Gold Mine Conquest is a two-alliance battlefield. A gold vein has appeared on the kingdom's border, and you fight over it. Holding buildings earns Battlefield Points, and the alliance with more points when the timer ends wins. Kills don't decide it. Map control does.
Who can join
- Only the kingdom's top 32 alliances by Power can enter.
- Lords need Castle Lv.15 or higher.
- The alliance must be at least 7 days old.
- During registration, an R4/R5 picks the battle time, participants and substitutes.
- Up to 20 participants and 10 substitutes per alliance. Only 1 registered Lord is needed to start matchmaking.
- You can't enter if your Castle sits inside the Capital Deadzone.
Members can mark which time slots suit them. The R4/R5 makes the final call, so picking a slot doesn't guarantee you a spot.
The three phases
Prep Phase. Both sides can enter their safe zone. Allies show blue and enemies red. Nobody in the safe zone can be attacked.
Phase 1. The Smeltery, Scholar Workshop, Intel Post and Medical Camp open.
Phase 2. The Gold Mine, Weapon Forge and Tower of Judgment open.
Phase 3. Quarries appear. Gather from them for extra Battlefield Points.
What each building does
| Building | Effect |
|---|---|
| Gold Mine | The main source of Battlefield Points. This is the one to win. |
| Smeltery | One stands near each safe zone. Grants a large amount of Battlefield Points. |
| Weapon Forge | Strengthens your heroes. The event lists a +15% boost to Hero ATK, DEF and HP. |
| Tower of Judgment | Weakens enemy heroes. |
| Scholar Workshop | Cuts the free teleport cooldown for your whole alliance. |
| Intel Post | Speeds up occupying buildings and boosts point production from captured buildings. |
| Medical Camp | Heals injured soldiers on the field (15 soldiers of any level every 10s per camp). |
| Quarry | Phase 3 gathering point for extra Battlefield Points. |
Rules that change how you play
- Soldiers don't die. Badly injured soldiers go to a Ward Tent with unlimited capacity and all recover after the battle. Trade troops freely.
- Kills only give Individual Points. They count towards your personal rewards, not the alliance win. Higher-level soldiers are worth more.
- Free teleport every 2 minutes. The Scholar Workshop shortens this, which is why it matters more than it looks.
- You get a separate Drill Ground. On entry, a battlefield-only Drill Ground fills with your highest-level trainable soldiers. These don't touch your Castle's troops.
- All your bonuses apply. Tech, VIP perks, Castle skins, titles, decorations and Griffin all count.
- Don't leave permanently. If you leave for good, you can't come back. A temporary exit has no re-entry wait.
A simple game plan
- Phase 1: split up. Send your strongest Lords to the Smeltery and the Scholar Workshop. Send one or two quick Lords to the Intel Post.
- Phase 2: go all in on the Gold Mine. Take the Weapon Forge if you can, because +15% hero stats helps you keep everything else.
- Keep the Medical Camp if the fight turns into a grind. Healing is the same speed for every soldier level.
- Phase 3: send spare marches to Quarries. Keep scouts watching for scattered points when buildings flip.
Rewards are split by winners and losers, then by Personal Score. Everyone gets something, but kills and captures decide how much.