⚡ How to Boost Might Quickly: Formulas & Strategy
Official guide to maximizing combat Might in Last Asylum: Plague — Might formula breakdown, real battle power vs paper might, hero progression, antitoxin farming, gear promotion up to Lv.60, and epigraphs.
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🗓 Updated: 2026-09-14
Many commanders make a critical mistake in Last Asylum: Plague: they chase raw profile Might by training endless hordes of low-tier soldiers. The result is what seasoned players call “Paper Might” — an impressive number on your profile that collapses in seconds against a refined combat squad, sending hundreds of thousands of troops straight into permanent hospital overflow death.
Here is the breakdown of the official Might formula and the most resource-efficient growth path.
1. The Official Might Formula
Total account Might is calculated from five distinct pillars:
$$\text{Might} = \text{Heroes} + \text{Raven} + \text{Troops} + \text{Technology} + \text{Buildings}$$
Priority Investment Hierarchy:
- Hero Might (S-Tier): Directly powers your damage output, sustain, and troop leadership in all battle modes (Arena, KvK, garrisons, rallies).
- Raven & Epigraph Might (A-Tier): Provides persistent global percentage buffs to all deployed units.
- Military Technology (A-Tier): Multiplies ATK, DEF, and march velocity across entire unit classes.
- Buildings (B-Tier): Sanctuary level dictates level caps for all other structures and unlocks higher tier systems.
- Troop Might (Caution!): Only train as many top-tier troops (T7/T8/T9) as your march queues and Hospital capacity can safely accommodate. Excess troops are free points for enemy raiders during Kill Events.
2. Hero Cultivation: The 4 Pillars
Individual Hero Might follows: $$\text{Hero Might} = \text{Level} + \text{Star Rating} + \text{Skills} + \text{Gear}$$
1. Hero Level & Antitoxin
Hero levels scale base attributes (HP, ATK, DEF) and amplify percentage gear stats:
- Antitoxin: The primary fuel for hero leveling.
- Pro Tip: Press and hold the [Upgrade] button to trigger smooth automatic leveling without hundreds of repetitive taps.
2. Star Rating Breakthroughs
- The primary inflection point for any UR hero is 4 Stars. Reaching 4 stars unlocks game-changing team passives and substantial stat scaling.
- F2P Golden Rule: Prioritize taking one core carry hero (e.g., Marlena or Arthur) to 4–5 stars before spreading shards across multiple 1-star heroes.
3. Gear Promotion (Up to Lv. 60)
- Gear consumes Blueprints to promote at key milestones: Lv. 10, Lv. 20, Lv. 30, Lv. 40, and Lv. 60.
- Upgrade Order: Max out the weapon and accessories of your primary backline damage dealer first, then bolster your frontline tank’s armor.
4. Exclusive Weapon Smelting (10-Star Milestone)
- Reaching 10 Stars on an Exclusive Weapon unlocks the Smelt mechanic, granting powerful secondary stat rolls (DEF Pierce, Crit DMG).
3. Top Antitoxin Sources
| Source | How to Maximize |
|---|---|
| Antitoxin Workshop | Keep workshop level synchronized with your Sanctuary. Collect regularly via the Stable. |
| Building Upgrades | Every completed structure upgrade awards an instant batch of Antitoxins. |
| Falcon Tower Quests | Prioritize purple and gold missions offering Antitoxin vials. |
| Covert Ops & Caravan Plunder | Complete daily routes and raid rival caravans (up to 5 times per day). |
| Blight & Elite Blight Rallies | Coordinate guild rallies against high-tier infected for steady resource flow without gem cost. |
4. Raven & Epigraph Progression
- Raven Gear Fusion: Craft and fuse gear pieces to trigger the Night Raven Mask and Raven Feather Cloak set bonuses.
- Epigraphs (Up to 6 Stars): Upgradable to 6 Stars. The UR “Guard of Nature” epigraph activates an opening battle shield followed by damage mitigation upon barrier destruction.
📚 Reference: Might: how it is counted, price and benchmarks
Source: wiki-last-asylum.com, client v1.0.87.
Might folds everything a player has built, hired and upgraded into a single number, and it is what players compare each other by. It comes from fourteen sources: soldiers, hero levels, buildings, curios, gear, skills, stars, the raven, technologies, survivors and awakening. Those sources are priced very differently, and the conclusion of this page is that hiring troops buys Might by far the cheapest while holding on to it the worst.
How it is counted
Some sources store a ready number, while others convert hero stats at a shared rate. That rate varies a great deal between stats, with ATK weighing the most.
| Stat | Might per point |
|---|---|
| Hero ATK | 12.5 |
| Hero DEF | 7 |
| Hero HP | 0.15 |
Only three groups of percentages convert at all, and they convert expensively: damage taken reduction and damage resistance at roughly a million per point, crit chance at a third of that, damage dealt at half again less. The rest weighs nothing. Percentages to hero and soldier ATK, HP and DEF carry a factor of zero, and so do most squad-wide and situational bonuses.
The price of one point
Out of that comes the number that decides where resources should go. The same resources buy very different amounts of Might depending on their destination, and the spread runs into thousands of times rather than percent.
| Spent on | Resources per point of Might |
|---|---|
| Hiring troops | 8 |
| Research | 12,572 |
| Buildings | 21,805 |
| Sanctuary, the whole way to level 30 | 30,354 |
| The last Sanctuary step, 29 to 30 | 53,446 |
Hiring beats research by around fifteen hundred times and buildings by twenty-five hundred. The rate for troops stays nearly flat along the way, so tier one and tier ten cost about the same per point.
The catch
That cheapness is paid for later, because Might from troops dies with the soldiers. A figure built up by hiring is wiped out by a single lost battle, while Might from buildings and research stays forever. Hiring lifts the number before an event, yet it cannot make a city stronger for good.
Benchmarks
To tell a healthy total from a lagging one the game keeps a reference figure for every Sanctuary level, from 85,000 at level one to 94,620,000 at level thirty. A second reference splits that total across the fourteen sources and shows which of them actually decide the outcome.
| Source | Sanctuary 20 | Sanctuary 30 |
|---|---|---|
| Soldiers | 5,775,000 | 30,000,000 |
| Hero levels | 3,135,000 | 25,025,000 |
| Buildings | 1,095,000 | 4,905,000 |
| Curios | 406,000 | 4,824,000 |
| Gear | 635,000 | 4,690,000 |
| Hero skills | 1,440,000 | 3,085,000 |
| Hero stars | 975,000 | 2,970,000 |
| Raven level | 390,000 | 2,950,000 |
| Technology | 291,000 | 2,645,000 |
| Survivors | 292,250 | 1,584,000 |
| Raven gear | 340,000 | 1,550,000 |
| Raven set | 57,000 | 258,000 |
| Raven epigraph skill | 57,000 | 258,000 |
| Hero awakening | 57,000 | 258,000 |
Soldiers and hero levels make up nearly two thirds of the reference between them: at level thirty, over a third of it is soldiers and about as much is hero levels, while the bottom seven rows together stay under a tenth. The per-source figures add up to 85,002,000, some nine and a half million below the overall reference, so the two are not meant to match exactly.
Might in the Arena
The most common first squad in the game is Claire , Harper , Marlena , Daskal and Arthur . Squad Might does not decide an Arena fight on its own, though: how the heroes match up against the opponent’s lineup matters more.
In the screenshot below the player replaced Claire with Red Lady and still won the fight despite a sizeable Might gap, with both players fielding the same Raven and T7 troops.
This is a good example of why the Arena is not about fielding the five heroes with the highest Might: the squad has to be picked against the opponent’s lineup, and staying flexible with compositions pays off because every hero’s skills work differently.
A closer look at that fight:
- Red Lady has the Crimson Rose skill , which deals damage to the two enemies with the highest Attack and has a chance to stun both. That lets Red Lady shut down Marlena and Cynthia right away, which easily becomes the deciding factor.
- This does not make Cynthia weak; she can take Red Lady’s place as well. She is at her best when the enemy runs a fairly even tank lineup and the squad simply needs heavy area damage: her skills hit random targets, so her strength is hurting several enemies at once.
That is why an opponent’s total Might is no reason to avoid a fight: learning the heroes’ skills and practising team building pays more. The Arena section helps pick heroes against the opponent’s squad.
📚 Reference: Troops: tiers, tier ten and priorities
Data verified against the game client (v1.0.87, source: wiki-last-asylum.com).
Troops make up the striking force of a march, and heroes lead them, with the hero’s leadership setting how many soldiers go out. There are ten tiers, each unlocked by a Training Ground level, and the tenth needs a separate technology on top. The conclusion of this page is that the highest available tier is the one to recruit, because it gives more Might per minute of training.
Tiers
All ten tiers sit in one table: the Training Ground level that unlocks each tier, the Might and the load of one soldier, the training time and the recruitment cost.
| Tier | Training Ground level | Might per soldier | Training | Load | Recruit |
|---|---|---|---|---|---|
| T1 | 1 | 25 | 40 s | 400 | 97, 97 |
| T2 | 3 | 37 | 60 s | 600 | 145, 145 |
| T3 | 6 | 80 | 80 s | 800 | 349, 349 |
| T4 | 10 | 210 | 100 s | 1,000 | 903, 903 |
| T5 | 14 | 412 | 120 s | 1,200 | 1,746, 1,746 |
| T6 | 17 | 579 | 140 s | 1,400 | 2,464, 2,464 |
| T7 | 20 | 781 | 160 s | 1,600 | 3,320, 3,320 |
| T8 | 24 | 1,065 | 180 s | 1,800 | 4,535, 4,535 |
| T9 | 27 | 1,350 | 200 s | 2,000 | 5,770, 5,770 |
| T10 | 30 | 1,650 | 220 s | 2,200 | 7,027, 7,027 |
Tiers compare by Might per training time rather than by Might per soldier. A T1 soldier gives 38 Might per minute and a T10 soldier gives 450, 12 times more for the same place in the squad. Resource cost per point of Might is about the same, so pushing to the highest available tier almost always wins.
Load grows from 400 at tier one to 2,200 at tier ten, so gathering on the map depends on troop tier as much as on troop numbers.
Healing beats re-recruiting: it costs 30% of recruitment in both resources and time, on every tier, which makes infirmary space part of the war economy alongside the army itself, see Shields and city safety.
Tier ten unlocks separately
Training Ground level 30 alone does not give tier ten. It also needs the “Lv.10 Soldier” technology, a single-level node costing 194,697,000, 194,697,000, 584,440,000 and granting 36,810 Might. Nearly a billion resources land on one indivisible step, which is why players start saving for it well in advance.
There are no counters between troop types
This one is easy to get wrong, because the genre trains players to expect rock-paper-scissors. A counter table for three types does exist: a full circle where one type hits another at a 1.5 multiplier and takes 0.7 against the third. The problem is that those three types do not exist in the game.
There are only two soldier types, Frontline and Support. All ten tiers a player recruits are Frontline and differ from one another only by tier. Support covers enemy and monster troops, which cannot be recruited. Not a single soldier of the second or third type named by the counter table exists, and the table itself is never applied anywhere.
The practical conclusion is simple: there is no need to build a composition balanced by type, because the game never offers that choice. One meaningful composition question remains, and it is the question of tier. The twenty per cent edge that mixing types buys in other games lives here at the level of hero factions, not soldiers.
What to upgrade first
Combat technologies from research give percentages to the whole army at once, while a new tier needs Training Ground levels and time to train every soldier again from scratch. Per unit spent, technology almost always wins.
🎥 Video guides
Curated video guides and strategic breakdowns from community creators
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🔬 Research Institute: Complete Technology Tree
All 16 active research branches and 348 official game technologies. Search by name, branch, or combat multiplier.
Key Branches for Rapid Progression
Prioritize Development (construction and research speed) and Alliance Duel for maximum KvK event chests.
Rapid Construction I
Building Construction Speed↑
Infirmary Expansion I
Infirmary Capacity
Training Grounds Expansion I
Increases Training Capacity
Research Upgrade I
Research Speed↑
Quick Bandage I
Increases Healing Speed
Training Specialization I
Increases Training Speed
Construction Master
Construction Resource Cost↓
Rapid Construction II
Building Construction Speed↑
Infirmary Expansion II
Infirmary Capacity
Training Grounds Expansion II
Increases Training Capacity
Research Upgrade II
Research Speed↑
Quick Bandage II
Increases Healing Speed
Training Specialization II
Increases Training Speed
Extra Training Grounds
Training Grounds Limit
Rapid Construction III
Building Construction Speed↑
Infirmary Expansion III
Infirmary Capacity
Training Grounds Expansion III
Increases Training Capacity
Research Upgrade III
Research Speed↑
Quick Bandage IV
Increases Healing Speed
Training Specialization IV
Increases Training Speed
Fast Healing
Healing Resource Cost↓
Rapid Construction IV
Building Construction Speed↑
Infirmary Expansion IV
Infirmary Capacity
Training Grounds Expansion IV
Increases Training Capacity
Research Upgrade IV
Research Speed↑
Quick Bandage V
Increases Healing Speed
Training Specialization V
Increases Training Speed
Barracks Expansion I
Increases soldier capacity in barracks
Battlefield Veteran
Soldier Fatality Rate↓ in PvP
Barracks Expansion II
Increases soldier capacity in barracks
Barracks Expansion III
Increases soldier capacity in barracks
Barracks Expansion IV
Increases soldier capacity in barracks
Quick Bandage III
Increases Healing Speed
Training Specialization III
Increases Training Speed
Grain Output I
Grain Output↑
Timber Output I
Timber Output↑
Herb Output I
Herb Output↑
Grain Gathering I
Grain Gathering Speed
Timber Gathering I
Timber Gathering Speed
Herb Gathering I
Herb Gathering Speed
Additional Farmland
Farm Limit
Grain Output II
Grain Output↑
Timber Output II
Timber Output↑
Herb Output II
Herb Output↑
Grain Gathering II
Grain Gathering Speed
Timber Gathering II
Timber Gathering Speed
Herb Gathering II
Herb Gathering Speed
Extra Lumberyard
Lumberyard Limit
Grain Output IV
Grain Output↑
Timber Output IV
Timber Output↑
Herb Output IV
Herb Output↑
Grain Gathering IV
Grain Gathering Speed
Timber Gathering IV
Timber Gathering Speed
Herb Gathering IV
Herb Gathering Speed
Extra Herb Garden
Herb Garden Limit
Grain Output V
Grain Output↑
Timber Output V
Timber Output↑
Herb Output V
Herb Output↑
Grain Gathering V
Grain Gathering Speed
Timber Gathering V
Timber Gathering Speed
Herb Gathering V
Herb Gathering Speed
Grain Protection II
Grain Protection Limit↑
Timber Protection II
Timber Protection Limit↑
Herb Protection II
Herb Protection Limit↑
Grain Output III
Grain Output↑
Timber Output III
Timber Output↑
Herb Output III
Herb Output↑
Grain Gathering III
Grain Gathering Speed
Timber Gathering III
Timber Gathering Speed
Herb Gathering III
Herb Gathering Speed
Grain Protection I
Grain Protection Limit↑
Protected Timber I
Timber Protection Limit↑
Herb Protection I
Herb Protection Limit↑
Warrior Mastery I
Warrior Hero DMG↑
Warrior ATK I
Warrior Hero ATK↑
Warrior HP I
Warrior Hero HP↑
Warrior DEF I
Warrior Hero DEF↑
Ranger Mastery I
Ranger Hero DMG↑
Ranger ATK I
Ranger Hero ATK↑
Ranger DEF I
Ranger Hero DEF↑
Ranger HP I
Ranger Hero HP↑
Warlock Mastery I
Warlock Hero DMG↑
Warlock ATK I
Warlock Hero ATK↑
Warlock DEF I
Warlock Hero DEF↑
Warlock HP I
Warlock Hero HP↑
Warrior Mastery II
Warrior Hero DMG↑
Warrior ATK II
Warrior Hero ATK↑
Warrior DEF II
Warrior Hero DEF↑
Warrior HP II
Warrior Hero HP↑
Ranger Mastery II
Ranger Hero DMG↑
Ranger ATK II
Ranger Hero ATK↑
Ranger DEF II
Ranger Hero DEF↑
Ranger HP II
Ranger Hero HP↑
Warlock Mastery II
Warlock Hero DMG↑
Warlock ATK II
Warlock Hero ATK↑
Warlock DEF II
Warlock Hero DEF↑
Warlock HP II
Warlock Hero HP↑
Hero DMG
Hero DMG Dealt↑
Hero ATK
Hero ATK↑
Hero DEF
Hero DEF↑
Hero HP
Hero HP↑
Attack Training III
Increases Soldier ATK
DEF Drill III
Increases Soldier DEF
Survival Training III
Soldier HP↑
Load Training III
Increases Soldier Load
Attack Training IV
Increases Soldier ATK
DEF Drill IV
Increases Soldier DEF
Survival Training IV
Soldier HP↑
Load Training IV
Increases Soldier Load
Attack Training V
Increases Soldier ATK
DEF Drill V
Increases Soldier DEF
Survival Training V
Soldier HP↑
Load Training V
Increases Soldier Load
Attack Training VI
Increases Soldier ATK
DEF Drill VI
Increases Soldier DEF
Survival Training VI
Soldier HP↑
Load Training VI
Increases Soldier Load
Attack Training VII
Increases Soldier ATK
DEF Drill VII
Increases Soldier DEF
Survival Training VII
Soldier HP↑
Load Training VII
Increases Soldier Load
Blight Slayer I
Squad 1 DMG to Monsters↑
Boost RES 1
Squad 1 Hero DMG Taken from Monsters↓
Assault Drill I
Increases Squad 1 Hero ATK
Load Training I
Increases Squad 1 Hero DEF
Survival Drill I
Increases Squad 1 Hero HP
Resource Gathering I
Increases Squad 1 Gathering Speed
Heavy Duty 1
Squad 1 Load↑
Bounty Hunter I
Squad 1 March Speed to Monsters↑
Decapitation Tactics I
Squad 1 March Speed to Doctors Increased
Gathering March I
Squad 1 March Speed to Resource Spots↑
Lightning March I
Squad 1 March Speed↑
Rapid Assault I
Hero ATK↑ when Squad 1 attacks a city
Counterattack I
Hero ATK↑ when Squad 1 defends a city
High Alert I
Hero DEF↑ when Squad 1 attacks a city
Defensive Stance I
Hero DEF↑ when Squad 1 defends a city
Bloody Battle I
Hero HP↑ when Squad 1 attacks a city
Burn the Boats I
Hero HP↑ when Squad 1 defends a city
Physical DMG Mastery I
Squad 1 Hero Physical DMG↑
Energy DMG Mastery I
Squad 1 Hero Energy DMG↑
Critical Strike I
Squad hero increases enemy troop Death Rate in PVP combat.
Blight Slayer II
Squad 2 DMG to Monsters↑
Boost RES 2
Squad 2 Hero DMG Taken from Monsters↓
Assault Drill II
Increases Squad 2 Hero ATK
Load Training II
Increases Squad 2 Hero DEF
Survival Drill II
Increases Squad 2 Hero HP
Resource Gathering II
Increases Squad 2 Gathering Speed
Heavy Duty 2
Squad 2 Load↑
Bounty Hunter II
Squad 2 March Speed to Monsters↑
Decapitation Tactics II
Squad 2 March Speed to Doctors↑
Gathering March II
Squad 2 March Speed to Resource Spots↑
Lightning March II
Squad 2 March Speed↑
Rapid Assault II
Hero ATK↑ when Squad 2 attacks a city
Counterattack II
Hero ATK↑ when Squad 2 defends a city
High Alert II
Hero DEF↑ when Squad 2 attacks a city
Defensive Stance II
Hero DEF↑ when Squad 2 defends a city
Bloody Battle II
Hero HP↑ when Squad 2 attacks a city
Burn the Boats II
Hero HP↑ when Squad 2 defends a city
Physical DMG Mastery II
Squad 2 Hero Physical DMG↑
Energy DMG Mastery II
Squad 2 Hero Energy DMG↑
Critical Strike II
Squad hero increases enemy troop Death Rate in PVP combat.
Blight Slayer III
Squad 3 DMG to Monsters↑
Boost RES 3
Squad 3 Hero DMG Taken from Monsters↓
Assault Drill III
Increases Squad 3 Hero ATK
Load Training III
Increases Squad 3 Hero DEF
Survival Drill III
Increases Squad 3 Hero HP
Resource Gathering III
Increases Squad 3 Gathering Speed
Heavy Duty 3
Squad 3 Load↑
Bounty Hunter III
Squad 3 March Speed to Monsters↑
Decapitation Tactics III
Squad 3 March Speed to Doctors↑
Gathering March III
Squad 3 March Speed to Resource Spots↑
Lightning March III
Squad 3 March Speed↑
Rapid Assault III
Hero ATK↑ when Squad 3 attacks a city
Counterattack III
Hero ATK↑ when Squad 3 defends a city
High Alert III
Hero DEF↑ when Squad 3 attacks a city
Defensive Stance III
Hero DEF↑ when Squad 3 defends a city
Bloody Battle III
Hero HP↑ when Squad 3 attacks a city
Burn the Boats III
Hero HP↑ when Squad 3 defends a city
Physical DMG Mastery III
Squad 3 Hero Physical DMG↑
Energy DMG Mastery III
Squad 3 Hero Energy DMG↑
Critical Strike III
Squad hero increases enemy troop Death Rate in PVP combat.
Blight Slayer IV
Squad 4 DMG to Monsters↑
Boost RES 4
Squad 4 Hero DMG Taken from Monsters↓
Assault Drill IV
Increases Squad 4 Hero ATK
Load Training IV
Increases Squad 4 Hero DEF
Survival Drill IV
Increases Squad 4 Hero HP
Resource Gathering IV
Increases Squad 4 Gathering Speed
Heavy Duty 4
Squad 4 Load↑
Bounty Hunter IV
Squad 4 March Speed to Monsters↑
Decapitation Tactics IV
Squad 4 March Speed to Doctors↑
Gathering March IV
Squad 4 March Speed to Resource Spots↑
Lightning March IV
Squad 4 March Speed↑
Rapid Assault IV
Hero ATK↑ when Squad 4 attacks a city
Counterattack IV
Hero ATK↑ when Squad 4 defends a city
High Alert IV
Hero DEF↑ when Squad 4 attacks a city
Defensive Stance IV
Hero DEF↑ when Squad 4 defends a city
Bloody Battle IV
Hero HP↑ when Squad 4 attacks a city
Burn the Boats IV
Hero HP↑ when Squad 4 defends a city
Physical DMG Mastery IV
Squad 4 Hero Physical DMG↑
Energy DMG Mastery IV
Squad 4 Hero Energy DMG↑
Critical Strike IV
Squad hero increases enemy troop Death Rate in PVP combat.
Falcon Points
Falcon Quests Points↑
Speedup Points
Speedup Points↑
Recruitment Points
Hero Recruitment Points↑
Super Rewards
Unlocks Tier 4–6 rewards
Arena Expert
All Points↑ (Excluding Diamond Purchases)
Building Points
Building Might Points↑
Technology Points
Tech Might Points↑
Training Points
Soldier Training Points↑
Kill Points
Kill Points↑
Top Rewards
Unlocks Tier 7–9 rewards
Caravan Trade Points
Increases Caravan Points
Covert Operation Points
Increases Covert Operation Quest Points
Survivor Recruitment Points
Increases Survivor Recruitment Points
Arena Master
All Points↑ (Excluding Diamond Purchases)
Caravan Expansion
Increases basic goods carried by the player Caravan
Plunder Mastery
Increases Hero\'s HP/ATK/DEF when plundering others\' Caravans
Defense Mastery
Increases Hero\'s HP/ATK/DEF when guarding their own Caravan
Rapid Caravan
Increases Caravan Movement Speed
Plunder
Chance to seize 1 extra cargo upon a successful plunder attack
Luck
Chance to reclaim 1 cargo upon a failed plunder defense
Extra Caravan
Daily Dispatch Attempts↑
Defense Measures
When the same Doctor attacks your Caravan, the number of allowed failures is limited.
Pumpkin Carriage
When refreshing with a Trade Agreement, there\'s a chance to get a Pumpkin Wagon, which can be plundered once upon a failed defense.
HP Boost I
Soldier HP
ATK Boost I
Soldier ATK
DEF Boost I
Soldier DEF
Survival Skills
Hero DMG Taken↓
DEF Drill VII
Increases Soldier DEF
Attack Training VII
Increases Soldier ATK
Survival Training VII
Soldier HP↑
Training Specialization I
Increases Training Speed
Training Grounds Expansion I
Increases Training Capacity
HP Boost II
Soldier HP
ATK Boost II
Soldier ATK
DEF Boost II
Soldier DEF
Morale
Soldier Morale↑
DEF Drill VIII
Increases Soldier DEF
Attack Training VIII
Increases Soldier ATK
Survival Training VIII
Soldier HP↑
Quick Bandage I
Increases Healing Speed
Infirmary Expansion I
Infirmary Capacity
Survival Skills
Hero DMG Taken↓
HP Boost III
Soldier HP
ATK Boost III
Soldier ATK
DEF Boost III
Soldier DEF
Lv.10 Soldier
Unlocks Lv.10 Soldier Training
Heavy Duty 1
Increases Soldier Load
Bloody Battle I
Hero HP↑ in PvP Battles (Attacker)
Rapid Assault I
Hero ATK↑ in PvP Battles (Attacker)
High Alert I
Hero DEF↑ in PvP Battles (Attacker)
Extra Barracks
Barracks Limit
Training Grounds Expansion I
Increases Training Capacity
Training Specialization I
Increases Training Speed
Bloody Battle II
Hero HP↑ in PvP Battles (Attacker)
Rapid Assault II
Hero ATK↑ in PvP Battles (Attacker)
High Alert II
Hero DEF↑ in PvP Battles (Attacker)
Barracks Expansion
Increases soldier capacity in barracks
Lightning March I
Overall March Speed↑
Bloody Battle III
Hero HP↑ in PvP Battles (Attacker)
Rapid Assault III
Hero ATK↑ in PvP Battles (Attacker)
High Alert III
Hero DEF↑ in PvP Battles (Attacker)
Critical Strike I
Enemy Troop Death Rate↑ in PvP
Extra Infirmaries
Max Infirmaries
Burn the Boats I
Hero HP↑ in PvP Battles (Defender)
Counterattack I
Hero ATK↑ in PvP Battles (Defender)
Defensive Stance I
Hero DEF↑ in PvP Battles (Defender)
Fortifications
Reduces soldier casualties in Barracks when your town is breached
Infirmary Expansion I
Infirmary Capacity
Fast Healing
Healing Resource Cost↓
Burn the Boats II
Hero HP↑ in PvP Battles (Defender)
Counterattack II
Hero ATK↑ in PvP Battles (Defender)
Defensive Stance II
Hero DEF↑ in PvP Battles (Defender)
Resource Protection
Increase protection cap for Grain, Timber, and Herb
Lightning March I
Overall March Speed↑
Burn the Boats III
Hero HP↑ in PvP Battles (Defender)
Counterattack III
Hero ATK↑ in PvP Battles (Defender)
Defensive Stance III
Hero DEF↑ in PvP Battles (Defender)
Battlefield Veteran
Soldier Fatality Rate↓ in PvP
Warrior: HP I
Warrior Hero HP↑
Warrior: ATK I
Warrior Hero ATK↑
Warrior: DEF I
Warrior Hero DEF↑
Warrior Synergy: HP I
Each Warrior Hero deployed in battle increases all Warrior Heroes\' HP in your team
Warrior Synergy: ATK I
Each Warrior Hero deployed in battle increases all Warrior Heroes\' ATK in your team
Warrior Synergy: DEF I
Each Warrior Hero deployed in battle increases all Warrior Heroes\' DEF in your team
Warrior Synergy: DMG I
Each Warrior Hero deployed in battle increases all Warrior Heroes\' Damage Dealt in your team
Warrior: CMD I
Warrior Hero CMD↑
Warrior: HP II
Warrior Hero HP↑
Warrior: ATK II
Warrior Hero ATK↑
Warrior: DEF II
Warrior Hero DEF↑
Warrior: DMG I
Warrior Hero DMG↑
Warrior: Ultimate Guard I
Warrior Hero gains additional DMG↓ in battle
Warrior Synergy: HP II
Each Warrior Hero deployed in battle increases all Warrior Heroes\' HP in your team
Warrior Synergy: ATK II
Each Warrior Hero deployed in battle increases all Warrior Heroes\' ATK in your team
Warrior Synergy: DEF II
Each Warrior Hero deployed in battle increases all Warrior Heroes\' DEF in your team
Warrior Synergy: DMG II
Each Warrior Hero deployed in battle increases all Warrior Heroes\' Damage Dealt in your team
Warrior: CMD II
Warrior Hero CMD↑
Warrior: HP III
Warrior Hero HP↑
Warrior: ATK III
Warrior Hero ATK↑
Warrior: DEF III
Warrior Hero DEF↑
Warrior: DMG II
Warrior Hero DMG↑
Warrior: Ultimate Guard II
Warrior Hero gains additional DMG↓ in battle
Ranger: HP I
Ranger Hero HP↑
Ranger: ATK I
Ranger Hero ATK↑
Ranger: DEF I
Ranger Hero DEF↑
Ranger Synergy: HP I
Each Ranger Hero deployed in battle increases all Ranger Heroes\' HP in your team
Ranger Synergy: ATK I
Each Ranger Hero deployed in battle increases all Ranger Heroes\' ATK in your team
Ranger Synergy: DEF I
Each Ranger Hero deployed in battle increases all Ranger Heroes\' DEF in your team
Ranger Synergy: DMG I
Each Ranger Hero deployed in battle increases all Ranger Heroes\' Damage Dealt in your team
Ranger: CMD I
Ranger Hero CMD↑
Ranger: HP II
Ranger Hero HP↑
Ranger: ATK II
Ranger Hero ATK↑
Ranger: DEF II
Ranger Hero DEF↑
Ranger: DMG I
Ranger Hero DMG↑
Ranger: Ultimate Guard I
Ranger Hero gains additional DMG↓ in battle
Ranger Synergy: HP II
Each Ranger Hero deployed in battle increases all Ranger Heroes\' HP in your team
Ranger Synergy: ATK II
Each Ranger Hero deployed in battle increases all Ranger Heroes\' ATK in your team
Ranger Synergy: DEF II
Each Ranger Hero deployed in battle increases all Ranger Heroes\' DEF in your team
Ranger Synergy: DMG II
Each Ranger Hero deployed in battle increases all Ranger Heroes\' Damage Dealt in your team
Ranger: CMD II
Ranger Hero CMD↑
Ranger: HP III
Ranger Hero HP↑
Ranger: ATK III
Ranger Hero ATK↑
Ranger: DEF III
Ranger Hero DEF↑
Ranger: DMG II
Ranger Hero DMG↑
Ranger: Ultimate Guard II
Ranger Hero gains additional DMG↓ in battle
Warlock: HP I
Warlock Hero HP↑
Warlock: ATK I
Warlock Hero ATK↑
Warlock: DEF I
Warlock Hero DEF↑
Warlock Synergy: HP I
Each Warlock Hero deployed in battle increases all Warlock Heroes\' HP in your team
Warlock Synergy: ATK I
Each Warlock Hero deployed in battle increases all Warlock Heroes\' ATK in your team
Warlock Synergy: DEF I
Each Warlock Hero deployed in battle increases all Warlock Heroes\' DEF in your team
Warlock Synergy: DMG I
Each Warlock Hero deployed in battle increases all Warlock Heroes\' Damage Dealt in your team
Warlock: CMD I
Warlock Hero CMD↑
Warlock: HP II
Warlock Hero HP↑
Warlock: ATK II
Warlock Hero ATK↑
Warlock: DEF II
Warlock Hero DEF↑
Warlock: DMG I
Warlock Hero DMG↑
Warlock: Ultimate Guard I
Warlock Hero gains additional DMG↓ in battle
Warlock Synergy: HP II
Each Warlock Hero deployed in battle increases all Warlock Heroes\' HP in your team
Warlock Synergy: ATK II
Each Warlock Hero deployed in battle increases all Warlock Heroes\' ATK in your team
Warlock Synergy: DEF II
Each Warlock Hero deployed in battle increases all Warlock Heroes\' DEF in your team
Warlock Synergy: DMG II
Each Warlock Hero deployed in battle increases all Warlock Heroes\' Damage Dealt in your team
Warlock: CMD II
Warlock Hero CMD↑
Warlock: HP III
Warlock Hero HP↑
Warlock: ATK III
Warlock Hero ATK↑
Warlock: DEF III
Warlock Hero DEF↑
Warlock: DMG II
Warlock Hero DMG↑
Warlock: Ultimate Guard II
Warlock Hero gains additional DMG↓ in battle
🔬
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👑 Lord Professions & Specialization Skills
Choose your mayoral path: peaceful craftsman engineer or ruthless legion commander. 34 unique active and passive skills from game data.
Craftsman (Engineer/Builder)
Ideal for F2P players and rapid base development. Grants instant construction and research time reduction, free resource bursts, ally peace shields, and free survivors.
Instant Produce
Outstanding Contribution
Vitality & Vigor
Siege Frenzy
Free Build
Free Research
Instant Build
Instant Research
Swift Stride
Siege War Flag
Combat EXP
Alliance Aid
Help Building
Help Research
Art of Architecture
Material Recycle
Healing Force
Bond Shield
Raven Supply
Obtain a Raven Reward based on your level.
Solid Defense
Random Visitor
Hidden Peril
Legion Commander (Warlord)
Top choice for alliance wars, King's Castle clash, and KvK. Instantly trains highest-tier troops, instantly cures wounded soldiers, and inflicts massive damage on burning bases.
Return Now
Train Now
Barracks Expansion
Infirmary Expansion
Frenzy
Emergency Treatment
Concentrated Fire
Intensive Training
Wasteland March
War Supply
Boost Morale
Reinforcement Speedup
Team Raid
Concealed Identity
Enter Disguise Mode: Hide personal information and won\'t appear in enemy battle reports, lasts 30m. CD: 47.5h
Full Power Buff
Reinforcement Enhance
Weakened
Charging War Flag
Hold the Line
Rally Guardian
Territory Raid
Eliminate Threats
⚔️ T1–T10 Troop Progression & Faction Counter Triangle
Training Grounds upgrade milestones per troop tier, Might scaling, and faction matchup mechanics extracted from game engine tables.
🏰 Training Grounds vs. Barracks Roles:
🎯 Training Grounds (Полигон):
trains soldiers and unlocks higher tiers (T1–T10) as the building upgrades.
⛺ Barracks (Казарма):
acts as a muster staging point and increases your overall army troop capacity limit.
🔄 Combat Triangle Advantage (+20% Damage):
Warriors counter Rangers
Rangers counter Warlocks
Warlocks counter Warriors
💡 Squads with class advantage deal +20% damage and mitigate incoming counter-attacks.
| Tier | Required Training Grounds Lv. | Might per Troop | Resource Load | Base Speed |
|---|---|---|---|---|
| T1 | Training Grounds Lv. 1 | +2 | 5 | 10 |
| T2 | Training Grounds Lv. 3 | +4 | 8 | 10 |
| T3 | Training Grounds Lv. 6 | +7 | 11 | 10 |
| T4 | Training Grounds Lv. 10 | +11 | 15 | 10 |
| T5 | Training Grounds Lv. 14 | +17 | 19 | 10 |
| T6 | Training Grounds Lv. 17 | +25 | 24 | 10 |
| T7 | Training Grounds Lv. 20 | +36 | 30 | 10 |
| T8 | Training Grounds Lv. 24 | +52 | 37 | 10 |
| T9 | Training Grounds Lv. 27 | +74 | 45 | 10 |
| T10 | Training Grounds Lv. 30 | +105 | 55 | 10 |
⚔️ Hero Equipment & Mythic Promotion (MR)
Complete guide to the 4 gear slots, rarity tiers from R to UR, and promotion to Mythic Red (MR).
⚙️ 4 Gear Slots & Class Priorities
Weapon (Sword)
ATK (+Crit DMG)
Prioritize Weapon and Gauntlets first — maximum ATK, Crit Damage, and Crit Chance.
Armor
DEF (+Phys DMG Reduction)
Prioritize Armor and Boots first — maximum DEF, HP, and damage reduction.
Gauntlets
ATK (+Crit Rate & Lethality)
Prioritize Weapon and Gauntlets first — maximum ATK, Crit Damage, and Crit Chance.
Boots
HP (+Magic DMG Reduction)
Prioritize Armor and Boots first — maximum DEF, HP, and damage reduction.
🏆 Rarity Tiers & Level Caps
🔥 Promotion to MR (Mythic Red Gear)
When UR equipment reaches level 40, it can be promoted to Mythic (MR). This unlocks exclusive squad percentage multipliers (Lethality and Damage Reduction) that outperform flat stats.
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