Oblivion War — a guide for newcomers

Русская версия

What this is. Oblivion War is an alliance-versus-alliance battle on a separate map. We occupy buildings and camps and earn Time Points for them. The alliance with more Time Points wins.

The battle lasts one hour. The opponent is picked by the system, and we play against an alliance from another server.

No troops are lost. Everyone who fell during the battle comes back free of charge and in full once the event is over.

Entry requirement — Citadel level 18. Below that you cannot get onto the battlefield.

A few words used throughout

1. Why you must take part

The prizes are solid. Taking part is mandatory — especially since there are no losses at all.

Getting your own points is not a reason to leave. Even with every personal reward unlocked you keep feeding points to the alliance. Stay until the event ends.

2. Who is allowed onto the battlefield

Straight from the event screen:

"Only Alliances with at least 10 Lords with a Lv. 18+ Citadel can sign up."

Leave the battlefield and you cannot return

If you leave mid-event, you cannot re-enter. Your points stay with you, but you cannot add to them. Do not step out "for a minute".

3. When the event runs and how to get in

From the round preview screen: Event time — 19.08.2026 03:00 — 23.08.2026 03:00, Sign-up time — 19.08.2026 03:00 — 20.08.2026 03:00. The Leader or the officials sign the alliance up and pick the battle time.

Watch the alliance mail

This event happens when it happens, regardless of the hour our alliance usually runs events at. Usually it is 18:00 Moscow time, so watch the announcements in the alliance mail so you do not miss it.

The time your Leader picks is only a request. The system matches alliances against each other, and the actual battle time may end up different — a notice then arrives by mail.

Getting onto the field

4. The main thing to understand about this game: a deal beats a fight

In 90 % of cases the opponents strike a deal. And this matters beyond Oblivion War — it is how the whole game works: instead of killing our troops against each other, it is more sensible to negotiate, just like in real life.

The reason is simple: what both competing alliances want is the event rewards, not the losses. That holds for every single event, without exception.

The game itself forbids nothing

The game bans nothing at all. Buildings, camps, castles — attack whatever you like: the developers take the view that this is a war game, so go and fight.

Which means every restriction in this event rests on an agreement and nothing else. Agreed not to hit the camps — we do not hit them. Agreed not to hit the castles — we do not hit them.

If the opponent breaks the agreement, or never answers our offers — there is no agreement, and we do as we please.

Sure, we could play the thug and break an agreement ourselves. But what do we want a bad name for? Being the decent side is both nicer and, in the long run, more profitable.

The remaining 10 % — see section 14, which covers thugs and the cases where there is no deal at all.

5. The first five minutes: the deal and the plan

Who negotiates, and about what

The shapes a NAP can take

A NAP is either on all castles, with the map split along the diagonal, or on the camps only — in the second case the other buildings are there to be fought over. Anything else is rare: it is a matter of what is agreed, not of game rules.

Castles are normally off-limits, but sometimes people agree to allow those too, if for some reason that is what they want. Why — unclear: you will get nothing out of a castle here anyway (the wiki says it plainly: "Attacking enemy castles during the event grants no resources"), so what would be the point?

If a deal exists, you will read about it in the alliance mail. The point-by-point assignment — who goes where — comes from the Militarist: marks on the map and orders in the alliance chat.

Deals like this inside an event are also called a NAP. It is a one-off agreement with one specific opponent for one battle — not to be confused with the standing NAP of our Realm, which is about something else.

Breaking the deal is never acceptable

Because it can harm our entire alliance. We run no attacks on the agreed objects — otherwise we can lose every building and go home to bed.

And if a Leeroy Jenkins turns up among us (the story of that meme), the Leaders or Militarists can agree in the battle chat to burn him: our own Leader may allow the opponents to burn the troublemaker's castle unpunished. Because we are not really enemies to each other, more like friends, and a provocateur has to be punished.

All of this applies to a deal that is in force. If there is no deal — the opponent broke it, or never answered our offers at all — this box does not apply: the game itself forbids nothing (section 4), and we act on the Militarist's orders.

The Battle Division chat is not for us

Better stay out of the Battle Division chat, however much you want in. It is the chat where R5 and sometimes R4 talk — the Leaders and officials of both alliances.

Keep whatever negative emotions you have to yourself, because negativity only ever makes things worse. Want to complain — complain in the alliance chat.

What the Militarist does in those five minutes

Follow the Militarist's instructions. He sees the whole battlefield and commands our entire battle.

It is better to enter each building with a single troop type. Infantry should not go and reinforce a building held by Archers.

It is the same rule as for the Alliance Fortress in Undead Scourge: mismatched troop types in one point perform worse than a uniform garrison.

6. What is on the map and what pays how much

The objects come in two kinds: camps — many of them, paying little — and buildings, fewer, paying more and buffing the whole alliance on top.

Object What it gives beyond points First control
(alliance / personal)
Lasting control
(alliance / personal)
Gate of Demise The biggest points on the map. The main prize, and the main fight 6,000 / 1,800 20 per second / 6 per second
Ancient Ruins +Troop ATK for every member of the alliance 3,000 / 1,500 10 per second / 5 per second
Temple of Life +Healing Speed for every member of the alliance 3,000 / 1,500 10 per second / 5 per second
Magic Altar Free teleports: 5 at once for the first control, then +1 per minute held 1,200 / 1,200 4 per second / 4 per second
Camp Nothing extra, but camps are the most numerous 1,200 / 1,200 4 per second / 4 per second

Count in minutes, not seconds: 20 points per second from the Gate is 1,200 alliance points per minute, while a camp gives 240. An hour of holding the Gate beats running all over the map.

Aside from those there is the pyramid: it cannot be occupied, the titans come out of it (section 9).

And now a personal tip for whoever read this far

The alliance must of course take every object covered by the deal, camps included — those get occupied first.

But for you personally it is better to sit in the buildings, even though they only open for capture later. Let the camps be taken by those who did not read this guide, while we wait for phase 2 and collect more points. :)

And that is fair: whoever read the guide — and there will be very few of them — has already put in enough effort to earn more points than those who read nothing and take no part in the life of the alliance.

7. How to occupy buildings and how to hold them

The mechanics are simple

Empty buildings are taken with an ordinary attack, no rally needed. At the start of the event every building is empty, so the first captures are exactly that — attacks.

If the building is already held by one of ours, that is a Reinforcement. You cannot get this wrong: the game does not let you attack your own — you will send a reinforcement regardless.

Driving the opponents out, however, is a job for super rallies (section 8). An attack will do in theory, but one player's march against a crowd of defenders inside a building is a very doubtful proposition: you can try it, and you will almost certainly get yourself killed.

Capturing takes 3 minutes: once inside you must hold for three minutes, and only then does the object come under control and start producing points. The points go to everyone of ours inside — both for the first control and for holding it.

The number of slots inside is limited

There is no need to occupy every building with a full march. When there is a deal, one single unit is almost always enough: nobody will come for an agreed point, while the slots your crowd takes up keep your own allies out.

The reverse happens just as often: you arrive at a point held by your own and every slot is already taken — by junk troops or by the wrong troop type. Then ask in the alliance chat to kick the wrong ones out, so that you can get in too — even with part of your troops.

Heroes: where they are mandatory and where they are not

The Gate and the Goalkeeper

A strong player is normally assigned to the Gate; we ironically call him the Goalkeeper. His role is critical: if the Gate is taken from us, we will most likely lose.

So the Gate is entered with a full march, and with the same troop type as the Goalkeeper's. The Goalkeeper can switch on a super garrison — extending his own buffs to every troop in the building, which is why he must be the strongest one. We covered that mechanism in the Undead Scourge guide, where it is used in the Alliance Fortress.

Never abandon your own Gate. Whatever happens elsewhere on the map, the Gate is held until the end of the battle.

Ask for reinforcements, do not be shy

If you are sitting in a building — any building — and an opponent's march is coming at you, do not be shy: ask for reinforcements in the alliance chat.

And the other way round, when you are the one being asked: reinforcements must be effective. No mixed bags — matching troop types and your strongest marches only. Why a mixed march and Vehicles hurt everybody is covered in the Vehicles guide.

8. Teleports, rallies and the super rally

There are two sorts of teleports here: the free ones (including those handed out by the Magic Altar) and your own — nothing stops you from spending those too. Your call; the author often spends his own during the last 10 minutes, when the fighting starts.

You get one or two free teleports. After that it is either your own, out of your bag, or 2,000 diamonds apiece. So you cannot hop around the map indefinitely — plan your jumps.

How to work the map — your choice:

The super rally — one minute instead of five

A super rally gathers in one minute, while an ordinary rally takes five. Gather fast, move fast: in a fight over a building that decides everything.

Opponents are driven out of buildings with super rallies, specifically. A solo attack on an occupied building pits one player against a crowd of defenders: you can do it, but you will almost certainly get killed and the building will stay theirs.

But it takes coordination in the alliance chat. Which means:

March queues: you do not have many

Everything you do on the map occupies a march queue: sitting in a building, riding out for a stone, joining a rally. Most people in our alliance have at least three of the five queues unlocked. How to spread them is everyone's own decision: hold three points, or hold one and collect stones with the other two.

9. The titans: three phases and big points

The battle runs in three phases, and the objects do not all open at once:

Phase What can be contested
1 Camps and Magic Altars
2 Ancient Ruins, Temple of Life and the Gate are added
3 Same objects, but the titans start moving across the map

The titans leave the pyramid and walk to the Gate along a random route. The point is that a titan passes through occupied objects, and a pass through ours pays big:

Titan passes Alliance Personal
Through the Gate 15,000 4,000
Through any other object 9,000 3,000

Hence the line on the event screen: "Defend your Strongholds and do not let the enemy take them, especially when the Titan Colossus is heading their way." Fifteen thousand for a single pass is about what a camp earns over a whole hour of holding it.

Two of them walk the map, not one; the higher the alliance league, the more there are. We play in the very first league, so we get two.

Drive the opponents out right before the titans pass

If hitting the opponents' buildings is allowed, the best moment to hit one is immediately before the titans walk through it.

That way we get two things at once: we collect the opponents' stones and we earn the extra points for those very titans passing through. One attack brings in what the opponent had already banked plus 9,000 alliance points for the titan's pass — or 15,000 if it is the Gate.

The titan's route is visible on the map — how to open it is in section 12.

The titans have no priority targets

The titans walk at random, and quite often one side gets luckier than the other. They have no favourite objects.

What they do create is a priority for us: taking the buildings on the titans' path is our number one job. And the Gate has nothing to do with it: during the free-for-all — usually the last 10 minutes — take any building on the titans' path.

It is only because the route always ends at the Gate that the Gate is the most profitable building of them all. That does not make the others unprofitable.

10. The stones: points lying on the ground

While an object is held, part of the points it earns is "sealed" inside it. When the defenders are driven out, stones scatter around the building — those are the sealed points, and they have to be collected.

It works both ways: when we are the ones driven out, stones spill from our building too — and we can collect them as well. Whoever is faster.

So being knocked out of a point is no reason to go home sulking: you pick your own points back up before the opponent does.

Do not think about who to send

In our experience, any number of units will collect a stone. One unit, 300,000 units — it makes no difference, and neither does the troop type. The collection speed is the same, and one single unit is enough.

But while you are deciding who to send, somebody else takes the stone. So just send the nearest available preset march — it is a matter of seconds anyway.

The greatest feat in this event

The greatest feat is driving the opponents out of their buildings and collecting their stones — ideally right before the titans pass (section 9).

But better still is taking their Gate and holding it. The Gate is the most valuable object on the map, and a captured Gate hits their score twice over: they lose it, and we gain 20 points per second plus the one object every titan route ends at.

The trick: step out for the stones and come straight back

Sometimes we leave a building ourselves in order to collect stones — the stones do not care who left the building. On the Militarist's order all (!) the defenders step out, urgently collect every stone, and then move back in.

You will not have to stand three minutes again, because the capture of that building is already open: you can re-take it a second after a complete (!) exit. "Complete" is the key word — everybody has to leave.

At the end of the battle the stones burn

When the event ends, every uncollected stone disappears — including the ones your troops are still carrying home. Collect them as the battle goes, not in the last minute.

11. Losses and healing

Whatever falls during the battle goes to the player's own hospital. From there you have two options:

In short: healing is expensive, but at the end of the event all the troops come back to life. By default you heal nobody.

12. The interface: where to look

13. Your castle: shield or no shield

If there is no deal, or the deal does not include a NAP on castles, the small players may put shields up.

But there is probably little point: all the troops come back at the end of the event anyway. It is the player's own call.

14. The last 10 minutes, thugs, and the extreme cases

Once the last 10 minutes start, or if the opponent turns out to be a thug, we act on the Militarist's orders: teleport in, hit buildings, and in rare cases — if the Militarist said so — hit castles.

No need to panic in the last 10 minutes. Nothing starts falling apart on its own: stones only spill when we start attacking or somebody starts attacking us.

And two rules for that stretch: never abandon our own Gate, while going for theirs is very much allowed.

If we are far weaker than the opponent

If we are far stronger than the opponent

We take all the buildings and leave the opponents their camps. Without a battle. We win anyway, and this way we are not remembered as thugs.

In both extreme cases the officials do the negotiating, and we are told about the deal in the alliance mail.

If the opponent is a farm alliance

Sometimes the opponent we draw is an alliance of farms. Then it is one of two things:

If the opponent is a savage

Sometimes you run into savages (young Realms especially) who do not know the rules and have never heard of any agreements: they just start swinging, castles included.

Here you play it by the situation:

15. Common mistakes

16. Rewards and the Time Shop

What you get: Time Coins, Alliance Coins, Adv. Teleports, 8-hour Speedups, Diamonds, research and build speedups, resources. Time Coins are spent in the Time Shop — the event's own store.

For the very first league the alliance reward is: win — 1,000 Time Coins, 50,000 Alliance Coins, 1 Adv. Teleport; loss — 500 Time Coins, 25,000 Alliance Coins, 1 Adv. Teleport. Personal rewards come per phase: speedups and resources for the first two, and 1,000 diamonds for the third if you win, 650 if you lose. The higher the league, the bigger these numbers.

17. Do not mix it up

This is not the Battle for the Hall of Might. There the losses are real: part of the fallen never comes back, so losses have to be planned in advance. Here troops return in full and for free — nothing to plan, fight at full strength. That event has its own guide.

And it is not Alliance Defense. There we shoot monsters with personal attacks and no troops are lost at all. That event has its own guide too.

There is no plundering in this event: attacking the opponents' castles yields no resources. Riding out "for loot" is pointless — all points come from buildings, camps, titans and stones.

Short version, if you have no time to read

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.