The Verdant Realm · Official Player Handbook
Updated through Valtheryn v0.62.0 · Pass 46 troop-event rewards, fixed repeatable timers & Oathlink layout · Current player rules · September 28, 2026

Learn the realm in minutes.

Start with the essentials, then open only the detailed chapter you need. Search still covers the full handbook, while the quick guide below explains the core game loop without making new Wardens read a wall of text.

All 45 detailed handbook chapters are available.
139Research doctrines
640Resource deposits
11Settlement buildings
35Guardian gear recipes
50Alliance members
65 gemsFive daily goals + login
Valtheryn in plain English

The important parts first.

These cards explain the systems you need to actually play. Use the links on each card when you want the exact rules, numbers, unlocks, or edge cases.

1 Grow your settlement 2 Train & research 3 Gather, scout & fight 4 Coordinate with an alliance 5 Compete for Oathenreach
01

Your first session

Use the bottom navigation, start a construction project, a troop-training order, and research when affordable. Claim daily supplies and choose objectives that fit how you want to play.

Getting started →
02

Settlement progression

Your completed Keep level is your settlement level. Develop all 11 buildings toward level 30. Repeatable Settlement Works keep construction meaningful afterward; they use ordinary construction slots without raising building levels or permanent power.

Buildings & progression →
03

Resources & currencies

Food, Wood, Stone, and Gold fund ordinary growth. Gems, Scholar Manuscripts, Peace Seals, Settlement Waystones, and Astral Crystals support special progression and utility systems.

Economy explained →
04

Army & troop matchups

Train eight troop types across five tiers. Barracks development and Troops Research can raise a normal training order to 12,500 troops, with an active Grand Muster Charter allowing up to 15,000 where the 25% boost has room to apply. Composition still matters: Infantry counters Cavalry, Cavalry counters Archers, and Archers counter Infantry. The late-game line now spans all three classes all the way through Tier V: Aegis Templars are Infantry, Celestial Lancers are Cavalry, and Astral Champions are Archers.

Troops & counters →
05

Marches, scouting & the Realm map

Active player marches and launched rallies appear on other Wardens’ maps through the live Realm feed; settlement scouts make real outward and return journeys. Forces visibly travel, station, recall, and return. Permanent solo march capacity now reaches 10,000 troops, or 12,500 while a Warhost Command Writ is active. The Stationed Forces tab lists node, allied-settlement, and Oathenreach deployments with Locate and Recall controls.

March rules →
06

Combat, casualties & healing

Combat is server-authoritative. Normal Realm battles use both sides’ Attack and Defense, so a badly outmatched army can be routed. Normal Realm offensive casualties are permanent; eligible defending casualties use each owner’s available Moonwell beds first. Campaign remains the documented PvE exception with its own Moonwell handling. A fully developed Moonwell plus the existing hospital-capacity doctrines reaches 50,000 beds.

Combat details →
07

Guardians & research

Your Guardian fights with your armies and strengthens the troops it commands on both Attack and Defense, in addition to contributing its own stats. It uses seven gear slots, levels, specializations, set bonuses, and Astral refinement. The Verdant Archive contains seven permanent research branches plus repeatable Academy Studies that count toward research objectives and events without adding permanent bonuses.

Guardian guide →
08

Alliances, rallies & trade

Alliances coordinate reinforcements, caravans, rallies, diplomacy, shared pins, Oathlink project aid, and Oathenreach strategy. Rally strength comes from multiple contributors, while legality is rechecked by the server.

Alliance systems →
09

Oathenreach

Oathenreach is the major alliance objective. Its command workspace uses Overview, Scout, Rally, and context-sensitive Assault/Reinforce/Occupy tabs. Stationed temple troops remain deployed until recalled, defeated, or the event resolves.

Oathenreach guide →
10

Campaign, objectives & event milestones

Campaign Expedition provides a 250-stage PvE warpath with automatic legal force selection. Warden’s Path keeps daily, weekly, frontier, and permanent objectives plus a separate 47-item Realm Milestones tab. Each 24-hour Realm Competition now has three personal Event Milestone Chests in addition to the normal Realm leaderboard: earn the event’s existing points, unlock Tier I / II / III chests, claim them from Events, and still compete for placement rewards.

Events & milestones →
11

Speedups & active queues

Project Speedups work on permanent Research, normal Construction, Troop Training, and active Moonwell Healing. Repeatable Academy Studies and Settlement Works are intentionally excluded: they must run their full Realm-clock duration and cannot use speedups, saved credit, or Oathlink aid. Eligible speedups still target the selected order, have no daily usage cap, and preserve unavoidable excess as reusable saved credit.

Speedups explained →
12

Protection, relocation & recovery

Peace protection blocks hostile settlement action under its rules, can be banked only up to seven days, and cannot be reactivated for 30 minutes after successful hostile activity or scouting. Recovery Wards protect repeated-defeat targets, while Settlement Waystones handle legal relocation.

Protection & relocation →
13

Market, Gem Vault & identity

The Realm Market offers supplies, speedups, protection, command boosts, and identity cosmetics. New Gem Vault contracts use 0.5% / 1.5% / 3.5% base terms and can be cancelled for principal only. When verified real-money offers are enabled, gameplay-affecting packages are explicitly bound to a target Realm.

Realm Market →
14

Reports, alerts & player preferences

Battle, scout, rally, event, and system activity remains in Reports & Notifications even when optional live popups are disabled. Warden Account preferences can filter live attention alerts by category, control hostile/scout/recall/rally confirmations, choose whether report details start expanded, and keep the separate hostile-threat frame enabled or disabled.

Reports & preferences →
v0.62.0 at a glance: Thornhaven is the only playable Realm and supports 1,500 Wardens · all new Wardens are assigned to Thornhaven automatically · Moonveil is reserved and locked with no automatic opening rule · Thornhaven measures 64,000 × 40,000 with 640 resource deposits · 47 one-time Realm Milestones · progression-scaled, anti-farming Emergency Militia · 139 permanent research doctrines plus 3 repeatable Academy Studies · 3 repeatable Settlement Works · alliance-only Oathlink · 50,000-bed maximum Moonwell · complete Tier V Infantry / Cavalry / Archer roster · combat-weighted troop counters · 24-hour Realm competitions · three personal Event Milestone Chests per competition · account-level Notification and Battle & March preferences · Auto / High / Performance Realm graphics modes · 300 / 200 / 100 Gem podium · 0.5% / 1.5% / 3.5% Gem Vault terms · seven-day Peace ceiling · 30-minute hostile-action Peace cooldown · Beta Tester eligibility and the free package end November 9, 2026 at 16:27 UTC, the currently configured Beta Tester cutoff. Register and claim before then.
Need an exact number or edge case? Use Search or the Deep-Dive Handbook on the left. The detailed chapters below are still the authoritative reference.
No matching chapters were found. Try searching for Oathlink, Academy Studies, Settlement Works, Shield Formations, combat reports, Event Milestone Chests, speedups, or Oathenreach.
Detailed reference

Deep-Dive Handbook

Every original chapter is preserved, but it now stays collapsed until you need it. Open one chapter, use the left navigation, or search the whole manual.

45 detailed chapters
Chapter 01 · Foundations

What is Valtheryn?

Valtheryn is a persistent multiplayer strategy game centered on Thornhaven, the current main and only playable Realm. Every new Warden is assigned to Thornhaven automatically. Build your economy, train increasingly capable troops, research permanent advantages, support an alliance, and compete for Oathenreach in the shared Realm. The multi-Realm foundation remains available for future growth, but Moonveil is currently locked.

Build one living settlement

Upgrade 11 buildings through level 30 while construction, research, training, and healing continue on their own timers.

Your settlement · your progression

Command a growing army

Train eight troop types across five tiers. Authenticated outbound forces, survivors, recalls, caravans, and civilian workers visibly complete their journeys instead of instantly appearing at their destination.

Military tiers I–V · complete 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, rally against enemies or Oathenreach, establish diplomatic context with other alliances, and coordinate alliance-only Realm pins.

Up to 50 alliance members · diplomacy + shared pins

Advance through Campaign Expedition

Advance through 250 sequential PvE stages with an automatically selected strongest legal ready-at-home force. Your Guardian joins automatically whenever it is home.

10 floors · 25 stages each · automatic force · first-clear rewards

Compete without losing your progress

Join rotating 24-hour competitions and the weekend temple siege while keeping your existing Warden, research, inventory, and settlement.

Persistent shared realm
Your settlement belongs to you. The realm 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

Warden Account preferences: the Account Center now controls map entry focus, map-label detail, compact/full number formatting, march-path visibility, the viewer-side Profanity Filter, World/Alliance Chat visibility, Realm music and Campaign sound startup, hostile-threat visuals, UI/text size, Reduced Motion, High Contrast, and color-blind-friendly markers. The newer Notifications controls can suppress optional live attention popups by category without deleting the underlying notification/report history, while Battle & March controls manage hostile-march, scouting, recall, and rally confirmations plus whether battle/scout details start expanded. These are presentation/safety preferences; authoritative game rules and outcomes do not change.
Public identity moderation: Warden names and public alliance recruitment text must pass server-side restricted-content checks. Other Wardens can report inappropriate public names/profiles for moderator review. Moderation changes public presentation only and do not erase settlement, army, research, Guardian, alliance, or purchase progression.
New Wardens receive an interactive first-entry Realm Orientation. New accounts are assigned directly to Thornhaven, so the tour no longer asks players to choose or switch Realms. It opens the centered Realm Overview and walks through Realm, Settlement, Army, Campaign, Guardian, Infirmary, Research, Alliance, Events, Trade, Shop, March Command Center, Warden's Path, and Reports & Notifications. The Warden's Path step distinguishes the normal daily/weekly/frontier/permanent track from the separate Realm Milestones tab. The Campaign step explains automatic strongest-force deployment, automatic Guardian participation when home, projected victory chance, bosses, real casualties, first-clear rewards, automatic stage/floor advancement, and the Campaign-only Sound On / Off control. The tour also explains World/Alliance Chat, Follow March, all seven research branches, Guardian Daily Training, and the separate Realm Music On / Off control. It can be skipped and replayed later from the Warden Profile.
  1. Find the bottom navigation: Realm · Settlement · Army · Campaign · Guardian · Infirmary · Research · Alliance · Events · Trade · Shop. Re-click the currently open main tab to close its workspace without reaching for the X.
  2. Review your settlement: check your completed Keep level, ordinary resources, troops, protection, and available upgrades.
  3. Meet your Guardian: use the compact Status / Build / Loadout workspace, choose a cosmetic identity and specialization, review the seven equipment slots, and inspect the new Guardian research branch in the Verdant Archive.
  4. Claim Daily Guardian Training: when the green-and-gold card appears below the top-right profile area, claim 250 base Guardian XP. It disappears after claim and returns 24 hours later; Guardian XP research increases the amount.
  5. Start your independent queues: begin one construction project, one training order, and one research project when affordable.
  6. Inspect Campaign Expedition: open Campaign to see the current floor and stage, automatic expedition force, Guardian availability, enemy profile, projected victory chance, first-clear rewards, and Campaign-only sound control. You do not manually choose Campaign troops anymore; improve your army if the automatic projected chance is too low.
  7. Claim the free Shop delivery: open Shop → Featured and collect your once-daily ordinary-resource supplies.
  8. Choose your daily objectives: complete any five of twelve available tasks; use your one free reroll if a task does not suit you.
  9. Check Realm Milestones: open Warden’s Path → Realm Milestones to see one-time Realm achievements such as Keep/Power growth, troop-training totals, scouting, PvP, Market purchases, alliance activity, Guardian progression, Research, and Oathenreach participation. Progress belongs to the Realm where it is earned; currently all new Wardens progress in Thornhaven.
  10. Explore the frontier: occupy open deposits, complete peaceful civilian expeditions, or select a visible Frontier Bounty camp on the Realm map and dispatch a real patrol.
  11. Join an alliance: coordinate defenses, rallies, and Oathenreach; caravans unlock after Keep level 3 and 12 hours of settlement age. Alliance Hall also exposes Diplomacy, while Officers/Leaders can publish alliance-only Realm pins.
  12. Open Events: inspect the current 24-hour competition, review live standings and scoring rules, and check your personal three-tier Event Milestone Chest track. The same event points that determine Realm rank also fill your personal progress bar. Unlocked chests turn gold and can be opened from Events; finished eligible placement rewards auto-credit securely and are recorded in Reports & Notifications.
New Thornhaven settlements begin with 1,000 Gems, 150,000 Food, 150,000 Wood, 150,000 Stone, 150,000 Gold, 72 hours of novice Peace Seal protection, and one Settlement Waystone. Your first login each UTC day automatically awards 10 additional Gems and two earned Scholar Manuscripts, so a newly initialized Realm settlement can show 1,010 Gems after that first daily-login award processes. The generous opening stockpile is intentionally preserved. Until the settlement is both at least 72 hours old and has completed Keep Level 8, its remaining protected starter reserve is excluded from hostile settlement plunder. Removing novice peace early permanently consumes its remaining time.
Chapter 03 · Shared world

Realm, settlement, and Warden level

The realm is the shared map, every player settlement, 640 resource deposits, alliances, competitions, and Oathenreach. Thornhaven is currently the only playable Realm and supports up to 1,500 Wardens. Your settlement is your individual base. Your Warden is the commander whose separate experience level increases through play.

Your personal progression Shared realm systems
Completed settlement buildings and Keep level The world map, competing settlements, and available land
Resources, gems, manuscripts, inventory, and troops 640 food, wood, stone, and gold deposits across the 64,000 × 40,000 Thornhaven map
Research, quest progress, Warden profile, and settlement power Alliances, rankings, rotating competitions, and Oathenreach
Your settlement position, active Peace Seal, and scouting protection Weekend events, alliance warfare, and the Crown Holder title
Settlement level = your completed Warden’s Keep level. Warden level is earned separately through experience, and realm rank is determined by total settlement power. These are three different values.

Current build, Support & Realm time

Realm Overview displays Valtheryn v0.62.0, provides the Valtheryn Support shortcut, and shows the current Realm Server Time (UTC). The clock is synchronized from Realm time rather than relying on the player’s local computer clock.

Version · Support · Realm UTC clock

Your Settlement + Warden’s Path controls

Both top-left HUD panels can be minimized and reopened. When both are collapsed, Warden’s Path sits directly beneath the compact Your Settlement header instead of leaving a large empty gap. Each preference is remembered for that Warden and Realm on the device.

Compact stacked HUD · reopen with +
Wide desktop command centers: Army, Guardian, Infirmary, Research, Alliance / Alliance Hall, Events, Warden’s Path, and Oathenreach use substantially more horizontal space on wide desktops. Campaign expands across nearly the full available desktop width, and Realm Navigator opens across nearly the full viewport with multi-column results. The Warden Profile keeps its familiar dossier structure but now uses the previously empty header space for a professional Command Snapshot: identity on the left, seven compact core metrics on the right, plus direct Forces / Research / Settlement / Realm Event shortcuts. Tablet/mobile layouts still collapse safely.
Realm graphics quality: Realm Overview now offers Auto, High, and Performance graphics modes. Auto selects High or Performance for the current device based on practical browser/device capability signals; Performance reduces cosmetic rendering workload while preserving authoritative gameplay, map data, routes, combat, and interaction rules. The choice is a client presentation setting and does not change Warden power or Realm state.
Chapter 04 · Economy

Resources, gold, gems, manuscripts, and Astral Crystals

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.

Settlement production is banked on a server-authoritative two-minute payout cadence. Food, Wood, Stone, and Gold production is accrued accurately across rate changes with fractional carry, and the resource HUD gives a faint pulse when a recorded payout lands. Resource-node gathering is separate and remains unbanked until its force returns home.
Earned gem source Current reward
First login each UTC day 10 gems and 2 manuscripts
First four daily objective claims 10 gems each, 2 manuscripts each, 135 XP each
Fifth daily objective claim 15 gems, 1 manuscript, and 165 XP
Permanent Warden’s Path objectives 18–175 gems, plus each objective’s listed Scholar Manuscripts / XP / resources and 1 Astral Crystal per claimed permanent objective
Realm Milestones 4–60 gems each, plus scaled Warden XP and ordinary resources; 721 Gems total across all 47 one-time Realm-specific milestones
Each Warden level gained 25 gems
Successful frontier bounty 2 gems per victory; first daily victory also grants 1 manuscript
Rotating competition placement 3–300 gems, according to placement; qualifying placement prizes grant Astral Crystals: 2 / 1 / 1 for ranks 1 / 2 / 3; ranks 4–10 award no Crystal
Personal Event Milestone Chests 75 / 150 / 300 Gems for Tier I / II / III, plus substantial Food, Wood, Stone, and 500,000 / 1,500,000 / 4,000,000 Gold; Tier II adds 1 Astral Crystal and Tier III adds 2 Astral Crystals plus 1 Settlement Waystone. These personal rewards stack with leaderboard placement rewards.
Eligible Oathenreach occupation 10 gems once per event season
Qualifying Annihilation victory 2 bonus gems per unique opposing target per UTC day
Five daily objectives provide 55 gems; the daily login adds 10 gems, for 65 gems per UTC day before permanent objectives, Realm Milestones, bounties, competitions, Warden level-ups, Oathenreach, or other earned rewards.
Gems and Gold now have two additional strategic uses. Shop → Gem Vault can lock 100 Gems up to your unlocked treasury capacity for a fixed maturity return. Player Gold Bounties use ordinary Gold, not Gems: contributions are escrowed immediately and can be claimed only through a qualifying solo settlement victory. These systems are separate from Frontier Bounty PvE camps.
Top resource ribbon: the live HUD now displays Food, Wood, Stone, Gold, Gems, Scholar Manuscripts, Peace Seals, and Settlement Waystones together. The last three are inventory/progression counters rather than ordinary production resources, and they update from authoritative state as rewards, crafting, purchases, or relocation change them.
Astral Crystals are an endgame Guardian-refinement resource. They are not an ordinary production resource. Settlement Lv. 30 Wardens may buy one Crystal for 3,000 Gems in Shop → Supplies, while earned Crystals bypass that purchase gate. One Crystal is also awarded for each new Guardian level and each claimed permanent Warden objective. Weekly Scholarship, Weekly Realm Battlefield, and Weekly Rally Command award 1 Crystal each; other weekly objectives do not. Daily Duty no longer grants a Crystal. Realm Competition Tier III grants 1 Crystal, while final placement grants 2 / 1 / 1 Crystals for ranks 1 / 2 / 3.
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. Research speed reaches its 40% cap at Archive 15; levels 16–30 then continue improving Scholar Manuscript efficiency. Project Speedups have no daily use cap and may be spent on active Research, Construction, Troop Training, or Moonwell Healing.

Maximum building level 30

Moonwell Infirmary

Protects battlefield casualties with available recovery beds and returns treated wounded troops 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

Provides a real settlement-defense bonus and shortens reconnaissance cooldowns; higher levels also improve the defender’s counter-reconnaissance position.

Maximum building level 30

Alliance Embassy

Expands alliance caravan allowance, defensive reinforcement capacity, and rally logistics; milestone levels 10/20/30 improve alliance logistics further.

Maximum building level 30

Runecrafter's Workshop

Crafts earned Peace Seals and gates Guardian equipment. High Workshop levels add craft slots, reduce ordinary crafting costs, and lower the manuscript requirement.

Maximum building level 30

Keep levels 1–24 support one active construction upgrade; Keep 25 unlocks a second construction slot. Benefits apply only when a timed order finishes, and no supporting building may exceed the completed Warden’s Keep level. Major Keep milestones also require a developed settlement instead of allowing a pure Keep rush. Construction remains separate from research, training, and healing.

Progression milestones: Keep 15 unlocks a fourth personal route, Keep 25 unlocks the second builder, and Keep 30 unlocks the fifth route. Barracks 25 unlocks a second simultaneous training order.
Repeatable Settlement Works: Path Mending (30 minutes), Civic Repairs (2 hours), and Grand Restoration (8 hours) are available in Settlement even after every building reaches level 30. Each consumes an ordinary construction slot and its displayed resources. Completion counts as construction for matching daily/weekly objectives and the active Master Builders competition, for fixed 90 / 360 / 1,100 points respectively. Their timers cannot be accelerated. These projects grant objective and matching event credit, but no Warden XP; they do not raise a building level or add permanent settlement or combat power. Keep 25's second construction slot also works for them.
Construction speedups: active building upgrades can be accelerated directly from Settlement or the Realm Queue Center. Speedups may complete the build entirely, have no daily usage cap, and preserve oversized unused time as universal saved credit. When two builders are active, acceleration is applied only to the selected building order.
Sunfire Watchtower: each completed level above 1 reduces scout cooldown by 1% (up to 29% from the building) and adds 0.6% settlement defense (up to 17.4%). These effects combine with Espionage/Defense doctrine bonuses and are enforced by the server.
Original building artwork is now integrated into Settlement upgrades. Each of the 11 building cards displays its matching Valtheryn building art while preserving the complete description, level, costs, construction time, progression requirements, stat previews, upgrade controls, and Workshop crafting. Artwork uses contained responsive framing so the full structure remains visible rather than being cropped.
Max-level building cards now collapse. When a settlement building reaches Level 30, its normal upgrade presentation is replaced by a compact Level 30 · MAXED OUT card so completed progression does not keep consuming the same vertical space. The Runecrafter’s Workshop keeps its small Peace Seal crafting control at Level 30 because that functionality remains usable after the building is maxed.
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 and finishes after its real-time countdown. Barracks levels 1–24 support one active training order; Barracks 25 unlocks a second military training slot. Each troop card also contains a protected dismissal control for permanently removing ready-at-home troops you no longer want.

Troop Tier Battlefield role Primary unlock
Verdant Wardens I Shield-bearing core infantry Available immediately
Thornveil Archers I Ranged offensive support Available immediately
Dawncrest Riders II Mobile cavalry Mounted Command · Keep 4 · Barracks 3
Oathbound Sentinels III Heavily protected elite infantry Tempered Steel · Keep 8 · Barracks 7
Royal Vanguard IV Tier-four shock cavalry Royal Vanguard · Keep 11 · Barracks 10 · Archive 9
Aegis Templars V Bulwark elite infantry Aegis Templars · Keep 24 · Barracks 22 · Archive 21
Celestial Lancers V Legendary celestial cavalry Celestial Lancers · Keep 24 · Barracks 22 · Archive 21
Astral Champions V Legendary astral archers Astral Champions · Keep 24 · Barracks 22 · Archive 21

Troop counter triangle

Troop composition has a real battlefield matchup system. The three main classes form a complete counter triangle: Infantry counters Cavalry, Cavalry counters Archers, and Archers counter Infantry. Verdant Wardens, Oathbound Sentinels, and Aegis Templars are Infantry; Dawncrest Riders, Royal Vanguard, and Celestial Lancers are Cavalry; Thornveil Archers and Astral Champions are Archers. This keeps the counter triangle strategically relevant through the full Tier V roster.

InfantryVerdant Wardens · Oathbound Sentinels · Aegis Templars
CavalryDawncrest Riders · Royal Vanguard · Celestial Lancers
ArchersThornveil Archers · Astral Champions
Current authoritative counter triangle · Infantry → Cavalry → Archers → Infantry. Class influence is weighted by each formation’s pre-matchup combat contribution rather than raw troop headcount.
Balanced Tier V roster: Aegis Templars, Celestial Lancers, and Astral Champions each total 206 base combat points across Attack + Defense and each costs 19,500 total ordinary resources per 10 troops. Their resource mixes and stat distributions differ by battlefield role rather than one class receiving a hidden raw-power advantage.
Infantry → CavalryVerdant Wardens, Oathbound Sentinels, and Aegis Templars pressure Dawncrest Riders, Royal Vanguard, and Celestial Lancers.
Cavalry → ArchersDawncrest Riders, Royal Vanguard, and Celestial Lancers pressure Thornveil Archers and Astral Champions.
Archers → InfantryThornveil Archers and Astral Champions pressure Verdant Wardens, Oathbound Sentinels, and Aegis Templars.
The counter formula is authoritative, not cosmetic. Each base class relationship contributes 15% raw matchup pressure, and the final net troop-composition modifier is capped at ±12%. Composition shares are now combat-weighted rather than body-count weighted: each class is measured using its pre-matchup troop attack/defense contribution and applicable class Research, so a small Tier I formation cannot distort the matchup as much as the same number of Tier IV/V troops.
Counter advantages do not erase large army gaps. The ±12% matchup ceiling is part of the effective combat-power comparison. In solo settlement combat, total casualties are calculated from the resulting opposing pressure before losses are distributed among troop types. A small counter army can still be routed by a much larger, comparably developed garrison.
Where counters apply: the same troop-composition function is used for normal settlement combat, settlement defense with allied reinforcements, resource-node battles, settlement rallies, Oathenreach battles/rallies, and Campaign encounters. Guardian power is kept outside the troop-composition multiplier and is added after troop matchup scaling, so troop counters do not artificially multiply or suppress Guardian strength.
Army cards explain the relationship in-game. Each troop card shows its current Class · Counters · Weak Against information. Aegis Templars use Infantry rules, Celestial Lancers use Cavalry rules, and Astral Champions use Archer rules.
Training company capacity: Barracks capacity now follows a broader progression curve: 250 at Level 1, +100 per level through 10, +175 per level from 11–20, +250 per level from 21–30, plus +1,250 milestone bonuses at Barracks 25 and 30. Expanded Barracks adds 100 per level, Grand Mustering 200 per level, and advanced training-capacity doctrines add their listed values. The authoritative normal ceiling is 12,500 troops per training company. Barracks 25 still unlocks a second simultaneous training order.

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.

Oathstone Barracks active training stays visible. Each troop-category page keeps company size, affordable amount, resource cost, projected power/time, and Train in the first desktop workspace. Once training starts, the Barracks returns to an expanded Active Training area at the top with the live countdown, saved speedup credit, and owned Project Speedups immediately available—no collapsed Active Orders click and no extra scroll are required.
Capacity progression is intentionally broad: even a new Barracks can train a meaningful 50-troop company, while Barracks development and the existing training-capacity Research now scale all the way to 5,000 troops in a single normal order. The second training slot at Barracks 25 remains separate from company size.
Elite replacement economy: Royal Vanguard remain the Tier IV cavalry formation at 1,200 seconds per 10 troops and 4,800 Food / 2,100 Wood / 2,700 Stone / 1,800 Gold per 10. All three Tier V formations use a 2,400-second base training block per 10 and exactly 19,500 total ordinary resources per 10: Aegis Templars cost 7,600 Food / 3,200 Wood / 5,300 Stone / 3,400 Gold; Celestial Lancers cost 8,200 Food / 3,600 Wood / 4,000 Stone / 3,700 Gold; Astral Champions cost 7,800 Food / 3,800 Wood / 4,500 Stone / 3,400 Gold. Their different resource mixes and Attack/Defense profiles preserve distinct battlefield roles without giving one Tier V class a hidden total-cost advantage.
Dismissal is permanent. Only troops currently ready at your settlement can be dismissed. Deployed troops, wounded troops, and troops still in a training queue are excluded. Dismissed troops return no resources, Gems, XP, objective progress, or event score.
Late-game troop classification: Oathbound Sentinels remain Infantry and Royal Vanguard remain Cavalry. Tier V now has one formation in every counter class: Aegis Templars are Infantry, Celestial Lancers are Cavalry, and Astral Champions are Archers. Class-specific Research follows those authoritative classes; Shield Formations remains an Infantry-defense doctrine.
Grand Muster Charter: this Gem-only premium Command Boost temporarily increases the Warden’s authoritative training-company capacity by 25% above the normal Barracks/Research value. Variants cost 750 Gems for 2 hours, 1,900 Gems for 6 hours, and 5,500 Gems for 24 hours. A fully developed Warden can reach the normal 12,500-troop ceiling; Grand Muster Charter adds 25% where room remains but is bounded by an absolute 15,000-troop company ceiling. Activating another Grand Muster Charter extends the remaining duration; the percentage itself never stacks above +25%.
Late-tier troop Power: Tier IV and Tier V now award more progression Power per trained troop without changing battlefield Attack or Defense. Royal Vanguard carries a 200 base troop-Power rating, while Aegis Templars, Celestial Lancers, and Astral Champions each carry 315. Combat still uses the same Attack, Defense, class-counter, Research, Guardian, and battlefield formulas.
Training Speed display parity: authoritative troop training and the Warden Statistics fallback now use the same Training Speed sources—Elite Training, advanced Training Speed doctrines, and the active Oathenreach Training Speed specialty—with a 75% hard Training Speed ceiling. Shield Formations remains the authoritative Infantry Defense Research; there is no separate hidden Infantry Defense doctrine bonus.
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 realm sorts settlements by this value to determine public rank.

  • Completed buildings increase power: Keep, Barracks, Archive, production buildings, and every other completed settlement building each contribute their weighted development value.
  • Newly completed training increases power: troop quality matters because each unit contributes its actual attack and defense values.
  • Finished research contributes power: advanced doctrines and higher completed levels add weighted development strength.
  • Deployed survivors still count: troops marching, guarding deposits, reinforcing allies, joining rallies, or defending Oathenreach remain part of your total power and realm rank.
  • Deployed troops are unavailable for home defense: their absence changes the settlement garrison, not the ownership-based public ranking.
  • Combat losses and wounded troops can reduce immediately available strength: successful treatment restores recovered units to active service.
  • Map settlement labels show settlement level and realm rank: your own location is labeled YOUR SETTLEMENT.
Important correction: sending surviving troops on a march, rally, deposit, allied defense, or Oathenreach assignment does not remove them from your total settlement power.
Realm Rankings now has three views. Warden Rankings orders settlements by Settlement Power; Alliance Rankings shows the top 15 alliances by combined member Settlement Power; Bounties opens the Most Wanted/Bounty Center view. Bounty power is deliberately approximate and the bounty board never publishes target coordinates. Your own Warden/alliance/bounty statistics are highlighted where applicable.
Warden Rankings uses live public portrait identity. Each Warden row, including your own local “You” row, uses that player’s currently equipped Warden Profile Portrait rather than a generic initial or default portrait. Selecting a Warden continues to open the normal public profile flow.
Warden Statistics accuracy: Combined Troop Attack and Combined Troop Defense are context-neutral totals across surviving owned troops. They intentionally exclude the Guardian and home-only settlement defense such as the Sunfire Watchtower. Home Attack / Home Defense remain separate home-context values, so the combined number is not presented as one magically deployable army.
Chapter 08 · Permanent progression

Research branches and permanent bonuses

The Verdant Archive offers 139 doctrines: 52 foundational and 87 advanced. Each doctrine belongs to one of seven selectable research categories, with its own progression tree, earlier-doctrine requirements, and permanent completed bonuses. Completed effects are consumed by the authoritative production, training, movement, scouting, trade, recovery, attack, defense, rally, and Oathenreach calculations—not merely displayed in the interface.

Research resource costs now scale with progression instead of staying nearly flat. Foundational doctrines use escalating per-level cost floors and multipliers, making level 4/5 and 5/5 research meaningful resource commitments. Advanced doctrines scale from their progression gate and target doctrine level, with late/endgame projects reaching several million combined resources. The same doctrine level costs the same for every Warden; Settlement Level does not dynamically inflate a research price after it is unlocked.
Guardian research is now a full seventh branch. Eight foundational doctrines establish Guardian attack, defense, XP gain, march speed, gear scaling, specialization mastery, and Oathenreach presence. Ten advanced doctrines add Guardian-level, Keep, Archive, Workshop, and Scholar Manuscript gates while extending settlement/node defense, rally attack, Oathenreach power, complete-set bonuses, and late-game Warden-Guardian resonance. Guardian effects are resolved server-side in the same authoritative combat paths as the Guardian itself.
Repeatable Academy Studies: Field Notes (30 minutes), Archival Survey (2 hours), and Grand Colloquium (8 hours) remain available after all 139 permanent doctrines are complete. They spend ordinary resources and occupy the single Research slot, but require no new doctrine level or Scholar Manuscripts. On completion they count for matching daily/weekly research objectives and the active Verdant Scholars competition, for fixed 90 / 360 / 1,100 event points respectively. Their timers cannot be accelerated. They grant objective and matching event credit, with no Warden XP or permanent research, Guardian, troop, building, or settlement-power increase.

Resource emphasis also follows the doctrine branch. Economy leans toward Food and Wood, Warfare toward Food and Stone, Defense toward Stone and Wood, Troops toward Food and military materials, Temple toward Stone and Gold, Espionage toward Gold and Wood, and Guardian toward Stone and Gold while still demanding meaningful Food/Wood support. These weights redistribute each doctrine's total cost without changing its permanent effect.

Economy

Improve food, wood, stone, gold, and resource-deposit yield.

21 doctrines

Warfare

Improve army attack, unit specialization, march speed, and solo march capacity all the way to the 10,000-troop cap.

19 doctrines

Defense

Improve defensive strength, casualty survival, infirmary capacity, and protected resources.

18 doctrines

Troops

Unlock stronger military tiers, expand normal training companies up to 5,000 troops per order, and improve military efficiency.

16 doctrines

Temple

Improve Oathenreach assaults, sacred defenses, rally attack, and shared alliance rally capacity toward the 60,000-troop realm cap.

34 doctrines

Espionage

Improve reconnaissance, anti-spy protection, movement, combat readiness, and alliance logistics.

13 doctrines

Guardian

Improve Guardian attack, defense, XP gain, gear scaling, specialization mastery, march speed, and battlefield-specific Guardian power.

18 doctrines
Useful doctrine Verified bonus
Field Medicine 4% fewer casualties per level
Counterintelligence +10% anti-spy duration per level
Marching Banners +2% attack and +200 solo march capacity per level
Expanded Barracks +100 troop training capacity per level
Grand Mustering +200 troop training capacity per level
Regimental Quarters +90 troop training capacity per level
Grand Drillgrounds +200 troop training capacity per level
Imperial Muster +500 troop training capacity per level
Rally Logistics +100 rally troop capacity per level
Grand Warhost +200 rally troop capacity per level
Forced March +8% march speed per level
Campaign Roads +5% march speed and +300 solo march capacity per level
War Academy +400 solo march capacity per level
Ironbound Campaigns +600 solo march capacity per level
Legendary Host +600 solo march capacity per level

Only one research project runs at once. Advanced projects require completed Keep and Archive levels, earlier doctrine ranks, ordinary resources, and the required Scholar Manuscripts. Research benefits and competition points apply only when the project finishes.

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.
Research Mastery tracks all seven branches, including Guardian. Overall mastery is completed research levels divided by all available doctrine levels; each branch has the same level-based percentage plus completed-level and doctrines-started counts. Economy, Warfare, Defense, Troops, Temple, Espionage, and Guardian all feed the Warden Profile → Mastery display, so Guardian progress is not omitted from the total.
Completed Research is denser to browse. A doctrine that has reached its final level now collapses into a compact MAXED OUT card showing the doctrine identity and completed level instead of retaining upgrade panels that can no longer be used. Active Research remains placed before the longer doctrine grid, and after starting a project the workspace returns to its live timer and speedup controls at the top.
Effective Research Time Reduction: the authoritative timer and Warden Statistics now use the same multiplicative formula rather than adding percentages together. Archive reduction applies first, then the active Oathenreach Research Speed specialty applies to the remaining time. For example, the current 40% Archive maximum plus Crowned Scholarship’s +10% Research Speed produces a 46% effective time reduction, because 60% × 90% = 54% of base time remaining.
Chapter 09 · Rewards

Five flexible daily objectives and login rewards

Valtheryn presents twelve daily objective choices, but you only need to claim five to earn the complete daily progression reward. Most objectives accept peaceful, solo, healing, or progress-based alternatives. One unclaimed objective can be replaced with Flexible Warden Duty once per UTC day.

Twelve 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 Expedition Win one Campaign Expedition stage today.
Daily Frontier Hunt Win one Frontier Bounty encounter today.
Daily Alliance Aid Send an alliance caravan or complete a solo civilian expedition.
Daily Realm Battlefield Win one settlement PvP battle today. PvE and unrelated battle modes no longer satisfy this objective.
Daily Settlement Builder Finish one building upgrade or make 10 minutes of construction progress.
Daily Civilian Expedition Complete one peaceful civilian gathering expedition.
Daily Moonwell Duty Heal 5 wounded troops today.
Daily Warhost Participate in one alliance rally today.
Daily Rune Workshop Craft one Peace Seal today.
Flexible Warden Duty Free reroll Train 5 troops, gather with civilians, win a Frontier Bounty, or make research/construction progress.
Claim position Gems Manuscripts Warden XP
1st 14 2 135
2nd 14 2 135
3rd 14 2 135
4th 14 2 135
5th 17 1 165
Five-objective total 73 9 705
Automatic daily login 10 2 —
Full daily result: any five objectives + login = 65 gems, 11 Scholar Manuscripts, and 705 objective XP. You never need to complete all nine tasks to claim these rewards.
Daily premium rewards are intentionally bounded. Five claimed Daily Duty objectives provide 55 Gems, 9 Scholar Manuscripts, and 705 XP. Astral Crystals are reserved for selected weekly objectives, permanent progression, Guardian levels, and qualifying Realm Competition rewards.
Warden’s Path can be minimized. Use the − control on the left-side Warden’s Path HUD card to collapse it and + to reopen it. When Your Settlement is also minimized, the two compact controls stack directly together instead of leaving an empty gap.
Chapter 10 · Shared banners

Alliance discovery, diplomacy, crests, roles, and leadership

An alliance supports up to 50 Wardens. Unaffiliated Wardens can use Find an Alliance to compare public recruiting banners by member count, primary language, minimum expectations, aggregate activity level, description, and Crown Holder status before choosing where to join or apply. The current Oathenreach-holding alliance also receives a distinctive gold presentation in supported discovery/ranking surfaces. Membership makes allied settlement defense, lawful resource caravans, combined rallies, Oathenreach garrisons, and shared crown bonuses possible.

Alliance Diplomacy is now live in v0.57.3. The Alliance Leader can mark another alliance as Neutral, Friendly, Allied, Rival, or War. Friendly and Allied relationships are reciprocal; Rival and War may be declared unilaterally. These states provide social and strategic context on Alliance Hall, Warden Profiles, and settlement labels only. They do not override Peace Seals, Recovery Wards, same-alliance friendly-fire protection, arrival validation, or any other PvP rule.

Diplomacy authority

Only the Alliance Leader can change diplomatic relationships. Returning a relationship to Neutral removes the explicit diplomatic label.

Leader-controlled · strategic context only

Alliance crests

The Leader can equip one of five visual alliance crests: Verdant Oath, Sunforge, Moonveil, Ironroot, or Starfall. Crests are identity-only and never modify combat, economy, rally capacity, or rewards.

Five first-party visual crests

Shared Realm pins

Alliance Officers and the Leader can publish and remove up to 80 alliance-only pins for coordinated staging, targets, resources, warnings, meetings, and Oathenreach plans.

Officer / Leader managed · alliance-private

Operation markers remain separate

Operation Board target markers still belong to their operation and expire with it. Manually created Alliance Pins are persistent shared markers until an Officer or Leader removes them.

Operations ≠ manually shared pins
  • Recruitment policies: Open alliances allow immediate joining when a slot is available; Application Required alliances let an unaffiliated Warden send an optional introduction for Officer/Leader review; Closed alliances remain visible in discovery but accept neither joins nor applications. A Warden may hold at most three pending applications at once. Applications expire automatically after 7 days if they are not accepted, declined, or withdrawn. You can also found your own alliance for 2,000 gold.
  • Alliance Hall sections: Overview, Operations, Members, Diplomacy, Recruitment, Rallies, and Activity; plan privately, search members, inspect allies, manage diplomatic context and crest identity, recruit, reinforce, locate, trade, and coordinate rallies.
  • The private Operation Board supports six record types: target markers, reinforcement requests with troop goals, scheduled rally plans, Oathenreach operations, alliance objectives, and expiring notices.
  • Readiness is visible to the alliance: eligible members can answer Joining, Maybe, or Unavailable, and the board shows live counts plus the response roster.
  • Operation permissions are configurable: the Leader chooses whether Recruit, Sentinel, Officer, or Leader is the minimum role for each operation type and for closing operations. Sentinel is a real intermediate authority tier between Recruit and Officer.
  • Targeted operations create private map markers: only members of the operation's alliance receive them. Marker actions can locate the target or open the correct reinforcement, rally, or temple control.
  • The Leader can promote, demote, or remove eligible members and transfer alliance leadership directly from the Members roster.
  • Alliance Members uses public portrait identity: each roster entry—including your own row—shows the member’s currently equipped Warden Profile Portrait. The portrait is presentation-only and does not expose private progression.
  • Leadership transfer is explicit: the selected member becomes Leader and the former Leader becomes an Officer.
  • Recruitment settings are Leader-controlled: the Leader sets the public description, primary language, minimum expectations, and Open/Application Required/Closed policy.
  • Application review is shared with Officers: Officers and the Leader can inspect pending applicants, their Warden level, Settlement level, current power, and optional introduction, then accept them as Recruits or decline the request.
  • Activity labels protect individual privacy: discovery uses aggregate, rate-limited gameplay activity such as Very active, Active, Casual, or Quiet rather than exposing individual last-active timestamps. Very Active also requires a meaningful number of active members, so a one-person alliance cannot earn that label from percentage alone.
  • Removal has consequences: a normally removed Warden receives a 24-hour rejoin cooldown for that alliance. The Leader can instead block rejoining/applying until the block is manually removed.
  • Application review scales: Officers and the Leader can page through pending applications in groups of 25, and alliance discovery itself is paged in groups of 20 recruiting banners.
  • Alliance members cannot attack or scout one another. Friendly settlements appear with green map markers.
  • Reinforce allied settlements within their defensive reinforcement capacity; each Warden can recall their own contributed defenders. Capacity begins at 850 and grows with the Alliance Embassy, Keep, Layered Ramparts, Beacon Network, Counterassault Drills, and Citadel Aegis, reaching 25,185 when all contributing progression and Embassy milestone bonuses are complete.
  • Trade is alliance-only and requires the sender to have Keep level 3 and a settlement at least 12 hours old.
Oathlink · alliance project aid: when a member begins a research or construction order, other current members of that same alliance can see its opportunity through the custom knot icon above the private realm map. It pulses when an unanswered order is available. Open the compact right-side Oathlink panel to see each member's name, project, time remaining, and the reduction your answer would give. Each Warden may answer once per order, never their own. The server rechecks both current alliance memberships and the active order when the answer is submitted; diplomacy or merely sharing a Realm does not grant access.
Oathlink timing: each answer removes about 1% of the order's original time, normally at least 10 seconds and at most 2 minutes per member; the total aid cap or nearly finished order can make the final reduction smaller. All members together can remove no more than 10% of the original duration, and at least one second remains. A completed, stale, already answered, or no-longer-allied request cannot be answered again. Oathlink is available for ordinary Research and Construction only; repeatable Academy Studies and Settlement Works are excluded because their full Realm-clock timer is mandatory.
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.
Alliance Hall uses the wide command layout. On large desktops, Overview, Operations, Members, Diplomacy, Recruitment, Rallies, and Activity use substantially more horizontal space. Alliance Trade now uses the same near-full-screen desktop workspace so recipient, resource, fee, capacity, and caravan controls are not compressed into a narrow drawer. Smaller screens remain responsive.
The reigning Oathenreach alliance is visually distinguished. While an alliance is the current Crown Holder, its Alliance Hall and public alliance discovery/ranking presentation receive a gold Oathenreach-holder treatment. This is prestige/recognition only; it does not add a second gameplay bonus beyond the authoritative Crown Holder effects.
Alliance Members now shows live presence without exposing private timestamps. Each roster row shows a green Online or gray Offline state, the Members view displays an online-now count, and Online-first is the default sort. Power, Name, and Role sorting remain available. The existing lightweight presence heartbeat is reused; exact last-seen times are not published.
Alliance Profile Backgrounds: the Alliance Leader can choose Verdant Canopy, Moonveil Mist, Sunforge Dawn, Ironroot Bastion, Starfall Night, or Oathenreach Gold. The selected background follows supported Alliance Hall, discovery, diplomacy, rankings, and Warden-profile alliance identity surfaces. Backgrounds are visual-only and add no gameplay power.
Chapter 11 · Territory

World map, settlement labels, Realm markers, and 640 resource nodes

Settlement identity is easier to inspect: whenever another Warden’s settlement identity is visible on the Realm map, its actual Settlement Lv. remains visible. Hovering that settlement now opens the compact hover card with the Warden name, Settlement Power, and Settlement Level. Rank, alliance/rival identity, Peace Seal state, and prestige detail continue to scale with zoom, and the Show Settlement Rank preference still controls whether rank appears in your Realm view.
Wanted settlements are now visible at a glance. If a Warden has any open Player Gold Bounty escrow, the Realm map draws a pulsing gold-and-crimson Wanted medallion above that Warden’s city. At normal map zoom the marker also shows WANTED · [open bounty] GOLD. The marker uses the same public open-bounty total as the Bounty Center and disappears automatically when no open bounty remains. It does not reveal a hidden location through the bounty board; it is drawn only over the settlement already present in the normal Realm map view.

The expanded 64,000 × 40,000 Thornhaven Realm contains 640 food, wood, stone, and gold deposits, real player settlements, and central Oathenreach. It has four times the land area of the previous 32,000 × 20,000 map and sixteen times the original 16,000 × 10,000 playable area. Existing settlements, active route endpoints, and persisted live resource deposits were proportionally migrated into the larger map so established progression and journeys were preserved. NPC settlements and seeded NPC alliances are not part of the live realm. Drag to pan and scroll to zoom. For player privacy, the minimap shows only your settlement, Oathenreach, and the harmless camera viewport; it does not show other settlements or node landmarks and cannot be clicked to locate other Wardens.

Realm geometry remains coherent in v0.52.1. Bridges are calculated from the river centerline and local flow direction so they fully span the water. Resource deposits are seeded and respawned only on dry land, and Settlement Waystone destinations are rejected if they fall inside the river or decorative ponds. Existing resource deposits that were stored in water are moved to nearby legal land by the additive map-layout repair.
Valtheryn Beta Tester prestige: eligibility is tied to the limited Beta Tester period. The account must have been registered before November 9, 2026 at 16:27 UTC and must legitimately receive the one-time Beta Tester Package entitlement before the promotion closes. Accounts registered at or after that cutoff cannot receive the title. Thornhaven membership alone does not grant it. Once legitimately earned, the permanent cosmetic title remains attached to the Warden account, grants no combat or economy bonus, and stays separate from Crown Holder.
Resource-node output now scales with progression. Node income uses both the Warden’s Keep progression and the deposit tier instead of one fixed multiplier for every account. Early nodes remain useful without eclipsing a young settlement economy, while higher-tier deposits and developed settlements retain stronger late-game value.

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 actual settlement level whenever their map identity is visible, with rank, alliance, Peace Seal metadata, Recovery Ward protection when active, and—when applicable—a Wanted medallion for open Player Gold Bounty escrow. Scouts reveal details that public profiles conceal.

Settlement Lv. · rank · protection · Wanted bounty marker

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. A stationed garrison gathers from that finite reserve into unbanked occupation cargo; the cargo remains attached to the node force and does not become spendable settlement resources until the force returns home.

Maximum five occupied deposits

Only five deposits may be occupied by one settlement at the same time. Stationed garrison gathering and civilian expeditions both reduce the shared reserve. Garrison yield accumulates as server-authoritative unbanked cargo and is banked only when a recall or automatic exhaustion return reaches the settlement. Civilian workers visibly march outbound, gather for 45 minutes after arrival, and visibly return; their resources and earned manuscript are also awarded only when they reach home. When a deposit is empty, stationed survivors automatically march home with their secured cargo; after 30 minutes the deposit respawns at a new safe location with a full tier reserve. A settlement Peace Seal does not make external resource-node garrisons immune to competition.

Contested node cargo is never instant plunder. If an attacker defeats a resource garrison, the defender’s unbanked cargo is restored to that deposit rather than awarded to the attacker. Defending survivors and any Guardian return without the forfeited cargo; the new occupier begins with 0 gathered cargo and can gather the restored resources normally. If the defender wins, its existing cargo stays attached to the occupation and gathering continues.
  • Settlement locations are stable: combat, power changes, rank refreshes, and reloads do not move a base. Only a confirmed Waystone relocation changes its server-owned position.
  • Settlement artwork is level-aware and customizable: without an equipped premium style, levels 1–29 use the established Valtheryn castle and a completed level-30 Keep becomes the larger Golden Crown Citadel. Wardens who permanently own a premium settlement style may equip it cosmetically at any level; level, rank, Peace Seal, hitbox, combat state, and progression remain unchanged.
  • Premium settlement styles are public cosmetics: Verdant Crown Citadel, Moonveil Enclave, Ironroot Bastion, and Sunforge Oasis each have their own original Realm-map architecture. Other Wardens see the equipped style, and owned styles can be re-equipped without another purchase.
  • Oathenreach is a fortified sacred citadel: its wider rectangular precinct, four tower masses, central nave, crown spire, battlements, stairs, banners, and illuminated windows share one matching hover and selection footprint.
  • The realm landscape is procedurally original: organic grass variation, layered forests, meadow details, sacred causeways, water depth, river reflections, and resource landmarks are drawn by Valtheryn's own canvas code without third-party map art.
  • Alliance operation markers are private: active targeted plans are drawn only for members of the owning alliance and disappear when completed, cancelled, or expired.
  • Private Realm Bookmarks are personal: every Warden may save up to 60 bookmarks. They are visible only to that Warden and can be created from the position currently centered in the Realm Navigator.
  • Alliance Pins are shared privately: Alliance Officers and the Leader may maintain up to 80 alliance-only markers. Other alliances and unaffiliated Wardens do not receive them.
  • Seven marker categories are available: Bookmark, Rally, Enemy, Resource, Avoid, Oathenreach, and Meeting. Both personal bookmarks and alliance pins can use these categories.
  • Realm Navigator now includes markers: it lists your private bookmarks and, when you belong to an alliance, the alliance’s shared pins in addition to alliance settlements and live resource deposits.
  • Peace Seal protection is visible: a protected settlement is surrounded by a luminous animated dome on the realm map.
  • Open Player Gold Bounties are visible on cities: a pulsing Wanted medallion appears above a settlement whenever its open escrow total is greater than zero. At ordinary zoom the label includes the public Gold total; when all open bounty escrow is gone, the marker is removed.
  • Deposits expose useful state: each resource landmark displays its tier and remaining reserve while retaining distinct food, wood, stone, or gold artwork.
  • The Realm Navigator protects player location privacy: its settlement results still include only current members of your alliance; enemy and unaffiliated settlements remain excluded. It now also includes your private bookmarks, alliance-only shared pins, and live resource deposits.
  • Home and Oathenreach use their own map controls: neither is duplicated in the Navigator, and personal march routes remain in the dedicated march tracker.
  • The bottom HUD uses three non-overlapping lanes: Home, Temple, zoom, Realm Navigator, and Music On / Off sit in the mini-control lane on the left, the main command navigation sits directly beside it, and the private Realm Map occupies the right lane. All three remain aligned to the same bottom baseline; narrower screens scroll controls within their own lane instead of stacking or overlapping.
  • Valtheryn uses original game audio: The Verdant Realm is the looping Realm soundtrack. A successful scout launch plays the original Scout Dispatch cue immediately. Settlement, occupied-node, Oathenreach, Frontier Bounty, and launched rally combat use the original Battle Arrival cue at authoritative contact; the current Realm cue runs about 8.2 seconds. Campaign uses a separate shortened playback window of about 2.35 seconds and has its own Sound On / Off preference.
  • Moving formations are authoritative: the map no longer creates decorative patrols toward Oathenreach. Visible military armies, Frontier patrols, launched rallies, settlement scouts, caravans, and civilian workers correspond to server-recorded journeys. Occupied-node and Oathenreach scouting use their separate immediate report paths.
  • Detected hostile threats can frame the Realm view: a thick, pulsing viewport-edge warning appears for detected hostile activity. Scouts use a strong amber edge treatment, while incoming attacks and rallies use a more urgent red/crimson treatment. Undetected scouts do not create a defender warning frame, although an active settlement-scout route can be seen on the shared map.
  • Map details respond to the pointer: hovering a settlement, live deposit, or authenticated formation adds a clear highlight and a concise identification tooltip.
  • Oathenreach carries its own live plaque: the countdown is attached to the temple landmark, moves with it while panning and zooming, and shifts beside the temple when necessary to avoid the command dashboard.
Settlement Paint is public cosmetic identity. A saved custom paint color recolors the major surfaces of the Warden’s equipped settlement style on the Realm map for all viewers. The underlying settlement architecture does not change, and the owner can restore the style’s original colors for free from the Paint Studio.
Node military deployment uses the wide force builder. Selecting a resource node and choosing a military deployment opens a near-full-screen troop workspace with the same troop portraits and manual amount controls used elsewhere, reducing ordinary scrolling on desktop.
Realm Navigator now uses the full desktop canvas and behaves as a true toggle. On large desktop screens it opens across nearly the full available viewport and arranges private bookmarks, Alliance Pins, allied settlements, and live deposits in a four-column layout. Click Realm Navigator once to open it and click the same button again to close it. Medium screens use two columns and compact/mobile layouts use one responsive column. The visibility/privacy rules are unchanged: it still does not become an enemy or unaffiliated settlement locator.
Map zoom clarity: Resource-node artwork remains fully rendered at every supported zoom level, including maximum zoom-out. Food, Wood, Stone, and Gold deposits no longer collapse into the old dark-circle far-zoom marker.
Chapter 12 · Inventory

Shop items, protection, speedups, supplies, and identity tools

Open the dedicated Shop tab in the bottom navigation. Its departments are Featured, Speedups, Protection, Supplies, Command Boosts, Gem Vault, and Identity. Prices and rules below match the current server-authoritative v0.62.0 catalog.

Shop item Price Duration or use Actual effect
Daily free market suppliesFree · once per UTC dayInstant deliverySettlement-level-scaled food, wood, stone, and gold. Levels 1–14 retain the established early-game curve; Levels 15–30 use a substantially stronger late-game table.
Settlement Lv. 30 daily deliveryFree · once per UTC dayInstant delivery1,500,000 Food · 1,200,000 Wood · 1,020,000 Stone · 360,000 Gold.
Peace Seal90 gems12 hoursBlocks hostile settlement attacks and settlement scouting, and prevents your Warden from launching attacks or scouting. Activation is manual; losing a battle never activates a Peace Seal automatically.
Sovereign Peace Seal · 5 Days1,250 gems120 hoursA premium long-duration Peace option using the same strict non-combat activation rules as the 12-hour seal.
Veil of Silence50 gems12 hours baseAdds a major counterintelligence advantage. Completed anti-spy doctrines can extend its duration.
Settlement Waystone15,000 goldSingle useMoves your settlement to legal open land; new settlements begin with one.
Warden Rename Scroll120 gemsSingle useAllows another Warden name change after the first free rename.
Settlement Paint Token1,500 gemsSingle-use save tokenOpens the Settlement Paint Studio, where a Warden can preview a color with a picker and swatches. Saving a new custom color consumes one token and recolors the settlement’s major walls, roofs, banners, trim, and architectural surfaces while preserving the equipped settlement style. Restoring the original style colors is free and consumes no token.
Prismatic Warden Name20,000 gemsPermanent unlock · Settlement Lv. 30Applies a cycling rainbow treatment to the Warden name on public Warden Profiles and in World/Alliance Chat. Cosmetic only and automatically active after purchase.
Premium Settlement Style15,000 gems eachPermanent cosmetic unlockChoose Verdant Crown Citadel, Moonveil Enclave, Ironroot Bastion, or Sunforge Oasis. Purchase is Gem-only, equips immediately, grants no gameplay bonus, and an owned style can be switched freely afterward.
Grand Muster Charter750 / 1,900 / 5,500 gems2 / 6 / 24 hoursGem-only timed Command Boost. Raises authoritative troop-training company capacity by 25% above the Warden’s normal capacity; a fully progressed normal 12,500 maximum is bounded by an absolute boosted ceiling of 15,000.
Warhost Command Writ1,000 / 2,750 / 8,000 gems2 / 6 / 24 hoursGem-only timed Command Boost. Raises authoritative personal troop-march capacity by 25%; normal 10,000 maximum can temporarily reach 12,500. Applies to eligible Realm deployments including allied reinforcement and personal rally contribution, but not Campaign or the alliance shared rally ceiling.
Astral Crystal3,000 gems eachPermanent inventory resourceShop → Supplies purchase requires Settlement Lv. 30. Used to refine owned Tier V Astral Guardian gear from +1 through +10. Each next + level costs more Crystals than the previous one; Crystals can also be earned through gameplay.
Project Speedups4–5,600 gems1 minute–3 daysTwelve accelerator sizes can speed active Research, Construction, Troop Training, or Moonwell Healing. There is no daily cap or mandatory natural-time remainder; oversized unused time becomes universal saved speedup credit. Shop cards support a server-validated purchase quantity so identical speedups can be bought in bulk.
Gem Vault 2.0100 Gems up to unlocked capacity1, 3, or 7 daysOpens one active Gem deposit at a fixed base rate: +0.5%, +1.5%, or +3.5% for 1, 3, or 7 days. Treasury progression expands capacity from 5,000 to 50,000 Gems and consecutive claimed maturities can add a fixed streak bonus up to +0.40 percentage point. Existing active contracts keep the rate stored when they were opened; cancellation before maturity returns principal only, grants no yield, and resets the streak.
Guardian Training Codex7,500 gems onlyImmediate Guardian XPGrants 500 base Guardian XP. Warden's Bond / Guardian XP-gain research increases the actual XP awarded. Purchase is blocked at Guardian level 50, and XP beyond level 50 is never banked. The price is intentionally high so normal Guardian activity remains the primary progression path.
Twenty-seven Food, Wood, Stone & mixed supply bundles1,800–15,000,000 gold or 12–45,000 gemsInstant deliverySeven Food tiers, seven Wood tiers, seven Stone tiers, and six mixed stockpiles span early settlement growth through level-30 resource demands. Suggested Settlement Lv. bands are guidance, not purchase gates.
Six Gold-delivery bundlesGem-only · 65–58,000 gemsInstant deliveryDeliver 2,000–2,000,000 ordinary Gold. They cannot be purchased with Gold, preventing a Gold-for-Gold loop.
Current Identity options: Settlement Paint Tokens cost 1,500 Gems each and save one custom settlement recolor; original colors can be restored free. The Prismatic Warden Name costs 20,000 Gems, unlocks at Settlement Level 30, and permanently adds a cycling rainbow treatment to public Profile and World/Alliance Chat name displays.
The core game Shop uses in-game Gems or ordinary Gold. Gem purchases use the current Realm price and respect the Warden's Confirm Gem spending preference. The Guardian Training Codex is part of Supplies and costs Gems only. Optional real-money or promotional offers, when available, are handled separately through the official Valtheryn Treasury storefront.
Warden Profile Portraits are a separate Identity surface, not a seventh Shop department. Open Warden Profile → Identity to select the four included portraits, permanently unlock four premium Gem portraits, or use an eligible Crown Holder reward portrait. The equipped portrait is public and has zero gameplay power.
Protection management now lives in Warden Profile → Protection. There you can activate, extend, or deactivate an owned Peace Seal and equip, extend, or unequip Veil of Silence. The top Protection status uses a green treatment while Peace is active and a red treatment while the settlement is exposed. If you own no Peace Seal, the inactive protection shortcut can take you directly to Shop → Protection.
Limited Beta Tester Package: the free Beta Tester Package is limited to one legitimate claim per account and expires at November 9, 2026 · 16:27 UTC. The account must also have been registered before that cutoff to be eligible for the permanent account-level Valtheryn Beta Tester title. Accounts registered at or after that cutoff cannot receive the title, even later. Simply joining Thornhaven does not grant it. The promotional card hides after the account has claimed the package, and Reduced Motion disables its attention animation.
Command Boost activation is deliberate. Grand Muster Charters and Warhost Command Writs are purchased into inventory and activated when the Warden chooses. Using another item from the same family extends the remaining timer, but the +25% effect does not stack to +50% or +75%. The five-day Sovereign Peace Seal follows the same strict Peace legality checks as the normal seal.
Chapter 13 · Relocation

How to relocate your settlement with a Settlement Waystone

  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 Realm 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 “Relocate settlement here”; one Waystone is consumed and your settlement relocates.

Legal destinations cannot overlap another settlement, resource deposit, Oathenreach’s protected grounds, map boundaries, or restricted landmarks. Buy the Waystone once, then select open land directly; you do not need to reopen Shop for every move.

Relocation requires a settled battlefield. Your military marches, alliance caravans, and civilian expeditions must be finished and home. You also cannot use a Settlement Waystone to relocate while a hostile attack, enemy rally, or incoming allied caravan is approaching your settlement.
Centered relocation confirmation: selecting legal open land now opens the Settlement Waystone destination box in the center of the viewport instead of the old top-right position. The same legality checks and Confirm Teleport preference still apply.
Chapter 14 · Intelligence

Settlement, deposit, and Oathenreach scouting

Reconnaissance now uses layered intelligence. Your Espionage research and Sunfire Watchtower capability are compared against the target’s Watchtower and counterintelligence to determine how much information is recovered. Weak reconnaissance may reveal only approximate troop strength, while advanced reconnaissance can expose troop composition, exact quantities, Guardian presence, combat power, and major bonuses. You can scout hostile settlements, opposing occupied resource deposits, and an enemy-held Oathenreach garrison while its weekend siege is active.

  • Scouts have a base five-minute cooldown; applicable Espionage research and completed Sunfire Watchtower levels reduce the wait.
  • You cannot scout members of your own alliance or your own alliance’s Oathenreach garrison.
  • Veil of Silence strengthens counterintelligence rather than guaranteeing perfect secrecy. It can fully repel weaker reconnaissance or force stronger scouts into a lower intelligence tier. Oathenreach evaluates the defending host’s strongest available counterintelligence instead of allowing one commander’s personal Veil to conceal the entire alliance army.
  • A blocked scout does not advance scouting quests or competition scoring.
  • Scout detection is not automatic. Strong Watchtower and counterintelligence progression substantially improves the defender’s chance to detect hostile reconnaissance; an undetected scout can complete its mission without identifying itself to the target.
Counterintelligence extends anti-spy duration by 10% per completed doctrine level; Ciphered Dispatches and Veiled Counteragents provide additional advanced protection. The Sunfire Watchtower also reduces reconnaissance cooldown by 1% per completed level above 1 (up to 29% at level 30) and contributes directly to counter-reconnaissance and settlement defense.
Scout Cooldown, Scout Intelligence, and Scout Stealth are separate authoritative effects. Cooldown controls mission turnaround only; Intelligence improves reconnaissance quality; Stealth lowers detection chance. Shadow Network grants +3 Intelligence and +2 Stealth per level in addition to its army attack bonus, Cipher Network grants +4 Intelligence per level, Frontier Lookouts add +2 Intelligence per level, Phantom Outriders add +3 Intelligence and +1 Stealth per level, and Blackcipher Conclave adds +6 Intelligence and +1 Stealth per level alongside their listed cooldown reductions.

Scouting intelligence quality

QualityWhat the scout learnsWhat remains concealed
RepelledNo reliable military intelligence.Force size, composition, Guardian, combat power, and command bonuses.
LimitedApproximate total defending strength.Troop composition, Guardian detail, combat power, and command bonuses.
BasicTroop types and approximate quantities.Exact troop counts, combat power, and command bonuses.
DetailedExact troop composition and estimated battle strength.Exact battle strength and command bonuses.
ExceptionalExact troops, battle strength, Guardian intelligence, and major bonuses.No major military intelligence remains concealed by that report.
Scouting Reports 2.0: the report header shows Repelled, Limited, Basic, Detailed, or Exceptional quality; confirmed and estimated intelligence are separated; concealed information remains explicit; and detection status is presented independently.

Detection and intelligence quality are separate. A successful scout can remain undetected, while a detected mission can still return useful intelligence. Scout reports explicitly show both the intelligence tier and whether the defender detected the mission.
Scout privacy and consistency: defenders who detect reconnaissance receive only the information needed for the hostile-scout alert; the attacker’s intelligence quality and blocked/success details are not included in the defender payload. Oathenreach uses one authoritative detection roll, so attacker and defender views cannot disagree about whether the scout was detected.
Settlement scouts now take time to travel. Dispatch starts a server-recorded outward route that other Wardens can see on the map. If the defender detects the mission, they receive an approach warning at dispatch; the attacker receives the intelligence report only after arrival. Scouts then make a visible return journey and occupy a personal route until home. A scout can be visible on the public map without triggering a detection alert. Occupied-deposit and Oathenreach scouting still use their separate immediate-resolution paths; their detection notices are generated when those missions resolve.
Settlement scouting uses the real defended battlefield. Allied reinforcement troop composition is included alongside the settlement owner’s home army. At higher intelligence quality, reinforcement power is calculated from each reinforcing Warden’s legitimate troop statistics, military research, Crown status where applicable, Guardian equipment and specialization, while the Sunfire Watchtower modifier belongs to the settlement being defended. Detection and intelligence quality still use the target settlement’s counterintelligence state.
Chapter 15 · Warfare

Settlement attacks, node battles, and raid safeguards

Combat compares the real strength and research bonuses of committed attackers against the actual defending garrison, allied reinforcements, relevant defensive doctrines, and battlefield-specific modifiers.

Solo settlement attrition

Only the troops in the attacking march fight. The defender uses the home garrison plus valid Alliance reinforcements. Troop type and tier, completed troop-specific and general Research, Guardian stats and command scaling, Guardian gear/refinement/set/specialization, eligible Crown/Oathenreach effects, and the combat-weighted Infantry/Cavalry/Archer matchup contribute to effective Attack and Defense. Field attackers do not carry home-only settlement defenses with them: their home Sunfire Watchtower bonus and the settlement-only Guardian Bastion Companion effect stay at home. The defending settlement still receives its own Watchtower defense, and allied reinforcement troops use the Watchtower level of the settlement they are actually defending. Normal solo battle variation remains within ±3%.

The battle calculates two pressures independently: attacker lethality compares attacker Attack with defender Defense and drives defending casualties; defender counter-pressure compares defender Attack with attacker Defense and drives attacker casualties. This means an attacking Guardian’s Defense and defensive Research can improve the march’s survival, while a defending Guardian’s Attack increases the danger to incoming troops. A severely outmatched force faces an escalating rout floor that casualty-reduction Research cannot cancel.

After the two-sided pressure model and applicable casualty-reduction Research set the army-wide casualty target, losses are allocated across the actual troop types using bounded weights for tier, per-unit Defense, class exposure, enemy counters, and the owning Warden’s recovery development. Those allocation weights decide who absorbs the losses; they do not reduce the already-adjusted side-wide casualty target a second time. This rule now applies consistently to the current settlement/rally/Oathenreach/Frontier pressure family. For example, 10,000 T5 Astral Champions attacking 50,000 comparably developed T5 Astral Champions can lose roughly nine tenths of the attacking force even with strong casualty-reduction Research. It is an illustrative matchup, not a guaranteed battle report.

Casualties, wounded, and survivors: an attacking solo march loses its casualties permanently; sent troops minus casualties are the survivors returning home. Settlement defenders fill their own available Moonwell beds with eligible casualties and permanently lose any overflow. Reinforcing Wardens use their own Moonwell capacity for their own losses, not the host’s beds. Research improves casualty survival but cannot make a severe rout harmless.
  • Settlement attacks: travel by authenticated visible troop march; a win can plunder ordinary resources above the defender’s protected storehouse reserve.
  • No Settlement-level attack range: v0.56.7 allows any hostile settlement to attack any other hostile settlement regardless of Keep/Settlement level or relative military power. A level 10 Warden can attack level 4, and a level 30 Warden can attack level 1 if every other attack requirement is legal.
  • Settlement plunder scales with progression: a victory can seize up to 4% of each exposed resource after Storehouse protection and any active protected starter reserve, subject to a server-authoritative plunder cap based on the attacker’s Keep level and legal march capacity. The cap begins at 350 per exposed resource and rises into late game instead of remaining permanently flat.
  • Peace Seals are player-controlled: losing a settlement battle never activates protection automatically. A Warden must own and manually activate a Peace Seal, must satisfy the normal deployment rules, and cannot reactivate Peace during the 30-minute cooldown created by successful hostile activity or scouting. Total active/banked Peace is capped at seven days.
  • Five-minute visual aftermath: in a solo settlement battle, a defender suffering more troop casualties than the attacker enters a visibly ruined state with crumbling damage, five active fire/smoke sources, layered dark smoke, flames, and glowing embers before reconstructing automatically. The Realm stays in its higher-motion animation mode while any visible settlement is in this defeated state. This presentation does not move the settlement or replace the real casualty, infirmary, plunder, and protection calculations.
  • Node battles: an enemy garrison can be attacked; winning transfers control only when the attacker has an available occupation slot.
  • Allied defenders participate as their own forces: the ±12% troop-composition matchup evaluates the settlement owner’s home troops plus all stationed allied reinforcement troop types. Each reinforcing Warden keeps their own troop statistics, military research, Crown status where applicable, Guardian, equipment, and specialization; the settlement-defense Watchtower modifier comes from the settlement being defended, not the reinforcer’s home Watchtower. In v0.57.3, allied casualties are pooled before being distributed by troop type and contributor, preventing small split contributions from suffering extra rounding losses.
  • Temple assaults and settlement rallies: use real committed troop contributions, commander bonuses, meaningful casualties, and battle reports.
  • Peace Seal is a strict non-combat state for contested player warfare: it blocks hostile settlement attacks/scouting and the protected Warden’s outgoing attacks/scouting/offensive rallies. While protected, a Warden also cannot begin a new allied-settlement reinforcement or Oathenreach combat-defense deployment, and existing stationed allied/Oathenreach combat deployments must be recalled before activating Peace. Peaceful node occupation remains allowed, but external node garrisons stay contestable.
  • Friendly fire is prohibited: alliance members cannot attack or rally one another.
Open-level PvP remains in force. Keep/Settlement level and relative military power do not block an otherwise legal settlement attack or settlement rally. The same attacker may record at most three victories against the same settlement in a rolling 24-hour window. In addition, repeated defeats now protect the target with a Recovery Ward: the 3rd qualifying defeat in that rolling window triggers 15 minutes, the 4th 30 minutes, the 5th 60 minutes, and the 6th or later 120 minutes of settlement attack/rally protection.
Starter-resource anti-alt protection: a young settlement keeps its remaining protected starter reserve safe from both solo-settlement plunder and alliance-rally plunder until it is at least 72 hours old and has completed Keep 8. Combat itself can still occur when otherwise legal; the protection prevents disposable accounts from converting the generous onboarding stockpile into another account’s loot.
Contested resource cargo: defeating a node garrison does not transfer its unbanked cargo to the attacker. That cargo returns to the deposit, the new occupation starts at zero cargo, and the battle report records the forfeited/restored amount.
Formula 14 · Shield Formations and near-even casualties: each completed Shield Formations level now grants its stated 4% Infantry Defense, up to 20% at level 5. That Infantry Defense applies to either side's eligible formation, including an attacking march defending against counter-pressure. The shared two-sided base casualty curve is 34% at pressure 1.0 before recovery and other modifiers; its previous base was 45%. Severe overmatch still invokes the rout floor, including 92.5% attacker casualties around pressure 5.0. Solo, node, settlement rally, Oathenreach, and Frontier pressure use the shared tuning; Campaign has its separate PvE handling. A narrow victory with under 10% of attacking troops left remains a victory, and the report warns how fragile the surviving force is.
Solo attacking casualties are deaths; settlement defensive casualties may become wounded. Build Moonwell capacity for home and allied defense, and scout before risking expensive elite attacking formations. Public rank does not guarantee a combat result.
Current combat math · Formula 14: the complete class triangle is Infantry → Cavalry → Archers → Infantry, with Aegis Templars as Infantry, Celestial Lancers as Cavalry, and Astral Champions as Archers. Class shares are weighted by pre-matchup combat contribution instead of raw bodies and the final net troop-composition modifier remains capped at ±12%. For normal settlement/node combat, the winner is decided by rolled attacker Attack versus defender Defense; defender Attack divided by attacker Defense drives attacker casualty pressure, while rolled attacker Attack divided by defender Defense drives defender casualty pressure. Normal settlement/node and Frontier variation stays within ±3%; settlement rallies and Oathenreach use ±2%. Casualty rates remain bounded below 100% with rout floors for severe overmatch, and a legal battle side of 10 or more troops cannot be rounded from a sub-100% casualty rate into a total wipe. An exact final power tie favors the defender.
Enemy Troops Defeated: the historical public combat statistic is now labeled this way instead of “kills.” It records enemy battlefield casualties inflicted and can include troops that were wounded and later recovered, so the new wording accurately describes the legacy total without rewriting old progression.
Chapter 16 · Troop movement

Visible outbound travel, return marches, and recall

Open-deposit occupation, settlement attacks, occupied-node battles, Frontier bounty patrols, allied reinforcements, Oathenreach actions, launched alliance rallies, settlement scouts, resource caravans, and civilian expeditions travel visibly across the realm. Active player routes are shared with other Wardens on the current Realm map, including marches that cross the visible map area. The server verifies the owner, destination, force or cargo, and arrival before resolving an action.

Arrival updates are now much more responsive. The client schedules a near-exact refresh at the march ETA and uses a short overdue fallback, so a formation reaching a settlement, resource node, rally commander, or Oathenreach should transition into its arrival, battle, stationing, or return state promptly instead of appearing to hover on the destination while waiting for a long refresh interval. The server remains authoritative for the actual resolution.
  • Personal routes scale across the game: Keep levels 1–14 support three simultaneous routes, Keep 15–29 support four, and completing Keep 30 unlocks the fifth.
  • A personal route stays occupied for the entire deployment. Outbound armies, stationed resource garrisons, allied settlement reinforcements, Oathenreach garrisons, active rally commitments, civilian gathering operations, caravans, recalls, and return marches continue consuming their route until that force actually returns home. Reaching a destination does not free the route.
  • Base maximum march size is 250 troops, plus 50 per Keep level above 1, before research bonuses.
  • Marching Banners adds 200 slots per level; Campaign Roads adds 300 per level.
  • Advanced solo-march research scales much harder: Marching Banners adds 200 per level, Campaign Roads adds 300 per level, War Academy adds 400 per level, Ironbound Campaigns adds 600 per level, and Legendary Host adds 600 per level. A fully developed Keep 30 Warden with all march-capacity research reaches the 10,000-troop solo march cap.
  • Forced March adds 8% speed per level; Campaign Roads adds 5%, with additional advanced movement bonuses.
  • The expanded Realm now uses a longer military travel ceiling. Normal military outbound and return journeys can take up to 8 minutes before speed bonuses; civilian expeditions and alliance caravans use up to 6 minutes. A launched alliance rally retains its larger travel allowance of up to 12 minutes, so long-distance geography matters more than under the former four-minute military ceiling.
  • Follow March keeps the camera with a moving formation. Use Follow March beside Recall in the left-side live march card or from the March Command Center. The Realm view automatically centers on and tracks that route until you choose Stop Follow, the route finishes, or the formation is no longer active. Following is visual only and never changes travel time or server authority.
  • Recall a personal march before arrival to cancel the original destination order and turn the committed force around safely. A recalled settlement attack, node attack/occupation, Oathenreach attack/garrison march, allied reinforcement, or Frontier patrol does not resolve its original arrival action after recall.
  • Recall turns a force around from its current location; it does not instantly return the force home.
  • Battle survivors are not instantly available: settlement and failed node attackers, recalled garrisons, rally survivors, and eligible Oathenreach contributors must complete the return journey to their own origin.
  • Node-garrison cargo returns with the force: gathered resources remain unbanked while stationed and become settlement resources only when the authoritative return-home arrival resolves.
  • Hostile targets receive incoming-attack alerts promptly in an open Realm tab. The lightweight live feed checks for new routes and danger notices about every 2.5 seconds while the tab is visible and about every 5 seconds while hidden; network delays or browser throttling can add time. Detected settlement scouts also warn the target on dispatch, and launched alliance rallies appear as shared warhosts. An undetected scout can still appear as a public route without a danger notification. If a settlement has an active Peace Seal before the hostile march arrives, the attack cannot bypass that Peace Seal protection.
  • Peace-protected Wardens cannot begin new allied-settlement reinforcement or Oathenreach combat-defense marches. Existing contested allied/Oathenreach deployments must be recalled before Peace can be activated. If a relevant support march becomes invalid because Peace is active at resolution, the committed force returns safely rather than disappearing.
  • Rally joiners physically assemble: joining a recruiting alliance rally reserves the committed force and creates a visible normal-speed assembly leg to the rally commander. The contribution merges only after arrival, must be able to reach the commander before launch, and is not double-counted as a second army.
  • Alliance resource caravans deliver only when they arrive, then visibly return to the sending settlement before that march route is available again.
  • Civilian expeditions are complete journeys: workers march to the selected live deposit, spend 45 minutes gathering after arrival, and return visibly. Rewards are granted at home, not at dispatch or destination arrival.

Marches use original Canvas-drawn formations appropriate to their purpose. Launched alliance rallies are the largest visible warhosts, with a broader mixed formation, multiple cavalry leaders, shield ranks, archers, standards, heavier dust, and stronger route styling. Solo settlement, occupied-node, Oathenreach, and Frontier Bounty attacks use a medium assault formation with cavalry, infantry, archers, a command standard, and a distinct crimson route. Scout missions use the smallest military formation: a four-rider green reconnaissance party with lighter dust and a slimmer path. Rally joiners remain intentionally smaller until their force actually reaches and merges with the commander. Caravans still use wagons and civilian expeditions use workers with a handcart. A deployed Guardian remains attached through outbound travel, combat, occupation, recall, and return—even when every accompanying troop is lost and the Guardian must return alone.

Frontier patrols always resolve into a real return journey for surviving forces. After the camp battle, surviving troops and an assigned Guardian are queued from the camp back to the originating settlement instead of disappearing or becoming instantly available. If every accompanying troop is lost but the Guardian survives as the attached deployment, the Guardian still completes its return before it is available again.
Return marches preserve formation identity. A solo assault comes home using the same assault-sized visual class, rally survivors retain the larger rally formation, and recalled node/Oathenreach garrisons or allied reinforcements retain the appropriate defensive identity. Legacy returns without explicit visual metadata use a safe reason-based resolver before falling back to the generic return formation.
Moving marches and stationed forces are intentionally separated. The left live March card remains dedicated to formations that are currently moving, keeping Recall Troops and Follow March immediately available. A separate compact Stationed Forces tab opens a full deployment window listing every resource-node garrison, allied-settlement reinforcement, and Oathenreach contribution with troop totals, troop-type breakdowns, Guardian state where applicable, Locate, and Recall Troops controls. Stationed forces continue consuming a personal march route until they are recalled and actually return home.
Use the Marches dashboard shortcut for the March Command Center. Its unified ledger shows moving formations, return journeys, civilian expeditions, alliance caravans, rally commitments, and all stationed deployments without hiding the dedicated live-march controls.
Arrivals remain server-owned in current v0.62.0. The protected world processor is the primary owner of due queues, march arrivals, battles, rally progression, Oathenreach season work, competitions, and node processing. The browser can display a timer or provisional march visual, but it cannot authorize a battle or award an arrival by itself.
Warhost Command Writ: while active, the Warden’s authoritative personal march capacity is 25% higher for eligible Realm troop deployments. Variants cost 1,000 Gems / 2 hours, 2,750 Gems / 6 hours, and 8,000 Gems / 24 hours. A permanent 10,000 cap can temporarily become 12,500. The larger personal capacity applies to solo attacks, resource marches, Oathenreach deployments, Frontier patrols, personal rally contributions, and allied-settlement reinforcement marches. It does not increase the alliance rally’s shared capacity, the teammate settlement’s reinforcement-housing limit, Campaign Expedition force size, or the raid-plunder formula. Additional Writs extend duration; the +25% does not stack.
Stationed Forces recall workflow: when you recall a resource-node force, allied reinforcement, or Oathenreach deployment from Stationed Forces, the game returns you to the Stationed Forces page. If that was your last stationed force, the page remains open with a returning-home / no-forces-stationed state instead of closing the workspace.
Quick troop selection: the standard march troop picker now includes Strongest mix alongside Select maximum, Select strongest, and Leave 25% home. Strongest mix uses the strongest unlocked troop classes you currently have ready and spreads the selected force across them, then fills any remaining legal capacity with the next strongest available troops. The preset only fills the form; you can still adjust every troop count before dispatch.
Chapter 17 · Sacred objective

Oathenreach Temple, weekend occupation, and rotating blessings

Oathenreach opens every weekend for 48 hours: Saturday 00:00 UTC through Monday 00:00 UTC. Alliance membership is required to scout, occupy, reinforce, attack, or rally the temple. The Realm landmark carries the live open/close countdown and opens the wide Oathenreach command workspace.

Two states matter during an Oathenreach weekend. The current temple holder is the alliance physically garrisoning Oathenreach during the open battle. The reigning Crown Holder is the alliance that won the most recently finalized season and keeps its Crown bonuses until the next season is finalized.
  1. Join an alliance and review the Oathenreach schedule from Events or the Realm landmark.
  2. Scout an enemy garrison while the battle is open. Intelligence quality is resolved against the defending alliance’s counterintelligence rather than trusting browser values.
  3. Occupy, reinforce, attack, or rally as the situation requires. Successful occupation is a real alliance garrison and surviving contributed troops remain stationed until recalled, defeated, or the event resolves.
  4. Hold Oathenreach at Monday 00:00 UTC. Physical occupation at event close determines the finalized winning alliance.

First eligible stationing

Your first qualifying garrison contribution in a temple season awards the existing one-time stationing reward.

10 Gems · once per event season

Crown victory reward

Winning-alliance members must already be reward-eligible from the winning occupation roster and still belong to that alliance when the season finalizes.

75 Gems · 300 Warden XP

Participation reward

Eligible surviving Oathenreach contributors receive the established participation award when their forces are returned at season resolution.

25 Gems · 120 Warden XP

Rotating specialty

Every completed season advances the Crown Holder specialty through a six-blessing cycle. The finalized winner keeps that specialty until a later Oathenreach season finalizes.

Production · army · march · training · research · healing

The permanent Crown foundation remains +10% ordinary settlement production and +8% army attack/defense for the reigning Crown Holder alliance. The seasonal specialty is additional; see Chapter 20 for the exact six-blessing cycle.

The interface tracks weekly troops stationed, assaults, defenses, victories, captures/holds, and enemy troops defeated. “Troops stationed this week” is cumulative contribution activity for that ISO week, while the garrison panel shows the exact force currently defending the temple.

Contribution ownership remains individual. You may recall only the troops you personally contributed. If the commander leaves while allied troops remain, another contributor can assume command; when the final company leaves, the temple becomes unoccupied.
Battle accounting remains authoritative. After temple combat, the saved garrison is rebuilt from the verified surviving contributions of the winning side. Defeated survivors return home and are not left in the winning garrison. Troop-composition modifiers apply to troop attack; Guardian attack/defense remains a separate contribution.
Current Oathenreach command tabs: clicking the Temple button or Realm landmark opens the wide command center with Overview, Scout, Rally, and a context-sensitive Assault, Reinforce, or Occupy tab. Troop selection appears only after the relevant action tab is chosen, matching the enemy-settlement command flow instead of placing every force control in the overview.
Oathenreach stationing remains visible and recallable. After a garrison/reinforcement march arrives, the authoritative temple garrison shows the alliance total, defending members, your own stationed troop total and composition, and Guardian state. The contribution also appears in Stationed Forces and continues consuming a personal route until recalled/defeated/event resolution and the return journey finishes.
Peace and combat contribution rules: a Warden under Peace cannot newly station/reinforce combat troops at Oathenreach, and existing contested Oathenreach deployments must be recalled before Peace activation. Formula 14 sets each side’s casualty target from the two-sided Attack/Defense pressures and applicable casualty reduction, then distributes that fixed target across the real participant/troop groups without applying tier or recovery a second time. Enemy Troops Defeated attribution uses each Warden’s effective combat contribution rather than raw troop headcount.
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 up to three minutes: alliance members receive invitations and use the same force builder. Commanders and members may add more troops while personal and shared capacity remains. Contributions physically assemble at the commander before an early launch is permitted.
  4. Launch when ready: the rally launches automatically when the recruitment window ends. The commander may also launch an assembled rally early, and may optionally enable accelerated auto launch once the rally is full.
  5. Resolve on arrival: each participant’s army, unit-type, rally, and Temple bonuses apply to that participant’s own troops. Final eligibility is revalidated. Formula 14 first fixes the side-wide casualty target from two-sided pressure and casualty reduction, then distributes that target across contributors/troop types using bounded vulnerability weighting without reducing it a second time. Settlement-rally plunder / Enemy Troops Defeated attribution uses effective attack contribution rather than raw troop headcount.
  • One active rally per alliance per target. Different targets may be rallied simultaneously; Oathenreach has only one target, so only one Oathenreach rally can be active per alliance.
  • Base rally capacity: 850 troops. Twenty capacity projects in the Temple branch now provide a long alliance-warhost progression. The original five remain, followed by fifteen increasingly demanding projects from Mustered Cohorts through Endless Banners.
  • The commander can launch an assembled rally early. Every committed contribution must first finish its assembly leg. Commander settings can also define a minimum new contribution, preferred Infantry/Cavalry/Archer composition, optionally reject contributions dominated by a class the commander has set below 20%, add a short rally order, and enable accelerated auto launch when full.
  • Only the initiating commander may cancel the entire recruiting rally. The commander can record an optional cancellation reason that is preserved in the cancelled rally record and participant notices. Other participants may withdraw only their own contribution before launch.
  • Protected Wardens cannot start or join offensive rallies; targets with an active Peace Seal cannot be attacked.
  • Enemy settlements and defending alliances are warned when a hostile rally begins assembling.
  • Each participant keeps personal limits: the shared rally cap does not let one member contribute more troops than that member’s own researched maximum march size.
  • Adding troops is cumulative and validated: the interface shows personal slots and shared slots remaining, while the server prevents repeated additions from exceeding either limit.
War Room projections are server-authoritative. Recruiting rallies now show projected combined Attack and Defense, troop-class composition, Guardian participation, contributor readiness, and each contributor’s effective Attack/Defense and dominant troop class. These values are planning projections; final target conditions and the normal combat variation are still resolved at impact.
Example: Rally Logistics level 2 + Grand Warhost level 1 = 1,250 rally slots: 850 base + 200 + 200. Fully completing all twenty capacity projects provides a 52,260-troop base + research foundation. Alliance Embassy logistics then add +125 capacity per level above 1 plus cumulative milestone bonuses at Embassy 10/20/25/30, allowing a fully developed Embassy 30 alliance to reach the hard cap of 60,000 troops.
Settlement-rally plunder scales modestly with a real warhost. A successful settlement rally can receive a participation/army-size multiplier on the leader’s normal per-resource raid cap, but the multiplier is hard-capped at 1.75×. Token one-troop contributions do not pad the bonus. The defender’s existing 4% exposed-resource ceiling, Storehouse protection, and protected starter-resource rules still apply, so a large rally is more rewarding without multiplying loot linearly by participant count.

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+45+180Rally Logistics 2
Banner Relay Corps4+55+220Mustered Cohorts 2
Warhost Provisioning4+60+240Banner Relay Corps 2
Alliance Command Posts4+70+280Warhost Provisioning 2
Grand Assembly Grounds4+90+360Alliance Command Posts 2
Oathbound Logistics4+105+420Grand Assembly Grounds 2
Coalition Standards4+125+500Oathbound Logistics 2
Verdant War Council4+300+1,200Coalition Standards 2
Crownland Muster4+700+2,800Verdant War Council 2
Legion Quartering4+1,000+4,000Crownland Muster 2
Realmwide Conscription3+1,700+5,100Legion Quartering 2
Sovereign Warhost3+1,800+5,400Realmwide Conscription 2
Imperial Host Doctrine3+2,000+6,000Sovereign Warhost 2
Crown Holder’s Muster3+2,200+6,600Imperial Host Doctrine 2
Endless Banners3+5,250+15,750Crown Holder’s Muster 2
Base + every project + Embassy 3060,000 troops (realm cap)Keep 30 · Archive 30 · Embassy 30
Final-resolution participant revalidation: settlement-rally contributors are checked again for current alliance membership, Peace Seal state, and repeat-target eligibility before the battle commits. An ineligible contribution is returned safely rather than being allowed to score an extra victory or forcing the entire valid rally to disappear.
Chapter 19 · Timed competition

Dedicated Events tab and realm schedules

Open the Events button in the bottom navigation. The old side-of-screen events panel has been replaced by this dedicated area, where you can inspect active competitions, weekend schedules, standings, rules, and completed reward results.

Battle for Oathenreach

Alliance members scout, occupy, reinforce, assault, and rally the temple. The alliance physically holding Oathenreach when the timer expires wins.

Every weekend · Saturday 00:00 → Monday 00:00 UTC

Annihilation

Runs independently from Oathenreach every two weeks. Qualifying warfare awards bonus Gems, while Peace Seals remain fully enforceable.

Every 14 days · Tuesday 00:00 → Friday 00:00 UTC

Rotating realm competitions

Verdant Scholars, Grand War Muster, Master Builders, Frontier Dominion, Realm Provisioning, and Realm Conquest rotate through one 24-hour competition window at a time.

New competition every 24 hours

Two reward tracks

Every rotating competition now has a personal three-tier Milestone Chest track alongside the Realm leaderboard. Personal chests are earned from your own score; leaderboard rewards still depend on Realm placement. A Warden may earn both.

Personal milestones + Realm placement

Claimable milestone chests

Locked chests show their required score and contents. When your authoritative event score reaches a threshold, that chest turns gold and becomes claimable. Claimed chests are permanently secured for that event instance.

Tier I · Tier II · Tier III

Personal Event Milestone Chests

The milestone track uses the same server-authoritative points already earned for the active competition. It does not create a second scoring system and does not replace the Realm leaderboard. Progress is personal: reaching a threshold unlocks that chest even if the Warden does not place in the Top 10.

Personal chest thresholds by 24-hour competition
CompetitionTier ITier IITier III
Verdant Scholars1,200 pts4,200 pts8,400 pts
Grand War Muster20,000 pts75,000 pts200,000 pts
Master Builders1,000 pts3,500 pts7,000 pts
Frontier Dominion540 pts1,800 pts3,600 pts
Realm Provisioning1,200 pts4,000 pts8,000 pts
Realm Conquest600 pts1,800 pts3,600 pts
Personal milestone chest contents
ChestRewardHow it works
Tier I500,000 Gold · 250,000 Food · 200,000 Wood · 160,000 Stone · 75 GemsFirst personal score milestone. The chest changes from locked to gold when the event-specific Tier I threshold is reached.
Tier II1,500,000 Gold · 600,000 Food · 500,000 Wood · 400,000 Stone · 150 Gems · 1 Astral CrystalSecond personal milestone. Requires the event-specific Tier II score.
Tier III4,000,000 Gold · 1,500,000 Food · 1,250,000 Wood · 1,000,000 Stone · 300 Gems · 2 Astral Crystals · 1 Settlement WaystoneFinal personal milestone for that competition window.
Chest progress is designed around each competition’s real scoring envelope. The six events do not award points at the same rate, so their thresholds are intentionally different. The Events progress bar shows your total points, the next chest target, and the exact points remaining. All thresholds fit inside the existing 25-scored-action event cap.
Personal chests stack with placement rewards. Reaching Tier III does not remove or reduce leaderboard eligibility. A Warden can claim Tier I, II, and III and still earn 1st / 2nd / 3rd / Top 10 / qualified-placement rewards based on final Realm rank.
Claim protection: milestone claims are server-authoritative and one-time per chest per event instance. If an earned chest remains unclaimed when the competition closes, the game preserves the entitlement and can deliver it through the secure event-finalization/player-sync fallback rather than allowing an earned reward to disappear.
Peace Seal protection is not disabled during Annihilation. Wardens may activate or remove seals normally; protected settlements cannot be attacked or scouted, and protected Wardens cannot launch attacks or scouting missions. Annihilation runs every 14 days from Tuesday 00:00 through Friday 00:00 UTC; Oathenreach remains Saturday 00:00 through Monday 00:00 UTC every weekend.
The active Realm competition explains exactly how to score and how close you are to the next chest. Events displays a gold “HOW TO SCORE THIS EVENT” guide tailored to the current research, training, construction, frontier, provisioning, or conquest competition. Your personal milestone panel shows total points, progress to the next Tier I / II / III chest, and the points remaining. Your own row is highlighted in gold in Top 10, All Participants, and Daily/Weekly championship standings so you can locate your position quickly.
Live event status stays visible on the Realm map. Directly below the Warden’s Path box, the compact Live Realm Event card shows the current competition, your current placement + points (for example, #4 · 2,840 pts), and the live time-remaining countdown. A Warden with no score shows Unranked · 0 pts. Clicking the card opens Realm Events, and compact/mobile HUD rules keep it from crowding smaller layouts.
Event standings now carry Warden portraits. The current competition leaderboard plus the Daily and Weekly cross-event championship standings display each scorer’s currently equipped Warden Profile Portrait, including the local Warden row.
Astral Crystal event prizes: qualifying rotating Realm Event prizes now award 3 Crystals for 1st, 2 for 2nd, 2 for 3rd, and 1 Crystal for ranks 4–10 in addition to the existing event rewards. The Daily/Weekly cross-event prestige boards remain prestige standings rather than a second snowball reward layer.
Realm Provisioning: this 24-hour competition scores resources that actually become spendable when civilian expeditions or resource-node cargo return home. Passive settlement production and Realm Market purchases do not score.
Events stays focused on Realm competitions. The 30-Day Login Bonus no longer occupies the Events workspace. Its compact card lives directly above the private Realm Map/minimap and opens the complete calendar in a dedicated drawer, leaving Events for the active competition, championship standings, Oathenreach, and Annihilation.
Personal Milestone Chest presentation: the three personal milestone rewards now use new dedicated Locked / Unlocked / Claimed treasure-chest art in Events. This is a visual/UI upgrade only; server-validated event points, unlock thresholds, claim rules, automatic end-of-event protection, and rewards remain authoritative.
Chapter 20 · Victorious banners

Crown Holder title, permanent foundation, and rotating Oathenreach specialties

The alliance physically holding Oathenreach when the weekend closes becomes the Realm’s Crown Holder alliance after the season result is finalized. That reigning alliance keeps the Crown foundation and the season’s specialty until a later Oathenreach event finalizes a new result.

Realm economy foundation

The reigning Crown Holder alliance receives improved ordinary settlement production.

+10% Food · Wood · Stone · Gold production

Army foundation

The reigning Crown Holder alliance receives improved army attack and defense.

+8% army attack · +8% army defense

Season specialty

Each finalized season adds one deterministic specialty blessing on top of the permanent Crown foundation.

Six blessings · one active per finalized season

Crown victory reward

Qualifying winning-roster members who still belong to the victorious alliance receive the season award.

75 Gems · 300 XP
Rotating Crown Holder specialty cycle
CycleBlessingAdditional alliance effect
1Verdant Plenty+10% Food, Wood, Stone, and Gold production
2Warhost Ascendance+5% army attack and defense
3Wayfarer’s Crown+12% march speed
4Oathenreach Muster+12% troop-training speed
5Crowned Scholarship+10% research speed
6Moonwell Grace+15% Moonwell healing speed
The cycle is not random. Completed Oathenreach seasons advance through the six specialties in order and then repeat. A season’s specialty remains fixed until another season result is finalized.

Current Crown ownership and the active specialty are surfaced through Oathenreach/current event state. During an open siege, the alliance physically holding the temple can differ from the reigning Crown Holder until the weekend result is finalized.

Combat-report clarity: when the active specialty is Warhost Ascendance, its +5% army attack/defense is listed explicitly in combat-factor explanations separately from the permanent +8% Crown Holder army foundation.
Crown portrait rewards are now permanent legacy unlocks. A Warden who legitimately belongs to a finalized winning Oathenreach roster earns Oathenreach Crown permanently; historical winner records can backfill legitimate Crown history. Warhost Ascendant becomes permanently available once that Crown legacy exists and the Warden has either 25 PvP victories or 100 Campaign stages cleared. Joining the currently reigning alliance later does not by itself create the historical unlock, and losing the Crown no longer removes a portrait already earned.
Crown Holder profile prestige now stands on its own. Wardens who currently carry Crown Holder status receive the enhanced gold Warden Profile presentation with a dedicated crown emblem and prominent Crown Holder banner. The treatment is driven by authoritative Oathenreach ownership rather than a hard-coded Warden or alliance, so future winning alliances receive the same presentation automatically. The older small duplicate Crown Holder title beneath it has been removed.
Chapter 21 · Situational awareness

Danger alerts, alliance activity, battle reports, and Clear All

Enemy reconnaissance

Hostile reconnaissance is no longer automatically revealed. Detection depends on the defending Watchtower/counterintelligence profile, while successful scouts receive layered intelligence rather than guaranteed exact totals.

Probabilistic detection · layered intelligence

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 detected hostile Oathenreach scouts, incoming assaults, and enemy temple rallies. An undetected scouting mission does not generate a scout warning.

Shared sacred-objective alert

Alliance support

Allied reinforcements, rally invitations, leadership changes, and member activity appear in the relevant alliance and notification interfaces. Reports & Notifications is categorized into Combat, Scouting, Alliance, Economy, Events, and System views, alongside All and Unread filters.

Alliance Hall · Activity

Reward history

Daily logins, competition placements, claims, recalls, temple resolution, and battle outcomes are retained until removed.

Categorized Reports & Notifications · Mark All Read · 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. Combat Reports 2.0 also records the factors behind new battles: applicable general and troop-specific research, Sunfire Watchtower defense, Crown Holder effects, Guardian power, alliance reinforcement defense, troop-composition advantage or disadvantage, and the deliberately narrow battle-variation roll. Rally and Oathenreach reports identify participant-owned research instead of implying that the rally commander lends personal doctrine bonuses to the entire warhost. New solo settlement reports can also retain effective-strength ratio, attacker exposure, each side’s casualty percentages, Guardian contribution, and combat factors. Legacy reports retain the information that existed when they were created rather than inventing missing detail.

Current report clarity: new reports identify their combat family/formula where available and recognize the full Tier V roster by role: Aegis Templars as bulwark Infantry, Celestial Lancers as shock Cavalry, and Astral Champions as astral ranged Archers. This makes support/debugging easier without changing the authoritative battle result.
Decisive combat numbers in new reports: the decision panel shows both armies' effective Attack and Defense, each side's incoming pressure and casualty rate, the Infantry/Cavalry/Archer class matchup, final rolled attacker Attack against defender Defense, and wounded versus permanently killed. Solo, node, rally, and Oathenreach reports use this breakdown where recorded. Older reports may have fewer fields. Defensive wounded depend on each owner's available Moonwell beds; attacking battlefield casualties remain permanent.
Live route and notice feed: an authenticated Warden’s open Realm tab checks a small server feed about every 2.5 seconds while visible and about every 5 seconds while hidden. It updates public march routes and that Warden’s private notification count without waiting for the slower full settlement refresh. Routes show owner, type, path and arrival time; they do not disclose exact troops, private orders, Guardian stats, or scouting intelligence. These are polling targets, not a guaranteed instant push; server load, network latency and hidden-tab throttling may add delay.
Live detected danger is visible beyond the inbox. The current threat frame is deliberately much more noticeable: a thick pulsing edge remains active while a detected hostile action is live. Detected scouts use amber/gold warning treatment; incoming attacks and enemy rallies use stronger red/crimson treatment. Undetected scouts generate neither the danger notification nor the edge warning.
The notification ledger is categorized without splitting its history. Use All, Unread, Combat, Scouting, Alliance, Economy, Events, or System filters, search within the current ledger, mark individual entries or all entries read, and use Clear All when you want to remove history. Clear All still removes current database notifications and retained legacy battle reports while protecting unclaimed realm-event prizes until claimed and preserving active danger notifications until their threat window has ended.
Expanded reports stay open during live refresh. Reports & Notifications fingerprints its current state, tracks expanded battle/scout report IDs, and restores them if a legitimate notification update rerenders the drawer. The compact inbox shows up to 16 entries per page, and the All filter includes both read and unread history.
Threat visuals and live alerts are separate preferences. Warden Account → Realm can disable the hostile-threat viewport frame, while Warden Account → Notifications can independently enable or suppress optional live attention popups for Combat, Scouting, Alliance/Rally, Economy/Reward, Realm Event, and System/March activity. Turning a live category off never deletes the underlying notification, battle/scout report, or authoritative event. The game still advances its processed-notification marker so a suppressed popup is not reconsidered every refresh.
Battle & March preferences: players can choose whether the game asks for confirmation before hostile marches, scouting orders, troop recalls, and rally commitments. March-path visibility is also account-controlled, and Expand Battle Report Details by Default can make supported battle/scout details open inline automatically. These preferences affect interface behavior only; they never change command legality, troop counts, combat formulas, travel time, casualties, or server validation.
Notification Preference enforcement: the running Realm re-synchronizes Account Center notification choices during bootstrap, personal-state refresh, lightweight live polling, and command responses. The master Live Realm Alerts switch suppresses all optional live popups, while Combat, Scouting, Alliance & Rally, Economy & Reward, Realm Event, and System & March can be muted independently. Enemy scout approach/arrival warnings belong to Scouting, not Combat. Muted categories suppress optional live attention popups; they do not erase authoritative report history.
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 Seal 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 choose ordinary Gold or Gems for additional supply bundles based on what your settlement can best afford.
  6. Build the Guardian as a long-term system: claim Daily Guardian Training when available, use Frontier combat and real battles for Guardian experience, and invest in the Guardian research branch as Keep, Archive, Workshop, Manuscript, and Guardian-level gates become reachable. The 7,500-Gem Guardian Training Codex is optional and intentionally inefficient compared with normal progression.
  7. Research practical capacity: improve training companies, march size, rally capacity, infirmary treatment, and protected resources before forcing risky battles.
  8. Scout honestly and defend together: public rank is not a full troop report; reinforce allies and coordinate rallies against legitimate targets.
  9. Match completed actions to the current competition: score only genuine qualifying actions, and respect the Frontier Dominion cooldown.
  10. 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 default Valtheryn settlement artwork becomes the larger Golden Crown Citadel and the fifth personal route unlocks. If a premium settlement style is equipped, that cosmetic architecture remains visible instead of forcing the default level-30 appearance.
  • Personal routes unlock in stages: Keep 1–14 supports three routes, Keep 15–29 supports four, and Keep 30 unlocks the fifth. Outbound armies, Frontier patrols, civilian expeditions, caravans, allied reinforcements, Oathenreach garrisons, rally commitments, stationing, recalls, and return journeys keep consuming the applicable route until the deployment is back home.
  • No supporting building can exceed the completed level of Warden’s Keep.
  • Construction, research, military training, and infirmary treatment progress independently. Keep 25 permits two construction orders, Barracks 25 permits two training orders, while research and infirmary treatment retain their deliberate single active-project queues.
  • The new building level, practical bonuses, quest completion, and eligible Master Builders points apply when construction finishes.
  • Construction costs and natural durations increase with building level and continue while the player is offline. The current curve is deliberately heavier in the mid and late game: around level 14 a normal building takes about 1h 21m and the Keep about 2h 20m; around level 20 those are about 8h 15m and 14h; by level 29 they are about 4d 9h and 7d 13h. Existing orders keep the completion time they had when started.
  • Daily Settlement Builder can also be satisfied through 10 minutes of actual construction progress when a long upgrade will not finish that day.
At the progression cap: Academy Studies and Settlement Works are repeatable timed projects, so a fully maxed Warden can still take part in research and construction objectives and matching 24-hour events. These projects are available before or after permanent progression caps. Short / medium / long projects last 30 minutes / 2 hours / 8 hours. They use normal queue slots, ordinary resource costs, and the same server completion clock. Daily research or builder objectives can also count their existing qualifying in-progress minutes; weekly completion credit arrives when a project actually finishes. Repeatables never simulate a permanent upgrade or increase combat power.
Repeatable Academy Studies and Settlement Works
ProjectQueueTimeOrdinary resource costMaximum matching event points
Field NotesResearch30 minutes2,400 Food · 1,800 Wood · 450 Gold90
Archival SurveyResearch2 hours8,000 Food · 6,500 Wood · 3,000 Stone · 1,800 Gold360
Grand ColloquiumResearch8 hours28,000 Food · 23,000 Wood · 14,000 Stone · 6,500 Gold1,100
Path MendingConstruction30 minutes2,400 Wood · 1,800 Stone · 450 Gold90
Civic RepairsConstruction2 hours5,000 Food · 8,000 Wood · 6,500 Stone · 1,800 Gold360
Grand RestorationConstruction8 hours18,000 Food · 28,000 Wood · 23,000 Stone · 6,500 Gold1,100
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 gameplay earnings

Scholar Manuscripts remain an important progression material for advanced Research and Peace Seal crafting. The core Realm Market does not sell Manuscripts, and they cannot be transferred through alliance caravans or substituted for completed building/research requirements. In the current launch-ready Treasury rules, real-money packages do not deliver Scholar Manuscripts; broader administrator/free promotional grants may still award them when deliberately configured. The normal gameplay earning sources below remain intact.

Activity Actual manuscript reward
First login each UTC day 2 manuscripts
Each of the first four daily objective claims 2 manuscripts per claimed objective
Fifth daily objective claim 1 manuscript
Each permanent Warden’s Path objective 2 manuscripts
Each completed civilian expedition 1 manuscript · up to four expeditions per UTC day
First successful frontier bounty each UTC day 1 manuscript
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. A crafted Peace Seal normally consumes two manuscripts; Workshop level 25 reduces that requirement to one, so weigh immediate protection against permanent long-term research progression.

Chapter 25 · Battlefield healing

Moonwell Infirmary, wounded recovery, and healing speedups

Open Infirmary directly from the bottom navigation. The treatment interface shows wounded troop types, capacity, treatment cost, the active healing queue, recovery progress, and Project Speedup/saved-credit controls when treatment is underway.

Treatment capacity sourceAdditional spaces
Moonwell Infirmary building500 beds at Level 1; +350 per level above 1; +1,000 at Level 20; +1,500 at Level 25; +2,000 at Level 30 (15,150 at Level 30)
Field Infirmaries doctrine2,000 spaces per completed doctrine level
Sanctuary Protocol doctrine3,000 spaces per completed doctrine level
Immortal Guard doctrine5,000 spaces per completed doctrine level
  • Casualty reduction resolves before admission. Applicable casualty-reduction research reduces battlefield casualties before the Moonwell attempts to admit wounded troops.
  • Every available bed can be used. After casualty reduction, eligible casualties fill remaining Moonwell capacity; only overflow becomes permanent death.
  • Existing wounded troops occupy beds. Troops already wounded or currently undergoing treatment reduce the capacity available to protect the next eligible casualties.
  • Mixed armies use the battle’s troop-specific casualty allocation. Moonwell admissions then use available beds for eligible wounded defenders; the resulting wounded and killed totals are recorded separately.
  • Normal Realm offense does not use the attacker’s Moonwell. Casualties suffered while attacking settlements, nodes, Oathenreach, or Frontier camps are permanent. Defensive casualties at home, allied reinforcement defense, node defense, and Oathenreach defense can use that Warden’s available beds.
  • Campaign is a deliberate PvE exception. Campaign uses its own real-casualty routine with Moonwell wounded/killed handling even though it is not a normal Realm defensive battle.
Maximum Moonwell capacity is now 50,000 beds. Moonwell Level 30 supplies 15,150 building beds through the late-game progression curve. Maxing Field Infirmaries adds 8,000, Sanctuary Protocol adds 12,000, and Immortal Guard adds 15,000; the authoritative recovery capacity is capped at 50,000 beds. Existing completed doctrine levels automatically receive the stronger capacity values.
Healing can now be accelerated. The same twelve Project Speedups and universal saved speedup credit used by Research, Construction, and Troop Training can target the active Moonwell treatment queue. There is no separate daily healing-speedup allowance.

Healing consumes Food and Gold and supports one timed treatment queue. Base treatment duration scales with troop count/tier and completed Moonwell level. If your alliance currently holds Moonwell Grace, the active Oathenreach specialty applies an additional +15% Moonwell healing speed.

Completed treatment returns recovered troops to active settlement service. Treating five wounded troops can satisfy the appropriate Daily Muster and Daily Rune Workshop alternatives. Battle reports distinguish battlefield casualties, wounded admissions, permanent deaths, and survivors.

Solo settlement routs: even maximum completed casualty-reduction Research cannot turn a severely underpowered attack into a cheap scouting strike. The solo combat model applies escalating minimum casualty pressure when a force is badly outmatched. Research still helps, and only eligible defending casualties may use available Moonwell beds.
Battlefield survival progression: Advanced Medicine grants +2% casualty reduction and +4% Moonwell healing speed per rank (4 ranks). Fully completed casualty-reduction Research totals 59%, remaining below the existing 60% hard ceiling. Casualty reduction is resolved before Moonwell admission and also affects attacking forces even though normal attackers do not receive Moonwell wounded admission.
Current capacity ceiling: with Moonwell 30, Field Infirmaries 4, Sanctuary Protocol 4, and Immortal Guard 3, the authoritative recovery-bed capacity reaches the 50,000-bed ceiling.
Capacity and casualty rules remain separate: larger capacity does not make defensive losses consequence-free. Casualty reduction and wounded eligibility resolve first; available beds only determine how many eligible defensive casualties can be admitted before overflow becomes permanent deaths. Normal offensive casualties remain permanent.
Moonwell max-state and treatment workflow: once the Moonwell Infirmary reaches Level 30, the bottom-left upgrade area reports Level 30 · MAXED OUT instead of continuing to prompt an impossible upgrade. When a healing order starts, the active treatment card is kept at the top with its live timer plus saved-credit / Project Speedup controls immediately available.
Chapter 26 · Defense and crafting

Protected storehouses, Peace Seals, crafting, and Guardian gear

Ironroot Storehouse

The storehouse uses a nonlinear protection curve: 750 + (650 × level) + (35 × level²) of each ordinary resource before Protected Storehouses research. This begins at 1,435 per resource at level 1 and grows substantially faster in the late game so settlement defense remains economically meaningful.

Runecrafter’s Workshop

Earned Peace Seal requirement Amount
Workshop level 3
Scholar Manuscripts 2 normally · 1 at Workshop 25+
Ordinary resources Base recipe: 1,800 food · 1,400 wood · 950 stone · 350 gold; Workshop development reduces this cost by up to 20%
Crafting frequency 1/day normally · 2/day at Workshop 20 · 3/day at Workshop 30
Protection duration 12 hours

Peace Seals prevent hostile settlement attacks and settlement scouting, and block the protected Warden from launching attacks, scouting, offensive rallies, new allied-settlement combat reinforcements, or new Oathenreach combat-defense deployments. Existing allied/Oathenreach combat deployments must be recalled before activating Peace. Peace remains enforceable during Annihilation. Peaceful resource-node occupation remains allowed, but externally occupied node garrisons are not immune to attack. Active/banked Peace duration is capped at 7 days. Successful hostile activity or scouting starts a visible 30-minute Peace reactivation cooldown, preventing an attacker from acting offensively and immediately hiding behind a new Seal.

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. Workshop development also reduces the ordinary-resource recipe cost by up to 20%; level 25 reduces the manuscript cost from two to one.

Guardian equipment acquisition

The Guardian Hall uses three compact sections: Guardian, Gear Sets, and Identity. Ironbark, Dawnsteel, and Oathforged pieces use ordinary settlement resources. Crownward Tier IV costs 320 Gems + 1,800 Gold per piece. Astral Tier V now requires Settlement Level 30 and Runecrafter’s Workshop Level 30 and costs 3,000 Gems + 1,500,000 Gold per piece. Duplicate acquisition is blocked, equipment can change only while the Guardian is home, and the large portrait deliberately shows only the selected character—not armor drawn over it.

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 eight troop types, five tiers, and exact unit costs

Complete military unit reference for v0.62.0
Troop Tier Attack Defense Unlock requirements Base cost per troop
Verdant Wardens I 12 18 Available immediately 22 food · 10 wood
Thornveil Archers I 19 9 Available immediately 28 food · 19 wood
Dawncrest Riders II 34 23 Mounted Command · Keep 4 · Barracks 3 · Archive 3 52 food · 23 wood · 11 gold
Oathbound Sentinels III 56 64 Tempered Steel · Keep 8 · Barracks 7 · Archive 6 72 food · 36 stone · 23 gold
Royal Vanguard IV 74 82 Royal Vanguard · Keep 11 · Barracks 10 · Archive 9 480 food · 210 wood · 270 stone · 180 gold
Aegis Templars V 90 116 Aegis Templars · Keep 24 · Barracks 22 · Archive 21 760 food · 320 wood · 530 stone · 340 gold
Celestial Lancers V 112 94 Celestial Lancers · Keep 24 · Barracks 22 · Archive 21 820 food · 360 wood · 400 stone · 370 gold
Astral Champions V 98 108 Astral Champions · Keep 24 · Barracks 22 · Archive 21 780 food · 380 wood · 450 stone · 340 gold

Training-company formula

  • Barracks company capacity starts at 250 troops and scales through progressively larger Level 10/20/25/30 bands; Barracks 30 contributes 7,900 capacity before Research.
  • Expanded Barracks adds 100 slots per level; Grand Mustering adds 200 slots per level.
  • Regimental Quarters adds 90 slots per level; Grand Drillgrounds adds 200 per level; Imperial Muster adds 500 per level. Fully developed Barracks and training-capacity Research reach the authoritative 12,500-troop normal company cap.
  • Elite Training, Drillmaster Corps, and Mythic Armaments reduce training duration.
  • Quartermaster Corps and Expeditionary Supply reduce applicable training costs.
  • Higher military tiers require their completed doctrine and building gates; currency alone cannot bypass those requirements.
Elite training time: Royal Vanguard use a base 1,200 seconds per 10 troops; Aegis Templars, Celestial Lancers, and Astral Champions each use 2,400 seconds per 10, before completed training-speed bonuses. Their per-troop costs in the table are the exact per-10 values divided by ten.
Chapter 28 · Project acceleration

Research, construction, training & Moonwell healing speedups

All twelve current Project Speedups
SpeedupShop price
1 minute4 Gems
5 minutes15 Gems
10 minutes28 Gems
15 minutes39 Gems
30 minutes72 Gems
1 hour135 Gems
2 hours250 Gems
3 hours360 Gems
6 hours650 Gems
12 hours1,150 Gems
24 hours2,100 Gems
3 days5,600 Gems
  • Four queue types are eligible: active Research, Construction, Troop Training, and Moonwell Healing.
  • No mandatory natural-time remainder: owned speedups or saved credit can legally reduce an eligible active queue all the way to completion.
  • No daily usage cap: acceleration is limited by owned items/saved credit, not a daily seconds allowance.
  • Exact queue targeting: when two construction slots or two training slots are active, the command accelerates the selected queue only.
  • Universal saved credit: unavoidable excess seconds from the final consumed speedup are banked and can later be spent on any of the four eligible queue types.
Bulk use remains supported. Each owned speedup type has a quantity control and an All shortcut. The server consumes only the number actually required for the selected queue; unnecessary selected items remain in inventory, while only unavoidable excess time from the final consumed item becomes saved credit.
Bulk purchasing is now supported in Shop → Speedups. Enter a Buy quantity, use Max to fill the amount affordable with your current Gems, and choose Buy selected. The server validates the requested integer quantity, unit price, and total Gem cost before deducting Gems and adding the stack. The per-purchase quantity ceiling is 100,000 identical speedups.

The pinned Research Accelerator remains available while Research is active, preserving tree position and keeping speedups/saved credit accessible without scrolling back to the top. Equivalent queue controls appear for active construction, training, and Moonwell treatment, and eligible queues can also be managed through the Realm Queue Center where exposed.

Speedups cannot bypass the requirements or costs to start a project. Research still requires its prerequisites/manuscripts/resources, construction still requires legal building progression/resources, training still requires its troop unlocks/resources, and healing still requires wounded troops/resources. Acceleration starts only after an eligible queue exists.
Queue controls now stay where the action is. Starting Research, Construction, Troop Training, or Moonwell Healing returns that workspace directly to the active queue at the top. The live countdown and exact Project Speedup / universal saved-credit controls are immediately visible instead of requiring another accordion click or a scroll through browse cards.
Chapter 29 · Research encyclopedia

Complete reference: all 139 research doctrines

This reference reflects the current v0.62.0 game definitions. It includes 52 foundational doctrines and 87 advanced doctrines. Manuscript amounts shown for advanced research apply to its first level; higher doctrine levels require additional Manuscripts. Core gameplay earns them normally. The launch-ready real-money Treasury path does not currently deliver Scholar Manuscripts; broader administrator/free promotional grants may still award them when deliberately configured.

Current resource-cost model: ordinary resource prices shown in the live Verdant Archive are calculated server-side for the next doctrine level. Foundational target levels have escalating minimum totals—roughly 2,500 at 1/5, 10,000 at 2/5, 30,000 at 3/5, 100,000 at 4/5, and 300,000 at 5/5 before doctrine multipliers and branch weighting. Advanced doctrines also scale by progression gate and target level; current examples include Ironbound Campaigns 4/4 at about 2.30 million combined resources, Heroic Command 3/3 at about 3.23 million, and Endless Banners 3/3 at about 5.72 million. Scholar Manuscripts remain a separate advanced-research gate.

52 foundational doctrines

Branch Doctrine Max Prerequisite / gates Functional benefit
Economy Crop Rotation 5 None +7% food per level
Economy Timber Guilds 5 None +7% wood per level
Economy Master Stonecraft 5 None +7% stone per level
Warfare Iron Discipline 5 None +3% attack per level
Troops Mounted Command 1 Iron Discipline 2 · Keep 4 · Archive 3 Unlock tier 2
Troops Tempered Steel 1 Iron Discipline 3 · Keep 8 · Archive 6 Unlock tier 3
Defense Sacred Wards 5 None +4% defense per level
Warfare Marching Banners 5 None +2% attack and +200 march size per level
Economy Irrigation Network 5 Crop Rotation +5% food per level
Economy Master Forestry 5 Timber Guilds +5% wood per level
Economy Deep Quarrying 5 Master Stonecraft +5% stone per level
Economy Royal Mint 5 Master Stonecraft +6% gold per level
Economy Trade Ledgers 5 Royal Mint +4% gold per level
Economy Frontier Logistics 5 Irrigation Network +6% resource-node yield per level
Warfare Blade Mastery 5 Iron Discipline +3% infantry attack per level
Warfare Bowyer Craft 5 Iron Discipline +4% archer attack per level
Warfare Cavalry Drills 5 Mounted Command +5% cavalry attack per level
Warfare War Drums 5 Marching Banners +3% army attack per level
Warfare Veteran Command 5 War Drums +2% attack and defense per level
Defense Reinforced Walls 5 Sacred Wards +3% army defense per level
Defense Shield Formations 5 Sacred Wards +4% infantry defense per level
Defense Field Medicine 5 Reinforced Walls 4% fewer casualties per level
Defense Fortified Outposts 5 Reinforced Walls +5% resource-node defense per level
Defense Counterintelligence 5 Sacred Wards +10% anti-spy duration per level
Troops Elite Training 5 Iron Discipline 5% faster training per level
Troops Quartermaster Corps 5 Elite Training 3% lower training costs per level
Temple Oathenreach Siegecraft 5 Marching Banners +5% temple attack per level
Temple Sanctum Wards 5 Sacred Wards +5% temple defense per level
Temple Rally Command 5 Oathenreach Siegecraft +4% rally attack per level
Temple Battle Standards 5 Sanctum Wards +2% temple defense per level
Espionage Shadow Network 5 Iron Discipline +1% army attack, +3 scouting intelligence, and +2 stealth per level
Espionage Watchtower Lattice 5 Counterintelligence +2% army defense per level
Troops Expanded Barracks 5 Elite Training +100 troop training capacity per level
Troops Grand Mustering 5 Expanded Barracks +200 troop training capacity per level
Temple Rally Logistics 5 Rally Command +100 rally troop capacity per level
Temple Grand Warhost 5 Rally Logistics +200 rally troop capacity per level
Warfare Forced March 5 Marching Banners +8% march speed per level
Warfare Campaign Roads 5 Forced March +5% march speed and +300 march size per level
Economy Harvest Collectives 5 Irrigation Network +4% food production per level
Economy Gold Assayers 5 Trade Ledgers +5% gold production per level
Defense Fortress Engineering 5 Reinforced Walls +4% army defense per level
Defense Combat Triage 5 Field Medicine 3% fewer casualties per level
Temple Sanctum Vanguard 5 Oathenreach Siegecraft +4% temple attack per level
Espionage Cipher Network 5 Shadow Network +2% army attack and +4 scouting intelligence per level
GuardianGuardian Conditioning5None+2% Guardian attack per level
GuardianGuardian Resolve5Guardian Conditioning 1 · Keep 3 · Archive 2+2% Guardian defense per level
GuardianWarden's Bond5Guardian Conditioning 2 · Keep 4 · Archive 3+4% Guardian XP earned per level
GuardianPathfinder Bond5Warden's Bond 2 · Keep 5 · Archive 4+2% Guardian march speed per level
GuardianRunic Synergy5Guardian Resolve 2 · Keep 6 · Archive 5 · Workshop 4+2% equipped Guardian gear attack/defense per level
GuardianSpecialization Mastery5Runic Synergy 2 · Keep 8 · Archive 7 · Guardian 5+1 specialization mastery point per level
GuardianBattle Attunement5Specialization Mastery 2 · Keep 10 · Archive 9 · Guardian 8+1% Guardian attack and defense per level
GuardianOathbound Presence5Battle Attunement 3 · Keep 12 · Archive 10 · Guardian 10+2% Guardian attack and defense at Oathenreach per level

85 advanced doctrines

Branch Doctrine Max Keep Archive Manuscripts Prerequisite Functional benefit
Economy Seasonal Granaries 4 4 3 0 Crop Rotation 2 +4% food production per level
Economy Oldgrowth Charters 4 5 4 1 Seasonal Granaries 2 +4% wood production per level
Economy Deepdelve Surveys 4 7 5 2 Oldgrowth Charters 2 +4% stone production per level
Economy Sovereign Coinage 4 9 7 3 Deepdelve Surveys 2 +4% gold production per level
Economy Frontier Caravans 4 11 9 5 Sovereign Coinage 2 +5% resource-node income per level
Economy Valley Stewardship 4 14 11 7 Frontier Caravans 2 +2% all resource production per level
Economy Riverbound Estates 4 17 14 9 Valley Stewardship 2 +5% food production per level
Economy Master Timberwrights 4 20 17 12 Riverbound Estates 2 +5% wood production per level
Economy Obsidian Excavation 3 24 21 15 Master Timberwrights 2 +5% stone production per level
Economy Verdant Prosperity 3 28 25 20 Obsidian Excavation 2 +3% all resource production per level
Warfare Formation Drills 4 4 3 0 Iron Discipline 2 +2% army attack per level
Warfare Hardened Spearheads 4 5 4 1 Formation Drills 2 +3% infantry attack per level
Warfare Eagleeye Companies 4 7 5 2 Hardened Spearheads 2 +3% archer attack per level
Warfare Thundering Hooves 4 9 7 3 Eagleeye Companies 2 +3% cavalry attack per level
Warfare Battlefield Doctrine 4 11 9 5 Thundering Hooves 2 +3% army attack per level
Warfare Veteran Standards 4 14 11 7 Battlefield Doctrine 2 +2% army defense per level
Warfare Night Maneuvers 4 17 14 9 Veteran Standards 2 +4% march speed per level
Warfare Ironbound Campaigns 4 20 17 12 Night Maneuvers 2 +600 march capacity per level
Warfare Heroic Command 3 24 21 15 Ironbound Campaigns 2 +3% army attack per level
Warfare Eternal Warcollege 3 28 25 20 Heroic Command 2 +4% army attack per level
Defense Field Infirmaries 4 4 3 0 Sacred Wards 2 +2,000 Moonwell recovery beds per level
Defense Layered Ramparts 4 5 4 1 Field Infirmaries 2 +3% army defense and +250 reinforcement capacity per level
Defense Protected Storehouses 4 7 5 2 Layered Ramparts 2 +4% warehouse protection per level
Defense Veteran Surgeons 4 9 7 3 Protected Storehouses 2 +4% casualty reduction per level
Defense Beacon Network 4 11 9 5 Veteran Surgeons 2 +2% army defense and +400 reinforcement capacity per level
Defense Sanctuary Protocol 4 14 11 7 Beacon Network 2 +3,000 Moonwell recovery beds per level
Defense Counterassault Drills 4 17 14 9 Sanctuary Protocol 2 +3% army defense and +600 reinforcement capacity per level
Defense Advanced Medicine 4 20 17 12 Counterassault Drills 2 +2% casualty reduction and +4% Moonwell healing speed per level
Defense Citadel Aegis 3 24 21 15 Advanced Medicine 2 +4% army defense and +1,000 reinforcement capacity per level
Defense Immortal Guard 3 28 25 20 Citadel Aegis 2 +5,000 Moonwell recovery beds per level
Troops Drillmaster Corps 4 4 3 0 Elite Training 2 +3% training speed per level
Troops Regimental Quarters 4 5 4 1 Drillmaster Corps 2 +90 training capacity per level
Troops Expeditionary Supply 4 7 5 2 Regimental Quarters 2 +2% training savings per level
Troops War Academy 4 9 7 3 Expeditionary Supply 2 +400 march capacity per level
Troops Royal Vanguard 1 11 9 5 War Academy 2 unlock tier IV Vanguard
Troops Grand Drillgrounds 4 14 11 7 Royal Vanguard 1 +200 training capacity per level
Troops Mythic Armaments 4 17 14 9 Grand Drillgrounds 2 +3% training speed per level
Troops Imperial Muster 4 20 17 12 Mythic Armaments 2 +500 training capacity per level
Troops Aegis Templars 1 24 21 15 Imperial Muster 2 unlock tier V Templars
Troops Celestial Lancers 1 24 21 15 Imperial Muster 2 unlock tier V Lancers
Troops Astral Champions 1 24 21 15 Imperial Muster 2 unlock tier V Champions
Troops Legendary Host 3 28 25 20 Astral Champions 1 +600 march capacity per level
Temple Causeway Assaults 4 4 3 0 Oathenreach Siegecraft 2 +4% temple assault per level
Temple Sanctum Bastions 4 5 4 1 Causeway Assaults 2 +4% temple defense per level
Temple Alliance Quartering 4 7 5 2 Sanctum Bastions 2 +50 rally capacity per level
Temple Sacred Signal Fires 4 9 7 3 Alliance Quartering 2 +3% rally attack per level
Temple Wardstone Defenders 4 11 9 5 Sacred Signal Fires 2 +4% temple defense per level
Temple Oathenreach Sieges 4 14 11 7 Wardstone Defenders 2 +4% temple assault per level
Temple Imperial Rally 4 17 14 9 Oathenreach Sieges 2 +75 rally capacity per level
Temple Oathbound Command 4 20 17 12 Imperial Rally 2 +4% rally attack per level
Temple Consecrated Vanguard 3 24 21 15 Oathbound Command 2 +5% temple assault per level
Temple Throne of the Verdant 3 28 25 20 Consecrated Vanguard 2 +120 rally capacity per level
TempleMustered Cohorts4862Rally Logistics 2+45 rally capacity per level
TempleBanner Relay Corps41082Mustered Cohorts 2+55 rally capacity per level
TempleWarhost Provisioning412103Banner Relay Corps 2+60 rally capacity per level
TempleAlliance Command Posts414124Warhost Provisioning 2+70 rally capacity per level
TempleGrand Assembly Grounds416145Alliance Command Posts 2+90 rally capacity per level
TempleOathbound Logistics418166Grand Assembly Grounds 2+105 rally capacity per level
TempleCoalition Standards420187Oathbound Logistics 2+125 rally capacity per level
TempleVerdant War Council422208Coalition Standards 2+300 rally capacity per level
TempleCrownland Muster424229Verdant War Council 2+700 rally capacity per level
TempleLegion Quartering4262410Crownland Muster 2+1,000 rally capacity per level
TempleRealmwide Conscription3272511Legion Quartering 2+1,700 rally capacity per level
TempleSovereign Warhost3282612Realmwide Conscription 2+1,800 rally capacity per level
TempleImperial Host Doctrine3292713Sovereign Warhost 2+2,000 rally capacity per level
TempleCrown Holder's Muster3302815Imperial Host Doctrine 2+2,200 rally capacity per level
TempleEndless Banners3303018Crown Holder's Muster 2+5,250 rally capacity per level
Espionage Frontier Lookouts 4 4 3 0 Shadow Network 2 +4% scout cooldown reduction and +2 scouting intelligence per level
Espionage Silent Footsteps 4 5 4 1 Frontier Lookouts 2 +3% march speed per level
Espionage Ciphered Dispatches 4 7 5 2 Silent Footsteps 2 +5% anti-spy duration per level
Espionage Watchfire Wards 4 9 7 3 Ciphered Dispatches 2 +2% army defense per level
Espionage Covert Quartermasters 4 11 9 5 Watchfire Wards 2 +6% trade capacity per level
Espionage Phantom Outriders 4 14 11 7 Covert Quartermasters 2 +5% scout cooldown reduction, +3 scouting intelligence, and +1 stealth per level
Espionage Veiled Counteragents 4 17 14 9 Phantom Outriders 2 +6% anti-spy duration per level
Espionage Royal Informants 4 20 17 12 Veiled Counteragents 2 +2% army attack per level
Espionage Blackcipher Conclave 3 24 21 15 Royal Informants 2 +6% scout cooldown reduction, +6 scouting intelligence, and +1 stealth per level
Espionage Eye of Oathenreach 3 28 25 20 Blackcipher Conclave 2 +3% army attack per level
GuardianVeteran Companion414125Oathbound Presence 3 · Guardian 12 · Workshop 8+3% Guardian attack/defense per level
GuardianRunebound Arsenal416147Veteran Companion 2 · Guardian 15 · Workshop 12+3% equipped Guardian gear attack/defense per level
GuardianPerfected Forms418169Runebound Arsenal 2 · Guardian 18+2 specialization mastery points per level
GuardianBastion Companion4201811Perfected Forms 2 · Guardian 22+4% Guardian defense at settlements per level
GuardianFrontier Sentinel4222013Bastion Companion 2 · Guardian 25+4% Guardian defense at resource nodes per level
GuardianWarhost Companion4242215Frontier Sentinel 2 · Guardian 28+4% Guardian attack in alliance rallies per level
GuardianOathenreach Champion4262418Warhost Companion 2 · Guardian 32+4% Guardian attack/defense at Oathenreach per level
GuardianRunic Concordance3272520Oathenreach Champion 2 · Guardian 35 · Workshop 20+1 complete matching-set bonus point per level
GuardianAncient Resonance3292724Runic Concordance 2 · Guardian 40+4% Guardian attack/defense per level
GuardianLegendary Warden Bond3303030Ancient Resonance 2 · Guardian 45 · Workshop 22+5% Guardian attack/defense per level
Completed Verdant Archive levels reduce research duration by approximately 3% per level above level 1, capped at 40%. After the speed cap is reached, Archive levels 16–30 reduce Scholar Manuscript costs by 1% per level (up to 15%, rounded safely by the server). Speedups are unrestricted by a daily cap; the same inventory and saved credit can accelerate Research, Construction, Troop Training, or Moonwell Healing. Advanced doctrines still require their listed building and earned-manuscript gates before research can begin.
Chapter 30 · Daily progression

Complete daily earnings, map-based Frontier Bounties, free supplies, and recovery

Repeatable activity UTC-day allowance Verified reward or benefit
Automatic daily login Once 10 gems + 2 Scholar Manuscripts
Flexible daily objective claims Any five of twelve 55 gems + 9 Scholar Manuscripts + 705 XP
Free objective reroll Once Replace an unclaimed objective with Flexible Warden Duty
Civilian gathering expeditions Up to four; travel + 45 minutes gathering + return Ordinary resources + 1 manuscript, awarded when the returning workers reach home
Daily Guardian Training Once every rolling 24 hours while Guardian is below level 50 250 base Guardian XP, increased by completed Guardian XP research; card hides after claim until the next 24-hour unlock
Frontier bounty attempts Up to five Each victory: ordinary resources + 2 gems; first daily victory also adds 1 manuscript
Frontier bounty patrol behavior One active personal route per dispatched patrol Select a visible Realm-map camp, send at least 10 troops with an optional home Guardian, resolve combat only on arrival, then return survivors and the Guardian by a visible march
Shop Featured resource delivery Once Keep-scaled food, wood, stone, and gold
Workshop-crafted Peace Seal 1 craft/day at Workshop 3–19 · 2 at 20–29 · 3 at 30 One 12-hour Peace Seal per completed craft; Workshop 25 reduces the manuscript cost from 2 to 1
Emergency militia Once every rolling 24 hours if the Keep-scaled catastrophic-loss threshold is met Rebuilds the complete owned force toward 500–26,000 troops depending on completed Keep level; composition never exceeds legitimately unlocked troop tiers
Frontier Bounties are real offensive patrols and personal PvE encounters in v0.56.7. The 24 bounty camps across six tiers are visible shared Realm-map landmarks, but each Warden fights an independent personal encounter. Other Wardens never consume, occupy, defeat, weaken, or lock your camp. Dispatching a patrol reserves one of your five personal UTC-day attempts and consumes a personal march route. Recalling the patrol before combat, or a camp that cannot resolve safely on arrival, restores that reserved attempt. Peace-protected Wardens cannot launch a Frontier patrol until their active Peace Seal is disabled or expires. Rewards are secured only after the patrol reaches the camp and wins; surviving troops and any assigned Guardian then march home. Frontier combat now uses two-sided pressure: your Attack must break the camp Defense while the camp Attack pressures your troop Defense. Bandits, Wolves, Fallen Wardens, Guardians, Behemoths, and Wyrms have distinct Attack/Defense profiles and formation weaknesses shown before dispatch.
Frontier Guardian XP is awarded on both wins and losses when the Guardian accompanies the patrol. Base XP by camp level is 14 / 18 / 22 / 26 / 30 / 34 on victory and 8 / 10 / 12 / 14 / 16 / 18 when repelled. Warden’s Bond and other Guardian XP-gain research increase the final award. The battle report records the Guardian XP earned and the authoritative return-arrival time.

Free Shop delivery by completed Settlement level

The once-per-UTC-day Featured delivery is calculated from the Warden's completed Keep/Settlement Level. The original early-game linear amounts remain a minimum floor, but mid- and late-game rewards now follow the settlement progression curve so the delivery remains useful as upgrade costs rise.

Current v0.62.0 daily market-supply examples
Settlement Lv.FoodWoodStoneGold
11,4001,050700220
52,1201,6101,140360
103,0202,3101,690535
1515,00012,00010,0003,500
1620,00016,00013,5004,700
1727,00021,50018,0006,300
1836,00029,00024,0008,500
1948,00038,00032,00011,500
2065,00052,00044,00015,500
2188,00070,00059,00021,000
22120,00096,00081,00028,500
23165,000132,000111,00039,000
24225,000180,000152,00054,000
25310,000248,000210,00074,000
26425,000340,000288,000102,000
27585,000468,000396,000140,000
28800,000640,000542,000192,000
291,100,000880,000746,000264,000
301,500,0001,200,0001,020,000360,000
Late-game market supplies: Settlement Levels 15–30 use the stronger table above. Level 30 receives 1,500,000 Food, 1,200,000 Wood, 1,020,000 Stone, and 360,000 Gold. Levels 1–14 retain the established opening curve.

30-Day Login Bonus

Pass 41 premium-economy normalization: the one-time 30-Day Login Bonus now contains 3,500 total Gems and 12 Astral Crystals. Daily Duty + automatic login provides 65 Gems per UTC day. All six Weekly Orders total 120 Gems and 3 Astral Crystals per completed UTC week. A full three-chest Realm Competition track totals 525 Gems, 6,000,000 Gold, 2,350,000 Food, 1,950,000 Wood, 1,560,000 Stone, 3 Astral Crystals, and 1 Settlement Waystone before placement rewards.

The compact Login Bonus card sits directly above the private Realm Map/minimap. Clicking it opens the full 30-day calendar in its own drawer. The calendar advances one Realm UTC date at a time: only the current day can be claimed, missed past days are permanently darkened/unavailable, future days remain locked, and missing a day never resets the calendar. The map-side card can be minimized and reopened; that preference is remembered per Warden and Realm on the current device, and a claim-ready minimized card still shows a highlighted reward-ready state. The calendar retires after the 30-day window resolves.

Current 30-Day Login Bonus rewards
DayReward
Day 1Peace Seal
Day 2300 Gems
Day 32 Astral Crystals
Day 4100,000 Food
Day 5100,000 Wood
Day 6100,000 Stone
Day 775,000 Gold
Day 85 Scholar Manuscripts
Day 92 × 1 Hour Project Speedup
Day 10500 Gems
Day 11Peace Seal
Day 122 Astral Crystals
Day 13200,000 Food
Day 14200,000 Wood
Day 15650 Gems
Day 16200,000 Stone
Day 17150,000 Gold
Day 188 Scholar Manuscripts
Day 192 × 3 Hour Project Speedup
Day 203 Astral Crystals
Day 212 Peace Seals
Day 22750 Gems
Day 23300,000 Food
Day 24300,000 Wood
Day 25300,000 Stone
Day 26250,000 Gold
Day 2712 Scholar Manuscripts
Day 28Settlement Waystone
Day 29Sovereign Peace Seal · 5 Days
Day 301,300 Gems + 5 Astral Crystals
Reward artwork: the calendar uses first-party Valtheryn item art for Gems, Astral Crystals, Manuscripts, Waystones, Project Speedups, resources, and Peace Seals. Reward images are centered and use contain-style scaling so the full item remains visible inside each responsive day tile instead of being cropped.

Emergency Militia · progression-scaled recovery

Emergency Militia is a catastrophic-loss recovery system, not a normal troop source. Eligibility counts the complete owned force: ready troops, wounded troops, troops already queued for training, marches, deposit garrisons, allied reinforcements, rally commitments, and Oathenreach deployments. When that total falls below the Keep-specific trigger, the system calculates the gap toward the recovery target—but a single claim is deliberately capped.

Emergency Militia progression and anti-farming caps
Completed KeepEligible belowRecovery targetMaximum one claimOrdinary levy cap
1–750500300100
8–121201,200600100
13–173003,0001,200120
18–226006,0002,200220
23–261,00010,0003,500350
27–291,80018,0005,000500
302,60026,0006,500650
Verified defensive recovery: permanent troops killed while defending your own settlement are remembered by exact troop type for 48 hours. Emergency Militia may restore those verified losses—including legitimately unlocked Tier IV/V troops—before filling any remaining allowance with ordinary militia.
Anti-farming safeguards: the normal claim cooldown is 24 hours. Deliberately dismissing troops or suffering casualties in an outgoing battle also blocks Emergency Militia for 24 hours. Ordinary levy militia is separately capped by the table above and never exceeds Tier III. Militia awards no Gems, Warden XP, Warden’s Path progress, Realm Milestone progress, or competition score.
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 Frontier Bounties also provide 10 additional gems.
Stationed resource-garrison yield is separate from these instant/repeatable reward totals. In v0.56.7 it accumulates as unbanked node cargo and becomes spendable only after the node force returns home.
Astral Crystal earn routes are additive: every new Guardian level grants 1 Crystal, every claimed permanent Warden objective grants 1, selected weekly objectives grant 1, Realm Competition Tier III grants 1, and final Realm Event placements grant 2 / 1 / 1 for ranks 1 / 2 / 3. Buying Crystals is optional and requires Settlement Lv. 30.
Chapter 31 · Long-term milestones

Warden Journey objectives, 47 Realm Milestones, and weeklies

Progression roles are more distinct. Permanent Warden Journey objectives increasingly focus on unique accomplishments rather than repeating the same lifetime troop-count milestones already covered by Realm Milestones. Daily Duty and Weekly Orders now include dedicated Campaign, Frontier, rally, healing, and settlement-PvP objectives so different game modes are not all collapsed into one generic victory counter.

Warden’s Path now has two distinct long-term surfaces. The normal Path retains daily objectives, weekly objectives, Frontier Bounties, and the existing 35 permanent objectives. A separate Realm Milestones tab adds 47 one-time achievements that reward natural settlement growth and broader Realm participation.

Realm Milestones · 47 one-time Realm achievements

Realm Milestones are a separate tab inside Warden’s Path. They do not replace the existing daily, weekly, frontier, or 35 permanent Warden objectives. Each milestone is one-time for that Realm membership, progress is checked by the server, and existing Wardens receive retroactive completion only when current progression or retained Realm counters can safely prove the requirement. Milestone progression never transfers to another Realm.

Complete track: all 47 Realm Milestones together award 721 Gems, plus scaled Warden XP and ordinary-resource rewards. Claimable milestones are surfaced in Warden’s Path, and each reward can be claimed only once in that Realm.
All 47 Realm Milestones
CategoryMilestoneRequirementGem reward
GrowthGrowing StrongholdRaise your Settlement Keep to level 5.5 Gems
GrowthEstablished SettlementRaise your Settlement Keep to level 10.10 Gems
GrowthFrontier SeatRaise your Settlement Keep to level 15.15 Gems
GrowthRegional PowerRaise your Settlement Keep to level 20.25 Gems
GrowthCrownward CitadelRaise your Settlement Keep to level 25.35 Gems
GrowthGolden Crown CitadelReach the level 30 settlement cap.60 Gems
GrowthRising WardenReach 25,000 Settlement Power.5 Gems
GrowthProven WardenReach 100,000 Settlement Power.12 Gems
GrowthRealm PowerReach 500,000 Settlement Power.25 Gems
GrowthMajor PowerReach 1,000,000 Settlement Power.45 Gems
MilitaryStanding Company ITrain 100 troops across this Realm.5 Gems
MilitaryStanding Company IITrain 500 troops across this Realm.8 Gems
MilitaryStanding ArmyTrain 1,000 troops across this Realm.12 Gems
MilitaryWar HostTrain 5,000 troops across this Realm.22 Gems
MilitaryRealm LegionTrain 15,000 troops across this Realm.35 Gems
MilitaryCross the BorderLaunch your first attack against another Warden settlement.6 Gems
MilitaryFirst Settlement VictoryWin your first battle against another Warden settlement.10 Gems
MilitaryField CommanderWin 10 battles against Warden settlements.25 Gems
RealmEyes Beyond the WallsComplete your first successful settlement scouting mission.5 Gems
RealmShadow NetworkComplete 10 successful settlement scouting missions.12 Gems
RealmClaim the FrontierSecure your first resource deposit.6 Gems
RealmFrontier StewardSecure 10 resource deposits over time.15 Gems
RealmContest the FrontierAttack your first enemy-held resource deposit.5 Gems
RealmTake the GroundDefeat a resource garrison and capture its deposit.8 Gems
RealmHold the LineRepel 3 attacks against your resource garrisons.12 Gems
RealmRealm TraderBuy your first item or supply package from the Realm Market.4 Gems
RealmSeasoned TraderComplete 10 Realm Market purchases.10 Gems
RealmBriarwood ClearedClear Campaign stage 25.15 Gems
AllianceRaise the BannerJoin or found an alliance.8 Gems
AllianceOpen the Caravan RoadComplete your first alliance resource trade.5 Gems
AllianceAlliance QuartermasterComplete 10 alliance resource trades.12 Gems
AllianceAnswer the CallSend a reinforcement march to an alliance member.8 Gems
AllianceRallying CryJoin an alliance rally started by another commander.10 Gems
AllianceCall the War HostStart your first alliance rally.12 Gems
GuardianGuardian InitiateRaise your Guardian to level 5.5 Gems
GuardianGuardian VeteranRaise your Guardian to level 10.8 Gems
GuardianGuardian ChampionRaise your Guardian to level 25.18 Gems
GuardianLegendary CompanionRaise your Guardian to the level 50 cap.45 Gems
GuardianRunebound ArmamentOwn your first piece of Guardian equipment.6 Gems
GuardianFully EquippedEquip all seven Guardian gear slots.18 Gems
KnowledgeDoctrine StudentComplete 10 Research doctrine levels.6 Gems
KnowledgeVerdant ScholarComplete 50 Research doctrine levels.16 Gems
KnowledgeMaster of DoctrineComplete 100 Research doctrine levels.35 Gems
KnowledgeRunecrafterComplete 5 qualifying Runecrafter crafts.8 Gems
KnowledgeMoonwell StewardHeal 1,000 wounded troops in the Moonwell Infirmary.12 Gems
OathenreachOathenreach BoundCommit forces to Oathenreach through a garrison, attack, defense, or rally.12 Gems
OathenreachTemple VictorEarn your first Oathenreach battle victory.25 Gems
Separate reward tracks: Realm Milestones award their listed Gems plus XP/resources. The existing 35 permanent Warden’s Path objectives and six weeklies keep their own Gem, Scholar Manuscript, XP, and Astral Crystal rewards described below.

All 35 permanent Warden’s Path objectives

All 35 permanent objectives and their earned manuscript rewards
Permanent objectiveRequired milestoneGem rewardScholar Manuscripts
Raise the BannersFinish training 30 troops.20 gems2
Claim the FrontierComplete 2 qualifying resource-node occupations or captures.25 gems2
Deep KnowledgeComplete 2 research levels.30 gems2
Eyes Beyond the WallComplete 1 hostile reconnaissance action.20 gems2
First BloodWin 1 eligible settlement, node, or Oathenreach battle.35 gems2
Strength in UnityComplete 1 alliance caravan.20 gems2
Raise the SettlementComplete 4 timed settlement upgrades.24 gems2
Hands of the FrontierComplete 3 civilian gathering expeditions.22 gems2
The First Peace RuneCraft 1 earned Peace Seal.18 gems2
An Army Worthy of the CrownFinish training 250 troops.42 gems3
Keeper of the Lost LoreComplete 15 research levels.48 gems4
Veteran of the FrontierComplete 8 qualifying resource-node occupations or captures.36 gems3
Standing ArmyFinish training 1,000 troops.55 gems4
The Verdant War HostFinish training 5,000 troops.80 gems6
Legion of the RealmFinish training 15,000 troops.120 gems8
Archive ScholarComplete 35 research levels.55 gems5
Master of DoctrineComplete 60 research levels.85 gems7
Living CodexComplete 100 research levels.130 gems10
Frontier LordComplete 20 qualifying resource-node occupations or captures.60 gems5
Master of DepositsComplete 50 qualifying resource-node occupations or captures.100 gems8
Shadow AdeptComplete 10 hostile reconnaissance actions.45 gems4
Master of WhispersComplete 50 hostile reconnaissance actions.85 gems7
Battle-HardenedWin 10 eligible settlement, node, or Oathenreach battles.60 gems5
Realm ConquerorWin 50 eligible settlement, node, or Oathenreach battles.110 gems8
Legend of ValtherynWin 150 eligible settlement, node, or Oathenreach battles.175 gems12
Alliance SupplierComplete 10 alliance caravans.45 gems4
Alliance QuartermasterComplete 50 alliance caravans.90 gems7
Settlement ArchitectComplete 15 timed settlement upgrades.50 gems4
Master ArchitectComplete 50 timed settlement upgrades.95 gems8
Expedition LeaderComplete 20 civilian gathering expeditions.45 gems4
Frontier ProvisionerComplete 75 civilian gathering expeditions.90 gems8
RunecrafterCraft 5 earned Peace Seals.45 gems4
Master RunecrafterCraft 20 earned Peace Seals.90 gems8
Moonwell HealerHeal 100 wounded troops.45 gems4
Keeper of the FallenHeal 1,000 wounded troops.100 gems9

All six weekly Warden objectives

Weekly progress uses a fresh weekly baseline, so only progress made during the current week counts toward these six repeatable objectives.

Weekly objectiveRequirementGemsScholar ManuscriptsWarden XP
Weekly War MusterTrain 500 troops.303260
Weekly ScholarshipComplete 5 research levels.304260
Weekly DevelopmentComplete 5 building upgrades.283240
Weekly FrontierComplete 10 civilian gathering expeditions.263220
Weekly CampaignWin 5 eligible battles.354300
Weekly Alliance AidComplete 5 alliance caravans.263220
Permanent Warden’s Path objectives can each be claimed once per Realm progression state. Realm Milestones are also one-time per Realm membership but are tracked in their own tab and use their own authoritative requirements. Weekly objectives are repeatable on their weekly reset and measure progress made during that week rather than lifetime totals.
Astral Crystal progression reward: each claimed permanent Warden’s Path objective now grants 1 Astral Crystal in addition to its existing Gem / Manuscript / XP rewards, while selected weekly objectives—Weekly Scholarship, Weekly Realm Battlefield, and Weekly Rally Command—grant 1 Astral Crystal. This gives long-term objective progression a direct route into Tier V Guardian refinement.
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% base; improves to 7% at Embassy 10, 6% at Embassy 20, and 5% at Embassy 30
Daily base formula 5,000 + (2,500 × Embassy level) + (1,200 × Keep level)
First normally eligible allowance 11,100 resources/day at Keep 3 and Embassy 1
Covert Quartermasters bonus +6% daily transfer capacity per completed doctrine level
Reset Midnight UTC
Embassy milestones: levels 10, 20, and 30 each add +5% to daily caravan capacity and allied reinforcement capacity. Rally logistics gain +125 shared rally capacity per Embassy level above 1, plus cumulative rally-only milestone bonuses of +500 at Embassy 10, +1,000 at 20, +1,500 at 25, and +2,000 at 30 (5,000 total milestone capacity at Embassy 30), subject to the 60,000 realm cap.

For example, a caravan carrying 1,000 food at an early Embassy delivers 920 food after the 8% base fee; a level-30 Embassy delivers 950 after the 5% milestone fee. If the recipient leaves the alliance before arrival, the full 1,000-food cargo returns to the sender. Gems, manuscripts, Shop items, and troops cannot be sent through ordinary resource caravans. You cannot trade with yourself or another alliance.

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 · Realm leaderboard

Six rotating competitions, personal milestone chests, and verified placement rewards

Six competition types rotate in 24-hour windows. Eligible activity is scored when the relevant action actually completes, even when a timed queue finishes while its owner is offline. Permanent Research and normal Construction continue to scale event credit by eligible natural progress when accelerated. Grand War Muster now scores the troops actually completed regardless of speedup use, while repeatable Academy Studies and Settlement Works cannot be accelerated at all and therefore award their fixed completion score. Those same authoritative points now drive two parallel reward tracks: personal Tier I / II / III Milestone Chests and the existing Realm placement leaderboard.

Competition Scoring category Qualifying activity
Verdant Scholars Research Completed permanent research or repeatable Academy Studies. Repeatable study tiers award fixed 90 / 360 / 1,100 points and must run their full timer; speedups and Oathlink are disabled for them.
Grand War Muster Training Eligible troop companies that finish during the matching window. Grand War Muster scores the troops actually completed at T1 = 1, T2 = 2, T3 = 4, T4 = 7, and T5 = 10 points per troop; Project Speedups do not reduce training-event points.
Master Builders Construction Completed building upgrades or repeatable Settlement Works. Repeatable Works tiers award fixed 90 / 360 / 1,100 points and must run their full timer; speedups and Oathlink are disabled for them.
Frontier Dominion Occupation Qualifying unique deposit occupations; 180 points per eligible open-deposit claim, or 220 points per qualifying contested capture, with a three-minute scoring cooldown.
Realm Provisioning Provisioning Resources banked when civilian expeditions or resource-node cargo physically return home. Passive production and Shop purchases do not score.
Realm Conquest Legitimate battles Eligible settlement, resource-node, and Oathenreach victories or defenses; frontier bounty camps do not score.
  • At most 25 scored actions count for each Warden in each 24-hour competition.
  • The live event leaderboard lists active scorers only: a Warden does not appear with a zero-point row. Their name enters the current competition standings only after they actually earn points in that event.
  • The main Events screen shows only the current Top 10: when more than ten Wardens have scored, See All Participants opens a dedicated scrollable ranking containing every scoring Warden in rank order.
  • Participation rewards require real qualification: at least 120 points and two scored actions, unless one substantial action is worth at least 300 points.
  • The authoritative event ledger accepts up to 250,000 points from one scored action. Individual competition formulas may use lower caps; for example, Realm Provisioning remains capped at 1,200 points per qualifying return.
  • Ties are decided by the earlier qualifying score time; actions beyond the 25-action cap cannot refresh a tied player’s timestamp.
  • Frontier Dominion’s first qualifying claim scores immediately; subsequent scored claims require three minutes between qualifying score awards.
  • Repeatedly reclaiming the same deposit does not create unlimited quest or leaderboard progress.
  • Blocked scouts, emergency militia, frontier bounty camps, and direct purchases cannot be farmed for unearned competition points.

Personal milestone rewards

Every scoring Warden has a personal three-chest progression track for the active event. These thresholds are calibrated to the scoring pace of each event family rather than using one universal target.

CompetitionTier ITier IITier III
Verdant Scholars1,2004,2008,400
Grand War Muster20,00075,000200,000
Master Builders1,0003,5007,000
Frontier Dominion5401,8003,600
Realm Provisioning1,2004,0008,000
Realm Conquest6001,8003,600
Personal chestContents
Tier I500,000 Gold · 250,000 Food · 200,000 Wood · 160,000 Stone · 75 Gems
Tier II1,500,000 Gold · 600,000 Food · 500,000 Wood · 400,000 Stone · 150 Gems · 1 Astral Crystal
Tier III4,000,000 Gold · 1,500,000 Food · 1,250,000 Wood · 1,000,000 Stone · 300 Gems · 2 Astral Crystals · 1 Settlement Waystone
Milestone Chest UI: locked treasure chests show their threshold and reward contents. The progress bar tracks your current points toward the next chest. Reaching a threshold changes that chest to a gold unlocked state and enables its claim control. After a successful claim, the chest changes to a secured/claimed state.
Leaderboard and milestone rewards stack. Personal Tier I / II / III rewards are not replacements for placement rewards. Final Realm rank continues to determine the placement table below.

Placement rewards

PlacementGemsFoodWoodStoneGoldExtra
1st5001,000,000800,000650,0002,000,0003 Astral Crystals · 1 Settlement Waystone
2nd350700,000560,000450,0001,250,0002 Astral Crystals
3rd250500,000400,000320,000800,0001 Astral Crystal
4th–10th75200,000160,000130,000300,000—
Other eligible placements2580,00065,00050,000100,000—
Current competition economy: 1st place earns 500 Gems, 2nd earns 350 Gems, and 3rd earns 250 Gems. Ranks 4–10 earn 75 Gems, and other qualified placements earn 25 Gems. Placement resource rewards were also raised substantially, and personal Event Milestone Chests are awarded separately on top of these placement prizes.
Open the dedicated Events tab to inspect standings, personal Milestone Chest progress, and completed results. Unlocked personal chests can be claimed directly from the active event; eligible finished-placement rewards are credited automatically through secure player synchronization. The tab also shows Daily and Weekly Realm Championship prestige standings aggregated from the rotating competitions; these aggregate boards award prestige only and do not add snowball rewards.
Identity and current-event visibility: live standings and Daily/Weekly Realm Championship rows show each scorer’s selected Warden Profile Portrait. Outside the Events workspace, the compact left-side Live Realm Event card beneath Warden’s Path mirrors the current event name, your placement + points, and the authoritative time remaining.
Top-three Realm Event placements feed Astral progression. In addition to the Gem and resource rewards, 1st grants 3 Astral Crystals, 2nd grants 2, and 3rd grants 1. The compact left-side Event HUD also shows your current placement and points so you can judge whether another scoring action can move you into a higher bracket.
Realm Provisioning scoring: a qualifying returned haul converts the banked resource amount into event points at approximately one point per 100 resources, with a minimum award for legitimate small returns and its event-specific 1,200-point per-action ceiling.
Chapter 34 · Player profile

Warden dossier, Campaign progress, earned cosmetics, identity, and force presets

The self Warden Profile uses the established classic dossier layout in v0.62.0. An experimental compact/wide no-scroll workspace was rolled back after proving less usable in practice, while all newer profile systems—including Campaign progress, Likes, protection controls, diplomacy/crest presentation, Warden Profile Portraits, the optional permanently hidden Realm Orientation card, and the enhanced Crown Holder prestige presentation—remain intact. The profile keeps six sections:

Overview

Review Warden identity, Settlement level, Realm rank, Settlement Power, Enemy Troops Defeated, alliance, current progression, and quick command links.

Identity + realm standing

Forces

Review troop types, available/deployed companies, combat readiness, and military progression.

Army readiness

Mastery

Inspect all seven Research branches, completed levels, doctrines started, and branch/overall Mastery.

Permanent research progression

Protection

Manage Peace Seal and Veil of Silence inventory, activation/extension, deactivation, and live timers.

Peace Seal · Veil of Silence

Bounties

Open the full Bounty Center to review the bounty on you, your open Gold escrow, lifetime claimed Gold, largest claim, Most Wanted, recent claims, and the current monthly Bounty Hunter standings.

Player Gold Bounties · no coordinate disclosure

Identity

Update your Warden name and manage public visual identity. The first rename is free; later changes consume exactly one owned Warden Rename Scroll. Identity also manages Warden Profile Portraits, Profile Frames, Profile Banners, Settlement Nameplates, Guardian Portrait Frames, March Standards, and Showcase Badges.

Rename + seven cosmetic identity categories
Campaign progression is now part of the profile power strip. Your own dossier shows Floor X · Stage Y (or Campaign Complete) plus the number of stages cleared out of 250 alongside Settlement Power, Troop Power, Building Power, Research Power, Enemy Troops Defeated, and Realm rank. Another Warden’s detailed Campaign progress remains private.
The classic Warden Profile layout is authoritative again. The same six profile sections and established scroll behavior are retained because the experimental compact/wide workspace was less usable in practice. The newer portrait art and identity systems remain fully active; this rollback changed presentation only and did not remove profile data, cosmetics, Campaign progress, protection controls, Likes, or public identity.
Realm Orientation can be permanently hidden from your own profile. The Realm Orientation card on the self Warden Profile includes a Hide this section permanently control. Once used, that orientation section is omitted from the Warden’s profile going forward without resetting settlement, tutorial, or other profile progression.
Crown Holder profiles use the enhanced prestige banner only. A current Crown Holder Warden receives the large gold Crown Holder presentation and crown emblem automatically. The older smaller duplicate Crown Holder title below that presentation has been removed, and future Crown-winning alliances inherit the same profile treatment without player-specific hard-coding.
Profile statistics are easier to read. The labels and supporting lines around Settlement Power, Troop Power, Building Power, Research Power, Campaign, Enemy Troops Defeated, Realm Rank, Settlement level, research levels, battle victories, and the Forces / Research / Settlement / Realm Event shortcuts have been enlarged while keeping the underlying values unchanged.

Other-Warden profiles use a compact command console and display their public all-time Warden appreciation total. Hostile profiles expose Profile, Scout, Solo Attack, and Rally. The hostile Profile overview also exposes the Player Gold Bounty placement panel when the target is eligible. Allied profiles expose Profile, Reinforce, and Trade. Private troop/building/research/Campaign detail stays concealed unless another legitimate system reveals appropriate information.

Maximum solo march size begins at 250 troops, gains 50 per completed Keep level above 1, and grows through Marching Banners, Campaign Roads, War Academy, Ironbound Campaigns, and Legendary Host to the 10,000-troop hard cap. Normal Realm attack/rally force builders still support presets and manual troop-type selection; Campaign is different and automatically builds its expedition force.

Keep levels 1–14 support three simultaneous personal routes, Keep 15–29 support four, and Keep 30 supports five.

Warden Profile Likes

When viewing another Warden, use the thumbs-up control to Like the profile. You may contribute only one Like to that Warden; clicking again removes your Like. Self-likes are rejected by the server.

Public all-time total · one Like per other Warden

Account-side identity

Warden Account → Identity can perform the same authoritative rename without loading back into the Realm. Uniqueness, public-content checks, the first free rename, and Rename Scroll consumption are identical to the in-game path.

Same Warden identity · same server rules

Cosmetic Identity · Warden Profile → Identity

Identity now contains seven visual categories. Warden Profile Portraits use a mixed unlock model—four included choices, four permanent Gem unlocks, and two active Crown Holder rewards—while Profile Frames, Profile Banners, Settlement Nameplates, Guardian Portrait Frames, March Standards, and Showcase Badges continue to unlock from progression. All seven categories are cosmetic only: they add no combat power, production bonus, movement bonus, or progression advantage.

Warden Profile Portraits · public portrait/background identity
PortraitUnlockRule
Valtheryn StandardIncludedDefault first-party Valtheryn portrait.
Verdant OathIncludedFree selectable portrait.
Moonveil CrestIncludedFree selectable portrait.
Ironroot BastionIncludedFree selectable portrait.
Sunforge Mark1,800 GemsPermanent premium portrait unlock; buying it equips it immediately.
Starfall Rune2,000 GemsPermanent premium portrait unlock; buying it equips it immediately.
Emberwatch Sigil2,200 GemsPermanent premium portrait unlock; buying it equips it immediately.
Waystone Compass2,400 GemsPermanent premium portrait unlock; buying it equips it immediately.
Oathenreach CrownPermanent Crown legacyPermanently earned by a Warden with legitimate finalized Oathenreach winning-roster history. Historical winner records can backfill valid legacy.
Warhost AscendantCrown legacy + Campaign 100 or 25 PvP victoriesPermanent reward portrait requiring earned Crown Holder history plus either 100 Campaign stages cleared or 25 PvP victories.
Your selected Warden Profile Portrait is public. It replaces the old initial-only avatar treatment and is reused on your own/public Warden Profile, the top-bar profile button, World Chat, Alliance Chat, Realm Rankings → Warden Rankings, Realm Event and Daily/Weekly cross-event standings, Alliance Hall → Members, and alliance-member online notifications. Clicking a chat sender’s name or portrait opens that Warden’s public profile.
CategoryCosmeticUnlock requirement
Profile FrameVerdant StandardIncluded
Verdant LaurelReach Keep Lv. 10
WarforgedWin 25 PvP battles
Crown-BoundCapture Oathenreach
Profile BannerVerdant MistIncluded
Campaign VanguardClear 75 Campaign stages
Scholar of the RealmComplete 50 Research levels
Guardian BondReach Guardian Lv. 30
Settlement NameplateRealm StandardIncluded
Citadel EngravingReach Keep Lv. 20
Campaign ConquerorClear 175 Campaign stages
Sovereign CrownReach Keep Lv. 30
Guardian Portrait FrameOathboundIncluded
Bonded GuardianReach Guardian Lv. 20
Guardian MasterReach Guardian Lv. 40
Astral GuardianReach Guardian Lv. 50
March StandardVerdant StandardIncluded
Vanguard StandardWin 10 PvP battles
Campaign StandardClear 125 Campaign stages
Oathenreach StandardWin 10 Oathenreach battles or capture Oathenreach
Showcase BadgeNo BadgeIncluded
Golden Crown CitadelReach Keep Lv. 30
Campaign Conqueror XClear all 250 Campaign stages
Guardian MasterReach Guardian Lv. 50
Grand ScholarComplete 100 Research levels
Realm VeteranWin 100 PvP battles
Oathenreach CrownCapture Oathenreach
Prestige, alliance identity, and showcase identity are separate. The permanent Valtheryn Beta Tester prestige title occupies its own profile row. Alliance crest / alliance name / diplomacy context and the equipped Showcase Badge use separate identity presentation so they do not collide or concatenate into one unreadable title.
Gem History privacy/control: Warden Account includes Clear Gem History. This starts a fresh private visible statement from the current authoritative Gem balance; it does not change the balance and does not delete permanent game/Treasury audit records or historical Treasury orders.
The Warden Profile now uses a professional Command Snapshot. The familiar identity dossier stays on the left, while the formerly empty right side carries Settlement Power, Troop Power, Building Power, Research Power, Campaign, Enemy Troops Defeated, and Realm Rank in a compact metric grid. Direct Forces / Research / Settlement / Realm Event shortcuts sit beneath the metrics so the profile uses its space intentionally without returning to the rejected experimental no-scroll workspace.
Chapter 35 · Current storefront

Realm Market departments, Gem Vault, prices, supplies, cosmetics, and payment methods

The current Shop is opened from the bottom navigation and is organized into Featured, Speedups, Protection, Supplies, Command Boosts, Gem Vault, and Identity. Supplies contains 33 ordinary-resource delivery bundles plus the separate Guardian Training Codex. Shop → Identity contains the four permanent premium settlement styles. Warden Profile Portraits are managed separately from Warden Profile → Identity; four portrait choices are included, four premium portraits use Gems there, and two are Crown Holder rewards. Gem Vault is its own department and is also linked from Featured.

Realm Market item artwork: product cards now reuse centered first-party Valtheryn item art wherever matching artwork exists. Project Speedups use the hourglass art; Peace products use Peace Seal art; Settlement Waystones, Astral Crystals, Food/Wood/Stone/Gold supplies, Writ/Charter/Codex/Rename-scroll style products, Featured category cards, and the free daily-supplies card use their matching item artwork. Premium settlement styles keep their live settlement previews.
All 33 current Realm Market resource supply bundles
Supply bundleSuggested progressionGold paymentGem paymentDelivered resources
Provision SatchelSettlement Lv. 1–71,800 gold12 Gems3,000 food
Harvest WagonSettlement Lv. 8–137,000 gold32 Gems10,000 food
Royal Granary ConvoySettlement Lv. 14–1824,000 gold88 Gems30,000 food
Crown Granary ReserveSettlement Lv. 19–23115,000 gold340 Gems125,000 food
War Granary ReserveSettlement Lv. 24–26550,000 gold1,500 Gems500,000 food
Imperial Granary TreasurySettlement Lv. 27–292,600,000 gold6,000 Gems2,000,000 food
Sovereign Granary TreasurySettlement Lv. 3012,000,000 gold25,000 Gems8,000,000 food
Timber BundleSettlement Lv. 1–72,000 gold13 Gems2,600 wood
Lumber CaravanSettlement Lv. 8–137,500 gold37 Gems9,000 wood
Timberwright TrainSettlement Lv. 14–1826,000 gold98 Gems27,500 wood
Crown Timber ReserveSettlement Lv. 19–23120,000 gold355 Gems110,000 wood
War Timber ReserveSettlement Lv. 24–26600,000 gold1,600 Gems450,000 wood
Imperial Timber TreasurySettlement Lv. 27–292,900,000 gold6,500 Gems1,800,000 wood
Sovereign Timber TreasurySettlement Lv. 3013,000,000 gold25,000 Gems7,000,000 wood
Quarry BundleSettlement Lv. 1–72,000 gold17 Gems2,200 stone
Stonewright CaravanSettlement Lv. 8–137,000 gold44 Gems7,600 stone
Masonry ConvoySettlement Lv. 14–1824,000 gold125 Gems23,000 stone
Crown Stone ReserveSettlement Lv. 19–23120,000 gold430 Gems90,000 stone
War Masonry ReserveSettlement Lv. 24–26650,000 gold2,100 Gems400,000 stone
Imperial Stone TreasurySettlement Lv. 27–293,200,000 gold8,500 Gems1,600,000 stone
Sovereign Quarry TreasurySettlement Lv. 3014,000,000 gold30,000 Gems6,000,000 stone
Realm Supply CacheSettlement Lv. 1–1010,000 gold56 Gems6,000 food · 5,000 wood · 4,200 stone
Grand Realm StockpileSettlement Lv. 11–1740,000 gold175 Gems20,000 food · 17,000 wood · 14,000 stone
Sovereign Supply VaultSettlement Lv. 18–23150,000 gold600 Gems75,000 food · 62,000 wood · 52,000 stone
Warden War StockpileSettlement Lv. 24–26750,000 gold2,700 Gems300,000 food · 250,000 wood · 200,000 stone
Imperial Realm ReserveSettlement Lv. 27–293,600,000 gold12,000 Gems1,200,000 food · 1,000,000 wood · 800,000 stone
Sovereign Realm TreasurySettlement Lv. 3015,000,000 gold45,000 Gems4,000,000 food · 3,300,000 wood · 2,700,000 stone
Gold Coin PurseSettlement Lv. 1–7Not available · Gem-only65 Gems2,000 gold
Gold StrongboxSettlement Lv. 8–13Not available · Gem-only240 Gems8,000 gold
Royal Gold ChestSettlement Lv. 14–20Not available · Gem-only720 Gems25,000 gold
Sovereign Gold VaultSettlement Lv. 21–25Not available · Gem-only2,700 Gems100,000 gold
Imperial Gold TreasurySettlement Lv. 26–28Not available · Gem-only14,000 Gems500,000 gold
Crown Gold TreasurySettlement Lv. 29–30Not available · Gem-only58,000 Gems2,000,000 gold
Guardian progression item · Supplies
ItemPriceAwardRules
Guardian Training Codex7,500 Gems · Gem-only500 base Guardian XPWarden's Bond increases the actual XP award through the normal authoritative Guardian XP calculation. Unavailable at Guardian level 50. XP past level 50 is not banked.
This is deliberately poor value compared with playing the Guardian systems. At the normal 250-base-XP Daily Guardian Training rate, the Codex represents 2 daily claims of base XP, while 7,500 Gems is about 90 days of the standard 83-Gem daily objective + login baseline before other Gem sources. It exists as an optional premium acceleration path, not the intended way to level a Guardian.
Premium settlement styles · Identity
StylePriceRealm appearance
Verdant Crown Citadel15,000 GemsIvory spires, emerald banners, luminous gold trim, sacred gardens, and cascading water.
Moonveil Enclave15,000 GemsSilver-white towers, moonlit blue roofs, violet arcane light, crescents, and elevated terraces.
Ironroot Bastion15,000 GemsHeavy timber, iron-braced stone, palisades, ember-lit watchtowers, and a fortified frontier silhouette.
Sunforge Oasis15,000 GemsWarm sandstone, copper-gold domes, turquoise waterways, sun banners, and oasis towers.
Settlement styles are permanent account cosmetics. Buying one deducts 15,000 Gems once, permanently unlocks it for that Warden, equips it immediately, and exposes the equipped architecture on the public Realm map. Re-equipping any owned style—or returning to the original Valtheryn settlement—is free and does not change power, combat, production, protection, level, or rank.
  • Featured: claim the free daily Settlement-level-scaled food, wood, stone, and gold delivery once per UTC day. Early-game amounts retain their existing floor while late-game rewards grow much more aggressively with settlement progression.
  • Speedups: buy any of the twelve Project Speedups with Gems, from 1 minute through 3 days, and use them on active Research, Construction, Troop Training, or Moonwell Healing. Oversized unused time is preserved as universal saved credit.
  • Protection: buy 12-hour Peace Seals for 90 Gems and Veils of Silence for 50 Gems. Peace activation is manual, total active/banked Peace is capped at seven days, and successful hostile activity or scouting starts a 30-minute Peace reactivation cooldown.
  • Supplies: twenty-seven Food/Wood/Stone/mixed resource bundles span starter through level-30 stockpiles and allow either Gold or Gem payment. Six Gold-delivery bundles are Gem-only so there is no Gold-for-Gold purchase loop. The separate Guardian Training Codex costs 7,500 Gems and grants 500 base Guardian XP; its deliberately high price keeps combat, Frontier Bounties, Daily Guardian Training, and Guardian research as the primary progression routes. Suggested Settlement Lv. labels apply to resource packs only and never gate purchasing.
  • Identity: buy a 120-Gem Warden Rename Scroll after the first free name change; permanently unlock Verdant Crown Citadel, Moonveil Enclave, Ironroot Bastion, or Sunforge Oasis for 15,000 Gems each; buy Settlement Paint Tokens for 1,500 Gems to save custom settlement colors; or unlock the Prismatic Warden Name for 20,000 Gems at Settlement Lv. 30. Paint can be reset to the equipped style’s original colors for free. The Prismatic name is permanent and appears on public Profiles and World/Alliance Chat. Warden Profile → Identity separately offers Sunforge Mark (1,800 Gems), Starfall Rune (2,000), Emberwatch Sigil (2,200), and Waystone Compass (2,400) as permanent portrait unlocks, alongside four free portraits and two Crown Holder reward portraits. All of these are cosmetic.
  • Relocation: buy additional Settlement Waystones for 15,000 ordinary gold.
Every Gem purchase is checked against the authoritative server catalog. The client does not submit a trusted price. This includes the Guardian Training Codex and premium Warden Profile Portraits: their prices are server-owned, Gem deductions are recorded in Gem history, and ownership is persisted before the selected portrait is equipped. If Confirm Gem spending is enabled in Warden preferences, Gem-priced supply bundles, the Codex, Gold bundles, speedups, protection, and applicable identity purchases show a confirmation before the command is sent.
Gold resource bundles are different from the Gold payment option. Six Gold-delivery bundles—from Gold Coin Purse through Crown Gold Treasury—deliver Gold and therefore can only be purchased with Gems. The other twenty-seven Food, Wood, Stone, and mixed supply bundles may be purchased with either ordinary Gold or Gems. High-volume bundles intentionally do not receive extreme bulk discounts.
Market purchases stay in place. Buying Supplies or Speedups updates the current Market view without intentionally jumping the player back to the top, and normal back-to-back shopping uses the dedicated Market purchase path rather than the stricter general economy-command cadence.

Gem Vault 2.0 · Shop → Gem Vault

The Gem Vault is a fixed-return in-game treasury feature using earned/owned Gems. Only one deposit can be active at a time. A deposit removes the chosen Gems immediately. If held to maturity, claiming returns principal plus the fixed yield exactly once. A Warden may instead cancel an active deposit before maturity; cancellation returns the stored principal only, awards no yield, and resets the Treasury Streak.

Treasury tierDeposit capUnlock
Stone Coffer5,000 GemsAvailable to every Warden
Silver Treasury10,000 GemsKeep 10 or 50 Campaign stages cleared
Royal Vault25,000 GemsKeep 20 and 100 Campaign stages cleared
Crown Reserve50,000 GemsKeep 30 and 200 Campaign stages cleared
TermBase fixed yield for new deposits5,000-Gem example
1 day+0.5%5,000 → 5,025 Gems
3 days+1.5%5,000 → 5,075 Gems
7 days+3.5%5,000 → 5,175 Gems
Treasury Streak: every claimed maturity increases the stored streak by one, up to 4. Open the next deposit within 48 hours to apply +0.10 percentage point per active streak level, up to +0.40 percentage point, on top of the chosen base term. The bonus is fixed when that deposit opens; cancellation resets the streak, and missing the 48-hour window causes the next deposit to receive no streak bonus.
Realm Market vs. Valtheryn Treasury: Realm Market is the in-game Gold/Gem storefront. The separate official Valtheryn Treasury is launch-ready for verified real-money/promotional offers when checkout is enabled. Real-money packages are restricted to reward types the v0.60 purchase ledger can deliver atomically, including supported Gems/resources, Guardian EXP, Project Speedups, protection/utility items, Command Boosts, Astral Crystals, and supported account cosmetics. Troops, Scholar Manuscripts, and Guardian gear are currently blocked from real-money fulfillment; broader administrator/free promotional grants may still use those reward families where explicitly configured.
Realm-bound paid delivery: gameplay-affecting paid packages are tied to an explicit target Realm. The active Realm may be preselected for convenience, but the confirmed purchase record controls fulfillment even if the player switches Realms before the payment provider calls back. Supported account-wide cosmetics do not require Realm progression to be copied.
New premium utility catalog: Command Boosts contains Grand Muster Charter (+25% training capacity) at 750 / 1,900 / 5,500 Gems for 2 / 6 / 24 hours and Warhost Command Writ (+25% personal march capacity) at 1,000 / 2,750 / 8,000 Gems for 2 / 6 / 24 hours. Protection adds Sovereign Peace Seal · 5 Days for 1,250 Gems. Supplies adds Astral Crystal for 3,000 Gems each, purchasable at Settlement Lv. 30. Command Boost durations extend when another same-family item is activated, but the +25% effect itself never stacks.
Chapter 36 · Current rules

Frequently asked questions for Valtheryn v0.62.0

What changed in Valtheryn v0.62.0?

Pass 44 corrected Shield Formations to the stated 4% Infantry Defense per level, tuned the shared Formula 14 casualty curve for near-even battles, and added decisive Attack, Defense, pressure, class matchup, wounded, and killed numbers to new battle reports. Pass 45 adds three repeatable Academy Studies, three repeatable Settlement Works, and alliance-only Oathlink project aid. The Beta Tester package and title cutoff is November 9, 2026 at 16:27 UTC, with registration strictly before that time. Repeatables let fully maxed Wardens participate in matching objectives and events without stacking permanent power; Oathlink answers shorten a current ally's order within strict per-member and total limits.

What can I do when every building and doctrine is maxed?

Run repeatable Academy Studies in the Research tab or Settlement Works in Settlement. They consume their ordinary queue slots and resources. On completion they count toward matching research/building daily and weekly objectives and active Realm Competitions. They provide no Warden XP, permanent level, power, or combat bonus.

How do I answer an Oathlink request?

Join the project owner's alliance, then click the knot icon above the private realm map. It pulses when a current member has an unanswered research or construction project. The right-side panel lists the Warden, project, remaining time, and your reduction. Click Answer Oathlink. You can answer once per order and cannot answer your own, an expired order, or a project belonging to another alliance.

How much time does Oathlink remove, and does it affect event points?

One answer removes about 1% of an eligible ordinary Research or Construction order's original duration, normally at least 10 seconds and at most 2 minutes per member; the final reduction can be smaller near completion or the total cap. Total Oathlink aid stops at 10% of the original duration and never instantly completes the order. Repeatable Academy Studies and Settlement Works never appear as Oathlink targets.

Does Shield Formations help an attacking army survive?

Yes. Its 4% Infantry Defense per completed level applies to eligible Infantry on either side, up to 20% at level 5. Attacking Infantry Defense lowers incoming defender counter-pressure. It does not give a field march its home Watchtower bonus.

Why can a victory still show almost no surviving attackers?

The winner is determined by the final rolled attacker Attack compared with defender Defense. Casualties are resolved separately from both sides' pressure and the troop-specific loss allocation. An attacker can breach yet suffer heavy counter-pressure; a victory with fewer than 10% surviving attackers is flagged as precarious in the new report.

Why did my smaller solo attack lose nearly all its troops?

Solo settlement casualties use both armies’ effective Attack and Defense rather than fixed win/loss percentages. A force badly outmatched by a comparably developed garrison faces a rout floor even with casualty-reduction Research. The attacking march’s battlefield casualties are permanent deaths; only survivors return. The defender’s eligible casualties use each defending owner’s available Moonwell beds before overflow dies.

Does Guardian Defense protect an attacking march?

Yes. The attacking Guardian’s Defense contributes to the march’s effective Defense, which reduces incoming defender counter-pressure. Guardian Attack improves attacker lethality; the defender Guardian’s Attack can increase attacking casualties. The Guardian also commands only its own Warden’s troops: every 100 relevant Guardian stat grants 1% troop power, capped at 20%, plus the raw Guardian stat.

Can I see another Warden’s march and how fast are warnings?

Active routes and launched rallies appear on the shared Realm map while travelling, with owner, route type and estimated arrival but without troop counts or private scouting results. An open, visible tab checks the lightweight feed about every 2.5 seconds; hidden tabs target about 5 seconds. These are polling intervals, and network or browser delays can add time. Solo attacks and rally threats generate server notices at launch or rally assembly; detected settlement scouts warn on dispatch. Scouts at occupied nodes and Oathenreach still use immediate report paths.

Does Sentinel Anti Cheat ban players automatically?

No. Sentinel is a separate administrator review companion that reads the game’s security-event and command-receipt records. A suspicious event or a march-projection failure is evidence to investigate, not automatic proof of cheating or an automatic account penalty. The main game still validates commands and resolves combat.

What is each progression system for?

Warden Journey is permanent one-time growth and onboarding. Daily Duty is flexible activity for the current day. Weekly Orders are larger seven-day commitments. Events are temporary Realm competitions, Campaign is PvE stage progression, and Oathenreach tracks Temple warfare and contribution. Existing progress and claimed rewards are preserved; the clearer lanes are meant to reduce duplicated-looking objectives.

What are Realm Milestones?

Open Warden’s Path → Realm Milestones. This separate tab contains 47 one-time, Realm-specific achievements across Growth, Military, Realm activity, Alliance play, Guardian progression, Knowledge, node warfare, and Oathenreach. Progress is server-authoritative, existing Wardens receive retroactive completion only where the server can safely prove it, and milestone progress never transfers to another Realm. The full track contains 721 Gems plus scaled XP and ordinary-resource rewards.

How does Emergency Militia scale now?

Emergency Militia is catastrophic-loss recovery. Depending on completed Keep level, it activates only when the Warden’s complete owned force falls below a threshold from 50 to 2,600 troops, with recovery targets from 500 to 26,000. A single claim is capped from 300 to 6,500 troops by Keep bracket, and ordinary levy militia is much more tightly capped—from 100 to 650—and never exceeds Tier III. Permanent troops killed while defending your own settlement are tracked by exact troop type for 48 hours and may be restored from that verified defensive reserve, including legitimately unlocked Tier IV/V troops. Ready, wounded, training, marching, stationed, rallying, reinforcing, and Oathenreach troops all count toward eligibility. Claims have a 24-hour cooldown, and deliberate troop dismissal or outgoing-battle casualties also block Militia for 24 hours.

When does Moonveil open?

Moonveil is locked indefinitely for now. It has no opening date, no population threshold, and no v1.0/version trigger. Valtheryn will open Moonveil only if a future update deliberately changes its status. Until then, Thornhaven is the only playable Realm and all new Wardens are assigned there automatically.

How does Settlement Paint work?

Buy a Settlement Paint Token for 1,500 Gems in Shop → Identity, open the Paint Studio, choose a color with the picker or swatches, preview the full settlement treatment, and save. Saving a new custom color consumes one token. The chosen color is visible on the Realm map while preserving the equipped settlement architecture. Restore Original Settlement Colors is free and consumes no token.

What is the Prismatic Warden Name?

It is a permanent cosmetic unlock in Shop → Identity for 20,000 Gems, available at Settlement Level 30. After purchase, the Warden name cycles through rainbow colors on the public Warden Profile and in World/Alliance Chat. It provides no power or progression bonus.

What changed in v0.57.3 combat?

v0.57.3 introduced the PvP Combat Integrity & Fairness work: pooled allied casualties before participant allocation, escalating Recovery Wards, final rally-eligibility revalidation, Advanced Medicine changes, effective-contribution rally rewards, clearer Enemy Troops Defeated terminology, stricter Peace combat-support rules, and reduced Tier IV/V replacement time/cost. Current v0.62.0 rules supersede that release’s older late-game class assignment: Oathbound Sentinels are Infantry, Royal Vanguard Cavalry, and the Tier V roster is Aegis Templars as Infantry, Celestial Lancers as Cavalry, and Astral Champions as Archers.

What is a Recovery Ward?

It is temporary settlement attack/rally protection created by repeated qualifying PvP defeats. In a rolling 24-hour window, the 3rd defeat grants 15 minutes, the 4th 30 minutes, the 5th 60 minutes, and the 6th or later 120 minutes. It is separate from a Peace Seal and is shown in relevant Realm/Bounty target intelligence. The existing limit of three victories by the same attacker over the same target per rolling 24 hours also remains.

Why does my combat profile say Enemy Troops Defeated instead of kills?

The historical counter includes battlefield casualties that may have entered the defender’s Moonwell and later recovered. v0.57.3 keeps the stored progression but labels it Enemy Troops Defeated, which accurately describes what has always been counted.

How do Warden Profile Likes work?

When viewing another Warden’s profile, click the thumbs-up control to Like them. Your Like contributes once to that Warden’s public all-time total; clicking again removes it. You cannot Like yourself, and the server enforces one Like per other Warden.

What Warden Profile Portraits can I use?

There are ten original first-party portraits. Valtheryn Standard, Verdant Oath, Moonveil Crest, and Ironroot Bastion are included. Sunforge Mark costs 1,800 Gems, Starfall Rune 2,000, Emberwatch Sigil 2,200, and Waystone Compass 2,400; each is a permanent unlock purchased from Warden Profile → Identity. Oathenreach Crown is now a permanent legacy portrait earned from legitimate finalized Crown-winning roster history. Warhost Ascendant is permanent once that Crown legacy exists plus either 100 Campaign stages cleared or 25 PvP victories. Losing the Crown does not remove an earned portrait.

Where is my selected Warden portrait visible?

Your currently equipped portrait is public. It appears on your own and public Warden Profile, the top-bar identity control, World and Alliance Chat, Warden Rankings, live Event and Daily/Weekly cross-event standings, Alliance Hall → Members, and alliance-member online notifications. The old large initial letter no longer covers the selected portrait art.

How does Alliance Diplomacy work?

Open Alliance Hall → Diplomacy. Only the Alliance Leader can change relations. Available states are Neutral, Friendly, Allied, Rival, and War. Friendly / Allied relationships are reciprocal; Rival / War may be unilateral. The label provides public strategic context only and never overrides Peace Seal, Recovery Ward, same-alliance friendly-fire, march, arrival, or other PvP eligibility rules.

What alliance crests are available?

The Alliance Leader can choose Verdant Oath, Sunforge, Moonveil, Ironroot, or Starfall from Alliance Hall → Diplomacy. Crests are visual identity only and grant no gameplay bonus.

How do Realm Bookmarks and Alliance Pins work?

Open Realm Navigator. Any Warden can save the currently centered Realm position as one of up to 60 private bookmarks. Alliance Officers and the Leader can additionally publish up to 80 alliance-only shared pins. Both systems support Bookmark, Rally, Enemy, Resource, Avoid, Oathenreach, and Meeting categories and render on the Realm map as well as in Navigator.

Are Alliance Pins the same as Operation Board markers?

No. Operation Board target markers belong to a specific alliance operation and disappear when that operation completes, is cancelled, or expires. Alliance Pins are manually published shared Realm markers that remain until an Officer or the Leader removes them.

Where do I manage Warden portraits and the other cosmetics?

Open your Warden Profile → Identity. There are seven visual categories: Warden Profile Portrait, Profile Frame, Profile Banner, Settlement Nameplate, Guardian Portrait Frame, March Standard, and Showcase Badge. Portraits use four included choices, four premium Gem unlocks, and two Crown Holder rewards; the other six categories unlock from existing progression. Every category is visual-only and adds zero combat, economy, movement, or progression power.

How do I qualify for the Valtheryn Beta Tester title?

The Valtheryn Beta Tester title is a permanent cosmetic account-level prestige entitlement tied to the limited Beta Tester period. Your account must have been registered before November 9, 2026 at 16:27 UTC and must legitimately receive the one-time Beta Tester Package entitlement before the promotion closes. Accounts registered at or after that cutoff cannot receive the title. The title is separate from alliance crests, diplomacy state, Crown Holder, and Showcase Badges and gives no gameplay power.

Why are the major game panels wider now?

On wide desktop screens, Army, Guardian, Infirmary, Research, Alliance / Alliance Hall, Events, Warden’s Path, and Oathenreach use broader command layouts so information and actions fit side-by-side with less scrolling. Campaign now uses nearly the full available desktop width, and Realm Navigator likewise opens across nearly the full viewport. The Warden Profile is the exception: it keeps the familiar dossier structure while using a professional Command Snapshot to fill the header space with seven compact metrics and direct action shortcuts.

What new counters are on the top resource bar?

In addition to Food, Wood, Stone, Gold, and Gems, the top ribbon now shows your Scholar Manuscripts, Peace Seals, and Settlement Waystones.

Can I minimize the Your Settlement box?

Yes. Use the − control on the top-left Your Settlement summary to minimize it and + to restore it. The state is remembered for that Warden/Realm.

Where can I see the current game version or get Support?

Open Realm Overview. It shows the currently loaded Valtheryn v0.62.0 build and includes a Valtheryn Support shortcut to /support/.

How do I open my Warden Account settings?

Use the Warden Account shortcut from your Warden Profile/account area to open the dedicated account settings page. The direct site route is /warden-account/. On mobile/PWA, the in-game shortcut now performs a real top-level Account Center navigation instead of reloading the Realm shell. The production Account Center includes Realm/gameplay preferences, Notification controls, Battle & March behavior, accessibility/display settings, identity/account controls, and enhanced Devices & Sessions management without changing authoritative Thornhaven progression.

What can I control under Notification Preferences?

The master Live Realm Alerts preference and category controls can enable or suppress optional attention popups for Combat, Scouting, Alliance & Rally, Economy & Reward, Realm Event, and System & March activity. These controls do not erase Reports & Notifications history and do not prevent the server from recording battles, scouting results, rewards, rallies, or other authoritative events.

What can I control under Battle & March preferences?

You can show/hide march paths, choose whether hostile marches, scouting orders, troop recalls, and rally commitments require a confirmation prompt, and choose whether supported battle/scout report details begin expanded. These settings change the interface only; the server still validates every command and uses the same movement and combat rules.

What do Auto, High, and Performance Realm graphics modes do?

Open Realm Overview to choose the current device’s Realm graphics quality. High keeps the richer cosmetic workload, Performance reduces nonessential rendering workload, and Auto chooses between them using practical device/browser capability signals. Graphics quality never changes map coordinates, visibility rules, troop movement, combat, rewards, or other authoritative game state.

What does Devices & Sessions show in Warden Account?

The Security area can identify active sessions by general device class, browser/platform information, sign-in time and session expiration, clearly mark the current device, and provide the existing control to sign out other sessions. Optional new-device email alerts can warn when an unfamiliar browser/device signature signs in. Raw session tokens, Sentinel evidence, private Realm state, and other sensitive security internals are not exposed.

Can one Warden account play in more than one Realm?

Not in normal play right now. Valtheryn retains its multi-Realm foundation for future growth, but Thornhaven is currently the only accessible Realm and new Wardens are assigned there automatically. Moonveil is locked, so there is no current Realm-selection or Realm-switching choice for ordinary players. If another Realm is deliberately opened in a future update, its progression and access rules will be documented at that time.

What happens to Valtheryn state if an account is deleted?

The account is retired from active Realm participation so it does not permanently occupy Realm capacity. Relevant world participation is cleaned up safely, including applicable alliance leadership, reinforcements, rallies, Oathenreach contributions, and bounty relationships. Necessary historical records may remain anonymized rather than remaining as an active playable settlement.

Can I hide chat, music, Campaign sound, or the hostile threat warning by default?

Yes. Warden Account → Realm provides controls for World Chat, Alliance Chat, Realm music at startup, Campaign sound at startup, and the hostile threat visual frame. Turning both chat channels off removes the Realm Chat button. The threat-frame preference is separate from Notification Preferences: a player can suppress ordinary live popups while keeping the stronger hostile frame, or disable the frame while retaining the underlying notification/report history.

Can I rename my Warden or clear Gem History without loading the Realm?

Yes. Warden Account → Identity can rename the Warden using the same uniqueness/moderation and Rename Scroll rules as the game. Gem History also has a Clear Gem History control that resets only the private visible statement baseline to the current authoritative balance; it does not spend Gems or erase permanent Treasury/game audit records.

What does a brand-new Realm settlement start with?

A newly initialized Realm settlement starts with 1,000 Gems, 150,000 Food, 150,000 Wood, 150,000 Stone, and 150,000 Gold, plus the existing starter troops/buildings, one Settlement Waystone, and 72 hours of novice Peace Seal protection. The first automatic daily-login award adds another 10 Gems and two Scholar Manuscripts. The opening stockpile remains intentionally generous; until the settlement is both 72 hours old and Keep 8, its remaining protected starter reserve is excluded from hostile settlement plunder.

Why do later research levels cost much more now?

Research resource costs now scale with the doctrine's own progression instead of staying nearly flat. Foundational 4/5 and 5/5 levels become meaningful resource commitments, while advanced/endgame doctrines can cost several million combined resources. The same doctrine level has the same resource price for every Warden; your current Settlement Level does not dynamically increase it.

What settlement styles can I buy?

Open Shop → Identity. Verdant Crown Citadel, Moonveil Enclave, Ironroot Bastion, and Sunforge Oasis each cost 15,000 Gems. Each style is a permanent cosmetic unlock with no gameplay bonus. It equips immediately when purchased, appears to other Wardens on the Realm map, and can be switched freely after ownership is established.

Where is the Gem Vault and how does it work?

Open Shop → Gem Vault (Featured also links to it). You may keep one active deposit of at least 100 Gems and no more than your unlocked tier capacity. Stone Coffer caps at 5,000; Silver Treasury at 10,000 (Keep 10 or 50 Campaign clears); Royal Vault at 25,000 (Keep 20 and 100 clears); Crown Reserve at 50,000 (Keep 30 and 200 clears). New deposits use fixed base terms of 1 day +0.5%, 3 days +1.5%, or 7 days +3.5%. A 5,000-Gem deposit therefore returns 5,025 / 5,075 / 5,175 Gems before any streak bonus. Existing active contracts keep the exact rate recorded when they opened. At maturity, principal plus fixed yield can be claimed once. Before maturity, the Warden may cancel the deposit to recover principal only; cancellation grants no yield and resets the Treasury Streak. Consecutive claimed maturities can add +0.10 percentage point per active streak level, capped at +0.40 percentage point, when the next deposit is opened within 48 hours.

Why are building timers longer in the mid and late game?

The current v0.62.0 construction curve intentionally ramps harder as building level rises so settlement development remains meaningful beside long Research projects. Early construction stays approachable, while mid/late upgrades take progressively longer. Project Speedups and universal saved credit still work normally on active construction.

How many daily tasks must I complete?

Claim any five of the twelve available daily objective choices. The first four pay 14 gems and two manuscripts each; the fifth pays 17 gems and one manuscript. A single free reroll is available.

Where did Events, Shop, and Infirmary move?

Each is now a dedicated bottom-navigation tab. Events is no longer a side-screen card, Shop is not a separate top-bar gem button, and Infirmary is separate from Army.

Do deployed surviving troops still count toward settlement power?

Yes. Marching troops, deposit garrisons, allied defenders, rally contributions, and Oathenreach defenders remain part of total ownership-based settlement power. They are simply unavailable for home defense while deployed.

How long does an alliance rally recruit?

Exactly three minutes. The rally then automatically begins a visible march. Its shared capacity starts at 850 and can reach the 60,000-troop realm cap through Temple rally research plus Alliance Embassy logistics. Each participant remains limited by their own legal solo march size, so a fully developed 60,000 rally can be formed from six 10,000-troop contributions (or more smaller contributions). Each participant’s own completed combat doctrines apply to that participant’s contributed troops.

Why do rallies, solo attacks, scouts, and return marches look different now?

The Realm map deliberately uses different original Canvas formations to communicate force type at a glance. A launched alliance rally is the largest mixed warhost; a solo attack is a medium assault formation; a scout is a small four-rider reconnaissance party; and rally joiners remain smaller until they merge. When a force returns, the renderer preserves the visual class that created the return whenever possible, so a solo attack no longer shrinks into the old compact generic return formation.

What happens visually after a settlement is defeated?

For roughly five minutes the defeated settlement shows a stronger ruined-state effect with crumbling damage, multiple smoke sources, thick layered dark smoke, visible flames, and embers. It reconstructs automatically afterward. The visual effect does not change the actual casualty, Infirmary, plunder, Peace Seal, or settlement-position rules.

How does Campaign Expedition work?

Open Campaign from the bottom command bar for the 10-floor, 250-stage PvE warpath. Manual Campaign troop selection has been removed: for each attempt, the server automatically fills your current legal solo-march capacity with the strongest ready-at-home troops available, using current troop strength/research plus a modest matchup weighting. Your Guardian joins automatically when it is home and is skipped when deployed elsewhere. The current Floor/Stage, enemy profile, automatic force, Guardian state, projected victory chance, first-clear rewards, sound control, and Fight Stage/Fight Boss action share one focused workspace; on desktop the Fight action is kept pinned within the Automatic Expedition Force panel so it remains reachable on shorter browser heights. Stage 25 of each floor is a boss. Attempts below 10% projected victory chance are blocked, casualties are real and use Campaign’s Moonwell handling, cleared stages cannot be farmed, and Campaign does not consume a Realm route, disable Peace Seal, award Enemy Troops Defeated/PvP victory credit, or advance PvP-victory objectives.

What does my Warden Profile show for Campaign now?

Your own Warden dossier now adds a Campaign statistic alongside Settlement, Troop, Building, and Research Power, Enemy Troops Defeated, and Realm rank. It shows Floor X · Stage Y or Campaign Complete plus stages cleared out of 250. Another Warden’s detailed Campaign progress is not exposed publicly.

Why did the Warden Profile return to the classic layout?

The experimental compact/wide no-scroll profile workspace was less usable in practice, so the current v0.62.0 build retains the established classic Warden Profile layout and section behavior. The rollback is presentation-only: Warden Profile Portraits, Likes, Campaign progress, Identity cosmetics, Protection controls, diplomacy/crest presentation, and all underlying profile data remain active.

How large can my solo march become?

Solo march capacity starts at 250 troops, gains 50 per completed Keep level above 1, and then grows through Marching Banners (+200/level), Campaign Roads (+300/level), War Academy (+400/level), Ironbound Campaigns (+600/level), and Legendary Host (+600/level). A fully developed Keep 30 Warden with all five march-capacity doctrines reaches the authoritative 10,000-troop solo march cap.

How many troops can I train in one order?

Training company capacity now scales heavily with Barracks development. Barracks 1 starts at 250 troops; the progressive building curve reaches 7,900 at Barracks 30 before Research. Expanded Barracks (+100/level), Grand Mustering (+200/level), Regimental Quarters (+90/level), Grand Drillgrounds (+200/level), and Imperial Muster (+500/level) can raise the authoritative normal limit to 12,500 troops per training order. Barracks 25 still unlocks the second simultaneous training queue.

How do I choose more troops when starting or joining a rally?

Open the rally force builder. It preselects your strongest maximum legal contribution, then offers 25%, 50%, 75%, Strongest mix, and Max presets, ±10 and ±50 adjustments, and individual troop-type inputs. Strongest mix spreads the force across the strongest unlocked troop classes you currently have ready instead of filling only one top troop type. During recruitment, commanders and members can add more until their personal limit or the shared rally capacity is reached.

What does the Rally War Room add?

It shows the server-projected combined Attack and Defense, troop count and capacity fill, combat-weighted class composition, assigned Guardians, contributor readiness, and each contributor’s effective Attack/Defense and dominant troop class, plus the relevant auto-launch or arrival timing. The projection already uses each contributor’s applicable personal Research and Guardian contribution; final target conditions and normal battle variation are still resolved authoritatively at impact.

How do I find or join an alliance?

Open Alliance Hall while unaffiliated to use Find an Alliance. Search or filter the public discovery cards by recruiting policy and compare member count, language, minimum expectations, description, and aggregate activity. Open alliances can be joined immediately. Application Required alliances accept an optional introduction and may be reviewed by an Officer or the Leader. Closed alliances remain visible but do not accept new Wardens. You may keep up to three pending applications at once; each pending application expires after seven days. If an alliance removes you, a normal removal imposes a 24-hour rejoin cooldown, while a Leader can explicitly block future rejoining/applications until the block is removed.

What can my alliance plan on the Operation Board?

Alliance Hall → Operations supports private target markers, reinforcement requests with troop goals, scheduled rallies, Oathenreach operations, objectives, and expiring notices. Members can answer Joining, Maybe, or Unavailable. Sentinel is now a real intermediate permission tier between Recruit and Officer, and completed/cancelled operations remain available in a recent-history ledger.

Can another alliance see our operation markers?

No. Operation records and their map markers are returned only to members of the owning alliance. Target positions are resolved by the server, and the marker disappears when the operation is completed, cancelled, or expires.

What changes when my Keep reaches level 30?

The default Valtheryn settlement artwork becomes the larger Golden Crown Citadel and the fifth personal route unlocks. If you have a premium settlement style equipped, that purchased architecture remains your visible Realm-map cosmetic instead. The fourth route unlocks earlier at Keep 15, so route progression is 3 routes at Keep 1–14, 4 at Keep 15–29, and 5 at Keep 30. Keep 25 also unlocks a second construction slot.

How large can allied settlement defenses become?

The reinforcement garrison begins at 850 troops. Alliance Embassy and Keep development plus Layered Ramparts, Beacon Network, Counterassault Drills, and Citadel Aegis increase the cap, up to 25,185 at maximum Embassy/Keep/research progression, including Embassy milestone bonuses.

Why is armor no longer drawn over my Guardian?

The Guardian Hall keeps the clean original character portrait. Equipped pieces remain visible in Current Loadout and Gear Sets, and every server-authoritative attack, defense, and march-speed bonus still applies.

How do Tier IV and Tier V Guardian pieces work?

Crownward Tier IV requires Keep 18 and Workshop 14 and costs 320 Gems plus 1,800 Gold per piece. Astral Tier V requires Settlement Level 30 and Workshop Level 30 and costs 3,000 Gems plus 1,500,000 Gold per piece. Existing owned Astral pieces remain owned, and each Astral piece can be refined from +1 through +10 with Astral Crystals, with the target + level costing that many Crystals (1 for +1, 2 for +2, …, 10 for +10).

How does the Sunfire Watchtower work now?

Every completed level above 1 reduces reconnaissance cooldown by 1% and adds 0.6% settlement defense. Its counter-reconnaissance strength also contributes to whether hostile scouts are detected and how much intelligence they can obtain.

How are scouting reports different?

Reconnaissance now uses the same five intelligence grades everywhere: Repelled, Limited, Basic, Detailed, and Exceptional. Settlements, occupied resource nodes, and Oathenreach use the same quality language and confidence rules. Limited intelligence reveals only rough force size; Basic reveals approximate composition; Detailed reveals exact troops and estimated combat power; Exceptional reveals exact power, Guardian and major bonuses. Resource-node reconnaissance also reveals deposit status at Basic quality and unbanked garrison cargo at Exceptional quality. Detection remains probabilistic instead of automatically warning every defender.

Why can’t I rush only my Keep?

Keep milestone upgrades now require a developed settlement. The exact prerequisites are shown in the Settlement upgrade interface before you commit resources, preventing a Keep-only rush while preserving freedom between milestones.

Do civilian gatherers instantly appear at a resource node?

No. Workers visibly march to a live deposit, gather for 45 minutes after arriving, and then march home. The resource reward and Scholar Manuscript are delivered only when the return reaches the settlement.

What happens when a resource deposit becomes empty?

Its stationed survivors return home. After a 30-minute respawn delay, the deposit reappears at a new legal map position with a full reserve for its tier: 30,000, 60,000, 120,000, or 240,000.

Why can’t I use the minimap to find another player?

The minimap is deliberately private and non-clickable. It shows only your own settlement, Oathenreach, and the current camera viewport; other settlements and node landmarks are excluded.

Who and what can I find with the Realm Navigator?

The Navigator lists your private Realm Bookmarks, your alliance’s shared pins when applicable, live resource deposits, and settlements belonging to your current alliance. It still never lists enemy or unaffiliated settlements as a player locator. The bottom-HUD Realm Navigator control is also a toggle: click it to open the Navigator and re-click it to close the open Navigator. Use the separate Home and Temple controls for your settlement and Oathenreach; use the march tracker for active routes.

How do Realm music, scouting, combat, and Campaign sounds work?

The mini-control lane includes Music On / Off for the original looping The Verdant Realm soundtrack. Browsers begin audible music only after player interaction, the preference is remembered locally, and the soundtrack pauses while the tab is hidden. Scout Dispatch plays when reconnaissance is successfully launched. Battle Arrival plays at authoritative contact for settlement, occupied-node, Oathenreach, Frontier Bounty, and launched-rally combat; the current Realm cue is about 8.2 seconds. Campaign reuses the combat cue through a much shorter roughly 2.35-second playback window with a fade-out. Campaign also has its own Sound On / Off preference, so muting Campaign does not mute Realm music, scouting, or normal Realm battle audio.

Why are there no longer random armies walking toward Oathenreach?

Those were decorative ambient patrols rather than player forces. They have been removed so every moving formation represents an authenticated army, rally, scout, caravan, or civilian journey with a real origin and destination.

Are the two Research button rows duplicates?

No. The row labeled Show doctrines filters by status or type, such as Available, Affordable, Completed, or Rally capacity. The row labeled Research branch selects Economy, Warfare, Defense, Troops, Temple, Espionage, or Guardian. All doctrines and All branches clear their respective filters.

How are Current and Next cumulative research bonuses calculated?

The interface multiplies each doctrine’s declared per-level effect by its completed level. The next value previews one additional completed level. Multi-effect research scales every listed benefit, unlock projects show their locked or unlocked state, and completed projects show Maximum reached. These are summaries of the server-authoritative effects, not additional bonuses.

Where can I see exactly when Oathenreach opens or closes?

Look at the live plaque attached to Oathenreach on the realm map. It shows Closes in during the active weekend siege and Opens in while Oathenreach is Temple Protected between sieges, including days, hours, minutes, and seconds. It also identifies the holding or reigning alliance and opens the complete temple command view when selected.

What are the rotating Oathenreach specialty blessings?

The permanent Crown Holder foundation remains +10% ordinary production and +8% army attack/defense. Each finalized Oathenreach season also advances through one extra specialty: Verdant Plenty (+10% production), Warhost Ascendance (+5% army attack/defense), Wayfarer’s Crown (+12% march speed), Oathenreach Muster (+12% training speed), Crowned Scholarship (+10% research speed), or Moonwell Grace (+15% healing speed). The six-step sequence repeats rather than rolling randomly.

What do the Queues and Marches dashboard buttons open?

Queues opens the Realm Queue Center, which combines construction, research, troop training, and infirmary treatment without merging their independent timers. Marches opens the March Command Center, which combines authenticated outbound, return, civilian, caravan, reinforcement, and rally routes with formation locating and legal recall controls.

What does a current battle report show?

Combat Reports 2.0 separates both sides and lists every recorded troop type sent, lost, and surviving, plus final combat power, applicable Guardian contributions, plunder, and rally or Oathenreach participants. New battles also include a Battle Factors section explaining relevant research, troop matchups, Watchtower defense, Crown effects, reinforcements, and the narrow combat-variation roll where applicable.

Are the new Realm visuals original Valtheryn work?

Yes. The v0.51.0 world pass is generated by Valtheryn's own canvas/CSS code and existing first-party Guardian artwork. It does not use third-party map tiles, game sprites, terrain packs, external code libraries, or borrowed visual assets.

Can another Warden use up or defeat my Frontier camp?

No. Camp landmarks are shared so the Realm feels persistent, but the PvE encounter is personal to each Warden. Other players can patrol the same camp simultaneously without consuming, weakening, occupying, defeating, or locking your encounter or your five personal daily attempts.

What does Clear All remove?

It removes both current notifications and retained legacy battle reports, preventing old cleared entries from reappearing after refresh.

Can an alliance Leader transfer leadership?

Yes. Use Alliance Hall → Members. The selected member becomes Leader, and the former Leader becomes an Officer.

When can I send an alliance caravan?

The sender must belong to the same alliance as the recipient, have a completed Keep of at least level 3, and have a settlement at least 12 hours old. Caravans begin with an 8% fee; Embassy 10/20/30 reduce it to 7%/6%/5%.

Can I dismiss troops I no longer want?

Yes. Open Army and expand Dismiss ready troops on the troop type you want to reduce. Only ready-at-home troops can be removed. Deployed, wounded, and currently training troops are protected from dismissal. The action is permanent and provides no resource, Gem, XP, objective, or event refund.

Can I use dozens of identical speedups at once?

Yes. Owned speedup controls accept a quantity and an All shortcut. The server consumes only the number actually needed by the selected Research, Construction, Troop Training, or Moonwell Healing queue; unnecessary selected items stay in inventory and unavoidable excess seconds from the final consumed item become universal saved credit. Shop purchasing is separate and now also has a Buy quantity, Max, and Buy selected flow for buying many identical speedups at once.

How large is the Realm now?

Thornhaven now measures 64,000 × 40,000, four times the land area of the previous 32,000 × 20,000 Realm and sixteen times the original 16,000 × 10,000 playable area. It contains 640 live resource deposits. Existing settlements, active route endpoints, civilian routes/trades, and persisted live resource deposits were proportionally migrated when the Realm expanded, so established progression remains intact.

How much do Project Speedups cost?

The current twelve accelerators cost 4, 15, 28, 39, 72, 135, 250, 360, 650, 1,150, 2,100, and 5,600 Gems for 1 minute, 5 minutes, 10 minutes, 15 minutes, 30 minutes, 1 hour, 2 hours, 3 hours, 6 hours, 12 hours, 24 hours, and 3 days respectively.

Can I buy multiple speedups in one Shop purchase?

Yes. Shop → Speedups now provides Buy quantity, Max, and Buy selected. The server validates the speedup item, integer quantity, unit Gem price, total cost, and your Gem balance before it adds the stack. A single purchase can request up to 100,000 identical speedups.

Is unused speedup time lost?

No. Unavoidable seconds from an oversized final speedup are preserved as reusable universal speedup credit. That credit can later accelerate active Research, Construction, Troop Training, or Moonwell Healing.

Can I use speedups to finish an entire research project without scrolling back to the top?

Yes. While research is active, the pinned Research Accelerator stays visible at the top of the scrollable research tree and shows the active doctrine, live timer, saved-credit control, and owned Project Speedups. The active doctrine remains highlighted and the Research view preserves its scroll position through confirmations and refreshes, so you can finish one doctrine and continue in the same part of the tree. There is no daily acceleration cap or mandatory natural-time remainder; excess time remains reusable.

Can I use the same speedups on construction?

Yes. The same Project Speedup inventory and saved credit can target Research, Construction, Troop Training, and Moonwell Healing. When two construction slots are active, the selected building queue is targeted exactly.

Can I use speedups on troop training?

Yes. Active troop-training queues use the same Project Speedup inventory and universal saved credit. When Barracks 25 provides two training queues, acceleration targets the selected company exactly.

Can I speed up Moonwell healing?

Yes. Once a Moonwell treatment queue is active, owned Project Speedups and universal saved speedup credit can accelerate it exactly like Research, Construction, and Troop Training. There is no separate daily healing-speedup allowance. The Moonwell Grace Oathenreach specialty can also provide +15% healing speed to the reigning Crown Holder alliance.

Does the Infirmary fill before troops are permanently killed?

Yes—when your force is defending. Casualty-reduction effects apply first, then every remaining empty Moonwell bed is filled before defensive overflow becomes a permanent death. Existing wounded troops already occupying beds reduce how many new defensive casualties can be saved. Offensive casualties do not enter the Moonwell and are permanently lost.

Can I buy Settlement Supplies with Gems instead of Gold?

Yes. All twenty-seven Food, Wood, Stone, and mixed Realm Market supply bundles can be purchased with either their listed Gold price or their listed Gem price. They range from early-game packs through level-30 reserves measured in millions of resources. Six Gold-delivery bundles are Gem-only and deliver between 2,000 and 2,000,000 Gold. Larger packs carry proportionally substantial prices rather than extreme bulk discounts. All Gem purchases are checked against the server catalog and respect your Confirm Gem spending preference.

Can I buy Guardian XP from the Realm Market?

Yes, but it is intentionally expensive. Shop → Supplies sells the Guardian Training Codex for 7,500 Gems only. It grants 500 base Guardian XP immediately, and completed Guardian XP-gain research such as Warden's Bond increases the actual award. It cannot be purchased with Gold, is unavailable after the Guardian reaches level 50, and XP beyond the cap is not banked. Combat, Frontier Bounties, Daily Guardian Training, and Guardian research remain the intended efficient progression path.

Does losing a settlement battle automatically activate a Peace Seal?

No. Peace Seal activation is always a manual Warden action. Losing a settlement attack or settlement rally does not consume a Seal, create automatic Peace protection, or extend existing protection. The separate three-victories-per-target rolling 24-hour anti-farming safeguard remains in force.

How much Peace can I bank, and what is the hostile-action cooldown?

Total active/banked Peace protection is capped at 7 days. After successful hostile activity or scouting, the Warden enters a visible 30-minute Peace reactivation cooldown. During that cooldown a new Peace Seal cannot be activated, preventing an attack-or-scout-then-immediately-shield pattern.

Can Peace Seals block resource-node attacks?

Peace Seals protect the settlement against hostile settlement attacks and settlement scouting, while preventing the protected Warden from launching attacks or any scouting mission. External resource-node garrisons remain contestable by unprotected Wardens.

Can I help allies while protected by a Peace Seal?

You cannot begin a new contested allied-settlement reinforcement or Oathenreach combat-defense deployment while Peace is active. Existing allied/Oathenreach combat deployments must be recalled before you can activate Peace. Peaceful node occupation remains allowed, but the external node garrison remains contestable.

If I buy a real-money package, which Realm receives it?

For any gameplay-affecting paid package, the purchase is bound to an explicit target Realm before fulfillment. The active Realm can be preselected, but the confirmed purchase record—not whichever Realm happens to be active later—controls delivery. If an eligible website purchase is verified before a Realm is assigned, it can remain safely unassigned until the Warden chooses an eligible Realm. Once fulfilled, a Realm-specific package is not transferable to another Realm.

Can a payment-provider retry give me the same package twice?

No. The v0.60 purchase ledger uses an immutable purchase record and provider transaction fingerprint so repeated success callbacks are safe replays rather than duplicate grants. Conflicting reuse of the same provider transaction is rejected.

What if I need help with a paid purchase?

Use the signed-in Valtheryn Support Center and include the Valtheryn/Treasury purchase reference and affected Realm. Support can correlate safe order details without needing card data. Never paste full card numbers, Stripe secret keys, or webhook secrets into a ticket.

How does the current Support Center work?

Support requests require a signed-in account. Choose the affected Realm when the issue is Realm-specific; Support can reply directly on the ticket, and you can view the reply/status in the portal even if an email fails. If Support requests more information, answer the existing ticket instead of opening a duplicate. Staff-only internal notes are not shown in the Warden portal.

What happens after a refund or payment dispute?

A fulfilled purchase is not blindly subtracted from inventory after a later refund/dispute. The affected purchase/Realm can enter finance review so Support can investigate the verified ledger and resolve it deliberately. This avoids corrupting progression when purchased resources or items may already have been used.

Does the in-game Shop sell Oathenreach Treasury packages?

The core in-game Shop uses ordinary Gold and earned Gems. Optional verified real-money/promotional packages, when enabled, are handled through the separate official Valtheryn Treasury storefront. Gameplay-affecting paid packages are bound to an explicit target Realm. The launch-ready paid ledger does not currently deliver Scholar Manuscripts, troops, or Guardian gear; broader administrator/free promotional grants can retain those reward families when deliberately configured.

Why does the map say Settlement Lv. and Rank?

Settlement level is the completed Keep level; rank is your actual realm position by settlement power. Your separate Warden level is based on earned experience.

Where do I see Alliance Rankings?

Open Realm Rankings. It now contains Warden Rankings, Alliance Rankings, and Bounties. Alliance Rankings shows the top 15 alliances by combined authoritative Settlement Power. Bounties opens the full Most Wanted/Bounty Center view.

How do Player Gold Bounties work?

Player Gold Bounties are separate from Frontier Bounty PvE camps. From an eligible hostile Warden’s public Profile, a settlement that has completed Keep 8 and is at least 72 hours old may escrow 1,000–25,000,000 ordinary Gold per contribution. You cannot bounty yourself or a current alliance member, and multiple Wardens can contribute to the same target. A qualifying solo settlement victory automatically claims all eligible open contributions on that target; contributions originally placed by the winning attacker are excluded and stay open rather than paying back to them. Peace Seals, alliance friendly-fire rules, normal battle legality, and PvP anti-farming protections remain authoritative.

What does the Bounty Center show?

Open Realm Rankings → Bounties or Warden Profile → Bounties. On large desktop screens the command center expands to roughly 1,480 px and lays out Most Wanted, the monthly Bounty Hunters leaderboard, and recent claims horizontally to reduce vertical scrolling. Most Wanted shows target name, alliance, Settlement level, deliberately approximate power, Enemy Troops Defeated, Peace Seal or Recovery Ward status, total bounty, contributor count, your contribution, and the Gold currently eligible for you to claim. The eight newest wanted entries and eight newest claim batches are kept immediately visible where available; additional loaded entries/history are collapsed on demand. The backend can retain/load up to the 30 most recent realm-wide claim batches. Exact target coordinates are never published by this board.

How can I tell on the Realm map that a Warden has a bounty?

Any settlement with open Player Gold Bounty escrow receives a pulsing gold-and-crimson Wanted medallion above the city. At normal zoom it also reads WANTED · [amount] GOLD. The icon uses the public open-escrow total and disappears automatically after no open bounty remains. This does not make the Bounty Center a locator: the icon is drawn only over a settlement that is already present in the normal Realm map view.

Where do I manage Peace Seal and Veil of Silence now?

Open Warden Profile → Protection. Peace Seal and Veil of Silence each have their own current status, owned quantity, remaining timer when active, and the appropriate activate/equip, extend, deactivate, or unequip controls.

What is the colored edge around the Realm view?

It is the live threat frame. In the current build it is intentionally thicker and more visible: detected hostile scouts use an amber warning, while incoming solo attacks and enemy rallies use stronger red/crimson treatment. The frame remains only while the detected threat is active; an undetected scout does not reveal itself by creating the frame.

How do I know what scores the current Realm Event?

The active competition includes a gold HOW TO SCORE THIS EVENT panel with event-specific scoring instructions for research, training, construction, frontier, provisioning, or conquest events. Your own row is highlighted in gold in the relevant standings.

What is the Live Realm Event box under Warden’s Path?

It is a compact current-event status card on the left Realm HUD. It shows the active competition name, your current placement and scored points, and the live time remaining. An unscored Warden shows Unranked · 0 pts. Clicking it opens Realm Events. It follows the existing compact/mobile HUD hiding rules so it does not crowd smaller layouts.

Do Warden portraits appear in rankings and Event standings?

Yes. Realm Rankings → Warden Rankings, the current Realm Event standings, Daily/Weekly cross-event championship standings, and Alliance Hall → Members all use each Warden’s currently equipped public portrait, including your own local row.

How do portraits and profile links work in Realm Chat?

World Chat and Alliance Chat display the sender’s current Warden Profile Portrait. Clicking either the sender’s portrait or name opens that Warden’s public profile. On desktop the chat panel is widened to roughly 560 px while keeping the existing compact height rather than becoming a full command-center workspace.

What time does the Realm use?

Realm Overview shows the current Realm Server Time in UTC. Use it as the reference for Realm event windows and resets.

How does the 30-Day Login Bonus work?

The compact Login Bonus card sits above the private Realm Map/minimap; clicking it opens the full calendar in a dedicated drawer. The calendar advances once per Realm UTC date. If a Realm day passes before you claim it, that reward becomes permanently Missed; future days remain locked. Missing a day does not reset the calendar. You can minimize the map-side card with − and reopen it with +, and that preference is remembered per Warden/Realm on the current device. A claim-ready minimized card still highlights that a reward is available.

When does Annihilation run now?

Annihilation is independent from Oathenreach. It runs every 14 days from Tuesday 00:00 through Friday 00:00 UTC, covering Tuesday through Thursday. The current cadence is anchored to September 15, 2026. Oathenreach remains Saturday 00:00 through Monday 00:00 UTC every weekend.

How does Realm Provisioning work?

Realm Provisioning is one of the rotating 24-hour competitions. It scores resources that actually return home from civilian expeditions or resource-node cargo. Passive production and Shop purchases do not score.

Can an alliance change its profile background?

Yes. The Alliance Leader can choose Verdant Canopy, Moonveil Mist, Sunforge Dawn, Ironroot Bastion, Starfall Night, or Oathenreach Gold. The choice is visual-only.

Can I use custom Valtheryn emojis in Realm Chat?

Yes. World Chat and Alliance Chat share a first-party emoji picker with ten original Valtheryn emotes: Smoking Settlement, Laugh, Troops, Oathenreach, Cry, Mad, Guardian, Gold Bounty, Peace Seal, and Rally. The server continues storing/moderating safe plain-text shortcodes; only the built-in approved catalog renders as local artwork. Emoji-only messages render larger, while emojis mixed with text remain compact inline.

Can I see which alliance members are online?

Yes. Alliance Hall → Members shows Online / Offline state, an online-now count, and defaults to Online-first sorting. Power, Name, and Role sorts remain available. Exact last-seen timestamps are intentionally not exposed.

What does Grand Muster Charter do?

It is a Gem-only timed Command Boost that increases your authoritative troop-training company capacity by 25% for 2, 6, or 24 hours. Prices are 750 / 1,900 / 5,500 Gems. A fully progressed normal capacity can reach 12,500; the Charter adds 25% where room remains but is capped at an absolute 15,000 troops per training company. Activating another Charter extends the timer but does not stack the percentage.

What does Warhost Command Writ do?

It is a Gem-only timed Command Boost that raises your authoritative personal troop-march capacity by 25% for 2, 6, or 24 hours at 1,000 / 2,750 / 8,000 Gems. It applies to eligible Realm attacks, resource marches, Oathenreach deployments, Frontier patrols, personal rally contributions, and allied reinforcement marches. It does not increase Campaign Expedition force size, alliance shared rally capacity, destination reinforcement capacity, or the plunder formula.

Is there a longer Peace Seal?

Yes. Sovereign Peace Seal · 5 Days costs 1,250 Gems and supplies 120 continuous hours of Peace. It follows the same strict non-combat legality rules as the normal 12-hour seal.

What are Astral Crystals?

Astral Crystals are the permanent upgrade material for Tier V Astral Guardian gear. Settlement Lv. 30 Wardens may buy them in Shop → Supplies for 3,000 Gems each. They are also earned from Guardian levels, permanent and weekly objective claims, the fifth daily objective, and qualifying Realm Event placements.

How does Astral gear refinement work?

Each owned Tier V Astral Helmet, Shoulders, Armor, Gloves, Legs, Boots, and Weapon can be permanently refined from +1 through +10 while the Guardian is home. Each + level adds 3% to that piece’s base Astral attack, defense, and any march-speed stat. Crystal costs rise at every step: 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 Crystals for target levels +1 through +10, so one piece costs 55 Crystals to reach +10. The improved stats are server-authoritative in Guardian-aware attacks, defense, reinforcements, rallies, nodes, Oathenreach, and movement.

What happens when all seven Astral pieces reach +10?

Your Guardian earns the Astral Mastery presentation: the Your Guardian portrait stage gains a persistent gold glow/rune treatment. The glow reflects the real completed +10 refinement state; the underlying power already comes from the upgraded gear itself.

Why do maxed buildings and Research look smaller?

Level-30 building cards and fully completed Research doctrines now collapse into compact MAXED OUT presentations so finished progression uses less vertical space. The Level-30 Workshop retains its small Peace Seal crafting control because crafting still matters after the building is maxed.

Why is Realm Navigator much wider now?

On large desktops Realm Navigator uses nearly the full available viewport and lays out bookmarks, Alliance Pins, allied settlements, and live deposits in four columns. Medium layouts use two columns and compact/mobile layouts use one. Its privacy rules are unchanged, and re-clicking the Realm Navigator button closes the currently open Navigator.

How do alliance-member online notifications work?

Alliance Hall → Members shows Online / Offline state and can surface a compact “just came online” notice when a member transitions online while your game tab is visible. Presence now refreshes on an approximately 30-second read cadence with a roughly 75-second online window. The dedicated presence lookup is read-only; the player’s presence heartbeat piggybacks on the normal authenticated state refresh and its database write is throttled to roughly once every 25 seconds. Hidden tabs do not keep aggressive presence polling active, and exact last-seen timestamps are intentionally not exposed.

Do I still have to scroll down just to start or speed up troop training?

On ordinary desktop heights, Oathstone Barracks keeps company size, affordable amount, cost, power/time preview, and the Train button in the first visible workspace. After a company starts, the Barracks returns to the expanded Active Training area at the top, where the live timer, saved speedup credit, and Project Speedups are immediately visible. Smaller screens may still scroll when necessary to avoid clipping controls.

How do troop counters work?

Valtheryn uses a complete class triangle: Infantry counters Cavalry, Cavalry counters Archers, and Archers counter Infantry. Verdant Wardens, Oathbound Sentinels, and Aegis Templars are Infantry; Dawncrest Riders, Royal Vanguard, and Celestial Lancers are Cavalry; Thornveil Archers and Astral Champions are Archers. Each base class relationship contributes 15% raw matchup pressure and the final net composition modifier is capped at ±12%. Class shares are combat-weighted using pre-matchup troop attack/defense contribution and applicable class Research, rather than simply counting bodies. The same composition system is used across settlement combat, reinforcements, resource nodes, rallies, Oathenreach, and Campaign. See Chapter 06.

What are the four Guardian specializations?

Balanced starts with no base modifier. Vanguard starts at +10% Guardian attack, Sentinel at +10% Guardian defense, and Wayfarer at +8% Guardian march speed. Completed Specialization Mastery and Perfected Forms research adds specialization mastery points: Vanguard/Sentinel/Wayfarer gain the full points in their specialty, while Balanced gains half of those points to both attack and defense. Specialization can be changed only while the Guardian is home.

How does Guardian Research work?

Guardian is a full seventh Verdant Archive branch with 18 doctrines. Foundational research improves Guardian attack, defense, XP gain, march speed, gear scaling, specialization mastery, general attack/defense, and Oathenreach presence. Advanced research adds Guardian-level and higher Keep/Archive/Workshop/Manuscript gates and can improve settlement defense, node defense, rally attack, Oathenreach power, matching-set bonuses, and late-game global Guardian attack/defense. These effects are applied by the authoritative combat calculation rather than only displayed in the UI.

How does the Daily Guardian XP claim work?

When your Guardian is below level 50 and the rolling cooldown is ready, a green-and-gold Daily Guardian Training card appears below the top-right profile area. Claiming it grants 250 base Guardian XP, increased by your Guardian XP-gain research, then hides the card until exactly 24 hours after that claim.

Can I make the camera automatically follow a march?

Yes. Choose Follow March beside Recall in the left live-march card or from March Command Center. The Realm camera stays centered on the moving formation until you choose Stop Follow, the route completes, or the formation disappears. This is only a camera convenience; it does not alter travel timing or battle resolution.

Does my Guardian earn XP from Frontier Bounties and march home afterward?

Yes when the Guardian accompanies the patrol. Victories award 14/18/22/26 base Guardian XP for camp levels 1–4; defeats award 8/10/12/14 base XP. Guardian XP research increases those amounts. After the battle, surviving troops and the Guardian enter a real return-home march instead of instantly becoming available.

Does Research Mastery include Guardian Research?

Yes. The overall mastery percentage and the branch list use all seven branches. Guardian contributes completed research levels, maximum available levels, doctrines started, and its own branch percentage just like Economy, Warfare, Defense, Troops, Temple, and Espionage.

Can I close an open bottom-navigation workspace by clicking its tab again?

Yes. Re-clicking the currently active main bottom-navigation tab closes that workspace. Top-right/internal command buttons keep their normal behavior.

Why are resources from my occupied node not immediately in my settlement?

Persistent node gathering now creates unbanked cargo attached to that specific garrison. The deposit reserve falls as the force gathers, but the cargo is not spendable until the garrison is recalled or automatically returns after depletion and the server resolves its return-home arrival.

What happens to unbanked node cargo if my garrison loses?

The attacker does not receive it. The defeated defender’s unbanked cargo is restored to the deposit, surviving defenders and any Guardian return without that forfeited cargo, and the capturing force begins its new occupation with zero gathered cargo.

Do allied reinforcements count in settlement troop matchups and scouting?

Yes. Normal settlement combat evaluates home troops plus all stationed allied reinforcement troop types for the ±12% composition matchup. Settlement scouting sees that same defending battlefield. Reinforcing Wardens keep their own troop/research/Crown/Guardian bonuses, but the settlement-defense Watchtower modifier comes from the settlement actually being defended.

Why does a deployed force still use a march route after it arrives?

Because a personal route represents the full deployment, not only the moving animation. The route remains occupied while troops are stationed at a resource node, allied settlement, or Oathenreach; while workers gather; while troops are committed to an active rally; and throughout any recall or return journey. It becomes available again only after that deployed force reaches its originating settlement, or when no surviving force remains to return.

Can my browser force a march or battle to resolve?

No. The server-owned world processor is the primary authority for due work, including march arrivals and battle resolution. The browser may show timers and provisional visuals, but authoritative troops, resources, cargo, casualties, rewards, and progression are committed only by validated server processing.

Why does my opened battle report no longer close itself?

The v0.56.5 notification workspace tracks expanded battle/scout report IDs and avoids rebuilding an unchanged inbox. When a real notification update does rerender the drawer, expanded reports are restored instead of collapsing after a periodic refresh.

What changed in the Oathenreach tab in v0.56.6?

v0.56.6 moved Oathenreach into the wider command workspace with holder/Crown/siege status, garrison intelligence, incoming marches, weekly contribution, and dedicated temple commands. Those layout changes remain. Later same-version v0.57.2 work added rotating Crown Holder specialty blessings, so the current game now layers one of six seasonal specialties on top of the permanent +10% economy / +8% army Crown foundation after each finalized Oathenreach event.

Why can “Troops stationed this week” be higher than the troops currently defending Oathenreach?

Because the Siege record is cumulative for the current ISO week. It records troops that were successfully stationed during the week, including surviving capture forces from v0.56.8 onward. It does not subtract later casualties or recalls. Use Alliance troops currently stationed and Your troops currently stationed in the live garrison panel for the authoritative current force.

Does troop matchup reduce Guardian power?

No. Starting in v0.56.8, troop-composition matchup modifies the troop portion of attacking power only. Guardian power is added afterward as a separate flat contribution. Current battle reports also expose the research-adjusted troop-attack subtotal so the final attack power is easier to audit.

Chapter 37 · Quick answers

General frequently asked questions

What is Oathlink?

It is alliance-only project aid. Click the pulsing knot above the private map, inspect current allied research and construction orders, and answer each eligible order once. Each answer trims a small bounded amount of time without giving permanent power.

Can maxed Wardens still score research and construction events?

Yes. Repeatable Academy Studies and Settlement Works use the matching ordinary queue, count on completion for eligible objectives and active competitions, and grant no permanent stat or level gain. Repeatable projects must run their full timer and cannot use speedups, saved credit, or Oathlink aid.

Is my settlement the same as the realm?

No. Your settlement is your personal base; the realm is the shared world containing every settlement, alliance, resource deposit, competition, and Oathenreach.

How many gems can daily objectives and login provide?

Any five claimed daily objectives provide 55 Gems. Your automatic daily login adds 10 Gems, for 65 Gems before permanent objectives, Realm Milestones, bounties, competitions, level-ups, or Oathenreach rewards.

Where is the Gem Vault?

Open Shop → Gem Vault. It is a separate Market department between Supplies and Identity, and Featured also links to it. One fixed-return deposit can be active at a time.

How do I earn Scholar Manuscripts?

Receive two per daily login, nine across five daily objective claims, one per completed civilian expedition, one for your first daily Frontier Bounty victory, and two per completed permanent objective.

Can I buy or trade Scholar Manuscripts?

They cannot be transferred through alliance caravans, and the core Realm Market does not sell them. The launch-ready real-money Treasury path does not currently deliver Scholar Manuscripts; deliberate administrator/free promotional grants may still award them in addition to normal gameplay earnings.

Why can’t I attack someone?

The target may belong to your alliance, either side may be blocked by Peace rules, the target may be under a Recovery Ward after repeated defeats, your same attacker→target victory limit may be reached, your troops may be unavailable, or the selected march may violate size/destination requirements.

Do Peace Seals work during Annihilation?

Yes. Peace Seals remain fully enforceable during Annihilation. A protected Warden cannot launch attacks/scouting/offensive rallies or start new contested allied-settlement/Oathenreach defensive deployments. Existing such combat deployments must be recalled before Peace can be activated. Annihilation runs every 14 days from Tuesday through Thursday UTC and is independent of the weekend Oathenreach schedule.

Can my occupied resource deposit still be attacked while I have an active Peace Seal?

Yes. Settlement Peace Seal protection does not make external resource-node garrisons immune to legitimate node battles.

How many resource deposits can I occupy?

Up to five simultaneously. Thornhaven contains 640 deposits. Withdraw from an existing garrison before claiming a sixth.

Can I gather without sending troops?

Yes. Complete up to four civilian expeditions each UTC day. Workers visibly march to the deposit, gather for 45 minutes after arrival, then visibly march home. Ordinary resources and one manuscript are granted only after the return reaches your settlement.

What do frontier bounty camps reward?

Up to five daily attempts are available. The Realm now contains 24 real clickable Frontier landmarks across Tiers I–VI, distributed around Thornhaven with bandit, wolf, fallen-Warden, guardian, behemoth, and wyrm encounters. Select troops and an optional Guardian, dispatch a personal march to the camp, resolve the battle on arrival, and wait for surviving forces to complete their visible return journey. Successful patrols grant ordinary resources, two gems, and legitimate battle progress; the first daily victory additionally grants one manuscript.

Are Player Bounties the same as Frontier Bounties?

No. Frontier Bounties are personal PvE camp patrols with five attempts per UTC day. Player Gold Bounties are ordinary-Gold escrow placed on another non-allied Warden and claimed through a qualifying solo settlement victory.

When does Oathenreach open?

Every weekend from Saturday 00:00 UTC until Monday 00:00 UTC. The alliance physically holding the temple when the event ends wins the crown.

What does Crown Holder provide?

The reigning Crown Holder alliance receives the permanent +10% ordinary-resource production and +8% army attack/defense foundation. Each finalized Oathenreach season also grants one rotating specialty blessing until the next season finalizes: +10% production, +5% army attack/defense, +12% march speed, +12% troop-training speed, +10% research speed, or +15% Moonwell healing speed.

How is Crown Holder shown on Warden Profiles?

A Warden who currently carries Crown Holder status receives the enhanced gold profile treatment with a dedicated crown emblem and prominent Crown Holder banner. The presentation follows authoritative Oathenreach ownership, so future winning alliances receive it automatically. The older small duplicate Crown Holder title was removed.

Can I remove Realm Orientation from my Warden Profile?

Yes. On your own Warden Profile, use Hide this section permanently on the Realm Orientation card. The orientation section then stays hidden from your profile without deleting your tutorial completion, settlement progression, or other account data.

How many members can join an alliance?

Up to 50. Creating a new alliance costs 2,000 ordinary gold.

Does Allied or Friendly diplomacy stop attacks?

No. Diplomacy is contextual only. The authoritative combat rules remain the same; only actual same-alliance friendly-fire protection, Peace Seals, Recovery Wards, and the other normal PvP eligibility checks can block an attack.

Who can create Alliance Pins?

Alliance Officers and the Leader can publish and remove shared pins. Every Warden can separately maintain private Realm Bookmarks visible only to themselves.

Do identity cosmetics increase Power?

No. Warden Profile Portraits, Profile Frames, Banners, Settlement Nameplates, Guardian Portrait Frames, March Standards, Showcase Badges, and alliance crests are all visual identity. They do not modify Settlement Power, troop stats, Guardian stats, production, movement, or rewards.

Can different alliance rallies run simultaneously?

Yes, when they attack different targets. Only one active rally per alliance is permitted against the same settlement or Oathenreach target.

Can I recall allied defenders or Oathenreach troops?

Yes. You may recall surviving companies you personally contributed. Other Wardens control their own troops.

How do I unlock Aegis Templars?

Complete Aegis Templars research, the required earlier doctrines, Keep level 24, Barracks level 22, Archive level 21, and all applicable earned manuscript and ordinary-resource costs.

How do I unlock Celestial Lancers?

Complete Celestial Lancers research, the required earlier doctrines, Keep level 24, Barracks level 22, Archive level 21, and all applicable earned manuscript and ordinary-resource costs.

How do I unlock Astral Champions?

Complete Astral Champions research, the required earlier doctrines, Keep level 24, Barracks level 22, Archive level 21, and all applicable earned manuscript and ordinary-resource costs.

When do daily systems reset?

Daily login, objective claims/reroll, civilian expeditions, Frontier Bounty attempts, Shop free supplies, crafting, and alliance caravan limits reset at midnight UTC. Project Speedups have no daily usage allowance for Research, Construction, Troop Training, or Moonwell Healing. Player Gold Bounties do not use the five-attempt Frontier reset; the Bounty Hunter leaderboard instead follows the current UTC calendar month. Emergency militia uses its separate rolling 24-hour cooldown.

Where do I collect competition rewards?

There are now two reward tracks. During the live 24-hour competition, open Events to view your personal Tier I / II / III Milestone Chests. Locked chests show the required score and contents; an earned chest turns gold and can be opened once. Final leaderboard placement rewards remain separate and are credited automatically through secure player synchronization, with a corresponding notice in Reports & Notifications. If an earned personal chest is still unclaimed when the event closes, the secure fallback preserves and delivers the entitlement rather than discarding it.

Do Event Milestone Chests replace leaderboard prizes?

No. Personal milestone chests and Realm placement rewards are separate and stack. Your own event score can unlock Tier I, II, and III regardless of final placement, while the Realm leaderboard still awards its normal prize based on final rank. The Daily/Weekly cross-event championship boards remain prestige standings and do not duplicate either reward track.

Is there a Settlement-level or military-power range for PvP attacks?

No. Starting in v0.56.7, settlement attacks and settlement rallies are not blocked because of Keep-level gap or relative military power. Any hostile settlement may be attacked if normal rules are satisfied. Peace Seals, Recovery Wards, alliance friendly-fire protection, authoritative march/arrival checks, and the separate safeguard limiting the same attacker to three victories over the same settlement in a rolling 24-hour window still apply.

Can temporary Command Boosts exceed the normal training / march limits?

Yes, but only while the matching +25% item is active. A fully developed Warden can temporarily reach the absolute 15,000-troop training-company ceiling with Grand Muster Charter or 12,500 troops per personal Realm march with Warhost Command Writ. The permanent normal training-company ceiling is 12,500; these temporary effective capacities do not replace Research progression.

Does Astral +10 really change combat?

Yes. Astral refinement modifies the server-authoritative Guardian gear stats used in Guardian-aware combat and movement. The gold glow for completing all seven +10 pieces is visual recognition of a real underlying refined set; it is not the source of the bonus.

Chapter 38 · Useful terminology

Realm glossary and quick-reference terminology

Term Current meaning
Realm The shared multiplayer world containing all settlements, alliances, objectives, competitions, and deposits.
Settlement Your individual base, completed buildings, ordinary resources, owned troops, and research.
Settlement level The completed level of your Warden’s Keep.
Realm rank Your actual placement among settlements sorted by total settlement power.
Warden level The commander’s separate experience level; each newly gained level awards 25 gems.
Manuscript Scholar Manuscript used for advanced research and Peace Seal crafting. Normal gameplay provides repeatable earned sources; the core Realm Market does not sell Manuscripts, and the launch-ready real-money Treasury path does not currently deliver them. Deliberate administrator/free promotional grants may still award them.
Node A finite tier I–IV resource deposit. Stationed troops gather into unbanked occupation cargo; the cargo becomes spendable only after the force returns home. Depleted nodes respawn elsewhere after 30 minutes.
Civilian expedition A visible worker-and-handcart journey to a resource node, followed by 45 minutes of gathering and a visible return. Rewards and one manuscript arrive only when the civilians reach home.
Frontier bounty A real map-based PvE patrol against a hostile camp. Selected troops and an optional Guardian march to the camp, fight on arrival, and surviving forces visibly return; victories grant resources and two gems.
Garrison Troops stationed to defend a resource deposit, allied settlement, or Oathenreach. Stationed deployments continue consuming their personal route until the force returns home; resource-node garrisons may also carry unbanked cargo.
March An authenticated visible journey whose arrival is resolved by the server-owned world engine. Soldiers, rally warhosts, caravans, and civilian workers use distinct formations and complete their required return travel.
Private minimap A non-clickable orientation view showing only your settlement, Oathenreach, and the current camera viewport—not other settlements or resource-node landmarks.
Battle report A combat record separating troops sent, lost, and surviving for both sides, with power, Guardian contribution, plunder, and alliance participation where applicable.
Rally An alliance attack that recruits for three minutes and automatically marches against a settlement or Oathenreach.
Oathenreach The central temple contested from Saturday 00:00 through Monday 00:00 UTC.
Crown Holder The alliance that won the most recently finalized Oathenreach season. It receives the permanent +10% ordinary-production / +8% army foundation plus the current rotating specialty until another season finalizes.
Peace Seal A 12-hour protection item that blocks hostile settlement attacks/scouting and the protected Warden’s offensive commands plus new contested allied/Oathenreach combat-support deployments. Existing such deployments must be recalled before activation; peaceful node occupation remains allowed.
Veil of Silence A temporary counterintelligence protection that can repel weaker scouts or reduce the intelligence quality of stronger reconnaissance.
Settlement Waystone A single-use item allowing relocation to valid open realm terrain.
Settlement style A permanent Gem-only cosmetic architecture unlock for the Realm map. Owned styles can be equipped freely and do not alter combat, economy, protection, level, rank, or settlement power.
Speedup credit Unused seconds from the final oversized Project Speedup, safely stored for a later active Research, Construction, Troop Training, or Moonwell Healing queue.
Annihilation An alternating-weekend event with qualifying combat rewards; settlement Peace Seal protection remains fully active.
Campaign Expedition The structured PvE warpath with ten floors and 25 sequential stages per floor. The server automatically selects the strongest legal ready-at-home expedition force and automatically includes the Guardian when home; Campaign uses real Moonwell casualty handling without consuming a Realm route.
Campaign boss Stage 25 of a Campaign floor. Bosses use stronger elite mixed hosts and award larger first-clear rewards, including Scholar Manuscripts.
Projected victory chance The Campaign briefing estimate produced from your effective attack, enemy defense, and troop-composition matchup. At least 10% is required to engage; Recommended Attack targets roughly 70%.
Gem VaultA Shop treasury feature for one active 1-, 3-, or 7-day Gem deposit. New contracts use +0.5%, +1.5%, or +3.5% base rates; already-open contracts retain their stored rate. Before maturity, cancellation returns principal only and grants no yield.
Treasury StreakA capped Vault loyalty bonus earned from claimed maturities. Opening the next deposit within 48 hours applies +0.10 percentage point per active streak level, up to +0.40 percentage point. Cancelling a deposit resets the streak.
Player Gold BountyOrdinary Gold escrow placed on a non-allied Warden. A qualifying solo settlement victory claims eligible open contributions automatically; it is separate from Frontier Bounty PvE camps.
Bounty CenterThe wide Most Wanted, personal bounty statistics, recent claim history, and monthly Bounty Hunter command center available from Realm Rankings → Bounties and Warden Profile → Bounties. It never publishes target coordinates.
Wanted medallionThe pulsing gold-and-crimson icon drawn above a Realm-map settlement while that Warden has open Player Gold Bounty escrow. At normal zoom it also displays the public open Gold total.
Oathenreach specialtyOne additional Crown Holder alliance bonus assigned when an Oathenreach season finalizes, cycling through production, army, march speed, training speed, research speed, and healing speed.
Recovery WardTemporary automatic protection against settlement attacks and settlement rallies after repeated qualifying PvP defeats: 15 / 30 / 60 / 120 minutes beginning with the 3rd / 4th / 5th / 6th+ defeat in a rolling 24-hour window.
Enemy Troops DefeatedThe historical combat statistic formerly labeled kills. It records enemy battlefield casualties inflicted and can include troops that later recover through the Moonwell.
Warden Profile LikeA public thumbs-up appreciation signal. Each Warden may Like another Warden once, can unlike later, and cannot Like themselves; the all-time total is visible on public profiles.
Warden Account preferencesPersistent player-facing settings for map entry/labels, number formatting, march paths, World/Alliance Chat, audio startup, hostile threat visuals, live notification categories, battle/march confirmations, report expansion, interface/text scale, accessibility markers, and related Account Center behavior. They affect presentation and confirmation flow, not authoritative game rules.
Live Realm AlertsThe account-level master/category controls for optional attention popups. Combat, Scouting, Alliance/Rally, Economy/Reward, Realm Event, and System/March popups can be filtered without deleting the corresponding Reports & Notifications history.
Realm graphics qualityClient-side Auto / High / Performance setting in Realm Overview. Performance reduces cosmetic rendering workload; Auto adapts to the current device. The setting never changes gameplay state, map rules, combat, rewards, or Warden power.
Warden Profile PortraitOne of ten original public portrait/background choices managed from Warden Profile → Identity. Four are included, four are permanent Gem unlocks, and two are Crown Holder rewards; portraits grant no gameplay power.
Alliance presence notificationA compact notice above the private minimap when an alliance member transitions online, using that Warden’s public portrait and a green online indicator. Presence is lightweight and separate from progression telemetry.
Troop counter triangleThe class matchup system: Infantry counters Cavalry, Cavalry counters Archers, and Archers counter Infantry. Final net troop-composition advantage is capped at ±12%.
Command SnapshotThe compact right side of the Warden Profile header containing seven core metrics plus direct Forces, Research, Settlement, and Realm Event shortcuts.
Astral CrystalEndgame Guardian-refinement resource. Costs 3,000 Gems in Supplies at Settlement Lv. 30 or can be earned through Guardian levels, objectives, and Realm Event placement.
Astral refinementPermanent +1 through +10 upgrade layer for each owned Tier V Astral Guardian gear piece. Every + level adds 3% of that piece’s base Astral attack, defense, and applicable march speed.
Grand Muster CharterGem-only timed Command Boost that raises authoritative training-company capacity by 25% for 2, 6, or 24 hours. A fully progressed normal company can reach 12,500; the boosted absolute ceiling is 15,000.
Warhost Command WritGem-only timed Command Boost that raises authoritative personal Realm march capacity by 25% for 2, 6, or 24 hours. A fully progressed 10,000 permanent march can temporarily reach 12,500; it does not increase Campaign or shared alliance rally capacity.
Settlement Paint Token1,500-Gem Identity item that saves one custom full-settlement color from the Paint Studio. Restoring the equipped settlement style’s original colors is free.
Prismatic Warden NamePermanent 20,000-Gem cosmetic unlocked at Settlement Lv. 30. Cycles the Warden name through rainbow colors on public profiles and World/Alliance Chat.
Stationed ForcesDedicated deployment window for resource-node garrisons, allied-settlement reinforcements, and Oathenreach contributions. Shows troop totals and Locate/Recall controls while the moving-march HUD remains separate.
Sovereign Peace Seal · 5 DaysPremium 120-hour Peace Seal costing 1,250 Gems and using the same strict non-combat rules as the normal 12-hour seal.
Valtheryn chat emojiOne of ten built-in first-party Realm Chat emotes rendered from safe approved shortcodes in World or Alliance Chat.
Astral MasteryThe gold Guardian portrait-stage treatment unlocked when all seven owned Astral gear pieces reach +10 refinement.
Live Realm Event cardThe compact left-HUD card beneath Warden’s Path showing the active competition, your current placement + points, and time remaining; selecting it opens Realm Events.
Academy Studies / Settlement WorksRepeatable research/construction queue projects for objectives and matching events after permanent upgrades are complete. They add no permanent power or levels.
OathlinkAlliance-only one-answer-per-member project aid, accessed from the knot above the private map. Each answer shortens a current ally's research or construction order within a 10% total duration cap.
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.

Campaign Guardian behavior is automatic. Campaign includes your Guardian whenever it is currently home and available; there is no Campaign Guardian checkbox. If the Guardian is deployed elsewhere, the stage remains playable with the automatically selected troop force only.

Seven equipment slots

Equip a helmet, shoulders, armor, gloves, legs, boots, and weapon. Equipment is shown cleanly in the loadout and Gear Sets panels while the large Guardian portrait remains the original unobstructed character artwork.

Levels · gear · sets · specialization

Five equipment tiers

Forge Ironbark, Dawnsteel, and Oathforged pieces with settlement resources. Crownward and Astral are rare premium-tier acquisitions that require earned Gems plus Gold and demanding Keep/Workshop progression gates.

35 permanent equipment recipes

Authoritative combat power

Every equipped bonus is calculated by the server. Guardian level, equipped gear, matching-set bonus, specialization, completed Guardian research, and battlefield-specific Guardian doctrines are resolved server-side before the Guardian contribution is added to combat.

Exact contribution shown in 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
Guardian command in real battles: after applicable Guardian Research and battlefield bonuses, every 100 Guardian Attack adds 1% to that Guardian-led troop Attack, and every 100 Guardian Defense adds 1% to that troop Defense. Each command bonus is capped at 20%. The Guardian’s corresponding raw stat is then added separately. A stronger offensive Guardian can improve both the chance to break the defender and the attacking march’s survival; the defending Guardian’s Attack also helps inflict attacker casualties. In a rally or Oathenreach, a Guardian commands only its own Warden’s contributed troops.

Gear-set acquisition

TierSetRequired KeepRequired WorkshopCost per piece
IIronbark11Food, wood, stone, and gold
IIDawnsteel54Food, wood, stone, and gold
IIIOathforged108Food, wood, stone, and gold
IVCrownward1814320 gems + 1,800 gold
VAstral30303,000 Gems + 1,500,000 Gold

Guardian levels and specialization

Guardian progression is server-authoritative. Every Guardian begins at level 1 with 120 attack and 120 defense, can advance to level 50, and gains +2 attack and +2 defense for every level above 1 before equipment, specialization, matching-set, and Guardian-research effects. Guardian XP is awarded by qualifying settlement, rally, Oathenreach, and Frontier combat, Daily Guardian Training provides a separate 250-base-XP rolling 24-hour claim, and the Supplies department offers an intentionally expensive optional Guardian Training Codex for 500 base XP at 7,500 Gems.

SpecializationAuthoritative effectUse
BalancedNo base modifier; Guardian specialization research adds half its mastery points to both attack and defenseFlexible general-purpose build
Vanguard+10% Guardian attack base + completed specialization mastery pointsOffensive deployments
Sentinel+10% Guardian defense base + completed specialization mastery pointsSettlement and garrison defense
Wayfarer+8% Guardian march speed base + completed specialization mastery pointsFaster Guardian-bearing marches
Equipment and specialization can be changed only while the Guardian is home. Recall the deployed force and wait for its return march before changing the build.

Guardian Research · 18 doctrines

The Guardian branch is deliberately a long-term Archive investment rather than a cheap stat purchase. Early levels use the normal progression-scaled research floors; advanced projects add higher Keep, Verdant Archive, Guardian-level, Runecrafter’s Workshop, Scholar Manuscript, resource, and time gates. Research must complete before its bonus becomes active.

Guardian foundational doctrines
DoctrineMaxKey gateEffect
Guardian Conditioning5None+2% Guardian attack per level
Guardian Resolve5Conditioning 1 · Keep 3 · Archive 2+2% Guardian defense per level
Warden’s Bond5Conditioning 2 · Keep 4 · Archive 3+4% Guardian XP earned per level
Pathfinder Bond5Warden’s Bond 2 · Keep 5 · Archive 4+2% Guardian march speed per level
Runic Synergy5Resolve 2 · Keep 6 · Archive 5 · Workshop 4+2% equipped Guardian gear attack/defense per level
Specialization Mastery5Runic Synergy 2 · Keep 8 · Archive 7 · Guardian 5+1 specialization mastery point per level
Battle Attunement5Specialization Mastery 2 · Keep 10 · Archive 9 · Guardian 8+1% Guardian attack and defense per level
Oathbound Presence5Battle Attunement 3 · Keep 12 · Archive 10 · Guardian 10+2% Guardian attack and defense at Oathenreach per level
Guardian advanced doctrines
DoctrineMaxProgression gateEffect
Veteran Companion4Keep 14 · Archive 12 · Guardian 12 · Workshop 8 · 5 manuscripts base+3% Guardian attack/defense per level
Runebound Arsenal4Keep 16 · Archive 14 · Guardian 15 · Workshop 12 · 7 manuscripts base+3% equipped Guardian gear attack/defense per level
Perfected Forms4Keep 18 · Archive 16 · Guardian 18 · 9 manuscripts base+2 specialization mastery points per level
Bastion Companion4Keep 20 · Archive 18 · Guardian 22 · 11 manuscripts base+4% Guardian defense at settlements per level
Frontier Sentinel4Keep 22 · Archive 20 · Guardian 25 · 13 manuscripts base+4% Guardian defense at resource nodes per level
Warhost Companion4Keep 24 · Archive 22 · Guardian 28 · 15 manuscripts base+4% Guardian attack in alliance rallies per level
Oathenreach Champion4Keep 26 · Archive 24 · Guardian 32 · 18 manuscripts base+4% Guardian attack/defense at Oathenreach per level
Runic Concordance3Keep 27 · Archive 25 · Guardian 35 · Workshop 20 · 20 manuscripts base+1 complete matching-set bonus point per level
Ancient Resonance3Keep 29 · Archive 27 · Guardian 40 · 24 manuscripts base+4% Guardian attack/defense per level
Legendary Warden Bond3Keep 30 · Archive 30 · Guardian 45 · Workshop 22 · 30 manuscripts base+5% Guardian attack/defense per level
Guardian research is contextual where intended. Global Guardian attack/defense, gear, specialization, set, XP, and march-speed research follows the Guardian everywhere it applies. Bastion Companion applies Guardian defense at settlements, Frontier Sentinel at resource nodes, Warhost Companion to Guardian attack in alliance rallies, and Oathbound Presence/Oathenreach Champion to Guardian attack and defense at Oathenreach. Rally and Oathenreach participant Guardian stats are re-resolved from authoritative Warden state at battle resolution.

Guardian XP sources

ActivityBase Guardian XPRequirement
Solo settlement / resource-node attack30 victory · 14 defeatGuardian accompanies the attacking march
Settlement / resource-node defense25 successful defense · 12 defeatGuardian is home for settlement defense or deployed at that node
Settlement alliance rally attack35 victory · 15 defeatGuardian committed by that rally participant
Settlement rally defense30 successful defense · 15 defeatGuardian is part of the defending force
Oathenreach attack40 victory · 18 defeatGuardian accompanies the Oathenreach attacking contribution
Oathenreach defense35 successful hold · 18 defeatGuardian is stationed with that defending contribution
Frontier Bounty Lv. 1–4 victory14 · 18 · 22 · 26Guardian accompanies the patrol
Frontier Bounty Lv. 1–4 defeat8 · 10 · 12 · 14Guardian accompanies the patrol
Daily Guardian Training250Claim once every rolling 24 hours while below Guardian level 50
Guardian Training Codex · Shop → Supplies500Costs 7,500 Gems only; optional premium acceleration while below Guardian level 50
Warden’s Bond increases qualifying Guardian XP awards. The displayed Daily Guardian Training amount, combat XP, and Guardian Training Codex award are calculated after the completed Guardian XP-gain research bonus. At Guardian level 50, the daily claim and Codex purchase are no longer available, and XP is never banked past the cap.

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 setRaw gear attackRaw gear defenseGear speedMatching-set bonusLevel-1 Balanced total after set bonus
Ironbark I+47+51+3%None167 attack · 171 defense
Dawnsteel II+103+113+6%+3% attack & defense230 attack · 240 defense
Oathforged III+188+204+12%+4% attack & defense320 attack · 337 defense
Crownward IV+307+333+20%+5% attack & defense448 attack · 476 defense
Astral V+470+510+30%+6% attack & defense625 attack · 668 defense

Mixed-tier loadouts use the exact value of each equipped piece but do not receive a complete matching-set bonus. The totals above assume a level-1 Balanced Guardian with no Guardian research; Guardian levels, Guardian research, Vanguard/Sentinel specialization, specialization mastery, gear scaling, and matching-set research can increase them further, while Wayfarer and Pathfinder Bond add Guardian-bearing march speed. Guardian attack is added to eligible offensive deployments; Guardian defense applies automatically at the home settlement while the Guardian is home and follows the Guardian when assigned to a node, allied reinforcement, or Oathenreach garrison. Reports identify the exact Guardian contribution used.

Returning from battle

The Guardian remains attached to its assigned force through travel, battle, occupation, recall, and the return journey. If every accompanying troop is lost, the Guardian still completes a Guardian-only return march before it can be equipped or deployed again.

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.
Guardian Hall uses a tighter no-waste layout. The large “Guardian command / Guardian Hall” intro panel and the separate “Guardian armory / Gear Sets” intro panel were removed. The Guardian / Gear Sets / Identity tabs, Guardian artwork, Status / Build / Loadout controls, specialization, equipment, tier/slot selectors, and every underlying mechanic remain; the actionable content now starts immediately beneath the tabs.

Astral Guardian refinement · +1 through +10

Tier V Astral gear has a permanent endgame refinement layer. Each owned Astral Helmet, Shoulders, Armor, Gloves, Legs, Boots, and Weapon can be refined independently from +1 to +10 while the Guardian is home. Every refinement level adds 3% of that piece’s base Astral attack, defense, and any march-speed stat. A +10 piece therefore provides a 30% refinement increase over that piece’s original Astral values before the rest of the Guardian’s legitimate specialization, matching-set, Research, and battlefield modifiers are resolved.

Astral Crystal cost per refinement step
Target + levelAstral CrystalsAdded piece scaling
+11+3%
+22+3% more
+33+3% more
+44+3% more
+55+3% more
+66+3% more
+77+3% more
+88+3% more
+99+3% more
+1010+3% more · 30% total refinement
One piece +0 → +1055 Crystals30% total piece refinement
All seven pieces +0 → +10385 CrystalsUnlocks Astral Mastery presentation
The power is real, not cosmetic. Refined Astral stats feed the authoritative Guardian calculation used in solo settlement combat, home defense, resource-node combat, allied reinforcement defense, alliance rallies, Oathenreach, and other Guardian-aware battle paths. Applicable refined march-speed stats also affect Guardian-bearing movement through the same server stat pipeline. The Guardian must be home to refine gear so deployed combat power cannot be changed midway through an active deployment.
Astral Crystal acquisition: 1 Crystal costs 3,000 Gems in Shop → Supplies and requires Settlement Lv. 30 to purchase. Gameplay also awards Crystals: 1 per new Guardian level, 1 per claimed permanent objective, 1 per claimed weekly objective, 1 on the fifth daily-objective claim, and 3 / 2 / 2 / 1 from qualifying Realm Event placements at ranks 1 / 2 / 3 / 4–10.
Astral Mastery: when all seven owned Astral pieces reach +10, the Your Guardian portrait stage gains a persistent gold Astral Mastery glow/rune treatment so the completed set is immediately recognizable.
Astral acquisition is true endgame progression. New Tier V Astral pieces require Settlement Level 30 and Runecrafter’s Workshop Level 30 and cost 3,000 Gems + 1,500,000 Gold each. Already owned pieces and all existing + refinement levels remain intact.
Chapter 40 · Realms & communication

Thornhaven, Moonveil, and Realm Chat

Valtheryn retains its multi-Realm foundation for future growth, but Thornhaven is currently the main and only playable Realm. Every new Warden is assigned to Thornhaven automatically, so normal onboarding does not ask players to choose or switch Realms.

Thornhaven

The active home Realm for the Valtheryn community. Existing progression remains here and all new Wardens are assigned here automatically while capacity remains available.

Open · up to 1,500 Wardens

Moonveil

A prepared future Realm that remains configured in the game but is currently inaccessible. It does not open from player count, date, or game version.

Locked · no automatic opening rule

Future Realm support

The multi-Realm foundation remains available so Valtheryn can deliberately add/open another Realm later if population growth makes it useful. The current community is not automatically split.

Future-ready architecture · Thornhaven stays active

Realm Chat

World Chat connects Wardens in Thornhaven. Alliance Chat is restricted to the authenticated Warden's current alliance. Both channels display the sender’s equipped Warden Profile Portrait, and clicking the sender portrait or name opens that Warden’s public profile.

Portrait identity · clickable profiles · blocking · reporting · @mentions
RuleCurrent behavior
Thornhaven capacity1,500 Wardens. Thornhaven is the main active Realm and the only Realm accepting normal player progression.
New WardensNew authenticated players are assigned to Thornhaven automatically. There is no normal first-entry Realm-selection step while Thornhaven is the only accessible Realm.
Thornhaven world64,000 × 40,000 playable map with 640 live resource deposits and central Oathenreach.
MoonveilLocked indefinitely for now. There is no opening date, population threshold, or v1.0/version trigger. It opens only if Valtheryn deliberately changes that policy in a future update.
Existing progressionExisting Thornhaven settlements, resources, troops, buildings, Research, Guardians, alliances, inventory, map state, milestones, Campaign progression, and other legitimate progression remain preserved.
World ChatThornhaven-local. Each message displays the sender’s current Warden Profile Portrait; Wardens may @mention other Wardens, block another player, or report a World message.
Alliance ChatVisible only to current members of the same alliance. Messages display the sender’s current Warden Profile Portrait, and members may report visible Alliance Chat messages.
MentionsUp to five valid World Chat mentions can generate notifications from one message, limiting notification spam.
ModerationWorld reports support categories. Reported messages can be hidden when appropriate, and chat-only temporary restrictions can be applied without freezing normal gameplay.
Current Realm policy: Thornhaven is the community's single active home Realm with capacity for 1,500 Wardens. Moonveil remains reserved for the future and cannot open automatically because of population, date, or game version.
Account-level Realm controls: Warden Account → Realm lets each player independently show/hide World Chat and Alliance Chat. If both are disabled, the top-right Realm Chat button is removed for that account. The same settings page chooses whether Realm music and Campaign sound begin enabled at game load and whether detected hostile scouts/attacks/rallies produce the visual threat frame/popup.
Desktop Realm Chat: on desktop the chat panel uses a wider layout while keeping a compact height; mobile keeps its responsive near-full-width presentation.
Alliance online presence: Alliance Hall → Members shows Online / Offline state, an online-now total, and Online-first sorting while exact last-active timestamps remain private. Newly online alliance members can also produce the existing styled presence notice above the minimap.
These settings change presentation and startup behavior only. Disabling chat visibility does not alter channel membership/moderation records, and disabling hostile threat visuals does not erase notifications or combat/scout records.
World and Alliance Chat include ten original Valtheryn emojis. Open the compact emoji picker beside the composer to use Smoking Settlement, Laugh, Troops, Oathenreach, Cry, Mad, Guardian, Gold Bounty, Peace Seal, or Rally. Approved Valtheryn shortcodes render bundled local artwork; emoji-only messages display larger and mixed text/emoji messages remain compact inline.
Chapter 41 · Security & fair play

Server authority protects the realm

Valtheryn uses server-authoritative Realm rules for meaningful gameplay state. Troops, resources, node cargo, rewards, Realm membership, purchases, alliance permissions, progression, and battle outcomes are checked against the current game state before they are committed.

Authoritative gameplay

Important actions are validated against the current Realm state before resources, troops, rewards, purchases, or progression are committed.

Realm isolation

Your verified account and Realm membership determine which private state and alliance information you are allowed to access.

State integrity

Valtheryn rejects invalid state changes and preserves valid progression rather than accepting impossible balances, positions, or progression states.

Protective enforcement

Suspicious or invalid actions can be blocked or limited to protect fair play. Internal detection rules and thresholds are not exposed.

Sentinel Anti Cheat companion: when installed separately, Sentinel reads server-recorded Valtheryn security events and command receipts, including march-projection failures, into an administrator review queue. It does not decide battle outcomes or automatically ban a Warden on the basis of a signal. The game remains authoritative for troops, combat, permissions and rewards.
Fair play is enforced by the game. Player-facing presentation cannot override ownership, capacity, timing, Realm membership, combat legality, or reward rules.
Persistent Realm state: resource cargo, active projects, marches, battle state, and progression remain consistent across refreshes and reconnects. Visual updates improve responsiveness but never independently spend resources, move troops, resolve combat, or grant progression.
Social and account integrity: Warden Profile Likes remain one-per-other-Warden and self-likes are rejected. Warden renames follow the same name and Rename Scroll rules everywhere they are offered. Clear Gem History affects only the visible personal history baseline and never changes the actual Gem balance or purchase history.
Account retirement is explicit: deleting the underlying WordPress account retires active Valtheryn Realm memberships so abandoned accounts do not permanently consume Realm capacity. Active world participation such as relevant alliance leadership, reinforcements, rallies, Oathenreach contributions, and bounty relationships is cleaned up safely, while necessary historical records can remain anonymized rather than acting as a playable ghost account.
Live schema safety: database schema repair/DDL belongs to install, upgrade, migration, or explicit maintenance paths rather than ordinary gameplay commands. Player commands remain focused on authoritative game-state transactions.
Chapter 42 · Unified public identity

One Warden name, layered prestige, and earned visual identity

Your Warden Name remains the single public identity used by both your Warden and your Settlement. Around that name, the current game supports prestige, alliance, diplomacy, portraits, settlement paint, and permanent Prismatic-name identity without creating a second player-managed Settlement Name.

Warden Name

Your public identity on the Realm Map, rankings, alliance lists, current profiles, Realm Chat, and active gameplay.

One public name

Your Settlement

The Settlement belongs to that Warden and displays the same Warden identity instead of an additional “Settlement Name.” Settlement level and progression remain separate statistics, while an owned settlement style may change its Realm-map architecture cosmetically.

Same identity · separate progression · optional style

Rename Scrolls

A Warden rename updates the current Warden and Settlement identity together. It can be performed in-game or through Warden Account → Identity; both paths use the same uniqueness/content checks and scroll consumption. Historical reports/chat may retain the name recorded when the event occurred.

Login is unaffected

Prestige title

Wardens who registered before November 9, 2026 at 16:27 UTC and legitimately claimed the free Beta Tester Package before it closed retain the permanent Valtheryn Beta Tester prestige title. Accounts registered at or after the cutoff cannot receive it. It is separate from Crown Holder, alliance crest, diplomacy, and Showcase Badge presentation.

Permanent cosmetic prestige · no gameplay bonus

Alliance identity

Alliance name, one of five visual crests, one of six Leader-selected profile backgrounds, and current diplomatic context can accompany public Warden / settlement identity where supported.

Crest + background + diplomacy · visual context

Warden Profile Portrait

Your selected public portrait is managed from Warden Profile → Identity and follows you across profiles, chat, Warden Rankings, Event standings, Alliance Members, and alliance-presence notices. Four are included, four are permanent Gem unlocks, and the two Crown portraits are permanent earned legacy rewards once legitimately unlocked.

10 original portraits · zero power

Other cosmetic identity

Profile Frame, Profile Banner, Settlement Nameplate, Guardian Portrait Frame, March Standard, and Showcase Badge choices remain progression-earned visual layers managed from Warden Profile → Identity.

Six progression categories · seven identity categories total
Existing progression remains preserved through the current v0.62.0 updates. Alliance backgrounds, Realm scheduling changes, login rewards, Astral refinement, Realm markers, cosmetics, cargo, speedups, Moonwell recovery, and the newer Shop systems are additive updates; they do not reset settlements, armies, Research, queues, inventory, Guardians, alliances, purchases, active journeys, wounded rosters, or legitimate progression.
Prismatic Warden Name: Shop → Identity offers a permanent 20,000-Gem unlock at Settlement Level 30. Once purchased, the Warden name cycles through rainbow colors on the public Warden Profile and in World/Alliance Chat for other players to see. It is cosmetic only and does not change rank, power, permissions, or combat.
Settlement Paint Studio: each 1,500-Gem Settlement Paint Token saves one new custom settlement color. The live preview recolors the full architectural treatment of the equipped settlement style; restoring original colors is always free and does not consume another token.
Crown portrait identity is historical now, not temporary. Oathenreach Crown remains equipable after it is legitimately earned from a finalized winning roster, even if another alliance later takes the Crown. Warhost Ascendant likewise remains permanent once Crown legacy plus 25 PvP victories or Campaign stage 100 has been achieved.
Chapter 43 · Structured PvE

Campaign Expedition: automatic force, ten floors, and 250 stages

Campaign Expedition is Valtheryn’s structured PvE warpath. It uses your actual ready-at-home army, completed Research, troop composition, automatic Guardian participation when available, real casualties, Moonwell handling, and persistent progression rather than a disposable Campaign roster.

Ten sequential floors

Each floor contains 25 stages. Stage 25 is that floor’s boss; clearing it advances directly into the next floor until Floor 10 is complete.

10 floors · 25 stages each · 250 total

Automatic Expedition Force

Manual Campaign troop selection is gone. The server automatically fills your current legal solo-march capacity with the strongest ready-at-home troops available, using current troop strength/research and a modest enemy-profile weighting.

At least 10 available troops required

Automatic Guardian

Your Guardian joins automatically when it is home and available. If it is deployed elsewhere, Campaign continues with troops only.

No Guardian checkbox · no manual assignment

First-clear progression

Successful stages award scaling resources/Warden XP and eligible Guardian XP; milestone/boss stages add Gems and bosses add Scholar Manuscripts. Cleared stages cannot be repeatedly farmed.

Persistent sequential progression
The Fight action stays with the force panel. On desktop, Fight Stage / Fight Boss is pinned inside the bottom of the Automatic Expedition Force panel so short browser heights do not push it below the visible window. Tablet/mobile layouts keep the normal stacked flow.
Campaign floors and bosses
FloorWarpathStage 25 bossProgression character
1Briarwood ApproachThe Briar WarlordOpening infantry-heavy pressure.
2Ironroot DepthsThe Stonebound CaptainArcher lines become more prominent.
3Moonveil CrossingThe Veiled HuntmasterRider-heavy hunting parties test composition.
4Emberwatch MarchThe Ashen CastellanMixed formations become more common.
5Stormglass ReachThe Tempest MarshalHigh-tier troop/research progression becomes increasingly important.
6Thornspire HighlandsThe Thornspire BehemothMid/late Campaign pressure rises sharply.
7Ashen CrownThe Cinder RegentMature Research and higher-tier forces are increasingly valuable.
8Starfall BastionThe Astral BulwarkEnemy composition and elite pressure become more demanding.
9Oathbound ExpanseThe Oathbreaker KingNear-endgame army development is expected.
10Sovereign VergeThe Hollow SovereignFinal-floor encounters are tuned for developed endgame forces.

How the automatic force is evaluated

  • Only ready-at-home troops qualify. Deployed, wounded, and still-training troops are not available to Campaign.
  • The server builds the force. It ranks current troop effectiveness using offensive and defensive value and fills the legal solo-march cap from strongest candidates, with modest weighting against infantry-, archer-, rider-, mixed-, or elite-heavy enemy profiles.
  • Enemy formations have distinct identities. Shieldwalls emphasize Defense, longbow formations emphasize Attack, rider assaults favor burst pressure, mixed hosts are balanced, and bosses use floor-specific Attack/Defense traits and counter guidance.
  • Guardian participation is automatic. Its current level, equipment, specialization, set effects, and Guardian Research are resolved only when it is home.
  • Campaign uses one authoritative two-sided pressure model. Your Attack is measured against enemy Defense while enemy Attack is simultaneously measured against your Defense. The projected victory chance combines both directions of pressure, so defensive troop strength and Guardian Defense matter directly. The old one-dimensional victory helper is no longer part of the current build.
  • Campaign armies are field forces. General military Research, troop-class bonuses, Crown/Oathenreach army effects, Guardian stats, and the matchup system can apply, but the Warden’s home Watchtower and settlement-only Guardian defense effect do not follow the expedition away from the settlement.
  • Projected victory chance remains guidance plus a safety gate. Strong favorable matchups can reach 99.5%, extreme two-sided overmatch can become guaranteed, and an automatic force below 10% projected chance cannot engage.
  • Recommended Attack remains a preparation reference around the enemy-defense target; it is no longer a button or force preset.
  • Veteran pressure prevents trivial click-through. If a mature Warden crosses the overgear threshold for an authored stage, Campaign applies one stage-authored Veteran Pressure bump based on floor/checkpoint/boss difficulty. It no longer keeps scaling enemy Defense from the Warden’s own rising Attack, so additional upgrades always improve the final strength ratio.
  • Casualties are real. Campaign removes losses from the actual selected ready force and uses its special Moonwell wounded/killed handling.
  • Campaign is isolated from Realm routing/PvP. It consumes no personal Realm route, does not remove Peace Seal, does not award Enemy Troops Defeated/PvP victory credit, and does not advance PvP-victory objectives.

Rewards, results, and cadence

Winning a stage grants that stage’s first-clear package. Guardian XP is awarded when the Guardian automatically participates; a failed attempt grants no stage resources, Gems, Warden XP, or manuscripts, although an auto-participating Guardian can receive the smaller defeat participation XP. The latest Campaign encounter is stored inside Campaign state rather than being added to the normal Realm Reports & Notifications battle-report stream.

Campaign battles use a short server cadence. After a Campaign result, the next stage cannot be fired continuously with zero delay; the current battle lock is approximately 6 seconds. The battlefield animation itself remains much shorter, and Campaign Sound has its own independent On/Off preference.

Warden Profile progression

Your own Warden Profile displays the current Floor · Stage (or Campaign Complete) and stages cleared out of 250 alongside the normal power metrics. The current build uses the established classic Warden Profile layout; the experimental compact/wide profile workspace was rolled back without removing Campaign progress or any other profile data. Other Wardens do not receive your detailed Campaign progress on their public profile.

Using Campaign efficiently

  1. Open Campaign; the next uncleared stage is selected automatically.
  2. Review the automatic expedition force, Guardian status, enemy Attack and Defense, formation trait/counter guidance, projected chance, and first-clear rewards.
  3. If projected chance is below 10%, improve your troops, Research, Guardian, or available force rather than trying to manually swap Campaign units—manual selection no longer exists.
  4. Use Fight Stage / Fight Boss. After a victory, Campaign advances to the next stage/floor automatically; after a defeat, recover wounded troops or strengthen the army before retrying.
Nearly full-screen Campaign workspace: on wide desktop screens Campaign now expands across nearly the full available viewport rather than stopping at the former ~1,460 px cap. The battlefield and Automatic Expedition Force receive substantially more horizontal room while Guardian state, enemy/reward information, sound control, and Fight remain visible with less ordinary scrolling.
Warhost Command Writ does not increase Campaign force size. Campaign intentionally remains tied to the Warden’s permanent solo-march progression so the premium timed Writ changes eligible Realm deployments without becoming a paid Campaign-capacity advantage.
Chapter 44 · Gem treasury

Gem Vault 2.0 and Treasury progression

The Gem Vault lets a Warden lock owned Gems for a fixed, deterministic maturity return. It is an in-game progression system—not a random investment roll—and all deposits, maturity times, and payouts are server-authoritative.

Location: open Shop → Gem Vault. The Featured Market page also contains a Gem Vault entry that opens the same department.
Vault capacity progression
TierMaximum active principalUnlock rule
Stone Coffer5,000 GemsAlways unlocked
Silver Treasury10,000 GemsKeep 10 or 50 Campaign stages cleared
Royal Vault25,000 GemsKeep 20 and 100 Campaign stages cleared
Crown Reserve50,000 GemsKeep 30 and 200 Campaign stages cleared
Fixed maturity terms
TermBase rateExample before streak
1 day+0.5%5,000 → 5,025 Gems
3 days+1.5%5,000 → 5,075 Gems
7 days+3.5%5,000 → 5,175 Gems
  • Deposit range: at least 100 Gems and no more than the current unlocked tier cap or your available Gem balance.
  • One active deposit: a Warden cannot open another deposit until the existing maturity has been claimed.
  • Principal is removed immediately: the Gems stop being spendable as soon as the deposit is accepted.
  • Cancellation is available: before maturity, cancelling returns the stored principal only, awards no yield, and resets the Treasury Streak.
  • Claim is explicit: after maturity, principal + yield are credited exactly once when claimed.
  • Return is fixed: new deposits use the current +0.5% / +1.5% / +3.5% base schedule, and the chosen base rate plus any eligible streak bonus are recorded when the contract opens; there is no random gain/loss roll.
  • Existing contracts are honored: a Vault deposit that was already active when the rates changed keeps the exact rate stored at opening instead of being retroactively rewritten.

Treasury Streak

Every successfully claimed maturity raises the stored streak by one, capped at 4. If the next deposit is opened within 48 hours of the last maturity claim, it receives +0.10 percentage point per active streak level. At streak 4, the maximum extra yield is +0.40 percentage point; for example, a new 7-day term becomes +3.90% total, so a 5,000-Gem deposit matures to 5,195 Gems. If the 48-hour window is missed, the next deposit receives no streak bonus; cancelling an active deposit also resets the streak.

The Vault shows its own history and totals. The current interface displays the active tier/capacity, next unlock condition, active principal/rate/maturity value/countdown, current streak window, lifetime maturities, total Gem yield, and recent completed maturities.
Chapter 45 · Player contracts

Player Gold Bounties, Most Wanted, and the Bounty Center

Player Gold Bounties create a Gold-only PvP contract system around normal settlement combat. They are completely separate from the existing Frontier Bounty PvE camps.

Place a bounty

Open an eligible hostile Warden’s public Profile and enter a Gold contribution. Gold leaves your settlement immediately and is held in server-side escrow. The sender must have completed Keep 8 and the settlement must be at least 72 hours old.

Keep 8 + 72 hours · 1,000–25,000,000 Gold

Stack a target

Multiple Wardens can add separate contributions to the same target, creating one combined open bounty total.

Most Wanted ranks total open escrow

Claim by solo victory

A qualifying solo settlement attack victory automatically claims the open contributions you are eligible to receive.

Not rallies · not nodes · not Oathenreach · not Frontier camps

Compete as a hunter

The Bounty Center tracks lifetime personal claims plus the current UTC-month Bounty Hunter standings.

Leaderboard ranked by Gold claimed

Placement and claim rules

  • Bounty creation maturity gate: the contributing settlement must have completed Keep 8 and be at least 72 hours old.
  • You cannot place a Player Gold Bounty on yourself.
  • You cannot place one on a Warden who is currently in your own alliance.
  • Each contribution must be an integer from 1,000 to 25,000,000 Gold and you must actually own the Gold.
  • Gold is deducted when the contribution is accepted; it is not merely promised client-side.
  • A target may have contributions from multiple Wardens.
  • A qualifying solo settlement victory claims all still-open contributions on that target except contributions originally placed by the victorious attacker.
  • Your own contribution therefore never pays back to you; it remains open rather than being included in your claim.
  • Peace Seal protection, Recovery Wards, alliance friendly-fire restrictions, march legality, authoritative arrival/battle resolution, and the same-attacker repeat-victory safeguard still apply.

Most Wanted and Bounty Center

Open Realm Rankings → Bounties or Warden Profile → Bounties. Most Wanted ranks targets by total open Gold escrow and shows the Warden, alliance, Settlement level, deliberately approximate power, Enemy Troops Defeated, current Peace Seal / Recovery Ward state, total bounty, contributor count, your own contribution, and the amount currently eligible for you. On large desktop screens the Bounty Center expands to roughly 1,480 px; Most Wanted, monthly Bounty Hunters, and recent claims occupy parallel columns instead of one long vertical stack. The first eight wanted entries stay visible and additional loaded targets are collapsed behind an expand control.

Exact target coordinates are deliberately private. The Bounty Center is not a free tracking system and never publishes a target’s map coordinates. Separately, if you encounter that settlement through the normal Realm map, an open bounty is identified by a pulsing Wanted medallion above the city; that marker does not create or disclose a new coordinate.

Your personal bounty summary shows the open bounty on you, Gold you currently have in open escrow, lifetime Gold claimed, number of successful claim batches, and largest single claim. The Bounty Center keeps the eight newest realm-wide claim batches immediately visible; additional loaded history is collapsed on demand, while the server-side center can retain/load up to the 30 most recent claim batches.

Wanted marker on the Realm map

Any settlement with open Player Gold Bounty escrow receives a pulsing gold-and-crimson medallion above its city. At normal zoom the label reads WANTED · [open bounty] GOLD; at farther zoom the medallion remains the compact visual cue. The amount comes from the same public open-escrow projection used by Most Wanted, and the marker disappears automatically after all open escrow on that target has been claimed or otherwise closed.

Monthly Bounty Hunter standings

The hunter leaderboard follows the current UTC calendar month. It ranks Wardens by total Player Bounty Gold claimed, then by claim count, with a deterministic final tie-break. The top 10 are displayed and your own standing is surfaced when available even if you are outside the top 10. A new monthly window begins on the first day of the next UTC month; open bounty escrow itself does not depend on that leaderboard reset.

Claims are tied to the winning battle transaction. Eligible escrow is marked claimed, Gold is credited, and the claim is linked to the settlement battle report as one protected outcome. If the escrow changes unexpectedly during resolution, the payout is not partially committed.
A Wanted target can still be temporarily protected. Open bounty escrow does not override a Peace Seal or a Recovery Ward. The Bounty Center surfaces Recovery Ward state so a target is not misleadingly shown as vulnerable while settlement attacks/rallies are temporarily blocked; the Gold escrow remains open until legitimately claimed or otherwise closed.
Bounty history retention: active/open bounty escrow is preserved while unresolved. Resolved bounty history is subject to the current retention policy and may be pruned after approximately 90 days; the Bounty Center itself presents a much smaller recent-history window for normal play.
September 28 gameplay and audit refresh · verified through Pass 45: v0.62.0 retains Formula 14 combat, Frontier/Campaign two-sided pressure, server-projected Rally planning, 47 Realm Milestones, progression-scaled resource-node gathering, unified Recon v2, the complete Tier V class triangle, responsive march arrivals, and clear combat-family reports. Passes 38–41 added the map/mobile/account, notification, live-feed, Rally-projection, stat-display, and economy hardening documented throughout this handbook. Pass 42 added new Personal Milestone Chest art plus Strongest mix troop presets. Pass 43 expands normal training capacity to 12,500, boosted capacity to 15,000, maximum Moonwell capacity to 50,000, and late-tier troop Power without altering T4/T5 battlefield Attack or Defense. Pass 44 corrects Shield Formations, tunes Formula 14 casualties, and adds decisive battle-report figures. Pass 45 adds repeatable Academy Studies, Settlement Works, and alliance-only Oathlink.
Current v0.62.0 verification: the player-facing rules in this handbook reflect the latest same-version Pass 43 build: Thornhaven-only current access; 1,500-Warden capacity; automatic Thornhaven assignment; manually locked Moonveil; the 64,000 × 40,000 world with 640 deposits; Formula 14 two-sided pressure for affected Realm combat families; context-neutral Combined Troop Attack/Defense; Guardian command scaling; shared live marches and 1,200-route viewport truncation; category-enforced Notification preferences; eight troop types across three counter classes; the 75% Training Speed ceiling; 12,500 normal / 15,000 boosted training-company ceilings; Strongest mix quick troop presets; 200 Power per Royal Vanguard; 315 Power per Tier V troop; Shield Formations as the authoritative Infantry Defense Research; multiplicative Research Time Reduction; server-authoritative Campaign pressure; read-only/batched Rally War Room projection; the 50,000-bed fully progressed Moonwell ceiling; 47 Realm Milestones / 721 milestone Gems; 139 research doctrines; 65 Gems from five Daily Duty claims plus login; 120 Gems + 3 Astral Crystals from all six Weekly Orders; a 3,500-Gem / 12-Crystal 30-Day Login Bonus; and personal competition milestone chests totaling 525 Gems, 6,000,000 Gold, 2,350,000 Food, 1,950,000 Wood, 1,560,000 Stone, 3 Astral Crystals, and 1 Settlement Waystone before placement rewards.