A clan is a lasting team with shared chat, a treasury, progression, and a territory. It helps you find allies for group battles, earn AFK rewards, and take part in territory wars. See Chat and Invitations for global, direct, and clan communication.
Joining, invitations, and creation
To access clans, you need a level 10 fighter with all five slots filled — a weapon and four armour parts. Any grade works, starting from NG. How you join depends on the clan's settings:
- you can enter an open clan immediately;
- an approval-based clan requires an application and a decision from its leader or an officer — this mode unlocks at clan level 5;
- an invitation can be accepted from its notification or direct conversation.
A new clan always starts open. The leader can switch to applications or invite-only after the clan reaches level 5.
You may keep up to three active applications and withdraw them whenever needed. Joining any clan automatically cancels the others. A direct invitation remains valid for 24 hours, but you can accept it only while you meet the requirements and the clan has room.
An account can belong to only one clan at a time. After leaving, you must wait 2 hours before joining again. Creating your own clan costs 50,000 DC and 500 Clan Points, and uses the same character requirements.
Roles and progression
There are three clan roles:
- the leader manages settings, roles, progression funds, and major decisions, and can transfer leadership;
- officers review applications, invite players, manage territory and members, and moderate clan chat;
- members use the chat, contribute to the treasury, and claim clan rewards.
A clan grows from level 1 to level 10, while its capacity rises from 13 to 65 members. Leveling requires active fighters, reputation, DC, and Clan Points from the treasury. Each level improves the shared income bonus, expands the roster, and gradually unlocks stronger territories. The progression page always shows the exact requirements for the next level.
Clan Points and the treasury
Clan Points are a clan resource, not personal DC. They come from hunting and shared activities, including Skeleton Raid with clanmates. A full clan party also completes the clan daily quest, while a party with a clan majority receives raid bonuses.
The daily limits are worth remembering: hunting brings a single player no more than 500 CP per day, the same amount can be contributed to the treasury, and a clan gains no more than 250 reputation per day from one player.
Members can contribute Clan Points and DC to the treasury. These reserves pay for clan levels and war options, and every contribution appears in the treasury log. Personal funds, the clan treasury, and a captured territory's vault are separate balances; Currencies explains what each resource is used for.
Contributions are final: what goes into the treasury cannot be taken back. In exchange they earn the clan reputation, which also comes from claiming AFK rewards.
AFK rewards, territories, and wars
The clan's selected territory accumulates XP, SP, DC, scrolls, and other rewards for its members. You can choose a reward profile that favors the resources you need. A newcomer reaches the full reward set and accumulation rate after the first 24 hours in the clan; the storage itself holds no more than 24 hours of income, so claim it regularly.
A temporary buff may turn up among the rewards. You pick the active fighter and the income profile yourself: the profile can be changed once every 12 hours, the fighter once every 24 hours.
Higher clan levels unlock new territories for regular AFK income. Territory wars are a separate contest for ownership: victory improves rewards, unlocks the Territory Guardian boss for the clan, and gives clans a chance to fight over DC held in the territory vault. See Territory Wars for the schedule, applications, and scoring rules. Losing a war does not destroy personal equipment or reduce its enchantment.