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 6 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), five crafting professions, and a class-and-ability system with resource bars, level-gated abilities, and one permanent specialization choice.
🏰 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
Three diary-page quest lines told in any discovery order, three instanced dungeons, and nine 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 permanent (there is no race or class change), but you can later teach a hero additional professions through the Diamond Store, 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 are permanent
Race, professions, and class are locked in at character creation. Specializations unlock at level 15 and, once chosen, cannot currently be changed either.
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, permanent decision across four fields.
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 — this cannot be changed later.
3 · Two Professions
Choose exactly 2 of the 5 crafting professions (Weaponsmith, Armorsmith, Jeweler, Chef, Alchemist). Both start at profession level 1. See Equipment & Crafting.
4 · Class
Sets your resource bar, armor type, and ability kit. See Classes. Also permanent — there is no in-game class change.
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% |
| 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 15–50 resource and unlock at specific levels (1, 15, 30, 45, 60, and a level-75 capstone) — see each class's ability list in Classes.
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
There is no fixed level cap, but the world's ten zones are tuned for characters roughly level 1 through 100.
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.
- Raises the XP threshold for the next level by 28% (xp_next = round(xp_next × 1.28)).
- Recalculates your Max HP and, if classed, Max Resource — and fully restores both.
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 one permanent 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 two chosen professions or dropped by monsters.
The Five Professions
You choose exactly 2 at character creation, both starting at profession level 1. Profession levels rise by crafting, unlocking higher-tier recipes.
| Profession | Produces |
|---|---|
| Weaponsmith | Weapons — flat ATK/MAG, scaling from a Rusty Shortsword (level 1) up through Mithril-tier gear |
| Armorsmith | Armor — flat DEF plus a secondary attribute, from a Padded Vest up through Mithril Plate |
| Jeweler | Accessories — rings and amulets carrying secondary attributes and crit-relevant bonuses |
| Chef | Cooked meals — temporary combat buffs |
| Alchemist | Potions — healing and power-buff consumables |
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 level-10/20/30/40/50 recipes 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.
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 6 Races
Race is your one permanent choice, made at character creation. 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 |
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
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 permanent Specializations for your class.
| 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 and unlocks one more at levels 15, 30, 45, 60, and a level-75 capstone. Each entry below lists its unlock level, its resource cost, its effect type, and its power — the coefficient applied to that class’s scaling attribute (e.g. ×1.4 INT means the effect scales with 1.4× your Intelligence). Buffs, debuffs, and control 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. |
| 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 — taunts, Shield Wall, damage sharing. Warlord a commander whose shouts buff the whole party. Berserker two-hander DPS that grows stronger while wounded.
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. |
| Lay on Hands | 15 | 25 | Heal | ×1.8 STR | A large emergency heal. |
| 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 STR | 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 with self-healing. Herald auras and blessings that empower the party. Crusader two-handed Holy DPS.
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 |
|---|---|---|---|---|---|
| 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 Holy-damage battle-priest on the front line. Warden preemptive shields, wards, and damage prevention. Oracle pure, powerful healing and resurrection.
Mage
Raw elemental annihilation. Mages trade fragility for the highest burst damage and battlefield control in the game.
| Ability | Lvl | Cost | Type | Power | Effect |
|---|---|---|---|---|---|
| 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 fire burst and Burn stacking. Arcanist raw arcane damage, teleportation, polymorph. Cryomancer frost control — slows, freezes, shatter combos.
Necromancer
Masters of death magic who fight through wasting curses and stolen life.
| Ability | Lvl | Cost | Type | Power | Effect |
|---|---|---|---|---|---|
| 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): Soulbinder curses and life-drain that cripple foes while healing. Bonelord commands a growing horde of undead minions. Plaguecaster stacks lethal damage-over-time effects.
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): Trapper zones the battlefield with snares and explosives. Beastmaster fights through a powerful animal companion. Marksman long-range single-target precision.
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. |
| 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 single-target burst and openers from stealth. Outlaw dual-wield sustained and cleave damage. Nightblade poisons, control, and sabotage.
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. Three exist so far, each stocked entirely with Veteran and Blessed variants of that zone's own monsters:
| Dungeon | Zone | Layout |
|---|---|---|
| Heart of The Lands | Aldenmoor Heartlands | 14×24, entrance near the top |
| The Thorned Hollow | Thornwood Reaches | 14×24, entrance near the top |
| The Ashen Crucible | Ashen Vale | 14×24, entrance near the top-right |
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.
World Bosses
Every player movement has a tiny chance (about 1 in 100,000) to spawn a World Boss somewhere on that zone, if none is already active. A World Boss is built from the zone's toughest regular monster, scaled up dramatically: 5× its normal HP, and roughly 2× its normal Attack/Defense multiplier — with gold and XP rewards to match (10× normal). It despawns automatically after 30 minutes if not defeated.
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 to fully restore HP and resource, and pick up a Double-XP buff. |
| 🌀 Travel Point | Step on one to fast-travel to another travel point on the same zone. |
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 25-slot item vault 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 through the Diamond Store.
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, and can optionally auto-use consumables. A hero's token capacity can be raised permanently through the Diamond Store.
The Diamond Store
Diamonds (💎) are an account-wide premium currency shared across all your heroes. You earn them from achievements (100 apiece) or buy them directly. They're spent on permanent, account-friendly conveniences — never on raw combat power:
| Purchase | Effect |
|---|---|
| Teach a profession | Add a crafting profession beyond your starting two |
| Gathering tool | Permanently doubles one material harvested from resource nodes (ore, wood, gems, or herbs) |
| Bag / resource-bag slot | +1 inventory slot, up to 50 each |
| Personal / account bank slot | +1 vault slot, up to 50 each |
| Auto-battle capacity | +100 auto-battle cap (and 100 tokens immediately) |
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.
Three diary lines exist today — one each in the first three 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 |
Achievements
Nine achievements exist today, covering the three dungeons (a normal clear and a fast clear each) and the three diary lines. Each is one-time per character, and posts a Global chat announcement the moment you earn it.
| Achievement | How | Reward |
|---|---|---|
| Is Killing These Really Research? | Clear every monster in Heart of The Lands before its 60-minute timer runs out | 100 Diamonds |
| Research? Maybe. Fun? Absolutely. | Clear Heart of The Lands with at least 45 minutes still left on the clock | 1x Potion of Forgotten Self |
| The Thorns Bite Back | Clear every monster in The Thorned Hollow before its timer runs out | 100 Diamonds |
| Thornwood Doesn't Scare Me | Clear The Thorned Hollow with at least 45 minutes still left | 1x Potion of Forgotten Self |
| Into the Crucible | Clear every monster in The Ashen Crucible before its timer runs out | 100 Diamonds |
| Forged in Under an Hour | Clear The Ashen Crucible with at least 45 minutes still left | 1x Potion of Forgotten Self |
| Light Reading | Complete all 10 Aldenmoor Heartlands diary quests | 100 Diamonds |
| More Strange Pages | Complete all 10 Thornwood Reaches diary quests | 100 Diamonds |
| A Chapter on War | Complete all 10 Ashen Vale diary quests | 100 Diamonds |
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.
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 25-slot item vault 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 |
|---|---|
| Can Deposit | Add resources/gold to the guild bank |
| Can Withdraw | Take resources/gold from the guild bank |
| Can Promote | Move other members between ranks |
| Can Kick | Remove members from the guild |
| Can View Log | Read the guild bank's transaction log |
World Chat
Five channels are always available:
- Global — everyone on your zone
- Trade — buy/sell discussion
- Region — local to your area
- Guild — your guild only
- Party — your current party only
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 5 crafting disciplines (Weaponsmith, Armorsmith, Jeweler, Chef, Alchemist); each hero picks 2. |
| 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 permanent, class-specific sub-path chosen at level 15 (one of 3 per class). |
| Tier (monster) | Mob, Elite, or Boss — multiplies a monster's base HP/ATK/DEF. |
| World Boss | A rare, powerful roaming monster (5× HP) that despawns after 30 minutes if not defeated. |
| 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 bought, spent in the Diamond Store. |
| Realm Bank | The 🏦 service tile hosting your personal, account-wide, and guild vaults. |
| 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.