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
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
Building
Points per second
Effect
When
Smeltery
+50
Points
From the start
Medical Camp
+30
Auto-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)
Unconfirmed
Teleport cooldown 2 min → 1 min
First of all
Gold Mine
+80 (per guides)
Most points
Opens 10 min after start
Weapon Forge (name unconfirmed)
Unconfirmed
Our heroes ATK/DEF/HP +15% (per guides)
After 10 min
Tower of Judgment (name unconfirmed)
Unconfirmed
Enemy heroes ATK/DEF/HP -15% (per guides)
After 10 min
Battle photos: what changes when you take a building
The enemy’s Smeltery (red) after we took it (blue). Enemy +50/sec → 0, ours +209 → +264 (tap to enlarge)The side holding the Intel Post gets +10% total points per second (tap to enlarge)
Plan by time
30-minute battle plan (recommended) (tap to enlarge)
Time
To Do
Before start
Check 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 min
Strong 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 minutes
Alliance 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
Role
Who
To Do
Command
R4/R5
Give targets in alliance chat and battle chat
Vanguard
Top power
Capture and hold the teleport building, Gold Mine and key buildings
Medical Camp guard
Mid power
Do not leave your Medical Camp (with the teleport cooldown, leaving means losing it)
Supply and harass
Lower power
Capture 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)
Building names (Smeltery, Medical Camp, Intel Post), points per second 50/30/10, 30-minute matches, ownership colors (blue/red) and the Intel Post +10% effect are confirmed from the Korean game screen.
Gold Mine +80, Weapon Forge and Tower of Judgment effects, Medical Camp healing amount and sign-up rules (Castle 15+, 7+ days in alliance, sign-up Mon–Wed) are per guides.
Friday time slots (11:00 AM and 8:00 PM KST) and teleport 2 min → 1 min are from player posts. Check the in-game event screen.
Official Korean names of the teleport building, Gold Mine, Weapon Forge and Tower of Judgment, and the rewards, are unconfirmed.
The time plan and roles are our recommendation based on the above. Follow your alliance’s commands first.
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 level
Honor points per soldier
1/2/3
2/3/4
4/5/6
6/7/9
7/8/9
11/13/15
10/11
17/19
King’s rewards: 1 King (30 15-minute speedups + 2,000 gems), 5 Generals (25 + 1,000), 10 Elites (20 + 800), 20 Soldiers (15 + 500). From one guide.
The first time the Capital is captured, a hero faction buff opens for the whole kingdom (from one guide).
No attacking bases within Server 85. Capital Siege is fought only under NPC/event rules.
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 sources
Kingdom points
World Boss kingdom total damage win (next day)
250,000
World Boss personal #1 (next day)
150,000
Gold Mine Conquest win
50,000
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 once
100
Times shown are server time. If the server day starts at 9:00 AM KST = 0:00, then 14:00 to 18:00 is 23:00 to 03:00 KST the next day, and 00:15 is 9:15 AM KST. This conversion is confirmed from one guide (23:00 start).
The official Korean name for invasion rights (attacker’s permission) is unconfirmed.
Looting applies only in events against other servers. Looting bases inside Server 85 is forbidden.
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.
Zone
Shield
Spoils
Risk
Outer zone
Shield allowed
Military supplies
Low
Center zone
Shield must be off
Military armor · military firearms
Can be attacked and lose some
This is based on the advance notice (2026-09-21), so rules and numbers may change.
Operation Point values and whether troops are consumed are unconfirmed. Check the game screen.
It does not open during Kingdom Duel (from one guide).
The KST conversion of server time assumes the server day changes at 9:00 AM KST (0:00 UTC).
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.
The number of stages per difficulty and the reward values are unconfirmed.
The elite summon condition (how many alliance members are needed) is unconfirmed. Check the game screen.
24 hours and castle Lv.8 are from one guide.
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 boss
Day
Favored faction (+50%)
Korean name
Tusk Berserker
Mon, Thu
Tribe
Unconfirmed
Tusk Boarlord (Boar Lord)
Tue, Fri
Legion
Unconfirmed
Tusk Butcher
Wed, Sat
Ranger
Unconfirmed
The Korean names of the bosses (Berserker/Boar Lord/Butcher, etc.) could not be confirmed in official Korean posts. English names are shown.
Required power for Imperial Pursuer: Lv100 3M, 110 5.15M, 120 8.85M, 130 14.25M, 140 20.7M, 150 27.85M (from one guide).
Attacking bases within Server 85 is forbidden. This card covers monster rallies only.
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
1st
25
2nd
20
3rd
15
10th
8
The rank reward table (chest contents by rank) is unconfirmed
Points by rank are an example from one guide
The official in-game Korean name could not be confirmed. Shown as Arena
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.
Reward values by rank are unconfirmed
The official in-game Korean name is unconfirmed. Shown as Breakout
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)
A separate event called Arms Race could not be confirmed. It is unconfirmed whether it is another name for the same event
The theme schedule (which theme at what time) and rank rewards are unconfirmed
Times are server time, and the server day changes at 9:00 AM Korea time (KST)
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.
The 7-day themes follow the event start date, not the day of the week. If the event reopens, count from Day 1 again
Not confirmed: how many badges one key needs, and what the chest rewards are
The soldier points table comes from 1 guide
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.
Floor
Max 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
All of this comes from 1 guide. Not confirmed with other sources
Not confirmed: event period and arrows gained per day