How scheduling works
- Regular tournaments run back-to-back and randomly—never the same one twice in a row, only one active at a time. Top 100 on each leaderboard takes the headline rewards; ties rank by who scored first.
- Clash for the Throne runs roughly every two weeks (2 days). Triumphal Challenge is the monthly 30-day battle-pass season.
- Divisions are set by hero level (or troop level, per event), and personal-goal difficulty scales with your army level—one more reason not to rush tier unlocks.
Regular tournaments
| Length | Tournaments |
|---|---|
| 2-hour | Scientific Progress (research), Hammer and Anvil (crafting), King's Mercy (Gold Ingots to the Treasury), Capital Challenge (resources to the Clan Capital), The Quest for Chests (chest opening). |
| 3.5-hour | Castle Development (building), Call of Duty (training), Regular Decrees (daily quests), Silver Rush, War Tools (map gathering), Power Points (VIP points), Battle Training (hiring monsters). |
| 5-hour | Gold Rush, Beastslayer (monster kills), Crypt Raiders, Wargames (PvP kills), Officer Academy (hero/captain XP), Tar Mastery, Blessing of the Gods (troop revival). |
The core discipline: hoard, then spend inside the matching window. Speedups during Castle Development, training during Call of Duty, crypts during Crypt Raiders, revivals during Blessing of the Gods. The same spend, double the return.
Epic monster battles
One active at a time, kingdom-wide, points only for attacks that actually kill monsters: Doomsday (one captain per attack), Arachne's Swarm (all three captains), Armageddon (hero only), Hellforge (one captain; earns coins for a persistent gear shop), and Shadow Invasion (hero and captains together—a major Conquest Point source).
The headline events
Some of these have a guide of their own — what the event is, how it scores, how to play it, and what the Atlas has not been able to confirm.
- Arachne's Swarm — The one epic event that lets you bring the whole bench. Doomsday gives you a single captain and Armageddon only allows for your hero, but the Swarm takes your hero and all three captains in the same march, so it levels three captains where the others level one or none. The fight underneath is a four-way counter ring: bring two of your troop types and leave the other two at home.
- Armageddon — The one event that won't let you bring captains, which makes it the one event where your hero finally earns its keep.
- Clash of Kingdoms — Whole kingdoms in a promotion and relegation league, fighting over banners that pay for as long as you hold them. Carrying one costs you your shield, so the kingdom that plans its handoffs wins.
- Dark Omens — Four clans, two days, one race to out-produce each other. You feed a chalice of green fire to speed your own points, and drop monsters on your rivals to slow theirs. Top three of the four takes the prizes.
- Doomsday — The one epic event you enter planning to lose. You can't dent the monster, so you don't try. You farm Valor off it instead, and pour every scrap of experience into the single captain you brought.
- Ruthless Slaughter — The one week your attack losses come back for Silver instead of Gold. No boss to gather on, no squad to beat. You revive your own fallen for points, so it's the week to run the fights that cost you troops.
- Sands of Eternity — The fastest levelling in the game, paid in experience and nothing else — and it will empty your silver getting it.
- Shadow Invasion — The one monster fight that pays Conquest points, the currency you'd otherwise only earn by hitting other players. You're not meant to win it. You're paid for every Shadow City defender you drop.
- The Ancients — One event wearing two names. What the clan banks on the first day decides what it can do on the second.
- The Great Hunt — Ten monster contracts, a two-hour clan bonus, and a scoreboard that only pays the top hundred. There's no boss to gather on. It's a hundred small errands that add up, which is why when the clan spends its bonus matters more than how hard anyone works.
- Trade Routes — No fighting in this one. Mercenary Exchanges appear across your Battle Group, and you spend Silver racing to buy merc squads before they sell out. You keep every mercenary, and the top 100 win a Leadership title.
| Event | What it is |
|---|---|
| Clash of Kingdoms | Kingdom vs. kingdom in promotion/relegation leagues (matchmaking cares about your league, not your size). Open portals into enemy kingdoms and capture banners—mostly from dead and undefended cities—then score by *holding* them; holding 30–50 banners for a day and a half ranks even a small account. Holding blocks your own shield, so banner-runners live on the hero Alrick, whose feature forces any incoming attack to take four hours—enough time to escape. Winners get Treasury Gold Ingots and map-wide Mountains of Gold (~24 hours, and miners on them can't be attacked). |
| Clash for the Throne | The bi-weekly election. Day 1: earn Conquest Points (top 100 can't shield); the top player becomes Princeps (25 delegates), ranks 2–99 become Senators (10 each). Day 2: Senators vote; most votes is King until the next election. |
| Ragnarök | Two-day epic monster tournament: Fenrir's Invasion (one captain) and Jörmungandr's Invasion (raids). Scales and Fangs convert to shop coins—including Rune Stones for the Warrior of Ragnarök gear set. |
| The Great Hunt | Clan tournament of monster-kill contracts—ten per player, difficulty from hero level, three full refreshes, and a clan-wide bonus doubling both personal Valor/XP and the points a contract pays. |
| Trials of Olympus | Multi-day clan tournament in divisions of three clans matched by might. Five stages: Chimera (raids), Basilisk (hero), Lava Fountains, Heroes' Crypts—the only place in the game to get equipment enchantments—and Briareus (three captains). Two rules that decide it: allocate your Olympus talent points before each stage or they do nothing, and note the 2026 update removed fountain-stealing—fountain PvP now pays points to attacker AND defender. Rewards include Torch of Olympus fragments and the Hermes Store. |
| Rise of the Ancients | Day 1: collect map fragments, raid a Vault, upgrade three clan artifacts. Day 2: leaders summon an epic Ancient Squad whose level persists and grows between events. Vault deaths revive 10× cheaper. |
| Dark Omens | Two-day clan war, four clans per division (requires a Clan Capital and 55+ members). Contribute Omen Essence to your Clan Chalice during timed windows; sabotage rivals by summoning Dark Omen monsters onto their grounds with Spawn Cards. Fighting omens: −90% silver revival, no irretrievable losses, no gear damage, and a Fatigue mechanic that forces team play. |
| Trade Routes | Cross-kingdom commerce: send captains with Silver to Mercenary Exchanges in other kingdoms to buy mercenaries; ranked by purchase points. |
| Triumphal Challenge | The monthly battle pass—Free, Golden, and Elite tiers. The Golden Pass is the community-consensus best purchase in the game. Also feeds the clan-wide Union of Triumph reward track. |
| Seasonal Kingdom | A parallel fresh-start server (entry: any guardsman line at tier 5 on your main; you begin at tier 2). From tier 6 up, every tier unlocked earns a choice of mythic rewards—the captains Beowulf, Skadi, and Heimdall, exclusive artifacts, and the Monument of Glory (a buildable pedestal worth a permanent +50% experience, even in defeats)—bankable to your main account. Know before you go: there are no Rules of Engagement inside (it's a free-for-all), Ragnarök runs every 6 days there, and the precious starter buff that makes everything instant dies when a key building hits level 20—veterans park at 19 until it expires. |
Revival events
A rotating family of events changes the revival economics—and the veteran meta is to schedule big fights inside them: Ruthless Slaughter (attack losses revive for Silver, points per revival), Thirst for Battle (−50% Gold revival for attack deaths), Sacred Rituals (potion refunds), Immortal Essence (Essence for captain stars), Authority Rush and Conquerors' Revival (currency for reviving).
Hit Heroic and Epic monsters during revival events so your losses revive cheap, and open banked chests during scoring tournaments so the same resources count twice. Event timing is the single biggest free multiplier in the game.