The Verdant Realm · Official Player Handbook
Updated through Valtheryn v0.44.0

Every great Warden begins with knowledge.

Your complete desktop guide to building a settlement, commanding armies, developing a Guardian, using alliance caravans, harvesting finite resource deposits, coordinating private alliance operations, and claiming Oathenreach. This handbook reflects the v0.44.0 real-player realm, live authoritative gameplay, fortified Oathenreach citadel, original procedural realm art, Alliance Operation Board, restrained level-30 prestige settlement, conditional Active Work quick view, recoverable realm-index startup, and legacy-compatible collision-safe Warden identity migration.

All 39 handbook chapters are visible.
119 Research doctrines
160 Resource deposits
11 Settlement buildings
35 Guardian gear recipes
50 Alliance members
83 gems Five daily goals + login
Guardian Hall + Gear Sets Clean character-only portraits Round-trip alliance caravans Round-trip civilian expeditions Four finite node tiers Private minimap 16,000 × 10,000 realm Peace Seal map domes Sent · lost · survived reports 20 rally-capacity projects 35,160 maximum rally Rally force builder + quick presets Rally War Room planning Searchable doctrine tree Exact cumulative research bonuses Filterable command ledger Alliance-private Realm Navigator Temple-anchored live countdown Realm Queue Center March Command Center Desktop map hover details Caravan fee + travel previews Guardian quick loadouts 21,900 reinforcement cap Private Alliance Operation Board Level 30 Golden Crown Citadel Five routes at Keep 30 Dedicated Events tab Dedicated Shop tab Dedicated Infirmary tab Five flexible daily goals Three-minute auto rallies Saved speedup credit Alliance leadership transfer
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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

  1. Find the bottom navigation: Kingdom · Settlement · Army · Guardian · Infirmary · Research · Alliance · Events · Trade · Shop.
  2. Review your settlement: check your completed Keep level, ordinary resources, troops, protection, and available upgrades.
  3. Meet your Guardian: choose a cosmetic identity, review the seven equipment slots, and forge an affordable Ironbark piece when ready.
  4. Start your independent queues: begin one construction project, one training order, and one research project when affordable.
  5. Claim the free Shop delivery: open Shop → Featured and collect your once-daily ordinary-resource supplies.
  6. Choose your daily objectives: complete any five of nine available tasks; use your one free reroll if a task does not suit you.
  7. Explore the frontier: occupy open deposits, complete peaceful civilian expeditions, or challenge a frontier bounty.
  8. Join an alliance: coordinate defenses, rallies, and Oathenreach; caravans unlock after Keep level 3 and 12 hours of settlement age.
  9. 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

  1. Check your inventory: new settlements receive one Settlement Waystone; additional Waystones cost 15,000 gold in Shop.
  2. Find open land: pan around the Kingdom map and select an available grassland position.
  3. Review the destination: inspect the coordinates and ensure the land is not blocked or too close to a protected object.
  4. 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.
  1. Join an alliance and inspect the current Oathenreach status in the Events tab or on the Kingdom map.
  2. Scout an enemy garrison when the sanctuary is open; an opposing commander’s active Veil may intercept the report.
  3. Occupy an empty temple, reinforce a friendly temple, or attack an enemy-held temple.
  4. Keep surviving troops stationed: successful occupation remains a real alliance garrison until defended, recalled, defeated, or the event ends.
  5. 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.

  1. Select an eligible target: choose an opposing unprotected settlement or enemy-held Oathenreach during its open weekend.
  2. 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.
  3. 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.
  4. Launch automatically: when the three-minute recruitment window ends, the combined force begins a visible march to its target.
  5. 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 projectMaxCapacity per levelMaximum contributionDirect prerequisite
Rally Logistics5+100+500Rally Command
Grand Warhost5+200+1,000Rally Logistics
Alliance Quartering4+50+200Sanctum Bastions 2
Imperial Rally4+75+300Oathenreach Sieges 2
Throne of the Verdant3+120+360Consecrated Vanguard 2
Mustered Cohorts4+125+500Rally Logistics 2
Banner Relay Corps4+150+600Mustered Cohorts 2
Warhost Provisioning4+175+700Banner Relay Corps 2
Alliance Command Posts4+200+800Warhost Provisioning 2
Grand Assembly Grounds4+250+1,000Alliance Command Posts 2
Oathbound Logistics4+300+1,200Grand Assembly Grounds 2
Coalition Standards4+350+1,400Oathbound Logistics 2
Verdant War Council4+425+1,700Coalition Standards 2
Crownland Muster4+500+2,000Verdant War Council 2
Legion Quartering4+600+2,400Crownland Muster 2
Realmwide Conscription3+800+2,400Legion Quartering 2
Sovereign Warhost3+1,000+3,000Realmwide Conscription 2
Imperial Host Doctrine3+1,250+3,750Sovereign Warhost 2
Crown Holder’s Muster3+1,500+4,500Imperial Host Doctrine 2
Endless Banners3+2,000+6,000Crown Holder’s Muster 2
Base 850 + every completed project35,160 troopsKeep 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

  1. Use the whole bottom navigation: keep Settlement, Army, Infirmary, Research, Alliance, Events, Trade, and Shop working together.
  2. Protect your opening days: preserve your 72-hour novice Peace protection until you are ready to remove it.
  3. Keep four independent queues moving: construction, troop training, research, and eligible healing can progress at the same time.
  4. Choose five reachable daily objectives: peaceful expeditions, healing, bounties, and timed progress make the full reward available to solo Wardens.
  5. Claim free supplies: collect Shop → Featured supplies once each UTC day, then spend ordinary gold carefully on useful supply bundles.
  6. Research practical capacity: improve training companies, march size, rally capacity, infirmary treatment, and protected resources before forcing risky battles.
  7. Scout honestly and defend together: public rank is not a full troop report; reinforce allies and coordinate rallies against legitimate targets.
  8. Match completed actions to the current competition: score only genuine qualifying actions, and respect the Frontier Dominion cooldown.
  9. 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
TempleMustered Cohorts4863Rally Logistics 2+125 rally capacity per level
TempleBanner Relay Corps41084Mustered Cohorts 2+150 rally capacity per level
TempleWarhost Provisioning412105Banner Relay Corps 2+175 rally capacity per level
TempleAlliance Command Posts414127Warhost Provisioning 2+200 rally capacity per level
TempleGrand Assembly Grounds416148Alliance Command Posts 2+250 rally capacity per level
TempleOathbound Logistics4181610Grand Assembly Grounds 2+300 rally capacity per level
TempleCoalition Standards4201811Oathbound Logistics 2+350 rally capacity per level
TempleVerdant War Council4222013Coalition Standards 2+425 rally capacity per level
TempleCrownland Muster4242215Verdant War Council 2+500 rally capacity per level
TempleLegion Quartering4262417Crownland Muster 2+600 rally capacity per level
TempleRealmwide Conscription3272518Legion Quartering 2+800 rally capacity per level
TempleSovereign Warhost3282620Realmwide Conscription 2+1,000 rally capacity per level
TempleImperial Host Doctrine3292722Sovereign Warhost 2+1,250 rally capacity per level
TempleCrown Holder's Muster3302825Imperial Host Doctrine 2+1,500 rally capacity per level
TempleEndless Banners3303030Crown 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

TierSetRequired KeepRequired WorkshopCost per piece
IIronbark11Food, wood, stone, and gold
IIDawnsteel54Food, wood, stone, and gold
IIIOathforged108Food, wood, stone, and gold
IVCrownward1814450 gems
VAstral2622900 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.
SlotIronbark IDawnsteel IIOathforged IIICrownward IVAstral 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 setGear attackGear defenseGear speedGuardian 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.