Caravan Raid is an always-open road, not a table with a start whistle. You ride in, buy cargo at the caravanserai, take a contract with its own stake, deadline and risk, and have to deliver it intact — while up to twenty real players share the same road and raiders wait on it.
This guide covers the three roles, weapons and perks, the vow system, sandstorms, and the profit maths that you normally learn after watching half your cargo spill on the sand.
Game facts
| Type | Open-world multiplayer, top-down view |
| Live population | Up to 20 real players, plus bot rivals |
| Map | One continuous world with caravanserais, oases and ruins |
| Sessions | Always open — no rounds |
| Season | Weekly leaderboard ranked by net profit |
| Voice chat | Not in this mode; text chat and crew signals instead |
Three roles, three routes to profit
- Trader: the largest cargo capacity and 10% more reward from contracts. Weakest in a fight, best over a long evening — take it if you want steady, boring profit.
- Looter: the fastest role, richer pickups and a surprise-hit bonus. Small hold, so you have to cash out often.
- Guard: takes 15% less damage and is paid for escorting the gold caravan. The only role that can revive a fallen crewmate in the field.
Weapons and perks
Weapons: a sword with unlimited close strikes, a bow with five arrows you refill with in-game currency, and a musket with one heavy shot and a long reload. You pick a main and a backup weapon, and swapping on the road is allowed.
Perks: Dash (half again the speed for a few seconds, paid from stamina), Ambush (a few seconds of invisibility that makes projectiles miss) and Thief (20% more value on loot you pick up off the ground).
Contracts and vows
Every contract carries four numbers: the stake you pay for cargo, the cargo capacity, the reward and the deadline. The cheap contract is low risk and low reward; the express contract is short-fused and dangerous, which is exactly why it pays more.
You can also place a vow on a contract to raise the multiplier:
| Vow | Condition | Reward multiplier |
| No vow | Just deliver | ×1 |
| Vow of Wind | Arrive before the deadline | ×1.25 with a shorter window |
| Vow of Water | Pass through an oasis | ×1.22 |
| Vow of Ash | Discover a ruin | ×1.35 on a longer route |
The catch: a broken vow is punished. Miss the condition and the payout is multiplied by 0.7 instead of the vow bonus. Do not take a vow to inflate a number — take one that lies on the road you were riding anyway.
How profit is calculated
The formula is short: contract reward × share of cargo delivered × late penalty × success streak × role bonus × vow multiplier. Two of those are entirely in your hands:
- Share delivered: every unit spilled on the road is subtracted. Arriving with sixty percent of the load pays sixty percent — even if you arrived alive.
- Streak: each clean delivery adds five percent on top, capped at twenty. One lost delivery resets it.
Experience comes from elsewhere: contract risk, arriving on time and the vow condition. Road level caps at 10, and every hundred XP is one step up.
What waits on the road
- Sandstorm: rolls in every few minutes, steals your vision and speed, and blurs the map. Cargo theft is most likely while one is up.
- Gold caravan: a rich convoy departs every few minutes; its guards are live, and every hit drops part of the loot on the ground. The guard role has a separate bonus for escorting it.
- Sand Warlord: the seasonal group boss with phases and special abilities. Each crew formation opens a different weakness — March for more damage, Bastion to pin him, Ghost to break his target lock.
- Raiders and events: a breakable siege and a fleeing commander, both on a countdown and both paying the whole crew.
- Relics: wind sandals, a caravan bell and a scorpion charm. Each grants a small edge on your next trip, and you have to find them first.
Crews
You can form a crew of up to four with three roles: leader, guard and scout. The scout spots danger earlier, the guard soaks part of nearby damage, and a "coordinated expedition" is a shared mission with its own payout. Crews can only be created or joined inside a caravanserai, and leaving mid-route is penalised — the crew bonus goes to the leader.
Route choice
- Wind Pass: faster, but your trail is more visible.
- Salt Veil: slow, trail-less and out of raider sight.
- Broken Bridge: do not dash here; the bridge gives way.
- Abandoned Camp: stand still to recover stamina, but the smoke attracts ambushes.
Every player leaves a trail for a few seconds, which makes "where you ride" a real skill rather than a random choice.
Common mistakes
- More cargo than you can protect: a big contract on the Looter is just a bigger target on your back.
- Never cashing out: loot is only a number on your cargo panel until you sell it at a caravanserai — and dying in the road spills half of it.
- Vows without a plan: a Vow of Ash on an express contract usually ends at seventy percent of the reward.
- Ignoring the deadline: a late delivery is not an on-time one, and it carries its own penalty. Read the deadline before you buy.
What is different on AsNard
- The road runs on a live server: player positions, cargo and events are held there and happen for everyone at the same moment.
- Seasons are weekly, and the leaderboard is sorted by net profit for that week.
- If your connection drops, your seat on the road stays open for about fifteen seconds.
- Caravan Raid is a social title — no ELO rating, and its competition is the seasonal profit board.
Want to try a run? The Caravan Raid page puts you on the road — free, no install.

