All pages
Every page in the guide, by part.
Look-up pages
ItemsEvery item, recipe and drop
CreaturesHealth, power and loot
SkillsThe ladder, tier by tier
SpecializationsAll 14 pathsArms and armourWeapons and protection compared
Kingdoms & CitiesBuildings, kingdoms and cities
Getting Started
The map is the real world. Learn the two taps that do everything, and what the circle around you means.
Step 2 — Gather wood, stone and moreTrees, stone deposits and iron mines are scattered across the map. Everything you build starts here.
Step 3 — Build a workshop and craft your first gearCommon recipes work anywhere. The good ones — smelting, gear, meals — need a Personal Workshop on your own land.
Step 4 — Fight your first creatureDeer are gentle and drop the leather every flag needs. Wolves are not gentle. Learn the rhythm of a fight before you meet one.
Step 5 — Plant a flag and build a homeA flag claims the ground around it, gives you somewhere to teleport to, and is the only place your buildings can stand.
Step 6 — Understand your landThe tinted circle around your flag is yours. Here is what that protects, what it does not, and how other players can take it.
Step 7 — Travel between your flagsMenu ▸ Travel lists every place you can teleport to. Short hops are free; long ones cost Wayfeathers.
Step 8 — Say hello, add a friend, fill in your profileThe chat bar, your profile and the friends list are how Crownfront stops being a solo game.
Step 9 — Settle in a cityCities are player-built places with a market, a treasury and an elected Mayor. We recommend starting in Manhattan.
Step 10 — Where to go from hereKingdoms, skills, the forge, companions, the world boss. The tutorial ends; the game does not.
Territory & Buildings
Tap to move, the reach circle, the one fixed zoom, and how your real location is (and is not) used.
Flags and territoryClaiming land, where flags may go, how borders are drawn, attack and burn, repair, hardening, travel access and colors.
Buildings and interiorsEvery structure you can build, what land it needs, what happens inside it, and what falls when the land does.
Gathering & Crafting
Nodes, respawns, foraging, tools, weight, and burying things with a shovel.
Crafting and stationsCommon recipes, station recipes, smelting, blueprints, meals, timed runs and the Max button.
Enhancement and infusionThe forge takes gear step by step past +20; infusion is permanent; the Frozen Seal insures a try.
Rings and amuletsUnpolished pieces drop from any creature. Polish rolls a tier and a set of permanent powers.
Combat
Auto-combat, range, the red status dot, healing, damage and defense, and the counter-play between weapons and armor.
PvP, death and gravestonesWho may attack whom, the one free swing, what you drop when you die, and the stone that marks the spot.
Companions — trolls and golemsRecruiting trolls, building golems, stances, gear for your companions, and calling them to you.
The world bossThe Cinderroc roosts at volcanoes around the world, breathes fire, and takes a crowd to kill.
Skills & Progression
Travel & Trade
Saved places, Wayfeathers, fares by distance, passage requests, invites and city keys.
The Trade Hub marketEvery city's market: listings by category, partial buys, the city's cut, expiry, and selling Royal Sigils for crowns.
Direct trades with a Trade TentPitch a tent, invite a second player, lock offers and settle in one atomic swap.
The economyCrowns, Royal Sigils, materials, where money comes from and goes, and the public hourly census.
Kingdoms, Cities & People
Founding, ranks and permissions, the Kingdom Hall, chained territory, the vault, tax, the warehouse, towers, diplomacy and the log.
Cities and electionsFounding a city with three players, the Mayor, residency, city flags and towers, taxes, the Trade Hub, and the monthly vote.
Chat, mail, friends and enemiesChannels, @mentions, speech bubbles, the inbox, profiles, friendship, enmity, blocking and reporting.
Royal Sigils & the Crown Collection
What premium currency buys, where to get it, and the hotbar.
The Crown CollectionThe boutique inside every Trade Hub: hats, masks, decorations and ornaments, sold once and never again.
Items, Creatures & Places
The basic flag claims a circle of land, becomes a travel point, and is where every fight over territory begins.
The BuoyA flag planted on water. Same claim, same siege, same travel — a different name and a wet doorstep.
The Log CabinYour home: a sanctuary on your own land where nothing can attack you and only invited guests may enter.
The Personal WorkshopThe bench that turns ore into iron and unlocks every station recipe — meals, gloves, dyes, the shovel and more.
The Metallurgy StationWhere weapons are infused with metals and gems — permanently — and where Fire Metal is smelted.
The Golem WorkshopSummons worker golems on your city land and upgrades their number and speed with crowns.
The Kingdom HallThe building that turns a kingdom into a realm. Every kingdom flag depends on it — and falls with it.
The City HallRaised in three phases by three players on unclaimed land. The city lives while it stands.
The Trade HubA city's market. Anyone may walk in; every listing is city-scoped; the Crown Collection boutique lives inside.
The Wooden SignA message board you can plant anywhere at all — even on a rival's land. Cheap to make, easy to burn.
The SwordThe standard melee weapon and the first real one most players craft. Everything the forge can do, it can do to a sword.
The Wooden ShieldBlocks a share of incoming hits outright. Cheap, light, and part of the tutorial's first set.
The BreastplateThe heaviest of the starting armor family: the most defense, the most weight. Slows you a little in exchange.
The BackpackCarried, never worn. Every backpack you own raises your weight limit, and enhancing one raises it further.
The WayfeatherThe travel fare. Trips within a mile are free; longer ones cost Wayfeathers by distance.
The Forest DeerGentle, common, and the source of the leather every flag needs. Your first fight.
The Forest WolfAttacks on sight and chases. The first creature that will kill a careless new player.
The TrollHits hard, drops the best early loot, and — with Troll Lore — can be recruited to fight at your side.
The CinderrocThe legendary fire bird. A world boss that roosts at volcanoes, breathes fire, and takes a crowd to kill.
The Mourning SpriteButterfly-like creatures that live around some Mourning Trees. They only fight back.
The Silk SpiderFound in a slice of the world. Its silk is what a crossbow is strung with.
The Mourning TreeThe everyday tree: harvest it for wood, chop it down for more, or pick its berries.
The Stone DepositStone for workshops, halls, hardening and the heavier buildings.
The Iron MineOre that a workshop smelts into iron — the metal behind nearly every weapon and armor piece.
SmeltingOre into iron at the Personal Workshop. The step between gathering and gear.