# Frostline: Whiteout Survival guides > Fan-made reference for Whiteout Survival (Century Games): cheat sheets and in-depth guides. Facts last checked 17 Oct 2026 against the official Century Games help center (centurygames.helpshift.com) and community guides (WoS Tools, Heaven Guardian, Mone.gg and others). Unofficial fan site, not affiliated with Century Games. Numbers, unlock days and event rules change with patches and differ between states; treat them as rules of thumb and confirm in-game. Every page has a Markdown version at the same URL with `.md` added (the home page is /index.md). Everything in one file: https://wos.sheet.guide/llms-full.txt. Structured JSON: https://wos.sheet.guide/api/content.json. Inline markup is already converted to Markdown in both. Page URLs also return Markdown when requested with `Accept: text/markdown`. Discovery: OpenAPI https://wos.sheet.guide/api/openapi.json, API catalog https://wos.sheet.guide/.well-known/api-catalog, agent skill https://wos.sheet.guide/.well-known/agent-skills/whiteout-survival-guides/SKILL.md, AI catalog https://wos.sheet.guide/.well-known/ai-catalog.json, MCP server https://wos.sheet.guide/mcp (Streamable HTTP, no auth; card at https://wos.sheet.guide/.well-known/mcp/server-card.json). ## Cheat sheet - [Cheat sheet](https://wos.sheet.guide/index.md): headline facts and the quick tips for every section ## Daily Routine - [Daily Routine overview](https://wos.sheet.guide/guides/daily.md): Ten minutes a day, done consistently, beats long sessions. Ticks reset with the in-game day (00:00 UTC). ## Furnace & City - [Furnace & City overview](https://wos.sheet.guide/guides/furnace.md): The Furnace gates almost everything: building levels, troop tiers and new features. ## Heroes - [Heroes overview](https://wos.sheet.guide/guides/heroes.md): Gold-tier (Mythic) heroes release in generations as your state ages. Each generation adds an Infantry, Lancer and Marksman hero. - [Hero Generations](https://wos.sheet.guide/guides/heroes/generations.md): Every Mythic hero, grouped by the generation they arrive with, and roughly when each generation reaches a state. - [Rally Joiner Heroes](https://wos.sheet.guide/guides/heroes/rally-joiners.md): When you join someone else’s rally or reinforce a garrison, one hero skill of yours can boost the whole group. Picking the right one is one of the cheapest power gains in the game. - [Epic & Rare Heroes](https://wos.sheet.guide/guides/heroes/epic-and-rare.md): The purple and blue heroes. Most are early-game stand-ins, but several have jobs that stay useful all game. ## Troops & Formations - [Troops & Formations overview](https://wos.sheet.guide/guides/troops.md): Infantry stand in front, Lancers in the middle, Marksmen in the back. - [Formations by Situation](https://wos.sheet.guide/guides/troops/formations.md): Starting troop ratios for every common fight, from open-field PvP to the bear. - [Troop Tiers & Promotion](https://wos.sheet.guide/guides/troops/tiers.md): From T1 recruits to T12 Exalted: what unlocks each tier, how promotion works, and how much each tier is worth in events. ## Research - [Research overview](https://wos.sheet.guide/guides/research.md): Three main trees: Growth, Economy and Battle. ## Chief Gear, Charms & Pets - [Chief Gear, Charms & Pets overview](https://wos.sheet.guide/guides/gear.md): Long-term stat systems that separate whales from everyone else, but F2P can build them too. - [Chief Gear](https://wos.sheet.guide/guides/gear/chief-gear.md): Six pieces of gear worn by your Chief. Each pair boosts one troop type’s attack and defense. - [Chief Charms](https://wos.sheet.guide/guides/gear/charms.md): Gems slotted into your Chief Gear, three per piece, that add Lethality and Health for that piece’s troop type. - [Pets](https://wos.sheet.guide/guides/gear/pets.md): Beasts you capture and raise at the Beast Cage. Each has an active skill you trigger when it helps most. ## Events - [Events overview](https://wos.sheet.guide/guides/events.md): Events are where most rewards come from. Know which ones to save for, and which ones stack. - [State vs State (SvS)](https://wos.sheet.guide/guides/events/state-vs-state.md): Also called State of Power: five themed prep days against another state, then a 12-hour war on Saturday. - [King of Icefield](https://wos.sheet.guide/guides/events/king-of-icefield.md): A 7-day cross-state points race with one theme per day. It opens after your state’s first SvS. - [Hall of Chiefs](https://wos.sheet.guide/guides/events/hall-of-chiefs.md): Your state’s early-game points race. Chiefs in the same state compete on a daily theme. ## Alliance Battles - [Alliance Battles overview](https://wos.sheet.guide/guides/battles.md): Recurring alliance events. Most are about coordination and attendance more than raw power. Each one has its own in-depth page. - [Bear Hunt](https://wos.sheet.guide/guides/battles/bear-hunt.md): The alliance’s recurring rally event against the Raging Bear. It’s pure damage, with no defense to worry about. - [Crazy Joe](https://wos.sheet.guide/guides/battles/crazy-joe.md): Twenty waves of bandits hit your alliance’s cities and HQ. It’s a defense event that rewards being online and reinforcing well. - [Foundry Battle](https://wos.sheet.guide/guides/battles/foundry-battle.md): A one-hour alliance-vs-alliance battle on its own map, scored by controlling buildings. - [Alliance Championship](https://wos.sheet.guide/guides/battles/alliance-championship.md): A weekly, fully automatic tournament. Register one march and the game fights it for you across five rounds. - [Fortress & Stronghold Battles](https://wos.sheet.guide/guides/battles/fortress-battles.md): A season-long fight for control of buildings on your state map, with weekly battles. - [Canyon Clash](https://wos.sheet.guide/guides/battles/canyon-clash.md): A monthly three-alliance battle on the Lost Canyon map, where Fuel decides how much you can do. - [Sunfire Castle](https://wos.sheet.guide/guides/battles/sunfire-castle.md): The castle battle that decides who rules the state. It’s fought during the SvS battle phase. ## Alliance - [Alliance overview](https://wos.sheet.guide/guides/alliance.md): A strong, active alliance is the single biggest boost to your account. ## Resources & Spending - [Resources & Spending overview](https://wos.sheet.guide/guides/resources.md): Meat, Wood, Coal and Iron, plus gems, speedups and Fire Crystals. ## Exploration, Arena & Map - [Exploration, Arena & Map overview](https://wos.sheet.guide/guides/explore.md): PvE progression and the world map. ## Glossary - [Glossary overview](https://wos.sheet.guide/guides/glossary.md): Common shorthand you’ll see in alliance chat. ## Tools - [SvS prep points by day](https://wos.sheet.guide/tools/svs-calculator.md): Enter your Fire Crystals, speedups, hero shards, Mithril and more to see your State vs State prep points per day and the best day to spend each item. --- # Frostline: Whiteout Survival cheat sheet Source page: https://wos.sheet.guide/ Last checked: 17 Oct 2026 Unofficial fan site, not affiliated with Century Games. Numbers, unlock days and event rules change with patches and differ between states; treat them as rules of thumb and confirm in-game. Quick-glance tips for every area of Whiteout Survival. Each section links to a full guide. ## Headline facts - **Daily reset:** 00:00 UTC - **Troop triangle:** Infantry › Lancer › Marksman › Infantry - **Golden rule:** Save speedups for event days - **Big unlock:** Fire Crystals after Furnace 30 ## Daily Routine Ten minutes a day, done consistently, beats long sessions. Ticks reset with the in-game day (00:00 UTC). **TL;DR:** Collect everything free, keep every queue busy, help the alliance, and spend stamina before it caps. ### Daily checklist - [ ] Claim your **daily login** reward, mail, the VIP daily reward and free store packs - [ ] Collect **Exploration** rewards (they build up in a chest) - [ ] Use all free **Arena** attempts - [ ] Clear **Lighthouse Intel** (it refreshes about 3 times a day) - [ ] Hit **beasts / Polar Terrors** with spare stamina - [ ] Send **gatherers** out on every free march - [ ] Tap **Alliance Help** and contribute to Alliance Tech - [ ] Claim your **Alliance Gifts** - [ ] Keep **construction, research and training** queues running - [ ] Do your **Daybreak Island** tasks if you’ve unlocked it - [ ] Finish **daily missions** and open the chests Full guide: https://wos.sheet.guide/guides/daily.md ## Furnace & City The Furnace gates almost everything: building levels, troop tiers and new features. **TL;DR:** Push the Furnace first. Build only the prerequisites its next level asks for, plus the Research Center and troop camps. ### At a glance - **Furnace** first. Check what its next level requires and build that. - Then the **Research Center** and your **troop camps**. - Use your **second queue** for prerequisites, camps and the Embassy. - After **Furnace 30**, Fire Crystals take over. Bank them from events beforehand. Full guide: https://wos.sheet.guide/guides/furnace.md ## Heroes Gold-tier (Mythic) heroes release in generations as your state ages. Each generation adds an Infantry, Lancer and Marksman hero. **TL;DR:** Pick **one main hero per troop type** and invest deeply. Spreading shards across many heroes is the most common early mistake. ### Core rules - One main Mythic per troop type: Infantry Lancer Marksman. - Build **Jeronimo** early. He’s the usual rally captain for years. - Joining a rally? Put **Jessie** (or Jasser) in the first slot. - Save shards when a new generation is close. Full guide: https://wos.sheet.guide/guides/heroes.md ## Troops & Formations Infantry stand in front, Lancers in the middle, Marksmen in the back. **TL;DR:** Infantry beats Lancers, Lancers beat Marksmen, Marksmen beat Infantry. A 50/20/30 mix is the usual PvP starting point; adjust for the event. ### Counter triangle - Infantry beats Lancer - Lancer beats Marksman - Marksman beats Infantry ### Starting ratios (Inf / Lan / MM) | Situation | Ratio | | --- | --- | | PvP / rallies | 50 / 20 / 30 | | Bear Hunt (later gens) | 10 / 10 / 80 | | Garrison | 50%+ Infantry | Full guide: https://wos.sheet.guide/guides/troops.md ## Research Three main trees: Growth, Economy and Battle. **TL;DR:** Early: **Growth** (construction and research speed). Add **Economy** when resources are your bottleneck, and push **Battle** once PvP and rallies matter. ### At a glance - Early: **construction & research speed** in Growth. - Economy when resources hold you back; **Battle** once you’re fighting. - Never let the queue sit idle; save research speedups for event days. Full guide: https://wos.sheet.guide/guides/research.md ## Chief Gear, Charms & Pets Long-term stat systems that separate whales from everyone else, but F2P can build them too. **TL;DR:** Raise Chief Gear **evenly**: set bonuses need 3 or 6 pieces of the same quality. Spread charms evenly. Pick pets for the skill you’ll use most. ### At a glance - **Chief Gear** (Furnace 22): raise pieces evenly for the 3- and 6-piece set bonuses. - **Charms** (Furnace 25): spread upgrades evenly. Early levels are cheap. - **Pets** (Furnace 18): level one at a time, picked for the skill you use most. Full guide: https://wos.sheet.guide/guides/gear.md ## Events Events are where most rewards come from. Know which ones to save for, and which ones stack. **TL;DR:** Stack effort: use speedups and resources only when **two events score the same action at once**. ### Growth events | Event | When | Tip | | --- | --- | --- | | [SvS](https://wos.sheet.guide/guides/events/state-vs-state.md) | ~4 weeks | Save speedups for prep days; shield on battle day. | | [King of Icefield](https://wos.sheet.guide/guides/events/king-of-icefield.md) | ~2 weeks after SvS | Only the day’s theme scores. Opens after your first SvS. | | [Hall of Chiefs](https://wos.sheet.guide/guides/events/hall-of-chiefs.md) | Young states | One theme per day; later replaced by King of Icefield. | Full guide: https://wos.sheet.guide/guides/events.md ## Alliance Battles Recurring alliance events. Most are about coordination and attendance more than raw power. Each one has its own in-depth page. **TL;DR:** Register on time, show up, follow your rally leads, and remember that **Foundry Battle troops recover afterwards**, so fight hard there. ### Must-knows | Event | When | Remember | | --- | --- | --- | | [Bear Hunt](https://wos.sheet.guide/guides/battles/bear-hunt.md) | About every 2 days | **Jessie** in slot 1, Marksman-heavy, join every rally. | | [Crazy Joe](https://wos.sheet.guide/guides/battles/crazy-joe.md) | Weekly | Stay online; waves 10 & 20 hit the HQ. | | [Foundry Battle](https://wos.sheet.guide/guides/battles/foundry-battle.md) | About every 2 weeks | Take and hold the **Imperial Foundry**. Troops recover after. | | [Alliance Championship](https://wos.sheet.guide/guides/battles/alliance-championship.md) | Weekly (sign-up Mon–Wed) | Auto-battle. Register your strongest march. | | [Fortress & Stronghold](https://wos.sheet.guide/guides/battles/fortress-battles.md) | Fridays | Hold a building 30 min to take it. Fortresses pay better. | | [Canyon Clash](https://wos.sheet.guide/guides/battles/canyon-clash.md) | Monthly (Thursday) | Fuel is everything. Don’t waste it. | | [Sunfire Castle](https://wos.sheet.guide/guides/battles/sunfire-castle.md) | During SvS | Hold 2.5 hours straight to win; contest the turrets. | Full guide: https://wos.sheet.guide/guides/battles.md ## Alliance A strong, active alliance is the single biggest boost to your account. **TL;DR:** Join the most active alliance that will take you, help every day, and show up for Bear Hunt and Crazy Joe. ### At a glance - Tap **Help** and contribute to **Alliance Tech** daily. - Show up for **Bear Hunt, Crazy Joe and Foundry**. - Spend alliance tokens on **speedups and shards**. Full guide: https://wos.sheet.guide/guides/alliance.md ## Resources & Spending Meat, Wood, Coal and Iron, plus gems, speedups and Fire Crystals. **TL;DR:** Gems → VIP and value packs, not resource refills. Speedups → only during scoring events. Resources → keep enough to finish your next Furnace step. ### At a glance - **Gems** → VIP, the Lucky Wheel and VIP-shop stamina. - **Speedups** only on matching event days. - Redeem **gift codes** and claim free store packs daily. Full guide: https://wos.sheet.guide/guides/resources.md ## Exploration, Arena & Map PvE progression and the world map. **TL;DR:** Push Exploration stages when your heroes power up, keep the Lighthouse cleared, and treat the map as dangerous during war windows. ### At a glance - Collect **Exploration** rewards regularly; push stages after hero upgrades. - Use all **Arena** attempts and clear **Lighthouse** Intel daily. - Kill your highest-level **beasts**; join **Polar Terror** rallies. Full guide: https://wos.sheet.guide/guides/explore.md ## Glossary Common shorthand you’ll see in alliance chat. ### Most common | Term | Meaning | | --- | --- | | FC / RFC | Fire Crystals / Refined Fire Crystals | | SvS | State vs State war | | KoI / HoC | King of Icefield / Hall of Chiefs | | R4 / R5 | Alliance officers / leader | | Inf / Lan / MM | Infantry / Lancer / Marksman | Full guide: https://wos.sheet.guide/guides/glossary.md --- # Daily Routine Source page: https://wos.sheet.guide/guides/daily Last checked: 17 Oct 2026 Unofficial fan site, not affiliated with Century Games. Numbers, unlock days and event rules change with patches and differ between states; treat them as rules of thumb and confirm in-game. Ten minutes a day, done consistently, beats long sessions. Ticks reset with the in-game day (00:00 UTC). **TL;DR:** Collect everything free, keep every queue busy, help the alliance, and spend stamina before it caps. ## At a glance ### Daily checklist - [ ] Claim your **daily login** reward, mail, the VIP daily reward and free store packs - [ ] Collect **Exploration** rewards (they build up in a chest) - [ ] Use all free **Arena** attempts - [ ] Clear **Lighthouse Intel** (it refreshes about 3 times a day) - [ ] Hit **beasts / Polar Terrors** with spare stamina - [ ] Send **gatherers** out on every free march - [ ] Tap **Alliance Help** and contribute to Alliance Tech - [ ] Claim your **Alliance Gifts** - [ ] Keep **construction, research and training** queues running - [ ] Do your **Daybreak Island** tasks if you’ve unlocked it - [ ] Finish **daily missions** and open the chests ## Details ### Weekly rhythm | When | What to do | | --- | --- | | About every 2 days | [Bear Hunt](https://wos.sheet.guide/guides/battles/bear-hunt.md): join every rally (the trap recharges about every 47.5 hours) | | Weekly | [Crazy Joe](https://wos.sheet.guide/guides/battles/crazy-joe.md): R4+ start it. Check your alliance’s day. | | Monday | [Alliance Championship](https://wos.sheet.guide/guides/battles/alliance-championship.md) sign-up opens (00:00 UTC). It closes Wednesday 23:00 UTC; battles run Thursday to Saturday. | | Friday | [Fortress & Stronghold](https://wos.sheet.guide/guides/battles/fortress-battles.md) battles (per community guides) | | About every 2 weeks | [Foundry Battle](https://wos.sheet.guide/guides/battles/foundry-battle.md): vote, register and match over ~6 days, then a 1-hour battle | | Monthly | [Canyon Clash](https://wos.sheet.guide/guides/battles/canyon-clash.md): vote Sat–Sun, register Mon–Tue, matchmaking Wed, battle Thursday | | ~Every 4 weeks | [SvS](https://wos.sheet.guide/guides/events/state-vs-state.md) (prep Monday to Saturday 10:00 UTC, battle Saturday 10:00–22:00 UTC), with [King of Icefield](https://wos.sheet.guide/guides/events/king-of-icefield.md) about 2 weeks later | Note: Exact days vary by state. Match this to your alliance’s calendar. ### Before you log off - Queue the **longest** build or research so it runs while you sleep. - Send gathering marches to tiles you can finish before you return. - Activate a **shield** if your state is in a battle window or you have no shield cover. - Spend stamina before it caps so it keeps regenerating instead of wasting. --- # Furnace & City Source page: https://wos.sheet.guide/guides/furnace Last checked: 17 Oct 2026 Unofficial fan site, not affiliated with Century Games. Numbers, unlock days and event rules change with patches and differ between states; treat them as rules of thumb and confirm in-game. The Furnace gates almost everything: building levels, troop tiers and new features. **TL;DR:** Push the Furnace first. Build only the prerequisites its next level asks for, plus the Research Center and troop camps. ## At a glance ### At a glance - **Furnace** first. Check what its next level requires and build that. - Then the **Research Center** and your **troop camps**. - Use your **second queue** for prerequisites, camps and the Embassy. - After **Furnace 30**, Fire Crystals take over. Bank them from events beforehand. ## Details ### Build priorities - **Furnace** first. Check the next level’s requirements early and start those prerequisites on your second queue so they’re ready when it finishes. - **Research Center:** upgrade it when its level blocks research you want, and keep it busy. - **Infantry, Lancer and Marksman camps** are upgraded separately. Raise them to match the troop tier you want. - **Embassy:** keep it near your Furnace level. It gives Alliance Assists and reinforcement capacity. - **Infirmary** before big PvP events; the **Command Center** if you lead rallies. - Resource buildings are filler. Upgrade them when a queue would sit idle, a prerequisite needs them, or you’re short of a resource. - The **second construction queue** is a one-time store pack. It only pays off if you can keep both queues busy. ### Fire Crystal era (after Furnace 30) | Stage | What changes | Tip | | --- | --- | --- | | Entry | **Furnace 30**, plus a server that has reached its first Fire Crystal Age (around server day 60) | Bank Fire Crystals from events before it opens so you can climb fast. | | FC1 – FC10 | The Furnace climbs through sub-levels (FC1-1, FC1-2…). Camps and other buildings have FC prerequisites too. | Check which camp the next Furnace step needs before you spend. | | Refined Fire Crystals | Start showing up in building costs around **FC6–FC8**. The **Crystal Laboratory** (around FC4–5) refines them. | Refining is rate-limited, so start early and keep it running. | | War Academy | Needs **FC5**. Unlocks **T11 Helios** troop research, then **T12 Exalted and Molten** research (added in 2026). | Helios research is paid in **Fire Crystal Shards**, which have a daily cap. | Note: Exact Fire Crystal costs differ between sources and change with patches. Check the in-game requirements. ### Survivors & weather - Keep survivors **warm, fed and healthy**. The furnace burns **coal**, and a cold city makes survivors sick. - **Blizzards** are server-wide cold snaps that test your heat. Top up coal and furnace output before you log off. - Assign workers to the production you are short on. --- # Heroes Source page: https://wos.sheet.guide/guides/heroes Last checked: 17 Oct 2026 Unofficial fan site, not affiliated with Century Games. Numbers, unlock days and event rules change with patches and differ between states; treat them as rules of thumb and confirm in-game. Gold-tier (Mythic) heroes release in generations as your state ages. Each generation adds an Infantry, Lancer and Marksman hero. **TL;DR:** Pick **one main hero per troop type** and invest deeply. Spreading shards across many heroes is the most common early mistake. ## At a glance ### Core rules - One main Mythic per troop type: Infantry Lancer Marksman. - Build **Jeronimo** early. He’s the usual rally captain for years. - Joining a rally? Put **Jessie** (or Jasser) in the first slot. - Save shards when a new generation is close. ## Details ### Mythic heroes by generation | Gen | Infantry | Lancer | Marksman | | --- | --- | --- | --- | | Gen 1 | Jeronimo · Natalia | Molly | Zinman | | Gen 2 | Flint | Philly | Alonso | | Gen 3 | Logan | Mia | Greg | | Gen 4 | Ahmose | Reina | Lynn | | Gen 5 | Hector | Norah | Gwen | | Gen 6 | Wu Ming | Renee | Wayne | | Gen 7 | Edith | Gordon | Bradley | | Gen 8 | Gatot | Sonya | Hendrik | | Gen 9 | Magnus | Fred | Xura | | Gen 10 | Gregory | Freya | Blanchette | | Gen 11 | Eleonora | Lloyd | Rufus | | Gen 12 | Hervor | Karol | Ligeia | | Gen 13 | Gisela | Flora | Vulcanus | | Gen 14 | Elif | Dominic | Cara | | Gen 15 | Hank | Estrella | Viveca | | Gen 16 | Seigel | Ursar | Aisling | Note: Roster per community hero databases, October 2026. Some sites label this tier “Legendary” instead of Mythic. Release days and shard planning: [Hero Generations](https://wos.sheet.guide/guides/heroes/generations.md). ### Investment rules - **Do** build **Jeronimo** early. He appears in rally-captain lineups for every generation. - **Do** keep one strong hero of **each troop type** for a full formation. - **Don’t** max Epic heroes you’ll replace. Get them to a useful level, then stop. - **Do** save **Mythic shards / general shards** for your next generation if you know it’s close. - Prioritise **Expedition skills** (combat) over Exploration skills once you’re past early PvE. - Put **hero gear** and Mithril on your main fighters first. ### Rally joiner heroes - When you **join** a rally, only the hero in your **first march slot** counts, and only their **first expedition skill**. - Only a few joiner skills apply to a rally, and **higher skill levels get priority**. - **Attack rallies:** **Jessie**, **Jasser** and **Jeronimo** add damage dealt (up to 25% at max level). **Seo-yoon** adds troop attack (up to 25%). - **Garrisons:** **Patrick** adds troop health (up to 25%). **Sergey** cuts damage taken (up to 20%). - Check the in-game skill text: a high-level joiner skill matters more than the hero’s star level. Note: Skill names, numbers and where each matters: [Rally Joiner Heroes](https://wos.sheet.guide/guides/heroes/rally-joiners.md). ### Useful non-Mythics - **Epic Infantry:** Sergey. - **Epic Lancers:** Jessie, Patrick, Walis Bokan, Ling Xue (also written Ling Shuang). - **Epic Marksmen:** Gina, Bahiti, Jasser, Seo-yoon. - **Rare:** Smith and Eugene (Infantry), Charlie (Lancer), Cloris (Marksman). Early-game starters you’ll outgrow. - Early on, **Sergey** is the usual free-to-play tank until your Mythics are built up. Note: What each one is good for and how far to invest: [Epic & Rare Heroes](https://wos.sheet.guide/guides/heroes/epic-and-rare.md). ## In-depth pages - [Hero Generations](https://wos.sheet.guide/guides/heroes/generations.md): All 16 generations with their Infantry, Lancer and Marksman. Roughly when each generation reaches your state. How to plan shards around the next release. - [Rally Joiner Heroes](https://wos.sheet.guide/guides/heroes/rally-joiners.md): Only your **first hero’s first expedition skill** helps a rally. Attacks: **Jessie**, Jasser or Jeronimo. Garrisons: **Patrick** or Sergey. Skill level matters more than stars. - [Epic & Rare Heroes](https://wos.sheet.guide/guides/heroes/epic-and-rare.md): What each of the 9 Epics and 4 Rares is actually good for. Which ones stay useful after you have Mythics. How far to invest in each. --- # Hero Generations Source page: https://wos.sheet.guide/guides/heroes/generations Last checked: 17 Oct 2026 Unofficial fan site, not affiliated with Century Games. Numbers, unlock days and event rules change with patches and differ between states; treat them as rules of thumb and confirm in-game. Part of: [Heroes](https://wos.sheet.guide/guides/heroes.md) Every Mythic hero, grouped by the generation they arrive with, and roughly when each generation reaches a state. **TL;DR:** A new generation lands about every **80 days** of server age. Know when the next one is due and save shards for it rather than finishing heroes you’re about to replace. ## Key facts - **New generation:** About every 80 days - **Gen 2 arrives:** Around server day 40 - **Newest listed:** Gen 16 - **Per generation:** 1 Infantry, 1 Lancer, 1 Marksman ## Roster and release timing | Gen | Infantry | Lancer | Marksman | ~Server day | | --- | --- | --- | --- | --- | | Gen 1 | Jeronimo · Natalia | Molly | Zinman | 0 | | Gen 2 | Flint | Philly | Alonso | 40 | | Gen 3 | Logan | Mia | Greg | 120 | | Gen 4 | Ahmose | Reina | Lynn | 195–200 | | Gen 5 | Hector | Norah | Gwen | 270–280 | | Gen 6 | Wu Ming | Renee | Wayne | 360 | | Gen 7 | Edith | Gordon | Bradley | 440 | | Gen 8 | Gatot | Sonya | Hendrik | 520 | | Gen 9 | Magnus | Fred | Xura | ~600 | | Gen 10 | Gregory | Freya | Blanchette | ~680–700 | | Gen 11 | Eleonora | Lloyd | Rufus | ~760–800 | | Gen 12 | Hervor | Karol | Ligeia | ~840–870 | | Gen 13 | Gisela | Flora | Vulcanus | ~920–950 | | Gen 14 | Elif | Dominic | Cara | Not yet documented | | Gen 15 | Hank | Estrella | Viveca | Not yet documented | | Gen 16 | Seigel | Ursar | Aisling | Not yet documented | Note: Roster per two community hero databases (October 2026); one other site lists Vulcanus as Infantry. Release days come from community server timelines, which disagree by a few weeks for later generations, so ranges are shown. Your state’s exact dates can differ. ## Planning around releases - Count your **server age**. If the next generation is a few weeks out, stop pushing stars on heroes it will replace. - Save **general Mythic shards** for the new generation’s heroes, especially the troop type you rely on most. - **Jeronimo** stays relevant as a rally captain through every generation, so shards spent on him are rarely wasted. - Newer generations usually outclass older ones, but a well-built older hero beats a barely built new one. ## Where Mythic shards come from - The **Lucky Wheel** is the main free path to Mythic shards. One free-to-play guide notes only one hero per generation appears there. - [King of Icefield](https://wos.sheet.guide/guides/events/king-of-icefield.md) **Medals of Honor** buy shards for a seasonal hero. - Events, the alliance shop, recruitment and daily Exploration all add shards over time. ## Shards per star (approximate) | Star | Shards to complete | | --- | --- | | ★ | ~10 | | ★★ | ~40 | | ★★★ | ~115 | | ★★★★ | ~300 | | ★★★★★ | ~600 | Note: From one community guide. Finish one hero’s next star before starting another, and concentrate on 5–6 key heroes. ## Related - [Rally Joiner Heroes](https://wos.sheet.guide/guides/heroes/rally-joiners.md) - [Epic & Rare Heroes](https://wos.sheet.guide/guides/heroes/epic-and-rare.md) - [King of Icefield](https://wos.sheet.guide/guides/events/king-of-icefield.md) --- # Rally Joiner Heroes Source page: https://wos.sheet.guide/guides/heroes/rally-joiners Last checked: 17 Oct 2026 Unofficial fan site, not affiliated with Century Games. Numbers, unlock days and event rules change with patches and differ between states; treat them as rules of thumb and confirm in-game. Part of: [Heroes](https://wos.sheet.guide/guides/heroes.md) When you join someone else’s rally or reinforce a garrison, one hero skill of yours can boost the whole group. Picking the right one is one of the cheapest power gains in the game. **TL;DR:** Put **Jessie** (or Jasser/Jeronimo) first when joining attacks, **Patrick** or **Sergey** first when reinforcing, and level that hero’s **first expedition skill**, not their stars. ## Key facts - **Slot that counts:** Your first march slot - **Skill that counts:** First expedition skill - **Best attack buff:** +25% damage (max level) - **Garrison picks:** Patrick, Sergey ## The rules - When you **join** a rally, only the hero in your **first march slot** contributes, and only their **first expedition skill**. Your second and third heroes add nothing. - Only a few joiner skills apply per rally, and **higher skill levels get priority**. One guide puts the limit at four. - One guide claims joiner skills don’t apply at all; most guides and players disagree. Compare battle reports if you’re unsure. ## Attack joiners | Hero | Rarity · class | First expedition skill | At max level | | --- | --- | --- | --- | | **Jessie** | Epic · Lancer | Stand of Arms | +25% damage dealt by all troops | | **Jasser** | Epic · Marksman | Tactical Genius | +25% damage dealt | | **Jeronimo** | Gen 1 Mythic · Infantry | Lone Wolf | +25% damage dealt | | **Seo-yoon** | Epic · Marksman | — | +25% troop attack | Note: One guide treats “damage dealt” and “attack” as separate modifiers, so Seo-yoon can stack alongside a damage joiner in the same rally. ## Garrison joiners | Hero | Rarity · class | First expedition skill | At max level | | --- | --- | --- | --- | | **Patrick** | Epic · Lancer | Super Nutrients | +25% troop health | | **Sergey** | Epic · Infantry | Defenders’ Edge | −20% damage taken (4% at level 1) | Note: One guide says Patrick’s skills also add attack; others list health only. Some later-generation heroes have defensive first skills too, so compare exact skills before replacing these two. ## Where it matters - [Bear Hunt](https://wos.sheet.guide/guides/battles/bear-hunt.md): join every rally with an attack joiner first. It’s the clearest win. - [Sunfire Castle](https://wos.sheet.guide/guides/battles/sunfire-castle.md), [Fortress Battles](https://wos.sheet.guide/guides/battles/fortress-battles.md) and [Foundry](https://wos.sheet.guide/guides/battles/foundry-battle.md): attack joiners for rallies, garrison joiners for reinforcing held buildings. - Reinforcing a teammate’s city or the alliance HQ: lead with Patrick or Sergey. ## Building a joiner - **Jessie** is usually the easiest to max, so most players start with her. - Spend **expedition skill manuals** on the joiner’s first skill. A maxed first skill beats extra stars. - Before you join, check who’s in your first slot: an attack joiner for rallies, a garrison joiner for reinforcing. ## Related - [Bear Hunt](https://wos.sheet.guide/guides/battles/bear-hunt.md) - [Epic & Rare Heroes](https://wos.sheet.guide/guides/heroes/epic-and-rare.md) - [Formations by Situation](https://wos.sheet.guide/guides/troops/formations.md) --- # Epic & Rare Heroes Source page: https://wos.sheet.guide/guides/heroes/epic-and-rare Last checked: 17 Oct 2026 Unofficial fan site, not affiliated with Century Games. Numbers, unlock days and event rules change with patches and differ between states; treat them as rules of thumb and confirm in-game. Part of: [Heroes](https://wos.sheet.guide/guides/heroes.md) The purple and blue heroes. Most are early-game stand-ins, but several have jobs that stay useful all game. **TL;DR:** Keep **Jessie** (rally joiner) and **Patrick/Sergey** (garrison joiners) for life. Use the rest for their city skills (research, training, healing, stamina, gathering) with only a couple of stars each. ## Key facts - **Epic heroes:** 9 - **Rare heroes:** 4 - **Keep long-term:** Jessie, Patrick, Sergey - **Investment:** A few stars, not max ## Epic heroes | Hero | Class | Best use | | --- | --- | --- | | **Sergey** | Infantry | Early free-to-play tank; later a [garrison joiner](https://wos.sheet.guide/guides/heroes/rally-joiners.md) (−20% damage taken) | | **Jessie** | Lancer | The go-to [attack rally joiner](https://wos.sheet.guide/guides/heroes/rally-joiners.md) (+25% damage dealt) | | **Patrick** | Lancer | Garrison joiner (+25% troop health) | | **Walis Bokan** | Lancer | Early filler until better heroes arrive | | **Ling Xue** (Ling Shuang) | Lancer | Training speed (Total Control, up to +20%) | | **Gina** | Marksman | Cuts stamina cost for beast hunts (handy on SvS Beast Slay day) | | **Bahiti** | Marksman | Early Exploration damage carry | | **Jasser** | Marksman | Research speed, and an attack joiner (+25% damage dealt) | | **Seo-yoon** | Marksman | Healing speed, and an attack joiner (+25% troop attack) | Note: Classes per community hero databases. Ling Xue is written Ling Shuang on some sites. ## Rare heroes | Hero | Class | Best use | | --- | --- | --- | | **Smith** | Infantry | Iron gathering and Iron Mine output | | **Eugene** | Infantry | Wood gathering and sawmill output | | **Charlie** | Lancer | Coal gathering and Coal Mine output | | **Cloris** | Marksman | Hunting (meat) income | Note: Roles per one community guide. None of them is worth investing in for combat. ## How far to invest - Early on, a core of Epics around **4★** (Sergey, Bahiti, Gina, Jessie) carries you until your Mythics are built. One guide notes a fully built Epic outperforms a barely built Mythic. - City-skill heroes (Jasser, Ling Xue, Seo-yoon and the Rares) only need **a couple of stars** for their bonus to be worthwhile. - **Jessie** is the one Epic worth pushing long-term, for her joiner skill. - Stop starring Epics you’ll replace. Put those shards toward your Mythic core instead. ## Getting them - Shards come from daily Exploration, events, recruitment, daily login rewards and the alliance shop. - One event guide lists **Walis Bokan**, **Seo-yoon** and **Jasser** as free from the “Home & Beyond” daily-login event. ## Related - [Rally Joiner Heroes](https://wos.sheet.guide/guides/heroes/rally-joiners.md) - [Hero Generations](https://wos.sheet.guide/guides/heroes/generations.md) --- # Troops & Formations Source page: https://wos.sheet.guide/guides/troops Last checked: 17 Oct 2026 Unofficial fan site, not affiliated with Century Games. Numbers, unlock days and event rules change with patches and differ between states; treat them as rules of thumb and confirm in-game. Infantry stand in front, Lancers in the middle, Marksmen in the back. **TL;DR:** Infantry beats Lancers, Lancers beat Marksmen, Marksmen beat Infantry. A 50/20/30 mix is the usual PvP starting point; adjust for the event. ## At a glance ### Counter triangle - Infantry beats Lancer - Lancer beats Marksman - Marksman beats Infantry ### Starting ratios (Inf / Lan / MM) | Situation | Ratio | | --- | --- | | PvP / rallies | 50 / 20 / 30 | | Bear Hunt (later gens) | 10 / 10 / 80 | | Garrison | 50%+ Infantry | ## Details ### Formation ratios (Inf / Lan / MM) | Situation | Ratio | Why | | --- | --- | --- | | PvP / attack rallies | 50 / 20 / 30 | A common starting point. Adjust from battle reports. | | Bear Hunt | 30/30/40 → 10/10/80 | More Marksmen as your hero generation rises. The bear isn’t a player march, so no defensive formation is needed. | | Garrison defense | 50%+ Infantry | Start above half Infantry, then tune for your heroes and the enemy. | | Crazy Joe defense | Infantry first, Lancers second | Marksmen add little in this event. | | Attacking a heavy-Inf garrison | More Marksman | Counter their infantry | Note: These are starting points, not rules. More situations and hero-generation splits: [Formations by Situation](https://wos.sheet.guide/guides/troops/formations.md). ### Training & losses - **Promote** existing troops to a higher tier instead of training from scratch when you’re short on time. - Train troops on **event days** that score training (Hall of Chiefs, SvS prep). - Watch **Infirmary** capacity. Wounded troops beyond it can be lost (some guides say part of them go to the Enlistment Office instead). - Don’t gather with your main troops during war windows: tiles get hit. ## In-depth pages - [Formations by Situation](https://wos.sheet.guide/guides/troops/formations.md): Ratios for PvP, garrisons, Bear Hunt, Crazy Joe and the Championship. How the counter triangle shapes your mix. Why your lead heroes should match your troops. - [Troop Tiers & Promotion](https://wos.sheet.guide/guides/troops/tiers.md): Which camp level unlocks each tier, up to T12 Exalted. Promotion: pay only the difference in cost and time. Event points per troop trained, by tier. --- # Formations by Situation Source page: https://wos.sheet.guide/guides/troops/formations Last checked: 17 Oct 2026 Unofficial fan site, not affiliated with Century Games. Numbers, unlock days and event rules change with patches and differ between states; treat them as rules of thumb and confirm in-game. Part of: [Troops & Formations](https://wos.sheet.guide/guides/troops.md) Starting troop ratios for every common fight, from open-field PvP to the bear. **TL;DR:** Use **50/20/30** for general PvP, go **Marksman-heavy** against the bear, lean **Infantry** on defense, and adjust from your battle reports. ## Key facts - **General PvP:** 50 / 20 / 30 - **Bear Hunt (Gen 7+):** 10 / 10 / 80 - **Garrison:** 50%+ Infantry - **Crazy Joe (city):** ~90 / 10 / 0 ## Counter triangle - Infantry beats Lancer - Lancer beats Marksman - Marksman beats Infantry Note: Guides differ on the size of the counter bonus: one lists +10% attack, another says Marksmen deal 20% more and take 20% less damage against Infantry. ## Ratios by situation (Inf / Lan / MM) | Situation | Ratio | Why | | --- | --- | --- | | PvP and attack rallies | 50 / 20 / 30 | The common starting point. Infantry hold the front so Marksmen can deal damage. | | [Alliance Championship](https://wos.sheet.guide/guides/battles/alliance-championship.md) | 50 / 20 / 30 | Recommended over the default 33 / 33 / 33. | | Garrison / city defense | 50%+ Infantry | Start above half Infantry. One rally guide suggests 60 / 40 / 0. | | [Bear Hunt](https://wos.sheet.guide/guides/battles/bear-hunt.md), Gen 1 heroes | 30 / 30 / 40 | The bear isn’t a player march, so no defensive formation is needed. | | Bear Hunt, Gen 3 heroes | 10 / 20 / 70 | More Marksmen as your heroes improve. | | Bear Hunt, Gen 7+ heroes | 10 / 10 / 80 | Some Gen 9+ leaders go as far as 1 / 1 / 98. | | [Crazy Joe](https://wos.sheet.guide/guides/battles/crazy-joe.md), city waves | ~90 / 10 / 0 | Infantry first, Lancers second; Marksmen add little. | | Crazy Joe, HQ wave 10 | 30 / 70 / 0 | One guide’s suggestion. | | Crazy Joe, HQ wave 20 | 60 / 40 / 0 | Enemy damage spikes on the last wave. | | Attacking a heavy-Infantry garrison | More Marksman | Counter their Infantry. | Note: These are community starting points, not rules. Your heroes, gear and the enemy’s setup all change what works best. ## Getting it right - **Match your lead heroes to your troops.** A hero’s biggest bonuses apply to their own troop type, so don’t send a Marksman-heavy march behind an Infantry trio. - Read your **battle reports** and adjust the mix from what actually happened, not from a fixed rule. - Copy what your alliance’s top rally leaders use. They’ve tested it against your state’s meta. ## Related - [Rally Joiner Heroes](https://wos.sheet.guide/guides/heroes/rally-joiners.md) - [Bear Hunt](https://wos.sheet.guide/guides/battles/bear-hunt.md) - [Troop Tiers & Promotion](https://wos.sheet.guide/guides/troops/tiers.md) --- # Troop Tiers & Promotion Source page: https://wos.sheet.guide/guides/troops/tiers Last checked: 17 Oct 2026 Unofficial fan site, not affiliated with Century Games. Numbers, unlock days and event rules change with patches and differ between states; treat them as rules of thumb and confirm in-game. Part of: [Troops & Formations](https://wos.sheet.guide/guides/troops.md) From T1 recruits to T12 Exalted: what unlocks each tier, how promotion works, and how much each tier is worth in events. **TL;DR:** Raise each camp separately to unlock tiers, **promote** old troops instead of retraining (you only pay the difference), and time big training batches to land on event days. ## Key facts - **Tiers:** T1 – T12 - **T10:** Camp level 30 - **T11 Helios:** War Academy (FC5) - **T12 Exalted:** War Academy FC10 ## How each tier unlocks | Tier | Unlock | Notes | | --- | --- | --- | | T1 – T4 | Early camp levels | Each camp (Infantry, Lancer, Marksman) is upgraded separately. | | T5 | Camp 13 | Troop promotion also opens here. | | T7 | Camp 19 | A troop passive skill unlocks at T7. | | T8 | Camp 22 | | | T9 | Camp 26 | Needs Furnace 26+, since no building can exceed the Furnace. | | T10 | Camp 30 | | | FC1 – FC10 | Camp Fire Crystal levels (after Furnace 30) | Troops upgrade automatically as the camp’s FC level rises. Passive skills at FC3, FC5, FC8 and FC10. | | T11 Helios | [War Academy](https://wos.sheet.guide/guides/furnace.md) research | Needs FC5 and Furnace 30. Researched separately per troop type with Fire Crystal Shards. | | T12 Exalted | War Academy FC10 + Exalted research | Needs that troop type’s T11 Helios unlocked first. Added April 2026. | Note: The camp levels for T5–T10 come from one community guide (Infantry Camp); verify in-game. The War Academy appears around server day 220. ## Promotion - Promoting a troop to a higher tier costs only the **difference** between the two tiers, in both resources and time. Your old investment isn’t wasted. - Promote your low tiers as soon as you unlock a new one, rather than keeping a mixed army. - On SvS Hero Development day, **promotion scores better than training** new troops, so save promotions for it. ## Event points per troop trained | Tier | Hall of Chiefs | SvS | King of Icefield | | --- | --- | --- | --- | | T6 | 595 | 18 | 11 | | T7 | 830 | 25 | 16 | | T8 | 1,130 | 35 | 23 | | T9 | 1,485 | 45 | 30 | | T10 | 1,960 | 60 | 39 | | T11 | 2,520 | 75 | 49 | | T12 | 2,957 | 94 | 57 | Note: From one community wiki (WoS Tools). Lower tiers score far less (T1 is 90 / 3 / 1). ## Helios and T12 research - Helios research has separate **Infantry, Lancer and Marksman** paths. Progress in one doesn’t unlock the others. - It’s paid in **Fire Crystal Shards**. One tracker lists an exchange rate of 13 shards per 10 Fire Crystals with a 2,600-per-day personal cap. - Exalted (T12) research adds **+3%** to a stat per level, plus a track for **+600 deployment capacity** per level. - **Molten** research needs War Academy FC10 and only strengthens T12 troops further. It’s the slowest part of the tree. ## Related - [Formations by Situation](https://wos.sheet.guide/guides/troops/formations.md) - [Furnace & City](https://wos.sheet.guide/guides/furnace.md) - [State vs State (SvS)](https://wos.sheet.guide/guides/events/state-vs-state.md) --- # Research Source page: https://wos.sheet.guide/guides/research Last checked: 17 Oct 2026 Unofficial fan site, not affiliated with Century Games. Numbers, unlock days and event rules change with patches and differ between states; treat them as rules of thumb and confirm in-game. Three main trees: Growth, Economy and Battle. **TL;DR:** Early: **Growth** (construction and research speed). Add **Economy** when resources are your bottleneck, and push **Battle** once PvP and rallies matter. ## At a glance ### At a glance - Early: **construction & research speed** in Growth. - Economy when resources hold you back; **Battle** once you’re fighting. - Never let the queue sit idle; save research speedups for event days. ## Details ### Tree priorities | Tree | When | Focus | | --- | --- | --- | | Growth | Early | Construction speed, research speed | | Economy | When resources are the bottleneck | Gathering and production | | Battle | Once PvP and rallies matter | Troop attack, defense, lethality, health | | War Academy | Fire Crystal era | Higher-tier troops (Helios, then T12) | ### Research tips - Never let the research queue sit idle. Queue a long one before bed. - Save research speedups for **SvS prep’s research day** and Hall of Chiefs. - **Alliance Tech** is a separate bonus system. Donate to it daily. --- # Chief Gear, Charms & Pets Source page: https://wos.sheet.guide/guides/gear Last checked: 17 Oct 2026 Unofficial fan site, not affiliated with Century Games. Numbers, unlock days and event rules change with patches and differ between states; treat them as rules of thumb and confirm in-game. Long-term stat systems that separate whales from everyone else, but F2P can build them too. **TL;DR:** Raise Chief Gear **evenly**: set bonuses need 3 or 6 pieces of the same quality. Spread charms evenly. Pick pets for the skill you’ll use most. ## At a glance ### At a glance - **Chief Gear** (Furnace 22): raise pieces evenly for the 3- and 6-piece set bonuses. - **Charms** (Furnace 25): spread upgrades evenly. Early levels are cheap. - **Pets** (Furnace 18): level one at a time, picked for the skill you use most. ## Details ### Chief Gear - Unlocks at **Furnace 22**. Six pieces, and each pair boosts one troop type. - **Set bonuses** trigger at 3 and 6 pieces of the same quality (the 3-piece bonus boosts defense and the 6-piece boosts attack, per community guides), so raise pieces evenly. - Upgrade materials such as Hardened Alloy and Polishing Solution come mostly from events and shops. Hoard them for big jumps. - Typical F2P path: get all pieces to the same quality before pushing any one higher. ### Charms - Unlock at **Furnace 25**. Each gear piece has **3 charm slots** (18 in total), and charms add troop **Lethality and Health**. - Upgrades use **Charm Guides** and **Charm Designs**. **Charm Secrets** are needed from level 12, and the Material Exchange opens once a charm reaches level 11. - Spread upgrades evenly; early levels are cheap. Note: Guides disagree on the maximum charm level (reports range from 11 to 18). Check in-game. ### Pets - Pets unlock at **Furnace 18**, once your server has been open for a certain number of days. - Each pet has an **active skill**. Leveling uses pet food, and refinement raises stats separately. - Pick the pet whose skill fits your goal (march speed, gathering or combat), and level one at a time. ## In-depth pages - [Chief Gear](https://wos.sheet.guide/guides/gear/chief-gear.md): Which pieces boost which troop type. Stats by quality, and what the 3- and 6-piece set bonuses do. Where Hardened Alloy, Polishing Solution, Design Plans and Lunar Amber come from. - [Chief Charms](https://wos.sheet.guide/guides/gear/charms.md): How much each charm level adds, up to level 18. Guides, Designs and Secrets: costs and where to get them. Where to stop if you’re free-to-play. - [Pets](https://wos.sheet.guide/guides/gear/pets.md): When each pet arrives, and what its active skill does. Leveling, advancement and refinement materials. When to fire which skill. --- # Chief Gear Source page: https://wos.sheet.guide/guides/gear/chief-gear Last checked: 17 Oct 2026 Unofficial fan site, not affiliated with Century Games. Numbers, unlock days and event rules change with patches and differ between states; treat them as rules of thumb and confirm in-game. Part of: [Chief Gear, Charms & Pets](https://wos.sheet.guide/guides/gear.md) Six pieces of gear worn by your Chief. Each pair boosts one troop type’s attack and defense. **TL;DR:** Raise all six pieces **within one quality tier of each other** so the set bonuses stay on, prioritise your main troop type, and save upgrades for SvS. ## Key facts - **Unlocks:** Furnace 22 - **Pieces:** 6 (2 per troop type) - **Qualities:** Green → Blue → Purple → Gold → Red - **Set bonuses:** 3 pieces: defense · 6 pieces: attack ## Pieces by troop type | Troop type | Pieces | | --- | --- | | Infantry | Jacket + Pants | | Lancer | Helmet + Watch | | Marksman | Ring + Cane | Note: Each piece adds Attack and Defense for its troop type. Your charms sit in these same pieces. ## Stats by quality (per piece) | Quality | Attack & Defense | Extra | | --- | --- | --- | | Green | +9.35% | | | Blue | +17.00% | | | Purple | +34.00% | | | Gold | +56.78% | | | Red | +89.25% | +40 troop deployment capacity | | Red T6 ★★★ (max) | +255.00% | +1,780 troop deployment capacity | Note: Base values per one community wiki (WoS Tools). Each quality also has star levels, and Red has sub-tiers T1–T6. ## Set bonuses - **3 pieces** of the same quality add **defense** for all troop types. **6 pieces** add **attack** for all troop types. - The bonuses grow with quality, and mixing tiers loses them, so keep every piece **within one tier** of the others. - In practice: bring all six to the next quality before pushing any single piece further. ## Materials | Material | Needed for | Where it comes from | | --- | --- | --- | | Hardened Alloy | Every tier | Polar Terrors (Lv.3+), beasts (Lv.22+), [Crazy Joe](https://wos.sheet.guide/guides/battles/crazy-joe.md), the [Alliance Championship](https://wos.sheet.guide/guides/battles/alliance-championship.md) shop (1 Badge each) | | Polishing Solution | Every tier | Crazy Joe, the Alliance Championship shop (100 Badges each) | | Design Plans | From Blue ★★ | Crazy Joe, limited events, event stores, packs | | Lunar Amber | Red tier only | Limited events, special content, material exchange | Note: Maxing all six pieces to Red T6 ★★★ takes about 25.9M Hardened Alloy, 272K Polishing Solution, 48K Design Plans and 6,000 Lunar Amber (per WoS Tools). ## Upgrade strategy - Prioritise the pair for the troop type you lean on. One guide suggests **Infantry first**, then Marksman, then Lancer. - Stockpile materials and upgrade in batches during [SvS](https://wos.sheet.guide/guides/events/state-vs-state.md) prep, where each Chief Gear score point is worth points on Power Boost day. - Crazy Joe and the Alliance Championship are your steady sources, so show up for both every week. ## Related - [Chief Charms](https://wos.sheet.guide/guides/gear/charms.md) - [Alliance Championship](https://wos.sheet.guide/guides/battles/alliance-championship.md) - [Crazy Joe](https://wos.sheet.guide/guides/battles/crazy-joe.md) --- # Chief Charms Source page: https://wos.sheet.guide/guides/gear/charms Last checked: 17 Oct 2026 Unofficial fan site, not affiliated with Century Games. Numbers, unlock days and event rules change with patches and differ between states; treat them as rules of thumb and confirm in-game. Part of: [Chief Gear, Charms & Pets](https://wos.sheet.guide/guides/gear.md) Gems slotted into your Chief Gear, three per piece, that add Lethality and Health for that piece’s troop type. **TL;DR:** Level charms evenly up to **11** (the usual free-to-play stopping point), focus your main troop type, and use the material exchange once a charm reaches 11. ## Key facts - **Unlocks:** Furnace 25 - **Slots:** 3 per gear piece (18 total) - **Stats:** Lethality + Health - **Max level:** 18 (guides vary) ## Bonus by level (per charm) | Level | Lethality & Health | | --- | --- | | 1 | +9% | | 5 | +25% | | 11 | +55% | | 16 | +100% | | 18 | +118% | Note: Per one community wiki (WoS Tools). Sub-levels from level 4 let you upgrade in smaller, cheaper steps. ## Cumulative cost | Target | Charm Guides | Charm Designs | Charm Secrets | | --- | --- | --- | --- | | One charm to Lv.11 | 2,025 | 2,700 | — | | One charm to Lv.18 | 7,100 | 6,910 | 575 | | All 18 charms to Lv.18 | 127,800 | 124,380 | 10,350 | Note: Per WoS Tools. Guides disagree on when Secrets are first needed: from sub-level 11.1, or from level 12. ## Materials & exchange - **Charm Guides** and **Charm Designs** are used at every level. **Charm Secrets** (older guides call them Jewel Secrets) are needed past level 11. - Once any charm reaches **level 11**, the material exchange opens: 2 Guides ↔ 1 Design, and 40 Guides or 40 Designs → 1 Secret. - Sources: Frostfire Mine, [Sunfire Castle](https://wos.sheet.guide/guides/battles/sunfire-castle.md) and other castle battles, events, alliance activities and event shops. - The **Giant Elk** pet’s skill also turns up Charm Designs. See [Pets](https://wos.sheet.guide/guides/gear/pets.md). ## Strategy - Charms follow the gear piece: Jacket and Pants for Infantry, Helmet and Watch for Lancers, Ring and Cane for Marksmen. Start with your main troop type. - Level **11** is the common stopping point for free-to-play players. Beyond it, costs climb steeply and Secrets come in. - Each charm score point is worth **70 points** on [SvS](https://wos.sheet.guide/guides/events/state-vs-state.md) prep days, so save upgrades for them. Sub-levels count too. ## Related - [Chief Gear](https://wos.sheet.guide/guides/gear/chief-gear.md) - [Pets](https://wos.sheet.guide/guides/gear/pets.md) - [State vs State (SvS)](https://wos.sheet.guide/guides/events/state-vs-state.md) --- # Pets Source page: https://wos.sheet.guide/guides/gear/pets Last checked: 17 Oct 2026 Unofficial fan site, not affiliated with Century Games. Numbers, unlock days and event rules change with patches and differ between states; treat them as rules of thumb and confirm in-game. Part of: [Chief Gear, Charms & Pets](https://wos.sheet.guide/guides/gear.md) Beasts you capture and raise at the Beast Cage. Each has an active skill you trigger when it helps most. **TL;DR:** Level pets in the order the game unlocks them, fire the right skill before the right moment (Hyena before construction, Lion and Tiger before fights), and save Wild Marks for SvS. ## Key facts - **Unlocks:** Furnace 18, around server day 55 - **Building:** Beast Cage - **New pets:** Every few months of server age - **Skills stack:** Yes (official help center) ## When pets arrive | ~Server day | Pets | | --- | --- | | 55 (Furnace 18) | Cave Hyena, Arctic Wolf, Musk Ox | | 90 | Giant Tapir, Titan Roc | | 140 | Giant Elk, Snow Leopard | | 200 | Cave Lion, Snow Ape | | 280 | Iron Rhino, Saber-tooth Tiger | | 370 | Mammoth | | Later | Frost Gorilla, Frostscale Chameleon | Note: Per a community server timeline. You also need the previous pet in the chain at a set level (Lv.15 or Lv.30) before the next can be captured. ## Active skills | Pet | Skill effect | | --- | --- | | Cave Hyena | Construction speed +5–15% (5 minutes) | | Arctic Wolf | Restores Chief Stamina | | Musk Ox | Speeds up gathering (instantly finishes a resource tile) | | Giant Tapir | Finds pet food | | Titan Roc | Reduces enemy troop health | | Giant Elk | Finds items, including Charm Designs | | Snow Leopard | Faster marches, lower enemy lethality | | Cave Lion | Troop attack +2.5–10% (2 hours) | | Snow Ape | Deployment capacity +3,000–15,000 (2 hours) | | Iron Rhino | Rally capacity boost (2 hours) | | Saber-tooth Tiger | Troop lethality up to +10% (2 hours) | | Mammoth | Troop defense up to +10% (2 hours) | Note: From community guides; effects scale with pet level and the numbers may change with updates. Different pet skills can be active at the same time. ## Leveling & refinement - Level pets with **pet food**. Every 10 levels a pet needs an **advancement**, which costs extra materials: Taming Manuals from Lv.10, Energizing Potions from Lv.30 and Strengthening Serums from Lv.50. - Higher-rarity pets have higher level caps, up to Lv.100 for the top pets (per one wiki). - **Refinement** uses Common or Advanced Wild Marks to roll extra stats. A roll can come out worse, so keep the old stats if it does. - One wiki lists pet adventures at 10 Chief Stamina and 4 hours each, for random rewards. ## When to fire which skill - **Cave Hyena** right before starting a big build, especially on SvS City Construction day. - **Musk Ox** on gathering-scoring days. - **Cave Lion**, **Saber-tooth Tiger** and **Mammoth** right before a rally, garrison fight or Bear Hunt. - **Snow Ape** and **Iron Rhino** for rally leaders who want bigger marches. - On [SvS](https://wos.sheet.guide/guides/events/state-vs-state.md) Beast Slay and Power Boost days, Wild Marks and pet advancements score well (an Advanced Wild Mark is worth 15,000 points), so save them. ## Related - [Chief Charms](https://wos.sheet.guide/guides/gear/charms.md) - [State vs State (SvS)](https://wos.sheet.guide/guides/events/state-vs-state.md) - [Bear Hunt](https://wos.sheet.guide/guides/battles/bear-hunt.md) --- # Events Source page: https://wos.sheet.guide/guides/events Last checked: 17 Oct 2026 Unofficial fan site, not affiliated with Century Games. Numbers, unlock days and event rules change with patches and differ between states; treat them as rules of thumb and confirm in-game. Events are where most rewards come from. Know which ones to save for, and which ones stack. **TL;DR:** Stack effort: use speedups and resources only when **two events score the same action at once**. ## At a glance ### Growth events | Event | When | Tip | | --- | --- | --- | | [SvS](https://wos.sheet.guide/guides/events/state-vs-state.md) | ~4 weeks | Save speedups for prep days; shield on battle day. | | [King of Icefield](https://wos.sheet.guide/guides/events/king-of-icefield.md) | ~2 weeks after SvS | Only the day’s theme scores. Opens after your first SvS. | | [Hall of Chiefs](https://wos.sheet.guide/guides/events/hall-of-chiefs.md) | Young states | One theme per day; later replaced by King of Icefield. | ## Details ### Event calendar | Event | Type | Rough cadence | Key tip | | --- | --- | --- | --- | | [State vs State (SvS)](https://wos.sheet.guide/guides/events/state-vs-state.md) | State war | ~Every 4 weeks | Prep days score growth ([plan your points](https://wos.sheet.guide/tools/svs-calculator.md)); battle day needs shields or a plan. | | [King of Icefield](https://wos.sheet.guide/guides/events/king-of-icefield.md) | 6-state themed points | ~Every 4 weeks | Opens after your first SvS, about 2 weeks after each one. | | [Hall of Chiefs](https://wos.sheet.guide/guides/events/hall-of-chiefs.md) | Themed points | Early game | Spend speedups/resources only on the matching theme day. | | [Sunfire Castle](https://wos.sheet.guide/guides/battles/sunfire-castle.md) | Castle control | During each SvS | Winning alliance names the State President. | | Alliance Mobilization | Alliance tasks | Recurring | Grab high-point tasks fast and finish them all. | | [Alliance battles](https://wos.sheet.guide/guides/battles.md) | Bear Hunt, Crazy Joe, Foundry… | Weekly to monthly | See the Alliance Battles guide. | Note: Cadence and rules vary by state age and patch. Check the in-game calendar for your state. ## In-depth pages - [State vs State (SvS)](https://wos.sheet.guide/guides/events/state-vs-state.md): 5 themed prep days, then a **12-hour** battle on Saturday. Spend items on their **best-scoring day**. Values change by day; the [prep calculator](https://wos.sheet.guide/tools/svs-calculator.md) plans it for you. Shield up on battle day unless you’re fighting. - [King of Icefield](https://wos.sheet.guide/guides/events/king-of-icefield.md): 7 days, 6 states, one theme per day. Hit every daily milestone for **Medals of Honor**. Medals buy shards for a seasonal hero. - [Hall of Chiefs](https://wos.sheet.guide/guides/events/hall-of-chiefs.md): Your state’s early themed-points event; one theme per day. Runs 5, then 6, then 7 days in later editions. Later replaced by King of Icefield. --- # State vs State (SvS) Source page: https://wos.sheet.guide/guides/events/state-vs-state Last checked: 17 Oct 2026 Unofficial fan site, not affiliated with Century Games. Numbers, unlock days and event rules change with patches and differ between states; treat them as rules of thumb and confirm in-game. Part of: [Events](https://wos.sheet.guide/guides/events.md) Also called State of Power: five themed prep days against another state, then a 12-hour war on Saturday. **TL;DR:** Stockpile for weeks, spend each item on the day it scores most, keep resources for healing, and shield up on battle day unless you’re fighting. ## Key facts - **Cycle:** About every 4 weeks - **Prep:** Mon 00:00 – Sat 10:00 UTC - **Battle:** Sat 10:00 – 22:00 UTC - **Cross states:** Furnace 16+ ## Timeline (UTC) | Phase | When | What happens | | --- | --- | --- | | Matchmaking | Sat – Sun | Your opponent is revealed on day 2. | | Preparation | Mon 00:00 – Sat 10:00 | 5 scoring days. Day 5 (Power Boost) runs about 34 hours. The winning state gets a Healing and Enlistment Office buff for battle. | | Battle | Sat 10:00 – 22:00 | Cross-state teleports 10:00–12:00, then the [Sunfire Castle](https://wos.sheet.guide/guides/battles/sunfire-castle.md) fight from 12:00. | | Field Triage | Sat 22:00 – Mon 23:59 | About 50 hours to recover dead troops. | ## Prep days: what scores most | Day | Theme | Top scorers (points) | | --- | --- | --- | | 1 | City Construction | Refined FC 30,000 · Fire Crystal 2,000 · FC Shard 1,000 · Charm score +1 70 · 1 min of any speedup 30 | | 2 | Basic Skills Up (research) | Refined FC 30,000 · Lucky Wheel spin 8,000 · Expert Sigil 6,000 · Mythic shard 3,040 · Fire Crystal 2,000 · Epic shard 1,220 · FC Shard 1,000 · 1 min of any speedup 30 · gathering 2 per 1,000 meat or wood, 200 coal or 50 iron | | 3 | Beast Slay | Polar Terror kill 30,000 · Advanced Wild Mark 15,000 · beast kill 9,000–12,000 (by level) · Lucky Wheel spin 8,000 · Expert Sigil 6,000 · Mythic shard 3,040 · Epic shard 1,220 · pet advancement score +1 50 | | 4 | Hero Development | Mithril 144,000 · Widget 8,000 · Essence Stone 4,000 · Charm score +1 70 · troop promotion and training (promotion scores more) | | 5 | Power Boost | Mithril 144,000 · Refined FC 30,000 · Advanced Wild Mark 15,000 · Widget 8,000 · Essence Stone 4,000 · Fire Crystal 2,000 · Common Wild Mark 1,150 · 1 min of any speedup 30 · pet advancement score +1 50 · Chief Gear score +1 36 | Note: Community-sourced values from WoS Tools, not official. Point values and even the day order can change between seasons, so check the event panel on Monday. Enter your stockpile in the [SvS prep calculator](https://wos.sheet.guide/tools/svs-calculator.md) to see your points per day. ## Prep tips - Start stockpiling **1–3 weeks ahead**: speedups, Fire Crystals, shards, Mithril, stamina and Lucky Wheel spins. - Enter your stockpile in the [SvS prep calculator](https://wos.sheet.guide/tools/svs-calculator.md) to see what each day is worth and where each item scores most. - **Day 1:** start your longest Fire Crystal upgrades. They only need to **start** that day, not finish. - **Day 2:** gathering scores when marches **return**, so send them the evening before. - **Day 3:** stock Chief Stamina beforehand, hunt the highest beast you can beat, and turn on rally auto-join for Polar Terrors. - **Day 4:** promoting troops scores better than training new ones. Start big training batches on day 2 or 3 so they finish on day 4. - Wait for the President’s buffs (e.g. Mercantilism +10% construction, Mobilize +30% training) before spending. - Don’t spend everything. Keep resources to **heal** during the battle. ## Battle day - You need **Furnace 16+** to cross states, and you get **3 free Cross-State Teleports**. - Starting an attack or joining a rally **drops your shield**, and you can’t reshield for about 30 minutes. Reinforcing doesn’t drop it. - **Shield up** whenever you aren’t actively fighting, and keep it up until the battle phase ends, not just the Castle fight. - Kills and losses only score against players **within ±3 Furnace levels**. In rallies, the captain’s level counts. - Don’t solo-attack organised players; rally instead, and don’t chase targets across the map. ## Field Triage recovery | Source | Recovery | | --- | --- | | Base | 30% of dead troops | | Rebirth Tomes (from allies) | +1% each, up to +50% | | Revival Potions | +1% each, up to +10% | | Maximum | **90%** | Note: A state-wide +20% healing speed buff runs throughout Field Triage. ## Related - [Sunfire Castle](https://wos.sheet.guide/guides/battles/sunfire-castle.md) - [King of Icefield](https://wos.sheet.guide/guides/events/king-of-icefield.md) - [Resources & Spending](https://wos.sheet.guide/guides/resources.md) --- # King of Icefield Source page: https://wos.sheet.guide/guides/events/king-of-icefield Last checked: 17 Oct 2026 Unofficial fan site, not affiliated with Century Games. Numbers, unlock days and event rules change with patches and differ between states; treat them as rules of thumb and confirm in-game. Part of: [Events](https://wos.sheet.guide/guides/events.md) A 7-day cross-state points race with one theme per day. It opens after your state’s first SvS. **TL;DR:** Hit every daily milestone for **Medals of Honor**, and only spend on the day’s theme. It lands about two weeks after SvS, so plan your stockpile around both. ## Key facts - **When:** Every 4 weeks, ~2 weeks after SvS - **Length:** 7 days - **Competitors:** 6 states - **Opens:** After your first SvS ## Days & top scorers | Day | Theme | Top scorers (points) | | --- | --- | --- | | 1 | City Construction | Fire Crystal 2,000 · speedups 30 per minute | | 2 | Hero Development | Lucky Wheel spin 8,000 · Mythic shard 3,040 | | 3 | Basic Skills | Pet advancement and charm upgrades | | 4 | Combat Training | T10 troop 60 each · Mithril 40,000 | | 5–7 | Rotating | Check in-game each day | Note: From a community wiki. Point values differ from SvS (e.g. Mithril), so don’t assume they match. ## Tips - Only the **day’s theme** scores. An item used on the wrong day earns nothing for this event. - Reaching every point milestone in a day also awards **Medals of Honor**. Don’t stop short of the last one. - Medals of Honor buy shards for a **seasonal hero** that changes each season. - KoI comes about two weeks after SvS, so split your stockpile: don’t empty everything into one and arrive at the other with nothing. ## Related - [State vs State (SvS)](https://wos.sheet.guide/guides/events/state-vs-state.md) - [Hall of Chiefs](https://wos.sheet.guide/guides/events/hall-of-chiefs.md) --- # Hall of Chiefs Source page: https://wos.sheet.guide/guides/events/hall-of-chiefs Last checked: 17 Oct 2026 Unofficial fan site, not affiliated with Century Games. Numbers, unlock days and event rules change with patches and differ between states; treat them as rules of thumb and confirm in-game. Part of: [Events](https://wos.sheet.guide/guides/events.md) Your state’s early-game points race. Chiefs in the same state compete on a daily theme. **TL;DR:** Treat it as practice for SvS: save speedups and materials for the matching day, and don’t spend off-theme. ## Key facts - **When:** Several times in a young state - **Length:** 5, then 6, then 7 days - **Competitors:** Chiefs in your own state - **Replaced by:** King of Icefield ## Stage lineups by edition | Edition | Stages | | --- | --- | | 1st (5 days) | City Construction · Hero Development · Train Troops · Beast Slay · Power Boost | | 2nd (6 days) | City Construction · Hero Development · Train Troops · Gather Resources · Power Boost · Chief Gear Upgrade | | 3rd+ (7 days) | Power Growth · Hero Development · Train Troops · Gathering or Charm Upgrade · Power Boost · Chief Gear Upgrade · Final Hero Development | Note: Per one community guide. The exact order can vary, so check the in-game event each day. ## Tips - Points only come from the **day’s theme**. Read tomorrow’s theme before you spend today. - It returns several times early on, so you don’t need to dump everything into one edition. - When it’s replaced by [King of Icefield](https://wos.sheet.guide/guides/events/king-of-icefield.md) varies by state. ## Related - [King of Icefield](https://wos.sheet.guide/guides/events/king-of-icefield.md) - [State vs State (SvS)](https://wos.sheet.guide/guides/events/state-vs-state.md) --- # Alliance Battles Source page: https://wos.sheet.guide/guides/battles Last checked: 17 Oct 2026 Unofficial fan site, not affiliated with Century Games. Numbers, unlock days and event rules change with patches and differ between states; treat them as rules of thumb and confirm in-game. Recurring alliance events. Most are about coordination and attendance more than raw power. Each one has its own in-depth page. **TL;DR:** Register on time, show up, follow your rally leads, and remember that **Foundry Battle troops recover afterwards**, so fight hard there. ## At a glance ### Must-knows | Event | When | Remember | | --- | --- | --- | | [Bear Hunt](https://wos.sheet.guide/guides/battles/bear-hunt.md) | About every 2 days | **Jessie** in slot 1, Marksman-heavy, join every rally. | | [Crazy Joe](https://wos.sheet.guide/guides/battles/crazy-joe.md) | Weekly | Stay online; waves 10 & 20 hit the HQ. | | [Foundry Battle](https://wos.sheet.guide/guides/battles/foundry-battle.md) | About every 2 weeks | Take and hold the **Imperial Foundry**. Troops recover after. | | [Alliance Championship](https://wos.sheet.guide/guides/battles/alliance-championship.md) | Weekly (sign-up Mon–Wed) | Auto-battle. Register your strongest march. | | [Fortress & Stronghold](https://wos.sheet.guide/guides/battles/fortress-battles.md) | Fridays | Hold a building 30 min to take it. Fortresses pay better. | | [Canyon Clash](https://wos.sheet.guide/guides/battles/canyon-clash.md) | Monthly (Thursday) | Fuel is everything. Don’t waste it. | | [Sunfire Castle](https://wos.sheet.guide/guides/battles/sunfire-castle.md) | During SvS | Hold 2.5 hours straight to win; contest the turrets. | ## Details ### At a glance | Event | When | Format | Who can join | | --- | --- | --- | --- | | [Bear Hunt](https://wos.sheet.guide/guides/battles/bear-hunt.md) | About every 2 days | 30-min rally event vs the bear | ~46 h in the alliance | | [Crazy Joe](https://wos.sheet.guide/guides/battles/crazy-joe.md) | Weekly | 20 waves of defense | Furnace 7+ | | [Foundry Battle](https://wos.sheet.guide/guides/battles/foundry-battle.md) | About every 2 weeks | 1-hour alliance vs alliance | Top-20 alliances | | [Alliance Championship](https://wos.sheet.guide/guides/battles/alliance-championship.md) | Weekly | 5 auto-battle rounds, 3 lanes | Furnace 10+ | | [Fortress & Stronghold](https://wos.sheet.guide/guides/battles/fortress-battles.md) | Weekly in an 8-week season | Hold buildings for 30 min | R4/R5 register | | [Canyon Clash](https://wos.sheet.guide/guides/battles/canyon-clash.md) | Monthly | 60-min, 3-alliance battle | Top-20 alliances, Furnace 16+ | | [Sunfire Castle](https://wos.sheet.guide/guides/battles/sunfire-castle.md) | Each SvS | Up to 5 h castle fight | Your whole state | Note: Cadence and rules vary by state age and patch. Check the in-game calendar for your state. ## In-depth pages - [Bear Hunt](https://wos.sheet.guide/guides/battles/bear-hunt.md): 30-minute rally event. The trap recharges about every **47.5 hours**. Joiners: **Jessie**, Jasser or Jeronimo in slot 1. Marksman-heavy troops: **10/10/80** once you have Gen 7+ heroes. - [Crazy Joe](https://wos.sheet.guide/guides/battles/crazy-joe.md): 20 waves. **Waves 10 and 20** hit the Alliance HQ. Stay online for the elite waves (7, 14, 17). Defend Infantry-heavy. Reinforcing earns half points. - [Foundry Battle](https://wos.sheet.guide/guides/battles/foundry-battle.md): ~6 days of vote, register and match, then a **1-hour** battle against one alliance. The most **Arsenal Points** wins. The Imperial Foundry is the big prize. No permanent losses: troops recover afterwards. - [Alliance Championship](https://wos.sheet.guide/guides/battles/alliance-championship.md): Weekly auto-battle: register one march, no need to be online. 3 lanes per round; win **2 of 3** to take it. Five rounds. Furnace 10+, and at least 10 alliance members must register. - [Fortress & Stronghold Battles](https://wos.sheet.guide/guides/battles/fortress-battles.md): Weekly within an **8-week season**; battles on Fridays. Control a building for **30+ minutes** to take it. **Fortresses** pay better rewards than Strongholds. - [Canyon Clash](https://wos.sheet.guide/guides/battles/canyon-clash.md): Monthly 3-alliance battle: **60 minutes** on Thursday. **Fuel** powers every move. Save some for the Citadel. Up to 2 legions of 30 combatants + 10 substitutes. - [Sunfire Castle](https://wos.sheet.guide/guides/battles/sunfire-castle.md): Up to 5 hours on SvS battle day, in the state that lost prep. Hold **2.5 hours straight** to win; otherwise the longest total hold wins. Enemy-held turrets attack whoever holds the Castle. --- # Bear Hunt Source page: https://wos.sheet.guide/guides/battles/bear-hunt Last checked: 17 Oct 2026 Unofficial fan site, not affiliated with Century Games. Numbers, unlock days and event rules change with patches and differ between states; treat them as rules of thumb and confirm in-game. Part of: [Alliance Battles](https://wos.sheet.guide/guides/battles.md) The alliance’s recurring rally event against the Raging Bear. It’s pure damage, with no defense to worry about. **TL;DR:** Join every rally with **Jessie** (or Jasser/Jeronimo) in your first slot, send your best troops Marksman-heavy, and keep marches cycling for the full 30 minutes. ## Key facts - **When:** About every 2 days - **Length:** 30 minutes - **Started by:** R4 / R5 - **Eligibility:** ~46 h in the alliance ## How it works - Alliance **R4/R5** members open the hunt at the alliance’s **Hunting Trap**. It then runs for **30 minutes**. - The trap recharges about every **47.5 hours**, so most alliances run it every other day. - You usually need to have been in the alliance for about **46 hours** to take part. Switching alliances right before a hunt can lock you out. - Rewards scale with **damage dealt**. They include Essence Stones, used for Mythic hero gear Mastery Forging. - The bear isn’t a player march, so you don’t need a defensive formation. Everything goes into damage. ## Rally leader setups by hero generation | Your heroes | Captain trio | Troops (Inf / Lan / MM) | | --- | --- | --- | | Gen 1 | Jeronimo + Molly + Bahiti | 30 / 30 / 40 | | Gen 3 | Jeronimo + your best Lancer and Marksman | 10 / 20 / 70 | | Gen 7–8 | Jeronimo + Mia + Bradley (F2P: Hector + Mia + Bradley) | 10 / 10 / 80 | | Gen 9+ | Jeronimo + Mia + Bradley, Blanchette or Rufus | 10 / 10 / 80 (some go 1 / 1 / 98) | Note: Community starting points. Hero stars, gear and widgets can change which lineup does best, so compare battle reports. ## Joining rallies - Only your **first hero’s first expedition skill** counts when you join. - **Jessie** (Stand of Arms), **Jasser** (Tactical Genius) and **Jeronimo** (Lone Wolf) each add up to **+25% troop damage** at max skill level. - Jessie is usually the easiest to build, so most joiners use her. - Only a handful of joiner skills apply per rally, and higher levels win. A maxed joiner skill matters more than stars. ## Getting more damage - Upgrade the **Bear Trap** with Explosive Arrowheads. Each level adds damage against the bear, up to **+25% at level 5**. - Rally leaders should be the players with the **highest deployment capacity**. - Launch new rallies constantly (one guide suggests every ~30 seconds) and join promptly so no march sits idle. - Send your **highest-tier troops**. Damage counts per march, so join as many rallies as you can. ## Related - [Heroes](https://wos.sheet.guide/guides/heroes.md) - [Troops & Formations](https://wos.sheet.guide/guides/troops.md) - [Crazy Joe](https://wos.sheet.guide/guides/battles/crazy-joe.md) --- # Crazy Joe Source page: https://wos.sheet.guide/guides/battles/crazy-joe Last checked: 17 Oct 2026 Unofficial fan site, not affiliated with Century Games. Numbers, unlock days and event rules change with patches and differ between states; treat them as rules of thumb and confirm in-game. Part of: [Alliance Battles](https://wos.sheet.guide/guides/battles.md) Twenty waves of bandits hit your alliance’s cities and HQ. It’s a defense event that rewards being online and reinforcing well. **TL;DR:** Stay online for the elite waves, defend Infantry-heavy, send strong players to the HQ for waves 10 and 20, and spread reinforcements instead of piling into one city. ## Key facts - **When:** Weekly (often Tue & Thu in event weeks) - **Length:** 20 waves, about 40 minutes - **Started by:** R4 / R5 - **Eligibility:** Furnace 7+ ## Wave map | Waves | Target | What to do | | --- | --- | --- | | 1–6, 8–9, 11–13, 15–16, 18–19 | Every member’s city | Defend at home, about 90 / 10 / 0 (Inf / Lan / MM). | | 7, 14, 17 | Online members only | Elite waves worth about double points. Be logged in. | | 10 | Alliance HQ | Send strong players. One guide suggests 30% Infantry / 70% Lancers. | | 20 | Alliance HQ | Enemy damage spikes. One guide suggests 60% Infantry / 40% Lancers. | Note: Per community wikis. One guide lists only waves 7 and 14 as online-focused. Waves 17–19 together are reported as about 31% of all available points. ## Scoring & rewards - Kills defending **your own city** earn full points. Kills made while **reinforcing** a teammate earn about **50%**. - R4/R5 set the **difficulty** before it starts (one wiki lists 21 levels). Higher difficulty means more points and bigger rewards. - Rewards arrive the **next day at 12:00 UTC**, based on state-wide ranking. They include Chief Gear materials (Polishing Solution, Hardened Alloy, Design Plans) and speedups. ## Rules worth knowing - **Shields don’t work** during Crazy Joe. - You never lose resources, only troops. - A city that’s **breached twice** stops being attacked, but its owner can still score by reinforcing others. - Don’t move garrisoned troops until the event ends. ## Strategy - Defend **Infantry first, Lancers second**. Marksmen add little here. - Before it starts, **reinforce online teammates**, but don’t overcrowd one city: reinforcement points are shared by contribution. - Keep your strongest defense at home and put **defensive heroes** (Sergey, Patrick) in your garrison. - Send strong players to the HQ for **waves 10 and 20** with the troop mix your R4/R5 announce. Leaders can release them after wave 10. - Push the **highest difficulty** your alliance can handle, and review results before raising it. ## Related - [Bear Hunt](https://wos.sheet.guide/guides/battles/bear-hunt.md) - [Troops & Formations](https://wos.sheet.guide/guides/troops.md) - [Heroes](https://wos.sheet.guide/guides/heroes.md) --- # Foundry Battle Source page: https://wos.sheet.guide/guides/battles/foundry-battle Last checked: 17 Oct 2026 Unofficial fan site, not affiliated with Century Games. Numbers, unlock days and event rules change with patches and differ between states; treat them as rules of thumb and confirm in-game. Part of: [Alliance Battles](https://wos.sheet.guide/guides/battles.md) A one-hour alliance-vs-alliance battle on its own map, scored by controlling buildings. **TL;DR:** Get into a legion, be on time, and hold buildings, the **Imperial Foundry** above all. Your troops come back afterwards, so play aggressively. ## Key facts - **When:** About every 2 weeks - **Battle:** 1 hour - **Who:** Top-20 alliances by power - **Teams:** Up to 2 legions × (30 + 10 subs) ## Timeline | Stage | Length | What happens | | --- | --- | --- | | Voting | 2 days | Every member votes on a battle time. R4/R5 pick the final slot from the results. | | Registration | 2 days | Leaders pick up to 30 combatants + 10 substitutes per legion. Join the alliance before this ends. | | Matchmaking | 2 days | You’re paired with an opponent by voted time and Alliance Power. | | Battle | 1 hour | Phase 1 buildings open first. Phase 2 adds the Imperial Foundry, Munitions Warehouse and Mercenary Camp. | Note: From the official help center. To qualify, your alliance must be top 20 on the state Alliance Power leaderboard before voting starts. ## Buildings & points | Building | First capture | Per minute | Notes | | --- | --- | --- | --- | | Imperial Foundry | 9,000 | 1,800 | The main prize. Hold it. (Phase 2) | | Prototype Site | 6,000 | 1,200 | Second priority. (Phase 1) | | Repair Facility | 3,000 | 600 | Corner buildings. Easy early points (Phase 1) | | Boiler Room | 1,200 | 240 | (Phase 1) | | Transit Station | 1,200 | 240 | (Phase 1) | | Munitions Warehouse | 1,200 | 240 | **+15% troop damage** (Phase 2) | | Mercenary Camp | 1,200 | 240 | Enables strike teams (Phase 2) | Note: Values from community trackers; the same buildings and values appear in the Tundra Arms League Foundry tournament. Weapon Workshops also spawn at random later in the battle. ## Scoring - The alliance with the most **Arsenal Points** at the end wins. - Points come from **first captures**, **holding** buildings over time, **Arsenal Supplies**, **Weapon Workshops** and defeating enemies (one tracker lists 80 points per 10,000 enemy power). - Personal points only affect your own rewards, not who wins. - Holding beats trading: one building held for the whole hour outscores several quick captures. ## Strategy - **No permanent losses**: injured troops recover after the battle, so commit fully. - Grab the Phase 1 buildings fast, then **park teams next to the Imperial Foundry** before Phase 2 opens. - Coordinate both legions: decide who attacks, who garrisons and who rallies. - React fast when points drop on a building you hold. Reinforce first, retake second. - Leaving the battlefield triggers a **re-entry cooldown**, so don’t step out casually. ## Rewards - Personal **Arsenal Points** are spent in the **Arsenal Shop** on hero shards and gear materials. - The winning alliance gets bonus resources and items on top. ## Related - [Canyon Clash](https://wos.sheet.guide/guides/battles/canyon-clash.md) - [Alliance Championship](https://wos.sheet.guide/guides/battles/alliance-championship.md) - [Fortress & Stronghold Battles](https://wos.sheet.guide/guides/battles/fortress-battles.md) --- # Alliance Championship Source page: https://wos.sheet.guide/guides/battles/alliance-championship Last checked: 17 Oct 2026 Unofficial fan site, not affiliated with Century Games. Numbers, unlock days and event rules change with patches and differ between states; treat them as rules of thumb and confirm in-game. Part of: [Alliance Battles](https://wos.sheet.guide/guides/battles.md) A weekly, fully automatic tournament. Register one march and the game fights it for you across five rounds. **TL;DR:** Register your **strongest march** before Wednesday night, spread strength across the three lanes, and climb tiers for a permanent gathering statue. ## Key facts - **When:** Weekly - **Sign-up:** Mon 00:00 – Wed 23:00 UTC - **Battles:** Thu – Sat 12:00 UTC - **Needs:** Furnace 10+, 10 members registered ## Weekly schedule (UTC) | Stage | When | What happens | | --- | --- | --- | | Sign-up | Mon 00:00 – Wed 23:00 | Each player registers one march in one lane. | | Matchmaking | Wed 23:00 – Thu 00:00 | Needs at least 10 members registered. | | Rounds 1–5 | Thu – Sat 12:00 | About 11 hours of prep and a ~1-hour battle each, one opponent per round. | | Results | Sat 12:00 – Mon 00:00 | Final ranking, tier rewards and Badge spending. | Note: The in-event countdown is the final word on timing. ## How rounds are decided - You’re grouped with **six alliances** and face each of the others once, one per round. - Each round has **3 lanes**. Capture **2 of 3** to win it. A lane is captured when every enemy march in it is eliminated. - Only the **top 20 registered marches** (by score) in a lane enter combat. - Each march can fight **up to twice per round**. One that wins twice rotates out. - Defeating 1 or 2 enemy marches earns personal **KO rewards** (speedups and resources). KO 2 pays more. ## Tiers & alliance statue | Tier | Statue gathering bonus | | --- | --- | | Iron, Bronze | — | | Silver (from Silver III) | 3% | | Gold | 5% | | Diamond | 7% | | Ultimate | 10%, plus a 14-day Knight cosmetic set | Note: Winning moves you up and losing can drop you. Higher tiers also pay more Championship Badges. ## Strategy - Register your **strongest heroes and highest-tier troops**. A **50/20/30** mix is a common upgrade over the default 33/33/33. - Balance strength across lanes. Only the top 20 per lane fight, so stacking one lane wastes marches. - Lane changes are only allowed in **rounds 4 and 5**, during prep. Use earlier rounds’ results to plan. - Spend **Championship Badges** in the AC Shop on Hardened Alloy, Polishing Solution and shards. ## Related - [Troops & Formations](https://wos.sheet.guide/guides/troops.md) - [Foundry Battle](https://wos.sheet.guide/guides/battles/foundry-battle.md) --- # Fortress & Stronghold Battles Source page: https://wos.sheet.guide/guides/battles/fortress-battles Last checked: 17 Oct 2026 Unofficial fan site, not affiliated with Century Games. Numbers, unlock days and event rules change with patches and differ between states; treat them as rules of thumb and confirm in-game. Part of: [Alliance Battles](https://wos.sheet.guide/guides/battles.md) A season-long fight for control of buildings on your state map, with weekly battles. **TL;DR:** Pick battle times your alliance can actually attend, rally to take buildings, keep reinforcing after capture, and watch both the 30-minute and 2-hour timers. ## Key facts - **Season:** 8 weeks - **Battles:** Weekly, Fridays, up to 2 hours - **Buildings:** 12 Fortresses + 4 Strongholds - **Registers:** R4 / R5 ## Season & registration - Seasons last **8 weeks**, with a registration stage and a battle stage each week. - The map has **12 Fortresses and 4 Strongholds**. In a new state’s first season, Strongholds usually appear around week 4. - Only **R4/R5** can register. Buildings you captured carry over automatically and can’t be changed. - Each week you can add new targets. The official help says one new building; guides say one Fortress plus one Stronghold. - An alliance can end a season holding up to **8 Fortresses and 4 Strongholds**. At season end, everything resets to the NPC defenders. Note: Building counts and the Friday battle day come from community guides. The registration and occupation rules match the official help center. ## Battle rules - Leaders choose **3 preferred times from 5 options**. The server sets the final time based on everyone contesting that building. - Hold a building for **more than 30 continuous minutes** to occupy it. If your garrison is removed, the timer resets for the new holder. - If nobody manages 30 minutes, whoever holds it when the **2-hour** window ends takes it. - You can **rally** a building or attack it alone. - Leaving your alliance during the battle phase blocks you from another alliance’s fortress battle that week. ## Rewards - **Fortresses grant better rewards** than Strongholds (official help center). Tap a building, then **View**, to see its current rewards. - **First occupation** (beating the Phaethon Mercenaries) pays participation rewards, alliance rewards, and allocatable rewards that R4/R5 hand out with a per-person cap. - **Control rewards** go by mail to members holding the building when the battle ends. - Fortress rewards can include gems, speedups, resource packs, Gold and Platinum Keys, Hero XP and hero fragments. ## Strategy - Choose battle times with your **strongest attendance**, not the earliest slot. - Assign roles: coordinator, rally leaders, garrison leader, reinforcers and a reserve team. - Use **rallies** for the first capture, then keep reinforcements flowing. The garrison bleeds every time it’s hit. - Track the **30-minute occupation timer** and the **2-hour battle timer** together. - Defend only what you can hold, and agree on a reward-sharing policy before the season starts. ## Related - [Sunfire Castle](https://wos.sheet.guide/guides/battles/sunfire-castle.md) - [Foundry Battle](https://wos.sheet.guide/guides/battles/foundry-battle.md) --- # Canyon Clash Source page: https://wos.sheet.guide/guides/battles/canyon-clash Last checked: 17 Oct 2026 Unofficial fan site, not affiliated with Century Games. Numbers, unlock days and event rules change with patches and differ between states; treat them as rules of thumb and confirm in-game. Part of: [Alliance Battles](https://wos.sheet.guide/guides/battles.md) A monthly three-alliance battle on the Lost Canyon map, where Fuel decides how much you can do. **TL;DR:** Budget your **Fuel**, take buildings as a team, assign Guardians early, and save enough for the Frozen Citadel at the end. ## Key facts - **When:** Monthly, battle on Thursday - **Battle:** 60 minutes - **Size:** 3 alliances per map - **Needs:** Top-20 alliance, Furnace 16+ ## Event week | Days | Stage | | --- | --- | | Saturday – Sunday | Voting on battle time | | Monday – Tuesday | Registration | | Wednesday | Matchmaking | | Thursday | **Battle** | Note: From the official help center. Some community guides say Saturday; trust the in-game schedule. ## Battle phases | Phase | Length | Focus | | --- | --- | --- | | Preparation | 3 min | Position your squads | | Seize & Conquer | 17 min | Capture neutral buildings for points | | Fortress Occupation | 20 min | Contest the high-value Fortresses | | Citadel Onslaught | 20 min | Fight for the central **Frozen Citadel**, the top-scoring objective | ## Legions & eligibility - Your alliance must be in the **top 20 by power**. Players need **Furnace 16+** and must join before registration. - Up to **2 legions**, each choosing its own time slot, and rewards are counted separately. Each takes up to 30 combatants + 10 substitutes (15 combatants minimum). - The second legion needs **Alliance Level 6** and at least **40 members** active that week. - Players offline for 5+ days normally can’t be newly dispatched. ## Fuel, Guardians & revives - **Fuel** is spent to deploy, conscript, advance, retreat and instantly revive. It regenerates over time. - R4/R5 can appoint **Guardians** to held buildings for more fuel income. A chief garrisoned in an eligible building can appoint themselves, and each player can guard one building at a time. - Defeated squads revive at your **Bastion** on a timer, or instantly for fuel. - Leaving the battle starts a **12-minute** re-entry cooldown. ## Strategy - Save fuel for the **Citadel Onslaught**. It’s worth the most. - Split targets across the alliance so everyone isn’t rushing the same building. - Hold chokepoints and buildings rather than chasing kills. - You score **personal merit** too. You need at least **10,000** for personal ranking rewards, and alliance rewards depend on final placement. ## Related - [Foundry Battle](https://wos.sheet.guide/guides/battles/foundry-battle.md) - [Fortress & Stronghold Battles](https://wos.sheet.guide/guides/battles/fortress-battles.md) --- # Sunfire Castle Source page: https://wos.sheet.guide/guides/battles/sunfire-castle Last checked: 17 Oct 2026 Unofficial fan site, not affiliated with Century Games. Numbers, unlock days and event rules change with patches and differ between states; treat them as rules of thumb and confirm in-game. Part of: [Alliance Battles](https://wos.sheet.guide/guides/battles.md) The castle battle that decides who rules the state. It’s fought during the SvS battle phase. **TL;DR:** Hold the Castle for **2.5 hours straight** or have the longest total hold. Contest the four turrets, because enemy-held turrets grind down whoever holds the Castle. ## Key facts - **When:** SvS battle day, 12:00–17:00 UTC - **Length:** Up to 5 hours - **Win:** 2.5 h continuous hold - **Prize:** State President ## Rules - Fought during the SvS battle phase, **12:00–17:00 UTC**, in the state that **lost** the prep phase. - Hold the Castle for **2.5 consecutive hours** to win outright. If an enemy captures it, even briefly, the timer resets. - If nobody reaches 2.5 hours, the **longest total occupation** wins. - Only **one march per player** can be in or attacking the Castle. Entering the **Alert Zone drops your shield**. Note: A patch in October 2025 shortened these from 6 hours / 3 hours, so older guides are out of date. ## Turrets & scoring - There are **four turrets** around the Castle. - A turret held by the other side **attacks whoever holds the Castle**, and it hits harder the longer it’s held. - Holding the Castle or a turret earns SvS points: **1 point per 1,000 Power every 60 seconds**. - Kills and losses only score against players within **±3 Furnace levels**, and higher-tier troop kills are worth more. ## The presidency - The winning alliance’s **R5 appoints the State President**. - If they don’t choose within the time limit, the R5 becomes President automatically. - The President’s skills (such as construction and training buffs) matter for the next SvS prep days. ## Strategy - Assign roles: fighters, rally leaders, reinforcers and support. - **Holders:** keep reinforcements constant and retake turrets so they stop chipping your garrison. - **Attackers:** chain rallies from strong leaders to break the hold and reset the 2.5-hour timer. - Weaker players should shield before the Castle fight. The event doesn’t end when the Castle does. ## Related - [State vs State (SvS)](https://wos.sheet.guide/guides/events/state-vs-state.md) - [Fortress & Stronghold Battles](https://wos.sheet.guide/guides/battles/fortress-battles.md) --- # Alliance Source page: https://wos.sheet.guide/guides/alliance Last checked: 17 Oct 2026 Unofficial fan site, not affiliated with Century Games. Numbers, unlock days and event rules change with patches and differ between states; treat them as rules of thumb and confirm in-game. A strong, active alliance is the single biggest boost to your account. **TL;DR:** Join the most active alliance that will take you, help every day, and show up for Bear Hunt and Crazy Joe. ## At a glance ### At a glance - Tap **Help** and contribute to **Alliance Tech** daily. - Show up for **Bear Hunt, Crazy Joe and Foundry**. - Spend alliance tokens on **speedups and shards**. ## Details ### Being a good member - Tap **Help** on everything: construction, research and healing. Each help shortens a teammate’s timer. - Contribute to **Alliance Tech**, focusing on what the leaders recommend. It also earns Alliance Tokens. - **Reinforce teammates.** It earns points in Crazy Joe, and reinforcing doesn’t drop your shield. - Show up for **Bear Hunt, Crazy Joe and Foundry**. Only R4/R5 can start the first two, so ask your leaders for the schedule. - Join the alliance **before** registration opens for an event, or you may not be able to take part. ### Alliance shop - Spend Alliance Tokens on **speedups and shards**, not on cheap resources. - Claim your **Alliance Gifts** every day. --- # Resources & Spending Source page: https://wos.sheet.guide/guides/resources Last checked: 17 Oct 2026 Unofficial fan site, not affiliated with Century Games. Numbers, unlock days and event rules change with patches and differ between states; treat them as rules of thumb and confirm in-game. Meat, Wood, Coal and Iron, plus gems, speedups and Fire Crystals. **TL;DR:** Gems → VIP and value packs, not resource refills. Speedups → only during scoring events. Resources → keep enough to finish your next Furnace step. ## At a glance ### At a glance - **Gems** → VIP, the Lucky Wheel and VIP-shop stamina. - **Speedups** only on matching event days. - Redeem **gift codes** and claim free store packs daily. ## Details ### Where to spend gems | Priority | Spend on | Avoid | | --- | --- | --- | | Better | VIP upgrades, the Lucky Wheel, Chief Stamina in the VIP shop | Resource refills | | Situational | A second construction queue (a one-time store pack) | Buying a queue you can’t keep busy | | Avoid | Instant speedups on short timers | Using gems as a shortcut | ### Speedups - **Don’t** use speedups just because a timer is long. - **Do** stack them for **Hall of Chiefs, King of Icefield and SvS prep** days on the matching theme. - **General speedups** are the most flexible; spend specific ones (build/research/training) first. ### Free stuff - Redeem **gift codes** from official channels (Discord, socials) through the in-game or official redemption page. - Free store packs add up. Claim them every day. - Light spenders are usually pointed at the monthly value packs and the one-time queue packs. --- # Exploration, Arena & Map Source page: https://wos.sheet.guide/guides/explore Last checked: 17 Oct 2026 Unofficial fan site, not affiliated with Century Games. Numbers, unlock days and event rules change with patches and differ between states; treat them as rules of thumb and confirm in-game. PvE progression and the world map. **TL;DR:** Push Exploration stages when your heroes power up, keep the Lighthouse cleared, and treat the map as dangerous during war windows. ## At a glance ### At a glance - Collect **Exploration** rewards regularly; push stages after hero upgrades. - Use all **Arena** attempts and clear **Lighthouse** Intel daily. - Kill your highest-level **beasts**; join **Polar Terror** rallies. ## Details ### Exploration - Rewards build up over time in a chest, so collect them regularly. - Only push a stage when your heroes are strong enough for it. - Stuck? Try swapping formation order or leveling Exploration skills. ### Arena - You get free challenge attempts every day. Use them all. - Check the opponent’s lineup and positions before you attack. - Arena daily rewards are calculated at the daily reset. ### World map - **Lighthouse Intel** refreshes about **three times a day** (around 00:00, 08:00 and 16:00 server time). Clear it at first login and after each refresh. - Beast missions in Intel and Daily Missions use **stamina**. - **Beasts** level up as you kill them. Kill your highest available level. - **Polar Terrors** are fought in rallies. Join alliance rallies for loot. --- # Glossary Source page: https://wos.sheet.guide/guides/glossary Last checked: 17 Oct 2026 Unofficial fan site, not affiliated with Century Games. Numbers, unlock days and event rules change with patches and differ between states; treat them as rules of thumb and confirm in-game. Common shorthand you’ll see in alliance chat. ## At a glance ### Most common | Term | Meaning | | --- | --- | | FC / RFC | Fire Crystals / Refined Fire Crystals | | SvS | State vs State war | | KoI / HoC | King of Icefield / Hall of Chiefs | | R4 / R5 | Alliance officers / leader | | Inf / Lan / MM | Infantry / Lancer / Marksman | ## Details ### Terms | Term | Meaning | | --- | --- | | F30 / FC5 | Furnace level 30 / Fire Crystal level 5 | | FC / RFC | Fire Crystals / Refined Fire Crystals | | SvS | State vs State war | | HoC | Hall of Chiefs | | KoI | King of Icefield | | R1–R5 | Alliance ranks (R5 = leader, R4 = officers) | | Rally lead / joiner | Player who starts a rally / players who send troops into it | | Bubble | Peace shield | | Inf / Lan / MM | Infantry / Lancer / Marksman | | T10 / T11 Helios / T12 | Troop tiers. Helios (T11) and T12 Exalted come from War Academy research | | F2P / P2W | Free-to-play / pay-to-win spender | | Gen 1–16 | Hero generations (gold-tier Mythic heroes) | | AC | Alliance Championship | | CJ | Crazy Joe | | Legion | 30 combatants + 10 substitutes in Foundry or Canyon Clash | | Bear / Bear Trap | Bear Hunt, the alliance rally event against the Raging Bear | --- # SvS prep points by day Source page: https://wos.sheet.guide/tools/svs-calculator Last checked: 17 Oct 2026 Unofficial fan site, not affiliated with Century Games. Numbers, unlock days and event rules change with patches and differ between states; treat them as rules of thumb and confirm in-game. Enter your Fire Crystals, speedups, hero shards, Mithril and more to see your State vs State prep points per day and the best day to spend each item. Point values are community-sourced; Century Games does not publish them. ## Prep days - Day 1: City Construction - Day 2: Basic Skills Up (research) (also: gathering 2 per 1,000 meat or wood, 200 coal or 50 iron) - Day 3: Beast Slay (also: pet advancement score +1 50) - Day 4: Hero Development (also: troop promotion and training (promotion scores more)) - Day 5: Power Boost (also: pet advancement score +1 50; Chief Gear score +1 36) ## Points per item and day | Item | Day 1 | Day 2 | Day 3 | Day 4 | Day 5 | Best day | | --- | --- | --- | --- | --- | --- | --- | | Fire Crystals (per crystal) | 2,000 | 2,000 | — | — | 2,000 | Day 1, Day 2, Day 5 | | Refined Fire Crystals (per crystal) | 30,000 | 30,000 | — | — | 30,000 | Day 1, Day 2, Day 5 | | Fire Crystal Shards (research) (per shard) | 1,000 | 1,000 | — | — | 1,000 | Day 1, Day 2, Day 5 | | Construction speedups (per minute) | 30 | 30 | — | — | 30 | Day 1, Day 2, Day 5 | | Research speedups (per minute) | 30 | 30 | — | — | 30 | Day 1, Day 2, Day 5 | | Troop training speedups (per minute) | 30 | 30 | — | — | 30 | Day 1, Day 2, Day 5 | | Expert skill speedups (per minute) | 30 | 30 | — | — | 30 | Day 1, Day 2, Day 5 | | Mythic hero shards (per shard) | — | 3,040 | 3,040 | — | — | Day 2, Day 3 | | Epic hero shards (per shard) | — | 1,220 | 1,220 | — | — | Day 2, Day 3 | | Rare hero shards (per shard) | — | 350 | 350 | — | — | Day 2, Day 3 | | Lucky Wheel spins (per spin) | — | 8,000 | 8,000 | — | — | Day 2, Day 3 | | Expert Sigils (not Common) (per sigil) | — | 6,000 | 6,000 | — | — | Day 2, Day 3 | | Books of Knowledge (per book) | — | 60 | 60 | — | — | Day 2, Day 3 | | Polar Terror kills (your rallies) (per kill) | — | — | 30,000 | — | — | Day 3 | | Beast kills (per kill) | — | — | 12,000 | — | — | Day 3 | | Advanced Wild Marks (per mark) | — | — | 15,000 | — | 15,000 | Day 3, Day 5 | | Common Wild Marks (per mark) | — | — | 1,150 | — | 1,150 | Day 3, Day 5 | | Mithril (per mithril) | — | — | — | 144,000 | 144,000 | Day 4, Day 5 | | Hero gear Widgets (per widget) | — | — | — | 8,000 | 8,000 | Day 4, Day 5 | | Hero gear Essence Stones (per stone) | — | — | — | 4,000 | 4,000 | Day 4, Day 5 | | Chief Charm score gained (per score) | 70 | — | 70 | 70 | — | Day 1, Day 3, Day 4 | ## Values by level - Beast kills: Lv 1–10 9,000, Lv 11–15 9,750, Lv 16–20 10,500, Lv 21–25 11,250, Lv 26–30 12,000 Interactive calculator: https://wos.sheet.guide/tools/svs-calculator