 🛡 shield equipment slot (its bulk now comes from crafted shields rather than a passive DEF bonus); unlocks its own Shield Wall at 20. Warlord commander — +8% ATK, +10% ability power, and the party-wide Battle Shout aura at 20. Berserker two-hander DPS — +20% ATK, −15% DEF, and up to +30% bonus damage the more wounded you are.

Paladin

Holy warriors who blend the Warrior's steel with the Cleric's light. Durable, self-sufficient, and superb in a fight.

AbilityLvlCostTypePowerEffect
Judgment115Damage×1.3 STRA Holy strike that builds Holy Power.
Consecration115Damage×1 STRSanctify the ground beneath the enemy.
Challenge1515BuffIssue a holy challenge the enemy cannot ignore, seizing its attention and bracing yourself.
Lay on Hands1525Heal×1.8 INTA large emergency heal.
Blessing of Might Herald2025AuraBless your allies, raising the strength of every nearby party member.
Aura3020BuffA persistent aura that strengthens you.
Guardian4525Shield×2.2 STRBrace to intercept the next blows.
Divine Storm6030Damage×1.7 INTAoE Holy damage that also heals you.
Avenging Wrath75 capstone50BuffWings unfurl; your damage and healing surge for the rest of the fight.

Specializations (lvl 15): Protector immovable tank — +32% DEF, −10% ATK, +20% healing, opens the 🛡 shield equipment slot. Herald party support — +10% MAG, +10% ability power, and the Blessing of Might aura at 20. Crusader Holy DPS in the two-handed style — a pure stat package of +20% ATK, +10% MAG, −10% DEF. The "two-handed" is flavor: it grants no special weapon type or extra equipment slot (only the Rogue's Outlaw opens an off-hand).

Cleric

The light that keeps a party alive. Clerics heal, shield, buff, and smite — no serious group leaves home without one.

AbilityLvlCostTypePowerEffect
Magic Bolt11Damage×1 MAGA bolt of raw magic that strikes with your Magic instead of your Attack. (Always available to Mana classes.)
Heal115Heal×1.5 INTA strong single-target restoration.
Renew115Heal×0.9 INTA gentle restoration that mends your wounds.
Sanctuary1520Shield×2 INTRaise a bubble that absorbs incoming damage.
Bless3020BuffBless yourself, raising your attributes for the fight.
Smite4520Damage×1.3 INTHoly damage, with bonus power against the undead.
Divine Shield6030Shield×3 INTBecome briefly immune to harm.
Resurrection75 capstone50Heal×3 INTA massive restoration, pulling you back from the brink.

Specializations (lvl 15): Templar battle-priest — +15% ATK, +10% DEF, +10% MAG, but −20% healing. Warden preventer — shields 50% stronger, +15% DEF. Oracle pure healer — +40% healing, +5% MAG.

Mage

Raw elemental annihilation. Mages trade fragility for the highest burst damage and battlefield control in the game.

AbilityLvlCostTypePowerEffect
Magic Bolt11Damage×1 MAGA bolt of raw magic that strikes with your Magic instead of your Attack. (Always available to Mana classes.)
Firebolt115Damage×1.4 INTA reliable single-target elemental nuke.
Fireball115Damage×1.2 INTA blazing explosion that also sears with Burn.
Frost Nova1520ControlFreeze the enemy in place.
Arcane Missiles3025Damage×1.6 INTA rapid multi-hit barrage that partially ignores resistance.
Blink4520BuffInstantly reposition, avoiding the enemy's next attack.
Polymorph6030ControlTransform the enemy, removing it from the fight briefly.
Meteor75 capstone50Damage×3 INTA delayed cataclysm of fire and stone.

Specializations (lvl 15): Pyromancer +40% damage-over-time, +15% MAG. Arcanist +25% MAG, +10% ability power. Cryomancer +10% ability power, +10% DEF, +5% MAG.

Necromancer

Masters of death magic who fight through wasting curses and stolen life.

AbilityLvlCostTypePowerEffect
Magic Bolt11Damage×1 MAGA bolt of raw magic that strikes with your Magic instead of your Attack. (Always available to Mana classes.)
Raise Undead115BuffSpend Souls to summon skeletal minions to fight for you.
Corruption115DoT×0.7 INTA heavy Necrotic damage-over-time.
Life Drain1520Damage×1.2 INTDeal Necrotic damage and heal yourself for a portion.
Curse of Weakness3020DebuffLower the target's attributes.
Bone Armor4525Shield×2.3 INTA Necrotic shield that absorbs damage.
Summon Wraith6030BuffSummon a powerful spectral servant.
Army of the Dead75 capstone50Damage×3 INTRaise a battalion of undead for a devastating assault.

Specializations (lvl 15): Bonelord a Skeletal Minion strikes alongside every attack for 30% of your ATK; +5% MAG. Plaguecaster +60% damage-over-time, +5% MAG. Soulbinder heals you for 25% of ability damage dealt; +10% MAG.

Ranger

The patient hunter and a loyal beast at their side. Rangers control the fight with Focus-fueled shots and traps.

AbilityLvlCostTypePowerEffect
Aimed Shot115Damage×1.5 DEXA slow, heavy-hitting precision shot.
Multishot115Damage×1.1 DEXA quick flurry of arrows.
Hunter's Mark1520DebuffMark the enemy, making it take extra damage from all sources.
Beast Companion3025BuffSummon your animal companion to fight at your side.
Snare Trap4525ControlRoot the enemy in place, damaging and delaying it.
Camouflage6030BuffBlend into the surroundings, becoming much harder to hit.
Rain of Arrows75 capstone50Damage×2.6 DEXA multi-round volley that blankets the enemy.

Specializations (lvl 15): Marksman +15% ATK, +8 flat Crit Chance. Beastmaster an Animal Companion strikes alongside every attack for 30% of your ATK; +5% ATK. Trapper +30% damage-over-time, +10% ability power.

Rogue

Death from the shadows. Rogues spend Energy on precise, brutal strikes and vanish before the counter lands.

AbilityLvlCostTypePowerEffect
Stealth115BuffVanish and strike from the shadows, guaranteeing your next blow lands true.
Backstab115Damage×1.4 DEXHeavy damage from a hidden angle.
Poison Blade1520DoT×0.5 DEXCoat your blade in poison, sickening the enemy over time.
Blade Flurry Outlaw2020Damage×1.5 DEXWhirl both blades in a sustained flurry of strikes.
Eviscerate3025Damage×1.8 DEXA brutal finishing strike.
Smoke Bomb4525BuffVanish in a cloud of smoke, becoming much harder to hit.
Vanish6030Shield×2.5 DEXSlip away and re-enter the fight from an advantageous position.
Shadowstep Assault75 capstone50Damage×2.8 DEXTeleport behind the enemy and unleash a full combo.

Specializations (lvl 15): Assassin +10 flat Crit Chance, +20% ability power. Outlaw dual wield — equip a second weapon in an off-hand slot at 60% effectiveness; +5% ATK; unlocks Blade Flurry at 20. Nightblade +50% damage-over-time, +5% ability power.

Fighting as a Party

Fights are individual, but support crosses them. While in a party with allies on the same map (and same dungeon instance), several abilities gain a target picker:

  • Ally healing — Clerics and Paladins casting any heal can choose themselves or an ally. Ally heals are server-capped by the caster's INT (20 + INT × 4).
  • Renew as a heal-over-time — a Cleric's Renew cast on an ally becomes a 10-minute blessing that mends them at the start of every enemy turn (per-tick amount capped at 5 + INT).
  • Ally shields — a Cleric's Sanctuary or Divine Shield can be raised over an ally: for 10 minutes they begin every fight with that many absorb points (capped at 20 + 4×max(INT,VIT)).
  • Party auras — the Warlord's Battle Shout and Herald's Blessing of Might grant 4 + level÷5 STR to the whole party for 10 minutes. Auras stack with feast and elixir buffs on the same attribute rather than overwriting them; recasting only refreshes the aura layer.
  • Taunts — in shared boss and dungeon fights, a Warrior's Taunt or Paladin's Challenge turns the enemy's fury onto the tank.
The World

World Map & Regions

The world is 10 separate 25×25 tile zones, each scaled to a 10-level band of monsters (see Progression).

ZoneName
1Aldenmoor Heartlands
2Thornwood Reaches
3Ashen Vale
4Mirefen Lowlands
5Frostpeak Highlands
6Sunscorch Wastes
7Gloomdeep Hollow
8Stormbreak Coast
9Shadowfell Marches
10Dragonspine Sanctum

Reading a Zone

Each 25×25 zone is carved into 5×5 blocks. The center block (block 2,2) is always the Capital — the zone's single highest-value, highest-tax holding, and where every new hero in that zone spawns. The other 24 blocks are ordinary Kingdom plots, free to claim until a player takes them. Tiles are also marked Wall (impassable), Travel (safe waypoints), or Dungeon entrances.

Movement
You move 1 tile per step (2 with a level-1+ mount, more at higher mount levels), and moving can trigger a random encounter unless you're on a Kingdom, Capital, or Travel tile. A tiny chance on every move also spawns a roaming World Boss somewhere on the zone. Every step (and mount-hop) also spends 1 of your 100 Haste Energy, which refills fully 100 seconds after the first point of a burst is spent — a light throttle against rapid-fire input that normal exploring never exhausts.
The World

Adventuring & PvE

Three sources of PvE combat exist beyond ordinary wandering encounters: random field monsters, instanced Dungeons, and roaming World Bosses. Exploring also turns up hand-placed Quests.

Random Encounters

Moving onto an unsafe tile can trigger a fight against one of that zone's field monsters (Mob, Elite, or Boss tier — see Combat). Kingdom, Capital, and Travel tiles never trigger encounters.

Dungeons

Dungeon entrances lead to an instanced layout with their own monster roster, separate from the open zone. Entering marks your return point, so you can step back out to exactly where you left the overworld. Every zone now has one — ten in all, each a 14×24 layout stocked entirely with Veteran and Blessed variants of that zone's own monsters:

ZoneDungeon
1Heart of The Lands (Aldenmoor Heartlands)
2The Thorned Hollow (Thornwood Reaches)
3The Ashen Crucible (Ashen Vale)
4The Drowned Vault (Mirefen Lowlands)
5The Frostbound Reliquary (Frostpeak Highlands)
6The Sunscorch Pyre (Sunscorch Wastes)
7The Gloomdeep Oubliette (Gloomdeep Hollow)
8The Stormbreak Abyss (Stormbreak Coast)
9The Shadowfell Ossuary (Shadowfell Marches)
10The Dragonspine Crypt (Dragonspine Sanctum)

Killing your first monster inside starts a 60-minute clock; if it runs out before you clear every monster, you're sent back to the entrance. Clearing a dungeon (and clearing it fast) is rewarded — see Achievements.

Daily Dungeon Chests

When the final monster in a dungeon falls, a 🎁 treasure chest appears on that tile. Opening it pays gold scaled to the dungeon's level (top monster level × 20, plus up to ×15 more at random) and a scatter of all ten materials — each rolling 0–25, heavily skewed toward small amounts, with a rare jackpot. You can open 3 chests per day (6 with an active Subscription); the allowance resets at 4am CT.

World Bosses

Every overworld step has a 1-in-3,000 chance to spawn a World Boss somewhere on that zone, if none is already active — so an active zone sees them regularly. The boss is built from the zone's toughest monster and styled «Name» the Ravager, scaled up dramatically: its normal HP and roughly its Attack/Defense — with gold and XP rewards to match (10× normal). It never lands on a Kingdom, Capital, Travel, or Dungeon tile, and despawns after 30 minutes if not defeated.

The Boss Radar (a 500💎 Diamond Mall unlock) lists every active World Boss across all maps in your compass and can ride you straight to one, provided your mount is strong enough to cover the distance.

Blessed Monsters & Unique Jewels

A Blessed monster variant (marked ✨ on the map) turns up among a zone's field monsters and fills the dungeons alongside Veterans. Every Blessed kill makes three independent 1-in-1,000 rolls, one for each of the game's Unique Jewels. Any that drop are delivered to your mailbox and announced in Global chat, and each grants a small permanent boost when claimed:

JewelPermanent effect on claim
Jewel of Chaos+1 to a random attribute
Jewel of Blessing+1 to Attack, Defense, or Magic
Jewel of Life+1% Experience (stacks with every Jewel of Life you claim)
The Living World

Towns, Services & Trade

Beyond monsters and kingdoms, every non-dungeon zone has a handful of fixed service tiles clustered near its center, plus an account-wide Diamond economy that spans all your heroes.

Service Tiles

TileWhat it does
🏦 Realm BankOpens your three vaults (see below).
🏪 Player MarketBuy and sell gear and materials with other heroes.
🛏️ Wayside InnRest for level × 5 gold (a fifth of it tithed to the zone's Capital) to fully restore HP — up to your feast-boosted maximum if a banquet is active — and resource, and gain 5 minutes of +100% XP. Every hero begins bound to the Aldenmoor Heartlands inn as their hearthstone; use 🏡 Set Hearthstone at any inn to re-bind. The hearthstone button at the center of the movement compass teleports you back to your bound inn from anywhere in the overworld (not from inside dungeons), on a 30-minute cooldown after each use.
🌀 Travel PointStep on one to fast-travel to another travel point on the same zone.
🎈 Airship Port (11,13)A server-wide construction project: every zone's port needs 100,000 each of Ore, Wood, Herb, Gem, and Meat, donated by any hero standing at the site (the panel shows live progress bars per material — a 🚧 icon marks a port still being built). Once complete, the port offers instant, free flight to every other completed port, turning multi-zone journeys into a single hop. Completions are heralded in Global chat, and every resource you donate earns 1 point of Construction Effort on the Rankings tab's 🚧 leaderboard.

The Realm Bank

The Realm Bank holds three separate vaults, each with its own slot count:

  • Personal vault — this hero's own storage (10 slots to start), identical on every map you visit.
  • Account bank — 5 slots to start, shared by all the heroes on your account, so it's the way to pass gear between your own characters.
  • Guild bank — a set of item vaults (one per item type), plus shared gold and resources, gated by your guild rank's permissions (see Guilds).

Personal, resource-bag, and account-bank slot counts can each be expanded up to 50 at the Diamond Mall.

The Player Market

At the 🏪 tile you can list any item or material from your bags for sale, priced in gold or Diamonds. Listed goods are held in escrow — you can cancel a listing any time to get them back — and you can keep up to 10 active listings at once. Gold changes hands between heroes; Diamonds, being account-wide, move between accounts.

Auto-Battle

Outside dungeons you can hand grinding off to Auto-Battle, which spends Auto Tokens to fight for you. Each hero holds up to 100 tokens, refilling over time; capacity can be raised permanently at the Diamond Mall (in bundles of +100, +200, +500, or +1,000). Preferences let you choose attack vs. Magic Bolt as the default action, use potions to auto-heal below 40% HP, and eat food to keep a Max-HP feast running — food is only eaten when no food buff is active, so automation never overrides a feast you picked yourself.

Action speed comes in three tiers: 2.5s for everyone, 1.5s with the Staff of Haste, and 1s with the Staff plus an active Subscription. With the Gloves of Sticky Fingers, your hero also auto-harvests any resource node they're standing on mid-grind (spending a token, same as an attack).

Rankings

The 🏆 Rankings tab tracks five realm-wide leaderboards: Highest Level, Most Kingdoms Owned (capitals flagged separately), 🚧 Top Construction Donators — every resource donated to an Airship Port earns 1 point of Construction Effort — Master Crafters (one board per profession), and Fastest Dungeon Clears — each hero's best run, timed from first kill to the final monster's fall.

The Diamond Mall

Diamonds (💎) are an account-wide premium currency shared across all your heroes. You earn them from achievements (100 apiece), the daily Subscription bonus, or buy them directly (via PayPal): $1 → 100, $5 → 550, $20 → 2,400, $50 → 6,500, $100 → 14,000. They can also be converted into gold: 100💎 → 1,000g, 500 → 5,500, 2,000 → 24,000, 5,000 → 65,000. Everything else the Mall sells is a permanent, account-friendly convenience — never raw combat power:

PurchaseCost 💎Effect
Potion of Rebirth350Unique bag item: choose a new race — racial stat bonuses are swapped automatically (allocated points untouched, no stat drops below 1)
Potion of Unlearning500Unique bag item: choose a new class, or re-pick your current one to reset your specialization. Drinking it unequips all gear into your bag — it refuses (and is not consumed) if you lack the free space. Level, stats, professions, gold, and bags are kept
Teach a profession500 / 1,000 / 2,000Additional crafting professions for a hero (the ladder counts non-Shield-Smith professions). Shield Smith is a flat 250💎 — and free for Guardians and Protectors, who learn it automatically with their specialization
Gathering toolvariesPermanently doubles one material harvested from nodes (ore, wood, gems, or herbs)
Staff of Haste5,000Unlocks the 1.5-second Auto-Battle speed for that hero
Gloves of Sticky Fingers2,000Hero auto-gathers resource nodes while auto-battling
Boss Radar500Reveals all active World Bosses (on every map) in the 🧭 compass, each with a Ride To Location button. Riding needs a mount whose range covers the distance: 35 tiles per map crossed plus the tile distance to the boss (e.g. a boss two maps away and 15 tiles in costs 70 + 15 = 85). Each ride spends 1 Haste Energy
+100 Mount Levels10,000Adds 100 levels to a hero's mount (each level is +1 tile of move range per step). Repeatable — buy it as many times as you like to keep stacking
Bag / resource-bag slot100–500 each+1 inventory slot (price rises every 5 slots), up to 50 each
Personal / account bank slot100–500 each+1 vault slot, up to 50 each
Auto-battle capacity100–1,000+100/+200/+500/+1,000 auto-battle cap at 1 💎 per point (matching tokens granted immediately)

Subscription

A $14.99 / 30-day account-wide subscription — a one-off purchase, not auto-renewing, and buying again stacks more days. While active it grants:

  • 💎 100 Diamonds every day you log in
  • ✨ +100% XP on every hero (stacks additively with Inn and Jewel bonuses)
  • 🎁 6 daily dungeon chests instead of 3
  • ⚡ The 1-second Auto-Battle speed (also requires the Staff of Haste)
  • 🔨 Multi-craft — craft 5× or 10× in one click
The World

Quests

Quests currently take the form of Diary Pages — journal entries hidden around a zone that unlock a short piece of story and an XP reward once you track them all down.

How Diary Pages Work

1

Find a page

A 📜 marker appears on the map at each page's fixed location. Stand on or next to it and read it — this doesn't cost anything and can be done in any order.

2

Check your Quest Log

Reading a page adds it to your Quest Log immediately, sorted by story order regardless of which order you actually found them in.

3

Complete it from the Quest Log

Unlike most quest systems, you don't turn a diary page in back at its location — you complete it from the Quest Log screen itself, anywhere, anytime, for a one-time XP reward.

Some pages ask more of you
Many pages carry an extra requirement you have to satisfy after finding them before the Quest Log will let you complete them. Across the diary lines these include: killing a number of monsters (any kind), gathering resource nodes, digging for treasure, crafting items, posting in chat, finding a number of collectibles (story pages dropped by that zone's monsters, or Glimmering Jewel Shards), clearing a specific dungeon, or traveling to the next region. The Quest Log shows a live progress count for whichever requirement a page uses.

Seven diary lines exist today — one in each of the first seven zones. Each is 10 pages, read in Quest Log order rather than the order you stumble across them, and each caps off with an achievement for finishing the set.

Aldenmoor Heartlands: A Stranger's Journal

Ten pages scattered across Aldenmoor Heartlands tell the story of a mage who wakes with no memory of who he is, and studies the zone's monsters — the only other living things around — to try to find out. His path runs from waking up, to raising Heart of The Lands as a controlled place to study them, to finding the crossing west into Thornwood Reaches. Completing all ten is worth 975 XP and unlocks Light Reading.

PageTitleXPRequirement
1First Light, No Name40Kill 10 monsters
2The Only Voices50Post in chat
3A Language I Almost Know60Find 5 diary pages
4Notes on the Slimes70Kill 10 monsters
5The Mountains Remember85Gather 10 resources
6Old Stones100Dig for treasure 3×
7A Working Theory115Craft 1 item
8Digging the First Stone130Gather 10 resources
9What the Dungeon Showed Me150Clear Heart of The Lands
10The Way West175Travel to Thornwood Reaches

Thornwood Reaches: The Wellkeeper's Pages

The second set, ten shredded pages found across Thornwood Reaches, follows a darker thread beneath the green — the orcish wellkeepers, the things that do not bleed, and the script written beneath the skin — before pointing on toward Ashen Vale. Completing all ten is worth 3,280 XP and unlocks More Strange Pages.

PageTitleXPRequirement
1Something in the Belly of the Beast200Find 5 diary pages
2A Word Passed Mouth to Mouth220Post in chat
3The Weight of Green240Gather 15 resources
4The Ones That Do Not Bleed265Kill 10 monsters
5A Thing Made, Not Born295Craft 1 item
6Old Mouths in the Earth330Dig for treasure 4×
7An Offering of Stone370Gather 15 resources
8The Morning After410Kill 15 monsters
9The Script Beneath the Skin450Clear The Thorned Hollow
10Whoever Writes the Peons500Travel to Ashen Vale

Ashen Vale: A Chapter on War

The third set turns to open conquest — marshaling a host, breaking a vanguard, raising siege towers, and taking a throne — across ten pages in Ashen Vale. Completing all ten is worth 5,005 XP and unlocks A Chapter on War.

PageTitleXPRequirement
1The Banners Rise300Post in chat
2Marshaling the Host330Kill 15 monsters
3Steel and Fire365Craft 1 item
4Provisioning the Siege405Gather 20 resources
5Break Their Vanguard450Kill 10 monsters
6Spoils in the Ash500Dig for treasure 5×
7The Endless Assault555Kill 25 monsters
8Raise the Siege Towers615Gather 20 resources
9The Last Redoubt685Clear The Ashen Crucible
10The Spoils of a Conquered Throne800Travel to Mirefen Lowlands

Mirefen Lowlands: The Jewelhunter's Notes

The fourth set follows a hunter of the three Unique Jewels through the bogs — the glow in the reeds, the witches' hoards, and the horror that swallowed a star — before the trail runs north. Completing all ten is worth 6,475 XP and unlocks Shiny Object Syndrome.

PageTitleXPRequirement
1Three Lights in the Dark400Post in chat
2The Glow in the Reeds440Kill 15 monsters
3Shards in the Muck485Find 5 Glimmering Jewel Shards
4Not Every Stone Sings535Gather 20 Gems
5The Witches' Hoard590Kill 10 Fen Witches
6Buried Light650Dig for treasure 5×
7A Setting Worthy715Craft 1 item
8The Horror That Swallowed a Star790Kill 5 Swamp Horrors
9Where the Blessed Walk870Clear The Ashen Crucible
10The Trail Runs North1,000Travel to Frostpeak Highlands

Frostpeak Highlands: The Warden's Watch

The fifth set is a frontier warden's log of the things testing the gate — readiness, iron against giants, and the cold beneath the cold. Completing all ten is worth 7,200 XP and unlocks The Gatecrashers.

PageTitleXPRequirement
1The Thing at the Gate450Post in chat
2A Warden Must Be Ready495Kill 15 monsters
3Iron Against Giants545Craft 1 item
4Stone for the Walls600Gather 20 Ore
5The First Reckoning665Kill 1 monster
6What They Leave Behind725Find 5 Glimmering Jewel Shards
7They Do Not Wait Their Turn800Kill 5 monsters
8The Cold Beneath the Cold875Clear The Frostbound Reliquary
9A Warden's Arsenal945Craft 3 items
10The Frontier Holds1,100

Sunscorch Wastes: The Ascendant's Ledger

The sixth set is a climber's ledger of self-improvement in the wastes — raw materials, real blades, and the sum of what one carries. Completing all ten is worth 8,115 XP and unlocks The Last Percent.

PageTitleXPRequirement
1The Wall I Cannot Climb500Post in chat
2Raw Materials550Gather 20 Ore
3The First Real Blade605Craft 1 item
4A Craftsman's Volume665Craft 5 items
5Where the Real Loot Lives740Clear The Sunscorch Pyre
6The Stones That Break the Wall820Find 5 Glimmering Jewel Shards
7Blessed Are the Strong910Kill 10 monsters
8Set Every Stone995Craft 3 items
9The Longest Hunt1,080Kill 15 monsters
10The Sum of What I Carry1,250

Gloomdeep Hollow: The Perfectionist's Journal

The seventh set descends into obsession in the dark — feeding the forge, the arithmetic of perfection, and what it takes to climb back out. Completing all ten is worth 8,925 XP and unlocks Excellent, or Nothing.

PageTitleXPRequirement
1The Only Word That Matters550Post in chat
2Feed the Forge600Gather 20 Ore
3The Arithmetic of Perfection665Craft 5 items
4I Have Stopped Counting Days745Craft 15 items
5The Vein Is Not Enough830Clear The Gloomdeep Oubliette
6The Shining Ones915Find 5 Glimmering Jewel Shards
7Hunting the Light1,000Kill 10 monsters
8Everything Ordinary Must Go1,090Craft 3 items
9The Voice That Isn't the Dark1,180Kill 15 monsters
10Good Enough to Climb Out1,350
How Glimmering Jewel Shards drop
One page in each of the four newest lines asks you to find 5 💠 Glimmering Jewel Shards. Shards work like the story pages in the early zones: once you've found that zone's shard page (and haven't completed it), every field-monster kill anywhere in zones 4–7 has a 25% chance to drop one — and drops stop automatically the moment you hold the 5 you need. No shard will ever drop before you've read the page or after you've finished the quest.
The World

Achievements

Twenty-seven achievements exist today: a clear and a fast-clear for each of the ten dungeons, plus one for finishing each of the seven diary lines. Each is one-time per character, and posts a Global chat announcement the moment you earn it. Every normal clear and diary completion pays 100 Diamonds; every fast clear (45+ minutes left on the clock) awards a Potion of Forgotten Self.

Dungeon Mastery

DungeonClear (100💎)Fast Clear (Potion)
Heart of The LandsIs Killing These Really Research?Research? Maybe. Fun? Absolutely.
The Thorned HollowThe Thorns Bite BackThornwood Doesn't Scare Me
The Ashen CrucibleInto the CrucibleForged in Under an Hour
The Drowned VaultBeneath the BogHeld My Breath the Whole Time
The Frostbound ReliquaryCold Enough for You?Before the Thaw
The Sunscorch PyreInto the FurnaceDidn't Even Break a Sweat
The Gloomdeep OublietteSomething in the DarkNo Time to Be Afraid
The Stormbreak AbyssInto the Deep EndRode the Tide In
The Shadowfell OssuaryRattling the BonesDeath Waits for No One
The Dragonspine CryptSlayer of the SpineThe Dragon Never Stood a Chance

Diary Lines

ZoneAchievement (100💎)
Aldenmoor HeartlandsLight Reading
Thornwood ReachesMore Strange Pages
Ashen ValeA Chapter on War
Mirefen LowlandsShiny Object Syndrome
Frostpeak HighlandsThe Gatecrashers
Sunscorch WastesThe Last Percent
Gloomdeep HollowExcellent, or Nothing
Both dungeon achievements can fire at once
Clearing a dungeon fast satisfies both its achievements in the same kill — you'll get two unlock notices and both rewards together, not one or the other.
The Kingdom Layer

Kingdoms

Each zone has 24 unclaimed Kingdom plots plus one Capital at its center. Claiming a plot opens the full economy and warfare layer.

Claiming

Any unclaimed Kingdom plot can be claimed by a character with at least 500 gold, which is spent immediately on claim. Claiming also provisions your first Generals (see Armies & Warfare). A plot stays yours until another player's army defeats your defenders down to 0 troops, at which point it falls back to unclaimed with a reduced starting garrison.

Buildings

Each holding can build and upgrade the following, at a flat cost of (next level + 1) × 100 gold per level regardless of building type:

BuildingEffect
Resource DepotBoosts the holding's general resource storage
BarracksIncreases troop attack power
HousingIncreases troop capacity (troop cap = Housing level × 50)
WallsIncreases defense against incoming attacks
StableLevel 2+ opens a mount shop for visiting heroes (max mount sold = Stable level − 1)
Cattle FieldProduces Meat over time
Gold MinePays Gold directly into the holding's treasury
Iron MineProduces Ore over time
Gem MineProduces Gems over time (slow)
Lumber YardProduces Wood over time
Herb FieldProduces Herbs over time
Gold Mine's rate scales with your zone
Gold Mine pays round(0.15 × that zone's average monster gold value) × level × hours straight into the treasury, capped at 24 hours of accrual like every other production building. It's meant to feel like a modest, guaranteed trickle rather than a replacement for taxing kills — a well-trafficked kingdom's tax income will still outpace it, but a quiet one gets a real passive floor. Iron Mine is a separate building producing Ore, not a duplicate of Gold Mine.
The Kingdom Layer

Resources & Economy

Two currencies drive the kingdom layer: personal Gold (carried by your hero) and each holding's Treasury and Resource stockpile.

Resource Types

Production buildings accrue ore, wood, herb, gem, and meat at a flat rate of 2 per building level per hour, capped at 24 hours of unclaimed accrual — so there's no benefit to checking in more than once a day, but no penalty for checking in less either. Collecting moves accrued resources into the holding's stockpile.

Gold & Taxation

Every monster kill on claimed land pays a cut of its gold reward to the holding's treasury, up to a rate the owner sets:

HoldingMax Tax Rate
Ordinary Kingdom20%
Capital50%

Because every new hero spawns inside their zone's Capital block, a Capital owner taxing at the maximum rate collects up to half of every new player's earliest kills.

Deposits & Withdrawals

A holding's owner (and any guild member with the right permission — see Guilds) can move resources and gold between their personal inventory and the kingdom stockpile via deposit/withdraw actions, which also power the Barracks/Housing/Walls/Building upgrade costs in Kingdoms. The Collect Treasury Gold button on any holding you own — ordinary kingdom or Capital — empties its accumulated tax treasury into your hero's gold.

The Kingdom Layer

Armies & Warfare

Kingdom-vs-kingdom combat is asynchronous: you send troops under a General to raid a rival holding on your own zone, and the outcome resolves immediately based on both sides' strength.

Training Troops

Troops cost 10 gold each to train, capped by your Housing level (max troops = Housing level × 50).

Generals

Claiming a holding provisions your Generals, each with a Rank (increases with victories, granting +3% attack power per rank) and one of three specializations:

SpecializationEffect
Siege+25% attack power when the target has Walls
Vanguard+10% attack power, unconditionally
Raider+15% troop survival rate regardless of outcome

Resolving an Attack

You choose a holding to send troops from, a General, and a unit count (up to your available, non-cooldown troops). Both sides' power is randomized ±15% and compared:

  • Attack Power = units × attacker's troop ATK × (1 + Rank×0.03) × specialization multiplier × random(0.85–1.15)
  • Defense Power = defender's available troops × defender's troop DEF × random(0.85–1.15) + defender's Walls level × 5

If Attack Power exceeds Defense Power, you win: survivors return between 55–95% of sent units (better with a bigger margin), you plunder some of the defender's treasury (50 gold + 3 gold/unit sent, capped by what they have), and the defender loses 20–40% of their troops. If the defender is reduced to 0 troops, their holding is sacked — it falls back to unclaimed. If you lose, survivors drop to 10–60% of sent units, and a loss so lopsided that your Attack Power is under half the defense counts as a Rout.

Cooldowns

A General and the troops they led become unavailable for 8 hours after any attack, or 48 hours if the attack was routed.

Community

Guilds & Communication

Guilds are simple, permission-based player groups with a shared bank and chat channel. The guild bank — a separate item vault for each item type, plus shared gold and resources — lives at the Realm Bank.

Guild Basics

Any player can create a guild or join/leave an existing one. Guilds have ranks, each independently configurable with these permissions:

PermissionGrants
Bank access (per type)Deposit and withdraw are set separately for each bank type — Potions, Food, Armor, Weapons, Accessories, Shields, Resources, and Gold — so a rank can, say, deposit everything but only withdraw potions. The rank editor shows a grid of Deposit/Withdraw checkboxes with All deposit / All withdraw / Clear shortcuts.
Can PromoteMove other members between ranks
Can KickRemove members from the guild
Can View LogRead the guild bank's transaction log

The guild master always has full access to every bank type regardless of rank. Newly created ranks start with no bank access until the master ticks the categories they should have.

The Guild Bank

The item side of the guild bank is split by item type — each type has its own storage with its own slot count, so filling one never eats into another:

StorageSlots
🧪 Potions10
🍗 Food10
⛑️ Armor15
⚔️ Weapons15
💍 Accessories15
🛡️ Shields10

Potions and food of the same type stack up to 10 per slot; gear takes one slot each. Unique items can't be stored in the guild bank. Shared gold and resources sit alongside these vaults, with the resource bag holding up to 25 stacks of 99.

World Chat

Five channels are always available:

  • Global — every hero in the realm
  • Trade — buy/sell discussion, realm-wide
  • Guild — your guild only
  • Party — your current party only
  • Whispers — private messages between two heroes (click any name in chat to whisper them)

An ⚙ Options button on the chat tabs opens display settings: choose how many messages each channel shows (10–50), or hide the chat dock entirely from the world-map and dungeon views — the dedicated Chat tab always remains. Settings are remembered per device.

A sixth, read-only System Announcement channel carries admin messages in a distinct gold-bordered style with a realtime toast notification — players cannot post to it.

Community

Player vs. Player

Hero’s Ark does not currently have live, duel-style PvP. Player conflict happens entirely through the asynchronous kingdom-warfare system described in Armies & Warfare — sending troops to raid, plunder, and potentially sack a rival's claimed holding.

What this means in practice
You are never at risk of losing your hero's own gold or gear to another player directly. The stakes are entirely at the kingdom level: your treasury can be plundered, your troops can be lost in a failed defense, and a fully-defeated holding falls back to unclaimed for anyone to take. There is currently no seasonal reset, ranked ladder, or title/throne system beyond simply holding territory.
Reference

Glossary

Quick definitions of the terms used throughout Hero’s Ark and this guide.

TermMeaning
AttributeOne of the five primary stats: STR, DEX, INT, VIT, LUK.
CapitalThe center 5×5 block of each zone; the single highest-tax holding, where new heroes spawn.
CapstoneA class's strongest ability, unlocked at level 75.
Derived StatA value calculated from attributes and level (ATK, DEF, MAG, Crit Chance, Max HP).
EncounterA random monster fight triggered by moving onto an unsafe tile.
GeneralA named leader assigned to a kingdom's troops for an attack, with a Rank and a specialization.
KingdomOne of 24 claimable land plots per zone (outside the Capital block).
PlunderGold taken from a defeated defender's treasury after a successful attack.
ProfessionOne of 6 crafting disciplines (Weaponsmith, Armorsmith, Shield Smith, Jeweler, Chef, Alchemist); each hero picks 2 (more purchasable at the Diamond Mall).
RoutA defeat so lopsided the attacker's power was under half the defender's — triggers a 48-hour General cooldown instead of 8.
SackedWhat happens to a holding reduced to 0 troops — it falls back to unclaimed.
SpecializationA class-specific sub-path chosen at level 15 (one of 3 per class); resettable with a Potion of Unlearning.
Tier (monster)Mob, Elite, or Boss — multiplies a monster's base HP/ATK/DEF.
World BossA powerful roaming monster ("… the Ravager", 5× HP) with a 1-in-3,000 spawn chance per step; despawns after 30 minutes.
Auto-BattleHands-free grinding outside dungeons, powered by Auto Tokens (100 per hero, refilling over time).
Blessed MonsterA ✨ monster variant with a small chance to drop one of the three Unique Jewels.
DiamondAccount-wide premium currency (💎), earned from achievements or the daily Subscription bonus, bought directly, and spent at the Diamond Mall.
Level CurveThe fixed per-level XP table (replacing the old ×1.28 formula) that ends at the hard cap of level 100.
Magic BoltThe Mana classes' always-available basic attack: 1 Mana, strikes with your Magic stat.
Off-handThe Outlaw Rogue's fourth equipment slot; a second weapon at 60% effectiveness.
Realm BankThe 🏦 service tile hosting your personal, account-wide, and guild vaults.
SubscriptionA $14.99/30-day, account-wide bundle: +100% XP, 100💎/day on login, 6 daily chests, 1s auto-battle, multi-craft.
Unique JewelJewel of Chaos, Blessing, or Life — a rare Blessed drop granting a permanent boost.
ZoneOne of 10 self-contained 25×25 tile maps, each spanning a 10-level band of monsters.
Reference

About This Guide

A complete, self-contained reference for Hero’s Ark, ready to drop into a guide site.

What's Inside

A Note On Accuracy
This edition of the guide was reconciled directly against the live game client and database (mechanics, formulas, and content current as of July 2026) rather than an independent design document. Where a live behavior is a genuine rough edge rather than a deliberate design choice — such as the leveling curve's late-game wall noted in Progression — it's called out rather than smoothed over, so the guide always matches what you'll actually experience in game.

Building the Guide Site

This document is a single self-contained HTML file — no build step, no external assets, no dependencies. Host it as index.html on any static host (GitHub Pages, Netlify, Cloudflare Pages, S3) and it works as-is. Each chapter is a <section class="page"> with an id, so a static-site generator or CMS can split them into separate pages later, and the sidebar plus in-page search are already wired up.