Gangs
Gangs are the heart of Ancients' social game. Team up to share a vault, unlock gang-wide upgrades, fight over outposts, raid rival cells, and climb the gang leaderboard for weekly payouts.
Creating a Gang
Run /g create <name> — it's free. Names can be up to 12 characters and may only use standard letters, numbers, and symbols. You become the gang's Leader.
/gang and /gangs work as aliases for /g everywhere.
Roster vs Active Line-up
Your gang has two layers:
| Layer | Size | What it means |
|---|---|---|
| Roster | up to 4 players | Everyone who belongs to the gang |
| Active line-up | up to 3 players | Roster members currently "subbed in" — they get gang chat, the vault, upgrade perks, and count for outposts |
/g invite <player>(Mod+) sends a roster invite. The invitee clicks Accept or uses/g roster accept./g join(aliases:/g sub,/g activate) moves you from the roster into the active line-up — no invite needed once you're rostered./g leavebenches you from the active line-up; you stay on the roster and can rejoin with/g join./g bench <player>(alias:/g kick, Mod+) benches an active member — they also stay on the roster./g roster leavestarts the process of fully leaving the gang;/g roster remove <player>(Mod+) starts removing someone else. Roster removal is designed around a 24-hour cooldown to prevent gang-hopping — when the delay applies, a countdown shows in/g rosterand either side can cancel it with/g roster cancelleave//g roster cancelremove./g autojointoggles whether you automatically rejoin the active line-up when you log in (when there's an open slot) or get a click-to-join prompt instead.- Heading into the AFK zone automatically benches you from the active line-up (freeing the slot for a teammate) — you rejoin automatically the moment you leave it.
While your gang is opted into KOTH, you can't bench members, leave, join, or disband until it ends.
Roles
Each roster member has a role: Leader → Co-Leader → Mod → Member.
/g promote <player>— promote someone up the ladder (Leader)./g owner <player>— transfer leadership (Leader)./g rename <new name>— rename the gang (Leader)./g disband— disband the gang permanently; asks you to confirm within 15 seconds (Leader).
Living Together
- No friendly fire — gang members can't hurt each other (except inside an arranged duel).
- Gang chat —
/g ctoggles your chat between gang-only and public;/g c gand/g c pswitch explicitly. Active members only. - Relationships —
/g enemy <gang>marks a rival (Mod+);/g neutral <gang>clears it. /g who [player|gang]shows any gang's info,/g rostershows your roster,/g listranks the top 10 gangs by online members, and/g rollrandomly picks one of your members — handy for splitting loot.
Gang Vault and Gang Bank
/g vault— a shared item vault, unlocked and expanded through/g upgrades(up to 6 rows). Only active members can open it, only in safe zones, and only one person at a time. Every deposit and withdrawal is logged — see/g vault logs./g gvault(alias:/g bank) — shared gang money. Mod+ can open the menu or use/g gvault deposit <amount>and/g gvault withdraw <amount>(amounts accept 1k / 1m / 1b shorthand).
Gang Upgrades
/g upgrades opens the upgrade menu. Upgrades are paid from your personal money balance, and every level also requires your gang to have enough Gang Points stored across its cells (shown on each upgrade). Costs start at $100,000 for a first level and climb steeply into the hundreds of millions.
| Upgrade | Max effect |
|---|---|
| Energy Gain | Ancient Energy gain increased by up to 20% |
| XP Gain | XP gain increased by up to 20% |
| Ore Gain | Ore gain increased by up to 20% |
| Shard Bonus | 20% more shards from mining |
| Wormhole Success | Wormhole enchant success chance increased by up to 10% |
| Outpost Cap Speed | Outposts capture up to 40% faster |
| Gang Vault | Up to 6 rows of shared storage |
Gang Points
Gang Points are a separate gang currency. Check your balance any time with /gp (also /gangpoints or /g points).
Earning: defeat shades and wraiths or take down caravan guards and caravan masters out in Forgotten Polis and Ancient Roads — higher-tier targets award more, and wraiths pay far better than regular shades. You'll also occasionally earn a point while mining ore.
Storing: points sit on your personal balance until you deposit them at a Stele of the Ancients in a cell. Buy a Stele for $100,000 from /shop (Cell Items) or /stele buy, place it in your cell's main room (or generator field), and right-click it to deposit. Each cell keeps its own pool.
Why deposit?
- The points stored in a cell speed up that cell's ore generators — the bigger the pool, the bigger the boost, with diminishing returns.
- Your gang's combined stored total (across every member's cells) gates higher levels in
/g upgrades.
The risk: stored points can be partially stolen. During a raid on the cell, an attacker can capture the Stele and walk away with 25% of that cell's pool — and while a raid is active you can't quietly withdraw the pool to safety.
Gang Leaderboard — /gtop
/gtop (alias /gangtop) ranks gangs by total cell value: the worth of every roster member's cells — cell price, crude ore, ore generators, and guard upgrades combined. /ctop shows the same idea for individual cells.
Weekly payouts: at the end of each of the first 4 weeks of a map, the top 3 gangs on /gtop earn Obols, paid to the gang leader:
| Rank | Per week | Over the map |
|---|---|---|
| 1st | 3,750 Obols | 15,000 Obols |
| 2nd | 2,500 Obols | 10,000 Obols |
| 3rd | 1,250 Obols | 5,000 Obols |
Outposts
Five outposts — Chain, Gold, Iron, Diamond, and Netherite (styled in-game as The Chain Garrison, The Gilded Stronghold, The Iron Fortress, The Diamond Citadel, and The Netherite Bastion) — are standalone battlegrounds your gang can capture for powerful passive buffs. They unlock for the whole server through the community Fund (Fund II), which is already complete on the current map.
Getting there
/outpost opens the warp menu; /outpost <name> (or a number 1–5) warps you straight there. You must be in a gang to enter. Each outpost caps what you can wear and wield by its tier — Chain allows chain armor and wood weapons, and each tier up allows that material and below, up to Netherite. Only one account per household connection may be inside an outpost at a time.
Capturing
Stand inside the capture circle to push the progress bar up — more gang members on the point means faster progress, and capture speed gets further boosts from the gang upgrade, certain armor trims, and your prison rank. If two gangs stand on the point it's contested and progress freezes. Standing on a point another gang controls drains it toward neutral first.
At 100% your gang controls the outpost: you get its buff set, plus access to a private owners' area. Reclaiming a point you already own (after it gets knocked down) progresses at double speed.
- A gang can hold at most 2 outposts — capping a third releases your oldest one.
- If every member of the controlling gang logs off, control slowly decays until the outpost goes neutral.
- Dying at an outpost locks you out of returning for 5 minutes, growing with repeated deaths in a short span.
/outpost abandon <name>(Mod+) gives one up voluntarily.
Outpost buffs
Five buff sets exist, and they rotate between the outposts once per day — check /outpost to see which outpost currently carries which set. Buffs apply to all members of the controlling gang while the point is held.
| Buff set | What you get |
|---|---|
| Power | Ancient Energy gain increased by 50% • meteorite ore increased by 50% • 50% less /extract cost • 10% chance to save black/white scrolls on death |
| Tycoon | ore drops increased by 20% • sell value increased by 20% • no sell tax • 15% more PvE damage (excludes bosses) |
| Scholar | XP gain increased by 20% • 50% less /xpextract tax • 50% more shards |
| Drifter | 30% more key components and 50% more calcite charges in the Calcite Caverns • cavern ores respawn twice as fast • 20% less warp/teleport time |
| Idle | 10% chance to double PvE drops • 25% more PvE damage and 25% less PvE damage taken (excludes bosses) • luck on PvE loot rolls increased by 20% • 25% more AFK points • +1000 AFK point cap |
Gang Raids
Raids let your gang break into a rival's cell, smash its riches, and capture its Stele.
Starting a raid
/raid opens the raid browser — pick an occupied cell and the raid starts immediately. You can't raid:
- a cell belonging to your own gang,
- a shielded cell (cells get a long shield after surviving a raid),
- a cell inside its daily 12-hour protection window (every cell is only raidable half the day — the browser shows the window),
- while your gang already has a raid running, or the cell is already being raided.
All gang members are automatically joined when the raid starts — there's no separate join step.
During the raid
- Attackers fight through the cell's defenses — raid doors and defender guards — to reach the goods inside.
- Breaking the cell's generators and crude ore "takes" their value. A boss bar tracks raid progress in dollars toward a cap based on the cell's total worth; hitting the cap ends the raid as a success.
- Stele capture: stay next to the defender's Stele for a 60-second capture to transfer 25% of that cell's stored Gang Points to your personal balance. One capture per raid.
- Raids run on a hard timer that scales with the cell's tier — from 90 minutes for low-tier cells up to 3 hours at the top end — and end early if attackers go quiet for 10 minutes.
/raid infoshows both countdowns. - Anyone can watch from the spectator hallway with
/raid view <cellId>(e.g./raid view High-A-22) — attackers excluded.
Aftermath
When a raid completes, the defender's cell is shielded from further raids for 24 hours.