Official Game Guide

Hero’s Ark

A browser-based fantasy MMORPG combining turn-based, stat-driven combat with a persistent grid world and a real-time kingdom economy. Forge a hero from 6 races and 7 classes, explore a 25×25 tile world, then claim and defend a kingdom.

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

Two Layers, One World

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

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

⚔️ The Hero Layer

Turn-based combat resolved by five attributes (STR/DEX/INT/VIT/LUK), 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.

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

Getting Started

Everything a new arrival needs in their first hour.

Your First Session

1

Create an account

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

2

Create your hero

Pick one of 3 character slots, choose a race, exactly 2 starting crafting professions, and a class. Your race and class are 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.

3

Fight your first monsters

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

4

Level up and gear up

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

5

Claim a kingdom and join a guild

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

The Golden Rules

Kingdom time never stops

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

Everything is stat-driven

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

Choices 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.

Your Hero

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).

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

Attributes & Derived Stats

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

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

Derived Formulas

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

Derived StatFormula
Attack (ATK)STR × 2
Defense (DEF)round(VIT × 0.8)
Magic Power (MAG)INT × 2
Critical ChanceLUK × 0.6 + DEX × 0.2, capped at 40%
Max HP40 + VIT × 6 + Level × 8
Max Resource (classed)50 + Level
A note on build diversity
Monster Attack scales roughly 1.7–1.9 per level (faster for elites/bosses), while a spread-out build's Defense only rises about a quarter as fast. In practice this rewards leaning into a primary attribute — pure defense-stacking can trivialize incoming damage but deals almost none in return, and an even 5-way split falls behind at high levels. Check each class's stat priority in Classes before allocating.

Where Points Come From

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

Combat System

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

Damage

Each side's hit is resolved the same way:

Your damage

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

Monster's damage

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

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

Monster Tiers

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

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

Your Resource Bar

Once you've chosen a class, you fight with a resource bar that fuels your abilities: Mana (Cleric, Mage, Necromancer), Focus (Ranger), Energy (Rogue), or a bar that builds as you fight rather than regenerating — Rage (Warrior) and Holy Power (Paladin). Abilities cost 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.

Your Hero

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:

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

Ability & Specialization Milestones

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

Equipment & Crafting

Every hero has three equipment slots — Weapon, Armor, and Accessory — filled with items crafted by your 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.

ProfessionProduces
WeaponsmithWeapons — flat ATK/MAG, scaling from a Rusty Shortsword (level 1) up through Mithril-tier gear
ArmorsmithArmor — flat DEF plus a secondary attribute, from a Padded Vest up through Mithril Plate
JewelerAccessories — rings and amulets carrying secondary attributes and crit-relevant bonuses
ChefCooked meals — temporary combat buffs
AlchemistPotions — 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.

Your Hero

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

RaceSTRDEXINTVITLUKArchetype
Human+1+1+1+1+1Versatile generalist
Elf0+6+6−40Frail spellcaster/archer
Dwarf+4−30+50Stout warrior/miner
Orc+70−5+30Brutal muscle
Halfling−4+500+5Nimble and lucky
Gnome−40+60+3Brilliant tinkerer
Net totals
Human nets +5 across all five attributes with no downside anywhere. Every other race nets +5 to +8 but concentrates its bonus in one or two attributes at the cost of a debuff elsewhere — pick a specialist race to lean hard into one build, or Human to keep every attribute usable.

Race Compendium

Human

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

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

Plays well as: Any class

Elf

Graceful spellcasters and archers, but frail of body.

DEX+6INT+6VIT−4

Plays well as: Mage Necromancer Ranger

Dwarf

Stout miners and warriors, slow of foot.

STR+4VIT+5DEX−3

Plays well as: Warrior Paladin

Orc

Brutal muscle bought at the cost of cunning.

STR+7VIT+3INT−5

Plays well as: Warrior Paladin

Halfling

Nimble and fortunate, but lacking in raw power.

DEX+5LUK+5STR−4

Plays well as: Rogue Ranger

Gnome

Brilliant tinkerers and alchemists, physically weak.

INT+6LUK+3STR−4

Plays well as: Mage Necromancer

Your Hero

The 7 Classes

Class is chosen once at character creation and sets your resource bar, armor type, and ability kit. At level 15 you also choose one of 3 permanent Specializations for your class.

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

Class Compendium

Every class has two abilities from level 1 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.

AbilityLvlCostTypePowerEffect
Cleave115Damage×1.3 STRStrike the enemy for physical damage.
Rend115DoT×0.6 STRApply a stacking Bleed that gnaws at the enemy.
Taunt1520BuffBrace for the enemy's fury, raising your mitigation this fight.
Shield Wall3025Shield×2 STRRaise your shield, absorbing a wave of incoming damage.
Battle Shout4530BuffBellow a war cry, raising your attack for the rest of the fight.
Execute6035Damage×2.5 STRMassive bonus damage against a badly wounded foe.
Unbreakable75 capstone50Shield×5 STRBecome immune to being felled outright for the rest of the fight.

Specializations (lvl 15): Guardian shield-and-board tank — 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.

AbilityLvlCostTypePowerEffect
Judgment115Damage×1.3 STRA Holy strike that builds Holy Power.
Consecration115Damage×1 STRSanctify the ground beneath the enemy.
Lay on Hands1525Heal×1.8 STRA large emergency heal.
Aura3020BuffA persistent aura that strengthens you.
Guardian4525Shield×2.2 STRBrace to intercept the next blows.
Divine Storm6030Damage×1.7 STRAoE Holy damage that also heals you.
Avenging Wrath75 capstone50BuffWings unfurl; your damage and healing surge for the rest of the fight.

Specializations (lvl 15): Protector immovable tank 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.

AbilityLvlCostTypePowerEffect
Heal115Heal×1.5 INTA strong single-target restoration.
Renew115Heal×0.9 INTA gentle restoration that mends your wounds.
Sanctuary1520Shield×2 INTRaise a bubble that absorbs incoming damage.
Bless3020BuffBless yourself, raising your attributes for the fight.
Smite4520Damage×1.3 INTHoly damage, with bonus power against the undead.
Divine Shield6030Shield×3 INTBecome briefly immune to harm.
Resurrection75 capstone50Heal×3 INTA massive restoration, pulling you back from the brink.

Specializations (lvl 15): Templar 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.

AbilityLvlCostTypePowerEffect
Firebolt115Damage×1.4 INTA reliable single-target elemental nuke.
Fireball115Damage×1.2 INTA blazing explosion that also sears with Burn.
Frost Nova1520ControlFreeze the enemy in place.
Arcane Missiles3025Damage×1.6 INTA rapid multi-hit barrage that partially ignores resistance.
Blink4520BuffInstantly reposition, avoiding the enemy's next attack.
Polymorph6030ControlTransform the enemy, removing it from the fight briefly.
Meteor75 capstone50Damage×3 INTA delayed cataclysm of fire and stone.

Specializations (lvl 15): Pyromancer 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.

AbilityLvlCostTypePowerEffect
Raise Undead115BuffSpend Souls to summon skeletal minions to fight for you.
Corruption115DoT×0.7 INTA heavy Necrotic damage-over-time.
Life Drain1520Damage×1.2 INTDeal Necrotic damage and heal yourself for a portion.
Curse of Weakness3020DebuffLower the target's attributes.
Bone Armor4525Shield×2.3 INTA Necrotic shield that absorbs damage.
Summon Wraith6030BuffSummon a powerful spectral servant.
Army of the Dead75 capstone50Damage×3 INTRaise a battalion of undead for a devastating assault.

Specializations (lvl 15): 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.

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

Specializations (lvl 15): 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.

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

Specializations (lvl 15): Assassin single-target burst and openers from stealth. Outlaw dual-wield sustained and cleave damage. Nightblade poisons, control, and sabotage.

The World

World Map & Regions

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

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

Reading a Zone

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

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

Adventuring & PvE

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

Random Encounters

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

Dungeons

Dungeon entrances lead to an instanced layout with their own monster roster, separate from the open zone. Entering marks your return point, so you can step back out to exactly where you left the overworld. Three exist so far, each stocked entirely with Veteran and Blessed variants of that zone's own monsters:

DungeonZoneLayout
Heart of The LandsAldenmoor Heartlands14×24, entrance near the top
The Thorned HollowThornwood Reaches14×24, entrance near the top
The Ashen CrucibleAshen Vale14×24, 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: its normal HP, and roughly 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:

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

Towns, Services & Trade

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

Service Tiles

TileWhat it does
🏦 Realm BankOpens your three vaults (see below).
🏪 Player MarketBuy and sell gear and materials with other heroes.
🛏️ Wayside InnRest to fully restore HP and resource, and pick up a Double-XP buff.
🌀 Travel PointStep 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:

PurchaseEffect
Teach a professionAdd a crafting profession beyond your starting two
Gathering toolPermanently 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)
The World

Quests

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

How Diary Pages Work

1

Find a page

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

2

Check your Quest Log

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

3

Complete it from the Quest Log

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

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

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.

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

Thornwood Reaches: The Wellkeeper's Pages

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

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

Ashen Vale: A Chapter on War

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

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

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.

AchievementHowReward
Is Killing These Really Research?Clear every monster in Heart of The Lands before its 60-minute timer runs out100 Diamonds
Research? Maybe. Fun? Absolutely.Clear Heart of The Lands with at least 45 minutes still left on the clock1x Potion of Forgotten Self
The Thorns Bite BackClear every monster in The Thorned Hollow before its timer runs out100 Diamonds
Thornwood Doesn't Scare MeClear The Thorned Hollow with at least 45 minutes still left1x Potion of Forgotten Self
Into the CrucibleClear every monster in The Ashen Crucible before its timer runs out100 Diamonds
Forged in Under an HourClear The Ashen Crucible with at least 45 minutes still left1x Potion of Forgotten Self
Light ReadingComplete all 10 Aldenmoor Heartlands diary quests100 Diamonds
More Strange PagesComplete all 10 Thornwood Reaches diary quests100 Diamonds
A Chapter on WarComplete all 10 Ashen Vale diary quests100 Diamonds
Both dungeon achievements can fire at once
Clearing a dungeon fast satisfies both its achievements in the same kill — you'll get two unlock notices and both rewards together, not one or the other.
The Kingdom Layer

Kingdoms

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

Claiming

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

Buildings

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

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

Resources & Economy

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

Resource Types

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

Gold & Taxation

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

HoldingMax Tax Rate
Ordinary Kingdom20%
Capital50%

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

Deposits & Withdrawals

A holding's owner (and any guild member with the right permission — see Guilds) can move resources and gold between their personal inventory and the kingdom stockpile via deposit/withdraw actions, which also power the Barracks/Housing/Walls/Building upgrade costs in Kingdoms.

The Kingdom Layer

Armies & Warfare

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

Training Troops

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

Generals

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

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

Resolving an Attack

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

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

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

Cooldowns

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

Community

Guilds & Communication

Guilds are simple, permission-based player groups with a shared bank and chat channel. The guild bank — a 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:

PermissionGrants
Can DepositAdd resources/gold to the guild bank
Can WithdrawTake resources/gold from the guild bank
Can PromoteMove other members between ranks
Can KickRemove members from the guild
Can View LogRead 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.

Community

Player vs. Player

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

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

Glossary

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

TermMeaning
AttributeOne of the five primary stats: STR, DEX, INT, VIT, LUK.
CapitalThe center 5×5 block of each zone; the single highest-tax holding, where new heroes spawn.
CapstoneA class's strongest ability, unlocked at level 75.
Derived StatA value calculated from attributes and level (ATK, DEF, MAG, Crit Chance, Max HP).
EncounterA random monster fight triggered by moving onto an unsafe tile.
GeneralA named leader assigned to a kingdom's troops for an attack, with a Rank and a specialization.
KingdomOne of 24 claimable land plots per zone (outside the Capital block).
PlunderGold taken from a defeated defender's treasury after a successful attack.
ProfessionOne of 5 crafting disciplines (Weaponsmith, Armorsmith, Jeweler, Chef, Alchemist); each hero picks 2.
RoutA defeat so lopsided the attacker's power was under half the defender's — triggers a 48-hour General cooldown instead of 8.
SackedWhat happens to a holding reduced to 0 troops — it falls back to unclaimed.
SpecializationA 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 BossA rare, powerful roaming monster (5× HP) that despawns after 30 minutes if not defeated.
Auto-BattleHands-free grinding outside dungeons, powered by Auto Tokens (100 per hero, refilling over time).
Blessed MonsterA ✨ monster variant with a small chance to drop one of the three Unique Jewels.
DiamondAccount-wide premium currency (💎), earned from achievements or bought, spent in the Diamond Store.
Realm BankThe 🏦 service tile hosting your personal, account-wide, and guild vaults.
Unique JewelJewel of Chaos, Blessing, or Life — a rare Blessed drop granting a permanent boost.
ZoneOne of 10 self-contained 25×25 tile maps, each spanning a 10-level band of monsters.
Reference

About This Guide

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

What's Inside

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

Building the Guide Site

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