
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

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

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.

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.

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.

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.

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

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.


Stars win the raid and bring trophies. A raid lasts three minutes.
Gold builds and upgrades buildings.
Essence pays for the Laboratory, walls and more.
Shadow essence comes from Keep 7 and powers shadow troops and heroes.
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.
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.
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.

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

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

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

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

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

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

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

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

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

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

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

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

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





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

Leaps over walls and goes straight for the defenses.

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

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

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

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

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

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




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

One siege machine per raid. Troops from your Clan's Garrison join every raid on top of your own army.
Spells are dropped anywhere on the battlefield. They fill spell space in your Spell Forges, and the Laboratory makes them stronger.

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

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

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

A cloud that keeps hurting defending troops inside it.

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

Rages and heals himself and calls a band of Barbarians to fight beside him.
War HornRages the Chief and heals him
Iron FistLong rage, big heal and a stomp
Quake BootsStomps: damages nearby buildings and walls
Barbarian TotemCalls Barbarians to the Chief
Turns invisible for a moment, heals, and hits much harder when she reappears.
Hunter's BowLong cloak and much stronger shots
Shadow VialHides the Marksman and boosts her shots
Archer TotemCalls Archers to the Marksman
Healer TotemCalls Healers to the Marksman
His aura protects troops around him; the ability makes them all invulnerable for a few seconds.
Fury StoneRages nearby troops
Life StoneHeals nearby troops
Ancient TomeNearby troops take no damage for a moment
A spear-throwing hero who goes for defenses, the last hero to join: Hall of Heroes level 6.
Swift VialSpeeds the Crusader up and heals him
Royal JewelA big heal for the Crusader
Ricochet ShieldThrows a shield that bounces between defensesEvery hero wears two pieces. New pieces open with the hero's level or the Blacksmith's.
Upgrade them at the Blacksmith with
Iron,
Ember and
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.

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.
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.
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.
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.
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.
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.
Built to last.
Leads from the front.
All in.

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.
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.
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.
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.
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.
























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








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.

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.

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

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

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

Holds your essence. Same rules as the Gold Vault.

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

Holds Shadow essence.

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

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.

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

Unlocks new troops with every level.

Researches stronger troop and spell levels.

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

Unlocks your heroes and how far they can grow.

Unlocks spells and holds them for battle.

Unlocks the shadow troops.

Unlocks Venom Cloud and Quake and adds spell space.

Upgrades hero equipment with Iron, Ember and Star Ore.

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

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

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

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

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

Splash magic that hits ground and air. Shreds crowds.

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

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

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

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

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

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

Keeps ground troops out and buys your defenses time. Placed by dragging a line.
Traps stay hidden until an attacker steps near them, and each goes off once per raid.
Explodes under ground troops.
Flings the heaviest ground troops off the battlefield.
Explodes among flying troops.
A much bigger blast for ground troops.
Hits one flyer very hard.
Springs a few skeletons to fight the attackers.
Pure looks: some for gold, the rare ones for tokens. They show up in your village and in every raid on it.













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
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.
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).
A new village starts with a 24-hour shield. A village raided hard gets one too:
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.
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.
| Defender | Search cost (gold) | Gold & essence | Max per raid | Shadow | Max per raid |
|---|---|---|---|---|---|
| Keep 1 | 5 | 20% | 200,000 | 6% | 2,000 |
| Keep 2 | 10 | 20% | 200,000 | 6% | 2,000 |
| Keep 3 | 50 | 20% | 200,000 | 6% | 2,000 |
| Keep 4 | 100 | 20% | 200,000 | 6% | 2,000 |
| Keep 5 | 150 | 20% | 200,000 | 6% | 2,000 |
| Keep 6 | 250 | 20% | 200,000 | 6% | 2,000 |
| Keep 7 | 350 | 18% | 360,000 | 6% | 2,000 |
| Keep 8 | 550 | 16% | 480,000 | 6% | 2,400 |
| Keep 9 | 750 | 14% | 560,000 | 5% | 4,750 |
| Keep 10 | 900 | 14% | 595,000 | 5% | 5,000 |
| Keep 11 | 1,000 | 14% | 700,000 | 5% | 5,500 |
| Keep 12 | 1,100 | 14% | 980,000 | 5% | 6,000 |
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.
A Clan is up to 50 lords. Start one for 40,000 gold or join one from the Clan screen.
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.
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.
Post your village in Clan chat and clanmates attack it for practice: nothing to win or lose. The weekly event Sparring Partners counts them.
Any member can buy a Clan Boost in the store ($0.75): every member gets +10% loot from raids for 24 hours.

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.

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.

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.

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.
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.

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.

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.

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.
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.
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.
For chiefs who have spent at least $5 in the game beyond the entry. Paid in tokens.
Prize stars count. The top 10: $100, $60, $40 and down to $10.
The top 10: $50, $30, $20 and down to $5.
The first 100 chiefs to reach Keep 5: $1 each and the title the Pioneer, paid the moment it happens.
A clan race: the prize stars of all members together. The top 3 clans: $3, $2, $1 for every member.

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

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.

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.

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.

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.

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.

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.

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 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.

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 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.
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.
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).
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.
| Item | What it does | Price |
|---|---|---|
| Builder 2 | Hired for good | $0.30 |
| Builder 3 | Hired for good | $1.50 |
| Builder 4 | Hired for good | $3 |
| Builder 5 | Hired for good | $6 |
| Shield, 1 day | Again after 4 days | $0.15 |
| Shield, 2 days | Again after 7 days | $0.23 |
| Shield, 1 week | Again after 35 days | $0.38 |
| Builder Potion | 9 hours off every builder · 3 a week | $0.04 |
| Research Potion | 23 hours off the Laboratory · 3 a week | $0.03 |
| Builder Rush | Buildings upgrade twice as fast for 24 hours | $0.60 |
| 1,000 Iron Ore | 3 a week | $0.08 |
| 5 Star Ore | 1 a week | $0.12 |
| 50 Ember Ore | 2 a week | $0.09 |
| Season Pass premium | The premium track for one season | $0.75 |
| Clan Boost | +10% raid loot for the whole clan, 24 hours | $0.75 |
| Citadel Gold | 1,000 for your clan's Citadel | $0.06 |
| Island themes | Autumn Isle, Desert Isle, Winter Isle | $0.45 each |
| Hero skins | New looks for your heroes | $0.38 |
| Rally Cry colours, battle cries, titles, victory fireworks | Pure looks | $0.23 |
| Rename | Your chief (the first name is free) | $0.15 |
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.
| Mint | Daily limit | Price | Total |
|---|---|---|---|
| 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 |
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.
The races of the first days are under Compete.
| #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 |