• 1. CASTLES

    At the start of the game you choose a place on the map for your main castle. Your kingdom can be expanded by secondary / additional castles. You can get these by sending away a construction wagon or conquering castles. Sometimes you can earn, buy or win castles at special events.



    1.1 Maximum number of castles

    On world 1 The crusades you can have a total of 150 castle -points. If you reach the maximum, you can no longer conquer or build "normal" castles. Normal castles count for 1 point. The baldur- castles count for 0.1 point. This makes it possible that a player with 150 castle can still conquer/build a normal castle, if part of his castles are Baldurs. A Baldur can be conquered without an deed of conquest and thus can be conquered if you have the maximum number of castles.
    On world 2 Venturia you can own castles with a total value of 50 castle points. There is a maximum of 30 baldur castles.



    1.2 Basic value and characteristics of castles

    The coordinates on the map on which a castle is built establish a number of basic values and properties of the castle that you can build on it.

    1.2.a The maximum number of construction sites

    Each castle has a limited amount of constructible land; the construction sites. On the map the coordinates have between 700-1000 construction sites. In Venturia (W2) have the coordinates between 500 and 800 construction sites. A construction site is used with every level of a building being built. The more sites a castle has, the larger buildings can become. Buildings with a higher level give more points and are more resistant to catapult attacks. On the gold page you can, once, buy a 10% expansion of the construction sites for every "normal" castles. For 1000 barion amber you can buy, per day, a construction site for a normal castle. You can often get extra sites at events. These come in 3 types: for your main castle, for normal secondary castles and for baldur castles.

    1.2.b The production per hour / stars

    Each castle has a number of stars for stone-, wood-, ore- and gemstone production. The more stars for the raw materials (stone / wood / ore), the faster those raw materials are produced. The higher the gem production, the faster your treasure room will fill with the kind of gem that the castle can produce.

    At some events star- upgrades are available, with which you can add an extra star to the chosen castle. You can not choose on witch of the raw materials the star will be added. 5 stars is the max.

    1.2.c Gems

    One type of gem can be mined in each castle. Rubies (red) are used to send construction vehicles away in order to build a new castle. Emeralds (green) are used to purchase a conquest certificate, which is needed to conquer castles. Diamonds are ideal to pay the doctors for healing wounded soldiers, but these healers also accept the other gems as payment. Precious stones can also be turned into gold coins in the main castle after completing the right research. To be able to win gems you need to build the laboratory to level 20, the mine to level 5 and the storehouse to level 30. If that is done it is possible to do special research”mine gems”. How higher the research how quicker the gem-mining will be done. You must have a treasure room to store the gems or the mined gems will be lost.

    1.2.d Place on the map

    Do you want to be in a densely populated area where you can find many friends? Or would you rather look for a remote place so that you can see attacks coming from far away? Do you build all your castles close together, so that merchants and the army do not have to walk long distances between your castles? Or would you rather be spread over a large area so that you have a greater reach for conquering castles and attacking bandit camps? Do you want to find castles with many construction sites and stars or areyou satisfied with less, but closer to the main castle? Think carefully because you can not move castles: Only the main castle can be moved in special circumstances.

    1.2.e Sanctuary

    Some places on the map have a sacred peculiarity. Has a hermit lived there, was it the sacrifice place of our distant ancestors, is it a crossing of energy lines? Who's to say? But by building a castle on this spot, your castle will become a sanctuary and will attract a different kind of warriors.(see 1.3.1.b)


    1.3 Type of castles:

    1.3.1 Normal castles

    All types of castles that you can build on the map belong to the "normal" castles group. The main castle and the Sanctuary are special variants of a "normal" castle. Every "normal castle" counts for 1 point for the maximum number of castles. So you can have a maximum of 150 normal castles. In normal castles you can rent masters to help you build (master builder) and / or train your army (troop master) and/or coordinate the trade between your castles (trademaster). In every normal castle the number of construction sites can be increased by 10% once. You do this on the gold page.

    1.3.1. a Main castle.

    The construction sites of a site are not important at the main castle. Your main castle receives 1000 BP. At some events you can get extra construction sites for the main castle. You can build your main castle as an sanctuary. A main cannot be conquered or completely demolished. The main castle can be moved to other coordinates. This is only possible for the first 90 days after you surrendered. It is a way to get away from your enemies. The main castle is the only castle where a number of gems can be turned into gold every month. To make this possible, the laboratory must be expanded to level 30 and the correct research must be completed. The main is recognizable on the maps by flags on the towers .

    1.3.1.b Sanctuary

    If you build your castle on a sanctuary, you can train temple knights in the barracks. The construction-wagon map shows whether coordinates are a sanctuary. On the other cards, on castle lists of players and in espionage reports you cannot recognize sanctuaries. In your own castles list, you see a Celtic cross in front of the castle. There are upgrades available at events that turn normal castles into a sanctuary, these upgrades can also be used in the main castle.
    1.3.1.c Amber Castle

    In w1, the crusade, you can own 25 amber castles. In w2 ,venturia your amber castles are limited to 10. The amber castle is a very special "normal" castle. You can turn a castle into an amber castle by paying 10,000 of each of the four types of amber. With every castle you change, the time until you can change another castle increases. The appearance of these great castles cannot be missed and described. Please, find and view these gems of castles on the map. The following properties apply:

    *A senator does not do his job in an amber castle, so the castle cannot be conquered. Not even if the castle has turned gray (abandoned).

    *You cannot send attacks to players from this castle. Bandits and gray castles can be attacked.

    *You can recruit both knight Templars and Paladins in the castle.

    * the troop master is doing his job in this castle.

    * If you change a castle to an amber castle then that castle can have a maximum of 1250 building spaces, if the castle has less than 1000 building spaces , the building spaces will be replenished to 1000. The loose building fields of normal castles cannot be used in an amber castle.

    * There is 10% more resource production

    * There is 10% more troop production

    * Main castle and contested castles cannot be changed. A baldur or mage castle loses the properties of these castles when it is changed to an amber castle.


    1.3.2 Baldur castles

    The Baldur castles are castles that were once received at an event. These castles have different characteristics than the normal castles. But just like the secondary normal castles, these castles can be conquered. The mage castle is a special Baldur.

    Baldur castles are:

    Golden castles (yellow)

    Ice castles (blue white)

    Halloween castles (black)

    Mage castles (purple)

    Baldur castles have 700 to 1320 construction sites when received. Extra construction sites for baldurs are available at some events.

    The build- and troop master do not work in these castles. A trade master will do its job. A special army unit can be trained in the stables: paladins.

    Baldur castles can be recognized on players' castle lists by a crown for the castle name.

    You do not need a conquest certificate for conquering a baldur. This allows players who have the maximum number of castle points to conquer this castle. A baldur counts for 0.1 point for the maximum number of castles.

    There are sometimes upgrades at events that turn a normal castle into a baldur. Be sure to deactivate a troop master in your chosen castle if you want to use this upgrade. You can turn a santionary castle into a baldur, but you lose the opportunity to train knight templars. The possibility to expand the construction sites (10%) by gold of a normal castle will be lost after using the upgrade for a baldur.

    1.3.2 a The mage castle

    The Mage Castle is characterized by another very strong power in addition to the baldur bonuses. Once a month, you can activate the magic in each of your mage castles to get up to 10 mage free spells! To be used in the gold page. To get the spell’s you build the buildings "Alchemist", "Hiding place" and "Treasury". For every 10 levels in each of these 3 buildings, you will receive 1 free Mage Spell once a month. You need all three buildings on level 100 (300 bps) to get the 10 spells a month. A player can receive a maximum of 100 free spells per month ( 10 mage-castles ) Mage castles count, as well as other baldurs , for only 0.1 in the castles counter. On the map you will hardly miss the purple enchanted beauties



    1.3.3 Abandoned (grey) castles

    If there is no action in a kingdom for 56 consecutive days, the castles of the kingdom will be "abandoned" or gray. The owner can no longer log into the castle: The castles no longer have an owner or alliance. All players can attack the grey castles. Actions to prevent a kingdom to become grey are:

    -Log in from the owner

    -Actions in the kingdom of a vacation substitute (logging in alone is not enough)

    -Active premium or package.

    *When a castle becomes grey all added construction sites expire. The number of sites returns to the original value of the coordinates.

    *Every day that a gray castle is not conquered, 1% of the troops stationed in the castle desert.

    *The castle gets a different ( random) battle setting

    *Abandoned baldurs are almost completely demolished, but retains the added construction sites. These castles are not visible on the abandoned castles site. You will have to look for them on the cards.
    * Amber castles cannot be conquered, even if they are abandoned.

    *After a player conquers an abandoned castle , it will be "contested" for 14 days. But the new owner can demolish the castle right away.



    1.3.4 Contested castles

    A castle, which is taken (conquered), is contested for 14 days.

    An contested castle is recognized by a yellow point before the castle. A player that has a yellow point for his/her name has one or more contested castle(s) . special features of a contested castle are:

    *An contested castle can be attacked by all players (except capitualed players) on Damoria.

    *As soon as the owner of the castle retrieves this castle, the normal military restrictions( militairy rank) apply to this player’s castle. The castle is no longer contested. All attacks launched (before the takeover) on this castle are carried out.

    * It does not affect the fact that the castle can be demolished after 2 (normal castle) or 7 (baldur castle) days.

    * Some upgrades can't be used here

    * The wall strength in these castles is reduced to 5% (-95%)

    * Once a castle is owned by a player for 14 days, he / she will be recognized as the new owner and the normal military restrictions will apply

  • 1.4 Expanding the kingdom

    If your main castle stands, the resources fill your storehouse and the first buildings are being expanded, you soon have time and opportunity to strengthen your kingdom by getting more castles. You can do this by sending a constuctionwagon, conquering and sometimes you get (win, earn or buy) a secondary castle at special events.


    1.4 .1 Sending an construction wagon

    On the "map" page you will find a construction wagon map. Here you can find a location for your new castle. Once you have found a suitable one, click on it to record it. By clicking on a level near the image of the construction wagon on the "buildings" page you will also get to the wagon menu.

    Above the construction wagon card you can see which levels you can build. The amount of materials required, depends on the number of castles and deeds of conquest you have. If you have more than 15 castles , sending a construction wagon also costs rubies (see 1.2.C).

    You can choose 4 levels of wagons. Each level costs more resources and a heavier laden wagon will also move forward more slowly. But the higher the level, the bigger the new castle will be.

    Click on the level of your choice and you can send the wagon away.

    Not every wagon arrives at its destination. Sometimes another player has occupied the construction site just before you. In addition, bandits make the roads of Damoria unsafe. If you have this bad luck, your construction wagon is lost. You can try to reclaim the goods from the bandit camps.


    1.4.2 To conquer a castle

    Another way to get castles is to conquer them. To conquer normal castles you need a deed of conquest. Special castles do not need them. A deed of conquest can be purchased on the "military" page for emeralds. The more castles you have, the more deeds you have in stock, the more emeralds the next deed will cost.You can also destroy a deed of conquest at this page.

    A castle can only become your property if the entire population wants to have another owner (Approval of citizens). You can leave the conviction of the population to the senators. These are trained in your senate. Residents convinced by senators from other players count: It doesn't matter who convinced the residents; the castle changes ownership when all the approval for the old owner is gone .

    Residents of larger castles are used to political talks. You need higher educated senators (higher level) to convince them. You have to adjust the level of the senator you send to the size of a castle (number of occupied construction sites). Too low a level senator will not convince citizens. Click on the buildings page on the question- mark behind the senate to get to the senate page. Here you can see which level senator you should use. The number of occupied construction sites of a castle can be seen in a spy report.

    The level of the senate gives prestige to the senator: the more impressive the building, the easier the senator convinces people (the percentage of residents who are convinced is higher)

    The senator needs a military escort. The troops must be able to defeat the army in the castle you want to conquer. If the fight is lost, or if it is a draw, the senator will not be able to do its job.

    As long as the castle has a wall, the residents of the castle have city rights and they will not be convinced.

    Only one senator can be sent from the same castle. When it has done its job, another senator can be sent. However, a senator can be sent from another castles at the same time.

    If not all residents are convinced and the castle therefore has no new owner, 1% per hour of the residents will regain their faith in the old owner and have to be convinced again.

    If a castle has a new owner, the population will still be suspicious of the new owner for some time: the approval of the citizens is 50%. Every hour 1% of the population will trust the new owner. Well as long as there are no hostile senators at work.

    1.4.2. a abandoned/ gray castles

    Conquering a gray castle is easier than the hostile conquering of a castle from an active player. Every player can attack all gray castles. Every day 1% of the troops of an abandoned castle desert. It pays to regularly check whether the castle can already be conquered without the lose of too much troops. The moment the castle is abandoned, the battlesetting and possibly also the number of occupied construction sites change.

    1.4.2.b castles of active players

    Conquering a castle from an active player is easy if this is done with the permission of the owner. Two players may agree that a castle changes ownership. It is against the rules if players do this, who sometimes share the same IP address. A vacation substitute can also prepare a player's castle for takeover. If you want to use a vacation substitute, choose a player that you trust 100%. All players of an alliance can attack each other and thus take over castles from each other. This is indicated by a light green dot for the name of alliance members and their castles. Some alliances conquer castles of a player who has not been at the game for a certain number of days. Also castles that have been taken over in a "friendly" way have 14 days the contested status and can be attacked by all players.

    Takeovers outside the alliance are only possible if the military points of both players are 50% apart,both players are in the top 50 or if it is a contested castle. If a player is in your military reach, this is visible through a dark green dot in front of the player's name or the castle. A player with a contested castle and the castle itself have a yellow dot.

    The hostile takeover of a castle from an active player is a risky undertaking. The active player can move troops, build or demolish walls or request support from friends and alliance members. You must take into account the counterattacks of your opponent, his alliance and his friends. Think good strategies if you are going for a hostile takeover of a castle!


    1.4.3 Getting a castle on a special occasions

    At events there is sometimes the possibility of winning, earning or buying a castle. For each event it is indicated what kind of castle it will be, to what extent it has been expanded and how many building sites and stars the castle has. Sometimes there is a castle that comes with a full storehouse and treasury.

    Sometimes castle upgrades are also available. You can use it to change one of your existing castles into a sanctuary or a special castle. Unless otherwise stated, this does not change the number of construction sites, stars or filling of a storehouse and treasury.

  • 1.5.1 Buildings and their function

    Construction office

    Construction is planned and coordinated in the construction office. The higher the level of your construction office the faster you can take your buildings to the next level. This incline is not linear but includes jumps.This building is also important for the demolition of buildings. Below level 25 construction office the demolition of a level of a building is no longer possible. This building is a popular target for catapults: if the levels of the construction office are low, repairs to other buildings take a long time: the castle is paralysed for a long time.


    Barracks

    Infantry troops are recruited in the barracks. Recruiting these troops is faster and cheaper than the troops from the stables and the catapult workshop. More troops will be trained and the training will be faster with every level of the barrack.


    Senate

    The senators are trained in the senate. Senators are needed when conquering castles.

    You can buy senators to the level that you have expanded your senate. The higher the level of your senator, the larger the castle that it can do its work in. The size of a castle is measured by the occupied construction sites. This works up to level 50. The senator of level 50 can convince residents of a castle up to 1300 occupied construction sites and level 50 is the maximum level a senator can have.

    A high senate level gives the senator more prestige: it will convince more residents if there is a high level senate in the castle of origin:

    There is a base value of 20. For each level of the senate the senator is send from, 0.2 is added to this base value. Part of the result of the senator also depends on luck: 30% +/- of that value.

    So a senat at level 0 the senator will convince between 14%-26% of the citizens: 20 +(0x0.2)= 20 (+/- 30%)

    With a level 50 it will be between 21%-39% ( 20+ (50x0.2)=30 (+/_30%))

    With senate level 100 it will be between 28%-52% : 20+ (100x0.2)= 40 (+/-30%)

    It is possible to break down the senate and still have senators to do their job. But keep in mind that if the castle is conquered or loses a fight, you can lose your senators. And then you have no choice but to rebuild the senate if you want new senators.


    Stables

    The troops on horseback are trained in the stables. These troops have better walking speed than the other troops. The higher the level of the stables, the more troops on horseback are trained and the faster they have completed their training.


    Catapult workshop

    The mighty war machines are being built in the catapult workshop. Building rams and catapults is expensive and takes a long time and they progress slowly when send to attack, yet they are often indispensable when conquering or defending castles.

    If the Military training grounds gets higher levels, you can specify more targets for the catapults. 5 goals is the maximum, but if you want to destroy a building with a higher level it is better to insert this building in all 5 slots. The higher the level of the catapult workshop, the faster they can be built and the more rams and catapults can be placed on the assignment list.


    Laboratory

    The alchemists can do research in the laboratory. The basic research focuses on each of the type of troops and their weapons, so that that type becomes more effective. To go through all these studies (3 per type of troops) you need at least a level 10 laboratory. Requirements are also set for the levels of other buildings before a certain research can be carried out.

    When the basic investigations are completed, you can use special investigations to improve the defense and attack strength of your troops. The resistance of buildings against catapult- and ram-attacks depend on the level of that building and the special research; engineering technique.

    To start these studies you need a laboratory of at least level 20. There are 20 levels of special research.

    In advanced research you can investigate how you can dig up precious stones. This requires a level 20 laboratory. Investigations are possible until the maximum mining speed is reached ad level 20.

    In the main castle you can do research on the Philosopher's stone. When you have completed all 30 researches you can turn gems into a gold piece 30x a month.

    The clandestine research reinforces the paladines and the knight templars; troops made in the special castles and sanctuaries. This is also important for normal castles, if you send paladines or knight templars there or have these as support in these castles. You need a minimum of level 29 laboratory to complete this series of tests.

    The higher your laboratory, the faster you complete your studies. A high level laboratory is also needed to get mage spells in a mage castle.


    Military training grounds

    You can command troops in the Military training grounds. The larger the grounds, the more troops you can send away on attack, as support or to move. If you have more troops in your castle than your training grounds can handle, the surplus troops will be trapped in the castle until you have moved some troops to other castles, or have expanded the traininggrounds.


    Tournament field

    The Tournament field ensure the condition and endurance of your troops and traders. The larger the field, the faster traders and troops can travel. To protect nearby castles, the troops only run faster from 70 spaces.


    Marketplace

    Your traders depend on your marketplace. The higher the level of your maketplace, the more traders you have. The traders can move your gems from one castle to another. They can trade you surplus raw materials on the market with other players. They can take your goods to other castles of yours or another player (direct trade). The amount that a trader can trade on the market is higher than that that can be transported with direct trade. For 3 gold coins, the traders will convert a desired amount of resources into the other resources. How they do this is one of the traders' heavily guarded trade secrets. When accepting a trade offer on the market you use the traders of the provider. It does not depend on your marketplace level.


    Quarry

    The quarry ensures that you produce the raw material "stone". Stones are the most important material for building. If the emphasis in a castle is on building, you will need stones much more than the other resources. It is better to build the quarry two levels higher than the other raw materials. The production depends on the number of stars that the castle has for this raw material.


    Sawmill

    The sawmill produces wood. Like other raw materials, wood is needed for construction, training of troops, moving the troops and to do research.


    Mine

    The mines produce ore. This is the most important raw material when producing and moving troops. If in a castle the production and relocation of troops becomes more important than upgrading buildings, it is wise to expand the mines further than the quarry and sawmill.


    Living quarters

    The residents of your castle live in the Living Quarters. If there are too few homes, you have insufficient staff. You can no longer build, you can no longer train troops; life in your castle stands still. It is a paralyzing hit, if your opponent manages to destroy your living quarters with catapults. High level living quarters and special research make your building stronger.      


    Storehouse

    The raw materials produced in the quarry, sawmill and mines are stored in your storehouse. When the storehouse is full, the raw materials made are lost. Plundering and / or destroying the storehouse is a good way to inflict a heavy blow on your enemy: Without resources nothing in the castle is possible. A high-level storehouse is more difficult to destroy and reduces the chance of raw materials being lost.


    Hiding place

    The hiding place cannot be damaged by catapults. The resources that are hidden are safe for enemy troops. So even if you lose a fight and your storehouse is plundered, you still have resources to make repairs, build a wall, make troops or move them. The higher the level, the more resources you can hide. A high level hiding place is needed in a mage castle to get as many spells as possible.


    Wall

    The wall prevents the conquest of your castle: a senator does not do his job as long as there is a wall around the castle. A wall adds a battle round to the battle for the castle: first the archers and catapults shoot. The fallen troops are calculated. If the specified battle setting of both parties has not yet been achieved, it will be checked whether the attacking troops have sufficient strength to destroy (rams) or conquer the wall. Sometimes an attack stops in front of the wall, but when the wall is conquered all the troops fight against each other in a second round.

    The wall strength grows linear with each level. There are value “jumps”in some steps.


    Treasury

    The excavated gems are stored in the treasury. The gems that are moved by the traders are also stored there. If more gems are produced than the treasury can handle, they will be lost. The same goes for bringing too many gems by merchants. Precious stones that are robbed as loot in bandit camps are magical and fit into the treasure room . The gems from the treasure room can be used to turn into gold pieces using the philosopher stone in the main castle. If your troops grow and the amount of wounded troops in each fight gets bigger, a high-level treasure room is needed to pay the healers. When you get more castles the price for deeds of conquest and construction wagons goes up and you need a bigger treasury. In mage castles a high level treasure room is needed to collect as many spells as possible.

    During events you can earn and/or buy extra space for the treasury: the secret chamber. This storage space is only valid up to a maximum of 1,255,943 for rubies and emeralds. Only diamonds can get a higher storage space! You have the opportunity to store more diamonds to heal more of your troops!
    The secret chamber will remain active until the end of next big event (Christmas, easter or summer). In the new event you have to earn and/ or buy this expand possibility again. If you get less additional storage in the new event than you had before, gems that have been stored above the maximum storage space will be destroyed!

    Amber mines

    Amber is a highly sought-after gemstone in Damoria and comes in four different cuts: heart, barion, flame, and shield. You can get amber from a mage spell. Up to 300 amber per day can be obtained by attacking bandit camps with amber. You can exchange crowns from the minigame "Your Guards" for amber and amber can be mined in the amber mines.

    However, this is not easy. Building an amber mine requires level 50 mines, alchemist and treasury at level 30. You will also need to collect the mined amber daily. An amber mine needs at least level 5 to produce amber. The amount of amber a mine produces depends on its level. Initially 1 amber per level , but this increases to 200 amber at level 100.

    * Amber can be used to turn a castle into an amber castle.

    * Amber can boost your resource, troop and/or gem production

    * Each of the four cuts has the possibility of a blessing. This blessing can only be used once a day:

    Heartamber: the blessing of the ability to increase healing of your wounded troops from 25% to 50% for a heal

    Barionamber: The blessing of more space: get a buildfield for a normal castle in your supply

    Flameamber: Summons a Dragon - Dragons will attack all bandits on a continent once.

    Shieldamber: Bless your castle and increase the defenses of your troops by 10% and increase the acceptance of your citizens


    1.5.2. tech tree

    On the buildings page you can view the techtree. Here you can see which conditions you must meet to be able to build a new type of building.


    1.5.3 Buildmaster

    You can hire a building master on the gold page under master builders. This professional makes sure that the construction of buildings is started, even when you are absent. He will visit 10 castles every half hour, to see if anything can be built. You can specify a maximum of 3 buildings to be built. You can make agreements up to which level can be built and how many resources can be used for this.

    Under "mini packs" you can purchase Master builder's "Build now" function: against payment of gold, the upgrade of the building is completed immediately if the necessary raw materials are present.

    With the "mini packs” you can also rent a Journeyman builder"(goldpack). This allows the master builder to visit 10 extra castles. The "Apprentice builder" ( silver pack) gives an additional 5 castles.



    If you're lucky with a mage spell you can, with some magic, put the master builder to work in 1 and 5 extra castles.


    In the mini-game "your guard" you can also get 1 extra place for your masters in exchange for 500 crowns. And sometimes you can get extra master-slots with events.


    1.6 Demolish

    1.6.1 demolition of buildings

    If your construction office is at least level 25, you have the option of breaking down a level of a building. You will receive 90% of the resources back.

    1.6.2 demolition of castles

    You can also destroy an entire castle. This is possible after 30 days of building a new castle. You can demolish a contested castle after 2 days. A contested baldur after 7 days. If you are the first one to conquer a grey castle, you can immediately demolish it.

    You can indicate which castle you want to demolish on the building site at `demolish castle`. The raw materials that are released can be sent to a maximum of 3 castles. The demolition of a normal castle gives back 50% of the resources. A Baldur Castle will give you 75% of the resources back