IG² · Whiteout Survival · Updated August 2026

The Icefield Codex

Everything in Whiteout Survival, in one searchable place — heroes, troops, events, alliance play, and the economy that ties it together. Compiled from the game's community wikis, calculators, and guide sites, cross-checked where sources disagree.

Press / to search all sections · pick a tab to browse · verified against 2026 sources

Nothing in the codex matches that.
Try a shorter word — hero names, event names, and materials all work.

01Start Here

The first week decides your first three months. These are the habits and priorities that separate accounts that thrive from accounts that stall.

The five rules that run the whole game

  1. Furnace above all. Nothing can out-level the Furnace, and every Furnace level needs specific prerequisite buildings. The core loop is: upgrade prerequisites → upgrade Furnace → repeat.
  2. Queues never sleep. Construction, research, and troop training should be running 24/7 — start long jobs before logging off.
  3. Join an active alliance on day one. Alliance help slashes timers, tech gives permanent buffs, the shop sells VIP points, and every major event requires one.
  4. Nothing gets spent "whenever." Speedups, gems, hero shards, and resource crates all have a correct day — an event that pays points for spending them. Bank everything (see Events).
  5. Concentrate, don't spread. One deep hero per class beats five shallow ones; one well-geared march beats three half-geared ones.

First week, day by day

Days 1–3: follow the chapter quests (they're an efficient build order and pay gems). Alternate Furnace and Embassy upgrades. Keep Kitchen and Infirmary adequate — Chief Approval at 90%+ pays daily gems. Join an alliance. Bind your account immediately (Settings → Account → Google/Apple/Facebook) — an unbound account on a lost device is usually gone forever.

Days 3–7: research running nonstop (Growth and Economy branches first). Train troops continuously, do every event that appears, use free Arena attempts daily, and park every march on resource tiles overnight.

Daily checklist (~15–30 min)

  • Mail, online-time chests, daily/growth missions
  • Alliance: helps (up to 30), tech donations, chests, the day's Bear Trap rally
  • Intel Station: clear every intel mission; spend Chief stamina on beast hunts / Polar Terror; pop Arctic Wolf for +60 stamina
  • Free hero recruitment pulls; Arena free attempts; Exploration idle rewards
  • Every march slot gathering on tiles overnight; Musk Ox insta-gather on a big tile
  • Pets: fire daily skills (Giant Elk on cooldown, religiously), Beast Cage missions, Tundra Adventure
  • Daybreak Island: collect Life Essence, visit 3 allies
  • Crystal Lab (Fire Crystal era): every daily refinement attempt — the first is discounted
  • Check the event calendar before spending anything

The classic early mistakes

  • Burning speedups on short timers or outside events — the #1 cited economy mistake
  • Spreading hero shards and skill manuals across everyone (they're near-irrecoverable — pick 1–3 core heroes per role; blue heroes are gathering-only)
  • Casually spinning the Lucky Wheel or opening keys instead of saving for the right hero's event
  • Hoarding raw resources in the open — resource crates in your bag can't be raided; never open them until the moment you spend them
  • Neglecting research; playing solo or in a dead alliance; letting queues idle overnight
  • Over-building infantry — marksmen carry your damage; keep a balanced comp
  • Promoting troop tiers prematurely instead of waiting for a training event
  • Fighting whales for leaderboard rank instead of farming milestone rewards

The walls you can't spend past

Several ceilings are set by things outside your control. Recognizing them saves you from grinding at a locked door.

WallSet byWhat it means
Hero level capYour FurnaceIf every hero sits at the same level, that's the wall — XP does nothing until the Furnace moves
Hero generationsState ageYou cannot unlock a generation ahead of your server, no matter what you spend
Beast levelsState ageHigher-level beasts appear as the server matures
Charm Lv 17–18State reaching Gen 8Plan charm targets around what your state has actually unlocked
Legendary T6 Chief GearState reaching Gen 6Same — see the State Clock
Building levelsYour FurnaceNothing may exceed it
The five-second habitBefore spending resources, speedups, or shards: open the events tab and check what's live and what's queued. That one check is worth more than any other optimization in this guide.

And the three habits that generate most right answers: check the calendar before spending; concentrate rather than spread (one rally hero, one troop type, one War Academy line, one pet — breadth feels productive and finishes nothing); fix the constraint, not the comfortable thing (if meat gates your Furnace, a wood upgrade is a step backwards no matter its ROI).

02Heroes

Heroes release in generations tied to your state's age. Knowing which ones to build — and which skills actually matter — is the highest-leverage knowledge in the game.

Rarities and generations

Three rarities: Rare (blue — Smith, Eugene, Charlie, Cloris; gathering duty only), Epic (purple — several stay useful forever), and Mythic (gold — the combat carries, and the only heroes with an Exclusive Weapon slot). Mythics arrive in generations: Gen 2 at roughly state day 40, then a new generation about every 80 days. Each generation is one Infantry, one Lancer, one Marksman.

Gen~State ageInfantryLancerMarksman
1startJeronimo (VIP/paid) · Natalia (paid)MollyZinman (utility)
240+FlintPhillyAlonso
3120+LoganMiaGreg
4200+AhmoseReinaLynn
5280+HectorNorahGwen
6360+Wu MingReneeWayne
7440+EdithGordonBradley
8520+GatotSonyaHendrik
9600+MagnusFredXura
10680+GregoryFreyaBlanchette
11760+EleonoraLloydRufus
12840+HervorKarolLigeia
13920+GiselaFloraVulcanus
141000+ElifDominicCara
151080+HankEstrellaViveca
161160+SeigelUrsarAisling
171240+AidenBerthaEleanor

Bold = the usual F2P-accessible (Lucky Wheel) hero of that generation. Each gen ships one hero via the Lucky Wheel (gem spins — the F2P path), one via Hall of Heroes (Marks of Valor), and one via paid packs or competitive events.

Who to invest in

One deep carry per class. A Lv 80, 5★ hero beats five Lv 60, 2★ heroes. The widely cited F2P ride across generations: Mia (G3) → Hector (G5) → Bradley (G7) → Gatot (G8) → Blanchette (G10) → Eleonora (G11) → Karol (G12) → Vulcanus (G13) → Cara (G14) → Estrella (G15) → Aisling (G16). Generations 2, 6, and 9 are commonly skipped. Reina (G4) is the standout early-mid pick (control + AoE + rally strength).

  • Gen 1 starts: Molly (best early F2P — AoE + freeze), Jeronimo (paid/VIP 7 — early rally and arena king), Zinman (build his construction economy skill, ~3★), Sergey (best free infantry defense), Bahiti (exploration DPS + march speed).
  • Late-game meta (2026): Infantry — Eleonora (F2P), Seigel/Elif/Hank (spender). Lancer — Karol and Estrella (F2P), Ursar/Dominic (spender). Marksman — Blanchette, Vulcanus, Cara, Aisling (F2P), Rufus/Eleanor (spender).
  • Forever heroes: the Epic trio Jessie, Jasser, Seo-yoon never go obsolete as rally joiners (see Rally mechanics).
Watch outJeronimo and Natalia need their own hero-specific shards — Mythic General Shards do not work on them. Jeronimo also costs 20 shards to unlock instead of the usual 10.

Expedition vs Exploration skills

Every hero has two skill panels, and they never overlap:

  • Expedition skills apply whenever troops march with heroes — world PvP, rallies, garrisons, gathering, Bear Trap, Crazy Joe, facilities. This is ~90% of competitive power.
  • Exploration skills apply only in hero-only battles — the Exploration campaign, Arena, and Lighthouse events.

Skill manuals are separate currencies: spend Expedition Manuals on your march and rally heroes first, Exploration Manuals on your Arena team. If you mostly join rallies, only the first expedition skill of your first-slot hero matters — max that one skill on Jessie/Jasser/Seo-yoon and you're done.

Hero shards and recruitment

Star-ups cost shards: 1★=10 · 2★=40 · 3★=115 · 4★=300 · 5★=600 — 1,065 total. The fifth star alone costs more than the first four combined. Recruitment (Platinum Keys for Advanced, Gold Keys for Epic) is a shard-and-manual drip — pulling a complete Mythic is negligible and no pity counter is documented. The pool rotates newer-generation shards in as your state ages.

Hall of Heroes (recurring, commonly Sun–Tue): Marks of Valor buy featured current-gen shards (~10 Marks), Mythic General Shards (~12), previous-gen shards, and Widget Chests. One Mark free per cycle; 150 gems each after. Marks are generation-locked — leftovers don't carry to the next generation's shop, so never buy Marks without a defined target ("Ursar to 3★"), and compare gem efficiency against the Lucky Wheel first.

Exclusive weapons and widgets

Every Mythic has a fifth gear slot for a hero-specific Exclusive Weapon (e.g., Jeronimo's Dawnbreak), unlocked once the hero reaches 1★. It levels with widgets: 5, 10, 15, 20, 25, 30, 35, 40, 45, 50 per level — 275 widgets to max. It grants big stat boosts plus two exclusive skills — skill 1 at weapon level 1, skill 2 at level 2.

F2P breakpointWeapon Level 2 costs just 15 widgets and activates both exclusive skills. Get every main-march Mythic to L2 before pushing anyone higher.

Widgets are among the scarcest F2P resources (Mystery Shop, Hall of Heroes, Frosty Fortune / Emporium of Enigma events, Tundra Trading Station — no steady free farm). One hero at a time, and only a long-term carry.

Hero gear: who gets it, and which pieces

Concentrate gear on the heroes who actually lead your marches — gear on bench heroes is wasted power. Your rally/march trio (one infantry, one lancer, one marksman hero) gets gear before anyone else, damage dealers first, and gear always matched to the hero's class. Expedition stats beat exploration stats for anything involving troops.

The four pieces split into two pairs: Goggles + Gloves = offense (attack), Boots + Belt = defense (defense/health). Upgrade by the hero's job:

  • Marksman: Goggles and Gloves first — attack multiplies their whole back-line contribution, especially in Bear Trap and rally scoring.
  • Infantry: Boots and Belt first — defense/health keeps the front line alive and the infirmary emptier.
  • Lancer: slight edge to attack pieces, but with tight materials lancer gear waits behind the other two.

Upgrade the priority pair roughly together (the stat curve rewards it), but between pairs stay ruthless: damage pieces on damage heroes, tank pieces on tanks. Practical order with scarce materials: marksman Goggles/Gloves → infantry Boots/Belt → fill in the rest.

Growth vs Combat — and the bench passives

Every hero carries a subclass: Growth (wrench — city development) or Combat (crossed swords — fighting). Sending a Growth hero like Zinman as a rally captain wastes him entirely; sending Molly to boost gathering wastes her the same way.

The passive nobody noticesZinman and Jasser apply their economy bonuses from the bench — owning and leveling them is enough. Zinman gives construction speed and reduced construction cost at 3/6/9/12/15% per skill level. Level both early; the return runs for the life of the account.

The starter roster — and when to stop investing

Early heroes carry you and are then replaced. Knowing the stop point tells you where not to spend:

HeroJobStop investing when
SergeyEarly frontline — defense buffs, good in early PvP and Crazy JoeGen 2 arrives — swap to Flint. Never spend premium materials on him
JessieArena/exploration + the classic rally-joiner first skillKeep longer than most Epics — scales with stars
JasserBench passive + rally joinerNever — bench value costs nothing
GinaBeasts and Polar Terrors, permanently — maxed, cuts beasts 10→8 stamina and Terror rallies 25→20Never. But never send her on truck escorts — her skills only affect beasts
BahitiBudget backline / explorationYour first real Mythic marksman
PatrickGarrison specialist — Super Nutrients gives +5–25% health to troops he leads, plus passive healingHis first expedition skill at ~3+. Worthless on attack; never feed him your rally lead's manuals
Cloris / Charlie / Eugene / SmithRare filler + gathering specialistsThe moment any Epic is available (keep them for gathering marches)

Generation highlights (why each F2P pick matters)

  • Flint (G2) — the direct upgrade over Sergey; counterattack kit, Arena defense staple. The day Gen 2 lands, that swap is the plan.
  • Alonso (G2) — bypasses the frontline to hit the backline; excellent vs infantry-heavy enemies. Philly (G2) — the healer exception: gear her with the defense pair despite her class (pairs follow role, not class); farmable from Intel ~day 195.
  • Hector (G5) — infantry core with a 25% troop attack buff; long-time staple rally lead.
  • Bradley (G7) — the classic save target: his rally-wide 25% attack buff boosts the entire rally, not just his class. Gordon (G7) — poison Bear-rally specialist, but effectively whale/top-HoH gated; don't half-chase him.
  • Gatot (G8) — nearly unkillable; replaces Hector.
  • Gen 6 — the standard F2P skip. Sitting out a generation on purpose is a strategy, not falling behind.

Who to send, by activity

Doing thisSendBecause
Leading a rallyBest percentage-based all-troops Combat heroThe leader's full expedition kit drives the whole rally — and the best captain is whoever has the highest Command Center + rally research, not necessarily your strongest player
Joining a rallyJessie / Jasser / Seo-yoon in slot 1Only your first-slot hero's first expedition skill can count (top 4 joiners) — see Rally mechanics
Garrison / defenseInfantry lead with damage reduction (Patrick early)You can't scout when defending — build for the worst case
GatheringGathering-skill hero in the first slot, other slots empty5/10/15/20/25% efficiency by skill level
Beasts / Polar TerrorGina, alwaysStamina is the real cost; a 20% discount beats any damage increase
Truck escortCombat expedition heroes — not GinaHer skills only affect beasts; useless on cargo
Arena / ExplorationTop 3–5 with Exploration skills leveledDifferent tree entirely — this is why high-power players lose Arena
City developmentZinman + Jasser on the benchPassives apply whether deployed or not

Where shards go — five rules

  1. One rally leader. Feed only them. Spreading shards across a roster is the most common way to waste a year of play.
  2. Orange over purple, always. A maxed Epic loses permanently to a mid-tier Mythic (rally joiners excepted — their skill-1 investment is cheap and eternal).
  3. Check whether the next star unlocks a skill or just stats. At 4★–5★ each sub-star runs ~100 shards; skill unlocks justify it, stat bumps usually don't.
  4. Never feed a hero you're about to replace. Sergey is the classic trap.
  5. Bank through skippable generations (Gen 6 is the standard sit-out).

Where shards come from: Arena is the most reliable free source — do all ten daily attempts and exchange tokens for Mythic shards (and later Mithril). Then Intel missions (which feed heroes two generations behind current from Gen 4 on), Hero Recruit, events, and King of Icefield Medals of Honor. Some heroes are gated behind top event rankings and are realistically out of reach — identify those early and don't half-chase them.

Verify classes in-gameThird-party tier lists contradict each other constantly on hero classes and kits. Trust the in-game Hero Recruit screen — it shows generation markers on Gen 3+ portraits and previews upcoming heroes.

03Troops & Combat

Formations, the counter triangle, rally mechanics, and what actually happens when armies collide — including when troops die for real and when they just visit the infirmary.

The counter triangle

Infantry beats Lancer → Lancer beats Marksman → Marksman beats Infantry, each via an innate +10% attack bonus against the countered class. Infantry hold the front row, Lancers the middle, Marksmen deal damage from the back. The frontline's whole job is to live long enough for marksman damage to land.

TypeRoleTier 7 skillFC camp skills (FC3→FC10)
InfantryFrontline tankBands of Steel: +10% def vs LancersCrystal Shield (25→37.5% chance to block 36 dmg); Body of Light (+4–6% def, +10–15% DR)
LancerMidline, balancedAmbusher: 20% chance to strike enemy Marksmen through the frontlineCrystal Lance (10→15% double damage); Incandescent Field (10–15% chance to halve damage taken)
MarksmanBackline damageVolley: 10% chance to strike twiceCrystal Gunpowder (20→30% chance of +50% dmg); Flame Charge (+4–6% atk, +25–37.5% while active)

Tiers T1–T10 unlock via troop camp levels; T11 "Helios" needs the Fire Crystal Age plus War Academy research; T12 "Exalted" (2026, oldest states) needs War Academy FC10 and per-type Exalted research. The jump between tiers dwarfs any within-tier stat research.

The rule behind every ratio

Troops engage in order — Infantry, then Lancers, then Marksmen — so every troop ratio is really a bet on how long the fight will last. If the enemy dies quickly, your back rows never take a turn and the capacity they occupied was wasted; if the fight runs long, your damage dealers get to work and heavy investment in them pays. That one idea explains why Crazy Joe wants 90% infantry and Bear Trap wants 80% marksmen — and when a new mode appears, ask how long the fight lasts and you can build for it before anyone publishes a ratio.

Two things override every ratio: power gaps (stat differences of 150–200% beat any formation — ratio is the tiebreaker between comparable armies, never a substitute for strength) and your charm rows (your strongest charm row should decide your damage type; a lopsided army built on your best-charmed troops beats a textbook one built on your worst).

Formation ratios by scenario

ScenarioInf / Lancer / MarksWhy
Default PvP march50 / 20 / 30Most-cited stable baseline
Attack rally (SvS, cities)50 / 20 / 3040/20/40 or 30/30/40 vs marksman-light defenders
Garrison / reinforcement60 / 40 / 0Marksmen dropped entirely — Sunfire meta
Bear Trap — rally lead10 / 10 / 80Bear can't hit back; ≥1 of each type activates all lead skills
Bear Trap — joiner~100% MarksmanOnly your first hero's first skill counts anyway
Crazy Joe90 / 10 / 0Waves die on the frontline
Labyrinth60 / 15 / 25
Alliance Championship45 / 25 / 35Counter-pick when the opponent's comp is visible
Sunfire Castle50/20/30 atk · 60/40/0 defTurrets target Infantry first
GatheringAny — load mattersLancers carry the most; tier sets capacity, heroes don't
Truck escort (Trade Route)Fixed comp — heroes onlySend combat expedition heroes, never Gina (beast-only skills); losing a raid costs up to 50% of cargo
Labyrinth (most zones)45 / 10 / 4560/15/25 also cited; Gaia Heart baseline 50/20/30 → try 60/20/20 on a narrow fail

Notes from the field: on the default march, 40/20/40 or 50/10/40 trades staying power for damage. On garrisons, one school runs 60/20/20 — keeping some marksmen preserves your damage ceiling against a patient attacker — while the Sunfire meta drops them entirely; both are defensible. Short on marksmen for Bear? Fall back to 20/20/60 rather than padding with infantry. And when rallying a fixed garrison, scout first and counter — enemy heavy on marksmen → more infantry; heavy on infantry → more marksmen/lancers — and never launch below full capacity.

Save your formationsThe game defaults to loading heroes by power and equalizing troops at 33/33/33 — wrong for nearly every mode above. Formation slots unlock at Furnace 10 (up to 8): set them once via Profile → Troops → Squads, including a 100%-marksman Bear-joiner preset. In a 30-minute Bear window that's the difference between three rallies and one.

Rally mechanics: leading vs joining

Leading: the captain's entire setup counts — all nine expedition skills across their three heroes, plus their hero gear, chief gear, charms, research, and pets. Rally capacity comes from the leader's Command Center (Lv 30 = 840,000 base) plus research. The lead march should include at least one of each troop type so class-conditional skills activate.

Joining — the most misunderstood mechanic in the game: the rally copies exactly one thing from each joiner: the first expedition skill of the hero in their first march slot. Everything else — other heroes, gear, charms, pets — is ignored (troops still add their stats). Only 4 joiner skills count, and the game keeps the four highest-level first-skills; a later joiner with a higher-level copy bumps a lower one out.

  • Best attack joiners at skill Lv 5: Jessie (+25% damage dealt — multiplies normal attacks, skills, and pets; the gold standard), Jasser (+25% damage dealt), Seo-yoon (+25% troop attack).
  • Defense joiners: a lead hero whose first skill boosts troop defense/health.
  • Joining with a useless first skill (e.g., Gina's stamina discount) occupies one of the four slots and lowers the whole rally's damage. Alliance doctrine: better to send no hero than a bad one — troops fight fine heroless.

Training vs promotion

Promotion costs only the difference between tiers — there's no resource penalty for training low and promoting later, and the time saved is enormous: the same speedup budget promotes roughly 3–4× more troops than fresh-training them, which also means 3–4× more points in training events.

The metaOff-event, continuously train the tier below your max and stockpile. When a scoring event starts (SvS prep training day, Hall of Chiefs), mass-promote the stockpile. Train fresh only when your total troop count is low.

How battles resolve — and when troops actually die

Battles are automatic turn-based simulations: both sides strike simultaneously each round. The stat pairs: Attack vs Defense decides how much damage lands per hit; Lethality vs Health decides actual kills. Community priority for offense: Lethality > Attack > Defense/Health. No exact public formula exists.

Battle typeLosses
Beasts, Bear Trap, most PvEInjuries only — everything heals in the Infirmary
Foundry, Canyon Clash, Frostfire, ChampionshipZero — troops auto-restore after the event
Facility fights Lv 1–3Injuries only
Facility fights Lv 4Real deaths
Player-city battlesReal deaths — ~35% of attacker casualties die (community figure); defenders mostly injure
Castle / SvS eventsInfirmary until full, then overflow dies — Field Triage (50 h post-SvS) revives most battle-day losses

The Enlistment Office holds 4× your Infirmary capacity and catches overflow: defenders recover ~70% of it; attackers recover materially less (sources disagree on exactly how much — see Data Notes). Keep the Infirmary leveled and never deploy more than your hospital can cover in a real-loss fight.

Defending your city and garrisoning others

Assign a City Defense lineup (tap the Barricade → City Defense): three heroes, one per class, whose expedition skills defend every incoming attack — including while you're offline. Park your best defensive heroes there. Layers of protection: 8-hour shields (5 free with a 7-day cooldown), Counter-recon, defensive research, and alliance territory (enemies can't teleport into it). A fully burned city gets randomly teleported.

Garrisoning: the host's Embassy caps reinforcement size. The game auto-selects a Bonus Source — the member with the best stats — and applies that player's stats and skills to the whole garrison, plus up to four joiner first-skills, mirroring rally rules. Doctrine: 60/40/0, best defensive first-slot hero, and time reinforcements to land between enemy rally hits so the garrison never sits thin.

Arena

Hero-only auto-battles against preset defense teams — Exploration skills only, five heroes (2 front, 3 back), class triangle applies. Five free attempts daily (+5 buyable at 100/200/400/600/800 gems). Attack losses cost nothing; defensive losses lose points — and you can't be attacked until your first attack of a new season, so delaying your opener is a legit shield. Best shop buy: the Custom Mythic Hero Gear Chest (12,000 tokens).

04Chief Progression

The long game: Furnace to 30, the Fire Crystal era beyond it, and the permanent power systems — chief gear, charms, research, pets, War Academy, Daybreak Island.

Furnace priorities and milestones

Build order that never changes: Furnace → its next prerequisite → Embassy (keep within 1 level of Furnace) → Research Center → the three troop camps in rotation → Infirmary before PvP events → Command Center if you lead rallies. Resource buildings are filler.

FurnaceMeat/Wood eachCoalIronBase timeUnlocks along the way
10~460K~92K~23K6 h
15~4.6M~930K~230K18 h
18–19F18 Beast Cage (pets) · F19 Dock → Daybreak Island
20~21M~4.3M~1M3 d 10 h
22Chief Gear unlocks
25~81M~16M~4M18 d 8 hChief Charms unlock
26T9 troops — a real power spike
30~300M~60M~15M40 d 4 hT10 troops · gateway to the Fire Crystal Age

F1→F30 takes roughly 4–8 months F2P. Run two construction queues, always pop big upgrades during scoring events, and stockpile toward the F25→26 and F29→30 pushes rather than drip-upgrading.

The prerequisite pattern: every Furnace level needs the Embassy one level below the target plus one rotating second building (a troop camp or the Research Center), and prerequisites cascade — the Embassy has its own requirements, which have theirs. Level the Embassy and the next rotating blocker first, so the Furnace timer starts the moment you have resources. Milestone unlocks along the way: F8 Arena + Monument, F10 first formation slot, F11 Enlistment Office + T4, F13 Drill Camp, F15 Hero Gear, F16 Frostfire Mine eligibility, F19 Labyrinth + Daybreak dock, F20 Mastery Forging.

Pause at Furnace 26Before pushing to 30, level all three camps, clear the research backlog, and rebuild resources. People sprint the Furnace and arrive in the Fire Crystal age with tier-8 troops and an empty warehouse. Arrive with an army instead.

The Fire Crystal era (FC1–FC10)

Past Furnace 30, upgrades consume Fire Crystals and, from FC5-1 onward, Refined Fire Crystals — the true endgame bottleneck. Each FC tier has sub-stages (FC5 → FC5-1 … FC5-4 → FC6). Seven buildings advance through the era:

Building (L30→FC10)Fire CrystalsRefined FCWhy it matters
Furnace11,610870The ceiling on everything
Troop camps (each ×3)~5,215~383Camps at FC3/FC5/FC8/FC10 unlock troop Crystal Skills — best combat value per crystal
Embassy2,891208Recurring prerequisite
Command Center2,314174Rally capacity
Infirmary2,314174Wounded capacity
Total, all seven~34,774~2,574

Crystals come from the Crystal Laboratory (daily Normal Refinement converts resources → FC; weekly Super Refinement converts FC → RFC — first attempt each day is discounted), Intel missions, and events. Don't super-refine away FC you'll need for the next building step — FC6+ demands both currencies at once.

FC stages also cost enormous ordinary resources, always in a 1 : 1 : 0.2 : 0.05 wood : meat : coal : iron ratio — FC2 ≈ 65.5M wood + 65.5M meat, FC5 ≈ 84M each, FC10 ≈ 160M each. Wood and meat are a universal bottleneck in every state, not a personal failing.

Three FC-era rules: 1) don't convert every Fire Crystal into FC Shards — the War Academy needs crystals to raise its own level first; 2) camp FC levels upgrade every troop you already own automatically — the highest value per crystal in the age; 3) never start an FC upgrade you might cancel — cancelling refunds only 50%.

Chief Gear

Six pieces (Furnace 22+), paired by troop type: Coat + Pants boost Infantry, Ring + Weapon boost Marksmen, Cap + Watch boost Lancers. Tiers run Green → Blue → Purple → Gold (Mythic) → Red (Legendary T1–T6), from ~+9% up to +255% attack/defense per piece; Red also adds troop deployment capacity (up to +1,780).

  • Balance first: the set bonuses (3 matching-quality pieces = extra Defense for all types; 6 = extra Attack for all types) usually beat pushing one piece ahead.
  • When forced to choose: Infantry pieces → Marksman → Lancer.
  • Materials: Hardened Alloy (Polar Terror, beast hunts, Crazy Joe, event shops), Polishing Solution (Frostfire Mine, Crazy Joe), Design Plans (Blue 2★ on), Lunar Amber (Red only — the rare one; Material Exchange and top events).
  • A full maxed set costs ~25.9M Alloy / 272K Solution / 48.2K Plans / 6,000 Amber — a multi-year F2P project. Waypoints: full Purple → Gold T1 → Gold T2 3★ → Red.
TimingOnly upgrade chief gear and charms on SvS-prep or Hall of Chiefs days that score them — each charm point is worth ~70 SvS points.

Chief Charms

Furnace 25+. Three slots per gear piece — 18 charms, split 6/6/6 by troop type — adding Lethality and Health (the stats gear doesn't give). Levels 1–18; Charm Guides + Designs throughout, Jewel Secrets from ~level 11 up. Level all 18 evenly to ~3–4 first, then push your main type's six. Level 11 is the F2P wall (Jewel Secrets start); park there and stockpile. The Giant Elk pet is the steady free faucet for charm materials.

Research

Three trees. Growth first: Tool Enhancement (research speed — max it first, it discounts everything after), Tooling Up (construction), training capacity/speed, and Command Tactics (+march queues — the sleeper pick: it multiplies gathering, hunting, and rally participation at once). Economy: gathering-speed lines pay fast early (up to +242.5%, the largest single bonus in the game), then taper; raw production research last — output is the cheapest thing to fix. Battle: Regimental Expansion (march size) is the single most valuable combat line in the game; Infantry Defense is the first stat node worth having (a tanky front holds the line), then your damage type's attack lines. Keep the queue running 24/7 and save big techs for research-day events — the tree is not meant to be completed in order, and blind-researching whatever's next is the most frequent way players stall.

Drill Camp note: hero XP output runs off your lowest instructor — one hero at 80 next to a fifth at 65 buys almost nothing. Level five together, and remember hero levels are capped by the Furnace.

Pets

Beast Cage at Furnace 18 (state age 55+ days). Pets give passive stats always, plus one active skill per day. Focus 1–2 pets instead of spreading pet food.

PetDaily skillUse
Giant ElkMystical Finding — charm mats / fire crystals (51→23 h cooldown)Best long-term F2P pet — fire it on cooldown forever
Iron Rhino+150,000 rally capacity, 2 hMandatory for rally leaders
Snow Ape+15,000 march capacity, 2 hYour own march
Saber-tooth Tiger+10% troop lethality, 2 hPvP damage
Cave Lion+10% troop attack, 2 hPvP damage
Titan Roc / Snow Leopard−5% enemy health / +30% march speed, −5% enemy lethalityDebuffs
Cave Hyena / Arctic Wolf / Musk Ox / Giant Tapir+15% build speed 5 min / +60 stamina / insta-gather / +500 pet foodDaily economy
Mammoth (~state day 370)Defensive shieldPvP survivability

Advancement every 10 levels needs Taming Manuals (then Energizing Potions at 30+, Strengthening Serums at 50+). Refinement rolls bonus stats: Common Wild Marks to Purple quality, Advanced Wild Marks to Gold. Do the Beast Cage dailies without fail.

Two currencies, opposite strategiesEvery pet in the cage gives passive troop attack/defense just by existing, scaling with pet food — so food is worth spreading. The skills live on your top pets and scale with advancement — so Wild Marks and advancement materials are worth concentrating. Getting this backwards is the usual mistake.
  • Pets unlock sequentially — each requires the previous at a set level (Giant Tapir is gated behind Musk Ox 15). Clear the gates with the minimum, then bank marks for your real target.
  • Combat pet skills fire automatically at deployment, calculated at their level at that moment — feed pets before registering for Alliance Championship or big events. City skills (Cave Hyena's build buff) still need a manual tap.
  • Beast hunting math: with Gina, one Polar Terror rally = 20 stamina for 3 event points vs three beasts = 24 stamina for the same 3 — Terrors win for event points, but level-26+ beasts win for SvS Beastslay. Different events, opposite answers.
  • Collect the Storehouse 120-stamina package at 12:00 and 24:00 UTC — 240 free stamina daily, lost if you miss the next drop. The single most-missed source in the game. And never let stamina sit at cap.

War Academy

The FC-era military tree (roughly Furnace FC5 + state age ~220 days). It researches T11 Helios troops, then T12 Exalted (five sequential research chains per troop type, then huge Molten stat grids), plus battle skills like Indomitable Wall, Meridian Phalanx, and Starfire. Full completion is ~17.8M power and 131+ days of base research. Priority: your main troop type's chain, rush to T11, then the Exalted chain for T12.

Daybreak Island

Furnace 19 side-zone that feeds permanent account-wide buffs. Clear trees → Life Essence → Tree of Life (Lv 10 ≈ 100K LE) → buff decorations. What matters: one of each Rare/Epic/Mythic buff decoration (gathering, march speed, up to +10% troop stats — duplicates don't stack), limited event decorations when offered, and the Starry Lighthouse (Tree of Life 10; maxed = +10% troop lethality and health). Vegetation decorations are cosmetic — skip. Daily: collect essence, visit three allies.

05Materials & Currencies

Mithril, Wish Sigils, the three fire-crystal currencies, and the wish shops — what each is for, and when it's too early to care.

The rule for all of them

Most special currencies sit behind a chain of prerequisites. Before you chase any material, check whether you can actually spend it. The most common late-game mistake is grinding a currency whose unlock is still months away.

Mithril and Legendary hero gear

Mithril has exactly one purpose: empowering Legendary Hero Gear. The chain before it does anything: take a Mythic hero-gear piece to enhancement 100 and Mastery Forging 10 → sacrifice two other Mythic pieces (any type — spare pieces finally have a purpose) to ascend it to Legendary → push the Legendary piece to level 19 and Mastery 11 → only now can Mithril be applied.

Gear levelMithrilMythic gearNote
20103First empowerment: +20% Expedition attack or defense by piece
40205Needs level 39 + Mastery 12 first
60305
804010
1005010Max — 150 Mithril + 33 Mythic pieces total
IrreversibleLegendary gear cannot be reforged. Choose the piece you want as a permanent cornerstone before you ascend.

Free source: the Arena Shop — 3 Mithril per season at 10,000 Arena Coins each. That's another reason the ten daily Arena attempts matter: they feed Mythic shards and Mithril at once. Kasia's Wish House also stocks it (top-priority buy there). Not there yet? Bank it and forget it — don't let it distract from Fire Crystals.

The Wish Station (Fire Crystal era)

When your Furnace reaches FC1, the Suggestion Box becomes the Wish Station. The loop: complete survivors' Wishes → earn Wish Sigils → spend them in the Wish Shop on construction materials → build the 9 entertainment facilities → each finished facility produces daily random rewards forever: Chief Gear, Chief Charm materials, pet materials, Expert materials, Hero Gear.

Why it matters more than it looksThose facilities pay the exact materials that bottleneck mid-game accounts — daily, free, permanently. And higher FC Furnace levels raise the daily output, so it compounds with progression you're doing anyway. The only cost is remembering to open it.

Fire Crystals vs FC Shards vs Refined FC

CurrencyUsed forWarning
Fire CrystalsFurnace + the six other FC buildings, troop tier upgradesDon't convert them all to shards — the War Academy needs crystals to raise its own level
Fire Crystal ShardsWar Academy Helios (T11) research — roughly 13,400 per troop lineUseless if your Academy is too low to spend them; one troop line at a time
Refined Fire CrystalsLater FC stages and T12 researchProduced by the Crystal Laboratory — check it daily

The highest-value crystal spend most players miss: raising a troop camp's FC level upgrades every troop you already own — automatically, no retraining, no per-unit cost.

Gear materials vs charm materials

Gear gives Attack and Defense; charms give Lethality and Health. They stack on the same piece and run on completely separate materials (gear: Hardened Alloy, Polishing Solution, Design Plans · charms: Guides, Designs, Jewel Secrets) — they don't compete, so push both. Damage is roughly Attack × Lethality, and the game hands out far more Attack than Lethality — which is why charms often return more combat power per material than gear.

  • Push one gear piece to Gold to unlock the Enhancement Material Exchange, and one charm to level 11 for the Charm Material Exchange — both convert surplus into whatever's bottlenecking you.
  • Design Plans gate gear past Blue; Jewel Secrets gate charms past ~level 11 — prioritize those in limited shops.
  • Uneven charm rows mean you've picked a main troop type by accident — make sure it's the one your camps, research, and gear favor.

The wish shops and spend events

Kasia's Wish House — Wish Vouchers roll a prize board; every 100 wishes triggers a Sincere Wish that guarantees Dream Marks for Kasia's Shop. Shop priority: Mithril → Fire Crystals → Design Plans and Charm Guides (best for F2P) → speedups.

Wishful Emporium — the customizable pack at the end of each State of Power cycle, live ~24 hours. Three selection slots and you can pick the same material in all three — concentrate on your single bottleneck rather than diversifying.

Mia's Fortune Hut — the popular "open 5–6 orbs then reset" advice is wrong. Odds ramp: ~1.8% on the first orb, ~3.9% second, ~6.4% third, ~13% by the fifth, ~25% by the sixth, 100% at the tenth — resetting early bails out right before the odds turn. A full round can cost ~95 tokens, so don't start one you can't finish; tokens carry over between events. Set Fire Crystals as your Wish Reward once you're in the FC age.

Treasure Hunter — good free value: daily missions give pickaxes and every tile returns something. Pick the Ultimate Treasure that matches your actual bottleneck (changeable until found). Budget for the max search count — a standard floor can take 14 searches, a Supreme Chamber up to 22 for roughly double the reward; check the ratio before committing.

Crystal Reactivation — Embers buy Fire Crystals or FC chests; check chest odds against the flat rate, and save for one concentrated redemption.

06Events

Events are the F2P paycheck. The calendar runs on a Monday 00:00 UTC heartbeat, and everything you bank has one correct day to be spent.

The weekly rhythm

Every Monday a week-long personal points event begins — Hall of Chiefs (young states), King of Icefield, or SvS prep, whichever is current in your rotation. Each day is a themed stage (construction, research, training…). Crazy Joe drops in Tuesday and Thursday; Bear Trap fires on its own 48-hour cooldown; the Lucky Wheel usually appears days 2–4.

The core metaBank everything, then double- and triple-dip: a training speedup spent on Training Day during SvS prep, while an Alliance Mobilization training task is active, pays three times at once. Line up long timers to finish inside their matching day.

Bear Trap

The alliance summons a bear that cannot fight back — a pure 30-minute DPS race on a 48-hour cooldown (two traps possible; schedule them for opposite time zones). Rally leads run 10/10/80 with their best offensive heroes; joiners send ~100% top-tier marksmen behind a Jessie/Jasser/Seo-yoon first slot. Donate Explosive Arrowheads to level the trap (Lv 5 = +25% attack for the hunt). Mistakes: wrong joiner hero, low-tier troops, unsynchronized rallies, and healing (nothing to heal).

Crazy Joe

Twenty waves in ~40 minutes attack alliance cities and the HQ. Waves 7, 14, and 17 target online players only and pay roughly double — being online for them is the single biggest score factor. Waves 10 and 20 hit the Alliance HQ. Points scale with the share of each wave you kill; defending your own city pays full rate, reinforcing others 50%.

  • City garrison ~90/10/0 infantry/lancer; defense heroes set before it starts
  • Everyone cross-garrisons everyone; pile the HQ before waves 10 (lighter, ~30/70) and 20 (tanky, ~60/40)
  • Never heal or collect training mid-event — it recalls your reinforcements from everyone else's cities

State vs State (State of Power)

The flagship 10-day war every ~4 weeks: matchmaking → 5 prep days → Saturday battle day → 50 hours of Field Triage. The prep winner defends; the castle fight happens in the loser's state.

Prep dayThemeSpend today (representative points)
1City ConstructionFC on buildings 2,000 · Refined FC 30,000 · build/research speedups 30/min · charms 70/pt
2Research & HeroesLucky Wheel spin 8,000 · research speedups · hero shards 350–3,040
3Beast SlayPolar Terror rally 30,000 · big beasts 9–12,000 · Advanced Wild Mark 15,000
4Hero / Troop DevelopmentMithril 144,000 · widgets 8,000 · Essence Stones 4,000 · promote, don't train
5Power BoostEverything left — any speedup 30/min, pet mats, remaining FC

Battle day: kills and losses score by troop tier (T1–2 ≈ 1 pt up to ~15 for T11). The ±3 Furnace rule means no points against targets more than 3 furnace levels away. Attacking drops your shield (30-min re-shield cooldown); gatherers left on tiles are free points for the enemy. Field Triage revives most battle-day losses afterward — but stay within hospital capacity anyway.

Combat rules people get wrong:

  • The ±3 rule limits scoring, not attacks — a whale can still burn you for zero points. Shield regardless.
  • Rally range is calculated from the leader — a low-Furnace captain lets whales score on targets they could never touch solo. Assume the other state knows this too.
  • You get 3 free cross-state teleports, droppable anywhere in enemy territory — including inside their alliance zones.
  • Teleporting home loses any reinforcements you're carrying — decide who crosses and who holds before the day starts.
  • Auto-Join Rally disables above 90% infirmary capacity — members with full infirmaries silently stop joining defenses. Leaders: audit before every big rally.
  • Field Triage opens ~50 hours after battle with a state-wide +20% healing buff — don't burn healing speedups before it.
  • Both states can cross; only Sunfire Castle itself is restricted to the prep winner's side attacking.
  • Beastslay day: level-26+ beasts give the best points per stamina, and don't complete the 16:00 UTC Intel mission the day before — save the kill for inside the window.

The Labyrinth

PvE ladder from the Command Center at Furnace 19 — and it works unlike anything else: in every zone except Gaia Heart, the game supplies Level-10 troops. Everyone is equal on raw troop strength, so only your heroes, hero gear, pets, charms, and research decide the outcome. If you're stuck, improve the stat source that zone tests — not your formation.

DaysZoneTests
Mon–TueLand of the BraveHeroes and hero gear
Wed–ThuCave of Monsters / Charm MinePets and chief charms
Fri–SatResearch Center / Gear ForgeResearch, War Academy tech, chief gear
SunGaia HeartBroad mix — and your own troops
  • 45/10/45 for the mid-week zones; 50/20/30 as the Gaia Heart baseline (try 60/20/20 on a narrow fail).
  • The AI runs 33/33/33 everywhere except stage 10 of each zone, where it shifts to ~53/27/20.
  • Land of the Brave and Gaia Heart use three marches and nine heroes — concentrate into two strong marches rather than spreading across three.
  • Five attempts per active zone daily (00:00 UTC reset); don't spend all five on the same stage if nothing changed. Clearing a zone unlocks Raid (instant re-farm).
  • Don't burn expensive buffs on Gaia Heart — minister titles, alliance tech/territory, gem buffs, and facility bonuses don't apply inside. Pet skills fire automatically in Gaia Heart and Cave of Monsters.

Alliance Showdown

Monthly, ~6.5 days, cross-state: your alliance is matched against one opponent and scores stage-per-day (growth, hero development, pet training, gear enhancement, trade dominion, then full competition) — the same hold-and-dump logic as KoI, plus a truck layer: lettered trucks on your map belong to your matched opponent, and raiding them scores you while cutting their total. Star ratings set your reward tier; realistically it takes 20+ members hitting daily thresholds to compete — participation breadth beats individual heroics. Publish the daily stage in alliance chat every morning.

Castle Battle & the President

Saturday throne war for Sunfire Castle — hold it continuously ~2.5–3 hours to win outright, otherwise longest total occupation. Clear the turrets first: they bombard castle occupiers, but a turret held by a same-state alliance as the castle holder goes quiet. Reinforcing doesn't drop your shield; attacking and scouting do.

The winner's R5 appoints a President (+5% to all four troop combat stats, state-wide authority skills) who hands out six minister roles — Vice President (+10–15% build/research/train speed), Interior (+80–120% production), Health (+100–150% healing), Defense (+10–15% lethality), Strategy (+5–8% attack), Education (+50–75% training speed) — buffs are bigger while the holder is online. Winning both SvS prep and the cross-state castle makes a Supreme President (+7.5% all stats).

Foundry Battle

Bi-weekly 60-minute alliance-vs-alliance instance, zero real losses. Hold point-generating buildings: the central Imperial Foundry (9,000 capture + 1,800/min — worth more than all four corner Repair Facilities combined), Prototype Sites, and the Munitions Warehouse buff (+15% damage). Pre-assign squads, stock Advanced Teleports, grab a Transit Station early (−50% teleport cooldown), and put your strongest rallies on the Foundry in phase 2. Holding beats brawling.

Canyon Clash

Monthly three-alliance, 60-minute battlefield. Four phases: deploy → seize neutral buildings → fortresses unlock → the central Frozen Citadel opens for the final 20 minutes. Fuel pays for every deploy, move, and heal — save most of it for the second half. Bring three squads (strongest PvP / route defense / flex); fights at a building resolve 1v1 in queue order; leaving the field costs a 12-minute lockout. In a three-way fight, let the other two bleed each other, hold your buildings' per-minute income, then contest the Citadel with fresh fuel.

Frostfire Mine

~Bi-weekly 30-minute free-for-all — everyone is an enemy, including alliance mates; no real losses. Mine Orichalcum from veins (L1 8/s outskirts → L3 32/s center). Kill patrols early to level your in-event skill tree. Vein Outbursts (4,000 at 200/s) spawn around minutes 8–10 and 18–20 — the best value in the event. The Smelter opens at minute 23: the top occupier banks 100,000. Low power stays on the outskirts and never fights; high power contests the center and holds the Smelter.

Alliance Championship

Weekly automated 6-alliance tournament. Each member registers one march into one of three lanes; the top 20 marches per lane fight; win 2 of 3 lanes per round. Register your strongest PvP trio while your buffs are active — registration snapshots them, and re-registering after they expire overwrites the stronger version. Leadership stacks two lanes and concedes the third, varying the pattern each round. Spend badges on Polishing Solution first.

Hall of Chiefs → King of Icefield

The week-long personal points ladder, by state age: Hall of Chiefs for young states (top-10 overall pays Jeronimo shards), replaced by King of Icefield ~7 days after your first SvS. KoI runs 7 themed days; final milestones pay 2 Medals of Honor per stage (14/week) which buy the current generation's wheel-hero shards. Same discipline as SvS prep: spend to the reward breakpoint, then stop — rank 51 and rank 100 pay the same.

Three plays worth running every cycle:

  • Gather overnight before a scoring day — troops sent before reset return after it and the haul counts. Free points while you sleep.
  • Pre-load training queues with your highest tier and collect after reset; promotion scores the value difference, so promote rather than train fresh.
  • Save the whole pile for hero/pet day — a hoarded dump of shards, XP books, manuals, Wild Marks, and pet food at once is where F2P scores come from.

Not chasing rank? Target milestones on two or three strong days instead of competing on all seven — the correct call for a low spender.

Flame and Fangs

Two days (Mon–Tue) every other week, riding the KoI/SvS cadence — your normal Intel routine, paying roughly double. Firebeast and Firehunter missions appear at the Lighthouse and pay Crystallite Cores (regular Intel = 1 Core, the specials = 10; a full two-day clear ≈ 168 Cores). Spend priority in the exchange: Refined Fire Crystals → Fire Crystals → speedups → resources.

The +16 core trickIntel rewards don't have to be claimed immediately. The day before, complete Intel missions but leave the rewards unclaimed, then claim them all once the event is live — they count, lifting the haul to ~184. Best thing a leader can announce the night before: "stop claiming Intel rewards until Flame and Fangs starts."
Zero out before closeUnused Cores auto-convert to 10,000 meat each — far below shop value. There's a grace day for spending after earning ends; use it.

Alliance Mobilization

The rolling ~2-week task board. Draw personal tasks (gray → gold), re-rollable every 2 minutes — re-roll relentlessly for gold. You're not supposed to clear everything: skip tasks that demand big speedups or gear materials, take the ones your daily play satisfies anyway. Save the limited 200% booster for gold training or hunting tasks only. R4/R5 should re-roll the shared alliance tasks every 30 minutes.

The smaller rotation

EventCadenceThe one thing to know
Lucky WheelPoints weeks, days 2–4Save gems; spin on Hero Development day so every spin also scores event points. ~120 spins (~162–168K gems) fully ascends the wheel hero
Brothers in Arms (kill event)~Monthly, 2 daysPoints for kills in your own state. Hit inactives and exposed gatherers; don't gather; the classic play is a consensual garrison trade with a partner, then shield
Fishing TournamentMonthly, ~3 daysBait caps at 10 — don't let it sit full overnight; finish the collection for the milestone chunk
Journey of Light~Monthly, 5 daysAssemble treasures into higher rarities instead of opening them low
Tundra Trade Route~6 daysEscort your rich trucks off-peak; scout before raiding others
Tundra Trading Station~Monthly, 2 daysSwap genuine surplus (spare shards/manuals/widgets) into Legendary gear vouchers — only true surplus
LabyrinthOngoing PvE ladder5 attempts/day; clear zones to unlock Raid re-farming; Glowstone shop has hero-gear mats
Mercenary PrestigeMonthly, ~3 daysFailed attacks refund stamina — always fight at your ceiling; same stamina, better loot
Frosty Fortune~Every 4 weeksDaily tasks → Enigma chests → Emporium (a good widget source); decide upfront what you're saving Thorns for
Fortress BattlesWeekly (Fridays)See Alliance & Territory
Endless Trials (Wulfgar)Recurring30 solo attacks daily, ranked on highest single-instance damage — experiment with 29, then stack every buff on your best one
Hero Ascension Training / Exclusive Gear ForgeRotatingPoints for ascending heroes / leveling exclusive weapons — hold every ascension and widget until these open
Gina's Revenge → Hero's MissionEarly states → ~day 195World-map bosses paying hero shards — the cheap way to star up Gina's permanent 20% stamina discount while it exists
Frostdragon Tyrant / leaguesCross-stateBoss rally event; its Dragonborn's Truck exchange carries Charm Secrets for FC8+ states — a late charm checkpoint
Mercenary Prestige noteDifficulty locks for the whole event when you pick it — choose the highest you can actually finish (completion unlocks stronger tiers next month); leave alliance Captain bosses up until everyone has hit them
Foundry noteLosing a building scatters 50% of its stored points onto the field for anyone to loot — timed steals beat pitched defenses
Frostfire noteThe vein-hop: the level-3 left skill pays 5,000 per common-vein occupation once per minute — occupy, recall, hop; the right skill pays the same for failed captures (deliberate heroless fake attacks)

Cross-event golden rules

  1. Nothing gets spent "whenever" — the calendar is the strategy.
  2. Know the free events (Bear, Foundry, Canyon, Frostfire, Championship — go all-out) from the real-loss ones (SvS battle day, BIA, Lv 4 facilities — respect hospital capacity).
  3. Rally-joiner discipline is the cheapest damage multiplier in the game — teach it alliance-wide.
  4. Attendance beats power in timed alliance events.
  5. Milestones before rankings, always.

07Alliance & Territory

Ranks, tech, banners, facilities, and the fortress war — the machinery that turns 100 players into one force on the map.

Ranks and growth

R5 leads (HQ, banners, leadership); R4s run daily operations (tech priority, events, Bear Trap scheduling, kicks); R1–R3 are member tiers with no combat differences. Member cap grows to 100 via the Alliance Regimentation tech line. Alliance level (max 11) rises with donations — each donation adds 100 alliance EXP — and gates the HQ, Bear Trap (Lv 5 + HQ), and higher tech tiers.

Alliance tech

Three trees: Growth (member cap, help, gathering, Tundra Surveying for the second HQ, Fertile Land Expedition for center banners), Territory (Tactical Expansion raises the banner cap, Storehouse Expansion), and Battle (per-class stats, Rally Expansion). Donations recharge ~every 10 minutes with ~25 stored attempts — burn the stack daily, always into the flagged priority tech (+20% donation rewards). Priority order: Regimentation → economy techs → Tactical + Storehouse Expansion → Tundra Surveying → Rally Expansion and troop stats.

Territory: banners and nodes

  • First HQ is free, Icefield only; the Tundra HQ comes via tech (~700K/700K/400K/200K alliance resources). HQs can't be built in Fertile Land — you reach the center by banner-chaining from a Tundra HQ.
  • Each banner claims a 7×7 square and must touch existing territory — territory grows as a connected chain from the HQ. Costs escalate steeply: ~5,000 meat+wood each for the first 10, ~40,500 around #100, ~218K meat/wood + 145K coal + 79K iron each near the 285 cap.
  • Members inside territory get buffs, and enemies cannot teleport into your territory.
  • Resource nodes claim at ≥75% coverage and then auto-harvest hourly with no marches. Target intake ratio ≈ 4:4:2:1 (meat:wood:coal:iron). Higher-level nodes sit deeper in — Tundra Lv 6–7, Fertile Land Lv 8.
  • Enemy banner areas can overlap yours — plan tight lines (wostools' Territory Planner helps).

Facilities

Map buildings that buff the whole alliance — construction, research, training, gathering, troop attack, troop defense, march speed — densest near Sunfire Castle. The rules:

  • Your territory must physically touch a facility to attack it.
  • Capture = continuous occupation: Lv1 15 · Lv2 20 · Lv3 25 · Lv4 30 min (a control flip resets the clock).
  • Captured facilities are protected for 3 days, then pass through a vulnerable window — and the buff switches off while vulnerable.
  • Same type + different level stacks; same type + same level does not. Hard cap: 12 facility buffs — the ideal portfolio is 12 with no type+level duplicates.
  • Fights at Lv 1–3 facilities cause injuries only; Lv 4 fights kill troops for real.

The map, fortresses, and strongholds

The state map is concentric: Icefield (outer ring, spawn, Lv 1–5 tiles) → Tundra (Lv 6–7 tiles, second HQs) → Fertile Land (Lv 8 tiles, top facilities, no HQs) → Sunfire Castle at dead center, flanked by two turrets. Every state also has 12 Fortresses and 4 Strongholds — the strongholds nearer center, with tougher NPC garrisons and double the points and rewards.

Fortress Battles run Fridays across an 8-week season: register Mon–Thu (attack one fortress + one stronghold per week; holdings auto-defend), the state votes on the battle time, and the win condition is 30 minutes of continuous occupation or holding when the ~2-hour window expires. Rally the NPC garrison down, then saturate the building with reinforcements through the clock; defenders time swaps to keep resetting attackers' timers. Weekly control pays Fire Crystals, keys, and shards; ~88+ season points unlocks the top season rewards.

Farm alliances and farm accounts

A farm alliance is a shell that exists to feed its parent: alt accounts gather all day, keep minimal troops and a deliberately low-level Storehouse, and the mains "raid" them to withdraw the resources. Farms need a separate tag because you can't attack your own alliance — which also frees member slots and lets the farm claim its own territory.

  • A bloc's real strength is understated in power rankings — count the bloc, not the tag.
  • The farm network is a supply line, not a defense line: militarily soft, economically vital. Hitting it starves the main without fighting its troops.
  • Sister tags create pact deniability — any NAP should specify whether it binds alliance families or just named tags.
  • Personally: 1–2 farms is the sane max (second character on the same server, or separate bound accounts). Mark farms in their profile, and expect them to be fair game in war.

Alliance shop priorities

Spend Alliance Tokens on: 1) VIP points (permanent, ~500/day achievable — the #1 free VIP accelerator), 2) Advanced/Territory Teleporters (stock for Castle, Foundry, SvS), 3) speedups, then situationally shields, stamina, Transfer Passes, and discounted hero shards.

Secured gathering — the most underused alliance tool

The Secured Alliance Gathering Node lets squads collect with no threat of attack — one node at a time, any resource, 12 hours, unlimited members simultaneously. Set it to meat, rotate to wood; coal and iron are close to a waste of the single slot (see why meat drains and iron doesn't). Same logic for the alliance's claimed nodes: prioritize the Animal Farm and Woodmill.

Banner discipline: unconnected banners expire and refund only 10% — run straight lines toward facilities, node clusters, and chokepoints, not sprawl. And everyone should live inside territory: faster gathering and defense buffs are free the moment you move in.

Running an alliance well — the leader checklist

  1. Publish the event calendar and a hold list — what's coming, and what nobody should spend until it does. Most members lose more value to bad timing than bad strategy.
  2. Post the Bear joiner rule (100% marksmen, Jessie-type first slot) before every hunt until it sticks.
  3. Audit infirmary capacity before big rallies — members above 90% are silently absent from auto-join.
  4. Keep the Secured Node on meat, rotating wood — never coal or iron.
  5. Concentrate the alliance's rally leads — two great captains beat ten decent ones.
  6. Write the NAP with an enforcement ladder before the first incident, not after (see State Life).
  7. Set the truck-raid policy state-wide: out-of-state targets only, lettered Showdown trucks first.
  8. Post real numbers from your own account — "here's what my FC2 push actually cost" beats any external link.
  9. Onboard every recruit with the Start Here checklist. Culture is the only buff that compounds forever.

08State Life & War Politics

The layer above alliances: pacts, presidents, reading the map, and moving states.

NAPs and how states actually run

A NAP-N (non-aggression pact among the top N alliances) is the standard peace framework — no city hits, no tile hits, coordinated castle defense against the SvS enemy. It's enforced socially: violators get farmed by the coalition. Common clauses worth writing down: whether academies and farm tags are covered, a one-warning tile rule, and shield-or-consequences during SvS defense.

The President sets state buffs and titles (including the Tyrant debuff for troublemakers), distributes minister roles, and usually chairs the state Discord where castle plans, fortress assignments, and Bear schedules live. Organized-but-weaker beats disorganized-but-strong, every time.

Where NAPs failThe fix
No enforcement ladderEvery collapsed NAP dies here. Write it in advance: warning + restitution → protection revoked → the alliance answers for it
Truck raids uncoveredDoes "no attacks" include a Trade Route raid? Name it explicitly either way
Showdown conflictAlliance Showdown rewards raiding your matched opponent — who can be in your own state. Decide now whether Showdown suspends the NAP
Undefined limits and terms"Max 2 attacks" — per day? per week? per target? "Power shifting" means nothing to a new R4. Define everything
Scoped harassment rulesA rule protecting one group implies others aren't protected — write "no harassment toward any player"
Fortress designation"One fortress per alliance" needs a rule for how one becomes yours — first claimed, declared, or currently held
Stale membershipPin the member list with a review date; alliances merge and die and nobody knows who's still covered

Ministries: run a rotation, not a camp

Minister appointments are free, swap on a 5-minute cooldown, and are only worth what players time against them — so tie them to the calendar: Education (the +200 training capacity is the real prize) on troop-scoring days, Health immediately after a battle day, Vice President during build/research pushes, Interior on deliberate production days (remember it's additive — an advertised +80% delivers far less). Turn on auto-approve and publish the schedule. Supreme President versions of every ministry are stronger — worth aiming a state at, not just defending what you have.

Truck-raid policy is worth setting state-wide because the math is one-sided: an in-state raid moves cargo sideways between neighbors (no net gain to the state), while an out-of-state raid pulls resources in — and lettered Showdown trucks hit twice (cargo + opponent's score). Four raids a day; failed raids don't count against the limit, so there's no downside to punching up.

Reading the map like a scout

  • Whoever holds turrets + castle together wins Sunfire — watch which alliances position along the Fertile Land boundary.
  • Garrisoned HQs are rare; empty ones are cheap rally targets when a pact ends.
  • Shielded hives signal an alliance expecting (or starting) trouble; "Repairing" banners mean someone was just hit.
  • Track facility Defend Phase timers — a 3-day lock expiring is a contest window you can plan for.
  • An alliance's farm tags cluster near its main hive — map the bloc's economy, not just its army.

State transfer (immigration)

A 7-day window in three phases: Pre-Transfer (3 days — leadership sets the power cap), Invitational (2 days), Free Transfer (2 days). Eligibility: your hero generation and FC level must match the destination, the state-age gap must be within limits (~45 days under current rules), and you must be out of combat and out of any alliance. Costs 1–50 Transfer Passes depending on your profile vs the destination's rating (~85 passes buyable per month). Over-cap players need one of the state's 3 Special Invites (regen 1/month). You forfeit resources above storehouse protection — spend down or crate up before moving.

09Spending & Economy

What's worth money, what's a trap, and how free players compete: efficiency, patience, and never spending anything on the wrong day.

F2P reality check

Free players can build genuinely strong accounts — competitive in every alliance PvE event, valued rally joiners in SvS, VIP 7–8 within months — but won't out-power whales in the open field. F2P wins by efficiency: events are your paycheck, and event rewards buy what spenders buy with cash. Avoid ranking races; farm milestones.

If you spend: what's actually worth it

Purchase~PriceVerdict
Monthly Card~$5#1 buy — ~6,300 gems over 30 days plus daily VIP points; best $/gem in the game
Growth Fund~$10#2 — pays at every Furnace milestone F6–F30; buy it early so nothing is missed
Permanent 2nd builder queue~$5–10Best QoL purchase; doubles building throughput forever
Weekly/Ultra subscription cardslowSubscriptions beat one-time packs
Chief gear / charm packs$5–20Account-wide stats that never go out of style
Wishful Emporium / Myriad Bazaar bundlesvariesRepeatedly the best event deals — pick gear/essence/crystals over boosts
Speedup or raw-resource packsanyTrap — gameplay showers you with both
Hero-specific packsanyTrap — generations rotate and strand the investment
Impulse "limited offer" popupsanyTrap — waiting for the right event pack routinely doubles value

The community grades packs in gem-equivalent value per dollar (the monthly card's ~1,260 gems/$ is the benchmark) and by whether the contents are permanent (gear, VIP, queues) or consumable (speedups, resources). Permanent wins.

Gem priorities

  1. VIP points — 2,000 gems per 1,000 points; the best permanent conversion.
  2. Lucky Wheel — the F2P path to meta Mythics. 10-spins (13,500 gems) beat singles; ~120 spins fully ascends the wheel hero. This is what the hoard is for.
  3. Second-builder rental (1,000/48 h) if you don't own the permanent queue.
  4. Event-exclusive one-time offers at 50–70% off.

Never on: resources, speedups, or shop browsing. Gems come from Alliance Contribution rank (to 300/day), Arena, 90%+ Chief Approval, missions, map captures, and gift codes.

VIP milestones

VIPWhat unlocks
5Extra formation slot
6Second building queue — game-changing
7Daily Mythic General shard in VIP rewards
8Second research queue; daily rewards jump — the F2P target

Never break the login streak (daily points climb ~200 → 500), buy VIP points in the alliance shop daily, and convert spare gems.

Speedups and resources are event currency

Never burn speedups on short timers — alliance help handles those. Reserve them for 12h+ jobs inside scoring windows; Hall of Chiefs III+'s final stages pay ~300 points per minute of any speedup, which is the dump window. Spend type-specific speedups first, hoard generals. Same logic for resources: keep crates sealed in the bag (unraidable) and your open balance near zero — an overflowing warehouse is raid bait.

The biggest speedup source isn't a source — it's your Embassy. Higher levels mean more alliance helps and more time cut per click; in an active alliance that's free construction time every day, worth more over a year than any stack you'll accumulate.

Why meat and coal are always tight (measured)

Production and costs are both calibrated to a 1 : 1 : 0.2 : 0.05 meat : wood : coal : iron ratio — so in theory all four resources reach thresholds together. In practice meat and coal have continuous drains (meat feeds survivors and troops; coal burns in the Furnace constantly) while wood and iron just accumulate. That's the entire reason iron always looks over-supplied while meat is always short.

  • Weight meat gathering above wood even though costs are identical — only meat is being eaten. Watch coal harder than its ratio suggests. Iron marches are close to wasted — redirect them.
  • At Fire Crystal scale, city production is a trickle — a 65M requirement is closed on the world map: four gathering marches continuously, the alliance Secured Gathering Node, HQ placement near Lv 6–8 tiles, the Productivity Day policy (+100% output, 24 h), the Rush Job edict (five days of production instantly), and six survivors in every production building (a passive multiplier people leave half-staffed).

Worksites and multipliers: tested, not theorized

A worksite's level itself produces nothing. Leveling a production building only unlocks the workstations inside it, and only those raise output — measured directly, a Sawmill level-up moved production 0% while its internal workstations added ~+4%. If you've been leveling buildings and ignoring what's inside them, that's where the missing output is. Upgrade order when you do bother: Hunter's Hut → Coal Mine → Sawmill → Iron Mine (arguably never) — and skip all of it when a Furnace push is close, because worksites cost the very meat you're short of.

Production multipliers stack additively. A minister title advertising +80% delivered a measured ~+40%, because the account already held ~+100% from research and VIP: (1 + 1.00 + 0.80) ÷ (1 + 1.00) = 1.40. The more bonuses you already have, the less each new one is worth — know your current total before valuing any buff, pack, or appointment.

10Tools & Community

The sites and calculators the community actually uses.

Calculators and databases

SiteWhat it's for
WOS NerdsBear Hunt calculator, rally tracker, research/troop/gear/pet calculators, formation builder, base layout planner, event calendar, SvS history. Open-source.
WoS ToolsFull cost tables (Furnace 1→FC10), event wikis, calculators, Discord.
WhiteoutSurvival.devGift-code redeemer, state-age tracker, gear & charm calculators, Foundry planner.
WoS CalculatorUpgrade planning, SvS minister-role planning.
WoS Forge wiki · Fandom wikiCommunity wikis — buildings, events, heroes.

Communities and guides

  • WSCO Discord (discord.com/invite/wos-community) — the largest independent WoS community: gift codes, guides, the Aria bot.
  • r/whiteoutsurvival — meta discussion and pack-value sanity checks.
  • Deep-dive guide sites: onechilledgamer.com, wostools.net, heaven-guardian.com, ajackof.com, whiteoutsurvival.pl, the BlueStacks guide hub.
  • Gift codes: redeem free gems/speedups via the in-game code box or whiteoutsurvival.dev's redeemer; codes circulate in the Discords.

11Data Notes

Where good sources disagree, or numbers may drift with patches. Treat these as approximate and verify in-game.

Known disputes and caveats

  • Enlistment Office recovery for attackers: sources range from "overflow all lost" to "60% saved." Defenders' ~70% recovery is agreed; attackers recover materially less.
  • ~35% attacker death rate in city battles is a community figure, not official.
  • Garrison "Bonus Source": current guides say the game auto-selects the member with the best stats; older guides said the first reinforcer leads. The battle report is ground truth.
  • Estrella's (Gen 15) availability — Wheel vs pack — may vary by state; check your own wheel rotation.
  • Recruitment pity: no source documents one. Treat recruitment as a shard drip, not a banner to chase.
  • Generation cadence (~80 days) and exact event point values shift with patches and state age — the in-game event panel wins.
  • All building/gear/charm costs are community-datamined and rebalanced occasionally — close approximations, not gospel.
  • Rally joiner skills: one school of guides (including the Tundra Doctrine) says joiner hero skills never apply. The weight of evidence — the wiki, BlueStacks, alliance doctrine, and the wosnerds Bear calculator that literally optimizes joiner skills — supports the first-slot-hero first-skill mechanic (top 4 joiners by skill level) used throughout this codex. Either way, sending Jessie-types in slot 1 costs nothing and is standard practice.
  • Natalia is a purchased hero (confirmed in-game) — guides calling her "the F2P frontline" are wrong; treat Molly/Sergey as the free Gen 1 core.
  • Jessie's class is listed as Lancer by some sources and Marksman by others — tier lists contradict each other on classes constantly; the in-game Hero Recruit screen is authoritative.
  • Giant Elk: "skip it" advice judges combat value only. Its Mystical Finding skill is the steady free faucet for charm materials — no combat investment needed, but fire the skill on cooldown forever.
  • Garrison ratios: two schools — 60/40/0 (Sunfire meta, marksmen dropped) vs 60/20/20 (keep a damage ceiling vs patient attackers). Both defensible; match your alliance's doctrine.
Compiled from wostools.net, wosnerds.com, whiteoutsurvival.wiki, onechilledgamer.com, heaven-guardian.com, ajackof.com, theriagames.com, BlueStacks guides, wosforge wiki, the Century Games help center, and r/whiteoutsurvival. Fan-made reference — not affiliated with or endorsed by Century Games. Last compiled August 2026.

12State Clock

Enter your state's creation date and every milestone becomes a real calendar date — which hero generation is next, when systems unlock, and how long you have to prepare. Your dates are saved on this device.

Don't know the creation date? Estimate it: your VIP login-day count (if you joined at launch and never missed a day), or the first President's election date minus about 55 days. Real servers drift ±7–21 days from the community averages — when a known milestone lands on the wrong date, use the offset to calibrate.

Reading the shard datesFrom Gen 4 onward, Intel missions award Mythic shards for heroes two generations behind the current one — each generation entry shows when its heroes become freely farmable, roughly 160 days after release. That's the F2P acquisition date, and the one worth planning around.