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KingdomWonder

Kingdom Wonder

The Kingdom Wonder unlocks powerful new bonuses at each level. To gain access to higher level bonuses, your Kingdom must collect Runes from Raids, Wars, and Treasure Chests.

  • The kingdom wonder can't be disabled by the vines of druids
  • You can build only one of this type of building


Stats:

Town Center level: 4
Damage type: Single
Targets: Ground
Ammunition: Infinite
Category: Defences
Cost type: Iron
Attack time: 2.0s
Attack range: 9.0

Upgrades:

Level Damage per second Damage per attack Hit points Upgrade cost Upgrade time Town centre level
1 0 0 500 25,000 1h 4
2 0 0 1,000 100,000 2h 4
3 0 0 1,100 500,000 4h 6
4 0 0 1,250 1,500,000 1d 8
5 0 0 1,450 3,000,000 2d 10
6 0 0 1,700 5,000,000 3d 12
7 0 0 2,000 7,000,000 4d 14
8 20 40 2,350 9,000,000 5d 16
9 23 45 2,700 12,000,000 6d 18
10 25 50 3,100 16,000,000 7d 19
11 25 50 3,250 21,000,000 8d 21
12 25 50 3,400 25,000,000 10d 27

Kingdom Runes

Runes are earned through many different activities that individuals within a Kingdom can complete:

  • Kingdom wins a War - 5000 Runes
  • Each Heart taken in War - 32 Runes
  • Winning your first Raid of the day - 100 Runes
  • Each Star earned in a Raid - 4 Runes
  • Treasure Chests - Random
  • Spend diamonds

Runes are attached to Kingdoms. If you decide to leave your current Kingdom your Runes that you earned while in that Kingdom will stay with the Kingdom. If you leave a kingdom with an upgraded Wonder and go to a Kingdom with a lower Rune level, you will maintain your Wonder level but the perks that you have available will be limited to your new Kingdom's Rune level.

Wonder Perks

With each wonder upgrade you earn a new perk that you can use. It takes 24 hours to switch to a new perk and during that time neither perk can be used. Below are the different perks that you earn as your Wonder is upgraded:

Level Runes required Perk 1 Perk 2
1 - - -
2 25,000 Plunder satchels

Gain 3% more resources from raids (the defender doesn't lose more)

Hidden Vault

Lose 25% fewer resources when raided (the attacker doesn't get less)

3 50,000 Key forge

10% chance to get a free Key for each Treasure Chest you dig up

Sharp shovels

treasure chest dig time reduced by 50%

4 75,000 Necromancer stone

Your ground units have a 15% chance of reviving as dark knights

Summoner stone

Destroying a kingdom castle summons 3 dark wizards for you

5 100,000 Archers guild

2 archers or 1 amazon defend your village at each archer tower and amazon tower

Wizard library

1 wizard defends your village at each wizard spire

6 200,000 Ace ambassador

Your kingdom builder triples building speed (instead of doubling)

Master reserves

Your donated troops have 20% more hit points and damage

7 300,000 Cheap alloys

Units cost 15% less to produce

Drill sergeant

Units train 10% faster

8 400,000 Paralysing gaze

The kingdom wonder gains an attack that lifts 1 ground unit off the ground for 5 seconds

Burial ground

The kingdom wonder gains an aura that raises killed ground units as skeletons and does a small amount of damage

9 500,000 Ballistics research

All of your ranged land units shoot 1 tile further

Demolition training

All of your units do 25% more damage to walls

10 600,000 Ardent defender

Start kingdom wars with a 2 hour war shield

Cursed harbinger

War shields your opponents get as a result of your attacks are half as long.

11 700,000 Monolithic monsters

All of your monsters get 25% more hit points

Monolithic militia

All of your militia get 25% more hit points

12 (?) Military defences

+10% damage increase for towers that deal physical damage

Magical defences

+20% damage increase for towers that deal magical damage