Browse The Handbook
Basics And Loop
Weeks, raid night, onboarding, and what you actually do from Monday to wipe night.
Stats And Progression
PWR, TGH, MEC, morale, freshness, loyalty, gear score, knowledge, grades, and training.
Hall And Facilities
Hall stage costs, facility effects, exact upgrade prices, and what tends to pay off first.
Classes And Comp
The 13 demo classes, live archetype differences, and the shape of a stable 10-player comp.
Strategy Guide
Where smart play wins: recruiting, gold use, loot flow, stance calls, and reading wipes.
Tier 1 And Race
Boss order, dungeon unlock flow, season targets, and what the race board is really telling you.
Quick Facts
GenreRaid guild management sim
Your roleGuild manager, not raider
Roster floor10 raiders to raid at all
Weekly cap10 wipes, kills free
Season length20 weeks per live tier
Progression leversSkill times gear
Good first reading order
- Read Basics And Loop if you want the shortest route to "what matters per week."
- Read Stats And Progression if you are unsure why gear alone is not saving your raid.
- Read Strategy Guide once you are doing real progression pulls and making tradeoffs.
- Use Hall And Facilities and Classes And Comp as reference pages.
The big idea
Raid Night Manager is built around a two-lever model: roster skill and roster gear. Gear raises PWR and TGH. Training and boss knowledge raise the part of the roster that stops avoidable deaths. That is why the wiki keeps linking stats, strategy, and boss progression back to each other.
If you only optimize one lever, the season eventually punishes you. That is intentional.



