Later progression: Meriones. Use him once you have a strong, complete equipment set: its bonuses are multiplied by 1.5 in battle.
Buy Hero-change cards each Ragnarök so you can switch back to Alrick for KvK. Cards switch between Heroes you have already unlocked, with a 20-hour cooldown. Plan your changes ahead of the event.
Keep your G4–G8 Immortal Warrior equipment rewards in SK. Use them for epics while building your Ragnarök equipment, and keep them for Forest Renegades and Clash of Kingdoms (KvK), where their bonuses against players help.
Immortal rewards at each Guardsmen tier
Each tier offers three Immortal equipment pieces of the quality below. These are Pinnacle of Warfare tier rewards; you do not need a top-100 finish.
Reach
Equipment quality
G4
Uncommon — green
G5
Rare — blue
G6
Epic — purple
G7
Legendary — orange
G8
Ascendant — red
G9
Godlike — gold
At G7/G8, prioritize Forest Renegades for Silver. Equip Immortal gear and choose fights your army can afford. Prepare for Forest Renegades →
At G9, send the new equipment reward to your main if that is the account you are building. Choose the destination before claiming: equipment already received in SK stays there. If SK will become your new main, keep the G9 reward there too.
Making a new main? Plan your G6–G9 rewards before claiming
If this seasonal city will become your new main, keep every reward on this account. Our recommended Mythic reward path prioritizes early strength, then builds your epic Captains for the move to the regular kingdoms.
Unlock
Our reward choice
G6
Heart of the Forest. Equip and upgrade it for the initial strength boost. Keep using Cleopatra; if you own Hercules, use him for epics rather than prioritizing an early Heimdall unlock.
G7
Unlock Heimdall as your epic Captain.
G8
Use the two chests for Beowulf and Heimdall: unlock Beowulf, then put the other chest toward Heimdall’s stars.
G9
Put the rewards toward more Heimdall stars.
Three-Captain example for Vineweaver: Cleopatra + Heimdall + Ingrid. If you own Hercules, use him instead of Ingrid.
Unlocking Heart of the Forest on this account also meets the prior Mythic unlock requirement for Season’s Legacy.
Build and research without speedups. Fight while revivals cost one tenth of the usual price.
Total Development makes buildings, research and training finish instantly. You still pay their normal resource and research-point costs.
1. Keep Academy at level 19
Academy 20 ends the standard Total Development bonus. Stay at 19 until the bonus expires, unless you need an unlock sooner. Finish cheap revivals before upgrading early.
Optional extension: about $5 for two more days
Budget about $5 for the 48-hour extension if you need more time to gather resources, research and fight. Use the extra days to finish useful upgrades and cheap revivals.
Check the ending condition before upgrading Academy. With a Capitol 25 cutoff, work toward Academy 24 and keep Capitol at 24 until you are ready to finish. With an Academy 20 cutoff, keep Academy at 19.
2. Build to 24 while keeping Academy at 19
Keep Blueprint Gold aside before fighting. Use the Next step building budget to work out what you need for the next tier. Spend Sacred Potions on revivals where possible; stop before fighting eats into that Gold reserve.
Capitol, Temple and the other main city buildings can reach level 24 without Academy 20. Upgrade one of each required building first; extra copies are optional.
Prioritize Capitol 20, then Mansion 20 → Temple 24. Temple 20 → 24 saves about 21.6% on the same revival. Follow the building requirements below.
Building
Target
What you need first
Capitol
24
Academy 19, Forge 19, Consulate 19 and Hero 20 for Capitol 20
Mansion, Farmer’s House, Tar Workshop, Portal Master, Consulate
24
Capitol 20 to take each building to 20
Temple
24
Mansion 20 for Temple 20
Barracks
24
Temple 20 for Barracks 20
Warehouse → Caravan
24 each
Farmer’s House 20 → Warehouse 20 → Caravan 20
Forge → Engineer’s Workshop
24 each
Tar Workshop 20 → Forge 20; Workshop needs Forge at the same level
After each building reaches 20, levels 21–24 need only its previous level, except Engineer’s Workshop, which follows Forge level. Pay the normal resources and Blueprints; the bonus removes the waiting time.
Other buildings and where to stop
Stonecutter’s House, Lumberjack’s House and Foundry can also reach 24. Each needs Capitol 20 to reach level 20. Upgrade these after your main priorities if you want more resource production.
Keep Academy, City Gate and both City Walls at 19. Walls and Gate need City Walls IV research to reach 20; that research requires Academy 20. Capitol 25 needs Academy 24, Forge 24, Consulate 24 and Hero 40, so it must wait too.
3. What to research at Academy 19
Reduce training costs before bulk training; improve research and construction speed before the bonus ends. Then choose crypt, gathering and combat upgrades for your plans. Complete earlier prerequisites as needed.
Priority
Research target
Cost per line
Spend less Silver training
Guardsmen’s training cost — complete the available levels before bulk training
Save speedups later
Research speed I and Construction speed I → level 10
12.835M VP
Keep improving speed
Research speed II and Construction speed II → level 9
130.1M VP
Improve crypt runs
Crypt exploration cost I → level 10; then Crypt exploration efficiency II → level 9
12.835M / 130.1M VP
Produce more potions
Sacred Potion production I → level 10
12.835M VP
Prepare for G4
Guardsmen’s march speed II and carrying capacity II → level 9
130.1M VP
Prepare for gathering events
Resource gathering speed II → level 10; then III → level 9
12.835M / 130.1M VP
Improve your army
Army strength I and Army health I → level 10
364.75K CP
Costs cover level 0 to the target, excluding earlier prerequisites. Choose the upgrades you can afford; you do not need to complete every row.
Leave these until Academy 20: level 10 of the two G4 preparation lines, the G4 troop unlocks, Crypts IV, Captain Carter and Sacred Potion production II. The G4 preparation pair costs 260.2M VP through level 9; keep another 220M VP for both final levels and one G4 unlock.
More VP available? Extra research you can do at Academy 19
Research speed III and Construction speed III can each reach level 9. Each line costs 1.7526B VP from level 0, plus prerequisites. Follow the Economy tree through the production and Warehouse capacity lines; you do not need to max every earlier line to start the next one.
Food production II and Silver production II can also reach level 9 (130.1M VP each). In Archeology, Tar production III and Tar capacity III can reach level 9 (130.1M VP each), while Crypts III is available. Spend only where the benefit supports your plan.
For combat research, keep strength and health bonuses even across the troop classes you use. Army Modernization uses CP, so budget it separately from VP research.
4. Use opening Armageddon for Hero XP
If Armageddon is active when your season starts, use its Hero-only attacks and increased VP/XP while revivals are cheap. Check your clan’s Altar VP/XP bonus, make a small attack, then compare the points with revival and replacement costs. No kills means no points.
Spend earned VP and talent points before the next large fight. Complete revivals before Total Development ends.
5. Hero 65 first; 105 if affordable
Hero 105 is optional for G4. These talents help your army even when the Hero stays home.
Hero 65
Battle Tactics III: up to +85% Guardsmen strength.
Expert Battle Tactics I: +45% strength per class when fully upgraded.
Hero 105
Expert Battle Tactics II: +85% strength per class when fully upgraded.
Maxing all five class-strength talents in this group takes 100 points, plus prerequisites.
Each listed maximum needs 20 points in that talent, plus points in the talents leading to it. Bonuses affect matching troops and are not equal to the same percentage increase in total damage.
Keep strength and health talent bonuses even across troop classes. If points are limited, raise the classes together instead of maxing just one. Changing one class can change the order your troops attack or take hits. How to keep your troops stacked →
How to reach 105
Use Hero XP items or fights that allow your Hero, such as Armageddon. Doomsday and Arachne’s Swarm use Captains; check who receives XP. From Hero 100 to 105 you gain another 50 talent points. Aim for 105 while fighting remains affordable; you do not need it to move to G4.
Before the bonus ends
Finish affordable research and building upgrades, train your next army and complete revivals. On an extension, use days 2–3 to finish the same priorities. Keep resources for your next troop unlock; extra time is useful only if you can fund the upgrades.
Do not stay at G3 waiting for Ragnarök. Move on when the bonus ends or you have finished your useful upgrades.
EVENT GUIDE
Ragnarök
At G4 or G5, prepare your next unlock before Ragnarök, then unlock after the event starts.
Use higher-tier troops and stronger mercenaries against your lower-tier personal goals. Your Ragnarök shop stays unchanged during the event.
Season 7: Ragnarök arrives early and repeats often. Starts: 12, 15, 19, 24 and 29 November 2026, at reset. Each run lasts 24 hours. After 19 November, the listed starts follow a five-day cycle. Open the weekly SK calendar →
Event starts → unlock one Guardsman → claim mercenaries.
Starting more slowly? Use the first Ragnarök for G3 → G4.
Check your assigned goals, unlock one G4 Guardsman, then use G4 troops to earn Fenrir and Jörmungandr coins. Keep Capitol at 24 while preparing G5; Capitol 25 belongs to that next push.
The standard Total Development bonus ends at Academy 20 or expiry. Keeping Capitol at 24 does not preserve it.
G4 → G5
Goals get easier
The stronger army makes your G4 goals easier to finish.
≈6.33B VP · Academy 25 · Hero 40
G5 → G6
Much better mercenaries
Claim them after unlocking G6 and use them against your G5 goals.
75.36B VP · Academy 30 · Hero 100
Budgets include the required research pair from level 0 and one unit unlock. Building upgrades and training are extra.
Use the next run you are ready for. Upgrade sooner if a ranking deadline or reward expiry comes first.
Before it starts
Finish prerequisite research and required building and Hero levels. Leave the next-tier Guardsman locked.
Save resources for training and revivals.
Save Triumphal mercenaries until at least G5; aim for G6 before claiming. G5 gives level-VII mercenaries; G6 gives the much stronger level-IX mercenaries. If you can reach G6 before the pass ends, wait. Keep these and Forest Pass rewards unclaimed in the pass, not in Items. Claim before expiry if you cannot reach the next tier in time.
Keep the Forest Shop unopened until after the upgrade.
When it starts
Check your goals, then unlock one next-tier Guardsman early. Collect the improved mercenaries, open the Forest Shop and train the army you can afford to fight with.
Make each fight count
Check your troop stacking after changing troops or talents. Make one small attack, then compare progress toward the next coin goal with its revival cost. Continue only while that reward is worth the resources you will spend.
Fenrir: one Captain. Apply available strength bonuses before attacking.
Jörmungandr: clan raids. Rewards depend on your contribution, not an equal split.
How to earn the coins
Fenrir Fangs advance Fenrir goals; Jörmungandr Scales advance Jörmungandr goals. Collect each event’s coins from its goal rewards. Upgrading helps you reach those goals; it does not increase their coin rewards or refresh the current shop.
Claim goal rewards before the event ends. Unclaimed rewards expire; coins already collected carry over to future Ragnarök events. Save coins for the G7 → G8 push and your equipment upgrades.
Shop priorities each Ragnarök
Cleopatra fragments — Jörmungandr shop. Buy them whenever available to increase her stars.
Hero-change cards — Ragnarök shops. Buy whenever available and save for switching between your unlocked Heroes. See the Hero plan →
Fenrir VP — save until G7. Use it for M7 and the G8 push, as outlined below.
How many coins can each tier earn?
Totals for completing every personal goal in SK. These are maximum rewards, not a recommended spending target. Fenrir and Jörmungandr coins are separate currencies.
Goal tier
Fenrir coins
Jörmungandr coins
G3
222.85M
60.85M
G4
342.85M
90.85M
G5
462.85M
126.85M
G6–G9
822.85M
222.85M
G6–G9 have the same total coins, but higher tiers require more trophies. Use the goals assigned to your current event when planning an upgrade run.
Ready for G7? Unlock it now; do not wait for another Ragnarök.
Save Fenrir coins for the G8 push
Avoid buying VP from the Fenrir shop before G7. Save as many coins as you can through the earlier tiers. From G7, use VP purchases to accelerate G8 research. Get M7 promptly after G7 if you have not already: use some VP for those unlocks so your G7 + M7 + mercenary army can earn more VP along the way.
Keep early Ragnarök equipment affordable. Make useful pieces at the quality you can afford without exhausting your coin reserve. After G8, focus on Legendary (orange) and Ascendant (red) sets.
What 500K saved coins buy in VP
Each purchase costs 500K of that shop’s coins. Purchase limits also apply.
Shop tier
Fenrir VP
Jörmungandr VP
G3
20M
80M
G4
67M
320M
G5
310M
1.2B
G6
2.8B
13B
G7
6.6B
27B
G8
14B
60B
G9
29B
120B
Higher-tier offers arrive when your shop refreshes, not when you unlock a troop. Check the price before spending.
Do not delay G4 just to wait for Ragnarök. Use the G3 → G4 run if the timing fits; plan around G4 → G5 and G5 → G6 for the bigger mercenary upgrades.
Preparing for Season’s Legacy?
Buy XP packs from the Jörmungandr shop and save them unopened until Legacy starts. See the Legacy plan →
SK SEASON 7 · NOV 2026–FEB 2027
Weekly event calendar
Season opens 11 November 2026, eight hours before reset. Season ends 7 February 2027, eight hours before reset.
Choose an event group. See what’s running now, then plan your week.
Event timings can change. Check the in-game timer.
Running now
Up next
Plan a week
Each day runs from reset to the next reset. Reset = 17:00 UTC; “Reset +5h” means five hours later.
Ongoing seasonal events and rewards
Gifts of the Forest
CLASH OF KINGDOMS
KvK: earn CP and army strength
Aim for Honor Tokens first. Use them to keep three army-strength bonuses active while you progress through SK.
Turn tokens into strength
Open the yellow + bonus menu → Personal bonuses. Activate Seasonal bonus (25 tokens), Big seasonal bonus (45) and Great seasonal bonus (70). All three cost 140 Honor Tokens and last 7 days.
The three bonuses add together. At G6, 25% + 35% + 45% adds 105 percentage points to your army-strength bonus. It does not double an army that already has other strength bonuses. Reusing the same bonus extends its time rather than doubling its percentage.
Strength bonuses by Guardsmen tier
Tier
Low
Medium
High
All three
G3
+7%
+10%
+13%
+30%
G4
+10%
+15%
+20%
+45%
G5
+15%
+25%
+35%
+75%
G6
+25%
+35%
+45%
+105%
G7
+35%
+50%
+70%
+155%
G8
+50%
+75%
+100%
+225%
G9
+75%
+110%
+145%
+330%
Low = Seasonal bonus; medium = Big seasonal bonus; high = Great seasonal bonus. Each applies to your whole army, helping epic fights and later progression as well as PvP.
A practical KvK plan
Collect and hold enemy banners. Holding them earns goal points. In SK, banners can be taken from shielded enemy cities without a battle.
Reach the three Honor-token rewards: 25, then 45, then 70 tokens. Activate each bonus as you earn enough; do not wait until G8 or G9 to start benefiting.
Continue for CP if worthwhile. Spend it on Specialists and CP research, comparing the next reward with your losses.
Holding enemy banners prevents you from using a Shield of Peace. Coordinate with your clan and plan how to protect your city. Alrick is useful here; his enemy-march delay can still be shortened with Speedups.
SK KvK lowers revival costs tenfold for qualifying battles against players from other kingdoms and reduces irrecoverable losses to 5%. Check that the revival bonus applies before fighting. Claim personal rewards before the event ends.
Goals by troop tier
Use the bracket matching your highest relevant Guardsmen or Specialists unlock. G8 and G9 share the top bracket. These are banner goal points, not CP you must spend.
Tier
Points for all 140 tokens
Total CP from goals
G3/S3
7.2K
8.032M
G4/S4
38K
≈101.7M
G5/S5
100K
≈1.68B
G6/S6
280K
≈15.16B
G7/S7
440K
≈119B
G8/S8 and higher
560K
550.7B
Total CP means completing every CP reward goal, including those after the Honor Tokens. It excludes CP earned directly from fighting.
Make Echo an early priority for VP progress. Fight Spawns for Unstable Shards of Power, then use the shards against Grove Elders to advance personal goals. Fatigue increases as you progress; reassess the next reward before spending more troops or revival resources.
Doomtree: prepare for clan raids
Coordinate with your clan to fight epic Doomtree squads and earn Carved Sigils toward personal goals. Save Grove Wardens and Epic Monster Hunters for Doomtree instead of using them up in other events, so you can reach its goals faster. Look for Grove Wardens in the Forest Shop; check availability and the troops offered before spending your Forest Coins. Keep Sacred Potions ready: Doomtree revival uses Potions or Gold.
Bloomfang: one Captain
Use one Captain to fight epic Bloomfang squads for VP, Carved Sigils and other rewards. Start with an affordable attack and compare the progress with the revival bill before repeating. Revival uses Sacred Potions or Gold.
Close to a troop-tier upgrade this week? Keep the Forest Shop unopened until after the upgrade. Plan around the weekly reset, and collect expiring rewards before they disappear.
VP = Valor Points · CP = Conquest Points. Prerequisite research costs are extra. K = thousand, M = million, B = billion, T = trillion.
TEMPLE & POTIONS
Spend less reviving
Improve your Temple before fighting. Keep potions ready for the fights ahead.
Keep Blueprint Gold aside before fighting. Use the Next step building budget to work out what you need for the next tier. Spend Sacred Potions on revivals where possible; stop before fighting eats into that Gold reserve.
Before fighting: upgrade the Temple
Prioritize Temple 24; you can reach it while Academy stays at 19. Compared with Temple 20, it saves about 21.6% on the same revival, with other bonuses unchanged. Higher Temple levels reduce the Silver, Gold or Sacred Potions needed to revive troops.
Before training replacements, improve training-cost research for the troop classes you use. In the Academy, start with Guardsmen’s training cost to save Silver on your main army.
These savings apply to revival costs. They do not reduce permanent troop losses.
Collect useful building resources and some Conquest Points (CP), but do not spend much time or revival resources here. Keep your main focus on troop upgrades.
G7: build your Silver supply
With G7, S7 and M7, try a level-37 Grove using deep stacking. Farm it if the Silver return is worth your losses; use level 36 or lower if it is too costly.
G8+: farm level 37 for Silver
Focus on level-37 Groves you can beat profitably. Repeated successful attacks can bring over 1B Silver across the event; there is no need to move to harder targets just because you unlocked G8.
Before you attack
Equip Immortal Warrior gear. Its bonuses against players work against Exiles’ Groves. Keep your G4–G8 equipment rewards on SK to help with these fights. See equipment rewards →
Bring catapults for fortifications.
Deep stacking: protect more troops, lose fewer
Use a small higher-tier stack to take the hit while larger lower-tier stacks survive and keep attacking.
Bring several tiers. Use your G/S/M troops and lower tiers you already own.
Keep the stacks taking losses small. Higher-tier troops need fewer soldiers to match a lower-tier stack’s total health.
Protect your Monsters. Size the army so the Silver troop stacks take losses before the Monsters. Keep Monsters out of the sacrificial stacks.
Test level 37 and read the report. Look for losses in the small Silver troop stacks. If Monsters are dying, adjust the setup or drop a level before repeating.
Simple example: start with 1,000 G7 melee
Use roughly 1.6 times as many troops for each lower tier. For each row, use roughly the same number of ranged troops, half as many mounted, and one twentieth as many flying troops. Round to easy numbers.
Tier
Melee
Ranged
Mounted
Flying
G7
1,000
1,000
500
50
G6
1,600
1,600
800
80
G5
2,500
2,500
1,250
125
G4
4,000
4,000
2,000
—
G3
6,400
6,400
3,200
—
Add small Engineer Corps and Monster stacks
For the example above, these are small starting groups to try. Monster counts are per troop type, using only those you have unlocked.
Tier
Engineer Corps
Each Monster type
7
50 Ballistae
2
6
80 Ballistae
4
5
120 Catapults
10
These groups have less base health than the Guardsmen stacks above. The aim is for G/S troops to take losses first. This is a sizing example, not a guaranteed level-37 clear: check that the fortifications fall and your Monsters survive before repeating.
More troops does not mean a stronger stack. Here, 1,000 G7 melee have 5.1M base health, while 6,400 G3 melee have about 3.07M. The smaller higher-tier stacks can cover the larger lower-tier stacks.
These are simple proportions without bonuses. G5/G6 mounted and flying ratios are approximate. The table shows sizes, not a fixed attack or death order.
Keep the intended losses in small G/S stacks. Add Specialists you have, then check that those small stacks take the losses before your Monsters.
Short on troops or march capacity? Use fewer lower tiers; you can stop at G5 or G4 rather than filling every row down to G3.
Test before repeating. If larger stacks or Monsters die, adjust the counts or choose an easier Grove.
Cost comparison: 310 G8 versus 1,000 G6
Compare two melee stacks with equal bonuses:
Whole stack
310 G8 Punisher I
1,000 G6 Spearmen
Base health
2.846M
2.82M
Base strength
948.6K
940K
Silver to replace all
527K
1.3M
310 G8 have slightly more health and strength than 1,000 G6. If the G8 stack takes the losses and the G6 survives, replacing the lost stack costs about 59% less Silver.
Why set up G8 to take the first losses?
The smaller G8 stack has slightly higher health and strength, so it can protect the larger G6 stack. Enemy bonuses and targeting can change who takes the first hit. Check the battle report before repeating.
This example compares stack sizes and replacement costs; it is not a complete level-37 army. Costs exclude training discounts and Food.
Revive or retrain the lost Silver troops?
Revive: check the actual price in the Temple, including your Temple reduction and any event discount. During Ruthless Slaughter, check for Silver revival.
Retrain: compare the Silver and Food cost after training-cost research, plus the time or speedups needed.
When both options cost Silver, compare them directly. If revival costs Gold or Potions, decide which resource you can spare. Replace permanent losses separately.
Keep Dragon Coins for Monster upgrades and training. The farming plan should preserve your Monsters, not budget for repeatedly replacing them.
Build your Potion supply before major fighting. Keep your Gold for Blueprints and your next troop-tier upgrades.
Watch your trees while gathering. Springs of Life—often called trees—can be attacked even while your city is shielded. Recall before a losing fight to bring home the Potions already gathered.
Set up your gathering Captains
3 CaptainsOne per gathering march
3 slots eachEquip Swift Wayfarer pieces
Any qualityStart with what you can afford
Start with the Captains you have. Include Stror if available. A fully equipped three-march setup uses nine pieces; start gathering before all nine are ready.
Fill each Captain’s three equipment slots. Any Swift Wayfarer pieces work, including duplicates. Choose what you can craft with your materials.
Start gathering with the gear you have. Mix qualities and improve pieces as materials allow. Blue is an affordable option; you can start gathering with lower qualities too.
Compare gathering bonuses by equipment quality
Quality
Per piece
3 pieces
Poor
+15%
+45%
Common
+25%
+75%
Uncommon · green
+40%
+120%
Rare · blue
+60%
+180%
Epic · purple
+100%
+300%
Legendary · orange
+150%
+450%
Ascendant · red
+200%
+600%
Godlike · gold
+250%
+750%
Equipment gathering-speed bonus for one Captain. The last column assumes three pieces of the same quality; mixed pieces add their individual bonuses.
Example: two blue pieces and one purple give +220% gathering speed. Replacing one blue piece with purple adds 40 percentage points. Choose upgrades that fit your materials and gathering needs.
Which equipment names should I look for?
Look for the Swift Wayfarer set. Examples include Seeker’s Scale Hood, Unrivaled Hunter’s Chainmail and Dragonscale Boots. You do not need these three specific pieces or a matching head/chest/boots combination.
Improve gathering speed
In addition to equipment, research gathering speed. In Logistics, look for “Resource Gathering on the World Map” and “Resource Gathering Speed.” Add gathering-speed talents and an available gathering bonus.
While springs are available
Send one Captain to each empty spring. Choose nearby springs and enough troops to carry the Potions you plan to gather.
Keep the marches collecting. Check returning marches and send them out again while you are playing. Use the gathering time shown in the march preview to plan your next check.
Use Potions without spending your upgrade reserve. Upgrade your Temple before major fighting so the Potions last longer.
Gathering bonuses add together; +180% speed does not mean 180% less time. March speed only reduces travel time.
If someone attacks your tree
Check your occupied springs and incoming marches. Look at which tree is targeted and how soon the attack arrives. Keep an eye on all your gathering marches, not just your city.
If there is time, follow the incoming march line. Trace it back to the attacker’s city and check who is sending the attack. If they look too strong, recall your gathering march.
No time to check? Vacate the tree. Recall before the attack lands instead of risking your troops and gathered Potions. Do not wait until the last second.
Gather elsewhere after returning. Choose another empty spring. You can decide whether to retaliate later with a combat march. If someone keeps targeting you, move away from that area.
Stepping away? Bring your gathering marches home first if you do not want to risk the Potions they carry. A partly gathered load brought home is better than losing it while trying to fill the march.
Attacking an occupied spring instead
A successful attack steals the defender’s gathered Potions and takes over the spring. Stolen Potions cannot be stolen back from you; Potions you then gather at the spring remain at risk.
Attacking an occupied spring keeps your Shield of Peace, reduces revival costs by 90% and limits permanent losses to 5%. These are attacker benefits, not protection for the player gathering.
Compare the Potions you could take with revival and replacement costs before attacking. If you return to contest a spring, use a combat Captain and combat equipment instead of your gathering setup.
Keep bonuses even, choose one starting count, and use multipliers to size the other groups. Then check one battle report.
A stack is one troop type at one tier. G8 and G9 melee troops are separate stacks. The aim is to put replaceable troops ahead of the groups you want to protect.
1. Keep your SK setup simple
Match bonuses for the troops you actually stack. Start with Guardsmen. When you add Specialists, bring their strength and health talents in line with Guardsmen. When you later add Monsters, align their talents too. You do not need to spend talent points on a family you are not sending.
Keep the classes in your march even. In Expert Battle Tactics, balance strength across the melee, ranged, mounted, flying or siege troops you use; do the same for health. When adding a new class, bring its bonuses in line before reusing your old stack counts. Match bonus percentages, not just points spent.
Keep research consistent with your stack. When using Guardsmen and Specialists together, balance their combat bonuses, including special flying-unit bonuses. For this simple SK approach, leave Monsters Boost research alone so it does not create a Monster-only advantage when you add them later.
Use army-wide combat equipment. Our recommendation is Ragnarök equipment or Immortal armor, with army-strength gems and enchantments where available. Avoid Guardsmen-only, Specialist-only or troop-class bonuses in this setup. Check the bonuses on the actual pieces you equip.
Our recommended path: push to G6 mainly with Guardsmen, then get M6 before moving toward G7. Continue G7 → M7 → G8 → M8 → G9 → M9. Add Specialists when you use them; align talents for each family as it joins your march. Unlocking Monsters is separate from Monsters Boost research.
Recalculate when you add a troop family. If existing research or other bonuses make them different, enter those bonuses in the calculator.
When all selected troops have the same strength bonus and the same health bonus. For example, if every group has +500% strength and +300% health, zero inputs preserve their relative order and stacking counts. Strength and health do not need to equal each other.
Select your troop tiers and enter your real Leadership and Dominance. Leave bonus inputs at zero and extra research-bonus switches off only for this equal-bonus setup. The zeroes are a sizing shortcut, not your actual combat stats.
Check once with your intended Captain and equipment. In a battle report, open Battle Info → your troop → Bonuses. Compare the Strength and Health percentages for the different families and special troops you send. Captain, artifact, research and class bonuses can create differences even with matching gear. If they differ, copy the bonuses into the calculator; do not calculate group strength by hand.
3. Manual shortcut: small gaps, then ×0.55
Start with a round number for one tier. At G3–G4, use a little more melee, half as many mounted, and a little less ranged. With 1,000 as your starting number:
Order
G3 troops
Count
1
Spearmen
1,010
2
Riders
500
3
Archers
990
That is 1,000 + 10, 1,000 ÷ 2, and 1,000 − 10. With equal bonuses, the hit order is melee → mounted → ranged. The offsets are small spacing, not extra protection against different bonuses.
Add the next tier behind the last stack
Take the lower tier’s ranged count ×0.55 and round down. Use that as the next tier’s melee count. For this example, 990 ×0.55 = 544.5 → 544 G4 Spearmen.
G4 troops
Calculation
Count
Spearmen
990 ×0.55, round down
544
Riders
(544 − 10) ÷ 2
267
Archers
544 − 20
524
Full example: 4,602 Leadership. This keeps all three G3 groups ahead of the G4 groups. Use the last stack as your starting point, not the largest. Multiplying every G3 count by 0.55 separately can put the first G4 group ahead of the last G3 group.
This method assumes equal bonuses. ×0.55 is an approximate next-tier multiplier with a narrow gap; round down and check the battle report. For a smaller or larger march, scale all counts together, then recheck rounding.
G7–G9: include flying troops in the same order
Within one of these tiers, mounted troops count as 2× a melee troop and flying troops as 20×. Keep the order melee → flying → mounted → ranged. A simple G8 example is:
G8 stack
Count
Equivalent size*
Melee
1,010
1,010
Flying
50
1,000
Mounted
495
990
Ranged
980
980
*In same-tier melee units, with equal bonuses. For G9, start its melee group at 980 ×0.55 = 539. Then 26 flying, 255 mounted and 500 ranged give descending equivalent sizes of 539 → 520 → 510 → 500.
Do not subtract 10 actual troops from every class. Five mounted troops or one flying troop already change the stack by 10 or 20 melee-equivalent units.
G5–G6 and mixed armies
The mounted and flying multipliers are slightly different here: at G5, about 2.02× and 19.23×; at G6, about 2.02× and 20.21×. Use the calculator for these tiers when including flying troops, rather than forcing the exact 2× / 20× shortcut.
These shortcuts are for Guardsmen. Use the calculator for Specialists and Monsters, and assess mercenaries separately.
4. Adding other troops?
Specialists or Monsters: align their talents, then recalculate the new mix. Use the calculator rather than the Guardsmen multipliers.
Adding mercenaries: do not use the Guardsmen multipliers or fill Authority automatically. Test the actual mercenary group you intend to send. If it takes the first hit, reduce it or increase the intended protective group.
PvP or defending a tree: use a PvP setup, not this epic-monster recipe.
5. Check the result, not the arithmetic
Make an affordable attack that can earn rewards. In the report, look for which group took the first hit and whether the protected groups got to attack. Change one count at a time, and compare event progress or VP with the revival bill.
Save counts that work. Recheck after changing tiers, Captains, equipment, research or talents. Enemy abilities can change the result; a bigger march is worthwhile only if the return improves.
AVAILABLE FROM G5
Research Camp
Choose a chest, improve the production it needs, and stop buying upgrades when your reward is within reach.
Start at G5
Start with one Hut and one Workshop. The two starting slots are enough to begin. Huts make materials; Workshops convert them. Each level-1 building costs 20 Camp Supplies.
Unlock the first three Hut recipes early. Cinderthorn, Spore Pulp and Spring Shards can then come directly from Huts. Each recipe costs 25 of all three materials; all three recipes cost 75 of each. This avoids the first 2-for-1 conversion and frees your Workshop for the next materials.
Choose your next chest before expanding. Save its materials separately from your upgrade budget. If that chest is your stopping point, avoid buying another recipe just before you can collect it.
Chest costs and upgrades to skip near the finish
Each amount below is needed for every named material, not split between them. These are chest prices; recipe unlocks cost extra.
Three Gem-choice Chests: 1K each Noon Core, Umbra Core and Living Core. If this is your goal, finish it before buying improved Core recipes, which start at 117K of each Core.
First Mythic Reward Chest: 174K each Zenith Heart, Lunar Crystal and Spring Prism. The next conversion recipe costs 168K of each: at that point you are only 6K of each short of the chest. Save for the chest if you plan to stop there. Core-producing Hut recipes cost even more: 420K of each, per recipe.
Final Mythic Reward Chest: 53.8M each Solar Fragment, Shadow Chorus and Spring Source. The last conversion upgrade costs 52.92M of each, per recipe. At that point, finish the remaining 880K of each for the chest before buying that upgrade.
The first Mythic has a large setup cost: unlocking its three basic material recipes costs 18M each Noon Core, Umbra Core and Living Core in total, before producing the chest materials.
If you are continuing toward a later reward, useful recipe upgrades can be worth the delay. Choose main or seasonal progress when receiving eligible rewards.
Fresh G5: compare Camp Supply budgets
These options use only the two starting plots: one Hut and one Workshop. Costs include construction and every upgrade, but no recipe materials or Haste Tokens.
Supply budget
Two-building example
40
Both level 1
200
Both level 2
1.2K
Both level 3
3.2K
Both level 4
8.2K
Both level 5
18.2K
Both level 6
Treat these as spending limits, not automatic upgrade orders. Unlock the early Hut recipes, then check what is slowing production. Upgrade a Workshop when you can supply it or need its longer queue.
Example with 8.2K: if ingredients keep running out, a level-5 Hut and level-4 Workshop cost 5.7K. Keep the remaining 2.5K until another upgrade will help. If a free plot becomes available later, compare a new building before rushing level 6.
These are starting building budgets. For a Mythic plan, compare recipe purchases, extra plots and Haste Tokens together.
Keep production running
Collect Huts before 48 hours pass so full storage does not stop production. Refill Workshop queues when they finish.
What should you improve?
Workshops wait for ingredients
Switch Huts to the missing material, unlock its Hut recipe, or improve those Huts. A bigger Workshop also needs more ingredients for each order.
Ingredients pile up
Check the conversion recipes first. A better recipe can save more materials or Workshop time than another building upgrade.
Example: better recipes can beat a building upgrade
A level-1 Workshop can turn Cinderthorn into Root Dust with these recipes, once unlocked:
Cinderthorn
Root Dust
Time
200
50
30 min
600
200
30 min
300
300
45 min
The second recipe makes 4× as much per hour and uses 25% less Cinderthorn per Root Dust. The third keeps that output rate but cuts ingredients from 3 per Root Dust to 1. Check the unlock cost and how much more you need before investing.
Building costs: upgrade or use another slot?
Both building types use these Camp Supply costs. Speed applies to Huts; throughput and queue size apply to Workshops.
Level
This level
Total spent
Output*
1
20
20
1×
2
80
100
2×
3
500
600
4×
4
1K
1.6K
8×
5
2.5K
4.1K
16×
6
5K
9.1K
32×
*Compared with level 1 using the same recipe. Workshop inputs also scale up; the order duration stays the same.
With a free unlocked slot: a new level-5 building adds 16× output for 4.1K Supplies. Upgrading an existing level 5 → 6 adds the same 16× for 5K. Expansion saves 900 Supplies; level 6 saves a slot. Include any slot-unlock materials and building time in your choice.
Queues, collection and Haste Tokens
Queue time depends on the recipe. Workshops hold 7 / 10 / 13 / 16 / 19 / 21 orders at levels 1–6. First conversions take 15 minutes: a full level-6 queue lasts only 5h 15m. Later recipes can take hours per order.
Herbalist Boost costs 120 Haste Tokens per hour for all Huts together. 1,200 tokens buys 10 hours; 2,880 buys 24 hours. Finish worthwhile Hut upgrades and select the materials you need before boosting.
Use Order Boost on a useful conversion. It finishes the current order. Boost the step holding up your next recipe or chest.
Reorganizing costs 10% of your building investment. Demolition returns 90% of construction and upgrade resources. A level-5 building loses 410 Supplies; level 6 loses 910. Include that loss in your rebuilding budget, and collect rewards before the season ends.
Check chest materials separately from Forest Mystery points. An event score does not tell you whether a chest is ready.
OPTIONAL · HIGHER-SPEND TRACK
Top 100: plan your early push
Reach G5, use stronger mercenaries to prepare G6, then bring Hercules into your Ragnarök push.
Budget for Blueprints first
For a Top 100 push, buy the Elite Pass and reserve its Gold for Blueprints. Keep your building upgrades funded instead of spending that Gold on revivals.
If your budget allows, take the Triumph bundle. Its +30% VP and XP bonus helps the push; it also includes 360K extra Gold and eight instant Triumphal levels. The bonus lasts for that Triumphal season.
Three choice chests: select Sacred Potions in all three for 480K Potions. Requires the Golden rewards chain.
Experienced Guardsmen $99.99
Mercenaries for your progression push. Requires Triumphal level 20 and the preceding offers.
Hercules $99.99
50 Hercules fragments to unlock him. Requires Triumphal level 30 and the preceding offers.
The three paid offers on the Hercules route total $249.97, plus the Golden Pass. The separate Quick start pack is optional. Check the pack contents and price before buying.
Your first three Ragnarök runs
All three fit before the Triumphal reset on 21 November 2026. Starts below are at reset; each Ragnarök lasts 24 hours.
Run
Top 100 target
1 · 12 November
Reach G4, or push G5 if ready. Check your event goals before unlocking. Do not hold back an earlier affordable upgrade just to wait.
2 · 15 November
Aim for G6. Use improved mercenaries and buy Hercules once you reach Triumphal level 30 and complete the preceding offers.
3 · 19 November
Still within the same Triumphal season. If you need more time, finish the Hercules route for this run. The event ends on 20 November, before the pass resets.
Complete your planned Hercules purchases before 21 November at reset. Check the offer timer before spending. Do not plan around carrying an unfinished offer chain into the next Triumphal season.
Save Triumphal mercenary rewards for G6 if you can reach it before the pass ends. G5 rewards give level-VII mercenaries; G6 gives level IX. Leave them in the pass until you unlock, then claim before expiry.
How to make the push
Use the first run to reach G4 or G5. Spend earned VP on your next unlock; use potions and available mercenaries to keep progressing toward G5.
At G5, take the improved mercenary offer before Hercules. Reach Triumphal level 20, then use those troops to earn the VP needed for G6. Finish the required buildings and Hero levels too.
Unlock G6 during Ragnarök. Aim for the second run if you are ready. Check your event goals before unlocking one G6 Guardsman, then collect your improved unclaimed mercenary rewards. Keep Forest Pass rewards in the pass and the Forest Shop unopened until the unlock.
Get Hercules as soon as the offer opens. Work toward Triumphal level 30 during the push. After G6, check the next mercenary offer for improved troops before buying, then use them with Hercules to score more Ragnarök points and coins.
Unlock G7 as soon as you are ready. Do not wait for another Ragnarök. Then get M7 promptly and use G7, M7 and mercenaries for your next fights.
Focus on Pinnacle of Warfare: reach Guardsmen tiers quickly. Everyone reaching a tier earns its normal rewards; the first 100 to reach the goal earn extra rewards. Leave the Path of Legend ranking push for later in the season; it is based on Hero and Captain XP.
Where should I spend my Fenrir coins?
Save them for the G8 push. From G7, use the VP for G8 research and to unlock M7 promptly if you have not already. G7 + M7 + mercenaries gives you a stronger army for earning the remaining VP. Spend earlier only when an immediate ranking deadline justifies it.
Does this spending guarantee Top 100?
No fixed spend guarantees a place. Set your budget, watch the leaderboard and compare your progress with the potions and troops used before buying more.
Check which account receives each reward, and collect it before it expires.
Choose the Pinnacle destination before distribution. Once sent, the rewards cannot be redirected.
Path of Legend personal-goal rewards stay seasonal. Top-100 ranking rewards can go to your main progress; choose their destination before distribution.
Finish Camp targets before the season ends. Check the destination of eligible Camp chests.
Collect expiring event rewards. Do not lose them while waiting for a troop upgrade.
After the season: Season’s Legacy
Earn Hero and Captain XP toward personal goals over roughly 30 days. G5 or higher can participate, even without playing SK. Reaching G5 after the event starts still lets you join.
For a Mythic Reward Chest, first unlock a Mythic Reward on that same progress. Main and seasonal progress qualify separately; unlocking one on your main does not qualify your seasonal city.
G9 or full T9: plan for a much bigger XP target
Full T9 means tier-9 development across Guardsmen, Specialists and Monsters. Your division also considers research between troop unlocks, including strength and health.
Previous Legacy XP targets
Tier
Goal 1
Goal 2
Goal 3
G7
1.31T
6.72T
13.1T
G8
5.91T
29.1T
59.1T
G9
60T
271T
600T
Full T9
222T
994T
2.22P
T = trillion · P = quadrillion (1,000T). Goals are cumulative: do not add the three columns together.
Prepare before SK ends
Budget for your goal. The full T9 final goal in the table needs 3.7× the G9 XP.
Buy XP packs from the Jörmungandr shop during Ragnarök. Save them unopened in Items, then use them after Season’s Legacy begins to add to your event score. Keep enough XP for the Hero levels you need during SK.
Choose a reachable goal before spending. Check your Legacy goals, chest contents and eligibility, then budget saved XP and combat for the remaining points. Claim rewards before the event ends.