What it is: A revival tournament, and one of the few events that change what a fight costs you rather than what it pays.
For one week, troops lost attacking revive from the Temple with Silver, the resource you have piles of, in place of the Gold you ration.
There's nothing to gather on. You take losses the way you would any week, then bring your own dead back for points.
Higher tier and rarer revives score more, and the best hundred on the board take Leadership titles.
So the event doesn't hand you a new thing to do. It makes the expensive things you already do cheap for a day, and pays you points for doing them. Nothing here is a fight you win or lose: the board doesn't care whether you took the citadel or bounced off it, only how many of your fallen you brought back, and how good they were.
How it scores
You're paid for reviving your own dead, not for anything you kill. Points land when a troop comes back from the Temple, and three things set how many: how many you revive, how high their tier and rarity, and what kind they are. The game says it plainly, that monsters and mercenaries are worth more than regular troops.
The price is the whole story. The official figure, from the game's own channel, is that a Silver revive runs about three hundred times the Gold cost of the same troop. That sounds steep until you weigh what each currency is worth. A spearman that costs 10 Gold to revive costs 3,000 Silver during the window, and Silver is the resource you're drowning in while Gold is the one you count. (That number is from a 2024 clip, so glance at your own Temple before you take it to the bank.)
Only troops that die during the window get the Silver price. The Temple gathers them into their own tab, "Perished in Ruthless Slaughter," so they're easy to find. Anything that died earlier stays a Gold job, which is the reason you empty that queue beforehand. Anything that dies during the event keeps its Silver price even after the event closes, so you're not racing the clock to revive, only to do the dying while it counts.
One older rule still bites here: if a single troop is all you lose in a fight, you can't revive it at all. Revival needs a crowd.
You don't need a Top-100 finish for this to pay off. The cheap revival is the reward whether or not you place, so a smaller player still comes out ahead just by doing the week's fighting inside the window.
How to play it
- Empty your Temple before it starts. Troops that died before the window revive at the Gold price, no exceptions. Bring that queue to nothing the day before, so every body you pay for during the event is one that came back for Silver.
- Line your costly fights up for the window. This is the move. The fights you'd run anyway and hate paying for, citadels, crypt-key farming, heroic and rare monster hunts, player hits, all cost a fraction to recover from this week. Schedule them to land here instead of spreading them across the month, the way you'd plan any overnight queue.
- This is the week for CP runs. In a CP run both sides pay to revive afterward, so the week that payment is Silver instead of Gold is the week to run them. It's why clans circle the date.
- Revive your monsters and mercenaries first. They score the most, and they're the units that actually hurt to replace. Ordinary guardsmen are often cheaper to retrain, so put the window's Silver where it counts and don't feel you owe every last body a comeback.
- Work down from your best. Higher tier and higher rarity pay more points per revive, and they're the troops you'd least like to rebuild from scratch. Start at the top of the list and go down.
- Mind the one exception. Troops lost attacking an epic monster don't get the Silver price. They still need Gold or Sacred Potions, and only your Captain comes back for Silver. So the cheap window is for players, citadels, and common and rare monsters, not for the epic squads that Doomsday and its cousins throw at you.
- Don't chase the Top 100 unless you're built for it. The title is nice, but the real prize is a month of expensive fighting done for Silver. Bank that and let the leaderboard go, unless you're big enough to have a real shot at it.
Reviving with Gold out of habit once the event is live. Check the Temple tab before you confirm. If it reads "Perished in Ruthless Slaughter," it's a Silver job, and paying Gold for it is money set on fire.
Deeper in
What changed, and what didn't
Outside this event, the Temple already runs on two prices. Troops that died defending come back for Silver, about three-quarters of what fell. Troops that died attacking come back for Gold, about nine-tenths. Ruthless Slaughter reaches into that second line and swaps its currency: for the window, your attack losses come back for Silver too. That's the change, and it's why the Atlas has always filed this as the week your attacking gets cheap. Defending was never the expensive part.
| Kind of loss | Most weeks | This window |
|---|---|---|
| Died attacking | Gold, about 90% of them | Silver |
| Died defending | Silver, about 75% of them | Silver, no change |
| Died to an epic monster | Gold or Sacred Potions | Gold or Sacred Potions, no change |
Sacred Potions still do what they always do, reviving anything at a price that climbs with your Temple level, and they stay the only route for the losses Silver won't touch.
The epic-monster exception, in full
The catch has a clean logic behind it. The game won't let you rebuild an army mauled by an epic for the price of Silver, because wrecking armies is exactly what those events are for. So when Doomsday, Armageddon, Arachne's Swarm or a Shadow City is live at the same time, keep two piles in your head. Losses to the epic squad are a Gold-or-Potion job, and only your Captain walks back for Silver. Everything else you did that day, the citadels, the players, the ordinary hunts, is on the cheap plan.
What to go and fight
Anything that normally makes you wince at the Gold bill is what you want on the board this week.
A citadel you can clear cleanly drips losses and pays crypt keys, and the crypt loop burns troops for more. If a dragon keeps eating your griffins, drop the level.
If the Great Hunt is running alongside, its contracts pay their own points and hand you the losses to revive here.
Every hit you'd throw at another city, and every CP run you'd set up, recovers in Silver now.
What you're playing for
The titles
First place takes Gladiator, +10% Leadership. The rest of the top hundred take Legionary, +5%. Both last seven days. A Leadership bonus is worth more than it reads, because it makes every march you send a little bigger, in this event and every other one on the calendar.
The ladder
Below the titles, the top hundred are paid in Tar for levelling Captains and a Clan reward on top, and the bundles shrink as you go down the ranks. Read off the rewards screen:
| Rank | Rare Tar | Epic Tar | Clan |
|---|---|---|---|
| 1 | 8K | 20K | 50K |
| 2 | 4K | 10K | 25K |
| 3 | 3.6K | 7.5K | 20K |
| 4-6 | 3.2K | 6.25K | 15K |
| 7-10 | 2.4K | 5K | 12.5K |
| 11-20 | 2K | 4.5K | 10K |
| 21-50 | 1.6K | 4K | 7.5K |
| 51-100 | 1.2K | 3.5K | 5K |
Every rung also carries its title: first place the Gladiator, everyone else in the hundred the Legionary.
Treat it as a calendar move, not a grind
The players who get the most out of Ruthless Slaughter don't do anything special during it. They do a month's worth of expensive fighting, and they do it this week. A citadel loop you were running anyway, a stack of crypt keys, a round of CP runs, all of it recovers for a fraction while the window's open. The event doesn't reward effort so much as timing. Bank your fights for the days the dying is cheap.
Not yet confirmed
- The current Rules wording, to the letter. The Atlas has always logged this as reviving troops that died attacking. The official support article now words it more broadly, taking in scouting and defending too, though defending losses were already a Silver job. The in-game Rules panel settles it, and it's being read in.
- How long the window runs. Logged as about a day, but that one is an estimate, not a reading.
- What a revive is worth, exactly. No source publishes the per-troop math. Higher tier, higher rarity, and monsters and mercenaries over regulars is as precise as it gets.