Valiant Conquest
Русская версияValiant Conquest is a 24-hour event inside our own Realm. No foreign realms involved: we fight our own neighbours.
Points are earned by defeating other players' soldiers. There are two kinds of rewards: for the points you accumulate, and separately for your final ranking.
And the part worth reading this guide for: every fallen soldier comes back. Whole, and for free.
1. When it runs
The next one: 22.08.2026 12:59:50 — 23.08.2026 13:00:00 Moscow time. That is from 1 pm Saturday to 1 pm Sunday, 24 hours.
It lands the week after Conquest of Lords — ours was on 15–16 August, exactly one week earlier. After that the event returns every two weeks.
This is the first time it runs in our Realm. Valiant Conquest has never happened here before, so nobody has any experience to fall back on.
2. The event rules, word for word
The event lasts for 24 hours. During the event, you can earn points by defeating soldiers of other players in the local Realm.
After earning a certain amount of points, you may claim rewards for point progress.
After the event ends, all ranked players will receive rank rewards based on their final ranking.
During the Valiant Conquest, all lost soldiers will be sent to the Realm Hospital. Realm Hospital has unlimited Hospital Capacity, and will not cost resources to heal soldiers. After Valiant Conquest ends, all troops in Realm Hospital will recover in 10 minutes.
What follows is our reading of it. The rules themselves are left exactly as the client states them.
3. The key point: losses cost you nothing here
Read rule four again. It contains three gifts at once:
- The Realm Hospital takes everyone. Not "as many as fit" — unlimited capacity. You cannot overflow it.
- Healing requires no resources — so the rules say. With one caveat, just below.
- Everyone recovers. Ten minutes after the event ends your troops are back in the ranks.
In plain words: for these 24 hours you can spend troops without counting them. Whatever you lose is given back, and given back for free.
Fallen soldiers can be healed and sent back into battle without waiting for the event to end. But that costs resources, and most players are better off simply waiting: when it is over, everyone is raised for nothing.
An honest note on the discrepancy: the rules promise the hospital "will not cost resources to heal soldiers", whereas in practice it is the healing after the event that is free — healing early does consume resources. We are not editing the client's wording to fit.
4. Compare it with Conquest of Lords and feel the difference
In the fight for the Hall of Might it is the exact opposite, and there we count every single march:
- the Medical Tent has a capacity limit, the Sanctuary has its own, the Alliance Hospital has its own;
- everything that does not fit dies permanently;
- inside the Hall and on the Spires part of the defenders die outright, capacity or no capacity;
- healing costs resources and time.
So the habits drilled into you by Conquest of Lords — "fill the Medical Tent with T1 Vehicles", "never lose more than your capacity", "trade only on tiles" — are of no use whatsoever in Valiant Conquest. Here they only hold you back: you would be preserving an army that needs no preserving.
In Conquest of Lords your own losses also earn points. Here they do not. Points come only from other people's dead soldiers.
Which means there is no reason to get yourself killed on purpose, and no reason to let anyone farm your troops "for the points": there are none. If you go out to fight — be fast and be alert.
5. The NAP is fully suspended — this is the Purge
The event is built so that points come from players inside your own Realm — the very neighbours we leave alone on any ordinary day under the non-aggression pact.
For these 24 hours the NAP is off completely.
- You may attack any castle, of any player, from any alliance. No exceptions, no top15 list to check.
- You may also attack resource tiles — the very ones we are forbidden to touch in ordinary life.
The moment the event ends, the pact is back in force. No attack made after Valiant Conquest closes is excused by this rule.
If you want an analogy — this is the Purge, as in that Rick and Morty episode: one day with no rules at all and utter lawlessness, and by morning everything is back where it was.
6. How to earn points — three ways
Points come from other players' soldiers you destroy.
Now read the wording of the rules closely: points are given for defeating soldiers, not for attacking. That difference is enormous — there are three ways to score, not one.
Way one — attack
The obvious one — and the most profitable. The reason is simple: the point phases run out, the ranking does not. Even once you have closed every phase you keep scoring and keep climbing the Realm ranking, and your rank is what the rank rewards are paid on.
The price is the risks listed below: your shield drops, war frenzy kicks in, and the only way out is an Adv. Teleport.
Way two — defend
If somebody attacks you and your garrison is strong, the attacker's troops die at your walls — and the points for them are yours.
It has happened to me: I forgot, or did not manage, to put a shield up, another player attacked me — and the army in my castle was strong enough that every one of his troops died. I closed every phase of the event in a couple of seconds and collected all the prizes.
Do not read that as advice. Defending is very dangerous: sitting there unshielded and waiting for visitors is only worth it if you are certain your garrison will hold. Misjudge it and you are the one who gets wiped — and the points for your fallen go to the attacker.
That call is yours alone to make, and this guide does not recommend it.
Way three — reinforce a fellow alliance member
Prizes also come from troops killed while reinforcing an ally under attack. Send a march into their castle, and what your march kills there counts for you.
- Your shield does not drop.
- War frenzy does not trigger. Your castle stays protected.
- The only thing you risk is the march you sent as reinforcement — and even if it is wiped out to the last soldier, it comes back free and at full strength.
For a cautious player this is the safest way to take part: the points keep coming while your castle stays intact. You will score less than those who go on the offensive — but you risk nothing at all.
For the actual numbers, open the event tab in the client — it shows your current points and the reward thresholds. This guide deliberately carries no figures: in the public sources the tables for our event are mixed up with the cross-realm one, and quoting them would be guesswork. The Sources section explains exactly why.
7. Rewards
- For accumulated points — claimed as you pass each threshold.
- For your rank — based on your final place in the Realm ranking, delivered after the event ends.
8. Tactics: how not to burn through sheer carelessness
Troops do not die, and you will not even have to heal them — everyone comes back free of charge ten minutes after the event ends. And the prizes are worth having. So anyone who feels up to it should join in — just pick your targets carefully.
Scout before every attack
Do not forget to scout before you attack. The castle may well be sitting there with reinforcements, and you will fly straight into an ambush.
One exception: if you are a terrifying monster, you can skip the scouting.
Where to park your own castle
Pick the spot for your castle in advance and carefully, before your first attack. Put it between rivers, mountains or other castles, so that an enemy castle cannot land right next to you. That way, if things go wrong, you have more time to run.
Stay off alliance territory
Do not park on another alliance's territory, and not even on its border line — the border counts as alliance territory.
If that alliance has its freeze skill active, you will be frozen and burned. The skill only works on that alliance's own territory — so all you have to do is stay off it.
Someone may send a monster after you
Players of the alliances you attack will ask their own monsters for help in their alliance chat — meaning their strongest players. Those will teleport to you and burn you down while you are busy burning somebody else.
Keep watching, and teleport out fast. Do not try to escape with a Random Teleport: you will fumble, lose time, and burn. Leave with an Adv. Teleport only.
9. War frenzy — the thing people forget and burn for
Attacking any castle puts you into war frenzy. Attacking, specifically: defending your own castle and reinforcing an ally do not trigger it. The frenzy means three things:
- Your shield goes. Whatever was up drops.
- You cannot put a new shield up for a certain time. How long depends on your castle level.
- Random Teleports stop working. You cannot escape with one: during the frenzy the only way out is an Adv. Teleport.
In our experience this is what burns castles most often: someone hits, then discovers they have neither a shield nor a random teleport. I have forgotten it many times myself, and I got burned for it.
The remaining frenzy time is shown in the castle boost screen («Усиление замка» in the Russian client — the English wording is unconfirmed), for example by tapping the castle icon in the bottom right corner. Check it before you pick your next fight.
10. Resources, shields, and where to put your troops
Do not keep resources in your castle
There is no resource theft in Valiant Conquest. Your troops can be killed, but your resources cannot be carried off — pillaging does not exist in this event.
In Realm Expedition, though, you will not only be killed but robbed — that one is written into the rules explicitly. So the habit is worth building now: do not store resources in your castle, keep them in your bag or in the Alliance Warehouse, where they cannot be pillaged.
Shields: eight hours is a gamble, twenty-four is peace of mind
There is a widespread belief that 8-hour shields can drop on their own. There is no proof of it, but there are plenty of complaints — I have run into it myself and still do not know whether it is a bug or something I did wrong.
The 24-hour shield, on the other hand, is normally reliable. Better to spend the 1,000 diamonds and sleep soundly.
If you are staying home and not going to fight at all — put up a 24-hour shield and stop worrying.
Do not farm tiles during these 24 hours
Remember that the NAP does not cover resource tiles. A march sitting quietly on a tile is fair game, and easy prey.
Better not to gather at all — you will be killed.
Troops can be hidden
The trick goes like this: if somebody clearly stronger than you and your reinforcements is heading your way and you would rather not spend a shield, kick out the reinforcements and move your own troops out of the castle — send them gathering, into a rally, or into alliance buildings, the Fortress and the Outposts.
Attackers are reluctant to spend teleports, so they march in from far away. By the time the strong one arrives, your castle is empty — he hits nothing.
And since resources cannot be stolen in this event, he wastes his time and scores nothing, while you keep both your army and your shields.
Once he heads back home, bring the troops back and carry on playing.
11. Why it exists: a rehearsal for Realm Expedition
Valiant Conquest is an event for young Realms. Once a Realm turns 7 weeks old, it disappears and is replaced by Realm Expedition — the same thing, but between Realms.
Our Realm is five weeks old right now. Events of this type come every two weeks, so the next one lands on a seven-week-old Realm.
Which makes 22–23 August both our first Valiant Conquest and, in all likelihood, our last. After that it is the Expedition.
So the whole of our experience with this event is these 24 hours. There will be no second run to practise on.
Which is why it is worth treating as exactly that — a rehearsal: try everything you are normally afraid to try, while mistakes are not paid for in troops.
12. What Realm Expedition will look like
So that nobody is caught out when it arrives:
- We will be fighting other Realms, not our own — the same ones we met in Conquest of Lords.
- You get into a foreign Realm by teleport — Random or Adv.
- Points come not only from kills but from gathering resources — and in the wiki's tables they are awarded specifically for gathering in a foreign Realm.
- Diamond mines appear; each Lord can gather up to 8,000 diamonds.
- The wounded are sent to the Realm Hospital just the same.
- Rank rewards are noticeably richer than the current ones.
So the skill worth taking away from these 24 hours is finding targets fast and hitting them without sparing your troops. In two weeks you will be doing the same thing in someone else's Realm, where the neighbours will not be ours.
13. The short checklist
- Before every attack — scout. That is what tells you whether reinforcements are sitting there.
- Keep your castle in a corner: between rivers, mountains or other castles, so nobody lands next to you.
- Off alliance territory, border line included — you will be frozen and burned.
- Once you hit, check your war frenzy in the castle boost screen. No shield, no Random Teleport — an Adv. Teleport is your only way out.
- Resources cannot be stolen here. Keeping them outside the castle — in your bag or the Alliance Warehouse — is a habit worth having before Realm Expedition.
- Going to sleep, or not fighting at all — 24-hour shield, not the 8-hour one.
- Do not farm tiles — a march left on a tile gets killed.
- No reason to die on purpose: points come only from other people's fallen, never your own.
- While you fight, watch your surroundings: someone may call a monster from another alliance down on you. Leave by Adv. Teleport, and leave fast.
- Not willing to risk your castle — reinforce your allies: shield intact, no frenzy. Fewer points, zero risk.
Get in touch
Found a mistake? Got a question about the mechanics? Want a guide on a topic that is not here yet?
Write to pnc.wiki.101@gmail.com — I will fix it, answer it, or write it.
One request in particular: if something in the game does not match what is written here, send a screenshot from the client. A screenshot settles the question faster than any argument, and in these guides it outranks any outside source.