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The RaidLords Handbook

Everything in the game, in one place. Built from the game itself.

How it works

RaidLords is a village-building strategy game on Robinhood Chain. Build a village, defend it, train an army, raid other lords and rise through the leagues, alone or with a Clan.

  1. 1Sign in and enter

    Sign in and enter

    Connect a wallet on Robinhood Chain and sign a free message (no gas). Pick your chief's name, then pay the $1 entry once, in ETH. Your village is made on the spot: a Keep, 1 builder, 1,000 gold, 1,000 essence and a 24-hour shield.

  2. 2Build your village

    Build your village

    Place mines and pumps, storages, a War Camp and Barracks, then defenses. Everything new waits for the next Keep level: the Keep goes up to 12. Your first Finish of a building upgrade is free.

  3. 3Gather an army

    Gather an army

    Pick troops and spells in the Army screen. Training is free and your first 20 troops are ready at once; after that each kind takes its own short time (a Barbarian 15 seconds, a Giant 30). Only troops that fall in a raid are lost; the rest come home.

  4. 4Raid

    Raid

    Find a village, drop your troops around it and destroy as much as you can in three minutes. Win stars and trophies, and carry away the loot.

  5. 5Join a Clan

    Join a Clan

    50 lords side by side: troops for your Garrison, Clan Wars, the War League, a shared Citadel and Siege Weekend raids.

  6. 6Earn

    Earn

    Sell the gold you raid for tokens, up to a daily limit set by your Royal Mint and the tokens you deposit and spend in the game. Plus daily rewards, quests, weekly events, the Season Pass, the Raid Board, the Champion Arena and tournaments.

Launch day: for the first 24 hours only the waitlist and the friends they invite can enter. After that the Realm is open to everyone.

A raid in progressThe Keep falls: a star

Three stars

  • ★ Destroy half the village (50%).
  • ★ Destroy the Keep.
  • ★ Destroy everything (100%).

Stars win the raid and bring trophies. A raid lasts three minutes.

Three resources

Gold Gold builds and upgrades buildings. Essence Essence pays for the Laboratory, walls and more. Shadow Shadow essence comes from Keep 7 and powers shadow troops and heroes.

Telegram alerts

Link the RaidLords bot from Alerts and the game reaches your phone even when it is closed: raids on your village (so you can strike back), finished upgrades and research, clan wars, prizes, Siege Weekend results and more. Tick the kinds you want and leave the rest. Messages arrive in the language you play in.

Seven languages

The game, this guide and the waitlist come in English, Chinese, Vietnamese, Portuguese, Indonesian, Spanish and Turkish, and follow one pick (the language button in the game, or the flag at the top of this page). Names of troops, buildings and items stay in English everywhere.

Troops

Every troop has a favourite target, a housing size and its own way of fighting. Training is free (each kind takes a few seconds to a couple of minutes), so try every mix you like. Levels come from the Laboratory; numbers below go from level 1 to the highest level a Keep 12 village can reach.

Barracks

Barbarian

Barbarian

Cheap, quick and brave. Charges the nearest building and swings until it falls.

Housing
1
Unlocks
Keep 1
Max level
9
Hitpoints
45 → 230
Damage / sec
9 → 38
Targets
Any building
Moves
Ground
Range
Melee
Speed
Medium
Archer

Archer

Shoots from behind walls. Fragile, but a cloud of them melts buildings fast.

Housing
1
Unlocks
Keep 1
Max level
9
Hitpoints
22 → 56
Damage / sec
8 → 31
Targets
Any building
Moves
Ground
Range
3.5 tiles
Speed
Fast
Giant

Giant

A walking wall of muscle that ignores everything but defenses. Lead with it.

Housing
5
Unlocks
Keep 1
Max level
9
Hitpoints
400 → 1,850
Damage / sec
12 → 70
Targets
Defenses
Moves
Ground
Range
Melee
Speed
Slow
Goblin

Goblin

Greedy and fast. Runs for gold, essence and the Keep, and loots them at double speed.

Housing
1
Unlocks
Keep 2
Max level
8
Hitpoints
36 → 181
Damage / sec
11 → 62
Targets
Resources
Moves
Ground
Range
Melee
Speed
Fast
Bombardier

Bombardier

Carries a bomb straight into the nearest wall and blows a hole for the army.

Housing
2
Unlocks
Keep 3
Max level
8
Hitpoints
20 → 92
Damage / sec
10 → 75
Targets
Walls
Moves
Ground
Range
Melee
Speed
Fast
War Balloon

War Balloon

Floats over walls and drops bombs on defenses. Splash on the way down, even when shot.

Housing
5
Unlocks
Keep 4
Max level
8
Hitpoints
240 → 1,344
Damage / sec
33.3 → 314
Targets
Defenses
Moves
Flies
Range
0.5 tiles
Speed
Slow
Mage

Mage

Throws exploding orbs that hit everything in a small circle. Glass cannon.

Housing
4
Unlocks
Keep 5
Max level
9
Hitpoints
75 → 230
Damage / sec
50 → 230
Targets
Any building
Moves
Ground
Range
3 tiles
Speed
Medium
Healer

Healer

Flies above the army and heals the ground troops around her. Does not fight.

Housing
14
Unlocks
Keep 6
Max level
5
Hitpoints
500 → 1,500
Heal / sec
35.7 → 71.4
Targets
Hurt troops
Moves
Flies
Range
5 tiles
Speed
Medium
Dragon

Dragon

Flying fire. Tough, with splash breath that clears whole clusters of buildings.

Housing
20
Unlocks
Keep 7
Max level
7
Hitpoints
1,700 → 3,489
Damage / sec
142 → 314
Targets
Any building
Moves
Flies
Range
3 tiles
Speed
Medium
Black Knight

Black Knight

Heavy black armour and a huge blade. Not fast, but almost nothing survives a hit.

Housing
25
Unlocks
Keep 8
Max level
8
Hitpoints
2,200 → 4,620
Damage / sec
211 → 495
Targets
Any building
Moves
Ground
Range
Melee
Speed
Medium
Baby Dragon

Baby Dragon

A smaller flying dragon with splash fire. Great for cleaning up the edges of a base.

Housing
10
Unlocks
Keep 9
Max level
6
Hitpoints
1,200 → 1,700
Damage / sec
75 → 125
Targets
Any building
Moves
Flies
Range
2.8 tiles
Speed
Medium
Digger

Digger

Tunnels underground, so defenses cannot see or hit him while he moves.

Housing
6
Unlocks
Keep 10
Max level
6
Hitpoints
550 → 900
Damage / sec
80 → 120
Targets
Any building
Moves
Ground
Range
Melee
Speed
Fast
Frost Beast

Frost Beast

Goes for defenses. As he takes damage he sheds little Frost Mites that keep fighting.

Housing
18
Unlocks
Keep 12
Max level
2
Hitpoints
2,900 → 3,200
Damage / sec
230 → 250
Targets
Defenses
Moves
Ground
Range
Melee
Speed
Slow
Voltborn

Voltborn Coming soon

Housing
32
Unlocks
Keep 13+
Max level
–
Targets
Any building
Moves
Ground
Range
Melee
Speed
Medium
Rootwalker

Rootwalker Coming soon

Housing
20
Unlocks
Keep 13+
Max level
–
Targets
Defenses
Moves
Ground
Range
Melee
Speed
Slow
Spearman

Spearman Coming soon

Housing
16
Unlocks
Keep 13+
Max level
–
Targets
Any building
Moves
Ground
Range
6 tiles
Speed
Medium
Forgotten Titan

Forgotten Titan Coming soon

Housing
40
Unlocks
Keep 13+
Max level
–
Targets
Any building
Moves
Ground
Range
5 tiles
Speed
Slow

Shadow Barracks

Imp

Imp

Small flying shadow creature that shoots from range. Quick to deploy, quick to die.

Housing
2
Unlocks
Keep 7
Max level
8
Hitpoints
58 → 96
Damage / sec
38 → 62
Targets
Any building
Moves
Flies
Range
2.8 tiles
Speed
Fast
Caveman

Caveman

Leaps over walls and goes straight for the defenses.

Housing
5
Unlocks
Keep 7
Max level
9
Hitpoints
340 → 1,120
Damage / sec
60 → 165
Targets
Defenses
Moves
Ground
Range
Melee
Speed
Fast
Shieldmaiden

Shieldmaiden

Spins her axe and hits everything around her. Deadly in tight bases.

Housing
8
Unlocks
Keep 8
Max level
7
Hitpoints
750 → 1,650
Damage / sec
93.9 → 185
Targets
Any building
Moves
Ground
Range
Melee
Speed
Fast
Bonecrusher

Bonecrusher

The biggest body in the game. Goes for defenses, and when it falls it explodes and splits in two.

Housing
30
Unlocks
Keep 8
Max level
9
Hitpoints
5,100 → 7,900
Damage / sec
35 → 75
Targets
Defenses
Moves
Ground
Range
Melee
Speed
Slow
Necromancer

Necromancer

Raises skeletons from the ground again and again while she fights from range.

Housing
12
Unlocks
Keep 9
Max level
5
Hitpoints
300 → 520
Damage / sec
100 → 185
Targets
Any building
Moves
Ground
Range
4 tiles
Speed
Slow
Boulder Orc

Boulder Orc

Throws a heavy boulder that bounces on and hits the building behind its target too.

Housing
6
Unlocks
Keep 10
Max level
4
Hitpoints
325 → 470
Damage / sec
60 → 96
Targets
Any building
Moves
Ground
Range
3 tiles
Speed
Medium
Frost Golem

Frost Golem

Slow tank that goes for defenses. When it dies it freezes every defense around it.

Housing
15
Unlocks
Keep 11
Max level
8
Hitpoints
2,600
Damage / sec
24 → 52
Targets
Defenses
Moves
Ground
Range
Melee
Speed
Slow
Shadowblade

Shadowblade

Throws poisoned daggers from range. Small, fast and hard to pin down.

Housing
6
Unlocks
Keep 12
Max level
2
Hitpoints
360 → 400
Damage / sec
105 → 115
Targets
Any building
Moves
Ground
Range
3 tiles
Speed
Fast
Lightbearer

Lightbearer Coming soon

Housing
20
Unlocks
Keep 13+
Max level
–
Targets
Any building
Moves
Ground
Range
5 tiles
Speed
Medium
Druid

Druid Coming soon

Housing
16
Unlocks
Keep 13+
Max level
–
Targets
Hurt troops
Moves
Ground
Range
5 tiles
Speed
Fast
Witch of Ruins

Witch of Ruins Coming soon

Housing
26
Unlocks
Keep 13+
Max level
–
Targets
Any building
Moves
Ground
Range
Melee
Speed
Slow

Siege machines

War Wagon

War Wagon

A battering wagon that drives straight for the Keep, smashing walls ten times harder on the way.

Housing
–
Unlocks
Keep 12
Max level
1
Hitpoints
5,500
Damage / sec
250
Targets
The Keep
Moves
Ground
Range
Melee
Speed
Slow
Fire Catapult

Fire Catapult Coming soon

Housing
–
Unlocks
Keep 13+
Max level
–
Targets
Defenses
Moves
Ground
Range
11 tiles
Speed
Slow

One siege machine per raid. Troops from your Clan's Garrison join every raid on top of your own army.

Spells

Spells are dropped anywhere on the battlefield. They fill spell space in your Spell Forges, and the Laboratory makes them stronger.

Thunderbolt

Thunderbolt

Strikes a small area with lightning bolts. Hits buildings and defending troops (not walls).

Space
1
Unlocks
Keep 5
Max level
9
Made in
Spell Forge
Heal

Heal

A ring that heals your ground troops inside it, pulse after pulse.

Space
2
Unlocks
Keep 6
Max level
7
Made in
Spell Forge
Fury

Fury

Your troops inside hit harder and move faster for a few seconds.

Space
2
Unlocks
Keep 7
Max level
6
Made in
Spell Forge
Venom Cloud

Venom Cloud

A cloud that keeps hurting defending troops inside it.

Space
1
Unlocks
Keep 8
Max level
6
Made in
Shadow Spell Forge
Quake

Quake

Shakes a share of every building's hitpoints away, and wrecks walls.

Space
1
Unlocks
Keep 8
Max level
5
Made in
Shadow Spell Forge

Heroes

Heroes are one of a kind, fight in every raid and use one ability per battle. They level up with a builder and are unlocked by the Hall of Heroes; each wears two pieces of equipment. Your own Champion has a tab of its own.

Barbarian Chief

Barbarian Chief

Rages and heals himself and calls a band of Barbarians to fight beside him.

Unlocks
Hall of Heroes lv 1 (Keep 4)
Max level
65
Hitpoints
1,445 → 7,024
Damage / sec
102 → 384
Range
Melee
Ability
War Cry
War HornWar HornRages the Chief and heals him
Iron FistIron FistLong rage, big heal and a stomp
Quake BootsQuake BootsStomps: damages nearby buildings and walls
Barbarian TotemBarbarian TotemCalls Barbarians to the Chief
Marksman

Marksman

Turns invisible for a moment, heals, and hits much harder when she reappears.

Unlocks
Hall of Heroes lv 2 (Keep 8)
Max level
65
Hitpoints
580 → 2,330
Damage / sec
105 → 476
Range
5 tiles
Ability
Hunter's Cloak
Hunter's BowHunter's BowLong cloak and much stronger shots
Shadow VialShadow VialHides the Marksman and boosts her shots
Archer TotemArcher TotemCalls Archers to the Marksman
Healer TotemHealer TotemCalls Healers to the Marksman
Lorekeeper

Lorekeeper

His aura protects troops around him; the ability makes them all invulnerable for a few seconds.

Unlocks
Hall of Heroes lv 5 (Keep 11)
Max level
40
Hitpoints
850 → 1,904
Damage / sec
77.2 → 386
Range
7 tiles
Ability
Ward of Ages
Fury StoneFury StoneRages nearby troops
Life StoneLife StoneHeals nearby troops
Ancient TomeAncient TomeNearby troops take no damage for a moment
Crusader

Crusader

A spear-throwing hero who goes for defenses, the last hero to join: Hall of Heroes level 6.

Unlocks
Hall of Heroes lv 6 (Keep 12)
Max level
25
Hitpoints
2,508 → 3,485
Damage / sec
408 → 573
Range
3 tiles
Ability
Seeking Shield
Swift VialSwift VialSpeeds the Crusader up and heals him
Royal JewelRoyal JewelA big heal for the Crusader
Ricochet ShieldRicochet ShieldThrows a shield that bounces between defenses

Equipment and ore

Every hero wears two pieces. New pieces open with the hero's level or the Blacksmith's. Upgrade them at the Blacksmith with Iron Ore Iron, Ember Ore Ember and Star Ore Star Ore (epic pieces need Star Ore). Ore comes from the daily Star Bonus (5 raid stars a day, from Keep 4), war stars, the daily reward, weekly events, Champion Trials, the Champion Arena (Iron), the Siege Trader, the League Shop and the store. Before you have a Blacksmith (Keep 8) there is nowhere to keep ore, so ore rewards are paid as gold instead.

Champion

Your Champion

Every lord gets one Champion: a knight of your own, with your name for it. It fights at your side in every raid and guards your village when you are away. Raise it with levels, harden it with Valor ranks and shape it with a stance.

$1in tokens to unlock
40levels
20Valor ranks
3stances

Getting it

Tap the Champion frame under your resources and unlock it for $1 in tokens. It takes its place on the Champion's Banner and joins every army from then on, free. Give it a name on the Banner: the first name is free, a new one later costs $0.15.

Rally Cry

Its ability, once per raid: tap Rally Cry and every attacker around it deals +20% damage for 8 seconds, and the Champion heals. Each Valor rank makes the cry 1% stronger and the heal bigger.

Levels

Level 1 to 40, with essence, a builder and time, like any hero. Each level adds hit points and damage. Your Keep sets the ceiling: 4 levels per Keep, so the full 40 levels open at Keep 10. A level never costs more than half the essence your Keep can store, so every level your Keep opens can be paid for. While it is upgrading it stays home.

Valor ranks

Ranks 0 to 20, bought with tokens. Each rank adds +2% hit points and damage and a stronger Rally Cry. Rank 1 costs $0.15 and each next rank about 20% more (rank 20: $4.79; all 20 together $28.01). A rank can never be more than 5/8 of the level, so tokens strengthen a Champion you have raised and never replace playing. Matchmaking counts Valor too: each rank weighs like 15 trophies when opponents are picked.

Stances

From level 10 choose how it fights. Each stance grows at levels 10, 20 and 30. The first pick is free; switching later costs $0.23.

Guardian

Built to last.

  1. Level 10Takes 20% less damage; Rally Cry shields troops for 10% less damage
  2. Level 20Takes 25% less damage; Rally Cry shields troops for 15% less damage
  3. Level 30Takes 30% less damage; Rally Cry shields troops for 20% less damage

Warlord

Leads from the front.

  1. Level 10Rally Cry reaches 40% farther, lasts 40% longer, +5% damage
  2. Level 20Rally Cry reaches 60% farther, lasts 60% longer, +8% damage
  3. Level 30Rally Cry reaches 80% farther, lasts 80% longer, +12% damage

Berserker

All in.

  1. Level 10+10% damage and heals 10% of the damage it deals
  2. Level 20+15% damage and heals 12% of the damage it deals
  3. Level 30+20% damage and heals 15% of the damage it deals

On defense

Champion's Banner

When attackers come near your village, the Champion steps off its Banner and fights them, with its level, rank, stance and equipment. Raiders see a Champion's Banner in your village and know what is waiting.

Champion Trials

Under Attack: your Champion goes in alone against a bandit knight's fort. No army, no trophies, nothing to lose. Win a star to open the next trial; each trial also needs your Champion at a set level. The first star and three stars each pay once, in gold, essence and ore, more with every trial. Three stars on every trial earns the title the Trialmaster.

  1. 1The Hedge KnightChampion level 1
  2. 2Bandit CaptainChampion level 3
  3. 3The Black WolfChampion level 6
  4. 4Sir MortimerChampion level 10
  5. 5The Iron TwinChampion level 14
  6. 6Warden of AshesChampion level 18
  7. 7The Crimson LordChampion level 22
  8. 8The Dragon's SquireChampion level 26
  9. 9The UsurperChampion level 30
  10. 10The Last ChampionChampion level 34

Champion Arena

Steer your knight

Under Attack: you take the Champion's reins and hold an arena against waves of raiders. It strikes on its own; you move with WASD (a stick on a phone), dash (Space), spin (E), block (hold Shift or F) and use Rally Cry (Q), which heals it. Block just before a blow lands to parry: the raider is stunned. A boss comes every fifth wave (Barbarian Chief, Black Knight, Dragon in turn), and bosses cannot be parried. Your level, Valor, stance and gear all count. Practice is always free and pays nothing.

Runs and the daily board

3 free runs a day, then up to 5 more, each costing more than the last ($0.10, $0.25, $0.50, $1, $2 in tokens). Each run pays gold and essence by the waves it held (up to 15 waves; the coins you pick up add gold) and 25 Iron a wave once you have a Blacksmith. Arena gold cannot be sold for tokens. Your best run of the day goes on the daily board: at 00:00 UTC the top 10 share a prize from the reward vault in tokens (at least 3 waves to be paid).

After every wave pick one of three cards; each card can be taken up to three times in a run.

The Armoury

Four slots (weapon, shield, helm, charm) and 24 pieces in four rarities. Knight's Blade and Tower Shield are free; the rest are bought with tokens (prices below in dollars, paid in tokens at the day's price), and every piece is upgraded with tokens, level by level, up to 3 levels per Keep (level 12 at Keep 4). A piece you no longer want sells back for 20% of all it took. All four maxed legendaries give your Champion about +50% hit points, +60% damage, a share of every hit healed back, less damage taken and a far stronger Rally Cry. Worn gear also counts in matchmaking, so you meet opponents of your strength.

Weapon

Knight's Blade
CommonKnight's BladeMore damage and a stronger Rally CryFree · up to level 10
War Axe
CommonWar AxeMore damage; heals by part of every hit$0.38 · up to level 10
Flame Brand
RareFlame BrandMore damage and a fiercer Rally Cry$1.20 · up to level 15
Runed Greatsword
RareRuned GreatswordA big step up in damage$1.20 · up to level 15
Stormbreaker
EpicStormbreakerHuge damage; heals by part of every hit$3 · up to level 20
Dawnbringer
LegendaryDawnbringerThe strongest blade: damage, leech and Rally Cry$7.50 · up to level 25

Shield

Tower Shield
CommonTower ShieldMore hit points; Rally Cry heals the ChampionFree · up to level 10
Iron Buckler
CommonIron BucklerMore hit points; takes less damage$0.38 · up to level 10
Dragonscale Shield
RareDragonscale ShieldMore hit points and a big heal on Rally Cry$1.20 · up to level 15
Shield of Valor
RareShield of ValorMany more hit points; takes less damage$1.20 · up to level 15
Bulwark Aegis
EpicBulwark AegisHuge hit points; shrugs off much of every hit$3 · up to level 20
Titanforged Bulwark
LegendaryTitanforged BulwarkThe toughest shield: hit points, guard and a big heal$7.50 · up to level 25

Helm

Bearhide Cap
CommonBearhide CapA little more hit points and damage$0.38 · up to level 10
Iron Helm
CommonIron HelmMore hit points; Rally Cry reaches farther$0.38 · up to level 10
Commander's Helm
RareCommander's HelmRally Cry reaches farther and hits harder$1.20 · up to level 15
Horned Warhelm
RareHorned WarhelmMore damage and hit points$1.20 · up to level 15
Crown of Ash
EpicCrown of AshDamage, hit points and a far-reaching Rally Cry$3 · up to level 20
Lionheart Crown
LegendaryLionheart CrownA king's crown: damage, hit points, a huge Rally Cry$7.50 · up to level 25

Charm

Healing Amulet
CommonHealing AmuletRally Cry heals the troops around$0.38 · up to level 10
Lucky Coin
CommonLucky CoinA stronger Rally Cry$0.38 · up to level 10
Phoenix Feather
RarePhoenix FeatherRally Cry heals the Champion and the troops around$1.20 · up to level 15
War Drum
RareWar DrumRally Cry hits harder and reaches farther$1.20 · up to level 15
Dragon Banner
EpicDragon BannerRally Cry heals every troop around and hits much harder$3 · up to level 20
Heart of the Realm
LegendaryHeart of the RealmThe mightiest charm: a crushing Rally Cry and big heals$7.50 · up to level 25

Looks

Armour and banner designs from the store, priced in dollars and paid in tokens. Pure looks, seen by everyone who raids you.

Emerald Guard
Emerald Guard$0.45
Sun Paladin
Sun Paladin$0.60
Crimson Lord
Crimson Lord$0.90
Golden Banner
Golden Banner$0.30
Royal Banners
Royal Banners$0.53
Old Kingdom Banner
Old Kingdom Banner$0.38
Crimson Banner
Crimson Banner$0.30
Emerald Banner
Emerald Banner$0.30

Buildings

What a Keep 12 village can hold, how many of each and how high they go. Building and upgrading take a free builder; the Keep decides what is open.

Resources

Keep

Keep

The heart of your village. Every new building, troop and level waits for the next Keep. Lose it in a raid and you lose a star.

At Keep 12
1 × lv 12
Unlocks
Keep 1
Gold Mine

Gold Mine

Digs gold all day. Collect it before raiders do: a raid takes half of what sits in a mine.

At Keep 12
7 × lv 15
Unlocks
Keep 1
Essence Pump

Essence Pump

Pumps essence all day, the resource for troops, spells and the Laboratory.

At Keep 12
7 × lv 15
Unlocks
Keep 1
Gold Vault

Gold Vault

Holds your gold. A raid can take a share of it, so upgrade and protect it.

At Keep 12
4 × lv 13
Unlocks
Keep 1
Essence Vat

Essence Vat

Holds your essence. Same rules as the Gold Vault.

At Keep 12
4 × lv 13
Unlocks
Keep 1
Shadow Well

Shadow Well

Draws Shadow essence, the rare resource for shadow troops and heroes.

At Keep 12
3 × lv 9
Unlocks
Keep 7
Shadow Vat

Shadow Vat

Holds Shadow essence.

At Keep 12
1 × lv 7
Unlocks
Keep 7
mint

mint

Sets how much gold you can sell for tokens each day. Built at any Keep and upgraded with tokens only, at once.

At Keep 12
1 × lv 7
Unlocks
Keep 1
Builder's Hut

Builder's Hut

Each Hut is one builder: one building upgrade at a time per builder. You start with one and can hire up to four more with tokens.

At Keep 12
5 × lv 1
Unlocks
Keep 1

Army

War Camp

War Camp

Where your army waits. More camps and higher levels mean more housing space.

At Keep 12
4 × lv 10
Unlocks
Keep 1
Barracks

Barracks

Unlocks new troops with every level.

At Keep 12
1 × lv 14
Unlocks
Keep 1
Laboratory

Laboratory

Researches stronger troop and spell levels.

At Keep 12
1 × lv 10
Unlocks
Keep 3
Garrison

Garrison

Holds troops your Clan sends you. They defend your village and you can take them into raids.

At Keep 12
1 × lv 8
Unlocks
Keep 3
Hall of Heroes

Hall of Heroes

Unlocks your heroes and how far they can grow.

At Keep 12
1 × lv 6
Unlocks
Keep 4
Spell Forge

Spell Forge

Unlocks spells and holds them for battle.

At Keep 12
1 × lv 6
Unlocks
Keep 5
Shadow Barracks

Shadow Barracks

Unlocks the shadow troops.

At Keep 12
1 × lv 9
Unlocks
Keep 7
Shadow Spell Forge

Shadow Spell Forge

Unlocks Venom Cloud and Quake and adds spell space.

At Keep 12
1 × lv 6
Unlocks
Keep 8
Blacksmith

Blacksmith

Upgrades hero equipment with Iron, Ember and Star Ore.

At Keep 12
1 × lv 5
Unlocks
Keep 8
Siege Workshop

Siege Workshop

Builds the War Wagon, a siege machine (one per raid).

At Keep 12
1 × lv 3
Unlocks
Keep 12

Defenses

Cannon

Cannon

Fast, cheap ground defense. The backbone of every early base.

At Keep 12
7 × lv 17
Unlocks
Keep 1
Range
9 tiles
Hits
Ground only
Damage / sec
7 → 115
Hitpoints
300 → 1,740
Archer Tower

Archer Tower

Shoots both ground and air troops from a long way off.

At Keep 12
8 × lv 17
Unlocks
Keep 2
Range
10 tiles
Hits
Ground & air
Damage / sec
11 → 100
Hitpoints
380 → 1,390
Catapult

Catapult

Lobs heavy stones with splash. Cannot hit anything standing right next to it.

At Keep 12
4 × lv 12
Unlocks
Keep 3
Range
4–11 tiles
Hits
Ground only
Damage / sec
4 → 38
Hitpoints
400 → 1,500
Skyguard

Skyguard

Rockets for flyers only. The main answer to Balloons and Dragons.

At Keep 12
4 × lv 10
Unlocks
Keep 4
Range
10 tiles
Hits
Air only
Damage / sec
80 → 400
Hitpoints
800 → 1,400
Mage Tower

Mage Tower

Splash magic that hits ground and air. Shreds crowds.

At Keep 12
5 × lv 11
Unlocks
Keep 5
Range
7 tiles
Hits
Ground & air
Damage / sec
11 → 70
Hitpoints
620 → 2,120
Wind Mill

Wind Mill

Blows flying troops back with a gust of wind. No damage, all disruption.

At Keep 12
2 × lv 7
Unlocks
Keep 6
Range
1–15 tiles
Hits
Air only
Damage / sec
Push
Hitpoints
750 → 1,050
Hidden Spark

Hidden Spark

Hides until a troop comes close, then zaps it. Hits ground and air.

At Keep 12
5 × lv 10
Unlocks
Keep 7
Range
7 tiles
Hits
Ground & air
Damage / sec
34 → 120
Hitpoints
600 → 980
Blast Tower

Blast Tower

Splash bombs around itself, and a big blast when it is destroyed.

At Keep 12
2 × lv 7
Unlocks
Keep 8
Range
6 tiles
Hits
Ground only
Damage / sec
24 → 64
Hitpoints
650 → 1,600
Arbalest

Arbalest

A giant crossbow with a very fast rate of fire, ground and air.

At Keep 12
4 × lv 6
Unlocks
Keep 9
Range
11.5 tiles
Hits
Ground & air
Damage / sec
60 → 110
Hitpoints
1,500 → 3,400
Inferno Spire

Inferno Spire

A beam that heats up the longer it stays on one target (2.6x, then 26x), and cools on a new one.

At Keep 12
3 × lv 6
Unlocks
Keep 10
Range
9 tiles
Hits
Ground & air
Damage / sec
30 → 55
Hitpoints
1,500 → 3,000
Eagle Cannon

Eagle Cannon

Covers almost the whole map. Wakes once 200 housing of attackers is down, then fires salvos of three.

At Keep 12
1 × lv 3
Unlocks
Keep 11
Range
7–50 tiles
Hits
Ground & air
Damage / sec
67.5 → 82.5
Hitpoints
4,000 → 4,800
Wall

Wall

Keeps ground troops out and buys your defenses time. Placed by dragging a line.

At Keep 12
100 pieces × lv 13
Unlocks
Keep 2
Hitpoints
100 → 8,000

Traps

Traps stay hidden until an attacker steps near them, and each goes off once per raid.

Bomb

Explodes under ground troops.

At Keep 12
6 × lv 8
Unlocks
Keep 3

Springboard

Flings the heaviest ground troops off the battlefield.

At Keep 12
8 × lv 7
Unlocks
Keep 4

Air Burst

Explodes among flying troops.

At Keep 12
6 × lv 6
Unlocks
Keep 5

Big Bomb

A much bigger blast for ground troops.

At Keep 12
6 × lv 5
Unlocks
Keep 6

Seeker Mine

Hits one flyer very hard.

At Keep 12
6 × lv 3
Unlocks
Keep 7

Grave Trap

Springs a few skeletons to fight the attackers.

At Keep 12
3 × lv 4
Unlocks
Keep 8

Decorations

Pure looks: some for gold, the rare ones for tokens. They show up in your village and in every raid on it.

Hedge
Hedge
Supply Crates
Supply Crates
Blue Banner
Blue Banner
Red Banner
Red Banner
Golden Chest
Golden Chest
Hay Bales
Hay Bales
Iron Lantern
Iron Lantern
Lantern Pumpkin
Lantern Pumpkin
Hero Statue
Hero Statue
Training Target
Training Target
Warlord Throne
Warlord Throne
Weapon Rack
Weapon Rack
Festive Pine
Festive Pine

Keep levels

What each Keep level opens for the first time. New levels of everything you already have open too, but that list would fill the page.

BuildingsTroopsSpellsHeroes

  1. Keep 1
    Your first Keep
    War CampBarracksCannonEssence PumpEssence VatGold MineGold VaultmintBarbarianArcherGiant
  2. Keep 2
    1,000 gold · instant
    Archer TowerWallGoblin
  3. Keep 3
    4,000 gold · 15m
    BombGarrisonLaboratoryCatapultBombardier
  4. Keep 4
    25,000 gold · 1h 30m
    SkyguardHall of HeroesSpringboardWar BalloonBarbarian Chief
  5. Keep 5
    150,000 gold · 3h
    Air BurstSpell ForgeMage TowerMageThunderbolt
  6. Keep 6
    500,000 gold · 6h
    Wind MillBig BombHealerHeal
  7. Keep 7
    1,000,000 gold · 9h
    Shadow BarracksShadow WellShadow VatHidden SparkSeeker MineDragonImpCavemanFury
  8. Keep 8
    2,000,000 gold · 12h
    BlacksmithBlast TowerShadow Spell ForgeGrave TrapBlack KnightShieldmaidenBonecrusherVenom CloudQuakeMarksman
  9. Keep 9
    2,500,000 gold · 1d
    ArbalestBaby DragonNecromancerVillage grows to radius 9
  10. Keep 10
    3,500,000 gold · 1d 12h
    Inferno SpireDiggerBoulder Orc
  11. Keep 11
    4,000,000 gold · 2d 12h
    Eagle CannonFrost GolemLorekeeperVillage grows to radius 10
  12. Keep 12
    6,000,000 gold · 3d
    Siege WorkshopFrost BeastShadowbladeWar WagonCrusader

Raids

Press Attack, then Find a match. A search costs a little gold (by your Keep, table below) and finds a village of a Keep close to yours (one lower to one higher) and close to your trophies. Your Champion's Valor and gear count as trophies too, so strength meets strength. Clanmates never come up. When there are not enough lords around, a goblin-held village fills in, so there is always someone to raid.

Who you meet

  • Don't like the village? Press Next before your first troop lands and pay the search again.
  • Up to 30 raids a day (UTC) on other chiefs; after that only goblin-held villages come up.
  • A village that is being raided or is shielded is never offered.

What you can carry away

A raid can take a share of the defender's storages (table below), 50% of what sits uncollected in mines and pumps, 75% from Shadow wells, and part of what the Keep holds. Loot counts as it falls, building by building. A won raid also pays a league bonus on top (see Compete).

Shields

A new village starts with a 24-hour shield. A village raided hard gets one too:

  • 30% destroyed → 12h shield
  • 60% destroyed → 14h shield
  • 90% destroyed → 16h shield

While shielded nobody can raid you. Attacking ends your own shield. Shields can also be bought with tokens from the shield chip at the top: 1 day for $0.15, 2 days for $0.23, 1 week for $0.38, each again after a wait.

Revenge

You can take revenge on anyone who raided you within 24 hours, straight from your log or the Telegram alert: free, once per raid, unless they are shielded or busy. Revenge raids bring loot and trophies but never count for prize stars.

DefenderSearch cost (gold)Gold & essenceMax per raidShadowMax per raid
Keep 1520%200,0006%2,000
Keep 21020%200,0006%2,000
Keep 35020%200,0006%2,000
Keep 410020%200,0006%2,000
Keep 515020%200,0006%2,000
Keep 625020%200,0006%2,000
Keep 735018%360,0006%2,000
Keep 855016%480,0006%2,400
Keep 975014%560,0005%4,750
Keep 1090014%595,0005%5,000
Keep 111,00014%700,0005%5,500
Keep 121,10014%980,0005%6,000

Defending

Every defense, trap, wall and Garrison troop works on its own while you are away, and your Champion steps off its Banner. Save up to 3 base layouts (from Keep 5 and 7) and switch between them, plus a separate war base for Clan Wars.

Clans

A Clan is up to 50 lords. Start one for 40,000 gold or join one from the Clan screen.

A Clan gathers

Ranks

Leader runs everything and can hand over leadership. Co-leaders accept members, promote and run wars. Elders accept requests and remove members. Everyone else is a Member.

Garrison

Ask for troops in Clan chat and clanmates fill your Garrison. Those troops defend your village and you can take them into raids. You can ask again every 20 minutes.

Friendly challenges

Post your village in Clan chat and clanmates attack it for practice: nothing to win or lose. The weekly event Sparring Partners counts them.

Clan Boost

Any member can buy a Clan Boost in the store ($0.75): every member gets +10% loot from raids for 24 hours.

Clan War

Clan War

Leaders search for a war with 5 to 50 members; clans of the same size are matched. 4 hours of preparation to set your war base, then 24 hours of battle (if no clan of your size turns up within 10 minutes, a goblin clan of the same Keeps steps in): every member has 2 attacks, and only new stars on a base count. Most stars wins. War loot goes to everyone who fought, in full for the winners and half for the others.

Clan ranks

Clan War League

Once a season: 8 clans of one league, 7 wars in 7 days, 1 attack each, 5 v 5, 15 v 15 or 30 v 30. The top clans go up, the bottom ones down, across 22 leagues from Bronze III to Legend. League Medals buy hammers and ore in the League Shop.

Clan Citadel

Clan Citadel

A second village the whole Clan builds together: the Citadel Peak and four districts. Members put in Citadel Gold from the Forge (a free batch every 23 hours, or crafted from gold and essence) or bought with tokens (1,000 for $0.06), and buildings go up the moment their cost is met.

Siege Weekend

Siege Weekend

Friday to Monday the Clan raids enemy citadels district by district. Every member gets 5 attacks (+1 for the first district you finish), damage stays between attacks, and the Peak opens once every district has fallen. Siege Medals buy resources, shields and Citadel Gold in the Siege Trader.

Compete

Ways to win tokens by raiding well. Prizes are paid in tokens, from the reward vault or from the entry pot, straight into your balance in the game.

Fair play: which stars count

  • Prize stars come from your own raids on other villages: a goblin-held village or a chief who paid the entry. The Campaign, Champion Trials, friendly challenges, Clan Wars and Siege Weekend do not count.
  • Revenge raids never count for prize stars.
  • Each village counts once a day (UTC): the best of your raids on it that day. On the Raid Board it counts once a round: your best result against it.
  • Only chiefs who paid the entry win prizes. A banned account wins nothing.
Tournament

Weekly Tournament

Enter for $1 in tokens from the Tournament button. Every prize star you win from then until the week ends (Monday 00:00 UTC) counts. 85% of the pot goes to the top 20% of raiders (at least 1, at most 10); of the rest, half is burned and half goes to the reward vault. A raider with no stars wins nothing. The top 3 also earn Books.

Raid Board

Raid Board

Free for everyone, under Attack. A new round every 3 days: win stars in raids, and your best result against each village counts. The top 10 share a prize from the reward vault (at least 10 stars to be paid) and earn Books.

Champion Arena

Champion Arena board

A daily board: your best Arena run of the day (waves held, then raiders down). At 00:00 UTC the top 10 share a prize from the reward vault (at least 3 waves). See Champion.

Leagues and seasons

Trophies move with every raid you win or lose and every defense. Your league adds a loot bonus to every won raid (the more you destroy, the more of it you get). A season lasts 14 days; at its end a share of the reward vault is paid in tokens to every ranked chief, split by league: the higher your league, the bigger your share. Trophies above 5,000 drop back to 5,000.

Clans at war

Clan Wars (5 v 5 up to 50 v 50, 2 attacks each) and the Clan War League (once a season, 8 clans, 7 wars) pay war loot, ore and medals; see Clans.

Launch races

For chiefs who have spent at least $5 in the game beyond the entry. Paid in tokens.

Most raid stars in 48 hours

Prize stars count. The top 10: $100, $60, $40 and down to $10.

Highest trophies after 48 hours

The top 10: $50, $30, $20 and down to $5.

First to Keep 5

The first 100 chiefs to reach Keep 5: $1 each and the title the Pioneer, paid the moment it happens.

Clan with the most stars in 48 hours

A clan race: the prize stars of all members together. The top 3 clans: $3, $2, $1 for every member.

Rewards

Quests

Daily reward

A reward for every day you log in, growing over 7 days in a row: gold, essence, Shadow and ore.

Starter quests

Starter quests

17 quests walk you through your first hour: build, raid, join a clan, unlock your Champion. Their gold (21,000 in all) waits in your Reward Chest: sell it for tokens or move it into storage.

Daily quests

Daily quests

3 fresh tasks every day (On the march, Victor, Star hunter, Gold digger…) for gold, essence and XP. Their goals fit your Keep: a small village gets small goals.

Weekly events

Weekly events

3 challenges a week (new ones every Monday, 00:00 UTC), picked from 11 such as Barbarian Brawl, Rain of Arrows, Giant Push and Flawless. Bigger rewards than daily quests: gold, essence and ore, sized to your Keep. Find them under Quests → Events.

Star Bonus

Star Bonus

The first time your raid stars reach 5 in a day, a chest of Iron and Ember Ore (and Star Ore from higher Keeps), sized to your Keep. From Keep 4.

Achievements

Achievements

14 long goals with three tiers each, from your first trophies to 500 Keeps destroyed. Bigger rewards every tier; the third tier also gives a Book of Building. Some feats earn a title for your Champion card.

Season Pass

Season Pass

30 tiers per season. Points: 8 per raid star, 15 per war star, 40 per daily quest, 30 per achievement; every 100 points is a tier. The free track gives gold, essence and Shadow; the premium track ($0.75 in tokens) doubles it and adds shields.

Campaign

Campaign

24 bandit villages to raid on your own, from Muddy Hollow (a Keep 1 camp) to a Keep 11 fortress. Each village's loot can be taken once; a star opens the next. No trophies, no shield, nothing to lose.

Post on X

Post on X

Post about RaidLords on X and hand in the link under Quests → Post on X: each approved post pays $0.50 in tokens, up to 2 a week.

Books

Books

A Book of Building, Fighting or Heroes finishes one upgrade, research or hero level at once, however long it has left. Books are not sold: they are earned with three stars on Campaign villages 6, 9, 12, 15, 18, 21 and 24, the top 3 of the Tournament, the top 10 of the Raid Board and third-tier achievements. When you have one, it shows next to Finish with how many tokens it saves.

Tokens

Tokens are the game's currency on Robinhood Chain. Deposit tokens into the game's vault to play with it, and withdraw any time: what you deposited and everything you won.

The $1 entry

Every chief pays $1 once, in ETH on Robinhood Chain, before the village opens: pick a name, press Pay $1 in ETH and confirm in your wallet. The game checks the payment on chain in about a minute. The entry is what lets you sell gold for tokens and win prizes.

Where spent tokens go

Half of every token spent in the game is burned on chain; the other half goes to the reward vault, which pays for gold sales and prizes. The deposit and withdrawal fees split the same way. Two exceptions: Treasury gold buys go fully to the vault, and tournament entries go into the prize pot (of the house share, half is burned and half goes to the vault).

Deposit and withdraw

  • Deposit: tap Deposit (under your resources), pick an amount and confirm one transfer in your wallet. It counts in the game as soon as the chain confirms it, in seconds. A 2% deposit fee: half burned, half to the reward vault. Spending in the game is then instant, with no wallet prompt and no gas.
  • No tokens yet? The same screen buys tokens with ETH from your wallet, at the market price.
  • Withdraw: any amount from 100 tokens, any time, no waiting. A 5% fee: half is burned, half goes to the reward vault. You then claim it: one transaction from your own wallet, and the tokens are yours.
  • If the vault has paid out its limit for the day, your claim waits for the next day (00:00 UTC). Nothing is lost.

Earning tokens: sell your gold

  • Tap Gold → Tokens next to your balance. Gold sells at a fixed rate: 1,000 gold = $0.08, paid in tokens at the token's price of the moment.
  • Mine gold, goblin-village loot, Campaign loot, war loot, the daily reward, the league bonus and Clan Boost gold sell in full. Gold raided from other chiefs sells in the same share the defender could have sold. Gold bought with tokens, daily quest and event gold and Champion Arena gold do not sell. Spending gold uses up sellable and other gold in proportion.
  • The gold from your starter quests (21,000 in all) waits in your Reward Chest, outside your storage: sell it for tokens or move it into storage to build with.

Your daily limit

  • A new chief can sell $2 of gold in the first 24 hours.
  • After that your limit (per UTC day) is the bigger of two: your Royal Mint's (table below), or what you have put in spread over 2 to 5 days ($20 or less comes back over 2 days, bigger amounts a little slower).
  • Put in means the entry plus the tokens of your own (deposited, not won) that you spend in the game. Re-spending tokens the game paid you, Treasury gold buys and tournament entries do not count.

Spending tokens

Every price is set in dollars and paid in tokens at the day's price. Short of gold, essence or Shadow? Every button can top up the missing amount with tokens. Finish now completes any upgrade, research or hero level at once (your first building Finish is free). Your Champion is unlocked, ranked and armed with tokens too (see Champion), and premium decorations are built from Build → Decor. Your very first store item comes twice.

ItemWhat it doesPrice
Builder 2Hired for good$0.30
Builder 3Hired for good$1.50
Builder 4Hired for good$3
Builder 5Hired for good$6
Shield, 1 dayAgain after 4 days$0.15
Shield, 2 daysAgain after 7 days$0.23
Shield, 1 weekAgain after 35 days$0.38
Builder Potion9 hours off every builder · 3 a week$0.04
Research Potion23 hours off the Laboratory · 3 a week$0.03
Builder RushBuildings upgrade twice as fast for 24 hours$0.60
1,000 Iron Ore3 a week$0.08
5 Star Ore1 a week$0.12
50 Ember Ore2 a week$0.09
Season Pass premiumThe premium track for one season$0.75
Clan Boost+10% raid loot for the whole clan, 24 hours$0.75
Citadel Gold1,000 for your clan's Citadel$0.06
Island themesAutumn Isle, Desert Isle, Winter Isle$0.45 each
Hero skinsNew looks for your heroes$0.38
Rally Cry colours, battle cries, titles, victory fireworksPure looks$0.23
RenameYour chief (the first name is free)$0.15

The Royal Mint

One per village, at any Keep. Each level is bought with tokens (priced in dollars) and is ready at once. If what you have put in already gives you a higher limit, the game tells you before a level would add nothing.

MintDaily limitPriceTotal
No Mint$2 a day––
Level 1$3 a day$2$2
Level 2$5 a day$5$7
Level 3$8 a day$8$15
Level 4$12 a day$12$27
Level 5$18 a day$21$48
Level 6$25 a day$28$76
Level 7$35 a day$46$122

Invite friends

Share your link from Invite friends. You earn 5% of every token your friends deposit and spend in the game, for as long as they play: Mint levels, finishing, potions, the Champion and decorations. Tokens the game paid them, tournament entries, Treasury gold buys and the entry do not count, and friends on your own internet connection earn you nothing. Paid in tokens.

Launch week

  • Founder's Bundle: 3 Builder Potions, 2 Research Potions, a full gold and essence top-up and the title "the Founder". Launch week only, once per chief. $0.45.
  • Title the First Raider: only 500 ever, $0.75.
  • Rally Cry colour Founder's Rally (gold and white): only 500 ever, $0.60.
  • The realm's burn goal: When the whole realm has burned 2,000,000 tokens, every chief gets 2 Builder Potions and the title "Flamekeeper".

The races of the first days are under Compete.

Waitlist prize pool$3,000$2,000 for the top 100 of the waitlist leaderboard and $1,000 split among 100 random raiders outside it. Claimed in the game as tokens in two halves: 48 and 72 hours after launch. Sign in to the game with the same wallet.
#1$370
#2$200
#3$130
#4–#5$65 each
#6–#10$40 each
#11–#20$23 each
#21–#50$13 each
#51–#100$7 each