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Event Guide

Gold Mine Conquest

A 30-minute alliance battlefield event every Friday

At a glance

Every Friday, one 30-minute match. About 20 of our members fight another alliance on a battlefield, taking and holding buildings for points.
You fight with battlefield troops, so your real troops and power do not drop. But the speedups used for healing are your real speedups.
Three keys to winning: take the teleport building and Medical Camps first, grab the Gold Mine when it opens at 10 minutes, and save your troops to the end.

How to read the screen

Gold Mine Conquest screen explained (Korean client)
Real game screen (Korean client). Medical Camp I (+30 points/sec) (tap to enlarge)

If a building’s name bar is blue, we own it. If it is red, the enemy owns it. In the battle photos below you can see the same building turn from red to blue.

Points and role of each building

BuildingPoints per secondEffectWhen
Smeltery+50PointsFrom the start
Medical Camp+30Auto-heals battlefield troops (15 every 10 sec, per guides)From the start, hold to the end
Intel Post+10+10% to the owner’s total points per second (confirmed from on-screen numbers)When you have spare troops
Teleport building (name unconfirmed)UnconfirmedTeleport cooldown 2 min → 1 minFirst of all
Gold Mine+80 (per guides)Most pointsOpens 10 min after start
Weapon Forge (name unconfirmed)UnconfirmedOur heroes ATK/DEF/HP +15% (per guides)After 10 min
Tower of Judgment (name unconfirmed)UnconfirmedEnemy heroes ATK/DEF/HP -15% (per guides)After 10 min

Battle photos: what changes when you take a building

Smeltery before and after capture
The enemy’s Smeltery (red) after we took it (blue). Enemy +50/sec → 0, ours +209 → +264 (tap to enlarge)
Intel Post effect
The side holding the Intel Post gets +10% total points per second (tap to enlarge)

Plan by time

30-minute battle plan
30-minute battle plan (recommended) (tap to enlarge)
TimeTo Do
Before startCheck your name is on the sign-up list (substitutes can enter too). Say early if you cannot come. Have healing speedups ready. Set squad 2/3 defense as your alliance says
0–10 minStrong members: take the teleport building → Medical Camp → Smeltery, in that order
Weaker members: empty buildings, pick up Point Supply Crates (scouts), hold your assigned building
10 min+When the Gold Mine opens, strong members focus on it. Also go for the Weapon Forge and Tower of Judgment
Keep holding the Medical Camps (if lost, you heal with your own speedups)
Final minutesAlliance points build up for as long as you hold buildings, so focus on keeping what you have
If your troops are gone, distract strong enemies

Roles

RoleWhoTo Do
CommandR4/R5Give targets in alliance chat and battle chat
VanguardTop powerCapture and hold the teleport building, Gold Mine and key buildings
Medical Camp guardMid powerDo not leave your Medical Camp (with the teleport cooldown, leaving means losing it)
Supply and harassLower powerCapture empty buildings, pick up Point Supply Crates, harass strong enemies when your troops are gone

How to score more

Alliance points: the longer you hold buildings, the more you get.
Personal points: go up as you fight. Players say taking the Smeltery and then fighting over the center when the Gold Mine opens puts you near the top.
Picking up Point Supply Crates also scores points.

Do not

Heal with diamonds
Leave the battlefield (guides say you cannot come back)
Wander away from your assigned building
Charge into enemy groups alone
Sign up and then not show up (it blocks a substitute)

Capital Siege

Once a week, up to 8 hours. Only alliances with a Lv.6 city can challenge.

Requirements

Only alliances with a Lv.6 city can join. To enter the dead zone, your castle must be Lv.12 or higher. Check the start time on the in-game event countdown.

How to win

You win when the capture gauge reaches 100%. If time runs out, the alliance that held the Capital the longest wins.

Dead zone

The area around the Capital. You cannot use Shields, gather Intel, or do Bounty Tasks. March speedups are blocked and movement is slower. Send your troops back to your castle before changing attack targets. Prepare troops, healing resources, and command before you enter.

Honor points

Killing enemy soldiers gives points, and your own soldiers dying also gives points. Higher-level soldiers give more points. Holding the Capital for a long time also earns points. When your points reach 10,000/20,000/40,000/70,000/100,000, you get Honor Points, training/healing speedups (1-minute), and alliance contribution.

Kingdom titles

The winning alliance’s R5 appoints the King (can be themselves). The King and Guardian get hero HP/ATK/DEF +5%, construction and research +50%, training and healing +20%. The Chancellor grants titles, the Royal Marshal gives training/healing buffs, the Architect gives construction buffs, and the Scholar gives research buffs. The appointment cooldown is 72 hours. The King can pass the throne to the same alliance member every 72 hours.

King’s rewards

When the season ends, the King hands out rewards. They reset at the next Capital Siege.

Soldier levelHonor points per soldier
1/2/32/3/4
4/5/66/7/9
7/8/911/13/15
10/1117/19

Kingdom Duel

Earn points Sunday to Friday, Capital battle on Saturday. Invasion rights (attack permission) are decided by points.

Structure

2 to 8 kingdoms form a group and compete for 1 to 3 weeks. Winning kingdoms face winning kingdoms, and losing kingdoms face losing kingdoms. This is a different event from Alliance Duel (alliance vs. alliance) and from the Capital Siege inside our own server.

Weekday points

Collect kingdom points from Sunday to Friday. When Friday ends, the kingdom with more points becomes the attacker (holds invasion rights). Some World Boss points are counted the next day.

Saturday Capital battle

Point counting ends at 00:14 (server time) at midnight Friday, and attack/defense is set at 00:15. From Saturday morning, the attacker teleports to the opposing kingdom. At 14:00 protection ends and the 4 Ballistae and the Capital can be captured. The attacker must reach 100% between 14:00 and 18:00, or the defender wins. At midnight the cross-server battle ends.

Rules during battle

Lords from the same kingdom fight together at the same building even if they are in different alliances (this does not apply to castle attacks). Holding a Ballista hits the enemy-held Capital for 1% every 10 seconds. Holding Ballistae also speeds up capture.

When you win

If the attacker wins, that kingdom’s King gets the Conqueror buff for 6.5 days. Title buffs go up and the Grand Marshal and Grand Steward positions open.

What we should do

Winning Gold Mine Conquest (50,000) and #1 in total World Boss damage (250,000) are the big points. All alliances take part in the World Boss. On Kingdom Duel day, turn on a Shield for members who cannot log in, keep free space in the hospital, and do not charge into the enemy alone. Move with stronghold defense reinforcements and rallies.

Point sourcesKingdom points
World Boss kingdom total damage win (next day)250,000
World Boss personal #1 (next day)150,000
Gold Mine Conquest win50,000
Alliance Duel win (next day)30,000
Alliance Duel MVP (next day)6,000
Race to Ace #1 (next day)2,000
Looting an enemy kingdom’s wagon once100

Tusk Spoils Rush

Saturday, 2 rounds of 30 minutes each. Choose to play it safe or go big

What you do

Collect Tusk convoy spoils to earn Operation Points. An outer zone and a center zone open around the Capital. You choose which zone to collect in.

Inner/outer zones

Outer zone: Collect military supplies with your Shield on. It is safe but gives fewer points.
Center zone (inner, dead zone): You must turn your Shield off. You get military armor and military firearms for more points, but other lords can attack you.
Spoils rise in value in this order: supplies, armor, firearms.

What you can lose (loss at round end)

If you fail to defend your territory, you lose some of the military armor and firearms you hold. Operation Points you already earned stay.
If your territory moves out of the zone or is destroyed, you lose all the armor and firearms you collected. Do not teleport inside the zone.
Some soldiers lost during the event come back after it ends (from a guide).

Time and rewards

2 rounds of 30 minutes each on Saturday. By the advance notice, round 1 is 02:00 to 02:30 server time and round 2 is 14:30 to 15:00. If server time is UTC, that is 11:00 to 11:30 and 23:30 to 24:00 KST. Be sure to check the exact times on the in-game event screen.
During the event you move to the battle kingdom without a teleport item to take part.
Rewards: cumulative Operation Point rewards (Honor Points, Beast Essence, diamonds, etc.) and personal/alliance ranking rewards. Rankings use your higher rank of the two rounds.

How to play

If you are new, build up points safely in the outer zone. Go to the center zone only if you have alliance help and spare troops. If you are about to take losses before the round ends, tell your alliance chat.

ZoneShieldSpoilsRisk
Outer zoneShield allowedMilitary suppliesLow
Center zoneShield must be offMilitary armor · military firearmsCan be attacked and lose some

Tusk Vanguard

Personal challenge, then alliance elite rally. R4/R5 starts it

It has two stages

Stage 1 is the personal challenge, and stage 2 is the alliance challenge (rally against an elite force). You can join from castle Lv.8 (from a guide).

Personal challenge

Pick only one difficulty per event. You cannot change it after picking.
Clearing vanguard forces stage by stage opens the next stage.
If you get stuck alone, open a rally and ask for help in alliance chat.
Clearing every stage of a difficulty opens a higher difficulty in the next event.
Rewards arrive all at once when the event ends.

Alliance elite rally

When enough alliance members have cleared the personal challenge, R4 or R5 summons the elite force (alliance challenge).
The elite stays on the map for 24 hours and cannot be beaten alone. You can only defeat it with a rally.
If the alliance wins, all alliance members get rewards, even those who did not join the rally (from one guide).

Tips

Players say alliance challenge Lv.2 only opens after you fill all 5 reward tiers of Lv.1. Only R4/R5 can start the alliance challenge (reply from a user in the official lounge).
One guide says single-target damage heroes are good for focusing one boss, and area damage heroes are good against multiple forces.

World Boss and Imperial Monsters

Tusk boss by day of the week, faction damage +50%, Imperial Monster rallies

World Boss (Tusk) basics

Available from castle Lv.8. The boss appears at 00:00 server time (9:00 AM KST) and stays for 23 hours. Your first 3 attacks give rewards regardless of the result. There is no limit on attacks, and only your single highest hit counts for the ranking (from a guide).

Boss and faction by day

The favored faction changes each day. Heroes of that faction deal +50% damage.
There is no boss on Sunday.
The English Tribe appears to be the Korean version’s Tribe (bear). Ranger (eagle) and Legion (lion) are the same as the Korean version’s names.

Rally tips (Imperial Monsters)

Imperial Pursuer: Even one squad must exceed the required power. See the table.
Imperial Executioner: An elite monster, found in the Events tab. Each rally costs 20 Stamina. Winning gives 2 rewards. Rewards from joining rallies opened by others are capped at 20 per day.
Vanguard Marshal: Open the rally with a support squad and join with your main squad. It stops when the gift reaches its max.
If you unlock the Alliance Tech Auto Rally, alliance members who are not online also join monster rallies automatically.

Squad tips

On boss days, build one squad of 5 heroes from that day’s favored faction. Five heroes of the same faction give a stat bonus. After castle Lv.16, save a Boss preset in your squad presets so you can switch quickly.

English bossDayFavored faction (+50%)Korean name
Tusk BerserkerMon, ThuTribeUnconfirmed
Tusk Boarlord (Boar Lord)Tue, FriLegionUnconfirmed
Tusk ButcherWed, SatRangerUnconfirmed

Arena

Daily challenge. No troop losses. Do all 5 every day

Troop losses

Your troops do not die in the Arena. Only heroes and formation matter. (from a guide)

Challenges and rewards

Daily rewards go up in tiers at 1, 3, and 5 challenges. The more you do, the better the chest. Beating all the opponents shown gives +5 points. (from one guide)

Who to fight

Beating an opponent ranked higher than you gives more points. An opponent with power close to yours is best. Too weak gives few points, and too strong may make you lose. Toward the end of the day, more people are above you, so fighting then is an advantage. (from a guide)

Defense formation

Set your attack formation and defense formation separately. If you do not set a defense, you lose easily while you sleep. After changing heroes, check your defense formation again.

Formation bonus

A formation of heroes from the same faction gives ATK, DEF, and HP bonuses (up to +12% each). Check that all bonuses are on before the battle. (from one guide)

Opponent rank (example)Points
1st25
2nd20
3rd15
10th8

Breakout

A skill event, not about power. Even small accounts can take 1st

What kind of event

Hero level and power do not count. Everyone starts under the same conditions. You pick doors and enemies to grow your army and clear stages.

Ranking criteria

It looks at the number of stages cleared first, and if tied, the number of soldiers left. There are 5 special stages per run. (from one guide)

Rewards

You can get all the tier rewards by playing only 3 stages. (from one guide)

Tips

Check the mode and stage number before you start. Note where you got stuck (door, wave, boss). Change only one thing on the next try. Keep that change only if the result improves.

When you get stuck

Watch a video guide. Stage numbers overlap between modes, so be sure to check the mode. Look at each door based on your current army, not on a target army you cannot beat.

Race to Ace / Arms Race

Open daily. The theme changes every 4 hours. Play to the theme

Basics

It opens every day and the theme changes every 4 hours. There are themes for actions such as construction, heroes, and training. Only actions done during that theme count as points.

Who you compete with

You compete for rank in a group of 12 or more players at a level similar to yours. You do not face the strongest account on the server. Rank rewards arrive by mail. (from one guide)

Point efficiency

Wait to use your saved speedups and resources until the theme that counts them comes. 4 hours is short. In the hero growth theme, 1 hero recruit gives 400 points, the best. (from one guide)

Two birds, one stone

If you are going to do construction, training, and research anyway, do them during the matching theme. Some actions also count toward Alliance Duel points.

Kingdom Duel

In Kingdom Duel, #1 in Race to Ace gives 2,000 kingdom points. (from one guide)

Royal Chest

Collect Badges of Merit for 7 days and open a chest with 5 keys

Basics

A personal event. For 7 days you collect Badges of Merit through daily tasks and exchange badges for keys. 5 keys open one chest.

7-day themes

One theme per day. The order is the same as Alliance Duel. Day 1 Intel training, Day 2 castle expansion, Day 3 tech research, Day 4 hero development, Day 5 soldier training, Day 6 enemy elimination, Day 7 final battle (includes all actions from the 6 days). (from one guide)

Daily ranking

The daily ranking closes at the server day change (9:00 AM Korea time). The final weekly ranking adds up all badges from the week.

How to use it

It is like practice before your first Alliance Duel. The themes and scoring are the same. Save the speedups and resources that match each theme.

Day 1 points

1 Intel mission 1,500. 1 Stamina spent 150. 1 Beast Core 350. Daily reward tiers are 1,000
5,000
10,000
50,000
100,000
200,000 badges. (from one guide)

Soldier levelTrain 1 soldierKill 1 soldier
5307
6389
74411
85013
95615

Archery Master

Shoot 1 arrow at a time. Every floor always has a Grand Prize target

Basics

1 arrow = 1 shot. Get arrows from event tasks and packs. Tasks reset at 0:00 UTC (9:00 AM KST). (From 1 guide)

How It Works

Pick the floor’s Grand Prize target first. Each shot gives a random reward from what is left. Shooting 3, 6, and 9 times on the same floor raises the target odds. At the set number of shots, the target is guaranteed and you move to the next floor.

Guaranteed Shots

In a 5-floor cycle, the target is guaranteed within 5, 6, 8, 5, and 10 shots. One cycle takes at most 34 shots. The target rarely drops before the guarantee, so plan your arrows around the maximum.

Normal Rewards

Pig Iron, ore, SR coin chest, and 5-minute speedup all have equal odds. The target weight starts at 1, then becomes 5 after 3 shots, 10 after 6 shots, and 30 after 9 shots (normal prizes are 10 each). (From 1 guide)

Max Floor

Up to Floor 200. Some floors have milestone rewards.

FloorMax Shots to Guarantee
1, 6, 11, 16...5
2, 7, 12, 17...6
3, 8, 13, 18...8
4, 9, 14, 19...5
5, 10, 15, 20...10
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