No matching chapters were found. Try searching for Guardians, troops, manuscripts, rallies, Shop, Events, shields, or Oathenreach.
Chapter 01 · Foundations
What is Valtheryn?
Valtheryn is a persistent multiplayer strategy game where each Warden develops one settlement inside a shared kingdom. Build your economy, train increasingly capable troops, research permanent advantages, support an alliance, and compete for Oathenreach.
Build one living settlement
Upgrade 11 buildings through level 30 while construction, research, training, and healing continue on their own timers.
Your settlement · your progression
Command a growing army
Train six troop types across five tiers. Authenticated outbound forces, survivors, recalls, caravans, and civilian workers visibly travel instead of teleporting.
Military tiers I–V · complete journeys
Develop 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 stats
Coordinate under one banner
Join an alliance, send lawful caravans, reinforce allied settlements, and rally against enemy settlements or Oathenreach.
Up to 50 alliance members
Compete without losing your progress
Join rotating four-hour competitions and the weekend temple siege while keeping your existing Warden, research, inventory, and settlement.
Persistent shared kingdom
Your settlement belongs to you. The kingdom belongs to everyone. You govern your own base; no individual player owns or upgrades the entire shared realm.
Chapter 02 · New-player walkthrough
Your first day in the realm
-
Find the bottom navigation: Kingdom · Settlement · Army · Guardian · Infirmary · Research · Alliance · Events · Trade · Shop.
-
Review your settlement: check your completed Keep level, ordinary resources, troops, protection, and available upgrades.
-
Meet your Guardian: choose a cosmetic identity, review the seven equipment slots, and forge an affordable Ironbark piece when ready.
-
Start your independent queues: begin one construction project, one training order, and one research project when affordable.
-
Claim the free Shop delivery: open Shop → Featured and collect your once-daily ordinary-resource supplies.
-
Choose your daily objectives: complete any five of nine available tasks; use your one free reroll if a task does not suit you.
-
Explore the frontier: occupy open deposits, complete peaceful civilian expeditions, or challenge a frontier bounty.
-
Join an alliance: coordinate defenses, rallies, and Oathenreach; caravans unlock after Keep level 3 and 12 hours of settlement age.
-
Open Events: inspect the current four-hour competition, claim placement rewards, and check the Oathenreach weekend schedule.
New Wardens begin with 72 hours of novice peace protection and one Settlement Waystone. Your first login each UTC day automatically awards 10 gems and two earned Scholar Manuscripts. Removing novice peace early permanently consumes its remaining time.
Chapter 03 · Shared world
Kingdom, settlement, and Warden level
The kingdom is the shared map, every player settlement, 160 resource deposits, alliances, competitions, and Oathenreach. Your settlement is your individual base. Your Warden is the commander whose separate experience level increases through play.
| Your personal progression |
Shared kingdom systems |
| Completed settlement buildings and Keep level |
The world map, competing settlements, and available land |
| Resources, gems, manuscripts, inventory, and troops |
160 food, wood, stone, and gold deposits |
| Research, quest progress, Warden profile, and settlement power |
Alliances, rankings, rotating competitions, and Oathenreach |
| Your settlement position, defensive shield, and scouting protection |
Weekend events, alliance warfare, and the Crown Holder title |
Settlement level = your completed Warden’s Keep level. Warden level is earned separately through experience, and kingdom rank is determined by total settlement power. These are three different values.
Chapter 04 · Economy
Resources, gold, gems, and manuscripts
Food
Supports troop training, healing, research, civilian growth, and workshop crafting.
Sunmeadow Farms · food deposits
Wood
Supports construction, military training, infrastructure, and workshop recipes.
Whisperwood Mill · woodland deposits
Stone
Supports defensive buildings, advanced troops, research, and settlement upgrades.
Greywatch Quarry · stone deposits
Gold
Funds research, settlement upgrades, alliance creation, resource bundles, and Settlement Waystones.
Keep economy · gold deposits
Ordinary 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 |
14 gems each, 2 manuscripts each, 135 XP each |
| Fifth daily objective claim |
17 gems, 1 manuscript, 165 XP |
| Permanent Warden’s Path objectives |
18–48 gems, plus 2 manuscripts per objective |
| Each Warden level gained |
25 gems
|
| Successful frontier bounty |
2 gems per victory; first daily victory also grants 1 manuscript |
| Rotating competition placement |
7–60 gems, according to placement |
| Eligible Oathenreach occupation |
10 gems once per event season
|
| Qualifying Annihilation victory |
2 bonus gems per unique opposing target per UTC day |
Five daily objectives provide 73 gems; the daily login adds 10 gems, for 83 gems per UTC day before other earned rewards.
Chapter 05 · Your base
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 30
Oathstone Barracks
Trains troops, expands company capacity, and gates advanced military tiers.
Maximum building level 30
Sunmeadow Farms
Produces food for training, research, healing, and settlement development.
Maximum building level 30
Whisperwood Mill
Produces wood for construction, military supplies, and advanced projects.
Maximum building level 30
Greywatch Quarry
Produces stone for fortifications, research, and stronger settlement buildings.
Maximum building level 30
The Verdant Archive
Unlocks and accelerates research; advanced doctrines require higher Archive levels.
Maximum building level 30
Moonwell Infirmary
Admits eligible wounded troops and returns them to service after timed treatment.
Maximum building level 30
Ironroot Storehouse
Protects a reserve of each ordinary resource against hostile settlement plunder.
Maximum building level 30
Sunfire Watchtower
Improves defensive awareness and supports reconnaissance readiness.
Maximum building level 30
Alliance Embassy
Expands alliance caravan allowance and the defensive reinforcement garrison.
Maximum building level 30
Runecrafter's Workshop
At level 3, crafts one earned Peace Seal per UTC day with manuscripts and resources.
Maximum building level 30
Only one building upgrade can be under construction at a time. Benefits apply when the timed order finishes, and no supporting building may exceed the completed Warden’s Keep level. Construction is separate from your research, training, and healing queues.
Chapter 06 · Military forces
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, occupies the military queue, and finishes after its real-time countdown.
| 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 |
Advanced elite guardians |
Royal Vanguard · Keep 11 · Barracks 10 · Archive 9 |
| Astral Champions |
V |
Legendary endgame formations |
Astral Champions · Keep 24 · Barracks 22 · Archive 21 |
Training company capacity: 10 base slots + 2 for each Barracks level above 1 + 10 per Expanded Barracks level + 20 per Grand Mustering level + applicable advanced-doctrine bonuses.
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.
Chapter 07 · Rankings
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 kingdom 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 kingdom 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 kingdom rank: your own location is labeled YOUR SETTLEMENT.
Important correction: sending surviving troops on a march, rally, deposit, allied defense, or Oathenreach assignment does not remove them from your total settlement power.
Chapter 08 · Permanent progression
Research branches and permanent bonuses
The Verdant Archive offers 119 doctrines: 44 foundational and 75 advanced. Each doctrine belongs to one of six 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.
Economy
Improve food, wood, stone, gold, and resource-deposit yield.
21 doctrines
Warfare
Improve army attack, unit specialization, march size, and march speed.
19 doctrines
Defense
Improve defensive strength, casualty survival, infirmary capacity, and protected resources.
18 doctrines
Troops
Unlock stronger military tiers, expand training companies, and improve military efficiency.
16 doctrines
Temple
Improve Oathenreach assaults, sacred defenses, rally attack, and rally troop capacity.
32 doctrines
Espionage
Improve reconnaissance, anti-spy protection, movement, combat readiness, and alliance logistics.
13 doctrines
| Useful doctrine |
Verified bonus |
| Field Medicine |
4% fewer casualties per level |
| Counterintelligence |
+10% anti-spy duration per level |
| Expanded Barracks |
+10 troop training capacity per level |
| Grand Mustering |
+20 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 +20 march size per level |
Only one research project runs at once. Advanced projects require completed Keep and Archive levels, earlier doctrine ranks, ordinary resources, and earned-only manuscripts. Research benefits and competition points apply only when the project finishes.
The Verdant Archive calculates cumulative values for every doctrine. Current cumulative bonus multiplies the declared per-level effect by the completed level; Next cumulative bonus previews the following completed level. Dual effects, additive capacities, casualty reductions, and troop unlocks retain their proper wording. These summaries describe the existing server-authoritative bonuses and do not apply a second copy.
Chapter 09 · Rewards
Five flexible daily objectives and login rewards
Valtheryn presents nine 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.
Nine daily objectives and the optional replacement objective
| 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 Frontier
|
Claim a resource node or complete civilian gathering. |
|
Daily Alliance Aid
|
Send an alliance caravan or complete a solo civilian expedition. |
|
Daily Battlefield
|
Win a settlement, node, temple, or frontier bounty battle. |
|
Daily Settlement Builder
|
Finish one building upgrade or make 10 minutes of construction progress. |
|
Daily Civilian Expedition
|
Complete one peaceful civilian gathering expedition. |
|
Daily Rune Workshop
|
Craft a Peace Seal, gather with civilians, or heal 5 troops. |
|
Flexible Warden Duty Free reroll
|
Train 5 troops, gather with civilians, win a 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
|
— |
Full daily result: any five objectives + login = 83 gems, 11 Scholar Manuscripts, and 705 objective XP. You never need to complete all nine tasks to claim these rewards.
Chapter 10 · Shared banners
Alliance membership, roles, and leadership
An alliance supports up to 50 Wardens. Membership makes allied settlement defense, lawful resource caravans, combined rallies, Oathenreach garrisons, and shared crown bonuses possible.
-
Join an existing alliance when a membership slot is available, or create your own alliance for 2,000 gold.
-
Alliance Hall sections: Overview, Operations, Members, Rallies, and Activity; plan privately, search members, inspect allies, 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, Officer, or Leader is the minimum role for each operation type and for closing operations.
- 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.
-
Leadership transfer is explicit: the selected member becomes Leader and the former Leader becomes an Officer.
-
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 21,900 when all contributing progression is complete.
-
Trade is alliance-only and requires the sender to have Keep level 3 and a settlement at least 12 hours old.
Alliance Leader and rally commander are different roles. Whoever starts a particular rally commands that rally, regardless of their alliance rank. Operation Board permissions control who may plan and close operations; they do not change battlefield command ownership.
Chapter 11 · Territory
World map, settlement labels, and 160 resource nodes
The expanded 16,000 × 10,000 shared realm contains 160 food, wood, stone, and gold deposits, real player settlements, and central Oathenreach. 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 marker
Alliance settlements
Friendly Wardens show green markers. Open their profile to inspect, reinforce, locate, or send an eligible caravan.
Green marker
Other settlements
Opposing or neutral settlements show their settlement level and actual kingdom power rank. Scouts reveal details that public profiles conceal.
Larger Settlement Lv. · Rank · alliance labels
Resource deposits
Claim an open deposit or defeat an opposing garrison. Four visual tiers hold 30,000, 60,000, 120,000, or 240,000 resources. Occupied nodes add hourly income while their surviving troops remain part of your power.
Maximum five occupied deposits
Only five deposits may be occupied by one settlement at the same time. Occupation income and civilian expeditions reduce the shared reserve. Civilian workers visibly march outbound, gather for 45 minutes after arrival, and visibly return; resources and the earned manuscript are awarded only when they reach home. When a deposit is empty, stationed survivors march home; 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.
- Castle artwork is level-aware and original: levels 1–29 retain their established layered castle. Only a completed level-30 Keep transforms the settlement into the larger, luminous Golden Crown Citadel with gold walls, towers, spires, crest, and prestige ring.
- 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.
- Peace protection is visible: a protected settlement is surrounded by a luminous animated dome on the kingdom map.
- 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 is alliance-private: its settlement results include only current members of your alliance, alongside live resource deposits. Enemy and unaffiliated settlements are excluded.
- Home and Oathenreach use their own map controls: neither is duplicated in the Navigator, and personal march routes remain in the dedicated march tracker.
- Moving formations are authoritative: the map no longer creates decorative patrols toward Oathenreach. Visible armies, rallies, scouts, caravans, and civilian workers correspond to real journeys.
- 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.
Chapter 12 · Inventory
Shop items, protection, and identity tools
Open the dedicated Shop tab in the bottom navigation. Its departments are Featured, Speedups, Protection, Supplies, and Identity.
| Shop item |
Price |
Duration or use |
Actual effect |
|
Peace Seal
|
90 gems |
12 hours |
Blocks hostile settlement attacks and your own offensive commands; allied defensive support remains allowed. |
|
Veil of Silence
|
50 gems |
12 hours base |
Blocks detailed enemy scouting; 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. |
|
Research speedups
|
4–1,150 gems |
1 minute–12 hours |
Accelerate eligible research within natural-study and daily-use limits; unused time is saved. |
|
Resource supply bundles
|
450–2,200 gold |
Single purchase |
Convert ordinary gold into listed food, wood, stone, or mixed supply bundles. |
The core game Shop uses earned in-game gems or ordinary gold. It does not contain the real-money Oathenreach Treasury packages, which require the separately installed premium-shop plugin.
Chapter 13 · Relocation
How to teleport your settlement
-
Check your inventory: new settlements receive one Settlement Waystone; additional Waystones cost 15,000 gold in Shop.
-
Find open land: pan around the Kingdom 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 “Teleport 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.
Relocation requires a settled battlefield. Your military marches, alliance caravans, and civilian expeditions must be finished and home. You also cannot teleport away while a hostile attack, enemy rally, or incoming allied caravan is approaching your settlement.
Chapter 14 · Intelligence
Settlement, deposit, and Oathenreach scouting
Successful reconnaissance reveals troop composition, attack strength, defense strength, and relevant combat bonuses that public settlement profiles intentionally hide. 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 reduces the wait.
-
You cannot scout members of your own alliance or your own alliance’s Oathenreach garrison.
-
Veil of Silence blocks military details for a protected settlement, its deposit garrison, and Oathenreach when the defending commander is protected.
-
A blocked scout does not advance scouting quests or competition scoring.
-
Defenders receive a danger notification identifying the hostile scout or warning their alliance about Oathenreach reconnaissance.
Counterintelligence extends anti-spy duration by 10% per completed doctrine level; Ciphered Dispatches and Veiled Counteragents provide additional advanced protection.
Chapter 15 · Warfare
Settlement attacks, node battles, and fair combat
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.
-
Settlement attacks: travel by authenticated visible troop march; a win can plunder ordinary resources above the defender’s protected storehouse reserve.
-
Settlement plunder is limited: at most 3% of each resource above protected storage, capped at 350 of each resource.
-
A successfully raided settlement receives 30 minutes of automatic peace protection.
- Five-minute visual aftermath: a defeated castle crumbles and smokes without fire, then reconstructs automatically. This presentation does not move the settlement or replace the real casualty, infirmary, plunder, and peace calculations.
-
Node battles: an enemy garrison can be attacked; winning transfers control only when the attacker has an available occupation slot.
-
Allied defenders participate: reinforcements strengthen home defense and receive appropriate battle progression when they help win.
-
Temple assaults and settlement rallies: use real committed troop contributions, commander bonuses, meaningful casualties, and battle reports.
-
Peace Seals block hostile settlement attacks and outgoing offense; external node garrisons remain contestable.
-
Friendly fire is prohibited: alliance members cannot attack or rally one another.
Troops can become wounded or die. Build Moonwell Infirmary capacity before risking expensive elite formations, and scout rather than treating public rank as a guaranteed combat result.
Chapter 16 · Troop movement
Visible outbound travel, return marches, and recall
Open-deposit occupation, settlement attacks, occupied-node battles, allied reinforcements, Oathenreach actions, alliance rallies, resource caravans, and civilian expeditions travel visibly across the kingdom. The server verifies the owner, destination, force or cargo, and arrival before resolving an action.
-
Three personal march routes are available from levels 1–29; completing Keep level 30 permanently unlocks two more, for five simultaneous routes.
-
Base maximum march size is 100 troops, plus 20 per Keep level above 1.
-
Marching Banners adds 30 slots per level; Campaign Roads adds 20, while advanced doctrines provide further capacity.
-
Forced March adds 8% speed per level; Campaign Roads adds 5%, with additional advanced movement bonuses.
-
Recall a personal march before arrival to return its committed surviving troops safely.
- Recall turns a force around from its current location; it does not teleport 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.
-
Hostile targets receive incoming-attack alerts. If a settlement becomes protected before the hostile march arrives, the attack cannot bypass its shield.
-
Defensive reinforcement marches and friendly Oathenreach garrison support remain available while Peace protection is active.
-
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 animated formations appropriate to their purpose: soldiers for military forces, a combined warhost for rallies, wagons for alliance caravans, and workers with a handcart for civilian expeditions. 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.
Use the Marches dashboard shortcut for the March Command Center. Its unified ledger shows outbound and returning forces, civilian expeditions, alliance caravans, reinforcement routes, recruiting rallies, and marching rallies. You can locate a live formation, recall an eligible force, or open its Rally War Room from the same screen.
Chapter 17 · Sacred objective
Oathenreach Temple and weekend occupation
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 kingdom map now shows the exact temple window at the landmark itself. During the siege, the plaque counts down to Monday 00:00 UTC and identifies the holding alliance. During sanctuary protection, it counts down to the next Saturday 00:00 UTC opening. Selecting the plaque opens the complete Oathenreach command view.
-
Join an alliance and inspect the current Oathenreach status in the Events tab or on the Kingdom map.
-
Scout an enemy garrison when the sanctuary is open; an opposing commander’s active Veil may intercept the report.
-
Occupy an empty temple, reinforce a friendly temple, or attack an enemy-held temple.
-
Keep surviving troops stationed: successful occupation remains a real alliance garrison until defended, recalled, defeated, or the event ends.
-
Hold Oathenreach when the weekend timer expires: physical occupation at event close determines the winning alliance.
Your first eligible garrison contribution awards 10 gems once per temple season. At the event close, qualifying members of the winning alliance receive 75 gems and 300 XP; returning surviving temple contributors receive their eligible 25-gem, 120-XP participation reward.
Recall only the troops you personally contributed. If the commander leaves while allied troops remain, another contributor assumes command. If the final company leaves, Oathenreach becomes unoccupied.
Chapter 18 · Combined assaults
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 exactly three minutes: alliance members receive invitations and use the same force builder. Commanders and members may add more troops before the timer expires while personal and shared capacity remains.
-
Launch automatically: when the three-minute recruitment window ends, the combined force begins a visible march to its target.
-
Resolve on arrival: each participant’s army, unit-type, rally, and Temple bonuses apply to that participant’s own troops; reports, casualties, kill credit, and rewards are distributed appropriately.
-
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 cannot launch early. Recruitment automatically transitions into the visible rally march after three minutes.
-
Only the initiating commander may cancel the entire recruiting rally. 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.
Example: Rally Logistics level 2 + Grand Warhost level 1 = 1,250 rally slots: 850 base + 200 + 200. Fully completing all twenty capacity projects raises the shared limit to 35,160 troops.
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 | +125 | +500 | Rally Logistics 2 |
| Banner Relay Corps | 4 | +150 | +600 | Mustered Cohorts 2 |
| Warhost Provisioning | 4 | +175 | +700 | Banner Relay Corps 2 |
| Alliance Command Posts | 4 | +200 | +800 | Warhost Provisioning 2 |
| Grand Assembly Grounds | 4 | +250 | +1,000 | Alliance Command Posts 2 |
| Oathbound Logistics | 4 | +300 | +1,200 | Grand Assembly Grounds 2 |
| Coalition Standards | 4 | +350 | +1,400 | Oathbound Logistics 2 |
| Verdant War Council | 4 | +425 | +1,700 | Coalition Standards 2 |
| Crownland Muster | 4 | +500 | +2,000 | Verdant War Council 2 |
| Legion Quartering | 4 | +600 | +2,400 | Crownland Muster 2 |
| Realmwide Conscription | 3 | +800 | +2,400 | Legion Quartering 2 |
| Sovereign Warhost | 3 | +1,000 | +3,000 | Realmwide Conscription 2 |
| Imperial Host Doctrine | 3 | +1,250 | +3,750 | Sovereign Warhost 2 |
| Crown Holder’s Muster | 3 | +1,500 | +4,500 | Imperial Host Doctrine 2 |
| Endless Banners | 3 | +2,000 | +6,000 | Crown Holder’s Muster 2 |
| Base 850 + every completed project | 35,160 troops | Keep 30 · Archive 30 for final project |
|---|
Chapter 19 · Timed competition
Dedicated Events tab and kingdom 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 eligible reward claims.
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 UTC
Annihilation Weekend
Appears every other Oathenreach weekend. Qualifying attacks award bonus gems, but Peace Seals remain fully enforceable.
Alternating weekends · settlement peace remains active
Rotating kingdom competitions
Verdant Scholars, Grand War Muster, Master Builders, Frontier Dominion, Shadow Reconnaissance, and Kingdom Conquest rotate throughout the day.
New competition every four hours
Claimable event rewards
Completed competition placements and qualifying kingdom rewards become available in Events and are also recorded in Reports & Notifications.
Review and claim earned rewards
Peace protection is not disabled during Annihilation. Wardens may activate or remove seals normally; protected settlements cannot be attacked, and protected Wardens cannot issue offensive commands.
Chapter 20 · Victorious banners
Crown Holder title, seasonal rewards, and bonuses
The alliance physically occupying Oathenreach at the close of the weekend siege becomes the kingdom’s Crown Holder alliance until another qualifying event changes ownership.
Kingdom economy blessing
Eligible members of the winning alliance receive improved ordinary-resource production.
+10% economy
Army blessing
Eligible alliance troops receive improved attack and defense effectiveness.
+8% army
Crown victory reward
Qualifying members of the winning alliance receive the seasonal victory reward at event resolution.
75 gems · 300 XP
Returning garrison participation
Eligible surviving Oathenreach contributors receive their participation reward when the temple season resolves.
25 gems · 120 XP
Current crown ownership appears in the Events interface, alliance and player profiles, and the Oathenreach display. During the open siege, the temple separately identifies the alliance physically garrisoning it right now.
Chapter 21 · Situational awareness
Danger alerts, alliance activity, battle reports, and Clear All
Enemy reconnaissance
A danger notice identifies a hostile settlement scout, deposit scout, or Oathenreach scouting attempt.
Successful or intercepted scouting
Incoming personal attack
Targets receive an arrival warning when hostile troops begin marching toward a settlement or defended resource node.
Visible troop march
Hostile alliance rally
An opposing settlement and its alliance are warned when a three-minute settlement rally begins assembling.
Recruitment + incoming group march
Oathenreach under threat
The defending alliance is warned about hostile Oathenreach scouts, incoming assaults, and enemy temple rallies.
Shared sacred-objective alert
Alliance support
Allied reinforcements, rally invitations, leadership changes, and member activity appear in the relevant alliance and notification interfaces.
Alliance Hall · Activity
Reward history
Daily logins, competition placements, claims, recalls, temple resolution, and battle outcomes are retained until removed.
Reports & Notifications · Clear All
Battle 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. Legacy reports that predate troop-by-troop history retain their aggregate casualty totals instead of inventing missing details.
Clear All is complete: it removes current database notifications and retained legacy battle reports so cleared entries do not return on the next refresh.
Chapter 22 · Practical advice
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 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 spend ordinary gold carefully on useful supply bundles.
-
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.
Chapter 23 · Settlement progression
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 kingdom map replaces that settlement's established level 1–29 castle with the larger Golden Crown Citadel.
- Keep level 30 unlocks two additional personal routes: military marches, civilian expeditions, and alliance caravans share the resulting five-route allowance.
- No supporting building can exceed the completed level of Warden’s Keep.
- One construction order, one research project, one military training order, and one infirmary treatment order can progress independently.
- The new building level, practical bonuses, quest completion, and eligible Master Builders points apply when construction finishes.
- Construction costs and durations increase with building level and continue while the player is offline.
- Daily Settlement Builder can also be satisfied through 10 minutes of actual construction progress when a long upgrade will not finish that day.
A Warden level 4 character can still own a settlement level 1 base until Warden’s Keep finishes its next upgrade.
Chapter 24 · Earned materials
Scholar Manuscripts and earned-only progression
Scholar Manuscripts are earned-only progression materials. They cannot be purchased in Shop, transferred through alliance caravans, or substituted for completed building and research requirements.
| 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
|
Five daily objectives + login provide 11 manuscripts. Completing four civilian expeditions and your first daily bounty can raise the repeatable earned total to 16 manuscripts before permanent objectives.
Advanced doctrines consume manuscripts according to their target research level. One crafted Peace Seal consumes two manuscripts, so weigh immediate protection against permanent long-term research progression.
Chapter 25 · Battlefield healing
Dedicated Moonwell Infirmary and wounded troop recovery
Open Infirmary directly from the bottom navigation. The dedicated treatment interface is separate from Army and shows wounded troop types, capacity, treatment cost, active healing orders, and recovery progress.
| Treatment capacity source |
Additional spaces |
| Moonwell Infirmary building |
25 spaces per completed building level
|
| Field Infirmaries doctrine |
20 spaces per completed doctrine level
|
| Sanctuary Protocol doctrine |
30 spaces per completed doctrine level
|
| Immortal Guard doctrine |
45 spaces per completed doctrine level
|
- Eligible casualties enter the wounded roster only when treatment capacity is available.
- Healing consumes food and gold and occupies one timed treatment queue.
- Completed treatment returns recovered troops to active settlement service.
- Treating five wounded troops can satisfy Daily Muster and Daily Rune Workshop alternatives.
- Losses beyond available infirmary capacity can become permanent.
Upgrade the infirmary and recovery doctrines before risking expensive Royal Vanguard or Astral Champions in rallies or contested temple defenses.
Chapter 26 · Defense and crafting
Protected storehouses, shields, Peace crafting, and Guardian gear
Ironroot Storehouse
At level 1, the storehouse protects 1,050 of each ordinary resource against eligible settlement plunder. Each additional completed level increases the base protection by 550 per resource; Protected Storehouses research increases the protected total.
Runecrafter’s Workshop
| Earned Peace Seal requirement |
Amount |
| Workshop level |
3
|
| Scholar Manuscripts |
2
|
| Food |
1,800 |
| Wood |
1,400 |
| Stone |
950 |
| Gold |
350 |
| Crafting frequency |
Once per UTC day
|
| Protection duration |
12 hours
|
Peace Seals prevent hostile settlement attacks and offensive commands. They remain enforceable during Annihilation. Defending allied settlements or reinforcing a friendly Oathenreach garrison remains allowed; externally occupied node garrisons are not immune to attack.
A crafted Peace Seal provides the same 12-hour settlement protection as a 90-gem Shop seal and can advance the Daily Rune Workshop objective.
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 450 gems per piece and Astral Tier V costs 900 gems 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.
Equipment is not cosmetic. Owned and equipped pieces remain server-authoritative and add their exact attack, defense, and applicable march-speed values even though armor is no longer rendered over the character portrait.
Chapter 27 · Military reference
All six troop types, five tiers, and exact unit costs
Complete military unit reference for v0.44.0
| Troop |
Tier |
Attack |
Defense |
Unlock requirements |
Base cost per troop |
|
Verdant Wardens
|
I |
12 |
18 |
Available immediately |
220 food · 100 wood |
|
Thornveil Archers
|
I |
19 |
9 |
Available immediately |
280 food · 190 wood |
|
Dawncrest Riders
|
II |
34 |
23 |
Mounted Command · Keep 4 · Barracks 3 · Archive 3 |
520 food · 230 wood · 110 gold |
|
Oathbound Sentinels
|
III |
56 |
64 |
Tempered Steel · Keep 8 · Barracks 7 · Archive 6 |
720 food · 360 stone · 230 gold |
|
Royal Vanguard
|
IV |
74 |
82 |
Royal Vanguard · Keep 11 · Barracks 10 · Archive 9 |
1,200 food · 520 wood · 680 stone · 460 gold |
|
Astral Champions
|
V |
98 |
108 |
Astral Champions · Keep 24 · Barracks 22 · Archive 21 |
1,950 food · 940 wood · 1,120 stone · 850 gold |
Training-company formula
- Start with 10 troops per company; each Barracks level above 1 adds 2 slots.
- Expanded Barracks adds 10 slots per level; Grand Mustering adds 20.
- Regimental Quarters adds 8 slots per level; Grand Drillgrounds adds 12; Imperial Muster adds 15.
- 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.
Chapter 28 · Research acceleration
All research speedups, fair-use limits, and saved credit
All ten current research accelerators
| Research accelerator |
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
|
- Purchase accelerators from Shop → Speedups and use them from the active Research project.
- Projects lasting five minutes or less can be fully completed using eligible research acceleration.
- Projects longer than five minutes can accelerate at most 70% of their original duration and must retain at least 30% natural study time.
- At Keep level 1, the daily acceleration allowance is four hours; each completed Keep level above 1 adds 20 minutes.
- The daily acceleration allowance resets at midnight UTC.
-
Unused time from an oversized accelerator is saved as reusable research-speedup credit. It is not discarded.
- Saved credit can be applied to a later eligible research project while respecting the same daily and natural-study limits.
- Heavily accelerated research receives proportionally fewer Verdant Scholars competition points.
Research speedups cannot bypass earned manuscripts, completed building requirements, prerequisite doctrine levels, military-tier gates, or natural-study protections.
Chapter 29 · Research encyclopedia
Complete reference: all 119 research doctrines
This reference reflects the current v0.44.0 game definitions. It includes 44 foundational doctrines and 75 advanced doctrines. Manuscript amounts shown for advanced research apply to its first level; higher doctrine levels require additional earned manuscripts.
44 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 +30 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 per level |
| Espionage |
Watchtower Lattice
|
5 |
Counterintelligence |
+2% army defense per level |
| Troops |
Expanded Barracks
|
5 |
Elite Training |
+10 troop training capacity per level |
| Troops |
Grand Mustering
|
5 |
Expanded Barracks |
+20 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 +20 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 per level |
75 advanced doctrines
| Branch |
Doctrine |
Max |
Keep |
Archive |
Scripts |
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 |
+15 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 |
+20 hospital capacity per level |
| Defense |
Layered Ramparts
|
4 |
5 |
4 |
1 |
Field Infirmaries 2 |
+3% army defense 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 recovery per level |
| Defense |
Beacon Network
|
4 |
11 |
9 |
5 |
Veteran Surgeons 2 |
+2% army defense per level |
| Defense |
Sanctuary Protocol
|
4 |
14 |
11 |
7 |
Beacon Network 2 |
+30 hospital capacity per level |
| Defense |
Counterassault Drills
|
4 |
17 |
14 |
9 |
Sanctuary Protocol 2 |
+3% army defense per level |
| Defense |
Advanced Medicine
|
4 |
20 |
17 |
12 |
Counterassault Drills 2 |
+5% casualty recovery per level |
| Defense |
Citadel Aegis
|
3 |
24 |
21 |
15 |
Advanced Medicine 2 |
+4% army defense per level |
| Defense |
Immortal Guard
|
3 |
28 |
25 |
20 |
Citadel Aegis 2 |
+45 hospital capacity 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 |
+8 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 |
+15 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 |
+12 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 |
+15 training capacity per level |
| Troops |
Astral Champions
|
1 |
24 |
21 |
15 |
Imperial Muster 2 |
unlock tier V Champions |
| Troops |
Legendary Host
|
3 |
28 |
25 |
20 |
Astral Champions 1 |
+25 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 | 3 | Rally Logistics 2 | +125 rally capacity per level |
| Temple | Banner Relay Corps | 4 | 10 | 8 | 4 | Mustered Cohorts 2 | +150 rally capacity per level |
| Temple | Warhost Provisioning | 4 | 12 | 10 | 5 | Banner Relay Corps 2 | +175 rally capacity per level |
| Temple | Alliance Command Posts | 4 | 14 | 12 | 7 | Warhost Provisioning 2 | +200 rally capacity per level |
| Temple | Grand Assembly Grounds | 4 | 16 | 14 | 8 | Alliance Command Posts 2 | +250 rally capacity per level |
| Temple | Oathbound Logistics | 4 | 18 | 16 | 10 | Grand Assembly Grounds 2 | +300 rally capacity per level |
| Temple | Coalition Standards | 4 | 20 | 18 | 11 | Oathbound Logistics 2 | +350 rally capacity per level |
| Temple | Verdant War Council | 4 | 22 | 20 | 13 | Coalition Standards 2 | +425 rally capacity per level |
| Temple | Crownland Muster | 4 | 24 | 22 | 15 | Verdant War Council 2 | +500 rally capacity per level |
| Temple | Legion Quartering | 4 | 26 | 24 | 17 | Crownland Muster 2 | +600 rally capacity per level |
| Temple | Realmwide Conscription | 3 | 27 | 25 | 18 | Legion Quartering 2 | +800 rally capacity per level |
| Temple | Sovereign Warhost | 3 | 28 | 26 | 20 | Realmwide Conscription 2 | +1,000 rally capacity per level |
| Temple | Imperial Host Doctrine | 3 | 29 | 27 | 22 | Sovereign Warhost 2 | +1,250 rally capacity per level |
| Temple | Crown Holder's Muster | 3 | 30 | 28 | 25 | Imperial Host Doctrine 2 | +1,500 rally capacity per level |
| Temple | Endless Banners | 3 | 30 | 30 | 30 | Crown Holder's Muster 2 | +2,000 rally capacity per level |
| Espionage |
Frontier Lookouts
|
4 |
4 |
3 |
0 |
Shadow Network 2 |
+4% scout cooldown reduction 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 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 per level |
| Espionage |
Eye of Oathenreach
|
3 |
28 |
25 |
20 |
Blackcipher Conclave 2 |
+3% army attack per level |
Completed Verdant Archive levels reduce research duration by approximately 3% per level above level 1, up to a 40% reduction. Advanced doctrines still require their listed building and earned-manuscript gates.
Chapter 30 · Daily progression
Complete daily earnings, free supplies, bounties, 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 nine
|
73 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 |
| Frontier bounty attempts |
Up to five |
Each victory: ordinary resources + 2 gems; first daily victory also adds 1 manuscript |
| Shop Featured resource delivery |
Once |
Keep-scaled food, wood, stone, and gold |
| Workshop-crafted Peace Seal |
Once at Workshop level 3+ |
One 12-hour Peace Seal in exchange for earned materials |
| Emergency militia |
Once every 24 hours if eligible |
Restores a depleted complete army to exactly 10 total troops |
Free Shop delivery by completed Keep level
| Ordinary resource |
At Keep level 1 |
Added per Keep level above 1 |
| Food |
1,400 |
+180 |
| Wood |
1,050 |
+140 |
| Stone |
700 |
+110 |
| Gold |
220 |
+35 |
Emergency militia safeguards
Emergency militia counts your entire owned force, including troops at home, marching, training, guarding deposits, reinforcing allied settlements, recruiting or marching in rallies, and defending Oathenreach. It is available only when that combined total falls below 10. It grants no gems, experience, objective progress, or competition points.
With five objectives, login, four completed civilian expeditions, and the first successful frontier bounty, a Warden can earn 16 repeatable manuscripts per UTC day. Five successful bounties also provide 10 additional gems.
Chapter 31 · Long-term milestones
All 12 permanent Warden’s Path objectives
All twelve permanent objectives and their earned manuscript rewards
| Permanent objective |
Required milestone |
Gem reward |
Scripts |
|
Raise the Banners
|
Finish training 30 troops. |
20 gems
|
2
|
|
Claim the Frontier
|
Occupy or capture two resource nodes. |
25 gems
|
2
|
|
Deep Knowledge
|
Complete two research levels. |
30 gems
|
2
|
|
Eyes Beyond the Wall
|
Scout another player's settlement or the temple. |
20 gems
|
2
|
|
First Blood
|
Win a settlement, temple, or resource-node battle. |
35 gems
|
2
|
|
Strength in Unity
|
Send resources to an alliance member. |
20 gems
|
2
|
|
Raise the Stronghold
|
Complete four timed settlement upgrades. |
24 gems
|
2
|
|
Hands of the Frontier
|
Complete three civilian gathering expeditions. |
22 gems
|
2
|
|
The First Peace Rune
|
Craft your first earned Peace Seal. |
18 gems
|
2
|
|
An Army Worthy of the Crown
|
Finish training 250 troops. |
42 gems
|
2
|
|
Keeper of the Lost Lore
|
Complete fifteen research levels. |
48 gems
|
2
|
|
Veteran of the Frontier
|
Complete eight qualifying node occupations. |
36 gems
|
2
|
Every completed permanent objective also awards two Scholar Manuscripts alongside its applicable Warden experience and ordinary-resource reward. Each objective can be claimed once.
One legacy quest is still named “Raise the Stronghold” inside the game data, even though the current map and interface label your actual home “YOUR SETTLEMENT.” This handbook preserves the real quest name.
Chapter 32 · Protected cooperation
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%, rounded upward when necessary |
| 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 delivers 920 food after its 8% 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.
The older 8,700-resource example describes a hypothetical Keep 1 settlement, but Keep 1 cannot send caravans. The first eligible example is Keep 3 + Embassy 1 = 11,100 resources/day.
Chapter 33 · Kingdom leaderboard
Six rotating competitions and verified placement rewards
Six competition types rotate in four-hour windows. Eligible activity is scored when the relevant action actually completes, even when a timed queue finishes while its owner is offline.
| Competition |
Scoring category |
Qualifying activity |
| Verdant Scholars |
Research |
Completed eligible research; heavily accelerated study earns proportionally reduced points. |
| Grand War Muster |
Training |
Troop companies that finish during the matching competition window. |
| Master Builders |
Construction |
Settlement building upgrades that finish during the matching competition window. |
| 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. |
| Shadow Reconnaissance |
Scouting |
Successful hostile reconnaissance; Veil-blocked scouting does not score. |
| Kingdom 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 four-hour competition.
-
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.
Placement rewards
| Placement |
Gems |
Food |
Wood |
Stone |
Gold |
Extra |
|
1st
|
60
|
12,000 |
10,000 |
8,500 |
3,500 |
1 Settlement Waystone |
|
2nd
|
40
|
8,500 |
7,200 |
6,000 |
2,500 |
— |
|
3rd
|
28
|
6,000 |
5,000 |
4,200 |
1,800 |
— |
| 4th–10th |
15
|
3,400 |
2,800 |
2,200 |
900 |
— |
| Other eligible placements |
7
|
1,800 |
1,500 |
1,200 |
450 |
— |
Open the dedicated Events tab to inspect standings and claim eligible finished-competition rewards. Reports & Notifications also retain the corresponding reward notice.
Chapter 34 · Player profile
Tabbed Warden profile, free rename, and march presets
The current Warden profile is a dedicated dossier with four sections:
Overview
Review your Warden identity, settlement level, kingdom rank, settlement power, alliance, shield status, and current progression.
Identity + realm standing
Forces
Review troop types, available and deployed companies, combat readiness, and military progression.
Army readiness
Mastery
Inspect research progress, completed branch development, and relevant permanent strategic bonuses.
Permanent research progression
Identity
Update your Warden’s displayed name. Your first rename is free; later changes consume a Warden Rename Scroll.
First rename free · additional scroll 120 gems
Maximum march size
-
100 troops base, plus 20 per completed Keep level above level 1.
- Marching Banners adds 30 troop slots per level; Campaign Roads adds 20.
- War Academy and Ironbound Campaigns each add 15 slots per completed level; Legendary Host adds 25.
- Formation presets can fill the allowed maximum or prioritize stronger available troop types.
- Manual unit selection remains available. Keep levels 1–29 support three simultaneous personal routes; Keep level 30 supports five.
Chapter 35 · Current storefront
All Shop departments, free delivery, and gold supply bundles
The current Shop is opened from the bottom navigation and is organized into Featured, Speedups, Protection, Supplies, and Identity. The resource-header gem display is not a separate side-screen gem shop.
All seven gold-funded supply bundles in the current Shop
| Supply bundle |
Ordinary-gold price |
Delivered ordinary resources |
|
Provision Satchel
|
450 gold |
3,000 food |
|
Harvest Wagon
|
1,250 gold |
10,000 food |
|
Timber Bundle
|
500 gold |
2,600 wood |
|
Lumber Caravan
|
1,450 gold |
9,000 wood |
|
Quarry Bundle
|
650 gold |
2,200 stone |
|
Stonewright Caravan
|
1,750 gold |
7,600 stone |
|
Kingdom Supply Cache
|
2,200 gold |
6,000 food · 5,000 wood · 4,200 stone |
-
Featured: claim the free daily Keep-scaled food, wood, stone, and gold delivery.
-
Speedups: purchase research accelerators with earned in-game gems; oversized accelerators leave reusable saved credit.
-
Protection: purchase 12-hour Peace Seals and Veils of Silence with gems.
-
Supplies: purchase the seven listed food, wood, stone, and mixed supply bundles with ordinary in-game gold.
-
Identity: purchase a 120-gem Warden Rename Scroll after using the free first name change.
-
Relocation: purchase additional Settlement Waystones for 15,000 ordinary gold.
The core in-game Shop uses ordinary gold and earned gems. Optional real-money settlement packages are offered only by the separate Oathenreach Treasury plugin when secure Stripe checkout is configured. Scholar Manuscripts cannot be purchased.
Chapter 36 · Current rules
Frequently asked questions for Valtheryn v0.44.0
How many daily tasks must I complete?
Claim any five of the nine 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 35,160 through twenty Temple rally-capacity projects. Each participant’s own completed combat doctrines apply to that participant’s contributed troops.
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%, and Max presets, ±10 and ±50 adjustments, and individual troop-type inputs. 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 combined troop count and capacity fill, unit composition, each contributing commander, assigned Guardians, a pre-doctrine base attack estimate, and the exact auto-launch or arrival timer. Final combat remains server-authoritative and applies each contributor’s completed bonuses.
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, officer objectives, and expiring notices. Members can answer Joining, Maybe, or Unavailable. Leaders configure the minimum role required for each type and for operation management.
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?
Your settlement becomes the larger Golden Crown Citadel on the kingdom map and gains two additional personal march routes, increasing the shared military, civilian, and caravan route allowance from three to five. Levels 1–29 keep the established castle artwork and three routes.
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 21,900.
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 450 gems per piece. Astral Tier V requires Keep 26 and Workshop 22 and costs 900 gems per piece. Neither tier accepts ordinary resources as a substitute.
Do civilian gatherers teleport to 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 can I find with the Realm Navigator?
The Navigator lists live resource deposits and settlements belonging to your current alliance only. It never lists enemies or unaffiliated settlements. Use the separate Home and Temple controls for your settlement and Oathenreach; use the march tracker for active routes.
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, or Espionage. 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 kingdom map. It shows Closes in during the active weekend siege and Opens in during sanctuary protection, including days, hours, minutes, and seconds. It also identifies the holding or reigning alliance and opens the complete temple command view when selected.
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?
New reports separate both sides and list every recorded troop type sent, lost, and surviving, plus combat power, applicable Guardian contributions, plunder, and rally or Oathenreach participants.
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 deduct an 8% fee.
Is unused research-speedup time lost?
No. If an accelerator is larger than the amount the current project can legally use, the unused seconds are preserved as reusable research-speedup credit.
Can Peace Seals block resource-node attacks?
Peace Seals protect the settlement against hostile settlement attacks and prevent the protected Warden from issuing offensive commands. External resource-node garrisons remain contestable.
Can I help allies while protected by a Peace Seal?
Yes. Defensive marches to reinforce allied settlements and friendly Oathenreach garrisons remain available while peace protection is active.
Does the in-game Shop sell Oathenreach Treasury packages?
The core in-game Shop uses ordinary gold and earned gems. Optional real-money packages require the separate Oathenreach Treasury plugin and configured Stripe checkout; Scholar Manuscripts remain earned-only.
Why does the map say Settlement Lv. and Rank?
Settlement level is the completed Keep level; rank is your actual kingdom position by settlement power. Your separate Warden level is based on earned experience.
Chapter 37 · Quick answers
General frequently asked questions
Is my settlement the same as the kingdom?
No. Your settlement is your personal base; the kingdom 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 73 gems. Your automatic daily login adds 10 gems, for 83 gems before permanent objectives, bounties, competitions, level-ups, or temple rewards.
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 bounty victory, and two per completed permanent objective.
Can I buy or trade Scholar Manuscripts?
No. Manuscripts are earned-only and cannot be purchased in Shop or transferred through alliance caravans.
Why can’t I attack someone?
The target may belong to your alliance, either settlement may have active settlement peace protection, your troops may be unavailable, or your selected march may violate its size or destination rules.
Do Peace Seals work during Annihilation?
Yes. Peace Seals remain fully enforceable during Annihilation Weekend. Protected Wardens cannot issue offensive commands, but may still support defensive allied garrisons.
Can my occupied resource deposit still be attacked while I have a shield?
Yes. Settlement Peace protection does not make external resource-node garrisons immune to legitimate node battles.
How many resource deposits can I occupy?
Up to five simultaneously. The shared realm contains 160 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. Successful patrols grant ordinary resources, two gems, and legitimate battle progress; the first daily victory additionally grants one manuscript.
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 winning alliance receives a 10% ordinary-resource production bonus and an 8% army bonus until another qualifying temple result changes ownership.
How many members can join an alliance?
Up to 50. Creating a new alliance costs 2,000 ordinary gold.
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 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 logins, objective claims, rerolls, civilian expeditions, bounty attempts, Shop gifts, crafting, alliance caravan limits, and research acceleration allowances reset at midnight UTC. Emergency militia uses a separate rolling 24-hour cooldown.
Where do I collect competition rewards?
Open the dedicated Events tab and claim the eligible finished-competition placement reward. A corresponding notice also appears in Reports & Notifications.
Chapter 38 · Useful terminology
Realm glossary and quick-reference terminology
| Term |
Current meaning |
|
Kingdom
|
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. |
|
Kingdom 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
|
Earned-only Scholar Manuscript used for advanced research and Peace Seal crafting. |
|
Node
|
A finite tier I–IV food, wood, stone, or gold deposit with a shared reserve. Depleted nodes disappear and 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 solo patrol against a hostile camp; successful patrols grant resources and two gems. |
|
Garrison
|
Troops stationed to defend a resource deposit, allied settlement, or Oathenreach. |
|
March
|
An authenticated visible journey across the shared map. 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 distinction and alliance-wide bonuses earned by the winning Oathenreach alliance. |
|
Peace Seal
|
A 12-hour protection item that blocks hostile settlement attacks and your outgoing offensive commands; an animated protective dome identifies a sealed settlement on the map. |
|
Veil of Silence
|
A temporary anti-spy protection preventing enemies from obtaining detailed reconnaissance. |
|
Settlement Waystone
|
A single-use item allowing relocation to valid open kingdom terrain. |
|
Speedup credit
|
Unused seconds from an oversized research accelerator, safely stored for a later eligible project. |
|
Annihilation
|
An alternating-weekend event with qualifying combat rewards; settlement Peace protection remains fully active. |
The realm rewards patience, honest progression, and cooperation. Build your settlement wisely, defend your alliance, and be ready when the gates of Oathenreach open.
Chapter 39 · Guardian Hall
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.
Gear controls every stat increase
Five equipment tiers
Forge Ironbark, Dawnsteel, and Oathforged pieces with settlement resources. Crownward and Astral are rare gem-only acquisitions with demanding Keep and Workshop gates.
35 permanent equipment recipes
Authoritative combat power
Every equipped bonus is calculated by the server. Guardian attack applies to an assigned attack; Guardian defense applies at the home settlement or to the defensive force it accompanies.
Exact contribution shown in reports
One 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 · return
Gear-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 | 450 gems |
| V | Astral | 26 | 22 | 900 gems |
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
Each cell lists attack / defense / march speed. A dash means no speed bonus.| 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 | Gear attack | Gear defense | Gear speed | Guardian total with 120 / 120 base |
| Ironbark I | +47 | +51 | +3% | 167 attack · 171 defense |
| Dawnsteel II | +103 | +113 | +6% | 223 attack · 233 defense |
| Oathforged III | +188 | +204 | +12% | 308 attack · 324 defense |
| Crownward IV | +307 | +333 | +20% | 427 attack · 453 defense |
| Astral V | +470 | +510 | +30% | 590 attack · 630 defense |
Mixed-tier loadouts use the exact value of each equipped piece. Guardian attack is added to solo settlement and node assaults, a Guardian-bearing rally contribution, and Oathenreach offense. 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.
Existing human progression is preserved. The v0.44.0 visual upgrade retains every Guardian and owned equipment while also preserving player IDs, settlement levels, resources, troops, wounded companies, research, legitimate player alliances, inventory, purchases, reports, notifications, map positions, queues, and active journeys. Oathenreach remains at its authoritative world coordinate and all v0.42 identity, transactional, realm-index, commerce, and live-game protections remain intact.