Skip to content

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.

ModuleWhat it doesSwitches
Account identityYour player name, alliance and server4
GeneralEmulator connection and daily alliance chores51 (💰 9)
RalliesJoin monster rallies started by your alliance15 (💰 1)
Stamina & RavenStamina rallies, Raven enhancement and Hell Nurse23 (💰 3)
Falcon Tower & Alliance DuelFalcon Tower missions and Alliance Duel8 (💰 1)
Pirate ShipSpot, guard and claim pirate ships and crystals9
Territory & GatheringTerritory patrol, Sanctuary, gathering, building, research, healing, training61 (💰 8)
Account growthFor new accounts: main quests, territory unlock, heroes, rewards28 (💰 2)
EventsEvent calendar, event rewards, Cheese Trap, caravans, Ghoul Siege24 (💰 9)
SafetyFailure pause, re-login, ads, Kingdom War shield7 (💰 1)
PopupsCloses pop-ups in the background2
Restart emulator early when memory is lowRestart the emulator before memory runs out5

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.

AFK Atlas is an independent third-party tool and is not affiliated with the game's developer or publisher.
Disclaimer · Privacy Policy · Support