Contents
All 142 wiki pages, ordered the way you meet them in the game.
Getting started
- Where to start: What unlocks when, and which early investments pay back fastest.
- Daily routine: Idle income caps at 8 hours, and covert operations give more hero experience than any battle.
- Sanctuary: the main gate: Hero level cap, the lab one step ahead and the hidden clinic star requirement.
- All buildings: Every building on the territory: unlock level, how many you can place and what it gives.
- Resources and production: How much the production buildings give, when they stall and what is protected from raids.
- Speed-ups and queues: Five kinds of speed-ups, a free half hour from the Builder's Hut and parallel build queues.
- Quiz: Every quiz question with the correct answer, and what the quiz pays.
- Exploration Chain: 153 steps around the city: what they pay and why everyone clears them.
- Campaign and idle income: Over six hundred levels, each permanently raising hourly idle income, hero XP above all.
Heroes
- All heroes: All 32 heroes by role: faction, rarity and power ceiling.
- Hero tier list: Heroes by tier, ranked by power ceiling.
- Squads: best compositions: Five-hero squads by tier: faction bonus, squad-wide skills and who to keep on the bench.
- Hero factions: Warrior, warlock and ranger: who beats whom and which buildings buff each faction.
- Hero stars: What 50 stars give, how many shards they cost and which skill stages open.
- Hero skills: Five slots, stages from stars and levels from badges: how upgrading works.
- Hero Growth Tasks: Fifteen tracks tied to hero pairs: their stars pay in skill badges and stones.
- Hero gear: Four slots per hero, stars only on the top rarity, and no thresholds past strengthen level forty.
- Unique equipment: A hero's personal item with 50 stars: what it gives and who has it.
- Hero awakening: A separate 40-level track: cost and stat gains.
- Where to get heroes: Shards, a guarantee every 50 summons and the price of a guaranteed UR hero.
- Hero shards: Shards unlock a hero and raise their stars. Which shard belongs to whom and how many are needed.
- Awakening shards: The separate awakening currency: who has it and how much 40 levels cost.
- Honor levels: The sixth hero track: 600 levels paid with the hero's own shards after maximum stars.
- Hero conversion: The only conversion in the game: SSR Claire becomes a UR version and starts with six stars.
- Skill badges: The skill upgrade currency: level costs and star requirements.
Army and combat
- Troops: Ten tiers: what unlocks them, what they cost, and why higher tiers win on time.
- Power: What power is made of and why troops give it thousands of times cheaper than buildings.
- How the Game Counts: Formulas from the client: speed-up price, resource rate, crit, scouting, alliance size.
- Hunting the Blight: Where energy goes: solo targets, rallies, and what they drop.
- Bosses: Abyss boss, weekend boss and alliance boss: how they differ and who to send.
- Expedition: Sixty difficulties in three branches: power needed and medals paid.
- Hero Road: Nine difficulties with an alliance boss: power needed and what drops.
- Covert Operations: Where heroes go for a few hours: requirements, rewards, and why people intercept them.
- Falcon Tasks: What falcon tasks offer, what they cost in energy, and why difficulty level decides.
- The Clinic: A game inside the game whose stars gate Sanctuary levels.
- Shields and City Safety: Shield prices, the free ones, and why you cannot shield right after attacking.
- Virus resistance: A seasonal track that decides which monsters you can hit and how a fight with a neighbour ends.
- Arenas: Five free battles give a quarter million antidote a day; buying extra ones does not pay back.
Alliance
- Alliance: Alliance help shaves up to two hours off a queue, but not off every queue.
- Alliance Technologies: Thirty alliance-wide technologies at identical cost, so order is decided by value.
- Alliance League: Rewards depend on both the alliance rank and your rank inside it.
- Alliance Duel and elite troops: Part of the tech tree is locked behind the alliance event, including the tenth troop tier.
- Alliance Digs: Why two diggers are four times faster, and how much time a crowd saves.
- City Map: Eighty-six capturable cities: what holding one grants and which targets are worth it.
- Kingdom War: Temple and Throne capture: how long to hold, why towers matter, how opponents are matched.
- Elixir Race: Two alliances fight over structures with free troops and point-generating forts.
- Black Mine: Crystal mining on a separate map: veins, ten skills and pick-one-of-two.
- Caravans: What caravans pay by quality, how often they are robbed, and what to defend.
- Treasure Maps: Seven fragments per map, drop colour chances and a pity counter at fifteen.
Progression
- Research: 348 nodes in the lab, 69 of them unnamed: unreleased content.
- Research priorities: The price of power differs twentyfold between branches, and two squad branches duplicate two others.
- Age: A 56-day season: what unlocks on which day, why Lord Specialization and Resistance matter.
- Lord specialisation: Forty levels that feed resistance, plus skills on day-long cooldowns.
- The Raven: The sixth member of the squad: four upgrade tracks and a stop at level 110.
- Raven epigraphs: 32 epigraphs, 19 copies for five stars and the first goal in raven evolution.
- Relics: 31 artefacts with permanent bonuses: stars are a fill bar inside a level, and half the relics repeat each other.
- Survivors: The Residence is the entry point to the survivor system and gives no bonuses of its own.
- World map: March speed does not depend on army composition, and gathering marches twice as fast as attacks.
- Event Points: How many points each action gives on each event day and what to save up.
Spending
- Spending: The diamond rate, the price of a guaranteed hero and what actually pays back.
- Shops and Currencies: Where to spend medals, coins and diamonds without wasting them.
- VIP: What each VIP level gives, what it costs, and why level five is the milestone.
- Skins: What skins actually grant: most carry real combat percentages, not just looks.
Every hero (32) and every building (47) has its own page, listed in all heroes and all buildings.
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