Systems Guide

Player Handbook

Mechanics, costs, caps, and consequences.

68 canonical entries · Updated July 17, 2026

Search and filter the Player Handbook

68 entries

Daily Loop

Health data, resources, quests, and reset pressure.

Activity Conversion Which real-world activity turns into which resources?

Each activity type has a primary resource, with smaller secondary payouts mixed in.

  • Walks and cardio primarily grant Stamina.
  • Strength workouts primarily grant Power.
  • Recovery and sleep primarily grant Mana.
  • Thresholds: walks use 3k/6k/10k steps; workouts and recovery use minute tiers; sleep uses nightly hour tiers from about 5 to 8 hours.
The Dawn Tally What is the dawn tally card on the home screen?

For your first three mornings, Theron counts what yesterday brought you — a small card on the home screen.

  • The promise is made on your first day; the tally then resolves on each of your next 3 mornings, on your first visit of the day.
  • It shows yesterday's raw activity from your device — steps, workout and recovery minutes, hours of sleep — never resource numbers.
  • A still day loses nothing: rest is also training, and the card points at today's quest instead of showing zeros.
  • If health data is not connected, the card offers the connection instead of a count.
  • After the third dawn the card retires; the daily quest board carries the habit onward.
Zone Weather What does the weather pill on the home screen mean?

Your zone's daily condition. It boosts specific activity gains for everyone in the zone.

  • Mistfall: Recovery +50%. Emberwind: Strength +25%. Clear Skies: Walking and Cardio +25%.
  • Moonveil: Sleep +50%. Stormsurge: Cardio +50%.
  • Weather changes daily per zone on the world day, which runs on UTC.
  • The server applies the boost at credit time; the pill is a read-only forecast of today's effect.
  • Around the UTC day change the pill can briefly disappear while the new day's weather is written.
Resource Caps What happens when Stamina, Power, or Mana is full?

Rewards stop at your current capacity. Anything above the cap is lost.

  • Nexus capacity is the base; mastery can raise one reserve or all reserves.
  • Activity, quests, gifts, bounty, and raid rewards all respect the receiver's current cap.
  • If you are often capped, capacity upgrades are more useful than more gain.
Quest Board Choice What is the quest board, and how do I pick quests?

Every day you choose quests from a set of candidates, each with a different reward type.

  • Tap any unpicked candidate to select it for the day.
  • Free players choose up to 3 quests from 5 postings. Champions choose up to 5 quests from 10 postings.
  • Members receive a +15 FIT gilded garnish when they complete the lead quest.
  • If you never pick, the first candidate is assigned automatically at your first activity credit — same reward as today's default quest.
  • Reward categories: Item (gear drop), Mystery (unknown reward), Resource (Stamina/Power/Mana), Fitcoin (+FIT).
Quest Rewards When do quest rewards need inventory space?

Resource quest rewards pay immediately. Item rewards need open inventory slots.

  • The third completed quest of a day can add a bonus item.
  • A reward with two items needs two open slots; it will not partially claim one item.
  • Resource-only rewards bypass inventory space but still obey resource caps.
Quest Reward Scaling Why are my quest targets and rewards personal?

Targets follow your recent pace, and the third quest slot's resource reward scales up with harder targets.

  • Personalized targets aim about 15% above your 7-day average, never below the zone's base target.
  • The third slot's resource reward multiplies by 1 + (target - base) / base, capped at 1.5x.
  • Targets at or below base — including easier weak-area quests — always keep the full base reward.
Field Maintenance Why did an item repair itself this morning?

Crossing your first activity threshold of the day repairs your most damaged equipped item, free.

  • It fires once per local day, on the first threshold you cross.
  • The pick is your lowest-condition equipped item; items at full condition are skipped.
  • Free repairs restore condition only — they do not refresh attunement, so they never extend copy protection.
  • Late-synced activity that lands on a prior day never triggers it.
  • Theron narrates the repair on the home screen.
Streak Wards What are the small pips on my streak badge?

Banked Streak Wards. A ward bridges a missed day so your streak survives it.

  • Every 7-day streak milestone banks 1 ward, up to 2 banked at a time.
  • Wards spend themselves automatically at your next threshold hit, one per missed day in the gap.
  • A bridged day preserves the streak but does not increment it.
  • Gaps bridge only in full: two missed days with one ward means the streak resets and the ward is kept.
  • A ward spent today shows as a dimmed pip on the badge.
  • Members receive one automatic ward per calendar week, shared from the same cap of two. A grant defers within the week if the bank is full.
Welcome-Back Rally What happens when I return after days away?

Your first credited activity after 3 or more idle days mends your loadout and doubles the day's gains.

  • The rally needs 3 or more consecutive idle days right before the day you return.
  • It fully repairs every equipped item, free, and doubles activity resources for that local day.
  • A new rally can fire at most once every 14 days.
  • Free rally repairs do not refresh attunement, so they never extend copy protection.
  • Late-synced activity that lands inside the idle window voids the double-resource day; the repairs stand.
Penance Marches Can I shrink the bounty on my head without fighting?

Yes. Pushing past the day's standard targets into the stretch zone burns bounty off your head.

  • Every 2 stretch increments earned in a local day burn 1 bounty.
  • Burns cap at 5 bounty per day; deeper marches that day burn nothing more.
  • Theron narrates each burn on the home screen.
Nexus Raid Risk Why does having more resources make me a better target?

The fuller your reserves are, the more a successful attacker can raid.

  • Stamina, Power, and Mana are calculated separately.
  • A full reserve can lose about 20% before caps are applied.
  • Bounty pays in addition to the resource raid.

Hero Growth

Loadout power, gear condition, inventory, mastery, ascension.

Combat Power Which gear actually counts in a duel?

Equipped gear above 0% condition contributes to your combat loadout.

  • Condition scales item power: 50% condition contributes about half of that item's power.
  • Total loadout power has diminishing returns after 160 power, but extra power still counts at 80% efficiency.
  • Active days add up to +10% combat score, one percent per active day up to 10.
Type Matchups Do Might, Valor, and Fortitude matter?

Yes. Your equipped gear creates a weighted attack type against the defender's dominant type.

  • Might beats Valor, Valor beats Fortitude, and Fortitude beats Might.
  • Advantage is 1.1x, disadvantage is 0.9x, and same-type is neutral.
  • Scouting can reveal enough loadout context to avoid bad matchups.
Gear Condition What does repair materially change?

Condition is a direct multiplier on equipped gear power.

  • Daily wear and combat damage both lower condition.
  • Gear at 0% condition contributes no power until repaired.
  • Repair cost depends on missing condition, rarity, modifier, item type, and cost reductions.
  • Fully repaired gear has no repair cost.
Forge Communion Can I repair gear using only Mana?

Yes. The forge channels raw mana into worn gear instead of the typed repair cost.

  • The mana price is 2 mana per 1 resource of the item's standard repair cost — always pricier than paying typed.
  • The conversion applies after your repair-cost discounts, so DEX and mastery still help.
  • The forge can channel up to 30 mana per day.
  • Use it when Stamina and Power are spent but recovery and sleep keep Mana flowing.
Forge Limits Why did the forge stop short of a full repair?

The daily cap clamps the channel. When less than the full price remains, the forge restores what the spend covers.

  • The cap is 30 mana channeled per local day, shared across all items.
  • At the cap boundary, a partial spend restores partial condition in proportion to the full price.
  • Once the day's 30 mana is spent, the forge answers again tomorrow.
  • The confirm sheet always shows the full price; the server clamps the actual spend at the cap.
Passive Wear Floor How low can daily wear take my gear?

Idle wear stops at 60% condition. Only combat pushes gear lower.

  • Daily passive wear never drops an item below 60% condition.
  • Combat damage ignores the floor and can take gear all the way to 0%.
  • At 60% an idle item sits in the lowest copy-risk band — a 5% copy chance after a lost defense.
Inventory Capacity How many items can I carry?

Base inventory capacity is 20 items. Ascension expands it.

  • Each ascension adds 2 item slots.
  • Item rewards can be blocked or lost when inventory is full.
  • Resource-only rewards do not need item slots.
Ascension What is ascension, and when does it happen?

Ascension reshapes your champion into a new form. Each level you earn begins the next one.

  • Leveling up starts an ascension automatically; the new form is generated for you.
  • Essence Stones and an active Bloodline Relic bias the cosmetic form before it is sealed.
  • They do not add combat stats, resource gains, inventory slots, or progression power.
  • A ready form can be reshaped with a reroll token until you seal it.
  • Each ascension also adds 2 inventory slots.
Mastery and MP Which progression choices are permanent build power?

Mastery spends MP on passive effects. MP comes from level-ups; promotion chests help you reshape choices with a refund token.

  • Each level-up grants MP alongside AP.
  • Promotion chests grant one refund token.
  • Promotion depth still affects Fitcoins and item rarity, not Mastery currency.
  • Refunding a Mastery node returns that node's MP cost and spends a refund token.
  • Mastery effects cover gains, capacity, costs, and active bonuses.
  • Refund and reroll tokens are the main ways to undo or reshape choices.
  • Active Essence Stones bias each future ascension before the form is sealed.
Class Passives and Reclassing What changes when I change class?

Your class now carries a passive activity bonus, and reclassing swaps that class identity without wiping your hero.

  • Warrior: +12% Power from walking and cardio.
  • Ranger: +12% Stamina from strength training.
  • Monk: +12% Mana from walking and cardio.
  • Rogue: +12% Mana from strength training.
  • Paladin: +12% Power from sleep and recovery.
  • The Rite of Reclassing costs 2,000 Fitcoins; mastery, gear, inventory, titles, and progression stay intact.
Appearance (Transmog) What is transmog, and does it affect combat?

Transmog lets members wear any unlocked item's look over their equipped gear. Appearance only — zero stat change.

  • Assign any owned or discovered item's look to an equipment slot. Your stats come from what is equipped, not what is worn.
  • Assignments persist per slot even through equip swaps. Swap in a stronger item and the look follows automatically.
  • If you lapse your Champion Pass, true looks return immediately. Your picks are kept and re-apply the moment you return.
  • An item taken in a duel always shows its true form — a taken item can never carry your transmog.
Dungeon Gear Sets What are dungeon gear sets, and how do I complete them?

Dungeon rewards can include themed pieces that belong to a named gear set. Collect all three pieces to earn a one-time 150 FIT garnish.

  • Pieces can arrive from dungeon rewards, spoils from duels, or as gifts — any path to discovery counts toward completion.
  • Your progress is tracked in the Item Codex under Gear Sets. Undiscovered pieces appear as silhouettes until found.
  • Completing a set earns 150 FIT once — the garnish pays out the first time all pieces are discovered.
  • Sets are visible to everyone in the Codex regardless of membership.
Form Wardrobe Can I wear an older ascension form?

Members can wear any past consumed ascension form. Free players display their latest form. Ascending dons the new form automatically.

  • Select any past sealed form from Ascension History to make it your displayed avatar.
  • Free players always display the latest consumed form — past forms are visible in history but cannot be re-worn without a Champion Pass.
  • If your Champion Pass lapses, your avatar reverts to your latest form automatically. Your past-form history is kept — re-select any of them the moment you return.
  • Ascending seals a new form and dons it immediately — any active wardrobe selection is cleared in the process.
Third Essence Stone Slot Can I attune more than two Essence Stones at once?

Members attune a third stone, coloring ascensions with three essence paths. If your pass lapses, the third stone lies dormant — kept, never lost — and reactivates the moment you return.

  • Free players and members both have two active stone slots. Champions unlock a third.
  • A lapsed Champion's third stone sits dormant in Artifacts: visible, deactivatable, but inactive until the pass is restored.
  • Deactivating the dormant stone is always allowed so you can rearrange without rejoining.
  • The third stone is included in the ascension snapshot only when you are an active Champion at snapshot time.
  • Stones are cosmetic only — zero stat effect regardless of slot count.
Ascension Reroll How do rerolls work, and how do I get tokens?

Rerolling discards the current generated form and starts a new ascension for you. Tokens fund second-and-beyond rerolls on a single ascension.

  • Members get their first reroll on each ascension at no token cost.
  • Members receive one reroll token every month. Tokens stack with no cap.
  • Anyone can buy a reroll token for 1,000 FIT in the Fitcoin Shop.
  • Once you seal (consume) your ascension form, the slate is clean — rerolls apply only to the current ready form.
Bloodline Relics What does an active relic do?

A Bloodline Relic cosmetically biases the identity of a future ascension form while preserving your hero's class and progression.

  • Bloodline Relics cost 3,000 Fitcoins in the Fitcoin Shop.
  • Relics live in Artifacts after purchase.
  • Only one Bloodline Relic can be active at a time.
  • The active relic is applied to queued or future ascension generation, then shown as part of your artifact loadout.
  • Relics do not add combat stats, resource gains, or permanent progression power.
  • Deactivate the current relic before activating a different owned relic.

Attributes

AP allocation effects, caps, and where each trait matters.

Spending AP What should I know before confirming?

AP is permanent once confirmed unless you spend a respec token.

  • Each earned level can place up to 2 AP in one trait; saved AP can use multiple level slots in one confirmation.
  • Unconfirmed AP does not affect gains, repair costs, salvage returns, or combat.
  • Respec removes allocated AP and returns it to the unspent pool.
  • STR, CON, and INT improve resource gains; DEX and WIS improve item economy.
Strength What does STR change?

Each STR point adds +5.0% Power gained from activities.

  • 10 STR means +50.0% Power from activity credit.
  • Extra gain can still be wasted if Power is already capped.
  • STR does not increase maximum Power capacity.
Constitution What does CON change?

Each CON point adds +5.0% Stamina gained from activities.

  • 10 CON means +50.0% Stamina from activity credit.
  • CON does not increase maximum Stamina capacity.
  • Capacity upgrades matter more when Stamina rewards already hit the cap.
Intellect What does INT change?

Each INT point adds +5.0% Mana gained from activities.

  • 10 INT means +50.0% Mana from activity credit.
  • INT does not increase maximum Mana capacity.
  • Less valuable on days when recovery or sleep already overfills Mana.
Dexterity What does DEX change?

Each DEX point lowers repair costs by 0.5%.

  • 10 DEX means repair costs are 5.0% lower.
  • DEX does not increase combat power directly.
  • It matters only when gear has repair cost.
Wisdom What does WIS change?

Each WIS point adds +1.0% salvage returns.

  • 10 WIS means +10.0% resources from salvage.
  • WIS does not affect quest rewards, activity rewards, or repair costs.
  • It matters only when items are salvaged.

Battle

Trophies, eligibility, costs, score math, bounty, scouting.

Trophies and Rank What are trophies, and how do I gain or lose them?

Trophies are your competitive rank. Win a duel and you take some; lose one and you give some up.

  • Duel results move trophies between attacker and defender.
  • Trophy movement scales with the gap between rivals — upsets move more, farming down moves less.
  • League standings use your current trophies, not your lifetime total.
  • Trophy totals also gate who you can attack and how much a duel costs.
Who Can I Attack? Why is a rival sometimes protected?

A target must pass trophy range, repeat-pressure limits, and resource affordability.

  • For active rivals, the lower trophy total must be at least one-third of the higher total.
  • Inactive defenders bypass trophy-range protection.
  • The same active rival can be pressured 3 times in a rolling 24 hour window.
Duel Cost Why do some duels cost more?

Duel cost starts fixed, then increases when the trophy gap is large.

  • Base cost is 2 Stamina, 1 Power, and 1 Mana.
  • Every 40 trophies of gap adds a cost band, up to 4 — Stamina rises each band, Power and Mana every second band.
  • If any required resource is short, the attack cannot start.
Estimated Repair What is the ESTIMATED REPAIR line before a duel?

A projection of your gear's repair bill after the duel — it applies win or lose.

  • Every resolved duel wears both sides' equipped gear, so the bill is part of the true cost of attacking.
  • The estimate is computed from your current loadout: rarity, modifier, and your repair discounts.
  • It turns red when duel cost plus repairs would overrun one of your reserves by more than half.
  • It is an estimate; the exact wear lands when the duel resolves.
Score Resolution What actually decides a duel?

Duel resolution compares final attacker and defender scores. Ties go to the defender.

  • Score starts from equipped loadout power after condition, streak, mastery, and diminishing returns.
  • Type matchup and a small random factor apply before comparison.
  • Trophy movement is calculated after the result, then the matchup payout curve modifies attacker-win payouts — punching down pays a fraction, upsets pay up to 1.5x.
Duel Win Payout How many Fitcoins does a duel win pay?

Each attacker win pays a Fitcoin amount the ledger tallies for you — the result screen shows exactly what you earned.

  • The payout is a 1–15 FIT roll on each win.
  • Members earn +50% on every duel win payout: 2–23 FIT.
  • The matchup shapes the payout — beating lower-trophy rivals pays a fraction, upsets pay up to 1.5x.
  • The displayed amount is the ledger's final tally; it is never adjusted after it shows.
First Win of the Day Does my first duel win each day pay extra?

Yes. Your first attacker win each UTC day pays an extra Fitcoin bonus on top of the duel win payout.

  • The bonus is a 25–50 FIT roll (members 38–75 FIT).
  • It pays once per UTC day, on your first qualifying attacker win.
  • No bonus when your payout multiplier is below 1 — farming lower-ranked rivals does not qualify.
  • No bonus against defenders who have been inactive for 7 days or more.
Bounty What is bounty, and what does it pay out?

Bounty is the price on your head — it grows when you attack down the ladder and pays the rival who defeats you.

  • Attacking a rival ranked below you adds bounty to your own head, win or lose — the deeper you strike down, the more it grows (up to +12 per attack).
  • Defeating someone with bounty pays their bounty out as resources to the winner.
  • If you attack and lose, your bounty pays out to the defender and clears from you.
  • Bounty of 25 or more marks you as a BANDIT on the leaderboard.
  • Bounty still obeys the receiver's resource caps.
Item Copy Rewards Can someone steal my gear after a duel?

No. Duel item rewards create a copy for the winner; the defender keeps the original.

  • Only equipped defender gear below 70% condition can be copied after an attacker win.
  • Newly acquired items are protected from copy rewards for 7 days.
  • The most damaged eligible item is checked first.
  • Base copy chance is 5% at 60-69% condition, 15% at 50-59%, and 30% below 50%.
  • Mastery can raise your chance to copy damaged gear or lower the chance that your damaged gear can be copied.
  • An Etched Sigil does not stop a copy, but a copy taken while the sigil holds arrives dulled.
  • If the attacker has a full inventory, no copy is created and the claim is reported as failed.
Etched Sigil Can I protect my gear from being copied?

A sigil does not stop the copy — it dulls it. Copies harvested from a warded item arrive weakened.

  • Etching one equipped item costs a flat 25 mana and the sigil holds for 48 hours.
  • While the sigil holds, a harvested copy arrives dulled to half the original's condition, with a floor of 10%.
  • The sigil belongs to the original — your item keeps it; the copy never does.
  • Re-etching restores the full 48 hours and charges the full 25 mana again.
  • Expiry is checked the moment a duel resolves: a sigil that lapsed mid-fight gives no protection.
Battle-Worn Renown What does a Coveted mark on an item mean?

Each time an attacker copies that item, the original earns a Coveted mark and you earn trophies.

  • A copy event adds 1 Coveted mark to the original item — the attacker's copy carries none.
  • Each copy event also pays the defender +2 trophies, for up to 3 events per UTC day.
  • Coveted marks themselves stack without limit.
  • Salvaging an item destroys its Coveted marks permanently.
Familiar Scouting When should I scout instead of attack?

A familiar is a creature you send to scout a rival. Scout when loadout, condition, or matchup intel would change whether you attack.

  • Each familiar has its own cost, duration, catch chance, and intel limit.
  • Scouting can reveal loadout power, damaged gear, condition state, and matchup signals.
  • Scout dispatch respects trophy range and same-rival pressure limits.
  • A familiar returns on its own timer — faster familiars are the way to get intel sooner.
  • Getting caught is part of the familiar profile, not a random hidden global penalty.

Allies and Raids

Allies, gifts, parties, raid boss combat, and social limits.

Allies What does becoming allies unlock mechanically?

Accepted allies unlock gifts, parties, and ally-only social actions.

  • Knowing a username is not enough; gifts require an accepted relationship.
  • Being allies does not bypass resource caps, trophy range, bounty, or pressure limits.
  • Removing an ally stops future social actions but does not undo completed ones.
Gifts What are the gift limits?

Resource gifts and item gifts have separate daily limits.

  • Up to 30 resource gifts a day, and a single gift can carry up to 30 of one resource.
  • You can send up to 3 item gifts per day.
  • Resource gifts subtract from the sender first, then clamp to the receiver's capacity.
  • Item gifts require the item to be owned, unequipped, and party-eligible.
Ally Wagers How does a wager with an ally work?

You and an ally pledge to both hit your own daily activity marks tomorrow. The chest opens only if both marks land.

  • Marks are set from each player's own recent pace when the offer is accepted.
  • Both hit: a chest each. Either one misses: no chest for either player.
  • An offer stands for 24 hours; unanswered offers expire.
  • Blocking your rival voids the wager; removing them as an ally does not.
Wager Settling and Limits When does a wager settle, and how many can I run?

Marks settle after the challenge day ends and both players' activity updates have arrived.

  • Settled is final. Your latest activity counts right up until the challenge day closes, before the automatic fallback settles the pact.
  • You can hold 3 accepted wagers at a time and send 3 offers per UTC day.
  • Chest grants cap at 1 wager chest per UTC day; extra both-hit pact wins still count but grant no chest.
Rival Threads What makes another champion my rival?

Three duels in a season — with each of you starting at least one — formalize a rivalry thread.

  • Once formalized, the battle screen tallies your head-to-head record: LEAD, TRAIL, or EVEN.
  • At season's end the pair's wins leader takes +15 trophies and the other side +5.
  • A tied record has no leader: both sides take the +5 grant.
  • Season-end bonuses pay after the trophy reset, seeding the next season's climb.
Parties How big can a party be?

A party can have up to 5 members.

  • The owner manages membership.
  • Item gifts require both players to be in the same party.
  • Leaving a party does not delete progress or past raid credit.
Raids How do raid boss attacks work?

Raid strikes spend boss-specific resources to damage shared boss health. Coordinating with allies keeps damage high.

  • Boss type uses the same Might, Valor, and Fortitude triangle as duels.
  • Rewards scale by zone and are meant for multiple contributors.
  • The same player's consecutive committed strikes deal 100%, 85%, 70%, then 55% damage for every further strike.
  • A committed strike from a different ally resets the chain, so that strike deals 100% damage and begins their chain.
  • Boss health never regenerates, so completed damage is never undone.
  • Retaliation can still trigger and briefly raise strike cost.
  • If a raid expires, remaining boss health does not carry into the next raid.
Raid Surge Why does my raid strike get cheaper after quests?

Strike costs escalate as you attack a boss. Completed daily quests surge them back down.

  • Each of your strikes on a boss raises the next one's cost, up to 4x the base.
  • Every daily quest completed today removes one escalation step, never below 1x base.
  • The discount shows as SURGE −N on the strike cost and re-checks at preview and strike time.
  • Already-paid strikes are never refunded — quest first, then strike.
Guilds What is a guild and how do I join one?

Guilds are interzone groups of up to 20 players. Any player can join an open guild for free — no zone requirement.

  • You can only be in one guild at a time.
  • Guilds are open-join: browse the guild list or search by name, then tap Join.
  • Founding a guild requires a Champion membership.
  • If you are kicked by the guild founder, you must wait 7 days before rejoining that guild. (7-day rejoin cooldown per guild.)
  • A guild can have up to 20 members.
Guild Weekly Quest How does the guild weekly quest work?

Each UTC week your guild pursues a shared fitness target — steps or active minutes. All members' qualifying activity counts toward the goal.

  • Completing the quest pays 50–150 FIT to every member who contributed AND is still in the guild at completion time.
  • You must be a current member when the quest completes to receive the reward — leaving or being kicked forfeits it.
  • The garnish boost is higher with more Champion members in your guild (exact range: 50–150 FIT).
  • Each guild quest runs for one UTC ISO week. The reward pays at most once per player per week, even if you switch guilds.
  • If fewer than 3 members are in the guild when the target is hit, the quest completes but no garnish is paid.
  • Quest resets at the start of the next UTC week — progress does not carry over.
  • Guild raids work differently: contributors who are kicked mid-raid keep their spoils (resources already spent). The current-member rule applies only to the weekly quest garnish.
Guild Raids How do guild raids work?

Any guild member can start a boss raid that the whole guild fights together. You need at least 3 members and no active raid cooldown.

  • Starting a guild raid requires ≥3 guild members and no active guild raid cooldown.
  • All guild members can join the raid in progress by opening the guild hall.
  • Contributors keep their raid spoils (resources and items they earned during the raid) even if they leave the guild or are kicked before the raid ends.
  • This is different from the weekly quest garnish, which requires you to be a current member at quest completion.
  • Guild raids use a dedicated boss derived from the roaming template pool — they do not rely on the daily liveops rotation, so you can run one any day.
  • The guild enters a cooldown after each raid. You cannot disband the guild while a raid is active.
Guild & Party Chat How does chat work in guilds and parties?

Guilds and parties each have a shared text channel. Your first message requires accepting the community guidelines.

  • Each channel shows the most recent 50 messages.
  • Messages are plain text, up to 500 characters, and profanity is blocked before sending.
  • Before your first message you must accept the community guidelines. Accepting once covers all channels.
  • Chat history is visible to all channel members, including members who join after a message was sent.
  • Your first message in any channel triggers a review of the guidelines — you can read them before accepting.
  • Messages are stored for 90 days, then deleted unless they are under active review.
Reporting & Blocking in Chat How do I report a message or block someone in chat?

Long-press any message to open the action menu. You can report it, block the sender, or — if you are a channel moderator — remove it.

  • Reporting a message hides it for you immediately. You won't see it again.
  • Content you report is reviewed by the Fitscape team. If 2 different players report the same message, it is hidden for everyone automatically.
  • You can report up to 10 pieces of content per day.
  • Blocking a player hides all of their messages across the entire app — not just in this channel.
  • You can unblock someone from their profile at any time.
  • Duplicate reports on the same content are ignored.
Moderator Tools What can a guild or party moderator do in chat?

The guild founder and party owner can remove messages and mute members for a set duration.

  • Removing a message hides it for all channel members. The action is logged.
  • Muting a member prevents them from sending messages for 1 hour, 24 hours, or 7 days.
  • Muted members can still read the channel but cannot send messages.
  • A guild mute survives a member leaving and rejoining the guild.
  • Party mutes end when the party is disbanded.
  • Moderators cannot remove messages from or mute other moderators.
  • Promotion to moderator removes any existing mutes on the promoted player.
Guild Cosmetics How do guild themes and cosmetics work?

Any guild member can purchase a theme with their own Fitcoins. The guild founder chooses which owned theme is active.

  • Themes change the guild banner tone and crest icon shown in discovery and the hall.
  • Any member can buy a theme using their own Fitcoins — you are spending your personal balance, not a guild treasury.
  • The guild founder can activate any theme the guild has already unlocked.
  • Cosmetic unlocks belong to the guild permanently. They are NOT refunded if the guild disbands or if you leave.

Seasons and Account

Leagues, rewards, dungeons, membership gates, notifications, account controls.

Leagues and Seasons What do trophies and seasons decide?

Trophies rank you in the current league. Seasons turn rank into promotions and rewards.

  • Battle standings use current trophies, not lifetime trophies.
  • Season rewards can include items and promotion chests.
  • Promotion chests can contain Fitcoins, refund tokens, or league-exclusive item chances.
Stretch Rewards and Titles What happens when I go beyond the normal daily targets?

Stretch-zone milestones track activity beyond the standard daily bands and can unlock resources and wearable titles.

  • Stretch progress is tracked separately from the basic daily threshold rewards.
  • Titles announce themselves when earned — there is no counter to watch.
  • Unlocked titles can be equipped from the Titles screen.
  • An active title appears beside your handle until you clear it or wear a different title.
Dungeons What makes dungeon events different from normal activity?

Dungeons are timed solo events where activity distance opens a path and encounter choices spend resources for reward chances.

  • Free players can enter one dungeon per server week; Champions can enter daily dungeons.
  • Some future Champion dungeons may use unique themes or reward pools.
  • Activity advances the run along a fixed dungeon distance.
  • Crossing checkpoints creates encounters with multiple choices.
  • Some choices cost Stamina, Power, or Mana and have higher success or bonus chances.
  • A completed dungeon can grant dungeon reward gear; if inventory is full, clear space before resolving a reward-ending encounter.
  • Dungeon windows keep moving while you are away.
Membership What does Champion access gate?

Free players get Zones 1-2; Champion access keeps progression open into Zone 3+ realms, paid-season play, daily dungeons, and future unique dungeon events — plus daily benefits felt from day one.

  • Zone gates affect which realms and progression paths are available after Zone 2.
  • Dungeon access expands from one free entry per server week to daily entries while Champion access is active.
  • Rest Day Ward: one streak-ward token per calendar week granted automatically — your streak survives a missed day without spending a milestone ward.
  • +50% duel earnings: attacker wins pay 1-15 FIT free, 2-23 FIT members; first-win bonus scales from 25-50 FIT (free) to 38-75 FIT (members).
  • Quest board: free players choose up to 3 quests from 5 postings; Champions choose up to 5 from 10 postings and can re-pin the lead quest once before completion.
  • Yearly trial taste: 250 FIT is granted at trial start; the remaining 5,750 FIT (total 6,000) arrives when the trial converts to paid membership.
  • Cancelling auto-renew stops the next billing cycle but access continues until the trial or subscription period ends. Re-enabling auto-renew restores the renewal.
  • Losing active membership does not delete earned items; it gates future access.
  • Gated progression resumes from your existing hero progress when access is active again.
Fitcoins What are Fitcoins used for mechanically?

Fitcoins are the premium currency for shop purchases and rites, separate from Stamina, Power, and Mana.

  • Attacker wins pay 1–15 FIT (members 2–23 FIT), modified by the matchup payout curve.
  • Essence Stones cost 250 FIT (members 200 FIT) and only shape future ascension appearance.
  • The Rite of Reclassing costs 2,000 Fitcoins.
  • Bloodline Relics cost 3,000 Fitcoins and only shape future ascension identity.
  • Mastery refund purchases have a purchase-window cap, so refunds are not unlimited even if you can pay.
  • Ascension rerolls use reroll tokens when available; Fitcoins matter when buying more reroll access.
Weekly Member Shelf What is the weekly shelf in the shop?

The weekly shelf refreshes each ISO week and features a discounted Essence Stone and Bloodline Relic, available to members only.

  • The shelf resets with each ISO week — items from the previous week cannot be claimed after the weekly refresh.
  • Shelf Essence Stone costs 150 FIT (vs 200 FIT member price, 250 FIT standard).
  • Shelf Bloodline Relic costs 2,400 FIT (vs 3,000 FIT standard).
  • Each item can be purchased once per week; the post-purchase state shows 'Claimed this week'.
  • Champion membership is required — non-members see the shelf as a teaser with a member join pointer.
  • A shelf refresh mid-session is handled gracefully; the screen refreshes to show the new week's items.
Reset Windows Which timers keep moving while I am away?

Daily and seasonal timers keep moving while you are away.

  • Raid windows, season timers, gift resets, and rival pressure windows continue offline.
  • Notifications can remind you, but they do not pause or extend a timer.
  • A missed notification never preserves a claim window.