In this guide you will find the most useful strategies for ☀️ Season 3 – Golden Kingdom for:
- Fast growth, useful especially in the first days
- Rules and suggestions for land capture
- Spice war
There are some similarities with Season 1 and Season 2, but many other things changed so read carefully.
Contents
Fast Growth
Prepare for Season 3 to gain an early advantage:
Generic:
- Buy Scarlett
and Universal Epic shards
from stores (as soon as available) to use them for upgrade to UR events
- Ask your R4/5 to give priority to alliance tech “Veteran Craftsman” to have a lower building cost for Season 3 seasonal buildings in mithril and sacred water. (even if the description explicitly says food/iron/gold reduction it also applies to seasonal resources)


Season 1/2:
- don’t spend all hero return tickets
in Season 1/2, use them in season 3 the first days in which even a low amount of mithril makes a difference (1k mithril or sacred water are among rare possibilities, check probabilities below )
Season 1/2 Celebration:
- during black market event purchase Eternal Pyramid (the decoration) to use its buff in season 3. IMPORTANT: the Eternal Pyramid listed in boosts is the decoration and NOT the base skin.

Heroes:
- Scarlett can be upgraded to UR
- the Heroes that will receive exclusive weapons in Season 3 are the ones that have the Desert Blessing boost, so prioritize their upgrade to 5 stars if you intend to use them.
- Marshall
- Schuyler
- McGregor

First days strategy
The first days of Season 3 is a struggle because of mithril shortage and low virus resistance, all these activities will help you to grow faster.
Generic suggestions:
- move your alliance to a better spot if you are in a bad position in map to go towards level 6 cities or if you have unfriendly alliance neighbors
- use war fever for all the activities that use attack to increment by 1% the power (not possible at the very beginning with everyone having a shield)
- check how to reduce costs for Blessing Fountain and Curse Research Lab in the next paragraph
- rallies: the virus resistance of the leader of the rally is applied to all participants, use this for digging strongholds captures.
- low virus resistance ally can request help to high virus resistance allies to kill higher level of doom elites for first kill rewards: low virus resistance ally starts rally with 1 low power hero squad and high virus resistance allies join to kill doom elite.
- Identify in your alliance a Resistance Leader: a strong player that is willing to purchase passes (and additional mithril pack) and will be active to help capture digging strongholds. The Alliance should reserve the Alliance Resource Tiles of Sacred Water and Mithril for this player and help the player to reach the highest curse resistance the fastest way possible. That player will be the rally leader for digging strongholds captures as his high curse resistance will be inherited by all participants in the rally, and the monsters can be killed in a more effective way.
Purchases:
- buy right away season battle pass and weekly pass (this one will be available only once Blessed Fountains are unlocked)
- purchase mithril packs, they are available since the very beginning of the season but only the first week and even if it says the availability is 1, actually you can purchase multiple packs, but each pack progressively doubles in cost and in mithril amount (~ 5/10/20/50 $)
- if possible acquire decoration “Ethernal Pyramid” as it gives boost as described in Season 3 -> Season 3 Banner -> Desert Blessing
Mithril and Sacred Water:
- IMPORTANT: Bring the Protector’s Field (that unlocks day 1 week 1) only up to level 10 and not further, because starting from level 11 it requires Mithril and Sacred Water that are important for other seasonal buildings. And anyway level 10 will give you already access to the full Desert Protectors’ features.
- arrive to Season 3 start with the radar with stacked missions, so to be sure to get a Desert Ruins radar mission (Mithril reward)
- don’t do a Doom Walker after reset the day your server receives Season 3. Wait for Season 3 to start and then kill the highest level of Doom Walker you are able to to receive a lot of mithril with first kill. Do that every day, level 190 can reward you with 207k mithril as first blood, no need to kill higher levels as they don’t give more mithril than level 190. New levels of Doom Walkers unlock with Season 3, probably at day 3.
- start killing immediately small zombies up to level 3 that don’t require curse resistance, you will obtain first kill rewards. Take into consideration that small zombies have a type (tank/missile/aircraft) and so dealt damage debuffs apply
- upgrade all Blessing Fountains only up to level 15 until you unlocked all of them (4 + 1 additional with weekly pass), then first all to level 16, then all to level 17, etc. Each time you reach level 15 of a blessing fountain the next one is unlocked.
- capture digging strongholds as soon as possible, as they provide hourly mithril to all members of alliance. Just remember to always collect the Mithril, to do so go to Alliance button -> Alliance Cities -> Tab Digging Strongholds and click on Claim all hourly.
- when you kill sandworm, rewards chests drop and they contain Sandworm Scales , collect them and go to the Desert Bazaar and purchase Mithril and Sacred Water
- acquire professional skill “trap landmine” that allows you to catch sandworms. Go on the map and watch it at different zoom levels, you will see at a certain point sandworms moving, track one of them and the moment it changes direction intercept it a few tiles ahead with the trap landmine. The trap must be placed in its path and not right on it to work.
Collect extra Mithril and Sacred Water:
- after each time you level up the curse research lab check for rewards in Season 3-> Season 3 main banner-> Goals-> Individual (if often does not show red dot notification)
- after you participated in killing a sandworm check for rewards in Season 3 -> Sandworm crisis -> Missions (if often does not show red dot notification)
- once you captured a digging stronghold: Alliance button -> Alliance Cities -> Tab Digging Strongholds
- once your Alliance Center reached level 5: Alliance button -> Alliance Center -> Mithril Plant, collect Mithril
Protectors:
- Desert Protectors are soldiers that will not come back from the battle they join so use them carefully
- Based on the number of Desert Protectors you have in the protector’s field different Desert Protector’s skills are unlocked
- It is better to save the Desert Protectors and use them for:
- Stronghold captures
- World Boss new records
- Giant Sandworms
- Helping your alliance resistance leader to kill high level doom elite to gain more Sacred Water and Mithril
Reduce costs for Blessing Fountain and Curse Research Lab
Blessing Fountain mithril costs and Curse Research Lab Sacred Water costs can be reduced with:
- your tech researches for building cost reduction “Master Craftsman”
- the engineer profession specialization, specifically level 35 “Resource Saving” skill (up to -5%)
- your alliance tech “Veteran Craftsman” about cost building cost reduction, ask your alliance to focus on that before season starts

Engineer – level 35 skill

Alliance Tech -> Development

Tech Research -> Development
Rules and suggestions for land capture
Season 3 has some news regarding the map: you will find cities, digging strongholds and trade posts
Cities are similar to Season 1/2 cities, they unlock following the S3 City Clash event.
Go to Alliance button -> Alliance City to see the Digging Strongholds and City you own, and to see limits of capture.



Digging Strongholds
Digging Strongholds are locations on maps that allow to dig Mithril. They are similar to dig sites of Season 2.
They are protected by Mummy Guards and Golden Annihilator/Defender/Striker. The higher the level of the Digging Stronghold the stronger the protector.
There are 3 different types of Golden Beasts defending the Digging Strongholds, click on the i to see the detail:
- Golden Defender is of type tanks
- Golden Striker is of type aircraft
- Golden Annihilator is of type missile



Digging Strongholds Capture Requirements
- Digging Strongholds are open for capture since the beginning of the Season, you are limited to capturing them because you need to increase your curse resistance to be effective against the Guardians of Digging Strongholds.
- The first alliance territory must be a level 1 Digging Stronghold
- At least a virus resistance of 2000 and squads of 30+ m are required to be effective against Guardians of Digging Strongholds.
Official Virus Resistance per Dig Site level
- Level 1: 3750
- Level 2: 6250
- Level 3: 8250
- Level 4: 9750
- Level 5: 10250
- Level 6: 10750
Digging Strongholds Capture Rules
- Maximum number of Dig Site you can own: 8, regardless of how many cities you own
- Maximum daily limit of dig site captures: 2
- Initial capture requires Guardians defeat with adequate Virus Resistance. Multiple rallies are needed to defeat these beasts (each hit give % damage), check rally suggestions in next paragraph. Once the Guardian is defeated you need to reinforce the Digging Strongholds, max 10 squads reinforcing
- The Digging Stronghold capture process is a challenge where the first alliance to reach 100% wins. The maximum capture time is 4 hours, and if full progress 100% isn’t made within that time, the attempt fails. If the Digging Stronghold was neutral, it stays neutral; if it was owned, it remains with the previous owner. An alliance’s capture percentage increases while reinforcing the site, with stronger squads accelerating the process.
- Once a Digging Stronghold is captured it goes in protection status for 36 hours and it is surrounded by Digging Stronghold Guards
- You can technically attack and reinforce an unlimited number of Digging Stronghold at the same time, but the moment you complete the second daily capture you will not be able to attack neutral or owned Digging Stronghold any more. If you were reinforcing another dig site (that so would count as third capture) your squads will be automatically kicked the moment the second capture completes.
- If a Digging Stronghold is owned by an alliance and attacked by another, a failed capture attempt will not count as a daily capture for the defending alliance.
- Your first alliance territory must be a Digging Stronghold level 1. Starting from this you can capture any adjacent territory.
- If you drop or lose an alliance territory and so you have now 2 separate sets of alliance territories you can continue to capture any territory that is adjacent either to one set or the other.
- When your alliance abandons a Digging Stronghold (with a 1-hour abandonment process), it becomes neutral, allowing any alliance, including yours, to recapture it. However, if the Digging Stronghold is still under protection status when abandoned, the protection status cooldown must expire before any alliance, including your own, can take control.
- There will be no cross-warzone Digging Stronghold captures in Season 3.
Virus Resistance in Rallies
When a rally is started, the virus resistance of the rally leader is applied to all rally members, unless they have a higher virus resistance, in which case it does not change for that single member.
This is an amazing feature that can be used to capture sooner Dig Sites, just ask your highest virus resistance ally to start the rallies
Example:
Rally Participants
Rally Leader: Resistance 2500
Member A: Resistance 3000
Members B, C, D: Resistance 1000
Virus Resistance applied during combat:
Rally Leader has a resistance of 2500.
Member A keeps his resistance of 3000.
Members B, C, D increase resistance to 2500.
Participation rewards
To earn participation rewards for first time digging strongholds capture it is enough to do 1 of the following:
- Participate in a rally to attack the Guardian with your high power squad (so a normal rally)
- Participate or start a rally to attack Guardian with a 1 low power hero squad (a participation rally)
- Reinforce Digging Stronghold during capture even just for 2 seconds
Initial Captures
Given the increased virus resistance of Guardians it is highly probable that not all alliances will not be able to capture the first level 1 Digging Stronghold the first day.
If you manage to capture the first level Dig Site then it is possible for you to capture an additional level 1 Digging Stronghold the same day
- Digging Strongholds are open for capture since the beginning of the Season, you are limited to capturing them because you need to increase your curse resistance to be effective against the Guardians of Digging Strongholds.
- The first alliance territory must be a level 1 Digging Stronghold
- If you have good players that are active and achieve 2000 curse resistance and have 35+m squad you should be able to capture at least 2 digging strongholds before the first server reset
- Day 2 it makes sense for you to extend your conquest to adjacent level 1 Digging Strongholds. Level 2 Digging Strongholds would be too difficult to be captured
Right before first server reset (day 1 of Season 3): 2 digging strongholds captured

Day 2 of Season 3: 4 digging strongholds captured

Spice war
In Season 3 the cross-warzone wars are similar to the ones in Season 2, based on 2 opposing factions, but with some changes.
Feedback about the previous Season was taken into consideration and this is the new Season 3 approach explained by the staff:
Season 3 will still be based on faction-based battles, with 8 warzones in each group competing in 4v4 factions. Based on feedback from Season 2, we realized that when powerful warzones ally into the same faction, it creates an imbalance. This not only takes some of the fun away from the stronger factions but also frustrates the weaker ones. To address this in S3, we’ve introduced a new strategy: Based on the overall strength of warzones after this transfer, the two strongest warzones will become the leaders of two different factions. The remaining 6 warzones will follow the same faction selection rules as Season 2, where the president decides which faction to join (if a faction reaches its capacity, one warzone will be placed into the opposite faction).
Warzones can choose which faction to join through the Faction Award Event in week 3 and then these 2 faction will fight each other during Spice War Event in week 4
Faction Awards Event
The purpose of the Faction Awards (week 3) is to divide Warzones into two factions: Scarlet Legion and Golden Tribe.
In the upcoming Spice War, the two factions will battle to capture the Spice reserves from each other’s alliance centers.
Faction Awards phases:
- Phase 1: Faction Leader Selection Stage
- Phase 2: Select Faction
- Phase 3: Faction Notice
After the event begins, commanders can teleport freely across eight warzones within the same season group

Phase 1: Faction Leader Selection Stage
On Monday at reset of week 3 the Faction Awards section opens up and the Faction Leader Selection Stage starts.
The overall duration of this phase is 2 days.

- When the event begins, two Faction Leaders will be chosen based on the combined power of the warzones at the start of the season.
The Faction Leaders will decide the division of the two factions – Scarlet Legion and Golden Tribe– by a coin toss in the first 24 hours of this phase.
One warzone will join Golden Tribe while the other will join Scarlet Legion. - The logic of selection of the 2 Faction Leaders :
The warzone strength is determined after migration, considering the overall power across multiple dimensions, including the number of active players, the power of individual players, and past event participation, etc.
Day 2 of week 3 at reset the Faction Leader assignment to factions will be announced. This will last for 24 hours. No action to be done during these 24 hours.

Phase 2: Select Faction
This phase starts day 3 of week 3 at reset and it will last for 2 days.
Once the assignment of the 2 Faction Leaders to the 2 factions is established, the remaining warzones can join the Select Faction Process.
- After the Faction Leaders select their factions, the Presidents of other warzones can choose their faction during the faction selection stage. Each faction change will trigger a cooldown. If the desired faction is already full, the President can use “Force Join” to add their warzone to that faction, displacing a random warzone from it to the opposite faction (this does not affect the Faction Leaders’ factions). A cooldown period applies between each use of “Force Join.” (it should be 12 hours of cooldown like in Season 2)
- Factions are divided into Golden Tribe and Scarlet Legion, with 4 warzones in each faction. The chosen faction will influence the declaration order during the subsequent Spice Wars. See Spice War Event section for the schedule
- During the faction selection stage, warzone faction choices will remain hidden. Once the faction announcement stage begins, all hidden information will be revealed.
- During the faction selection stage, the president can choose to Reveal Identity, making their warzone information public early. Once revealed, you can’t hide it again. If a warzone revels its identity some rewards are sent to all the players of that warzone (500 diamonds).
- If the president didn’t select a faction, the Warzone will be randomly assigned after the countdown

Phase 3: Faction Notice
This phase starts day 4 of week 3 at reset and it will last for 4 days.
During this phase there is no action needed from any warzone, as it only announces the final faction groups.

Once the factions have been assigned, you will receive a mail with the sticker of your faction and you can use it in chats.


The Leaderboard of Season 3 will be updated to show also the faction for each Warzone


A new section in the Leaderboard appears, “Faction”

Spice War Event
Spice Wars will start on day 1 of week 4.
First of all: NO cross-warzone city and digging site captures in Season 3! 🎉 (but there are cross-warzone Trade Posts captures already starting week 3)
The Warzone’s factions, Scarlet Legion and Golden Tribe, determine attack and defense roles.
The attack and defense roles will switch over time. When the attacking side wins a round of the war, they can plunder a certain percentage (up to 30%, based on the secondary buildings of the Alliance Center that were unlocked by the defending side) of Spice from the defending Alliance.
Each war declaration round includes five stages: declaration, invitation, preparation, war, and end of war. There is also a waiting for declaration stage at the beginning.
There are a total of 8 rounds, 2 per each week. The Spice War Event starts the 4th week of Season 3 and its end is aligned with the end of the Season.

The day the Spice War Event starts it is possible to enter the event detail page.
From here you can see countdowns of the various stages.
On Mondays the countdown for waiting for war declaration stage is shown.

Timing of stages
This is the timeline of the Spice War Events starts:

Spice ranking groups
Both factions are divided up in 4 ranking groups. They determine the alliances on which the attackers can declare war on.


The Spice quantities in these lists were recorded at the start of the war declaration stage, so they may differ from the actual quantities currently held by each Alliance
The group separations are not based on the amount of spice, so each group is not defined by a Spice amount range, but rather groups are a split of the the list of alliances ranked by spice and divided in group 1: 1-10, group 2: 11-20, group 3: 21-30, group 4: 31-50.
For each attackable alliance you can see also the amount of plunderable spice (the amount seems to be always up to 30% in these images).


Stage 0: Waiting for Declaration of War
This stage starts on Mondays (and Thursdays for the 2nd round) at reset and lasts for 24 hours.
The Spice amounts are recorded at the very beginning of this phase and it is possible to view the updated Spice Ranking groups.

Stage 1: Declaration of War
This stage starts on Tuesday (and Fridays for the 2nd round) at reset and lasts for 24 hours.
R4 and above members in the attacking faction’s Alliances can declare war on Alliances in the defending faction.
- Only one Alliance can be declared on at a time.
- You can only declare war on Alliances within the defending faction that are in the same Spice ranking group as your Alliance.
- Up to three Alliances can declare war on one Alliance at the same time.
- The war target can be changed anytime during the declaration stage. The final target at the end of the stage becomes the war opponent.
Here you can see the main Spice War page during War Declaration stage. In this screenshot the alliance is in the Scarlet Legion faction and in this first round is an attacker.


Below you can see how entering the opponent faction section the button Declare War is available. For each alliance an indication of how many alliances declared war is visible. Clicking on Declare War you can access the details.


Stage 2: Invitation
This stage starts on Wednesdays (and Saturdays for the 2nd round) at reset and lasts for 12 hours.
If multiple Alliances declare war on a defending Alliance, R4 members of the defending Alliance can invite other Alliances from the same faction that have not been declared war upon to assist in defense.
- If three Alliances declare war, the defending side can invite up to two Alliances as defense partners. If two Alliances declare war, one Alliance can be invited.
- You can only invite Alliances within the defending faction that are in the same Spice ranking group as your Alliance for defense support.
- If the invited Alliance agrees to defend, no further changes to defense partners can be made. If the R4 and above members of the invited Alliance do not agree, the R4 and above members of the inviting Alliance can change the defense invitation anytime.
- R3 members of the invited Alliance can vote on the invitation.
During Invitation stage, it is possible to access the War Status panel, in which rewards are shown.
Stage 3: Preparation
This stage starts on Wednesdays (and Saturdays for the 2nd round) at 12:00 server time (so 12 hours after reset) and lasts for 30 minutes.
During this stage, the war between the attacking and defending Alliances is confirmed and cannot be changed. The war stage begins after the preparation stage countdown ends.
- The war duration and reward (the chests in war status panel) multiplier will be adjusted based on the number of attacking and defending Alliances
- The base war duration 1v1, 2v2 and 3v3 is 40 minutes.
- If the defending alliances are one fewer than the attackers, the war time reduces to 30 minutes, with x2 rewards for defense victory
- If the defending alliances are two fewer, the war time reduces to 20 minutes, with x3 rewards for defense victory
- It is not possible to change the alliance center during this stage
So:
- 1v1, 2v2, and 3v3 battles last 40 mins
- 2v1 and 3v2 battles last 30 mins
- 3v1 battles last 20 mins.
Starting from the Invitation stage, , it is possible to access the War Status panel, in which rewards are shown.
- From here the most important info is the number of buildings you can attack/defend. In fact in Spice Wars you can attack the Alliance Center and the unlocked buildings that are on top of it. In the image below only Mithril Plant and Exploratory Well because the defender alliance still hasn’t unlock the other buildings.
- For each building destroyed the attacking alliance will plunder 5%. If the Alliance Center is destroyed the attacking alliance will plunder an additional 10%. Once the Alliance Center is destroyed the war is over, so make sure to first destroy the other buildings first. They also have lower durability compared to the Alliance Center (30k vs 200k).
- Defenders MUST send reinforcements to all the building they intend to protect, not only to the Alliance Center


These are the rewards for 1 vs 1:



Warlord Skills
In Season 3 the skills available to Warlords during Spice Wars evolve.
- The Warlord Missile blast area is expanded from 25*25 to 35*35.
- Duel Missiles will become available for the Faction Duel
Warlord Missile
The attacking alliances will have at disposal the Warlord Missile. It blows up all bases in the target area (now 35*35), leaving Contaminated Land there temporarily. This skill is exclusively available to the Warlord within your alliance! (Please note: here, Warlord refers to the player holding the Warlord title within the alliance.)
The Warlord Missile is available going to Alliance Button -> Official Skill. From here the Warlord can start the launch procedure.



Skill rules:
- During both the preparation and war phases of the Spice War, the Warlord from the attacking alliance that successfully declares war can choose to launch a [Warlord Missile] at the defending alliance’s Alliance Center area. The Warlord and the target alliance must be on the same server, and while the launch origin is not restricted, the missile’s target location must be within the target’s Alliance Center range.
- Once launched, there is a 3-minute preparation time. During this period, the Warlord will enter War Fever status, and the location of their base will be revealed to the entire server, allowing the base to be attacked. Players on the server, including those who come from other servers, can attack the Warlord’s base during this time.
- The Warlord base can be continuously attacked during the launch procedure phase. This should make it easier to avoid missile launch even if body block strategy is applied.
- If the Warlord’s base moves (relocates or gets breached) during preparation, the missile launch fails, and the skill goes into cooldown (72 hours). If the Warlord’s base remains in position, the missile will launch successfully.
- Upon a successful launch, all bases within the blast radius will be forcefully relocated to random positions on the map, but it won’t break shields. Bases and the Alliance Center within the blast radius will also take damage, reducing their durability. Additionally, the explosion area will become a Contaminated Land for one hour, during which bases within this zone cannot activate shields and they can be attacked (both on Wednesdays and on Saturdays).
- If multiple alliances declare war on a single alliance, each attacking alliance’s Warlord can use the [Warlord Missile] skill. Be sure to strategically coordinate with other alliances when organizing your defenses!
- Warlord Missile launches are announced with System messages both on the world chat and the alliance chat. Furthermore if your alliance is targeted by a Warlord Missile you will see it in the Alliance Wars -> Single Intel interface.
Once the launch procedure is stared you get notified by the alarm and you can see the Warlord position and the missile’s target location
Duel Missile
Please check the Faction Duel section
Muse Skills
In Season 3 also the Muse will receive a skill that can be used during Spice Wars: Muse’s Mummy Army.
Muse’s Mummy Army
The Muse’s Mummy Army is available going to Alliance Button -> Official Skill. From here the Muse can start the launch procedure.
Similar rules as for Warlord’s Missile apply, as the Muse will need to go in the defender’s server and from there prepare the summon of the Mummy Army.
From the video of the war I shared below these two images, it seems that the Mummy Army causes damages to the bases surrounding the target location, in fact they will catch fire. To me it seems that the Mummy Army does not cause damage directly to the buildings, I am not 100% sure about this. Checkout the video yourself if you want.



In this video the victory of first round as attacker and the use of Muse’s Mummy Army
In the image on the left you can see the Muse’s base being transformed in a statue that is summoning the Mummy Army that are showing up one at a time, and all the skull icons you see in the map on the right are part of the army.


Stage 4: War
This stage starts on Wednesdays (and Saturdays for the 2nd round) at 12:30 server time (so 12 and half hours after reset) and lasts for 20 to 40 minutes based on how many alliances participate, check previous stage to know more.
The defending Alliance’s Center CAN be attacked. The attacking and defending Alliances can fight each other to determine the war’s outcome.
- The Warlord missile can be launched even before the stage begins! You can start launching it during the preparation phase.
- The Muse Mummy Army can be launched even before the stage begins! You can start launching it during the preparation phase.
- The War starts at 12:30 server time, and its duration will vary based on the number of Alliances on the attacking and defending sides. The specific time is shown in the war stage countdown in the event interface. Check Preparation stage information to know the duration of war.
- The attacking Alliance’s Center does not need to be connected to the territory, and troops can directly execute attack commands. Defense partners entering the defending Alliance’s Center won’t engage with the inviter’s or other defense partners’ troops.
- If the attacking troops defeat all defending troops in the Center, they can reduce the Center’s durability.
- If the Center is destroyed within the countdown, the attacking side wins, ending the war stage early.
- If the attacking side fails to destroy the Center within the countdown, the defending side wins.
- If the defending Alliance’s Alliance Center has 0 durability or hasn’t been constructed when the battle begins, the defense will be considered lost. The attacking side will loot Spices (divided evenly among multiple attacking Alliances).
- The Alliance Center has four support structures: the Sacred Water Hut, Exploratory Well, Mithril Plant, and Obelisk. Destroying these structures allows attackers to plunder 5% of the defenders’ spices for each one taken down.
Taking down the Alliance Center allows to plunder additional 10% of spice. - Once the Alliance Center is destroyed the war ends immediately. Destroying the Alliance Center does not automatically destroy the other buildings, so to maximize the plundering of spice (up to 30%), first destroy all secondary buildings, and afterwards the Alliance Center.
- The game can be misleading about this, so let me clarify: If any building (Alliance Center, Sacred Water Hut, Exploratory Well, Mithril Plant, or Obelisk) is destroyed, the attacker loots the corresponding percentage of spice, regardless of whether the Alliance Center remains intact. This means you can technically lose the war (i.e., if the Alliance Center is not destroyed) yet still loot spice by taking down secondary buildings.
- Defenders MUST send reinforcements to all the building they intend to protect, not only to the Alliance Center
- The Alliance Center durability is 200k, the secondary buildings’ durability is 30k each.
- Certain actions during the war stage, such as killing enemy units
or healing, can earn event points. Reaching point milestones will earn corresponding rewards. - During the war stage, the Center’s durability will not automatically recover, nor can the Center be relocated.
So in Season 3 wars there are 5 buildings that can be attacked: the Alliance Center, the Sacred Water Hut, Exploratory Well, Mithril Plant, and Obelisk.
The Alliance Center: 100 reinforcements


The Sacred Water Hut, Exploratory Well, Mithril Plant, and Obelisk: 20 reinforcements each




Attack Victory
In this video the victory of first round as attacker and the use of Muse’s Mummy Army
War Results
In the War status panel it is possible to see the details of the ongoing war and also its end result. The durability of the Alliance Furnace needs to reach 0% for the attacking alliances to be winners.


Stage 5: End of war
This stage starts on Wednesdays (and Saturdays for the 2nd round) once the war is over and it will last until reset.
During this stage, rewards are sent based on the war’s final outcome.
- The winning Alliance can receive victory rewards in the event interface. If the defending Alliances (including defense partners) are fewer than the attackers, the rewards will be boosted, up to three times the normal rewards.
If the attacking side wins, they can plunder a portion of Spice from the defending Alliance (defense partners are NOT affected).
The game can be misleading about this, so let me clarify: If any building (Alliance Center, Sacred Water Hut, Exploratory Well, Mithril Plant, or Obelisk) is destroyed, the attacker loots the corresponding percentage of spice, regardless of whether the Alliance Center remains intact. This means you can technically lose the war (i.e., if the Alliance Center is not destroyed) yet still loot spice by taking down secondary buildings.- If there are multiple attacking Alliances, the rewards are sent based on the ranking of Center durability reduction, proportional to the damage inflicted (the defending side’s Rare Soil loss remains unchanged).
- The end of war stage lasts until server time 0:00 the next day. Unclaimed victory and event point rewards will be sent via mail.
- If the defending Alliance’s R4 does not rebuild the Center ruins by the end of this stage, the ruins will be automatically rebuilt.


Faction Duel
The Faction Duel of Season 3 is similar to the one of Season 2, but it has one major change: Missile Factories and Duel Missiles.
This new addition can change the outcome of the Duel!
The Faction Duel event will start day 1 of week 7, with 6 days of Invasion Right Stage Contest and the Battle at 12:00 Server time on day 7.
Teaser
The last day of week 6 you will find a teaser in the Season 3 tile menu


Faction Duel Season Event
Week 7 the Faction Duel Season Event page becomes available through Season 3 tile menu


Clicking on the Go button you will access the actual Faction Duel event page (the one we are used to for server wars just to be clear, but adapted to faction war), the one you see in the next paragraph. I know it is confusing!
Faction Duel Event
The Faction Duel Event can be accessed through the Faction Duel icon above the duel VS icon or clicking on Go in the Faction Duel Season Event.
Once again factions will face each other for a final epic battle!


Instructions:
- The Faction Duel is the ultimate battle between the [Golden Tribe] and the [Scarlet Legion], with the winning faction claiming a large amount of Spices.
- The duel lasts 7 days: Monday to Saturday are for contesting invasion rights, and Sunday is the battle day (12:00 Server time).
- During the contest stage, the 4 warzones of the same faction will compete for points against the opposing faction. The faction with the most points earns attack rights.
- Battles take place in the defending faction’s highest-ranked Spice warzone.
- After the battle begins, in Cannon and Capitol battles, commanders within the same faction will support each other, and victory is determined by capture progress of factions.
- The Spice reward for the winning side depends on how many buildings are held by the faction at the end of the battle:
- Control Capitol: +10M
- Control each Cannon: +5M
- Please note, the Spices only affect the [Faction] leaderboard, and the winning faction’s Alliance won’t get any additional Spices.
Invasion Right Stage Contest
Being the invader in this sort of war is a great advantage, let’s see how you can ensure to win this right.
As you know this phase lasts from Monday to Friday and it is only based on points.


Points sorted by amount :
Bonus Points | Points | Description |
Nr. 1 in Apex Arena / Storm Arena | 500.000 | |
Nr.1 in Advanced Storm Arena | 500.000 | |
Desert Storm Victory | 50.000 | The 20 top alliances of the server are allowed to participate once per week in Desert Storm event. So if all alliances of our server win this gets multiplied by 20. |
Alliance Duel Victory | 30.000 | Points earned for all alliances that win the Alliance Duel daily. |
Alliance Duel MVP | 6.000 | If the daily alliance duel MVP (most valuable player) is the one from our server we gain these points. So multiply these points by alliance number with MVPs from our server. |
Achieve 1st place in the Arms Race | 2.000 | Points earned for all 1st place in Arms Race. |
Successfully plunder 1 hostile Warzone truck | 100 | This might seem to be a small amount of points but if the whole server does this daily the amount of points is huge. Don’t plunder your own server’s trucks. It will slow down the growth of your own fighters. Why would you do that when there are the same amount of trucks in other servers? |
War’s Eve
A teaser for War’s Even will appear on week 7.

It’s not me the one publishing the wrong image: the game still has previous season texts!

Once the War’s Eve event detail page becomes available click on the “Begin War Prep” section so that it enables the new features:
- Convert 100 Protectors to get some rewards
- The protector’s conversion rate increases by 5%
- The amulet increases the probability of success in Desert Ruins
- The Missile Duel Factories will be shown




Capitol War
The Capitol War is the ultimate war happening in Season 3.
As usual you will be able to earn a lot of rewards by participating.
Example of rewards for the first chest.


In this video I will go through all the ways of earning points and the content of the reward chests
Warlord’s Duel Missile
The Warlord will be able to use a new weapon during Faction Duel: Duel Missile. The Duel Missile is available going to Alliance Button -> Official Skill. From here the Warlord can start the launch procedure when the conditions are met.


Missile Factory
4 Missile Factory are placed around the Capitol: Once a Commander takes control of the Missile Factory, one Duel Missile will be produced for the alliance at set intervals. The Warlord can launch them on war days during Faction Duel. Any missiles produced during this event will be removed after the event ends.





For the first days, what is better: build the first blessed fountain to level 15, build the second fountain to level 15, build the third to level 15 and then alternate building the 4th and 5th one level at a time, OR build the first and fifth blessed fountain to level 15 one level at a time and then build the 2nd, 3rd and 4th ones? I am asking of course with relation to how much sacred water you generate and how quickly you can upgrade the curse research lab.
If you don’t have the extra fountain: bring first fountain to 15, then second to 15, then third to 15, then fourth to 15, then increase them all to 16, then all to 17, etc.
If you have the extra fountain: build extra fountain and first fountain to 14 one level at a time, then first fountain to 15, then second to 15, then third to 15, then fourth to 15, then increase them all to 16, then all to 17, etc.
I also asked chatGPT providing it all the necessary data and this is the suggested approach: build extra fountain and first fountain to 10 one level at a time, then first fountain to 15, then second to 15, then third to 15, then fourth to 15, then increase them all to 16, then all to 17, etc.
If you destroy the secondary building but fail in taking down the center, can you receive a part os spices or its mandatory to destroy the center to collect secondary buildings spices ?
I don’t have a direct experience over this, however the rules state “if the attacking side fails to destroy the Alliance Center within the countdown, the defending side wins”, so I guess that it is mandatory for you to destroy the alliance center to also collect the additional secondary building spice amounts.
Does alliance center has to be destroyed to collect spice for destroying other 4 buildings?
Rules say that in order to win the war you need to destroy the alliance center, else the defender wins. So yes you need to destroy alliance center in order to get the additional spice.
In this way if there is no benefit from destroying the secondary building when the opponent fail to destroy the alliance center so the best strategy is to defend only the center.
Well if the buildings get destroyed they stop temporarily producing items, so it is in any case good to defend them
Hello, un même joueurs peut-il être en renfort sur plusieurs bâtiments en même temps ?
If you are asking if during spice wars you can reinforce multiple buildings that are on the alliance center: yes you can.
Would have been nice to add this to “First Day Strategies” – “Don’t use all your protectors on zombies. Save them for the strongholds.”. We screwed ourselves since most of our rally leaders with highest resistance and power spent their protectors and it was a pain to get more
You are right, I didn’t think about that … so many things to take care in Season 3. I will add it, thanks
Hello. Thank you for the great guides looking for insight on potential of using Mummy army for DEFENDING. anyone have any experience with this? TY in advance
Hey, thanks . As far as I know only attackers can use Official Skills, and so the Mummy Army.H
請問你可否提供一條比較建議的佔領路線計劃圖? 十分感謝.
I suggested some professions in the dedicated article: https://www.lastwartutorial.com/season-3-professions/