Core Page
Basics And Loop
The game is a season-long raid management loop, not a tavern builder and not a hero RPG. You are here to recruit, stabilize, gear, coach, and push a guild through a live tier before the calendar moves on.
Time and season rules
The game only progresses while the client is open. If a tab stalls while still open, the sim may catch up, but a closed game does not print free dungeon gold behind your back. A pull fights live: the supplies are spent the moment the raid walks in, you lead the fight with raid-leader calls, and the outcome locks in when the fight ends. Closing mid-pull cannot cheese a wipe away.
That means the calendar pressure is real, but watching a long wipe does not eat half your week. The season ends at the Ragnaroast kill or the 20-week clock, then your run gets a Season Score on the public leaderboard and a Run It Back option.
The weekly loop
- Fill the roster. Until you can field 10 raiders, nearly everything else is secondary.
- Let people work. Raiders naturally farm dungeons and rest in a run-rest rhythm while you decide who trains.
- Spend gold on leverage. Hall upgrades, facilities, training, repairs, and scouting all compete for the same wallet.
- Play the raid nights. Two per week (mid-week and week's end), each with 5 scheduled pulls and its own 5-wipe budget. Every pull costs 5g in supplies; only wipes spend the wipe budget. Lead the fight live with stance switches and the call bar.
- Review the wipe. Logs, meters, deaths, and repair bills tell you which lever is failing.
- Assign raid loot. Dungeon drops auto-equip, but raid loot waits for your decision and creates loyalty when assigned.
Opening week expectations
You start with two founding friends and a deep inbox of 16 seeded single-person applications. While the roster is below 10, new applications arrive every 8 to 18 seconds. Every application still has a visible patience timer of a few minutes, so the opening gives you choices without removing urgency. Build a legal roster, improve something about the team, and aim to defeat Lucifraud by the end of week 1.
| Rule | Current value | Why it exists |
|---|---|---|
| Minimum roster to raid | 10 | Prevents awkward half-roster cheese and locks the demo to a real 10-player guild. |
| Starting applications | 16 single applicants | Lets you choose a comp instead of accepting the next warm body. |
| Onboarding arrivals | Every 8 to 18 seconds | Finishes the first raid team in week 1. |
| Application patience | About 2.5 to 5 minutes | Ignored applicants quietly move on. Deny to free the slot faster. |
| Applicant class mix | Roughly 70% dps | Like a real recruitment thread. Tanks and healers are the scarce hires. |
Raid-night accounting
Kills still consume a scheduled pull, but they do not consume the wipe budget. When a night's card is spent and wipes remain, the EXTEND call buys one more pull at the cost of 3 morale from every rostered raider, and that cost ignores the usual wipe floor. Chaining extends is how you grind your own guild down; the wipe budget stays the hard stop. The clock holds at an unfinished night until you play the card, and nights you skip past resolve their base card automatically if you can field 10.
Four progression pillars
Roster quality
Applicants, comp coverage, quirks, and who is worth long-term investment.
See Classes And Comp and Stats And Progression.
Gear flow
Dungeon gear is the steady baseline. Raid loot is the sharp tool that solves walls faster.
See Tier 1 And Race for the dungeon ladder.
Knowledge and execution
Repeated pulls teach the boss. Training and MEC determine whether the team lives long enough to cash that in.
Economy discipline
Gold buys leverage, but it also bleeds away through training, salaries, and repair bills.
See Hall And Facilities and Strategy Guide.
What the game is trying to reward
Good play in Raid Night Manager is not one trick. The system is happiest when many smart approaches work: early recruiting, careful spending, loot focus, comp-aware pulls, training a future star, or broad roster stability. The design goal is that smart variety works and dumb shortcuts do not.
If you want the page that turns that philosophy into concrete advice, go next to Strategy Guide.