The Cross Kingdom War
1. The Cross Kingdom War is fought once every two weeks. Cross Kingdom War begins at 16:00:00 Friday (AST) and ends at 04:00:00 Saturday (AST), a duration of 12 hours.
2. During the Cross Kingdom War, Castles level 16 or above of opposing Kingdoms, with or without an Alliance, will be able to migrate between Kingdoms without restriction and earn points by collecting resources, hunting monsters, and killing enemy Kingdom troops. You can also gain points by successfully occupying and holding your enemy’s Palace. During the event, the wounded capacity of all Castles will be increased by 50%. The Kingdom with the most points at the end of the event will be declared the winning Kingdom and enjoy a Kingdom-wide reward for their victory. The Top 100 lords in the points ranking will receive an additional reward for their success.
Attention: points cannot be gained from killing Lv.5 troops or lower, and Lords whose Castles have not yet reached Lv.16 will also be unable to gain points from killing enemy troops.
3. Once the event begins, all qualified lords from both Kingdoms may migrate their Castles back and forth to each other’s Kingdoms using Advance Migrations. After the event, visiting Castles will return to a random location in their original Kingdom, and a free Advanced Migration will be provided for relocation.
4. The Palace and Barbettes all become active during the Cross Kingdom War. All Lords from either kingdom may attack and attempt to hold the Palace.
When the palace is occupied, the timer will start. If the timer reaches the full 4 hours, the alliance occupying the Palace wins the Kingdom War. If this alliance is the one defending the Palace they will retain control of the Palace for their kingdom and crown a king, as normal. If the enemy kingdom is holding it, then they will take control of the Palace from the kingdom.
If an enemy kingdom wins, there will be no king crowned, and no official titles given. Also, 30% of the Kingdom War Points from the losing Kingdom will be transferred to the winning Kingdom. Additionally, all unsent gift packs that come with Throne War will be forfeited.
If troops from any Kingdom succeed in occupying an enemy Kingdom’s Palace for a total of 8 hours, then the Palace will become unavailable for further occupation; the occupying Kingdom will then receive 15% of the occupied Kingdom’s points at the time of occupation. The King and Officials of the occupied Kingdom will remain in place and will continue to benefit from their positions.
5. An Advance Migration is required to move into the enemy Kingdom. Upon arrival in the foreign land, castles will have a free 15-minute War Protection activated by default for preparation, and additional protection time can be added at their discretion. All foreign Castles will be marked, with their alliance, lord name, and kingdom in red, and smoke shrouding their castles.
6. 30 minutes after the end of the Kingdom War, the system will evaluate the battles and send End, Victory, and Defeat Mail to all involved players.
A new system for reporting the Cross Kingdom War Traitors
From the start of each Cross Kingdom War, until 24 hours after it has ended, players with Castle Lv.16 and above can report other players who they suspect of betraying the Kingdom during that round of the Cross Kingdom War:
Each player may report up to five suspected Traitors each round.
You may not report the same player more than once per round.
There is no limit to the number of players that may be labeled Traitors in each round.
When a player is labeled as a Traitor for the first time, then for the following two rounds of the Cross Kingdom War any dispatched troops will be automatically recalled at the beginning of the event and the player will be restricted to attacking monsters. They will be unable to perform any of the following actions: scouting, being scouted, attacking, defending, calling rallies, joining rallies, reinforcing, sending resource aid, collecting resources, and occupying empty ground;
When a player is labeled as a Traitor for the second time, then for the following four rounds of the Cross Kingdom War any dispatched troops will be automatically recalled at the beginning of the event and the player will be restricted to attacking monsters. They will be unable to perform any of the following actions: scouting, being scouted, attacking, defending, calling rallies, joining rallies, reinforcing, sending resource aid, collecting resources, and occupying empty ground;
When a player is labeled as a Traitor for the third time, then for the following six rounds of the Cross Kingdom War any dispatched troops will be automatically recalled at the beginning of the event and the player will be restricted to attacking monsters. They will be unable to perform any of the following actions: scouting, being scouted, attacking, defending, calling rallies, joining rallies, reinforcing, sending resource aid, collecting resources, and occupying empty ground;
The length of each punishment will continue to increase based on the number of times that the player has been labeled a Traitor
The Manna Water Manual
We’ve received many requests to give out detailed instructions on the use of Manna Water. This will serve as a guide to use it correctly and efficiently.
When you see the First-aid Tents glowing in green, it is a sign telling you to use Manna Water to begin reviving troops. Tap on one of the tents to access the Tree of Life interface, and then tap on the Manna Water button to water the tree and begin revival. If you have 1 million troops killed during Kingdom War, you can revive 1 million troops. If you have 100K troops killed during Kingdom War, you can revive 100K troops. However, the cost to revive 1 million and 100K troops back 100% are the same, therefore it’s best to use Manna Water when you have a lot of casualties from Kingdom War because each user is based on reviving a percentage of the total. However, the types of troops revived cannot be selected. The Manna Water will revive your troops randomly until 100% of the casualties have been revived.
Pay attention to the time window for when the Manna Water may be used. After Kingdom War, Lords will have 48 hours to use Manna Water to revive troops. After this 48 hour period, the troops will be lost forever. When reviving troops using Manna Water, no resources are required, just the water alone is enough to bring your troops back to life. Once Manna Water has been used, your troops will be revived instantly, there’s no waiting. If you have less Manna Water than is needed, a prompt will notify you that you do not have enough. For example, if you have 4 Manna Water and the amount required is 10, you will not be able to complete troop revival until you have the required amount to proceed. Like any other item, you may receive Manna Water in some of the event packs that we offer from time to time, and soon in various Alliance Packs as well.
This is just a quick overview of the important parts of the new Tree of Life and Mann Water functions. Good luck in Kingdom War!
How do I revive the troops I lost in the Cross-kingdom War?
How do I revive the troops I lost in the Cross-kingdom War? What’s the rate of revival?
Tap on the Revival Hall and enter the Tree of Life. Hit the Casualty Report button to bring up information on the troops you lost in the latest round of the Cross-kingdom War, this will show you how many troops you have already revived, and how many troops remain dead.
The Tree of Life will remain active for 48 hours from the moment the Cross-kingdom War ends. You can use Manna Water to randomly revive troops that you lost during the Cross-kingdom War, while the tree is active. Each time you use Manna Water you can revive 5% of your total number of lost troops + 1000 more; note that the amount of Manna Water required to revive one batch of troops will increase each time. The Tree of Life will close 48 hours after the Cross-kingdom War has ended; any troops that have not been revived by