Claim your reward for returning to the kingdom!
Everything you need to conquer the realm — updated with every patch.
ClanFights is a browser-based medieval MMORPG. Level up a warrior, mage, rogue, or priest, join a clan, and battle across a 100×100 world map. No download — everything runs in your browser.
Accounts that skip email verification lose access to password recovery and ranked PvP.
Characters are region-locked. Pick the server closest to you — you can’t transfer later.
Every class uses the same six core stats, but with different weightings.
XP comes from combat, quests, dungeons, and daily bonuses. Level cap is 100.
Four classes, each with a distinct role. You can change class later with a Class Change Scroll, so pick what looks fun — not what seems strongest.
Role: front-line tank and melee DPS.
Primary stats: STR, HP, Armor.
Playstyle: charge in, soak damage, bleed enemies with heavy strikes.
Role: ranged glass cannon with burst AoE.
Primary stats: MP, INT.
Playstyle: cast from range, chain cooldowns, melt packs with spells.
Role: single-target assassin, crit specialist.
Primary stats: DEX, STR.
Playstyle: stack crit, open from stealth, finish targets before they react.
Role: support healer, buff/debuff caster.
Primary stats: INT, MP.
Playstyle: heal allies, buff your clan, debuff enemies. Instant heals also smite in solo combat.
Each class scales damage from different stats — warriors and rogues from physical stats, mages and priests from magical. Equip the right weapon for your class, invest in your primary stats, and study your class playstyle in the Classes tab.
Armor reduces incoming damage with diminishing returns — every additional armor point helps a little less than the last, so balance defensive gear with offensive stats. Skill damage-reduction passives: only your two strongest count (then a 40% skill cap).
Critical hits deal bonus damage. Stack DEX and crit-chance gear to land crits more often, and crit-damage gear to make them hit harder.
Monsters can crit too — watch out for elite swings.
Send your character on location-based monster hunts scaled to your level.
1v1 battles against players on your realm. You can attack anyone.
Multi-floor instances with bosses, chests, and rare drops.
Each class has 20+ skills across active, passive, and ultimate slots.
Accept from the quest board to get XP, gold, and rare materials.
Bid on items posted by other players. Great for rare drops you can’t farm.
Every kill rolls against the monster’s drop chance (shown on the monster card).
| Rarity | Drop Rate | Color |
|---|---|---|
| Common | 50 | White |
| Uncommon (Set) | 12 | Green |
| Unique | 12 | Orange |
| Rare | 20 | Blue |
| Epic | 16 | Purple |
| Legendary | 6 (×0.7 ≥40) | Gold |
Relative rarity weights after a kill drop succeeds. Each loot-row weight is multiplied by this. Legendary weight ×0.7 after monster 40 (~4.2).
Each rarity rolls separately when you finish a dungeon. Epic 18%, Unique 6%, Legendary 6% per clear (about 4% after dungeon 40). Elite/boss kills can also drop Fusion Core, Fusion Tool, and named unique weapons.
| Rarity | Drop Rate |
|---|---|
| Guaranteed Common items | 2 |
| Uncommon (Set) | 18% |
| Rare | 55% |
| Epic | 18% |
| Unique | 6% |
| Legendary | 6% (≈4.2% ≥40) |
| Pet / Mount | 3% |
Some consumables and gear pieces apply temporary reward bonuses during combat:
Every equipment drop rolls random stats within its rarity range. Reroll with enhancement scrolls.
Pets and mounts are rare companion items that never appear in shops. They drop exclusively from combat activities, premium packages, and special events.
| Source | Chance | Notes |
|---|---|---|
| Expedition (won battle) | 1.5% | Rolled after normal loot. Requires empty package slot (respects max-packages cap). |
| Dungeon clear | 3% | Rolled independently of the rarity drop chain. Triple the expedition rate. |
| Gold Premium packages | — | Guaranteed pet/mount in certain premium reward boxes. |
| Mystery Wizard | Variable | Occasional pet/mount in the gacha reward table. Rates vary. |
Pets and mounts drop from any dungeon or hunt at their catalog level (usually 1). They arrive unupgraded — not +1. There is no character-level window. Upgrade them at the blacksmith like other gear.
Pet/mount drops go into your Packages (overflow storage), not directly into inventory. Transfer manually when you're ready to use them. Can be sold/smelted like any other equipment.
Gallop cuts this mount's travel cooldown. Better rarity = a bigger cut (10% Common through 30% Mythic). The item tooltip shows only this mount's percent.
Pack slots come from mount type: Horse +5, Camel +6, Elephant +8. Pets and mounts can be upgraded at the blacksmith.
| Upgrade | Success | Cost | Notes |
|---|---|---|---|
| +1 → +2 | 100% | 500×B | Guaranteed (+1→+2). |
| +2 → +3 | 100% | 1000×B | Guaranteed (+2→+3). |
| +3 → +4 | 90% | 1500×B | Fail resets to +1 (10% fail). First dangerous tap. |
| +4 → +5 | 70% | 2000×B | Fail resets to +1 (30% fail). |
| +5 → +6 | 50% | 2500×B | Fail resets to +1 (50% fail). |
| +6 → +7 | 20% | 3000×B | Fail resets to +1 (80% fail) — extra stats start at +7. |
| +7 → +8 | 5% | 3500×B | Fail resets to +1 (95% fail) — 2.5× stat step. |
| +8 → +9 | 2% | 4000×B | Fail resets to +1 (98% fail). |
| +9 → +10 | 1% | 4500×B | Fail resets to +1 (99% fail). |
Gold = 500 × current +level × B. B = max(1, ceil(item level / 20)). L1–20 gear has B=1, so +1→+2 is 500 gold. Matching scroll is always required (Unique items need Unique Upgrade Scroll). Shop scroll gold: Common 200, Uncommon 350, Unique 500, Rare 800, Epic 2200, Legendary 5000.
<strong>Scrolls are a hard requirement</strong> — you cannot attempt any upgrade without the matching-rarity scroll in the Blacksmith. Scrolls are bought in shops (or rarely drop). They do <strong>not</strong> increase success chance — the rates in the table above are fixed. Only Trina raises success chance.
Trina is a consumable that raises the success rate of a single upgrade attempt. It's the only item that actually changes your odds.
Turn unwanted gear into crafting materials at the Smelter.
| Rarity | Time | Yield |
|---|---|---|
| Common | 5 min | 1-2 |
| Rare | 15 min | 2-4 |
| Epic | 30 min | 3-6 |
| Legendary | 60 min | 5-10 |
Every material can be obtained from multiple sources. This table shows what each material drops from and where it's most efficient to farm.
| Material | Drops From | Best Source |
|---|---|---|
| Wood | Smelting Chest/Glove/Shoes, Caravan trips, low-level monster drops | Smelt unwanted Common/Rare armor pieces (fast) |
| Stone | Smelting Armor/Shield/Jewelry, Caravan | Smelt Common/Rare shields and gloves |
| Iron | Smelting Weapons/Armor/Shields at all rarities | Smelt Rare+ weapons; highest yield from Epic items |
| Crystal | Smelting Rare+ Weapons/Helmets/Shields/Jewelry | Smelt Epic+ gear; Legendary has ×3 quantity mult |
| Gemstone | Smelting Epic+ Rings/Necklaces | Smelt Epic jewelry — guaranteed to appear in pool |
| Gold Nugget | Smelting any Jewelry (Ring/Necklace) | Smelt unwanted Rings; Epic drops are +50% bonus chance |
| Fang | Smelting Legendary Necklaces only | Rare drop — only Legendary Necklaces can produce it |
| Shards (by rarity) | 5% chance per smelt; matches item rarity | Smelt many Epic/Legendary items — chance is per smelt |
The right crafting play changes as your character grows. Here's what to prioritise at each stage.
Enhancement boosts a single stat line on an item using shards and gold.
Fusion combines three same-slot items (main + two fodder) into the next rarity. Three Legendaries become Unique. Unique cannot be fused further.
Fusion Core (Catalyst):
Fusion Tool (+50% success):
Craft items at the Crafting Table in your town using recipes and materials.
Some gear has sockets that can hold power-boosting gems.
Each item records a durability number on its tooltip. Combat wear and blacksmith repair are not live yet — equipped stats always apply.
Break down unwanted items to reclaim some of their materials.
Send a caravan to gather materials from distant locations.
Buy and sell materials and gear with other players.
Brew potions and elixirs at the Alchemist.
Recipes are unlocked through gameplay and scattered around the world.
Clans are persistent player groups with a shared bank, warehouse, dungeon runs, and a fixed home on the world map.
Multi-tier raid ladder. Each dungeon has a minimum and a recommended roster. Short warbands get crushed — recruit before you start.
After a run there is an 8-hour cooldown. Short warbands wipe — recruit to the recommended roster.
Each building caps at level 10. Upgrades are funded from the clan bank.
Upgrade Cost = BaseCost × (1.8 ^ Level)
Power = (Level × 10) + (STR + DEX + INT) × 1.5
Clan Power is the sum of all member power scores. Determines your clan’s ranking and which tier dungeons you unlock.
The clan path is a 5-tier raid ladder with a branch at Tier 3. Dark Forest unlocks after one Goblin win. Later tiers need more victories and a bigger warband.
| Tier | Name | Unlock | Approx. Rewards |
|---|---|---|---|
| 1 | Goblin Cave | Starting tier — always open | 100-200 clan gold, 50-100 per member |
| 2 | Dark Forest | 1× Goblin Cave win | 300-500 clan gold, 150-250 per member |
| 3A | Undead Crypt | Tier 2 ×3, Clan Lvl 5+, officer picks A | 600-900 clan gold, better honor |
| 3B | Volcanic Forge | Tier 2 ×3, Clan Lvl 5+, officer picks B | 600-900 clan gold, better gold + fire items |
| 4 | Demon Citadel | Tier 3A or 3B ×5, Clan Lvl 8+ | 1200-1800 clan gold, 600-900 per member |
| 5 | Dragon's Lair | Tier 4 ×10, Clan Lvl 12+, Clan Honor 1000+ | 2500-4000 clan gold, legendary drops |
At Tier 3, an officer or leader picks between Undead Crypt (A) or Volcanic Forge (B). The paths converge at Tier 4, so the choice only affects theme and minor reward flavor — not the long-term destination.
The clan bank is a shared pool of gold fed by member donations. It funds clan upgrades, dungeon assists, and a daily passive payout.
baseCost × 2^level. Check the Upgrades panel for the next-level cost.Every 24 hours, the clan can claim a passive bonus payout from the bank (cooldown-gated). Scales with clan level and total donations.
Declare a raid on another clan to contest honor, bank gold, and weekly rankings. Clan fights are the endgame PvP mode.
A world map showing every clan's territory with auto-assigned coordinates. Used for visualising which clans are near yours and picking clan-fight targets.
clanMapCoords.js).Every player has a personal town with 5 buildings. All five are available from the start. Each upgrade gives a permanent passive bonus.
The heart of your town. Raises max HP. All five buildings are available from the start.
Raises your package mailbox limit. Does not add inventory slots (those come from a mount).
Increases honor gain from arena and clan wars.
Increases gold rate from combat and quests.
Increases XP rate from combat, quests, and jobs.
Cost = TimesUpgraded × Multiplier × (1 - Discount)
Not a town building. Play minigames at the Tavern page.
Caravans are passive gold + material income. A trip is about 20 minutes base (10 travel + 10 scavenge).
The ×N next to a destination (Forest ×1.2, Volcano ×4, Fortress ×8) multiplies gold and each picked material. A trip rolls 3–4 random types from the pool — preview icons are possible cargo, not a guarantee of every type.
travelTime = 10 min × (1 − 0.08 × upgradeA) ÷ adminTravelSpeedscavengeTime = 10 min × (1 − 0.05 × upgradeB)
| Roll | Event | Effect |
|---|---|---|
| < 0.015 | Catastrophic | Lose all gold + materials |
| < 0.06 | Medium Fail | Lose 50% gold + materials |
| < 0.15 | Small Fail | Lose 20% gold + materials |
| < 0.20 | Delay | No loss — caravan just returns slower |
| ≥ 0.20 | Success (no event) | — |
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