Contents
Two alliances fight on a separate map for structures: more points wins. The top 32 alliances by power qualify, the alliance must be over a week old, and a player needs Sanctuary level 15. Each alliance fields 20 main and 10 reserve members.
Troops here are free
You do not spend your army on this map. Special barracks fill themselves with the highest tier you can train, cost no upkeep, and cannot die: the wounded go to a field tent with no capacity limit.
What to capture
| Structure | Alliance points | Extra effect |
|---|---|---|
| Elixir Castle | 48 / 32 | - |
| Alchemy Workshop | 30 / 20 | - |
| Healing Tent | 18 / 12 | wounded heal faster |
| Cursed Altar | 6 / 4 | enemies lose 15% hero HP, ATK and DEF |
| Migration Portal | 6 / 4 | enemy marches are halved in speed |
| Observatory | 6 / 4 | all your structure points grow by 10% |
| War Relics | 6 / 4 | allies gain +15% hero HP, ATK and DEF |
Two numbers mean protected versus lootable: a freshly captured structure cannot be taken back for 60 seconds. The Observation Post adds a tenth to all your points, so taking it early pays many times over while taking it late does almost nothing. A structure holds up to 20 defenders.
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