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.
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.
Getting Started
Everything a new arrival needs in their first hour.
Your First Session
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.
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.
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.
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.
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.
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).
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.
| Attribute | Abbrev. | What it drives |
|---|---|---|
| Strength | STR | Physical Attack power |
| Dexterity | DEX | A share of Critical Hit chance |
| Intelligence | INT | Magic power (spell/ability scaling) |
| Vitality | VIT | Defense and Max HP |
| Luck | LUK | The 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 Stat | Formula |
|---|---|
| Attack (ATK) | STR × 2 |
| Defense (DEF) | round(VIT × 0.8) |
| Magic Power (MAG) | INT × 2 |
| Critical Chance | LUK × 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 HP | 40 + VIT × 6 + Level × 8 |
| Max Resource (classed) | 50 + Level |
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.
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):
| Tier | HP × | ATK × | DEF × |
|---|---|---|---|
| Mob | 1.00 | 1.00 | 1.00 |
| Elite | 1.15 | 1.10 | 1.30 |
| Boss | 1.45 | 1.20 | 1.30 |
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.
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):
| Level | XP to next level | Level | XP to next level |
|---|---|---|---|
| 1 | 61 | 50 | 7,690,242 |
| 10 | 12,364 | 60 | 20,936,400 |
| 20 | 196,929 | 70 | 32,389,224 |
| 30 | 996,708 | 80 | 55,538,400 |
| 40 | 3,149,959 | 99 | 103,806,000 |
XP Multipliers
All experience bonuses are additive on top of your base 1×:
| Source | Bonus | Notes |
|---|---|---|
| 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% each | Permanent; 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:
| Zone | Monster Levels |
|---|---|
| 1 — Aldenmoor Heartlands | 1–10 |
| 2 — Thornwood Reaches | 11–20 |
| 3 — Ashen Vale | 21–30 |
| 4 — Mirefen Lowlands | 31–40 |
| 5 — Frostpeak Highlands | 41–50 |
| 6 — Sunscorch Wastes | 51–60 |
| 7 — Gloomdeep Hollow | 61–70 |
| 8 — Stormbreak Coast | 71–80 |
| 9 — Shadowfell Marches | 81–90 |
| 10 — Dragonspine Sanctum | 91–100 |
Ability & Specialization Milestones
| Level | Unlock |
|---|---|
| 1 | Your class's first two core abilities |
| 15 | Third ability, and your Specialization choice (one of 3 per class) |
| 30 | Fourth ability |
| 45 | Fifth ability |
| 60 | Sixth ability |
| 75 | Capstone ability — your class's strongest tool |
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:
| Color | Item Level |
|---|---|
| Muted grey | 1–9 |
| Green | 10–19 |
| Blue | 20–29 |
| Purple | 30–44 |
| Orange | 45–69 |
| Red | 70+ |
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.
| Profession | Produces |
|---|---|
| Weaponsmith | Weapons — 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 |
| Armorsmith | Armor — 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 Smith | Shields — 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 |
| Jeweler | Accessories — 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 |
| Chef | Cooked 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 |
| Alchemist | Potions — 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.
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
| Race | STR | DEX | INT | VIT | LUK | Archetype |
|---|---|---|---|---|---|---|
| Human | +1 | +1 | +1 | +1 | +1 | Versatile generalist |
| Elf | 0 | +6 | +6 | −4 | 0 | Frail spellcaster/archer |
| Dwarf | +4 | −3 | 0 | +5 | 0 | Stout warrior/miner |
| Orc | +7 | 0 | −5 | +3 | 0 | Brutal muscle |
| Halfling | −4 | +5 | 0 | 0 | +5 | Nimble and lucky |
| Gnome | −4 | 0 | +6 | 0 | +3 | Brilliant tinkerer |
| Dragonborn | +5 | −3 | 0 | +4 | 0 | Draconic might |
| Tiefling | 0 | 0 | +6 | −4 | +4 | Infernal cunning |
| Hexblood | 0 | +3 | +7 | 0 | −5 | Witch-marked savant |
| Undead | 0 | −4 | +2 | +7 | 0 | Deathless endurance |
| Lupin | +4 | +5 | −3 | 0 | 0 | Wolf-blooded hunter |
| Faerie | −4 | +2 | 0 | 0 | +7 | Fey fortune |
| Goblin | 0 | +6 | −4 | 0 | +3 | Scrappy survivor |
| Duergar | +5 | 0 | +5 | 0 | −4 | Deep-forged smith |
| Kobold | −4 | +5 | +4 | 0 | 0 | Cunning trap-maker |
| Tortle | +2 | −4 | 0 | +8 | 0 | Living fortress |
| Tabaxi | 0 | +7 | 0 | −3 | +2 | Cat-quick wanderer |
| Aasimar | +4 | −4 | +3 | +3 | 0 | Celestial knight — the born Paladin |
Race Compendium
Human
Adaptable and balanced in every discipline. No great specialty, no dead attribute either.
Plays well as: Any class
Elf
Graceful spellcasters and archers, but frail of body.
Plays well as: Mage Necromancer Ranger
Dwarf
Stout miners and warriors, slow of foot.
Plays well as: Warrior Paladin
Orc
Brutal muscle bought at the cost of cunning.
Plays well as: Warrior Paladin
Halfling
Nimble and fortunate, but lacking in raw power.
Plays well as: Rogue Ranger
Gnome
Brilliant tinkerers and alchemists, physically weak.
Plays well as: Mage Necromancer
Dragonborn
Scaled scions of dragonkind, mighty but ponderous.
Plays well as: Warrior Paladin
Tiefling
Infernal blood grants cunning and uncanny fortune, at a mortal cost.
Plays well as: Mage Necromancer
Hexblood
Witch-marked wanderers, brilliant and deft, but fortune shuns them.
Plays well as: Mage Ranger
Undead
The deathless endure all things, though stiffened joints betray them.
Plays well as: Necromancer Cleric Paladin
Lupin
Wolf-blooded hunters, swift and strong, ruled by instinct.
Plays well as: Rogue Ranger
Faerie
Fey wanderers wrapped in luck and mischief, frail as gossamer.
Plays well as: Rogue Ranger
Goblin
Scrappy survivors — quick fingers, quicker feet, questionable plans.
Plays well as: Rogue Ranger
Duergar
Deep-forged kin of the dwarves: strong, cunning, and famously joyless.
Plays well as: Paladin Warrior
Kobold
Small, clever trap-makers with a draconic spark.
Plays well as: Ranger Mage
Tortle
Shell-backed wanderers, nigh unkillable and never in a hurry.
Plays well as: Warrior Paladin
Tabaxi
Cat-quick and curious, landing on their feet more often than not.
Plays well as: Rogue Ranger
Aasimar
Celestial-blooded knights — strong of arm, divine of mind, enduring of body, slowed by consecrated plate.
Plays well as: Paladin
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.
| Class | Resource | Armor | Stat Priority | Role |
|---|---|---|---|---|
| Warrior | Rage (builds on attack) | Plate | STR > VIT > DEX | Tank / Melee |
| Paladin | Holy Power (builds on attack) | Plate | STR > INT > LUK | Tank / Off-heal |
| Cleric | Mana (regenerates) | Cloth/Mail | INT > VIT > LUK | Healer / Support |
| Mage | Mana (regenerates) | Cloth | INT > VIT > LUK | Magic / Control |
| Necromancer | Mana (regenerates) | Cloth | INT > LUK > VIT | Magic / Summoner |
| Ranger | Focus (regenerates) | Leather/Mail | DEX > INT > VIT | Ranged / Pet |
| Rogue | Energy (regenerates) | Leather | DEX > VIT > STR | Melee / 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.
| Ability | Lvl | Cost | Type | Power | Effect |
|---|---|---|---|---|---|
| Cleave | 1 | 15 | Damage | ×1.3 STR | Strike the enemy for physical damage. |
| Rend | 1 | 15 | DoT | ×0.6 STR | Apply a stacking Bleed that gnaws at the enemy. |
| Taunt | 15 | 20 | Buff | — | Brace for the enemy's fury, raising your mitigation this fight. |
| Battle Shout Warlord | 20 | 25 | Aura | — | A commanding roar that empowers every nearby party member's strength. |
| Shield Wall Guardian | 20 | 20 | Shield | ×3 VIT | Raise your shield and brace, absorbing a large amount of incoming damage. |
| Shield Wall | 30 | 25 | Shield | ×2 STR | Raise your shield, absorbing a wave of incoming damage. |
| Battle Shout | 45 | 30 | Buff | — | Bellow a war cry, raising your attack for the rest of the fight. |
| Execute | 60 | 35 | Damage | ×2.5 STR | Massive bonus damage against a badly wounded foe. |
| Unbreakable | 75 capstone | 50 | Shield | ×5 STR | Become 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.
| Ability | Lvl | Cost | Type | Power | Effect |
|---|---|---|---|---|---|
| Judgment | 1 | 15 | Damage | ×1.3 STR | A Holy strike that builds Holy Power. |
| Consecration | 1 | 15 | Damage | ×1 STR | Sanctify the ground beneath the enemy. |
| Challenge | 15 | 15 | Buff | — | Issue a holy challenge the enemy cannot ignore, seizing its attention and bracing yourself. |
| Lay on Hands | 15 | 25 | Heal | ×1.8 INT | A large emergency heal. |
| Blessing of Might Herald | 20 | 25 | Aura | — | Bless your allies, raising the strength of every nearby party member. |
| Aura | 30 | 20 | Buff | — | A persistent aura that strengthens you. |
| Guardian | 45 | 25 | Shield | ×2.2 STR | Brace to intercept the next blows. |
| Divine Storm | 60 | 30 | Damage | ×1.7 INT | AoE Holy damage that also heals you. |
| Avenging Wrath | 75 capstone | 50 | Buff | — | Wings 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.
| Ability | Lvl | Cost | Type | Power | Effect |
|---|---|---|---|---|---|
| Magic Bolt | 1 | 1 | Damage | ×1 MAG | A bolt of raw magic that strikes with your Magic instead of your Attack. (Always available to Mana classes.) |
| Heal | 1 | 15 | Heal | ×1.5 INT | A strong single-target restoration. |
| Renew | 1 | 15 | Heal | ×0.9 INT | A gentle restoration that mends your wounds. |
| Sanctuary | 15 | 20 | Shield | ×2 INT | Raise a bubble that absorbs incoming damage. |
| Bless | 30 | 20 | Buff | — | Bless yourself, raising your attributes for the fight. |
| Smite | 45 | 20 | Damage | ×1.3 INT | Holy damage, with bonus power against the undead. |
| Divine Shield | 60 | 30 | Shield | ×3 INT | Become briefly immune to harm. |
| Resurrection | 75 capstone | 50 | Heal | ×3 INT | A 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.
| Ability | Lvl | Cost | Type | Power | Effect |
|---|---|---|---|---|---|
| Magic Bolt | 1 | 1 | Damage | ×1 MAG | A bolt of raw magic that strikes with your Magic instead of your Attack. (Always available to Mana classes.) |
| Firebolt | 1 | 15 | Damage | ×1.4 INT | A reliable single-target elemental nuke. |
| Fireball | 1 | 15 | Damage | ×1.2 INT | A blazing explosion that also sears with Burn. |
| Frost Nova | 15 | 20 | Control | — | Freeze the enemy in place. |
| Arcane Missiles | 30 | 25 | Damage | ×1.6 INT | A rapid multi-hit barrage that partially ignores resistance. |
| Blink | 45 | 20 | Buff | — | Instantly reposition, avoiding the enemy's next attack. |
| Polymorph | 60 | 30 | Control | — | Transform the enemy, removing it from the fight briefly. |
| Meteor | 75 capstone | 50 | Damage | ×3 INT | A 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.
| Ability | Lvl | Cost | Type | Power | Effect |
|---|---|---|---|---|---|
| Magic Bolt | 1 | 1 | Damage | ×1 MAG | A bolt of raw magic that strikes with your Magic instead of your Attack. (Always available to Mana classes.) |
| Raise Undead | 1 | 15 | Buff | — | Spend Souls to summon skeletal minions to fight for you. |
| Corruption | 1 | 15 | DoT | ×0.7 INT | A heavy Necrotic damage-over-time. |
| Life Drain | 15 | 20 | Damage | ×1.2 INT | Deal Necrotic damage and heal yourself for a portion. |
| Curse of Weakness | 30 | 20 | Debuff | — | Lower the target's attributes. |
| Bone Armor | 45 | 25 | Shield | ×2.3 INT | A Necrotic shield that absorbs damage. |
| Summon Wraith | 60 | 30 | Buff | — | Summon a powerful spectral servant. |
| Army of the Dead | 75 capstone | 50 | Damage | ×3 INT | Raise 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.
| Ability | Lvl | Cost | Type | Power | Effect |
|---|---|---|---|---|---|
| Aimed Shot | 1 | 15 | Damage | ×1.5 DEX | A slow, heavy-hitting precision shot. |
| Multishot | 1 | 15 | Damage | ×1.1 DEX | A quick flurry of arrows. |
| Hunter's Mark | 15 | 20 | Debuff | — | Mark the enemy, making it take extra damage from all sources. |
| Beast Companion | 30 | 25 | Buff | — | Summon your animal companion to fight at your side. |
| Snare Trap | 45 | 25 | Control | — | Root the enemy in place, damaging and delaying it. |
| Camouflage | 60 | 30 | Buff | — | Blend into the surroundings, becoming much harder to hit. |
| Rain of Arrows | 75 capstone | 50 | Damage | ×2.6 DEX | A 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.
| Ability | Lvl | Cost | Type | Power | Effect |
|---|---|---|---|---|---|
| Stealth | 1 | 15 | Buff | — | Vanish and strike from the shadows, guaranteeing your next blow lands true. |
| Backstab | 1 | 15 | Damage | ×1.4 DEX | Heavy damage from a hidden angle. |
| Poison Blade | 15 | 20 | DoT | ×0.5 DEX | Coat your blade in poison, sickening the enemy over time. |
| Blade Flurry Outlaw | 20 | 20 | Damage | ×1.5 DEX | Whirl both blades in a sustained flurry of strikes. |
| Eviscerate | 30 | 25 | Damage | ×1.8 DEX | A brutal finishing strike. |
| Smoke Bomb | 45 | 25 | Buff | — | Vanish in a cloud of smoke, becoming much harder to hit. |
| Vanish | 60 | 30 | Shield | ×2.5 DEX | Slip away and re-enter the fight from an advantageous position. |
| Shadowstep Assault | 75 capstone | 50 | Damage | ×2.8 DEX | Teleport 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.
World Map & Regions
The world is 10 separate 25×25 tile zones, each scaled to a 10-level band of monsters (see Progression).
| Zone | Name |
|---|---|
| 1 | Aldenmoor Heartlands |
| 2 | Thornwood Reaches |
| 3 | Ashen Vale |
| 4 | Mirefen Lowlands |
| 5 | Frostpeak Highlands |
| 6 | Sunscorch Wastes |
| 7 | Gloomdeep Hollow |
| 8 | Stormbreak Coast |
| 9 | Shadowfell Marches |
| 10 | Dragonspine 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.
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:
| Zone | Dungeon |
|---|---|
| 1 | Heart of The Lands (Aldenmoor Heartlands) |
| 2 | The Thorned Hollow (Thornwood Reaches) |
| 3 | The Ashen Crucible (Ashen Vale) |
| 4 | The Drowned Vault (Mirefen Lowlands) |
| 5 | The Frostbound Reliquary (Frostpeak Highlands) |
| 6 | The Sunscorch Pyre (Sunscorch Wastes) |
| 7 | The Gloomdeep Oubliette (Gloomdeep Hollow) |
| 8 | The Stormbreak Abyss (Stormbreak Coast) |
| 9 | The Shadowfell Ossuary (Shadowfell Marches) |
| 10 | The 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: 5× its normal HP and roughly 2× 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:
| Jewel | Permanent 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) |
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
| Tile | What it does |
|---|---|
| 🏦 Realm Bank | Opens your three vaults (see below). |
| 🏪 Player Market | Buy and sell gear and materials with other heroes. |
| 🛏️ Wayside Inn | Rest 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 Point | Step 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:
| Purchase | Cost 💎 | Effect |
|---|---|---|
| Potion of Rebirth | 350 | Unique bag item: choose a new race — racial stat bonuses are swapped automatically (allocated points untouched, no stat drops below 1) |
| Potion of Unlearning | 500 | Unique 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 profession | 500 / 1,000 / 2,000 | Additional 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 tool | varies | Permanently doubles one material harvested from nodes (ore, wood, gems, or herbs) |
| Staff of Haste | 5,000 | Unlocks the 1.5-second Auto-Battle speed for that hero |
| Gloves of Sticky Fingers | 2,000 | Hero auto-gathers resource nodes while auto-battling |
| Boss Radar | 500 | Reveals 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 Levels | 10,000 | Adds 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 slot | 100–500 each | +1 inventory slot (price rises every 5 slots), up to 50 each |
| Personal / account bank slot | 100–500 each | +1 vault slot, up to 50 each |
| Auto-battle capacity | 100–1,000 | +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
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
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.
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.
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.
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.
| Page | Title | XP | Requirement |
|---|---|---|---|
| 1 | First Light, No Name | 40 | Kill 10 monsters |
| 2 | The Only Voices | 50 | Post in chat |
| 3 | A Language I Almost Know | 60 | Find 5 diary pages |
| 4 | Notes on the Slimes | 70 | Kill 10 monsters |
| 5 | The Mountains Remember | 85 | Gather 10 resources |
| 6 | Old Stones | 100 | Dig for treasure 3× |
| 7 | A Working Theory | 115 | Craft 1 item |
| 8 | Digging the First Stone | 130 | Gather 10 resources |
| 9 | What the Dungeon Showed Me | 150 | Clear Heart of The Lands |
| 10 | The Way West | 175 | Travel 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.
| Page | Title | XP | Requirement |
|---|---|---|---|
| 1 | Something in the Belly of the Beast | 200 | Find 5 diary pages |
| 2 | A Word Passed Mouth to Mouth | 220 | Post in chat |
| 3 | The Weight of Green | 240 | Gather 15 resources |
| 4 | The Ones That Do Not Bleed | 265 | Kill 10 monsters |
| 5 | A Thing Made, Not Born | 295 | Craft 1 item |
| 6 | Old Mouths in the Earth | 330 | Dig for treasure 4× |
| 7 | An Offering of Stone | 370 | Gather 15 resources |
| 8 | The Morning After | 410 | Kill 15 monsters |
| 9 | The Script Beneath the Skin | 450 | Clear The Thorned Hollow |
| 10 | Whoever Writes the Peons | 500 | Travel 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.
| Page | Title | XP | Requirement |
|---|---|---|---|
| 1 | The Banners Rise | 300 | Post in chat |
| 2 | Marshaling the Host | 330 | Kill 15 monsters |
| 3 | Steel and Fire | 365 | Craft 1 item |
| 4 | Provisioning the Siege | 405 | Gather 20 resources |
| 5 | Break Their Vanguard | 450 | Kill 10 monsters |
| 6 | Spoils in the Ash | 500 | Dig for treasure 5× |
| 7 | The Endless Assault | 555 | Kill 25 monsters |
| 8 | Raise the Siege Towers | 615 | Gather 20 resources |
| 9 | The Last Redoubt | 685 | Clear The Ashen Crucible |
| 10 | The Spoils of a Conquered Throne | 800 | Travel 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.
| Page | Title | XP | Requirement |
|---|---|---|---|
| 1 | Three Lights in the Dark | 400 | Post in chat |
| 2 | The Glow in the Reeds | 440 | Kill 15 monsters |
| 3 | Shards in the Muck | 485 | Find 5 Glimmering Jewel Shards |
| 4 | Not Every Stone Sings | 535 | Gather 20 Gems |
| 5 | The Witches' Hoard | 590 | Kill 10 Fen Witches |
| 6 | Buried Light | 650 | Dig for treasure 5× |
| 7 | A Setting Worthy | 715 | Craft 1 item |
| 8 | The Horror That Swallowed a Star | 790 | Kill 5 Swamp Horrors |
| 9 | Where the Blessed Walk | 870 | Clear The Ashen Crucible |
| 10 | The Trail Runs North | 1,000 | Travel 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.
| Page | Title | XP | Requirement |
|---|---|---|---|
| 1 | The Thing at the Gate | 450 | Post in chat |
| 2 | A Warden Must Be Ready | 495 | Kill 15 monsters |
| 3 | Iron Against Giants | 545 | Craft 1 item |
| 4 | Stone for the Walls | 600 | Gather 20 Ore |
| 5 | The First Reckoning | 665 | Kill 1 monster |
| 6 | What They Leave Behind | 725 | Find 5 Glimmering Jewel Shards |
| 7 | They Do Not Wait Their Turn | 800 | Kill 5 monsters |
| 8 | The Cold Beneath the Cold | 875 | Clear The Frostbound Reliquary |
| 9 | A Warden's Arsenal | 945 | Craft 3 items |
| 10 | The Frontier Holds | 1,100 | — |
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.
| Page | Title | XP | Requirement |
|---|---|---|---|
| 1 | The Wall I Cannot Climb | 500 | Post in chat |
| 2 | Raw Materials | 550 | Gather 20 Ore |
| 3 | The First Real Blade | 605 | Craft 1 item |
| 4 | A Craftsman's Volume | 665 | Craft 5 items |
| 5 | Where the Real Loot Lives | 740 | Clear The Sunscorch Pyre |
| 6 | The Stones That Break the Wall | 820 | Find 5 Glimmering Jewel Shards |
| 7 | Blessed Are the Strong | 910 | Kill 10 monsters |
| 8 | Set Every Stone | 995 | Craft 3 items |
| 9 | The Longest Hunt | 1,080 | Kill 15 monsters |
| 10 | The Sum of What I Carry | 1,250 | — |
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.
| Page | Title | XP | Requirement |
|---|---|---|---|
| 1 | The Only Word That Matters | 550 | Post in chat |
| 2 | Feed the Forge | 600 | Gather 20 Ore |
| 3 | The Arithmetic of Perfection | 665 | Craft 5 items |
| 4 | I Have Stopped Counting Days | 745 | Craft 15 items |
| 5 | The Vein Is Not Enough | 830 | Clear The Gloomdeep Oubliette |
| 6 | The Shining Ones | 915 | Find 5 Glimmering Jewel Shards |
| 7 | Hunting the Light | 1,000 | Kill 10 monsters |
| 8 | Everything Ordinary Must Go | 1,090 | Craft 3 items |
| 9 | The Voice That Isn't the Dark | 1,180 | Kill 15 monsters |
| 10 | Good Enough to Climb Out | 1,350 | — |
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
| Dungeon | Clear (100💎) | Fast Clear (Potion) |
|---|---|---|
| Heart of The Lands | Is Killing These Really Research? | Research? Maybe. Fun? Absolutely. |
| The Thorned Hollow | The Thorns Bite Back | Thornwood Doesn't Scare Me |
| The Ashen Crucible | Into the Crucible | Forged in Under an Hour |
| The Drowned Vault | Beneath the Bog | Held My Breath the Whole Time |
| The Frostbound Reliquary | Cold Enough for You? | Before the Thaw |
| The Sunscorch Pyre | Into the Furnace | Didn't Even Break a Sweat |
| The Gloomdeep Oubliette | Something in the Dark | No Time to Be Afraid |
| The Stormbreak Abyss | Into the Deep End | Rode the Tide In |
| The Shadowfell Ossuary | Rattling the Bones | Death Waits for No One |
| The Dragonspine Crypt | Slayer of the Spine | The Dragon Never Stood a Chance |
Diary Lines
| Zone | Achievement (100💎) |
|---|---|
| Aldenmoor Heartlands | Light Reading |
| Thornwood Reaches | More Strange Pages |
| Ashen Vale | A Chapter on War |
| Mirefen Lowlands | Shiny Object Syndrome |
| Frostpeak Highlands | The Gatecrashers |
| Sunscorch Wastes | The Last Percent |
| Gloomdeep Hollow | Excellent, or Nothing |
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:
| Building | Effect |
|---|---|
| Resource Depot | Boosts the holding's general resource storage |
| Barracks | Increases troop attack power |
| Housing | Increases troop capacity (troop cap = Housing level × 50) |
| Walls | Increases defense against incoming attacks |
| Stable | Level 2+ opens a mount shop for visiting heroes (max mount sold = Stable level − 1) |
| Cattle Field | Produces Meat over time |
| Gold Mine | Pays Gold directly into the holding's treasury |
| Iron Mine | Produces Ore over time |
| Gem Mine | Produces Gems over time (slow) |
| Lumber Yard | Produces Wood over time |
| Herb Field | Produces Herbs over time |
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:
| Holding | Max Tax Rate |
|---|---|
| Ordinary Kingdom | 20% |
| Capital | 50% |
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.
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:
| Specialization | Effect |
|---|---|
| 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.
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:
| Permission | Grants |
|---|---|
| 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 Promote | Move other members between ranks |
| Can Kick | Remove members from the guild |
| Can View Log | Read 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:
| Storage | Slots |
|---|---|
| 🧪 Potions | 10 |
| 🍗 Food | 10 |
| ⛑️ Armor | 15 |
| ⚔️ Weapons | 15 |
| 💍 Accessories | 15 |
| 🛡️ Shields | 10 |
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.
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.
Glossary
Quick definitions of the terms used throughout Hero’s Ark and this guide.
| Term | Meaning |
|---|---|
| Attribute | One of the five primary stats: STR, DEX, INT, VIT, LUK. |
| Capital | The center 5×5 block of each zone; the single highest-tax holding, where new heroes spawn. |
| Capstone | A class's strongest ability, unlocked at level 75. |
| Derived Stat | A value calculated from attributes and level (ATK, DEF, MAG, Crit Chance, Max HP). |
| Encounter | A random monster fight triggered by moving onto an unsafe tile. |
| General | A named leader assigned to a kingdom's troops for an attack, with a Rank and a specialization. |
| Kingdom | One of 24 claimable land plots per zone (outside the Capital block). |
| Plunder | Gold taken from a defeated defender's treasury after a successful attack. |
| Profession | One of 6 crafting disciplines (Weaponsmith, Armorsmith, Shield Smith, Jeweler, Chef, Alchemist); each hero picks 2 (more purchasable at the Diamond Mall). |
| Rout | A defeat so lopsided the attacker's power was under half the defender's — triggers a 48-hour General cooldown instead of 8. |
| Sacked | What happens to a holding reduced to 0 troops — it falls back to unclaimed. |
| Specialization | A 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 Boss | A powerful roaming monster ("… the Ravager", 5× HP) with a 1-in-3,000 spawn chance per step; despawns after 30 minutes. |
| Auto-Battle | Hands-free grinding outside dungeons, powered by Auto Tokens (100 per hero, refilling over time). |
| Blessed Monster | A ✨ monster variant with a small chance to drop one of the three Unique Jewels. |
| Diamond | Account-wide premium currency (💎), earned from achievements or the daily Subscription bonus, bought directly, and spent at the Diamond Mall. |
| Level Curve | The fixed per-level XP table (replacing the old ×1.28 formula) that ends at the hard cap of level 100. |
| Magic Bolt | The Mana classes' always-available basic attack: 1 Mana, strikes with your Magic stat. |
| Off-hand | The Outlaw Rogue's fourth equipment slot; a second weapon at 60% effectiveness. |
| Realm Bank | The 🏦 service tile hosting your personal, account-wide, and guild vaults. |
| Subscription | A $14.99/30-day, account-wide bundle: +100% XP, 100💎/day on login, 6 daily chests, 1s auto-battle, multi-craft. |
| Unique Jewel | Jewel of Chaos, Blessing, or Life — a rare Blessed drop granting a permanent boost. |
| Zone | One of 10 self-contained 25×25 tile maps, each spanning a 10-level band of monsters. |
About This Guide
A complete, self-contained reference for Hero’s Ark, ready to drop into a guide site.
What's Inside
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.