A player's Clan will gain levels, power, abilities, renown, and perhaps infamy through its members' actions and dedication. Every major zone has an outpost that serves as a hub for adventuring in that region. In an outpost, one can find vendors, transportation, and other services. Outposts can be taken over by Clans or individuals and run as they see fit. The ruler of the outpost sets policies, maintains vendors and services, and is responsible for its defense. They can also alter the appearance of the outpost. To thrive, the outpost must attract adventurers. In exchange for all this, the ruler earns rewards, coin, and fame. Player vs. Player (PvP) is a prominent feature in Stash. Players may challenge other players or groups to a duel, or engage in a matchmade solo or group battle. When a player enters a PvP battle, a "snapshot" is taken of their character. The rest of the PvP battle will continue with that snapshot version of the character, without affecting the original statistics of that character. For instance, after a player enters a duel, they can then choose to continue adventuring with their "real" character and find new loot, level up, etc. without affecting the PvP snapshot. Stash is a multiplayer online game in a persistent world (MMORPG). Players may group up with friends to adventure through the world, plunder dungeons, defeat bosses, or just be social, or may battle other groups of adventurers in team based PvP. Stash is designed to promote co-op play or competition. A player can also play Stash as an individual character whenever they prefer, which the developers refer to as "playing alone, together" since a player still can interact with other players while playing as a lone character, such as conducting trade, casting beneficial spells upon one another, or engaging in socialization. At the beginning of an encounter, each combatant makes an initiative roll modified by initiative effects from stats, gear, buffs, abilities, and other modifiers. Ties are broken by luck stat. Portraits are displayed along the top of the screen showing the current order of initiative. If there is not enough room for all the combatants, < > arrows are added to scroll through combatants. Players have a brief amount of time to confer before the battle begins. The default time for this is 60 seconds but the party leader can end this by clicking [BATTLE] at any time before the timer expires. A round of combat is defined by the time it takes for every combatant to have their turn.