Clover Adventure

Once you are in a squad

Clover Adventure Squads

Prerequisites:
Squad membership; boss and dungeon clears for the orders
Checked

A squad in Clover Adventure is a Magic Knight company, and its panel is the only place in the game that pays you in a currency you cannot buy. Daily orders hand out Marks and merit together, merit decides your rank, rank decides how many orders you get and how many Marks they pay, and Marks buy consumables or add up into a weekly war pot. This page reads all four tabs and the one row that is a toggle rather than a price.

The panel: a squad, a rank and a wallet in one line

The panel is titled MAGIC KNIGHT SQUAD and its header prints three things separated by dots. The recorded header read Golden Sunrise · Vice Captain · 1770 Marks: the squad's name, your rank in it, and the Marks you are carrying. Below the header sit four tabs, ORDERS, RANK, QUARTERMASTER and SQUAD WAR, and the panel always opens on ORDERS.

Clover Adventure MAGIC KNIGHT SQUAD panel with the header Golden Sunrise · Vice Captain · 1770 Marks and the four tabs ORDERS, RANK, QUARTERMASTER and SQUAD WAR, then order rows: Clear a dungeon 0/1 giving +30 Marks and +80 merit IN PROGRESS, Help a towns person (a side quest) 0/1 giving +22 Marks and +60 merit IN PROGRESS, Hunt down 2 bosses or bounties 2/2 with a green bar giving +30 Marks and +70 merit and a CLAIM button, Clear 3 dungeons 0/3 giving +75 Marks and +200 merit IN PROGRESS, and Finish 5 city quests giving +45 Marks and +110 merit
The ORDERS tab on the recorded Vice Captain account, with one row ready to claim. Frame from Aser_Jay's squad recording, uploaded 9 November 2026.

Worth separating two currencies the header mixes together. Marks are the wallet in the header and the price in the quartermaster. Merit never appears in the header at all; it only shows up on order rows and on the RANK tab, and it is what the rank is computed from.

ORDERS: the daily list, paid twice

Each order row is laid out identically: the task on the left, a progress counter under it, a progress bar across the middle, two reward lines stacked on the right — +N Marks above +N merit — and a button at the far right. The recorded tab had five rows:

OrderProgressMarksMeritButton
Help a townsperson (a side quest)0/1+22+60IN PROGRESS
Clear a dungeon0/1+30+80IN PROGRESS
Hunt down 2 bosses or bounties2/2+30+70CLAIM
Finish 5 city questsnot read+45+110IN PROGRESS
Clear 3 dungeons0/3+75+200IN PROGRESS

The button is the whole state machine. When a bar is full it turns green, the counter matches the target, and the button changes from IN PROGRESS to CLAIM — the 2/2 row was the only one in that state. Nothing is paid automatically: the completion happened, and the Marks plus merit were still sitting behind a button press.

Five rows is one account's count, not a fixed number. The RANK tab says what changes it: Recruit is described as Three daily orders from your captain, and Senior Knight as A fourth daily order. So the list grows with rank rather than resetting to a new set.

RANK: merit, and what each rank pays on top

The tab opens on a card for the rank you hold, printed as the rank name, then the merit figure and a note. The recorded card read VICE CAPTAIN, then 16760 merit — the highest rank, over a bar filled to the end. Under the card sits the ladder itself, and each entry prints three things: the rank, the merit it needs, and the perk it unlocks.

RankMeritWhat it unlocks
Recruit0Three daily orders from your captain
Knight300+15% Marks from orders
Senior Knight1,000A fourth daily order, plus a further percentage
Lieutenant2,500+30% Marks and +20% tournament points

Read the last column as the reason to rank up at all. The orders themselves do not change value, but every rank adds a multiplier to what the same order pays, so the same 30-Mark dungeon clear is worth more as a Knight than as a Recruit. The two percentage entries that were readable were Knight's +15% Marks from orders and Lieutenant's +30% Marks; +20% tournament points; Senior Knight's second bonus was cut off by the panel edge and is not printed here.

Above Lieutenant the ladder continues to the card's own rank. The card prints 16760 merit against Vice Captain and calls it the highest rank, but the reading is ambiguous between the gate and the account's own total, so this page does not convert it into a requirement.

QUARTERMASTER: what Marks buy

The tab opens with a line naming the wallet it spends: quartermaster's stores · you have 1800 Marks. The stock is a two-column grid of cards, each with an icon, a name, a one-line description and a Marks price on a red button.

Clover Adventure QUARTERMASTER tab: the header Golden Sunrise · Vice Captain · 1800 Marks, the line about the quartermaster's stores with you have 1800 Marks, then six cards: Field Rations 3 Health Potions at 30 Marks, Mana Draughts 3 Mana Potions at 30 Marks, Drill Orders 2x EXP for 30 minutes at 90 Marks, Royal Stipend 2x Money for 30 minutes at 90 Marks, Squad Aura with the toggle SHOWN - HIDE, and Squad Banner described as Carry your squad's banner on your back with the toggle HIDDEN - SHOW
The four priced rows of the store, read from the same session as the table above.
ItemWhat it givesPrice
Field Rations3 Health Potions30 Marks
Mana Draughts3 Mana Potions30 Marks
Drill Orders2x EXP for 30 minutes90 Marks
Royal Stipend2x Money for 30 minutes90 Marks

The price ladder is short and flat: consumables at 30, timed boosters at 90. At the recorded balance of 1,800 Marks that is 20 potion bundles or 20 boosters, and an order that pays 30 Marks buys exactly one potion bundle.

The last two cards in the grid are different in kind. Squad Aura carries the description A glow in your squad's colours (toggle it here), is tagged Squad, and has no Marks price at all — only a button reading SHOWN - HIDE. Under it sits Squad Banner, described as Carry your squad's banner on your back, with the button HIDDEN - SHOW. Both are switches, not purchases: the grid prints six cards and only four of them have a price.

So neither cosmetic is bought here. Both rows switch something on and off, which means the unlock happens somewhere else and the quartermaster is only where you hide or show it. What the frames do not print is the condition for either row being usable at all.

Clover Adventure quartermaster grid close up: the row Drill Orders 2x EXP for 30 minutes with a 90 Marks button, and under it the row Squad Aura with the description A glow in your squad's colours (toggle it here), the tag Squad, and a button reading SHOWN - HIDE
The Squad Aura row at the bottom of the grid. Its button is a toggle, and the price slot that the four cards above fill with Marks is empty.

SQUAD WAR: a weekly ladder with a personal floor

The fourth tab opens on squad war · ends in 6d 18h, then a live table of squads by points, with a crown on first place. The recorded snapshot read Golden Sunrise 741,358 pts on top, then Black Ox 548,135, Scarlet Lion 249,608, Silver Falcon 142,525, Emerald Viper 109,850 and Asure Thorn 91,997. A side column headed LAST WEEK printed the previous finishing order: 1st Golden Sunrise, 2nd Black Ox, 3rd Scarlet Lion.

Clover Adventure SQUAD WAR tab: the line squad war · ends in 6d 18h, the standings Golden Sunrise 741,358 pts with a crown, Black Ox 548,135 pts, Scarlet Lion 249,608 pts, Silver Falcon 142,525 pts, Emerald Viper 109,850 pts and Asure Thorn 91,997 pts, and a LAST WEEK column listing 1st Golden Sunrise, 2nd Black Ox, 3rd Scarlet Lion
Standings and last week's finishing order, mid-war. The point totals are a live snapshot, not a target.

Under LAST WEEK sits the payout table, and its heading is the important part: WAR REWARDS (every member). The rewards are per member, not per squad:

PlaceReward per member
1st30 Gems + 1,500 Marks
2nd20 Gems + 1,000 Marks
3rd15 Gems + 700 Marks
4th–9th10 Gems + 350 Marks

The table stops at ninth, and the footer explains why it is not a free ride. It printed You earned 678 points this week. Earn 50+ to claim next week's war reward. So placement decides the size of the reward and personal contribution decides whether you get any of it: a member who scores under 50 points in the week claims nothing, however high the squad finishes.

Two things follow. The war pays Gems, which the quartermaster never does, so the ladder is the only squad route to premium currency. And the points are the same currency the standings are ranked by, which is why the footer counts them for you.

Where the squad aura comes from

The aura itself is a purple winged glow worn around the character, and the recording that showed it also showed the route to it. Standing in the Clover Kingdom's safe zone with the aura on, the narration says the squad aura can only be obtained here in the Clover Kingdom, and that from there you have to go to the Royal Capital. The map panel that gets you there is headed KINGDOM MAP and lists the Clover Kingdom with the Royal Capital and Clover Castle marked inside it.

Both statements come from the video's narration over live frames, not from a panel in the game, so treat the Clover Kingdom and Royal Capital as the route the recording followed rather than as a line the game prints. What the game does print is the quartermaster row and its SHOWN - HIDE button, and the kingdoms page covers the map itself.

Questions

Frequently Asked Questions

What are squads in Clover Adventure?

A squad is a Magic Knight company. Its panel is titled MAGIC KNIGHT SQUAD, its header prints the squad name, your rank and your Marks in one line, and it has four tabs: ORDERS, RANK, QUARTERMASTER and SQUAD WAR. The recorded header read 'Golden Sunrise · Vice Captain · 1770 Marks'.

How do you earn Marks in Clover Adventure?

By finishing orders, and by your squad's weekly war placement. Every order row prints a Marks figure and a merit figure together, from 22 Marks plus 60 merit for helping a townsperson to 75 Marks plus 200 merit for clearing three dungeons. Ranks add a percentage on top: the RANK tab prints +15% Marks from orders at Knight and +30% Marks at Lieutenant. The war reward box pays Marks as well, 1,500 for first place down to 350 for fourth to ninth.

How do squad orders work?

They are a daily list, and each row shows a task, a progress bar, the Marks and merit it pays, and a button. A row that is finished turns its bar green and the button reads CLAIM; a row that is not finished reads IN PROGRESS. On the recorded account 'Hunt down 2 bosses or bounties' sat at 2/2 with a CLAIM button while 'Clear a dungeon' sat at 0/1 in progress.

What merit do you need for each squad rank?

The ladder that was legible printed Recruit at 0 merit, Knight at 300, Senior Knight at 1,000 and Lieutenant at 2,500, each with the perk it unlocks: three daily orders at Recruit, +15% Marks from orders at Knight, a fourth daily order at Senior Knight. The top card on the same tab read Vice Captain, 16760 merit, 'the highest rank', with a full bar.

What does the quartermaster sell?

Six cards, four with prices. Field Rations gives three Health Potions for 30 Marks, Mana Draughts gives three Mana Potions for 30 Marks, Drill Orders gives 2x EXP for 30 minutes for 90 Marks, and Royal Stipend gives 2x Money for 30 minutes for 90 Marks. The last two cards are switches instead of purchases: Squad Aura at SHOWN - HIDE and Squad Banner at HIDDEN - SHOW.

How does the Squad War reward you?

The war runs a week and pays every member of the top nine squads: 30 Gems plus 1,500 Marks for first, 20 Gems plus 1,000 for second, 15 Gems plus 700 for third and 10 Gems plus 350 for fourth to ninth. The recorded panel also printed a floor under the table — 'You earned 678 points this week. Earn 50+ to claim next week's war reward' — so the placement only pays if you personally contributed.

Sources and checked dates