SEASON 3 / GOLDEN REALM

Season 3 quick-reference cards

Save a card to your phone and share the image in alliance chat or Discord. Compact instructions; open the full guide when exact mechanics matter.

Tap an image to enlarge
BLACKBAR / S3 / 01

Pre-Season Preparation

Pre-Season Preparation tactical reference card

Read the card as text

Key instructions

Keep stamina and teleports available without sacrificing normal growth.

  • Review Engineer vs War Leader before spending new profession points.
  • Plan the first Digging Stronghold and city route rather than capturing opportunistically.
  • Day 1: Fountain > Sacred Water > Lab > Curse Resistance.
  • Use the actual Season countdown and grouping screen on your server for the exact timing.
More guide context
  • Prepare information, stamina flexibility and leadership roles. Do not turn pre-season into a blind hoarding exercise.
  • Season grouping determines the warzones and alliances that will matter for diplomacy and faction play.
  • Season 3 adds a large number of new systems quickly, so understanding the resource loop before Day 1 has more value than memorizing every event.
  • Pre-season countdown length can vary; use the live countdown on your server.

Check the full guide for detailed conditions and current values.

BLACKBAR / S3 / 02

Day 1 Priorities

Day 1 Priorities tactical reference card

Read the card as text

Key instructions

Open the seasonal buildings and begin Fountain production.

  • Raise Protector's Field efficiently toward Level 10.
  • Feed Sacred Water into the Curse Research Lab according to the next alliance target.
  • Complete first-kill and seasonal mission sources of Mithril.
  • Start profession EXP immediately.
  • Prepare for the Alliance Center opening on the Season 3 Day 2 schedule.
  • Do not treat displayed squad power as proof that a cursed target is safe to attack.
More guide context
  • Day 1 is about opening production lanes and resistance progression: start the Blessing Fountain and Curse Research Lab, bring Protector's Field toward its efficient early breakpoint, collect early Mithril sources and begin profession progression.
  • Protector's Field, Curse Research Lab and Blessing Fountain open in the Season 3 Day 1 schedule.
  • Purge Action, Digging Stronghold Clash and Sandworm Crisis also begin in the opening week.
  • Protector's Field Levels 1–10 use Food/Iron rather than Mithril/Sacred Water; Level 11 crosses into the two seasonal bottleneck resources.

Check the full guide for detailed conditions and current values.

BLACKBAR / S3 / 03

Week 1 — Build the Engine

Week 1 — Build the Engine tactical reference card

Read the card as text

Key instructions

Day 1: Protector's Field, Curse Research Lab and Blessing Fountain are Day 1 systems.

  • Day 2: Check the scheduled Alliance Center opening in the live season timeline.
  • Day 3 +12h: Lv1 Village city; Day 6 +12h: Lv2 Altar city.
  • Marshall Exclusive Weapon opportunity is scheduled around Day 4.
  • Choose the next CR target from the actual alliance capture plan instead of upgrading blindly.
More guide context
  • Build production first. Your goal is not to max every seasonal building; it is to create the economy and Curse Resistance needed for the next alliance targets.
  • Day 1: Protector's Field, Curse Research Lab and Blessing Fountain are Day 1 systems.
  • Day 2: Season 3 Alliance Center is current to open.
  • Day 3 +12h: Lv1 Village city; Day 6 +12h: Lv2 Altar city.

Check the full guide for detailed conditions and current values.

BLACKBAR / S3 / 04

Faction Duel

Faction Duel tactical reference card

Read the card as text

Key instructions

Track the qualification race daily.

  • Assign factory ownership and missile launch authority before the final battle.
  • Mark friendly-fire zones and tell members not to cluster blindly around a target.
  • If clearance is uncertain, hold the missile. Protect the launcher during preparation and recheck the area after impact.
  • Use the active event screen for exact qualification values, battle start and missile preparation/cooldown.
  • Illustrative scene, not a live map.
More guide context
  • Build Invasion Right across Days 1–6, then execute the Day 7 Capitol battle. Four Missile Factories and friendly-fire-capable Duel Missiles make coordination as important as raw power.
  • Qualification lead: record your faction total, opposing total, and active scoring sources after each reset.
  • Four Missile Factories are consistently current around the Capitol.
  • A captured factory produces one Duel Missile every 300 seconds.

Check the full guide for detailed conditions and current values.

BLACKBAR / S3 / 05

Goldust Conquest

Goldust Conquest tactical reference card

Read the card as text

Key instructions

When attackers destroy the defending Alliance Center, Goldust Conquest ends immediately. For plunder from secondary buildings, resolve those targets before the Center; use the live battle state for calls.

  • These notes are preserved in the client, not proof that every server has enabled the same rules. Your live event and skill panels take precedence.
  • Mithril Plant 5% · Exploratory Well 5% · Alliance Center 10% · Sacred Water Hut 5% · Obelisk 5%.
  • Attack: Scout all five objectives.
  • Attack: Assign primary target and reserve.
  • Attack: Confirm the structure is destroyed / credited.
  • Attack: Retask when the live situation changes.
  • Defense: Track all five structures.
  • Defense: Set garrisons and replacements.
  • Defense: Report an ejection immediately.
  • Defense: Reassign the next reinforcement.
  • Do not copy Season 2 Rare Soil missile footprint or timings into Season 3.
More guide context
  • Goldust Conquest is the current name for the event older guides call Spice War. Learn the stage order, protect all five relevant buildings and use the live War Status panel for exact round timing.
  • Stage order: Waiting → Declaration → Invitation → Preparation → War → End.
  • A common round uses 24h / 24h / 12h / 30m for the pre-war stages, followed by a matchup-dependent 20–40m War stage. Live timers can vary.
  • Four secondary structures each represent 5% of the current Goldust plunder path; Alliance Center represents 10%; maximum 30%.

Check the full guide for detailed conditions and current values.

BLACKBAR / S3 / 06

Digging Strongholds & Cities

Digging Strongholds & Cities tactical reference card

Read the card as text

Key instructions

Illustrative scene, not a live map. Stronghold A and Stronghold B are example locations, not a capture order.

  • 2 city captures per day; maximum 8 cities held.
  • Plan the route to the next city before taking the current Stronghold.
  • Match rally CR to the live target requirement.
  • The target's live CR requirement and the City/Stronghold protection timer are final authority.
More guide context
  • Territory progression should follow a route, not random captures. Strongholds supply Mithril and open paths; Cities provide higher-value territory and Goldust-related progression.
  • Season 3 says an alliance can declare/capture 2 Cities per day and hold up to 8 Cities.
  • Season 3 also limits alliances to 2 Digging Stronghold captures per day and up to 8 held Strongholds.
  • Digging Strongholds produce Mithril from 100/hour at Lv1 to 200/hour at Lv6 in 20/hour steps.

Check the full guide for detailed conditions and current values.

BLACKBAR / S3 / 07

Build an Oasis

Build an Oasis tactical reference card

Read the card as text

Key instructions

Only sand land adjacent to already-greenified land can be greenified.

  • Inspect ungreenified pockets, edges around inactive bases and legal adjacency gaps.
  • Use Double Greenification / Nature's Touch where the larger footprint advances the actual route.
  • Move coordinated effort to the next progression region instead of polishing every remaining tile first.
  • 80% of a region counts as complete and advances progression.
  • Illustrative scene, not a live map.
More guide context
  • Oasis is a season-long map-routing system. Greenify only from adjacent green land, push regions to 80%, and coordinate the last ungreenified pockets instead of scattering stamina randomly.
  • Greenification begins after the first captured-city stage in the current Week 1 flow.
  • Only sand land adjacent to already-greenified land can be greenified.
  • 80% of a region counts as complete and advances progression.

Check the full guide for detailed conditions and current values.

BLACKBAR / S3 / 08

Season 3 Economy

Season 3 Economy tactical reference card

Read the card as text

Key instructions

Resource path: Mithril > Blessing Fountains > Sacred Water > Curse Research Lab > Curse Resistance.

  • Collect Fountains before the 24-hour cap.
  • Raise Lab CR toward the next target.
  • Claim Digging Stronghold Mithril.
  • Claim Alliance Center secondary resources.
  • Protector's Field Levels 1–10 avoid Mithril/Sacred Water; Level 11 begins consuming both.
More guide context
  • The economy is a dependency chain, not four independent buildings: Mithril feeds Fountains, Fountains produce Sacred Water, Sacred Water advances the Curse Lab, and Lab 30 opens the Altar.
  • Blessing Fountain max level is 30 and each level adds 720 Sacred Water/hour in the Season 3 table.
  • Curse Research Lab max level is 30 and reaches 10,000 CR.
  • Protector's Field Levels 1–10 avoid Mithril/Sacred Water; Level 11 begins consuming both.

Check the full guide for detailed conditions and current values.

BLACKBAR / S3 / 09

Season 3 Officer Checklist

Season 3 Officer Checklist tactical reference card

Read the card as text

Key instructions

Season/event timers

  • Next territory target and protection expiry
  • Highest available CR rally leader
  • Alliance Center level, damage and secondary resource claims
  • Trade/Return of the Dead/war obligations
  • Any currency/store nearing cutoff
  • Use one authoritative alliance timer/message per event.
More guide context
  • Season 3 punishes fragmented leadership. Assign owners for territory, Alliance Center, Trade, faction war, Faction Duel and settlement before those systems open.
  • City capture limit: 2 per day; Season 3 maximum held Cities: 8.
  • Trade contests currently run 12:00 server time except Wednesday/Saturday.
  • Return of the Dead occurs Tuesday/Friday.

Check the full guide for detailed conditions and current values.

BLACKBAR / S3 / 10

Warlord Missile

Warlord Missile tactical reference card

Read the card as text

Key instructions

VERIFY: Warlord title, attacker role, legal target and live skill availability.

  • CLEAR: inspect the live footprint; move allies and protect the launcher.
  • PREP: launcher holds position for the documented 3-minute preparation.
  • IMPACT: report real damage, displacement, durability and garrison state.
  • RECOVER: reassemble outside restrictions; return only when the live contamination/shield state clears.
More guide context
  • Current documented access is Alliance → Official Skill; labels may change.
  • Do not hard-code universal damage, successful-use cooldown or shield behavior; record live observations separately.

Check the full guide for detailed conditions and current values.

BLACKBAR / S3 / 11

Trade Posts

Trade Posts tactical reference card

Read the card as text

Key instructions

ASSIGN: name one intended Governor and one backup before the contest.

  • POSITION: participating bases must be on the surrounding Contaminated Land.
  • NEUTRAL: if nobody reaches 100%, highest individual progress at timeout becomes Governor.
  • OWNED: challenger must reach 100% before timeout or the current Governor keeps control.
  • ACTIVATE: after victory, the Governor summons the caravan; purchase-limit reset is currently 12:00 server time.
More guide context
  • Same-alliance commanders do not fight each other, but their capture progress is still tracked separately.
  • The live event panel is final authority for available Post levels and any schedule change.

Check the full guide for detailed conditions and current values.

BLACKBAR / S3 / 12

Stronghold / City Capture

Stronghold / City Capture tactical reference card

Read the card as text

Key instructions

SEED: if you own no Stronghold or City, establish the documented Lv1 Digging Stronghold first.

  • VERIFY: legal connection, protection, live CR, remaining capture slots and holding cap.
  • DECLARE: name rally lead, backup and progress owner before the permitted window.
  • CAPTURE: clear guards/garrison, then maintain the required occupation/progress until ownership confirms.
  • CLOCKS: neutral Stronghold can go to highest progress at timeout; owned Stronghold needs 100% in the documented 4h. Cities use different timers.
More guide context
  • Captured Strongholds currently have a documented 36-hour protection period; Cities use a distinct calendar.
  • After every capture, verify ownership, buffs/rewards, resource collection and the new protection timer.

Check the full guide for detailed conditions and current values.

BLACKBAR / S3 / 13

Week 7 Capitol Finale

Week 7 Capitol Finale tactical reference card

Read the card as text

Key instructions

QUALIFY: Days 1–6 build Invasion Right; keep qualification and battle-day plans separate.

  • ASSIGN: Capitol reserve, Cannon teams, factory owners and missile launch authority before movement.
  • WIN: faction capture progress decides the Capitol; 100% wins. If nobody reaches 100% by the documented max, defender wins.
  • CANNONS: captured Cannons automatically pressure the enemy-held Capitol and accelerate capture.
  • FACTORIES: alliance-owned; each held factory currently produces one Duel Missile per 300s. Clear friendly fire before launch.
More guide context
  • Four Missile Factories are documented around the Capitol; Duel Missiles damage every affected base, friend or enemy.
  • Use the live Faction Duel panel for exact lock times, missile footprint, preparation and cooldown.

Check the full guide for detailed conditions and current values.