Oblivion War — a guide for newcomers
Русская версияWhat 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.
- Full march — a complete march with heroes in it.
- Reinforcement — troops sent to a point already held by one of your own.
- Rally — a group attack several players join; an attack is the same thing done alone.
- Stamina — not needed in this event at all.
- Strongholds — what the event screen calls the buildings and camps. Below they are simply "buildings" and "camps".
1. Why you must take part
The prizes are solid. Taking part is mandatory — especially since there are no losses at all.
- Troops do not die. Everything killed during the battle returns to you in full, for free, once the event ends.
- Points go to you and to the alliance at the same time. The same building control feeds both totals. Working for the alliance costs you nothing here.
- Both sides get rewards — winner and loser alike, the winner simply gets more. Even a lost battle is not an empty one.
- Your spot in the Realm is untouchable. Do not worry: while you are on the battlefield nobody can take your place in the Realm, and you return to that exact spot afterwards.
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."
- Citadel level 18 or higher. With a lower Citadel you do not take part even if your alliance signed up.
- Anyone who joined or left the alliance between sign-up and the end of the round does not play. Hopping into an alliance "for the event" does not work.
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.
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
- When the event starts, a Teleport button appears on the event page. It moves you to the battlefield.
- You can check your opponent in advance in the same tab — via the arrow under the time selection.
- Both sides' troops line up in the "grey zone" — bottom left or top right. Attacking is impossible inside the grey zone, and as long as you stay there nobody can touch you.
- Then we have five minutes to look around and agree on tactics.
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 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 deal is struck in private messages between the Leaders or the Militarists of the two alliances, sometimes between Diplomats.
- The teams usually split the map along the diagonal, so that everybody can earn the points they need for the prizes.
- A free-for-all is usually scheduled for the last 10 minutes of the event. How long exactly — 10, 15, 20 minutes or anything else — is a matter of agreement; 10 is the usual figure.
- On top of that there is usually — but not always — a NAP on castles: you may fight over buildings, but you may not hit the castles of the other alliance's lords.
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.
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.
- At the start of the event he marks the buildings on the map: the ones we can occupy safely, and the ones a fight over is possible or necessary.
- After that the command is live, in the alliance chat. The orders are short: "cavalry here", "archers here".
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).
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
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
- For serious buildings such as the Gate, bringing heroes is mandatory.
- For camps you can go with small marches and no heroes — there will be no fight there.
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:
- Send rallies out of the grey zone — nobody can touch you there, but it is a long march.
- Teleport towards the centre, so that every building is relatively close.
- And if a fight breaks out, or there was no deal at all (rare, but it happens) — we teleport where needed and smash them.
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:
- the alliance chat has to be read in full, missing nothing;
- and the alliance chat must not be clogged with any bullshit that has nothing to do with the event.
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.
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 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.
- Anyone can pick a stone up, the opponents included. Your lost points can end up on their score.
- Picking one up occupies a march queue: a march rides out to it, like gathering resources.
- The points only count once the march is back. A march still on the road has brought you nothing yet.
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 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.
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:
- Do nothing — when the event ends everyone returns to duty free of charge and in full. This is the default, and it is the right one for almost everybody.
- Heal mid-battle, paying resources — worth it if the player is a brawler (within the rules and the deal) and wants to throw those troops back into the fight. It costs resources, and it is always their own personal decision.
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
- Your own points — tap the event dashboard. Your points are right at the bottom.
- The map — the map icon in the bottom left corner of the screen. That is where you check the titan's route, and it is generally worth glancing at the map now and then to understand what is going on.
- The end of the battle — a window pops up saying the battle is over, with a Return button. Press it and you go back to your own (!) spot in the Realm.
- Rewards — claimed by hand on the event page after it ends; they do not arrive on their own.
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
- A reasonable opponent — our officials negotiate and we are given the camps, where we can collect our event points (usually around 36,000).
- An unreasonable one — you can put up a fight, but it is simpler to leave the event and concede. The troops come back intact either way. The alliance reward, however, only goes to those who scored points on the battlefield — so it is better to score some before you leave.
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:
- either we show some class and let them collect their points on the camps;
- or — especially if not one of them even turns up for the battle — we take everything. Boring, but it is a win.
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:
- if they are far stronger than us — we simply leave, as described above in "If we are far weaker than the opponent";
- if they are weaker — we punish them.
15. Common mistakes
- Attacking an agreed object "just to try". That breaks the deal, harms the whole alliance — and gives the Leaders a reason to let your castle burn.
- Marching a full army into an agreed building or camp. You took the slots, your allies could not get in, and the alliance lost points it was being handed for free.
- Going for the Gate without heroes. Serious buildings always get heroes.
- Throwing a solo attack at a building the opponents hold. One march against a garrison is a near-certain loss of that march; such buildings are taken with a super rally.
- Butting into the Battle Division chat. That chat is for Leaders and officials, and negativity there ruins the deal for everybody.
- Not reading the alliance chat. You missed the super rally, missed "cavalry here", missed the order to collect stones.
- Entering a building with the wrong troop type for whoever is already inside.
- Sending a mixed bag or Vehicles as reinforcement. Such a march will not hold the point.
- Getting your personal points and leaving. Points feed you and the alliance both — leaving cuts off the alliance total.
- Leaving the battlefield mid-battle. You will not be let back in.
- Paying for healing out of habit. They all come back for free; heal only if you are deliberately brawling and going back in.
- Abandoning your own Gate to go and grab something else. The Gate is never abandoned.
16. Rewards and the Time Shop
- Alliance reward — claimable by everyone who scored points on the battlefield. Being in the alliance is not enough, you had to fight.
- Personal reward — unlocked at point thresholds: the more points, the more tiers open.
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
- Alliance versus alliance, one hour, against an alliance from another server. Requirement — Citadel 18+. Your spot in the Realm is untouchable while you fight.
- Troops do not die: everyone who fell returns free and in full. By default you heal nobody.
- The battle time may not match the alliance's usual hour. Usually 18:00 Moscow time — watch the alliance mail.
- You enter with the Teleport button on the event page. You land in the grey zone, where nobody can attack. Leave the field and you cannot return.
- First 5 minutes: the Militarist marks the safe and the contested buildings on the map, the two Leaders negotiate in private. The map is usually split along the diagonal, the free-for-all is the last 10 minutes, and castles are often under a NAP.
- Never break the deal — it harms the whole alliance. The deal arrives in the alliance mail. Stay out of the Battle Division chat; complain in the alliance chat instead.
- An empty building is taken with an ordinary attack (at the start they are all empty). If your own are inside, press Reinforce. Capture takes 3 minutes. Driving opponents out is for super rallies only — solo and you will almost certainly die.
- Into an agreed point send one unit. If the slots are full of junk troops — ask in the alliance chat to kick the wrong ones out.
- Gate and other serious buildings — full march with heroes. Camps — a small march, no heroes.
- One troop type per building. Take "cavalry here" and "archers here" literally.
- The Gate is the main prize (20 alliance points per second). The Goalkeeper sits there and switches on the super garrison. Never abandon our own Gate; going for theirs is encouraged.
- An opponent marching at you — ask for reinforcements in the alliance chat at once. Matching troops only, no mixed bags.
- A super rally gathers in one minute instead of five — so read the whole alliance chat and keep it clear of anything else.
- Phase 3 sends two titans out: a pass through our object is 9,000 alliance points, through the Gate 15,000. The route is random and the titans have no priority targets — check the route on the map and take any building on their path, especially during the free-for-all. The Gate pays best simply because every route ends there.
- The greatest feat is driving the opponents out of their buildings and collecting their stones, ideally right before the titans pass: one attack pays in stones and in pass points.
- When we are driven out, stones spill as well — pick your own points back up, whoever is faster. Who you send does not matter: the nearest preset march. Points count only when the march is home, and anything uncollected burns at the end.
- You can walk the whole garrison out for stones and come straight back — the re-capture is instant after a complete exit.
- Got your points? Stay anyway — you keep feeding the alliance total.
- Far weaker than the opponent — take the camps we are given and collect our points (about 36,000). Far stronger — take the buildings, leave them their camps, no battle.
- Your points are at the bottom of the event dashboard. The battle ends with a window and a Return button. The alliance reward goes to everyone who scored points; claim it by hand.
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.