Gangs and outposts guide
Join a gang on day 1. This guide covers why, which gang upgrades to buy first, which outpost to hold today and how gang top is scored. The full rules are on Gangs, Gang Upgrades, Outposts and Gang Leaderboard & Reputation.
Why a gang
A gang is up to 5 players, leader included. Being in one gives you:
- Gang upgrades that apply to every member.
- A shared gang vault on top of your own personal vaults, once the gang buys its first row.
- Outposts. You can't warp to one without a gang.
- A place on gang top. The top 3 gangs are paid Obols every week, and the top 10 earn Reputation at the end of the map. Reputation is a permanent score shown by your name in chat.
- Allies at KOTH. Everyone outside your gang is disguised in the arena. Your gang mates look normal.
- No friendly fire between members.
Gang points, generators and gang raids are gone. Siege raids are solo, and a gang's score comes from its members' Siege trophies.
Finding one
Run /g recruit to open the recruit board. Open gangs let you in with one click. Others take a request. A board join starts a 2 hour trial in which you can leave at once. A gang only gets 2 of these instant exits a day. After that, leaving takes the normal 24 hours.
No gang fits? /g create <name> is free. "Find Your Gang" is a Getting Started quest step, and it completes whether you join or create.
Leaving a gang outside a trial takes 24 hours, so pick with some care. See Gang Membership & Roles.
Upgrades: what to buy first
/g upgrades. Upgrades cost money only. Any member can buy a level and pays from their own balance, so everyone chips in. The gang bank (/g gvault) does not pay for upgrades.
Every track uses the same price ladder, and the next level's cost is on the icon. Levels 1 to 4 cost $100k, $250k, $700k and $1.75M. From level 5 each level costs $5M or more.
Buy in this order:
- The first four levels of Energy Gain, XP Gain and Ore Gain. Every member mines from day 1, so these three pay all five of you at once. Each level is 1% increased Ancient Energy, XP or ore for the whole gang, and four levels of one track cost $2.8M in total.
- The first row of the Gang Vault, if the gang wants shared storage. The vault is locked until someone buys that row for $100k.
/g vaultopens it, in a safe zone only. - Whatever the gang does most. Expedition Item Quantity, Boss Keys Found and Hunter XP Gained for gangs that run Expeditions and level the Hunter tree. Shard bonus for gangs that mine shards.
- If your members own Siege bases, Drachma Gained and Tribute Gained. They cap at 10 levels, and a whole track costs about $58M.
- After that, keep adding levels to the tracks you use. The top levels of the 20-level tracks cost hundreds of millions each.
This order is a starting point worked out from the prices. There is no Map 5 play data behind it yet.
Don't disband to reshuffle members. Disbanding loses the gang's upgrades.
Outposts
There are five outposts, open from day 1. Each has a gear limit:
| # | Outpost | Gear limit |
|---|---|---|
| 1 | The Chain Garrison | Chain gear and wood weapons |
| 2 | The Gilded Stronghold | Gold or lower |
| 3 | The Iron Fortress | Iron or lower |
| 4 | The Diamond Citadel | Diamond or lower |
| 5 | The Netherite Bastion | Netherite or lower |
/outpost opens the menu. Each tile shows today's major and minor buff, the gang that holds the outpost, the capture progress and the gear limit. /outpost <1-5> warps you there. The warp is refused while anything in your inventory is above the limit, worn or not.
Start at the Chain Garrison. Everyone there is in chain gear with wood weapons, so a new gang fights on even terms and has little to lose. Chainmail only comes from the Aegis and Ares G-Kits claimed under level 30, and wooden swords and axes are in /shop. Deaths at an outpost are full loot: see Death & Item Loss.
- A gang holds one outpost. Capturing a second releases the first.
- Each outpost carries a major buff and a minor buff. Seven buff sets rotate over the five outposts every day, so two majors and two minors sit out each day.
- To capture, stand in the capture circle. More gang members on the point capture faster. The capture only advances while yours is the only gang on it, so clear the point first.
- Stand on a point another gang holds and it drains to neutral first. Keep standing and it then captures for you.
- An outpost decays while every member of the gang is offline. Keep someone online if you want to hold it.
- Dying at an outpost bans you from outposts for 5 minutes, longer if you keep dying.
- Only one account per connection can be inside an outpost.
Outposts are PvP. The PvP guide covers gear and fighting.
Which outpost today
Check /outpost after each daily rotation and take the major that fits what your gang is doing.
| Your gang is | Hold the major | What it gives |
|---|---|---|
| Leveling, under the level cap | Experience | 20% increased XP gain, 50% increased shards |
| Mining at the level cap | Energy | 50% increased energy gain, 50% increased ores from meteorites |
| Mining for money | Wealth | 20% increased ore drops, 20% increased sell value |
| Running Expeditions and bosses | PvE | 25% more PvE damage, 10% less PvE damage taken, 10% chance to double PvE drops, 20% increased luck on PvE loot |
| Working the Calcite Caverns | Calcite Caverns | More key component chance, cheaper calcite enchant attempts, faster ore and cluster respawn |
| Building Siege bases by mining | Drachma | 30% increased Drachma gained |
| Training guards by hunting | Tribute | 30% increased Tribute gained |
XP does nothing for a member who is already at the level cap, so switch from Experience to Energy once most of the gang is capped.
The minor comes with the outpost, so use it to break a tie. The Drachma and Tribute minors are 15% each, and the PvE minor is 15% more PvE damage and 15% more Hunter XP. The full list is on Outposts.
The major you want may sit behind a gear cap your gang can't win at, or may be out of rotation today. Take the next best one.
Gang top
/gtop shows the board. A gang's score is the sum of the trophies its best 5 members hold above the 400 everyone starts with. Five members at 400 score 0.
- Five members who raid beat one who raids a lot. Every member should own a Siege base and use their 3 attacks a day.
- Each week the top 3 gangs are paid Obols per counted member. A member is only paid if they attacked at least once that week.
- At the end of the map the top 10 gangs earn Reputation.
Trophies and leagues are explained on Siege Trophies & Leagues. There is also a Siege Trophies Won board on the weekly boards.
Rules
Read the teaming and trucing rule at ancients.gg/rules before you make a deal with another gang. See Rules & Support.