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.
STR × 0.62 + DEX × 0.32
Role: ranged glass cannon with burst AoE.
Primary stats: MP, INT.
Playstyle: cast from range, chain cooldowns, melt packs with spells.
MP × 0.72 + INT × 0.28
Role: single-target assassin, crit specialist.
Primary stats: DEX, STR.
Playstyle: stack crit, open from stealth, finish targets before they react.
DEX × 0.68 + STR × 0.32
Role: support healer, buff/debuff caster.
Primary stats: INT, MP.
Playstyle: heal allies, buff your clan, debuff enemies, occasional smites.
INT × 0.65 + MP × 0.35
Damage = WeaponDamage + (STR × ClassMultiplier) + (DEX × ClassMultiplier)
Armor reduces incoming damage using diminishing returns:
Reduction = Armor × (1 - Armor / (Armor + 100))
At 100 armor you absorb 50% of incoming damage, at 500 you absorb 83%, but it never caps at 100%.
Base crit chance: 5% + (DEX × 0.1%) + gear bonuses.
Crit damage: 150% of base damage, plus any +crit damage gear.
Monster crits apply the same way — watch out for elite crit swings.
Send your character on location-based monster hunts scaled to your level.
Match-made 1v1 battles against players near your level.
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.
The numbers your character does in battle come from these formulas. Use them to plan stat priorities and gear choices.
WARRIOR: weaponDmg + floor(STR × 0.62) + floor(DEX × 0.32)MAGE: weaponDmg + floor(MP × 0.35) + floor(INT × 0.45)ROGUE: weaponDmg + floor(DEX × 0.68) + floor(STR × 0.32)PRIEST: weaponDmg + floor(INT × 0.50) + floor(STR × 0.50)
Every hit has ±14% variance, so damage swings naturally. Stats are capped to level × 20 + 100 (MP capped at 2× that) to prevent twinks from breaking balance.
reduction % = armor ÷ (armor + 100)
critChance % = extraCritChance + DEX × 0.01 + adminBonus
Crits deal ×2 damage by default. Admin can raise the crit multiplier (e.g., +50 → ×2.5). DEX is the cheapest crit-chance stat — 100 DEX = +1% crit, not huge, so stack crit gear instead.
Every kill rolls against the monster’s drop chance (shown on the monster card).
| Rarity | Drop Rate | Color |
|---|---|---|
| Common | 70% | White |
| Rare | 20% | Blue |
| Epic | 8% | Purple |
| Legendary | 2% | Orange |
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. |
Dropped pets/mounts are picked from the item pool within ±2 levels of your character. A level-20 player can loot a level 18-22 pet. There's no rarity filter — any pet/mount in range can drop.
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.
| Level | Success | Cost | Notes |
|---|---|---|---|
| +1 | 100% | Base | Guaranteed — the only safe level. |
| +2 | 90% | ×2 | Shatters on failure (10% risk). |
| +3 | 70% | ×4 | Shatters on failure (30% risk). |
| +4 | 60% | ×8 | Shatters on failure (40% risk). |
| +5 | 50% | ×16 | Shatters on failure (50% risk). |
| +6 | 40% | ×32 | Shatters on failure (60% risk). |
| +7 | 15% | ×64 | Shatters on failure (85% risk) — risky. |
| +8 | 5% | ×128 | Shatters on failure (95% risk) — endgame only. |
| +9 | 3% | ×256 | Shatters on failure (97% risk) — expect losses. |
| +10 | 1% | ×512 | Shatters on failure (99% risk) — bring many copies. |
<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 two equipment pieces of the same type into a stronger item.
Craft items at the Crafting Table in your town using recipes and materials.
Some gear has sockets that can hold power-boosting gems.
Gear takes durability damage from combat. Repair at the Blacksmith.
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 dungeon ladder — higher tiers need higher clan levels to unlock.
Every dungeon resets weekly. Failed runs don’t use your weekly charge.
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 dungeon ladder with a branching choice at Tier 3. Each tier unlocks by completing the previous one enough times and hitting a minimum clan level.
| Tier | Name | Unlock | Approx. Rewards |
|---|---|---|---|
| 1 | Goblin Cave | Starting tier — always open | 100-200 clan gold, 50-100 per member |
| 2 | Dark Forest | Tier 1 ×1, Clan Lvl 3+ | 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 upgradeable buildings. Upgrades unlock gameplay features and give permanent passive bonuses.
The heart of your town. Upgrade to unlock other buildings and raise your max HP.
Expands your inventory capacity and unlocks package mail.
Increases honor gain from arena and clan wars.
Increases gold rate from combat and quests.
Increases XP rate and lowers stat respec cost.
Cost = TimesUpgraded × Multiplier × (1 - Discount)
Hire tavern mercenaries and collect daily rumours.
Caravans are passive gold + material income. Send them out and come back hours later for a haul.
travelTime = 2h × (1 − 0.05 × upgradeA) ÷ adminTravelSpeedscavengeTime = 3h × (1 − 0.05 × upgradeB)
| Roll | Event | Effect |
|---|---|---|
| < 0.02 | Catastrophic | Lose all materials |
| < 0.05 | Big Setback | Large time increase |
| < 0.10 | Medium Fail | Lose 50% materials |
| < 0.20 | Minor Setback | Small time increase |
| < 0.30 | Small Fail | Lose 25% materials |
| ≥ 0.30 | Success (no event) | — |
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