Wiki
Everything the game does, explained. If you want to know why a troop is not attacking, how long a march takes or what the Citadel pays, this is the place.
The basics
There is only one world. No separate servers and no seasons: everyone plays on the same 6000x4000 map, and new people arrive all the time, founding villages along the edge. That is why you never find an old, impassable world — there are always neighbours your own size.
Time runs with the game closed. Building, training, cooking, marching, gathering: none of it is a counter that only moves while you watch. Everything stores the time it started and the time it ends, and is resolved when someone reads it. You can close the game halfway through a queue of twenty troops and come back the next day with all twenty ready.
You cannot play without an account, but you can look: opening the game without signing in shows the live map behind the login card. The account is Google, and the nickname you pick the first time is your village's name forever — it names the village, shows in the chat, on the leaderboard and in the reports of whoever you attack, and it cannot be changed.
The village
The village is a grid of plots with stone streets between the blocks, plus eight extra plots at the tips and a square in the middle, which is the Village Center's plot. Each building takes one plot, and the position is only organisation: there is no adjacency bonus. You can drag buildings around whenever you like, through the cog in the corner.
The Village Center is the ceiling for all the others. No building goes past its level, and it has no ceiling itself. It is the most expensive and slowest building in the game — 9 to 10 takes fourteen days — and it decides the size of your village on the map: the drawing other people see is your Center.
Clicking a building opens its window in the middle of the village: the portrait on the left and, on the right, what you can do there, the details of what you picked and the queue. Each building has its own queue — the Barracks training does not stop the Kitchen from cooking, and the two Workshops (the village one and the underworld one) have separate benches.
The extractors
The Lumber Camp, Quarry, Hunters and Iron Mine produce on their own, in 30-second batches. The build-up is continuous, so the number on the bar rises all the time; the batch is only the shop-window measure. Each extractor has a storage cap that rises with its level.
The iron chain
Three buildings, each a different bottleneck: the Mine digs ore, the Charcoal Kiln burns wood into charcoal, and the Furnace puts the two together into an ingot. The ingot is what the Shieldbearer, the Knight and every Workshop upgrade require — and from Lv. 6 on, so does every construction.
The Kitchen
It turns meat into Roast (the troops' food), fish into Roasted Fish (the food of the best six) and meat into a Feast. The feast is two different dishes: the defence one, served at the Village Center and spent when an attack arrives, and the attack one, served in the attack panel and spent by the march that leaves from there. Each gives +5% and they stack.
The Workshop and the troop buildings
Each training building strengthens its own troop, 12% per level: the Barracks multiply the four line troops, the Altar the champions, the Cave the Colossus, the Tower the sorcerers, the Factory the catapults, and so on. The Workshop adds another 10% per level, but only to the troop you choose to upgrade — and each upgrade is capped by the Workshop's level.
Both numbers show on every figure when you set up an army: the building's above the upgrade's. That is the strength that body takes onto the field.
The Temple
One blessing at a time, for the whole village: Gatherer (+10% of what expeditions collect), Butcher (+3% damage), Protector (+5% health) or Craftsman (+10% queue speed). You can only switch after seven days — it is the wait that makes the choice worth something, otherwise you would just turn Butcher before every attack.
The Hospital
Every troop that dies has a 30% chance of coming back wounded instead — but only if you have a Hospital: it is the Hospital that collects them. The wounded get up right away, for a fraction of the troop's price (65% at Lv. 1, 45% at Lv. 10). What the Hospital gives back is not resources, it is queue time, which is the real bottleneck in this game.
The House of Magic Items
It forges each champion's item — Sacred Sword, Indestructible Bow, Staff of Destruction — and each only works for its own champion. The item goes up in levels, +5% health and damage per level up to Lv. 10, and each level costs a Magic Stone, the rarest resource in the game. The item outlives the champion.
The Defense Towers
The first one early on, the second from Village Center Lv. 6. They really fight when someone attacks you: they have health, damage and an archer's range, and while a tower stands the village has not fallen. They can be knocked down — then they stop defending until rebuilt, which is deliberately cheap and quick (one hour at Lv. 10), because losing a tower must not turn into a week without one.
The resources
There are nineteen, in families: the raw ones (meat, wood, stone, ore), the dishes (roast, roasted fish, feast), the forge ones (charcoal, ingot), the map materials (rare herb, fine timber, precious stone, fibre), the special ones (Gorvak Soul, Vulkran Fire, Enemy Soul, Magic Stone) and gold.
Click any resource on the bar — on the map or in the village — and the game opens a screen saying where it comes from and what it is for, with a picture of each place. It is the fastest route when you have no idea what a fibre is.
Gold is the only one you spend with other people: it buys and sells on the Market noticeboard, and it speeds up building, upgrades and forging at 500 per hour. It drops from deposits, nests and monsters — never from attacking a village, which would be the easy tap.
The Magic Stone is neither produced nor gathered: it drops by luck, on 0.5% of the targets you beat — deposits and monsters only. Each item level costs one.
The troops
Every troop has health, damage, range, speed and a targeting rule. There is no "attack versus defence": the battle is simulated body by body, and what decides the outcome is that whole set.
The Barracks line is Spearman, Archer, Shieldbearer and Knight. Beyond it, each building brings a behaviour the battle loop did not have before:
- Goblin Hut — the Rat Goblin is a squad: one troop from your stock becomes three bodies on the field.
- Monster Cave — the Colossus lies down and stops moving while being hit, and only one enters the field per battle.
- Sorcerers' Tower — the Mage strengthens the whole army (+4% attack per Mage, and only two enter the field), and the Healer acts by healing instead of striking. At most eight Healers per battle.
- Factory — catapults hit from afar and in an area. At most three catapults and one fire catapult per battle.
- Champion's Altar — Paladin King, Shadow Archer and Dark Mage. Only one champion per village, among the three, and his aura only counts in the battle he takes part in: a champion left at home strengthens no march at all.
There are two kinds of limit, and mixing them up gets in the way: the existence one (how many you can have, counting those at home, on the march and in the queue) and the field one (how many enter a battle). The champion is limited by existence; the catapult, the Mage, the Brute and the Colossus are limited by field — you can build as many as you like, but only some fight at a time.
The civilians — prospector, lumberjack, herbalist, fisherman — do not go to village battles and do not carry the Barracks bonus. On an expedition they stand still while any escort is alive; when the last soldier falls, they advance on whatever is left. The Tamer is the middle case: he does not go to villages, but he fights.
The battle
The field is a strip 100 by 44. The attacker starts hard against one edge and the defender is already deployed on the other — that distance is the price of attacking, and it is what makes a base full of archers hurt.
Each round has two phases: everyone moves, looking at the field as it was at the start of the round, and then everyone strikes, looking at the field once it has settled. Anyone with a target in range does not move; anyone without one walks until they have one. It is that rule that makes the defender hold position without needing anything written just for them.
The targeting rule picks the line (the Knight hunts the back, the Mage aims at the crowd, infantry hits whatever is nearest) and range decides when. If what the troop wants is too far away, it hits what it can.
You set the army up on a grid: click the troop and then the squares, or drag to paint several. The column says where it starts — back, middle or front. Only what is on the grid marches, and 96 bodies fit. There is an auto-fill button and three presets to save ready-made armies.
Every battle is recorded, and the report carries the watch button: the replay shows the whole fight, round by round, with the troops moving and the blows landing. What the save stores is not the film, it is the two formations and the seed — the simulation is deterministic and the replay is rebuilt from that.
Attacking
Click a target on the map, set the army up on the grid and send it. The army travels: the time depends on the distance, and the way back costs the same. During that stretch the troops are not at home — and your village is weaker.
The report arrives when the army arrives, not when it comes back. You know the result at the moment of the battle; what is still on the way is the loot, the wounded and the pet, which only come in when the army sets foot at home. Until then the report says "the army is coming back with".
One army per place at a time. Until a march comes home, another against the same target is refused — this holds for villages, rivals, monsters, deposits and shoals. Simultaneous marches still exist; what you cannot do is stack five on the same spot.
The loot from a village — a player's or a rival's — is up to 4 hours of its production, in proportion to how many of your troops came out alive: a full grid alive takes the whole 4 hours, half alive takes half. Its stock is the ceiling — a poor village yields little, and that is the drawback of attacking a poor village.
Against another player there are more rules. You attack at most four player villages per day and once each: the four daily attacks must be on different targets, and that is what stops someone far stronger from knocking a neighbour out of the game by hitting them every day. On top of that, you can only attack the same player every two hours (counting from departure, not arrival) — that is the lock that covers the midnight gap, when the daily quota rolls over.
Anyone who takes an attack of 64 troops or more gets six hours of shield against everyone, win or lose — a small attack lights no shield at all. Payback within the two hours goes out right away; against a village with a shield, not even that.
The map has its own ceiling: four monsters and eight material deposits per day. The eight cover the four rare materials together — noble wood, rare herbs, precious stones and fiber. Boars, fishing, nests and portals stay out of it, and the same goes for the four rival villages per day, once each.
Whoever loses the race for a monster turns back halfway and the report says "arrived late", in grey: neither victory nor defeat.
Defending
Your village's defence is the troops at home plus the Defense Towers. You can set up a defence plan at the Village Center: the same grid, mirrored, because now the enemy comes from the left. What you save there are positions — who fills them is whoever is at home when the attack lands, and anyone without a post fights in their type's default line.
Whoever is in the plan is on guard and does not march. A placed troop is reserved: it does not leave for anything. That is why putting the champion on defence means giving up taking him on the attack.
An attack does not arrive as a surprise. When someone sends an army against you, a letter lands in your Mail the moment it departs, saying who is coming and what time they arrive — never how many. The size of the army is what the attacker gets to hide.
The defender also gets a report, with the battle replay, and collects their own wounded.
The map
Besides the villages, the map has lakes and a handful of places to attack:
- Deposits (Vein, Grove, Herb Field, Reed Bed) — guarded by three creatures and full of expedition materials. They require an explorer.
- Boar Herd — the only gathering spot that needs no specialist: win and come back with the meat. It is the first gathering target for a beginner.
- Nests — guarded by a pack, and the prize is a pet. They require a Tamer alive on the way back.
- Gorvaks and Vulkrans — monsters waiting to be hunted. They drop Gorvak Souls and Vulkran Fire, which is what the best troops and the champion items require — and the amount follows the star rating: the weakest drops one, the strongest drops two. Hunting costs a real army: nobody takes a boss down without losing troops, and a freshly built Barracks takes none of them down.
- Shoals — inside the lakes. You send a single Fisherman, he fishes for five minutes and comes back with the fish. There is no battle; what limits it is the race, because each shoal is worth one catch only.
- Clan collection points and the Citadel — see the clan section.
Each place's difficulty shows as stars, from one to three — and the scale is within its own type: the weakest version of that target is one star, the strongest is three. A one-star Vulkran is still far tougher than a three-star deposit; the star compares a Vulkran with the other Vulkrans.
The Tamer will not go after an animal without a rope, made at his hut for 20 fiber and spent on every animal tamed. It does not show in the resource bar: how many you have is only visible by opening the Tamer's Hut.
Deposits and nests reappear somewhere else once taken — the deposit in twenty minutes, the nest in three hours. Monsters also come back in another corner of the map.
Expeditions
Harvesting a deposit is not just about winning: you have to take that place's specialist — prospector at the Vein, lumberjack at the Grove, herbalist at the Herbs and the Reed Bed, Tamer at a nest. How many depends on the spot's strength: one up to strength 12, two up to 19, three from there on.
They come in through their own slots, outside the grid, and do not take up a soldier's place — an expedition takes the 96 from the grid plus the team. Whoever comes back alive is who harvests, and the right specialist takes twice as much.
Civilians have a cap: 4 of each explorer, 2 Tamers and 1 Fisherman. The Tamer gets two because he fights and a hard nest kills him.
At the end of an expedition replay there is an epilogue: the explorers cross the field and harvest what they came for, with the surviving soldiers standing around them.
Pets
The animal that comes out of a nest is not a troop: it does not fight, does not die and does not march on its own. There are four species, and each does one thing:
- Scorch — lives in the Charcoal Kiln or the Furnace and speeds up its queue (5% to 25%).
- Balu — lives in the Market and increases the gold dropped at map spots (2% to 15%).
- Kiro — goes along on the expedition and increases the harvest (3% to 20%), but only at the kind of spot it is good at.
- Nerion — goes along on any march and shortens the trip, there and back (5% to 40%).
The nest's star rating tells you the rarity of what comes out of it, and within each band the number still varies — the top is far rarer than the bottom. A 15% gold pet turns up once every two hundred tamings; a 40% ray, once every four hundred.
You can have five of each species. With a full collection, the new animal waits in the report for twelve hours: you can let one of the five go and rescue it, or let it go. Letting go is forever — there is no pet market.
The campaign
A hundred invasions against the other side of the veil, one at a time, in order. On the other side stands your own army in its dark version: the same troops, 45% tougher, fuelled by Enemy Souls instead of food.
It is the only battle with no travel: it happens on the click, and whoever survived is already home. Losing costs only the army — you train and try again right away. The feast and the guard troops stay out of it.
Beating certain stages unlocks the underworld buildings: the Barracks at 40, the Workshop at 60, the Altar at 80 and the House of Magic Items at 100. From then on your village trains the race from over there, which eats Enemy Souls — and souls are earned by killing player troops, attacking or defending.
The clan
From Village Center Lv. 3 on you can found or join a clan. It goes from Lv. 1 to 50 on the XP from members' daily tasks — things you already do while playing. Up to Lv. 16 each level opens a slot (from 15 to 30 people); from then on, each level grants a skill point.
The skills the leader buys apply to everyone: faster building, more damage, more health, quicker marching, bigger harvests, bigger loot, more wounded recovered. There are ten, and at Lv. 50 there is exactly enough to fill them all.
Donating a troop to the clan is forever — it leaves your army and becomes the clan's. In return, it takes your village's strength with it: the donated troop keeps the building and upgrade levels it had when it left, and those are what it fights with.
Collection points
Fixed spots on the map that never expire: a clan holds them, and every ten minutes they yield wood, stone or ore into the clan vault. They are attacked with the clan army, set up by the leader or an officer, and the defence is a positioned grid like a village's.
Two rules of its own: the spot shows the defence's power (unlike villages), and an attack with less than 75% of that power is refused — that is what stops a friendly clan from losing on purpose to hand the spot over. After an attack, the spot gets a two-hour shield, whoever won.
The Citadel
A castle at the centre of the region that collects 1% of everything the region produces for the clan that won the last tournament. Nobody pays a tax: what it yields is generated on the side.
The dispute is a weekly knockout. Entries close Saturday at 12:00 and the bracket is drawn at that moment; the first battle is at 13:00, and one round every three hours. Entering costs 5,000 gold from the pocket of whoever enters and five armies of 96, which stay reserved until the end.
Each tie is five battles — the 1st army against the 1st, the 2nd against the 2nd — and three wins take you through. Whoever is knocked out takes the losses of their own tie; whoever goes through keeps all five armies intact, and the champion only pays the losses of the final. The panel button opens the window with who entered and, after the draw, the bracket with the scores.
The Market
The Market connects your village to the others. Trade is an anonymous noticeboard: you do not set the price, you do not see who buys and you do not know who you are selling to. The price is the quote of each resource, which falls when people sell and rises when people buy, and drifts back to normal over the day. You list a lot, someone buys it, and the gold lands in your purse minus the fee — which falls from 10% to 1% as the Market levels up.
The Market's level also decides how many listings you keep up and how big a lot can be. Cancelling a listing returns the whole lot; what you lose is the time it sat there.
Achievements, titles and leaderboard
There are thirty-six achievements in seven groups, and ten of them grant a title. The prize does not drop on its own: it waits for you to collect it, because a resource that lands in the middle of production goes unnoticed.
Titles become banners raised in the corner of your village — five flagpoles, one banner each, and they show to anyone who opens the attack panel against you. They are pure decoration: the deed is the display.
The daily quests are ten simple requests that reset at midnight and pay a sip of resources.
The leaderboard has four boards because the game has four paths: Power (village plus army, a snapshot of right now), and Conqueror, Hunter and Trader, which come from counters that only go up — whoever spent all their gold is still the one who was the greatest trader.
Gold and VIP
The gold on the noticeboard is the same one you can buy with real money, and it moves the clock forward: 500 per hour, pro rata, on building, Workshop upgrades and item forging. You type in how much you want to spend and the game never charges more than what is left.
VIP is convenience and identity, never combat power: -5% build time, +5% march speed, healing 10% cheaper, one extra listing on the noticeboard, +10% on quest rewards, a third attack preset, the white and gold colours and the crown beside your name.
On your phone
It is the same game, at the same address and in the same world — there is no separate version. The screen rearranges itself: the buttons become a row at the bottom, the village opens full screen and zooming is done with a two-finger pinch, both on the map and in the village. The game asks you to hold the device sideways.