Shown in the app's own themes — pick the one you run. Light or dark follows the toggle above.
Marching tasks
Rally Setter
Start your own Alliance War rallies on bosses from a Coordex board — one slot per march, each hunting its own ranked list.
Rally Setter starts your own Alliance War rallies on bosses. It takes boss coordinates from a Coordex board, finds each boss on the World Map, opens it and sets a 5-minute rally with the march you gave that boss. You decide how many rallies stay out at once (one slot per march), what each march carries, and which bosses each slot hunts, best first. To join rallies other players start, use Rally Joiner instead; to attack bosses with a single march rather than a rally, use Solo Hunt.
Where: Instances ▸ open an instance ▸ Task setup ▸ Rally Setter. Rally Setter is a plan task: add it from Add to plan on the Tasks card of Duties, where you also set its place in the order. Its settings window there has no How often — it runs whenever a march is free — but it does offer When it may run, and Stop after as a run length in minutes (not the rally count on this form).
Slots
Clear on Stop
The spine's entry mark
Column heads
BOSS POOL — faces and the pool
State word
Track
A cell — PRESET on lane II
Lane III — its numeral
Ask earlier · Ask later · Sit out · Remove slot
+ Add slot, in the ghost lane
Board & limits
Map chart
Coordex board
Home chip — Boards live in Coordex → Boards.
Max distance
Stop after
Doctrine
Stamina
Refill
Consume order
Auto heal
Auto heal status line
WHEN
WHAT
The Rally Setter form: 01 — SLOTS, three lanes on the spine with the ghost lane under them; 02 — HUNTING GROUND, Board & limits beside Stamina; 03 — AUTO HEAL.
Set it up
In Coordex, make sure a board covers your server and is collecting bosses. Give the board a Home if you want to limit how far the rallies go.
In the game, save the march presets you want to rally with, each holding the generals and troops that rally should take. A slot you set up entirely on its lane needs no in-game preset.
Open Instances ▸ your instance ▸ Task setup and click the Rally Setter card.
Under 02 — HUNTING GROUND, pick your board in the Coordex board drop-down on Board & limits.
Under 01 — SLOTS, click + Add slot in the ghost lane. On the new lane click the outlined PRESET cell, pick a preset and click Use this. The GENERALS and TROOPS cells fill in as The preset's own.
Click the lane's BOSS POOL cell. Pick a pool and click Use this pool — or click + New pool, type a name, click bosses in the order they should be rallied, click Done, then Use this pool. While you have no pools at all, the cell opens the pool editor straight away.
Repeat for every rally you want out at the same time, up to six. Each finished lane reads READY.
Optionally switch on Stamina, set Max distance and Stop after, and set up Auto heal.
Click Save changes at the top right. If Rally Setter isn't in the plan yet, the settings are kept for it but nothing runs — add it from Add to plan on Duties.
How the form works
The form opens under the line Set your own boss monster rallies — from a Coordex board.All tasks at the top left goes back to the Task setup grid.
A cell that ends in an arrow (›) is one button: click anywhere on it and a popup asks that one question. A popup works on a copy, so Cancel, its title-bar ✕ or Esc changes nothing. From the keyboard, Tab to a cell and press Enter.
Save changes appears at the top right as soon as the form differs from what is saved, and disappears once the save lands. A saved change reaches a Rally Setter that is already running — no Stop needed.
Boss pools save differently. A pool is shared by every instance rather than stored in this form, so the pool editor's Done saves the pool at once and a pool delete happens the moment you confirm it. Pools are kept in step across your PCs. Which pool each slot uses is part of the form, so still click Save changes.
The number capsules (Max distance, Stop after and the heal numbers): drag the number sideways to scrub, click it to type an exact figure, click − or + (hold to repeat), or scroll once the capsule has focus.
A value too long for its cell is cut short so every lane keeps the same height; point at the cell — its tooltip opens with the whole answer, then what the cell changes.
A cell whose answer you changed is marked for a moment once the lanes redraw, so you can see what moved — a new lane too.
01 — SLOTS
A slot is one march. Rally Setter keeps one rally out per READY slot, so three READY slots can have three of your rallies out at once. The slots are drawn as lanes stacked in one column, in the order a coordinate asks them, top first: a coordinate goes to the first free slot whose pool ranks that boss at that level. Each lane reads left to right — who it is, what it holds, what it is doing — and every lane is the same height, so the stack reads as one chart.
The spine's entry mark
Column heads
State word
Track — OUT, with its bar
✕ — forget this march's timer
The lit path to the first free lane (II)
NOT SET — the outlined next cell
The track's next step
Numeral — lane IV
SAME PRESET — "Preset 1 taken."
Asking to remove — Keep / Remove
Ask earlier · Ask later · Sit out · Remove slot
Ruler — FREE IN
+ Add slot, in the ghost lane
Notes at the foot of the card
Five lanes on the spine — I with its march out, II free, III not set up yet, IV on the same preset as I, and V asking before it is removed — with the ruler under them, the ghost lane, and the notes at the foot of the card.
Slots
The card title. Pointing at it says One slot is one march. Six is every march the game will send at once.
Clear on Stop
The one switch in the card header. On: when you press Stop, Rally Setter forgets which of its marches are still out: every lane's track resets, and the next run treats each slot as free and finds out from the game. Off: the tracks keep counting through your Stop. Stops the app makes on its own always keep the tracking, and no march is recalled in the game either way. Default: on.
Column heads
One row over the stack — SLOT · PRESET · GENERALS · TROOPS · BOSS POOL — printed once for every lane.
The spine
The rail down the left that shows the firing order. Its entry mark, in the heads row, is where a coordinate comes in; each lane hangs from a lamp on the rail — green when it can send, blue, purple or orange while its march is busy, hollow when it is not set up or has a fault, a dash when it sits out. While a lane is free an accent path runs down the rail to the first free lane that can send, which wears a ring. Pointing at the entry mark gives the rule and which slots are free now — Free now: slot II., or Every slot that can send is busy — slot II is back first, in 1:12. With no board picked (orange), or a board Coordex no longer has (red), a click on it takes you to the Coordex board drop-down.
+ Add slot
In the ghost lane at the foot of the stack — a dashed outline where the next lane will appear, with a caption saying where it goes: Slot IV · asked after III. Adding asks nothing: the new lane reads NOT SET. When you have exactly one boss pool, the new slot is given it. Greyed out at six slots; pointing at it says 6 is the most marches the game will send at once.
No slots yet
Shown in the ghost lane while there are none: No slots yet — the Setter has nothing to send. Add one for each rally you want out at the same time, up to 6.
Notes at the foot of the card
A lamp and a sentence for something a lane cannot say for itself: Slot III isn't set up yet — it sits out until it is. · Slot IV loads preset 1, which an earlier slot already loads — one march can't be out twice, so it sits out. · Slot II's pool “Weekend bosses” has no bosses yet. · Slot II points at a pool this task no longer holds — pick another, or the run skips it. · Every slot is sitting out — switch one on. · Max distance 300 km can't apply — board “Server 480 bosses” has no Home, so every tracked boss is rallied at any distance.
A lane
Numeral (I, II, III …)
The slot's place in the asking order, under SLOT; pointing at it says Slot III — asked third when a coordinate arrives. Slots use Roman numerals and presets use digits, so Slot III is never mistaken for Preset 3. Removing or moving a slot renumbers the ones below it.
ASKED FIRST
Beside the numeral of the one lane that would take the next coordinate — the first slot that can actually send.
State word
Under the numeral, one word for what this slot will do: READY, NOT SET, SAME PRESET, NO POOL, POOL EMPTY, MISSING POOL or OFF. See Slot states below.
PRESET
Which in-game march preset the rally window loads: Preset 3, None — set here, or Not chosen. Opens the Preset popup. Default for a new slot: Not chosen.
GENERALS
Who leads the march: The preset's own, a general preset in quotes such as “Rally generals”, or Not chosen. Opens the Generals popup.
TROOPS
What the march carries: The preset's own, a typed line such as T14 1M Mounted — with (min 800K) when a minimum is set — or Not chosen. Pointing at the cell shows the exact figures. Opens the Troops popup.
BOSS POOL
The pool this slot hunts: the faces of its first three bosses, best first, then Weekend bosses · 4 bosses, No pool, or Missing pool in red. Pointing at the cell lists the pool's first six ranks. Opens the Boss pool popup.
The track
The lane's second line: a word, then a sentence. It counts this slot's march down while it is out, and otherwise names the slot's next step. See The track below.
Ask earlier / Ask later
The up and down arrows at the end of the track. They move the slot one place up or down the asking order. The top lane cannot move earlier and the bottom lane cannot move later.
Sit this slot out — it keeps its setup.
The power button. The lane then reads OFF and its track SITTING OUT, and nothing on it is lost. The same button, now Bring this slot back in., switches it on again. A slot that sits out frees its preset for another slot.
Remove slot
The bin. The lane asks first, in place of its cells: Remove slot V? Its preset, pool choice and loadout go with it. — Keep or Remove. The pool itself is not deleted.
An unanswered cell reads Not chosen over a dashed line, and the one cell the next step names is outlined, so a new lane shows at a glance which question to answer next.
Slot states
READY
Set up and able to send: it loads a preset (or is fully set up on the lane with None), its generals and troops are answered, and its pool holds bosses the Monsters library still has. Green.
NOT SET
Something on the lane is unanswered. The track names the first gap: Pick a preset. · Pick generals. · Set the troops. A slot on None stays NOT SET until it has both a general preset and a typed troop line. It sits out until it is finished. Its lane is a dashed outline and its numeral hollow.
SAME PRESET
An earlier slot that is switched on already loads this preset (Preset 3 taken.). The game has one of each general, so this later slot sits out. Give it another preset, or put its bosses in the earlier slot's pool. Orange edge.
NO POOL
No pool is attached (Attach a pool.), so it has nothing to hunt. Orange edge.
POOL EMPTY
Its pool has no bosses the Monsters library still holds (Pool is empty.). Orange edge.
MISSING POOL
The slot points at a pool that has been deleted (Pool is gone.). Red. The run skips the slot until you pick another pool.
OFF
You switched the slot off with its power button. It keeps its setup; its answers and numeral dim.
A lane wears one word only — the most serious that applies, in this order: OFF, MISSING POOL, NOT SET, SAME PRESET, NO POOL, POOL EMPTY, READY. Fix that one and the next shows. Point at an AT REST track for the full sentence.
The track
Each lane's track is one row of a time chart. While a march is out, a bar runs from the start of the track for as long as the slot has to wait, on one time scale every lane shares — so the next march home is the shortest bar. The ruler under the last lane is that scale: FREE IN, then now, +5m … +20m, or a longer scale such as +1h when a countdown needs it, with a faint line up through every track at each tick. The ruler is drawn only while a march is timed. The tracks refresh every couple of seconds while the form is open, whether or not the instance is running; a march's track keeps counting after a Stop unless Clear on Stop resets it.
AT REST
No march of this slot is out. Beside it, the slot's next step (for example Attach a pool.), or Nothing out. when the slot is ready. Pointing at a ready track says This slot's rally window is a fixed 5 minutes; its track counts down to when it can set the next one.
SITTING OUT
The slot is switched off: Sits out until switched on. The whole track is hatched.
OUT
The rally is set and the march is away: Free again in 12:40, with a blue bar. The time covers the 5-minute rally, the march there and back, and a few seconds for the troops to settle.
COOLDOWN
The last seconds of that countdown, when the troops are effectively home: Troops home in 0:08, with a purple bar.
GENS OUT
Only while a run is open: this preset's generals were found away on another march, so the slot waits before looking again — Generals away · wait 0:45, with a hatched orange bar.
PARKED
The generals have been found away five times or more; the slot still re-checks, just less often — parked · try 6, with a dotted line.
✕
Shown on OUT and COOLDOWN: Forget this march's timer. The slot is treated as free straight away. This changes tracking only — the march is not recalled in the game, and the next pass learns the real state again.
The Preset popup
None
Preset 2 (checked)
Preset 1 greyed
The caption under the grid
Use this
The Preset popup — None and presets 1 to 8.
The march preset the game loads before this slot rallies. Its generals and troops come with it.
None
No in-game preset; pointing at it says No preset. This slot's generals and troops are set on the card instead of coming from a preset. Choosing None clears the GENERALS and TROOPS answers that only came from a preset; a general preset or typed troops you chose yourself are kept.
Preset 1 … Preset 8
The numbered march preset to load. A preset another switched-on slot already loads is greyed out, and pointing at it says Slot I already loads it — the game has one of each general. Choosing a preset fills any unanswered GENERALS and TROOPS cells with The preset's own; answers you gave yourself are kept.
Caption
Under the grid, what the choice means: Nothing chosen yet. Pick the preset the March window loads for this slot — or None to set the slot up here instead. · Preset 3 is loaded in the March window first, so its generals and troops become this slot's unless you change them. · No preset is used on this slot. It picks its generals from a general preset and takes the troops you type, both set on the card.
Use this
Applies the choice. Greyed out until something is chosen.
The Generals popup
The preset's own
A general preset (ticked)
General-preset drop-down
Manage your general presets (layers button)
The note line
Save
The Generals popup with A general preset chosen.
Who leads this march. The rally window opens on the general picker, so this is the first thing the run answers.
The preset's own
Whatever generals preset 3 holds right now. Under it: Re-save the preset in the game to change who marches. Unavailable on a slot with no preset — No preset on this slot, so there are no generals to inherit.
A general preset
Pick the generals yourself, from a saved general preset. A drop-down appears listing your general presets, with — none — first; a preset that was renamed or deleted stays listed so you can see what the slot still names. Before the march goes, the bot seats generals from that preset on the rally window. If none of them is free the rally waits — it never marches with generals nobody chose.
Manage your general presets
The stacked-layers button beside the drop-down. Opens Manage general presets; the drop-down re-reads your presets when you close it.
Notes
Nothing chosen yet — pick one above. · No general presets yet — make one under Resources → Generals. · Pick a general preset. · “Rally generals” isn't in your general presets any more — pick another. · This preset holds no main generals. · “Rally generals” holds 2 mains.
Save
Applies the choice. Choosing A general preset without naming one leaves the row reading Not chosen.
The Troops popup
The preset's own
Typed (ticked)
TYPE crests
TIER chips
COUNT box
MINIMUM box
The line and its ✕
Standing note
Save
The preset's own
Typed (ticked)
TYPE crests
TIER chips
COUNT box
MINIMUM box
The line and its ✕
Standing note
Save
The preset's own
Typed (ticked)
TYPE crests
TIER chips
COUNT box
MINIMUM box
The line and its ✕
Standing note
Save
The Troops popup on Typed, with one line and a minimum.
What the march carries once its generals are set.
The preset's own
March with whatever preset 3 holds. Re-save it in the game to change it. Unavailable on a slot with no preset — No preset on this slot, so there are no troops to keep.
Typed
Say how many of one tier per troop type — the composer opens below. A slot sends one troop type at one tier.
TYPE
Mounted, Ranged, Ground, Siege. The type holding the line shows its tier, for example Mounted · T14, and pointing at it reads the line back. Picking a tier on another type moves the line there, count and minimum included.
TIER · Mounted
One chip per tier your Troops library knows for the chosen type (T1 to T15 while it knows none). Under the chips: Pick a type and a tier, then type how many. A slot sends one troop type at one tier.
COUNT
How many to send. The box reads Pick a tier first until a tier is picked, then How many T14 Mounted. It accepts 1000000, 1,000,000, 1 000 000, 900k or 1.5m, up to 100,000,000. The line appears as soon as a readable count is typed — there is no Add button. Enter, Tab or leaving the box only tidies the number (1.5m becomes 1,500,000); Enter does not close the popup.
MINIMUM
Optional; the empty box reads none. Under it: Minimum is optional. With one, the slot still rallies when the game loads fewer than the count, as long as it loads at least this many. Available once the count is 2 or more; it must be lower than the count. Empty means the exact count or nothing.
The line
Reads like Mounted · T14 · × 1M · at least 800K (a figure that doesn't round cleanly shows ≈). Click it to select its type; its ✕ (Remove this line) deletes it. A minimum at or above the count turns the line red, ending — too high.
Red warnings
The minimum has to be lower than the count — leave it empty to require the exact count. · Type how many, or remove the line with ✕. · That's more than 100,000,000 — the most one line can carry. · Counts are numbers — 900,000, 900k or 1.5m.
No troops yet
Shown while there is no line: No troops yet — pick a type and a tier, then type how many. Typed troops with no count can't march.
Standing note
The slot rallies only with this exact count. If the game loads fewer — you own fewer of that tier, or the march can't carry that many — the slot stands down instead of marching short. A minimum lets it go with fewer, down to that number.
Save
Refused while a red warning stands; the popup selects the box at fault instead.
The Boss pool popup
"3 POOLS"
+ New pool
— no pool —
Weekend bosses row (selected, summary and "also on slot II")
Pencil (Edit this pool's bosses)
Bin (Delete this pool)
Use this pool
The Boss pool popup — pick which pool this slot hunts.
The ordered list of bosses this march may rally, best first. Pools are saved and shared — any number of slots, and any task that hunts bosses, can point at the same one.
3 POOLS
How many pools you have. Past six pools the list scrolls.
+ New pool
Name it and rank its bosses, then it is this slot's. Opens the pool editor on a new, empty pool. After Done there you come back here with the new pool selected.
— no pool —
This slot would have nothing to hunt.
A pool
Its name, then what it does — 4 ranked · Achelois Lv 2–3 first, or Empty — fires nothing — plus also on slot II · III when other slots on this form use it. Click to select it; the chosen row shows a tick.
Edit this pool's bosses
The pencil on a pool's row. Opens the pool editor on that pool and returns here afterwards. An edit reaches every slot, on every instance, that uses the pool.
Delete this pool
The bin on a pool's row. Asks first (see Deleting a pool below). Slots on this form that used the pool are left with no pool; slots on other instances show MISSING POOL. The popup stays open.
(missing pool)
Listed, and selected, when this slot points at a pool that no longer exists: This pool isn't in your library any more — pick another.
Use this pool
Attaches the selected pool to the slot.
The boss pool editor
Name this pool
Summary caption
Pools
"PICK A BOSS" eyebrow
A tile's rank badge
A tile's level cells
"YOUR ORDER" eyebrow
Clear
A row's grip and rank number
A row's level cells (filled and underlined)
A row's ✕
The next boss you click lands here.
Delete pool
Done
Name this pool
Summary caption
Pools
"PICK A BOSS" eyebrow
A tile's rank badge
A tile's level cells
"YOUR ORDER" eyebrow
Clear
A row's grip and rank number
A row's level cells (filled and underlined)
A row's ✕
The next boss you click lands here.
Delete pool
Done
Name this pool
Summary caption
Pools
"PICK A BOSS" eyebrow
A tile's rank badge
A tile's level cells
"YOUR ORDER" eyebrow
Clear
A row's grip and rank number
A row's level cells (filled and underlined)
A row's ✕
The next boss you click lands here.
Delete pool
Done
The Boss pools editor — click bosses on the left in the order they should fire; the order builds on the right.
A pool is a named, ordered list of bosses and levels. The order you click them is the order they fire: rank 1 is tried first, and every click lands at the bottom. The same boss can sit at several ranks with different levels — its strongest levels near the top, its weaker ones much later — but each level of a boss sits at one rank only.
Name this pool
The pool's name. Required once the pool holds a boss. A name another pool already uses is saved with a number added, for example Weekend bosses (2).
Summary
Beside the name: Empty — fires nothing, or 2 ranked · Aglaope Lv 1 first, with · 1 off the map when a rank holds a boss or level the Monsters library no longer has.
Pools
Opens the Pools sheet, to switch to another pool without closing the editor (see The Pools sheet below).
PICK A BOSS · click in the order they should fire
A tile for every boss in your Monsters library except the Viking Boss family, summoned bosses included, sorted by name. The grid scrolls down.
Boss tile — name
Click it to rank every level of that boss not yet ranked, as one new rank at the bottom. When every level is already ranked the click removes the boss instead, after asking. A ranked boss shows the number of its earliest rank on the tile.
Boss tile — level cells
For a boss with two to eight levels, one small square per level. Click a level to rank just that level at the bottom — it joins the last rank when that rank is the same boss — or click a ranked level to take it out. A boss with a single level has no cells; click its name.
Boss tile — level chip
For a boss with more than eight levels, one chip in place of cells: Lv 1–50 ▾, then 12 of 50 ▾ or All 50 ▾ as levels are ranked. Opens the level picker.
YOUR ORDER · first fires first
The ranks, top first. Under the last one: The next boss you click lands here. An empty pool says Nothing ranked yet. Click a boss on the left. The first you click fires first.
Rank row — grip
Drag to re-rank. Drag the row up or down; the rank it would land on is highlighted. Click a row to select it.
Rank row — rank number
Click to type a rank. Type the new position and press Enter; a number past the end moves the rank to the bottom.
Rank row — level cells
Every level of that boss: filled = on this rank, underlined = ranked on another rank, plain = not ranked, red outline = off the map. Click a plain or underlined cell to pull that level onto this rank; click a filled cell to take it off. A rank left with no levels disappears.
Rank row — level line
For a boss with more than eight levels: Lv 30–50 ▾. Opens the level picker for this rank.
Rank row — ✕
Take this rank out.
Off the map — no coords will come for it.
A red line under a rank whose boss or level the Monsters library no longer has. The rank is kept so you can see it; no coordinate will ever arrive for it.
Clear
Empties the order of the pool on screen. Shown once something is ranked.
Delete pool
Shown for a pool that has been saved. Asks first. A confirmed delete stands even if you then press Cancel.
Cancel
Throws away every edit made in this sitting, deletes excepted.
Done
Saves every pool you changed in this sitting, not only the one on screen. A pool with bosses but no name is refused: the editor switches to it and turns its name box red (pointing at it says Give the pool a name.). A new pool with no name and no bosses is simply dropped.
Keyboard: ↑ / ↓ select a rank · Ctrl+↑ / Ctrl+↓ move it · Ctrl+Home / Ctrl+End move it to the top or bottom · Delete takes it out · Enter opens its rank box.
The Pools sheet
The current pool (ticked)
Another pool's summary
New pool…
Close
The Pools sheet — switch to another pool, or start a new one, without leaving the editor.
Pools
Opened by the editor's Pools button. It lists every pool with its summary (a pool not named yet shows as Unnamed pool), then New pool… (Start an empty pool.). Click one to edit it; the pool you leave keeps your edits until Done or Cancel. Close shuts the sheet.
Deleting a pool
The lead sentence
The slot lines
Keep
Delete
Deleting a pool names every slot that still uses it.
Delete Weekend bosses?
Asked by a pool's bin in the Boss pool popup and by the editor's Delete pool. It lists every slot that uses the pool on any of your instances — These slots fire nothing until they pick another pool:· Slot 1 · Rally Setter · Northwatch — or says No slot uses it. This cannot be undone.Keep or Delete.
Removing a whole boss
The sentence naming the ranks
Keep
Remove
The sentence naming the ranks
Keep
Remove
The sentence naming the ranks
Keep
Remove
Clicking the name of a fully ranked boss asks before it takes every rank out.
Remove Achelois?
Asked when a tile click would take out a boss whose every level is ranked: Every level of Achelois is already ranked, in 2 places — Lv 2–3 at rank 1, Lv 1 at rank 4.Removing takes all of them out of this pool.Keep or Remove.
The level picker
A part-ticked band box
A fully ticked band box
A single Lv box
Select
A part-ticked band box
A fully ticked band box
A single Lv box
Select
A part-ticked band box
A fully ticked band box
A single Lv box
Select
The level picker for a boss with many levels, in bands of ten.
Title
Names the boss: … — rally levels.
Rally 1 – 10
A band box. Tick it to select the whole band, untick it to clear the band. It shows a part-filled state while only some of its levels are ticked.
Lv 1 … Lv 50
One box per level. Point at a level to see its power.
Select
Opened from a tile: exactly the ticked levels are ranked afterwards — new ones at the bottom, levels already ranked stay where they are. Opened from a rank: that rank holds exactly the ticked levels, taking them off other ranks, and ticking nothing removes the rank. Cancel changes nothing.
02 — HUNTING GROUND
Two cards that bound the whole run: Board & limits — where it hunts, how far and how many — and Stamina, what it may spend. On a wide window they sit side by side; on a narrower one they stack.
Board & limits
Card subtitle Where it hunts, how far and how many: the map chart beside the board and the two limits, with the doctrine as its footer.
Map chart
The hunting ground drawn to scale: the whole world map as a square, the board's Home at its true place, and the Max distance limit as a disc round it — so 300 km from the middle of the map reads as about a fifth of it, and from a corner as about a twentieth. Under the map a strip of bars and the figure with its caption: 250 KM / FROM HOME, ∞ / ANY DISTANCE or WHOLE MAP. With no board it is dimmed under a NO BOARD stamp; a board without a Home carries NO HOME. Pointing at it says the area in words — Within 300 km of Home (600, 600) — about 20% of the map.
Coordex board
The drop-down lists your Coordex boards with — none — first. Required: with no board, Needs setup keeps Rally Setter from starting. Default: — none —.
Board “…” isn't in Coordex any more
Red, under the drop-down, when the saved board was deleted or renamed: Board “Server 480 bosses” isn't in Coordex any more — pick another, or the run stops at start.
Home chip
Home (600, 540) when the board has a Home, Home unset when it doesn't. Beside it: Boards live in Coordex → Boards.
This board has no Home — distance limits can't apply.
Shown for a chosen board with no Home. Set one on the board in Coordex to use Max distance.
Max distance
Only rally coordinates within this many km of the board's Home. 0 (shown as ∞) means any distance. The top of the range is whatever reaches the whole map from this Home — about 850 km from the middle of the map, up to about 1,700 km from a corner — and pointing at the capsule gives the exact figure. Greyed out while the board has no Home. Choosing a board whose Home reaches less lowers a larger limit to fit. Default: 0.
Stop after
End the run after setting this many rallies. 0 (shown as ∞) means no cap; up to 999. Only rallies that really launched count. When it is reached the run ends with Reached the rally cap for this run. Default: 0.
Max distance notes
Under the limits when no distance can be measured: No board selected — pick a Coordex board to limit by distance. · No board selected — your 300 km limit isn't measured from anywhere. Pick a Coordex board with a Home. · No Home on this board — rallying every tracked boss. Set a Home in Coordex to limit by distance. · No Home on this board — your 300 km limit is ignored and every tracked boss is rallied. Set a Home in Coordex to bring it back.
Doctrine
The card's footer: the whole ground in one line, for example board Server 480 bosses · within 250 km of Home · no rally cap · 5:00 per rally. Every rally is 5 minutes; the length is not a setting.
Stamina — switch
Card subtitle Refills stamina automatically; pointing at the switch says Consume stamina items when exhausted. Off = stand down and wait for it to regenerate. On: when the game says there isn't enough stamina, the bot uses a stamina pack and presses March again. A pack that would cost gems is skipped, never bought; with no usable pack left, that rally doesn't launch, its coordinate stays on the board and the run moves on. Off: the first time stamina runs short, the run ends with Out of stamina — standing down. Default: off.
Refill
Minimum uses the quantity the game fills in for you — just enough. Maximum uses as much as the game's use window allows. Shown only while the Stamina switch is on. Default: Minimum.
Consume order
Largest → Smallest or Smallest → Largest — which pack size to try first. Shown only while the Stamina switch is on. Default: Largest → Smallest.
Stop after caps one run, not the day. Rally Setter starts again the next time one of its marches is free, and the count starts from zero. To keep it quiet for part of the day, use When it may run in its settings window on Duties.
03 — AUTO HEAL
Every rally sends troops home wounded. Auto heal lets Rally Setter visit the Hospital itself between rallies, using the built-in Troop Healing task. It is one card, not a seventh slot — the city has one hospital queue however many marches are out.
Auto heal — switch
Card subtitle Heals your wounded troops between rallies; pointing at the switch says Heal between rallies. Each heal is finished with healing speedups, so the queue is clear for the next one. Default: off.
Status line
One sentence about the Hospital, cut short to one line (point at it for the whole sentence): Off — wounded pile up until you heal them yourself. · Counts from Start. First heal every 45 min or 6 rallies. · Next heal in 12:40, or after 3 more rallies · last visit 32m ago · Due — waits for a gap between rallies. · Overdue — goes before the next rally. · Healing now · 2m in — nothing can set a rally while it does. · Last visit 32m ago · 3 rallies since. · Due — heals early in the next run. Last visit 50m ago. · Last visit couldn't finish, 5m ago — tries again when the next one is due. · Couldn't reach the Hospital three times — rests until Start. · Give it a time or a count — until then, nothing heals. · Tick at least one heal preset — until then, nothing heals.
WHEN
Every 45 min or 6 rallies, Every 45 min, Every 6 rallies, or No time, no count. Opens When to heal. Default: Every 45 min or 6 rallies.
WHAT
Default selected, 3,000 troops, Presets 1, 4, or No presets ticked. Opens What to heal. Default: Default selected.
The lead sentence
The gap / 2x overdue note
Every switch and minutes capsule
After switch and rallies capsule
Footnote
Done
The lead sentence
The gap / 2x overdue note
Every switch and minutes capsule
After switch and rallies capsule
Footnote
Done
The lead sentence
The gap / 2x overdue note
Every switch and minutes capsule
After switch and rallies capsule
Footnote
Done
When to heal — a time trigger and a rally-count trigger.
When to heal
Whichever comes first. Both counts start again after each heal, and they survive Stop. Then: A heal holds the screen, so it goes in a gap between rallies — when no slot has a boss to go to — and costs you no march. If no gap comes it goes anyway once it is 2x overdue.
Every … min
A switch and a minutes capsule, 5 to 240 in steps of 5. Default: on, 45 min.
After … rallies
A switch and a rallies capsule, 1 to 99. Default: on, 6 rallies.
Footnote
The Setter checks between rallies, so a heal lands at the next chance after it comes due — not to the second. With both switches off it warns Nothing triggers a heal with both off. Done still accepts that, and nothing will heal.
Done
Applies both triggers. Cancel changes nothing.
Heal the default selection
Heal a number
Heal presets (ticked)
Preset chips 1–8
The hand-started-heal note
Done
What to heal — the default selection, a number, or your heal presets.
What to heal
One hospital queue serves the whole city, so this is what a visit asks for — not what each march heals.
Heal the default selection
Everything the Hospital selects for you when it opens — as much of it as the resources pay for, highest tier first. Nothing to type. Default.
Heal a number
Type how many. Highest tier first; stops when the count is met or the resources run out. Shows a Troops capsule, 100 to 999,999 in steps of 100. Default: 3,000.
Heal presets
Your in-game heal presets, healed one at a time from the lowest — each finished with healing speedups before the next one starts, because the Hospital heals one queue at a time. Shows chips 1 to 8 (pointing at one says The game's heal preset 1.); tick the ones to heal. With none ticked: Nothing is ticked, so nothing would heal.
Note
A heal you started by hand is left alone — the Setter tries again at the next trigger. Its own heals are finished with healing speedups, so the queue is clear for the next one.
Done
Applies the choice. Cancel changes nothing.
Auto heal spends resources on every visit and finishes its heals with healing speedups; Stamina spends stamina packs. Both ship switched off. Leave them off to spend nothing — the run then stands down when stamina runs out, and wounded troops wait for you.
How it runs
Before it starts. Needs setup checks that a board is picked and still exists, that at least one slot can send, that every general preset a slot names still exists, and that every typed troop tier is one your Troops library can name. A gap keeps Rally Setter from running; the rest of the plan carries on.
At the top of each pass it checks Auto heal. A due heal goes to the Hospital when the run is waiting with nothing to rally, or straight away once it is twice overdue.
It goes to the World Map and reads how many marches are free. With none free, it waits for one to return.
It walks the READY slots top to bottom, and each slot's pool rank by rank, asking the board for that boss at those levels within Max distance. A slot whose march is out, whose generals are away or whose troops are waiting to retry is skipped. Coordinates Coordex has dropped as stale, and bosses marked Solo on the board, are never taken — Solo rows are Solo Hunt's.
For each coordinate it checks the boss is still on the board (… is already taken — skipping it), searches the X and Y, taps the tile and opens the boss. If the boss isn't there after a second look, it counts a strike: the first leaves the coordinate on the board (First strike on Ymir at (512, 604) — leaving it on the board for one more look); a second strike on a later visit removes it.
It presses Alliance War, picks the 5-minute rally, and reads the boss name and power on the rally window to confirm it is the boss the board promised. A different boss is not rallied (Wrong target — expected …); the coordinate is removed only after two wrong reads.
It sets the march up: loads the slot's preset (nothing, for None), seats generals from the slot's general preset if it names one, and checks the main general is really there. If the generals are away it tries, on the same screen, another READY slot whose pool ranks the same boss at that level; otherwise the slot waits and re-checks after a pause that grows each time the generals are still away.
It sets the slot's typed troops, if any. A line that loads short — below the count, or below the minimum when one is set — stops this rally: nothing is sent and the boss stays on the board (Leaving this coord — this slot tries again in 2m (retry 1 of 5)). After five retries the slot sits out the rest of the run; a full load starts the retries over.
It reads the march time and presses March, refilling stamina if the Stamina switch allows. A rally counts only once the rally window has really closed.
On a launch it removes the coordinate from the board and tells Coordex the boss is taken, so other Evonex users hunting that server skip it for about an hour. The lane's track starts counting, and the Activity Monitor row closes Rally set · Ymir Lv6 — marked as a warning when the rally window's name didn't read and the boss went unverified.
When there is nothing to do it keeps one waiting row open instead of stopping: All march slots are full — waiting for one to return… · All armed presets are out — waiting for a march to return… · Waiting for a march to return — the other slots have nothing they can rally right now… · Generals are out — waiting to re-check their presets… · A slot's troops didn't load — waiting to try it again… Between passes, a due rest break, another due task or your Stop can still take the screen.
When the board has nothing to rally and none of your marches is out, it asks whether Coordex is scanning the board (its Live switch in Coordex). While it is, the run waits for coordinates rather than ending, under one row — Coordex is scanning 'Server 480 bosses' — nothing on it your slots can rally yet… — re-checking the board every 8–12 seconds without touching the game. It closes A boss to rally turned up after a 4m12s wait as soon as one arrives. A due heal still takes the gap; other work waiting for the screen gets it once the wait is 30 seconds old (Nothing to rally yet — handed the screen to work that was waiting); and after 45 minutes the run ends (Nothing to rally yet — checking again in a minute) and a fresh one carries on. While it only waits, the game's offer of your next Viking is left up for Viking Challenge to take. When Coordex is not scanning the board, the run ends instead (below).
When a run ends
Reached the rally cap for this run
Stop after was reached.
Out of stamina — standing down
The Stamina switch is off and a rally needed more stamina. Rally Setter runs again on a later turn.
No coordinates on '…', and Coordex isn't scanning it — checking again in 3 min
The board is empty, none of your marches are out, and nothing will arrive on its own. Switch the board's server Live in Coordex, or add coordinates by hand.
Nothing to rally on '…', and Coordex isn't scanning it — checking again in 3 min
The board has coordinates, but none is a boss and level a READY slot's pool ranks within Max distance (or they are marked Solo).
Nothing to rally yet — handed the screen to work that was waiting
Coordex is scanning the board and nothing has turned up yet, so the run gave the screen to other work. It checks again in a minute.
Nothing to rally yet — checking again in a minute
The wait for Coordex reached 45 minutes in one run; a new run carries on.
Stopping after 3 consecutive target failures
Three coordinates in a row could not be opened — usually something covering the screen, or the map not responding.
Couldn't read the March panel after 3 passes
The free-march count could not be read three passes running, so nothing was sent on a guess. Shown as a failed run.
Every armed slot sits out this run
Every slot is out of play for this run — a preset locked or empty in the game, or troops that never loaded. Fix them, then Start again. When locked or empty presets are the only cause it reads Every armed preset is locked or not set up in-game — fix the presets, then Start again. Shown as a failed run.
No Coordex board named '…' — pick a board in Rally settings
The board was deleted or renamed after the run was scheduled. Pick a board again. Shown as a failed run.
Examples
Three rallies on one list. Board Server 480 bosses with a Home; Max distance 250 km; Stamina on (Minimum, Largest → Smallest). Slots I, II and III load Preset 1, 2 and 3, all on the pool Weekend bosses: 1 Ymir Lv 6–7 · 2 Sphinx Lv 7–8 · 3 Warlord Lv 6–7. The best boss on the board goes to slot I; while I is out, the next goes to II, then III. As each march returns, its slot takes its turn again.
Your best march on your hardest bosses. Slot I loads Preset 1 with the pool Strong bosses (Sphinx Lv 8 · Ymir Lv 7); slot II loads Preset 2 with Weekend bosses. A Sphinx Lv 8 only ever goes to slot I: while slot I is out, slot II won't take it, because its pool doesn't rank Sphinx Lv 8. Add Sphinx Lv 8 to the end of Weekend bosses if slot II should step in.
A march built on the lane. Slot III: PRESET None — set here, GENERALS “Rally generals”, TROOPS typed Mounted T12 × 500,000 with a minimum of 400,000, BOSS POOL Weekend bosses. It rallies with exactly those generals and between 400,000 and 500,000 of those troops, or not at all. With Auto heal on — WHEN Every 45 min or 6 rallies, WHAT Default selected — the wounded are healed between rallies.
A pool is shared: edit Weekend bosses once and every slot on every instance that uses it hunts the new list — Solo Hunt's slots included. Make a second pool under a new name when one instance needs something different.
On Duties ▸ Buffs, the Attack buff, Defense buff and HP buff run with Rally Setter by default, and the March speed buff can be set to (its Runs with row), so they go up before Rally Setter starts and stay up while it rallies.
Troubleshooting
Needs setup says Rally Setter “needs a Coordex board picked”.
Open Task setup ▸ Rally Setter, pick a board under Coordex board, and click Save changes. If it says the board “no longer exists”, it was deleted or renamed in Coordex — pick it again.
Needs setup warns Rally Setter “has no live targets on board …”.
The board holds nothing Rally Setter may take — it is empty, or every row on it is marked Solo. Check the board is being scanned in Coordex, or add bosses to it.
Needs setup says it “has no march presets armed” or “has nothing to rally”.
No slot can send. Add a slot, give it a preset (or finish a None slot), and attach a pool that holds at least one boss. Every lane you want used should read READY.
Needs setup says a slot “marches with the general preset …, which is no longer in your library”.
That general preset was renamed or deleted under Resources ▸ Generals. Open the slot's GENERALS cell and pick another, or switch it back to The preset's own.
Needs setup says a slot marches with a tier “your Troops library cannot name”.
Fill that tier in Resources ▸ Troops, or set the slot's TROOPS back to The preset's own.
Every lane says READY but no rallies are set.
Check the Activity Monitor. Coordex is scanning … — nothing on it your slots can rally yet means the run is waiting for a boss to turn up. No coordinates on '…' means the board is empty — make sure Coordex is scanning that server. Nothing to rally on '…' means the board's bosses aren't ranked at those levels in any READY slot's pool, or are beyond Max distance. Stale coordinates and rows marked Solo are skipped.
The Activity Monitor sits on “Coordex is scanning … — nothing on it your slots can rally yet…”.
The board is being scanned but holds nothing your READY slots can take. The run waits without touching the game and rallies as soon as a boss turns up; other work still gets the screen after half a minute. Check the slots' pools, Max distance, and that the bosses on the board are not marked Solo.
Max distance is greyed out.
The board has no Home, or no board is picked. Set a Home on the board in Coordex; the capsule comes back the next time the form is shown.
A slot says SAME PRESET.
A switched-on slot above it loads the same in-game preset, and a preset's generals can only be out once. Give this slot another preset, or put its bosses in the other slot's pool.
A slot sits on GENS OUT or PARKED.
That preset's generals are away — on a gather, another rally, or a march you sent yourself. The slot keeps re-checking on its own. For a slot that names a general preset, make sure at least one of its generals is free.
The log says “Only … loaded … this rally stands down”.
The game loaded fewer troops than the slot asks for — you own fewer of that tier, or the march can't carry that many. Lower the COUNT, or set a MINIMUM your troops can always meet.
A lane's track says OUT, but its troops are home.
Click ✕ at the end of the track to forget that march's timer. Clear on Stop does the same for every slot whenever you press Stop.
The run ended with “Out of stamina — standing down”.
The Stamina switch is off. Switch it on to let the bot use stamina packs, or leave it off and let stamina regenerate.
Do Refill and Consume order do anything while Stamina is off?
No. They are used only while the Stamina switch is on.
Stop after is set, but Rally Setter carried on later.
Stop after ends one run. Rally Setter starts again when a march is free, with the count back at zero. Use When it may run on its settings window on Duties to limit the hours it works.
A slot says MISSING POOL.
Its pool was deleted, on this PC or another of yours. Open BOSS POOL and pick another pool.
A rank in my pool shows “Off the map — no coords will come for it.”
The Monsters library no longer has that boss or level, so no coordinate can match it. Take the rank out with ✕, or leave it — it costs nothing.
Auto heal never heals.
Read the status line: WHEN needs at least one trigger on, and Heal presets needs at least one preset ticked. Each visit's Hospital row in the Activity Monitor says what happened — Couldn't walk to the Hospital means the Hospital needs mapping in City Mapper, and The Troop Healing task is switched off means it is switched off in the Studio library.
The run keeps ending with “Stopping after 3 consecutive target failures”.
Rally Setter couldn't open three bosses in a row. Watch a run: look for a popup or advert covering the map, check the emulator display is 540 × 960, and try a longer Screen delay for this instance.