Titan Spine Daily Checklist
Dailies → claim every milestone chest → offer alliance help. Then reinforce whatever Lookout leadership just put down. That is the whole job. Everything below is detail.
The allowance does not roll over. A day the alliance finishes under 30,000 is territory nobody can buy back later — which makes this a participation problem, not a power problem.
Where these numbers come from
Our season is running — it started 11 October 2026 and ends about 25 November. The material and lookout figures were read off a live season on another server before ours began: in-game screenshots, not community reports, but not yet confirmed against our own season. Re-check them and post anything that differs. See BEST GUESS 053.
The Influence, Honor and fortification numbers are different — those were measured in our own season on 13 October and are firm.
The maths that makes this urgent¶
| Observed | Value |
|---|---|
| Cost of one Alliance Lookout | 2,000 building materials |
| Materials the alliance can gain per day | 30,000 (hard cap) |
| Material storage cap | 60,000 |
| Alliance Buildings cap | 300 |
| One daily-task milestone chest paid | 300 Lookout Building Materials |
| What an active alliance actually banked that day | 29,150 of 30,000 — 97% of cap |
Three things fall straight out of that:
You can build at most 15 lookouts a day. 30,000 ÷ 2,000. There is no way to buy past it, no matter who spends what.
Filling the 300-building cap takes 20 days at best. And only if the alliance caps its materials every single day from day one. Miss a third of the allowance each day and it is a month.
It takes the whole roster, not the top ten. The one milestone chest we can see pays 300 materials. Hitting 30,000 means the equivalent of a hundred of those in a day. The alliance in the screenshot reached 97% of cap — so capping is clearly achievable, but it is achievable because everyone turned up.
Territory decides what you can attack. You can only attack ruins adjacent to your territory, so every lookout you fail to build is a target you cannot reach later. The first ten days set the map you fight on for the remaining thirty-five.
Alliance Influence — the one most people get wrong¶
Influence is the sum of what your alliance currently holds. Not what you fought through, not what you built — what you occupy right now.
Gatehouses and Bridges are worth zero. A Lv.9 Gatehouse with three million durability contributes nothing. They open movement and pay Feat; they do not pay Influence. Every structure below does:
| Structure | Influence | Structure | Influence | |
|---|---|---|---|---|
| Bunker Lv.3 | 2,000 | Fortress Lv.6 | 10,000 | |
| Bunker Lv.4 | 4,000 | Fortress Lv.8 | 20,000 | |
| Bunker Lv.5 | 6,000 | Ruin Lv.9 | 30,000 | |
| Bunker Lv.6 | 8,000 | Titan Sanctum | 45,000 | |
| Bunker Lv.7 | 12,000 | Gatehouse / Bridge | 0 |
Lose a structure and the Influence goes with it — which is why defending what we hold counts as much as taking more.
The arithmetic of reaching anything: each lookout claims a 9 × 9 box and costs 2,000 materials. Structures have their own box, and you only need the two boxes to touch — not to reach the structure's centre. So
lookouts ≈ (distance − 4.5 − the structure's reach) ÷ 9
A target 90 units out is about 9 lookouts and 18,000 materials, two thirds of the alliance's daily cap. Things a little outside our border are often takeable right now, for nothing. Demolishing refunds 1,600 of 2,000, so a misplaced lookout costs 400 to undo.
Three scores, earned three different ways¶
Before the list: you are earning three separate things, and they do not overlap. A member can top one and contribute nothing to another.
| What it pays | What earns it | |
|---|---|---|
| Occupation | The alliance's final rewards | Holding ruins and the Sanctum at the end |
| Alliance Feat | Your share of T11 troops from our ruins | Reinforcing Lookouts, fighting at ruins |
| Honor | Your own ranked rewards | Huts, collecting season soldiers, fortifying |
Daily tasks earn none of the three directly — and they still matter most, because they are the only source of building materials, and no materials means no territory, no reachable ruins, and therefore no Feat and no Occupation.
Every member, every day¶
Work top to bottom. The first three are the ones that actually fund the alliance.
- Clear every daily task. This is the material tap. Not optional, not "when I get round to it" — the alliance's building rate is literally the sum of these.
- Claim every milestone chest on the daily bar. Finishing the tasks is not the same as collecting. Unclaimed chests pay nothing.
- Offer alliance help as often as it is offered. It appears as a daily task at both 5 and 20 helps, it costs you nothing, and it is the cheapest progress on the board.
- Take and hold huts — and always the highest level you can beat. Huts pay Honor as well as free season troops, and Honor climbs far faster than the garrison: a Lv.2 hut is 5 Honor behind 4,000 defenders, a Lv.6 is 35 Honor behind 8,000. Seven times the Honor for twice the fight. Never spend a march on a low hut when a higher one is in reach. Hold it and collect the soldiers — collecting season soldiers is Honor too, and an hour a hut is not yours is production gone.
-
Hunt for fortification backbone — advanced wild creatures, advanced rally targets, Ketzel Kawad. Ketzel Kawad does not appear in the normal search, so go looking deliberately. The buffs last the whole season, and fortifying is one of the three ways to earn Honor.
Spend it in this order — Honor per backbone, measured 13 October:
Building Honor per backbone Hospital, Trading Post, Treasure Hall 0.35 Rally Center, Beast Management 0.17 – 0.22 Basecamp 0.12 Warrior / Shooter / Rider Camps 0.12, down to 0.06 by Lv.13 Hero Pub, Rally Hall 0.05 – 0.09 Basecamp is the trap — biggest Honor numbers on screen, poor value. One upgrade cost 868 backbone for 104 Honor; the same 868 spent on the top row returns about 273.
Build a staircase, not a flat line. Every class loses about 10% efficiency per level and they all lose it at the same rate, so the order never changes — the right shape is a fixed gap. Keep each class this many levels below your Hospital:
Class Levels below Hospital Hospital, Trading Post, Treasure Hall 0 — the anchor Basecamp 3 Alliance Hall 6 Rally Center, Beast Management 7 Warrior / Shooter / Rider Camps 10 Rally Hall, Hero Pub 11 Research Lab 11 Hospital at Lv.20 means Basecamp 17, Camps 10, Research Lab 9. Push the good ones high and leave the weak ones low — levelling everything evenly is the mistake. Camps still deserve their rung for T11 troop output.
The building-level gate usually stops you first: a Lv.11 fortify needs the real building at Lv.11. 6. Help build lookouts when one is under construction. It earns alliance feat, and feat ranking decides how many season T11 troops the alliance earns from ruins. Helping a tower you do not personally care about still pays you. 7. Heal your injured season troops at the season drill ground. Your potion supply is the real constraint, not your troop count. 8. Fight. Season Rescue refunds part of what healing costs and returns killed soldiers to your outpost at season end. Hoarding your army wastes a system built specifically so you would not.
If you only have five minutes
Dailies, claim the chests, offer alliance help. That is the part the alliance cannot do without you. Everything else can wait for the evening.
R4 and R5, additionally¶
- Spend down the material stock. Only R5 and R4 can build lookouts, at 2,000 each. Storage caps at 60,000 — bank more than that and the overflow is simply lost, along with the day's work that earned it.
- Build along a planned chain, not outward at random. Lookouts only go on tiles adjacent to existing territory, so early placements constrain every later one, and the 300 cap is finite. Sketch the route to your chokepoints first.
- Watch the daily allowance. If the alliance is finishing days well under 30,000, that is a roster problem — name it early, while there is still season left to fix it.
- Keep gatehouses and bridges in view. They gate movement between regions. A chokepoint held is a stronger alliance kept out.
The first ten days¶
Expect the opening stretch to be PvE and building only — one provisional account has PvP gated behind a milestone roughly a fortnight in (BEST GUESS 035). Use it:
- Days 1–3 — everyone on dailies from the first login. Take nearby huts. R5 plans the lookout route before spending anything.
- Days 4–10 — cap the daily materials every day. Push the chain toward your chokepoints. Fortify outposts. Build feat by helping every tower.
- Do not sit on materials waiting for a better plan. Storage caps at 60,000 and the daily allowance does not roll over.
- Do not go hunting fights you cannot reach. Territory first; adjacency is what makes attacks possible at all.
What we do not know yet¶
Stated plainly so nobody plans around a gap:
- Two of the daily tasks are unreadable in our screenshot — a reward popup covers them. One shows
0/40000, the other0/1. The full task list needs a clean capture on day one. - Only one milestone chest's contents are known (300 materials, 2 Refinement Keys, 60 Exploratory Pass Points, and a Mining Lamp). The bar runs to five chests at 20, 40, 60, 85 and 110 points; the rest are unrecorded.
- Whether these caps hold on our season — different server, possibly a different season. See BEST GUESS 053.
- Entry requirements are still disputed and this site prints no figure. Leaders: read the panel in game. BEST GUESS 006.
If you can fill any of those in once our season starts, post the screenshot in Discord and this page gets corrected.
Related: Titan Spine Map — where every structure is. · Titan Spine Isle — the confirmed mechanics, phase by phase.