Guides
How the realm works, from your first day to guild wars.
First steps
- Getting started — First steps · Your first hour in the realm — sign-up, race, the four-Act Journey, your first buildings and troops, and your first attack.
- Choosing your race — First steps · Humans, Orcs or Chaos — what each race changes in combat and marching, each one's army, and how to decide.
- Novice protection — First steps · How long the starting protection lasts, what it blocks, what stays allowed and how to get ready for when it ends.
- Quests and achievements — First steps · The Journey, daily and weekly quests, activity chests, Achievements and the daily reward — what each one asks for and what it pays.
- Server pace — First steps · What the server speed changes for building, training and marching — and what it doesn't.
Economy
- Resources and production — Economy · The four resources, how each extractor produces per hour, the production floor and what raises your village's income.
- Warehouse and storage — Economy · How much each village holds of each resource, what happens when the Warehouse is full, what protects your stock and when to upgrade it.
- Coins of the realm — Economy · Bronze, silver, essence, cash, gem dust and guild Seals — where each coin comes from and where it's spent.
- Merchant and Exchange — Economy · What the Merchant's Shop sells, how the showcase rotates and how to trade resources and coins with him by paying cash.
- Square and Auction House — Economy · How to trade resources with other players on the Square and deal in items at the Auction House — requirements, caravans, bids and fee.
- Founding new villages — Economy · Requirements for the second, third and fourth villages, how to found one on the map, move resources by caravan and what secondary villages are for.
Military
- Troops and training — Military · How the Barracks trains troops, what speeds up the queue and what role each kind of unit plays across the three races.
- Combat and the triangle — Military · How a battle is decided: attack power against defense power, the class triangle, the Wall, heroes, losses and the battle report.
- Attacking players — Military · PvP in practice: who can be attacked, what a raid takes, what it costs in troops and what the report shows.
- PvE targets — Military · Camps, dungeons, forts and neutral villages: difficulty, rewards, regeneration and the weekly PvE resource cap.
- Scouting and sieges — Military · How scouts read a defense, what the scouting report shows, how rams and catapults bring down the Wall and buildings, and the repairs after a siege.
- Marches and reinforcements — Military · How long a march takes, what speeds it up, how to cancel it and how to move troops, heroes and resources between your villages.
- Defending your village — Military · Garrison, Wall, home advantage, defender hero and reinforcements, and how to read and react to an incoming attack.
- Technology — Military · Each race's research tree — Trunk, Calling, Scar and Oath —, Doctrine Points, the Reform, the research queue and the Folio and Codex materials.
Heroes
- Recruiting heroes — Heroes · How the Hall of Heroes refreshes candidates, what recruiting costs, when the Call is worth it, the daily limit, the hero cap and the titles.
- Hero progression — Heroes · How your hero gains XP and levels, regenerates health, uses potions, dies and comes back, and what happens when you sell one.
- Equipment and the Forge — Heroes · The hero's twelve slots, rarities, how each piece's stats add up, upgrades, tiering up, the Anvil and selling to the Merchant.
- Sets and relics — Heroes · The Wolf and Scorpion sets, piece bonuses, the keystone, fragments, the choice chest, the weekly cap, shards and the Workshop.
- Gems — Heroes · Tiers, effects and domains, socket colors, what the Forge unlocks, fusion, cutting, the active gem limit and keystones.
- Chests and odds — Heroes · The equipment and gem vaults, the bad-luck meter, the 10-pack guarantee and what each reward chest can bring.
Omens
- What Omens are — Omens · Account cards with small, always-on bonuses. Learn the six families, the rarities, the stars, the Shadow cards and each effect's cap.
- The Table and combos — Omens · Table slots, the swap delay, family combos, the twelve sets and who can find out your stance.
- Getting cards — Omens · Where Omen decks come from, how the luck meter and the weekly cap work, and what to do with duplicate cards.
Guilds
- Guilds: the basics — Guilds · How to found or join a guild, what each rank can do, the chat, leaving and expelling — and why it pays to join early.
- Order Tree — Guilds · How the guild gathers Seals and materials, levels up and buys the paths of the Order Tree — and how each bonus reaches you.
- Guild oases — Guilds · How to conquer and hold oases on the map, station troops, the bonuses of each tier — Veins, Swift Barracks and more — and the relics for holding and defending.
- The Colossus — Guilds · The guild boss: when it shows up, how to face it with your hero, the damage cap, the prize grades, the MVP and the Colossus Tonic.
- Guild War — Guilds · The tournament between guilds: registration, the bracket, king-of-the-hill hero duels, the duel rules, the prizes and the medals.
- Guild reinforcements — Guilds · How to station troops in a guildmate's village, how much it can hold, how long they stay and how reinforcements show up in the battle report.
- Guild Shop (Bazaar) — Guilds · Personal Seals, where they come from, what the guild Bazaar sells — from Wolf fragments to the War Drum — and how the purchase limits work.
Account and seasons
- Servers and seasons — Account and seasons · What a server is, what changes from one to another, how a season unlocks content and what happens when it ends.
- Account rules — Account and seasons · One account, one lord per server — what counts as multi-account abuse, what happens to abandoned villages, moderation and what your public profile shows.
- Purchases and cash — Account and seasons · What cash is, how to earn and buy it, what to spend it on, what the Merchant sells (and doesn't), promo codes and your purchase history.