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<!-- Source book: CLANS_AND_COOPERATIVE_PLAY_PLAYER_GUIDE_v0_1.md -->
# ForgeMaster Clans and Cooperative Play
Status: **Player-facing release 2 / v1.0.1**
Evidence cutoff: **14 September 2026**
## What a Clan is for
Clans unlock at Campaign stage **4-15**. Joining an active Clan gives access to several connected—but separate—systems:
- Clan chat and coordination;
- cooperative Clan Missions;
- shared Clan Tech bonuses;
- the weekly Clan Tech Race;
- weekly Clan Wars.
A Clan helps its members earn resources and improve their characters, but not every clan activity rewards every participant directly. It is important to understand which system an action belongs to.
## The four main clan systems
| System | What members do | Who receives the immediate benefit |
|---|---|---|
| Clan Missions | Start missions and assist rallies | The initiating player receives the mission reward |
| Clan Tech | Donate green Clan Tech Potions to shared nodes | Eligible clan members receive the completed node effects |
| Clan Tech Race | Accumulate race score through Clan Tech donations | Eligible members receive the clan's eventual placement reward |
| Clan War | Score through the six-day action schedule and fight the opposing clan | Eligible members receive personal milestones and the final war reward |
These systems interact through resources and timing, but their scores are not interchangeable. A Clan Tech Race donation does not directly add Clan War points, and completing a Clan Mission is not a listed Clan War scoring action.
## Clan chat and coordination
Clan chat is where members can:
- ask others to join a difficult Mission rally;
- read the current Clan War instruction;
- coordinate Clan Tech donations;
- warn members about a Tech Race elimination cutoff;
- share general progression advice.
The most important instructions usually concern scarce resources. A direction to **save** normally means avoiding unnecessary active Clan War spending. It does not mean allowing daily Dungeon uses, League tickets, mission opportunities or productive timers to expire.
## Clan Missions and assisting
Each player receives three Mission Tickets per day and chooses from six offers, with one refresh available.
Choosing a mission starts a rally lasting **1, 3 or 10 minutes**:
- use one minute when the mission is comfortably beatable;
- use three minutes when some help may be useful;
- use ten minutes for a difficult mission so members have time to notice and join.
Up to three other members can lend their Power. The timer itself does not add Power; it only controls how long the rally remains open.
Only the initiating player receives the mission reward. Assistants receive no share of it, but assisting is unlimited and does not consume their own Mission Tickets. A player may also leave a rally before the timer finishes.
A successful mission consumes one Mission Ticket. A failed mission does not consume a ticket, but that failed offer disappears from the player's list.
## Personal Tech and Clan Tech are different
| Personal Tech | Clan Tech |
|---|---|
| Belongs permanently to one character | Shared by eligible Clan members |
| Uses red Personal Tech Potions | Normally uses green Clan Tech Potions |
| Upgrades run on timers | Nodes fill through collective donations |
| Can score Clan War points when a completed upgrade is claimed on the relevant day | Donations score in the Clan Tech Race |
| Does not reset with the Clan Tech season | The tree and unused green potions reset with the Clan Tech season |
Red and green potions are not interchangeable.
## Donating to Clan Tech
One ordinary donation point costs **two green Clan Tech Potions**. Contributions advance the chosen shared node and also contribute to the Clan Tech Race.
A useful donation therefore has two possible benefits:
1. it helps complete a worthwhile Clan Tech node;
2. it helps the Clan remain above the next race elimination line.
Do not judge a donation solely by the race table. Funding a useful node creates value for members even when the Clan already has a safe race position. Conversely, pouring potions into a low-priority node merely to chase an unreachable rival may leave the Clan unable to defend a later cutoff.
Because the tree and remaining green potions reset with the Clan Tech season, always check the season countdown when deciding whether to save or donate.
## The Clan Tech Race
The Tech Race is one cumulative weekly race between seven clans:
- Donation Points create race score;
- scores carry forward through the week;
- the lowest surviving clan is eliminated at each daily cutoff from Tuesday onward;
- eliminated clans remain out;
- the final surviving clan wins;
- placement rewards are paid to eligible players.
The immediate strategic target is usually a safe margin above the next elimination position—not necessarily first place early in the week.
Two Clan Tech effects must not be confused:
- **Race Score** increases the score credited for donations;
- **Race Reward** increases the eventual green-potion placement reward.
In addition, every accumulated character ascension star currently adds **+5% Clan Tech Potion rewards from all sources**. This is a personal character bonus rather than a Clan Tech node. Exact stacking and rounding when several reward bonuses apply together remain under investigation.
## Clan Wars
A Clan War runs across six scoring days followed by the reward day. Each day scores particular actions. The detailed daily schedule is in the Clan War chapter.
For planning, scoring is divided into two types:
### Passive scoring
Passive scoring comes from ordinary or expiring activity that does not irreversibly consume a scarce reserve at the scoring moment. Examples include:
- using daily Dungeon attempts on Days 1 and 4;
- completing a timed egg hatch on Days 3 and 5.
Buying the egg earlier scores zero. The later hatch scores, but remains passive because hatching throughput is constrained by time.
### Active scoring
Active scoring consumes a scarce stored resource or an irreversible asset. Examples include:
- summoning or upgrading Skills;
- summoning Mounts;
- merging Pets, eggs or Mounts;
- spending Coins on Forge upgrades;
- claiming a deliberately timed Personal Tech completion;
- using Hammers to forge equipment.
The established spending principle is:
> Only spend enough active-scoring resource to win. This may mean zero spending and passive scoring only.
A maximum weekly allowance is a ceiling, not a target. During a Clan save, all hoardable active-scoring stock is coordinated Clan capacity, including stock above a personal rebuilding reserve. Do not spend unilaterally for fun, make a compromise spend, or spend a reserve plus its surplus. Protect the complete hoard unless Clan leaders authorise a spend window. Passive activity and resources that would expire may still be used.
## Actions that players commonly confuse
| Action | Clan Mission | Tech Race | Clan War |
|---|---:|---:|---:|
| Assist another member's rally | Helps the initiator | No score | No score |
| Complete your Clan Mission | Personal reward | No score | No score |
| Donate green potions | No | Scores | Does not directly score |
| Use a Dungeon attempt | No | No | Scores on Days 1 and 4 |
| Buy an egg with Eggshells | No | No | Zero points |
| Complete an egg hatch | No | No | Scores on Days 3 and 5 |
| Merge an egg or Pet | No | No | Scores on Days 3 and 5 |
| Summon a Mount | No | No | Scores on Days 2 and 4 |
| Start Personal Tech research | No | No | Zero points at start |
| Claim completed Personal Tech | No | No | Scores on Days 2 and 5 |
| Ascend the Forge | No | No | The 3,000,000-Coin payment scores zero |
## Being a helpful Clan member
A useful everyday routine is:
1. read Clan chat and the current instruction;
2. assist visible Mission rallies when possible;
3. complete worthwhile personal Missions;
4. use all non-carrying daily activities;
5. check the Tech Race table before making a large donation;
6. check the current Clan War day before summoning, merging or making a large spend;
7. stop active spending once the required result is secure;
8. protect any stock reserved for ascension rebuilding.
Coordination matters because several members acting independently can all react to the same small deficit and collectively overspend.
## Advice for a new Clan member
- Ask what the Clan expects during Wars and the Tech Race.
- Do not assume every green potion should be donated immediately.
- Do not assume saving means ignoring daily activities.
- Use short Mission rallies when help is unnecessary and longer rallies when it is genuinely needed.
- Assist other members even after using your own Mission Tickets.
- Keep Personal Tech and Clan Tech resources separate.
- Treat live countdowns and current Clan instructions as authoritative for timing.
- Ask before spending a protected ascension reserve for Clan War points.
## What remains uncertain
- Exact eligibility rules for members joining during a Clan War, Tech Race or Clan Tech season.
- The effect of leaving or changing Clans during an active event.
- Clan roles, permissions, membership limits and leadership-transfer rules.
- Exact server cutoff times and Tech Race tie-breaking.
- The hidden Mission success formula and precise treatment of assistant Power.
- Exact stacking and rounding when multiple Clan War or green-potion reward bonuses apply.
The guide should use the live screen and the Clan's current instruction where one of these unresolved rules affects a decision.
---
<!-- Source book: PERSONAL_TECH_PLAYER_GUIDE_v0_1.md -->
# ForgeMaster Personal Tech Guide
Status: **Public guide draft v0.1**
Evidence cutoff: **11 September 2026**
## What Personal Tech is
Personal Tech is a permanent progression system belonging to one player. It uses **red Personal Tech Potions** to research nodes that improve combat assets, resource efficiency, timers and several repeatable activities.
Personal Tech is different from Clan Tech:
- Personal Tech belongs only to the player who researched it.
- Clan Tech is shared by the clan and uses green Clan Tech Potions.
- Red and green potions are separate resources.
- Personal Tech can make an action cheaper or more productive, but it does not itself multiply the Clan War points awarded for that same action.
## The three branches
The current tree contains **235 nodes** across three branches:
| Branch | Nodes | Available sublevels | Main subjects |
|---|---:|---:|---|
| Forge | 50 | 230 | Forge upgrades, selling, Auto Forge, offline income and Hammer Thief rewards |
| Power | 100 | 500 | Equipment, Mount strength, equipment level caps and Mount summoning |
| Skills/Pets/Tech | 85 | 425 | Skills, Pets, research efficiency, egg timers and two dungeon rewards |
The Forge denominator is lower because its five Auto Forge nodes have one level each. Ordinary nodes have five sublevels.
Each branch repeats its own pattern through **Tier I, II, III, IV and V**. The percentage displayed for a branch is completed sublevels divided by that branch's total available sublevels; it is not a measure of how strong or well chosen the upgrades are.
## How nodes unlock
A node can be researched when every immediate parent connected to it has at least **one completed sublevel**.
- A parent does not have to be `5/5`.
- Where two lines converge, both parents must be at least `1/5`.
- A later node may therefore be running while its parent is only partly completed.
- Progressing cheaply through a branch normally means putting one sublevel into prerequisite nodes, then returning later to deepen the most useful effects.
This rule allows every node in all three branches to be reached without first maximising every earlier node.
## Starting and completing research
Only one Personal Tech upgrade can be running—or sitting ready to be completed—at a time.
1. Starting an upgrade pays its red-potion cost.
2. A timer then runs.
3. When the timer finishes, the player presses **Complete** to claim the sublevel.
4. Another upgrade cannot be started while the completed one is still waiting to be claimed.
For Clan Wars, starting the research does not score. The Personal Tech Clan War score is awarded when the finished upgrade is claimed with **Complete** on a Personal Tech scoring day. A naturally ready upgrade can be held for Day 2 or Day 5, but holding it also blocks further research. Do not sacrifice several days of permanent progress merely to save a small completion unless the war actually needs it.
## Base potion costs and timers
These are the current base values before the player's own Personal Tech cost and research-speed bonuses:
| Tier | 1/5 | 2/5 | 3/5 | 4/5 | 5/5 |
|---|---|---|---|---|---|
| I cost | 30 | 42 | 59 | 82 | 115 |
| I time | 5m | 10m | 20m | 40m | 1h 20m |
| II cost | 161 | 226 | 316 | 443 | 620 |
| II time | 2h 40m | 5h 20m | 10h 40m | 21h 20m | 23h 28m |
| III cost | 868 | 1,007 | 1,168 | 1,354 | 1,571 |
| III time | 1d 1h 48m 48s | 1d 4h 23m 41s | 1d 7h 14m 3s | 1d 10h 21m 27s | 1d 13h 47m 36s |
| IV cost | 1,823 | 2,114 | 2,452 | 2,845 | 3,300 |
| IV time | 1d 17h 34m 21s | 1d 21h 43m 48s | 2d 2h 18m 10s | 2d 7h 19m 59s | 2d 12h 51m 59s |
| V cost | 3,828 | 4,441 | 5,151 | 5,975 | 6,931 |
| V time | 2d 18h 57m 11s | 3d 1h 38m 54s | 3d 9h 48s | 3d 17h 6m 53s | 4d 2h 1m 34s |
Auto Forge has only one sublevel in each tier and therefore uses that tier's first-sublevel base cost and time.
The player's adjusted values are calculated from the accumulated Skills/Pets/Tech research bonuses:
```text
Adjusted potion cost ≈ round-to-nearest[base cost × (1 − cost reduction)]
Adjusted research time = base time ÷ (1 + research-speed bonus)
```
Live examples match nearest-whole-potion display: a base cost of 30 with a 2% reduction displays as 29, and a base cost of 115 with an 18% reduction displays as 94. The live popup is the authority for what that player will actually pay and how long the upgrade will take. The interface may abbreviate costs or truncate the displayed time unit.
## Forge branch
Each of the five tiers repeats this dependency pattern:
| Order | Node family | Effect per completed sublevel |
|---:|---|---:|
| 1 | Forge Timer Speed | +2% speed |
| 2 | Forge Upgrade Cost | −1% cost |
| 3 | Equipment Sell Price | +1% Coins from selling |
| 4 | Hammer Thief Hammer Reward | +1% Hammers |
| 5 | Hammer Thief Coin Reward | +1% Coins |
| 6 | Auto Forge | One-level node; +1 Hammer to the player's Auto Forge batch allowance |
| 7 | Free Forge Chance | +1% chance |
| 8 | Maximum Offline Time | +16% of the base offline duration |
| 9 | Offline Coin Reward | +1% Coins |
| 10 | Offline Hammer Reward | +1% Hammers |
Important distinctions:
- Forge Timer Speed uses a speed divisor; +10% speed does not mean subtracting ten percentage points from the timer.
- Forge Upgrade Cost affects ordinary level upgrades, not the fixed three-million-Coin Forge ascension price.
- The Auto Forge nodes increase how many Hammers the player may use in each animation. Shared Clan Tech can add further capacity.
- Auto Forge's availability and its later stacking option are controlled by Forge progression; the Personal Tech node does not make every Auto Forge feature appear immediately.
- Maximum Offline Time helps only when the player would otherwise be away beyond the existing cap.
At full completion across all five tiers, these families provide +50% Forge speed, −25% ordinary Forge-upgrade cost, +25% sell/Hammer Thief/offline income effects, +25% Free Forge chance, +400% of the base offline duration and +5 Personal Tech Auto Forge capacity.
## Power branch
Each tier repeats 20 node families:
| Group | Node families | Effect per completed sublevel |
|---|---|---:|
| Equipment contribution | Weapon, Helmet, Gloves, Body, Necklace, Shoes, Ring and Belt bonuses | +2% to the Damage and/or Health supplied by the targeted slot |
| Mount contribution | Mount Damage; Mount Health | +2% to the targeted Mount contribution |
| Equipment maximum level | One node for each of the eight equipment slots | +2 maximum item levels for that slot |
| Mount acquisition | Mount Summon Cost | −1% Clock Winder cost |
| Mount acquisition | Extra Mount Chance | +2% chance of an additional Mount |
The current equipment targets are:
- Weapon: Damage and Health.
- Gloves, Necklace and Ring: Damage.
- Helmet, Body, Shoes and Belt: Health.
These are source-specific bonuses. A Helmet node improves the contribution made by the Helmet; it is not a blanket percentage added to every source of character Health.
Across all five tiers, fully completing the corresponding families can provide +50% to a targeted contribution, +50 maximum levels for each equipment slot, −25% Mount summon cost and +50% Extra Mount chance.
For Mount ascension preparation, the summon-cost and Extra Mount nodes are particularly valuable because they make a saved Clock Winder reserve produce more Mounts. This is why reaching the relevant Tier III or IV part of the Power branch can materially change an ascension calculation.
## Skills/Pets/Tech branch
Each tier repeats 17 node families:
| Group | Node family | Effect per completed sublevel |
|---|---|---:|
| Research | Tech Research Speed | +4% speed |
| Active Skills | Skill Damage | +2% to applicable active-Skill Damage and Health values |
| Passive Skills | Passive Skill Damage | +2% Damage contribution |
| Passive Skills | Passive Skill Health | +2% Health contribution |
| Research | Personal Tech Upgrade Cost | −2% red-potion cost |
| Pets | Pet Damage | +2% Damage contribution |
| Pets | Pet Health | +2% Health contribution |
| Skill acquisition | Skill Summon Cost | −1% Skill Ticket cost |
| Egg hatching | Common, Rare, Epic, Legendary, Ultimate and Mythic Egg Timer nodes | +10% hatching speed for that rarity |
| Egg acquisition | Extra Egg Chance | +2% chance of an additional egg |
| Dungeon income | Ghost Town Skill Ticket Reward | +1% Skill Tickets |
| Dungeon income | Zombie Rush Personal Tech Potion Reward | +2% red potions |
There is no confirmed current chance of an extra Skill summon. Extra Egg Chance applies when Eggshells are turned into eggs; it is not an extra-Pet result from hatching.
At full completion across five tiers, the research families can reach +100% research speed and −50% red-potion cost. The corresponding full totals are −25% Skill summon cost, +50% active/Passive Skill and Pet contributions, +250% hatching speed for each egg rarity, +50% Extra Egg chance, +25% Ghost Town Skill Tickets and +50% Zombie Rush red potions.
## Choosing upgrades without a private tool
There is no single correct order for every player. A useful manual decision process is:
1. **Identify the current bottleneck.** Is progress limited by combat power, red potions, research time, Forge time, summon resources or egg hatch capacity?
2. **Check the immediate effect.** Prefer a node whose target the player is actively using.
3. **Check the path value.** One less exciting `1/5` prerequisite may unlock several valuable descendants.
4. **Value repeatable income early.** A small permanent increase used every day can outperform a larger bonus to an infrequent action.
5. **Prepare before large spending.** Raise summon discounts and extra-result chances before consuming a large saved Skill, Eggshell or Clock Winder reserve where practical.
6. **Use the popup.** Current potion cost and completion time already reflect the player's accumulated research bonuses.
7. **Separate permanent value from Clan War timing.** First choose an upgrade worth owning; then decide whether its completion should land naturally on Day 2 or Day 5.
Broad priorities often make sense as follows:
| Player need | Nodes worth examining |
|---|---|
| Research is becoming too slow or expensive | Tech Research Speed; Personal Tech Upgrade Cost |
| Preparing Skill ascension | Skill Summon Cost |
| Preparing Pet ascension or clearing an egg backlog | Extra Egg Chance; relevant Egg Timer; Pet Damage/Health |
| Preparing Mount ascension | Mount Summon Cost; Extra Mount Chance; Mount Damage/Health |
| Forge progression | Forge Timer Speed; Forge Upgrade Cost |
| Heavy Auto Forge use | Auto Forge; Free Forge Chance; Equipment Sell Price |
| Daily resource growth | relevant Dungeon reward; Offline reward; Maximum Offline Time |
| Equipment level cap reached | the Level-Up node for that exact slot |
| Combat weakness concentrated in one source | the matching equipment, Skill, Pet or Mount contribution node |
## Personal Tech and Clan Wars
Personal Tech affects Clan Wars in three different ways:
1. **Completion scoring:** claiming a finished Personal Tech upgrade scores on Days 2 and 5.
2. **Resource efficiency:** discounts and extra-result chances can create more actions from a stockpile.
3. **Permanent strength:** combat bonuses can improve the player's future battle and progression results.
It does **not** increase the base Clan War points for an identical Forge, summon, hatch, merge or Dungeon action. Those scoring multipliers belong to shared Clan Tech.
The established resource principle still applies: spend scarce active-scoring resources only as needed to win. Personal Tech can improve how efficiently those resources are used, but it does not make unnecessary spending sensible.
## Personal Tech and Leagues
The current player tree contains no accessible League Battle Damage or League Battle Health nodes. Definitions with those names exist in the decoded data, but they are not placed in the current Personal Tech tree and should not be presented as player-available upgrades.
Personal Tech still affects League performance indirectly through ordinary equipment, Skill, Pet and Mount contributions.
## Common misunderstandings
### “I must finish every parent at 5/5 before moving on”
No. Every immediate parent needs only one completed sublevel.
### “A 40% research-speed bonus removes 40% of the timer”
No. It is a speed bonus. The base duration is divided by `1.40`.
### “Personal Tech makes each Clan War action score more”
No. It can reduce the resource cost or improve the result, but shared Clan Tech controls action-scoring multipliers.
### “Extra Egg Chance gives me two Pets when an egg hatches”
No. It can provide an extra egg when eggs are summoned from Eggshells. Hatching remains a separate stage.
### “Extra Mount Chance and Extra Egg Chance also apply to Skills”
No. No current extra-Skill-summon node is confirmed.
### “The branch-completion percentage tells me whether my build is good”
No. It counts completed sublevels. It does not judge whether those sublevels match the player's needs.
## What remains to verify
- the precise UI rounding rules for every adjusted cost and timer display;
- whether cancelling always refunds the complete red-potion price in every state;
- the exact maximum-offline-time display after very high cumulative bonuses;
- any future placement or release of the currently inaccessible League node definitions;
- exact player-facing names where the interface wording differs from the functional names used here.
These gaps do not prevent publication of the three-branch structure, prerequisite rule, current effect ladders or base cost/timer table.
---
<!-- Source book: CLAN_TECH_AND_TECH_RACE_PLAYER_GUIDE_v0_1.md -->
# ForgeMaster Clan Tech and Tech Race
Status: **Player-facing draft v0.1**
Evidence cutoff: **15 September 2026**
## What Clan Tech is
Clan Tech is a shared tree whose completed levels benefit eligible members of the clan. It is different from Personal Tech:
| Clan Tech | Personal Tech |
|---|---|
| Shared by the clan | Belongs to one player |
| Uses green Clan Tech Potions for ordinary donations | Uses red Personal Tech Potions |
| Levels are completed by collective donations | One player starts timed upgrades |
| Donations also contribute to the Clan Tech Race | Personal Tech does not contribute to the race |
| The tree and remaining green potions reset when the Clan Tech season resets | Personal Tech is permanent |
The Clan Tech screen shows the current tree-reset countdown. Because both the tree and ordinary green-potion stock are temporary, check that countdown before making a long-term donation plan.
## Donations and level costs
One ordinary **donation point** costs **two green Clan Tech Potions**. The interface supports contributions of 1, 10 or 50 points at a time.
```text
green potions needed for a complete level
= donation points required × 2
green potions still needed for a partly filled level
= (points required − points already donated) × 2
```
Example: a node requiring 304 points per level costs **608 green potions** per level. If its bar already contains 75 points, the remaining cost is `(304 − 75) × 2 = 458` green potions.
The current configuration also permits donations with Gems at one Gem per point. Gems are premium and have other uses, so ordinary guidance should assume green potions unless the player deliberately chooses otherwise.
Node cost normally remains the same for every ordinary level of that node. Contributions already in a partially filled bar are not refunded.
## The seven parts of the tree
The current tree contains 61 nodes:
| Category | Nodes | What they improve |
|---|---:|---|
| Power | 13 | Equipment-slot, Skill, Pet and Mount Damage/Health |
| Egg Timers | 6 | Hatch speed for each egg rarity |
| Special | 4 | Auto Forge capacity, Forge animation speed, movement speed and attack range |
| Clan War | 21 | Action scoring, day scoring, war combat and war rewards |
| Clan Missions | 3 | Mission Damage, Health and rewards |
| Dungeons | 8 | Damage and Health inside each of the four dungeons |
| Clan Tech Potions | 6 | Green-potion income and the two Tech Race multipliers |
The companion `CLAN_TECH_NODE_REFERENCE_v0_1.md` gives every family’s exact current level cap, effect and donation cost.
## Power nodes
The eight equipment Mastery nodes separately improve Weapon, Helmet, Body, Shoe, Glove, Belt, Necklace and Ring contributions. Each currently gives **+5% per level**, to Level 20.
There are also separate nodes for:
- Skill Damage;
- Pet Damage and Pet Health;
- Mount Damage and Mount Health.
These are broad shared upgrades. They do not replace sensible equipment, Pet, Mount or Skill choices, and overall tree-completion percentage is not itself a universal Power multiplier.
## Egg Timer nodes
There is one hatch-speed node for each egg rarity from Common through Mythic. Each gives **+5% hatch speed per level** and can reach Level 60.
A speed bonus is not the same as subtracting that percentage directly from the original time. The normal interpretation is:
```text
adjusted hatch time = base hatch time ÷ (1 + total speed bonus)
```
These nodes can increase the rate at which a clan converts its egg backlog into hatched Pets, including passive Clan War hatching points.
## Special nodes
| Node | Current effect |
|---|---|
| Auto Forge | +9 maximum Hammers per animation per level; two levels |
| Forge Animation Speed | +5% speed per level; 20 levels |
| Movement Speed | +5% per level; 20 levels |
| Attack Range | +1 range unit per level; three levels |
Auto Forge capacity and Forge animation speed are different effects. Capacity increases the number of Hammers that can be processed in one animation; animation speed shortens the cycle itself.
## Clan War nodes
### Action-specific scoring
There are ten nodes corresponding to the ten ordinary scoring activities:
- forging equipment;
- summoning Skills;
- upgrading Skills;
- completing Personal Tech;
- spending Coins on Forge upgrades;
- using dungeon keys;
- hatching eggs;
- merging Pets or eggs;
- summoning Mounts;
- merging Mounts.
Each gives **+4% points per ordinary level**, to Level 10. After Level 10, the node can continue indefinitely at **+1% per infinite level**, with a much higher cost.
### Day-wide scoring
There is a separate node for each Clan War day, Day 1 through Day 6. A day node boosts eligible scoring across that day rather than only one activity. Each gives **+4% per ordinary level** to Level 10, then continues at +1% per infinite level.
In the tested Day-1 combination, the action and day bonuses stacked additively: a 125-point Skill Summon with +28% Skill Summon and +8% Day 1 scored `125 × (1 + 0.28 + 0.08) = 170`, so five summons scored 850. A 125-point Skill Upgrade with +0% action bonus and +8% Day 1 scored 135. This is an observed result for that tested combination, not proof of every action/day pair or fractional-rounding case; the live scoring display remains authoritative elsewhere.
### War combat and rewards
- Clan War Damage and Clan War Health apply only in Clan War or Brawl combat. Each configured level adds +100% of its relevant base and can reach Level 100.
- Personal War Rewards, Clan War Win Rewards and Clan War Loss Rewards each add +1% per level to Level 10.
Reward bonuses improve the amount paid; they do not create extra scoring actions or guarantee a war result.
## Clan Mission nodes
Mission Damage and Mission Health help clan members complete harder missions. Mission Rewards increases mission payouts.
The separate **Clan Tech Potions from Clan Missions** node improves the green-potion portion earned from missions. This is not a dungeon effect: dungeons and clan missions are independent systems.
## Dungeon nodes
Each dungeon has separate Damage and Health nodes:
- Hammer Thief;
- Ghost Town;
- Invasion;
- Zombie Rush.
These nodes improve the player while fighting that dungeon. They do not directly increase the base reward quantity. Personal Tech contains the relevant reward-improvement nodes for dungeon drops.
The dungeon resource identities are:
| Dungeon | Base resource type |
|---|---|
| Hammer Thief | Hammers and Coins |
| Ghost Town | Skill Tickets |
| Invasion | Eggshells |
| Zombie Rush | red Personal Tech Potions |
## Green-potion income nodes
Four nodes increase green Clan Tech Potions obtained from:
- clan missions;
- the personal Clan War reward path;
- Clan War win rewards;
- Clan War loss rewards.
Each currently adds **+5% per level** to Level 20. The source-specific wording matters: improving war-loss income does not improve mission income, for example.
## The weekly Clan Tech Race
The race is one continuous weekly competition between seven clans. It is **not** seven separate daily races.
- Each donation adds Donation Points.
- A Race Score multiplier can make those donations count for more race score.
- Scores carry forward through the week; they do not reset at daily cutoffs.
- At each cutoff, the lowest-scoring clan still competing is eliminated.
- Eliminated clans remain out; surviving clans keep their accumulated score.
- Placement rewards are paid to each eligible player, not once to the clan.
### Elimination sequence
| End-of-day cutoff | Clans remaining | Placement eliminated |
|---|---:|---:|
| Monday | 7 | None |
| Tuesday | 6 | 7th |
| Wednesday | 5 | 6th |
| Thursday | 4 | 5th |
| Friday | 3 | 4th |
| Saturday | 2 | 3rd |
| Sunday | 1 | 2nd; 1st wins |
The precise server cutoff time, tie-break rule, matchmaking, fractional-score rounding, joining eligibility and reward eligibility remain unconfirmed. Use the countdown and placement display in the live race screen.
## The two race nodes
### Race Score multiplier
The Race Score node gives **+5% per ordinary level** to Level 20, for a maximum ordinary bonus of +100%. It then continues indefinitely at +1% per additional level.
The client model strongly indicates:
```text
Race Score = Donation Points × active Race Score multiplier
```
The exact treatment of fractional results is server-controlled. Do not promise a rounded score until it appears in the live table.
### Race reward multiplier
The reward node gives **+5% Clan Tech Race potion rewards per level** to Level 20, for a maximum +100%. It has no infinite continuation.
This improves the eventual payout but does not improve the clan’s score or protect it from the next elimination.
## Placement rewards: live variation
The client configuration captured on 8 September contains this underlying reward table:
| Place | Configured base | Tier-S race observed | Tier-S+ race observed |
|---:|---:|---:|---:|
| 1st | 800 | 840 | 920 |
| 2nd | 300 | 315 | 345 |
| 3rd | 150 | 158 | 173 |
| 4th | 80 | 84 | 92 |
| 5th | 40 | 42 | 46 |
| 6th | 20 | 21 | 23 |
| 7th | 10 | 11 | 12 |
The two live lists are exactly the configured base rewards with **+5%** and **+15%** respectively, with half-potions rounded upward. The observed clans had no levels in the Clan Tech Race reward node.
The difference is explained by the viewing characters' **Ascension Bonuses**. Every ascension star accumulated by a character adds **+5% Clan Tech Potion rewards from all sources**:
- the character viewing the +5% schedule had one accumulated ascension star;
- the character viewing the +15% schedule had three accumulated ascension stars.
This personal ascension bonus is separate from the clan's Clan Tech Race Reward node. If both bonuses are present, use the total shown by the game until their exact stacking and rounding have been verified.
## Sensible donation strategy
The central principle is:
> Donate enough to obtain the useful shared upgrades and defend the desired race position—then stop unless the clan’s plan changes.
Practical consequences:
1. **Fund useful nodes first.** A donation that improves a needed war, mission, dungeon or economy node has value beyond its race score.
2. **Watch the elimination line.** The immediate target is a defensible cushion above the lowest surviving clan, not necessarily first place on Tuesday.
3. **Remember carry-over.** Early score continues protecting the clan later in the same week.
4. **Do not chase a hopeless gap.** Race potions are temporary but still finite; spending everything may leave no ability to defend later cutoffs.
5. **Separate the two multipliers.** Score multiplier helps survival; reward multiplier only improves the eventual payout.
6. **Consider the reset countdown.** Tree levels and unused green potions reset with the Clan Tech season, so the value of hoarding falls sharply close to reset.
7. **Coordinate.** Several members each making small late donations can accidentally overspend if nobody states the target and stop point.
The best answer to “Should I donate now?” therefore depends on four visible facts: current clan score, elimination cutoff time, rival scores and the useful node being funded.
## What is confirmed and what remains open
Confirmed or strongly established:
- two green potions per donation point;
- shared node progress and source-specific effects;
- the current 61-node configuration and ordinary costs;
- one cumulative seven-clan race with one clan eliminated at each cutoff;
- scores carry forward;
- placement rewards are per eligible player;
- the two distinct race multipliers;
- every accumulated character ascension star adds +5% Clan Tech Potion rewards from all sources, independently of whether the clan has upgraded its Race Reward node.
Still open:
- which of the two placement-reward tables is currently live;
- server tie-breaking and fractional rounding;
- exact eligibility rules for joining and claiming rewards;
- exact cross-stacking of action and day-wide war scoring bonuses;
- whether every configured effect’s displayed wording exactly matches the internal label.
---
<!-- Source book: CLAN_WAR_PLAYER_GUIDE_v0_1.md -->
# ForgeMaster Clan War Guide
Status: **Public draft v0.1**
Evidence cutoff: **15 September 2026**
This chapter explains how Clan Wars are scored, how the six days combine into one result and how to separate renewable or throughput-limited **passive scoring** from reserve-consuming **active scoring**. Passive and active are planning terms used in this guide; they are not labels shown by the game.
## The central distinction
### Passive scoring
Passive scoring is war score produced without materially depleting a resource reserve that is difficult to replace. It includes repeatable activity, expiring daily capacity, progression already paid for and actions limited by time rather than by the player's accumulated stock.
Examples include:
- using the day's non-carrying dungeon keys on Day 1 or Day 4;
- routine forging that the player would have done for equipment and coins;
- claiming a Personal Tech upgrade that is naturally ready on Day 2 or Day 5;
- buying, incubating and timing eggs to hatch on Day 3 or Day 5.
Passive does **not** mean automatic, accidental or requiring no planning. A player may deliberately schedule passive actions for the correct scoring day. The decisive question is whether the action uses up scarce stock that cannot readily be replaced.
Egg hatching is passive because hatching capacity eventually becomes the constraint. Once a player's egg stock exceeds what can be incubated continuously, even 24 hours a day, buying and hatching correctly timed eggs does not meaningfully exhaust that stock. The resulting Pet can still be retained for progression; consuming eggs or hatched Pets in merges is a separate active action.
### Active scoring
Active scoring consumes a limited resource or accumulated asset that cannot be replaced easily. It is the part of the score that draws down the clan's or player's strategic reserves.
Examples include:
- spending saved Skill Tickets on summons;
- consuming duplicate Skills, Pets or Mounts in upgrades or merges;
- spending coins on Forge Upgrade nodes;
- spending gems on Finish Now;
- spending Clock Winders on Mount summons;
- mass-forging beyond ordinary progression;
- merging eggs or Pets;
- fighting in the Day-6 brawl.
Active scoring is not necessarily wasteful. A well-timed active action can produce permanent progression and war score together. The important point is that it is optional, measurable and should be judged against the resource reserve and the value of winning that day.
### The governing save/spend principle
**Only spend enough active-scoring resource to win.**
This may mean spending nothing at all. Allow passive scoring and normal participation to establish the day's position first. If passive scoring is sufficient to win, preserve every active-scoring resource. If active scoring is required, use only enough to secure the necessary margin, then stop.
This principle applies to the clan's combined spending, not merely to one player's isolated score. Coordination matters: several members spending simultaneously can create unnecessary overspend.
## Why saving can improve personal progression
Suppose the same active stock produces personal progression value \(G\) whether used in an easy/sure-loss war or saved for a competitive war. If it does not expire, \(G\) appears in both strategies and cancels. Let \(p_0\) and \(p_1\) be the hard-war win chances without and with the reserve, \(V_W-V_L\) the personal value of the win-versus-loss reward difference, and \(C_{League}+C_{other}\) the genuine costs of delaying progression. Then:
\[
\Delta=(p_1-p_0)(V_W-V_L)-C_{League}-C_{other}.
\]
Saving is better whenever \(\Delta>0\). Spending in an easy win or certain loss creates no outcome-reward gain there; using the same progression action later can preserve its direct value while improving a close war's result.
League rewards matter only when the delay changes the final finish band. Under a neutral uniform-rank model, an exact 1/2/3/5/10-place improvement crosses any League reward boundary with probability 7%/12%/16%/24%/39%. If the target is specifically top 10, the chance the improvement is decisive is \(d/100\) for a \(d\)-place gain: 1% for one place and 5% for five. These are analytical benchmarks, not forecasts; use the live table and actual point gaps.
## Rogue spending and win probability
Let a disciplined player bring \(s\) active score to a later hard war, while a rogue retains fraction \(\rho\) and gains \(b\) compensating later passive score from spending early. Net capacity lost per rogue is \(\delta=s(1-\rho)-b\). With \(k\) rogues, clan capacity is \(C(k)=C(0)-k\delta\). If opponent score \(Y\) has cumulative distribution \(F\):
\[
P_{win}(k)=F(C(0)-k\delta).
\]
When \(\delta>0\), win probability cannot increase as rogue count rises. One more rogue reduces it by the probability that the opponent finishes inside the newly lost score interval. The effect is greatest in close wars and negligible in effortless wins or hopeless losses. This is conditional: if earlier progression creates at least as much later useful score as the reserve destroyed, \(\delta\leq0\) and no general reduction can be proved.
### Timed passive scoring
Some scoring is already paid for but can be timed. This is best treated as a subset of passive scoring:
- A Personal Tech upgrade scores when the player presses **Complete**, not when red potions are paid or the timer reaches zero. A ready completion can therefore be held for Day 2 or Day 5.
- An egg scores when hatching completes on Day 3 or Day 5. Buying, incubating and timing the hatch correctly remain passive; merging eggs or hatched Pets is active.
Timing an action for a scoring day does not by itself make it active. The passive/active boundary is whether it depletes a hard-to-replace reserve.
## How the six-day war is decided
Players earn **action points** during each day. The clan with the higher daily action-point total wins that day and receives weekly match points:
| War day | Weekly match points |
|---:|---:|
| Day 1 | 1 |
| Day 2 | 2 |
| Day 3 | 2 |
| Day 4 | 2 |
| Day 5 | 2 |
| Day 6 | 4 |
There are 13 weekly match points in total, so **7 secures the overall win**. Daily action points and weekly match points are different quantities: winning Day 4 by one action point still awards its two weekly match points, while a huge losing score awards none for that day.
Day 6 alone is worth four weekly points. Earlier spending should therefore be judged by the combinations of days still capable of deciding the war, not by the size of a raw daily score.
## What scores on each day
Every figure below is a **base action score before Clan Tech bonuses**.
| Action | Day(s) | Base points |
|---|---:|---:|
| Forge Primitive, Medieval or Early-Modern equipment | 1, 3, 5 | 1 per item |
| Forge Modern, Space or Interstellar equipment | 1, 3, 5 | 2 per item |
| Forge Multiverse, Quantum, Underworld or Divine equipment | 1, 3, 5 | 3 per item |
| Use one dungeon key in any of the four dungeons | 1, 4 | 3,000 |
| Summon one Skill | 1, 3 | 125 |
| Upgrade one Skill | 1, 3 | 125 |
| Fund a Forge Upgrade coin node | 2, 4 | 27 per 1,000 coins |
| Finish Now on a Forge Upgrade | 2, 4 | 50 per gem |
| Complete Personal Tech Tier I | 2, 5 | 920 |
| Complete Personal Tech Tier II | 2, 5 | 9,000 |
| Complete Personal Tech Tier III | 2, 5 | 26,000 |
| Complete Personal Tech Tier IV | 2, 5 | 47,800 |
| Complete Personal Tech Tier V | 2, 5 | 90,700 |
| Summon one Mount | 2, 4 | 600 |
| Merge Mounts | 2, 4 | 600 per merge |
| Hatch a Common egg | 3, 5 | 400 |
| Hatch a Rare egg | 3, 5 | 1,600 |
| Hatch an Epic egg | 3, 5 | 3,200 |
| Hatch a Legendary egg | 3, 5 | 6,400 |
| Hatch an Ultimate egg | 3, 5 | 12,800 |
| Hatch a Mythic egg | 3, 5 | 25,600 |
| Merge Pets | 3, 5 | 1,250 per merge |
| Defeat a rival member in the brawl | 6 | 1 |
| Win the all-out brawl | 6 | 1,000 one-off clan award |
An action scores only on the listed day. Saving a summon for its next valid scoring day can therefore preserve the same progression action while adding war value.
### Forging-throughput planning
Auto Forge progresses only while ForgeMaster remains open and on screen. Forging is therefore limited by available foreground time as well as Hammers and Auto Forge capacity.
For rough clan illustrations only, **30 minutes of foreground forging per player per scoring day** and **no more than 1.5 base points per item** may be used as optimistic heuristics. They are not fixed mechanics. Replace them with the player's actual Forge-level odds, Auto Forge allowance and Animation Speed when known. For example, the supplied Level-12 distribution—27.5% Medieval, 64% Early Modern, 8% Modern and 0.5% Space—has expected base value `0.915 × 1 + 0.085 × 2 = 1.085` points per item.
## Passive and active opportunities by day
| Day | Likely passive baseline | Main active choices |
|---:|---|---|
| 1 | Eight non-carrying dungeon keys; routine forging | Skill summons/upgrades; extra forging |
| 2 | A naturally ready Personal Tech completion, including one held ready for this day | Forge coin nodes; gems; Mount summons/merges; rushed or war-driven Tech completion |
| 3 | Routine forging; eggs deliberately timed to hatch | Skill summons/upgrades; Pet merges; extra forging |
| 4 | Eight non-carrying dungeon keys | Forge coin nodes; gems; Mount summons/merges |
| 5 | Routine forging; naturally ready Tech, including one held ready; eggs deliberately timed to hatch | Pet merges, extra forging or rushed/war-driven Tech completion |
| 6 | No comparable resource-income baseline | Use war tickets and fight rival members |
Each player receives two daily keys for each of four dungeons. Using all eight on Day 1 or Day 4 produces **24,000 base passive points** before Clan Tech. Unused dungeon capacity does not become a stockpile.
Each player receives five war tickets for the Day-6 brawl. Using them is active participation, because the player deliberately selects and fights rivals; the tickets are not part of the resource-saving economy used on Days 1–5.
Clan Missions do not themselves award Clan War action points. They are independent of dungeons, but their rewards can replenish Skill Tickets, Eggshells, Clock Winders and green Clan Tech Potions that may be used elsewhere.
## A practical daily method
1. **Read the clan order.** A save order, light-scoring order and full push are materially different.
2. **Take the passive baseline.** Use expiring capacity and collect naturally ready progression when it scores, unless leaders ask players to hold a timed completion.
3. **Observe the real gap.** Do not spend a reserve merely to create an early lead before normal participation has appeared.
4. **Check the weekly position.** The value of a day depends on which combinations can still produce seven weekly points.
5. **Spend only enough active resource to win.** This may be zero. If spending is needed, coordinate it and prefer actions that also advance permanent progression.
6. **Protect future days and ascension reserves.** A resource used today cannot score later or rebuild a pillar after ascension.
7. **Stop as soon as the necessary winning margin is secured.** Extra score above a secure result has no additional effect on the weekly match points.
This method does not require a private opponent model. It uses visible scores, known action values, the clan's order and the player's own resources.
## What a save order should mean
A normal **save** order means: take the passive score, then spend active-scoring resources only if—and only to the extent—that they are needed to win. The correct active spend may be zero.
Unless clan leadership expressly orders a complete hold:
- use dungeon capacity that would expire;
- perform routine progression that should not reasonably be delayed;
- collect ordinary income and rewards;
- avoid discretionary summons, merges, gem spending and mass use of stored resources;
- time egg purchases and hatches for scoring days where practical;
- hold a ready Tech completion only when its later scoring value is worth the progression delay.
Any standing percentage allowance is merely a ceiling, not a target. The actual spend remains the smallest amount needed to win and should never breach an ascension or progression reserve.
## Important scoring boundaries
- **Forging is not a Forge Upgrade.** Forging spends hammers and scores by equipment era on Days 1, 3 and 5. Forge Upgrades spend coins on nodes and score on Days 2 and 4.
- **Forge ascension does not score.** The fixed 3,000,000-coin Forge ascension payment awards no Clan War points, even on a Forge Upgrade scoring day.
- **Starting Personal Tech does not score.** Red potions are paid when the upgrade starts; the score arrives only when the finished upgrade is claimed with **Complete** on Day 2 or Day 5.
- **Personal Tech does not multiply war points.** It may reduce costs or timers. Shared Clan Tech scoring nodes modify the base action score for all clan members.
- **Dungeon runs and Clan Missions are separate.** Dungeon keys score on Days 1 and 4; completing a Clan Mission is not a listed scoring action.
- **Buying or summoning an egg scores zero.** Eggshells can normally be converted into eggs immediately and the hatch timed for Day 3 or Day 5. The completed hatch scores; the purchase does not. Eggshells reserved for Pet ascension are the exception because eggs are destroyed by that ascension while Eggshells survive.
- **Do not schedule Pet, Mount or Skill ascension casually during a savings week.** All old assets and accumulated pillar progress are lost; only Eggshells, Clock Winders or Skill Tickets survive respectively. Old eggs/Pets and Mounts may supply merge score, while available Skill upgrades may score before reset. Prefer a hard or competitive war, use only enough expiring asset-based score to help win, then accept that everything remaining is lost and rebuild from the protected raw currency.
- **Forge ascension is timer-gated.** All equipment and Forge progress are lost while Coins and Hammers survive, but retained currency cannot bypass the Forge upgrade timers or instantly restore the old equipment-era access.
- **Mount summoning is different from buying eggs.** A Mount appears immediately and the summon itself scores on Day 2 or Day 4, so Clock Winders remain a scarce active-scoring resource.
- **Clan Tech Race donations are separate from Clan War action points.** They share green-potion resources and can fund useful Clan Tech, but race score is not added to the daily war score.
- **Personal reward boxes are not daily score bonuses.** They are rewards collected once when a player's cumulative war score reaches each threshold.
## Clan Tech scoring bonuses
Many shared Clan Tech scoring nodes add **4% per level** to their eligible action family or war day. These bonuses belong to the clan and apply equally to identical actions by every member.
Personal Tech can indirectly improve scoring efficiency by reducing summon costs, Forge costs or timers, but it never changes the points awarded for the same action. Where the game displays the adjusted point value, use that live value. Exact stacking and fractional rounding between an action-family bonus and a day-wide bonus remain under verification.
## Personal reward path
Each player's score accumulates across all six days. Reaching a threshold awards that box once during the war.
- **Bundle A:** 70 Hammers, 250 Skill Tickets and 165 Eggshells.
- **Bundle B:** 15,000 Coins, 220 red Personal Tech Potions and 140 Clock Winders.
- Vial boxes award the stated number of green Clan Tech Potions.
| Cumulative personal score | Reward |
|---:|---|
| 10,000 | Bundle A |
| 20,000 | Bundle B |
| 50,000 | Bundle A |
| 75,000 | Bundle B |
| 100,000 | Bundle A |
| 150,000 | Bundle B |
| 200,000 | Bundle A |
| 250,000 | Bundle B |
| 300,000 | Bundle A |
| 350,000 | 5 green vials |
| 400,000 | Bundle B |
| 450,000 | 5 green vials |
| 500,000 | Bundle A |
| 600,000 | 5 green vials |
| 700,000 | Bundle B |
| 800,000 | 5 green vials |
| 900,000 | Bundle A |
| 1,000,000 | 5 green vials |
| 1,500,000 | 10 green vials |
| 2,000,000 | 10 green vials |
| 2,500,000 | 10 green vials |
| 3,000,000 | 15 green vials |
The path is based on cumulative score, not Power, clan rank or the day on which a threshold is crossed. Do not count the same box more than once.
## War tiers and outcome rewards
Current tiers begin at these tier-point thresholds:
| Tier | Minimum tier points |
|---|---:|
| E | 0 |
| D | 5 |
| C | 10 |
| B | 15 |
| A | 20 |
| S | 25 |
| S+ | 35 |
| S++ | 50 |
The result changes the clan's tier points and pays an end-of-war resource bundle to each eligible player. A loss still pays resources. Outcome rewards are separate from personal milestone boxes; the complete resource table is maintained in the Resources Guide.
Older graphics label the 25-, 35- and 50-point tiers S+, S++ and S+++. In the current live naming these are S, S+ and S++.
## Blending Clan War with ascension
- Ring-fence the reserve needed to rebuild the intended pillar before treating the balance as available war stock.
- Where practical, perform required Skill or Mount summons on a matching scoring day.
- Time Pet hatches for Day 3 or Day 5; hatching is passive, while merging eggs or Pets is active and should follow the minimum-spend rule.
- Fund ordinary Forge Upgrade nodes on Day 2 or Day 4 when that does not create an unreasonable progression delay.
- Do not expect the 3,000,000-coin Forge ascension payment itself to score.
- Avoid ascending a pillar immediately before a battle or scoring activity if its temporary Power loss would harm participation.
## Questions the guide can answer
- What scores today?
- Which of today's points are passive?
- What can I safely do under a save order?
- Should I spend a particular resource today or keep it for another day or ascension?
- Does completing or starting this Tech upgrade score?
- How many points should eight dungeon runs generate?
- Which days remain capable of deciding the war?
- Does Forge ascension award points?
- Have I reached another personal reward box?
## Evidence boundaries
- Passive and active are planning classifications, not official game terminology.
- The base action table and weekly match-point schedule are verified from supplied/current game displays.
- The personal reward path was captured live in an S+ war and is provisionally treated as common across tiers.
- The complete outcome-reward table is supplied-table evidence; the S+ loss row has been independently observed.
- Exact Clan Tech bonus stacking and fractional score rounding remain under investigation.
- Server cutoff times, ties, eligibility and some Day-6 brawl details remain server-controlled or incompletely documented.
SHA-256: e54b2eed1bbc032a5d598cb84b7f3cf74c33d6321df15e5fb8dad9c41c3d923b