Roblade
Handbook

Kingdom Wars

Prepare for Roblade kingdom wars: train an army, defend your territory, understand declarations, battle loot and shields.

Army & Training

Training

Militia, Warriors and Lancers train at the Barracks, Archers at the Archery Range, Monks at the Monastery. Monster troops — TNT Goblin, Gnome, Panda, Minotaur — also train at the Barracks and unlock by player level. Training costs Gold plus processed goods (made at the Processing Plant); finished troops join your standing army.

Deploy population

Every unit has a population cost. In one battle the total population you deploy cannot exceed your deploy cap, which grows with player level (20 at Lv.1 up to 240 at Lv.20 — see the table below). Population is a squad-building budget, independent of a unit's combat power.

Casualties

Only troops you actually DEPLOY can die — units left in reserve are untouched, so bringing your whole army costs nothing. Fallen troops are lost permanently and must be retrained. Exception: after an attack, each of your surviving Monks revives 2 fallen troops. Defending garrisons get no revives — a dead garrison stays dead.

Deploy population caps
Player levelPopulation cap
120
240
360
480
580
680
780
880
998
10115
11133
12150
13163
14175
15188
16200
17210
18220
19230
20240

Defense & Garrison

Buildings that fight back

When your island is attacked, Archer Towers (Lv.1-5) are your core defense. Each Barracks fires with the stats of a same-tier tower. The Castle mans two archers — its shot is 2× a same-tier tower's. The kingdom Town Hall mans three (3×). Tower damage between battles is tracked, so keep them repaired.

Garrison

With a completed Castle you can assign troops from your standing army to defend your Land. The garrison cap follows Castle tier: 10 / 20 / 35 / 55 / 80 for Lv.1-5 (no Castle = no garrison). Garrison troops that die are NOT replenished automatically — retraining is the price of standing guard.

Formation editor

Garrison positions can be hand-placed: each spot must be your own land within 6 tiles (Chebyshev distance) of any completed Castle, and not on top of a building. Re-placing is free, any time.

Durability & repair

Every battle your defenses take part in leaves trauma: the tower's max HP is scaled to 90%, stacking down to a floor of 60%. Trauma carries into the next battle. Repair all with Gold at any time — the cost is trauma ratio × the tower's build price × 15%.

Kingdom Wars

Declaring war

Once in a kingdom you can declare war on another kingdom from the Kingdom panel. A declaration is a major action and requires an EIP-712 wallet signature — not just a login session. Each member may start up to 5 kingdom wars per day (UTC reset). The battlefield is the defending kingdom's REAL territory — every member's actual land and buildings.

Prep & retreat

Every war opens with a 30-second prep phase. Retreating during prep is completely free — no troops lost, no daily attempt spent. The battle starts for real once your first troops land.

Loot

Loot follows "destroy it to take it": each building you destroy yields its share — 50% of ripe crops, and 20% of warehouse stock (tapering to 10% as the owner's level rises). Whatever the multiplier shaves off stays with the defender — it is never destroyed.

Gold, processed goods, seeds, land and buildings are never lootable — only raw materials and freshly produced output are ever at risk.

Raid caps

Every loot channel is capped, so being attacked by ten players is no worse than being attacked by one. Ripe crops are capped per field, collectors per production cycle, and a warehouse can only be looted once every 12 hours. All three caps are per defender, not per attacker — once someone has been hit, piling on the same person yields nothing more.

You also cannot attack the same kingdom twice within 6 hours. Revenge is exempt from this cooldown.

Punching down does not pay

The loot multiplier is banded by the prosperity ratio between defender and attacker (see the table below) and is locked in when the war starts. Farming kingdoms far weaker than yours pays only 5%.

Shields & revenge

A defeated kingdom gains a shield based on how badly it was destroyed (see the table below); it cannot be attacked while shielded. Newly founded kingdoms are protected for 72 hours. Members of an attacked kingdom can strike back within 12 hours — revenge pierces shields and new-kingdom protection, and ignores the loot-multiplier penalty.

Kingdom season

The kingdom leaderboard runs in 21-day seasons. The top 3 kingdoms of a season are rewarded 50,000 / 30,000 / 20,000 Gold.

Loot multipliers
ConditionMultiplier
Defender / attacker prosperity ≥ 80%100%
60% – 79%50%
40% – 59%25%
Below 40%5%
Defeat shields
ConditionShield duration
Destruction ≥ 30%12 h
Destruction ≥ 60%14 h
Destruction ≥ 90%16 h