The Wardenfall Player's Guide

Every mechanic, every building, every unit, every attribute, and how they connect. Written from the game's own configuration.

Complete reference · 15 sections

Start Here

Wardenfall is a turn-based strategy game played in a shared world. You run one barony. So does everyone else. You have a limited number of turns each day, and the game is about what you spend them on.

There is no single win condition. There is a score, a ranking, and about a dozen systems that feed each other. This guide covers all of them. If you read nothing else, read the next four paragraphs.

The one thing new players miss

You cannot buy a Hero. Heroes are promoted soldiers.

Every soldier you own carries a veteran rank. Soldiers who survive battles get promoted. When one reaches the top rank — ★★★★★, Five-Medal — that soldier stops being a soldier and becomes a Hero recruit waiting on your Heroes page. You give them a name and a class, and they are yours.

This matters more than anything else in the game, because Heroes are the gate on most of it. Delves, the Arena, duels, siege assaults, ascension, spellcasting and heists all need a Hero. A barony with no Hero can buy land and trade goods, and that is close to the whole of it.

So the first goal of a new barony is simple: buy soldiers, send them to fight, and keep fighting until one of them is promoted five times. Raids are the normal way to do this. The last promotion step is deliberately rare, so this takes time — it is meant to. Every established player in the world went through it.

Your first week

  1. Buy land. Regions produce your income and set your population. Coastal and River regions are the safest opening.
  2. Set your tax rate. Higher tax means more gold and less popular support. Support is not cosmetic — it drives income.
  3. Buy soldiers, and buy food to feed them. An army you cannot feed will starve.
  4. Recruit scouts and send them out. Scouts find raid sites. No scouting, no raiding.
  5. Raid. Start with the easiest sites you have found. Raids pay gold, materials and loot, and — more importantly — they promote your soldiers.
  6. Raise a Treasury and a Granary. They protect banked gold and food from raids and from spoilage.
  7. Keep raiding. Watch your army's rank breakdown. When your first ★★★★★ appears, your first Hero is one page load away.

How the game is shaped

Three loops run at different speeds, and they feed each other.

LoopCadenceWhat it produces
The day — tax, food, production, upkeepOnce per day, automaticallyGold, food, population, materials
The turn — scouting, raiding, delving, building, attackingWhenever you spend a turnLoot, Hero XP, veteran ranks, land
The campaign — sieges, ascension, the long story questsDays to weeksRealms, Hero power, buildings nothing else unlocks

The day pays for the turn. The turn feeds the campaign. The campaign unlocks buildings and Heroes that make the day and the turn worth more. If you are ever unsure what to do, the answer is almost always "spend your turns on raids, and put the proceeds into the next building tier."

Reading this guide

Sections are ordered so that each one only relies on what came before it. If you are new, read in order and stop when you reach something you have not unlocked yet. If you are established, the section list is your index.

Everything in this guide was read out of the game's own configuration. Where a number appears, that is the number the server uses.

The Daily Cycle, Turns and Your Resources

Wardenfall runs on a daily cycle. Once per day your barony collects its income, pays its upkeep, grows (or starves), and gets a fresh set of turns. Turns are the scarcest thing you own: raids, delves, sieges, holds and most rites all cost them, and the only way to get more is the daily cycle plus a short list of extras. Everything in this section is what the cycle gives you and what it takes away.

When the day turns over

The cycle boundary is midnight US Eastern (EST or EDT, whichever is in force). The countdown in the header of every game page shows the time remaining. The header also shows the realm's day number, counted from the day the first barony was raised.

There is no scheduler. Your reset is applied the first time you load a game page after the boundary. If you go to bed at 11pm Eastern and come back at 9am, your reset happens at 9am and covers the day you missed. If you skip a whole day, you get one cycle when you return, not two. Nothing accrues while you are away.

The reset can only fire once per cycle. Two browser tabs opening at the same moment cannot pay you twice.

What the reset does, in order

StepWhat happens
Heroes mendEvery living Hero recovers 25% of maximum HP.
GoldRegion income plus tax revenue, minus region upkeep and army upkeep.
FoodRiver output (plus Granary bonus) minus what your people and army eat.
PopulationGrowth from Urban regions, plus a bonus if you are fed and taxing lightly.
Popular supportMoved by your tax rate, your conscription rate, and any standing bonuses.
Granary reliefIf food went negative, banked food is drawn to cover the shortfall first.
Famine and unrestSoldiers starve or desert, regions are lost, if the conditions below are met.
New soldiersIndustrial regions muster free troops, capped by your army cap.
Tech LevelClimbs by 1 if it is below your ceiling.
Treasury interestPaid on liquid and banked gold, credited to liquid gold.
Production buildingsQuarry, Lumber Camp and Forge deposit stone, timber and iron.
Login streakGold every day, plus turns and iron on every seventh day.
TurnsYour counter is set to the day's allotment.
BankingA day's surplus fills the Treasury and Granary first; only the overflow lands as spendable gold and food.

That last step matters. Positive daily income goes into your vault up to its capacity before any of it reaches your loose gold, so earnings are safe from theft by default. You withdraw to spend, or let a purchase draw the reserve for you. A deficit day works the other way: it drains loose funds and pulls from the Granary.

Turns

You get 15 turns per day as a base. The reset sets the counter rather than adding to it, so unspent turns do not carry over. Spend them or lose them.

Your allotment is 15 plus every permanent and temporary bonus you hold:

SourceTurnsHow you get it
Base allotment15 / dayEveryone, every day.
Login streak milestone+3 that dayEvery 7th consecutive day of the streak.
Guild building tiers+1 / day each, permanentTier 3 and Tier 4 of the Oathhall, the Fellwatch and the Undercroft. Six tiers in all, so up to +6.
Whispers+1 / day each, permanentThree Whispers pay a permanent turn: Who Built the Wardens?, The Eighth Realm and The Starfall Crater. Each of the three has two possible endings and both pay, so you take one turn per Whisper — up to +3 in all, not +6.
Season 1 Chronicler+2 / day, permanentSolve every canon Whisper of the season.
Relics and trinkets+1 or +2 / day while heldThree relics carry a daily-turn effect. Their combined contribution is capped at +5.
Badgesup to +10 / day while activeTimed buffs won from Daily Contracts and World Events.
Daily Contracts+1 to +5 onceClear all three of the day's contracts. The size of the bonus scales with how hard the day's three cards were.
Stable courier+1 per rideFeed and rest a horse, then send it out. A Paddock sends 1 a day, a Stable 2, a Coaching Yard 3. Granted above your daily maximum.
The King's Decree+3, onceA rare item read from your Inventory. Like a courier ride, it adds turns on top of your daily maximum instead of refilling to it.
Vanilla TokenRefillA rare drop from any win (about 1 in 100). Sets your turns back to the day's maximum. Refuses if you are already full.

Turns granted above your maximum do not survive the reset. The reset sets the counter, so a courier ride or a Decree read late at night is wasted. The Stable refuses to send a courier inside the last 30 minutes before the boundary and tells you why. Nothing stops you reading a Decree in that window, so watch the clock yourself.

Crossroads dilemmas are not a turn source. One choice in the deck — excavating a find — costs a turn; none of them pay one.

What a turn buys

ActionTurns
Launch a raid1
Start a delve1
Enter the Arena gauntlet (no building and no level required — one healthy hero is the whole entry fee)1
Lay a siege on a Realm1
Storm one siege node1 per node battle
Slip a Thief into an untaken node1
Claim or challenge a contested hold1
Attack another barony1
Run a covert operation1
Gift resources to another barony1
Call a hero up from the bench into your party1
Send a hero from your party to the bench0 — free

The bench only exists once you have raised the Undercroft to its final tier; without it every hero you own is in your party.

Activity tokens let you skip the turn cost entirely. A Raid Token covers one raid, a Delve Token one delve, a Siege Token one siege node battle. They drop from wins: 2% of raid wins, 6% of delve wins, 25% of siege wins, and the token that drops is a random one of the three rather than the one you were doing. The Roaming Trader also carries exactly one per visit, at 6,000 gold.

What you start with

ItemAmount
Gold100,000
Food2,000
Population500
Popular support75
Tax rate20%
Soldiers50
Regions10 Coastal, 10 River, 10 Industrial, 2 Mountain, 1 Desert, 1 Urban, 1 Technology
New-player shield7 days, during which nobody can attack you

The single Technology region is deliberate. Tech Level can never exceed the number of Technology regions you own, so that one region is what carries you to Tech Level 1, and Tech Level 1 is what opens scouting.

Gold

Gold comes from two places: your land, and your people.

RegionGold / dayFood / dayUpkeep / dayNotes
Coastal150010Multiplied by your popular support. At 75 support, 10 Coastal regions pay 1,125 instead of 1,500.
River80308The only region that grows food.
Mountain7008Each Mountain adds +1% to Industrial unit output, capped at +250%.
Desert6005
Urban20012+15 population per day each.
Industrial10020Musters 3 free soldiers per day each.
Technology0030Raises your Tech Level ceiling by 1 each, up to 10.
Watchtower008Improves scouting.
Waste005Ruined land. Costs you and pays nothing.

Your Tech Level multiplies region gold output by 2% per level. Tax revenue is added after that multiplier, so tech does not boost taxes.

Tax revenue is your population multiplied by your tax rate as a percentage. 500 people at 20% pay 100 gold a day. Raising the rate raises the take and costs you popular support, on this schedule:

Tax ratePopular support per day
0–10%+3
11–20%+1
21–30%0
31–40%−2
41–50%−5
60%−8
70%−11
80%−14
90%−17
100%−20

Above 50% the penalty deepens by 3 per 10 points, so a punitive rate is a real trade rather than a free upgrade. Your tax rate is set on the Empire page and takes effect at the next cycle.

If your gold goes negative for the cycle, two things happen: you lose your smallest non-Waste region, and popular support drops by 5. Your gold is then floored at zero. There is no debt in Wardenfall, only land loss.

Treasury interest

A Treasury pays interest each cycle on loose gold up to the tier's capacity, and a higher rate on banked gold. The combined payout is capped at 25,000 gold per cycle regardless of tier. Interest counts as part of the day's income, so it fills the Treasury up to its capacity first and only the overflow reaches your loose gold.

TierNameBank capacityLoose gold rateBanked gold rate
1Strongbox50,0001% / cycle3% / cycle
2Vault250,0002% / cycle5% / cycle
3Treasury500,0003% / cycle7% / cycle
4Grand Treasury2,000,0004% / cycle9% / cycle

The size tax

Passive income does not scale forever. Your productive net worth is your region count valued at the game's base land prices — not the fluctuating market price — and it is measured against the median of the realm's active baronies. The ratio is your size factor. At or below 4× the median you are fully protected and pay nothing. Above it, your net passive income is throttled by a super-linear tax, so the largest baronies keep a shrinking share of every extra region. The throttle never drives your net income below zero, and it only touches passive income. Raids, sieges, contracts, events and quests are untouched.

This is the reason the endgame is active. Once you are large, another Coastal region is worth much less than another raid.

Food

Only River regions grow food: 30 per River per day, multiplied by your Tech Level bonus and then by your Granary tier bonus. On top of that, each cycle has a 30% chance of a fishermen's haul worth 10 food per River region.

Granary tierNameFood production bonusProtected food capacity
1Root Cellar+10%5,000
2Granary+20%25,000
3Storehouse+35%75,000
4Grand Granary+50%250,000

Consumption is simple and relentless. Your population eats 0.1 food per person per day. Your army eats too, and it eats wherever it is standing.

Army upkeep

UnitGold upkeep / dayFood / dayBuy priceSell price
Soldiers5210060
Cavalry81200120
Knights61250150
Trebuchets101350200
Ballistas3015090

Troops away from home still cost you. Soldiers out on a raid, committed at a siege, garrisoning a contested hold, or marching in a column to challenge one are all charged full gold and food at the reset. Parking an army somewhere quiet does not make it free. The daily projection on your dashboard counts them the same way the charge does, so what you are shown is what you pay.

Three things reduce army gold upkeep, and they stack: a Hero with the Quartermaster trait in your party, relics that carry wage relief, and the Quartermasters' Guild at Allied standing (−15%). Combined relief cannot take the multiplier below 0.2, so troops are never free.

Population

Population grows by 15 per Urban region per day. If you finished the previous cycle with food in hand and your tax rate is 20% or lower, it also grows by 1% of your current population. Population never falls below 10.

Population is not just a tax base. It is your army supply: your cap on offensive troops is population multiplied by your conscription rate.

Conscription

Your army cap is population × conscription rate. The dial runs from 0% to 150% in 10-point steps and starts at 50%. Only offensive units count against it: Soldiers, Cavalry, Knights and Trebuchets. Ballistas are always free.

Conscription ratePopular support per day
0–50%0 (peacetime)
60%−1
70%−2
80%−3
90%−4
100%−5
110%−7
120%−9
130%−11
140%−13
150%−15

The cap is soft. You never lose troops you already raised for going over it; you just cannot recruit past your supply. The cap does clamp your free Industrial production, and the headroom calculation counts troops afield and troops you sold or retired earlier the same day. You cannot dump your army in the morning and refill it from free production at the next dawn.

Popular support runs from 0 to 100 and starts at 75. It does three jobs:

  • It scales your Coastal gold directly. At 50 support your Coastal regions pay half.
  • Below 50 it turns the realm against you (see below).
  • It contributes to your ranking score.

Each cycle it moves by your tax rate's effect plus your conscription rate's effect, plus any of these:

SourceSupport per day
War Cemetery (tier 2)+1
Necropolis (tier 3)+2
Haunted burial grounds−4
Stonesnow dependency, Snowbitten−1
Stonesnow dependency, Whiteout−3
Relics with a support effectvaries
Badges with a support effectup to +5
Selling off your standing armyimmediate loss, see below

Below 50 support

Below 50 support you start losing soldiers and regions every cycle. The cause does not matter: your own tax rate, your own conscription rate, famine, or an enemy grinding you down with covert operations all count the same.

  • Desertion. 0.4% of your soldiers per point below 50, per cycle, capped at 20% a day. At 25 support you lose 10% of your army every day.
  • Riots. One roll per cycle, plus one more for every 25 points below 50 (three rolls at zero support). Each roll has a 1.5% chance per point below 50, capped at 60%. A successful roll takes one region of your most-owned non-Waste type.

Both are self-correcting. Ease the tax or the draft and support climbs back on its own. The game sends you a message the cycle it starts, naming what you lost.

Disbanding your army

Selling troops unsettles the people. The first 10% of your offensive army sold in a single Eastern day is free. Past that, support loss climbs steeply with the fraction sold.

Fraction of offensive army sold in one dayPopular support lost
10%0
20%4
30%12
40%28
50%50
60%72
70%88
80%96
90% or more100

It is measured across the whole day, so selling in small batches does not dodge it. Ballistas are exempt. Troops afield count in the denominator, so a big army out raiding makes the same sale a smaller fraction. A Cemetery softens the blow: you keep 50% of the loss at Tier 1, 35% at Tier 2 and 20% at Tier 3.

There is a free alternative. Swords to plowshares retires rank-0 regular soldiers to the fields for 5 food each, with no gold cost and no support penalty. Veterans (any soldier with a medal rank) are excluded. It is a poor trade at normal food prices and a good one during a famine, which is what it is for.

Famine

A food shortfall does not bite immediately.

  1. Your Granary reserve is drawn first to cover whatever it can. You get a message saying how much it released.
  2. The first three consecutive deficit cycles are warning only. A banner fires; nobody starves and nobody deserts. Your larder still empties.
  3. From the fourth consecutive deficit cycle, penalties begin. One non-deficit cycle resets the counter to zero.

When penalties apply, per cycle:

  • Soldiers die. 1% of your soldiers for every 10 food you are short, capped at 25% a day. Higher ranks die last.
  • Support falls. 1 point for every 20 food you are short, capped at 15 a cycle, so a large famine slides support down over several days rather than zeroing it overnight.

Food is then floored at zero. Famine is a designed pressure, not a bug: a large army on thin land is meant to starve. The fix is more Rivers, a bigger Granary, buying food on the market, or retiring soldiers to the fields.

The five materials

MaterialWhere it comes fromBank buyback (starting price)Base market reference
StoneRaids, delves, a Quarry, milestones5 gold8 gold
TimberRaids, delves, a Lumber Camp, milestones6 gold10 gold
IronRaids, delves, a Forge, streak milestones14 gold22 gold
WardenstoneThe hardest (tier-3) raid sites, deep delve levels, and a Smeltery at Tier 3 or better, which forges 1 from 10 of a base materialnot bought by the bank220 gold
GodstoneWorld Events and conquest spoilsnot bought by the banknot traded

All four tradeable materials change hands player to player on the Trade Post; the listed base prices are only a starting reference until real trades set a rate.

The bank's buyback price is not fixed. The 5 / 6 / 14 above is where it starts. Every sale pushes that material's bank price down, as far as 40% of the starting price, and each daily cycle recovers 30% of the gap back toward it. So dumping a large stockpile in one go earns much less per unit than the sticker price, and the rate needs a few days to heal. It is a way to turn a raid surplus into gold, not a way to farm gold.

Materials build things. The Treasury, Granary, Workshop, Apothecary, Stable and guild halls are all bought with them, not with gold alone.

Production buildings

Once you reach Tech Level 10 you can raise a Quarry, a Lumber Camp and a Forge. Each pays its material into your stores every cycle, with no raid required.

BuildingTier 1Tier 2Tier 3
Quarry (stone)12 / cycle, 10,000g24 / cycle, 30,000g38 / cycle, 75,000g
Lumber Camp (timber)10 / cycle, 10,000g21 / cycle, 30,000g34 / cycle, 75,000g
Forge (iron)9 / cycle, 12,000g19 / cycle, 36,000g32 / cycle, 90,000g

Tech Level

Tech Level does four things:

  • +2% region gold production per level.
  • +2% food production per level.
  • +2% Industrial unit output per level.
  • +3% combat power per level of advantage over your opponent, and −3% per level of disadvantage.

It climbs by 1 per cycle, and only up to a ceiling. The ceiling is the number of Technology regions you own, capped at 10, plus one for each active Tech Agreement you hold. Two Technology regions means Tech Level 2 after two cycles, not instantly. Buying past 10 Technology regions does nothing for your Tech Level, and the market blocks the purchase at the cap.

Technology regions also get more expensive the more you own: the next one costs its market price multiplied by 1 + 0.25 for every one you already hold. The tenth costs 3.25× the market rate.

Login streaks

Each consecutive Eastern day you log in extends your streak. Miss a day and it restarts at 1.

Streak dayGoldExtra
1750
21,500
32,250Your return is announced in the realm feed from here on.
43,000
53,750
64,500
75,250Milestone: +3 turns today, +25 iron
8–136,000 rising to 9,750
1410,500Milestone: +3 turns today, +25 iron
15 and beyond10,500 (flat)Milestone every 7th day: +3 turns, +25 iron

The gold is 750 multiplied by your streak day, and stops climbing after day 14. The milestone lands on every day divisible by 7, forever.

Milestones

Separate from the streak, a one-time ladder of 16 goals pays out the moment you meet each one. They cover every major system in the game and are meant as a route map for your first few weeks. There is no deadline and no order. An established barony that already did one of these claims it the next time it opens the dashboard.

GoalReward
Build a Treasury1,500 gold
Build a Granary400 food
Build a Workshop1 Siege Kit, 1 War Banner, 30 Stone
Build an Apothecary1 Salveroot Tonic, 1 Warpaint, 20 Iron
Raise a production building50 Stone, 50 Timber, 30 Iron
Raise a Watchtower80 Timber
Reach Tech Level 51,500 gold, 1 Technology region
Name your first Hero2,000 gold
Run a covert operation1,200 gold
Craft your first item40 Stone, 40 Timber, 30 Iron
Arm a raid with a consumable1,000 gold, 1 Stonesnow
Win a raid on a scouted lead1,500 gold, 40 Stone, 40 Timber
Open a frontier realm2,500 gold, 1 River region
Forge a standing alliance1,500 gold
Reach a 7-day login streak1,500 gold, 1 Coastal region
Outlast your new-player shield2,500 gold, 1 Industrial region

A worked first day

This is what the reset pays a brand-new barony with the starting kit above, at Tech Level 1 and 75 popular support, holding no buildings.

LineAmountWorking
Region gold+2,289(1,125 Coastal + 800 River + 140 Mountain + 60 Desert + 20 Urban + 100 Industrial) × 1.02
Tax revenue+100500 people × 20%
Region upkeep−443100 + 80 + 16 + 5 + 12 + 200 + 30
Army upkeep−25050 soldiers × 5
Login streak, day 1+750
Net gold+2,446
Food grown+30610 Rivers × 30 × 1.02
Food eaten−15050 by the people, 100 by 50 soldiers
Net food+156plus a 30% chance of a 100-food fishermen's haul
Population+2015 from the Urban region, 5 from the low-tax growth bonus
Popular support+120% tax rate
New soldiers+3110 Industrial × 3 × 1.02 tech × 1.02 from 2 Mountains
Turns15counter set, not added to

Note the shape of that day. Your land pays roughly 1,700 gold net, and the largest single line on the page is the login reward. Passive income alone is slow. It is meant to be.

How the day is meant to be played

The cycle is your budget. It hands you 15 turns and a modest income, and every ambitious thing in Wardenfall is priced in those turns. The whole game is a question of what you spend them on today.

  • Passive income pays the bills. Active play pays for growth. Regions cover upkeep and slowly compound. Raids, delves, sieges and holds are where the real gold, materials and relics come from, and all of them cost turns. If you finish a day with turns unspent, you have thrown away the scarcest thing you own.
  • Support is the coupling between your economy and your army. A high tax rate and a heavy draft both buy short-term power out of the same account, and when that account runs dry your Coastal income halves, your soldiers desert and your land riots away. Most baronies want to sit near the top of the support band and only spend it deliberately.
  • Food is the hard constraint, not gold. Only Rivers grow it and every soldier eats. A big army is not a decision you make once; it is a bill you pay every dawn. Plan the Granary before the army.
  • More turns is the real upgrade. Only two things raise your daily allotment for good: the last two tiers of each guild hall (+6 at full build-out) and the three Whispers that pay a permanent turn (+3). The Chronicler award adds 2 more. That is the whole permanent ceiling — +11 on a base of 15. The Stable is different: it grants turns a day at a time, on top of your maximum, and they vanish at the next reset.
  • Growth flattens on purpose. Above four times the realm's median land value the size tax starts eating your passive income, so sprawl stops paying. The intended answer is not more land, it is conquest: sieges, holds and deep raids are not throttled.
  • Show up. The streak is worth 10,500 gold a day at its ceiling and pays turns and iron every seventh day, and nothing accrues while you are gone. The cycle does not run for a barony nobody is watching.

Land and Regions

Land is the passive half of your economy. You do not hold a map; you hold a count of each region type. Every region produces something each daily cycle, costs gold upkeep each daily cycle, and adds to your net worth. Net worth is the number the game uses to decide how hard your sieges are and how much of your passive income you keep.

A new barony is founded with 35 regions: 10 Coastal, 10 River, 10 Industrial, 2 Mountain, 1 Desert, 1 Urban, 1 Technology. The daily cycle runs on Eastern time, at the first page load after Eastern midnight.

Region types

Base price is the market anchor, not what you will pay. See Buying land, below.

Region Base price Gold per day Food per day Other output Upkeep per day
Coastal 800g 150, multiplied by your popular support percentage 0 None 10g
River 500g 80 30 30% chance each cycle of a fishermen catch worth 10 extra food per River held 8g
Mountain 450g 70 0 +1% Industrial unit output each, capped at +250% 8g
Desert 350g 60 0 Immune to Doomfire 5g
Urban 600g 20 0 +15 population each 12g
Industrial 700g 10 0 +3 free Soldiers each 20g
Technology 1,200g 0 0 Raises your tech ceiling by 1, up to 10 30g
Watchtower 800g plus 8 timber, fixed (not traded on the market) 0 0 Scouting and counter-espionage. See below 8g
Waste Cannot be bought 0 0 Nothing. 50g each to clear 5g

Notes on the table:

  • Tech level multiplies region gold, region food and Industrial unit output by 2% per level. It does not touch tax revenue.
  • Coastal is the only type whose income depends on popular support. At 60 support a Coastal pays 90 gold, not 150.
  • Rivers are the only land that grows food. Nothing else does. The fishermen catch is rolled at the daily cycle, so it does not show in the projection, and tech level does not multiply it.
  • Industrial output is capped by your Conscription Policy: soldiers that would exceed your army cap are not mustered. The headroom check counts the troops you already have, the troops away on a raid, and any offensive units you sold or retired earlier the same day, so you cannot dump your army and refill it free at the next cycle. Free soldiers arrive as plain, unranked Soldiers.
  • Population also grows by 1% per cycle when you hold food and your tax rate is 20% or lower. That is on top of Urban growth.
  • Waste has two sources: an enemy Doomfire strike, and a Blight world event the realm fails to stop. It produces nothing, still costs 5 gold a day, and counts against your score at 30 points each. Clearing it costs 50 gold per Waste.

What Watchtowers actually do

EffectPer WatchtowerCap
Scout find chance+2%+20% (10 towers)
Scout loss chance-1%-6% (6 towers)
Enemy covert-op success against you-3%No cap, but ops floor at 20% success and heists at 15%

Watchtowers have no effect on the tech gate for scouting and produce no gold. They can be destroyed: a Sabotage covert op (1,500 gold) razes about 25% of a barony's Watchtowers, minimum one. Sabotage is refused if the target has none.

Technology regions and the tech ceiling

  • Your tech level climbs by 1 every daily cycle until it equals the number of Technology regions you hold. Two Technology regions take two cycles to reach level 2.
  • The ceiling is hard-capped at 10 Technology regions. An active Tech Agreement adds a further +1 to your stored tech level each, and lifts the ceiling check by the same amount so your region research keeps climbing underneath it.
  • Each tech level is worth 2% efficiency and 600 score. That is far more than any single region, but not the biggest per-unit score in the game: a hero level is worth 1,000 and a conquered Realm 1,200.
  • The market refuses to sell you a Technology region past 10. Land taken in war can push you above 10, but it does nothing: the cap is applied where the level is computed, so the extra regions are dead weight that still costs 30 gold a day.

Buying land

Land is bought and sold on the Market page. Four things sit between the base price and what you are charged.

1. The realm market price

  • Only seven types are traded on the market and repriced: Coastal, River, Desert, Mountain, Urban, Industrial and Technology. Watchtower has no market price at all, so it always costs its flat 800g base and always sells for 480g. Waste is not traded either.
  • Each daily cycle the market reprices those seven from how much of that type all baronies hold against founding holdings. Scarce types get dearer, abundant types get cheaper. The supply reading is clamped to 65%-180% of base, then a small random drift (up to 8%) plus a pull back toward base is applied, so the daily tick alone lands between roughly 65% and 158% of base.
  • Every region bought lifts that type's price by 1%. Every region sold pushes it down 1%. That move is hard-clamped to 65%-180% of base, so heavy buying is the only way the price reaches the ceiling, and the next daily tick re-anchors it.

2. The order walk

A bulk order fills like a large stock order: within a single purchase, each successive region costs 1% more than the last. The first region in a 50-region order pays market price and the fiftieth pays 49% more. The realm price then moves by the same slope after the trade, so a big land grab pays a premium and leaves prices high for the next buyer. Technology and Watchtower do not use this 1% walk: their own steeper ownership ramp, below, replaces it rather than stacking with it.

3. The expansion premium

Past 100 total regions held, counting every type together, all land carries a multiplier that grows with your total holdings. It cannot be dodged by switching region type, it advances within a bulk order, and it never touches selling.

Total regions heldPrice multiplier on the next region
100 or fewer1.00x
1501.50x
2002.00x
3002.86x
5505.00x
1,0506.50x
1,5508.00x
2,0509.22x
5,05012.51x
10,00014.74x

Past 1,550 the curve turns logarithmic. It rate-limits expansion; it does not stop it. Going from 1,550 regions to 15,500 — ten times the land — only takes the multiplier from 8.00x to about 16.11x, roughly double, not ten times.

Two types carry their own ownership ramp on top of the expansion premium. No other type has one:

  • Technology: +25% per Technology region you already hold.
  • Watchtower: +35% per Watchtower you already hold, plus a flat 8 timber each. Timber is charged separately from gold and is not covered by the Treasury.

4. The newcomer discount

Small holdings buy below market. The break is 35% at 0 regions held and shrinks in a straight line to nothing at 100 regions. It keys off how much land you hold, not how old your barony is. It applies to every land type, on the buy price only, and it is read from your holdings before the order so it does not fade partway through a bulk buy. The Market shows it as a tag on the price.

Regions heldDiscount
0-35%
25-26%
50-18%
75-9%
100 or moreNone

Selling

Sell price is 60% of the current market buy price for that type. Selling carries no premium, no discount and no ramp, and you can sell any type down to zero. A round trip always loses the spread.

Upkeep and gold deficit

Every region costs its listed upkeep in gold each cycle, flat, no matter how many you hold. There is no upkeep ramp on any region type: the old River ramp is switched off by the Relative Economy, and the size tax below replaces it.

If a cycle ends with your gold negative, you lose one region of your smallest non-Waste type and 5 popular support, and your gold is floored at zero. It is a common way to bleed land without ever being attacked.

Net worth and how it is computed

Net worth is the gold-equivalent replacement value of your barony. It is a straight weighted sum, using the game's own price tables so it cannot drift from what the game charges.

What countsWeight each
Gold, held and banked1
Food, held and banked0.4
Each regionIts base buy price, not the live market price. Waste counts at 50
Soldiers100
Cavalry200
Ballistas150
Knights250
Trebuchets350
Veteran power bonus, in soldier-equivalents100
Stone8
Timber10
Iron22
Wardenstone220
Godstone5,000

Deliberately not counted: buildings, hero gear and trinkets, and population. Tech level is not counted separately because Technology regions are already counted at their price.

The army term counts every soldier you own, including troops away on raids, away at a siege, and garrisoning a Contested Hold. You cannot look smaller by sending men out.

Net worth drives how hard a conquest siege is and how rich its spoils are. It is not the same number as your score on the rankings, and it is not the same number as the size tax uses.

The size tax

Passive income is throttled for the largest baronies. This is the single most important rule about holding a lot of land.

What it measures. Not net worth. It uses productive net worth: the sum of your regions multiplied by their base buy prices, and nothing else. Gold, army, materials and buildings are all excluded, so the tax keys purely off how much land you hold.

What it is measured against. A realm anchor, recomputed once per Eastern day. The anchor is the median productive land value of engaged baronies, meaning those above 25,000 productive net worth and not routed or flagged for deletion, and it needs at least 5 qualifying baronies to be trusted. It is floored at 137,725, so the anchor can only ever rise as the realm grows and the tax can only ever ease against that floor.

Your size factor is your productive net worth divided by that anchor. A size factor of 1.0 is a typical established barony.

The protection line is 4x the anchor. At or below it you keep 100% of your passive income, with no throttle of any kind. Above it, you keep a declining share:

Size factorShare of passive income kept
4 or below100%
594.7%
689.0%
879.5%
1072.0%
1558.4%
2048.9%
3035.7%
5019.2%
804.1%
About 91 and above0%

At the floor anchor of 137,725, the protection line sits at 550,900 gold of land value: roughly 688 Coastal, or 1,101 River, or any mix worth the same. If the realm median rises above the floor, the line moves out with it.

What is taxed. The cycle's honest net passive income, meaning region gold plus tax revenue minus region upkeep minus army upkeep. The charge is added to your gold maintenance line. It is clamped at zero, so the tax can never turn a profitable cycle into a loss; a very large barony plateaus rather than going backwards.

What is not taxed. Everything you go out and earn. Raids, delves, conquest spoils, Contested Hold income, world events, daily contracts, quest payouts and market trades are all paid in full.

In short: land income is throttled, earned income is not.

Taking land in war

Attacking another barony

  • You win if your committed attack power exceeds the defender's defence power multiplied by 0.8. Committing more than you need reduces your own casualties.
  • A win takes between 3% and 12% of the defender's total region count, scaled by how dominant the win was, with a minimum of 1.
  • Land is taken from the defender's smallest types first.
  • Waste is never taken.
  • The seat-of-power floor: a defender always keeps at least one of every type they hold. A barony cannot be looted off the map.
  • Because of that floor, a "victory" can seize nothing at all. The attack log records what was actually taken, not what the roll said.

Raiding

A winning raid in the home country can seize a region of a type fitting the site, on a chance that climbs with the site's danger. Most home sites carry a region type; Smelter's Hold is the exception and grants none. The four frontier realms are not open at the start: winning the Warden's Vault opens the Pale Steppe and the Ashscar, and those lead on to the Saltmarch and the Witherwood.

SourceRegionsChance on a win
Home country, tier 1 site1, a fixed type per site40%
Home country, tier 2 site1, a fixed type per site60%
Home country, tier 3 site1, a fixed type per site85%
The Warden's Vault1 Coastal and 1 RiverGuaranteed
Pale Steppe1, random type40%
Ashscar2, random types45%
Saltmarch3, random types50%
Witherwood4, random types55%

Random frontier land is drawn from Coastal, River, Desert, Mountain, Urban, Industrial and Technology. Never Watchtower, never Waste.

Conquest sieges

Taking a Realm hands its land to the besiegers. These are the full bundles before any scaling:

Realm tierRegionsGoldGodstone
Tier 15020,0000
Tier 210060,0000
Tier 3200120,0001
Tier 4300220,0002
Great Power War500500,0003

The bundle is split between besiegers by contribution, then multiplied by four things:

  • Under-force cut. The coalition's total force ever committed against the tier's recommended force. Under-committing cuts the spoils proportionally, with a floor of 20%. A small party can win the fight and still take very little land.
  • War-weariness. Your first siege win of the Eastern day pays 100%, the second 75%, the third 50%, the fourth and every one after 25%. A Quiet Year consumable, if you hold one and arm it at the camp, counts one win as if it came one step earlier.
  • Stature scale. Above the realm's engaged-median net worth, each additional multiple of the median cuts the spoils by 20%, floored at 40%. A barony four times the median takes 40%.
  • Stature bonus. A wealthy, much-conquering barony faces a harder garrison and is paid more for it, up to 2.0x. Beyond that, the garrison keeps hardening but the pay stops rising.

Quest rewards

The Getting Started quest pays land as well as gold: 1 River for your first land purchase, 1 Industrial for your first recruits, 1 Technology for your first alliance. Finishing it grants the Founding Baron bundle with 1 Coastal, and the Baron's Charter on your second day grants 1 Urban.

Losing land

  • A lost defence. Same rules as attacking: your smallest types go first, Waste is never taken, and you always keep one of every type.
  • Doomfire. Costs 5,000 gold, one turn, and at least one Trebuchet. It turns 8% of every region type the target holds, minimum 1 of each, into Waste. Desert is immune. Waste itself is untouched. It cannot be aimed at a military ally.
  • Riots. If popular support falls below 50, each cycle rolls once, plus once more per 25 points below 50, to a maximum of 3 rolls. Each roll has a 1.5% chance per point below 50, capped at 60%, to cost you one region of your most-owned non-Waste type. That is the opposite end of your holdings from the war and deficit rules, so a low-support barony loses its best-stocked land.
  • Gold deficit. One region of your smallest non-Waste type, plus 5 popular support.
  • A Blight breakthrough. If the realm fails to muster against a Blight world event, up to 15% of every barony's Coastal, River, Desert, Mountain, Urban and Industrial regions turn to Waste at once, scaled down by how close the muster came. Technology and Watchtower are spared, and baronies holding fewer than 20 regions in total are spared entirely.
  • Sabotage. A covert Sabotage op razes about 25% of your Watchtowers, minimum one.
  • Selling. There is no floor on selling. You can sell yourself landless.

Protections

  • A new barony is shielded for 7 days. The shield blocks military attacks, covert ops and heists. It does not block Doomfire, so a shielded barony can still be turned to Waste.
  • You always keep one of every region type you hold. It cannot be taken by attack.
  • A barony left with no surplus land, meaning no non-Waste type above 1, gets a 6-day regrouping shield and military attacks against it are refused outright. Doomfire is not refused.
  • Some relics carry a chance for a region you were about to lose to stay yours. It applies to both gold-deficit losses and riots, and it is a reprieve rolled per loss, not immunity.

Caps and diminishing returns

ThingLimit
Total regionsNo cap. The expansion premium is the only brake, and it is logarithmic past 1,550
Technology regions10 useful. Purchases past 10 are refused; extras taken in war raise nothing
Mountain boost to Industrial output+250%, reached at 250 Mountains
Watchtower scout find+20%, reached at 10 towers
Watchtower scout safety-6% loss, reached at 6 towers
Region upkeepFlat per region. No ramp on any type
Size tax protectionEverything at or below 4x the realm anchor is fully protected
Realm market price band65% to 180% of base, for the seven traded types only. Watchtower is fixed at 800g and Waste is not traded

What land is worth on the rankings

RegionScore each
Technology130
Coastal120
Industrial115
Urban110
River90
Watchtower90
Mountain85
Desert70
Waste-30

Land is only one pillar of the score. Military, population, support, tech, wealth, food and heroes are the others, and battle record and collection count too. A large landholding no longer sits at the top of the ladder on its own.

How land is meant to be played

  • Build for a job, not for a total. Rivers feed you and nothing else will. Coastal earns the most but only if you keep your people happy. Urban is the engine behind your army cap. Industrial plus Mountain is the free-troops build. Technology multiplies all of it, but only ten of them ever matter.
  • The first 100 regions are the cheapest you will ever buy. Newcomer discount running down, expansion premium not yet started. Expand hard and early.
  • Sprawl is priced, development is not. The expansion premium and the size tax both key off how much land you hold. Buildings, tech efficiency, veterancy and hero levels are all outside both. Going tall is the way past the throttle.
  • Land is the throttled income; action is not. Once you are past the protection line, the marginal region is worth less every time, and a raid, delve, siege or hold pays full. The intended shape of a large barony is enough land to fund the realm and an active loop on top of it.
  • Shrinking is a real lever, but aim it at the right number. Only selling land lowers your productive net worth, so only selling land lowers your size tax. Retiring soldiers does nothing for the size tax; it lowers your full net worth, which is what sets siege difficulty and the siege stature cut. A smaller, better-developed barony can out-earn a larger sprawl.
  • Watch your smallest holding. Both the gold-deficit loss and enemy seizure eat your smallest types first, so a single stray region of an odd type is what disappears when things go wrong. Riots do the reverse and take from your largest.
  • Clear Waste as soon as you can. Each one costs 5 gold a day and 30 score for as long as you hold it, and 50 gold to clear once.

Armies, Units and War Between Players

Your army is four things at once: the force that takes land off rivals, the wall that stops rivals taking yours, the biggest recurring bill you pay, and a store of value you can sell, trade or gift. Treat soldiers as a resource with a price, not just a number. A thousand soldiers cost 5,000 gold and 2,000 food every day, whether they fight or stand in a field.

Where to find things: buying, selling and training soldiers are on the Military page. Attacks are launched from the War Room on the War page. Covert operations are run from the War Room page too. Your Conscription Policy dial is on the Empire page. The Spymaster's Lodge is built from the Buildings page.

The five unit types

Attack and defence are multipliers against a Soldier's baseline of 1.0. A unit with 0 in a column does nothing in that role at all.

UnitAttackDefenceBuy (gold)Buy (iron)Sell (gold)Upkeep per day
Soldiers1.01.01007605 gold + 2 food
Cavalry2.0200141208 gold + 1 food
Ballistas2.015011903 gold + 0 food
Knights1.21.2250181506 gold + 1 food
Trebuchets3502520010 gold + 1 food

What each one is for:

  • Soldiers are the backbone. They are the only unit that earns veterancy, the only unit you can buy with food, and the only unit that can join a conquest siege or garrison a contested hold. Every other system in the game reads your soldier count.
  • Cavalry hit twice as hard as a soldier and contribute nothing to defence. They are a pure attack investment. They also take only half the casualty rate of your soldiers when an attack goes badly. Cavalry and Knights are the only other units that can leave home — you can send both on a raid alongside your soldiers.
  • Ballistas are the opposite: twice a soldier's defence, no attack value, and they never leave home. They eat no food, they are the cheapest unit to keep, and they do not count against your army cap. They are the cheapest way to make yourself an unattractive target.
  • Knights do both jobs at 1.2. They are the flexible unit, and the most expensive per point of either stat.
  • Trebuchets neither attack nor defend. Their only purpose is that you must hold at least one to call down the Doomfire. Buying more than one buys nothing except upkeep and score.

Iron is an alternative currency, not an extra one. You pay the gold price or the iron price. Iron prices are derived from the gold price at 14 gold per iron, which is what the bank pays for iron, so paying in iron costs the same and reselling the unit for gold always loses money.

Soldier prices (gold, iron and food) are set by the realm's administrator and can change; the values above are the defaults. The other four units have fixed prices.

The Barracks screen

Everything you do with soldiers happens in one place. The Military page is the muster — three figures for the whole force — over Barracks, where every rank of soldier and every war engine is a row.

A row reads left to right: what it is, how many you have, a bar showing that count against the rest of your army, what it is worth, its buy and sell price, a box for a number, and the orders you can give it. The bars all share one scale, so the shape of your army is legible at a glance — a broad base of regulars narrowing to a handful of Five-Medal veterans.

  • The bar is two colours. Green is the garrison standing at home. Amber is men of that same rank who are afield — raiding, besieging, holding ground, marching or hunting. The count beside it shows both: the white figure is what is home, and the amber +n beneath it is what is away. Only the home figure can be spent. You cannot sell, train or plowshare a man who is three days' march from the gate.
  • The bars are not linear. They are square-rooted, so twelve Five-Medal veterans are still visible beside twenty-three thousand regulars. A longer bar always means more men, but a bar twice as long means roughly four times as many. The ruler above the first bar marks the scale, and the exact number is printed beside every bar, so nothing depends on reading a length.
  • Purchase with. The selector at the top of the Barracks arms gold, iron or food, and every buy price on the page is then quoted in whatever you armed. A soldier is 100 gold, 7 iron or 500 food — the same soldier, three prices.
  • Every order asks first. Train, buy, sell and plowshares each open a confirmation stating the cost in plain sentences — including how many will wash out of training and never come back. Nothing on this page happens on a single click.
  • What can be bought, and what only earned. Only regulars and the war engines are for sale; a medal is earned in battle, so those rows carry a dash where a buy price would be. Every rank can be sold, though — and a Five-Medal veteran fetches three times a regular.

Pay and Rations — the army's daily bill

The muster above the Barracks states three figures: Army size, Pay and Rations. Pay and Rations are what your whole army costs per day, already summed — and each is shown as a share of what you earn and what you grow, with a bar against that day's production. An army eating 81% of the harvest is one bad season from starving, and the figure says so long before the famine banner does.

Hover any of the three and it breaks down. Army size names every man afield and where he is; Pay and Rations list every kind of unit, its rate, its subtotal, and the share it takes. All three count men afield as well as the garrison — troops on a raid or in a siege camp still draw pay and still eat.

Buying and selling

  • Buy on the Military page. Purchases spend your loose gold first and draw the shortfall from your Treasury automatically; food purchases draw the Granary the same way.
  • You can conscript plain Soldiers with food instead of gold: 500 food each. That is a deliberate sink for a grain-rich realm, not a cheap army.
  • Sale prices are around 60% of the buy price, so dumping troops you bought always loses money. Sales pay into loose gold only.
  • Veterans sell for more (see the rank table). If you sell without picking a rank, your regulars go first — your medalled soldiers are the last to leave. The same rule applies to gifts and trades.
  • Selling offensive units costs popular support. See the disband table below.
  • Swords to plowshares retires regular Soldiers to the fields for 5 food each. No gold, and no support hit at all. Medalled soldiers are spared and cannot be plowshared. It is the 🌾 plowshares button on its own line beneath the regulars, with its own number box — the food it will yield appears on the button as you type.
  • Industrial regions muster free Soldiers every day (3 per region, raised by your tech level and by +1% per Mountain region up to +250%). They arrive as raw regulars, and the number is clamped by your army cap — counting every soldier you have afield and every unit you sold or plowshared earlier the same day, so you cannot produce and dump on a loop.

Disband discontent

Selling off part of your standing army unsettles the people. The cost is based on the fraction of your offensive army (Soldiers, Cavalry, Knights, Trebuchets — Ballistas are exempt) sold in one day. It is charged marginally, so splitting a sell-off across many clicks does not dodge it. Troops out on a raid count in the total you are measured against; troops in a conquest siege, on a hold or marching to one do not, so selling while those are away costs you more support than the same sale would otherwise.

Fraction of your offensive army sold todayPopular support lost (cumulative)
Up to 10%0
20%4
30%12
40%28
50%50
60%72
70%88
80%96
90% or more100

A Cemetery softens it: Tier 1 keeps 50% of the loss, Tier 2 keeps 35%, Tier 3 keeps 20%. Plowshares avoids it entirely, which is why it is the right tool for downsizing and the market is the right tool for cashing out.

How many units you may keep — the Conscription Policy

Your population is your supply. Your army cap is population × your conscription rate, set on a dial on the Empire page from 0% to 150% in steps of 10. Every barony starts at 50%.

  • Only offensive units count against the cap: Soldiers, Cavalry, Knights and Trebuchets. Ballistas are free.
  • Troops out on a raid still count when you try to buy more, so sending a war party out does not free room to recruit a second one. Troops in a conquest siege, garrisoning a hold or marching to one are not counted at the recruiter, so those do free up buying room — but they are counted again at the daily reset, where they clamp your free industrial production.
  • The cap blocks recruiting. It never takes troops you already raised.
Conscription ratePopular support per day
0–50%0
60%−1
80%−3
100%−5
120%−9
150%−15

Above 50% each step costs 1 support a day; above 100% each step costs 2. If support falls below 50 — from over-conscription, punitive tax, famine or an enemy's covert ops — two penalties start at every daily reset: soldiers desert at 0.4% per point below 50 (capped at 20% a day), and regions riot and break away, taking your most-held non-waste type first.

Veterancy — the medal ladder

Only Soldiers earn medals. A soldier who survives a battle or a raid has a chance to be promoted — win or lose, survival is what counts. Each rank makes him hit harder, die slower and sell for more. Medals cannot be bought.

RankCombat powerRelative chance of dyingSells forBattles survived to earn (average)
Regular1.00×1.001.0× base
★ One-Medal1.25×0.701.25× base4
★★ Two-Medal1.50×0.501.5× base6 more
★★★ Three-Medal1.75×0.351.75× base10 more
★★★★ Four-Medal2.00×0.252.0× base20 more
★★★★★ Five-Medal3.00×0.183.0× base60 more

Behind the table: a soldier banks about 25 experience per battle he comes home from, and the ranks need 100, 250, 500, 1,000 and 2,500 cumulative. A soldier can only climb one rank per battle.

What ranks actually buy you:

  • Power without bodies. Veteran power is added to your side as extra soldier-equivalents. Twenty thousand Four-Medal soldiers fight as forty thousand.
  • Survivability. When a stack takes losses, the weights above decide who dies. Regulars bleed first, in battle and in famine alike.
  • Resale value. Up to 3× the base sell price at the top rank.
  • Heroes. A ★★★★★ soldier steps out of the ranks entirely. Whenever you have an open hero slot, one Five-Medal soldier is consumed and becomes an unclaimed Hero recruit waiting for a name and a class. Five-Medal soldiers are also the price of the Crypt's rites.

Training soldiers

The Pells — the Oathhall's second tier — lets you buy rank with quantity. To reach it you need the Oathhall blueprint, which a Warrior hero rolls for on a Tier-4 conquest victory, and then you build the line to Tier 2.

Training is done on the Military page. There is no separate yard to visit: each rank of soldier is a row in the Barracks, and the row carries a train button showing the rank it promotes into. Type how many and press it. Send a batch of one rank and they come back one rank higher — the ones who come back. The rest wash out and are gone for good. Drilling costs 1 turn, takes a batch of 50 to 20,000 men, and you can only run one season at a time. The men are out of your muster for the whole season and cannot raid, hold or hunt. Only men at home can be drilled.

Training towardWash outGold per man enteredFood per man enteredSeason length
18%6345 min
★★15%1451 h 15 min
★★★13%3082 h
★★★★11%65133 h
★★★★★34%160225 h

You pay for every man you enter, including the ones who wash out. The exchange is close to power-neutral by design — it does not create strength, it concentrates it. What you gain is fewer mouths to feed and more power packed into the same number of bodies.

Attacking another barony

Attacks are launched from the War Room on the War page. A military attack costs 1 turn.

You choose exactly what to send: Soldiers rank by rank, plus Cavalry and Knights. Ballistas and Trebuchets never march. The defender does not choose — their entire home garrison fights.

Who you cannot attack

  • Yourself.
  • A Military Alliance partner. Break the alliance on the Statecraft page first.
  • A guildmate. Leave the guild first.
  • A barony under new-player protection, which lasts 7 days from founding.
  • A routed barony — one holding no surplus non-waste land. There is nothing to take, and they are shielded while they rebuild.

A Truce does not stop you. Attacking through one costs you 5 popular support, voids the truce, and sends the defender a message naming you.

How the battle resolves

  1. Attack power = (soldiers sent + their veteran bonus) × 1.0 + cavalry × 2.0 + knights × 1.2, then multiplied by a technology modifier of 1 + (your tech level − theirs) × 0.03.
  2. Defence power = (their soldiers + veteran bonus) × 1.0 + ballistas × 2.0 + knights × 1.2. Technology does not modify the defence.
  3. You win if attack power is greater than defence power × 0.8. The attacker gets that 20% edge for committing.
  4. Casualties fall out of the power ratio. The winner loses less, the loser loses more. Your Cavalry take half the rate your Soldiers do and your Knights take 70% of it; a defender's Ballistas take only 30% of the rate and their Knights 70%.
  5. On a win you seize between 3% and 12% of the defender's regions, scaled by how dominant the win was, and always at least one region.
  6. Your surviving committed soldiers roll for promotion. The defender's surviving garrison does too.

Two rules cap what you can actually take. Wasteland is never seized, and the defender always keeps at least one region of every type they hold — their seat of power. A barony can be beaten down to that floor but never wiped off the map, and it will always be able to rebuild.

A victory that leaves the defender with no surplus land routs them. They get a 6-day regrouping shield and cannot be attacked while they rebuild.

If the defender's garrison changes mid-resolution — a concurrent attack, sale or purchase — the whole attack is abandoned and your turn is refunded. Nothing is half-applied.

Defence

Defence is passive. There is no order to give and no posture to set; whatever is at home when the attack lands is what fights.

  • Your whole home garrison defends: Soldiers with their veteran bonus, Ballistas at 2.0 and Knights at 1.2. Cavalry contribute nothing.
  • Troops afield — on raids, in a conquest siege, garrisoning a contested hold, or marching on one — are not home and cannot defend. Sending your army out is a real exposure.
  • Every active Military Alliance partner and every guildmate musters 15% of their Soldiers, Ballistas and Knights to your defence. Each barony counts once, however many ways you are tied to them. Their contribution is raw — it carries no veteran bonus.
  • If you are Allied with the Free Company, a further 12% of your own base garrison musters at your gates.

Practical defence is cheap: Ballistas cost 150 gold, eat nothing, cost only 3 gold a day, are exempt from the army cap and are worth two soldiers on the wall. The most common mistake is holding a large offensive army and no defensive one, then sending it away.

Doomfire and the Withering Curse

Two special attacks sit beside the ordinary one in the War Room. Both cost 1 turn. Neither takes land. A Military Alliance is the only thing that blocks them: unlike an ordinary attack they are not stopped by a guild, a truce, a rout, or new-player protection.

AttackCostRequiresEffect
Doomfire 5,000 gold At least 1 Trebuchet Scorches 8% of each region type the target holds (at least one of each) into cursed Waste. Desert and existing Waste are immune.
Withering Curse 2,000 gold Nothing Kills 15–25% of the target's home Soldiers. Higher ranks die slower. No land changes hands and nobody is promoted.

Doomfire is a denial weapon, not a conquest weapon. It destroys land rather than transferring it, and Waste is a liability on the victim's score. The Withering Curse is the cheapest way to thin a target's garrison before an ordinary attack.

Covert operations

Covert operations are run from the War page, alongside the War Room. Every op costs 1 turn plus its price. Unlike open warfare, covert ops are not blocked by alliances, truces or guild membership — the only barony you cannot touch is one under new-player protection.

OperationCostWhat it does
Aristocrats' Gala150 goldLists the target's trinkets and tells you what each one does and what a heist for it would cost. Only trinkets they have left exposed — anything secured in their Treasury shows as a locked count.
Spy Mission300 goldAn intelligence report on the target. See the reveal table below.
Demoralize500 gold−10 popular support.
Stir Revolt800 gold−50 population and −15 popular support.
Gold Heist1,000 goldSteals 12–20% of the target's loose gold, capped at 25,000. Gold banked in their Treasury is untouchable.
Food Heist1,000 foodSteals 12–20% of the target's loose food, capped at 25,000. Paid in food, not gold — and so is its Backing, at 500 food per level. Food banked in their Granary is untouchable.
Sabotage Watchtowers1,500 goldBurns about 25% of the target's Watchtowers (at least one), stripping their counter-intelligence for later ops. They must own at least one.
Heist2,000–20,000 gold by raritySteals one named trinket. Requires a successful Gala on that barony within the last 48 hours.

Success odds

Every op resolves on one formula:

  • Base chance: 60% for ordinary ops, 50% for a trinket heist.
  • Minus 3% per Watchtower the target holds.
  • Minus their counter-intelligence (see below).
  • That total never falls below a floor of 20% (15% for a heist). A fortress can make you unlikely, never impossible.
  • Then your own bonuses are added on top of the floor: Backing at 500 gold per level for +6% each, up to 8 levels (+48% for 4,000 gold), plus any Thief bonus.
  • The whole thing is capped at 95%.

Because the floor is applied before your backing, every level of backing buys its full 6% even against a heavily defended target. That is the intended counter to a wall of Watchtowers.

What a Spy Mission tells you

A successful spy report always reveals the target's Watchtower count — you need to know how defended someone is before you commit to ops against them. Everything else rolls independently.

IntelligenceChance of learning it
WatchtowersAlways
Total regions90%
Population (approximate)85%
Turns left today65%
Popular support (approximate)60%
Gold (approximate)45%
Food (approximate)38%
Total units (approximate)28%
How many trinkets they hold22%
Regions broken down by type18%
Units broken down by type12%

Numbers marked approximate carry noise of a few percent, so treat them as a range. If the target has not logged in since the last daily reset, the report says so — you are reading yesterday's figures.

The Thief and the heist trade

A living, unbenched Thief hero who is at home can be dispatched on the three theft operations: Gold Heist, Food Heist and trinket Heist.

  • He adds 0.8% success per point of Dexterity + Charisma, capped at +40%.
  • He slips past one Watchtower per 5 Dexterity, up to 6.
  • He fattens the haul and its cap by up to ×1.6.
  • On success he earns 40 experience. If the job fails he is caught: he takes a wound of 25% of his maximum health and cannot be sent again for 12 hours.
  • While the Thief system is switched on, a successful theft against the same barony can only be repeated once every 8 hours. This applies across all three theft operations, and it applies whether or not you actually send a Thief.

A trinket heist has two hard gates. You must have run a successful Gala on that barony in the last 48 hours, and the trinket must be exposed — anything secured in their Treasury cannot be taken, and it is re-checked at the moment of the theft, so a defender who pins an item while your job is in motion keeps it (and you still pay). The Ratruns, the Undercroft's second tier, cut heist costs by 15%.

Trinket rarityHeist cost
Common2,000 gold
Uncommon5,000 gold
Rare10,000 gold
Legendary20,000 gold

Defending against spies — Watchtowers and the Spymaster

You have three defences against covert operations, and they stack.

Watchtowers are a region type. Each one takes 3% off an incoming op's chance. They get steadily more expensive the more you own, so carpeting the map with them is not the answer, and an enemy can burn a quarter of them with a Sabotage.

The Spymaster's building is a three-tier line, raised from the Buildings page. It adds passive resistance on top of your Watchtowers, gives you a chance to unmask whoever is running ops against you, and adds prestige to your score.

TierCostBuild timeChance to unmaskOp resistancePrestige
1. Watch-House20,000 gold + 150 stone + 100 timber1 h 30 min25%−5%500
2. Spymaster's Lodge45,000 gold + 300 stone + 80 iron4 h45%−10%1,500
3. Hall of Whispers80,000 gold + 500 stone + 150 iron + 10 wardenstone8 h70%−15%3,000

The Counter-Espionage Sweep is the active option. It costs 8,000 gold and 1 turn, needs at least a Watch-House, and jams incoming espionage for 8 hours: ops against you lose a further 40% success and anyone who does get through is guaranteed to be unmasked. It is a deterrent, not immunity — the success floor still applies. Note that the sweep currently has no button anywhere in the game; the rules below assume it is running only if you have managed to start one.

Unmasking matters because covert ops are otherwise anonymous. Once you have access to the Spymaster line, any op you fail to detect lands in your log with no attacker's name on it. Catch them and the name is yours, and so is the option to retaliate. Open warfare always names the attacker.

Upkeep — what an army costs every day

Upkeep is charged once at the daily reset, on your whole army — including every soldier afield on a raid, in a siege, garrisoning a hold or marching to one. Sending troops away does not stop you feeding and paying them.

UnitGold per dayFood per dayCost of 10,000 per day
Soldiers5250,000 gold + 20,000 food
Cavalry8180,000 gold + 10,000 food
Ballistas3030,000 gold
Knights6160,000 gold + 10,000 food
Trebuchets101100,000 gold + 10,000 food

What happens if you cannot pay:

  • Gold short. You lose your smallest non-waste region and 5 popular support, that cycle and every cycle you stay broke.
  • Food short. Your Granary reserve is drawn on first. Only the part it cannot cover is a real famine. The first three consecutive short days are warning-only. After that, 1% of your soldiers die per 10 food short, capped at 25% a day, and you lose up to 15 popular support a day. Regulars starve before veterans.

Only River regions grow food, and armies eat regardless of where they are. A big army on a realm with no rivers is a famine waiting for a bad day. Gold upkeep can be reduced by hero stewardship traits, by held relics, and by an alliance with the Quartermasters' Guild (−15%).

Soldiers are stored value

Count soldiers beside gold and food in every plan you make. They are not just military strength:

  • They are tradeable. Units can be listed on the Trade Post for gold — you need at least one active Trade Agreement to post a listing, and an agreement with that specific barony to buy theirs; listings expire after 24 hours. Units can also be gifted outright, which needs an active Military Alliance with the recipient and costs 1 turn. In both cases regulars leave first, and troops arrive at the other end as regulars — rank does not transfer.
  • They are convertible. Sell them for gold, plowshare them into food, or drill them into fewer but better troops.
  • They count on the scoreboard. Per unit: Soldiers 4, Ballistas 9, Cavalry 14, Knights 16, Trebuchets 22 — and veteran power counts again at the same weight, so a Four-Medal soldier scores double a regular.
  • They count in your net worth at their buy price, which under the realm's relative-economy scaling means a hoarded army raises the size tax on your passive income.
  • They are the largest recurring drain in the game. An army you are not using is a decision to spend 5 gold and 2 food per soldier per day on nothing.

The practical loop: buy or produce soldiers, spend them on raids and attacks so the survivors earn medals, and keep the total no larger than your gold and food can actually carry. When it gets larger, training turns quantity into density, Plowshares turns surplus into food for free, and the market turns it into gold at a loss and a cost in popular support.

Heroes: the Character Sheet

A Hero is a named champion who fights for your barony. Heroes have a class, six attributes, a level, a set of traits, and nine equipment slots. They lead raids, crawl delves, storm siege nodes, fight in the Arena, defend your barony when it is attacked, and run heists. Everything on this page is one character sheet, and every number on it comes from somewhere you can go and earn.

Where a Hero comes from

You do not buy Heroes. A Hero is pulled out of your own army. When a soldier reaches the top veteran rank (★★★★★), and you have an open Hero slot, that body is removed from the stack and becomes an unclaimed recruit waiting on the Heroes page. You then name them and choose a class. Both choices are permanent.

The name must be a single word, 2 to 24 characters, with no spaces and none of these characters: @ ` * _ ~ | < > \.

Slots open like this:

  • Your first slot is free. Every barony has one.
  • One more slot per frontier realm whose Brutal apex site you beat. The Pale Steppe, Ashscar, Saltmarch and Witherwood each grant a slot the first time you win their Brutal site. The grant is per realm and does not repeat.
  • Five is the hard ceiling on how many may be in play at once, no matter how many realms you conquer.

If every slot is full, extra ★★★★★ bodies stay in the army as ★★★★★ soldiers. Free a slot and one of them is pulled out as a recruit on your next page load.

The four classes

Class fixes your starting attributes, your base HP, and which five class skills you learn as you level. It never changes.

ClassForSTRDEXINTVITWISCHABase HPStarting max HPStrikes/round
WarriorFrontline. Hits hard, hard to bring down, buffs the line.842835601002
RangerSkirmisher. Crit, initiative, and a strong loot bonus.58354545703
MageCaster. Spell damage and battlefield control. Fragile.24947535551
ThiefRaider. Openers, evasion, the best plunderer, and the only class that runs heists.48544740603

Starting max HP is base HP plus 5 per point of Vitality. The figures above assume no traits; a Hero rolled with Hardy or Frail starts higher or lower, because HP is always computed from effective Vitality (traits and gear included).

On "strikes per round": this number is printed in the raid battle log and is used by the armory when it ranks which item to recommend. It does not multiply raid damage — raid damage is driven by your Hero's power, not by strike count. Strikes that genuinely add attacks in delves, the Arena and siege escalades come from class skills (Cleave, Flurry of Blades, Archmage) and from light weapons.

The six attributes

Every level gives one point to spend on any attribute. Points are permanent. Spending a point in Vitality also raises current HP by 5 immediately, so it is never a wasted point on a wounded Hero.

These effects apply everywhere, all the time:

AttributeWhat each point does
Strength (STR)+1.5 raid power per point (see the raid-power formula below).
Dexterity (DEX)+1.5 raid power per point.
Intelligence (INT)+1.5 raid power per point.
Vitality (VIT)+5 max HP per point. Also adds raid power at half weight (every 2 points of VIT count as 1 attribute point), and cuts damage taken in raids by 2.5% per point of effective VIT, to a maximum of 45%.
Wisdom (WIS)Softens this Hero's own negative traits. Every point above 5 removes 5% of every trait penalty they carry, to a maximum of 90%. A sliver of every flaw always remains. WIS adds no raid power on its own.
Charisma (CHA)Every point of effective CHA above 5 adds +1% party morale to any raid this Hero rides on. CHA adds no raid power on its own.

Each class also has one signature attribute that counts at 1.5× in the raid-power formula: Strength for a Warrior, Dexterity for a Ranger and a Thief, Intelligence for a Mage.

Raid power

Raid power is the flat contribution a Hero adds to your war party. It is computed as:

  • Add STR + DEX + INT + half of VIT (rounded down), all using effective values after traits and gear.
  • Add half the value of the class signature attribute again (that is the 1.5× weighting).
  • Multiply that total by 1.5 and add a base of 15.
  • Multiply by (1 + all power percentages from traits, skills, gear and haunting).
  • Multiply by (1 + 0.1 × (level − 1)). A level-11 Hero is worth double a level-1 one on this term alone.
  • Finally, multiply by current HP ÷ max HP. A Hero at half health contributes half of everything: power, party morale, loot and relic-find. Keep them healed.

Attributes in delves, sieges and the Arena

Outside raids, the six attributes drive twelve two-sided combat channels. Every channel is soft-capped: the first points buy the most, and each further point buys a little less, so a channel approaches its ceiling but never reaches it. The exact curve is cap × (1 − e−(rate ÷ cap) × stat), which means the per-point gain near zero is roughly the rate in the table.

Each class relies on a pair of attributes, and both of that pair's channels are worth 1.5× the listed rate for that class.

ClassCore pairWhy
WarriorSTR + VITHit hard and be hard to kill.
RangerSTR + DEXPhysical damage plus crit and initiative.
MageINT + WISSpell power plus faster cooldowns.
ThiefDEX + CHACrit and dodge plus command.
AttributeChannelEffectPer point (approx.)Ceiling
STRPhysical damage+% to physical hit damage2.5%+100%
STRPhysical armour−% physical damage taken1.0%40%
DEXCritical chanceAdded chance to crit0.7%40%
DEXDodgeChance to avoid a hit entirely0.6%30%
DEXInitiativeFlat turn-order bonus+0.5 (uncapped)none
INTSpell power+% to spell and ability damage3.0%+120%
INTMagic resistance−% magical damage taken1.0%40%
VITUniversal damage reduction−% to all damage taken, on top of typed reduction0.6%30%
WISMental resistanceResist dread, fear, stun, poison and debuffs2.5%60%
WISCooldown reduction−% to active-skill cooldowns1.5%40%
CHAParty attack+% to party and force attack1.0%+50%
CHACasualty relief−% casualties and rout1.0%40%

Which stat drives your damage: a Mage's damage in delves and sieges scales off the Intelligence channel. Warriors, Rangers and Thieves scale off the Strength channel. There is no "best of both" — pick the right one for the class you are building.

Total damage reduction in a delve or escalade is capped at 60%, counting attribute channels, class skill mitigation and armour together.

Levels and experience

Every level grants exactly one attribute point. Class skills unlock at fixed levels. A surname unlocks at level 15 and a title you write yourself at level 26. A title is unique across your living roster: only one Hero may wear it at a time.

The XP needed to go from one level to the next is 100 × your current level.

StepXP for that levelCumulative XP from level 1
1 → 2100100
10 → 111,0005,500
25 → 262,50032,500
39 → 403,90078,000
49 → 504,900122,500

Level 50 is the hard maximum. Level 40 is a wall you have to break — see Ascension below.

Where XP comes from

SourceHow it paysSplit or per hero?
RaidsA single pool sized off the site's difficultySplit between the Heroes who rode, by damage each actually dealt
Delves25 per fight won, 120 for the boss, multiplied by depth (×1 shallow, ×1.5 deep, ×2 abyssal)Per hero — every surviving Hero takes the full haul. A delve takes up to 4 Heroes; a fifth body hired with a Torchbearer's Lantern earns no XP at all
Siege escalades30 per node stage taken, +60 for the castellan, +60 for storming the regent, all multiplied by the realm's tierPer hero
The Arena wave gauntlet (open to everyone — no building required)25 for the first wave, rising about 8% per wave, banked as you goPer hero
A successful heistFlat 40 XP to the Thief who ran itSingle hero

Be aware of the difference. A raid divides one pool among however many Heroes rode; a delve pays that full amount to each survivor. A four-Hero delve therefore out-earns a comparable raid several times over. This is deliberate. Raids remain the better source of gold, materials, relics and gear.

Three things scale a raid Hero's share on top of the split:

  • Win or lose. A won raid pays the full pool; a lost one pays 40% of it. They still fought.
  • Standing orders (below): Cautious ×0.65, Balanced ×1, Aggressive ×1.30.
  • Standing — how the site compares to the Hero's own level, not your empire's reach.

The raid XP pool is also flattened at the top: difficulty above 900 (after the win/loss multiplier) contributes only 5% of every further point. Pushing into harder country pays in loot and materials, not in levels.

Raid standing: fight your own tier, or just above it

Each Hero has a "home" difficulty for their level: 120 × 1.10(level − 1). That is about 120 at level 1, 283 at level 10, 734 at level 20, 1,904 at level 30 and 4,937 at level 40. Divide the site's difficulty by that number and read off the multiplier:

Site difficulty ÷ your homeXP multiplierWhat it means
6.00 and above×0.10You were baggage
3.00 – 5.99×0.45Far over your head
1.60 – 2.99×1.45A real stretch — the sweet spot
0.70 – 1.59×1.25Your own tier
0.35 – 0.69×0.55Easy
0.15 – 0.34×0.20Trivial
Below 0.15×0.05Nothing left to learn here

The curve falls away in both directions. Dragging a level-1 Hero behind a huge army to a site far above them pays almost nothing. Farming a site you long outgrew pays almost nothing either. The best XP in the game is a site somewhere between 1.6 and 3 times your Hero's own level.

Standing orders

Every Hero carries standing raid orders, set on the Heroes page. They apply to raid resolution.

OrderDamage dealtWounds takenXP
Cautious×0.65×0.50×0.65
Balanced×1.00×1.00×1.00
Aggressive×1.30×1.35×1.30

Use Cautious on a Hero whose value is their loot and morale bonuses — those apply regardless of how hard they swing. Use Aggressive on a veteran you want levelled fast and can afford to patch up.

The level-40 wall and Ascension

An un-ascended Hero stops at level 40. XP beyond that point parks; it is not lost, but it does not level them. Breaking the wall is the Ascension Trial.

To attempt a Trial a Hero must be alive, in your party (not benched), above 0 HP, at level 40, and have chosen one of the sixteen paths. Your barony must have:

  • The guild hall of the Hero's own discipline at Tier 3 — the Oathhall for Warriors, the Fellwatch for Rangers, the Undercroft for Thieves, the Wizard's Tower for Mages.
  • The guild hall of the discipline they are blending toward, also at Tier 3. A pure path needs only the one hall.
  • The path's Whisper standing at the right beat. The Trial opens from the Whisper, not from a button elsewhere.
  • No other delve, Arena run or Trial in progress. They all share one slot.
  • The Hero must be home. A Hero currently out on a raid, or away on a Thief's Work infiltration, cannot be called to their Trial.

There are two gauntlets, not one. Each is a ten-room solo run and each costs 1 turn:

  • The Nemesis. A ten-room gauntlet ending at a mirror of what the Hero is becoming. Clear it and the Hero is imbued: they learn the nemesis's signature ability and can use it at once, in delves, escalades and the Arena. They are not ascended yet, and the level-40 wall still stands.
  • The Proving. Return to the Whisper, which names what was taken and opens the second run on the same ground. The nemesis is gone; his second holds the field. That boss is the first run's elite promoted — 2.6× that elite's health and 1.2× its attack, with the nemesis's special ability stripped out. The elite room is filled by the site's toughest ordinary enemy at 1.8× health and 1.1× attack. Every enemy in the Proving is also scaled 1.1× harder than in the first run, and you fight it carrying the ability you took from the nemesis. Clear it and the Hero ascends: the cap lifts to level 50 and they take the path's title.

A Trial can kill. Both gauntlets run on the delve engine and use the delve's rules: a Hero who goes down is bleeding out on a real-time two-minute clock, and if you neither win nor retreat before it expires they are dead for good. Only the Arena is exempt from that clock — the Trials are not. This is the most dangerous thing you can do with a level-40 Hero.

The sixteen paths are Warlord, Warhawk, Reaver and Spellblade (Warrior); Marchwarden, Huntmaster, Shadewalker and Starcaller (Ranger); Duelist, Nightbow, Phantom and Hexhand (Thief); Battlemage, Stormstrider, Nightmage and Archmagus (Mage).

Guild-hall blueprints are won by a Hero who fights in a Tier-4 conquest, one blueprint at most per victory. Only the three martial lines drop this way — the Oathhall, the Fellwatch and the Undercroft — and only for a line you do not already hold the plans for; the Wizard's Tower is built on its own track. The roll belongs to the Hero, and it remembers: come away empty-handed and that line's odds climb 33% → 50% → 67% → 83% → guaranteed.

The roster: five in play, and the bench behind them

There are two pools and the distinction matters.

  • The party is who you have in play. Only party members can be sent on a raid, delve, Arena run, escalade, duel or Trial, and only they lend the empire their off-battlefield trait passives. Party size is 1, plus 1 for each frontier realm whose Brutal apex you have beaten, capped at 5.
  • The bench is who you retain but are not fielding. Benched Heroes cannot be sent anywhere and buff nothing. Bench capacity comes from the Undercroft at Tier 4 (the Roster), which grants 2 bench places. Without it you have no bench at all.

The rules on moving between them:

  • Benching is free.
  • Calling a Hero up costs 1 turn, the same as launching a raid.
  • You cannot bench a Hero who is mid-anything — afield on a raid, in a delve, Arena run or Trial, on the ladders of an escalade, inside a wall on a Thief's Work, or named in a live duel.
  • You cannot bench your last playable champion. At least one Hero must stay in play.
  • Benching returns bound spells to the pool. Calling the Hero back up does not restore their loadout — re-inscribe by hand, because the cards may have gone to someone else meanwhile.
  • A captured Hero (a Thief's Work gone wrong) still holds their party place while you get them back.

The Undercroft crown buys flexibility, not power: you still field five, but you get to choose which five — cover a class you lack, rest the wounded, match the Hero to the fight.

Equipment

Gear is a shared realm pool, not per-Hero property. Equipping a piece another Hero holds reassigns it off them. There are nine slot types and ten worn pieces, because Rings are worn two at a time.

SlotWornNotes
Weapon1Decides how you attack, and carries class affinity
Armor1Decides how you survive
Helm1
Charm1Usually loot and relic-find
Ring2Equip a third and the oldest comes off
Cloak1
Boots1
Gauntlets1
Belt1

There are 274 pieces defined: 69 weapons, 37 armours, 27 helms, 27 charms, 25 rings, 19 cloaks, 24 pairs of boots, 22 pairs of gauntlets and 24 belts. Rarity runs Common, Uncommon, Rare, Legendary. Exactly one piece is marked Gifted — a hand-out that sits off the drop ladder entirely.

Not all 274 are findable today. Fourteen pieces (class-matched wands, bows and daggers, plus the arcane robes) are held back for a later release and are excluded from every drop table; another hundred belong to realms past the far frontier and only appear if you are raiding there.

Where gear comes from

Hero equipment drops from won raids only, and only once your barony owns a Hero. The base chance is 22% per winning raid. Relic bonuses that raise gear-find multiply that up, to a hard maximum of 95%.

Gear is realm-gated: each piece belongs to exactly one realm, and a raid draws from the realm you raided. About 20% of drops instead come from a small "found anywhere" starter kit, which is mostly basic wands and staves so a Mage can always turn up a usable focus. The rest rolls a rarity by the realm's own weighting, then a random piece of that rarity:

RealmCommonUncommonRareLegendary
Wardenfall (home)5827123
Pale Steppe3240208
Ashscar30302812
Saltmarch24283018
Witherwood18243028

These are relative weights, not percentages, and they are drawn over whichever rarities that realm actually stocks. The pattern is plain: deeper country is where legendaries live. Country beyond the far frontier tilts further still.

Class affinity: the right weapon in the right hands

Every weapon is built for one or more classes, or for anyone. Affinity is not a lock — you can equip anything — but it scales the weapon's combat stats hard:

HolderMultiplier on the weapon's combat stats
A class the weapon is built for×2.0
A different class on the same side of the martial/arcane divide×1.0 (as printed)
Across the divide (a martial weapon on a Mage, or an arcane one on a Warrior, Ranger or Thief)×−1.0 — the printed bonus becomes a penalty of the same size
A universal weapon with no affinity, such as a sling×1.0 for everyone

Warriors, Rangers and Thieves are the martial side. Mages are the arcane side. Affinity applies to the weapon's attribute bonuses, its power percentage and its combat affixes. It does not apply to party morale, loot or relic-find percentages, or to the flat HP a fused item lends.

A greatsword on a Mage does not just do nothing — its stat bonuses invert into penalties. The armory ranks candidate items through the same combat maths the fights use, so affinity is already inside the score. That does not mean it will never suggest an off-side piece: it will, if everything else about the item (HP, armour, affixes) still leaves the Hero stronger overall. Read the comparison, not just the recommendation.

Weapon types

The weapon you carry sets the shape of your attack. Reach and attack kind only matter on the positional boards (Arena and duels); cadence, damage multiplier and initiative apply everywhere.

TypeExamplesReachKindExtra strikesDamageInitiative
BladeOne-handed swords1Melee0×1.00
GreatGreatswords, mauls, axes, polearms1Melee0×1.2−2
LightPaired daggers, dirks, cutlasses1Melee+1×0.6 each+1
BowBows, slings, thrown spears4Ranged0×1.00
ArcaneStaves, wands, rods, sceptres3Blast0×1.00

A light weapon's two strikes at ×0.6 come to roughly ×1.2 total, so it trades reliability for tempo and for extra chances to crit. With no weapon equipped a Hero fights as their class's natural type: Warriors blade, Thieves light, Rangers bow, Mages arcane.

Armour archetypes

ArchetypeDamage reductionDodgeMental resistCooldown reductionInitiativeMovement
Heavy (mail, plate, scale)+12%−2−1
Light (leather, padded, hide)+3%+8%+2+1
Robe (arcane vestments)+3%+15%−10%00

Armour archetype is not class-locked. It stacks on top of whatever your attributes already give you.

Item affixes

Some pieces roll combat affixes — real perks that fire in delves, siege escalades, the Arena and duels. Twenty-two pieces in the game carry them. On a weapon they scale with class affinity like every other combat stat, which means an off-side weapon's affixes go inert rather than misfiring.

AffixWhat it does
LifestealHeals you for a fraction of the damage you deal
Crit damageAdds to your critical multiplier. The base crit is ×1.75 in delves and siege escalades, ×1.5 in the Arena and duels, ×2 in a raid
RampageAdds damage for every kill this fight. Stacks, and resets each wave
Armor-pierceIgnores a fraction of the target's damage reduction
ExecuteExtra damage against a foe under 30% HP
ThornsReflects a fraction of the damage you take back at the attacker
OpenerExtra damage on your first strike of a fight
OverwhelmExtra damage against a foe that is stunned, marked or flanked
MomentumA chance that a kill refunds part of your turn

Fusion

Two identical pieces at the same level fuse into one piece a level higher. Worn copies count: if one of the pair is equipped, the upgrade goes straight back on that Hero in the same slot, and a spare in the armory is always spent before a second Hero is stripped. The cap is level 5. A fused item's stats scale by 1 + 0.6 × (level − 1), and it also carries a flat +8 max HP per level above 1.

A fuse is not free. It costs gold and iron, scaled by the item's rarity and the level being forged (rarity base × the target level, so a Lv2 fuse costs ×2 and a Lv5 fuse ×5). Base cost per rarity: Common 800g + 8 iron, Uncommon 2,500g + 20, Rare 7,000g + 50, Legendary 16,000g + 120. Gold draws from the Treasury as well as your purse, and an iron shortfall is converted at the Smeltery if you have one.

Item levelStat multiplierFlat HP
1×1.0
2×1.6+8
3×2.2+16
4×2.8+24
5×3.4+32

A level-2 item is better than either piece that made it but worse than the two of them were separately. What you buy is slot efficiency: one equip slot holding a stronger piece. The flat HP is why even a weak item is worth fusing.

Traits

A Hero is rolled with three traits at birth, and the composition is fixed: exactly two boons and one flaw. They are drawn from 36 birth-rollable traits (18 good, 18 bad) across seven categories, weighted 66% common, 26% uncommon, 8% rare. Contradictory pairs are impossible — a Hero will never be both Giant and Frail.

Traits do real work. They shift attributes, the Hero's own power percentage, party morale, raid loot and relic-find. Some act off the battlefield through your whole living party: Pathfinder raises your realm's scouting find (capped at +25% across the roster), Quartermaster lowers army upkeep and Wasteful raises it (clamped to ±50% across the roster). Some are combat behaviours: a Coward has a base 30% chance to bolt mid-fight, which costs the raid 12 morale and shakes the line (Wisdom cuts that chance by the same relief above); a Reckless Hero takes 30% more damage; a Greedy Hero who lingers to plunder adds +15% loot.

Wisdom is the counterweight. Every point of WIS above 5 removes 5% of every negative trait effect that Hero carries, to a maximum of 90%. Gear bonuses are never softened, only trait penalties.

Traits you cannot roll at birth arrive later: battle scars from surviving a downing, a Jenkember dependency from huffing the amber, marks laid on you by Whispers, and boons earned by paying to have an old scar re-read.

Healing, wounds, death and the reprieve

Healing

  • Every living Hero at home mends 25% of their effective max HP per day on the daily cycle.
  • A Warrior mends an extra 15% if your barony has the Sparring Yard (Oathhall Tier 1).
  • Relic bonuses that grant Hero regeneration add on top of both.
  • Heal All Heroes (the "Mend the wounded" panel on the Heroes page) heals every wounded living Hero to full in one click and charges you the materials. It brews Knitbone Draughts, each worth +25 HP and costing 12 timber and 6 iron, rounding up to whole draughts. If you are short on timber or iron but hold stone and a Smeltery, it converts to cover the shortfall and tells you exactly what it converted.

A Hero at 0 HP cannot be sent anywhere until they heal.

Being downed

On a raid, a Hero takes damage each round scaled to the site's difficulty (9% to 16% of it per round, before mitigation), reduced by effective Vitality, skill mitigation and standing orders, and capped at 35% of their max HP per round. Nothing can one-shot a Hero from full health.

What happens when they hit 0 depends on whether your army held:

  • You won, or you retreated in good order (your army finished above 20% strength): every downed Hero is carried off the field. Wounded, not dead.
  • Your line shattered (below 20%): the downed are left behind — unless the reprieve saves them.

The reprieve

Every Hero survives their first-ever downing for free, and never again. The first fall spends the reprieve and leaves no scar. Every downing after that, in a losing raid or a lost home defence, can kill them.

This means a veteran gets quietly more fragile the longer they serve: a level-40 champion who has spent their reprieve is more likely to die than the recruit standing beside them. One thing reverses it. The Unbroken Oath gives a Hero their reprieve back. It drops only from a won delve, and the deeper the stair the better the odds: 0.4% shallow, 0.9% deep, 1.8% abyssal. Nothing else in the game produces one.

Scars

A Hero who is downed after their reprieve is gone, and survives anyway, picks up a lasting battle scar they do not already carry. The scars are Old Wound (−1 STR, −4% power), Battle-Shaken (−1 CHA, −4% party morale), Lame Leg (−3 DEX) and Haunted (−6% power). Holy water cannot lift Haunted; only the Black Chapel's Rite of Substitution or a vial of the Still Water will.

Where a Hero can and cannot die

ActivityCan a Hero die?
RaidsYes, if downed after their reprieve is spent and the army's line breaks
Defending your baronyYes, if the defence is lost and their reprieve is spent
DelvesYes, but only by bleeding out — see below
Siege escaladesNo — they come home wounded, never below 1 HP
The Arena gauntletNo — a down ends the run, not the Hero
DuelsNo — a duel changes no Hero's HP at all
Ascension TrialsYes — they run on the delve engine, bleed-out clock and all
A failed heistNo — the Thief is "made": wounded for a quarter of their max HP, and on cooldown

In a delve, a downed Hero is out of the fight and bleeding out on a real-time two-minute clock. Extract them — win the run or retreat — before it hits zero and they come home alive at 1 HP. Let it run out and they are gone for good. A Stayed Hand, a grave-charm that turns up on roughly 1 delve win in 10, buys +30 seconds on a downed Hero's clock, and they stack.

Class skills

Class skills are earned purely by level and apply automatically. There is nothing to buy and nothing to slot. A Hero uses exactly what they have earned, on every surface they fight on.

Skills come in three kinds. Passives are always on. Buffs fire by themselves when their condition is met. Actives appear as a clickable button with a cooldown on the delve, Arena and escalade boards. Exactly seven skills get a button: Cleave, Twin Shot, Firebolt, Chain Lightning, Meteor, Juggernaut and Deadeye. Everything else applies on its own.

ClassLevelSkillEffectKind
Warrior3CleaveOne extra strike each roundActive
Warrior10BulwarkShrug off 20% of incoming woundsPassive
Warrior18Rallying Banner+8% party moralePassive
Warrior28Last Stand+40% power while below 30% HPBuff
Warrior40Juggernaut+15% power, and nothing makes you fleeActive
Ranger3Twin ShotTwo aimed arrows at one target, 120% power eachActive
Ranger10Keen Eye+15% critical chancePassive
Ranger18Hunter's Mark+20% raid lootPassive
Ranger28Opening Volley+60% damage on the opening roundBuff
Ranger40Deadeye+15% power, +10% relic-findActive
Mage3Firebolt+10% powerActive
Mage10Arcane WardShrug off 20% of incoming woundsPassive
Mage18Chain Lightning+14% powerActive
Mage28Meteor+80% damage on the opening roundActive
Mage40Archmage+15% power and a second cast each roundPassive
Thief3Cutpurse+12% raid lootPassive
Thief10ShadowstepShrug off 20% of incoming woundsPassive
Thief18Backstab+70% damage on the opening roundPassive
Thief28Flurry of BladesOne extra strike each roundPassive
Thief40Master Thief+15% power, +15% raid loot, +15% heist prowessPassive

Two rules on how these stack. Wound mitigation from skills adds up but is capped at 60%. Opening-strike and bloodied-fury bonuses take the largest value a Hero has, not the sum.

Party loot bonuses from Cutpurse, Hunter's Mark, Deadeye and Master Thief also apply to delve chests and conquest spoils, summed across the party and capped at +50% for gold and +50% for relic-find.

The Thief and heists

Only a Thief can be dispatched on a covert theft. Their contribution is driven by guile, which is Dexterity plus Charisma:

  • Success: +0.8% per point of guile, plus any heist prowess from skills, capped at +40%.
  • Haul: +0.6% per point of guile, plus heist prowess, capped at +60% (so up to ×1.6 on gold and food).
  • Watchtowers slipped: 1 per 5 points of Dexterity, up to 6.

Fail and the Thief is made: they lose a quarter of their max HP and sit on a cooldown before the next job. Succeed and they take a flat 40 XP.

Haunting

Dark rites in the Crypt deepen a permanent taint on the Hero who benefits from them. Each level of taint costs −6% power and −3% party morale, and the malus stops deepening at level 5 (−30% and −15%). Taint folds into the Hero's numbers exactly like a negative trait, everywhere they fight.

How Heroes feed the rest of the game

A Hero is the thread that ties the systems together, and almost nothing in the late game is reachable without one.

  • They convert veterans into permanent value. A ★★★★★ soldier leaves the stack — which costs 5 gold and 2 food a day — and becomes a named asset that levels, carries gear, and costs no upkeep.
  • They unlock the gear economy. No Hero means no equipment drops at all. The 22% roll only happens once your barony owns one.
  • They are the only key to delves, the Arena, duels, siege escalades and the Thief's Work. Every one of those is a Hero-gated door.
  • They pay the empire off the battlefield. Pathfinder Heroes in your party raise your scouting find; Quartermasters cut your army's daily upkeep. Benched Heroes contribute none of this — another reason a bench place is not free power.
  • They defend you. Party Heroes who are at home — not benched, not afield on a raid — join your garrison when your barony is attacked, each adding their raid power as that many plain non-veteran soldiers. A wounded Hero contributes proportionally less.
  • They are the endgame ladder. Level 40 is the wall, the guild halls at Tier 3 are the key, and the sixteen ascended paths are the long-term project once land and gold are handled.

In short: keep five alive and healed, level them on sites between 1.6 and 3 times their own tier, delve for levels and raid for loot, match every weapon to its class, and never send a Hero who has spent their reprieve into a fight your army might lose.

Scouting, Raiding and the Realms

Raiding is the main daily loop. You recruit scouts, send them out to find places worth attacking, then commit soldiers and heroes to take those places. A raid pays gold, food, building materials, land, relics, hero equipment and rare consumables. It is also where hero levels, frontier reagents and conquest targets come from, so almost every other system in Wardenfall is fed by this one.

The loop is deliberately cheap per action and expensive in aggregate. A raid costs one turn, and turns are the scarcest resource in the game. Everything you find here is spent somewhere else: materials into the Treasury, Granary, Workshop and Smeltery; reagents into the Wizard's Tower; relics into permanent barony bonuses; and Brutal apex wins into new realms, new hero slots and Tier-4 conquest targets.

The loop in order

  • Recruit scouts with gold.
  • Send scouts to a realm on a short, medium or long journey. This costs gold and food.
  • Some scouts come back with a lead — a discovered site you may raid. Some come back empty. A few never come back.
  • Pick a lead, commit soldiers (and optionally cavalry, knights and heroes), choose rations and posture, and launch. This costs one turn plus food.
  • The war-party marches, the battle is simulated, and they come home with loot or with fewer men.

Scouts

Scouts are recruited on the Expeditions page. They are a pool, not units: idle scouts sit at home until you send them.

ItemValue
UnlockTech Level 1
Recruit cost1,500 gold each
Disband refund750 gold each (idle scouts only)
Batch limit10 per recruit action, 10 per dispatch
Base chance to find a site50%
Base chance to be lost forever7%, before the journey multiplier
Everything elseReturns home safe and empty-handed

Tech Level 1 is the gate while the new-player onboarding programme is enabled for the realm. The underlying gate without it is Tech Level 5.

Each scout gets its own return time and resolves on its own, so a batch of ten trickles back rather than landing at once. A scout still on the road can be recalled — it rejoins the idle pool, the gold and food are not refunded, and a recall never counts as a loss.

Journeys

Longer journeys cost more, are more dangerous, and bias the find toward higher-value sites. The gold and food costs below are per scout, and are then multiplied by the destination realm's distance multiplier.

JourneyGoldFoodLoss multiplierReturn windowSite bias (T1 / T2 / T3)
Short3025×0.6 (4.2% loss)20–40 min×3 / ×1 / ×0.2
Medium6060×1.0 (7% loss)40–65 min×1 / ×1.6 / ×0.7
Long90120×1.5 (10.5% loss)65–90 min×0.3 / ×1 / ×3

Within a realm, scouts are also nudged toward sites you have not already got an open lead on, and further nudged (×1.4 weight) toward sites you have never revealed at all. A barony's very first dispatch returns in about 4–6 minutes, whatever journey you picked — but only while the new-player shield is still up, and only for that first send.

What improves a scout's odds

SourceEffectHow you get it
Watchtower regions+2% find each, capped at +20%; −1% loss each, capped at −6%Buy Watchtowers on the Land Market
Scout veterancy+1% find and −0.5% loss per level, up to level 12 (+12% find, −6% loss)One level per empty-handed return. Finds do not raise it
Pathfinder heroesSummed across the living, un-benched roster, capped at +25% findThe Pathfinder hero trait
Trinket bonusesScout survival and scout find chance, both uncapped as trinket channelsRelics found on raids
The Mews (Fellwatch Tier 1)Scout losses halved; journeys 20% shorterGuild Fellwatch building
The Waystones (Fellwatch Tier 2)+10 percentage points find chanceGuild Fellwatch building
New-player pityAfter your second scout is lost, the next scout home is a guaranteed find. Once onlyAutomatic

Find chance is capped at 90% and loss chance floored at 2% after all modifiers.

Leads

A lead is a discovered site sitting in your raid queue. Leads do not expire and there is no cap on how many you hold. Scouts re-find the same places forever, so the board collapses every lead on the same site into one card and reports the rest as banked copies — raiding spends one copy and the next load promotes another.

  • A win consumes the lead.
  • A loss does not. The site is re-listed immediately so you can regroup and go back with a heavier party.
  • You can dismiss a lead you do not want.
  • Leads marked by a Scout Pack or a Quartermaster's Lodestone sort to the top of the board, ahead of difficulty, because that mark is the whole reason the item was spent.

Launching a raid

CostValue
Turns1, or 0 if you spend a Raid Token
Minimum war-party10 soldiers
Maximum war-partyNone. You may march everything you own
Food1, 2 or 4 per body depending on rations, counting cavalry and knights
Home defenseThe whole committed force leaves the garrison and is undefended while away
UpkeepA war-party still draws pay and eats at the daily reset: 5 gold and 2 food per soldier, 8 and 1 per Cavalry, 6 and 1 per Knight

A raid already underway can be called off. The survivors march home unharmed, the lead returns to the queue, and you get back the turn, the food, and every crafted item armed to the raid — Siege Kit, War Banner, Warpaint, Bloodrage, Greedsight, Stonesnow, Jenkember. A Raid Token is the one exception: it is not returned, though the turn is refunded in its place.

Rations

Rations are chosen at launch. They cost food and multiply your effective fighting strength.

LevelFood per bodyPower
Standard (50%)1No bonus
Full (100%)2+25%
Feast (200%)4+50%

How the fight is decided

Every raid is simulated round by round rather than settled on one roll. The garrison's strength pool is the site's hidden difficulty × 2.2. Both sides get a fortune-of-war swing of up to ±30% at the start. The fight runs at most 16 rounds; you win by grinding the garrison down before your own line falls to your posture's retreat threshold. Soldiers die at roughly 55% of the rate your army's raw strength is spent, so a decisive overmatch is much cheaper in lives than a close win.

Your army's strength going in is:

  • Soldier headcount plus a veterancy bonus (each star rank is worth more than a body).
  • Plus Cavalry at 2.0 and Knights at 1.2 per head.
  • All of the above multiplied by the rations bonus.
  • Then multiplied by your heroes' combined morale, and by any Spectral Host charge or allied Free Company bonus.

The launch screen previews your win chance, expected casualties and hero risk by running that same simulation 160 times. Those are honest odds, not a promise — the real raid is one roll of the same dice.

Posture

Posture is the risk dial for the army. It is set per raid.

PostureAttackDamage takenRetreats at
Cautious×0.90×0.7550% army strength
Balanced×1.00×0.7830% army strength
Aggressive×1.12×0.9512% army strength

Cautious pulls out early and always gets your heroes back. Aggressive wins close fights but turns a loss into a bloodbath and can get heroes killed.

March times

A raid's travel time depends on where you send it: a per-tier home band scaled by the realm's distance. Stonesnow halves it and a Jenkember huff cuts a further 25%; both stack.

Site tierHome realmScaling
Tier 15–10 minMultiplied by the realm's distance multiplier (see the realm table)
Tier 27–15 min
Tier 310–20 min

Heroes on a raid

Heroes are optional but transform a raid. A hero must be alive, above 0 HP, not benched, not already out on another raid, and not mid-infiltration. Several heroes can ride one raid; their power, morale, loot bonuses and attacks stack. Wounded heroes fight at reduced effectiveness in direct proportion to their missing HP.

Hero morale stacks with diminishing returns: the strongest leader counts in full, each additional one at half the previous, and the positive total is capped at +25%. Negative morale (a Timid hero, a hero who fled) applies in full.

Standing orders are set once per hero on the Heroes page and apply everywhere they fight.

OrdersDamageWounds takenXP
Cautious×0.65×0.50×0.65
Balanced×1.00×1.00×1.00
Aggressive×1.30×1.35×1.30

Hero risk. A hero who is downed is normally carried home; they are only lost if the army's line actually shatters. A hero's first-ever downing is always survived and leaves no scar. A later downing they survive without that reprieve leaves a permanent wound trait. Wounds heal at about 25% of maximum HP per day.

Hero XP. A raid mints one XP pool, split between the heroes by the damage each actually dealt — the army's damage never dilutes it. The pool is the site's difficulty on a win, 40% of it on a loss, with everything above 900 counting for only 5%. A difficulty-900 site therefore mints 900 XP and a difficulty-40,000 apex mints about 2,855 — roughly three times the pool for forty-four times the difficulty.

Each hero's share is then scaled by how the site stands relative to that hero's level. The curve peaks just above a hero's own tier and falls away in both directions, so escorting a low-level hero through deep content pays almost nothing.

Site difficulty vs the hero's own tierXP multiplier
6× or more (carried)×0.10
3× to 6××0.45
1.6× to 3× (a real stretch)×1.45
0.7× to 1.6× (your own tier)×1.25
0.35× to 0.7××0.55
0.15× to 0.35××0.20
Below 0.15××0.05

A hero's own tier is 120 difficulty at level 1, rising 10% per level. Roughly: level 10 belongs in the Pale Steppe, level 15 in the Saltmarch, levels 20–30 in the Witherwood, levels 35–40 in the Hollow Downs.

Kit you can arm

Nothing is pre-armed. You pick items at the moment you send scouts or launch a raid, and one is spent per use. Most are made at the Workshop or the Apothecary — both are material-paid buildings you raise from the Buildings atlas, and the tier listed below is the tier you must have built before the recipe appears. Jenkember and the Raid Token cannot be crafted at all; they only drop.

ItemMade atCostEffect
Scout PackWorkshop T18 timber, 6 ironCovers up to 3 scouts in the batch. Each of them that finds a site has a 25% chance to have sighted a relic there. Winning that marked lead guarantees a relic
Surveyor's CharterWorkshop T212 timber, 10 iron, 8 stoneCovers up to 3 scouts. Name one material and the lead they bring back is a site that yields it. Refused up front if no site in that realm yields it
Quartermaster's LodestoneWorkshop T330 iron, 4 wardenstoneCovers up to 3 scouts. Each of them that finds a site has a 25% chance to have sighted hero equipment there. Winning that marked lead with a hero along guarantees a piece of gear
Siege KitWorkshop T112 iron, 8 timber−35% casualties on that raid. Does not change who wins
War BannerWorkshop T218 iron, 2 wardenstone+25% gold and materials on that raid. A looted banner is weaker (10–25%); the game arms your best one
StonesnowApothecary T12 wardenstoneHalves the mission's travel time. 1 per scout boosted, 1 per raid
Greedsight ElixirApothecary T32 wardenstone, 1 Warden-Resin×1.5 relic find chance and raises the rarity rolled by one tier
Warpaint StimulantApothecary T210 iron, 1 wardenstoneOne named hero fights that raid at +25% power
Bloodrage ElixirApothecary T33 wardenstone, 2 Warden-ResinOne named hero fights at +60% power, then loses 25% of maximum HP after the fight
JenkemberDrop onlyOne named hero fights at +40% power and the party returns 25% faster. That hero's next raid is at −15%
Raid TokenDrop onlyThe raid costs no turn

If you hold none of a craftable item, the raid card offers to make it on the spot, converting materials at the Smeltery to cover any shortfall and showing the exact burn before you commit.

Jenkember has a cost. Ten lifetime huffs give a hero the Thirst trait: their comedown deepens to −20% and they fight at −5% on raids where they do not get a jar. Fifty huffs give Addict: −25% comedown, −10% craving, and a 35% chance at launch to snatch a held jar unbidden. The lifetime count drops by 1 each clean day (a day with no comedown pending), and dropping back under a threshold sheds the trait. The Absolution Vial cannot clear either trait — that is deliberate.

Stonesnow has a cost too. Your expedition corps carries a 0–100 dependency meter that rises 2 per powder used and falls 4 per day, climbing five tiers: Clear-headed, Frost-Touched, Snow-Hungry, Snowbitten, Whiteout. Higher tiers mean tolerance (a boosted run's time multiplier erodes from ×0.50 to ×0.80), withdrawal (an un-boosted run slows to ×1.10, then ×1.25, then ×1.45), desertion (un-powdered scouts are lost an extra 5% of the time at Snowbitten, 12% at Whiteout), a standing popular-support drain (−1/day, then −3), and at Whiteout a −10 hit to raid morale. One boosted mission a day breaks even; spamming the powder hooks you.

What a raid pays

Only a win pays. A defeat has a 40% chance of scraping back a small amount of gold — up to a third of the site's minimum gold roll — and nothing else.

RewardRule
GoldRolled in the site's range, then boosted by relic gold-find, hero loot traits, a War Banner and the Pale Horde alliance
FoodOnly at sites that carry stores. The home realm's Tithe-Barns is the best food site in Wardenfall
MaterialsRolled in each of the site's material ranges, boosted by the same multipliers
Material LuckA relic bonus that adds a top-up haul of whichever material your build plan is shortest on — but only from materials the site actually yields
RegionsSee the realm table below
Conscripts0–20 extra soldiers, at the war-camp site in each realm only. They join as raw regulars
RelicsPer-site chance, 3% to 15%, and guaranteed at every Brutal apex
Hero equipment22% base chance, but only if you own at least one hero. Relic gear-find raises it, capped at 95%
PromotionsSurvivors promote on the march home, win or lose

Rarer things a winning raid can carry home:

DropChanceWhat it does
War Banner5% at the easiest sites, reaching its 25% cap at difficulty 100Arms a future raid for +10–25% gold and materials
Jenkember2% at the easiest sites, reaching its 6% cap at difficulty 100See above
Activity token2%One random Raid, Delve or Siege token. Each waives the turn cost of that activity once
Vanilla Token1%Resets your turn counter for the day
The King's DecreeNothing below difficulty 900; 0.7% there, climbing to a 2.5% cap+3 turns, granted above your daily maximum. Read it from the Inventory. The rarest spoil in the game
Haunting Cure5%, and only once the "Lift the Haunting" Whisper is chartedLifts a haunting from a hero
Conquest sighting12%, up to 6 unclaimed sightings held at onceReveals a private Tier-1 or Tier-2 realm to besiege. Any raid outside the home realm, and home Tier-3 sites, reveal the Tier-2; everything else reveals a Tier-1

What a raid costs

  • The dead. Casualties come out of the ranks that marched, higher ranks dying slower. The fallen are added to your memorial tally and to the raisable-dead pool.
  • Popular support. If 15% or more of the party falls, the realm mourns. The penalty is the loss fraction × 6, rounded, then ×1.5 if you also lost the fight, then capped at 4 points — so 4 is the worst any single raid can cost you. A built Cemetery halves it; with Cemetery rites in play the mitigation scales by tier instead (keeping 50%, 35%, then 20% of the penalty).
  • An open flank. The committed force cannot defend your barony until it returns.
  • The turn. One turn per raid, unless you spend a Raid Token.

The nine realms

Each realm past the home country is opened by winning its parent realm's Brutal apex. That win drops a map. Realms are otherwise invisible and unreachable.

#RealmOpened byDistanceSite difficultySignature materialRegions on a win
1Wardenfall (home)Open from the start×1.020 – 200WardenstoneA specific type per site: 40% at Tier 1, 60% at Tier 2, 85% at Tier 3
2Pale SteppeThe Warden's Vault×1.5100 – 500Greathide1 region, 40% chance
3AshscarThe Warden's Vault×1.5100 – 500Cinder-Coal2 regions, 45% chance
4SaltmarchThe Mammoth Graveyard (Pale Steppe)×2.0250 – 1,000Fluxsalt3 regions, 50% chance
5WitherwoodThe Caldera Heart (Ashscar)×2.5500 – 2,000Warden-Resin4 regions, 55% chance
6Hollow DownsThe Brine Throat (Saltmarch)×3.02,500 – 10,000SpellsilkNone
7Glass ReachThe Heartwood Throne (Witherwood)×3.55,000 – 20,000Starfall IronNone
8UnderdeepThe Weaver's Tomb (Hollow Downs) or The Star-Cradle (Glass Reach)×4.07,500 – 30,000QuicksilverNone
9RiftmarchThe Silver Heart (Underdeep)×5.010,000 – 40,000RiftshardNone

The distance multiplier does two jobs: it scales the gold and food a scouting journey costs, and it scales the march time of every raid into that realm. A medium journey costs 60 gold and 60 food per scout at home; the same journey into the Riftmarch costs 300 and 300. Scout return times are not affected — those depend only on the journey length you picked.

Felling a Brutal apex outside the home realm also opens a permanent hero slot, once per realm. You may hold more heroes than that, but no more than five ever take the field at once.

The home realm, site by site

SiteTierRiskDifficultyGoldMain spoilsRelic oddsRegion
Derelict War Caravan1Low20400–900Stone 14–24, iron 3–73% commonDesert
Collapsed Mine1Low–Med35300–600Iron 14–24, stone 4–83% commonMountain
The Tithe-Barns2Low–Med40120–320Food 500–1,100, timber 3–74% commonRiver
Sunken Trade-Post2Low–Med45400–900Timber 14–22, stone 14–22, iron 4–85% uncommonCoastal
Abandoned Ruins2Medium50300–700Stone 16–28, iron 10–16, timber 3–66% uncommonUrban
The Old Quarry2Medium50300–650Stone 18–30, timber 10–16, iron 3–65% uncommonIndustrial
Abandoned Logging Camp2Low–Med55300–650Timber 18–30, iron 10–16, stone 3–65% uncommonMountain
Blackwood Thicket2Medium55300–700Timber 18–30, stone 10–16, iron 3–65% uncommonRiver
Smelter's Hold2Medium60350–750Iron 18–30, stone 10–16, timber 3–65% uncommonNone
Barbarian Camp2High90800–1,600Iron 16–26, timber 8–14, stone 3–6; conscripts up to 207% uncommonIndustrial
Drowned Temple3High110600–1,400Wardenstone 2–4, stone 8–1615% rareCoastal
The Wardenwood3High120600–1,300Wardenstone 2–4, timber 16–28, stone 4–815% rareRiver
The Warden's Vault3Brutal2003,000–6,000Wardenstone 4–8, iron 14–26Guaranteed legendaryCoastal and River, always

Wardenstone comes from exactly three places — the Drowned Temple, the Wardenwood and the Warden's Vault — and it gates the top Treasury, Granary, Workshop and Smeltery tiers. Godstone is never raidable at all.

The shape of a frontier realm

Every realm past the home country runs the same twelve site slots, rethemed and rescaled: two Tier-1 sites, a spread of Tier-2 sites including one war-camp that conscripts survivors, two Tier-3 shrine sites that yield the realm's signature material, and one Tier-3 Brutal apex. The deep realms add a thirteenth slot, a dedicated food site.

  • Gold scales by a per-realm multiplier: ×2 in the Pale Steppe and Ashscar, ×3 in the Saltmarch, ×4 in the Witherwood, then ×5, ×5.5, ×6.5 and ×8 through the deep realms.
  • Ordinary materials scale the same way, from ×1.6 to ×5.
  • The wardenstone slot on the two Tier-3 sites and the apex becomes the realm's signature material instead.
  • Three sites in every frontier realm also carry off food; the deep realms have four.
  • The apex guarantees a legendary relic, and every apex except the Riftheart drops the map to the next realm. The Riftmarch is the end of the chain — its apex opens nothing further.

Signature yields in the first four frontier realms are 3–6 at each Tier-3 site and 8–14 at the apex. In the deep realms they are deliberately single-digit and much thinner — see below.

The deep realms and Resonance

The four deep realms — Hollow Downs, Glass Reach, Underdeep and Riftmarch — exist to give the Wizard's Tower's scarce spell reagents a raid source. Their gold and ordinary materials escalate hard, but the reagent itself is thin on purpose: 1–3 at a Tier-3 site, 2–6 at the apex.

RealmReagentTier-3 site yieldApex yieldWhat the reagent buys
Hollow DownsSpellsilk1–33–6Ward, Frenzy, Mend, Chain Lightning, Shatter
Glass ReachStarfall Iron1–2 and 1–33–6Meteor, Shatter
UnderdeepQuicksilver1–22–5Chain Lightning
RiftmarchRiftshard1–22–4The deepest arcane work

To make that thinness survivable, each deep realm remembers you. This is Resonance, tracked per realm.

  • A win in that realm: +1 charge.
  • A loss in that realm: −1 charge, never below 0.
  • At 5 of 5 you are Attuned to that realm.
  • While Attuned, your next haul from a site in that realm that actually yields its signature reagent rolls that reagent at the top of its range and then doubles it. The charge then resets to 0.

The charge is only spent when it actually pays out. Raid a caravan while Attuned and the charge is untouched, so it can never be wasted on a site with no reagent to double. Resonance does not exist in the home realm or the first four frontier realms.

One legendary relic channel can hold a charge through a loss instead of dropping it.

The Deep Road

A full Resonance charge is a key, not just a bonus. It opens exactly one of two doors, and it is consumed either way — there is no carrying it forward.

Door one: the deep apex. A deep realm's Brutal apex will not open at all without a full 5/5 charge with that realm. The launch is refused outright and tells you how many more wins you need. Win it and you are handed a warden's map: a private Tier-4 conquest realm, guaranteed, no roll. You may hold one unanswered warden's map at a time, and a second apex will not launch until you have marched on the first. Losing the apex costs you one charge, not the whole attunement.

Door two: the siege. You can instead carry a charge into a conquest siege, where it cashes at the moment the regent falls. That pays double the signature reagent (on a base haul of 3, before your contribution share), +15% on gold and land, and doubled godstone — a Tier-3 realm's 1 becomes 2, a Tier-4's 2 becomes 4, a Great Power War's 3 becomes 6.

Both doors cost the same five wins, so they are priced to be worth about the same. Note that no deep realm drops land on a raid; the land in the deep comes from the fortress your map points at.

Loot: relics, gear and materials

Relics (trinkets). Relics are permanent barony bonuses and are the main long-term reason to raid. Which pool you draw from is decided by where you raided: the home realm draws the universal pool, and every other realm draws its own exclusive set. There is no cross-realm bleed.

PoolTotalCommonUncommonRareLegendary
Universal (home realm)6220181410
Each of the other eight realms208642

Every Brutal apex guarantees a legendary — but only one you have not already found. Once you hold every legendary that realm can give, the guarantee lapses and the apex drops at ordinary odds instead: a 25% chance of a duplicate. Duplicates still matter, because Item Fusion needs two of a kind.

Three other things can put a relic in your hands:

  • A scout-marked lead guarantees one on a win. With Greedsight also armed, the marked lead pays 75% uncommon / 25% rare rather than a flat common.
  • Greedsight on its own multiplies the site's find chance by 1.5 and raises the rarity rolled by one tier.
  • A barony holding no relics at all is guaranteed a common on any of its first three raid wins.

Hero equipment. A won raid has a 22% base chance to drop a piece of hero gear, but only if you own at least one hero. About one drop in five comes from a small kit that drops anywhere; the rest comes from the realm's own table, and the deeper the realm the better the rarity it rolls.

RealmCommonUncommonRareLegendary
Wardenfall (home)58%27%12%3%
Pale Steppe32%40%20%8%
Ashscar30%30%28%12%
Saltmarch24%28%30%18%
Witherwood18%24%30%28%
Hollow Downs10%22%30%38%
Glass Reach8%20%30%42%
Underdeep6%18%30%46%
Riftmarch5%15%30%50%

The four deep realms hold 102 pieces of equipment between them, 53 of them legendary, and their legendary weapons carry the strongest combat traits in the game.

Materials. Four core materials are raidable — Stone, Timber, Iron and Wardenstone — plus eight signature materials, one per realm past the home country. Godstone is never raidable; it comes only from repelling a World Event and from Grand Treasury interest.

MaterialWhere it comes fromWhat it is for
Stone, Timber, IronAlmost every siteEvery building tier
WardenstoneDrowned Temple, Wardenwood, Warden's VaultTop building tiers, Stonesnow, Greedsight, Bloodrage
GreathidePale SteppeWorkshop Tier 2
Cinder-CoalAshscarSmeltery Tier 2
FluxsaltSaltmarchSmeltery Tier 3
Warden-ResinWitherwoodWorkshop Tier 3
Spellsilk, Starfall Iron, Quicksilver, RiftshardThe four deep realmsSpells at the Wizard's Tower

Signature materials have no Smeltery conversion route. If a recipe wants one, you must already hold it.

How raiding feeds the rest of the game

  • Buildings. Stone, timber, iron and wardenstone are the only way to raise the Treasury, Granary, Workshop and Smeltery. Material Luck exists so a hoard of relics quietly steers your hauls toward whatever your build queue is short of.
  • Land. Home-realm raids seize a specific region type, set per site. The first four frontier realms seize 1 to 4 regions drawn at random from seven ordinary types — Coastal, River, Desert, Mountain, Urban, Industrial, Technology. Alongside conquest, this is the main way a barony grows.
  • Heroes. Raids are how most heroes level, and equipment comes almost entirely from raid drops. Beating a frontier Brutal apex opens a permanent hero slot.
  • Conquest. One raid win in eight reveals a private Tier-1 or Tier-2 realm to besiege. Deep apexes hand you a Tier-4 outright.
  • Magic. The four deep-realm reagents are the raid-side supply for the Wizard's Tower spellbook. The only alternative is refining six common materials into one.
  • Turns. Activity tokens, Vanilla Tokens and the King's Decree all come out of raids, and turns are the binding constraint on everything else you do.
  • Story. Scout discoveries are also what surface Whispers and reveal Delve sites.

The practical shape of the loop: scout on medium or long journeys into the deepest realm you have opened, bank the leads, and spend your turns on the sites that pay what you are actually short of — food from the barns, wardenstone from the temples, reagents from the deep. Push a Brutal apex only when your army genuinely overmatches it, because that is where the maps, the legendaries and the next realm live.

Buildings: the Economic Core

Eight buildings carry the economy of a barony. The Treasury and Granary store what you own and protect it from theft. The Quarry, Lumber Camp and Forge produce raw material every day without a raid. The Workshop, Apothecary and Smeltery spend that material: two of them turn it into consumables, the third converts one material into another. Everything is raised from the Works page, on the Buildings tab.

The rules of building

  • One build per line at a time. Each building line has its own timer. While the Treasury is rising you cannot start another Treasury tier, but you can start a Granary, a Forge and a Workshop in the same minute.
  • Tiers are strictly in order. You always raise the next tier up. There is no skipping and no downgrade.
  • The cost is spent up front, the moment you press build. There is no refund, no cancel, and no way to hurry a timer once it starts.
  • Builds finish on their own timer. The times below are real-world minutes and hours, not turns. Building costs you no turns at all.
  • The tier lands when you next open the game. There is no background scheduler: a finished build is applied on your next page load after the timer runs out. Nothing is lost by logging in late — the timer does not restart.
  • Gold can come out of the Treasury; materials cannot. Any gold price draws your loose gold first and your banked gold for the shortfall. Stone, timber, iron, wardenstone, godstone and frontier materials must be loose in your stores.
  • Some relics shorten construction. Trinkets and relics carrying the build-haste effect cut build time, and their combined effect is capped at 35%.
  • A finished tier is public. Every completed upgrade posts to the news ticker, the realm feed and Discord.

The Treasury

The Treasury does three jobs: it banks gold out of reach of the Gold Heist, it pays interest, and it secures trinkets against theft. It costs no gold at any tier — only materials, and at tier 4 that includes godstone, which no raid can produce.

TierNameCostBuild timeBanksTrinkets securedInterest per day (loose / banked)Prestige
1Strongbox40 stone, 25 timber30 min50,000g51% / 3%500
2Vault100 stone, 60 timber, 50 iron3 hours250,000g152% / 5%1,500
3Treasury200 stone, 120 timber, 120 iron, 8 wardenstone10 hours500,000g253% / 7%2,750
4Grand Treasury400 stone, 250 timber, 250 iron, 20 wardenstone, 2 godstone24 hours2,000,000g604% / 9%6,000

Interest. Loose gold earns the lower rate, and only on the portion up to your bank cap. Banked gold earns the higher rate on the whole balance. Both are paid as new gold on the daily cycle. The combined payout is capped at 25,000 gold per day no matter how much you hold, so a full Grand Treasury does not print without limit.

Banking. You can deposit and withdraw gold freely up to the cap. You do not have to deposit by hand to be safe: on the daily cycle, positive income fills the Treasury up to its cap first, and only the overflow lands as loose gold. Banked gold is still spendable — any purchase draws loose gold first and the reserve for the remainder — but selling and gifting only ever use loose gold.

Securing trinkets. The tier sets how many trinkets are heist-proof. You pin the ones you care about; any slots left over fill automatically with your most valuable trinkets, oldest first. Everything past the cap is exposed, and exposed trinkets are the only ones a heist can take. A pinned trinket also cannot be sold to the Roaming Trader.

Godstone. The Grand Treasury is the only building in this group that needs it. Godstone is never raided, never bought and never smelted. It comes from repelling a realm-wide World Event, and from taking a Realm in a conquest siege.

The Granary

The Granary is the food counterpart. It raises food production by a flat percentage and holds a food reserve that the Food Heist cannot touch. It tops out at wardenstone, so unlike the Grand Treasury it is reachable without godstone.

TierNameCostBuild timeHoldsFood productionPrestige
1Root Cellar40 timber, 20 stone20 min5,000 food+10%400
2Granary100 timber, 50 stone, 30 iron2 hours25,000 food+20%1,200
3Storehouse200 timber, 120 stone, 100 iron, 6 wardenstone8 hours75,000 food+35%2,500
4Grand Granary400 timber, 250 stone, 200 iron, 18 wardenstone20 hours250,000 food+50%5,000

The production bonus multiplies your regions' food output after the technology bonus. It does not create food where there is none: only River regions grow food, so a barony with no rivers gets 50% of nothing.

Storage works like the Treasury. Surplus fills the reserve up to the cap first and the overflow stays loose. On a day when you eat more than you grow, the shortfall is drawn out of the reserve automatically.

Quarry, Lumber Camp and Forge

These three are the passive material faucets. Each produces its own material every daily cycle with no raid, no turns and no risk. They are bought with gold rather than materials, which is what makes them the bridge out of raid dependence.

What unlocks them: Technology Level 10. Tech level climbs by 1 per daily cycle until it reaches its ceiling, and the ceiling is the number of Technology regions you own (capped at 10) plus 1 for each active Tech Agreement. So the usual route is 10 Technology regions and ten cycles, but eight regions and two Tech Agreements gets you there too. The market refuses an eleventh Technology region.

BuildingTierNameCostBuild timeYield per dayPrestige
Quarry1Quarry Pit10,000g30 min12 stone600
Quarry2Quarry30,000g3 hours24 stone1,600
Quarry3Great Quarry75,000g10 hours38 stone3,600
Lumber Camp1Logging Camp10,000g30 min10 timber600
Lumber Camp2Lumber Camp30,000g3 hours21 timber1,600
Lumber Camp3Timberworks75,000g10 hours34 timber3,600
Forge1Smithy12,000g30 min9 iron600
Forge2Forge36,000g3 hours19 iron1,600
Forge3Great Forge90,000g10 hours32 iron3,600

Yields are flat per cycle and do not scale with your size. Trinkets and relics carrying the output-efficiency effect raise all three, up to +40%. These buildings have no storage and no reserve — everything they make lands loose in your stores.

The Workshop

The Workshop spends materials on one-shot war gear: things you pick when you launch a raid or send scouts. Its higher tiers need frontier materials, which are only found in the expanded lands past the Warden's Vault.

TierNameCostBuild timeWhat the tier buys
1Lean-To Bench8,000g, 60 timber, 40 stone30 minSiege Kit, Scout Pack
2Workshop24,000g, 140 timber, 80 stone, 60 iron, 10 Greathide3 hoursSurveyor's Charter, War Banner
3Artificer's Hall60,000g, 280 timber, 160 stone, 140 iron, 6 Warden-Resin, 18 Greathide10 hoursQuartermaster's Lodestone
4The Reliquary Forge140,000g, 420 timber, 260 stone, 220 iron, 14 wardenstone, 10 Warden-Resin24 hoursNo new recipes. This is the only place trinkets can be fused.
ItemNeedsCost per craftEffect
Siege KitTier 112 iron, 8 timberPick it at a raid launch: that raid's casualties drop 35%. One use.
Scout PackTier 18 timber, 6 iron3 uses. Each packed scout has a 25% chance to sight a trinket-bearing site; winning that raid guarantees a trinket.
Surveyor's CharterTier 212 timber, 10 iron, 8 stone3 uses. Name a material when you send scouts and the lead they bring back is guaranteed to be a site that yields it.
War BannerTier 218 iron, 2 wardenstone3 uses. A raid carrying the banner brings back +25% gold and materials.
Quartermaster's LodestoneTier 330 iron, 4 wardenstone3 uses. Each scout has a 25% chance to sight a gear-bearing site; win that raid with a Hero and hero equipment is guaranteed.

The Apothecary

The Apothecary makes drinkable consumables: healing draughts used on a Hero between fights, and utility brews picked at the moment you send scouts or launch a raid.

TierNameCostBuild timeWhat the tier buys
1Herbalist's Hut8,000g, 50 timber, 30 stone30 minSalveroot Tonic, Stonesnow
2Apothecary24,000g, 100 timber, 80 stone, 60 iron, 8 Greathide3 hoursKnitbone Draught, Warpaint Stimulant, Stillblood Draught
3Alchemist's Laboratory60,000g, 200 timber, 160 stone, 120 iron, 6 Warden-Resin, 4 wardenstone10 hoursWardenbalm Elixir, Bloodrage Elixir, Greedsight Elixir
BrewNeedsCost per craftEffect
Salveroot TonicTier 16 timber, 2 ironHeals a Hero for 10 HP.
StonesnowTier 12 wardenstoneHalves a scout run's or a raid's travel time. One powder per use.
Knitbone DraughtTier 212 timber, 6 ironHeals a Hero for 25 HP.
Warpaint StimulantTier 210 iron, 1 wardenstoneYour Hero fights that raid at +25% power.
Stillblood DraughtTier 22 Warden-Resin+2 popular support. Usable once every 12 hours.
Wardenbalm ElixirTier 32 wardenstone, 2 Warden-ResinHeals a Hero for 50 HP.
Bloodrage ElixirTier 33 wardenstone, 2 Warden-ResinYour Hero fights that raid at +60% power, then loses 25% of their maximum HP.
Greedsight ElixirTier 32 wardenstone, 1 Warden-ResinThat raid's chance to find a trinket is multiplied by 1.5, and the trinket found is one rarity tier better.

You craft all of these on the Craftables tab of the Works page, not the Buildings tab. Healing brews are then used from the building's card or your Inventory. If you do not name a Hero, the one with the lowest share of their maximum HP is treated. Any of the three healing brews will also bring a Hero sitting at 0 HP back onto their feet — that is not exclusive to the Wardenbalm Elixir.

The Smeltery

The Smeltery converts one material into another at a loss. The loss is deliberate: it is what stops conversion from being free money. Use it to turn a material you have too much of into one you are short of.

TierNameCostBuild timeConversion rate
1Cinder Pit10,000g, 80 stone, 40 timber30 min8 : 1 between stone, timber and iron
2Crucible30,000g, 160 stone, 80 timber, 50 iron, 10 Cinder-Coal3 hours6 : 1
3Grand Foundry75,000g, 320 stone, 160 timber, 120 iron, 5 Fluxsalt, 16 Cinder-Coal10 hours3 : 1, plus any base material into wardenstone at 10 : 1

Any of the three base materials trades for any other at the tier's flat rate. Wardenstone can be made at Tier 3 but never converted back down, and there is no route to godstone at any tier. Conversions are instant and cost no turns; up to 500 units of output can be made at once.

The Smeltery also covers shortfalls automatically. When you craft a raid consumable straight from the raid panel and you are short a base material, it converts what is needed on the spot, drawing from your largest pile first. Without a Smeltery, that shortcut is not offered.

Frontier materials

Four materials gate the higher crafting tiers. None of them exists in the home country — each is found by raiding one of the expanded lands, which open once you win the Warden's Vault.

MaterialFound inNeeded for
GreathideThe Pale SteppeWorkshop 2 and 3, Apothecary 2
Cinder-CoalThe AshscarSmeltery 2 and 3
FluxsaltThe SaltmarchSmeltery 3
Warden-ResinThe WitherwoodWorkshop 3 and 4, Apothecary 3, and four of the Apothecary's brews (Stillblood, Wardenbalm, Bloodrage, Greedsight)

The market

The market is the realm-wide shop, open to everyone with no agreement needed. It sells land, troops and food, and it buys food and raw material back. Prices move: they drift up to 8% per cycle with a pull back toward base, and every trade you make moves the price for everyone.

Land

RegionBase priceNotes
Technology1,200gHard cap of 10 owned. Each one you already hold raises the next one's price.
Coastal800gStaple gold income.
Watchtower800gAlso costs 8 timber each, and ramps in price faster than any other type.
Industrial700g
Urban600g
River500gThe only region that grows food.
Mountain450g
Desert350g
Cursed Waste50gCannot be bought. 50g each to cleanse land a Doomfire strike left behind.

Land gets dearer as you grow. Every region in a single order costs more than the one before it, and the premium keeps climbing with the total land you already hold — so a large barony pays far above the sticker price for its next region. Buying also pushes that region's market price up by about 1% per region for everyone; selling pushes it down. Region prices are bounded between 65% and 180% of base, and land sells for 60% of the current buy price with no ramp, so churning land is always a loss.

New baronies buy cheaper. The newcomer discount is 35% off the buy price at zero regions owned and fades in a straight line to nothing at 100 regions. It applies to every region type, on buys only.

Troops

UnitBuyOr pay in ironSells forDaily upkeepDaily food
Soldiers100g7 iron60g5g2
Cavalry200g14 iron120g8g1
Ballistas150g11 iron90g3g0
Knights250g18 iron150g6g1
Trebuchets350g25 iron200g10g1

Iron is an alternative currency, not an extra cost — you pay the gold price or the iron price, never both. The iron prices are fixed at iron's base bank value of 14 gold, so at that rate paying in iron and paying in gold cost the same, and buying a unit with iron to resell the unit for gold always loses money. Note that the bank's live iron price sags as the realm dumps iron on it (see below) while the unit iron prices do not move, so when iron is depressed, spending it on troops is worth more than selling it. Soldiers can also be conscripted with food, at 500 food each; that is a deliberate food sink, not a cheap army. The realm's administrator can adjust the Soldier prices; every other unit is fixed.

Selling veterans is priced by their rank, and selling a rank you do not hold enough of is refused. Units sell for about 60% of what they cost, so an army is not a savings account.

Food

Food is a live order book. Every purchase walks the price up and every sale walks it down, at roughly 1 gold per 2,000 food traded, and you pay or receive the true average across your own order rather than the pre-trade price. The price floor is 1 gold and the ceiling is 20.

Selling is deliberately worse than buying, in three stacked ways:

  • You are only paid for the value above the 1-gold floor, at half rate. A market already glutted with food pays close to nothing for more.
  • The rate you receive is capped at 4 gold per food however scarce food gets, even when buyers are paying 20.
  • Daily takings suffer diminishing returns. The first 10,000 gold of the day pays in full. After that the sale is walked through 15,000-gold bands that pay 60%, then 30%, then 15%, halving forever — so a single day's food sales climb toward about 28,000 gold and can never reach more. There is no error and no wall, just a flattening curve. The whole curve is scaled down for young accounts: one fifth of it under three days old (about 5,600 a day), one half under fourteen (about 14,000).

The result is that a sell-then-rebuy round trip always loses gold at any volume, while genuinely buying food to feed an army works exactly as it reads.

Selling material to the bank

MaterialBase bank price
Stone5g
Timber6g
Iron14g

The bank buys these three and nothing else — wardenstone and godstone have no bank price. This is a sell-only outlet, so the price can only move down: each sale drops it, roughly a full base price per 800 units dumped, with a floor at 40% of base. It recovers 30% of the gap back toward base on each daily tick. That sag is what stops the Smeltery from being a gold printer — convert enough material into iron and iron stops being worth converting to.

Trading with other players

The Trade Post. Player-to-player listings, and the only market for stone, timber, iron and wardenstone at a price you set. Food and all five troop types can also be listed.

  • You need at least one active Trade Agreement to post a listing at all, and you must have an active Trade Agreement with the seller to buy theirs.
  • Listings expire after 24 hours. You can cancel your own at any time.
  • Every completed material trade is recorded as the going rate, which is what the commodity price graph shows. There is no global buy or sell price for materials — the market is whatever players actually pay.
  • An anti-funnel limit refuses the trade if either side has already taken in too much value today: 25,000 gold-equivalent for an account under three days old, 150,000 under fourteen days, and 500,000 after that.

The Roaming Trader. A travelling merchant with roughly a 15% chance of arriving on any given day; once he does he stays for about 30 hours. He buys trinkets you have not pinned and hero equipment nobody has equipped, and he carries a small cart of his own.

RarityHe paysHe charges
Common500g2,700g
Uncommon1,500g6,750g
Rare4,000g13,500g
Legendary9,000gNever stocked
  • Fused items are worth more both ways: each level above the first adds 60% of the base value.
  • An Undercroft (tier 1, the Scales) raises everything he pays you by 15%.
  • His cart holds 2 to 4 trinkets and hero items per visit, plus the token below. Duplicates are allowed and are the point — two copies of the same ware on one cart is a fusion pair. Rarity is rolled per ware at 55% common, 35% uncommon, 10% rare; legendaries are never stocked. Prices are stamped when the visit opens and do not change during it.
  • He always carries exactly one activity token, at 6,000 gold. It is the only place to buy one.
  • Anything you sell him can be bought back for exactly what he paid, for as long as he is in town. The buyback needs loose gold, so spend the proceeds and you lose the undo. Once he moves on, the sale is final.
  • His asking prices rise for the wealthiest baronies only. Below four times the realm's median purse — counting banked gold — you pay the listed price, always. The median is taken from active purses of 25,000 gold or more, and if there are fewer than five of those, nobody is scaled at all. What he pays you is never scaled.

How this feeds the wider game

The economy is built as a ladder out of raiding. Early on, every stone and timber comes from a raid, and the Treasury and Granary exist to keep what you win. In the middle game the Quarry, Lumber Camp and Forge take over the supply of base material, which is what frees your turns for raids, delves and sieges you actually want to run rather than material runs you have to.

From there the crafting line turns that surplus back into fighting power: the Workshop and Apothecary are the reason a raid is safer, faster or richer than the one before, and the Smeltery is what makes a wrong-shaped pile useful. The frontier materials at the top of each line are the hook back into exploration — you cannot finish these buildings from home.

Two things also feed the scoreboard. Every Treasury, Granary and production tier grants flat prestige toward your ranking, and the reserves protect the two resources most exposed to enemy action. A barony with a full Treasury and Granary is difficult to hurt through theft, and a barony with the three works standing does not run dry when it stops raiding.

Buildings: the Specialist Lines and How to Unlock Them

Alongside the economic buildings, Wardenfall has nine specialist lines: the Cemetery, the Memorial, the Holy Site, the Wizard's Tower, the Spymaster's Lodge, the Stable, and the three guild lines (Oathhall, Fellwatch, Undercroft). Each is a ladder of tiers. Each tier costs materials (and sometimes gold), takes real time to raise, and unlocks something you cannot do any other way. Most lines also have an unlock above and beyond the cost: a story quest you must solve, a set of plans you must win in war, or a number of dead soldiers you must already have lost.

You raise all of them from the Works page, on the Buildings tab.

How building works

  • One tier at a time per line. You cannot queue a second tier while the first is up.
  • The cost is taken the moment you start. Gold can draw on your Treasury reserve; materials must be liquid.
  • The build times below are the base times. Trinkets and relics that shorten construction apply on top, up to 35% off.
  • Nothing in Wardenfall is on a scheduler. A finished build completes on your next page load. If a timer has run out and the tier has not moved, load the page again.
  • A completed tier is realm news. Everyone sees that you raised it.
  • Tiers do not expire, and nothing you do can lose one. The single exception is a World Event Construct that breaks through: that knocks tiers off the tallest buildings of every established barony, and the Cemetery, Memorial, Spymaster's Lodge and Holy Site are on its list. The Wizard's Tower, the Stable and the three guild lines are not.

The Cemetery

A burial ground for your fallen soldiers. Its job is to soften the popular-support hit when men die, and from Tier 2 it becomes the home of the Cemetery Rites and the Souls economy.

Unlock: cumulative soldiers lost. The gate is per tier, not just for the first one. Losses count for your whole history, so this line opens itself if you fight at all.

TierNameSoldiers you must have lostCostTime to raise
1Cemetery1,00015,000 gold, 120 stone, 60 timber60 min
2War Cemetery2,50035,000 gold, 280 stone, 140 timber, 40 iron2 h
3Necropolis5,00070,000 gold, 500 stone, 200 timber, 12 wardenstone4 h
TierSupport loss on casualtiesSupport per dayPrestigeAlso
1cut to 50% of full00-
2cut to 35%+1+600opens the Cemetery Rites
3cut to 20%+2+1,800+3% hero-party morale on raids while Honored

The Cemetery Rites (Tier 2 and up)

The Cemetery runs on two separate pools. Every soldier who falls adds one body to the raisable dead. Souls are not minted by death at all: the only way to get one is Soul-Harvest, which kills a living veteran of yours. Dark rites raise a Disturbance meter (0-100); benign rites lower it. Disturbance falls by 5 each day on its own.

RiteCostEffectDisturbance
Rite of Honor4,000 gold+8 popular support-10
Soul-Harvestliving soldiers of a rank you pick, killedSouls by rank: 1 / 2 / 4 / 7 / 11 / 20 per soldier (Regular up to five-star)+1 per 40 Souls drawn
Spectral Hostthe raisable dead themselves, 1 Soul binding each 1,000 of them+25% army power on your next raid, or a ghost column in a siege+1 per 1,000 raised
Reconsecration20,000 gold, 10 wardenstonesettles the grounds-40

If Disturbance crosses your tier's tolerance (50 at Tier 2, 65 at Tier 3) the grounds turn Haunted. While Haunted you lose 4 popular support per day instead of gaining any, the Necropolis morale bonus stops applying, and the Spectral Host raid bonus is 1.5 times larger (+37.5% instead of +25%). Reconsecration is how you climb back out.

The Memorial

The dark counterpart to the Holy Site. It starts as a monument to your fallen heroes and ends as the altar of the Unbinding. From Tier 2 up, each tier is the prerequisite for a rite you cannot perform anywhere else.

Unlock: one of your heroes must have died. Nothing else opens this line.

TierNameCostTimeWhat must already be true
1Memorial25,000 gold, 160 stone, 4 wardenstone2 hat least one fallen hero
2Crypt45,000 gold, 300 stone, 80 iron4 ha Cemetery (Tier 1) must also stand
3The Black Chapel90,000 gold, 600 stone, 120 iron, 20 wardenstone6 ha Necropolis (Cemetery Tier 3) and the whisper "A Greater Soul" solved
4The Obsidian Adytum180,000 gold, 1,200 stone, 260 iron, 45 wardenstone24 hthe Black Chapel

Tier 1 gives +2% hero morale for each fallen hero it names, up to +10% (five fallen).

Tier 2, the Crypt, opens the dark rites. Each one deepens a permanent Taint on the hero it touches, worth -6% power and -3% morale per level, capped at five levels.

RiteCostEffectTaint added
Rite of Reforging1 five-star soldier, 6 Greathide, 4 Cinder-Coalre-rolls a hero's traits, good and bad+1
Rite of Cleansing2 five-star soldiers, 5 Fluxsalt, 3 Cinder-Coalburns one flaw off a hero+1
Rite of Raising3 five-star soldiers, 3 Warden-Resin, 6 Greathide, 20,000 goldreturns a fallen hero at half max HP; you need a free hero slot for them+2
Rite of Substitution (Tier 3 only)1 five-star soldier, 4 Warden-Resin, 1,000 population, 1 fallen hero's soul, and a living hero of higher level offered uplifts all Taint from one hero; the hero you offered is retired forever0

Tier 4, the Obsidian Adytum, opens the Unbinding. One of your heroes (the vessel) takes one level of Taint off another hero on the same roster. Both heroes must be yours, and neither may be benched. Each rite costs 1 turn plus Relic Ash: 42 Ash for a clean vessel, rising to 186 for one already deep in the dark. Afterwards both heroes are laid up in a vigil and cannot be fielded at all - 7 hours at the start, up to 31 hours at the deepest. The Taint is gone from the donor for good; the vessel gains a permanent dark mark in exchange, and walking that back out is the Pilgrim's Path at 1.5 times the usual cost.

The Holy Site

The mirror of the Memorial: it takes flaws off heroes rather than putting them on. This line costs no gold at all, only raid materials and time.

Unlock: solve the whisper "The First Vow". Until you have, the line does not appear. Once a Holy Site stands, the upgrades need only materials.

TierNameCostTimePrestigeWhat it opens
1Holy Site120 stone, 80 timber60 min+800nothing beyond the prestige
2Sanctuary220 stone, 140 timber, 100 iron, 6 wardenstone6 h+2,200the Rite of Absolution
3Temple400 stone, 250 timber, 200 iron, 16 wardenstone20 h+5,000crafts Absolution Vials
4Cathedral900 stone, 600 timber, 500 iron, 40 wardenstone48 h+12,000the Pilgrim's Path

The Rite of Absolution (Tier 2) spends one Absolution Vial and strips every birth flaw and battle wound from one living hero at once. Two things it will not touch: vices and addictions, and the Taint. For Taint you need the Black Chapel's Rite of Substitution, or the Cathedral's Pilgrim's Path.

Crafting a Vial (Tier 3) costs 2 godstone and 100 wardenstone. Vials also drop from repelling a Titan (two per repel), which is much cheaper if a Titan happens to be coming.

The Pilgrim's Path (Tier 4) sends one hero out alone. They come home fully healed, and one level of Taint lighter if they carried any. The price is their seat: a pilgrim still occupies their place in your party for the whole walk, so you fight a champion short until they return. The offering is Relic Ash, charged at 6 per hour of the walk and spent the moment they leave; if the hero carries Taint, the walk also costs one Absolution Vial per level lifted. A walk is 24 hours for a hero of ordinary standing and gets 12 hours longer for every step their standing has already moved, to a ceiling of 108 hours; a hero walking back out of the dark pays 1.5 times the hours and the ash. So compared with the Black Chapel's Rite of Substitution this is slow and expensive - but it costs you no champion.

The Wizard's Tower

The arcane line, built over the far-realm material pool. It is the only place to trade one far-realm material for another, the only place to refine common materials into scarce ones, and the only source of battle spells.

Unlock: the Wizard's Tower Blueprint. It drops from winning a Tier 3 or higher conquest (or a Great Power War) with a 40% chance per victory, and stops dropping once you hold one. There is no other way in.

TierNameCostTime
1House of the Arcane150 stone, 120 timber, 60 iron, and 6 each of Greathide, Warden-Resin, Cinder-Coal, Fluxsalt90 min
2Conjurer's Spire260 stone, 180 timber, 140 iron, 10 wardenstone, 1 godstone, and 12 each of the four commons8 h
3Wizard's Tower420 stone, 300 timber, 240 iron, 20 wardenstone, 2 godstone, and 20 each of the four commons20 h
4Archmage's Rise600 stone, 420 timber, 340 iron, 36 wardenstone, 3 godstone, and 32 each of the four commons30 h

Tier 4 has a second gate. You cannot raise the Archmage's Rise until all six base spells are discovered and researched. Materials alone will not get you there.

TierWhat it does
1The Exchange. Trade far-realm materials at 0.60 output per input.
2Exchange rate improves to 0.75. Refine unlocks: 6 of a common material makes 1 scarce one.
3Exchange 0.80. The Spellbook: research found recipes into castable spells and buy cards.
4Exchange 0.85. The Tome: bind spells to your heroes' spell slots on the Spellbook page, so they cast in delves and sieges. Spells also start dropping as spoils (35% per conquest win, 15% per delve).

The Exchange will never hand you Spellsilk, Starfall Iron, Quicksilver or Riftshard. Those four are deep-realm reagents; you can spend them at the Tower, but the Exchange cannot produce them, and nor can the Tower's auto-buy when you are short for a spell. Refine is the one route that makes them, and it reaches only Spellsilk, Starfall Iron and Quicksilver - never Riftshard.

SpellCostEffect
Warding Sigil25,000 gold, 2 Spellsilkparty takes 45% less damage for 2 rounds
Battle-Frenzy35,000 gold, 4 Cinder-Coal, 1 Spellsilkcolumns attack 40% harder for 2 rounds
Mending Light35,000 gold, 4 Warden-Resin, 1 Spellsilkheroes heal 35% of max HP; columns recover 8% of their fallen
Meteor50,000 gold, 3 Cinder-Coal, 2 Starfall Iron220 damage to every defender
Chain Lightning45,000 gold, 3 Quicksilver, 1 Spellsilk160 damage to up to 3 defenders
Shatter60,000 gold, 3 Starfall Iron, 1 Spellsilk300 damage to one defender, tripled against a gate

The Spymaster's Lodge

Counter-intelligence. It unmasks the people running covert operations against you and makes those operations less likely to succeed. It has no unlock condition: build it whenever you can afford it.

TierNameCostTimeChance to unmask a spyEnemy op successPrestige
1Watch-House20,000 gold, 150 stone, 100 timber90 min25%-5%+500
2Spymaster's Lodge45,000 gold, 300 stone, 80 iron4 h45%-10%+1,500
3Hall of Whispers80,000 gold, 500 stone, 150 iron, 10 wardenstone8 h70%-15%+3,000

The op-success penalty stacks with your Watchtowers. From Tier 1 you can also run a Counter-Espionage Sweep: 8,000 gold and 1 turn buys an 8-hour window where incoming operations are 40% less likely to land and any that do land are detected for certain. It is a jamming field, not immunity.

The Stable

The one building that hands you turns on demand rather than spending them. Raise it, keep horses in it, feed them, let them rest, then send a courier out with the day's orders. Each courier is worth one turn, granted on top of your daily allotment.

There is no unlock condition beyond the cost.

TierNameCostTimeStallsRestCouriers per dayFood per feedPrestige
1Paddock60 timber, 30 stone30 min210 h1400+400
2Stable150 timber, 80 stone, 50 iron3 h38 h2500+1,200
3Coaching Yard320 timber, 180 stone, 140 iron, 8 wardenstone10 h46 h3650+2,500

The couriers-per-day figure is the ceiling and nothing moves it. No amount of gold, land or army raises it. Stalls and rest time only decide how likely a horse is to be ready when you log in - and rest time is the one number here a trinket can shorten.

The daily reset wipes unspent turns. The reset sets your turns to the day's allotment rather than adding to them, so a courier sent just before the reset buys a turn that vanishes. The Stable refuses to send one within 30 minutes of the reset and tells you why.

Feeding costs liquid food. The Granary reserve does not feed horses.

The Bond

Every courier a horse carries counts toward its own rank. Rank is the only thing a horse gains, and rides are the only way to gain it.

RankRides neededExtra movementInitiative
Green0--
Steady6--
Seasoned15+1 hex-
Warhorse30+1 hex+2
Destrier55+2 hexes+3

At Seasoned a horse can be bonded to a hero. The bond gives that hero the horse's movement and initiative on the Arena sand and in duels. One horse, one hero, both ways. A bonded horse still eats, rests, carries couriers and climbs toward its next rank. Because you keep fewer stalls than heroes, you are always choosing who rides.

The three guild lines

The Oathhall (Warriors), the Fellwatch (Rangers) and the Undercroft (Thieves). These are the buildings behind hero ascension, and the only buildings that pay permanent turns.

Unlock: each line has its own Blueprint, and a Blueprint drops only from winning a Tier 4 conquest. A hero of that line's class must have fought in the siege and be alive at the end. There is no level requirement on the drop. The base chance is 1 in 3 per eligible hero; every Tier 4 victory that leaves a line empty-handed adds 1/6 to that line's odds, so the fifth is guaranteed. Only one Blueprint drops per victory, and if several lines hit, the one you have missed most goes first. A line you have no Blueprint for is invisible on your Buildings page.

All three lines share one cost curve.

TierCostTime
1150 stone, 120 timber, 80 iron90 min
2260 stone, 200 timber, 160 iron, 10 wardenstone, 1 godstone8 h
3420 stone, 320 timber, 260 iron, 20 wardenstone, 2 godstone20 h
4620 stone, 440 timber, 360 iron, 36 wardenstone, 3 godstone30 h
TierThe Oathhall (Warrior)The Fellwatch (Ranger)The Undercroft (Thief)
1 The Sparring Yard. Warriors heal an extra 15% of max HP each day. The Mews. Scout journeys take 20% less time and scout losses are halved. The Scales. The Roaming Trader pays you 15% more.
2 The Pells. Warriors earn 1.2 times battle XP. Also opens soldier training. The Waystones. +10 percentage points on the chance to find a site. The Ratruns. Trinket heists cost 15% less.
3 The Oathhall. +1 permanent turn per day. Warrior Ascension Trials open. The Winding Horn. +1 permanent turn per day. Ranger Ascension Trials open. The Last Lock. +1 permanent turn per day. Thief Ascension Trials open.
4 The Arena. +1 permanent turn per day, and a starting purse of 3 Arena Tokens. The Fellwatch. +1 permanent turn per day. The Undercroft. +1 permanent turn per day, and +2 bench slots on your roster.

Only Tiers 3 and 4 pay turns. The first two tiers pay their perk and nothing else. Each turn-paying tier grants +1 permanent turn per day the moment it completes, so all three lines fully built is +6 per day. Tiers 1 and 2 are still worth raising, but do not build them expecting a turn.

Training soldiers (Oathhall Tier 2)

Put soldiers through training and they come out one veteran rank higher. Not all of them come out: a share washes out and is gone. You are buying quality with quantity.

A drill costs 1 turn, takes a batch of 50 to 20,000 men, and runs for a fixed season during which those men cannot raid, hold or hunt. Only men at home can be entered, and you can run one drill at a time. Gold and food are charged per man entered, including the ones who wash out.

Promoting toSeasonWashoutGold per manFood per man
1 star45 min18%63
2 stars75 min15%145
3 stars2 h13%308
4 stars3 h11%6513
5 stars5 h34%16022

Which halls an ascension needs

To send a hero on an Ascension Trial you need two guild halls at Tier 3: the one that teaches your hero's own class, and the one that teaches the class they are reaching toward. The Wizard's Tower counts as the Mage's hall, and its Tier 3 is the Wizard's Tower room.

  • Warrior to Warrior, Ranger to Ranger and so on collapses to a single hall. These four pure paths are the accessible route.
  • A blended path (Ranger reaching toward Mage, say) needs the Fellwatch at Tier 3 and the Wizard's Tower at Tier 3. The twelve blends are the long project.
  • The hero themselves must be Level 40. The buildings only open the Trial; passing it is a separate problem.

Dependencies: what you need before what

Read each line left to right. Everything to the left must already be true.

  • Cemetery → lose 1,000 soldiers → Cemetery. Then 2,500 lost for the War Cemetery, then 5,000 for the Necropolis.
  • Cemetery Rites and Souls → 2,500 soldiers lost → War Cemetery (Tier 2) → the four rites.
  • Memorial → a hero must die → Memorial.
  • Crypt and the dark rites → a fallen hero and a Cemetery → Memorial → Crypt.
  • The Black Chapel and the Rite of Substitution → Crypt → Necropolis (Cemetery Tier 3, so 5,000 soldiers lost) → solve the whisper "A Greater Soul" → Black Chapel.
  • The Obsidian Adytum and the Unbinding → Black Chapel → Obsidian Adytum → 1 turn and 42 or more Relic Ash per rite. To have anything to unbind, you must first have used the Crypt's rites to put Taint on a hero of your own.
  • Holy Site → solve the whisper "The First Vow" → Holy Site.
  • The Rite of Absolution → Holy Site → Sanctuary → hold an Absolution Vial (from a whisper, or from repelling a Titan).
  • Crafting Absolution Vials → Sanctuary → Temple → 2 godstone and 100 wardenstone per vial.
  • The Pilgrim's Path → Temple → Cathedral → Relic Ash for the offering (plus one Absolution Vial if the hero carries Taint), and a party seat you can afford to leave empty.
  • Wizard's Tower → win a Tier 3 or higher conquest, or a Great Power War → the Blueprint drops (40%) → House of the Arcane.
  • Refine → House of the Arcane → Conjurer's Spire.
  • Battle spells → Conjurer's Spire → Wizard's Tower (Tier 3) → find a spell recipe, research it, then buy cards.
  • Spells on your heroes → research all six base spells → Archmage's Rise (Tier 4) → bind them from the Spellbook.
  • Spymaster's Lodge → nothing. Build it.
  • Counter-Espionage Sweep → Watch-House (Tier 1) → 8,000 gold and 1 turn.
  • Stable → nothing. Build it, then feed a horse, then wait out its rest, then send the courier.
  • A mounted hero → a Stable → 15 couriers carried by one horse (Seasoned) → bond it to a hero.
  • Any guild line → win a Tier 4 conquest with a hero of that class in the fight → the line's Blueprint drops → Tier 1.
  • Training soldiers → the Oathhall Blueprint → the Sparring Yard → The Pells (Tier 2).
  • Permanent turns from a guild line → that line at Tier 3. A second turn at Tier 4.
  • A pure Ascension Trial → your hero's own guild line at Tier 3 → a Level 40 hero.
  • A blended Ascension Trial → your hero's own line at Tier 3 and the blend class's line at Tier 3 → a Level 40 hero.
  • Roster bench slots → the Undercroft Blueprint → Undercroft Tier 4 → +2 bench slots.

How these lines feed the rest of the game

  • War feeds the buildings. Four of the nine lines - the Wizard's Tower and all three guild lines - cannot be started at all without a conquest victory, and the Cemetery cannot be started without a thousand dead. The specialist lines are downstream of fighting, not an alternative to it.
  • Conquest is the bottleneck. Tier 4 realms are the scarcest content in the game and all three guild Blueprints come from them. The pity ladder exists because of that: a line you keep missing gets easier every time, and the fifth Tier 4 victory with the right hero present is a guaranteed drop.
  • Turns are the real currency. Turns gate raids, delves, sieges, holds and rites. Several things add to them - story whispers and daily contracts grant them, some trinkets carry +1 a day - but the Stable and the guild lines are the only buildings that do, and both are capped by the tier you have raised rather than by a bank balance. A whale and a three-day-old barony get the same answer out of a Paddock.
  • The two poles are deliberately unequal. The whole Holy line, Cathedral included, costs only base materials and time - a story quest and a lot of stone. The Obsidian Adytum needs a dead hero, five thousand dead soldiers, a story quest and 180,000 gold on top of the whole Memorial line beneath it, and there is nothing to unbind unless you already chose to taint a hero of your own.
  • Losses are not wasted. Dead soldiers open the Cemetery and fill the ghost pool the Spectral Host raises. A dead hero opens the Memorial.

The Delve

A delve is a dungeon crawl for your Heroes. You send a party of up to four into a themed site, move them room by room across a fogged grid, and fight everything you meet in turn-based combat. You choose how much of the map to risk. Find the boss, kill it, and the run pays in full.

A delve costs 1 turn and nothing else. No soldiers, no food, no gold. You may have only one active delve at a time, and the Arena and Ascension Trials share that slot.

What it costs to start

ItemValueNotes
Turn cost1 turnOr spend a Delve Token for a free run, by choice
Party size1 to 4 Heroes5 if you burn a Torchbearer's Lantern
Other resourcesNoneNo soldiers, food or gold are spent
Active runs1 per baronyShared with the Arena and Ascension Trials

Who can go

A Hero can join a party if all of the following are true:

  • Alive and not benched.
  • Above 0 HP. A Hero at 0 must heal first.
  • Not away on a raid.
  • Not away on a Thief's infiltration.
  • Has a class.

Heroes enter at their current HP, not full HP, and their real gear, level and skills fold into their delve attack. A Hero who walks in at half health fights the whole run at half health unless you camp or heal.

Finding sites

Only the Sunken Crypt is open from the start. The other three are discovered:

  • Scouts. Each find a returning scout brings back has a 12% chance to turn up an entrance. At most one site opens per scout return. Sites unlock in list order.
  • Whispers. Solving "The Mouth Beneath" opens the Witherwood Warren. Whisper-gated sites are excluded from the scout roll.

A site you have already delved never re-locks.

SiteHow it opensEliteBossBoss trick
The Sunken CryptOpen from the startBone PriestThe Sunken King (150 HP, 14 atk)Raises minions
The Witherwood WarrenWhisper: The Mouth BeneathVenom-BloatThe Broodmother (160 HP, 13 atk)Lays egg clusters
The Freebooters' KeepScoutsThe Quarterless MasterWarlord Half-Rope (170 HP, 15 atk)Names a Hero for a 2.2x blow
The Hollow GroveScoutsGrovekeeperThe Heartwood (165 HP, 13 atk)Roots seize a Hero

Boss HP and attack in the table are base values before depth and party scaling.

Depth

All three depths are available from your first run. Nothing gates them.

DepthRoomsEnemy HPEnemy attackGoldXPBoss escortRelic chance on a clear
1 — Shallow22x1.48x1.52x1.0x1Boss alone20%
2 — Deep30x1.55x1.55x1.8x1.5Boss + 135%
3 — Abyssal40x1.55x1.45x3.0x2Boss + 260%

Abyssal enemies hit slightly softer per blow than Deep ones. Its difficulty comes from having 40 rooms and a bigger boss fight, not from harder individual hits.

The in-game recommendations are: Shallow for an average party around level 25 in uncommon gear, Deep for around level 35 in rare gear, Abyssal for around level 45 in fused gear.

Enemies scale to your party, not just your level

On top of the depth multipliers above, every enemy is scaled to your party's average delve attack, which already includes gear, level and trinket bonuses. There is a level-based floor, so stripping gear or bringing weak Heroes does not make a deep run easier for full deep rewards. Rewards are keyed to depth alone, so scaling does not pay you more.

Materials by depth

Each listed material rolls independently at a 60% chance every time a materials roll happens: every fight won, most opened chests, and a few events. A boss fight rolls at double quantity.

DepthMaterialsAmount per roll
ShallowStone, Timber8–20 each
DeepStone, Timber, Iron15–35 stone / 15–35 timber / 6–14 iron
AbyssalIron, Wardenstone12–26 iron / 2–5 wardenstone

The map

The dungeon is a connected grid of rooms, not a corridor. You start at the entrance and step to an orthogonally adjacent room. Entering a room reveals its type and fires whatever is in it.

  • You can see rooms touching a room you have visited, but not what is inside them until you enter.
  • The boss sits at the room furthest from the entrance, measured by walking distance.
  • The generator never fills a 2x2 block, so maps come out as branching passages with dead ends.
  • You can backtrack freely. A cleared room stays cleared.

Every map is guaranteed to contain: the camps for its depth, two treasure rooms, one Compass and one Map. Everything else is drawn from a depth-weighted deck.

RoomWhat happensWhere it comes from
EntranceThe only place you can climb outAlways one
EmptyBare passage, nothing happensDeck
Fight3 enemies from the site's deckDeck (heaviest weight)
EliteThe site's elite plus 2 regular enemies. Pays 1.8x fight goldDeck, Deep and Abyssal only
TreasureA chest. Open it or walk away2 guaranteed, more from the deck
EventA choice from the event deckDeck
CampPick 2 of 4 offered camp actions2 guaranteed at Deep and Abyssal; 1 or 2 at Shallow
CompassMarks the boss's location under the fog1 guaranteed
MapReveals the whole layout. Room contents stay hidden1 guaranteed
BossThe final fight. Winning ends the delve as a clearAlways one, at the furthest room

Shallow maps contain no elite rooms at all. The elite deck entry only exists at Deep and Abyssal.

Combat

Combat is turn-based and you drive it click by click.

  • Initiative is speed plus a random roll of up to 20, rerolled every round. The roll is deliberately wider than the speed spread, so a slow enemy can still act before a fast Hero.
  • One action per turn. A skill, or a carried spell.
  • Cooldowns tick down at the end of each round.
  • Critical hits deal 1.75x damage. Base chance is 10%, plus gear, plus 5% for the Lucky trait.
  • Damage rolls vary by plus or minus 20% around the listed value.
  • Burn on an enemy deals 4 per round for 2 rounds. Poison on an enemy deals 5 per round for 3 rounds. A poisoned Hero takes 4 per round for 2 rounds.
  • Guard and stealth last one round and clear at the round wrap.
  • A "free opening strike" — from Set a watch, or from several events — means every standing Hero lands one unanswered blow at half power before the next fight begins. It is not a full extra turn.

Class skills

Every Hero brings their class's three base skills, plus any earned actives their level has unlocked, plus one signature skill if they have ascended.

ClassBase attackSpeedSkills
Warrior124Strike (100%), Cleave (75% to 2 foes, 2-round cooldown), Shield Wall (draws enemy blows at half damage, 3-round cooldown)
Ranger116Aimed Shot (130%), Volley (50% to all, 2-round cooldown), Hunter's Mark (30% and +40% damage taken for 2 rounds, 3-round cooldown)
Mage135Firebolt (110% plus burn), Frost Nova (40% to all, 30% stun each, 3-round cooldown), Mend (heals an ally 30% of max HP, 2-round cooldown)
Thief108Backstab (160% against unbloodied, marked or stunned targets, otherwise 100%), Poison Blade (60% plus poison, 2-round cooldown), Vanish (untargetable this enemy phase, next Backstab auto-crits, 3-round cooldown)

A Hero's delve attack is their class base, plus 1.2 per level, plus one fortieth of their raid power (which is where gear shows up). Their delve speed is the class base plus 1 for every 5 levels.

Earned active skills

SkillClassLevelEffect
Twin ShotRanger3Two aimed shots at 120% each. Split them or double up. 2-round cooldown
Chain LightningMage1870% to every foe. 3-round cooldown
MeteorMage28160% to every foe. 5-round cooldown
JuggernautWarrior40300% to one foe. 5-round cooldown
DeadeyeRanger40320% to one foe. 5-round cooldown

Passive skills fold in too. Opening Volley (Ranger 28) forces the Hero to the top of initiative each round. Rallying Banner (Warrior 18) lifts the whole party's damage while its bearer stands. A Master Thief (Thief 40) in the party grants one free kill of a random non-boss enemy, once per run.

Spells

Spells need the Wizard's Tower at Tier IV (the Tome). That is the whole gate: without it, no Hero carries a spell into a delve at all, so nothing is castable. The Tower itself is unlocked by a blueprint that drops from winning a Tier 3 or higher conquest. Only Mages and ascended Heroes get spell slots.

With the Tome in place, a Hero casts a spell they carry from the Spellbook, and each cast spends that Hero's own card. Owning five Meteors means five cards: put two on one champion and three on another, and each of them spends only what they are carrying. Unbound cards wait in Your hand; the ones a champion holds are Inscribed to them. The exception is a spell that is also the caster's own earned class skill: a Mage past level 18 casts Chain Lightning and past level 28 casts Meteor without spending a charge. The Tower is still required to carry it.

Enemy intents

At the start of each round every enemy declares what it is about to do. The line appears above the enemy. Read it and respond: guard the target, kill the caster first, or spend a heal. Whether you get to act on it that round depends on initiative — a fast enemy can carry out its declared move before any of your Heroes move.

TraitBehaviour
MarksmanTargets your lowest-HP Hero
DreadAdds 8 extra dread on top of the normal 6 when it hits
Venomous50% chance to poison on a hit
HealerMends its most wounded ally instead of striking
ShieldbreakerIgnores Shield Wall and hits its chosen target anyway
CaptainAll its allies strike 15% harder while it stands. Kill it first
BruteOne wide swing catches two Heroes at 60% each
ShriekerDeals only 2 damage but adds 14 dread
CutpurseSteals 2% of your delve gold per hit (minimum 50). Kill it and the pouch returns at 1.5x

Bosses

A boss fires a special every 3 rounds, and declares it at the start of the round. Only the two-stage specials — The Due, and the marks the Ascension Trial bosses use — guarantee you a full round to answer; the rest land on the boss's own turn, which may come before your Heroes act. Below half HP a boss enrages once, for +40% attack, for the rest of the fight. This applies to every boss.

SpecialWhat it does
SummonRaises another enemy from the site's deck
EggsLays 1 or 2 Egg Clusters (16 base HP each) that hatch into live enemies in 2 rounds unless destroyed
The DueNames a Hero one round, then hits them at 2.2x the next. Vanish makes it miss outright; the named Hero's own Shield Wall only halves it, and no other Hero can take the blow for them. Killing the boss first also works
RootsGrasping Roots (14 base HP) seize a Hero, who loses their turns until allies cut them free

If the seized Hero is the last one standing, they act normally rather than being locked out.

Dread

Every Hero carries a dread meter from 0 to 100. It is the delve's attrition clock: fights raise it, camps and quiet choices lower it.

EventDread
Taking a hit+6
Taking a hit from a terror enemy+14
An ally goes down+15
Meeting the boss+10
Killing an enemy−3
Winning a fight−5

At 100 dread the Hero breaks. There is a 30% chance they turn Resolute (+15% damage, dread resets to 40) and a 70% chance they turn Fearful (−25% damage dealt, +10% damage taken). An affliction lasts for the rest of the run. Wisdom and robe armour both reduce incoming dread.

Camps

A camp offers a random 4 of 11 actions and you choose 2. At least two of the four are always usable by the party you brought, so a bad roll cannot strand you.

ActionEffectRequires
RestHeal 25% of max HP
Steady nervesDread −25
Sharpen blades+15% damage for the rest of the delve
Set a watchFree opening strike from every Hero next fight
Tend the fireHeal 15%, dread −15
Field surgeryFully heal the most wounded Hero, everyone else heals 10%
Forage the darkHeal a random 10–35%
War hymn+15% damage rest of delve, dread −10Warrior
Ward the campDread −30, heal 12%Mage
Hunt the darkHeal 20% and a free opening strike next fightRanger
Case the deepFree opening strike next fight plus goldThief

The "rest of delve" damage buffs do not stack. Sharpen blades, War hymn, the Blood-Pact Stone, aiding the Wounded Straggler and sharing the Drunken Veteran's flask all set the same single flag, worth +15%. Taking a second one buys nothing.

Events

An event room offers a written choice. There are 19 events in the deck. Seven of them carry a choice that only appears if a standing Hero of the right class is in your party. This is the main reason to think about party composition outside combat. The class option is almost always the safe one: it takes the reward without the damage, the dread or the gamble the other options carry.

EventClass-gated choiceClassWhat it gives
A Locked ReliquaryLet the Thief work the lockThiefGold with no risk. Smashing it instead has a 30% chance to hurt someone and pay nothing
An Arcane SealThe Mage unbinds itMageGold with no damage. Forcing through burns the whole party
An Old BattlefieldThe Warrior reads the groundWarriorFree opening strike next fight
Poachers' SnaresThe Ranger works the lineRangerParty heals 15%
Rival DelversTake what they carryThief+50% of your delve gold so far, +12 dread
The Scrying PoolThe Mage reads the poolMageFree opening strike, dread −10
Fresh TracksThe Ranger reads the trailRangerHeal 10% and a free opening strike

The rest are open to any party and trade one thing for another: gold for dread, healing for gold, safety for information. A few are worth knowing:

  • The Gambler's Bones. Stakes half your delve gold on a straight 50/50.
  • The Echo Well. Pay up to 1,000g for dread −20 (it takes whatever delve gold you have, to a maximum of 1,000), or listen for +10 dread and the revealed contents of every adjoining room.
  • The Blood-Pact Stone. +15% damage for the rest of the run, but every Hero loses 12% of their maximum HP. It cannot take a Hero below 1 HP.
  • The Alchemist's Corpse. The green vial cleanses poison and heals 20%. The unmarked vial is a coin flip between healing 40% and poisoning the whole party.

Treasure rooms

OutcomeChanceResult
Mimic12%The chest is a Mimic (45 base HP), joined by a site enemy. A normal fight, and it pays like one
Trap20%One Hero takes damage and +10 dread. The chest pays 60% of normal
Clean68%Full gold plus a materials roll

You can always walk away from a chest without opening it.

Escalation: repeat runs get harder

The game calls this "The Deep Remembers". Repeat runs get harder, and only harder. Each site and depth pair keeps its own counter. Grinding Shallow Sunken Crypt does not harden Deep Sunken Crypt or the Hollow Grove.

SourcePer unitCap
Every past claimed run at that site and depth+4% enemy HP and attack+60%
Every run already started there today+15%+45%
Combined maximum+105%

Rewards do not grow with it. Gold, XP, materials and relic odds are keyed to depth alone. Farming one spot buys rising risk for the same pay. The "today" counter resets at midnight US Eastern, the same boundary as the daily reset.

Some trinkets carry a delve-torch bonus that shaves the escalation only. It can never make a site easier than it was on your first visit.

The setup screen shows the exact percentage for the site and depth you have selected, before you commit the turn.

Getting out

There are four ways a delve ends.

EndingYou keepHow
Cleared100% of gold, XP and materialsKill the boss
Retreated50%Walk back to the entrance and climb out, or successfully flee a fight
Wiped25%Every Hero goes down
Abandoned50%An untouched run auto-retreats after 48 hours

You can only climb out at the entrance. Deciding to leave from deep in the map means walking back through what you have already cleared. Fleeing mid-fight is the other exit: the chance is 55% plus 4% per point your party's average speed beats the enemies'. A failed flee lets every enemy strike you.

Failure and what it costs

A Hero who drops to 0 HP is downed, not dead. They are out of the run and every other Hero takes +15 dread. But a downed Hero bleeds out over 2 minutes of real time, and if that clock runs out while they are still in the dungeon, the Hero is lost permanently.

  • The clock is real wall time, not turns. Idling counts against it.
  • Extracting freezes it. Winning the room, retreating out, or a wipe all stop the countdown. Pull them out in time and they live.
  • A Stayed Hand consumable buys +30 seconds and stacks. Spend three for +90.
  • Trinkets with the bleed-out channel add seconds to the base clock.
  • A Hero dragged out downed comes home at 1 HP. A Hero who bleeds out is marked Fallen and is gone.

This is the only place in the delve where you can lose a Hero for good, and it is a clock you control. If someone drops, the correct move is usually to decide immediately whether you are winning this fight or running for the entrance.

What you take home

SourceReward
Fight won900 gold base x depth multiplier, plus 25 XP x depth multiplier
Elite fight1.8x the fight gold
Boss4,500 gold base x depth multiplier, plus 120 XP x depth multiplier, plus a double materials roll
Treasure chest1,800 gold base x depth multiplier, plus a materials roll
Events400 to 2,000 gold base x depth multiplier, depending on the choice

Fight, boss and chest gold vary by plus or minus 20%. A few event payouts are fixed and do not roll. Party plunder skills raise the final gold total by up to 50%: Cutpurse (Thief 3, +12%), Hunter's Mark (Ranger 18, +20%) and Master Thief (Thief 40, +15%) stack across the party. Deadeye (Ranger 40, +10%) multiplies the relic chance instead, which is capped at 90%.

XP is paid to every Hero in full

This is the single most important number in the delve. The XP total is not a pool that gets divided. Every surviving Hero receives the whole amount. A party of four takes home four times the XP a solo run would. The only exception is a hired torchbearer, who earns nothing.

Drops on a full clear

These only roll if you kill the boss. A retreat pays no drops at all.

DropChanceWhat it is
Relic (trinket)20% Shallow / 35% Deep / 60% AbyssalShallow rolls uncommon only. Deep rolls rare 30% of the time, otherwise uncommon. Abyssal rolls legendary 10% of the time; of the rest, 55% rare and the remainder uncommon
Spell recipe15%Research it at the Wizard's Tower to add a spell to your book. Only drops if you have access to the Wizard's Tower
Stayed Hand10%+30 seconds on a downed Hero's bleed-out clock
Activity token6%A random Raid, Siege or Delve token. Each waives its activity's turn cost
Torchbearer's Lantern1.5% / 3% / 5% by depthHires a fifth delver for one run. They earn no XP
Vanilla Token1%Resets your daily turns
The Unbroken Oath0.4% / 0.9% / 1.8% by depthGives a Hero back their one free survival. Nothing else in the game drops it

How a delve differs from a raid

DelveRaid
Turn cost11
Also spendsNothingSoldiers and food (2 food per soldier at full rations, minimum 10 soldiers)
How it playsYou play it out, click by clickResolves on its own when the war party returns
Hero XPThe full amount to every surviving HeroOne pool split across the party
Main payoutGold, materials, hero XP, relicsLand, gold, materials, gear
RiskHeroes only. Permanent loss if the bleed-out clock runs outSoldier casualties, and heroes can fall

How to play it, and where it fits

The delve is the game's hero levelling engine and its main source of relics. It costs no army and no food, which makes it the thing to spend a turn on when your soldiers are away, when you are short on food, or when you simply do not want to commit troops.

Practical advice:

  • Field a full party. XP is per Hero. Four Heroes is four times the return for the same turn.
  • Mix classes. Seven events and four camp actions are gated on a specific class. A one-class party sees a much narrower run.
  • Take the Compass early. Once you know where the boss is, you can decide how much of the map to strip on the way and how much to skip.
  • Spread your farming. Escalation is per site and per depth, and it does not decay from past runs. Rotating sites and depths keeps every counter low.
  • Camp before the boss, not after a scrape. Camps are finite and the boss room is the only fight that can turn a good run into a wipe.
  • Retreating is not failing. Half of a deep haul is a real payout, and it beats losing a Hero.
  • Go deeper for the relics, not the gold. Abyssal pays 3x the gold of Shallow, but 3x the relic chance as well, and it is the only depth that can roll a legendary.

What the delve feeds: hero XP levels the same Heroes who lead your raids, storm siege nodes and fight in the Arena; relics go to your trove as empire-wide bonuses; materials feed your buildings; spell recipes become spells your Mages carry into sieges; tokens buy free runs elsewhere. It is also how a Hero reaches the level-40 wall and the Ascension Trial behind it.

The Arena, Duels and the Stable

Three connected systems. The Arena is a solo survival gauntlet: your heroes fight escalating waves of computer-controlled foes on a hex board. Duels are player-versus-player fights on the same board, with the rest of the realm betting on the result. The Stable is a building that produces turns instead of spending them, and a horse that has done enough courier work can be bonded to a hero, which makes that hero faster on the Arena board and in duels.

What unlocks each

SystemWhat you needWhat it costs to use
Arena gauntlet At least one living hero who is above 0 HP, in your party (not benched), and not away on a raid or a Thief infiltration. No hero level and no building are required. 1 turn, or one Arena Token instead
Duels A living hero of Level 23 or higher. Both the challenger and the defender are checked. The purse you stake (0 is allowed)
The Stable Raise a Paddock from the Expeditions → Buildings page. It needs Expeditions access, which is what that page sits behind. No hero, level or other building is required. Timber and stone to build, food to feed a horse
The horse Bond A Stable, and a horse that has carried 15 couriers (rank Seasoned) Nothing. No gold, no turn, no cooldown.

The Arena run uses the same slot as a delve. You can have one active delve, one active Ascension Trial or one active Arena run — never two at once.

Entering the Arena

  • Send up to 4 heroes. You may send fewer, and the waves get smaller when you do.
  • Entry is 1 turn. You can choose to spend an Arena Token instead and enter free.
  • Heroes fight with their real HP, real gear, the class abilities they have earned by level, and their ascended signature move if they have one. Bound spells can also be cast on the board, but only if you hold the Tome (Wizard's Tower Tier 4), and each cast spends a charge.
  • The Arena never kills. Heroes who fall come home alive at 1 HP; everyone else comes home on the HP they finished with.

The board

The board is a hex disc of 55 hexes (radius 4) with 8 gates spaced evenly around the rim. Your party starts along the south edge. Fresh waves enter through the gates and are placed at least 2 hexes from every hero wherever the board allows — on wave 1 that minimum is 4, and the far gates are always used.

Movement

ClassBase move (hexes)Base reachAttack type
Warrior31Melee
Thief41Melee
Ranger44Ranged
Mage33Blast (splashes 1 hex around the target)

The equipped weapon overrides reach and attack type, armour nudges move, and a bonded horse adds move on top. The class row above is what an unarmed hero gets.

  • You may walk through an ally, but never stop on one. Enemy bodies block outright.
  • Pits and pillars are impassable.
  • Breaking contact costs your whole move. If you step off a hex that is adjacent to an enemy, your move budget is spent, however far you actually went.
  • You get a move budget and one action, and you can spend them in either order. Strike first and you may still step, as long as movement remains.

Facing and flanking

A unit faces the direction it last moved or struck. A blow counts as a flank when it lands from more than about 97 degrees off the target's facing, meaning from the side or the rear.

  • A flank adds 15 percentage points to the chance to hit.
  • A flanking blow deals 1.5x damage on an ordinary strike or ability. A blast attack is the exception: it deals 1.3x on a flank.
  • Enemies face you the same way, so a hero standing behind a foe that has turned to fight someone else is worth a lot.
AttackBase chance to hit
Melee (adjacent)85%
Ranged, 1 hex away92%
Ranged, each hex further6 points lower, down to a floor of 55%

Hit chances are clamped between 5% and 99%, so an ordinary strike is never certain and never hopeless. Two things skip the roll entirely and always land: a blast attack (a Mage's basic strike, and Meteor), which also ignores evasion, guard and damage reduction; and the true-strike ascended moves, Unerring Shot and Truescatter.

Line of sight

  • A pillar between you and a target blocks a ranged attack or ranged ability.
  • Melee against an adjacent foe is always clear.
  • The gap-closers (Charge, Shadowstep and the ascended dive, The Stoop) and Meteor ignore line of sight. A pillar will not stop them.

Terrain and hazards

Each layout scatters 3 to 6 hazards across the board.

TilePassableEffect
SpikesYes Takes 14% of the unit's maximum HP when it steps on the tile, and again at the start of any turn it begins there. It can knock a unit down.
PitNo Cannot be entered, but shots fly over it. A Warrior's Charge can shove a foe into one for an instant knockdown.
PillarNo Cannot be entered, and blocks line of sight through it.

Placement rules, so the board never seals itself off:

  • Every hazard sits at least 3 hexes from each hex your party started on, and that exclusion is measured from the starting hexes for the whole run, not from where the heroes have since moved.
  • No hazard on a gate hex or the ring of hexes around it.
  • At most 3 blockers (pits and pillars combined), and no two blockers next to each other. Anything that would break those rules becomes spikes instead.
  • The whole hazard layout is reshuffled at every checkpoint wave.

Turn order

There is no "your side then their side". Every round, each living unit rolls d20 + its move + its initiative, and heroes and foes interleave in that order. The order is rerolled every round.

  • Whoever acted last in a round cannot also lead the next one. They slip to second.
  • At a unit's own turn start, its guard stance and dodge charges expire, its cooldowns tick down by one, and burn, poison and spikes bite.
  • Move raises your initiative roll directly, which is why a bonded horse improves turn order as well as reach on the board.

Waves, bands and checkpoints

Each wave is one themed band, named in the log when it arrives, rather than a random bag of monsters. Bands unlock as you climb and the older ones keep appearing, weighted toward whatever opened most recently.

BandFirst appearsCheckpoint boss
The swarmWave 1None
The pit-fightersWave 2Pit-Overlord
The menagerieWave 4Chimera
The risenWave 6Hydra
The infernal hostWave 8None
The covenWave 10The Colossus

A normal wave takes one of three shapes: a swarm of 5 to 10 of the band's smallest foes (28% of the time), one heavy with a screen of 3 to 4 (a further 22%), or a mixed 3 to 5. The first two only happen if the band has the right foes for them — the menagerie has no small foes so it never swarms, and the coven has neither, so it always arrives as a mixed group. Every 5th wave is a checkpoint and sends a boss, 2 guards and further escorts (2, rising by 1 every 10 waves).

Shape varies; difficulty does not. Every wave is scaled to a fixed threat budget, so a swarm of small foes and a single large one cost you about the same.

Clearing a wave: press on or bow out

  • Bow out banks the whole pot and ends the run cleanly. You keep everything. It is only offered between waves, once a wave is cleared.
  • Press on starts the next wave. On a normal wave every hero heals 12% of maximum HP as a breather.
  • Pressing on from a checkpoint wave locks the pot into the bank and heals every hero 30% of maximum HP.
  • A wipe forfeits everything won since the last checkpoint. So does leaving mid-run instead of bowing out.
  • XP is never at risk. Gold rides the pot; XP is banked the moment a wave is cleared, so a wipe cannot take it back.

Ability cooldowns carry across waves. A few effects reset each wave: Iron Cadence's attack stack, the Rampage kill streak, and the once-per-fight Opener.

How hard the waves get

The Arena scales to the party you actually bring, on two separate axes:

  • Foe health tracks your party's offence (attack and crit).
  • Foe damage tracks your party's durability (HP, evasion, damage reduction).

They are separate so that buying damage actually buys damage. A single scalar on both would have raised foe health to cancel your new attack and raised foe attack you had no extra HP to absorb, making a damage upgrade a net loss.

On top of the party scaling, each wave past the first multiplies foe health by 1.09 and foe attack by 1.05, compounding. That ramp is the difficulty curve; the bands only change what the fight looks like.

The threat budget also keys off how many heroes you mustered, because one hero against a wave built for four is far worse than a quarter of the fight:

Heroes sentWave size multiplier
10.55
20.70
30.85
41.00

What a run pays

A cleared wave adds gold to the pot and XP to each hero. Both grow with the wave number:

WaveGold addedXP per hero
135025
563434
101,33150
152,79673
205,872108
2512,333159

Gold grows at 1.16 per wave and XP at 1.08, so the deep waves pay much better in coin than in experience. A run cleared through wave 10 is about 7,460 gold and 362 XP per hero; through wave 20 it is about 40,380 gold and 1,144 XP per hero, before the pay rate below.

The pay rate

Those figures are the full rate. What a wave actually pays — gold and XP alike — is scaled by how hard the fight really was: the foe health scale you drew, divided by 0.7, multiplied by the party-size multiplier from the table above. The result is capped at 1.00 and floored at 0.05.

In practice: a small or weak party gets an easier wave and a smaller payout, so there is nothing to farm by sending one under-geared hero at shallow waves. A geared party of four sits at the cap and is paid in full.

Milestones

Milestones are checked against the deepest wave you reached, not the wave you banked on, so a wipe past one still pays it.

ReachedReward
Wave 5If you entered on an Arena Token, that token is refunded
Wave 10One Arena Token, however you entered
Wave 20A rare trinket
Wave 25The wave-20 trinket is upgraded to a legendary

Your deepest wave ever is recorded as a barony record. Relics that carry the arena-purse channel raise the gold you bank, up to +60%; they do not touch XP.

Arena Tokens

The Arena Token is Arena-sourced only. It is never in the general win-drop pool that Raid, Delve and Siege Tokens come from, and the Roaming Trader does not carry it.

Where they come fromHow many
Raising your Oathhall to Tier 43, once
Reaching wave 10 on a run1
Reaching wave 5 after entering on a token1 (your entry refunded)
What they doDetail
Free entryWaives the 1-turn cost. Choose it when you enter.
Mend a heroRestores a rolled 25% to 75% of that hero's maximum HP
Revive a fallen heroBrings them back into the fight at 50% of maximum HP, clearing burn, poison and stun

Mending or reviving can be done on your turn or between waves. Neither works in a duel.

Duels

One barony challenges another to a fight on the same hex board. Each player controls their own champions. Every other barony can bet on the result.

Issuing a challenge

  • Sizes are 1v1, 2v2 or 3v3. You name your champions when you challenge.
  • The purse is 0 to 250,000 gold per side. The defender must match it. A purse of 0 is allowed.
  • Your stake is taken when you issue the challenge; the defender's is taken when they accept. Each stake is drawn from liquid gold first and the Treasury reserve for any shortfall. The winner takes both.
  • You may have one challenge in motion at a time as the challenger.
  • An unanswered challenge expires after 48 hours and your purse is returned. A declined challenge returns it immediately.
  • Champions must be alive, above 0 HP and in your party. You need a Level 23 hero somewhere on your roster to challenge or accept.

Betting

Accepting opens the betting. The matchup goes out as realm news and any barony that is not fighting may back a side until the next daily reset (Eastern). The fight starts then.

RuleValue
Minimum bet100 gold
Maximum one barony may stake on one fight100,000 gold, counted across all their bets on it
HedgingNot allowed. Once you back a side you cannot bet the other.
Fighters bettingNot allowed.

Settlement is pari-mutuel. Winners get their stake back plus a share of the losing pool, in proportion to how much they staked. If either side's pool is empty there are no odds, so every wager is refunded. No gold is created or destroyed by a duel; it only moves between players.

The fight

  • Same board and same rules as the Arena: hex movement, facing, flanking, line of sight, hazards. Hazards are kept clear of both starting positions. The challenger starts south, the defender north.
  • Party-power scaling is switched off. Both sides fight at their true stats, so gear and levels decide the bout outright.
  • Champions act on the shared initiative order. You play your units when their slot comes up, whenever you log in during the day.
  • If a side's turn sits untouched for 3 hours, their champions are played by the Arena AI instead. Nobody can stall a fight.
  • The fight window closes 24 hours after it opens. A fight still undecided then plays itself out.
  • There is no bowing out and no Arena Tokens.

How a duel ends

  • One side falls, or
  • the fight passes 20 rounds, at which point the side with the higher fraction of living HP wins. An exact tie goes to the defender.

Duels are non-lethal and cost nothing in health. Champions fight as snapshots taken when the challenge was accepted. Their real HP is untouched, win or lose, and no hero can die in a duel.

The Stable

Every other building spends turns. This one produces them. Feed a horse, let it rest, then send it out as a courier: that is worth one turn. Sending it spends the rest, so the horse goes hungry again and the cycle starts over.

The turn is granted above your daily maximum, so it is useful even on a full day.

TierNameBuild costBuild timeStallsRestCouriers / dayFood per feedPrestige
1Paddock60 timber, 30 stone30 min210 h1400400
2Stable150 timber, 80 stone, 50 iron3 h38 h25001,200
3Coaching Yard320 timber, 180 stone, 140 iron, 8 wardenstone10 h46 h36502,500

Things worth knowing:

  • Build times above are the base. Relics carrying the build-haste channel shorten them.
  • The courier cap is a building, not a bank balance. No amount of gold, land or soldiery raises it. A large barony and a three-day-old one get the same answer from this feature.
  • Feeding spends liquid food only. The Granary reserve is a famine buffer and cannot be used to feed horses.
  • Rest is real wall-clock time and needs no visit to tick. A horse is ready when its clock has passed.
  • The daily courier count resets at the Eastern daily boundary, the same one the realm reset uses.
  • A courier cannot be sent within 30 minutes of the daily reset. The reset sets your turns to the day's allotment rather than adding to them, so a turn earned just before the boundary would be swept away. The game refuses the ride and keeps the horse's rest instead.
  • Relics carrying the courier-rest channel shorten rest by up to 45%. Rest can never reach zero.
  • Renaming a horse is free, has no cooldown, and allows up to 24 characters. Clearing the name restores the stall's default.

The Bond: a horse that carries a hero

A horse levels on one thing only: couriers carried, ever. Not gold, not food, not the tier of the building. Because the ride cap is 1 to 3 a day and nothing moves it, a horse cannot be bought up the ranks: Seasoned is 15 rides (5 days at a Coaching Yard's 3 a day) and a Destrier is 55, which is about 19 days at that same top rate and far longer below it. The count is per horse, so 3 rides a day spread across 4 stalls does not level any of them 3x faster.

RankRides neededExtra move (hexes)Initiative
Green000
Steady600
Seasoned15+10
Warhorse30+1+2
Destrier55+2+3

At Seasoned a horse may be bonded to a hero.

  • The bonus applies on the Arena board and in duels. It is a positional bonus, so it does nothing in raids, delves or sieges.
  • Extra move is extra ground per turn and a better initiative roll, because the roll is d20 + move + initiative. A Destrier is worth 5 to the roll, not 3.
  • The bond reads the horse's current rank, so a mount keeps improving under a hero who never re-bonds.
  • One horse, one hero, both ways. Bonding a hero who already rides moves them and clears the old stall.
  • Bonding costs nothing: no gold, no turn, no cooldown. The rides already paid for it.
  • The hero must be alive and in your party. A benched hero cannot be saddled.
  • The bond does not retire the horse. It still eats, still rests, still carries couriers and still climbs toward its next rank.
  • You keep 2 to 4 stalls and field more heroes than that, so a mounted party is never the whole party. Choosing who rides is the point.

How this feeds the rest of the game

  • The Stable is the answer to running out of turns. Turns gate raids, delves, sieges, holds and rites, so anything that grants them helps every system at once. That is why the ceiling is a building tier and not a price.
  • The Arena is the cheap way to level heroes. One turn, no death risk, and XP is banked wave by wave even if the run ends in a wipe.
  • Only gold is at risk. Checkpoints are the safe points; at every clear you decide whether the next wave is worth the pot you are carrying.
  • Duels move gold between players and never create it. Purses and wagers only change hands between baronies.
  • The Bond connects the two. Courier work in the Stable buys extra move and a better initiative roll on the Arena board and in duels, where acting first often decides the fight.

Conquest: Realm Sieges

Conquest is the endgame land engine. You march regular Soldiers to a fortified Realm, camp outside it, take the fortress one piece at a time, and decide the Regent's fate. A won siege pays regions, gold and — at the higher tiers — godstone, split between everyone who fought for it.

It lives on the Conquest page. There is no building to raise and no level to reach. The only thing standing between you and a siege is having a Realm on your map, and the only way to get one is to win raids.

Two things make this different from a raid. First, a siege is a campaign: it runs in real time whether you are watching or not, and your army is away and undefendable for the whole of it. Second, the fight itself is played click by click — the fortress is a set of nodes and each node is a turn-based battle you command.

Finding a Realm

Realms are discovered, never handed out. Nothing spawns "for everyone" except a Great Power War.

  • Win a raid. Every won raid has a 12% chance of turning up a fortified Realm. Raids in the home realm turn up a Tier 1; deeper ground (any frontier realm, or a home-realm site at difficulty tier 3 or higher) turns up a Tier 2. Raids never turn up anything above Tier 2.
  • The cap. That roll is skipped if you already hold 6 of your own undisturbed sightings. Clear some before you can find more.
  • Take a Realm and the regent may flee. The Empty Keep ending leaves the Warden's Map, which marks a Realm one tier higher with 50% richer coffers. This is the normal road to Tier 3 and Tier 4 Realms: win Tier 2s until one regent runs.
  • Great Power Wars are realm-wide. One is rolled for once per day (about a 5% chance) and only when none is already running. Everybody can see it and everybody may march.
  • Realms expire. A Realm you never march on despawns after 3 days.

Who may march on it

The Realm you find is yours alone. Nobody else can see it, and nobody else can march on it, until you let them in.

  • You may invite your guildmates and your military allies. Nobody else — an alliance no longer hands out the map by itself, it only decides who you are allowed to ask.
  • An invited barony sees the Realm on their own Conquest board and can march when they like.
  • You can revoke an invitation, but only while their army is still at home. A committed force keeps its seat.
  • Anyone already holding a seat in the muster keeps it regardless.
  • A procedural Realm seats at most 6 baronies at once. A Great Power War seats 30.

The tier ladder

TierNameMarchWallsGarrisonRecommended forceStarve timeNodes
1Skirmish1 h6,0004002,0005 h6
2Bastion1.5 h16,0001,2005,0006.5 h7
3Citadel2 h30,0002,5009,0008 h8
4Great Fortress3 h50,0004,50016,00010 h8
Great Power War3 h200,0008,00064,00010 h8

The recommended force is what the whole coalition should muster between them. Fall short of it and your spoils are cut — see Spoils below. A Great Power War asks for 64,000 between everyone who joins; it is meant to take most of the realm, or two very large baronies.

One caveat on the Great Power War number. The spoils cut is judged against that 64,000. The under-force lethality that makes node battles deadlier is not: it is judged against the Tier 4 figure of 16,000, and against your own storm rather than the coalition's total. A Great Power War does not demand that every barony show up with 64,000 men.

Defender strength by tier

TierDefender healthDefender damage
1×1.0×1.0
2×1.6×1.35
3×2.3×1.8
4×3.2×2.4

A Great Power War uses the Tier 4 band.

Mustering and marching

  • Marching costs 1 turn. It is charged once, when the column steps off.
  • Only Soldiers can march. Cavalry, Ballistas, Knights and Trebuchets never leave home.
  • The minimum commitment is 100 Soldiers.
  • You can send an exact mix of ranks, or just a number. A plain number sends your greenest first — regulars march ahead of your medalled veterans.
  • Veterans who march keep their rank. Survivors rejoin the army at the rank they left with; casualties are taken from regulars first.
  • Travel time is set by tier (1 to 3 hours). Certain rare relics shorten it, never by more than 60%.
  • Everyone who holds the map to that Realm gets a message the moment your column steps off.
  • You may hold only one active campaign per Realm. To add men, reinforce.

Your army is away, not gone. Committed troops still eat their daily gold and food upkeep, still count toward your score, and still count toward your army size everywhere it matters. What they cannot do is defend your barony. A siege leaves you open.

Reinforcing

  • Reinforcements march the same 1 to 3 hours and join the line on arrival. Minimum 100.
  • One reinforcement column at a time. You cannot send a second while the first is still on the road.
  • Reinforcing costs no turn.

Withdrawing and turning back

  • You can recall the whole force or part of it, and you can name the ranks you want back. By default the greenest come home and the veterans hold the line.
  • Recalled troops march home over a real leg. If they were still marching out, they only re-cover the ground already crossed — aborting a ten-minute march is a ten-minute walk home.
  • The rest of your force keeps besieging. You can even march a fresh column back out while the old one is still walking home.
  • Pull everyone out and the campaign ends for you. Whatever the fortress has already lost stays lost.
  • You can change your mind: a homeward column can be turned around and sent back to the walls, at the cost of exactly the time it already spent walking home. That is only offered when you have no other force still at the Realm.
  • Spoils on recalled troops are forfeit. Recalling does not refund the march turn.

The camp

Your force arrives and makes camp. There is no gate and no waiting period: you may storm the fortress at any moment. Waiting simply makes it easier, and it costs you men.

Starving the garrison

  • The garrison starves for as long as any force is camped at the walls. It falls from full strength to a floor of 50%, and no further.
  • The time to reach that floor at the recommended force is 5 / 6.5 / 8 / 10 hours by tier.
  • Outnumbering them speeds it up, being thin on the ground slows it down. The multiplier is the square root of the whole coalition's camped force against the tier's recommendation, and it is bounded between ×0.7 and ×1.6 — the tier still sets the ballpark.
  • Defenders in every node battle fight at the garrison's current strength. A fully starved fortress fights at half power. This is the single biggest lever you have.
  • Every garrison soldier starved credits 3 contribution to the besiegers, split between them by committed force — so camping earns you a share of the spoils even before you fight.

What camping costs

  • A slow bleed of 0.12% of your committed force per hour, to skirmishing, sickness and stray shot.
  • A camp event every 2.5 to 5.5 hours, each killing 0.3–1.2% of your force and knocking morale down.

Together that averages roughly 0.3% of your force an hour, not 0.12% — the events cost more than the bleed does. Starving a Tier 3 garrison to the floor takes 8 hours and about 2–3% of the army you brought.

Camp eventLosses (of committed)Morale
Arrow-storm from the hoardings0.3–0.8%−2 to −4
Sortie from the gates0.6–1.2%−3 to −6
Fever in the lines0.3–0.9%−2 to −4
Night raid on the cook-fires0.3–0.7%−2 to −5
Wall engines find their range0.4–1.0%−2 to −4
The fortress theme's own cruelty0.4–1.1%−2 to −6

The last row is one extra event drawn from the fortress's own theme, so which of the six you get depends on who is holding the walls. The Bonebound Court and the Spire of the Magi have the worst of them.

Morale

A campaign starts at 70 morale. Camp events push it down; a carried node pushes it up. If it ever reaches 0 the army loses heart and lifts the siege itself: the survivors march home, and you get nothing. That is a backstop against parking an army outside a wall for days without attacking, not something you should ever meet in a normal campaign.

EventMorale
You carry a node+18
You pull the storming party back−6
Your storming party is shattered−14

Camp chat

Every siege has a shared board that all its besiegers read and write. You can post if you hold an active seat in the muster — marching in, camped, storming, or already a victor. Messages are capped at 240 characters, the last 40 are shown, and one lord may post once every 2.5 seconds.

Tending champions between fights

A champion at a siege camp can be patched up on the spot by spending their class's frontier material. This is the only way to heal a hero mid-campaign; otherwise they recover on the daily cycle like everyone else.

ActionWhenCostEffect
TendAt camp, between battles4 unitsHeals 50% of max health
SteelChosen as the storm forms3 units+30% attack for that whole node battle
Field dressingMid-fight, costs the hero's turn4 unitsHeals 40% of max health
ClassMaterial
WarriorGreathide
RangerWarden-Resin
MageCinder-Coal
ThiefFluxsalt

These materials come from raiding the frontier. A champion you cannot afford to steel simply marches unsteeled.

The escalade: taking the fortress node by node

A fortress is not a health bar. It is a ring of nodes, and each one is its own turn-based battle that you lead. Break through to the Regent's Hall and the campaign is over.

The node ring

RingNodePresent atOpens when
1The GateAll tiersImmediately
1The West WallAll tiersImmediately
1The East WallAll tiersImmediately
1The Postern DoorTier 2 and upImmediately
2The YardAll tiersAny one ring-1 node is taken
3The Inner WallTier 3 and upThe Yard is taken
4The Keep — the RetinueAll tiersThe Inner Wall (or the Yard, at Tiers 1–2) is taken
4The Regent's HallAll tiersThe ward is open and the Retinue is broken

You do not have to take everything. One breach in the outer ring opens the Yard. The shortest road to the Regent is four battles at Tiers 1 and 2, five at Tiers 3 and 4. Every node carried also bleeds the garrison itself by 8%, so taking the extra outer nodes buys you a weaker fortress for the fights that matter, at the cost of turns and men.

Progress on the fortress is shared by the whole coalition. A node your ally carries is a node you do not have to.

Launching a storm

  • Each node battle costs 1 turn, or one Siege Token for a free storm. There is no cooldown between battles — turns are the pacing.
  • You need roughly 200 Soldiers in camp before the launcher will form columns.
  • Your force splits into two columns. By default the storm takes 80% of what you have committed: the Vanguard is 30% of your committed force and the Mainline is 50%, with the last fifth holding the ring.
  • You choose the storm size, up to every man in camp, and you can name the exact ranks that go up the ladders. Veterans in the storm hit harder.
  • A thin storm out of a large camp is judged as though the whole camp were that thin — less wall damage, less contribution, and the under-force penalty below. You cannot buy full credit while sending a token party.
  • Take up to 2 champions (3 if you raise a Second Banner). They fight with the same class skills, gear and bound spells they use in a delve.
  • Heroes are never killed at the walls. They come home at 1 health at worst.
  • A champion carrying inscribed Wizard's Tower spells can cast them here, spending their own cards, exactly as they would in a delve.
  • Carrying a node earns each champion who fought 30 XP per realm tier. Carrying the Regent's Hall pays 90 per tier. A storm you withdraw from or lose pays nothing.
  • An armed Spectral Host can be marched in as a third column, the Ghost Host. Its losses are not real deaths and the garrison is never sized to it.
  • Every man a column loses is a real Soldier gone from your army, and joins your realm's fallen.
  • A board left untouched for 24 hours retreats on its own.

The columns and what they do

ColumnSkillEffectCooldown
The VanguardStorm the Ladders110% damage
The VanguardPush the Breach170% damage2 rounds
The VanguardShield RoofDraws fire and halves this round's punishment3 rounds
The MainlineAdvance the Line100% damage
The MainlineMassed Volley45% damage to every defender2 rounds
The MainlineSound the RallySteadies the whole party's nerve by 203 rounds
The Ghost HostGrave Reach105% damage
The Ghost HostHarrow the Line170% damage2 rounds
The Ghost HostGrave-ShroudDraws fire and halves this round's punishment3 rounds
Any columnRam the GateTriple damage against a gate or door; offered whenever one is present1 round

A column that loses half the men it formed with falls back and is out of that battle. When no column and no champion is left standing, the storming party is shattered — everyone who fell is dead, the node is not taken, and the defenders there brace against you. Ordinary attacks do half damage to a gate or door; only the ram gets through properly.

Nerve

Blows, telegraphed horrors and a column breaking all fray your party's nerve. At 100 the actor snaps: usually Shaken (−25% damage dealt, +10% damage taken), and about 30% of the time Fervent instead (+25% damage). Clearing the node calms everybody by 15. The Ghost Host cannot be shaken.

The defenders

Each node is manned by companies drawn from the fortress's theme. What they do:

TraitWhat it means
MarksmanAlways picks the weakest target — your thinnest column or your most wounded champion
CaptainWhile another captain stands, every defender in that node deals ×1.15 damage
DreadIts hits fray nerve by an extra 5
ShieldbreakerIgnores a shield roof or a guarding champion and hits who it wants
StoneworkA gate or door. Never attacks. Takes half damage from anything but the ram

Set-piece attacks are telegraphed a round in advance and fire every 3 rounds:

Set-pieceEffect
The cauldron tipsEvery unguarded column loses 10% of its men; every unguarded champion takes about 15% of max health
The portcullis dropsYour strongest column loses its next turn
The Regent marks a manHis next blow on that target lands at ×2.2
The barrage fallsEvery unguarded column loses about 6% of its men; every unguarded champion takes about 12% of max health

Fortress themes

ThemeChanceWhat is different
The Garrison4 in 10Hard-bitten regulars. The baseline fight.
The Bonebound Court2 in 10Slain defenders rise once, at half strength. Bosses, gates and set-piece crews do not.
The Spire of the Magi2 in 10Arcane barrages that rake the whole line instead of one target.
The Iron Company2 in 10Mercenaries — officer-heavy, so their damage bonus is up more often.

At Tier 3 and above, both keep-ring nodes call in a Last Reserve: an extra company pulled from the Yard at 65% health. The hardest fights are at the end of a campaign, not the start.

How hard a node is

Defender strength is the product of four things, and you control three of them:

FactorRangeHow it moves
Starvation×0.5 to ×1.0Down as you camp. Half strength once the garrison bottoms out.
Node alertness+18% per failed assault on that node, to +90%Up every time you attack a node and do not carry it.
Fortress alarm+5% per battle fought anywhere, to +45%Up with every fight, everywhere, all campaign.
Your stature×1.0 to ×3.0Up with your net worth and every Realm you have already taken. See Notoriety.
Under-force×1.0 to ×4.0Bites only below the tier's recommended force (2,000 / 5,000 / 9,000 / 16,000 — a Great Power War uses the Tier 4 figure, not its own 64,000), and gets worse the thinner you are.

The practical reading: camp before you storm, and go around rather than throwing men at the same wall twice. A node you have already failed against is the worst target on the board.

Under-force lethality is judged on your own storm, not the coalition's total — specifically on the campaign-equivalent force described above, so sending a token party out of a full camp is judged as if the camp itself were that thin. A well-forced ally is safe at a siege where a freeloader gets crushed.

The Walls meter

Every node you clear banks contribution, and that contribution drains the Realm's Walls pool (6,000 to 50,000 by tier). The pool is not the win condition — the fortress falls at the Regent, not at a number — but a worn fortress defends worse: at zero walls its companies form at 70% of full health. Contribution per node is a blend of the force you actually stormed with and the node's own worth, so a small barony clearing a node is not credited a tenth of what a large one gets for the same fight.

The Thief's Work

Before a storm you can send a single Thief against a single un-taken node.

  • Costs 1 turn. The Thief is inside the walls for 1 hour and cannot raid, delve or storm anywhere in that time.
  • One shadow inside a given fortress at a time. You cannot start one while your own storm is on the ladders.
  • The odds are locked in the moment you send the Thief, against the node's alertness and the fortress alarm as they stand at that moment. Alarms your later assaults raise cannot change a roll already made — but alarms you raised before sending do. Infiltrate early.
FactorEffect on the odds
Base45%
Each point of DEX+2%
Each hero level+0.5%
Master Thief (level 18 skill)+15%
Each point of that node's alertness−6%
Each point of fortress alarm−3%
Floor and ceiling10% to 90%

On success, the sabotage holds until the node falls and it serves the whole coalition. The node's alertness is wiped. At the Gate the way is left unbarred — the gate itself fights at half health and the portcullis never drops. At any other node the watch is thinned — one supporting company never reaches its post.

On failure, the node braces and the whole fortress stirs. Your Thief takes a wound worth 40% of their max health (it never kills them) and, 35% of the time, is taken alive instead. A captive sits in the fortress dungeons until somebody completes the conquest — any member of the coalition will do — and walks out at half health. If the siege lifts entirely they are ransomed home instead.

If your storm carries the node while the Thief is still inside, the work fizzles harmlessly and they slip back out unhurt.

The Postern Key

A rare find off a sacked Realm. Give it to a Thief and, 15 minutes later, the first approach is simply carried — no battle, no roll, no wound, no turn spent. It only turns on a fortress that is still completely whole, so it opens a campaign and can never shortcut one already underway.

The Regent's fate

Break the Retinue, take the hall, and the champion who did it chooses the ending — for the whole coalition. The gold multiplier and the land decision apply to everyone's share.

EndingGoldLandAlso
Take his head×1.0Yes
Spare him for ransom×1.6Yes
Bend the knee — vassalage×2.2 (×2.8 against a merchant regent)No land at allRefused outright by a fanatic regent
Spare the garrison — recruit×0.8Yes8% of the surviving garrison takes your colours, scaled by your contribution share

Vassalage is the gold play and it costs the coalition every region. Do not pick it without telling your allies.

The Empty Keep

There is a 25% chance you take the hall and find the regent already gone. There is no choice to make: gold pays at ×0.4, the land is still yours, and you also take the Warden's Map, which puts a Realm one tier higher on the board of whoever took the hall, with 50% richer coffers. A Tier 4 Empty Keep reveals another Tier 4.

It is the only ending that reveals a harder Realm — executing, ransoming, vassalising and sparing the garrison all reveal nothing. Every victory message says which of the two happened, so you are never left guessing.

Spoils

Spoils are split by contribution. You earn contribution two ways: clearing fortress nodes, and starving the garrison while camped. A column still marching when the walls come down, with no contribution, takes nothing — but its march turn is refunded and the siege does not count against its war-weariness.

What a Realm is worth

TierRegionsGoldGodstone
15020,0000
210060,0000
3200120,0001
4300220,0002
Great Power War500500,0003
TierRiverDesertMountainUrbanCoastalIndustrialTechnology
11317128
22230221511
3415341282017
4637959433224
Great Power War103127957156408

A Great Power War is the only siege that pays Technology regions. (Raids can also turn one up, and you can buy them on the land market — but no ordinary Realm has any in its spoils.)

The four multipliers on your share

MultiplierRangeWhat triggers it
Stature reward×1.0 to ×2.0Your net worth and prior conquests. Rises with the difficulty you faced, but caps lower than the difficulty does.
Under-force cut×0.20 to ×1.0The coalition's total force ever committed against the tier's recommendation. Full force, full sack.
Stature scale×0.4 to ×1.0Only bites past the realm's median net worth: −0.2 per additional multiple of the median, floored at 0.4.
War-weariness×1.0 / ×0.75 / ×0.5 / ×0.25Your first sack of the Eastern day pays in full, the second 75%, the third half, everything after a quarter.

All four land on gold and regions together. One or two sieges a day never feel war-weariness at all; an eight-win day pays like about three and a half. The Quiet Year, a rare find, forgives one weariness step on a campaign you seal it to — sealing is free and reversible, and it is only spent when a Regent actually falls.

Godstone is not scaled. It is an indivisible pool allotted once across the whole coalition by largest remainder, so a Tier 3's single stone always goes to somebody — the largest contributor. Every victory message spells out any cut that was applied to your share.

What else falls out of a sack

DropChanceWhat it does
An activity token25%One random Raid, Siege or Delve token. A Siege Token buys one node battle for no turn.
Vanilla Token1%Resets your turns for the day.
Second Banner2% / 4% / 7% / 10% by tier, 14% at a Great Power WarSeats a third champion for one storm.
The Quiet YearHalf the Banner's rateForgives one war-weariness step.
The Postern KeyA third of the Banner's rate (0.7% at Tier 1 to 3.3% at Tier 4)Carries the first approach of a whole fortress for free.
Wizard's Tower Blueprint40% on a Tier 3+ or Great Power win, until you hold oneUnlocks the Wizard's Tower.
A guild-line BlueprintTier 4 wins and Great Power Wars, rolled by the champions who fought thereUnlocks the Oathhall, Fellwatch or Undercroft.

The guild-line roll belongs to your heroes, not to you: only champions who actually fought at that siege roll for it, only for a line you do not already hold, and exactly one blueprint can drop per victory. Coming away empty-handed makes the next Tier 4 win more likely.

Losing

There are three ways a campaign ends badly. A shattered storming party costs you the men who fell and braces that node, but the campaign continues. Morale reaching zero lifts the siege and sends the survivors home with nothing. Recalling everyone ends it by choice. In all three cases the fortress keeps whatever damage you already did — and so does anyone else on your map.

An abandoned Realm reverts to fresh at the next daily reset, but only if nobody is holding it. A Realm you are actively camped at, marching on or storming is never reset out from under you.

Notoriety: sieges get harder and richer

Every Realm is keyed to the besieger, not to the calendar. A wealthy lord and a famous conqueror both face a garrison that musters harder.

InputEffect
Net worthGrows with the square root of your net worth against a par of 1,000,000, at a slope of 0.45. Capped at ×2.5.
Realms already conquered+9% each, capped at +90% (ten wins).
Combined difficulty ceiling×3.0
Combined reward ceiling×2.0

Risk and reward climb together only up to a point. The garrison keeps hardening toward triple strength while the sack tops out at double, so the tenth Realm you take is meaningfully harder than the first and not meaningfully richer. That is deliberate: conquest is meant to be an escalating challenge, not a compounding income stream.

The Contested Holds

Holds are the other half of Conquest and live on their own Holds page. They are king-of-the-hill ground: ten sites exist, one holder each, and holding one pays you every hour.

  • Two are open at a time, on 24-hour windows. One always pays gold and one always pays food. One of the two is always a lesser hold (below).
  • When a window closes the garrison walks home. Hours you banked were paid as you earned them and are never clawed back.
  • Claiming empty ground costs 1 turn and at least 500 Soldiers. Reinforcing your own hold costs another turn.
  • A hold takes at most 25,000 Soldiers. That ceiling is checked against the garrison that will be standing there, so you cannot reinforce past it in slices, and it applies to a challenge column too.
  • Challenging costs 1 turn and a 45-minute march. You can cancel while the column is still on the road and the men come home at once, but the turn is gone.
  • You can recall your garrison at any time, including mid-fight, and the men are home instantly. Leaving fewer than 500 standing counts as abandoning the ground entirely.
  • Hold garrisons and marching columns eat their daily upkeep exactly like a siege force, and count toward your army everywhere.

The clock

The clock runs the whole time you hold ground, at two speeds.

  • Contested — somebody's column is on the road to you — runs at full speed. An hour of wall-time banks an hour.
  • Quiet runs at half speed for the first 4 hours, then slides linearly to zero at 12 hours of unbroken quiet. A full day of nobody bothering you banks about four hours of pay, not twelve.
  • Being contested resets the quiet run. Surviving an attack buys you the full-rate window all over again.

So a holder genuinely wants to be attacked, and a challenger who marches and loses has just paid the person they attacked. Ground nobody wants stops paying.

What an hour pays

ResourcePer banked hour
Gold (gold sites only)9,000
Food (food sites only)3,000
Stone40
Timber40
Iron30

A site pays gold or food, never both; every site pays the materials. Partial hours stay on the row and carry forward, so a holder never loses time to rounding, and they are not inherited — a new holder starts their own record from zero.

A full day of unbroken contest is 216,000 gold, which is a Tier 4 sack for twenty-four hours of being attacked without once losing the ground. A full day of quiet on the decayed clock is far less. The 25,000-man garrison that would make a hold unassailable costs roughly 125,000 gold a day to keep standing there, so squatting light turns a profit and squatting heavy bleeds.

The lesser hold

One of the two open sites is bracketed: only a barony whose whole army is at or under the realm's engaged median may claim or challenge it. The other site is open to everybody.

  • "Whole army" means every man you own — home garrison, raiders, siege columns marching, camped, storming or walking home, other hold garrisons, and columns still on the road. Parking your excess somewhere does not get you under the line.
  • The bracket never falls below 2,000 (four times the minimum garrison) and never rises above the 25,000 ceiling. If the realm has fewer than 5 engaged baronies it defaults to 25,000, which gates nobody out.
  • A lesser hold pays exactly the same rate as any other. The bracket is about access, not a discount.

The ten sites

SiteGround bonusPays
The Thorn Pass×1.55Gold
The Salt Stair×1.50Food
The King's Ford×1.45Gold
Beacon Tor×1.40Gold
The Gallows Gate×1.35Gold
The Old Barrow×1.30Gold
The Drowned Mill×1.25Food
The Iron Market×1.20Gold
The Grey Harbour×1.15Food
The Widow's Moor×1.05Food

How a challenge resolves

No dice. Both armies are measured in effective power — headcount weighted by veteran rank — and the defender's is multiplied by the ground bonus. The bigger number wins. Net worth, buildings and technology play no part; a hold is won by whoever actually shows up with an army.

Losses scale with how close the fight was. A rout is cheap for the winner and a near-run thing is ruinous for both. A winning challenge column becomes the new garrison on the spot; the loser's survivors walk home. The attacker loses more when they fail than when they succeed, and the defender loses far more when the ground changes hands.

How Conquest feeds the rest of the game

  • Land is the point. A Tier 4 sack is 300 regions, which no amount of buying can match. Regions drive income, production and score, and River regions are the only ones that grow food.
  • Godstone only comes from here and from repelled World Events. It is the Grand Treasury's unlock currency, and Tier 3 is the lowest siege that pays any.
  • Blueprints gate whole buildings. The Wizard's Tower comes off a Tier 3+ win. The Oathhall, Fellwatch and Undercroft come off Tier 4 wins, rolled by the heroes who fought there — and those halls are what open the Ascension Trials.
  • Turns are the real cost. One to march, one per node battle, one per Thief's Work, one per hold action. The shortest possible campaign is five turns at Tiers 1–2 and six at Tiers 3–4, on top of everything else you wanted to do that day. Siege Tokens are the only thing that buys you around it (and only for node battles — never for the march).
  • Soldiers are the other real cost. Every man lost at a wall is gone, and every man committed still eats. A siege is a bet that the land is worth more than the army it takes to get it.
  • Your dead are not wasted. Soldiers who fall in a campaign join your realm's fallen and your raisable dead, which feed the Cemetery line and its rites — including the Spectral Host you can march back into the next storm.
  • Holds are the fast money. They pay without a raid and without a sack, but only while somebody wants the ground. They are also the one system in the game that deliberately rewards you for being attacked.

Playing it well

  1. Bring the recommended force. Both punishments — the spoils cut and the under-force lethality — are keyed to that one number.
  2. Camp before you storm. Waiting out the starve clock halves the garrison for about 2–3% of your force.
  3. Send a Thief in early, before your own assaults teach the walls to watch.
  4. Take one outer node, not four, unless you want the garrison bleed more than you want the turns.
  5. Never attack the same node twice. Go around.
  6. Cap yourself at one or two sacks a day. The third pays half.
  7. Invite people. Contribution splits the spoils but the fortress is shared, and six baronies clear a Citadel far faster than one.

Ascension and the Sixteen Trials

Ascension is the endgame for a single Hero. A Hero stops levelling at 40. To go further they must pick one of four paths open to their class, raise the guild halls that path needs to Tier 3 (one hall for a pure path, two for a blend), and clear two solo gauntlets. The first gauntlet grants the path's signature skill; the second lifts the level cap, grants a title, and — for paths that carry magic — sets spell-slot capacity.

The Level-40 Wall

Every Hero hard-stops at Level 40 until that Hero personally clears their Ascension Trial. The cap is per Hero, not per empire: one ascended Hero does not raise the wall for the rest of your roster.

  • Unascended Hero: level cap 40.
  • Ascended Hero: level cap 50.
  • XP above the wall is lost. Banked XP is clamped to one level's worth — 4,000 XP at Level 40 — and anything above that is discarded as it is awarded.
  • Heroes who were already above Level 40 before the wall existed are grandfathered. They are never de-levelled; their XP simply parks.
  • The wall applies to every player, whether or not Ascension itself is open to them.

What you see: the Hero's card on the Heroes page shows the wall and names the guild line the road runs through. Separately, a Whisper called a wall-call appears on the Whispers page — one per class, lit while any un-benched Hero of yours stands at the wall without a path. Choosing one of its four options is the path pick. The Hero card has no picker of its own. The wall-call only appears if Hero Ascension is open to your account; the Level-40 cap applies either way, and a player without the feature sees only a placeholder note on the Hero card.

Choosing a Path

A path is picked once the Hero is Level 40, alive, and unascended. In practice the pick is a one-shot: the wall-call completes on that click, and it will not re-light for a Hero who already has a path, so there is no way to change your mind. Two things gate the pick, and the same two gate the Trial launch:

  • Your Hero's own class guild line must stand at Tier 3.
  • The blended discipline's guild line must also stand at Tier 3.

A pure path (blending your own class) collapses to a single hall, which makes the four pure paths the cheap route and the twelve blends the expensive one. The Mage's hall is the Wizard's Tower; the other three are the guild lines below.

Picking a path seeds that path's own Whisper. That Whisper is the only place the Trial can be launched from.

What Ascension Costs and What It Changes

ItemValue
Minimum Hero level40
Halls requiredOwn class line at Tier 3 and blend line at Tier 3
Turn cost per gauntlet run1 turn
Gauntlets required2 (the nemesis, then the Proving)
Minimum total turns2, plus 1 for every failed attempt
Gold or material costNone. The turns and the halls are the whole cost.

On clearing the second gauntlet, permanently:

  • The Hero's level cap rises from 40 to 50.
  • The Hero's class line is replaced by the path name everywhere it is displayed.
  • The path's title is earned and set as the Hero's active title.
  • The path's signature skill is kept for good (an imbued Hero already had it).
  • The Hero's spell-slot capacity is set by the path.

Spell slots. Only the Mage discipline carries magic. A pure Mage path holds 3 slots, a Mage-based blend holds 2, a martial path that blends in Mage holds 1, and every other path holds 0. An unascended Mage already carries 2, so ascending is a gain for the Archmagus and a wash for the other three Mage paths. Slots are worth nothing unless your empire holds the Wizard's Tower at Tier 4; without it, no Hero anywhere carries spells, ascended or not, and no spell can be bound or cast in the field.

The Sixteen Paths

PathBase classBlends inSpell slotsSignature skill
WarlordWarriorWarrior (pure)0Unbreakable
WarhawkWarriorRanger0The Stoop
ReaverWarriorThief0Execute
SpellbladeWarriorMage1Emberward
MarchwardenRangerWarrior0Hold the Wall
HuntmasterRangerRanger (pure)0Unerring Shot
ShadewalkerRangerThief0Fade
StarcallerRangerMage1Star Volley
DuelistThiefWarrior0Riposte
NightbowThiefRanger0Truescatter
PhantomThiefThief (pure)0Untouchable
HexhandThiefMage1Hex
BattlemageMageWarrior2Iron Cadence
StormstriderMageRanger2Haste
NightmageMageThief2Siphon
ArchmagusMageMage (pure)3Bind

The Trial

The Trial is launched from the path's own Whisper on the Whispers page. There is no button anywhere else. The Whisper runs through four beats — the summons, raising the halls, the Trial, the Proving — and each gauntlet only opens while the Whisper stands at its matching beat. Between the two you return to the Whisper to have the skill named; that click is what advances it to the Proving.

Trial launch requirements

  • The Hero is alive, not benched, and above 0 HP.
  • The Hero is Level 40 and not already ascended.
  • The Hero has a chosen path, and it is one of the four open to their class.
  • Both required halls stand at Tier 3.
  • The Hero is home. A Hero out on a raid, or away on a Thief's Work infiltration, cannot be called to their Trial.
  • No delve, Arena run or other Trial is already active for your empire.
  • You have 1 turn to spend. It is taken at launch.
  • The path's Whisper stands at the matching beat.

How the gauntlet is built

The Trial runs on the delve engine, so the Hero fights with their full kit — class skills, earned skills, gear, attributes, carried spells. But it is not a normal delve. It runs in gauntlet mode.

PropertyValue
Party size1. Always solo.
Rooms10, counting the entrance
Grid5 × 5
Depth1
Room typesFixed, not drawn from the random deck
Enemy scaleKeyed to the Hero's real combat power, then multiplied by 0.15
Extra multiplier, Proving only×1.1 on every enemy

The grid shape is generated fresh each run, so no two Trials look identical. The room types are deterministic: the boss sits at the farthest room from the entrance, a camp sits on the last step before it, the elite sits about 60% of the way along that road, one cache appears from the second room onward, and everything else is a fight. Of the ten cells that works out to the entrance, the cache, the elite, the camp, the nemesis, and about five plain fights. There are no random event rooms in gauntlet mode.

Enemies scale to the Hero's actual combat sheet — gear, attributes and boons included — not just their level, and are then knocked down to 0.15 of that, because a lone fighter takes every swing instead of splitting the attention of a four-Hero party. The scale has a floor keyed to the Hero's level, so stripping your gear to make the Trial easier does not work. The multiplier moves enemy health and attack together.

Stage 1: the nemesis

Each path has its own site with rank-and-file enemies, one elite, and one nemesis at the end. Each nemesis carries its own special move — usually the hero-side version of the skill you are there to take: the damage cap, the unmissable shot, the parry, the hex, and so on.

Clearing it does not ascend the Hero. It imbues them: they now carry the path's signature skill on every combat surface while still unascended. The imbuing grants no spell slots — a Mage keeps the 2 they already had, and nobody gains the path's capacity until they ascend — and the Level-40 cap still holds. Return to the Whisper to have the skill named and to open the Proving.

Stage 2: the Proving

The Proving is the same ground, generated from the stage-1 site rather than hand-authored.

  • Every enemy is 1.1× harder than on the first run.
  • The elite room holds the site's toughest ordinary enemy at 1.8× health and 1.1× attack.
  • The boss is the stage-1 elite, at 2.6× health and 1.2× attack, with the nemesis's special move removed.

Read that last point carefully. The Proving boss is scaled up from the elite, not from the nemesis, so in raw health it is always the smaller of the two bosses — trial elites run 82–92 base health, so the Proving boss lands around 213–239, against nemeses of 270–400. What makes the Proving hard is that every other enemy is hotter and the boss has no special move to telegraph.

Clearing the Proving ascends the Hero.

Failure and retries

A Trial Hero cannot die. The Hero fights alone, so the moment they go down the run ends as a loss — and that is true of every way a Trial can drop them, including the cache trap. The bleed-out clock that kills a downed Hero in an ordinary delve only advances while a run is still in progress, and this one is already over. The Hero comes home alive at 1 HP.

Nothing else is spent. The Whisper beat does not advance on a loss, so the same gauntlet can be attempted again as often as you like, at 1 turn per attempt. Heal the Hero first — a Hero at 0 HP cannot be launched.

The Ascended Signature Skills

Each path grants exactly one active skill. It appears on the Hero's action bar in delves (including Trials), in siege escalades, and in the Arena. Cooldowns are counted in rounds and are shortened by the Hero's cooldown-reduction stat.

SkillPathCooldownEffectHow long it lasts
UnbreakableWarlord4Deals no damage. No single blow can take more than 12% of the Hero's max HP.2 rounds
The StoopWarhawk4One strike at 260% power.Instant
ExecuteReaver3180% power, or 320% against a target below 30% of its max HP.Instant
EmberwardSpellblade3Deals no damage. Grants a shield worth 18% of the Hero's max HP that soaks damage before their own health.Until spent. It does not expire at round end.
Hold the WallMarchwarden3Deals no damage. Draws enemy blows onto the Hero at half damage, and heals 15% of max HP.Guard lasts 1 round; the heal is immediate
Unerring ShotHuntmaster3230% power, and no enemy defence stops it — evasion, parry, shield and damage cap are all skipped.Instant
FadeShadewalker3Deals no damage. The Hero is untargetable for the enemy phase, and their next strike is a guaranteed critical.1 enemy phase
Star VolleyStarcaller370% power to every enemy at once.Instant
RiposteDuelist3Deals no damage. The next blow against the Hero is negated entirely and 80% of the Hero's attack is dealt back to the striker.1 round; lapses if unspent
TruescatterNightbow3150% power, and no enemy defence stops it — evasion, parry, shield and damage cap are all skipped.Instant
UntouchablePhantom4Deals no damage. The next 2 blows against the Hero miss.Until both charges are spent
HexHexhand330% power, and the target takes +40% damage.3 rounds on the target
Iron CadenceBattlemage3100% power, and adds 12% of the Hero's base attack to their attack. Stacks with every cast.Fight-scoped. The bonus is discarded when the fight ends. It is not a permanent stat gain.
HasteStormstrider4Deals no damage. The Hero acts again immediately; the turn is not spent.Instant
SiphonNightmage3120% power, and heals the Hero for 60% of the damage dealt.Instant
BindArchmagus340% power, and the target loses its next 2 turns.2 enemy turns

An imbued Hero — one who has felled their nemesis but not yet cleared the Proving — already carries their path's skill on all three surfaces. Only the spell slots and the raised level cap wait for the full ascension.

The Arena uses positional twins of these skills. The multipliers and cooldowns are identical; what changes is that each one gains a hex range — Execute reaches 1, Iron Cadence and Siphon 3, Bind 4, Hex 5, Unerring Shot and Truescatter 6, and The Stoop becomes a 3-hex charge. Two also behave differently: Star Volley hits only foes within 4 hexes instead of every foe on the board, and Fade gives one dodge charge (the next blow whiffs) plus the guaranteed crit, rather than removing the Hero from targeting for a whole phase.

Blueprints

A guild line cannot be started at all until you hold its Blueprint. Blueprints are not bought, crafted or traded. They drop from one place only: a Tier-4 conquest realm victory.

The roll belongs to the Hero, not the barony. Every Hero recorded as having fought in that siege for you rolls separately, for their own class's line.

Every condition on the drop

  • The realm must be Tier 4. Tier 1 to 3 victories never drop a guild Blueprint.
  • The Hero must be one of those recorded as having fought in that siege.
  • The Hero must still be alive when the victory is settled.
  • The Hero must be a Warrior, Ranger or Thief. Mages are excluded outright — the Wizard's Tower is not a guild line, so a Mage on a Tier-4 victory contributes nothing to this roll.
  • The line's Blueprint must not already be held. A Hero whose line you already have does not roll.
  • Hero Ascension must be open to your account. If it is not, no roll happens and no pity progress accrues — you cannot bank luck on content you cannot receive.
  • There is no Hero level requirement. The buildings rise freely; only the Ascension Trial itself demands a Level-40 champion.
  • At most one Blueprint drops per victory, however many Heroes hit.

How many Heroes that means in practice: a single storm seats 2, or 3 if you spend a Second Banner, which seats a third champion for one storm. But the record of who fought is kept for the whole siege and adds up node by node, so swapping champions between node battles puts every one of them into the roll at the regent's fall.

The pity ladder

The base chance is 1 in 3. Every Tier-4 victory a line comes away from empty-handed raises that line's chance by 16.7 percentage points, so it is guaranteed on the fifth. Counters are kept per line — winning the Fellwatch never resets your Oathhall progress — and a line's counter resets to zero the moment its Blueprint drops.

Prior Tier-4 victories this line came away emptyDrop chance
033.3%
150.0%
266.7%
383.3%
4100%

If two or more Heroes hit on the same victory, the most-starved line takes the plans; ties are broken at random. Every eligible line that came away empty gains one miss.

What a Blueprint is spent on: raising the first tier of that guild line. Every tier after the first costs materials only. One Blueprint unlocks the line for good.

The Three Guild Lines

Three martial guild lines mirror the Wizard's Tower, one per non-Mage class. Each needs its Blueprint for the first tier and is then built through four tiers. Building them at all requires Hero Ascension to be open to your account.

LineClassBlueprint won byTrials it opens at Tier 3
The OathhallWarriorA Warrior on a Tier-4 victoryWarlord, Marchwarden, Duelist, Battlemage
The FellwatchRangerA Ranger on a Tier-4 victoryHuntmaster, Warhawk, Nightbow, Stormstrider
The UndercroftThiefA Thief on a Tier-4 victoryPhantom, Reaver, Shadewalker, Nightmage

A line at Tier 3 opens the Trials of the discipline it teaches. Since a path needs both the Hero's own line and the blend's line at Tier 3, a blend is roughly twice the building project a pure path is.

Which tiers pay permanent turns

Only the last two tiers of a guild line pay a turn. Tier 3 and Tier 4 each grant +1 permanent turn per day, granted the moment the tier completes, plus one extra turn on the spot. Tiers 1 and 2 pay their room perk and nothing else.

Fully built out, all three lines together are worth +6 permanent turns per day. The Wizard's Tower pays no turns at any tier.

Guild-line cost and build time

All three lines share one cost curve.

TierStoneTimberIronWardenstoneGodstoneBuild time
1150120801 h 30 m
22602001601018 h
342032026020220 h
462044036036330 h

Build times are shortened by any build-haste bonus you hold, down to a hard floor of 10% of the listed time. Only one tier of a given line can be under construction at once.

What each guild tier does

TierOathhall (Warrior)Fellwatch (Ranger)Undercroft (Thief)
1 The Sparring Yard — Warriors heal an extra 15% of max HP each daily cycle The Mews — scout journeys take 20% less time, scout losses halved The Scales — the Roaming Trader pays 1.15×
2 The Pells — Warriors earn 1.2× battle XP; opens soldier training The Waystones — +10 percentage points site-find chance; opens the Hunt The Ratruns — trinket heists cost 0.85×; opens Blood Money
3 The Oathhall — +1 turn/day, Warrior-ward Trials open The Winding Horn — +1 turn/day, Ranger-ward Trials open The Last Lock — +1 turn/day, Thief-ward Trials open
4 The Arena — +1 turn/day, opens the Arena wave gauntlet, plus a one-time purse of 3 Arena Tokens on completion The Fellwatch — +1 turn/day The Undercroft — +1 turn/day, plus 2 extra bench slots on your roster

The Waystones bonus is added inside a hard 90% ceiling on site-find chance, so a barony already near that ceiling gets less than the full 10 points out of it.

The Pells XP bonus applies to Warriors only, and it does nothing for a Hero already parked at the wall.

The Long Games

Raids and sieges are what you do today. The systems on this page are what you do over weeks. Most of them cannot be rushed with turns, and only one (faction standing) can be bought with gold. They pay in things nothing else in Wardenfall gives — permanent turns, land grants, relics that ignore the bonus caps, and titles other baronies can see on the rankings board.

Everything below is lazy. There is no scheduler. Timers advance, whispers seed, factions drift and world events resolve the next time an active player loads a page. The daily line is Eastern midnight.

Whispers and the Codex

A Whisper is a story told in scenes. Each scene is narration plus a choice, and most scenes are locked behind a task you go and do out in the world. The reward is never gold you could have earned anyway — it is lore, a relic found nowhere else, a place on your Codex, a mark on the hero who carried it, or a recipe.

How you get one. Scouting. Every successful scout find rolls a 12% chance to surface a Whisper, and a batch of finds compounds up to five: five finds in one return is a 47% chance. You can only pursue one Whisper at a time, so the roll does nothing while one is open.

How a beat is gated. A scene can demand scouts sent, raids won, materials traded, a hero ascended, a hall raised, or a walk of the Pilgrim's Path. Some beats instead hide a site: you send idle scouts to comb a named realm from a riddle. This is a real timed scout dispatch, not a click — the party is gone for roughly 20 to 90 minutes and carries the same risk of loss as any other scouting run, with the loss odds shown before you send. Each scout that comes back rolls a find, and the odds climb with every attempt already spent (capped at 90%). One party at a time. Once the site is found it names a hero class, and only a hero of that class may go.

Site huntValue
Scouts per search partyup to 10
First attempt's find chance18%
Added per attempt already spent+8% (max 90%)
Finds needed to reveal the site2
Search party away for~20–90 minutes; some scouts may not return
Hero travel once revealed4 hours

What Whispers unlock. Two of the season's tales are the only key to a whole building line, and a third opens a place:

  • The First Vow — lets you build the Holy Site. Without it the whole faith line, including the Cathedral, is unbuildable.
  • A Greater Soul — lets you raise the Black Chapel (Memorial III), which is what the Rite of Substitution needs. You also need a Necropolis standing.
  • The Mouth Beneath — opens one delve site, the Witherwood Warren. It does not unlock delving itself; every barony starts with the Sunken Crypt.

What a Whisper is worth. Whisper relics sit in the Codex vault, not your trove, and their bonuses layer on uncapped on top of your capped trinket bonuses. That makes them the most valuable single objects in the game. Three of the season's tales — Who Built the Wardens?, The Eighth Realm and The Starfall Crater — end in a permanent +1 turn per day, whichever of the two final choices you take. The base allotment is 15 turns.

WhisperCountNotes
Canon Season 1 tales18These are the ones the rankings tally counts
Arcanum spell tales6Teach a Wizard's Tower spell recipe; never counted
Ascension and wall-call tales20Per-hero, per-class; never counted
Unique relics in the Codex36Includes world-event relics
Lore pages77
Score per solved Whisper250

The Chronicler's award. Solve all 18 canon tales and the realm pays out once: the Chronicler's Seal (a one-of-a-kind relic), +2 permanent turns per day, 25,000 gold, one Raid Token, one Siege Token, one Delve Token, and 2,500 score. Spell tales and ascension tales do not count toward the set, so chasing them never blocks the award.

Pursuing Whispers also courts the Witherwood Coven: +4 standing per beat advanced, +8 per tale completed. That is the only lever that faction has.

World events: the Titan, the Blight and the Construct

A world event is one monster against the whole realm. Nobody can solo it, and while it is alive it takes a bite out of every active barony whether they committed or not. There is no random spawn — a threat is born only when players finish the Waking Chain, and the Waking Chain wakes a Titan. The Blight and the Construct are fully written but have no summon of their own yet (an admin can force one), so a Titan is the threat the realm actually faces.

ThreatCasualty multiplierStrengthDrops on a repelChampion title
Titan×1.5×1An Absolution VialTitanbane
Blight×1.0×1The Last BloomPlaguebreaker
Construct×1.2×1.4The Sentinel CoreIronbreaker

There is no deadline and no defeat condition. A threat that arrives does not break through and leave — it goes loose and attacks every day until the realm's muster grinds it down. The reckoning only fires once coverage reaches 1.0, so the only outcome the engine can reach today is a repel. Wardenfall carries a full breakthrough path in code — heavier casualties, a 25-point popular-support hit, a 25% toll on every seal-breaker's whole host, a Blight razing up to 15% of every realm's productive regions to Waste, a Construct knocking down up to 3 building tiers, with baronies under 20 regions spared both — and none of it can currently trigger. Plan around the daily bleed, not around losing.

The War Council

An omen runs 3 to 5 days. The council opens the moment the omen does, and you can keep committing after the thing arrives — the muster is what kills it.

Your pledge is measured against you, not against the leaderboard. Troops, gold and food are three separate fronts. What each one scores is the share of your own 30-day peak capacity you handed over, read from your daily snapshots on the day the threat spawned. Gold and food count liquid plus banked, so banking hides nothing. Each front is capped at 100 points, so the largest barony in the realm cannot cover a front alone.

DialValue
Points per front, maximum100
Demand per front23 × active baronies × 3 (×1.4 for a Construct)
Capacity floor — army800 units (your whole host, not just soldiers)
Capacity floor — gold50,000
Capacity floor — food8,000
New-barony rampcredit scales 0 to full over 7 days
Free rally4 points, once per day, costs nothing

All three fronts must reach their demand. Coverage is the worst-covered front, so a realm that pours in gold and forgets food never brings the thing down — it just keeps bleeding.

While a Titan is loose

Once the countdown runs out the Titan arrives and attacks every day until the muster grinds it down. Each day it is loose, every active barony loses 4% of its standing soldiers multiplied by the threat's casualty multiplier — 6% a day for a Titan — never more than 60% in one day. The baronies that broke its seal take double.

The Reckoning

Your committed gold and food come back. Gold returns plus an 85% victory share; food returns plus 25%. Your soldiers do not: 20% of the troops you committed die, times the threat's multiplier (30% against a Titan), and the survivors come home as raw regulars with their veteran ranks gone. That casualty rate is the whole cost of standing in front of one of these.

On top of that return, the average of your three front scores decides a bundle:

TierAverage pointsRegionsGodstoneRelic or VialBadges
Answered8+150Quartermaster's Seal −5% upkeep, 2 days
Bled25+100130% chanceQuartermaster's Seal −8% (3d), Bountiful Harvest +10% food (3d), Warhost's Bounty +2 turns/day (2d)
All-in50+4003guaranteedQuartermaster's Seal −12% (4d), Bountiful Harvest +15% food (4d), Warhost's Bounty +3 turns/day (3d)

The regions are the real prize, and they are granted as Coastal. 400 Coastal regions is about 48,000 score — more than a Tier-4 conquest siege pays. Because the tier is set by effort relative to your own 30-day peak, the smallest barony in the realm can reach all-in as easily as the largest.

The Realm's Champion. One barony per threat: whoever stretched furthest relative to their own capacity. They get the Champion badge (+4 turns per day for 5 days) and their heroes take the threat's epithet permanently. The rankings board shows them as Defender of the Realm.

A repelled Titan strips the Titan-Marked trait from every hero in the realm, whether or not that barony fought.

The Waking Chain

Short of an admin forcing one, the only way a world event enters Wardenfall is that players choose to wake one. The Waking Chain is a relay Whisper: it lands on one barony that has solved enough Whispers, and asks them to draw others in.

Who can be drawn in. A barony that has solved more than 3 Whispers, has been active within the last 24 hours, and holds at least one unpinned trinket. The codex needs three such baronies in the realm before it will surface at all, and it rolls an 8% chance per day.

StageWhat happensClock
The GatheringThe current holder names the next barony. Each new hand turns a page every member of the circle can read.48 hours to act, or the call bounces back to the previous holder
Circle closesAt 3 to 5 baronies, rolled when the codex surfaced.
The RiteEvery member lays down an unpinned trinket (it is destroyed) and performs. The seal breaks only when the last one does.48 hours, then anyone who has not performed is cast out

The price of taking part. Every member who performs loses the trinket, and their foremost hero takes the Titan-Marked trait (−7% power, −5% morale) plus the title "the Seal-Breaker". Two things lift it: the realm repelling that Titan, which clears the mark from every hero in the realm at once, or an Absolution Vial used at a Sanctuary, which washes off that hero's other removable flaws in the same rite. While the Titan is loose it takes double the daily bite out of the baronies that broke its seal.

The price of walking away. A barony that is cast out, or refuses, while the rest of the circle finishes anyway loses 30% of every military unit it owns and takes the mark regardless. Backing out is not free.

The rankings board labels the circle while a rite is live: the barony the codex fell on and any deserters read as marked, the drawn-in read as chosen, and once the seal breaks every barony that performed reads as marked. If the rite lapses, or a Titan was already loose so nothing new woke, the labels clear.

Only one rite can be running realm-wide at a time. After a woken Titan is dealt with there is a one-day cooldown, and the previous circle is barred from the next one.

Faction standing

Seven great powers. You start knowing none of them. Every won raid has a 20% chance to surface a first-contact encounter on your dashboard, and only a power you have met tracks what you do.

Standing runs from −100 to +100. Reach 60 and the Allied boon is yours.

TierStandingEffect
Allied60 to 100Their boon is active
Friendly20 to 59Nothing yet
Neutral−19 to 19Nothing
Wary−59 to −2012% chance per day to raid you for 4% of your gold
Hostile−100 to −6028% chance per day to raid you for 8% of your gold
PowerHow you court themGainAllied boon
The Pale HordeWin raids and attacks+4 per raid, +6 per attack+10% gold from every raid
The SaltswornTrade on the market+1 per trade−8% on market buys
The Ashen CovenantComplete building tiers+5 per tierA daily stone and timber stipend, offered as a Crossroads choice
The Witherwood CovenPursue Whispers+4 per beat, +8 per tale+2 popular support per day
The Quartermasters' GuildGold tribute only−15% troop gold upkeep
The Greenwarden GrangeGold tribute only+15% food production
The Free CompanyGold tribute only+12% raid power, and +12% of your base garrison musters when you are attacked

The three rules that decide how you play this.

  • Activity gains are capped at 12 per faction per day. You cannot grind a power to Allied in an afternoon.
  • Standing drifts 3 toward Neutral every day in both directions. Allied is a maintenance commitment, not a checkpoint. It also means anger forgives itself if you stop.
  • Gold tribute costs 250 per point, up to 20 points in one payment, and it bypasses the daily cap. That is the only lever the three service powers have, and it is how you buy your way to Allied fast when you need the upkeep relief.

The Coven is the only power ordinary play can drive negative: winning a raid inside the Witherwood costs 2 standing with them. Raids anywhere else do not.

Guilds, alliances and treaties

A guild is a named team of up to 10 baronies — the founder plus nine. Founding one is free; the name runs 3 to 32 characters. One guild per barony. The founder alone invites, admits join requests, kicks and disbands; if the founder leaves, the guild passes to another member. Pending invites count against the cap.

What guild membership actually does:

  • You cannot attack a guildmate, and they cannot attack you.
  • Every guildmate adds 15% of their soldiers, ballistas and knights to your garrison when you are attacked. Reinforcements arrive raw — no veteran bonus rides along.
  • Guild membership decides who you are allowed to invite to a conquest realm you discovered. It does not hand the realm out. A realm belongs to whoever found it and stays invisible to everyone else until the owner sends an invite. Great-power wars are the exception and are open to all.

Treaties are separate, one-to-one, and stack with a guild.

TreatyWhat it does
Military AllianceNeither side may attack the other. Each active ally adds 15% of their soldiers, ballistas and knights to your defense. Lets you gift units. Makes them eligible for an invite to a conquest realm you own.
TruceA promise, not a wall. Attacking anyway is allowed — it voids the truce, costs you 5 popular support, and mails the defender that you broke it.
Trade AgreementRequired to trade directly with that barony, and to gift them gold, food or materials. Holding at least one is also the gate on posting a bounty.
Tech AgreementRaises your technology ceiling by +1 per active agreement, on top of your Technology regions. Your region research keeps climbing underneath it.

Duplicate defenders are counted once — a guildmate who is also a military ally reinforces at 15%, not 30%. A Free Company alliance stacks on top of both.

The Polarity: taint, the Path and the Unbinding

Taint is the only permanent penalty a hero accumulates, and there is exactly one source of it: the dark rites in your own Crypt. Every level costs −6% raid power and −3% party morale, and the penalty stops deepening after five levels. So the supply of taint in the realm is finite and entirely self-inflicted.

The Polarity is the axis a hero moves along by dealing with that taint. It runs from −8 to +8. Positive is the Pilgrim's Path; negative is the Unbinding. Your standing is not stepped, it is recomputed from two counters — walks completed and levels of taint eaten. Each counter resolves to a mark, and your polarity is the light mark minus the dark one, so walking back out of the dark works with no special case.

MarkThe Unbinding (dark)The Pilgrim's Path (light)
1Sin-TouchedRoad-Worn
2Sin-LadenUnburdened
3Sin-Bearer — counted as turnedPilgrim — counted as turned
5Sin-DrownedThe Lantern
7Sin-EaterWarden

One rite is not one mark. This is the part players get wrong. Both roads bank progress and pay out in steps, and the steps get longer.

MarkTaint eaten (total)Walks completed (total)
151
2133
3246
43810
55515
67521
79828
812436

The Pilgrim's Path

Requires a Cathedral — Holy Site Tier IV. Send a champion out alone and they come home fully healed. A clean hero pays only the ash offering; no gold, no building materials.

The price is a seat. The pilgrim is not benched — they hold their place in your party for the entire walk and can do nothing. You fight one short until they return. You may send as many as you like, including everyone, and you cannot bench a pilgrim to free the seat or start a walk from the bench.

A walk lengthens as the hero climbs, and the ash offering is charged per hour walked, so both scale together. A hero walking out of the dark pays a ×1.5 penance on hours and ash alike — coming back is harder than going forward.

Mark heldWalk durationAsh offering
024 hours144
136 hours216
360 hours360
584 hours504
7108 hours648

If the hero carries taint, the walk lifts one level and additionally costs one Absolution Vial. A clean hero pays only the ash.

The whole road from untouched to Warden is 36 walks, about 2,880 hours and 17,280 ash — roughly four months with a party seat dark the entire time.

Two things the Path does not do. It does not remove flaws — that is the Sanctuary's job with an Absolution Vial. And it does not restore a hero's spent death reprieve. Nothing does.

The Unbinding

Requires an Obsidian Adytum — Memorial Tier IV, which itself requires a Black Chapel. Both the Cathedral and the Adytum are live and buildable as of 2026-08-03.

A champion takes one level of taint off another hero on your own roster. The donor's taint is destroyed, not transferred — the vessel does not pick up a taint level, it banks one step of progress down the dark road instead. So there is no farm: the supply of rites is exactly the supply of taint your Crypt has paid for in five-star soldiers and far-realm materials.

The rite costs 1 turn. Then both champions — the vessel and the donor — are off the board for a vigil, and the vessel pays an ash offering.

Mark heldVigilAsh offering
07 hours42
110 hours60
317 hours102
524 hours144
731 hours186

The full descent to Sin-Eater is 124 rites and about 16,764 ash, deliberately close to the Path's total so neither road is the cheap one.

The rules at the door: a hero cannot eat their own taint, the donor must actually be tainted, a hero already standing at a positive polarity cannot take on sin, and nothing goes below −8. There is no limit on how many levels one donor may give — a badly tainted hero can carry a vessel most of the way down.

The vessel remembers whose taint it carries. Marks are currently display only — a title and a line on the hero sheet. They grant no abilities, and reaching the ±3 "turned" threshold does not change a hero's actual class or take away their class skills, whatever the flavour text says.

Relic Ash

Ash is the sacrifice currency, and there is exactly one way to get it: burn a trinket. It is priced by the size of the hole the burning leaves in your realm, not by the item.

  • A duplicate is worth nothing but its metal. Only the highest-level copy of a key contributes any bonus, so a spare has never done anything.
  • A trinket whose channels the rest of your trove already holds at the cap is likewise worth its metal.
  • A relic carrying a quarter of your live food yield pays for a quarter of it.
RarityMetal floor (Level 1)
Common1
Uncommon2
Rare4
Legendary9

The floor is multiplied by the fusion level (1.0 / 1.6 / 2.2 / 2.8 / 3.4). On top of the floor sits the sacrifice component, which is where nearly all the value is.

You can burn up to 25 at once, and a batch is priced as one removal rather than 25 in sequence — two relics that jointly hold up one channel pay for that channel once between them. Pinned trinkets are refused outright. Unpin first; burning cannot be undone.

Because the price is what the realm loses, ash cannot be farmed — the only way to get rich in it is to make yourself weaker on purpose. It has three sinks and one balance, so they all compete: the Pilgrim's Path's offering, the Unbinding's vigil, and Transmutation rites (turning a hero's scar into a boon). Redeeming a hero and descending one are paid out of the same purse.

Necromancy, souls and ghosts

Two building lines run off your dead. Both are permanent, both are slow, and one of them is the only factory of taint in the game.

The Cemetery line

Opens once 1,000 of your soldiers have died, cumulatively. Each tier has its own death gate — you cannot buy your way past it.

TierNameFallen requiredCostBuild time
ICemetery1,00015,000g · 120 stone · 60 timber1 hour
IIWar Cemetery2,50035,000g · 280 stone · 140 timber · 40 iron2 hours
IIINecropolis5,00070,000g · 500 stone · 200 timber · 12 wardenstone4 hours
TierGrief keptSupport per dayPrestigeExtra
I50%00
II35%+1600Unlocks the Cemetery Rites
III20%+21,800+3% hero-party morale on raids while the grounds are Honored

"Grief kept" is the share of the popular-support penalty for dead soldiers that still lands on you.

The Cemetery Rites

Unlocked at Tier II. Two pools, and they fill differently. Ghosts are your raisable dead: every soldier who falls on a raid, at a siege or in an escalade adds one. Souls are the catalyst, and they have exactly one source — sacrificing your own living veterans at the Soul-Harvest. Dying soldiers do not mint souls.

RiteCostEffectDisturbance
Rite of Honor4,000 gold+8 popular support−10
Soul-HarvestLiving veterans, killed on the altarSouls by rank: 1 / 2 / 4 / 7 / 11 / 20 from Regular up to five-star+1 per 40 souls drawn
Spectral HostOne ghost per body raised, and 1 soul binds 1,000 of themA flat +25% army power on your next raid (×1.5 while Haunted), or march the host into a siege as a ghost column — there the size matters+1 per 1,000 raised
Reconsecration20,000 gold · 10 wardenstoneLays the dead back to rest−40

There is no cap on a host — the ghost pool is the limit, and it drains as you raise. The soul-ghost trinket channel lifts the binding ratio by up to 10%, so one soul can bind up to 1,100.

Disturbance runs 0 to 100 and decays 5 per day. Cross your tier's tolerance — 50 at Tier II, 65 at Tier III — and the grounds turn Haunted. Haunted is a real trade, not a punishment: dark rites cost ×0.7 souls and the Spectral Host hits ×1.5, but you bleed 4 popular support every day and the Necropolis morale boon stops.

The Memorial line and the Crypt

Opens once a hero of yours has fallen. A built Memorial names your fallen heroes and gives every living hero +2% morale per remembered fallen hero, capped at +10%.

TierNameCostBuild timeAlso requires
IMemorial25,000g · 160 stone · 4 wardenstone2 hoursOne fallen hero
IICrypt45,000g · 300 stone · 80 iron4 hoursA consecrated Cemetery (any tier)
IIIThe Black Chapel90,000g · 600 stone · 120 iron · 20 wardenstone6 hoursA Necropolis, and the "A Greater Soul" Whisper
IVThe Obsidian Adytum180,000g · 1,200 stone · 260 iron · 45 wardenstone24 hoursA Black Chapel

The Crypt is where taint comes from. Every rite is paid in five-star soldiers plus far-realm materials, and every rite but one deepens the haunting.

RiteCostEffectTaint added
Rite of Reforging1 five-star soldier · 6 Greathide · 4 Cinder-CoalRe-rolls a hero's traits. A gamble — it can land worse.+1
Rite of Cleansing2 five-star soldiers · 5 Fluxsalt · 3 Cinder-CoalBurns one flaw off a hero+1
Rite of Raising3 five-star soldiers · 3 Warden-Resin · 6 Greathide · 20,000 goldBrings a fallen hero back at half HP. Needs an open hero slot.+2
Rite of Substitution1 five-star soldier · 4 Warden-Resin · 1,000 population · 1 fallen hero's soul · a higher-level living hero, retired foreverLifts all taint from another hero at once. Needs the Black Chapel.0

That gives taint three exits, and they are priced as genuinely different acts. Substitution clears everything tonight and costs a whole champion. The Pilgrim's Path lifts one level per walk and costs a Vial, days and a party seat. The Unbinding moves one level onto a hero who chooses to carry it, forever.

Activity tokens

Turns gate everything. A token buys you an activity without spending one.

TokenWhat it waivesWhere it comes from
Raid TokenA raid's turn costPooled win drop, or the Roaming Trader
Delve TokenA delve's turn costPooled win drop, or the Roaming Trader
Siege TokenOne siege encounter's turn cost. Laying and marching a siege is already free.Pooled win drop, or the Roaming Trader
Vanilla TokenResets your turn counter to a full day1% flat chance on any win
The King's Decree+3 turns, granted above your daily maximumA rare spoil
Arena TokenOne gauntlet entryArena only — the Oathhall at Tier IV, and pressing deep in the Arena

The three activity tokens drop from a shared pool: a win rolls once, and the token you get is a random one of the three. You can win a raid and pull a Siege Token.

Win typeChance of a pooled token
Raid2%
Delve6%
Siege25%

The Roaming Trader carries exactly one token per visit at 6,000 gold. The token-luck bonus channel is relative to each activity's own rate and caps at +60%, so a maxed-out barony takes a siege win from 25% to 40%, not to 85%.

Trinkets, relics, fusion and salvage

Trinkets are passive while held. Their bonuses are summed and then clamped as a group, so a second relic on a channel that is already at its ceiling does nothing. Only the highest-level copy of a key counts at all — duplicates are inert. A few channels have no ceiling at all (population growth, support regen and hero regen), so those keep stacking.

Whisper relics from the Codex are the exception: they layer on uncapped, on top of the clamped trove.

Fusion

Two identical items at the same level fuse into one at the next level, up to Level 5. A fused item is stronger than a single but weaker than the two it ate — you are trading raw stats for a freed trove slot or a stronger single equip slot.

LevelEffect multiplier
11.0×
21.6×
32.2×
42.8×
53.4×

A fuse costs gold and iron, scaling with rarity and with the level being forged (multiply the base below by the target level, minimum 2):

RarityBase goldBase ironCost to forge Level 5
Common80084,000g · 40 iron
Uncommon2,5002012,500g · 100 iron
Rare7,0005035,000g · 250 iron
Legendary16,00012080,000g · 600 iron

Trinket fusion needs a Tier-4 Workshop (the Reliquary Forge). Hero-gear fusion does not. A pinned trinket can be fused and stays pinned; equipped gear can be fused and the upgrade lands back on the wearer.

The three ways to get rid of a trinket

RoutePaysBest for
Sell to the Roaming Trader500 / 1,500 / 4,000 / 9,000 gold by rarity, times the fusion multiplierAnything you want gold for. The buyer does not care what it did for you.
FuseA stronger single itemDuplicates you actually use
Burn for Relic AshMetal floor plus the hole it leavesThe only source of ash. Load-bearing relics pay; duplicates pay scraps.

Score and the rankings

Score is the public number. It is the sum of eight pillars, plus building prestige, plus renown for lifetime feats, plus your collection.

PillarWeight
LandPer region, by type (below)
MilitarySoldiers 4 · Ballistas 9 · Cavalry 14 · Knights 16 · Trebuchets 22. Veteran ranks add power-equivalent extra bodies.
PopulationPopulation ÷ 8
SupportSupport% × population ÷ 20
Technology600 per tech level
WealthGold ÷ 150 (liquid + banked)
FoodFood ÷ 80
Heroes1,000 per hero level, summed across living heroes
RegionScore each
Technology130
Coastal120
Industrial115
Urban110
River90
Watchtower90
Mountain85
Desert70
Waste−30
Renown and collectionScore
Per raid won8
Per delve won150
Per realm conquered1,200
Per Whisper solved250
All 18 canon Whispers2,500 (once, permanent)
Per trinketBase 15 / 45 / 130 / 350 by rarity, times a level multiplier of 1 / 3 / 8 / 20 / 50

The trinket level multiplier is convex — each level is worth more than twice the last. A Level-5 legendary scores 17,500, against 350 for an unfused one. Consolidating a hoard raises your score even though the fused item's raw stats are sub-additive, which is the one place where fusing is unambiguously correct.

Soldiers escrowed away from home still count. Troops out on a raid, committed to a siege, marching home, or garrisoning a contested hold are all folded back into the military pillar, so your score does not dip because your army is busy — and you cannot hide an army from the size tax by parking it.

Building prestige adds a flat amount for the highest tier reached: Cemetery 600 / 1,800, Holy Site 800 / 2,200 / 5,000 / 12,000, plus the Treasury, Granary, production and Spymaster lines.

The rankings board also carries standing marks. A barony entangled in a live Waking Chain shows as chosen or marked, and whoever took the Realm's Champion off the last threat wears Defender of the Realm.

Usable Items: Every Consumable, Exactly

Thirty-one items you can hold and spend. This section gives each one its real numbers, what it does, what it does not do, what it costs, and where you actually spend it. Where an item is commonly misread, the misreading is called out.

The rules that apply to all of them

  • They stack and they are not per-hero. Your inventory holds a count of each item. Nothing is bound to a champion.
  • You spend them in three different places. Some are used from the Inventory page. Some are picked at launch on the raid or scouting screen. Some are spent inside a delve, an escalade, or at a muster. The tables below say which.
  • Crafted or dropped, never both. An item with a material cost is crafted at a building. An item marked drop-only cannot be crafted at any tier — it only ever arrives as loot, a quest reward, or a building's grant.
  • Picking one at launch does not cost a turn. The provision rides along with the raid or scout you were already sending.
  • A provision is consumed whether or not the mission succeeds. The exception is a raid you cancel before it resolves: every provision it carried comes back — Siege Kit, Warpaint, Bloodrage, Jenkember, Greedsight, Stonesnow, King's Decrees, and the War Banner at the exact strength that marched rather than a generic replacement.
  • The three scouting packs come in charges, not single uses. One craft buys 3 charges, spent one per scout, so a single Scout Pack marks three scouts and not one.

Healing and cures

ItemCostWhat it doesWhere
Salveroot Tonic6 timber · 2 iron
Apothecary I
Heals a chosen Hero +10 HP.Inventory
Knitbone Draught12 timber · 6 iron
Apothecary II
Heals a chosen Hero +25 HP.Inventory
Wardenbalm Elixir2 wardenstone · 2 warden-resin
Apothecary III
Heals a chosen Hero +50 HP, and rouses a gravely-wounded champion so they can march at once.Inventory
Stillblood Draught2 warden-resin
Apothecary II
Restores +2 popular support to your realm. Once per 12 hours.Inventory

The three tonics differ only in how much they heal and what they cost. None of them cures anything — they close wounds, nothing more.

The Absolution Vial

Drop-only. Cannot be crafted at any Apothecary tier. It comes from exactly two places: looted from a Titan repelled at a World Event, or consecrated at your own Temple (Holy Site Tier 3).

To use one you need a Sanctuary (Holy Site Tier 2). Holding the vial is not enough.

What it does:

  • Removes every removable flaw from one Hero, in a single use — not one flaw, all of them.
  • Covers flaws of birth: the negative traits a Hero was rolled with (combat, mind, fortune and so on).
  • Covers battle wounds: negative traits picked up in play, such as a lame leg.

What it does NOT do:

  • It does not remove the Haunted trait. That is a grave-curse and holy water is written to leave it alone, or the Black Chapel would have no purpose. Haunted comes off with a Haunting Cure, or the Black Chapel's Rite of Substitution.
  • It does not cure a Jenkember addiction. Vices are a sickness of the will; the cleanse skips the entire vice category.
  • It does not remove taint. Taint (the Crypt's corruption) is a separate counter from traits. A vial does not touch it directly — see the Pilgrim's Path below.
  • It does not heal. No HP is restored.
  • It does not touch good traits. Only negative ones are stripped.

Its second job. A vial is also the price the Pilgrim's Path charges to lift taint: a walk that sheds taint spends 1 Absolution Vial on top of its relic-ash cost, and lifts exactly one level of taint per walk. Two levels of taint means two walks and two vials.

ItemSourceWhat it doesWhat it does not do
Haunting Cure Drop-only. Unlocked by charting its tale, then surfaces rarely in raid spoils. Lifts the Haunted wound from one Hero — the one thing the Absolution Vial cannot touch. Removes no other flaw. Heals nothing. Does not reduce taint.
Rite of Return Drop-only, from a quest tale. Calls your most recently fallen Hero back to life, at half strength. Does not let you choose which of your dead returns. Does not return them clean — they come back Haunted, which then needs a Haunting Cure or the Chapel's Rite.
The Unbroken Oath Drop-only, deep delves only. Rarer the shallower the stair. Restores a Hero's spent reprieve — their one free survival of a fatal blow — whole. Does nothing for a Hero who still has their reprieve. Does not grant a second one on top. Does not resurrect the dead.

Raid provisions — picked on the raid screen

These are chosen as you launch a raid, not used from the Inventory. Each affects only the raid it rides on.

ItemCostExact effectThe catch
Siege Kit12 iron · 8 timber
Workshop I
That raid's casualties fall by 35%.Survival only — pays nothing extra in loot.
War Banner18 iron · 2 wardenstone
Workshop II
+25% gold and materials from that raid. A crafted banner is always full strength; a looted banner rolls 10–25%.Does not reduce casualties or raise your odds of winning.
Warpaint Stimulant10 iron · 1 wardenstone
Apothecary II
Your Hero fights that raid at ×1.25 power.Needs a Hero on the raid. No effect on a heroless raid.
Bloodrage Elixir3 wardenstone · 2 warden-resin
Apothecary III
Your Hero fights at ×1.60 power.Burns 25% of that Hero's max HP when the dust settles.
Greedsight Elixir2 wardenstone · 1 warden-resin
Apothecary III
That raid is likelier to turn up a trinket, and its rarity rises one tier.Affects trinkets only — not gold, materials or gear.
Stonesnow2 wardenstone
Apothecary I
Halves that mission's travel time. Costs one powder per mission, scout or raid alike.Feeds a dependency meter: +2 per powder, decaying 4 per day of abstinence, out of 100.

Jenkember — read this before you use it

Drop-only, no material cost. It is the only consumable in the game that permanently damages the Hero who uses it.

What one huff does:

  • That Hero fights the raid at ×1.40 power.
  • The war party returns 25% sooner.
  • The comedown: that same Hero fights their next raid at ×0.85 — and then it clears.

What repeated use does. Huffs accumulate for the life of the Hero. Clean days decay the count by 1 per day, but only while no comedown is pending.

Lifetime huffsStageComedownCraving — raids without a huffAlso
1–9×0.85none
10Jenkember Thirst×0.80×0.95
50Jenkember Addict×0.75×0.9035% chance to snatch a held jar at launch, unbidden

What will not fix it: an Absolution Vial has no effect on a Jenkember addiction. Vices are excluded from the cleanse by design. There is currently no item that removes the Thirst or the Addict trait.

Scouting provisions — picked on the scouting screen

ItemCostExact effectThe catch
Scout Pack8 timber · 6 iron
Workshop I
The next 3 scouts may sight a trinket-bearing site (25% each). Raid the marked lead and a win is guaranteed a trinket.The guarantee is on the marked lead only, and only if you win.
Quartermaster's Lodestone30 iron · 4 wardenstone
Workshop III
The next 3 scouts may sight a gear-bearing site. Raid the marked lead with a Hero and a win is guaranteed Hero equipment.No Hero on the raid, no gear. This is the most commonly missed condition on any item.
Surveyor's Charter12 timber · 10 iron · 8 stone
Workshop II
You name a material; the lead they bring back is guaranteed to be a site that yields it.Guarantees the site type, not the quantity.

Activity tokens — a free entry, not a bonus

Each token pays the turn for one activity. They change nothing about the activity itself: no extra loot, no better odds, no scaling. You may spend one even when you have turns to spare.

TokenBuysWhere it comes from
Raid TokenOne raid, no turn.Shared win-drop pool
Delve TokenOne delve, no turn.Shared win-drop pool
Siege TokenOne escalade encounter (one node storm), no turn.Shared win-drop pool
Arena TokenOne Arena entry, no turn. Or, spent mid-run: mend a wounded Hero for a rolled 25–75% of their health, or revive a fallen one at half strength.A purse of 3 when the Oathhall reaches Tier 4, and more by pressing deep into the waves
Vanilla TokenResets your turn counter to a full fresh set, immediately.Rare, from any victory
Beginner TokenNothing yet — its effect is not wired. Holding one does nothing.New-player grant

The three activity tokens drop from a shared pool: a win rolls once and gives a random one of the three, so a raid win can hand you a Siege Token. The Arena Token is not in that pool — it is Arena-sourced only.

The Arena itself needs no token. A token pays the turn; entry requires only a healthy Hero. There is no building requirement and no level requirement for the gauntlet.

The King's Decree

Drop-only. Read from the Inventory.

  • Grants +3 turns, added on top of whatever you already hold.
  • It is the only thing in the game that carries you above your daily maximum.

The catch: those turns die at the daily reset like any others. Break the seal on a day you can actually spend them. It no longer does what it once did — it used to lift a war-party ceiling that no longer exists.

Spent inside a delve, a muster, or a campaign

ItemWhat it doesWhat it does not do
The Stayed Hand Spent on a downed Hero inside a delve: adds 30 seconds to their bleed-out clock, on top of the standard 2 minutes. They stack — three buys another 90 seconds. Cannot be used pre-emptively on a standing Hero, and cannot be used once the run is over. Drops from roughly 1 in 10 delve wins.
The Torchbearer's Lantern Puts a fifth body into one delve — a hired hand, not your champion. The torchbearer earns no experience and takes no share of the glory. Spent when you descend.
The Second Banner Normally only two champions may storm a fortress node. Raised at the muster, one storm goes in three strong. Applies to a single storm, not the whole siege. Spent when the assault begins.
The Postern Key Send a Thief with it and fifteen minutes later the first approach is simply carried — no assault, no roll, no wound, no dungeon. Turns only while the fortress is whole. It opens a campaign; it cannot shorten one already under way. Needs a Thief. Spent when they set out.
The Quiet Year Sacking several realms in one day pays less each time — the second at three quarters, the third at half, the fourth and after at a quarter. Sealing this to a campaign counts that sack as though it came one step earlier. Forgives one step, not the whole ladder. Sealing costs nothing and can be undone; the sheaf is only spent if the walls actually come down.
The Hunter's Trophy Nothing. It is proof that you were there when something large went down. It has no mechanical effect of any kind, and none is planned. It is a keepsake.

Glossary

Every term the game and this guide use, in one alphabetical list. Where a word means something narrower in Wardenfall than in ordinary English, the Wardenfall meaning is the one given.

TermMeaning
Absolution VialA consumable that washes a flaw off a Hero. Crafted at a Temple (Holy Site III), or dropped by a Titan. The only thing that clears the Titan-Marked brand.
AffixA combat property on a piece of gear — lifesteal, armour pierce, crit damage, execute and so on. Different affixes fire at very different rates, so their listed numbers are not directly comparable.
AllianceA treaty between two baronies. Wardenfall has two: non-aggression (neither may attack the other) and Military Alliance, which adds mutual defence and shared conquest access.
ApothecaryA crafting building. Makes consumables — healing draughts and field supplies.
ArenaA wave-survival gauntlet fought on a hex board. Open to any barony with a healthy Hero — there is no building or level requirement.
Arena TokenPays one Arena entry instead of a turn. Arena-sourced only: a purse of 3 arrives with an Oathhall at Tier 4, and more come from pressing deep into the waves.
Aristocrats' GalaA covert operation. Undermines a rival's popular support.
Ascended skillThe signature ability a Hero gains on completing their Ascension Trial. One per path, sixteen in all.
AscensionWhat happens past Level 40: a Hero commits to one of sixteen dual-class paths and fights a Trial to claim it.
AshscarFrontier realm, second of the nine.
BallistasStatic defensive war engines. They cost no food upkeep, which makes them the cheap way to hold ground.
BankedResources moved into a Treasury (gold) or Granary (food). Banked stock is protected from raids and spoilage; loose stock is not.
BaronyYour empire. One player, one barony.
BenchHeroes you hold but do not field. The Undercroft's Tier 4 crown grants two bench slots. A benched Hero cannot be sent anywhere and grants no empire bonuses.
Black ChapelMemorial Tier 3. Home of the Rite of Substitution — the only way to reduce a Hero's taint by force rather than by walking it off.
BlueprintThe one-time unlock for a guild building line, won by a Hero of that class fighting on a Tier-4 conquest victory. No level requirement.
BondPairing a Hero with a horse. Available once the horse reaches Seasoned. A bonded mount gives its rider more ground and better initiative in the Arena and in duels.
BountyA posted reward for attacking a named barony.
CampThe stage of a siege between marching and storming. Supply, morale and posture are managed here, and Heroes heal between node battles.
CathedralHoly Site Tier 4. Opens the Pilgrim's Path.
CavalryFast, pure-offence riders. No defensive value.
CemeteryA burial ground for fallen soldiers. Softens the popular-support hit when men die, and from Tier 2 hosts the Cemetery Rites.
CheckpointAn Arena wave at which your winnings bank. Reach one and the pot is yours even if a later wave ends the run.
Cinder-CoalA far-realm material.
Coaching YardStable Tier 3. Sends three couriers a day.
CoastalA region type. Its gold output scales with your popular support.
ConscriptionA policy that converts population into soldiers. Higher rates cost popular support.
ContractA daily objective that pays out when completed.
CourierA horse sent out with the day's orders. Each courier that rides is worth one turn, granted above your daily maximum.
Covert operationAn action run against a rival without open war — spying, sabotage, theft, or agitation. Resisted by their Spymaster.
CryptMemorial Tier 2. The resurrection vault and the home of the necromantic rites.
Daily resetThe once-a-day cycle that pays income, charges upkeep, grows population and restores turns. It runs on US Eastern time and fires lazily — the first page load after the rollover triggers it.
Deep realmOne of the four hardest realms — Hollow Downs, Glass Reach, Underdeep, Riftmarch. They carry their own loot tables.
Deep RoadA resonance charge built by delving. A full charge is a key: it opens a deep Brutal site, and a Brutal win opens a private Tier-4 realm.
DelveA turn-based dungeon crawl fought room by room with a party of Heroes. Pays XP per Hero, unlike a raid which splits one pool.
DemoralizeA covert operation. Damages a rival's popular support.
DesertA region type.
DoomfireThe heaviest strike in the game. Scorches enemy land into cursed Waste.
TrainPay gold and food to promote soldiers directly instead of waiting for battles to do it. A button on each rank in the Barracks; requires the Oathhall at Tier 2 (the Pells). Was called the Drill Yard.
DuelHero-versus-Hero combat against another player, on the Arena's hex board. Unlike the gauntlet, duels are unscaled — raw stats decide it — so a level bar still applies.
EscaladeThe assault phase of a siege: storming a fortress node by node, each node its own tactical battle.
ExpeditionAnything you send out from the Expeditions page — a scout or a raid.
Faction standingYour reputation with the realm's seven great powers. Raised by tribute and by deeds they approve of; high standing unlocks perks.
FellwatchThe Ranger guild line. Tier 3 opens the Ranger-ward Ascension Trials.
Five-MedalThe top veteran rank, ★★★★★. A Five-Medal soldier is pulled out of the army and becomes a Hero recruit.
FluxsaltA far-realm material.
ForgeA production building. Yields iron each cycle.
Frontier realmOne of the four mid-difficulty realms — Pale Steppe, Ashscar, Saltmarch, Witherwood. Beating a realm's Brutal apex site grants a Hero slot, once per realm.
FusionCombining duplicate trinkets or items into a stronger one.
GauntletThe Arena's wave-survival mode.
GhostsA necromantic resource minted from the dead, spent on the Spectral Host.
Glass ReachDeep realm, sixth of the nine.
GodstoneThe fifth and rarest material. No in-game source yet.
Gold HeistA covert operation. Steals gold from a rival's treasury.
GranaryBanks food against raids and spoilage, and raises food production.
GreathideA far-realm material.
GuildA player team. Members hold mutual non-aggression and defence, and share discoveries.
Guild lineOne of the three martial building lines — Oathhall (Warrior), Fellwatch (Ranger), Undercroft (Thief). Each opens its discipline's Ascension Trials at Tier 3, and Tiers 3 and 4 each pay a permanent turn per day.
HeistA covert operation only a Thief can run. Steals an item.
HeroA named champion. You do not buy Heroes: a soldier promoted to ★★★★★ leaves the army and becomes a recruit you name and class.
HoldA garrison posted on captured ground. Holds can be challenged by other players.
Hollow DownsDeep realm, fifth of the nine.
Holy SiteThe light-side building line: Holy Site → Sanctuary → Temple → Cathedral.
IndustrialA region type.
InitiativeTurn order in hex combat. Higher goes sooner.
IronA core building material, produced by the Forge.
King's DecreeA rare spoil worth +3 turns, granted above your daily maximum.
KnightsHeavy, versatile troops — they both hit and hold.
LeadA raid site a scout found and reported. Leads are held until spent.
LodestoneA Quartermaster's consumable that makes a scout more likely to sight gear.
LooseResources not yet banked. Vulnerable to raids and, for food, to spoilage.
Lumber CampA production building. Yields timber each cycle.
MarchThe travel phase of a siege, before the camp.
MemorialThe dark-side building line: Memorial → Crypt → Black Chapel → Obsidian Adytum.
MountainA region type.
NecropolisCemetery Tier 3. Required before a Black Chapel can rise.
Net worthYour total assessed size — land, army, buildings and banked wealth. Drives the size tax and much of the game's scaling.
NodeOne defended position inside a fortress. A siege is won by taking nodes one at a time.
NotorietyHow much attention your conquests have drawn. Rises with each siege, making the next both harder and richer.
OathhallThe Warrior guild line. Tier 3 opens the Warrior-ward Ascension Trials; Tier 4 pays a purse of Arena Tokens.
Obsidian AdytumMemorial Tier 4. The altar of the Unbinding.
PaddockStable Tier 1. Sends one courier a day.
Pale SteppeFrontier realm, first of the nine.
PartyThe five Heroes you field. Distinct from the bench.
PillageA covert operation. Raiders plunder a rival's treasury.
Pilgrim's PathThe light road. A champion walks out alone and returns fully healed and one step brighter. The price is a party seat held empty the whole walk.
Pity ladderAn escalating drop chance. Blueprints use one: a third on the first attempt, rising by a sixth for every Tier-4 victory that pays nothing, certain on the fifth.
PolarityThe light-and-dark axis a Hero sits on. Walking the Path moves them toward the light, the Unbinding toward the dark.
Popular supportHow your people feel about you. Drives Coastal region income and falls with tax rate, conscription and casualties.
PostureYour stance at a siege camp. Trades pressure on the fortress against your own supply and morale.
ProvingThe second stage of an Ascension Trial, fought after the Hero is imbued.
QuarryA production building. Yields stone each cycle.
QuicksilverA far-realm material.
RaidSending troops and Heroes against a site a scout found. The main daily loop, and how soldiers earn veteran ranks.
RarityAn item's grade — common through legendary.
RegentThe lord of a besieged realm. Reaching and beating them ends the siege.
Regent's fateThe choice at a siege's end: ransom the regent for gold, or take a harder road.
RegionOne parcel of land. Its type sets what it produces.
RelicA powerful held item that grants an empire-wide bonus while you keep it.
Relic AshWhat is left when a relic is burned. Priced by the size of the hole its loss leaves, so burning a relic you actually rely on pays most.
ReprieveA Hero's one escape from death. Once spent, the next fatal blow is final.
RiftmarchThe deepest realm, ninth of the nine.
RiftshardA far-realm material.
RiteA ceremony performed at the Cemetery, Crypt or Black Chapel, paid for in souls, elite soldiers and materials.
RiverA region type. The only land that grows food.
Roaming TraderA visiting merchant who buys and sells on a rotating stock.
RosterThe Undercroft's Tier 4 crown, and the page it opens. Grants two bench slots.
SabotageA covert operation. Damages a rival's works.
SaltmarchFrontier realm, third of the nine.
SanctuaryHoly Site Tier 2. Cleanses a Hero's flaws with an Absolution Vial.
ScoutA unit sent to find raid sites. No scouting, no raiding.
SeasonedThe third horse rank, and the point at which a horse may carry a Hero.
SiegeThe endgame loop: march on a Realm, camp, storm its nodes, and face the regent.
Siege engineOne enormous machine built at the Siege Workshop. Marched to a siege and spent to take an outer node without a battle. The crew never comes home.
Siege WorkshopA yard that builds one siege engine at a time: Timber Yard → Engine Works → The Great Forge.
Sin-EaterThe last rung of the dark road, reached at the bottom of the Polarity.
Size taxA scaling cost that grows with your net worth, measured against the realm's engaged median rather than a fixed number.
SmelteryA crafting building. Transmutes surplus materials into what you lack, always at a loss.
SoldiersYour line troops, and the game's largest recurring cost. They are also stored value: tradeable, convertible, and the only source of Heroes.
SoulsA necromantic resource minted per fallen soldier and spent on rites.
Spectral HostAn army raised from ghosts.
SpellsilkA far-realm material.
SpymasterThe counter-intelligence building. Unmasks enemy agents and blunts covert operations against you.
StablePaddock → Stable → Coaching Yard. The only building that makes turns rather than spending them.
Starfall IronA far-realm material.
Stayed HandA consumable that buys a downed Hero more time before they bleed out in a delve.
StoneA core building material, produced by the Quarry.
StreakConsecutive days played. Pays a small daily reward.
TaintCorruption carried by a Hero, deepened by the necromantic rites. It has exactly one exit and that exit is a transaction.
TechnologyA region type. Raises your tech level.
TempleHoly Site Tier 3. Consecrates Absolution Vials rather than waiting for one to drop.
Thief's WorkSlipping a Thief into an untaken siege node before the storm. A gate is left unbarred; anything else is thinned.
TierA building's level. Higher tiers cost more and take longer, and most lines run to three or four.
TimberA core building material, produced by the Lumber Camp.
TitanA realm-wide threat that must be repelled by the whole server. Summoning one has consequences for the barony that did it.
Titan-MarkedA permanent brand on a Hero who helped wake a Titan. Only an Absolution Vial removes it.
TomeWizard's Tower Tier 4. Gates spellcasting — not, despite older text, the Ascension Trial.
TraitA rolled quirk on a Hero, good or bad. Wisdom softens the bad ones but never erases them.
TrebuchetsElite siege engines. The unit that calls down the Doomfire.
TreasuryBanks gold against raids, and its reserve covers shortfalls when you build.
TrinketA held item granting an empire-wide bonus. Trinkets stack across a set of named channels.
TurnYour action budget. Most things cost one. Turns refresh at the daily reset, and couriers, Decrees and guild tiers add more.
UnbindingThe dark road. A champion takes a level of taint off one of your other Heroes; the taint is destroyed and they carry the weight instead, permanently.
UndercroftThe Thief guild line. Tier 3 opens the Thief-ward Ascension Trials; Tier 4 grants the Roster's two bench slots.
UnderdeepDeep realm, eighth of the nine.
UpkeepThe daily cost of your army, charged in gold and food. It is the single largest recurring drain in the game.
UrbanA region type. Grows population.
VentureOne trip into a delve site. Repeat ventures into the same site escalate in difficulty.
Veteran rankA soldier's decoration, Regular through Five-Medal. Ranks are earned by surviving battles and raise both the unit's power and its odds of living.
VigilThe recovery period after an Unbinding rite, during which both Heroes are off the board.
WardenfallYour home realm, and the name of the game.
Warden-ResinA far-realm material.
WardenstoneThe fourth core material, rarer than stone, timber and iron.
Waking ChainThe player-run relay that summons a Titan. The baronies who complete it are named to the whole realm.
Wall, theLevel 40. XP stops mattering there until the Hero chooses an Ascension path.
WasteA region type: land scorched by a Doomfire and cursed. It produces nothing.
WatchtowerA region type. Strengthens defence.
WaveOne round of the Arena gauntlet.
WhisperA story quest. Whispers unlock buildings, rites and the Ascension Trials — several systems have no other door.
Withering CurseA heavy strike that decimates soldiers rather than land.
WitherwoodFrontier realm, fourth of the nine.
Wizard's TowerThe arcane line: House of the Arcane → Conjurer's Spire → Wizard's Tower → Archmage's Rise. Spells are discovered as recipes, researched at Tier 3, and cast in the field.
World eventA realm-wide threat every barony can contribute against.
XPHero experience. A raid splits one pool across everyone who rode; a delve pays each Hero separately.