Modules overview
Everything the helper does is a module. Each module has one main switch and a few options, and every account has its own copy of all of them. There are no special builds for big or small accounts: the same modules run everywhere, and the switches decide what happens.
How modules take turns. Urgent things come first (alliance lucky eggs, treasure ships, rallies, pop-ups), then timed events, then routine work such as rewards, gathering and territory. A module that fails three times in a row pauses for 30 minutes while the rest keep going.
Account state decides the rest. A module only runs when the account can use it, for example alliance modules need an alliance and a feature must be unlocked in the game. You don't need to switch modules off for that.
| Module | What it does | Switches |
|---|---|---|
| Account identity | Your player name, alliance and server | 4 |
| General | Emulator connection and daily alliance chores | 51 (💰 9) |
| Rallies | Join monster rallies started by your alliance | 15 (💰 1) |
| Stamina & Raven | Stamina rallies, Raven enhancement and Hell Nurse | 23 (💰 3) |
| Falcon Tower & Alliance Duel | Falcon Tower missions and Alliance Duel | 8 (💰 1) |
| Pirate Ship | Spot, guard and claim pirate ships and crystals | 9 |
| Territory & Gathering | Territory patrol, Sanctuary, gathering, building, research, healing, training | 61 (💰 8) |
| Account growth | For new accounts: main quests, territory unlock, heroes, rewards | 28 (💰 2) |
| Events | Event calendar, event rewards, Cheese Trap, caravans, Ghoul Siege | 24 (💰 9) |
| Safety | Failure pause, re-login, ads, Kingdom War shield | 7 (💰 1) |
| Popups | Closes pop-ups in the background | 2 |
| Restart emulator early when memory is low | Restart the emulator before memory runs out | 5 |
Switch list exported from helper version: 2026-11-12 便携测试版 2eb32d0
The switch names under each label (like heal.enabled) are what support may ask you about.
