General information

Sasha Kozlova —


The aim for Knight Covenants in the Realm War is global domination.
Covenants capture territory. When a Covenant holds a castle, its coat of arms is raised over the controlled region and it starts receiving taxes from other Covenants’ settlements in this region.

A Covenant’s rank displays its strength and progress in the Realm War.
Every level of every settlement controlled by the Covenant increases its rank. Likewise, certain ranks unlock the possibility of receiving unique rewards for Dragoncrystals.

However, the greatest achievement is to capture and hold the capital city of Albion. Capturing the capital will be available a bit later: the Covenants participating in the Realm War should first gain strength and amass forces.


Global map settlements


There are four types of settlements: villages, cities, castles and the capital.

Villages are built by players (Grand Lord Marshals, Lord Marshals and Quartermaster Cavaliers). Other settlements are already on the map and the players will have to capture them on their way to world domination.

A Covenant can have only 4 villages (maximum). This maximum includes both founded and captured villages. If the limit has already been reached while attacking a village, that village becomes abandoned. A new village can be built or captured after the Covenant’s most developed settlement goes up a level:

1-2 level of the settlement  - 1 village possible

3-8 level of the settlement  - 2 villages possible

9-15 level of the settlement  - 3 villages possible

16 level of the settlement  and higher - 4 villages possible


Cities are divided into two types: ‘inside’ (inside the region) cities and ‘border’ cities. The ‘inside’ cities enable you to attack a castle but they have to pay taxes in thorium.

‘Border’ (free) cities don’t pay taxes (as they don’t belong to any castle), but it is impossible to attack castles from them.

How many cities can a Covenant have? As many as it can keep under control. There is no other limit.


Each settlement controlled by the Covenant can be upgraded. This is done with a special resource: thorium.

Thorium is continuously produced by every village and city of the Covenant. The bigger the settlement level, the bigger the income.

Castles do not produce thorium but take a certain percentage of the income generated by the cities they control in the region. The more the region is developed, the bigger is the income!

No matter how it is earned, thorium is kept in the corresponding settlement on the map and can be captured by an enemy if the owning Covenant fails to spend it. A perfect way to fill your treasury! The higher the level of the settlement you attack, the more thorium you can win. Sadly if there’s no thorium in the settlement at all, that’s just bad luck.


Attacking settlements


Each Covenant member can carry out several attacks on the settlements of other Covenants.

To start an attack, choose any village in attack range of a village you control and attack (click the village you want to attack and then the button “Attack”).

For a certain player, an attack is an assault on the castle of a random member of the Covenant whose castle is under attack.

Advice 1: Before you attack, gauge your strength. To do it, compare the ranking of your Covenant to your opponent’s. Don’t forget to check the Covenant information and look up the players’ levels.

Advice 2: If you want to get thorium during your attack, make sure the settlement has some in storage.

Note: If a village is abandoned or destroyed, the player will be offered a fight in ‘Patrol’ mode instead of assault.


From a village you can attack other villages and cities.

From a city - other cities, villages and any nearby castle.

From a castle - neighbouring cities and castles and the capital city.

The more settlements of your Covenant in range of the target and the higher their level is, the more damage is inflicted by the attack. Moreover, the more stars are won, the more is the damage inflicted by the attack.


Capturing settlements


Capture is divided into two stages: garrisoning and the capture itself.

Note: one and the same settlement can be attacked by several Covenants at a time, but their attacks aren’t added together. Each attacking Covenant carries out its own capture and has its own capture progress. The winning Covenant is the one that inflicted the most damage in the allotted time.


How are settlements captured?

  • While attacking you fight the settlement’s initial garrison (the right-hand part of the bar)
  • After that, a 12-hour timer is launched and the process of capturing the settlement begins (left-hand part of the bar)
  • If the defenders fail to replenish the garrison (with the help of reinforcements) with at least 1 unit, your Covenant captures the settlement.
  • Possible outcomes:
  1. If you attack the most developed village of the Covenant, it loses one level of development (it is impossible to capture the most developed settlements).
  2. If you attack a city, castle or a village (except the most developed) of the Covenant, it loses one level of development and becomes yours.
  3. If you attack a level 1 village, it is destroyed.
  4. If the village limit is reached when attacking a village, it becomes abandoned.

Important note: Any village can be the most developed settlement, including abandoned ones. If the most developed village of your Covenant is abandoned, then this village doesn’t have a protection against capture. Furthermore, in this case all active villages do not have any protection too and can also be captured.

If the capture is successful and the owner of the settlement changes, the attack progress of other Covenants participating in the attack remains the same (if it was less than 80% from the victory). If their progress was over 80%, then it is reduced to 80% of the total needed to take the settlement.

The former owner of the settlement then gets a bonus: a garrison at 50% strength, in case the Covenant wants to retake the settlement.


Why capture villages?

  • Villages produce resources.
  • It is often more efficient to capture a developed village than upgrade your own from the ground up.

Why capture cities?

  • The number of cities controlled by the Covenant is unlimited (unlike villages).
  • A city enables you to attack other cities.
  • A city enables you to attack a castle (if it is located in the same region) or, if you already control the castle, strengthen the reinforcements you send to it.

Why capture castles?

  • Castles control the region they are situated in. Want to brandish your military might? Capture the castle and your Covenant’s coat of arms will be raised over the corresponding region!
  • From a castle you can attack cities in its region as well as neighbouring castles or send reinforcements to your settlements.
  • It is castles that will help you to gain control over the capital of Albion in the future.


Londinium (the Capital)

You can capture the capital from any castle.

Capturing the capital is done the same way as capturing a castle, with one major exception: Covenants can join their forces.

What it means

Any Covenant owning a castle may join another Covenant that is attacking the capital. This way multiple Covenants will inflict combined damage to Londinium. However, only one Covenant will own it, and it will be the one that others chose to join. 

Why capture the capital

  • A Covenant owning the capital reigns over the whole Albion and can attack any of the castles, taking its Thorium (the capital doesn’t produce Thorium on its own and doesn’t collect taxes).
  • Every member of the Covenant owning the capital receives a fierce Dragon in their army!

The Dragon is incredibly powerful and takes up 5 population slots. If a Dragon is slain in battle, its resurrection doesn’t require any resources. However, the Dragon needs to rest for 72 hours to build up strength for another battle.

Note 1: The mighty Dragon joins the Covenant only while the Covenant owns the capital. If your Covenant is expelled from Londinium, the Dragon flies away.

Note 2: Only the Covenant that actually owns the capital gets a Dragon (members of the joint Covenants do not get it).


How are villages abandoned?

While a village is being abandoned it still remains under your control. After the abandoning period is over, the village loses a level and is destroyed eventually (a level 1 village is destroyed right after the abandoning period is over). While it is being destroyed it can be attacked, pillaging thorium that were left there before it was abandoned. It can even be captured. The former owner (if there is a place for one more village) can recapture it if it is not yet captured or not yet destroyed.

A level 1 village takes 1 hour to abandon. The village is destroyed immediately after 1 hour.

Level 2-3 villages take 1 hour to abandon and then start destroying, losing one level every 72 hours and eventually disappearing from the map completely.

Villages of level 4 and higher take 24 hours to abandon and then start destroying, losing one level every 72 hours and eventually disappearing from the map completely.

While being abandoned, the village still produces thorium. A destroying village doesn’t produce thorium.




During attacks (and when sending reinforcements) in cities and castles it is possible to hire Mercenaries. While these brave soldiers aren’t interested in villages, they are ready to fight for large settlements. After each attack the mercenaries need to rest (and time to spend the money they earned): 12 hours for the Spearmen and 24 hours for Wolves of Wrexen. It is possible to hire them once again after that time is over.

Any member of the Covenant can hire mercenaries.


Castle siege details

Before capturing a castle a Covenant needs to prepare a siege.

  1. To start a siege, a player needs to pay a tax: some quantity of thorium (depending on the level of the castle). Then the castle garrison takes 20% damage from its maximum health. Now until your Covenant inflicts at least one point of damage, the siege is on. If the defending Covenant manages to replenish the garrison to its maximum, the siege needs to be started over again.
  2. Armaments are needed to attack a castle. Attention: a city (or castle) without armaments won’t participate in the attack!

Armaments are produced by each city of the Covenant next to a castle and by the castle itself. When a city is captured by another Covenant all the armaments accumulated in the city are destroyed.

For those most impatient there is the possibility to buy armaments for a city.

If the attack on the castle is successful (assault/patrol was victorious) a Covenant member will spend 1 unit of armaments from each city/castle of the Covenant participating in the attack. This means that a player will add his attack power only from those cities that had armaments at the moment of the attack! Keep an eye on armament supply in your Covenant’s cities to avoid having insufficient armaments for everyone that wants to inflict damage on the castle.

However, if your Covenant does manage to capture the caslte, it doesn’t mean that the armaments are not needed anymore - sending reinforcements to the castle is based on the same principle as launching an attack.



This is a “raw” RW (Realm War) currency. Players get it for their personal disposal for assaulting enemy positions. Processed into Dragoncrystal in the Tower of Covenants.

Where can Dragonglass be spent?

Dragonglass is processed into Dragoncrystal that can be spent on various unique things. Now, for example, in all barracks, archery ranges, horseyards etc. elite versions of regular units can be found - they can be purchased for Dragoncrystal.

What do signals mean? How do they differ?

Signals are given by Grand Lord Marshals, Lord Marshals or Quartermaster Cavalier to instruct and coordinate Covenant members.

Signals do not differ from each other. Set a skull? Write to the Covenant chat: “Everyone attack the skull!” Set a flag? Warn your Covenant comrades: “do not touch the flagged village!”



Grand Lord Marshals can bestow/promote/demote members’ rank, hand the Covenant reins of power to another member, expel any member of the Covenant, change the Covenant’s coat of arms, dissolve the Covenant, make decisions in the Realm War.

A Lord Marshal possesses all the abilities of the Grand Lord Marshal except for transferring leadership and disbanding the Covenant.

Quartermaster Cavaliers can make decisions in the Global war and possess all the basic abilities of a High Cavalier.

High Cavaliers can accept new players to the Covenant, change the message of the day.

Cavaliers can exchange messages with other members of the Covenant.

Horseguards can exchange messages with other members of the Covenant.

Morgana’s Camp  

Morgana’s Camp is a special Realm War object. Camps do not function as villages, therefore they cannot be captured. Successful attack on a Morgana’s Camp gives Covenant members items from Smithy and Foundry for further personal usage. Reward can be obtained by members of the Covenant which managed to deliver the required damage. The number of attempts to capture the camp is unlimited.

Process of attacking is as follows:
- Covenant members attack the Camp in the Patrol mode;
- They destroy the Camp's garrison;
- After that all Covenant members get rewards.

With camp's defeat it is set on fire, and next capture is possible only after 48 hours. Through this period Covenant can keep on attacking the camp, and the damage dealt will be counted during the next assault (no more than 80% of total HP).
For example: in order to defeat a camp you need to deliver 15,000 damage points. Let's say your Covenant delivered 17,000 damage. In this case, when the camp stops burning, it will already have 2,000 damage counted toward the further attacks.

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