1. Establish Income
Place Cottages, Farmsteads, Grain Silos, Lumber Camps, and Stone Quarries first. These keep basic construction, research, and training moving.
A practical reference for building a realm, managing offline progress, training armies, farming produce, crafting goods, raiding the wilds, refining Sanctity materials, trading through GEMS systems, and collecting gear.
Place Cottages, Farmsteads, Grain Silos, Lumber Camps, and Stone Quarries first. These keep basic construction, research, and training moving.
Each land deed is a 4x4 sector. Some buildings are limited per sector, and Museum, Bazaar, and Auction House each require at least 4 claimed land deeds.
Train units from the army panel, then raid caches and monsters. Stronger attack power matters because normal monster difficulty is tuned around your current army power.
Farm apples, grapes, and barley. Breweries turn produce into crafted goods, Alchemists make potions, Smelters make bars, and Blacksmiths craft starter gear.
Offline resource progress is capped at 24 hours before it must be claimed. This keeps idle progress bounded and makes regular claims important.
Museum and Bazaar can exchange approved database items through a player-claimed GEMS voucher when those features are enabled. Auction House handles direct player-to-player listings, including potions. These systems unlock later in realm progression and may remain closed while their settlement contracts are prepared.
Play Mode connects a Robinhood-compatible EVM wallet and saves progress to the server. During the contract-free transition, the GEMS holding gate can be explicitly open. Existing Solana players use the one-time migration page to preserve their account.
Spectate Mode lets anyone try a temporary limited realm without a wallet. It is a free test mode and does not save permanent progress.
Profiles store display name, kingdom name, bio, and your referral link. The landing page also shows live Players Online and Total Players counts. The profile popup is optional and can be closed if you do not want to set it up immediately.
Referral links carry a referral code into signup. Credit is only counted after the new wallet reaches the configured minimum Glory threshold, and same-IP activity is flagged for admin review.
| Resource / Item | Used For | Primary Sources |
|---|---|---|
| Gold | Most buildings, units, research, merchant trades, and Gold Bars. | Cottages, Castles, Gold Mines, raids, merchant sales. |
| Food | Units, farms, buildings, and research. | Farmsteads, Grain Silos, Castles, caches, merchant buys. |
| Wood | Buildings, research, and siege unit costs. | Lumber Camps, caches, merchant buys. |
| Stone | Fortified buildings, units, and research. | Stone Quarries, caches, merchant buys. |
| Glory | Realm score, leaderboards, and referral qualification. Glory is not spent. | Buildings, unit training, badges, crafted item sales, and monster raids. |
| Apples | Apple Cider and Health Potions. | Apple Orchards. |
| Grapes | Wine and Attack Potions. | Grape Vineyards. |
| Barley | Beer Kegs and Stamina Potions. | Barley Fields. |
| Cache Fragments | Beer Kegs and marketplace trading. | Raid caches. |
| Monster Fangs | Steel armor recipes and Stamina Potions. | Monster raids; 70% chance, with amount scaling by monster level. |
| Stamina Potions | Restores raid stamina to full from the Backpack. | Alchemist recipe. Stamina Potions do not currently drop from raids. |
| Tattered Papyrus | Scribe tome recipes. | 40% chance from successful monster raids and resource cache raids. Normal raid loot reports show at most two item types. |
| Shards of Sanctity | Refined into Sanctification Gems. | Server-validated canvas dungeon shard pickups. Pickups show during the run and commit to inventory when the run is saved. |
| Sanctification Gems | Required for Farming, Attack Power, and Crafting Tomes. | Fountain of Sanctity recipe using 250 Shards of Sanctity. |
| Tomes | Inventory-held buffs for farming speed, crafting speed, or army attack power. | Scribe recipes using Sanctification Gems and Tattered Papyrus. |
| Coal | Iron Bars, Gold Bars, and steel gear recipes. | Mined exclusively from coal rocks in Adventure Mode. |
| Iron Ore | Iron Bars. | Mined exclusively from Iron Ore rocks in the North Wilds at Mining level 2+. |
| Ancient Relics | Museum sales. | Rare monster/cache drops and Ornate Chests. |
| Ornate Chests | Open from backpack for elite loot. | Frost King raids. |
| Empty Jugs | Required to brew Apple Cider. | Resource caches, monster raids, and Ornate Chests. |
| Empty Bottles | Required to bottle Wine. | Resource caches, monster raids, and Ornate Chests. |
| GEMS | Access gate, premium unlocks, speed-ups, shop purchases, and marketplace payments. Paid land deeds use ETH instead. | Wallet balance outside the game. |
| Building | Footprint | Cost | Time | Output / Effect |
|---|---|---|---|---|
| Cottage | 1x1 | 15,000 gold, 220 wood | 45s | +20 gold/min, +120 glory. |
| Castle | 2x2 | 2,500,000 gold, 180,000 food, 260,000 wood, 340,000 stone | 1h | +350 gold/min, +80 food/min, +5% attack, +3% training speed, +2,500 glory. Limit 1 per land deed. |
| Royal Courtyard | 2x2 | 450,000 gold, 26,000 food, 32,000 wood, 70,000 stone | 25m | +950 glory. |
| Farmstead | 1x1 | 12,000 gold, 280 wood | 4m | +100 food/min, +90 glory. Supports harvesting plot capacity. |
| Grain Silo | 2x2 | 75,000 gold, 2,200 wood, 1,400 stone | 12m | +280 food/min, +180 glory. Does not add harvesting plot capacity. |
| Storehouse | 2x2 | 350,000 gold, 150,000 wood, 150,000 stone | 20m | +1% PvP resource protection, +300 glory. Limit 1 per land deed. |
| Lumber Camp | 1x1 | 14,000 gold, 420 food | 5m | +125 wood/min, +110 glory. |
| Stone Quarry | 1x1 | 14,000 gold, 500 food, 520 wood | 5m | +120 stone/min, +130 glory. |
| Gold Mine | 1x1 | 650,000 gold, 18,000 wood, 24,000 stone | 30m | +80 gold/min before global diminishing output. Requires GEMS unlock. Limit 1 per land deed, 3 active globally. |
| Barracks | 1x1 | 95,000 gold, 7,000 food, 6,500 wood, 4,800 stone | 10m | +1% training speed, +320 glory. Limit 1 per land deed. |
| Blacksmith | 2x2 | 145,000 gold, 7,200 food, 11,000 wood, 13,500 stone | 20m | Crafts gear from bars and raid materials, +360 glory. Limit 1 per land deed. |
| Smelter | 2x2 | 210,000 gold, 9,000 food, 16,000 wood, 32,000 stone | 20m | Smelts ore and gold into bars, +420 glory. Limit 1 per land deed. |
| Brewery | 2x2 | 500,000 gold, 90,000 food, 90,000 wood, 80,000 stone | 30m | Crafts Apple Cider, Wine, and Beer Kegs, +1,250 glory. Limit 1 per land deed. |
| Alchemist | 2x2 | 500,000 gold, 90,000 food, 90,000 wood, 80,000 stone | 30m | Crafts Health Potions, Attack Potions, and Stamina Potions, +1,250 glory. Limit 1 per land deed. |
| Fountain of Sanctity | 2x2 | 1,000,000 gold, 250,000 food, 250,000 wood, 250,000 stone | 30m | Purifies 250 Shards of Sanctity into 1 Sanctification Gem. Limit 1 per land deed. |
| Scribe | 2x2 | 1,000,000 gold, 250,000 food, 250,000 wood, 250,000 stone | 30m | Crafts Farming, Attack Power, and Crafting Tomes from Sanctification Gems and Tattered Papyrus. Limit 1 per land deed. |
| Command Center | 2x2 | 900,000 gold, 65,000 food, 85,000 wood, 90,000 stone | 35m | Unlocks Paladins, +2% attack, +850 glory. Limit 1 per land deed. |
| War College | 2x2 | 5,000,000 gold, 500,000 food, 500,000 wood, 500,000 stone | 1h | Unlocks War Planning research and the Combat Medallion GEMS exchange, +1,800 glory. Limit 1 globally. |
| Museum | 2x2 | 850,000 gold, 78,000 wood, 120,000 stone | 30m | Unlocks Ancient Relic GEMS sales. Requires 4 land deeds and GEMS unlock. Limit 1 globally. |
| Bazaar | 2x2 | 750,000 gold, 52,000 food, 90,000 wood, 72,000 stone | 30m | Unlocks crafted-item GEMS sales. Requires 4 land deeds and GEMS unlock. Limit 1 globally. |
| Auction House | 2x2 | 950,000 gold, 64,000 food, 100,000 wood, 85,000 stone | 30m | Unlocks player-to-player item listings. Requires 4 land deeds and GEMS unlock. Limit 1 globally. |
Farmsteads provide plot capacity. Each completed Farmstead supports 2 harvesting plots by default, and Production research can add more capacity.
Farming and passive resource progress are capped at 24 hours between claims. Claiming clears the accrued amount and starts the next window.
Crafting speed research affects new batches. Existing batches keep the duration they started with, so speed changes do not rewrite already-started work.
Blacksmith gear is crafted one piece at a time. It is not stack-crafted like drinks or potions.
Dungeon Shards of Sanctity are refined at the Fountain of Sanctity into Sanctification Gems. The Scribe combines 3 Sanctification Gems with 100 Tattered Papyrus to create one permanent inventory tome.
When the Dungeon gate is open, enter it from the raid map, break crystals, fight demons, collect Shards of Sanctity, and save the run by dying, completing waves, or confirming Exit Dungeon. Dungeon entry is closed for the current patch. Shards are server-confirmed during the run and become real inventory when the run is saved. Dungeon entry is limited to once every 6 hours.
| Plot / Recipe | Station | Inputs | Time | Output |
|---|---|---|---|---|
| Apple Orchard | Farmstead capacity | 1,200 gold, 45 wood, 25 food | 3m build, 30m harvest | 1 Apple. |
| Grape Vineyard | Farmstead capacity | 3,000 gold, 80 wood, 50 food | 45s build, 90m harvest | 1 Grapes. |
| Barley Field | Farmstead capacity | 2,200 gold, 60 wood, 40 food | 45s build, 60m harvest | 1 Barley. |
| Apple Cider | Brewery | 5 Apples, 1 Empty Jug | 60m | 1 Apple Cider. |
| Wine | Brewery | 3 Grapes, 1 Empty Bottle | 2h | 1 Wine. |
| Beer Keg | Brewery | 4 Barley, 2 Cache Fragments | 90m | 1 Beer Keg. |
| Health Potion | Alchemist | 8 Apples | 90m | 1 Health Potion. |
| Attack Potion | Alchemist | 5 Grapes | 3h | 1 Attack Potion. |
| Stamina Potion | Alchemist | 6 Barley, 2 Monster Fangs | 2h | 1 Stamina Potion. |
| Sanctification Gem | Fountain of Sanctity | 250 Shards of Sanctity | 12h | 1 Sanctification Gem. |
| Farming Tome | Scribe | 3 Sanctification Gems, 100 Tattered Papyrus | 12h | 1 Farming Tome. +50% farming speed while held in inventory. |
| Attack Power Tome | Scribe | 3 Sanctification Gems, 100 Tattered Papyrus | 12h | 1 Attack Power Tome. +50% army attack power while held in inventory. |
| Crafting Tome | Scribe | 3 Sanctification Gems, 100 Tattered Papyrus | 12h | 1 Crafting Tome. +50% crafting speed while held in inventory. |
| Iron Bar | Smelter | 3 Iron Ore, 2 Coal | 45m | 1 Iron Bar. |
| Gold Bar | Smelter | 5,000 gold, 3 Coal | 60m | 1 Gold Bar. |
| Item | Slot | Source | Inputs / Drop | Effect |
|---|---|---|---|---|
| Steel Helmet | Head | Blacksmith | 3 Iron Bars, 2 Coal, 1 Monster Fang; 2h craft. | 2% defense and +5 health; each fortification adds 0.75% defense and 3 health. |
| Steel Armor | Chest | Blacksmith | 6 Iron Bars, 1 Gold Bar, 4 Coal, 2 Monster Fangs; 3h craft. | 4% defense and +10 health; each fortification adds 1.25% defense and 6 health. |
| Steel Gauntlets | Hands | Blacksmith | 3 Iron Bars, 2 Coal, 1 Monster Fang; 2h craft. | 1% defense; each fortification adds 0.5% defense and 2 health. |
| Steel Boots | Feet | Blacksmith | 3 Iron Bars, 2 Coal, 1 Monster Fang; 2h craft. | 1% defense; each fortification adds 0.5% defense and 2 health. |
| Steel Longsword | Weapon | Blacksmith | 5 Iron Bars, 3 Coal, 2 Monster Fangs; 3h craft. | 8% melee damage plus 1.2% per fortification, reaching 20% at +10. |
| Frost King's Regalia | Necklace | Ornate Chest | 1% chance when opening an Ornate Chest. | 3% defense and +10 health; each fortification adds 1% defense and 5 health. |
| Unit | Attack | Glory | Batch | Cost | Training Time | Notes |
|---|---|---|---|---|---|---|
| Halberdiers | 8 each | 32 each | 5 | 4,500 gold, 2,200 food, 750 wood | 10s | Efficient early mass unit. |
| Knights | 24 each | 96 each | 2 | 18,000 gold, 2,600 food, 1,100 stone | 30s | Strong core raid unit. |
| Catapults | 55 each | 220 each | 1 | 42,000 gold, 2,500 food, 5,200 wood, 5,000 stone | 1m | High attack, resource-heavy siege unit. |
| Paladins | 160 each | 320 each | 1 | 110,000 gold, 9,000 food, 7,500 stone | 2m | Requires a completed Command Center. |
| Traps | 0 | 0 | 10 | 50,000 gold, 20,000 wood, 20,000 stone | 45s | Defensive and non-marchable. Increases attacker casualties when your kingdom is attacked. |
| Tech | Branch | Requires | Effect Per Level |
|---|---|---|---|
| Drilled Formations | Army | None | +3% attack. |
| Shield Wall | Army | None | +2% attack. |
| Preservation Policy | Army | Shield Wall | +1% baseline PvP resource protection per level. |
| Weapon Tempering | Army | Drilled Formations | +4% attack. |
| War College | Army | Drilled Formations | +5% training speed. |
| Rapid Drills | Army | Shield Wall | +3% training speed. |
| Veteran Commanders | Army | War College, Weapon Tempering | +6% attack, +2% training speed. |
| Military Tactics | Army | War College | +1 active raid march slot. Requires GEMS unlock. |
| Granary Ledgers | Logistics | None | +8% food generation. |
| Quartermaster Routes | Logistics | None | +5% food generation, +5% wood generation. |
| Timber Haulers | Logistics | Quartermaster Routes | +8% wood generation. |
| Tax Assessors | Logistics | Granary Ledgers | +6% gold generation. |
| Builder Charters | Logistics | Tax Assessors | +1 active construction slot. |
| Reinforced Picks | Industry | Quartermaster Routes | +8% stone generation. |
| Quarry Math | Industry | Reinforced Picks | +5% stone generation, +3% gold generation. |
| Guild Contracts | Industry | Tax Assessors, Quarry Math | +8% gold generation, +4% wood generation. |
| Trail Markers | Exploration | None | +3% raid rewards. |
| Scout Ciphers | Exploration | Trail Markers | Scouting foundation for future systems. |
| Cache Scouting | Exploration | Quartermaster Routes | +5% raid rewards. |
| Supply Maps | Exploration | Cache Scouting | +6% raid rewards. |
| Relic Surveyors | Exploration | Scout Ciphers, Supply Maps | +4% raid rewards. |
| Irrigation Channels | Production | None | +5% farming speed. |
| Farmstead Expansion | Production | Irrigation Channels | +1 harvesting plot capacity per Farmstead. |
| Workshop Routines | Production | Irrigation Channels | +5% crafting speed. |
| Forced March Routes | War Planning | Completed War College | PvP war-march speed bonus: +10%, then +15%, then +25% by level. Research times: 48h, 72h, 156h. |
| Lethal Snarecraft | War Planning | Completed War College | Trap lethality bonus: +25%, then +35%, then +50% by level. Research times: 48h, 96h, 168h. |
The main raid map holds up to 18 monster nodes and 14 resource cache nodes. Monsters use 2x2 footprints, main-map caches use 1x1 footprints, and nodes avoid overlapping each other.
Marches start at 12 seconds plus 1.8 seconds per tile of Manhattan distance from home. You start with 2 active raid march slots, and Military Tactics adds more.
Victory or defeat compares your sent attack power against target power. Guaranteed wins lose no units; other victories lose roughly 0.1-0.3% of sent units; defeats lose roughly 1-2%, not the entire army. The 18-monster main-map mix targets 7 easy, 7 even, and 4 hard enemies, and the hardest few still give you at least a 60% win chance instead of guaranteed defeat. Badge colors use only units currently available to march.
Each cleared main-map node gets its own 5-minute respawn deadline; all due nodes return on the next state update. The Frost King respawns every 2 hours in the normal game and faster only in dev verification mode.
Raid stamina is 20/20 by default. Sending an army to a monster, boss, or resource cache costs 1 stamina. Stamina regenerates by 1 point every 10 minutes, and a Stamina Potion restores stamina to full from the Backpack.
North Wilds is a separate frost zone with Frost Wolves, Frost Cyclopes, 2x2 frozen resource caches, and the Frost King. Frozen caches have 10x normal cache resource amounts and Frost Wolf inventory loot has a 2.5x monster-loot multiplier. Its GEMS unlock price is calculated from server-configured USD target pricing; missing pricing disables the purchase.
Frost King is currently a normal raid target, not the parked turn-based boss prototype. His attack power and level scale to the player's current army while preserving at least a 60% win chance. He awards at least 10,000 Glory, scales upward with level, and can drop Ornate Chests.
| Drop Source | Possible Loot | Notes |
|---|---|---|
| Resource Cache | Cache Fragments, Empty Jugs, Empty Bottles, Ancient Relics, Tattered Papyrus. | Cache Fragments are guaranteed before the final loot cap. Reports keep at most two item types. |
| Monster Raid | Monster Fangs, Empty Jugs, Empty Bottles, Ancient Relics, Tattered Papyrus. | Monster Fang is 70%. Tattered Papyrus is 40%. Reports keep at most two item types. |
| Ornate Chest | Empty Jugs, Empty Bottles, Cache Fragments, produce, Ancient Relics, Raid Shields, Frost King's Regalia. | Jugs, Bottles, and Cache Fragments are guaranteed. Ancient Relics are 35%. Frost King's Regalia is 1%. |
Open World Wars to inspect other eligible kingdoms, their attack power, Prestige, protection state, and resources at risk. PvP war marches share your normal march slots and use the same trained army.
A PvP war march costs 5 raid stamina. After attacking a kingdom, you cannot attack that same target again for 6 hours. Normal monster, boss, and cache raids cost 1 stamina.
Every kingdom starts with 25% resource protection. Each completed Storehouse adds 1%, up to 64 effective Storehouses, and Preservation Policy adds another 1% per level. Total protection is capped at 95%. A winning attacker steals one third of the remaining at-risk amount rather than the protected balance.
Traps are defensive units with no upkeep and cannot be marched. They increase attacker casualties when your kingdom is attacked. Lethal Snarecraft improves Trap lethality.
War outcomes add or remove seasonal Prestige. The amount scales with the relative power of attacker and defender, so defeating a stronger kingdom is worth more. Prestige has its own leaderboard and profile statistic.
Every settled PvP war awards Combat Medallions to both kingdoms: the winner receives 3-5 and the loser receives 1. Each player sees their own award at the bottom of the war report. Shielded or cancelled marches do not award medallions.
A Raid Shield purchased from the GEMS Shop is placed in the Backpack. Activating it grants 3 days of PvP protection. A shielded player cannot be attacked and cannot launch a PvP war. Cancelling protection does not refund the item or purchase.
A recently attacked kingdom can receive temporary protection. While protected, it cannot launch another PvP war. The player may cancel this protection early from the World Wars interface and becomes attackable immediately.
Festival and Frost Kingdom skins are cosmetic GEMS Shop purchases for the World Wars map. Owning or equipping a skin does not change combat power, protection, loot, or Prestige.
Enter the Duel Hall, list yourself as accepting challenges, challenge a listed player, or use matchmaking. A bot practice option is available for training, but only real ranked player duels persist competitive results and grant inventory rewards.
Move with WASD or the arrow keys. Press Space or Enter to attack. You can also click to move or select the opponent for attack movement. The server owns movement, collisions, cooldowns, damage, health, timeout resolution, and the winner.
Press 1 for a Health Potion and 2 for an Attack Potion when those items are available in your duel loadout. Duel potion use has an 8-second cooldown. Attack Potion effects last 10 seconds in the Duel Hall.
A ranked duel winner receives 1-5 Combat Medallions in the Backpack. Wins, losses, Seasonal Prestige, and rewards are committed atomically. Leaving during countdown or combat counts as a forfeit; a failed persistence transaction grants neither side a partial result.
The Museum can exchange Ancient Relics for a wallet-bound GEMS payout voucher. You need at least 4 land deeds, the Museum unlock, and at least 10 Ancient Relics per sale. Your relics are locked while the voucher is pending, and the confirmed claim permanently consumes them.
The Bazaar can exchange Beer Kegs, Wine, and Apple Cider for a wallet-bound GEMS payout voucher. You need at least 4 land deeds, the Bazaar unlock, and at least 10 crafted items per sale. The confirmed claim permanently consumes the items.
A completed War College can exchange Combat Medallions earned from ranked Waterfront Duels and settled PvP wars for a wallet-bound GEMS payout voucher. Exchanges require at least 10 medallions. The deployed contract can reduce the effective maximum shown in the panel, and confirmed claims permanently consume the medallions.
Museum purchases default to 100 Ancient Relics per UTC day server-wide. Bazaar purchases default to 600 crafted items per UTC day server-wide. War College exchanges default to 5,000 Combat Medallions server-wide and 250 per player per UTC day, with contract-enforced program, wallet, claim, and vault limits.
The Auction House is player-to-player. Sellers list supported inventory items for a GEMS price, buyers pay the seller directly, the game takes no GEMS custody or fee, and recovery tools protect submitted purchases. Supported listings include crafted goods, raid materials, Ancient Relics, Health Potions, Attack Potions, Stamina Potions, Shards of Sanctity, Sanctification Gems, Empty Bottles, Empty Jugs, and Tomes. The Potions, Sanctity, Glassware, and Tomes filters group those listings together.
Listings reserve seller inventory server-side. Cancellations restore reserved items. Marketplace kill switches can pause new listings or buys during maintenance.
Leaderboards include Glory, Seasonal Prestige, Brewing, and Referrals. Brewing and referral views are intentionally top-10 style views to keep database work low.
Guilds are built behind a release gate. When enabled, players can create or join guilds, complete resource contributions and work orders, use private guild chat, and earn guild levels that grant light attack, training, farming, crafting, and member-capacity perks.
Open Adventure Mode from Kingdom Realms when the beta gate is enabled. Adventure is a separate real-time MMO runtime, but it uses the same authenticated player identity, profile name, selected inventory, equipment, and verified progression records.
Move with directional controls or click a reachable destination. The server owns final positions, collisions, portals, and scene transitions. Nearby players appear through live WebSocket presence with movement, gathering, combat, and attack animations.
Equip a Hatchet for trees and a Pickaxe for mineral nodes. Pine and Coal are starter resources. Crystals require Mining Level 5. Magic Root Trees also require Level 5, but Stonefall Fields and Magic Root gathering are closed for the current beta. Stand in range and interact; the server validates the tool, level, node, cooldown, position, reward, and XP.
Enter a dungeon scene and attack demons while in range. The server rolls damage, controls enemy retaliation and respawns, persists player health, grants Melee XP, and drops one collectible Empty Bottle, Empty Jug, or Cache Fragment per defeated demon. The drop and Melee XP are each awarded once per validated defeat. If you are defeated, the server returns you to the scene respawn point. Demon Scouts have 120 health and deal 15 raw damage every 1.5 seconds. Armor reduces incoming damage, while Melee level, Attack Potions, and an equipped Steel Longsword increase outgoing damage.
Health Potions restore 45% of maximum health. Attack Potions grant +50% damage for 30 seconds. Adventure potions share a 5-second use cooldown and can be assigned to the five-slot action bar.
Woodcutting, Mining, and Melee each have server-granted XP and can progress toward Level 99. Overall Adventure level is derived from total skill progression. Higher levels increase capability, and later content uses explicit skill and tool gates.
Adventure quests are repeatable item turn-ins with a 24-hour cooldown per quest. The displayed progress is the required item balance currently held in your shared Backpack, regardless of whether those items were gathered, purchased, or traded. Confirming a turn-in permanently removes the listed items and awards the displayed skill XP.
The Traveling Merchant can sell Adventure tools through the existing audited GEMS spend-intent flow when both merchant and Adventure GEMS-spend gates are enabled. Prices are server-provided; the client never chooses the charged amount.
Adventure availability, rewards, combat, merchant purchases, and buffered runtime combat are independently controlled by server flags. Player-to-player Adventure trading is not active. The beta currently focuses on North Wilds Outpost and Frost Dungeon; Stonefall Fields is closed. If a surface is disabled, it fails closed without granting items, XP, or GEMS outcomes.
| Feature | Type | Default / Current Rule |
|---|---|---|
| Play access | Wallet holding requirement | 50,000 GEMS minimum balance by default. Spectate Mode needs no wallet, bypasses this gate, and does not persist progress. |
| Land deed | Spend | Owned-linear pricing. The server calculates the base from the configured USD target and shared GEMS/USD value, then multiplies it by the next claimed deed number. Missing pricing fails closed. |
| Gold Mine unlock | Spend | Calculated from the configured building-unlock USD target and shared GEMS/USD value. Missing pricing fails closed. |
| Museum unlock | Spend | Server-priced by USD target when configured after 4 claimed land deeds. Limit 1 Museum. |
| Bazaar unlock | Spend | Server-priced by USD target when configured after 4 claimed land deeds. Limit 1 Bazaar. |
| Auction House unlock | Spend | Server-priced by USD target when configured after 4 claimed land deeds. Limit 1 Auction House. |
| North Wilds unlock | Spend | Calculated from the configured North Wilds USD target and shared GEMS/USD value. Missing pricing fails closed. |
| Military Tactics unlock | Spend | Calculated from the configured research-unlock USD target and shared GEMS/USD value. Missing pricing fails closed. |
| Research speed-up | Spend | Priced from the configured USD target per remaining minute and shared GEMS/USD value. Missing pricing fails closed. Unavailable when less than 2 minutes remain. |
| Building speed-up | Spend | Priced from the configured USD target per remaining minute and shared GEMS/USD value. Missing pricing fails closed. Unavailable when less than 2 minutes remain. |
| Gameplay settlement | Accounting | Defaults to 100% GEMS burn. A feature may atomically redirect a configured remainder directly to a reviewed external address; the server records paid, burned, and redirected amounts. |
| Raid Shield | GEMS Shop | Repeatable Backpack item. Activating one grants 3 days of PvP protection and prevents the owner from launching wars while protected. |
| Kingdom skins | GEMS Shop | Festival and Frost skins are one-time cosmetic ownership grants for the World Wars map. |
| Museum sale | Earn | Locks approved Ancient Relics and issues a wallet-bound claim against a prefunded GEMS vault. The player submits the claim and pays gas. Unavailable until the payout contracts and Museum switch are enabled. |
| Bazaar sale | Earn | Locks approved crafted goods and issues a wallet-bound claim against a prefunded GEMS vault. The player submits the claim and pays gas. Unavailable until the payout contracts and Bazaar switch are enabled. |
| War College exchange | Earn | Locks Combat Medallions and issues a wallet-bound claim against the prefunded GEMS vault. The player submits the claim and pays gas. Unavailable until the War College voucher program and switch are enabled. |
| Auction House purchase | Player-to-player | Buyer pays seller directly in Robinhood GEMS. The game takes no custody and charges no marketplace fee. Submitted payments can be recovered. |