Game guide

Everything you need to understand Wish & Fall: how your village grows, why heroes really die, and what decides a battle. It is the same guide you find inside the game, so you can read it before downloading.

190heroes to summon
50dungeon floors
92different enemies
306weapons and armour

Getting started

Wish & Fall has many parts, but you only need a few at the start. This is the shortest way not to get lost.

  • You start with eight Common heroes and a squad of four to field. Summoning gets you more; there is no "right" hero, the squad is what counts (see Elemental families and Class roles).
  • The Town Hall is the heart of the village: it decides how many buildings you have and how far you can level them. Raise it steadily and build what you really need first (Sawmill and Quarry for materials, Dormitory to house heroes).
  • The Dungeon is the main way to grow: every run costs a torch, which recharges over time. Careful: a hero who dies there is lost forever, so if your squad is too weak for the floor, retreat between waves.
  • Come back every day: the daily reward grows for up to 7 days in a row. During a character's first 7 days there is a welcome path that ends with an Epic hero of your choice; it counts the days you log in, not consecutive ones.
  • Don't hoard materials: anyone who raids you can take everything above the protected share of the Warehouse. Spending is safer than keeping.
  • Join a guild early: it helps with construction and opens research, bosses and wars.

When something is unclear, the screen almost always has a "How it works" button, and this guide has a search at the top.

Village and buildings

Every building has a level (upgraded with specific materials, up to 5) and takes up one or more village slots — the Town Hall decides how many slots you have and how far you can level up other buildings (one step past its own current level).

  • Town Hall: max level 7. Slots: 10, 12, 15, 18, 21, 24 and 26 at levels 1 to 7. Simultaneous constructions: 2 at levels 1-2, 3 at levels 3-4, 4 at levels 5-6, 5 at level 7.
  • Town Hall, Enchanted Fountain and Dormitory are always present and take no slots. "Large" buildings (e.g. Monument) take 2.
  • A construction takes 8 hours at most; guild mates can help you shorten it.
  • Demolishing refunds half of everything you spent on that building: you can always rebuild.
  • Military path: mostly Stone and Iron. Merchant path: mostly Wood. Prestige path: mostly Crystal and Relics.

Economy

  • Gem Mine: 2 to 10 gems an hour, collected by hand.
  • Stone Quarry and Sawmill: produce Stone and Wood (the Sawmill requires the Quarry).
  • Warehouse: raises material capacity, from 500 base up to 10,000.
  • Lighthouse: production keeps accumulating while the game is closed, from 8 to 20 hours at max level.
  • Mint: converts gems and materials.
  • Market: the deal of the day.
  • Merchant Guild: +5% to +25% production from Mine and Quarry.
  • Wishing Well: one wish a day, gems in amounts that grow with the level.
  • Treasury: every day an interest of 1% to 5% on stored gems, with a cap.

Military

  • Walls: raise the garrison from 3 to 4 heroes and protect part of the storage from raids.
  • Watchtower: protects more of the storage.
  • Bastion: +8% to +35% defence for the garrison.
  • Armory: +4% to +18% attack in battle.
  • Thieves' Guild: +8% to +35% loot from successful raids.
  • War Hall: more Dungeon torches (6 to 9) and faster recharge (6 to 2 hours per torch).
  • Pit: lets you challenge floors beyond your best (see Dungeon).

Hero development

  • Training Camp: assigned heroes gain experience even when not fighting, 6 to 30 points an hour; 1 to 3 places. The Garden adds up to +25%.
  • Forge: forges weapons and armour. Altar: fragments and ascension. Tavern: daily quests.
  • Arcane Academy: re-rolls a hero's extra ability. Dojo: specialises a hero in one stat (up to +15%).
  • Sanctuary: consecrates a class (up to +30% attack for its heroes). Temple of Healing or Forbidden Crypt: pick one of the two, not both.
  • Adventurers' Guild: timed missions for heroes, with no fighting. Alchemy Lab: timed potions for the squad, only one active at a time.

Dungeon and prestige

  • Aviary: a messenger every 6 hours with materials and gems. Dungeon Gate: up to +32% loot on floors. Summoning Circle: the daily boss, with up to +60% loot.
  • Monument (2 slots, only one): +5% to +20% to materials earned. Astral Observatory: slowly produces summon tokens. War Memorial: bonus for fallen heroes.
  • Den and Circle of Union: the Beasts (see their sections).
The Adventurers' Guild, one of the village buildings

Heroes and permadeath

Every hero belongs to a class, which decides how they behave in battle. Ten classes, each with a different role:

  • Warrior: a heavy blow every 3 turns. With roles on, leaves a Wound that lowers the target's defense.
  • Mage: hits ALL enemies at once, for 65% of attack. Leaves scorched ground that keeps burning.
  • Archer: frequent criticals. With roles on, the critical charges every 4 hits instead of being random.
  • Rogue: dodges one hit in five and targets the weakest enemy. After a kill, vanishes then lands a sure critical.
  • Healer: heals the most wounded ally instead of attacking. Can heal over time, useful in long fights.
  • Paladin: draws hits and shields an ally, absorbing part of the damage they would take.
  • Necromancer: curses the strongest enemy to lower its attack, and poisons it each turn.
  • Berserker: more damage the less health remains. He gives up defending to hit harder: keeping him low on HP is a gamble.
  • Bard: amplifies team synergies and counts as a member of every class group. Several Bards don't stack: the effect applies only once. Weak alone, precious in a group.
  • Shaman: removes one negative effect from an ally and one positive from an enemy. He undoes instead of casting.

Beyond their class a hero may have an extra ability, assigned at random on summon: the Academy lets you reroll it for Crystal, with no class restriction and stronger than normal.

Death is permanent in the Dungeon, the Pit, daily boss challenges and the Duel of Champions. Map marches and the Arena never kill anyone.

The Experience Elixir (obtained from the "La Pozione Perduta" map event and Season Pass Premium milestones) grants immediate Experience Points to one living hero of your choice, up to the level cap allowed by their rarity and ascension. From the Hero Details screen you can choose how many to use at once: you're never forced to spend them all together.

How a hero grows:

  • Level: gained by fighting and, while resting, at the Training Camp. The cap depends on rarity and ascension (see Summoning).
  • Specialisation (Dojo): +5% to +15% to a single stat among Attack, Defence, Speed and Health; changing it takes time.
  • Extra ability (Arcane Academy): re-rolls the additional ability. It costs Crystal (800 to 160 depending on level) and takes hours of waiting (16 to 3).
  • Gear: one weapon and one armour per hero, from the Forge and from summoning; they upgrade up to +5 (see Upgrading).
  • Sanctuary: consecrates a class and gives up to +30% attack to its heroes; you can always change it.
  • Temple of Healing or Forbidden Crypt, never both. The Temple gives up to a 20% chance that a hero survives on 1 HP instead of dying. The Crypt sacrifices a hero forever in exchange for +0.1% attack for the whole squad, up to +20% with 200 sacrifices.
Valeria, epic hero of the Paladin class

Summoning, collection and fragments

Heroes come from Summoning. The outcome is decided by the server, never by the phone.

  • Normal summon: 100 gems for one, 900 for ten. Odds: Common 69.5%, Rare 26%, Epic 4%, Legendary 0.5%.
  • Guarantee: within 50 summons without an Epic, the next one is certainly one. The Enchanted Fountain lowers the threshold by 2 per level, down to 40.
  • Epic Box: 1,200 gems, one guaranteed Epic.
  • Astral Observatory: each token gives at least a Rare, with a small chance of a Legendary.
  • Featured hero: every week one Epic has 4 times the weight of the other Epics in the normal summon.
  • Timed Legendary summon: one week out of two, with a Legendary on display; 150 gems (1,350 for ten) and one guaranteed within 60 summons of the banner.
  • Weapons and armour have their own summon: 80 gems.

If you pull a hero you already own, you don't get a copy: you get fragments (5 from a Common, 10 from a Rare, 20 from an Epic, 40 from a Legendary). "Turn into fragments" on the hero sheet gives the same fragments, but it is permanent: the hero is gone forever and frees a slot.

Fragments are spent at the Altar for ascension: you can go from 0 to 5, and it costs 20, 40, 60, 80 and 100 fragments. Each step raises the hero's level cap by 5. The starting cap is 20 for a Common, 30 for a Rare, 40 for an Epic and a Legendary.

The Dormitory decides how many living heroes you can have: 30 at level 0, up to 150 at max level. Summoning is blocked if a batch of ten would exceed the limit, and you spend nothing.

A fallen hero can be revived for a price: 200, 400, 650 or 1,000 gems (Common, Rare, Epic, Legendary) and 1, 3, 6 or 12 Relics. Seven days after death you can use a Life Seed instead of gems.

Elemental families and team synergies

Every hero and enemy belongs to one of five elemental families — Fury, Nature, Frost, Shadow, Light — arranged in a cycle where each one beats the next and is beaten by the previous: Fury beats Nature, Nature beats Frost, Frost beats Shadow, Shadow beats Light, Light beats Fury.

Facing the family you beat deals 15% more damage; facing the one that beats you deals 10% less. No family is the best on its own, so there's no single ideal team. Beast monsters have an element too, and the wheel applies to them just like to heroes: in the Cage, in Lairs and against Towers it pays to send the monster whose element beats the opponent's.

Composition matters just as much as the heroes themselves:

  • Cohesion: two or more heroes of the same class reinforce each other
  • Harmony: three or more heroes of the same elemental family amplify the advantage when the wheel favours them
  • Vigil: Paladin and Healer together heal more
  • Ruin: Warrior and Necromancer together hit harder
  • Ambush: Archer and Rogue together hit harder
  • Execution: Mage and Rogue together hit harder

The wheel punishes whoever brings a single-element team against the wrong enemy: no strategy dominates on its own.

The elemental wheel

  • Fury
  • Nature
  • Frost
  • Shadow
  • Light

Each element beats the next and fears the one before. The cycle closes: Light beats Fury.

How combat works

Each turn, whoever has the highest Speed acts first, recalculated every round. Every class has its own AI (Warriors land a heavy strike every 3 turns, Mages hit every enemy, Healers heal the most wounded ally, and so on) — see the "Class roles" section below for effects that outlast the hit itself.

Damage depends on Attack and Defense, with a small random variance. The server always computes the entire battle BEFORE you see it: marches, dungeon runs, daily bosses and Arena duels are all decided server-side, your phone just animates what already happened — so two devices can never see different outcomes for the same fight.

The four stats: Health (the HP you can lose), Attack, Defence and Speed (who acts first). The "power" you see on screens is a numeric summary: it helps compare, but it is not a guarantee, because an elemental advantage or a squad synergy can overturn it.

What really decides the outcome:

  • the heroes: stats, class, extra ability, level and ascension;
  • each one's gear, with its upgrades;
  • the elemental wheel (+15% damage against the family you beat, −10% against the one that beats you);
  • squad synergies and class roles;
  • village bonuses, for example Armory, Bastion and Monument;
  • the deployment order.

Some effects last several turns and show up in the replay: Wound (lowered defence), Blessing (healing over time), Blight (poison) and Scorched Ground (burning).

A battle in progress: your team on the left, enemies on the right

Class roles

Beyond class and synergies, every role leaves a mark that lasts past its own turn, not just the instant of the hit:

  • Warrior — Wound: every third hit leaves the target more exposed for a few turns.
  • Healer — Blessing: can heal over time instead of only in a single burst, useful in long fights.
  • Necromancer — Blight: the curse now also carries a poison that builds up on the target.
  • Mage — Scorched Ground: the area attack leaves the ground burning, still hurting whoever remains in it.
  • Paladin — Oath: can protect an ally, redirecting part of the damage onto themselves.
  • Archer — Aim: the critical charges up instead of being random, landing every few hits for sure.
  • Berserker — Rage: more damage the less health he has left. He gives up defending to hit harder.
  • Bard — Refrain: amplifies the team synergies already active. Weak alone, precious in a group.
  • Shaman — Dispeller: removes one negative effect from an ally and one positive from an enemy. He undoes instead of casting.
Seraphine, epic hero of the Healer class

Dungeon and the Pit

Each floor is split into one or more monster waves: your heroes' HP carries over from the previous wave, it doesn't regenerate between waves on the same floor. You can retreat between waves — you keep the XP earned but not the floor reward. A hero who dies in the Dungeon is lost forever.

Each run on a normal floor costs a torch — a personal resource, whose cap and regeneration depend on your War Hall's level, not shared with the guild. The Pit uses the same torches to take on floors well beyond your real progress — same permadeath risk, but richer loot.

Gems from repeating a floor have a daily cap of 200: past that, further runs still give materials, Crowns and XP, but no gems. First-time floor clears don't count towards the cap — you always get those in full.

Experience: every win splits it equally among the surviving heroes. If one of them is already at maximum level, half of their share goes to the other survivors, split equally, and the other half is lost: it pays to send heroes who still have room to grow.

In numbers: the Classic has 50 floors. Max torches are 6 plus the War Hall bonus (up to 9 at level 5); a torch recharges in 6 hours at level 1, down to 2 hours at level 5. The Pit lets you challenge floors beyond your best clear: 2, 4, 6, 9 or 13 floors ahead depending on its level. It costs a torch and carries the same risk. The Dungeon Gate raises floor loot by up to +32%.

The daily boss is fought from the Summoning Circle: it is the same for all players, one attempt a day, and its level follows your squad's average plus 30%. The Circle raises the loot by up to +60%.

The Astral Dragon, one of the deep-floor bosses

Dungeon modes

After clearing floor 40 of the Classic Dungeon two modes unlock, chosen on the screen that opens when you enter the Dungeon. Each has its own climb: it starts again from floor 1 and you go up one floor at a time, never beyond your highest Classic floor.

  • Hardcore: much stronger enemies (floor 1 is already as strong as Classic floor 40, floor 50 as a hypothetical 70), with three fixed modifiers on every floor, four on bosses, and up to two more of your choice. More experience, and Relics, Obsidian and Orichalcum that grow as you climb, with a daily cap also tied to the floor you play.
  • Elemental: at least three heroes out of four of the floor's element. Stronger enemies (floor 50 as a hypothetical 60), more experience, extra Iron and Crystal. Clearing every floor of an element grants a Seed of Life.

Gems, materials and Crowns are those of the Classic floor each floor is equivalent to. Death is permanent, as in the Classic Dungeon. You can always retreat between waves: the floor does not count as cleared, and only the heroes of the waves you played fall.

From October the Dungeon leaderboard adds up your highest Classic, Hardcore and Elemental floors; players with equal points share the position.

Bosses

There are three kinds of boss, with different rules.

Daily boss (Summoning Circle)

  • It is the same for all players on the same day, and changes every day.
  • One attempt a day. Its level follows your squad's average plus 30%: it is tougher than a normal floor monster.
  • Death is real: a fallen hero is lost, as in the Dungeon.
  • The loot rises with the Summoning Circle's level, up to +60%.

Alliance boss

  • A boss shared by the whole guild, with 8,000 HP, that renews every day.
  • Each member gives one contribution a day, and each contribution removes 1,000 HP: you need at least 8 contributions in a day to bring it down.
  • If the boss falls, each contribution given is worth 25 Iron, 15 Crystal and 3 Relics, to be claimed from the Alliance screen. Whoever contributed gets the full reward.

World Boss (map)

  • It appears on the map and all the players of the world bring it down together.
  • Up to 3 attacks a day per player: each attack is a round-trip march.
  • The reward depends on how much you contribute compared with the others who hit it (by bands), not on the final blow.

The Royal Messenger and the Great Hunt (monster bosses) are explained in the Map events and Expeditions and Great Hunt sections.

World map and marches

On the map you can occupy free resource zones, or attack another player's zones in two different ways.

  • Raid: arrives 1.5× faster, steals the stockpile and leaves the zone free for anyone
  • Conquest: takes the full time, but if you win the zone becomes yours — loot included — and the squad stays to garrison it on the spot instead of going home

You can also raid another player's village directly. Every expedition has a real march time (out and, for Raids and village attacks, back too — a successful Conquest doesn't come back, it stays as garrison): heroes on a march stay committed and you can't use them elsewhere until they return. The battle resolves on its own on arrival, even with the app closed: you'll find the result in the battle log.

ZONE SHIELD. A zone that has just changed hands is protected for 12 hours (24 if your village is under 7 days old): nobody can attack it in that window, giving you time to collect before having to defend it. The shield can't be renewed with a trick: if you abandon a zone and retake it within 24 hours you don't get a new shield, and neither does anyone who takes it from an alliance mate or retakes it after an alliance mate left it. The zone detail tells you who left it and whether you'll get the shield, before you set off.

RAIDS AGAINST YOU: whoever raids you successfully takes real materials from you. Part of the storage is always untouchable, though: 20% of the Warehouse capacity, plus what Walls and Watchtower add (up to 75% in total). Everything above that threshold can be taken, so it pays to spend rather than hoard. Gems and Relics can never be raided.

When you see an attack coming you can still reinforce the garrison: what counts is the one you have when the enemy arrives, not when they set off. After being raided you get 8 hours of protection: nobody can hit you again in that window.

Map events

Every so often something appears on the map that wasn't there before, and it only stays for a few hours. Send a team before it fades.

  • Ruins: a fight, and the first to take them gets everything — whoever arrives second comes back empty-handed. Drops materials and OBSIDIAN.
  • Unstable Portal: a fight, but everyone faces their own: not a race. Harder than the Ruins and more generous. Drops materials and OBSIDIAN.
  • Something happened here: no fighting, one hero is enough. On the way back a card tells you what you found. Drops materials and ORICHALCUM, and the rarest tier can drop a piece of equipment.
  • The Tree of Life: rare, one every two weeks, and it's a race. Drops a LIFE SEED, which brings back a fallen hero.
  • Wandering Caravan: a passing merchant, one hero is enough. Trades at better rates than the Mint, once per offer. Drops ORICHALCUM.
  • The Royal Messenger: doesn't appear on the map and needs no team. He passes a couple of times a week, at unpredictable hours, and leaves a gift in your Mail: gems, materials or relics. Claim it within six hours, or he moves on.

The battle resolves on arrival by itself, even with the app closed: you'll find everything in the battle log, under the Events tab, where you can reopen cards you've already read.

Winning at the Unstable Portal also gives 10 Crowns, at the Ruins 5.

The Frozen Warden, one of the World Bosses that appear on the map

Upgrades and new materials

Map events bring three materials you can't find anywhere else:

  • Obsidian: upgrades WEAPONS. Dropped by events where you fight — Ruins and Unstable Portal.
  • Orichalcum: upgrades ARMOR. Dropped by events where you find something without fighting — Mystery and Caravan.
  • Life Seed: brings back one fallen hero of your choosing, from the Fallen screen. It only works on those who have rested at least seven days: for a recent loss, paid revival remains. Only the Tree of Life drops it.

Upgrading is piece by piece, up to +5: THAT sword becomes +1, not every sword like it.

  • Each level: +8% to the piece's stats, up to +40% at maximum.
  • Rising cost: 5, 12, 25, 45 and 68 units for a Common piece. The last level costs more than the first three together.
  • Piece rarity: a Rare costs twice a Common, an Epic three times. Better to choose what to invest in than to upgrade everything.

The slowness is deliberate: maxing out your main team's gear is a goal measured in months, not weeks.

A shard of Obsidian, the material that upgrades weapons

Arena

Ranked PvP duels: pick your defense team first, then search for three opponents proposed based on power and rating (a short cooldown between searches, and a limit of 20 duels a day, keep it from being farmed). If too few real players are in your power range, bot villages fill the gap — they stop appearing as soon as enough real opponents are available. Winning or losing shifts your rating Elo-style: beat someone with a much higher rating and you gain almost the maximum, beat a beginner and you gain almost nothing. Each league is split into three divisions (III to I), so you can see yourself climbing even within the same league. Duels themselves pay no gems: winning enough of them in a season unlocks gem milestones, and the big reward comes at the end of each month-long season, scaled to the highest league your peak rating reached (not the final result, so a late loss can't cost you the tier). Check the global leaderboard to see where you stand. Nobody's heroes are ever at risk in the Arena.

The Arena screen with leagues and leaderboard

Duel of Champions

One hero against one hero. Unlike the Arena, the risk is real here: whoever attacks and loses, loses the hero forever.

  • It unlocks with the Town Hall at level 3.
  • You field a single hero, your champion. There are no squad synergies (they need at least two): what counts is the hero and the elemental wheel.
  • Only the attacker is at risk. The defender never loses anything, even when offline.
  • The rating lives on the hero, not on you: it is the career of that copy. A new hero starts at 1,000, or at a higher value if you already have a good peak. The score moves Elo-style, as in the Arena.
  • Each duel costs a torch: you have at most 3 and a new one arrives every 8 hours.
  • You are offered three opponents among the champions closest to your rating. Beating them gives you fragments of the defeated hero.
  • A fallen hero can be revived for a price, but restarts with a reduced rating.

Before challenging, pick a champion who can hold his own: with one hero each, level, gear and element make the difference.

Guild and Alliance

You can found a guild or join an existing one (open or by approval of the guild leader), regardless of the Adventurers' Guild building — that building only unlocks solo missions (idle expeditions of your heroes), not the alliance.

  • Members: up to 30. Joining is open or by approval.
  • Roles: the guild leader decides settings, promotes officers, declares wars, founds the Stronghold and can hand over the role to a mate. Officers approve join requests and expel members. Members take part.
  • Help: when you start a construction you can ask for help; each mate can help you only once, and the time gets shorter.
  • Level: each Tavern quest claimed by a member gives 10 points to the guild. The level goes from 0 to 5 and rises at 500, 2,500, 12,000, 40,000 and 120,000 points. The level is the cap on Research.
  • Stronghold: only one per guild, founded by the leader for 200 Stone and 150 Iron, and it appears on the map. Members can volunteer to defend it.
  • Alliance boss, Research, Wars, Auxiliaries and Guild Shop have their own sections.
  • Chat: a single channel for the guild, to coordinate.

Adventurers' Guild (the building)

  • Timed expeditions for heroes, with no fighting: 3, 6, 10 or 16 hours. The longer they are, the more they yield (0.6×, 1×, 1.6× and 2.4×).
  • 1 to 3 heroes per expedition, depending on the building's level. There is a recommended power (0, 400, 900 and 1,600): below it, you risk coming back empty-handed.
  • It gives Guild Sigils and materials.

Guild Research

The Guild Treasury (in the Alliance tab) funds nine researches, each up to level 5 — but the real cap is the guild's own level: a level-3 guild can't push any research past level 3, no matter how full the treasury is.

  • Prosperity: up to +10% to Guild Mission rewards (gems and loot)
  • Safe Roads: up to -10% to march time for raids, attacks, and map expeditions
  • Shared Spoils: up to +7.5% to raid loot
  • Strong Walls: up to +12.5% to combat defense for whoever is attacked
  • Shared Torches: up to -10% to Dungeon torch regen time
  • Granaries: up to +20% to material storage capacity
  • Builders: up to -10% to building construction time
  • Study: up to -10% to Arcane Academy time
  • Mutual Aid: up to +20% to how much a guildmate's help is worth on a build

Each level costs Wood, Stone, Iron and Crystal, much more than the last (the fifth level costs 13 times the first). Each player can donate at most 1,000 units per resource per day: the treasury fills up from many members' contributions, not from one player far ahead of everyone else.

Guild wars

Only the guild leader can declare war on another guild (which must have at least 3 members) or respond to a declaration received. Until accepted, the war stays pending indefinitely — you can decline it to cancel it entirely.

Once accepted it lasts exactly 7 days: during that time every won raid, captured tile, or attack on the enemy Stronghold earns points for your guild and for you personally. Whoever has more total points at the end wins, and every member of the winning guild collects a material reward proportional to their own contribution, plus Crowns (1 per 5 points, 10 to 40). There's currently no way to end a war early once accepted: it runs the full week.

Auxiliaries

Ten support roles who never fight: you summon them, keep them in storage, and field them in an active squad. Find them in the "Auxiliaries" tab inside the Adventurers' Guild.

  • Summon: 60 Guild Sigils per attempt — 65% Common, 28% Rare, 7% Epic
  • Storage: 5 owned at most
  • Active squad: up to 3 at once, changing it locks the lineup for 12 hours
  • Guild Sigils: always 2 per hour of duration (minimum 1), from Guild Missions and Spy/Saboteur missions

Spy and Saboteur physically travel to a target on the world map, busy for the trip.

  • Success: 70% Common, 82% Rare, 92% Epic, -8 points per level of the target's Watchtower (minimum 15%, maximum 95%)
  • An active Lookout on the target always blocks the mission
  • Successful Spy: reveals the target's garrison and resources, no theft
  • Successful Saboteur: lowers the target's Walls by 2 levels for 6 hours

The other eight roles are garrison roles: no travel, a continuous effect while in the squad. An Epic is worth about 30% more than a Common on the same effect (60% for Foreman, Wandering Smith and Weapons Master, whose base is smaller). Values here at Common rarity.

  • Lookout: always blocks enemy missions against you
  • Courier: minimum 15 guaranteed loot per material from raids, 50% faster return
  • Field Medic: -12% to the gem cost of a Memorial revival
  • Foreman: builds 10% faster
  • Wandering Smith: Forge queue 10% faster
  • Herald: marches to map events and the World Boss 20% faster
  • Herbalist: potions last 50% longer, Alchemy Lab 30% faster
  • Weapons Master: Training Camp produces 15% more XP

Guild Shop

Opens from the Alliance tab, paid with Guild Sigils earned from Expeditions and Auxiliary missions.

  • Obsidian and Orichalcum: always in stock, 20 units for 70 Sigils
  • Squad Unlock: 35 Sigils, instantly cancels the 12-hour lock after an Auxiliaries lineup change
  • Hero fragments: 6 slots on a weekly rotation, same for the whole guild, 8 fragments per slot — 4 Rare slots at 45 Sigils, 2 Epic slots at 70 Sigils

Materials, gems and the store

There are five materials, each tied to a different building path:

  • Wood: merchant path
  • Stone and Iron: military path
  • Crystal and Relic: prestige path

Gems are used to summon heroes and equipment, and come from loot, the daily reward (growing up to 7 consecutive days), and real purchases. The Shop offers gem and material bundles for real money, plus a rotating daily deal with an extra bonus.

Monthly card: 150 gems right away and 45 a day for 30 days, to be collected every day in the Shop (missed days are lost). Time-limited Legendary summon: one week out of two, featuring a Legendary hero.

How to use your resources well:

  • Materials accumulate up to the Warehouse capacity (500 base, up to 10,000 at max level): collect and spend regularly.
  • Mine, Quarry and Sawmill also produce while the game is closed, but only up to the Lighthouse limit (8 hours, up to 20): if you don't collect, the extra production is lost.
  • The Mint converts gems and materials in fixed blocks; rare materials cost more and Relics can't be converted.
  • Relics are the rarest material: they are used for revivals and the Castle, so don't waste them.
  • Gems and Relics can't be raided; materials above the protected share can.
The village hub with resources along the top

Gear and the Forge

Every hero carries two pieces, a weapon and an armour, and their bonuses add to its stats. A piece is not consumed and is not tied to anyone: you can move it from one hero to another, or take it off and put it back in storage.

  • Weapons are tied to a class: an Archer weapon can't be given to a Warrior. Many armours, on the other hand, suit all classes.
  • Forge: build the piece you want with materials, no lottery. The Forge level decides the rarity: Common from level 1, Rare from 3, Epic from 5. Legendary weapons and armours can't be forged: they are found. Forging takes some waiting time, shorter with a higher Forge.
  • Gear summon: 80 gems for a draw, with the same odds as heroes.
  • Gear Epic Box: 500 gems, one guaranteed Epic piece (which piece is still random).

To make a piece stronger see Upgrading and new materials: every piece is upgraded individually up to +5.

Quests, milestones and Season Pass

Three systems give you something to do today.

Tavern quests

  • Every day there are simple quests (win raids and Arena duels, clear Dungeon floors, summon, upgrade a building, collect the Mine) and a bigger set every week.
  • Daily ones reset at midnight UTC. Rewards are materials and Guild Sigils (the ones for Auxiliary summons and the Guild Shop); the exact values are set by the server and you see them on the quest.
  • Each claimed quest gives 10 points to your guild: it is how playing alone also grows the guild.

Welcome milestones

  • There are over twenty one-time goals (summon your first hero, build the Mine, assign a hero to the Training Camp, join a guild, occupy a zone…): once claimed they stay claimed. They are there to make you open the parts of the game you don't know yet.

Season Pass

  • It lasts a month, like the Arena season. It has 30 levels, 100 points per level, with a free track and a premium one.
  • Points are earned with seasonal challenges: each challenge is a chain (for example win 3 raids, then 8, then 15…), and you see one at a time.

The Castle

The Castle is the village's most advanced path, beyond the Town Hall at max level (7). It advances through 6 phases, each costing materials and — from phase 2 on — Crowns, the Castle currency. Every phase has a build time like any other building.

  • Phase 1 — 9,800 Wood, 9,800 Stone: unlocks the Castle, the Stable (mounts) and the Throne Room.
  • Phase 2 — 6,000 Wood, 6,000 Stone, 400 Crowns: unlocks Stable level 2 (cap 16 mounts).
  • Phase 3 — 5,000 Iron, 3,000 Stone, 600 Crowns: unlocks the Workshop and the Castle Watchtower.
  • Phase 4 — 800 Crystal, 60 Relic, 800 Crowns: unlocks the Arcane Tower.
  • Phase 5 — 3,000 Wood, 4,500 Stone, 7,500 Iron, 1,200 Crystal, 90 Relic, 1,200 Crowns: unlocks the Stable's top level and the Tower's first advanced spells.
  • Phase 6 — 6,000 Wood, 9,000 Stone, 15,000 Iron, 2,400 Crystal, 180 Relic, 1,800 Crowns: unlocks the Royal Armoury.

Crowns come mostly from the Throne Room's daily tribute (+5 a day), and the Throne Room can be built from phase 1: raise it early, because every phase from the second on needs Crowns. The other sources: Dungeon runs won from floor 20 (1 Crown per run from 20, 2 from 30, 3 from 40, up to 24 a day), the World Boss, guild wars won, outposts, the Castle weekly mission (20 Crowns + 8 Relic), the map events The Royal Chest, Unstable Portal and Ruins, and — from the Champions' Duel — the monthly rewards by peak rating tier (Crowns from Top 25 up, more on the podium).

As the Castle grows, your village also projects an Influence area on the world map: it widens with the phase (plus 1 tile with the Throne Room) up to a radius of 6, grants +2% village defence per tile of radius (up to +12%), and shortens your marches, which set off from the edge of the area instead of from the village. Where two Influences overlap, the tile goes to whoever has the stronger Castle at that distance, and the border is drawn on the map.

Castle — Stable and mounts

The Stable brings mounts: a hero with a mount assigned gets stronger. The bonus applies only to the hero riding it, attacking or defending — it does not spread to teammates. The Stable has 3 levels, each raising how many mounts you can own:

  • Level 1 (needs Castle phase 1) — 1,500 Wood, 1,500 Stone: cap 8 mounts.
  • Level 2 (needs phase 2) — 3,000 Wood, 3,000 Stone: cap 16.
  • Level 3 (needs phase 5) — 6,000 Wood, 6,000 Stone, 4,000 Iron: cap 30.

Each summon costs 60 Crowns and rolls a random archetype (Swift, Strong or Balanced) at a random rarity — 65% Common, 28% Rare, 7% Epic. A mount you already own still takes a slot like any other: it is not converted automatically. When you don't need one, you can delete it from the list, and only then does it become Training points (5 from a Common, 10 from a Rare, 20 from an Epic). Points go into a single pool, spendable on any mount whatever its archetype.

Training does not change the creature: a pony stays a pony and its rarity never rises. What grows is that one mount level, from 1 to 3 — 10 points for the second level, 20 for the third. At level 1 it delivers 60% of its potential, 80% at level 2, 100% at level 3: the values below are the level-3 ones. A level 3 mount also eats half the Hay.

Each archetype gives a different benefit, stronger the rarer it is (×1.0 Common, ×1.3 Rare, ×1.6 Epic on the base value):

  • Swift — march speed only: +25% at Common, up to +40% at Epic. It applies to any march of yours, but the slowest mount in the squad is the one that counts: a column moves at the pace of whoever lags behind, so a single hero without a mount cancels the bonus for everyone.
  • Strong — the rider's ATK/DEF only: +18% at Common, up to +29% at Epic.
  • Balanced — both at half value: +14% march speed and +10% ATK/DEF.

Every mount you own has an hourly upkeep in Hay, taken from the village's Wood and Stone: Swift cost 3 Wood/hour, Strong 3 Stone/hour, Balanced 1.5 Wood and 1.5 Stone/hour. With a full stable, keeping them all is not free.

Mount pack: with the Stable built, 4 random mounts for 3,000 gems, if there is room for all of them.

Castle — Workshop and war machines

The Workshop builds siege machines: 2,500 Iron, 1,500 Stone, needs the Castle at phase 3. Once built, all six machines are available with no research and no waiting: the cost is the limit. Which machine to take on a march or assign to your garrison is chosen on the send screen — one machine slot per garrison and per march, they don't stack. Each type is capped at 10 owned copies.

Two machines upgrade up to level 3; the other four have a single level and don't upgrade.

  • Catapult (attack, upgradable) — 300 Crowns, 40 Obsidian: cuts the target's battle defence for that fight, −15/20/25% at levels 1/2/3. It also removes 20/30/40 percentage points from the share of the warehouse that Walls and Guard Tower protect from raids, never below the base 20%.
  • Ram (defence, upgradable) — 300 Crowns, 40 Orichalcum: +15/20/25% defence of your tile or village when garrisoned, at levels 1/2/3. It is the direct answer to the Catapult: both act on the same number, one raising it and the other lowering it. Note though: the Ram does not protect the warehouse, only battle defence.
  • Upgrading (Catapult and Ram only): level 1 to 2 costs 230 Crowns and 30 Obsidian or Orichalcum (depending on the machine); 2 to 3, 350 Crowns and 45. Each level adds 5 percentage points to the machine's effect.
  • Guard Tower (defence) — 350 Crowns, 45 Orichalcum: −10% max HP to every attacking hero, taken off before the fight even starts.
  • Pit Traps (defence) — 350 Crowns, 45 Orichalcum: −10% march speed for anyone attacking the tile or village this machine defends.
  • Trebuchet (attack, only on a Tile Conquest) — 400 Crowns, 50 Obsidian: +50% duration of the post-conquest shield on the tile you just took.
  • Ballista (dual role, attack or defence) — 480 Crowns, 60 Obsidian: removes a random hero from the opposing team before the fight starts.

Every machine and every upgrade also costs Iron and Wood: Catapult and Ram 1,500 Iron and 500 Wood, Guard Tower and Pit Traps 2,000 and 700, Trebuchet 2,500 and 900, Ballista 3,000 and 1,000.

Machine pack: 2 ready machines of random available types for 4,000 gems, if there is room under the copy cap.

Castle — Arcane Tower

The Arcane Tower crafts consumable spells: 400 Crystal, 30 Relic, needs the Castle at phase 4. There is no cap on how many spells you can stockpile — the crafting cost is the limit — but each type has a cooldown on USE: cast one and that type is locked for a while, even if you have more in store.

Two spells are available as soon as the Tower is built:

  • Divination — 120 Crystal, 1 day cooldown: reveals another player's garrison before you attack, with the heroes in it and the levels of Walls, Bastion, Guard Tower and Trench. If that player hasn't published a garrison yet, the answer is «nothing to see» and the spell is spent anyway.
  • Teleport — 200 Crystal, 10 Relic, 3 days cooldown: one of your marches already on the road arrives at its destination immediately. Outbound only: the return trip takes its normal time.

At Castle phase 5 two more unlock automatically, with no research:

  • Protection — 150 Crystal, 5 Relic, 1 day cooldown: an extra shield worth 50% of max HP for every hero on the march.
  • Curse — 180 Crystal, 5 Relic, 2 days cooldown: takes 3% of max HP from every enemy, every turn, for the whole battle.

The last four unlock one at a time through sequential research (48 hours for the first, +24 for each one after), available after phase 5:

  • Recall — 100 Crystal, 5 Relic, 1 day cooldown: turns one of your marches back while it is still travelling; it heads home taking as long as it had already travelled. Same effect as the paid recall, but paid with the spell instead of 20 gems.
  • Blessing — 160 Crystal, 8 Relic, 1 day cooldown: +10% healing received by the whole team for the whole battle.
  • Storm — 200 Crystal, 10 Relic, 2 days cooldown: 25% chance an enemy misses, for the whole battle.
  • Seal — 220 Crystal, 12 Relic, 3 days cooldown: the target tile cannot receive reinforcements for 2 hours.

Castle — Throne Room, Royal Armory, Watchtower

Three minor buildings, each with a single passive effect and no upgrades — you build them once.

  • Throne Room — 3,000 Stone, 1,200 Crystal, requires Castle phase 1: pays a tribute of 5 Crowns a day, claimed by hand. It's also the Castle's main source of Crowns, and adds one tile to your Influence radius on the map.
  • Royal Armory — 3,000 Iron, 1,200 Crystal, requires phase 6, the only unlock of the final phase: +0.25% max HP in battle for every equipment piece upgraded to the Forge's maximum level, up to a cap of +15%.
  • Castle Watchtower — 1,500 Stone, 1,500 Iron, requires phase 3: while your village is under attack, marches you send from there travel 25% faster — useful for bringing reinforcements in time.

Beasts: Subjugation and the Den

Beasts are a second game inside the game: monsters you buy, train and send to fight. In short:

  • Subjugation: where you buy monsters.
  • Den: where they live, feed and leave on Expeditions.
  • Expeditions: away for 2, 6 or 12 hours, risk-free. They yield Essence and materials.
  • Lairs: hunting wild monsters on the map. You risk losing the monster, but you can capture other beasts.
  • Cage: duels between players' monsters. The way to grow them past level 10.
  • Great Hunt: the weekend boss.
  • Rite of Union: two monsters produce a third.

The Subjugation Grounds are on the map: you reach them with a march, then they stay open for the whole day. Every day they offer three bestiary monsters to buy with Wood and Stone, sometimes a Legendary. Offers can be rerolled with gems.

Monsters live in the Den, a village building: the higher its level, the more it holds (4 at level 1, 20 at level 5). Up to 5 extra slots can be bought with gems.

  • Essence: the currency of Beasts. You get it by releasing a monster (you get back 50% of the experience it had accumulated, at least 10, triple for Legendaries), from Expeditions and from Great Hunt rewards.
  • Feeding: 1 Essence = 1 experience point, up to level 10. Beyond that they only grow by fighting.
  • Every species has its own speed (from 6 to 15): fast ones hit first, slow ones have a bit more health and strength.

Tap a monster in the Den to see its sheet: stats, abilities, Cage record and lineage.

Beasts: Subjugation and the Den

The Pit

A one-on-one arena between players' monsters.

  • Deploy a monster: it gets there with a march and from then on stays to defend while you're away.
  • Challenge other players' monsters: you are offered three opponents and, before every challenge, you see the chance of winning.
  • Winning earns experience and rating (you start at 1,000; the score goes up and down Elo-style, as in the Arena). From level 10, beating another player's monster is worth triple the experience, a system-controlled one half; the monster that defends and loses still gains a little experience.
  • Careful: whoever attacks another player's monster and loses, loses the monster forever. The defender never dies.
  • Against system-controlled monsters nobody dies: the loser forfeits the experience of 5 victories (without dropping a level) and is exhausted for 24 hours.

How to read the win chance. It isn't an eyeball guess: the server makes the two monsters fight 400 times with the real rules — stats, speed, abilities and element (the wheel applies: +15% damage if you beat the opponent's element, −10% if it beats yours) — and counts how often you win. It is still an estimate: it never goes above 99%, because losing the monster is permanent and no challenge is certain.

It is the main way to grow a monster past level 10.

The Pit

Lairs

Lairs of wild monsters appear on the map: easy (level 1-5), medium (6-12) or dangerous (13-20). They last a few hours, then vanish.

  • Send one of your monsters to hunt: it goes with a march, fights on arrival and comes back.
  • If it wins it brings home Iron, Crystal and experience, and sometimes captures the beast, which joins your Den.
  • If it loses it dies.
  • Three hunts a day; a fourth can be bought with 40 Essence.
  • Before leaving you see each monster's chance of winning against that Lair. It is computed as in the Cage, with abilities and elements.

Before risking a monster you care about, pick the one with the highest chance: a hard Lair isn't worth a Legendary.

Along the way, other players' Beast Towers can stop your monster.

Lairs

Beast Towers

With the Castle you build Towers inside your Area of Influence: one per Castle phase.

  • Cost: 400 Wood, 400 Stone and 150 Iron for the first; each further Tower costs 1.5 times the previous one. It takes time to build, which you can speed up at 15 gems per hour.
  • Garrison: station a monster from your Den. While on guard it can't do anything else.
  • Every enemy march crossing the Tower's tile must fight your monster as it passes. If the monster wins, the march turns back from there; if it loses, the march goes on with its wounds.
  • They don't stop expeditions to events and Bosses, nor players whose Town Hall is below level 5.

Before sending a march you see which Towers you will meet and your chance to get past. Every fight stays in the battle log with its replay, and both players are notified.

Beast Towers

Antiquities

The Antiquities shop stands behind the Castle: you reach it with a march. Every day it offers a few Antiquities; offers can be rerolled with gems.

  • There are 36 monuments to display on the map around your village, on a free tile of your Area of Influence.
  • Almost all give a bonus: Quarry and Sawmill output, march speed, experience, village defense, potion duration and more. Every copy on display counts: two identical ones give the bonus twice.
  • Legendaries are unique pieces: only one of each.
  • Cosmetic Antiquities give no bonus, but bring the map around your village to life (turn them off in Settings › Map effects).

Active production bonuses are shown in the Quarry and Sawmill, source by source.

Antiquities

The Rite of Union

The Circle of Union is a village building (from Town Hall 3, it needs the Den). Two monsters from the Den weave their Essences together and summon a third: the Offspring.

  • Cost: Essence, from 60 at Circle level 1 down to 40 at level 5, plus 2 for each level of the two parents.
  • Duration: from 10 hours at level 1 to 6 at level 5. It can be completed at once with gems.
  • The parents stay, but for 3 days after the rite they are exhausted: they don't fight, hunt or stand guard.
  • The Offspring is born at level 1 with the species of one parent and, from the other, one trait: its ability, its element, or both parents' abilities (one each).
  • Bloodline vigor: +3% to stats for each generation, up to +15%.

Every monster has its family tree (Bloodline button). If the Den is full when the rite ends, the Offspring waits for a free slot.

The Rite of Union

Expeditions and the Great Hunt

Beast Expeditions (in the Den)

  • A free monster leaves for 2, 6 or 12 hours and comes back with Essence, Wood, Stone and Iron; the higher its level, the more it brings. Up to level 10 it also gains experience.
  • 12-hour expeditions also bring Crystal and have a 5% chance of coming back with a creature found along the way.
  • You can have at most two expeditions running at the same time, but there is no daily limit: as soon as a monster returns, collect it from the Den and send another away. Until you collect, the expedition still takes up one of the two slots.
  • There is no fighting and no risk, but while it's away the monster can't do anything else.

Great Hunt (every weekend)

  • From Friday 18:00 to Sunday midnight a level 30 Boss appears on the map.
  • Each of your monsters can leave once a day: it goes with a march, hits it on arrival and comes back. It never dies.
  • Damage goes on the leaderboard. End-of-hunt rewards: 1st place 300 gems and 150 Essence; 2nd-3rd 150 gems and 100 Essence; 4th-10th 60 gems and 60 Essence; everyone else 30 Essence, 200 Wood and 200 Stone.
  • The reward is collected from the Den.
Expeditions and the Great Hunt

Frequently asked questions

Can dead heroes be recovered?

Yes. A fallen hero goes to the Fallen list and can be revived with gems, as long as you have a free slot in the Dormitory. Death is permanent only in the Dungeon, the Pit and the daily boss challenges: marches and the Arena never kill anyone.

How much can I lose in a raid?

Only what sits above the protected threshold: 20% of your Warehouse capacity, plus whatever Walls and Watchtower add, up to 75% in total. Gems and Relics are never raidable, and after being raided you get 8 hours of protection.

How do the elemental families work?

Fury, Nature, Frost, Shadow and Light form a cycle: each deals more damage to the next and takes more from the previous one. No family is best on its own, so there is no universally ideal team.

Is combat automatic?

Yes, the battle resolves on its own and is computed entirely on the server: your decisions come earlier, in team composition, gear and deployment order.

Do I need a guild to play?

No, but it changes a lot: a guild gives building help, the guild boss, the shared treasury with its research, and access to wars between alliances.

Is Wish & Fall free?

Yes, it is free on Google Play. There are optional purchases of gems and materials, but nothing is required to progress.

How many monster expeditions can I run per day?

There is no daily limit: you can have two running at the same time, and as soon as a monster returns and you collect it from the Den you can send another away. Lairs, by contrast, allow three hunts a day (a fourth costs 40 Essence).

How does the win chance in the Cage work?

The server makes the two monsters fight 400 times with the real rules, abilities and element included, and counts how often you win. It never goes above 99%, because losing the monster is permanent.

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Back to site Updated 14 October 2026