Learn the realm in minutes.
Start with the essentials, then open only the detailed chapter you need. Search still covers the full handbook, while the quick guide below explains the core game loop without making new Wardens read a wall of text.
The important parts first.
These cards explain the systems you need to actually play. Use the links on each card when you want the exact rules, numbers, unlocks, or edge cases.
Your first session
Use the bottom navigation, start a construction project, a troop-training order, and research when affordable. Claim daily supplies and choose objectives that fit how you want to play.
Getting started →Settlement progression
Your completed Keep level is your settlement level. Develop all 11 buildings toward level 30. Repeatable Settlement Works keep construction meaningful afterward; they use ordinary construction slots without raising building levels or permanent power.
Buildings & progression →Resources & currencies
Food, Wood, Stone, and Gold fund ordinary growth. Gems, Scholar Manuscripts, Peace Seals, Settlement Waystones, and Astral Crystals support special progression and utility systems.
Economy explained →Army & troop matchups
Train eight troop types across five tiers. Barracks development and Troops Research can raise a normal training order to 12,500 troops, with an active Grand Muster Charter allowing up to 15,000 where the 25% boost has room to apply. Composition still matters: Infantry counters Cavalry, Cavalry counters Archers, and Archers counter Infantry. The late-game line now spans all three classes all the way through Tier V: Aegis Templars are Infantry, Celestial Lancers are Cavalry, and Astral Champions are Archers.
Troops & counters →Marches, scouting & the Realm map
Active player marches and launched rallies appear on other Wardens’ maps through the live Realm feed; settlement scouts make real outward and return journeys. Forces visibly travel, station, recall, and return. Permanent solo march capacity now reaches 10,000 troops, or 12,500 while a Warhost Command Writ is active. The Stationed Forces tab lists node, allied-settlement, and Oathenreach deployments with Locate and Recall controls.
March rules →Combat, casualties & healing
Combat is server-authoritative. Normal Realm battles use both sides’ Attack and Defense, so a badly outmatched army can be routed. Normal Realm offensive casualties are permanent; eligible defending casualties use each owner’s available Moonwell beds first. Campaign remains the documented PvE exception with its own Moonwell handling. A fully developed Moonwell plus the existing hospital-capacity doctrines reaches 50,000 beds.
Combat details →Guardians & research
Your Guardian fights with your armies and strengthens the troops it commands on both Attack and Defense, in addition to contributing its own stats. It uses seven gear slots, levels, specializations, set bonuses, and Astral refinement. The Verdant Archive contains seven permanent research branches plus repeatable Academy Studies that count toward research objectives and events without adding permanent bonuses.
Guardian guide →Alliances, rallies & trade
Alliances coordinate reinforcements, caravans, rallies, diplomacy, shared pins, Oathlink project aid, and Oathenreach strategy. Rally strength comes from multiple contributors, while legality is rechecked by the server.
Alliance systems →Oathenreach
Oathenreach is the major alliance objective. Its command workspace uses Overview, Scout, Rally, and context-sensitive Assault/Reinforce/Occupy tabs. Stationed temple troops remain deployed until recalled, defeated, or the event resolves.
Oathenreach guide →Campaign, objectives & event milestones
Campaign Expedition provides a 250-stage PvE warpath with automatic legal force selection. Warden’s Path keeps daily, weekly, frontier, and permanent objectives plus a separate 47-item Realm Milestones tab. Each 24-hour Realm Competition now has three personal Event Milestone Chests in addition to the normal Realm leaderboard: earn the event’s existing points, unlock Tier I / II / III chests, claim them from Events, and still compete for placement rewards.
Events & milestones →Speedups & active queues
Project Speedups work on Research, Construction, Troop Training, and active Moonwell Healing, including repeatable Academy Studies and Settlement Works in their matching slots. They target the selected order, have no daily usage cap, and preserve unavoidable excess as reusable saved credit.
Speedups explained →Protection, relocation & recovery
Peace protection blocks hostile settlement action under its rules, can be banked only up to seven days, and cannot be reactivated for 30 minutes after successful hostile activity or scouting. Recovery Wards protect repeated-defeat targets, while Settlement Waystones handle legal relocation.
Protection & relocation →Market, Gem Vault & identity
The Realm Market offers supplies, speedups, protection, command boosts, and identity cosmetics. New Gem Vault contracts use 0.5% / 1.5% / 3.5% base terms and can be cancelled for principal only. When verified real-money offers are enabled, gameplay-affecting packages are explicitly bound to a target Realm.
Realm Market →Reports, alerts & player preferences
Battle, scout, rally, event, and system activity remains in Reports & Notifications even when optional live popups are disabled. Warden Account preferences can filter live attention alerts by category, control hostile/scout/recall/rally confirmations, choose whether report details start expanded, and keep the separate hostile-threat frame enabled or disabled.
Reports & preferences →Deep-Dive Handbook
Every original chapter is preserved, but it now stays collapsed until you need it. Open one chapter, use the left navigation, or search the whole manual.
What is Valtheryn?
Valtheryn is a persistent multiplayer strategy game centered on Thornhaven, the current main and only playable Realm. Every new Warden is assigned to Thornhaven automatically. Build your economy, train increasingly capable troops, research permanent advantages, support an alliance, and compete for Oathenreach in the shared Realm. The multi-Realm foundation remains available for future growth, but Moonveil is currently locked.
Build one living settlement
Upgrade 11 buildings through level 30 while construction, research, training, and healing continue on their own timers.
Your settlement · your progressionCommand a growing army
Train eight troop types across five tiers. Authenticated outbound forces, survivors, recalls, caravans, and civilian workers visibly complete their journeys instead of instantly appearing at their destination.
Military tiers I–V · complete journeysDevelop one Guardian
Choose one of six equal-strength identities and manage seven equipment slots. The portrait stays clean while gear bonuses remain authoritative in combat.
Character-only portrait · gear-driven statsCoordinate under one banner
Join an alliance, send lawful caravans, reinforce allied settlements, rally against enemies or Oathenreach, establish diplomatic context with other alliances, and coordinate alliance-only Realm pins.
Up to 50 alliance members · diplomacy + shared pinsAdvance through Campaign Expedition
Advance through 250 sequential PvE stages with an automatically selected strongest legal ready-at-home force. Your Guardian joins automatically whenever it is home.
10 floors · 25 stages each · automatic force · first-clear rewardsCompete without losing your progress
Join rotating 24-hour competitions and the weekend temple siege while keeping your existing Warden, research, inventory, and settlement.
Persistent shared realmYour first day in the realm
- Find the bottom navigation: Realm · Settlement · Army · Campaign · Guardian · Infirmary · Research · Alliance · Events · Trade · Shop. Re-click the currently open main tab to close its workspace without reaching for the X.
- Review your settlement: check your completed Keep level, ordinary resources, troops, protection, and available upgrades.
- Meet your Guardian: use the compact Status / Build / Loadout workspace, choose a cosmetic identity and specialization, review the seven equipment slots, and inspect the new Guardian research branch in the Verdant Archive.
- Claim Daily Guardian Training: when the green-and-gold card appears below the top-right profile area, claim 250 base Guardian XP. It disappears after claim and returns 24 hours later; Guardian XP research increases the amount.
- Start your independent queues: begin one construction project, one training order, and one research project when affordable.
- Inspect Campaign Expedition: open Campaign to see the current floor and stage, automatic expedition force, Guardian availability, enemy profile, projected victory chance, first-clear rewards, and Campaign-only sound control. You do not manually choose Campaign troops anymore; improve your army if the automatic projected chance is too low.
- Claim the free Shop delivery: open Shop → Featured and collect your once-daily ordinary-resource supplies.
- Choose your daily objectives: complete any five of twelve available tasks; use your one free reroll if a task does not suit you.
- Check Realm Milestones: open Warden’s Path → Realm Milestones to see one-time Realm achievements such as Keep/Power growth, troop-training totals, scouting, PvP, Market purchases, alliance activity, Guardian progression, Research, and Oathenreach participation. Progress belongs to the Realm where it is earned; currently all new Wardens progress in Thornhaven.
- Explore the frontier: occupy open deposits, complete peaceful civilian expeditions, or select a visible Frontier Bounty camp on the Realm map and dispatch a real patrol.
- Join an alliance: coordinate defenses, rallies, and Oathenreach; caravans unlock after Keep level 3 and 12 hours of settlement age. Alliance Hall also exposes Diplomacy, while Officers/Leaders can publish alliance-only Realm pins.
- Open Events: inspect the current 24-hour competition, review live standings and scoring rules, and check your personal three-tier Event Milestone Chest track. The same event points that determine Realm rank also fill your personal progress bar. Unlocked chests turn gold and can be opened from Events; finished eligible placement rewards auto-credit securely and are recorded in Reports & Notifications.
Realm, settlement, and Warden level
The realm is the shared map, every player settlement, 640 resource deposits, alliances, competitions, and Oathenreach. Thornhaven is currently the only playable Realm and supports up to 1,500 Wardens. Your settlement is your individual base. Your Warden is the commander whose separate experience level increases through play.
| Your personal progression | Shared realm systems |
|---|---|
| Completed settlement buildings and Keep level | The world map, competing settlements, and available land |
| Resources, gems, manuscripts, inventory, and troops | 640 food, wood, stone, and gold deposits across the 64,000 × 40,000 Thornhaven map |
| Research, quest progress, Warden profile, and settlement power | Alliances, rankings, rotating competitions, and Oathenreach |
| Your settlement position, active Peace Seal, and scouting protection | Weekend events, alliance warfare, and the Crown Holder title |
Current build, Support & Realm time
Realm Overview displays Valtheryn v0.62.0, provides the Valtheryn Support shortcut, and shows the current Realm Server Time (UTC). The clock is synchronized from Realm time rather than relying on the player’s local computer clock.
Version · Support · Realm UTC clockYour Settlement + Warden’s Path controls
Both top-left HUD panels can be minimized and reopened. When both are collapsed, Warden’s Path sits directly beneath the compact Your Settlement header instead of leaving a large empty gap. Each preference is remembered for that Warden and Realm on the device.
Compact stacked HUD · reopen with +Resources, gold, gems, manuscripts, and Astral Crystals
Food
Supports troop training, healing, research, civilian growth, and workshop crafting.
Sunmeadow Farms · food depositsWood
Supports construction, military training, infrastructure, and workshop recipes.
Whisperwood Mill · woodland depositsStone
Supports defensive buildings, advanced troops, research, and settlement upgrades.
Greywatch Quarry · stone depositsGold
Funds research, settlement upgrades, alliance creation, resource bundles, and Settlement Waystones.
Keep economy · gold depositsOrdinary resources accrue with building production, occupied deposits, completed doctrines, and applicable Crown Holder bonuses. The server processes up to 24 hours of ordinary-resource catch-up when a settlement returns.
| Earned gem source | Current reward |
|---|---|
| First login each UTC day | 10 gems and 2 manuscripts |
| First four daily objective claims | 10 gems each, 2 manuscripts each, 135 XP each |
| Fifth daily objective claim | 15 gems, 1 manuscript, and 165 XP |
| Permanent Warden’s Path objectives | 18–175 gems, plus each objective’s listed Scholar Manuscripts / XP / resources and 1 Astral Crystal per claimed permanent objective |
| Realm Milestones | 4–60 gems each, plus scaled Warden XP and ordinary resources; 721 Gems total across all 47 one-time Realm-specific milestones |
| Each Warden level gained | 25 gems |
| Successful frontier bounty | 2 gems per victory; first daily victory also grants 1 manuscript |
| Rotating competition placement | 3–300 gems, according to placement; qualifying placement prizes grant Astral Crystals: 2 / 1 / 1 for ranks 1 / 2 / 3; ranks 4–10 award no Crystal |
| Personal Event Milestone Chests | 50 / 100 / 200 Gems for Tier I / II / III, plus 50,000 / 100,000 / 250,000 Gold; Tier III adds 1 Astral Crystal and 1 Settlement Waystone. These personal rewards stack with leaderboard placement rewards. |
| Eligible Oathenreach occupation | 10 gems once per event season |
| Qualifying Annihilation victory | 2 bonus gems per unique opposing target per UTC day |
All 11 settlement buildings
Warden’s Keep
Your command center. Its completed level is your settlement level and gates every other building.
Maximum building level 30Oathstone Barracks
Trains troops, expands company capacity, and gates advanced military tiers.
Maximum building level 30Sunmeadow Farms
Produces food for training, research, healing, and settlement development.
Maximum building level 30Whisperwood Mill
Produces wood for construction, military supplies, and advanced projects.
Maximum building level 30Greywatch Quarry
Produces stone for fortifications, research, and stronger settlement buildings.
Maximum building level 30The Verdant Archive
Unlocks and accelerates research. Research speed reaches its 40% cap at Archive 15; levels 16–30 then continue improving Scholar Manuscript efficiency. Project Speedups have no daily use cap and may be spent on active Research, Construction, Troop Training, or Moonwell Healing.
Maximum building level 30Moonwell Infirmary
Protects battlefield casualties with available recovery beds and returns treated wounded troops to service after timed treatment.
Maximum building level 30Ironroot Storehouse
Protects a reserve of each ordinary resource against hostile settlement plunder.
Maximum building level 30Sunfire Watchtower
Provides a real settlement-defense bonus and shortens reconnaissance cooldowns; higher levels also improve the defender’s counter-reconnaissance position.
Maximum building level 30Alliance Embassy
Expands alliance caravan allowance, defensive reinforcement capacity, and rally logistics; milestone levels 10/20/30 improve alliance logistics further.
Maximum building level 30Runecrafter’s Workshop
Crafts earned Peace Seals and gates Guardian equipment. High Workshop levels add craft slots, reduce ordinary crafting costs, and lower the manuscript requirement.
Maximum building level 30Keep levels 1–24 support one active construction upgrade; Keep 25 unlocks a second construction slot. Benefits apply only when a timed order finishes, and no supporting building may exceed the completed Warden’s Keep level. Major Keep milestones also require a developed settlement instead of allowing a pure Keep rush. Construction remains separate from research, training, and healing.
Troops, training, and company capacity
Open Army in the bottom navigation to train Infantry, Archers, Cavalry, and Elite Guard. Each training order consumes ordinary resources and finishes after its real-time countdown. Barracks levels 1–24 support one active training order; Barracks 25 unlocks a second military training slot. Each troop card also contains a protected dismissal control for permanently removing ready-at-home troops you no longer want.
| Troop | Tier | Battlefield role | Primary unlock |
|---|---|---|---|
| Verdant Wardens | I | Shield-bearing core infantry | Available immediately |
| Thornveil Archers | I | Ranged offensive support | Available immediately |
| Dawncrest Riders | II | Mobile cavalry | Mounted Command · Keep 4 · Barracks 3 |
| Oathbound Sentinels | III | Heavily protected elite infantry | Tempered Steel · Keep 8 · Barracks 7 |
| Royal Vanguard | IV | Tier-four shock cavalry | Royal Vanguard · Keep 11 · Barracks 10 · Archive 9 |
| Aegis Templars | V | Bulwark elite infantry | Aegis Templars · Keep 24 · Barracks 22 · Archive 21 |
| Celestial Lancers | V | Legendary celestial cavalry | Celestial Lancers · Keep 24 · Barracks 22 · Archive 21 |
| Astral Champions | V | Legendary astral archers | Astral Champions · Keep 24 · Barracks 22 · Archive 21 |
Troop counter triangle
Troop composition has a real battlefield matchup system. The three main classes form a complete counter triangle: Infantry counters Cavalry, Cavalry counters Archers, and Archers counter Infantry. Verdant Wardens, Oathbound Sentinels, and Aegis Templars are Infantry; Dawncrest Riders, Royal Vanguard, and Celestial Lancers are Cavalry; Thornveil Archers and Astral Champions are Archers. This keeps the counter triangle strategically relevant through the full Tier V roster.
Companies may contain as few as one trainee. Elite Training, Drillmaster Corps, and Mythic Armaments improve training speed; Quartermaster Corps and Expeditionary Supply improve training economy. Troops become available when their training timer completes.
Settlement power, visible rank, and deployed troops
Settlement power combines your Warden progression, completed building levels, finished research, and the real attack-and-defense strength of every surviving troop you still own. The realm sorts settlements by this value to determine public rank.
- Completed buildings increase power: Keep, Barracks, Archive, production buildings, and every other completed settlement building each contribute their weighted development value.
- Newly completed training increases power: troop quality matters because each unit contributes its actual attack and defense values.
- Finished research contributes power: advanced doctrines and higher completed levels add weighted development strength.
- Deployed survivors still count: troops marching, guarding deposits, reinforcing allies, joining rallies, or defending Oathenreach remain part of your total power and realm rank.
- Deployed troops are unavailable for home defense: their absence changes the settlement garrison, not the ownership-based public ranking.
- Combat losses and wounded troops can reduce immediately available strength: successful treatment restores recovered units to active service.
- Map settlement labels show settlement level and realm rank: your own location is labeled YOUR SETTLEMENT.
Research branches and permanent bonuses
The Verdant Archive offers 139 doctrines: 52 foundational and 87 advanced. Each doctrine belongs to one of seven selectable research categories, with its own progression tree, earlier-doctrine requirements, and permanent completed bonuses. Completed effects are consumed by the authoritative production, training, movement, scouting, trade, recovery, attack, defense, rally, and Oathenreach calculations—not merely displayed in the interface.
Resource emphasis also follows the doctrine branch. Economy leans toward Food and Wood, Warfare toward Food and Stone, Defense toward Stone and Wood, Troops toward Food and military materials, Temple toward Stone and Gold, Espionage toward Gold and Wood, and Guardian toward Stone and Gold while still demanding meaningful Food/Wood support. These weights redistribute each doctrine’s total cost without changing its permanent effect.
Economy
Improve food, wood, stone, gold, and resource-deposit yield.
21 doctrinesWarfare
Improve army attack, unit specialization, march speed, and solo march capacity all the way to the 10,000-troop cap.
19 doctrinesDefense
Improve defensive strength, casualty survival, infirmary capacity, and protected resources.
18 doctrinesTroops
Unlock stronger military tiers, expand normal training companies up to 5,000 troops per order, and improve military efficiency.
16 doctrinesTemple
Improve Oathenreach assaults, sacred defenses, rally attack, and shared alliance rally capacity toward the 60,000-troop realm cap.
34 doctrinesEspionage
Improve reconnaissance, anti-spy protection, movement, combat readiness, and alliance logistics.
13 doctrinesGuardian
Improve Guardian attack, defense, XP gain, gear scaling, specialization mastery, march speed, and battlefield-specific Guardian power.
18 doctrines| Useful doctrine | Verified bonus |
|---|---|
| Field Medicine | 4% fewer casualties per level |
| Counterintelligence | +10% anti-spy duration per level |
| Marching Banners | +2% attack and +200 solo march capacity per level |
| Expanded Barracks | +100 troop training capacity per level |
| Grand Mustering | +200 troop training capacity per level |
| Regimental Quarters | +90 troop training capacity per level |
| Grand Drillgrounds | +200 troop training capacity per level |
| Imperial Muster | +500 troop training capacity per level |
| Rally Logistics | +100 rally troop capacity per level |
| Grand Warhost | +200 rally troop capacity per level |
| Forced March | +8% march speed per level |
| Campaign Roads | +5% march speed and +300 solo march capacity per level |
| War Academy | +400 solo march capacity per level |
| Ironbound Campaigns | +600 solo march capacity per level |
| Legendary Host | +600 solo march capacity per level |
Only one research project runs at once. Advanced projects require completed Keep and Archive levels, earlier doctrine ranks, ordinary resources, and the required Scholar Manuscripts. Research benefits and competition points apply only when the project finishes.
Five flexible daily objectives and login rewards
Valtheryn presents twelve daily objective choices, but you only need to claim five to earn the complete daily progression reward. Most objectives accept peaceful, solo, healing, or progress-based alternatives. One unclaimed objective can be replaced with Flexible Warden Duty once per UTC day.
| Available objective | Any qualifying completion route |
|---|---|
| Daily Muster | Train 10 troops or heal 5 wounded troops today. |
| Daily Reconnaissance | Scout an enemy or complete a frontier bounty victory. |
| Daily Scholarship | Finish one research project or make 15 minutes of research progress. |
| Daily Expedition | Win one Campaign Expedition stage today. |
| Daily Frontier Hunt | Win one Frontier Bounty encounter today. |
| Daily Alliance Aid | Send an alliance caravan or complete a solo civilian expedition. |
| Daily Realm Battlefield | Win one settlement PvP battle today. PvE and unrelated battle modes no longer satisfy this objective. |
| Daily Settlement Builder | Finish one building upgrade or make 10 minutes of construction progress. |
| Daily Civilian Expedition | Complete one peaceful civilian gathering expedition. |
| Daily Moonwell Duty | Heal 5 wounded troops today. |
| Daily Warhost | Participate in one alliance rally today. |
| Daily Rune Workshop | Craft one Peace Seal today. |
| Flexible Warden Duty Free reroll | Train 5 troops, gather with civilians, win a Frontier Bounty, or make research/construction progress. |
| Claim position | Gems | Manuscripts | Warden XP |
|---|---|---|---|
| 1st | 14 | 2 | 135 |
| 2nd | 14 | 2 | 135 |
| 3rd | 14 | 2 | 135 |
| 4th | 14 | 2 | 135 |
| 5th | 17 | 1 | 165 |
| Five-objective total | 73 | 9 | 705 |
| Automatic daily login | 10 | 2 | — |
Alliance discovery, diplomacy, crests, roles, and leadership
An alliance supports up to 50 Wardens. Unaffiliated Wardens can use Find an Alliance to compare public recruiting banners by member count, primary language, minimum expectations, aggregate activity level, description, and Crown Holder status before choosing where to join or apply. The current Oathenreach-holding alliance also receives a distinctive gold presentation in supported discovery/ranking surfaces. Membership makes allied settlement defense, lawful resource caravans, combined rallies, Oathenreach garrisons, and shared crown bonuses possible.
Diplomacy authority
Only the Alliance Leader can change diplomatic relationships. Returning a relationship to Neutral removes the explicit diplomatic label.
Leader-controlled · strategic context onlyAlliance crests
The Leader can equip one of five visual alliance crests: Verdant Oath, Sunforge, Moonveil, Ironroot, or Starfall. Crests are identity-only and never modify combat, economy, rally capacity, or rewards.
Five first-party visual crestsShared Realm pins
Alliance Officers and the Leader can publish and remove up to 80 alliance-only pins for coordinated staging, targets, resources, warnings, meetings, and Oathenreach plans.
Officer / Leader managed · alliance-privateOperation markers remain separate
Operation Board target markers still belong to their operation and expire with it. Manually created Alliance Pins are persistent shared markers until an Officer or Leader removes them.
Operations ≠ manually shared pins- Recruitment policies: Open alliances allow immediate joining when a slot is available; Application Required alliances let an unaffiliated Warden send an optional introduction for Officer/Leader review; Closed alliances remain visible in discovery but accept neither joins nor applications. A Warden may hold at most three pending applications at once. Applications expire automatically after 7 days if they are not accepted, declined, or withdrawn. You can also found your own alliance for 2,000 gold.
- Alliance Hall sections: Overview, Operations, Members, Diplomacy, Recruitment, Rallies, and Activity; plan privately, search members, inspect allies, manage diplomatic context and crest identity, recruit, reinforce, locate, trade, and coordinate rallies.
- The private Operation Board supports six record types: target markers, reinforcement requests with troop goals, scheduled rally plans, Oathenreach operations, alliance objectives, and expiring notices.
- Readiness is visible to the alliance: eligible members can answer Joining, Maybe, or Unavailable, and the board shows live counts plus the response roster.
- Operation permissions are configurable: the Leader chooses whether Recruit, Sentinel, Officer, or Leader is the minimum role for each operation type and for closing operations. Sentinel is a real intermediate authority tier between Recruit and Officer.
- Targeted operations create private map markers: only members of the operation’s alliance receive them. Marker actions can locate the target or open the correct reinforcement, rally, or temple control.
- The Leader can promote, demote, or remove eligible members and transfer alliance leadership directly from the Members roster.
- Alliance Members uses public portrait identity: each roster entry—including your own row—shows the member’s currently equipped Warden Profile Portrait. The portrait is presentation-only and does not expose private progression.
- Leadership transfer is explicit: the selected member becomes Leader and the former Leader becomes an Officer.
- Recruitment settings are Leader-controlled: the Leader sets the public description, primary language, minimum expectations, and Open/Application Required/Closed policy.
- Application review is shared with Officers: Officers and the Leader can inspect pending applicants, their Warden level, Settlement level, current power, and optional introduction, then accept them as Recruits or decline the request.
- Activity labels protect individual privacy: discovery uses aggregate, rate-limited gameplay activity such as Very active, Active, Casual, or Quiet rather than exposing individual last-active timestamps. Very Active also requires a meaningful number of active members, so a one-person alliance cannot earn that label from percentage alone.
- Removal has consequences: a normally removed Warden receives a 24-hour rejoin cooldown for that alliance. The Leader can instead block rejoining/applying until the block is manually removed.
- Application review scales: Officers and the Leader can page through pending applications in groups of 25, and alliance discovery itself is paged in groups of 20 recruiting banners.
- Alliance members cannot attack or scout one another. Friendly settlements appear with green map markers.
- Reinforce allied settlements within their defensive reinforcement capacity; each Warden can recall their own contributed defenders. Capacity begins at 850 and grows with the Alliance Embassy, Keep, Layered Ramparts, Beacon Network, Counterassault Drills, and Citadel Aegis, reaching 25,185 when all contributing progression and Embassy milestone bonuses are complete.
- Trade is alliance-only and requires the sender to have Keep level 3 and a settlement at least 12 hours old.
World map, settlement labels, Realm markers, and 640 resource nodes
The expanded 64,000 × 40,000 Thornhaven Realm contains 640 food, wood, stone, and gold deposits, real player settlements, and central Oathenreach. It has four times the land area of the previous 32,000 × 20,000 map and sixteen times the original 16,000 × 10,000 playable area. Existing settlements, active route endpoints, and persisted live resource deposits were proportionally migrated into the larger map so established progression and journeys were preserved. NPC settlements and seeded NPC alliances are not part of the live realm. Drag to pan and scroll to zoom. For player privacy, the minimap shows only your settlement, Oathenreach, and the harmless camera viewport; it does not show other settlements or node landmarks and cannot be clicked to locate other Wardens.
Your settlement
A distinctive gold marker identifies your home. The map uses the current label “YOUR SETTLEMENT.”
Gold markerAlliance settlements
Friendly Wardens show green markers. Open their profile to inspect, reinforce, locate, or send an eligible caravan.
Green markerOther settlements
Opposing or neutral settlements show their actual settlement level whenever their map identity is visible, with rank, alliance, Peace Seal metadata, Recovery Ward protection when active, and—when applicable—a Wanted medallion for open Player Gold Bounty escrow. Scouts reveal details that public profiles conceal.
Settlement Lv. · rank · protection · Wanted bounty markerResource deposits
Claim an open deposit or defeat an opposing garrison. Four visual tiers hold 30,000, 60,000, 120,000, or 240,000 resources. A stationed garrison gathers from that finite reserve into unbanked occupation cargo; the cargo remains attached to the node force and does not become spendable settlement resources until the force returns home.
Maximum five occupied depositsOnly five deposits may be occupied by one settlement at the same time. Stationed garrison gathering and civilian expeditions both reduce the shared reserve. Garrison yield accumulates as server-authoritative unbanked cargo and is banked only when a recall or automatic exhaustion return reaches the settlement. Civilian workers visibly march outbound, gather for 45 minutes after arrival, and visibly return; their resources and earned manuscript are also awarded only when they reach home. When a deposit is empty, stationed survivors automatically march home with their secured cargo; after 30 minutes the deposit respawns at a new safe location with a full tier reserve. A settlement Peace Seal does not make external resource-node garrisons immune to competition.
- Settlement locations are stable: combat, power changes, rank refreshes, and reloads do not move a base. Only a confirmed Waystone relocation changes its server-owned position.
- Settlement artwork is level-aware and customizable: without an equipped premium style, levels 1–29 use the established Valtheryn castle and a completed level-30 Keep becomes the larger Golden Crown Citadel. Wardens who permanently own a premium settlement style may equip it cosmetically at any level; level, rank, Peace Seal, hitbox, combat state, and progression remain unchanged.
- Premium settlement styles are public cosmetics: Verdant Crown Citadel, Moonveil Enclave, Ironroot Bastion, and Sunforge Oasis each have their own original Realm-map architecture. Other Wardens see the equipped style, and owned styles can be re-equipped without another purchase.
- Oathenreach is a fortified sacred citadel: its wider rectangular precinct, four tower masses, central nave, crown spire, battlements, stairs, banners, and illuminated windows share one matching hover and selection footprint.
- The realm landscape is procedurally original: organic grass variation, layered forests, meadow details, sacred causeways, water depth, river reflections, and resource landmarks are drawn by Valtheryn’s own canvas code without third-party map art.
- Alliance operation markers are private: active targeted plans are drawn only for members of the owning alliance and disappear when completed, cancelled, or expired.
- Private Realm Bookmarks are personal: every Warden may save up to 60 bookmarks. They are visible only to that Warden and can be created from the position currently centered in the Realm Navigator.
- Alliance Pins are shared privately: Alliance Officers and the Leader may maintain up to 80 alliance-only markers. Other alliances and unaffiliated Wardens do not receive them.
- Seven marker categories are available: Bookmark, Rally, Enemy, Resource, Avoid, Oathenreach, and Meeting. Both personal bookmarks and alliance pins can use these categories.
- Realm Navigator now includes markers: it lists your private bookmarks and, when you belong to an alliance, the alliance’s shared pins in addition to alliance settlements and live resource deposits.
- Peace Seal protection is visible: a protected settlement is surrounded by a luminous animated dome on the realm map.
- Open Player Gold Bounties are visible on cities: a pulsing Wanted medallion appears above a settlement whenever its open escrow total is greater than zero. At ordinary zoom the label includes the public Gold total; when all open bounty escrow is gone, the marker is removed.
- Deposits expose useful state: each resource landmark displays its tier and remaining reserve while retaining distinct food, wood, stone, or gold artwork.
- The Realm Navigator protects player location privacy: its settlement results still include only current members of your alliance; enemy and unaffiliated settlements remain excluded. It now also includes your private bookmarks, alliance-only shared pins, and live resource deposits.
- Home and Oathenreach use their own map controls: neither is duplicated in the Navigator, and personal march routes remain in the dedicated march tracker.
- The bottom HUD uses three non-overlapping lanes: Home, Temple, zoom, Realm Navigator, and Music On / Off sit in the mini-control lane on the left, the main command navigation sits directly beside it, and the private Realm Map occupies the right lane. All three remain aligned to the same bottom baseline; narrower screens scroll controls within their own lane instead of stacking or overlapping.
- Valtheryn uses original game audio: The Verdant Realm is the looping Realm soundtrack. A successful scout launch plays the original Scout Dispatch cue immediately. Settlement, occupied-node, Oathenreach, Frontier Bounty, and launched rally combat use the original Battle Arrival cue at authoritative contact; the current Realm cue runs about 8.2 seconds. Campaign uses a separate shortened playback window of about 2.35 seconds and has its own Sound On / Off preference.
- Moving formations are authoritative: the map no longer creates decorative patrols toward Oathenreach. Visible military armies, Frontier patrols, launched rallies, settlement scouts, caravans, and civilian workers correspond to server-recorded journeys. Occupied-node and Oathenreach scouting use their separate immediate report paths.
- Detected hostile threats can frame the Realm view: a thick, pulsing viewport-edge warning appears for detected hostile activity. Scouts use a strong amber edge treatment, while incoming attacks and rallies use a more urgent red/crimson treatment. Undetected scouts do not create a defender warning frame, although an active settlement-scout route can be seen on the shared map.
- Map details respond to the pointer: hovering a settlement, live deposit, or authenticated formation adds a clear highlight and a concise identification tooltip.
- Oathenreach carries its own live plaque: the countdown is attached to the temple landmark, moves with it while panning and zooming, and shifts beside the temple when necessary to avoid the command dashboard.
Shop items, protection, speedups, supplies, and identity tools
Open the dedicated Shop tab in the bottom navigation. Its departments are Featured, Speedups, Protection, Supplies, Command Boosts, Gem Vault, and Identity. Prices and rules below match the current server-authoritative v0.62.0 catalog.
| Shop item | Price | Duration or use | Actual effect |
|---|---|---|---|
| Daily free market supplies | Free · once per UTC day | Instant delivery | Settlement-level-scaled food, wood, stone, and gold. Levels 1–14 retain the established early-game curve; Levels 15–30 use a substantially stronger late-game table. |
| Settlement Lv. 30 daily delivery | Free · once per UTC day | Instant delivery | 1,500,000 Food · 1,200,000 Wood · 1,020,000 Stone · 360,000 Gold. |
| Peace Seal | 90 gems | 12 hours | Blocks hostile settlement attacks and settlement scouting, and prevents your Warden from launching attacks or scouting. Activation is manual; losing a battle never activates a Peace Seal automatically. |
| Sovereign Peace Seal · 5 Days | 1,250 gems | 120 hours | A premium long-duration Peace option using the same strict non-combat activation rules as the 12-hour seal. |
| Veil of Silence | 50 gems | 12 hours base | Adds a major counterintelligence advantage. Completed anti-spy doctrines can extend its duration. |
| Settlement Waystone | 15,000 gold | Single use | Moves your settlement to legal open land; new settlements begin with one. |
| Warden Rename Scroll | 120 gems | Single use | Allows another Warden name change after the first free rename. |
| Settlement Paint Token | 1,500 gems | Single-use save token | Opens the Settlement Paint Studio, where a Warden can preview a color with a picker and swatches. Saving a new custom color consumes one token and recolors the settlement’s major walls, roofs, banners, trim, and architectural surfaces while preserving the equipped settlement style. Restoring the original style colors is free and consumes no token. |
| Prismatic Warden Name | 20,000 gems | Permanent unlock · Settlement Lv. 30 | Applies a cycling rainbow treatment to the Warden name on public Warden Profiles and in World/Alliance Chat. Cosmetic only and automatically active after purchase. |
| Premium Settlement Style | 15,000 gems each | Permanent cosmetic unlock | Choose Verdant Crown Citadel, Moonveil Enclave, Ironroot Bastion, or Sunforge Oasis. Purchase is Gem-only, equips immediately, grants no gameplay bonus, and an owned style can be switched freely afterward. |
| Grand Muster Charter | 750 / 1,900 / 5,500 gems | 2 / 6 / 24 hours | Gem-only timed Command Boost. Raises authoritative troop-training company capacity by 25% above the Warden’s normal capacity; a fully progressed normal 12,500 maximum is bounded by an absolute boosted ceiling of 15,000. |
| Warhost Command Writ | 1,000 / 2,750 / 8,000 gems | 2 / 6 / 24 hours | Gem-only timed Command Boost. Raises authoritative personal troop-march capacity by 25%; normal 10,000 maximum can temporarily reach 12,500. Applies to eligible Realm deployments including allied reinforcement and personal rally contribution, but not Campaign or the alliance shared rally ceiling. |
| Astral Crystal | 3,000 gems each | Permanent inventory resource | Shop → Supplies purchase requires Settlement Lv. 30. Used to refine owned Tier V Astral Guardian gear from +1 through +10. Each next + level costs more Crystals than the previous one; Crystals can also be earned through gameplay. |
| Project Speedups | 4–5,600 gems | 1 minute–3 days | Twelve accelerator sizes can speed active Research, Construction, Troop Training, or Moonwell Healing. There is no daily cap or mandatory natural-time remainder; oversized unused time becomes universal saved speedup credit. Shop cards support a server-validated purchase quantity so identical speedups can be bought in bulk. |
| Gem Vault 2.0 | 100 Gems up to unlocked capacity | 1, 3, or 7 days | Opens one active Gem deposit at a fixed base rate: +0.5%, +1.5%, or +3.5% for 1, 3, or 7 days. Treasury progression expands capacity from 5,000 to 50,000 Gems and consecutive claimed maturities can add a fixed streak bonus up to +0.40 percentage point. Existing active contracts keep the rate stored when they were opened; cancellation before maturity returns principal only, grants no yield, and resets the streak. |
| Guardian Training Codex | 7,500 gems only | Immediate Guardian XP | Grants 500 base Guardian XP. Warden’s Bond / Guardian XP-gain research increases the actual XP awarded. Purchase is blocked at Guardian level 50, and XP beyond level 50 is never banked. The price is intentionally high so normal Guardian activity remains the primary progression path. |
| Twenty-seven Food, Wood, Stone & mixed supply bundles | 1,800–15,000,000 gold or 12–45,000 gems | Instant delivery | Seven Food tiers, seven Wood tiers, seven Stone tiers, and six mixed stockpiles span early settlement growth through level-30 resource demands. Suggested Settlement Lv. bands are guidance, not purchase gates. |
| Six Gold-delivery bundles | Gem-only · 65–58,000 gems | Instant delivery | Deliver 2,000–2,000,000 ordinary Gold. They cannot be purchased with Gold, preventing a Gold-for-Gold loop. |
How to relocate your settlement with a Settlement Waystone
- Check your inventory: new settlements receive one Settlement Waystone; additional Waystones cost 15,000 gold in Shop.
- Find open land: pan around the Realm map and select an available grassland position.
- Review the destination: inspect the coordinates and ensure the land is not blocked or too close to a protected object.
- Confirm the move: choose “Relocate settlement here”; one Waystone is consumed and your settlement relocates.
Legal destinations cannot overlap another settlement, resource deposit, Oathenreach’s protected grounds, map boundaries, or restricted landmarks. Buy the Waystone once, then select open land directly; you do not need to reopen Shop for every move.
Settlement, deposit, and Oathenreach scouting
Reconnaissance now uses layered intelligence. Your Espionage research and Sunfire Watchtower capability are compared against the target’s Watchtower and counterintelligence to determine how much information is recovered. Weak reconnaissance may reveal only approximate troop strength, while advanced reconnaissance can expose troop composition, exact quantities, Guardian presence, combat power, and major bonuses. You can scout hostile settlements, opposing occupied resource deposits, and an enemy-held Oathenreach garrison while its weekend siege is active.
- Scouts have a base five-minute cooldown; applicable Espionage research and completed Sunfire Watchtower levels reduce the wait.
- You cannot scout members of your own alliance or your own alliance’s Oathenreach garrison.
- Veil of Silence strengthens counterintelligence rather than guaranteeing perfect secrecy. It can fully repel weaker reconnaissance or force stronger scouts into a lower intelligence tier. Oathenreach evaluates the defending host’s strongest available counterintelligence instead of allowing one commander’s personal Veil to conceal the entire alliance army.
- A blocked scout does not advance scouting quests or competition scoring.
- Scout detection is not automatic. Strong Watchtower and counterintelligence progression substantially improves the defender’s chance to detect hostile reconnaissance; an undetected scout can complete its mission without identifying itself to the target.
Scouting intelligence quality
| Quality | What the scout learns | What remains concealed |
|---|---|---|
| Repelled | No reliable military intelligence. | Force size, composition, Guardian, combat power, and command bonuses. |
| Limited | Approximate total defending strength. | Troop composition, Guardian detail, combat power, and command bonuses. |
| Basic | Troop types and approximate quantities. | Exact troop counts, combat power, and command bonuses. |
| Detailed | Exact troop composition and estimated battle strength. | Exact battle strength and command bonuses. |
| Exceptional | Exact troops, battle strength, Guardian intelligence, and major bonuses. | No major military intelligence remains concealed by that report. |
Detection and intelligence quality are separate. A successful scout can remain undetected, while a detected mission can still return useful intelligence. Scout reports explicitly show both the intelligence tier and whether the defender detected the mission.
Settlement attacks, node battles, and raid safeguards
Combat compares the real strength and research bonuses of committed attackers against the actual defending garrison, allied reinforcements, relevant defensive doctrines, and battlefield-specific modifiers.
Solo settlement attrition
Only the troops in the attacking march fight. The defender uses the home garrison plus valid Alliance reinforcements. Troop type and tier, completed troop-specific and general Research, Guardian stats and command scaling, Guardian gear/refinement/set/specialization, eligible Crown/Oathenreach effects, and the combat-weighted Infantry/Cavalry/Archer matchup contribute to effective Attack and Defense. Field attackers do not carry home-only settlement defenses with them: their home Sunfire Watchtower bonus and the settlement-only Guardian Bastion Companion effect stay at home. The defending settlement still receives its own Watchtower defense, and allied reinforcement troops use the Watchtower level of the settlement they are actually defending. Normal solo battle variation remains within ±3%.
The battle calculates two pressures independently: attacker lethality compares attacker Attack with defender Defense and drives defending casualties; defender counter-pressure compares defender Attack with attacker Defense and drives attacker casualties. This means an attacking Guardian’s Defense and defensive Research can improve the march’s survival, while a defending Guardian’s Attack increases the danger to incoming troops. A severely outmatched force faces an escalating rout floor that casualty-reduction Research cannot cancel.
After the two-sided pressure model and applicable casualty-reduction Research set the army-wide casualty target, losses are allocated across the actual troop types using bounded weights for tier, per-unit Defense, class exposure, enemy counters, and the owning Warden’s recovery development. Those allocation weights decide who absorbs the losses; they do not reduce the already-adjusted side-wide casualty target a second time. This rule now applies consistently to the current settlement/rally/Oathenreach/Frontier pressure family. For example, 10,000 T5 Astral Champions attacking 50,000 comparably developed T5 Astral Champions can lose roughly nine tenths of the attacking force even with strong casualty-reduction Research. It is an illustrative matchup, not a guaranteed battle report.
- Settlement attacks: travel by authenticated visible troop march; a win can plunder ordinary resources above the defender’s protected storehouse reserve.
- No Settlement-level attack range: v0.56.7 allows any hostile settlement to attack any other hostile settlement regardless of Keep/Settlement level or relative military power. A level 10 Warden can attack level 4, and a level 30 Warden can attack level 1 if every other attack requirement is legal.
- Settlement plunder scales with progression: a victory can seize up to 4% of each exposed resource after Storehouse protection and any active protected starter reserve, subject to a server-authoritative plunder cap based on the attacker’s Keep level and legal march capacity. The cap begins at 350 per exposed resource and rises into late game instead of remaining permanently flat.
- Peace Seals are player-controlled: losing a settlement battle never activates protection automatically. A Warden must own and manually activate a Peace Seal, must satisfy the normal deployment rules, and cannot reactivate Peace during the 30-minute cooldown created by successful hostile activity or scouting. Total active/banked Peace is capped at seven days.
- Five-minute visual aftermath: in a solo settlement battle, a defender suffering more troop casualties than the attacker enters a visibly ruined state with crumbling damage, five active fire/smoke sources, layered dark smoke, flames, and glowing embers before reconstructing automatically. The Realm stays in its higher-motion animation mode while any visible settlement is in this defeated state. This presentation does not move the settlement or replace the real casualty, infirmary, plunder, and protection calculations.
- Node battles: an enemy garrison can be attacked; winning transfers control only when the attacker has an available occupation slot.
- Allied defenders participate as their own forces: the ±12% troop-composition matchup evaluates the settlement owner’s home troops plus all stationed allied reinforcement troop types. Each reinforcing Warden keeps their own troop statistics, military research, Crown status where applicable, Guardian, equipment, and specialization; the settlement-defense Watchtower modifier comes from the settlement being defended, not the reinforcer’s home Watchtower. In v0.57.3, allied casualties are pooled before being distributed by troop type and contributor, preventing small split contributions from suffering extra rounding losses.
- Temple assaults and settlement rallies: use real committed troop contributions, commander bonuses, meaningful casualties, and battle reports.
- Peace Seal is a strict non-combat state for contested player warfare: it blocks hostile settlement attacks/scouting and the protected Warden’s outgoing attacks/scouting/offensive rallies. While protected, a Warden also cannot begin a new allied-settlement reinforcement or Oathenreach combat-defense deployment, and existing stationed allied/Oathenreach combat deployments must be recalled before activating Peace. Peaceful node occupation remains allowed, but external node garrisons stay contestable.
- Friendly fire is prohibited: alliance members cannot attack or rally one another.
Visible outbound travel, return marches, and recall
Open-deposit occupation, settlement attacks, occupied-node battles, Frontier bounty patrols, allied reinforcements, Oathenreach actions, launched alliance rallies, settlement scouts, resource caravans, and civilian expeditions travel visibly across the realm. Active player routes are shared with other Wardens on the current Realm map, including marches that cross the visible map area. The server verifies the owner, destination, force or cargo, and arrival before resolving an action.
- Personal routes scale across the game: Keep levels 1–14 support three simultaneous routes, Keep 15–29 support four, and completing Keep 30 unlocks the fifth.
- A personal route stays occupied for the entire deployment. Outbound armies, stationed resource garrisons, allied settlement reinforcements, Oathenreach garrisons, active rally commitments, civilian gathering operations, caravans, recalls, and return marches continue consuming their route until that force actually returns home. Reaching a destination does not free the route.
- Base maximum march size is 250 troops, plus 50 per Keep level above 1, before research bonuses.
- Marching Banners adds 200 slots per level; Campaign Roads adds 300 per level.
- Advanced solo-march research scales much harder: Marching Banners adds 200 per level, Campaign Roads adds 300 per level, War Academy adds 400 per level, Ironbound Campaigns adds 600 per level, and Legendary Host adds 600 per level. A fully developed Keep 30 Warden with all march-capacity research reaches the 10,000-troop solo march cap.
- Forced March adds 8% speed per level; Campaign Roads adds 5%, with additional advanced movement bonuses.
- The expanded Realm now uses a longer military travel ceiling. Normal military outbound and return journeys can take up to 8 minutes before speed bonuses; civilian expeditions and alliance caravans use up to 6 minutes. A launched alliance rally retains its larger travel allowance of up to 12 minutes, so long-distance geography matters more than under the former four-minute military ceiling.
- Follow March keeps the camera with a moving formation. Use Follow March beside Recall in the left-side live march card or from the March Command Center. The Realm view automatically centers on and tracks that route until you choose Stop Follow, the route finishes, or the formation is no longer active. Following is visual only and never changes travel time or server authority.
- Recall a personal march before arrival to cancel the original destination order and turn the committed force around safely. A recalled settlement attack, node attack/occupation, Oathenreach attack/garrison march, allied reinforcement, or Frontier patrol does not resolve its original arrival action after recall.
- Recall turns a force around from its current location; it does not instantly return the force home.
- Battle survivors are not instantly available: settlement and failed node attackers, recalled garrisons, rally survivors, and eligible Oathenreach contributors must complete the return journey to their own origin.
- Node-garrison cargo returns with the force: gathered resources remain unbanked while stationed and become settlement resources only when the authoritative return-home arrival resolves.
- Hostile targets receive incoming-attack alerts promptly in an open Realm tab. The lightweight live feed checks for new routes and danger notices about every 2.5 seconds while the tab is visible and about every 5 seconds while hidden; network delays or browser throttling can add time. Detected settlement scouts also warn the target on dispatch, and launched alliance rallies appear as shared warhosts. An undetected scout can still appear as a public route without a danger notification. If a settlement has an active Peace Seal before the hostile march arrives, the attack cannot bypass that Peace Seal protection.
- Peace-protected Wardens cannot begin new allied-settlement reinforcement or Oathenreach combat-defense marches. Existing contested allied/Oathenreach deployments must be recalled before Peace can be activated. If a relevant support march becomes invalid because Peace is active at resolution, the committed force returns safely rather than disappearing.
- Rally joiners physically assemble: joining a recruiting alliance rally reserves the committed force and creates a visible normal-speed assembly leg to the rally commander. The contribution merges only after arrival, must be able to reach the commander before launch, and is not double-counted as a second army.
- Alliance resource caravans deliver only when they arrive, then visibly return to the sending settlement before that march route is available again.
- Civilian expeditions are complete journeys: workers march to the selected live deposit, spend 45 minutes gathering after arrival, and return visibly. Rewards are granted at home, not at dispatch or destination arrival.
Marches use original Canvas-drawn formations appropriate to their purpose. Launched alliance rallies are the largest visible warhosts, with a broader mixed formation, multiple cavalry leaders, shield ranks, archers, standards, heavier dust, and stronger route styling. Solo settlement, occupied-node, Oathenreach, and Frontier Bounty attacks use a medium assault formation with cavalry, infantry, archers, a command standard, and a distinct crimson route. Scout missions use the smallest military formation: a four-rider green reconnaissance party with lighter dust and a slimmer path. Rally joiners remain intentionally smaller until their force actually reaches and merges with the commander. Caravans still use wagons and civilian expeditions use workers with a handcart. A deployed Guardian remains attached through outbound travel, combat, occupation, recall, and return—even when every accompanying troop is lost and the Guardian must return alone.
Oathenreach Temple, weekend occupation, and rotating blessings
Oathenreach opens every weekend for 48 hours: Saturday 00:00 UTC through Monday 00:00 UTC. Alliance membership is required to scout, occupy, reinforce, attack, or rally the temple. The Realm landmark carries the live open/close countdown and opens the wide Oathenreach command workspace.
- Join an alliance and review the Oathenreach schedule from Events or the Realm landmark.
- Scout an enemy garrison while the battle is open. Intelligence quality is resolved against the defending alliance’s counterintelligence rather than trusting browser values.
- Occupy, reinforce, attack, or rally as the situation requires. Successful occupation is a real alliance garrison and surviving contributed troops remain stationed until recalled, defeated, or the event resolves.
- Hold Oathenreach at Monday 00:00 UTC. Physical occupation at event close determines the finalized winning alliance.
First eligible stationing
Your first qualifying garrison contribution in a temple season awards the existing one-time stationing reward.
10 Gems · once per event seasonCrown victory reward
Winning-alliance members must already be reward-eligible from the winning occupation roster and still belong to that alliance when the season finalizes.
75 Gems · 300 Warden XPParticipation reward
Eligible surviving Oathenreach contributors receive the established participation award when their forces are returned at season resolution.
25 Gems · 120 Warden XPRotating specialty
Every completed season advances the Crown Holder specialty through a six-blessing cycle. The finalized winner keeps that specialty until a later Oathenreach season finalizes.
Production · army · march · training · research · healingThe permanent Crown foundation remains +10% ordinary settlement production and +8% army attack/defense for the reigning Crown Holder alliance. The seasonal specialty is additional; see Chapter 20 for the exact six-blessing cycle.
The interface tracks weekly troops stationed, assaults, defenses, victories, captures/holds, and enemy troops defeated. “Troops stationed this week” is cumulative contribution activity for that ISO week, while the garrison panel shows the exact force currently defending the temple.
Three-minute settlement and Oathenreach rallies
Valtheryn supports alliance rallies against enemy settlements and enemy-held Oathenreach. The player who starts the rally supplies its shared troop-capacity and march-speed rules. Every participant’s completed combat doctrines are calculated against that participant’s own contributed troops.
- Select an eligible target: choose an opposing unprotected settlement or enemy-held Oathenreach during its open weekend.
- Prepare the commander’s force: the strongest legal contribution is preselected instead of falling back to 20 troops. Choose 25%, 50%, 75%, or Max, use ±10 and ±50 controls, or fine-tune every troop type before confirming.
- Recruit for up to three minutes: alliance members receive invitations and use the same force builder. Commanders and members may add more troops while personal and shared capacity remains. Contributions physically assemble at the commander before an early launch is permitted.
- Launch when ready: the rally launches automatically when the recruitment window ends. The commander may also launch an assembled rally early, and may optionally enable accelerated auto launch once the rally is full.
- Resolve on arrival: each participant’s army, unit-type, rally, and Temple bonuses apply to that participant’s own troops. Final eligibility is revalidated. Formula 14 first fixes the side-wide casualty target from two-sided pressure and casualty reduction, then distributes that target across contributors/troop types using bounded vulnerability weighting without reducing it a second time. Settlement-rally plunder / Enemy Troops Defeated attribution uses effective attack contribution rather than raw troop headcount.
- One active rally per alliance per target. Different targets may be rallied simultaneously; Oathenreach has only one target, so only one Oathenreach rally can be active per alliance.
- Base rally capacity: 850 troops. Twenty capacity projects in the Temple branch now provide a long alliance-warhost progression. The original five remain, followed by fifteen increasingly demanding projects from Mustered Cohorts through Endless Banners.
- The commander can launch an assembled rally early. Every committed contribution must first finish its assembly leg. Commander settings can also define a minimum new contribution, preferred Infantry/Cavalry/Archer composition, optionally reject contributions dominated by a class the commander has set below 20%, add a short rally order, and enable accelerated auto launch when full.
- Only the initiating commander may cancel the entire recruiting rally. The commander can record an optional cancellation reason that is preserved in the cancelled rally record and participant notices. Other participants may withdraw only their own contribution before launch.
- Protected Wardens cannot start or join offensive rallies; targets with an active Peace Seal cannot be attacked.
- Enemy settlements and defending alliances are warned when a hostile rally begins assembling.
- Each participant keeps personal limits: the shared rally cap does not let one member contribute more troops than that member’s own researched maximum march size.
- Adding troops is cumulative and validated: the interface shows personal slots and shared slots remaining, while the server prevents repeated additions from exceeding either limit.
All 20 rally-capacity projects
| Temple project | Max | Capacity per level | Maximum contribution | Direct prerequisite |
|---|---|---|---|---|
| Rally Logistics | 5 | +100 | +500 | Rally Command |
| Grand Warhost | 5 | +200 | +1,000 | Rally Logistics |
| Alliance Quartering | 4 | +50 | +200 | Sanctum Bastions 2 |
| Imperial Rally | 4 | +75 | +300 | Oathenreach Sieges 2 |
| Throne of the Verdant | 3 | +120 | +360 | Consecrated Vanguard 2 |
| Mustered Cohorts | 4 | +45 | +180 | Rally Logistics 2 |
| Banner Relay Corps | 4 | +55 | +220 | Mustered Cohorts 2 |
| Warhost Provisioning | 4 | +60 | +240 | Banner Relay Corps 2 |
| Alliance Command Posts | 4 | +70 | +280 | Warhost Provisioning 2 |
| Grand Assembly Grounds | 4 | +90 | +360 | Alliance Command Posts 2 |
| Oathbound Logistics | 4 | +105 | +420 | Grand Assembly Grounds 2 |
| Coalition Standards | 4 | +125 | +500 | Oathbound Logistics 2 |
| Verdant War Council | 4 | +300 | +1,200 | Coalition Standards 2 |
| Crownland Muster | 4 | +700 | +2,800 | Verdant War Council 2 |
| Legion Quartering | 4 | +1,000 | +4,000 | Crownland Muster 2 |
| Realmwide Conscription | 3 | +1,700 | +5,100 | Legion Quartering 2 |
| Sovereign Warhost | 3 | +1,800 | +5,400 | Realmwide Conscription 2 |
| Imperial Host Doctrine | 3 | +2,000 | +6,000 | Sovereign Warhost 2 |
| Crown Holder’s Muster | 3 | +2,200 | +6,600 | Imperial Host Doctrine 2 |
| Endless Banners | 3 | +5,250 | +15,750 | Crown Holder’s Muster 2 |
| Base + every project + Embassy 30 | 60,000 troops (realm cap) | Keep 30 · Archive 30 · Embassy 30 | ||
Dedicated Events tab and realm schedules
Open the Events button in the bottom navigation. The old side-of-screen events panel has been replaced by this dedicated area, where you can inspect active competitions, weekend schedules, standings, rules, and completed reward results.
Battle for Oathenreach
Alliance members scout, occupy, reinforce, assault, and rally the temple. The alliance physically holding Oathenreach when the timer expires wins.
Every weekend · Saturday 00:00 → Monday 00:00 UTCAnnihilation
Runs independently from Oathenreach every two weeks. Qualifying warfare awards bonus Gems, while Peace Seals remain fully enforceable.
Every 14 days · Tuesday 00:00 → Friday 00:00 UTCRotating realm competitions
Verdant Scholars, Grand War Muster, Master Builders, Frontier Dominion, Realm Provisioning, and Realm Conquest rotate through one 24-hour competition window at a time.
New competition every 24 hoursTwo reward tracks
Every rotating competition now has a personal three-tier Milestone Chest track alongside the Realm leaderboard. Personal chests are earned from your own score; leaderboard rewards still depend on Realm placement. A Warden may earn both.
Personal milestones + Realm placementClaimable milestone chests
Locked chests show their required score and contents. When your authoritative event score reaches a threshold, that chest turns gold and becomes claimable. Claimed chests are permanently secured for that event instance.
Tier I · Tier II · Tier IIIPersonal Event Milestone Chests
The milestone track uses the same server-authoritative points already earned for the active competition. It does not create a second scoring system and does not replace the Realm leaderboard. Progress is personal: reaching a threshold unlocks that chest even if the Warden does not place in the Top 10.
| Competition | Tier I | Tier II | Tier III |
|---|---|---|---|
| Verdant Scholars | 1,200 pts | 4,200 pts | 8,400 pts |
| Grand War Muster | 1,200 pts | 3,600 pts | 7,200 pts |
| Master Builders | 1,000 pts | 3,500 pts | 7,000 pts |
| Frontier Dominion | 540 pts | 1,800 pts | 3,600 pts |
| Realm Provisioning | 1,200 pts | 4,000 pts | 8,000 pts |
| Realm Conquest | 600 pts | 1,800 pts | 3,600 pts |
| Chest | Reward | How it works |
|---|---|---|
| Tier I | 400,000 Gold · 200 Gems | First personal score milestone. The chest changes from locked to gold when the event-specific Tier I threshold is reached. |
| Tier II | 1,000,000 Gold · 500 Gems · 1 Astral Crystal | Second personal milestone. Requires the event-specific Tier II score. |
| Tier III | 2,000,000 Gold · 1,000 Gems · 2 Astral Crystals · 1 Settlement Waystone | Final personal milestone for that competition window. |
Crown Holder title, permanent foundation, and rotating Oathenreach specialties
The alliance physically holding Oathenreach when the weekend closes becomes the Realm’s Crown Holder alliance after the season result is finalized. That reigning alliance keeps the Crown foundation and the season’s specialty until a later Oathenreach event finalizes a new result.
Realm economy foundation
The reigning Crown Holder alliance receives improved ordinary settlement production.
+10% Food · Wood · Stone · Gold productionArmy foundation
The reigning Crown Holder alliance receives improved army attack and defense.
+8% army attack · +8% army defenseSeason specialty
Each finalized season adds one deterministic specialty blessing on top of the permanent Crown foundation.
Six blessings · one active per finalized seasonCrown victory reward
Qualifying winning-roster members who still belong to the victorious alliance receive the season award.
75 Gems · 300 XP| Cycle | Blessing | Additional alliance effect |
|---|---|---|
| 1 | Verdant Plenty | +10% Food, Wood, Stone, and Gold production |
| 2 | Warhost Ascendance | +5% army attack and defense |
| 3 | Wayfarer’s Crown | +12% march speed |
| 4 | Oathenreach Muster | +12% troop-training speed |
| 5 | Crowned Scholarship | +10% research speed |
| 6 | Moonwell Grace | +15% Moonwell healing speed |
Current Crown ownership and the active specialty are surfaced through Oathenreach/current event state. During an open siege, the alliance physically holding the temple can differ from the reigning Crown Holder until the weekend result is finalized.
Danger alerts, alliance activity, battle reports, and Clear All
Enemy reconnaissance
Hostile reconnaissance is no longer automatically revealed. Detection depends on the defending Watchtower/counterintelligence profile, while successful scouts receive layered intelligence rather than guaranteed exact totals.
Probabilistic detection · layered intelligenceIncoming personal attack
Targets receive an arrival warning when hostile troops begin marching toward a settlement or defended resource node.
Visible troop marchHostile alliance rally
An opposing settlement and its alliance are warned when a three-minute settlement rally begins assembling.
Recruitment + incoming group marchOathenreach under threat
The defending alliance is warned about detected hostile Oathenreach scouts, incoming assaults, and enemy temple rallies. An undetected scouting mission does not generate a scout warning.
Shared sacred-objective alertAlliance support
Allied reinforcements, rally invitations, leadership changes, and member activity appear in the relevant alliance and notification interfaces. Reports & Notifications is categorized into Combat, Scouting, Alliance, Economy, Events, and System views, alongside All and Unread filters.
Alliance Hall · ActivityReward history
Daily logins, competition placements, claims, recalls, temple resolution, and battle outcomes are retained until removed.
Categorized Reports & Notifications · Mark All Read · Clear AllBattle reports separate the attacker and defender into clear force cards. Each card lists every recorded troop type sent, lost, and surviving, alongside attack and defense power, Guardian contributions, plunder where appropriate, and participating alliance commanders. Combat Reports 2.0 also records the factors behind new battles: applicable general and troop-specific research, Sunfire Watchtower defense, Crown Holder effects, Guardian power, alliance reinforcement defense, troop-composition advantage or disadvantage, and the deliberately narrow battle-variation roll. Rally and Oathenreach reports identify participant-owned research instead of implying that the rally commander lends personal doctrine bonuses to the entire warhost. New solo settlement reports can also retain effective-strength ratio, attacker exposure, each side’s casualty percentages, Guardian contribution, and combat factors. Legacy reports retain the information that existed when they were created rather than inventing missing detail.
How to grow as a stronger Warden
- Use the whole bottom navigation: keep Settlement, Army, Infirmary, Research, Alliance, Events, Trade, and Shop working together.
- Protect your opening days: preserve your 72-hour novice Peace Seal protection until you are ready to remove it.
- Keep four independent queues moving: construction, troop training, research, and eligible healing can progress at the same time.
- Choose five reachable daily objectives: peaceful expeditions, healing, bounties, and timed progress make the full reward available to solo Wardens.
- Claim free supplies: collect Shop → Featured supplies once each UTC day, then choose ordinary Gold or Gems for additional supply bundles based on what your settlement can best afford.
- Build the Guardian as a long-term system: claim Daily Guardian Training when available, use Frontier combat and real battles for Guardian experience, and invest in the Guardian research branch as Keep, Archive, Workshop, Manuscript, and Guardian-level gates become reachable. The 7,500-Gem Guardian Training Codex is optional and intentionally inefficient compared with normal progression.
- Research practical capacity: improve training companies, march size, rally capacity, infirmary treatment, and protected resources before forcing risky battles.
- Scout honestly and defend together: public rank is not a full troop report; reinforce allies and coordinate rallies against legitimate targets.
- Match completed actions to the current competition: score only genuine qualifying actions, and respect the Frontier Dominion cooldown.
- Time Oathenreach: the alliance garrison at the exact weekend close wins the crown; early control matters only if your alliance can hold it.
Settlement levels and independent timed queues
Your settlement level is the completed level of Warden’s Keep. Your Warden level increases separately through experience and awards 25 gems per level. A Warden can have a higher commander level than the settlement level.
- Each of the 11 settlement buildings can progress to level 30.
- Keep level 30 is a prestige milestone: the default Valtheryn settlement artwork becomes the larger Golden Crown Citadel and the fifth personal route unlocks. If a premium settlement style is equipped, that cosmetic architecture remains visible instead of forcing the default level-30 appearance.
- Personal routes unlock in stages: Keep 1–14 supports three routes, Keep 15–29 supports four, and Keep 30 unlocks the fifth. Outbound armies, Frontier patrols, civilian expeditions, caravans, allied reinforcements, Oathenreach garrisons, rally commitments, stationing, recalls, and return journeys keep consuming the applicable route until the deployment is back home.
- No supporting building can exceed the completed level of Warden’s Keep.
- Construction, research, military training, and infirmary treatment progress independently. Keep 25 permits two construction orders, Barracks 25 permits two training orders, while research and infirmary treatment retain their deliberate single active-project queues.
- The new building level, practical bonuses, quest completion, and eligible Master Builders points apply when construction finishes.
- Construction costs and natural durations increase with building level and continue while the player is offline. The current curve is deliberately heavier in the mid and late game: around level 14 a normal building takes about 1h 21m and the Keep about 2h 20m; around level 20 those are about 8h 15m and 14h; by level 29 they are about 4d 9h and 7d 13h. Existing orders keep the completion time they had when started.
- Daily Settlement Builder can also be satisfied through 10 minutes of actual construction progress when a long upgrade will not finish that day.
| Project | Queue | Time | Ordinary resource cost | Maximum matching event points |
|---|---|---|---|---|
| Field Notes | Research | 30 minutes | 2,400 Food · 1,800 Wood · 450 Gold | 90 |
| Archival Survey | Research | 2 hours | 8,000 Food · 6,500 Wood · 3,000 Stone · 1,800 Gold | 360 |
| Grand Colloquium | Research | 8 hours | 28,000 Food · 23,000 Wood · 14,000 Stone · 6,500 Gold | 1,100 |
| Path Mending | Construction | 30 minutes | 2,400 Wood · 1,800 Stone · 450 Gold | 90 |
| Civic Repairs | Construction | 2 hours | 5,000 Food · 8,000 Wood · 6,500 Stone · 1,800 Gold | 360 |
| Grand Restoration | Construction | 8 hours | 18,000 Food · 28,000 Wood · 23,000 Stone · 6,500 Gold | 1,100 |
Scholar Manuscripts and gameplay earnings
Scholar Manuscripts remain an important progression material for advanced Research and Peace Seal crafting. The core Realm Market does not sell Manuscripts, and they cannot be transferred through alliance caravans or substituted for completed building/research requirements. In the current launch-ready Treasury rules, real-money packages do not deliver Scholar Manuscripts; broader administrator/free promotional grants may still award them when deliberately configured. The normal gameplay earning sources below remain intact.
| Activity | Actual manuscript reward |
|---|---|
| First login each UTC day | 2 manuscripts |
| Each of the first four daily objective claims | 2 manuscripts per claimed objective |
| Fifth daily objective claim | 1 manuscript |
| Each permanent Warden’s Path objective | 2 manuscripts |
| Each completed civilian expedition | 1 manuscript · up to four expeditions per UTC day |
| First successful frontier bounty each UTC day | 1 manuscript |
Advanced doctrines consume manuscripts according to their target research level. A crafted Peace Seal normally consumes two manuscripts; Workshop level 25 reduces that requirement to one, so weigh immediate protection against permanent long-term research progression.
Moonwell Infirmary, wounded recovery, and healing speedups
Open Infirmary directly from the bottom navigation. The treatment interface shows wounded troop types, capacity, treatment cost, the active healing queue, recovery progress, and Project Speedup/saved-credit controls when treatment is underway.
| Treatment capacity source | Additional spaces |
|---|---|
| Moonwell Infirmary building | 500 beds at Level 1; +350 per level above 1; +1,000 at Level 20; +1,500 at Level 25; +2,000 at Level 30 (15,150 at Level 30) |
| Field Infirmaries doctrine | 2,000 spaces per completed doctrine level |
| Sanctuary Protocol doctrine | 3,000 spaces per completed doctrine level |
| Immortal Guard doctrine | 5,000 spaces per completed doctrine level |
- Casualty reduction resolves before admission. Applicable casualty-reduction research reduces battlefield casualties before the Moonwell attempts to admit wounded troops.
- Every available bed can be used. After casualty reduction, eligible casualties fill remaining Moonwell capacity; only overflow becomes permanent death.
- Existing wounded troops occupy beds. Troops already wounded or currently undergoing treatment reduce the capacity available to protect the next eligible casualties.
- Mixed armies use the battle’s troop-specific casualty allocation. Moonwell admissions then use available beds for eligible wounded defenders; the resulting wounded and killed totals are recorded separately.
- Normal Realm offense does not use the attacker’s Moonwell. Casualties suffered while attacking settlements, nodes, Oathenreach, or Frontier camps are permanent. Defensive casualties at home, allied reinforcement defense, node defense, and Oathenreach defense can use that Warden’s available beds.
- Campaign is a deliberate PvE exception. Campaign uses its own real-casualty routine with Moonwell wounded/killed handling even though it is not a normal Realm defensive battle.
Healing consumes Food and Gold and supports one timed treatment queue. Base treatment duration scales with troop count/tier and completed Moonwell level. If your alliance currently holds Moonwell Grace, the active Oathenreach specialty applies an additional +15% Moonwell healing speed.
Completed treatment returns recovered troops to active settlement service. Treating five wounded troops can satisfy the appropriate Daily Muster and Daily Rune Workshop alternatives. Battle reports distinguish battlefield casualties, wounded admissions, permanent deaths, and survivors.
Protected storehouses, Peace Seals, crafting, and Guardian gear
Ironroot Storehouse
The storehouse uses a nonlinear protection curve: 750 + (650 × level) + (35 × level²) of each ordinary resource before Protected Storehouses research. This begins at 1,435 per resource at level 1 and grows substantially faster in the late game so settlement defense remains economically meaningful.
Runecrafter’s Workshop
| Earned Peace Seal requirement | Amount |
|---|---|
| Workshop level | 3 |
| Scholar Manuscripts | 2 normally · 1 at Workshop 25+ |
| Ordinary resources | Base recipe: 1,800 food · 1,400 wood · 950 stone · 350 gold; Workshop development reduces this cost by up to 20% |
| Crafting frequency | 1/day normally · 2/day at Workshop 20 · 3/day at Workshop 30 |
| Protection duration | 12 hours |
Peace Seals prevent hostile settlement attacks and settlement scouting, and block the protected Warden from launching attacks, scouting, offensive rallies, new allied-settlement combat reinforcements, or new Oathenreach combat-defense deployments. Existing allied/Oathenreach combat deployments must be recalled before activating Peace. Peace remains enforceable during Annihilation. Peaceful resource-node occupation remains allowed, but externally occupied node garrisons are not immune to attack. Active/banked Peace duration is capped at 7 days. Successful hostile activity or scouting starts a visible 30-minute Peace reactivation cooldown, preventing an attacker from acting offensively and immediately hiding behind a new Seal.
Guardian equipment acquisition
The Guardian Hall uses three compact sections: Guardian, Gear Sets, and Identity. Ironbark, Dawnsteel, and Oathforged pieces use ordinary settlement resources. Crownward Tier IV costs 320 Gems + 1,800 Gold per piece. Astral Tier V now requires Settlement Level 30 and Runecrafter’s Workshop Level 30 and costs 3,000 Gems + 1,500,000 Gold per piece. Duplicate acquisition is blocked, equipment can change only while the Guardian is home, and the large portrait deliberately shows only the selected character—not armor drawn over it.
All eight troop types, five tiers, and exact unit costs
| Troop | Tier | Attack | Defense | Unlock requirements | Base cost per troop |
|---|---|---|---|---|---|
| Verdant Wardens | I | 12 | 18 | Available immediately | 22 food · 10 wood |
| Thornveil Archers | I | 19 | 9 | Available immediately | 28 food · 19 wood |
| Dawncrest Riders | II | 34 | 23 | Mounted Command · Keep 4 · Barracks 3 · Archive 3 | 52 food · 23 wood · 11 gold |
| Oathbound Sentinels | III | 56 | 64 | Tempered Steel · Keep 8 · Barracks 7 · Archive 6 | 72 food · 36 stone · 23 gold |
| Royal Vanguard | IV | 74 | 82 | Royal Vanguard · Keep 11 · Barracks 10 · Archive 9 | 480 food · 210 wood · 270 stone · 180 gold |
| Aegis Templars | V | 90 | 116 | Aegis Templars · Keep 24 · Barracks 22 · Archive 21 | 760 food · 320 wood · 530 stone · 340 gold |
| Celestial Lancers | V | 112 | 94 | Celestial Lancers · Keep 24 · Barracks 22 · Archive 21 | 820 food · 360 wood · 400 stone · 370 gold |
| Astral Champions | V | 98 | 108 | Astral Champions · Keep 24 · Barracks 22 · Archive 21 | 780 food · 380 wood · 450 stone · 340 gold |
Training-company formula
- Barracks company capacity starts at 250 troops and scales through progressively larger Level 10/20/25/30 bands; Barracks 30 contributes 7,900 capacity before Research.
- Expanded Barracks adds 100 slots per level; Grand Mustering adds 200 slots per level.
- Regimental Quarters adds 90 slots per level; Grand Drillgrounds adds 200 per level; Imperial Muster adds 500 per level. Fully developed Barracks and training-capacity Research reach the authoritative 12,500-troop normal company cap.
- Elite Training, Drillmaster Corps, and Mythic Armaments reduce training duration.
- Quartermaster Corps and Expeditionary Supply reduce applicable training costs.
- Higher military tiers require their completed doctrine and building gates; currency alone cannot bypass those requirements.
Research, construction, training & Moonwell healing speedups
| Speedup | Shop price |
|---|---|
| 1 minute | 4 Gems |
| 5 minutes | 15 Gems |
| 10 minutes | 28 Gems |
| 15 minutes | 39 Gems |
| 30 minutes | 72 Gems |
| 1 hour | 135 Gems |
| 2 hours | 250 Gems |
| 3 hours | 360 Gems |
| 6 hours | 650 Gems |
| 12 hours | 1,150 Gems |
| 24 hours | 2,100 Gems |
| 3 days | 5,600 Gems |
- Four queue types are eligible: active Research, Construction, Troop Training, and Moonwell Healing.
- No mandatory natural-time remainder: owned speedups or saved credit can legally reduce an eligible active queue all the way to completion.
- No daily usage cap: acceleration is limited by owned items/saved credit, not a daily seconds allowance.
- Exact queue targeting: when two construction slots or two training slots are active, the command accelerates the selected queue only.
- Universal saved credit: unavoidable excess seconds from the final consumed speedup are banked and can later be spent on any of the four eligible queue types.
The pinned Research Accelerator remains available while Research is active, preserving tree position and keeping speedups/saved credit accessible without scrolling back to the top. Equivalent queue controls appear for active construction, training, and Moonwell treatment, and eligible queues can also be managed through the Realm Queue Center where exposed.
Complete reference: all 139 research doctrines
This reference reflects the current v0.62.0 game definitions. It includes 52 foundational doctrines and 87 advanced doctrines. Manuscript amounts shown for advanced research apply to its first level; higher doctrine levels require additional Manuscripts. Core gameplay earns them normally. The launch-ready real-money Treasury path does not currently deliver Scholar Manuscripts; broader administrator/free promotional grants may still award them when deliberately configured.
52 foundational doctrines
| Branch | Doctrine | Max | Prerequisite / gates | Functional benefit |
|---|---|---|---|---|
| Economy | Crop Rotation | 5 | None | +7% food per level |
| Economy | Timber Guilds | 5 | None | +7% wood per level |
| Economy | Master Stonecraft | 5 | None | +7% stone per level |
| Warfare | Iron Discipline | 5 | None | +3% attack per level |
| Troops | Mounted Command | 1 | Iron Discipline 2 · Keep 4 · Archive 3 | Unlock tier 2 |
| Troops | Tempered Steel | 1 | Iron Discipline 3 · Keep 8 · Archive 6 | Unlock tier 3 |
| Defense | Sacred Wards | 5 | None | +4% defense per level |
| Warfare | Marching Banners | 5 | None | +2% attack and +200 march size per level |
| Economy | Irrigation Network | 5 | Crop Rotation | +5% food per level |
| Economy | Master Forestry | 5 | Timber Guilds | +5% wood per level |
| Economy | Deep Quarrying | 5 | Master Stonecraft | +5% stone per level |
| Economy | Royal Mint | 5 | Master Stonecraft | +6% gold per level |
| Economy | Trade Ledgers | 5 | Royal Mint | +4% gold per level |
| Economy | Frontier Logistics | 5 | Irrigation Network | +6% resource-node yield per level |
| Warfare | Blade Mastery | 5 | Iron Discipline | +3% infantry attack per level |
| Warfare | Bowyer Craft | 5 | Iron Discipline | +4% archer attack per level |
| Warfare | Cavalry Drills | 5 | Mounted Command | +5% cavalry attack per level |
| Warfare | War Drums | 5 | Marching Banners | +3% army attack per level |
| Warfare | Veteran Command | 5 | War Drums | +2% attack and defense per level |
| Defense | Reinforced Walls | 5 | Sacred Wards | +3% army defense per level |
| Defense | Shield Formations | 5 | Sacred Wards | +4% infantry defense per level |
| Defense | Field Medicine | 5 | Reinforced Walls | 4% fewer casualties per level |
| Defense | Fortified Outposts | 5 | Reinforced Walls | +5% resource-node defense per level |
| Defense | Counterintelligence | 5 | Sacred Wards | +10% anti-spy duration per level |
| Troops | Elite Training | 5 | Iron Discipline | 5% faster training per level |
| Troops | Quartermaster Corps | 5 | Elite Training | 3% lower training costs per level |
| Temple | Oathenreach Siegecraft | 5 | Marching Banners | +5% temple attack per level |
| Temple | Sanctum Wards | 5 | Sacred Wards | +5% temple defense per level |
| Temple | Rally Command | 5 | Oathenreach Siegecraft | +4% rally attack per level |
| Temple | Battle Standards | 5 | Sanctum Wards | +2% temple defense per level |
| Espionage | Shadow Network | 5 | Iron Discipline | +1% army attack, +3 scouting intelligence, and +2 stealth per level |
| Espionage | Watchtower Lattice | 5 | Counterintelligence | +2% army defense per level |
| Troops | Expanded Barracks | 5 | Elite Training | +100 troop training capacity per level |
| Troops | Grand Mustering | 5 | Expanded Barracks | +200 troop training capacity per level |
| Temple | Rally Logistics | 5 | Rally Command | +100 rally troop capacity per level |
| Temple | Grand Warhost | 5 | Rally Logistics | +200 rally troop capacity per level |
| Warfare | Forced March | 5 | Marching Banners | +8% march speed per level |
| Warfare | Campaign Roads | 5 | Forced March | +5% march speed and +300 march size per level |
| Economy | Harvest Collectives | 5 | Irrigation Network | +4% food production per level |
| Economy | Gold Assayers | 5 | Trade Ledgers | +5% gold production per level |
| Defense | Fortress Engineering | 5 | Reinforced Walls | +4% army defense per level |
| Defense | Combat Triage | 5 | Field Medicine | 3% fewer casualties per level |
| Temple | Sanctum Vanguard | 5 | Oathenreach Siegecraft | +4% temple attack per level |
| Espionage | Cipher Network | 5 | Shadow Network | +2% army attack and +4 scouting intelligence per level |
| Guardian | Guardian Conditioning | 5 | None | +2% Guardian attack per level |
| Guardian | Guardian Resolve | 5 | Guardian Conditioning 1 · Keep 3 · Archive 2 | +2% Guardian defense per level |
| Guardian | Warden’s Bond | 5 | Guardian Conditioning 2 · Keep 4 · Archive 3 | +4% Guardian XP earned per level |
| Guardian | Pathfinder Bond | 5 | Warden’s Bond 2 · Keep 5 · Archive 4 | +2% Guardian march speed per level |
| Guardian | Runic Synergy | 5 | Guardian Resolve 2 · Keep 6 · Archive 5 · Workshop 4 | +2% equipped Guardian gear attack/defense per level |
| Guardian | Specialization Mastery | 5 | Runic Synergy 2 · Keep 8 · Archive 7 · Guardian 5 | +1 specialization mastery point per level |
| Guardian | Battle Attunement | 5 | Specialization Mastery 2 · Keep 10 · Archive 9 · Guardian 8 | +1% Guardian attack and defense per level |
| Guardian | Oathbound Presence | 5 | Battle Attunement 3 · Keep 12 · Archive 10 · Guardian 10 | +2% Guardian attack and defense at Oathenreach per level |
85 advanced doctrines
| Branch | Doctrine | Max | Keep | Archive | Manuscripts | Prerequisite | Functional benefit |
|---|---|---|---|---|---|---|---|
| Economy | Seasonal Granaries | 4 | 4 | 3 | 0 | Crop Rotation 2 | +4% food production per level |
| Economy | Oldgrowth Charters | 4 | 5 | 4 | 1 | Seasonal Granaries 2 | +4% wood production per level |
| Economy | Deepdelve Surveys | 4 | 7 | 5 | 2 | Oldgrowth Charters 2 | +4% stone production per level |
| Economy | Sovereign Coinage | 4 | 9 | 7 | 3 | Deepdelve Surveys 2 | +4% gold production per level |
| Economy | Frontier Caravans | 4 | 11 | 9 | 5 | Sovereign Coinage 2 | +5% resource-node income per level |
| Economy | Valley Stewardship | 4 | 14 | 11 | 7 | Frontier Caravans 2 | +2% all resource production per level |
| Economy | Riverbound Estates | 4 | 17 | 14 | 9 | Valley Stewardship 2 | +5% food production per level |
| Economy | Master Timberwrights | 4 | 20 | 17 | 12 | Riverbound Estates 2 | +5% wood production per level |
| Economy | Obsidian Excavation | 3 | 24 | 21 | 15 | Master Timberwrights 2 | +5% stone production per level |
| Economy | Verdant Prosperity | 3 | 28 | 25 | 20 | Obsidian Excavation 2 | +3% all resource production per level |
| Warfare | Formation Drills | 4 | 4 | 3 | 0 | Iron Discipline 2 | +2% army attack per level |
| Warfare | Hardened Spearheads | 4 | 5 | 4 | 1 | Formation Drills 2 | +3% infantry attack per level |
| Warfare | Eagleeye Companies | 4 | 7 | 5 | 2 | Hardened Spearheads 2 | +3% archer attack per level |
| Warfare | Thundering Hooves | 4 | 9 | 7 | 3 | Eagleeye Companies 2 | +3% cavalry attack per level |
| Warfare | Battlefield Doctrine | 4 | 11 | 9 | 5 | Thundering Hooves 2 | +3% army attack per level |
| Warfare | Veteran Standards | 4 | 14 | 11 | 7 | Battlefield Doctrine 2 | +2% army defense per level |
| Warfare | Night Maneuvers | 4 | 17 | 14 | 9 | Veteran Standards 2 | +4% march speed per level |
| Warfare | Ironbound Campaigns | 4 | 20 | 17 | 12 | Night Maneuvers 2 | +600 march capacity per level |
| Warfare | Heroic Command | 3 | 24 | 21 | 15 | Ironbound Campaigns 2 | +3% army attack per level |
| Warfare | Eternal Warcollege | 3 | 28 | 25 | 20 | Heroic Command 2 | +4% army attack per level |
| Defense | Field Infirmaries | 4 | 4 | 3 | 0 | Sacred Wards 2 | +2,000 Moonwell recovery beds per level |
| Defense | Layered Ramparts | 4 | 5 | 4 | 1 | Field Infirmaries 2 | +3% army defense and +250 reinforcement capacity per level |
| Defense | Protected Storehouses | 4 | 7 | 5 | 2 | Layered Ramparts 2 | +4% warehouse protection per level |
| Defense | Veteran Surgeons | 4 | 9 | 7 | 3 | Protected Storehouses 2 | +4% casualty reduction per level |
| Defense | Beacon Network | 4 | 11 | 9 | 5 | Veteran Surgeons 2 | +2% army defense and +400 reinforcement capacity per level |
| Defense | Sanctuary Protocol | 4 | 14 | 11 | 7 | Beacon Network 2 | +3,000 Moonwell recovery beds per level |
| Defense | Counterassault Drills | 4 | 17 | 14 | 9 | Sanctuary Protocol 2 | +3% army defense and +600 reinforcement capacity per level |
| Defense | Advanced Medicine | 4 | 20 | 17 | 12 | Counterassault Drills 2 | +2% casualty reduction and +4% Moonwell healing speed per level |
| Defense | Citadel Aegis | 3 | 24 | 21 | 15 | Advanced Medicine 2 | +4% army defense and +1,000 reinforcement capacity per level |
| Defense | Immortal Guard | 3 | 28 | 25 | 20 | Citadel Aegis 2 | +5,000 Moonwell recovery beds per level |
| Troops | Drillmaster Corps | 4 | 4 | 3 | 0 | Elite Training 2 | +3% training speed per level |
| Troops | Regimental Quarters | 4 | 5 | 4 | 1 | Drillmaster Corps 2 | +90 training capacity per level |
| Troops | Expeditionary Supply | 4 | 7 | 5 | 2 | Regimental Quarters 2 | +2% training savings per level |
| Troops | War Academy | 4 | 9 | 7 | 3 | Expeditionary Supply 2 | +400 march capacity per level |
| Troops | Royal Vanguard | 1 | 11 | 9 | 5 | War Academy 2 | unlock tier IV Vanguard |
| Troops | Grand Drillgrounds | 4 | 14 | 11 | 7 | Royal Vanguard 1 | +200 training capacity per level |
| Troops | Mythic Armaments | 4 | 17 | 14 | 9 | Grand Drillgrounds 2 | +3% training speed per level |
| Troops | Imperial Muster | 4 | 20 | 17 | 12 | Mythic Armaments 2 | +500 training capacity per level |
| Troops | Aegis Templars | 1 | 24 | 21 | 15 | Imperial Muster 2 | unlock tier V Templars |
| Troops | Celestial Lancers | 1 | 24 | 21 | 15 | Imperial Muster 2 | unlock tier V Lancers |
| Troops | Astral Champions | 1 | 24 | 21 | 15 | Imperial Muster 2 | unlock tier V Champions |
| Troops | Legendary Host | 3 | 28 | 25 | 20 | Astral Champions 1 | +600 march capacity per level |
| Temple | Causeway Assaults | 4 | 4 | 3 | 0 | Oathenreach Siegecraft 2 | +4% temple assault per level |
| Temple | Sanctum Bastions | 4 | 5 | 4 | 1 | Causeway Assaults 2 | +4% temple defense per level |
| Temple | Alliance Quartering | 4 | 7 | 5 | 2 | Sanctum Bastions 2 | +50 rally capacity per level |
| Temple | Sacred Signal Fires | 4 | 9 | 7 | 3 | Alliance Quartering 2 | +3% rally attack per level |
| Temple | Wardstone Defenders | 4 | 11 | 9 | 5 | Sacred Signal Fires 2 | +4% temple defense per level |
| Temple | Oathenreach Sieges | 4 | 14 | 11 | 7 | Wardstone Defenders 2 | +4% temple assault per level |
| Temple | Imperial Rally | 4 | 17 | 14 | 9 | Oathenreach Sieges 2 | +75 rally capacity per level |
| Temple | Oathbound Command | 4 | 20 | 17 | 12 | Imperial Rally 2 | +4% rally attack per level |
| Temple | Consecrated Vanguard | 3 | 24 | 21 | 15 | Oathbound Command 2 | +5% temple assault per level |
| Temple | Throne of the Verdant | 3 | 28 | 25 | 20 | Consecrated Vanguard 2 | +120 rally capacity per level |
| Temple | Mustered Cohorts | 4 | 8 | 6 | 2 | Rally Logistics 2 | +45 rally capacity per level |
| Temple | Banner Relay Corps | 4 | 10 | 8 | 2 | Mustered Cohorts 2 | +55 rally capacity per level |
| Temple | Warhost Provisioning | 4 | 12 | 10 | 3 | Banner Relay Corps 2 | +60 rally capacity per level |
| Temple | Alliance Command Posts | 4 | 14 | 12 | 4 | Warhost Provisioning 2 | +70 rally capacity per level |
| Temple | Grand Assembly Grounds | 4 | 16 | 14 | 5 | Alliance Command Posts 2 | +90 rally capacity per level |
| Temple | Oathbound Logistics | 4 | 18 | 16 | 6 | Grand Assembly Grounds 2 | +105 rally capacity per level |
| Temple | Coalition Standards | 4 | 20 | 18 | 7 | Oathbound Logistics 2 | +125 rally capacity per level |
| Temple | Verdant War Council | 4 | 22 | 20 | 8 | Coalition Standards 2 | +300 rally capacity per level |
| Temple | Crownland Muster | 4 | 24 | 22 | 9 | Verdant War Council 2 | +700 rally capacity per level |
| Temple | Legion Quartering | 4 | 26 | 24 | 10 | Crownland Muster 2 | +1,000 rally capacity per level |
| Temple | Realmwide Conscription | 3 | 27 | 25 | 11 | Legion Quartering 2 | +1,700 rally capacity per level |
| Temple | Sovereign Warhost | 3 | 28 | 26 | 12 | Realmwide Conscription 2 | +1,800 rally capacity per level |
| Temple | Imperial Host Doctrine | 3 | 29 | 27 | 13 | Sovereign Warhost 2 | +2,000 rally capacity per level |
| Temple | Crown Holder’s Muster | 3 | 30 | 28 | 15 | Imperial Host Doctrine 2 | +2,200 rally capacity per level |
| Temple | Endless Banners | 3 | 30 | 30 | 18 | Crown Holder’s Muster 2 | +5,250 rally capacity per level |
| Espionage | Frontier Lookouts | 4 | 4 | 3 | 0 | Shadow Network 2 | +4% scout cooldown reduction and +2 scouting intelligence per level |
| Espionage | Silent Footsteps | 4 | 5 | 4 | 1 | Frontier Lookouts 2 | +3% march speed per level |
| Espionage | Ciphered Dispatches | 4 | 7 | 5 | 2 | Silent Footsteps 2 | +5% anti-spy duration per level |
| Espionage | Watchfire Wards | 4 | 9 | 7 | 3 | Ciphered Dispatches 2 | +2% army defense per level |
| Espionage | Covert Quartermasters | 4 | 11 | 9 | 5 | Watchfire Wards 2 | +6% trade capacity per level |
| Espionage | Phantom Outriders | 4 | 14 | 11 | 7 | Covert Quartermasters 2 | +5% scout cooldown reduction, +3 scouting intelligence, and +1 stealth per level |
| Espionage | Veiled Counteragents | 4 | 17 | 14 | 9 | Phantom Outriders 2 | +6% anti-spy duration per level |
| Espionage | Royal Informants | 4 | 20 | 17 | 12 | Veiled Counteragents 2 | +2% army attack per level |
| Espionage | Blackcipher Conclave | 3 | 24 | 21 | 15 | Royal Informants 2 | +6% scout cooldown reduction, +6 scouting intelligence, and +1 stealth per level |
| Espionage | Eye of Oathenreach | 3 | 28 | 25 | 20 | Blackcipher Conclave 2 | +3% army attack per level |
| Guardian | Veteran Companion | 4 | 14 | 12 | 5 | Oathbound Presence 3 · Guardian 12 · Workshop 8 | +3% Guardian attack/defense per level |
| Guardian | Runebound Arsenal | 4 | 16 | 14 | 7 | Veteran Companion 2 · Guardian 15 · Workshop 12 | +3% equipped Guardian gear attack/defense per level |
| Guardian | Perfected Forms | 4 | 18 | 16 | 9 | Runebound Arsenal 2 · Guardian 18 | +2 specialization mastery points per level |
| Guardian | Bastion Companion | 4 | 20 | 18 | 11 | Perfected Forms 2 · Guardian 22 | +4% Guardian defense at settlements per level |
| Guardian | Frontier Sentinel | 4 | 22 | 20 | 13 | Bastion Companion 2 · Guardian 25 | +4% Guardian defense at resource nodes per level |
| Guardian | Warhost Companion | 4 | 24 | 22 | 15 | Frontier Sentinel 2 · Guardian 28 | +4% Guardian attack in alliance rallies per level |
| Guardian | Oathenreach Champion | 4 | 26 | 24 | 18 | Warhost Companion 2 · Guardian 32 | +4% Guardian attack/defense at Oathenreach per level |
| Guardian | Runic Concordance | 3 | 27 | 25 | 20 | Oathenreach Champion 2 · Guardian 35 · Workshop 20 | +1 complete matching-set bonus point per level |
| Guardian | Ancient Resonance | 3 | 29 | 27 | 24 | Runic Concordance 2 · Guardian 40 | +4% Guardian attack/defense per level |
| Guardian | Legendary Warden Bond | 3 | 30 | 30 | 30 | Ancient Resonance 2 · Guardian 45 · Workshop 22 | +5% Guardian attack/defense per level |
Complete daily earnings, map-based Frontier Bounties, free supplies, and recovery
| Repeatable activity | UTC-day allowance | Verified reward or benefit |
|---|---|---|
| Automatic daily login | Once | 10 gems + 2 Scholar Manuscripts |
| Flexible daily objective claims | Any five of twelve | 55 gems + 9 Scholar Manuscripts + 705 XP |
| Free objective reroll | Once | Replace an unclaimed objective with Flexible Warden Duty |
| Civilian gathering expeditions | Up to four; travel + 45 minutes gathering + return | Ordinary resources + 1 manuscript, awarded when the returning workers reach home |
| Daily Guardian Training | Once every rolling 24 hours while Guardian is below level 50 | 250 base Guardian XP, increased by completed Guardian XP research; card hides after claim until the next 24-hour unlock |
| Frontier bounty attempts | Up to five | Each victory: ordinary resources + 2 gems; first daily victory also adds 1 manuscript |
| Frontier bounty patrol behavior | One active personal route per dispatched patrol | Select a visible Realm-map camp, send at least 10 troops with an optional home Guardian, resolve combat only on arrival, then return survivors and the Guardian by a visible march |
| Shop Featured resource delivery | Once | Keep-scaled food, wood, stone, and gold |
| Workshop-crafted Peace Seal | 1 craft/day at Workshop 3–19 · 2 at 20–29 · 3 at 30 | One 12-hour Peace Seal per completed craft; Workshop 25 reduces the manuscript cost from 2 to 1 |
| Emergency militia | Once every rolling 24 hours if the Keep-scaled catastrophic-loss threshold is met | Rebuilds the complete owned force toward 500–26,000 troops depending on completed Keep level; composition never exceeds legitimately unlocked troop tiers |
Free Shop delivery by completed Settlement level
The once-per-UTC-day Featured delivery is calculated from the Warden’s completed Keep/Settlement Level. The original early-game linear amounts remain a minimum floor, but mid- and late-game rewards now follow the settlement progression curve so the delivery remains useful as upgrade costs rise.
| Settlement Lv. | Food | Wood | Stone | Gold |
|---|---|---|---|---|
| 1 | 1,400 | 1,050 | 700 | 220 |
| 5 | 2,120 | 1,610 | 1,140 | 360 |
| 10 | 3,020 | 2,310 | 1,690 | 535 |
| 15 | 15,000 | 12,000 | 10,000 | 3,500 |
| 16 | 20,000 | 16,000 | 13,500 | 4,700 |
| 17 | 27,000 | 21,500 | 18,000 | 6,300 |
| 18 | 36,000 | 29,000 | 24,000 | 8,500 |
| 19 | 48,000 | 38,000 | 32,000 | 11,500 |
| 20 | 65,000 | 52,000 | 44,000 | 15,500 |
| 21 | 88,000 | 70,000 | 59,000 | 21,000 |
| 22 | 120,000 | 96,000 | 81,000 | 28,500 |
| 23 | 165,000 | 132,000 | 111,000 | 39,000 |
| 24 | 225,000 | 180,000 | 152,000 | 54,000 |
| 25 | 310,000 | 248,000 | 210,000 | 74,000 |
| 26 | 425,000 | 340,000 | 288,000 | 102,000 |
| 27 | 585,000 | 468,000 | 396,000 | 140,000 |
| 28 | 800,000 | 640,000 | 542,000 | 192,000 |
| 29 | 1,100,000 | 880,000 | 746,000 | 264,000 |
| 30 | 1,500,000 | 1,200,000 | 1,020,000 | 360,000 |
30-Day Login Bonus
The compact Login Bonus card sits directly above the private Realm Map/minimap. Clicking it opens the full 30-day calendar in its own drawer. The calendar advances one Realm UTC date at a time: only the current day can be claimed, missed past days are permanently darkened/unavailable, future days remain locked, and missing a day never resets the calendar. The map-side card can be minimized and reopened; that preference is remembered per Warden and Realm on the current device, and a claim-ready minimized card still shows a highlighted reward-ready state. The calendar retires after the 30-day window resolves.
| Day | Reward |
|---|---|
| Day 1 | Peace Seal |
| Day 2 | 300 Gems |
| Day 3 | 2 Astral Crystals |
| Day 4 | 100,000 Food |
| Day 5 | 100,000 Wood |
| Day 6 | 100,000 Stone |
| Day 7 | 75,000 Gold |
| Day 8 | 5 Scholar Manuscripts |
| Day 9 | 2 × 1 Hour Project Speedup |
| Day 10 | 500 Gems |
| Day 11 | Peace Seal |
| Day 12 | 2 Astral Crystals |
| Day 13 | 200,000 Food |
| Day 14 | 200,000 Wood |
| Day 15 | 650 Gems |
| Day 16 | 200,000 Stone |
| Day 17 | 150,000 Gold |
| Day 18 | 8 Scholar Manuscripts |
| Day 19 | 2 × 3 Hour Project Speedup |
| Day 20 | 3 Astral Crystals |
| Day 21 | 2 Peace Seals |
| Day 22 | 750 Gems |
| Day 23 | 300,000 Food |
| Day 24 | 300,000 Wood |
| Day 25 | 300,000 Stone |
| Day 26 | 250,000 Gold |
| Day 27 | 12 Scholar Manuscripts |
| Day 28 | Settlement Waystone |
| Day 29 | Sovereign Peace Seal · 5 Days |
| Day 30 | 1,300 Gems + 5 Astral Crystals |
Emergency Militia · progression-scaled recovery
Emergency Militia is a catastrophic-loss recovery system, not a normal troop source. Eligibility counts the complete owned force: ready troops, wounded troops, troops already queued for training, marches, deposit garrisons, allied reinforcements, rally commitments, and Oathenreach deployments. When that total falls below the Keep-specific trigger, the system calculates the gap toward the recovery target—but a single claim is deliberately capped.
| Completed Keep | Eligible below | Recovery target | Maximum one claim | Ordinary levy cap |
|---|---|---|---|---|
| 1–7 | 50 | 500 | 300 | 100 |
| 8–12 | 120 | 1,200 | 600 | 100 |
| 13–17 | 300 | 3,000 | 1,200 | 120 |
| 18–22 | 600 | 6,000 | 2,200 | 220 |
| 23–26 | 1,000 | 10,000 | 3,500 | 350 |
| 27–29 | 1,800 | 18,000 | 5,000 | 500 |
| 30 | 2,600 | 26,000 | 6,500 | 650 |
Warden Journey objectives, 47 Realm Milestones, and weeklies
Warden’s Path now has two distinct long-term surfaces. The normal Path retains daily objectives, weekly objectives, Frontier Bounties, and the existing 35 permanent objectives. A separate Realm Milestones tab adds 47 one-time achievements that reward natural settlement growth and broader Realm participation.
Realm Milestones · 47 one-time Realm achievements
Realm Milestones are a separate tab inside Warden’s Path. They do not replace the existing daily, weekly, frontier, or 35 permanent Warden objectives. Each milestone is one-time for that Realm membership, progress is checked by the server, and existing Wardens receive retroactive completion only when current progression or retained Realm counters can safely prove the requirement. Milestone progression never transfers to another Realm.
| Category | Milestone | Requirement | Gem reward |
|---|---|---|---|
| Growth | Growing Stronghold | Raise your Settlement Keep to level 5. | 5 Gems |
| Growth | Established Settlement | Raise your Settlement Keep to level 10. | 10 Gems |
| Growth | Frontier Seat | Raise your Settlement Keep to level 15. | 15 Gems |
| Growth | Regional Power | Raise your Settlement Keep to level 20. | 25 Gems |
| Growth | Crownward Citadel | Raise your Settlement Keep to level 25. | 35 Gems |
| Growth | Golden Crown Citadel | Reach the level 30 settlement cap. | 60 Gems |
| Growth | Rising Warden | Reach 25,000 Settlement Power. | 5 Gems |
| Growth | Proven Warden | Reach 100,000 Settlement Power. | 12 Gems |
| Growth | Realm Power | Reach 500,000 Settlement Power. | 25 Gems |
| Growth | Major Power | Reach 1,000,000 Settlement Power. | 45 Gems |
| Military | Standing Company I | Train 100 troops across this Realm. | 5 Gems |
| Military | Standing Company II | Train 500 troops across this Realm. | 8 Gems |
| Military | Standing Army | Train 1,000 troops across this Realm. | 12 Gems |
| Military | War Host | Train 5,000 troops across this Realm. | 22 Gems |
| Military | Realm Legion | Train 15,000 troops across this Realm. | 35 Gems |
| Military | Cross the Border | Launch your first attack against another Warden settlement. | 6 Gems |
| Military | First Settlement Victory | Win your first battle against another Warden settlement. | 10 Gems |
| Military | Field Commander | Win 10 battles against Warden settlements. | 25 Gems |
| Realm | Eyes Beyond the Walls | Complete your first successful settlement scouting mission. | 5 Gems |
| Realm | Shadow Network | Complete 10 successful settlement scouting missions. | 12 Gems |
| Realm | Claim the Frontier | Secure your first resource deposit. | 6 Gems |
| Realm | Frontier Steward | Secure 10 resource deposits over time. | 15 Gems |
| Realm | Contest the Frontier | Attack your first enemy-held resource deposit. | 5 Gems |
| Realm | Take the Ground | Defeat a resource garrison and capture its deposit. | 8 Gems |
| Realm | Hold the Line | Repel 3 attacks against your resource garrisons. | 12 Gems |
| Realm | Realm Trader | Buy your first item or supply package from the Realm Market. | 4 Gems |
| Realm | Seasoned Trader | Complete 10 Realm Market purchases. | 10 Gems |
| Realm | Briarwood Cleared | Clear Campaign stage 25. | 15 Gems |
| Alliance | Raise the Banner | Join or found an alliance. | 8 Gems |
| Alliance | Open the Caravan Road | Complete your first alliance resource trade. | 5 Gems |
| Alliance | Alliance Quartermaster | Complete 10 alliance resource trades. | 12 Gems |
| Alliance | Answer the Call | Send a reinforcement march to an alliance member. | 8 Gems |
| Alliance | Rallying Cry | Join an alliance rally started by another commander. | 10 Gems |
| Alliance | Call the War Host | Start your first alliance rally. | 12 Gems |
| Guardian | Guardian Initiate | Raise your Guardian to level 5. | 5 Gems |
| Guardian | Guardian Veteran | Raise your Guardian to level 10. | 8 Gems |
| Guardian | Guardian Champion | Raise your Guardian to level 25. | 18 Gems |
| Guardian | Legendary Companion | Raise your Guardian to the level 50 cap. | 45 Gems |
| Guardian | Runebound Armament | Own your first piece of Guardian equipment. | 6 Gems |
| Guardian | Fully Equipped | Equip all seven Guardian gear slots. | 18 Gems |
| Knowledge | Doctrine Student | Complete 10 Research doctrine levels. | 6 Gems |
| Knowledge | Verdant Scholar | Complete 50 Research doctrine levels. | 16 Gems |
| Knowledge | Master of Doctrine | Complete 100 Research doctrine levels. | 35 Gems |
| Knowledge | Runecrafter | Complete 5 qualifying Runecrafter crafts. | 8 Gems |
| Knowledge | Moonwell Steward | Heal 1,000 wounded troops in the Moonwell Infirmary. | 12 Gems |
| Oathenreach | Oathenreach Bound | Commit forces to Oathenreach through a garrison, attack, defense, or rally. | 12 Gems |
| Oathenreach | Temple Victor | Earn your first Oathenreach battle victory. | 25 Gems |
All 35 permanent Warden’s Path objectives
| Permanent objective | Required milestone | Gem reward | Scholar Manuscripts |
|---|---|---|---|
| Raise the Banners | Finish training 30 troops. | 20 gems | 2 |
| Claim the Frontier | Complete 2 qualifying resource-node occupations or captures. | 25 gems | 2 |
| Deep Knowledge | Complete 2 research levels. | 30 gems | 2 |
| Eyes Beyond the Wall | Complete 1 hostile reconnaissance action. | 20 gems | 2 |
| First Blood | Win 1 eligible settlement, node, or Oathenreach battle. | 35 gems | 2 |
| Strength in Unity | Complete 1 alliance caravan. | 20 gems | 2 |
| Raise the Settlement | Complete 4 timed settlement upgrades. | 24 gems | 2 |
| Hands of the Frontier | Complete 3 civilian gathering expeditions. | 22 gems | 2 |
| The First Peace Rune | Craft 1 earned Peace Seal. | 18 gems | 2 |
| An Army Worthy of the Crown | Finish training 250 troops. | 42 gems | 3 |
| Keeper of the Lost Lore | Complete 15 research levels. | 48 gems | 4 |
| Veteran of the Frontier | Complete 8 qualifying resource-node occupations or captures. | 36 gems | 3 |
| Standing Army | Finish training 1,000 troops. | 55 gems | 4 |
| The Verdant War Host | Finish training 5,000 troops. | 80 gems | 6 |
| Legion of the Realm | Finish training 15,000 troops. | 120 gems | 8 |
| Archive Scholar | Complete 35 research levels. | 55 gems | 5 |
| Master of Doctrine | Complete 60 research levels. | 85 gems | 7 |
| Living Codex | Complete 100 research levels. | 130 gems | 10 |
| Frontier Lord | Complete 20 qualifying resource-node occupations or captures. | 60 gems | 5 |
| Master of Deposits | Complete 50 qualifying resource-node occupations or captures. | 100 gems | 8 |
| Shadow Adept | Complete 10 hostile reconnaissance actions. | 45 gems | 4 |
| Master of Whispers | Complete 50 hostile reconnaissance actions. | 85 gems | 7 |
| Battle-Hardened | Win 10 eligible settlement, node, or Oathenreach battles. | 60 gems | 5 |
| Realm Conqueror | Win 50 eligible settlement, node, or Oathenreach battles. | 110 gems | 8 |
| Legend of Valtheryn | Win 150 eligible settlement, node, or Oathenreach battles. | 175 gems | 12 |
| Alliance Supplier | Complete 10 alliance caravans. | 45 gems | 4 |
| Alliance Quartermaster | Complete 50 alliance caravans. | 90 gems | 7 |
| Settlement Architect | Complete 15 timed settlement upgrades. | 50 gems | 4 |
| Master Architect | Complete 50 timed settlement upgrades. | 95 gems | 8 |
| Expedition Leader | Complete 20 civilian gathering expeditions. | 45 gems | 4 |
| Frontier Provisioner | Complete 75 civilian gathering expeditions. | 90 gems | 8 |
| Runecrafter | Craft 5 earned Peace Seals. | 45 gems | 4 |
| Master Runecrafter | Craft 20 earned Peace Seals. | 90 gems | 8 |
| Moonwell Healer | Heal 100 wounded troops. | 45 gems | 4 |
| Keeper of the Fallen | Heal 1,000 wounded troops. | 100 gems | 9 |
All six weekly Warden objectives
Weekly progress uses a fresh weekly baseline, so only progress made during the current week counts toward these six repeatable objectives.
| Weekly objective | Requirement | Gems | Scholar Manuscripts | Warden XP |
|---|---|---|---|---|
| Weekly War Muster | Train 500 troops. | 30 | 3 | 260 |
| Weekly Scholarship | Complete 5 research levels. | 30 | 4 | 260 |
| Weekly Development | Complete 5 building upgrades. | 28 | 3 | 240 |
| Weekly Frontier | Complete 10 civilian gathering expeditions. | 26 | 3 | 220 |
| Weekly Campaign | Win 5 eligible battles. | 35 | 4 | 300 |
| Weekly Alliance Aid | Complete 5 alliance caravans. | 26 | 3 | 220 |
Alliance caravans, Keep 3 gate, and transfer limits
Alliance caravans transport ordinary food, wood, stone, or gold only between verified members of the same alliance. The sending settlement must satisfy both anti-funneling requirements before Trade becomes available. Cargo leaves immediately, is delivered only on arrival, and the wagon must complete its visible return journey.
| Caravan rule | Current requirement |
|---|---|
| Sender’s completed Keep level | Level 3 or higher |
| Sender’s settlement age | At least 12 hours |
| Recipient relationship | Another verified member of the same alliance |
| Maintenance fee | 8% base; improves to 7% at Embassy 10, 6% at Embassy 20, and 5% at Embassy 30 |
| Daily base formula | 5,000 + (2,500 × Embassy level) + (1,200 × Keep level) |
| First normally eligible allowance | 11,100 resources/day at Keep 3 and Embassy 1 |
| Covert Quartermasters bonus | +6% daily transfer capacity per completed doctrine level |
| Reset | Midnight UTC |
For example, a caravan carrying 1,000 food at an early Embassy delivers 920 food after the 8% base fee; a level-30 Embassy delivers 950 after the 5% milestone fee. If the recipient leaves the alliance before arrival, the full 1,000-food cargo returns to the sender. Gems, manuscripts, Shop items, and troops cannot be sent through ordinary resource caravans. You cannot trade with yourself or another alliance.
Six rotating competitions, personal milestone chests, and verified placement rewards
Six competition types rotate in 24-hour windows. Eligible activity is scored when the relevant action actually completes, even when a timed queue finishes while its owner is offline. For Research, Construction, and Training, speedups and Oathlink aid do not create score for the time skipped; only the naturally elapsed eligible portion contributes. Those same authoritative points now drive two parallel reward tracks: personal Tier I / II / III Milestone Chests and the existing Realm placement leaderboard.
| Competition | Scoring category | Qualifying activity |
|---|---|---|
| Verdant Scholars | Research | Completed permanent research or repeatable Academy Studies. The three study tiers award up to 90 / 360 / 1,100 points before speedups or Oathlink reduce the naturally elapsed share. |
| Grand War Muster | Training | Eligible troop companies that finish during the matching window; only naturally elapsed eligible training time contributes to score, not time skipped by speedups. |
| Master Builders | Construction | Completed building upgrades or repeatable Settlement Works. The three works tiers award up to 90 / 360 / 1,100 points before speedups or Oathlink reduce the naturally elapsed share. |
| Frontier Dominion | Occupation | Qualifying unique deposit occupations; 180 points per eligible open-deposit claim, or 220 points per qualifying contested capture, with a three-minute scoring cooldown. |
| Realm Provisioning | Provisioning | Resources banked when civilian expeditions or resource-node cargo physically return home. Passive production and Shop purchases do not score. |
| Realm Conquest | Legitimate battles | Eligible settlement, resource-node, and Oathenreach victories or defenses; frontier bounty camps do not score. |
- At most 25 scored actions count for each Warden in each 24-hour competition.
- The live event leaderboard lists active scorers only: a Warden does not appear with a zero-point row. Their name enters the current competition standings only after they actually earn points in that event.
- The main Events screen shows only the current Top 10: when more than ten Wardens have scored, See All Participants opens a dedicated scrollable ranking containing every scoring Warden in rank order.
- Participation rewards require real qualification: at least 120 points and two scored actions, unless one substantial action is worth at least 300 points.
- A single scored action cannot exceed 1,200 points.
- Ties are decided by the earlier qualifying score time; actions beyond the 25-action cap cannot refresh a tied player’s timestamp.
- Frontier Dominion’s first qualifying claim scores immediately; subsequent scored claims require three minutes between qualifying score awards.
- Repeatedly reclaiming the same deposit does not create unlimited quest or leaderboard progress.
- Blocked scouts, emergency militia, frontier bounty camps, and direct purchases cannot be farmed for unearned competition points.
Personal milestone rewards
Every scoring Warden has a personal three-chest progression track for the active event. These thresholds are calibrated to the scoring pace of each event family rather than using one universal target.
| Competition | Tier I | Tier II | Tier III |
|---|---|---|---|
| Verdant Scholars | 1,200 | 4,200 | 8,400 |
| Grand War Muster | 1,200 | 3,600 | 7,200 |
| Master Builders | 1,000 | 3,500 | 7,000 |
| Frontier Dominion | 540 | 1,800 | 3,600 |
| Realm Provisioning | 1,200 | 4,000 | 8,000 |
| Realm Conquest | 600 | 1,800 | 3,600 |
| Personal chest | Contents |
|---|---|
| Tier I | 50,000 Gold · 50 Gems |
| Tier II | 100,000 Gold · 100 Gems |
| Tier III | 250,000 Gold · 200 Gems · 1 Astral Crystal · 1 Settlement Waystone |
Placement rewards
| Placement | Gems | Food | Wood | Stone | Gold | Extra |
|---|---|---|---|---|---|---|
| 1st | 300 | 25,000 | 20,000 | 16,000 | 6,500 | 1 Settlement Waystone |
| 2nd | 200 | 17,500 | 14,000 | 11,500 | 4,500 | — |
| 3rd | 100 | 12,500 | 10,000 | 8,000 | 3,200 | — |
| 4th–10th | 10 | 3,400 | 2,800 | 2,200 | 900 | — |
| Other eligible placements | 3 | 1,800 | 1,500 | 1,200 | 450 | — |
Warden dossier, Campaign progress, earned cosmetics, identity, and force presets
The self Warden Profile uses the established classic dossier layout in v0.62.0. An experimental compact/wide no-scroll workspace was rolled back after proving less usable in practice, while all newer profile systems—including Campaign progress, Likes, protection controls, diplomacy/crest presentation, Warden Profile Portraits, the optional permanently hidden Realm Orientation card, and the enhanced Crown Holder prestige presentation—remain intact. The profile keeps six sections:
Overview
Review Warden identity, Settlement level, Realm rank, Settlement Power, Enemy Troops Defeated, alliance, current progression, and quick command links.
Identity + realm standingForces
Review troop types, available/deployed companies, combat readiness, and military progression.
Army readinessMastery
Inspect all seven Research branches, completed levels, doctrines started, and branch/overall Mastery.
Permanent research progressionProtection
Manage Peace Seal and Veil of Silence inventory, activation/extension, deactivation, and live timers.
Peace Seal · Veil of SilenceBounties
Open the full Bounty Center to review the bounty on you, your open Gold escrow, lifetime claimed Gold, largest claim, Most Wanted, recent claims, and the current monthly Bounty Hunter standings.
Player Gold Bounties · no coordinate disclosureIdentity
Update your Warden name and manage public visual identity. The first rename is free; later changes consume exactly one owned Warden Rename Scroll. Identity also manages Warden Profile Portraits, Profile Frames, Profile Banners, Settlement Nameplates, Guardian Portrait Frames, March Standards, and Showcase Badges.
Rename + seven cosmetic identity categoriesOther-Warden profiles use a compact command console and display their public all-time Warden appreciation total. Hostile profiles expose Profile, Scout, Solo Attack, and Rally. The hostile Profile overview also exposes the Player Gold Bounty placement panel when the target is eligible. Allied profiles expose Profile, Reinforce, and Trade. Private troop/building/research/Campaign detail stays concealed unless another legitimate system reveals appropriate information.
Maximum solo march size begins at 250 troops, gains 50 per completed Keep level above 1, and grows through Marching Banners, Campaign Roads, War Academy, Ironbound Campaigns, and Legendary Host to the 10,000-troop hard cap. Normal Realm attack/rally force builders still support presets and manual troop-type selection; Campaign is different and automatically builds its expedition force.
Keep levels 1–14 support three simultaneous personal routes, Keep 15–29 support four, and Keep 30 supports five.
Warden Profile Likes
When viewing another Warden, use the thumbs-up control to Like the profile. You may contribute only one Like to that Warden; clicking again removes your Like. Self-likes are rejected by the server.
Public all-time total · one Like per other WardenAccount-side identity
Warden Account → Identity can perform the same authoritative rename without loading back into the Realm. Uniqueness, public-content checks, the first free rename, and Rename Scroll consumption are identical to the in-game path.
Same Warden identity · same server rulesCosmetic Identity · Warden Profile → Identity
Identity now contains seven visual categories. Warden Profile Portraits use a mixed unlock model—four included choices, four permanent Gem unlocks, and two active Crown Holder rewards—while Profile Frames, Profile Banners, Settlement Nameplates, Guardian Portrait Frames, March Standards, and Showcase Badges continue to unlock from progression. All seven categories are cosmetic only: they add no combat power, production bonus, movement bonus, or progression advantage.
| Portrait | Unlock | Rule |
|---|---|---|
| Valtheryn Standard | Included | Default first-party Valtheryn portrait. |
| Verdant Oath | Included | Free selectable portrait. |
| Moonveil Crest | Included | Free selectable portrait. |
| Ironroot Bastion | Included | Free selectable portrait. |
| Sunforge Mark | 1,800 Gems | Permanent premium portrait unlock; buying it equips it immediately. |
| Starfall Rune | 2,000 Gems | Permanent premium portrait unlock; buying it equips it immediately. |
| Emberwatch Sigil | 2,200 Gems | Permanent premium portrait unlock; buying it equips it immediately. |
| Waystone Compass | 2,400 Gems | Permanent premium portrait unlock; buying it equips it immediately. |
| Oathenreach Crown | Permanent Crown legacy | Permanently earned by a Warden with legitimate finalized Oathenreach winning-roster history. Historical winner records can backfill valid legacy. |
| Warhost Ascendant | Crown legacy + Campaign 100 or 25 PvP victories | Permanent reward portrait requiring earned Crown Holder history plus either 100 Campaign stages cleared or 25 PvP victories. |
| Category | Cosmetic | Unlock requirement |
|---|---|---|
| Profile Frame | Verdant Standard | Included |
| Verdant Laurel | Reach Keep Lv. 10 | |
| Warforged | Win 25 PvP battles | |
| Crown-Bound | Capture Oathenreach | |
| Profile Banner | Verdant Mist | Included |
| Campaign Vanguard | Clear 75 Campaign stages | |
| Scholar of the Realm | Complete 50 Research levels | |
| Guardian Bond | Reach Guardian Lv. 30 | |
| Settlement Nameplate | Realm Standard | Included |
| Citadel Engraving | Reach Keep Lv. 20 | |
| Campaign Conqueror | Clear 175 Campaign stages | |
| Sovereign Crown | Reach Keep Lv. 30 | |
| Guardian Portrait Frame | Oathbound | Included |
| Bonded Guardian | Reach Guardian Lv. 20 | |
| Guardian Master | Reach Guardian Lv. 40 | |
| Astral Guardian | Reach Guardian Lv. 50 | |
| March Standard | Verdant Standard | Included |
| Vanguard Standard | Win 10 PvP battles | |
| Campaign Standard | Clear 125 Campaign stages | |
| Oathenreach Standard | Win 10 Oathenreach battles or capture Oathenreach | |
| Showcase Badge | No Badge | Included |
| Golden Crown Citadel | Reach Keep Lv. 30 | |
| Campaign Conqueror X | Clear all 250 Campaign stages | |
| Guardian Master | Reach Guardian Lv. 50 | |
| Grand Scholar | Complete 100 Research levels | |
| Realm Veteran | Win 100 PvP battles | |
| Oathenreach Crown | Capture Oathenreach |
Realm Market departments, Gem Vault, prices, supplies, cosmetics, and payment methods
The current Shop is opened from the bottom navigation and is organized into Featured, Speedups, Protection, Supplies, Command Boosts, Gem Vault, and Identity. Supplies contains 33 ordinary-resource delivery bundles plus the separate Guardian Training Codex. Shop → Identity contains the four permanent premium settlement styles. Warden Profile Portraits are managed separately from Warden Profile → Identity; four portrait choices are included, four premium portraits use Gems there, and two are Crown Holder rewards. Gem Vault is its own department and is also linked from Featured.
| Supply bundle | Suggested progression | Gold payment | Gem payment | Delivered resources |
|---|---|---|---|---|
| Provision Satchel | Settlement Lv. 1–7 | 1,800 gold | 12 Gems | 3,000 food |
| Harvest Wagon | Settlement Lv. 8–13 | 7,000 gold | 32 Gems | 10,000 food |
| Royal Granary Convoy | Settlement Lv. 14–18 | 24,000 gold | 88 Gems | 30,000 food |
| Crown Granary Reserve | Settlement Lv. 19–23 | 115,000 gold | 340 Gems | 125,000 food |
| War Granary Reserve | Settlement Lv. 24–26 | 550,000 gold | 1,500 Gems | 500,000 food |
| Imperial Granary Treasury | Settlement Lv. 27–29 | 2,600,000 gold | 6,000 Gems | 2,000,000 food |
| Sovereign Granary Treasury | Settlement Lv. 30 | 12,000,000 gold | 25,000 Gems | 8,000,000 food |
| Timber Bundle | Settlement Lv. 1–7 | 2,000 gold | 13 Gems | 2,600 wood |
| Lumber Caravan | Settlement Lv. 8–13 | 7,500 gold | 37 Gems | 9,000 wood |
| Timberwright Train | Settlement Lv. 14–18 | 26,000 gold | 98 Gems | 27,500 wood |
| Crown Timber Reserve | Settlement Lv. 19–23 | 120,000 gold | 355 Gems | 110,000 wood |
| War Timber Reserve | Settlement Lv. 24–26 | 600,000 gold | 1,600 Gems | 450,000 wood |
| Imperial Timber Treasury | Settlement Lv. 27–29 | 2,900,000 gold | 6,500 Gems | 1,800,000 wood |
| Sovereign Timber Treasury | Settlement Lv. 30 | 13,000,000 gold | 25,000 Gems | 7,000,000 wood |
| Quarry Bundle | Settlement Lv. 1–7 | 2,000 gold | 17 Gems | 2,200 stone |
| Stonewright Caravan | Settlement Lv. 8–13 | 7,000 gold | 44 Gems | 7,600 stone |
| Masonry Convoy | Settlement Lv. 14–18 | 24,000 gold | 125 Gems | 23,000 stone |
| Crown Stone Reserve | Settlement Lv. 19–23 | 120,000 gold | 430 Gems | 90,000 stone |
| War Masonry Reserve | Settlement Lv. 24–26 | 650,000 gold | 2,100 Gems | 400,000 stone |
| Imperial Stone Treasury | Settlement Lv. 27–29 | 3,200,000 gold | 8,500 Gems | 1,600,000 stone |
| Sovereign Quarry Treasury | Settlement Lv. 30 | 14,000,000 gold | 30,000 Gems | 6,000,000 stone |
| Realm Supply Cache | Settlement Lv. 1–10 | 10,000 gold | 56 Gems | 6,000 food · 5,000 wood · 4,200 stone |
| Grand Realm Stockpile | Settlement Lv. 11–17 | 40,000 gold | 175 Gems | 20,000 food · 17,000 wood · 14,000 stone |
| Sovereign Supply Vault | Settlement Lv. 18–23 | 150,000 gold | 600 Gems | 75,000 food · 62,000 wood · 52,000 stone |
| Warden War Stockpile | Settlement Lv. 24–26 | 750,000 gold | 2,700 Gems | 300,000 food · 250,000 wood · 200,000 stone |
| Imperial Realm Reserve | Settlement Lv. 27–29 | 3,600,000 gold | 12,000 Gems | 1,200,000 food · 1,000,000 wood · 800,000 stone |
| Sovereign Realm Treasury | Settlement Lv. 30 | 15,000,000 gold | 45,000 Gems | 4,000,000 food · 3,300,000 wood · 2,700,000 stone |
| Gold Coin Purse | Settlement Lv. 1–7 | Not available · Gem-only | 65 Gems | 2,000 gold |
| Gold Strongbox | Settlement Lv. 8–13 | Not available · Gem-only | 240 Gems | 8,000 gold |
| Royal Gold Chest | Settlement Lv. 14–20 | Not available · Gem-only | 720 Gems | 25,000 gold |
| Sovereign Gold Vault | Settlement Lv. 21–25 | Not available · Gem-only | 2,700 Gems | 100,000 gold |
| Imperial Gold Treasury | Settlement Lv. 26–28 | Not available · Gem-only | 14,000 Gems | 500,000 gold |
| Crown Gold Treasury | Settlement Lv. 29–30 | Not available · Gem-only | 58,000 Gems | 2,000,000 gold |
| Item | Price | Award | Rules |
|---|---|---|---|
| Guardian Training Codex | 7,500 Gems · Gem-only | 500 base Guardian XP | Warden’s Bond increases the actual XP award through the normal authoritative Guardian XP calculation. Unavailable at Guardian level 50. XP past level 50 is not banked. |
| Style | Price | Realm appearance |
|---|---|---|
| Verdant Crown Citadel | 15,000 Gems | Ivory spires, emerald banners, luminous gold trim, sacred gardens, and cascading water. |
| Moonveil Enclave | 15,000 Gems | Silver-white towers, moonlit blue roofs, violet arcane light, crescents, and elevated terraces. |
| Ironroot Bastion | 15,000 Gems | Heavy timber, iron-braced stone, palisades, ember-lit watchtowers, and a fortified frontier silhouette. |
| Sunforge Oasis | 15,000 Gems | Warm sandstone, copper-gold domes, turquoise waterways, sun banners, and oasis towers. |
- Featured: claim the free daily Settlement-level-scaled food, wood, stone, and gold delivery once per UTC day. Early-game amounts retain their existing floor while late-game rewards grow much more aggressively with settlement progression.
- Speedups: buy any of the twelve Project Speedups with Gems, from 1 minute through 3 days, and use them on active Research, Construction, Troop Training, or Moonwell Healing. Oversized unused time is preserved as universal saved credit.
- Protection: buy 12-hour Peace Seals for 90 Gems and Veils of Silence for 50 Gems. Peace activation is manual, total active/banked Peace is capped at seven days, and successful hostile activity or scouting starts a 30-minute Peace reactivation cooldown.
- Supplies: twenty-seven Food/Wood/Stone/mixed resource bundles span starter through level-30 stockpiles and allow either Gold or Gem payment. Six Gold-delivery bundles are Gem-only so there is no Gold-for-Gold purchase loop. The separate Guardian Training Codex costs 7,500 Gems and grants 500 base Guardian XP; its deliberately high price keeps combat, Frontier Bounties, Daily Guardian Training, and Guardian research as the primary progression routes. Suggested Settlement Lv. labels apply to resource packs only and never gate purchasing.
- Identity: buy a 120-Gem Warden Rename Scroll after the first free name change; permanently unlock Verdant Crown Citadel, Moonveil Enclave, Ironroot Bastion, or Sunforge Oasis for 15,000 Gems each; buy Settlement Paint Tokens for 1,500 Gems to save custom settlement colors; or unlock the Prismatic Warden Name for 20,000 Gems at Settlement Lv. 30. Paint can be reset to the equipped style’s original colors for free. The Prismatic name is permanent and appears on public Profiles and World/Alliance Chat. Warden Profile → Identity separately offers Sunforge Mark (1,800 Gems), Starfall Rune (2,000), Emberwatch Sigil (2,200), and Waystone Compass (2,400) as permanent portrait unlocks, alongside four free portraits and two Crown Holder reward portraits. All of these are cosmetic.
- Relocation: buy additional Settlement Waystones for 15,000 ordinary gold.
Gem Vault 2.0 · Shop → Gem Vault
The Gem Vault is a fixed-return in-game treasury feature using earned/owned Gems. Only one deposit can be active at a time. A deposit removes the chosen Gems immediately. If held to maturity, claiming returns principal plus the fixed yield exactly once. A Warden may instead cancel an active deposit before maturity; cancellation returns the stored principal only, awards no yield, and resets the Treasury Streak.
| Treasury tier | Deposit cap | Unlock |
|---|---|---|
| Stone Coffer | 5,000 Gems | Available to every Warden |
| Silver Treasury | 10,000 Gems | Keep 10 or 50 Campaign stages cleared |
| Royal Vault | 25,000 Gems | Keep 20 and 100 Campaign stages cleared |
| Crown Reserve | 50,000 Gems | Keep 30 and 200 Campaign stages cleared |
| Term | Base fixed yield for new deposits | 5,000-Gem example |
|---|---|---|
| 1 day | +0.5% | 5,000 → 5,025 Gems |
| 3 days | +1.5% | 5,000 → 5,075 Gems |
| 7 days | +3.5% | 5,000 → 5,175 Gems |
Frequently asked questions for Valtheryn v0.62.0
What changed in Valtheryn v0.62.0?
Pass 44 corrected Shield Formations to the stated 4% Infantry Defense per level, tuned the shared Formula 14 casualty curve for near-even battles, and added decisive Attack, Defense, pressure, class matchup, wounded, and killed numbers to new battle reports. Pass 45 adds three repeatable Academy Studies, three repeatable Settlement Works, and alliance-only Oathlink project aid. The Beta Tester package and title cutoff is November 9, 2026 at 16:27 UTC, with registration strictly before that time. Repeatables let fully maxed Wardens participate in matching objectives and events without stacking permanent power; Oathlink answers shorten a current ally’s order within strict per-member and total limits.
What can I do when every building and doctrine is maxed?
Run repeatable Academy Studies in the Research tab or Settlement Works in Settlement. They consume their ordinary queue slots and resources. On completion they count toward matching research/building daily and weekly objectives and active Realm Competitions. They provide no Warden XP, permanent level, power, or combat bonus.
How do I answer an Oathlink request?
Join the project owner’s alliance, then click the knot icon above the private realm map. It pulses when a current member has an unanswered research or construction project. The right-side panel lists the Warden, project, remaining time, and your reduction. Click Answer Oathlink. You can answer once per order and cannot answer your own, an expired order, or a project belonging to another alliance.
How much time does Oathlink remove, and does it affect event points?
One answer removes about 1% of the original project duration, normally at least 10 seconds and at most 2 minutes per member; the final reduction can be smaller near completion or the total cap. Total Oathlink aid stops at 10% of the original duration and never instantly completes the order. Aid counts as acceleration, so event points are reduced in proportion to the time skipped.
Does Shield Formations help an attacking army survive?
Yes. Its 4% Infantry Defense per completed level applies to eligible Infantry on either side, up to 20% at level 5. Attacking Infantry Defense lowers incoming defender counter-pressure. It does not give a field march its home Watchtower bonus.
Why can a victory still show almost no surviving attackers?
The winner is determined by the final rolled attacker Attack compared with defender Defense. Casualties are resolved separately from both sides’ pressure and the troop-specific loss allocation. An attacker can breach yet suffer heavy counter-pressure; a victory with fewer than 10% surviving attackers is flagged as precarious in the new report.
Why did my smaller solo attack lose nearly all its troops?
Solo settlement casualties use both armies’ effective Attack and Defense rather than fixed win/loss percentages. A force badly outmatched by a comparably developed garrison faces a rout floor even with casualty-reduction Research. The attacking march’s battlefield casualties are permanent deaths; only survivors return. The defender’s eligible casualties use each defending owner’s available Moonwell beds before overflow dies.
Does Guardian Defense protect an attacking march?
Yes. The attacking Guardian’s Defense contributes to the march’s effective Defense, which reduces incoming defender counter-pressure. Guardian Attack improves attacker lethality; the defender Guardian’s Attack can increase attacking casualties. The Guardian also commands only its own Warden’s troops: every 100 relevant Guardian stat grants 1% troop power, capped at 20%, plus the raw Guardian stat.
Can I see another Warden’s march and how fast are warnings?
Active routes and launched rallies appear on the shared Realm map while travelling, with owner, route type and estimated arrival but without troop counts or private scouting results. An open, visible tab checks the lightweight feed about every 2.5 seconds; hidden tabs target about 5 seconds. These are polling intervals, and network or browser delays can add time. Solo attacks and rally threats generate server notices at launch or rally assembly; detected settlement scouts warn on dispatch. Scouts at occupied nodes and Oathenreach still use immediate report paths.
Does Sentinel Anti Cheat ban players automatically?
No. Sentinel is a separate administrator review companion that reads the game’s security-event and command-receipt records. A suspicious event or a march-projection failure is evidence to investigate, not automatic proof of cheating or an automatic account penalty. The main game still validates commands and resolves combat.
What is each progression system for?
Warden Journey is permanent one-time growth and onboarding. Daily Duty is flexible activity for the current day. Weekly Orders are larger seven-day commitments. Events are temporary Realm competitions, Campaign is PvE stage progression, and Oathenreach tracks Temple warfare and contribution. Existing progress and claimed rewards are preserved; the clearer lanes are meant to reduce duplicated-looking objectives.
What are Realm Milestones?
Open Warden’s Path → Realm Milestones. This separate tab contains 47 one-time, Realm-specific achievements across Growth, Military, Realm activity, Alliance play, Guardian progression, Knowledge, node warfare, and Oathenreach. Progress is server-authoritative, existing Wardens receive retroactive completion only where the server can safely prove it, and milestone progress never transfers to another Realm. The full track contains 721 Gems plus scaled XP and ordinary-resource rewards.
How does Emergency Militia scale now?
Emergency Militia is catastrophic-loss recovery. Depending on completed Keep level, it activates only when the Warden’s complete owned force falls below a threshold from 50 to 2,600 troops, with recovery targets from 500 to 26,000. A single claim is capped from 300 to 6,500 troops by Keep bracket, and ordinary levy militia is much more tightly capped—from 100 to 650—and never exceeds Tier III. Permanent troops killed while defending your own settlement are tracked by exact troop type for 48 hours and may be restored from that verified defensive reserve, including legitimately unlocked Tier IV/V troops. Ready, wounded, training, marching, stationed, rallying, reinforcing, and Oathenreach troops all count toward eligibility. Claims have a 24-hour cooldown, and deliberate troop dismissal or outgoing-battle casualties also block Militia for 24 hours.
When does Moonveil open?
Moonveil is locked indefinitely for now. It has no opening date, no population threshold, and no v1.0/version trigger. Valtheryn will open Moonveil only if a future update deliberately changes its status. Until then, Thornhaven is the only playable Realm and all new Wardens are assigned there automatically.
How does Settlement Paint work?
Buy a Settlement Paint Token for 1,500 Gems in Shop → Identity, open the Paint Studio, choose a color with the picker or swatches, preview the full settlement treatment, and save. Saving a new custom color consumes one token. The chosen color is visible on the Realm map while preserving the equipped settlement architecture. Restore Original Settlement Colors is free and consumes no token.
What is the Prismatic Warden Name?
It is a permanent cosmetic unlock in Shop → Identity for 20,000 Gems, available at Settlement Level 30. After purchase, the Warden name cycles through rainbow colors on the public Warden Profile and in World/Alliance Chat. It provides no power or progression bonus.
What changed in v0.57.3 combat?
v0.57.3 introduced the PvP Combat Integrity & Fairness work: pooled allied casualties before participant allocation, escalating Recovery Wards, final rally-eligibility revalidation, Advanced Medicine changes, effective-contribution rally rewards, clearer Enemy Troops Defeated terminology, stricter Peace combat-support rules, and reduced Tier IV/V replacement time/cost. Current v0.62.0 rules supersede that release’s older late-game class assignment: Oathbound Sentinels are Infantry, Royal Vanguard Cavalry, and the Tier V roster is Aegis Templars as Infantry, Celestial Lancers as Cavalry, and Astral Champions as Archers.
What is a Recovery Ward?
It is temporary settlement attack/rally protection created by repeated qualifying PvP defeats. In a rolling 24-hour window, the 3rd defeat grants 15 minutes, the 4th 30 minutes, the 5th 60 minutes, and the 6th or later 120 minutes. It is separate from a Peace Seal and is shown in relevant Realm/Bounty target intelligence. The existing limit of three victories by the same attacker over the same target per rolling 24 hours also remains.
Why does my combat profile say Enemy Troops Defeated instead of kills?
The historical counter includes battlefield casualties that may have entered the defender’s Moonwell and later recovered. v0.57.3 keeps the stored progression but labels it Enemy Troops Defeated, which accurately describes what has always been counted.
How do Warden Profile Likes work?
When viewing another Warden’s profile, click the thumbs-up control to Like them. Your Like contributes once to that Warden’s public all-time total; clicking again removes it. You cannot Like yourself, and the server enforces one Like per other Warden.
What Warden Profile Portraits can I use?
There are ten original first-party portraits. Valtheryn Standard, Verdant Oath, Moonveil Crest, and Ironroot Bastion are included. Sunforge Mark costs 1,800 Gems, Starfall Rune 2,000, Emberwatch Sigil 2,200, and Waystone Compass 2,400; each is a permanent unlock purchased from Warden Profile → Identity. Oathenreach Crown is now a permanent legacy portrait earned from legitimate finalized Crown-winning roster history. Warhost Ascendant is permanent once that Crown legacy exists plus either 100 Campaign stages cleared or 25 PvP victories. Losing the Crown does not remove an earned portrait.
Where is my selected Warden portrait visible?
Your currently equipped portrait is public. It appears on your own and public Warden Profile, the top-bar identity control, World and Alliance Chat, Warden Rankings, live Event and Daily/Weekly cross-event standings, Alliance Hall → Members, and alliance-member online notifications. The old large initial letter no longer covers the selected portrait art.
How does Alliance Diplomacy work?
Open Alliance Hall → Diplomacy. Only the Alliance Leader can change relations. Available states are Neutral, Friendly, Allied, Rival, and War. Friendly / Allied relationships are reciprocal; Rival / War may be unilateral. The label provides public strategic context only and never overrides Peace Seal, Recovery Ward, same-alliance friendly-fire, march, arrival, or other PvP eligibility rules.
What alliance crests are available?
The Alliance Leader can choose Verdant Oath, Sunforge, Moonveil, Ironroot, or Starfall from Alliance Hall → Diplomacy. Crests are visual identity only and grant no gameplay bonus.
How do Realm Bookmarks and Alliance Pins work?
Open Realm Navigator. Any Warden can save the currently centered Realm position as one of up to 60 private bookmarks. Alliance Officers and the Leader can additionally publish up to 80 alliance-only shared pins. Both systems support Bookmark, Rally, Enemy, Resource, Avoid, Oathenreach, and Meeting categories and render on the Realm map as well as in Navigator.
Are Alliance Pins the same as Operation Board markers?
No. Operation Board target markers belong to a specific alliance operation and disappear when that operation completes, is cancelled, or expires. Alliance Pins are manually published shared Realm markers that remain until an Officer or the Leader removes them.
Where do I manage Warden portraits and the other cosmetics?
Open your Warden Profile → Identity. There are seven visual categories: Warden Profile Portrait, Profile Frame, Profile Banner, Settlement Nameplate, Guardian Portrait Frame, March Standard, and Showcase Badge. Portraits use four included choices, four premium Gem unlocks, and two Crown Holder rewards; the other six categories unlock from existing progression. Every category is visual-only and adds zero combat, economy, movement, or progression power.
How do I qualify for the Valtheryn Beta Tester title?
The Valtheryn Beta Tester title is a permanent cosmetic account-level prestige entitlement tied to the limited Beta Tester period. Your account must have been registered before November 9, 2026 at 16:27 UTC and must legitimately receive the one-time Beta Tester Package entitlement before the promotion closes. Accounts registered at or after that cutoff cannot receive the title. The title is separate from alliance crests, diplomacy state, Crown Holder, and Showcase Badges and gives no gameplay power.
Why are the major game panels wider now?
On wide desktop screens, Army, Guardian, Infirmary, Research, Alliance / Alliance Hall, Events, Warden’s Path, and Oathenreach use broader command layouts so information and actions fit side-by-side with less scrolling. Campaign now uses nearly the full available desktop width, and Realm Navigator likewise opens across nearly the full viewport. The Warden Profile is the exception: it keeps the familiar dossier structure while using a professional Command Snapshot to fill the header space with seven compact metrics and direct action shortcuts.
What new counters are on the top resource bar?
In addition to Food, Wood, Stone, Gold, and Gems, the top ribbon now shows your Scholar Manuscripts, Peace Seals, and Settlement Waystones.
Can I minimize the Your Settlement box?
Yes. Use the − control on the top-left Your Settlement summary to minimize it and + to restore it. The state is remembered for that Warden/Realm.
Where can I see the current game version or get Support?
Open Realm Overview. It shows the currently loaded Valtheryn v0.62.0 build and includes a Valtheryn Support shortcut to /support/.
How do I open my Warden Account settings?
Use the Warden Account shortcut from your Warden Profile/account area to open the dedicated account settings page. The direct site route is /warden-account/. On mobile/PWA, the in-game shortcut now performs a real top-level Account Center navigation instead of reloading the Realm shell. The production Account Center includes Realm/gameplay preferences, Notification controls, Battle & March behavior, accessibility/display settings, identity/account controls, and enhanced Devices & Sessions management without changing authoritative Thornhaven progression.
What can I control under Notification Preferences?
The master Live Realm Alerts preference and category controls can enable or suppress optional attention popups for Combat, Scouting, Alliance & Rally, Economy & Reward, Realm Event, and System & March activity. These controls do not erase Reports & Notifications history and do not prevent the server from recording battles, scouting results, rewards, rallies, or other authoritative events.
What can I control under Battle & March preferences?
You can show/hide march paths, choose whether hostile marches, scouting orders, troop recalls, and rally commitments require a confirmation prompt, and choose whether supported battle/scout report details begin expanded. These settings change the interface only; the server still validates every command and uses the same movement and combat rules.
What do Auto, High, and Performance Realm graphics modes do?
Open Realm Overview to choose the current device’s Realm graphics quality. High keeps the richer cosmetic workload, Performance reduces nonessential rendering workload, and Auto chooses between them using practical device/browser capability signals. Graphics quality never changes map coordinates, visibility rules, troop movement, combat, rewards, or other authoritative game state.
What does Devices & Sessions show in Warden Account?
The Security area can identify active sessions by general device class, browser/platform information, sign-in time and session expiration, clearly mark the current device, and provide the existing control to sign out other sessions. Optional new-device email alerts can warn when an unfamiliar browser/device signature signs in. Raw session tokens, Sentinel evidence, private Realm state, and other sensitive security internals are not exposed.
Can one Warden account play in more than one Realm?
Not in normal play right now. Valtheryn retains its multi-Realm foundation for future growth, but Thornhaven is currently the only accessible Realm and new Wardens are assigned there automatically. Moonveil is locked, so there is no current Realm-selection or Realm-switching choice for ordinary players. If another Realm is deliberately opened in a future update, its progression and access rules will be documented at that time.
What happens to Valtheryn state if an account is deleted?
The account is retired from active Realm participation so it does not permanently occupy Realm capacity. Relevant world participation is cleaned up safely, including applicable alliance leadership, reinforcements, rallies, Oathenreach contributions, and bounty relationships. Necessary historical records may remain anonymized rather than remaining as an active playable settlement.
Can I hide chat, music, Campaign sound, or the hostile threat warning by default?
Yes. Warden Account → Realm provides controls for World Chat, Alliance Chat, Realm music at startup, Campaign sound at startup, and the hostile threat visual frame. Turning both chat channels off removes the Realm Chat button. The threat-frame preference is separate from Notification Preferences: a player can suppress ordinary live popups while keeping the stronger hostile frame, or disable the frame while retaining the underlying notification/report history.
Can I rename my Warden or clear Gem History without loading the Realm?
Yes. Warden Account → Identity can rename the Warden using the same uniqueness/moderation and Rename Scroll rules as the game. Gem History also has a Clear Gem History control that resets only the private visible statement baseline to the current authoritative balance; it does not spend Gems or erase permanent Treasury/game audit records.
What does a brand-new Realm settlement start with?
A newly initialized Realm settlement starts with 1,000 Gems, 150,000 Food, 150,000 Wood, 150,000 Stone, and 150,000 Gold, plus the existing starter troops/buildings, one Settlement Waystone, and 72 hours of novice Peace Seal protection. The first automatic daily-login award adds another 10 Gems and two Scholar Manuscripts. The opening stockpile remains intentionally generous; until the settlement is both 72 hours old and Keep 8, its remaining protected starter reserve is excluded from hostile settlement plunder.
Why do later research levels cost much more now?
Research resource costs now scale with the doctrine’s own progression instead of staying nearly flat. Foundational 4/5 and 5/5 levels become meaningful resource commitments, while advanced/endgame doctrines can cost several million combined resources. The same doctrine level has the same resource price for every Warden; your current Settlement Level does not dynamically increase it.
What settlement styles can I buy?
Open Shop → Identity. Verdant Crown Citadel, Moonveil Enclave, Ironroot Bastion, and Sunforge Oasis each cost 15,000 Gems. Each style is a permanent cosmetic unlock with no gameplay bonus. It equips immediately when purchased, appears to other Wardens on the Realm map, and can be switched freely after ownership is established.
Where is the Gem Vault and how does it work?
Open Shop → Gem Vault (Featured also links to it). You may keep one active deposit of at least 100 Gems and no more than your unlocked tier capacity. Stone Coffer caps at 5,000; Silver Treasury at 10,000 (Keep 10 or 50 Campaign clears); Royal Vault at 25,000 (Keep 20 and 100 clears); Crown Reserve at 50,000 (Keep 30 and 200 clears). New deposits use fixed base terms of 1 day +0.5%, 3 days +1.5%, or 7 days +3.5%. A 5,000-Gem deposit therefore returns 5,025 / 5,075 / 5,175 Gems before any streak bonus. Existing active contracts keep the exact rate recorded when they opened. At maturity, principal plus fixed yield can be claimed once. Before maturity, the Warden may cancel the deposit to recover principal only; cancellation grants no yield and resets the Treasury Streak. Consecutive claimed maturities can add +0.10 percentage point per active streak level, capped at +0.40 percentage point, when the next deposit is opened within 48 hours.
Why are building timers longer in the mid and late game?
The current v0.62.0 construction curve intentionally ramps harder as building level rises so settlement development remains meaningful beside long Research projects. Early construction stays approachable, while mid/late upgrades take progressively longer. Project Speedups and universal saved credit still work normally on active construction.
How many daily tasks must I complete?
Claim any five of the twelve available daily objective choices. The first four pay 14 gems and two manuscripts each; the fifth pays 17 gems and one manuscript. A single free reroll is available.
Where did Events, Shop, and Infirmary move?
Each is now a dedicated bottom-navigation tab. Events is no longer a side-screen card, Shop is not a separate top-bar gem button, and Infirmary is separate from Army.
Do deployed surviving troops still count toward settlement power?
Yes. Marching troops, deposit garrisons, allied defenders, rally contributions, and Oathenreach defenders remain part of total ownership-based settlement power. They are simply unavailable for home defense while deployed.
How long does an alliance rally recruit?
Exactly three minutes. The rally then automatically begins a visible march. Its shared capacity starts at 850 and can reach the 60,000-troop realm cap through Temple rally research plus Alliance Embassy logistics. Each participant remains limited by their own legal solo march size, so a fully developed 60,000 rally can be formed from six 10,000-troop contributions (or more smaller contributions). Each participant’s own completed combat doctrines apply to that participant’s contributed troops.
Why do rallies, solo attacks, scouts, and return marches look different now?
The Realm map deliberately uses different original Canvas formations to communicate force type at a glance. A launched alliance rally is the largest mixed warhost; a solo attack is a medium assault formation; a scout is a small four-rider reconnaissance party; and rally joiners remain smaller until they merge. When a force returns, the renderer preserves the visual class that created the return whenever possible, so a solo attack no longer shrinks into the old compact generic return formation.
What happens visually after a settlement is defeated?
For roughly five minutes the defeated settlement shows a stronger ruined-state effect with crumbling damage, multiple smoke sources, thick layered dark smoke, visible flames, and embers. It reconstructs automatically afterward. The visual effect does not change the actual casualty, Infirmary, plunder, Peace Seal, or settlement-position rules.
How does Campaign Expedition work?
Open Campaign from the bottom command bar for the 10-floor, 250-stage PvE warpath. Manual Campaign troop selection has been removed: for each attempt, the server automatically fills your current legal solo-march capacity with the strongest ready-at-home troops available, using current troop strength/research plus a modest matchup weighting. Your Guardian joins automatically when it is home and is skipped when deployed elsewhere. The current Floor/Stage, enemy profile, automatic force, Guardian state, projected victory chance, first-clear rewards, sound control, and Fight Stage/Fight Boss action share one focused workspace; on desktop the Fight action is kept pinned within the Automatic Expedition Force panel so it remains reachable on shorter browser heights. Stage 25 of each floor is a boss. Attempts below 10% projected victory chance are blocked, casualties are real and use Campaign’s Moonwell handling, cleared stages cannot be farmed, and Campaign does not consume a Realm route, disable Peace Seal, award Enemy Troops Defeated/PvP victory credit, or advance PvP-victory objectives.
What does my Warden Profile show for Campaign now?
Your own Warden dossier now adds a Campaign statistic alongside Settlement, Troop, Building, and Research Power, Enemy Troops Defeated, and Realm rank. It shows Floor X · Stage Y or Campaign Complete plus stages cleared out of 250. Another Warden’s detailed Campaign progress is not exposed publicly.
Why did the Warden Profile return to the classic layout?
The experimental compact/wide no-scroll profile workspace was less usable in practice, so the current v0.62.0 build retains the established classic Warden Profile layout and section behavior. The rollback is presentation-only: Warden Profile Portraits, Likes, Campaign progress, Identity cosmetics, Protection controls, diplomacy/crest presentation, and all underlying profile data remain active.
How large can my solo march become?
Solo march capacity starts at 250 troops, gains 50 per completed Keep level above 1, and then grows through Marching Banners (+200/level), Campaign Roads (+300/level), War Academy (+400/level), Ironbound Campaigns (+600/level), and Legendary Host (+600/level). A fully developed Keep 30 Warden with all five march-capacity doctrines reaches the authoritative 10,000-troop solo march cap.
How many troops can I train in one order?
Training company capacity now scales heavily with Barracks development. Barracks 1 starts at 250 troops; the progressive building curve reaches 7,900 at Barracks 30 before Research. Expanded Barracks (+100/level), Grand Mustering (+200/level), Regimental Quarters (+90/level), Grand Drillgrounds (+200/level), and Imperial Muster (+500/level) can raise the authoritative normal limit to 12,500 troops per training order. Barracks 25 still unlocks the second simultaneous training queue.
How do I choose more troops when starting or joining a rally?
Open the rally force builder. It preselects your strongest maximum legal contribution, then offers 25%, 50%, 75%, Strongest mix, and Max presets, ±10 and ±50 adjustments, and individual troop-type inputs. Strongest mix spreads the force across the strongest unlocked troop classes you currently have ready instead of filling only one top troop type. During recruitment, commanders and members can add more until their personal limit or the shared rally capacity is reached.
What does the Rally War Room add?
It shows the server-projected combined Attack and Defense, troop count and capacity fill, combat-weighted class composition, assigned Guardians, contributor readiness, and each contributor’s effective Attack/Defense and dominant troop class, plus the relevant auto-launch or arrival timing. The projection already uses each contributor’s applicable personal Research and Guardian contribution; final target conditions and normal battle variation are still resolved authoritatively at impact.
How do I find or join an alliance?
Open Alliance Hall while unaffiliated to use Find an Alliance. Search or filter the public discovery cards by recruiting policy and compare member count, language, minimum expectations, description, and aggregate activity. Open alliances can be joined immediately. Application Required alliances accept an optional introduction and may be reviewed by an Officer or the Leader. Closed alliances remain visible but do not accept new Wardens. You may keep up to three pending applications at once; each pending application expires after seven days. If an alliance removes you, a normal removal imposes a 24-hour rejoin cooldown, while a Leader can explicitly block future rejoining/applications until the block is removed.
What can my alliance plan on the Operation Board?
Alliance Hall → Operations supports private target markers, reinforcement requests with troop goals, scheduled rallies, Oathenreach operations, objectives, and expiring notices. Members can answer Joining, Maybe, or Unavailable. Sentinel is now a real intermediate permission tier between Recruit and Officer, and completed/cancelled operations remain available in a recent-history ledger.
Can another alliance see our operation markers?
No. Operation records and their map markers are returned only to members of the owning alliance. Target positions are resolved by the server, and the marker disappears when the operation is completed, cancelled, or expires.
What changes when my Keep reaches level 30?
The default Valtheryn settlement artwork becomes the larger Golden Crown Citadel and the fifth personal route unlocks. If you have a premium settlement style equipped, that purchased architecture remains your visible Realm-map cosmetic instead. The fourth route unlocks earlier at Keep 15, so route progression is 3 routes at Keep 1–14, 4 at Keep 15–29, and 5 at Keep 30. Keep 25 also unlocks a second construction slot.
How large can allied settlement defenses become?
The reinforcement garrison begins at 850 troops. Alliance Embassy and Keep development plus Layered Ramparts, Beacon Network, Counterassault Drills, and Citadel Aegis increase the cap, up to 25,185 at maximum Embassy/Keep/research progression, including Embassy milestone bonuses.
Why is armor no longer drawn over my Guardian?
The Guardian Hall keeps the clean original character portrait. Equipped pieces remain visible in Current Loadout and Gear Sets, and every server-authoritative attack, defense, and march-speed bonus still applies.
How do Tier IV and Tier V Guardian pieces work?
Crownward Tier IV requires Keep 18 and Workshop 14 and costs 320 Gems plus 1,800 Gold per piece. Astral Tier V requires Settlement Level 30 and Workshop Level 30 and costs 3,000 Gems plus 1,500,000 Gold per piece. Existing owned Astral pieces remain owned, and each Astral piece can be refined from +1 through +10 with Astral Crystals, with the target + level costing that many Crystals (1 for +1, 2 for +2, …, 10 for +10).
How does the Sunfire Watchtower work now?
Every completed level above 1 reduces reconnaissance cooldown by 1% and adds 0.6% settlement defense. Its counter-reconnaissance strength also contributes to whether hostile scouts are detected and how much intelligence they can obtain.
How are scouting reports different?
Reconnaissance now uses the same five intelligence grades everywhere: Repelled, Limited, Basic, Detailed, and Exceptional. Settlements, occupied resource nodes, and Oathenreach use the same quality language and confidence rules. Limited intelligence reveals only rough force size; Basic reveals approximate composition; Detailed reveals exact troops and estimated combat power; Exceptional reveals exact power, Guardian and major bonuses. Resource-node reconnaissance also reveals deposit status at Basic quality and unbanked garrison cargo at Exceptional quality. Detection remains probabilistic instead of automatically warning every defender.
Why can’t I rush only my Keep?
Keep milestone upgrades now require a developed settlement. The exact prerequisites are shown in the Settlement upgrade interface before you commit resources, preventing a Keep-only rush while preserving freedom between milestones.
Do civilian gatherers instantly appear at a resource node?
No. Workers visibly march to a live deposit, gather for 45 minutes after arriving, and then march home. The resource reward and Scholar Manuscript are delivered only when the return reaches the settlement.
What happens when a resource deposit becomes empty?
Its stationed survivors return home. After a 30-minute respawn delay, the deposit reappears at a new legal map position with a full reserve for its tier: 30,000, 60,000, 120,000, or 240,000.
Why can’t I use the minimap to find another player?
The minimap is deliberately private and non-clickable. It shows only your own settlement, Oathenreach, and the current camera viewport; other settlements and node landmarks are excluded.
Who and what can I find with the Realm Navigator?
The Navigator lists your private Realm Bookmarks, your alliance’s shared pins when applicable, live resource deposits, and settlements belonging to your current alliance. It still never lists enemy or unaffiliated settlements as a player locator. The bottom-HUD Realm Navigator control is also a toggle: click it to open the Navigator and re-click it to close the open Navigator. Use the separate Home and Temple controls for your settlement and Oathenreach; use the march tracker for active routes.
How do Realm music, scouting, combat, and Campaign sounds work?
The mini-control lane includes Music On / Off for the original looping The Verdant Realm soundtrack. Browsers begin audible music only after player interaction, the preference is remembered locally, and the soundtrack pauses while the tab is hidden. Scout Dispatch plays when reconnaissance is successfully launched. Battle Arrival plays at authoritative contact for settlement, occupied-node, Oathenreach, Frontier Bounty, and launched-rally combat; the current Realm cue is about 8.2 seconds. Campaign reuses the combat cue through a much shorter roughly 2.35-second playback window with a fade-out. Campaign also has its own Sound On / Off preference, so muting Campaign does not mute Realm music, scouting, or normal Realm battle audio.
Why are there no longer random armies walking toward Oathenreach?
Those were decorative ambient patrols rather than player forces. They have been removed so every moving formation represents an authenticated army, rally, scout, caravan, or civilian journey with a real origin and destination.
Are the two Research button rows duplicates?
No. The row labeled Show doctrines filters by status or type, such as Available, Affordable, Completed, or Rally capacity. The row labeled Research branch selects Economy, Warfare, Defense, Troops, Temple, Espionage, or Guardian. All doctrines and All branches clear their respective filters.
How are Current and Next cumulative research bonuses calculated?
The interface multiplies each doctrine’s declared per-level effect by its completed level. The next value previews one additional completed level. Multi-effect research scales every listed benefit, unlock projects show their locked or unlocked state, and completed projects show Maximum reached. These are summaries of the server-authoritative effects, not additional bonuses.
Where can I see exactly when Oathenreach opens or closes?
Look at the live plaque attached to Oathenreach on the realm map. It shows Closes in during the active weekend siege and Opens in while Oathenreach is Temple Protected between sieges, including days, hours, minutes, and seconds. It also identifies the holding or reigning alliance and opens the complete temple command view when selected.
What are the rotating Oathenreach specialty blessings?
The permanent Crown Holder foundation remains +10% ordinary production and +8% army attack/defense. Each finalized Oathenreach season also advances through one extra specialty: Verdant Plenty (+10% production), Warhost Ascendance (+5% army attack/defense), Wayfarer’s Crown (+12% march speed), Oathenreach Muster (+12% training speed), Crowned Scholarship (+10% research speed), or Moonwell Grace (+15% healing speed). The six-step sequence repeats rather than rolling randomly.
What do the Queues and Marches dashboard buttons open?
Queues opens the Realm Queue Center, which combines construction, research, troop training, and infirmary treatment without merging their independent timers. Marches opens the March Command Center, which combines authenticated outbound, return, civilian, caravan, reinforcement, and rally routes with formation locating and legal recall controls.
What does a current battle report show?
Combat Reports 2.0 separates both sides and lists every recorded troop type sent, lost, and surviving, plus final combat power, applicable Guardian contributions, plunder, and rally or Oathenreach participants. New battles also include a Battle Factors section explaining relevant research, troop matchups, Watchtower defense, Crown effects, reinforcements, and the narrow combat-variation roll where applicable.
Are the new Realm visuals original Valtheryn work?
Yes. The v0.51.0 world pass is generated by Valtheryn’s own canvas/CSS code and existing first-party Guardian artwork. It does not use third-party map tiles, game sprites, terrain packs, external code libraries, or borrowed visual assets.
Can another Warden use up or defeat my Frontier camp?
No. Camp landmarks are shared so the Realm feels persistent, but the PvE encounter is personal to each Warden. Other players can patrol the same camp simultaneously without consuming, weakening, occupying, defeating, or locking your encounter or your five personal daily attempts.
What does Clear All remove?
It removes both current notifications and retained legacy battle reports, preventing old cleared entries from reappearing after refresh.
Can an alliance Leader transfer leadership?
Yes. Use Alliance Hall → Members. The selected member becomes Leader, and the former Leader becomes an Officer.
When can I send an alliance caravan?
The sender must belong to the same alliance as the recipient, have a completed Keep of at least level 3, and have a settlement at least 12 hours old. Caravans begin with an 8% fee; Embassy 10/20/30 reduce it to 7%/6%/5%.
Can I dismiss troops I no longer want?
Yes. Open Army and expand Dismiss ready troops on the troop type you want to reduce. Only ready-at-home troops can be removed. Deployed, wounded, and currently training troops are protected from dismissal. The action is permanent and provides no resource, Gem, XP, objective, or event refund.
Can I use dozens of identical speedups at once?
Yes. Owned speedup controls accept a quantity and an All shortcut. The server consumes only the number actually needed by the selected Research, Construction, Troop Training, or Moonwell Healing queue; unnecessary selected items stay in inventory and unavoidable excess seconds from the final consumed item become universal saved credit. Shop purchasing is separate and now also has a Buy quantity, Max, and Buy selected flow for buying many identical speedups at once.
How large is the Realm now?
Thornhaven now measures 64,000 × 40,000, four times the land area of the previous 32,000 × 20,000 Realm and sixteen times the original 16,000 × 10,000 playable area. It contains 640 live resource deposits. Existing settlements, active route endpoints, civilian routes/trades, and persisted live resource deposits were proportionally migrated when the Realm expanded, so established progression remains intact.
How much do Project Speedups cost?
The current twelve accelerators cost 4, 15, 28, 39, 72, 135, 250, 360, 650, 1,150, 2,100, and 5,600 Gems for 1 minute, 5 minutes, 10 minutes, 15 minutes, 30 minutes, 1 hour, 2 hours, 3 hours, 6 hours, 12 hours, 24 hours, and 3 days respectively.
Can I buy multiple speedups in one Shop purchase?
Yes. Shop → Speedups now provides Buy quantity, Max, and Buy selected. The server validates the speedup item, integer quantity, unit Gem price, total cost, and your Gem balance before it adds the stack. A single purchase can request up to 100,000 identical speedups.
Is unused speedup time lost?
No. Unavoidable seconds from an oversized final speedup are preserved as reusable universal speedup credit. That credit can later accelerate active Research, Construction, Troop Training, or Moonwell Healing.
Can I use speedups to finish an entire research project without scrolling back to the top?
Yes. While research is active, the pinned Research Accelerator stays visible at the top of the scrollable research tree and shows the active doctrine, live timer, saved-credit control, and owned Project Speedups. The active doctrine remains highlighted and the Research view preserves its scroll position through confirmations and refreshes, so you can finish one doctrine and continue in the same part of the tree. There is no daily acceleration cap or mandatory natural-time remainder; excess time remains reusable.
Can I use the same speedups on construction?
Yes. The same Project Speedup inventory and saved credit can target Research, Construction, Troop Training, and Moonwell Healing. When two construction slots are active, the selected building queue is targeted exactly.
Can I use speedups on troop training?
Yes. Active troop-training queues use the same Project Speedup inventory and universal saved credit. When Barracks 25 provides two training queues, acceleration targets the selected company exactly.
Can I speed up Moonwell healing?
Yes. Once a Moonwell treatment queue is active, owned Project Speedups and universal saved speedup credit can accelerate it exactly like Research, Construction, and Troop Training. There is no separate daily healing-speedup allowance. The Moonwell Grace Oathenreach specialty can also provide +15% healing speed to the reigning Crown Holder alliance.
Does the Infirmary fill before troops are permanently killed?
Yes—when your force is defending. Casualty-reduction effects apply first, then every remaining empty Moonwell bed is filled before defensive overflow becomes a permanent death. Existing wounded troops already occupying beds reduce how many new defensive casualties can be saved. Offensive casualties do not enter the Moonwell and are permanently lost.
Can I buy Settlement Supplies with Gems instead of Gold?
Yes. All twenty-seven Food, Wood, Stone, and mixed Realm Market supply bundles can be purchased with either their listed Gold price or their listed Gem price. They range from early-game packs through level-30 reserves measured in millions of resources. Six Gold-delivery bundles are Gem-only and deliver between 2,000 and 2,000,000 Gold. Larger packs carry proportionally substantial prices rather than extreme bulk discounts. All Gem purchases are checked against the server catalog and respect your Confirm Gem spending preference.
Can I buy Guardian XP from the Realm Market?
Yes, but it is intentionally expensive. Shop → Supplies sells the Guardian Training Codex for 7,500 Gems only. It grants 500 base Guardian XP immediately, and completed Guardian XP-gain research such as Warden’s Bond increases the actual award. It cannot be purchased with Gold, is unavailable after the Guardian reaches level 50, and XP beyond the cap is not banked. Combat, Frontier Bounties, Daily Guardian Training, and Guardian research remain the intended efficient progression path.
Does losing a settlement battle automatically activate a Peace Seal?
No. Peace Seal activation is always a manual Warden action. Losing a settlement attack or settlement rally does not consume a Seal, create automatic Peace protection, or extend existing protection. The separate three-victories-per-target rolling 24-hour anti-farming safeguard remains in force.
How much Peace can I bank, and what is the hostile-action cooldown?
Total active/banked Peace protection is capped at 7 days. After successful hostile activity or scouting, the Warden enters a visible 30-minute Peace reactivation cooldown. During that cooldown a new Peace Seal cannot be activated, preventing an attack-or-scout-then-immediately-shield pattern.
Can Peace Seals block resource-node attacks?
Peace Seals protect the settlement against hostile settlement attacks and settlement scouting, while preventing the protected Warden from launching attacks or any scouting mission. External resource-node garrisons remain contestable by unprotected Wardens.
Can I help allies while protected by a Peace Seal?
You cannot begin a new contested allied-settlement reinforcement or Oathenreach combat-defense deployment while Peace is active. Existing allied/Oathenreach combat deployments must be recalled before you can activate Peace. Peaceful node occupation remains allowed, but the external node garrison remains contestable.
If I buy a real-money package, which Realm receives it?
For any gameplay-affecting paid package, the purchase is bound to an explicit target Realm before fulfillment. The active Realm can be preselected, but the confirmed purchase record—not whichever Realm happens to be active later—controls delivery. If an eligible website purchase is verified before a Realm is assigned, it can remain safely unassigned until the Warden chooses an eligible Realm. Once fulfilled, a Realm-specific package is not transferable to another Realm.
Can a payment-provider retry give me the same package twice?
No. The v0.60 purchase ledger uses an immutable purchase record and provider transaction fingerprint so repeated success callbacks are safe replays rather than duplicate grants. Conflicting reuse of the same provider transaction is rejected.
What if I need help with a paid purchase?
Use the signed-in Valtheryn Support Center and include the Valtheryn/Treasury purchase reference and affected Realm. Support can correlate safe order details without needing card data. Never paste full card numbers, Stripe secret keys, or webhook secrets into a ticket.
How does the current Support Center work?
Support requests require a signed-in account. Choose the affected Realm when the issue is Realm-specific; Support can reply directly on the ticket, and you can view the reply/status in the portal even if an email fails. If Support requests more information, answer the existing ticket instead of opening a duplicate. Staff-only internal notes are not shown in the Warden portal.
What happens after a refund or payment dispute?
A fulfilled purchase is not blindly subtracted from inventory after a later refund/dispute. The affected purchase/Realm can enter finance review so Support can investigate the verified ledger and resolve it deliberately. This avoids corrupting progression when purchased resources or items may already have been used.
Does the in-game Shop sell Oathenreach Treasury packages?
The core in-game Shop uses ordinary Gold and earned Gems. Optional verified real-money/promotional packages, when enabled, are handled through the separate official Valtheryn Treasury storefront. Gameplay-affecting paid packages are bound to an explicit target Realm. The launch-ready paid ledger does not currently deliver Scholar Manuscripts, troops, or Guardian gear; broader administrator/free promotional grants can retain those reward families when deliberately configured.
Why does the map say Settlement Lv. and Rank?
Settlement level is the completed Keep level; rank is your actual realm position by settlement power. Your separate Warden level is based on earned experience.
Where do I see Alliance Rankings?
Open Realm Rankings. It now contains Warden Rankings, Alliance Rankings, and Bounties. Alliance Rankings shows the top 15 alliances by combined authoritative Settlement Power. Bounties opens the full Most Wanted/Bounty Center view.
How do Player Gold Bounties work?
Player Gold Bounties are separate from Frontier Bounty PvE camps. From an eligible hostile Warden’s public Profile, a settlement that has completed Keep 8 and is at least 72 hours old may escrow 1,000–25,000,000 ordinary Gold per contribution. You cannot bounty yourself or a current alliance member, and multiple Wardens can contribute to the same target. A qualifying solo settlement victory automatically claims all eligible open contributions on that target; contributions originally placed by the winning attacker are excluded and stay open rather than paying back to them. Peace Seals, alliance friendly-fire rules, normal battle legality, and PvP anti-farming protections remain authoritative.
What does the Bounty Center show?
Open Realm Rankings → Bounties or Warden Profile → Bounties. On large desktop screens the command center expands to roughly 1,480 px and lays out Most Wanted, the monthly Bounty Hunters leaderboard, and recent claims horizontally to reduce vertical scrolling. Most Wanted shows target name, alliance, Settlement level, deliberately approximate power, Enemy Troops Defeated, Peace Seal or Recovery Ward status, total bounty, contributor count, your contribution, and the Gold currently eligible for you to claim. The eight newest wanted entries and eight newest claim batches are kept immediately visible where available; additional loaded entries/history are collapsed on demand. The backend can retain/load up to the 30 most recent realm-wide claim batches. Exact target coordinates are never published by this board.
How can I tell on the Realm map that a Warden has a bounty?
Any settlement with open Player Gold Bounty escrow receives a pulsing gold-and-crimson Wanted medallion above the city. At normal zoom it also reads WANTED · [amount] GOLD. The icon uses the public open-escrow total and disappears automatically after no open bounty remains. This does not make the Bounty Center a locator: the icon is drawn only over a settlement that is already present in the normal Realm map view.
Where do I manage Peace Seal and Veil of Silence now?
Open Warden Profile → Protection. Peace Seal and Veil of Silence each have their own current status, owned quantity, remaining timer when active, and the appropriate activate/equip, extend, deactivate, or unequip controls.
What is the colored edge around the Realm view?
It is the live threat frame. In the current build it is intentionally thicker and more visible: detected hostile scouts use an amber warning, while incoming solo attacks and enemy rallies use stronger red/crimson treatment. The frame remains only while the detected threat is active; an undetected scout does not reveal itself by creating the frame.
How do I know what scores the current Realm Event?
The active competition includes a gold HOW TO SCORE THIS EVENT panel with event-specific scoring instructions for research, training, construction, frontier, provisioning, or conquest events. Your own row is highlighted in gold in the relevant standings.
What is the Live Realm Event box under Warden’s Path?
It is a compact current-event status card on the left Realm HUD. It shows the active competition name, your current placement and scored points, and the live time remaining. An unscored Warden shows Unranked · 0 pts. Clicking it opens Realm Events. It follows the existing compact/mobile HUD hiding rules so it does not crowd smaller layouts.
Do Warden portraits appear in rankings and Event standings?
Yes. Realm Rankings → Warden Rankings, the current Realm Event standings, Daily/Weekly cross-event championship standings, and Alliance Hall → Members all use each Warden’s currently equipped public portrait, including your own local row.
How do portraits and profile links work in Realm Chat?
World Chat and Alliance Chat display the sender’s current Warden Profile Portrait. Clicking either the sender’s portrait or name opens that Warden’s public profile. On desktop the chat panel is widened to roughly 560 px while keeping the existing compact height rather than becoming a full command-center workspace.
What time does the Realm use?
Realm Overview shows the current Realm Server Time in UTC. Use it as the reference for Realm event windows and resets.
How does the 30-Day Login Bonus work?
The compact Login Bonus card sits above the private Realm Map/minimap; clicking it opens the full calendar in a dedicated drawer. The calendar advances once per Realm UTC date. If a Realm day passes before you claim it, that reward becomes permanently Missed; future days remain locked. Missing a day does not reset the calendar. You can minimize the map-side card with − and reopen it with +, and that preference is remembered per Warden/Realm on the current device. A claim-ready minimized card still highlights that a reward is available.
When does Annihilation run now?
Annihilation is independent from Oathenreach. It runs every 14 days from Tuesday 00:00 through Friday 00:00 UTC, covering Tuesday through Thursday. The current cadence is anchored to September 15, 2026. Oathenreach remains Saturday 00:00 through Monday 00:00 UTC every weekend.
How does Realm Provisioning work?
Realm Provisioning is one of the rotating 24-hour competitions. It scores resources that actually return home from civilian expeditions or resource-node cargo. Passive production and Shop purchases do not score.
Can an alliance change its profile background?
Yes. The Alliance Leader can choose Verdant Canopy, Moonveil Mist, Sunforge Dawn, Ironroot Bastion, Starfall Night, or Oathenreach Gold. The choice is visual-only.
Can I use custom Valtheryn emojis in Realm Chat?
Yes. World Chat and Alliance Chat share a first-party emoji picker with ten original Valtheryn emotes: Smoking Settlement, Laugh, Troops, Oathenreach, Cry, Mad, Guardian, Gold Bounty, Peace Seal, and Rally. The server continues storing/moderating safe plain-text shortcodes; only the built-in approved catalog renders as local artwork. Emoji-only messages render larger, while emojis mixed with text remain compact inline.
Can I see which alliance members are online?
Yes. Alliance Hall → Members shows Online / Offline state, an online-now count, and defaults to Online-first sorting. Power, Name, and Role sorts remain available. Exact last-seen timestamps are intentionally not exposed.
What does Grand Muster Charter do?
It is a Gem-only timed Command Boost that increases your authoritative troop-training company capacity by 25% for 2, 6, or 24 hours. Prices are 750 / 1,900 / 5,500 Gems. A fully progressed normal capacity can reach 12,500; the Charter adds 25% where room remains but is capped at an absolute 15,000 troops per training company. Activating another Charter extends the timer but does not stack the percentage.
What does Warhost Command Writ do?
It is a Gem-only timed Command Boost that raises your authoritative personal troop-march capacity by 25% for 2, 6, or 24 hours at 1,000 / 2,750 / 8,000 Gems. It applies to eligible Realm attacks, resource marches, Oathenreach deployments, Frontier patrols, personal rally contributions, and allied reinforcement marches. It does not increase Campaign Expedition force size, alliance shared rally capacity, destination reinforcement capacity, or the plunder formula.
Is there a longer Peace Seal?
Yes. Sovereign Peace Seal · 5 Days costs 1,250 Gems and supplies 120 continuous hours of Peace. It follows the same strict non-combat legality rules as the normal 12-hour seal.
What are Astral Crystals?
Astral Crystals are the permanent upgrade material for Tier V Astral Guardian gear. Settlement Lv. 30 Wardens may buy them in Shop → Supplies for 3,000 Gems each. They are also earned from Guardian levels, permanent and weekly objective claims, the fifth daily objective, and qualifying Realm Event placements.
How does Astral gear refinement work?
Each owned Tier V Astral Helmet, Shoulders, Armor, Gloves, Legs, Boots, and Weapon can be permanently refined from +1 through +10 while the Guardian is home. Each + level adds 3% to that piece’s base Astral attack, defense, and any march-speed stat. Crystal costs rise at every step: 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 Crystals for target levels +1 through +10, so one piece costs 55 Crystals to reach +10. The improved stats are server-authoritative in Guardian-aware attacks, defense, reinforcements, rallies, nodes, Oathenreach, and movement.
What happens when all seven Astral pieces reach +10?
Your Guardian earns the Astral Mastery presentation: the Your Guardian portrait stage gains a persistent gold glow/rune treatment. The glow reflects the real completed +10 refinement state; the underlying power already comes from the upgraded gear itself.
Why do maxed buildings and Research look smaller?
Level-30 building cards and fully completed Research doctrines now collapse into compact MAXED OUT presentations so finished progression uses less vertical space. The Level-30 Workshop retains its small Peace Seal crafting control because crafting still matters after the building is maxed.
Why is Realm Navigator much wider now?
On large desktops Realm Navigator uses nearly the full available viewport and lays out bookmarks, Alliance Pins, allied settlements, and live deposits in four columns. Medium layouts use two columns and compact/mobile layouts use one. Its privacy rules are unchanged, and re-clicking the Realm Navigator button closes the currently open Navigator.
How do alliance-member online notifications work?
Alliance Hall → Members shows Online / Offline state and can surface a compact “just came online” notice when a member transitions online while your game tab is visible. Presence now refreshes on an approximately 30-second read cadence with a roughly 75-second online window. The dedicated presence lookup is read-only; the player’s presence heartbeat piggybacks on the normal authenticated state refresh and its database write is throttled to roughly once every 25 seconds. Hidden tabs do not keep aggressive presence polling active, and exact last-seen timestamps are intentionally not exposed.
Do I still have to scroll down just to start or speed up troop training?
On ordinary desktop heights, Oathstone Barracks keeps company size, affordable amount, cost, power/time preview, and the Train button in the first visible workspace. After a company starts, the Barracks returns to the expanded Active Training area at the top, where the live timer, saved speedup credit, and Project Speedups are immediately visible. Smaller screens may still scroll when necessary to avoid clipping controls.
How do troop counters work?
Valtheryn uses a complete class triangle: Infantry counters Cavalry, Cavalry counters Archers, and Archers counter Infantry. Verdant Wardens, Oathbound Sentinels, and Aegis Templars are Infantry; Dawncrest Riders, Royal Vanguard, and Celestial Lancers are Cavalry; Thornveil Archers and Astral Champions are Archers. Each base class relationship contributes 15% raw matchup pressure and the final net composition modifier is capped at ±12%. Class shares are combat-weighted using pre-matchup troop attack/defense contribution and applicable class Research, rather than simply counting bodies. The same composition system is used across settlement combat, reinforcements, resource nodes, rallies, Oathenreach, and Campaign. See Chapter 06.
What are the four Guardian specializations?
Balanced starts with no base modifier. Vanguard starts at +10% Guardian attack, Sentinel at +10% Guardian defense, and Wayfarer at +8% Guardian march speed. Completed Specialization Mastery and Perfected Forms research adds specialization mastery points: Vanguard/Sentinel/Wayfarer gain the full points in their specialty, while Balanced gains half of those points to both attack and defense. Specialization can be changed only while the Guardian is home.
How does Guardian Research work?
Guardian is a full seventh Verdant Archive branch with 18 doctrines. Foundational research improves Guardian attack, defense, XP gain, march speed, gear scaling, specialization mastery, general attack/defense, and Oathenreach presence. Advanced research adds Guardian-level and higher Keep/Archive/Workshop/Manuscript gates and can improve settlement defense, node defense, rally attack, Oathenreach power, matching-set bonuses, and late-game global Guardian attack/defense. These effects are applied by the authoritative combat calculation rather than only displayed in the UI.
How does the Daily Guardian XP claim work?
When your Guardian is below level 50 and the rolling cooldown is ready, a green-and-gold Daily Guardian Training card appears below the top-right profile area. Claiming it grants 250 base Guardian XP, increased by your Guardian XP-gain research, then hides the card until exactly 24 hours after that claim.
Can I make the camera automatically follow a march?
Yes. Choose Follow March beside Recall in the left live-march card or from March Command Center. The Realm camera stays centered on the moving formation until you choose Stop Follow, the route completes, or the formation disappears. This is only a camera convenience; it does not alter travel timing or battle resolution.
Does my Guardian earn XP from Frontier Bounties and march home afterward?
Yes when the Guardian accompanies the patrol. Victories award 14/18/22/26 base Guardian XP for camp levels 1–4; defeats award 8/10/12/14 base XP. Guardian XP research increases those amounts. After the battle, surviving troops and the Guardian enter a real return-home march instead of instantly becoming available.
Does Research Mastery include Guardian Research?
Yes. The overall mastery percentage and the branch list use all seven branches. Guardian contributes completed research levels, maximum available levels, doctrines started, and its own branch percentage just like Economy, Warfare, Defense, Troops, Temple, and Espionage.
Can I close an open bottom-navigation workspace by clicking its tab again?
Yes. Re-clicking the currently active main bottom-navigation tab closes that workspace. Top-right/internal command buttons keep their normal behavior.
Why are resources from my occupied node not immediately in my settlement?
Persistent node gathering now creates unbanked cargo attached to that specific garrison. The deposit reserve falls as the force gathers, but the cargo is not spendable until the garrison is recalled or automatically returns after depletion and the server resolves its return-home arrival.
What happens to unbanked node cargo if my garrison loses?
The attacker does not receive it. The defeated defender’s unbanked cargo is restored to the deposit, surviving defenders and any Guardian return without that forfeited cargo, and the capturing force begins its new occupation with zero gathered cargo.
Do allied reinforcements count in settlement troop matchups and scouting?
Yes. Normal settlement combat evaluates home troops plus all stationed allied reinforcement troop types for the ±12% composition matchup. Settlement scouting sees that same defending battlefield. Reinforcing Wardens keep their own troop/research/Crown/Guardian bonuses, but the settlement-defense Watchtower modifier comes from the settlement actually being defended.
Why does a deployed force still use a march route after it arrives?
Because a personal route represents the full deployment, not only the moving animation. The route remains occupied while troops are stationed at a resource node, allied settlement, or Oathenreach; while workers gather; while troops are committed to an active rally; and throughout any recall or return journey. It becomes available again only after that deployed force reaches its originating settlement, or when no surviving force remains to return.
Can my browser force a march or battle to resolve?
No. The server-owned world processor is the primary authority for due work, including march arrivals and battle resolution. The browser may show timers and provisional visuals, but authoritative troops, resources, cargo, casualties, rewards, and progression are committed only by validated server processing.
Why does my opened battle report no longer close itself?
The v0.56.5 notification workspace tracks expanded battle/scout report IDs and avoids rebuilding an unchanged inbox. When a real notification update does rerender the drawer, expanded reports are restored instead of collapsing after a periodic refresh.
What changed in the Oathenreach tab in v0.56.6?
v0.56.6 moved Oathenreach into the wider command workspace with holder/Crown/siege status, garrison intelligence, incoming marches, weekly contribution, and dedicated temple commands. Those layout changes remain. Later same-version v0.57.2 work added rotating Crown Holder specialty blessings, so the current game now layers one of six seasonal specialties on top of the permanent +10% economy / +8% army Crown foundation after each finalized Oathenreach event.
Why can “Troops stationed this week” be higher than the troops currently defending Oathenreach?
Because the Siege record is cumulative for the current ISO week. It records troops that were successfully stationed during the week, including surviving capture forces from v0.56.8 onward. It does not subtract later casualties or recalls. Use Alliance troops currently stationed and Your troops currently stationed in the live garrison panel for the authoritative current force.
Does troop matchup reduce Guardian power?
No. Starting in v0.56.8, troop-composition matchup modifies the troop portion of attacking power only. Guardian power is added afterward as a separate flat contribution. Current battle reports also expose the research-adjusted troop-attack subtotal so the final attack power is easier to audit.
General frequently asked questions
What is Oathlink?
It is alliance-only project aid. Click the pulsing knot above the private map, inspect current allied research and construction orders, and answer each eligible order once. Each answer trims a small bounded amount of time without giving permanent power.
Can maxed Wardens still score research and construction events?
Yes. Repeatable Academy Studies and Settlement Works use the matching ordinary queue, count on completion for eligible objectives and active competitions, and grant no permanent stat or level gain. Speedups and Oathlink aid lower event points in proportion to skipped time.
Is my settlement the same as the realm?
No. Your settlement is your personal base; the realm is the shared world containing every settlement, alliance, resource deposit, competition, and Oathenreach.
How many gems can daily objectives and login provide?
Any five claimed daily objectives provide 55 Gems. Your automatic daily login adds 10 Gems, for 65 Gems before permanent objectives, Realm Milestones, bounties, competitions, level-ups, or Oathenreach rewards.
Where is the Gem Vault?
Open Shop → Gem Vault. It is a separate Market department between Supplies and Identity, and Featured also links to it. One fixed-return deposit can be active at a time.
How do I earn Scholar Manuscripts?
Receive two per daily login, nine across five daily objective claims, one per completed civilian expedition, one for your first daily Frontier Bounty victory, and two per completed permanent objective.
Can I buy or trade Scholar Manuscripts?
They cannot be transferred through alliance caravans, and the core Realm Market does not sell them. The launch-ready real-money Treasury path does not currently deliver Scholar Manuscripts; deliberate administrator/free promotional grants may still award them in addition to normal gameplay earnings.
Why can’t I attack someone?
The target may belong to your alliance, either side may be blocked by Peace rules, the target may be under a Recovery Ward after repeated defeats, your same attacker→target victory limit may be reached, your troops may be unavailable, or the selected march may violate size/destination requirements.
Do Peace Seals work during Annihilation?
Yes. Peace Seals remain fully enforceable during Annihilation. A protected Warden cannot launch attacks/scouting/offensive rallies or start new contested allied-settlement/Oathenreach defensive deployments. Existing such combat deployments must be recalled before Peace can be activated. Annihilation runs every 14 days from Tuesday through Thursday UTC and is independent of the weekend Oathenreach schedule.
Can my occupied resource deposit still be attacked while I have an active Peace Seal?
Yes. Settlement Peace Seal protection does not make external resource-node garrisons immune to legitimate node battles.
How many resource deposits can I occupy?
Up to five simultaneously. Thornhaven contains 640 deposits. Withdraw from an existing garrison before claiming a sixth.
Can I gather without sending troops?
Yes. Complete up to four civilian expeditions each UTC day. Workers visibly march to the deposit, gather for 45 minutes after arrival, then visibly march home. Ordinary resources and one manuscript are granted only after the return reaches your settlement.
What do frontier bounty camps reward?
Up to five daily attempts are available. The Realm now contains 24 real clickable Frontier landmarks across Tiers I–VI, distributed around Thornhaven with bandit, wolf, fallen-Warden, guardian, behemoth, and wyrm encounters. Select troops and an optional Guardian, dispatch a personal march to the camp, resolve the battle on arrival, and wait for surviving forces to complete their visible return journey. Successful patrols grant ordinary resources, two gems, and legitimate battle progress; the first daily victory additionally grants one manuscript.
Are Player Bounties the same as Frontier Bounties?
No. Frontier Bounties are personal PvE camp patrols with five attempts per UTC day. Player Gold Bounties are ordinary-Gold escrow placed on another non-allied Warden and claimed through a qualifying solo settlement victory.
When does Oathenreach open?
Every weekend from Saturday 00:00 UTC until Monday 00:00 UTC. The alliance physically holding the temple when the event ends wins the crown.
What does Crown Holder provide?
The reigning Crown Holder alliance receives the permanent +10% ordinary-resource production and +8% army attack/defense foundation. Each finalized Oathenreach season also grants one rotating specialty blessing until the next season finalizes: +10% production, +5% army attack/defense, +12% march speed, +12% troop-training speed, +10% research speed, or +15% Moonwell healing speed.
How is Crown Holder shown on Warden Profiles?
A Warden who currently carries Crown Holder status receives the enhanced gold profile treatment with a dedicated crown emblem and prominent Crown Holder banner. The presentation follows authoritative Oathenreach ownership, so future winning alliances receive it automatically. The older small duplicate Crown Holder title was removed.
Can I remove Realm Orientation from my Warden Profile?
Yes. On your own Warden Profile, use Hide this section permanently on the Realm Orientation card. The orientation section then stays hidden from your profile without deleting your tutorial completion, settlement progression, or other account data.
How many members can join an alliance?
Up to 50. Creating a new alliance costs 2,000 ordinary gold.
Does Allied or Friendly diplomacy stop attacks?
No. Diplomacy is contextual only. The authoritative combat rules remain the same; only actual same-alliance friendly-fire protection, Peace Seals, Recovery Wards, and the other normal PvP eligibility checks can block an attack.
Who can create Alliance Pins?
Alliance Officers and the Leader can publish and remove shared pins. Every Warden can separately maintain private Realm Bookmarks visible only to themselves.
Do identity cosmetics increase Power?
No. Warden Profile Portraits, Profile Frames, Banners, Settlement Nameplates, Guardian Portrait Frames, March Standards, Showcase Badges, and alliance crests are all visual identity. They do not modify Settlement Power, troop stats, Guardian stats, production, movement, or rewards.
Can different alliance rallies run simultaneously?
Yes, when they attack different targets. Only one active rally per alliance is permitted against the same settlement or Oathenreach target.
Can I recall allied defenders or Oathenreach troops?
Yes. You may recall surviving companies you personally contributed. Other Wardens control their own troops.
How do I unlock Aegis Templars?
Complete Aegis Templars research, the required earlier doctrines, Keep level 24, Barracks level 22, Archive level 21, and all applicable earned manuscript and ordinary-resource costs.
How do I unlock Celestial Lancers?
Complete Celestial Lancers research, the required earlier doctrines, Keep level 24, Barracks level 22, Archive level 21, and all applicable earned manuscript and ordinary-resource costs.
How do I unlock Astral Champions?
Complete Astral Champions research, the required earlier doctrines, Keep level 24, Barracks level 22, Archive level 21, and all applicable earned manuscript and ordinary-resource costs.
When do daily systems reset?
Daily login, objective claims/reroll, civilian expeditions, Frontier Bounty attempts, Shop free supplies, crafting, and alliance caravan limits reset at midnight UTC. Project Speedups have no daily usage allowance for Research, Construction, Troop Training, or Moonwell Healing. Player Gold Bounties do not use the five-attempt Frontier reset; the Bounty Hunter leaderboard instead follows the current UTC calendar month. Emergency militia uses its separate rolling 24-hour cooldown.
Where do I collect competition rewards?
There are now two reward tracks. During the live 24-hour competition, open Events to view your personal Tier I / II / III Milestone Chests. Locked chests show the required score and contents; an earned chest turns gold and can be opened once. Final leaderboard placement rewards remain separate and are credited automatically through secure player synchronization, with a corresponding notice in Reports & Notifications. If an earned personal chest is still unclaimed when the event closes, the secure fallback preserves and delivers the entitlement rather than discarding it.
Do Event Milestone Chests replace leaderboard prizes?
No. Personal milestone chests and Realm placement rewards are separate and stack. Your own event score can unlock Tier I, II, and III regardless of final placement, while the Realm leaderboard still awards its normal prize based on final rank. The Daily/Weekly cross-event championship boards remain prestige standings and do not duplicate either reward track.
Is there a Settlement-level or military-power range for PvP attacks?
No. Starting in v0.56.7, settlement attacks and settlement rallies are not blocked because of Keep-level gap or relative military power. Any hostile settlement may be attacked if normal rules are satisfied. Peace Seals, Recovery Wards, alliance friendly-fire protection, authoritative march/arrival checks, and the separate safeguard limiting the same attacker to three victories over the same settlement in a rolling 24-hour window still apply.
Can temporary Command Boosts exceed the normal training / march limits?
Yes, but only while the matching +25% item is active. A fully developed Warden can temporarily reach the absolute 15,000-troop training-company ceiling with Grand Muster Charter or 12,500 troops per personal Realm march with Warhost Command Writ. The permanent normal training-company ceiling is 12,500; these temporary effective capacities do not replace Research progression.
Does Astral +10 really change combat?
Yes. Astral refinement modifies the server-authoritative Guardian gear stats used in Guardian-aware combat and movement. The gold glow for completing all seven +10 pieces is visual recognition of a real underlying refined set; it is not the source of the bonus.
Realm glossary and quick-reference terminology
| Term | Current meaning |
|---|---|
| Realm | The shared multiplayer world containing all settlements, alliances, objectives, competitions, and deposits. |
| Settlement | Your individual base, completed buildings, ordinary resources, owned troops, and research. |
| Settlement level | The completed level of your Warden’s Keep. |
| Realm rank | Your actual placement among settlements sorted by total settlement power. |
| Warden level | The commander’s separate experience level; each newly gained level awards 25 gems. |
| Manuscript | Scholar Manuscript used for advanced research and Peace Seal crafting. Normal gameplay provides repeatable earned sources; the core Realm Market does not sell Manuscripts, and the launch-ready real-money Treasury path does not currently deliver them. Deliberate administrator/free promotional grants may still award them. |
| Node | A finite tier I–IV resource deposit. Stationed troops gather into unbanked occupation cargo; the cargo becomes spendable only after the force returns home. Depleted nodes respawn elsewhere after 30 minutes. |
| Civilian expedition | A visible worker-and-handcart journey to a resource node, followed by 45 minutes of gathering and a visible return. Rewards and one manuscript arrive only when the civilians reach home. |
| Frontier bounty | A real map-based PvE patrol against a hostile camp. Selected troops and an optional Guardian march to the camp, fight on arrival, and surviving forces visibly return; victories grant resources and two gems. |
| Garrison | Troops stationed to defend a resource deposit, allied settlement, or Oathenreach. Stationed deployments continue consuming their personal route until the force returns home; resource-node garrisons may also carry unbanked cargo. |
| March | An authenticated visible journey whose arrival is resolved by the server-owned world engine. Soldiers, rally warhosts, caravans, and civilian workers use distinct formations and complete their required return travel. |
| Private minimap | A non-clickable orientation view showing only your settlement, Oathenreach, and the current camera viewport—not other settlements or resource-node landmarks. |
| Battle report | A combat record separating troops sent, lost, and surviving for both sides, with power, Guardian contribution, plunder, and alliance participation where applicable. |
| Rally | An alliance attack that recruits for three minutes and automatically marches against a settlement or Oathenreach. |
| Oathenreach | The central temple contested from Saturday 00:00 through Monday 00:00 UTC. |
| Crown Holder | The alliance that won the most recently finalized Oathenreach season. It receives the permanent +10% ordinary-production / +8% army foundation plus the current rotating specialty until another season finalizes. |
| Peace Seal | A 12-hour protection item that blocks hostile settlement attacks/scouting and the protected Warden’s offensive commands plus new contested allied/Oathenreach combat-support deployments. Existing such deployments must be recalled before activation; peaceful node occupation remains allowed. |
| Veil of Silence | A temporary counterintelligence protection that can repel weaker scouts or reduce the intelligence quality of stronger reconnaissance. |
| Settlement Waystone | A single-use item allowing relocation to valid open realm terrain. |
| Settlement style | A permanent Gem-only cosmetic architecture unlock for the Realm map. Owned styles can be equipped freely and do not alter combat, economy, protection, level, rank, or settlement power. |
| Speedup credit | Unused seconds from the final oversized Project Speedup, safely stored for a later active Research, Construction, Troop Training, or Moonwell Healing queue. |
| Annihilation | An alternating-weekend event with qualifying combat rewards; settlement Peace Seal protection remains fully active. |
| Campaign Expedition | The structured PvE warpath with ten floors and 25 sequential stages per floor. The server automatically selects the strongest legal ready-at-home expedition force and automatically includes the Guardian when home; Campaign uses real Moonwell casualty handling without consuming a Realm route. |
| Campaign boss | Stage 25 of a Campaign floor. Bosses use stronger elite mixed hosts and award larger first-clear rewards, including Scholar Manuscripts. |
| Projected victory chance | The Campaign briefing estimate produced from your effective attack, enemy defense, and troop-composition matchup. At least 10% is required to engage; Recommended Attack targets roughly 70%. |
| Gem Vault | A Shop treasury feature for one active 1-, 3-, or 7-day Gem deposit. New contracts use +0.5%, +1.5%, or +3.5% base rates; already-open contracts retain their stored rate. Before maturity, cancellation returns principal only and grants no yield. |
| Treasury Streak | A capped Vault loyalty bonus earned from claimed maturities. Opening the next deposit within 48 hours applies +0.10 percentage point per active streak level, up to +0.40 percentage point. Cancelling a deposit resets the streak. |
| Player Gold Bounty | Ordinary Gold escrow placed on a non-allied Warden. A qualifying solo settlement victory claims eligible open contributions automatically; it is separate from Frontier Bounty PvE camps. |
| Bounty Center | The wide Most Wanted, personal bounty statistics, recent claim history, and monthly Bounty Hunter command center available from Realm Rankings → Bounties and Warden Profile → Bounties. It never publishes target coordinates. |
| Wanted medallion | The pulsing gold-and-crimson icon drawn above a Realm-map settlement while that Warden has open Player Gold Bounty escrow. At normal zoom it also displays the public open Gold total. |
| Oathenreach specialty | One additional Crown Holder alliance bonus assigned when an Oathenreach season finalizes, cycling through production, army, march speed, training speed, research speed, and healing speed. |
| Recovery Ward | Temporary automatic protection against settlement attacks and settlement rallies after repeated qualifying PvP defeats: 15 / 30 / 60 / 120 minutes beginning with the 3rd / 4th / 5th / 6th+ defeat in a rolling 24-hour window. |
| Enemy Troops Defeated | The historical combat statistic formerly labeled kills. It records enemy battlefield casualties inflicted and can include troops that later recover through the Moonwell. |
| Warden Profile Like | A public thumbs-up appreciation signal. Each Warden may Like another Warden once, can unlike later, and cannot Like themselves; the all-time total is visible on public profiles. |
| Warden Account preferences | Persistent player-facing settings for map entry/labels, number formatting, march paths, World/Alliance Chat, audio startup, hostile threat visuals, live notification categories, battle/march confirmations, report expansion, interface/text scale, accessibility markers, and related Account Center behavior. They affect presentation and confirmation flow, not authoritative game rules. |
| Live Realm Alerts | The account-level master/category controls for optional attention popups. Combat, Scouting, Alliance/Rally, Economy/Reward, Realm Event, and System/March popups can be filtered without deleting the corresponding Reports & Notifications history. |
| Realm graphics quality | Client-side Auto / High / Performance setting in Realm Overview. Performance reduces cosmetic rendering workload; Auto adapts to the current device. The setting never changes gameplay state, map rules, combat, rewards, or Warden power. |
| Warden Profile Portrait | One of ten original public portrait/background choices managed from Warden Profile → Identity. Four are included, four are permanent Gem unlocks, and two are Crown Holder rewards; portraits grant no gameplay power. |
| Alliance presence notification | A compact notice above the private minimap when an alliance member transitions online, using that Warden’s public portrait and a green online indicator. Presence is lightweight and separate from progression telemetry. |
| Troop counter triangle | The class matchup system: Infantry counters Cavalry, Cavalry counters Archers, and Archers counter Infantry. Final net troop-composition advantage is capped at ±12%. |
| Command Snapshot | The compact right side of the Warden Profile header containing seven core metrics plus direct Forces, Research, Settlement, and Realm Event shortcuts. |
| Astral Crystal | Endgame Guardian-refinement resource. Costs 3,000 Gems in Supplies at Settlement Lv. 30 or can be earned through Guardian levels, objectives, and Realm Event placement. |
| Astral refinement | Permanent +1 through +10 upgrade layer for each owned Tier V Astral Guardian gear piece. Every + level adds 3% of that piece’s base Astral attack, defense, and applicable march speed. |
| Grand Muster Charter | Gem-only timed Command Boost that raises authoritative training-company capacity by 25% for 2, 6, or 24 hours. A fully progressed normal company can reach 12,500; the boosted absolute ceiling is 15,000. |
| Warhost Command Writ | Gem-only timed Command Boost that raises authoritative personal Realm march capacity by 25% for 2, 6, or 24 hours. A fully progressed 10,000 permanent march can temporarily reach 12,500; it does not increase Campaign or shared alliance rally capacity. |
| Settlement Paint Token | 1,500-Gem Identity item that saves one custom full-settlement color from the Paint Studio. Restoring the equipped settlement style’s original colors is free. |
| Prismatic Warden Name | Permanent 20,000-Gem cosmetic unlocked at Settlement Lv. 30. Cycles the Warden name through rainbow colors on public profiles and World/Alliance Chat. |
| Stationed Forces | Dedicated deployment window for resource-node garrisons, allied-settlement reinforcements, and Oathenreach contributions. Shows troop totals and Locate/Recall controls while the moving-march HUD remains separate. |
| Sovereign Peace Seal · 5 Days | Premium 120-hour Peace Seal costing 1,250 Gems and using the same strict non-combat rules as the normal 12-hour seal. |
| Valtheryn chat emoji | One of ten built-in first-party Realm Chat emotes rendered from safe approved shortcodes in World or Alliance Chat. |
| Astral Mastery | The gold Guardian portrait-stage treatment unlocked when all seven owned Astral gear pieces reach +10 refinement. |
| Live Realm Event card | The compact left-HUD card beneath Warden’s Path showing the active competition, your current placement + points, and time remaining; selecting it opens Realm Events. |
| Academy Studies / Settlement Works | Repeatable research/construction queue projects for objectives and matching events after permanent upgrades are complete. They add no permanent power or levels. |
| Oathlink | Alliance-only one-answer-per-member project aid, accessed from the knot above the private map. Each answer shortens a current ally’s research or construction order within a 10% total duration cap. |
Guardians, tiered equipment, and military deployment
Every Warden commands one Guardian. All Guardians begin with the same 120 attack and 120 defense; Verdant, Dawn, and Dusk male or female identities are cosmetic and never change strength.
Seven equipment slots
Equip a helmet, shoulders, armor, gloves, legs, boots, and weapon. Equipment is shown cleanly in the loadout and Gear Sets panels while the large Guardian portrait remains the original unobstructed character artwork.
Levels · gear · sets · specializationFive equipment tiers
Forge Ironbark, Dawnsteel, and Oathforged pieces with settlement resources. Crownward and Astral are rare premium-tier acquisitions that require earned Gems plus Gold and demanding Keep/Workshop progression gates.
35 permanent equipment recipesAuthoritative combat power
Every equipped bonus is calculated by the server. Guardian level, equipped gear, matching-set bonus, specialization, completed Guardian research, and battlefield-specific Guardian doctrines are resolved server-side before the Guardian contribution is added to combat.
Exact contribution shown in reportsOne deployment at a time
Assign the Guardian to settlement attacks, resource-node forces, allied reinforcements, alliance rallies, or Oathenreach. A Guardian at home automatically helps defend the settlement.
Home · march · garrison · returnGear-set acquisition
| Tier | Set | Required Keep | Required Workshop | Cost per piece |
|---|---|---|---|---|
| I | Ironbark | 1 | 1 | Food, wood, stone, and gold |
| II | Dawnsteel | 5 | 4 | Food, wood, stone, and gold |
| III | Oathforged | 10 | 8 | Food, wood, stone, and gold |
| IV | Crownward | 18 | 14 | 320 gems + 1,800 gold |
| V | Astral | 30 | 30 | 3,000 Gems + 1,500,000 Gold |
Guardian levels and specialization
Guardian progression is server-authoritative. Every Guardian begins at level 1 with 120 attack and 120 defense, can advance to level 50, and gains +2 attack and +2 defense for every level above 1 before equipment, specialization, matching-set, and Guardian-research effects. Guardian XP is awarded by qualifying settlement, rally, Oathenreach, and Frontier combat, Daily Guardian Training provides a separate 250-base-XP rolling 24-hour claim, and the Supplies department offers an intentionally expensive optional Guardian Training Codex for 500 base XP at 7,500 Gems.
| Specialization | Authoritative effect | Use |
|---|---|---|
| Balanced | No base modifier; Guardian specialization research adds half its mastery points to both attack and defense | Flexible general-purpose build |
| Vanguard | +10% Guardian attack base + completed specialization mastery points | Offensive deployments |
| Sentinel | +10% Guardian defense base + completed specialization mastery points | Settlement and garrison defense |
| Wayfarer | +8% Guardian march speed base + completed specialization mastery points | Faster Guardian-bearing marches |
Guardian Research · 18 doctrines
The Guardian branch is deliberately a long-term Archive investment rather than a cheap stat purchase. Early levels use the normal progression-scaled research floors; advanced projects add higher Keep, Verdant Archive, Guardian-level, Runecrafter’s Workshop, Scholar Manuscript, resource, and time gates. Research must complete before its bonus becomes active.
| Doctrine | Max | Key gate | Effect |
|---|---|---|---|
| Guardian Conditioning | 5 | None | +2% Guardian attack per level |
| Guardian Resolve | 5 | Conditioning 1 · Keep 3 · Archive 2 | +2% Guardian defense per level |
| Warden’s Bond | 5 | Conditioning 2 · Keep 4 · Archive 3 | +4% Guardian XP earned per level |
| Pathfinder Bond | 5 | Warden’s Bond 2 · Keep 5 · Archive 4 | +2% Guardian march speed per level |
| Runic Synergy | 5 | Resolve 2 · Keep 6 · Archive 5 · Workshop 4 | +2% equipped Guardian gear attack/defense per level |
| Specialization Mastery | 5 | Runic Synergy 2 · Keep 8 · Archive 7 · Guardian 5 | +1 specialization mastery point per level |
| Battle Attunement | 5 | Specialization Mastery 2 · Keep 10 · Archive 9 · Guardian 8 | +1% Guardian attack and defense per level |
| Oathbound Presence | 5 | Battle Attunement 3 · Keep 12 · Archive 10 · Guardian 10 | +2% Guardian attack and defense at Oathenreach per level |
| Doctrine | Max | Progression gate | Effect |
|---|---|---|---|
| Veteran Companion | 4 | Keep 14 · Archive 12 · Guardian 12 · Workshop 8 · 5 manuscripts base | +3% Guardian attack/defense per level |
| Runebound Arsenal | 4 | Keep 16 · Archive 14 · Guardian 15 · Workshop 12 · 7 manuscripts base | +3% equipped Guardian gear attack/defense per level |
| Perfected Forms | 4 | Keep 18 · Archive 16 · Guardian 18 · 9 manuscripts base | +2 specialization mastery points per level |
| Bastion Companion | 4 | Keep 20 · Archive 18 · Guardian 22 · 11 manuscripts base | +4% Guardian defense at settlements per level |
| Frontier Sentinel | 4 | Keep 22 · Archive 20 · Guardian 25 · 13 manuscripts base | +4% Guardian defense at resource nodes per level |
| Warhost Companion | 4 | Keep 24 · Archive 22 · Guardian 28 · 15 manuscripts base | +4% Guardian attack in alliance rallies per level |
| Oathenreach Champion | 4 | Keep 26 · Archive 24 · Guardian 32 · 18 manuscripts base | +4% Guardian attack/defense at Oathenreach per level |
| Runic Concordance | 3 | Keep 27 · Archive 25 · Guardian 35 · Workshop 20 · 20 manuscripts base | +1 complete matching-set bonus point per level |
| Ancient Resonance | 3 | Keep 29 · Archive 27 · Guardian 40 · 24 manuscripts base | +4% Guardian attack/defense per level |
| Legendary Warden Bond | 3 | Keep 30 · Archive 30 · Guardian 45 · Workshop 22 · 30 manuscripts base | +5% Guardian attack/defense per level |
Guardian XP sources
| Activity | Base Guardian XP | Requirement |
|---|---|---|
| Solo settlement / resource-node attack | 30 victory · 14 defeat | Guardian accompanies the attacking march |
| Settlement / resource-node defense | 25 successful defense · 12 defeat | Guardian is home for settlement defense or deployed at that node |
| Settlement alliance rally attack | 35 victory · 15 defeat | Guardian committed by that rally participant |
| Settlement rally defense | 30 successful defense · 15 defeat | Guardian is part of the defending force |
| Oathenreach attack | 40 victory · 18 defeat | Guardian accompanies the Oathenreach attacking contribution |
| Oathenreach defense | 35 successful hold · 18 defeat | Guardian is stationed with that defending contribution |
| Frontier Bounty Lv. 1–4 victory | 14 · 18 · 22 · 26 | Guardian accompanies the patrol |
| Frontier Bounty Lv. 1–4 defeat | 8 · 10 · 12 · 14 | Guardian accompanies the patrol |
| Daily Guardian Training | 250 | Claim once every rolling 24 hours while below Guardian level 50 |
| Guardian Training Codex · Shop → Supplies | 500 | Costs 7,500 Gems only; optional premium acceleration while below Guardian level 50 |
Open Gear Sets in the Guardian Hall to expand one complete tier at a time. Each panel shows all seven pieces, their exact statistics, ownership, equipped state, progression gates, and acquisition cost. Duplicate purchases are blocked.
Exact statistics for every piece
| Slot | Ironbark I | Dawnsteel II | Oathforged III | Crownward IV | Astral V |
|---|---|---|---|---|---|
| Helmet | +4 / +8 / — | +9 / +18 / — | +16 / +32 / — | +26 / +52 / — | +40 / +80 / — |
| Shoulders | +6 / +7 / — | +13 / +15 / — | +24 / +28 / — | +39 / +46 / — | +60 / +70 / — |
| Armor | +6 / +14 / — | +13 / +31 / — | +24 / +56 / — | +39 / +91 / — | +60 / +140 / — |
| Gloves | +7 / +4 / — | +15 / +9 / — | +28 / +16 / — | +46 / +26 / — | +70 / +40 / — |
| Legs | +5 / +9 / +1% | +11 / +20 / +2% | +20 / +36 / +4% | +33 / +59 / +7% | +50 / +90 / +10% |
| Boots | +4 / +6 / +2% | +9 / +13 / +4% | +16 / +24 / +8% | +26 / +39 / +13% | +40 / +60 / +20% |
| Weapon | +15 / +3 / — | +33 / +7 / — | +60 / +12 / — | +98 / +20 / — | +150 / +30 / — |
Complete matching-set totals
| Equipped set | Raw gear attack | Raw gear defense | Gear speed | Matching-set bonus | Level-1 Balanced total after set bonus |
|---|---|---|---|---|---|
| Ironbark I | +47 | +51 | +3% | None | 167 attack · 171 defense |
| Dawnsteel II | +103 | +113 | +6% | +3% attack & defense | 230 attack · 240 defense |
| Oathforged III | +188 | +204 | +12% | +4% attack & defense | 320 attack · 337 defense |
| Crownward IV | +307 | +333 | +20% | +5% attack & defense | 448 attack · 476 defense |
| Astral V | +470 | +510 | +30% | +6% attack & defense | 625 attack · 668 defense |
Mixed-tier loadouts use the exact value of each equipped piece but do not receive a complete matching-set bonus. The totals above assume a level-1 Balanced Guardian with no Guardian research; Guardian levels, Guardian research, Vanguard/Sentinel specialization, specialization mastery, gear scaling, and matching-set research can increase them further, while Wayfarer and Pathfinder Bond add Guardian-bearing march speed. Guardian attack is added to eligible offensive deployments; Guardian defense applies automatically at the home settlement while the Guardian is home and follows the Guardian when assigned to a node, allied reinforcement, or Oathenreach garrison. Reports identify the exact Guardian contribution used.
Returning from battle
The Guardian remains attached to its assigned force through travel, battle, occupation, recall, and the return journey. If every accompanying troop is lost, the Guardian still completes a Guardian-only return march before it can be equipped or deployed again.
Astral Guardian refinement · +1 through +10
Tier V Astral gear has a permanent endgame refinement layer. Each owned Astral Helmet, Shoulders, Armor, Gloves, Legs, Boots, and Weapon can be refined independently from +1 to +10 while the Guardian is home. Every refinement level adds 3% of that piece’s base Astral attack, defense, and any march-speed stat. A +10 piece therefore provides a 30% refinement increase over that piece’s original Astral values before the rest of the Guardian’s legitimate specialization, matching-set, Research, and battlefield modifiers are resolved.
| Target + level | Astral Crystals | Added piece scaling |
|---|---|---|
| +1 | 1 | +3% |
| +2 | 2 | +3% more |
| +3 | 3 | +3% more |
| +4 | 4 | +3% more |
| +5 | 5 | +3% more |
| +6 | 6 | +3% more |
| +7 | 7 | +3% more |
| +8 | 8 | +3% more |
| +9 | 9 | +3% more |
| +10 | 10 | +3% more · 30% total refinement |
| One piece +0 → +10 | 55 Crystals | 30% total piece refinement |
| All seven pieces +0 → +10 | 385 Crystals | Unlocks Astral Mastery presentation |
Thornhaven, Moonveil, and Realm Chat
Valtheryn retains its multi-Realm foundation for future growth, but Thornhaven is currently the main and only playable Realm. Every new Warden is assigned to Thornhaven automatically, so normal onboarding does not ask players to choose or switch Realms.
Thornhaven
The active home Realm for the Valtheryn community. Existing progression remains here and all new Wardens are assigned here automatically while capacity remains available.
Open · up to 1,500 WardensMoonveil
A prepared future Realm that remains configured in the game but is currently inaccessible. It does not open from player count, date, or game version.
Locked · no automatic opening ruleFuture Realm support
The multi-Realm foundation remains available so Valtheryn can deliberately add/open another Realm later if population growth makes it useful. The current community is not automatically split.
Future-ready architecture · Thornhaven stays activeRealm Chat
World Chat connects Wardens in Thornhaven. Alliance Chat is restricted to the authenticated Warden’s current alliance. Both channels display the sender’s equipped Warden Profile Portrait, and clicking the sender portrait or name opens that Warden’s public profile.
Portrait identity · clickable profiles · blocking · reporting · @mentions| Rule | Current behavior |
|---|---|
| Thornhaven capacity | 1,500 Wardens. Thornhaven is the main active Realm and the only Realm accepting normal player progression. |
| New Wardens | New authenticated players are assigned to Thornhaven automatically. There is no normal first-entry Realm-selection step while Thornhaven is the only accessible Realm. |
| Thornhaven world | 64,000 × 40,000 playable map with 640 live resource deposits and central Oathenreach. |
| Moonveil | Locked indefinitely for now. There is no opening date, population threshold, or v1.0/version trigger. It opens only if Valtheryn deliberately changes that policy in a future update. |
| Existing progression | Existing Thornhaven settlements, resources, troops, buildings, Research, Guardians, alliances, inventory, map state, milestones, Campaign progression, and other legitimate progression remain preserved. |
| World Chat | Thornhaven-local. Each message displays the sender’s current Warden Profile Portrait; Wardens may @mention other Wardens, block another player, or report a World message. |
| Alliance Chat | Visible only to current members of the same alliance. Messages display the sender’s current Warden Profile Portrait, and members may report visible Alliance Chat messages. |
| Mentions | Up to five valid World Chat mentions can generate notifications from one message, limiting notification spam. |
| Moderation | World reports support categories. Reported messages can be hidden when appropriate, and chat-only temporary restrictions can be applied without freezing normal gameplay. |
Server authority protects the realm
Valtheryn uses server-authoritative Realm rules for meaningful gameplay state. Troops, resources, node cargo, rewards, Realm membership, purchases, alliance permissions, progression, and battle outcomes are checked against the current game state before they are committed.
Authoritative gameplay
Important actions are validated against the current Realm state before resources, troops, rewards, purchases, or progression are committed.
Realm isolation
Your verified account and Realm membership determine which private state and alliance information you are allowed to access.
State integrity
Valtheryn rejects invalid state changes and preserves valid progression rather than accepting impossible balances, positions, or progression states.
Protective enforcement
Suspicious or invalid actions can be blocked or limited to protect fair play. Internal detection rules and thresholds are not exposed.
One Warden name, layered prestige, and earned visual identity
Your Warden Name remains the single public identity used by both your Warden and your Settlement. Around that name, the current game supports prestige, alliance, diplomacy, portraits, settlement paint, and permanent Prismatic-name identity without creating a second player-managed Settlement Name.
Warden Name
Your public identity on the Realm Map, rankings, alliance lists, current profiles, Realm Chat, and active gameplay.
One public nameYour Settlement
The Settlement belongs to that Warden and displays the same Warden identity instead of an additional “Settlement Name.” Settlement level and progression remain separate statistics, while an owned settlement style may change its Realm-map architecture cosmetically.
Same identity · separate progression · optional styleRename Scrolls
A Warden rename updates the current Warden and Settlement identity together. It can be performed in-game or through Warden Account → Identity; both paths use the same uniqueness/content checks and scroll consumption. Historical reports/chat may retain the name recorded when the event occurred.
Login is unaffectedPrestige title
Wardens who registered before November 9, 2026 at 16:27 UTC and legitimately claimed the free Beta Tester Package before it closed retain the permanent Valtheryn Beta Tester prestige title. Accounts registered at or after the cutoff cannot receive it. It is separate from Crown Holder, alliance crest, diplomacy, and Showcase Badge presentation.
Permanent cosmetic prestige · no gameplay bonusAlliance identity
Alliance name, one of five visual crests, one of six Leader-selected profile backgrounds, and current diplomatic context can accompany public Warden / settlement identity where supported.
Crest + background + diplomacy · visual contextWarden Profile Portrait
Your selected public portrait is managed from Warden Profile → Identity and follows you across profiles, chat, Warden Rankings, Event standings, Alliance Members, and alliance-presence notices. Four are included, four are permanent Gem unlocks, and the two Crown portraits are permanent earned legacy rewards once legitimately unlocked.
10 original portraits · zero powerOther cosmetic identity
Profile Frame, Profile Banner, Settlement Nameplate, Guardian Portrait Frame, March Standard, and Showcase Badge choices remain progression-earned visual layers managed from Warden Profile → Identity.
Six progression categories · seven identity categories totalCampaign Expedition: automatic force, ten floors, and 250 stages
Campaign Expedition is Valtheryn’s structured PvE warpath. It uses your actual ready-at-home army, completed Research, troop composition, automatic Guardian participation when available, real casualties, Moonwell handling, and persistent progression rather than a disposable Campaign roster.
Ten sequential floors
Each floor contains 25 stages. Stage 25 is that floor’s boss; clearing it advances directly into the next floor until Floor 10 is complete.
10 floors · 25 stages each · 250 totalAutomatic Expedition Force
Manual Campaign troop selection is gone. The server automatically fills your current legal solo-march capacity with the strongest ready-at-home troops available, using current troop strength/research and a modest enemy-profile weighting.
At least 10 available troops requiredAutomatic Guardian
Your Guardian joins automatically when it is home and available. If it is deployed elsewhere, Campaign continues with troops only.
No Guardian checkbox · no manual assignmentFirst-clear progression
Successful stages award scaling resources/Warden XP and eligible Guardian XP; milestone/boss stages add Gems and bosses add Scholar Manuscripts. Cleared stages cannot be repeatedly farmed.
Persistent sequential progression| Floor | Warpath | Stage 25 boss | Progression character |
|---|---|---|---|
| 1 | Briarwood Approach | The Briar Warlord | Opening infantry-heavy pressure. |
| 2 | Ironroot Depths | The Stonebound Captain | Archer lines become more prominent. |
| 3 | Moonveil Crossing | The Veiled Huntmaster | Rider-heavy hunting parties test composition. |
| 4 | Emberwatch March | The Ashen Castellan | Mixed formations become more common. |
| 5 | Stormglass Reach | The Tempest Marshal | High-tier troop/research progression becomes increasingly important. |
| 6 | Thornspire Highlands | The Thornspire Behemoth | Mid/late Campaign pressure rises sharply. |
| 7 | Ashen Crown | The Cinder Regent | Mature Research and higher-tier forces are increasingly valuable. |
| 8 | Starfall Bastion | The Astral Bulwark | Enemy composition and elite pressure become more demanding. |
| 9 | Oathbound Expanse | The Oathbreaker King | Near-endgame army development is expected. |
| 10 | Sovereign Verge | The Hollow Sovereign | Final-floor encounters are tuned for developed endgame forces. |
How the automatic force is evaluated
- Only ready-at-home troops qualify. Deployed, wounded, and still-training troops are not available to Campaign.
- The server builds the force. It ranks current troop effectiveness using offensive and defensive value and fills the legal solo-march cap from strongest candidates, with modest weighting against infantry-, archer-, rider-, mixed-, or elite-heavy enemy profiles.
- Enemy formations have distinct identities. Shieldwalls emphasize Defense, longbow formations emphasize Attack, rider assaults favor burst pressure, mixed hosts are balanced, and bosses use floor-specific Attack/Defense traits and counter guidance.
- Guardian participation is automatic. Its current level, equipment, specialization, set effects, and Guardian Research are resolved only when it is home.
- Campaign uses one authoritative two-sided pressure model. Your Attack is measured against enemy Defense while enemy Attack is simultaneously measured against your Defense. The projected victory chance combines both directions of pressure, so defensive troop strength and Guardian Defense matter directly. The old one-dimensional victory helper is no longer part of the current build.
- Campaign armies are field forces. General military Research, troop-class bonuses, Crown/Oathenreach army effects, Guardian stats, and the matchup system can apply, but the Warden’s home Watchtower and settlement-only Guardian defense effect do not follow the expedition away from the settlement.
- Projected victory chance remains guidance plus a safety gate. Strong favorable matchups can reach 99.5%, extreme two-sided overmatch can become guaranteed, and an automatic force below 10% projected chance cannot engage.
- Recommended Attack remains a preparation reference around the enemy-defense target; it is no longer a button or force preset.
- Veteran pressure prevents trivial click-through. If a mature Warden crosses the overgear threshold for an authored stage, Campaign applies one stage-authored Veteran Pressure bump based on floor/checkpoint/boss difficulty. It no longer keeps scaling enemy Defense from the Warden’s own rising Attack, so additional upgrades always improve the final strength ratio.
- Casualties are real. Campaign removes losses from the actual selected ready force and uses its special Moonwell wounded/killed handling.
- Campaign is isolated from Realm routing/PvP. It consumes no personal Realm route, does not remove Peace Seal, does not award Enemy Troops Defeated/PvP victory credit, and does not advance PvP-victory objectives.
Rewards, results, and cadence
Winning a stage grants that stage’s first-clear package. Guardian XP is awarded when the Guardian automatically participates; a failed attempt grants no stage resources, Gems, Warden XP, or manuscripts, although an auto-participating Guardian can receive the smaller defeat participation XP. The latest Campaign encounter is stored inside Campaign state rather than being added to the normal Realm Reports & Notifications battle-report stream.
Warden Profile progression
Your own Warden Profile displays the current Floor · Stage (or Campaign Complete) and stages cleared out of 250 alongside the normal power metrics. The current build uses the established classic Warden Profile layout; the experimental compact/wide profile workspace was rolled back without removing Campaign progress or any other profile data. Other Wardens do not receive your detailed Campaign progress on their public profile.
Using Campaign efficiently
- Open Campaign; the next uncleared stage is selected automatically.
- Review the automatic expedition force, Guardian status, enemy Attack and Defense, formation trait/counter guidance, projected chance, and first-clear rewards.
- If projected chance is below 10%, improve your troops, Research, Guardian, or available force rather than trying to manually swap Campaign units—manual selection no longer exists.
- Use Fight Stage / Fight Boss. After a victory, Campaign advances to the next stage/floor automatically; after a defeat, recover wounded troops or strengthen the army before retrying.
Gem Vault 2.0 and Treasury progression
The Gem Vault lets a Warden lock owned Gems for a fixed, deterministic maturity return. It is an in-game progression system—not a random investment roll—and all deposits, maturity times, and payouts are server-authoritative.
| Tier | Maximum active principal | Unlock rule |
|---|---|---|
| Stone Coffer | 5,000 Gems | Always unlocked |
| Silver Treasury | 10,000 Gems | Keep 10 or 50 Campaign stages cleared |
| Royal Vault | 25,000 Gems | Keep 20 and 100 Campaign stages cleared |
| Crown Reserve | 50,000 Gems | Keep 30 and 200 Campaign stages cleared |
| Term | Base rate | Example before streak |
|---|---|---|
| 1 day | +0.5% | 5,000 → 5,025 Gems |
| 3 days | +1.5% | 5,000 → 5,075 Gems |
| 7 days | +3.5% | 5,000 → 5,175 Gems |
- Deposit range: at least 100 Gems and no more than the current unlocked tier cap or your available Gem balance.
- One active deposit: a Warden cannot open another deposit until the existing maturity has been claimed.
- Principal is removed immediately: the Gems stop being spendable as soon as the deposit is accepted.
- Cancellation is available: before maturity, cancelling returns the stored principal only, awards no yield, and resets the Treasury Streak.
- Claim is explicit: after maturity, principal + yield are credited exactly once when claimed.
- Return is fixed: new deposits use the current +0.5% / +1.5% / +3.5% base schedule, and the chosen base rate plus any eligible streak bonus are recorded when the contract opens; there is no random gain/loss roll.
- Existing contracts are honored: a Vault deposit that was already active when the rates changed keeps the exact rate stored at opening instead of being retroactively rewritten.
Treasury Streak
Every successfully claimed maturity raises the stored streak by one, capped at 4. If the next deposit is opened within 48 hours of the last maturity claim, it receives +0.10 percentage point per active streak level. At streak 4, the maximum extra yield is +0.40 percentage point; for example, a new 7-day term becomes +3.90% total, so a 5,000-Gem deposit matures to 5,195 Gems. If the 48-hour window is missed, the next deposit receives no streak bonus; cancelling an active deposit also resets the streak.
Player Gold Bounties, Most Wanted, and the Bounty Center
Player Gold Bounties create a Gold-only PvP contract system around normal settlement combat. They are completely separate from the existing Frontier Bounty PvE camps.
Place a bounty
Open an eligible hostile Warden’s public Profile and enter a Gold contribution. Gold leaves your settlement immediately and is held in server-side escrow. The sender must have completed Keep 8 and the settlement must be at least 72 hours old.
Keep 8 + 72 hours · 1,000–25,000,000 GoldStack a target
Multiple Wardens can add separate contributions to the same target, creating one combined open bounty total.
Most Wanted ranks total open escrowClaim by solo victory
A qualifying solo settlement attack victory automatically claims the open contributions you are eligible to receive.
Not rallies · not nodes · not Oathenreach · not Frontier campsCompete as a hunter
The Bounty Center tracks lifetime personal claims plus the current UTC-month Bounty Hunter standings.
Leaderboard ranked by Gold claimedPlacement and claim rules
- Bounty creation maturity gate: the contributing settlement must have completed Keep 8 and be at least 72 hours old.
- You cannot place a Player Gold Bounty on yourself.
- You cannot place one on a Warden who is currently in your own alliance.
- Each contribution must be an integer from 1,000 to 25,000,000 Gold and you must actually own the Gold.
- Gold is deducted when the contribution is accepted; it is not merely promised client-side.
- A target may have contributions from multiple Wardens.
- A qualifying solo settlement victory claims all still-open contributions on that target except contributions originally placed by the victorious attacker.
- Your own contribution therefore never pays back to you; it remains open rather than being included in your claim.
- Peace Seal protection, Recovery Wards, alliance friendly-fire restrictions, march legality, authoritative arrival/battle resolution, and the same-attacker repeat-victory safeguard still apply.
Most Wanted and Bounty Center
Open Realm Rankings → Bounties or Warden Profile → Bounties. Most Wanted ranks targets by total open Gold escrow and shows the Warden, alliance, Settlement level, deliberately approximate power, Enemy Troops Defeated, current Peace Seal / Recovery Ward state, total bounty, contributor count, your own contribution, and the amount currently eligible for you. On large desktop screens the Bounty Center expands to roughly 1,480 px; Most Wanted, monthly Bounty Hunters, and recent claims occupy parallel columns instead of one long vertical stack. The first eight wanted entries stay visible and additional loaded targets are collapsed behind an expand control.
Your personal bounty summary shows the open bounty on you, Gold you currently have in open escrow, lifetime Gold claimed, number of successful claim batches, and largest single claim. The Bounty Center keeps the eight newest realm-wide claim batches immediately visible; additional loaded history is collapsed on demand, while the server-side center can retain/load up to the 30 most recent claim batches.
Wanted marker on the Realm map
Any settlement with open Player Gold Bounty escrow receives a pulsing gold-and-crimson medallion above its city. At normal zoom the label reads WANTED · [open bounty] GOLD; at farther zoom the medallion remains the compact visual cue. The amount comes from the same public open-escrow projection used by Most Wanted, and the marker disappears automatically after all open escrow on that target has been claimed or otherwise closed.
Monthly Bounty Hunter standings
The hunter leaderboard follows the current UTC calendar month. It ranks Wardens by total Player Bounty Gold claimed, then by claim count, with a deterministic final tie-break. The top 10 are displayed and your own standing is surfaced when available even if you are outside the top 10. A new monthly window begins on the first day of the next UTC month; open bounty escrow itself does not depend on that leaderboard reset.
