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🔥 Hades' Fortress (End of the Kingdom)

Hades rises at the center on day 60 of the kingdom; the 10 stages of the Vanguard, distance-independent marching, three layers, the top damage dealers win, the Hades Legion, victory rewards, the conqueror's obligation and the closing of the kingdom.

Every kingdom has an end. At the very center of the map (250:250 on a 500 × 500 map) stands Hades' Fortress. 60 days after the kingdom opens, Hades rises. First, every player must overcome the Vanguard alone. 20 days later the fortress gates open and guilds race to bring Hades down. The guilds that deal the most damage to Hades go down in history.

Timeline

DayWhat happens?
0–60A countdown to Hades' rise appears at the center. There is no Ancient Fortress at the center; nobody can hold it.
60Hades rises. The 10 stages of the Vanguard open to everyone.
80Hades' Fortress opens to attacks. Only those who have cleared stage 10 can start and join rallies.
1st and 2nd deathHades respawns 3 days later at the same strength; the conquerors aren't decided yet.
3rd deathThe top 3 guilds by total damage become conquerors, the Hades Legion opens and PvP is banned; the kingdom closes 7 days later.

Tapping the 🔥 at the center of the Kingdom Map takes you straight to the Hades page. There you see the status, countdowns, layers, conquerors and the attack buttons.

The Vanguard

When Hades rises, 10 commanders line up before it. Every player clears these stages alone, with their own army and commander. There's no guild help; your progress is your own.

StageCommanderTitleArmy
I👑 BuralzoPrince of HadesMixed vanguard troops
II🐺 SkarnKeeper of CerberusHeavy infantry
III⛵ KharonisFerryman of the StyxArcher-heavy
IV🛡️ MorvathCommander of the Shadow LegionWall of spearmen
V🔮 VeylraWitch of AsphodelSiege + archers
VI🐎 DravenRider of ErebusCavalry charge
VII⛓️ GrommakWarden of TartarusPaladin guards
VIII🌑 NyxaraQueen of the NightMixed, high defense
IX🔥 PhlegorLord of the River of FireTroops with dragons
X💀 ThanatarRight Hand of HadesThe final test: the strongest of all

The enemy army is 4,000 troops at the first stage and grows by 2,000 each stage; at the last stage it's 22,000.

How to attack

  • On the vanguard panel of the Hades page you only see your current commander. You pick an army and a commander hero and send a march.
  • Each attempt costs 10 energy. Attempts are unlimited; the stages never close.
  • Only one vanguard march can be on the road at a time. This march also counts toward your simultaneous march limit.
  • When your army reaches Hades, the battle is resolved immediately. A countdown is shown for your army on the road.
  • Marching time doesn't depend on your position on the map (see the "Marching time" section below).

Losses and enemy recovery

  • Your losses work like PvP: some troops die and the rest go to the hospital as wounded. The Battle Physician skill and death-reducing technologies help here too.
  • The losses you inflict on the enemy are permanent. You can wear a commander down over several attempts. But the enemy returns to full strength linearly in 24 hours, so attack at short intervals.
  • The enemy's losses only affect your stage. Every player fights their own enemy.
  • Hero XP is calculated with the PvP formula. These battles don't count toward PvP counters. The result lands in your Battle mail with the title "🔥 Vanguard …".

Stage rewards

You earn a reward the first time you clear each stage:

StageReward
I1 h general speedup, 2 Experience Packs, Energy Pouch
II2 × 1 h general speedup, 3 Experience Packs, Energy Pouch
III3 h general speedup, 4 Experience Packs, Energy Chest
IV2 × 3 h general speedup, 5 Experience Packs, Silver Bag
V8 h general speedup, Victory Medal, Energy Chest
VI2 × 8 h general speedup, Victory Medal, Silver Bag
VII24 h general speedup, 2 Victory Medals, Energy Barrel
VIII24 h general speedup, 2 Victory Medals, Gold Bag
IX2 × 24 h general speedup, Heroic Saga, Gold Bag
X3 × 24 h general speedup, 2 Heroic Sagas, 2 Gold Bags, Medium Gem Pouch

💡 Tip: A player who hasn't cleared stage 10 can't join Hades rallies and won't get the victory reward. If you want your guild ready for Hades, help your members finish the vanguard stages before day 80: guide them on army composition, commanders and technology.

Three layers

From day 80, Hades' Fortress can only be attacked by guild rally. Both starting and joining a rally are only open to players who have cleared stage 10 of the Vanguard. Each rally only fights the current layer; once a layer is broken, it stays broken.

LayerWhat's thereNotes
1. WallsLarge mixed garrisonDefense ×1.75
2. GuardsElite garrison (dragon- and paladin-heavy)Defense ×1.75
3. HadesA giant boss with 68 billion HPHarder to damage than a lair

Marching time

Marching to Hades doesn't depend on distance, so guilds in far corners of the map aren't at a disadvantage. The time is set only by your army's slowest unit and your march speed bonuses:

Slowest unit in the armyTime without bonuses
Siege Weapon150 s
Spearman~79 s
Paladin~83 s
Swordsman75 s

All march speed effects — technology, global bonuses, ads, VIP, guild and commander skills — shorten this time. There's no distance requirement for joining a Hades rally either. This rule applies to Hades rallies and vanguard marches.

Garrisons

Hades unit (role)WallsGuards
Cerberus (dragon)540840
Tartarus Guard (paladin)8,10014,000
Erebus Rider (cavalry)40,50028,000
Styx Archer (archer)54,00028,000
Shadow Legionnaire (swordsman)54,000—
Asphodel Spearman (spearman)54,000—
Soul Catapult (siege)8,100—

Hades units have 100 times the attack, defense and HP of our units in the same role.

  • If the current layer isn't attacked, it fully recovers in 48 hours.
  • In the Hades layer the rally's loss rate is 35% × defender dice (1.0–1.3), and some of the losses are deaths. This is a real battle.
  • In the Hades layer too, round 1 is the archers' round: the first round's damage (12% of the total) is struck by the archer share of your army. An army with no archers deals about 12% less damage. Hades doesn't strike back in this round; your total losses don't change.
  • Hades is the kingdom's final enemy and no single guild can take it alone. Even a rally army of 100,000 paladins + 5,000 dragons, boosted by heroes and technology, needs roughly 100 battles: Walls ~20, Guards ~30, Hades ~50 rallies. The same army without bonuses needs ~300 battles. This is a shared race between all guilds: there's only one set of layers per kingdom, and one guild continues where another has worn a layer down.
  • A Hades rally's joining window must be at least 5 minutes, so that all members can join.

Conquerors: total damage over three deaths

Hades dies three times. No conquerors are decided at the 1st and 2nd deaths; Hades respawns 3 days later at the same strength, again from the Walls layer.

  • Each guild's score is the sum of the shares it destroyed in each of the three layers: e.g. 40% of the Walls + 10% of the Guards + 25% of Hades' HP. The layers are weighted equally, so a guild that only hits the last layer can't jump ahead.
  • Scores add up over Hades' three lives; they don't reset on death. Who lands the final blow doesn't matter.
  • At the 3rd death, the top 3 guilds by total score become the kingdom's 1st, 2nd and 3rd conquerors and are written into the Hall of Fame.
  • Every death is announced to the kingdom.
  • The 3rd death opens the Hades Legion, which lasts until the kingdom closes (7 days); everyone, conquerors included, attacks this shared army for the personal ranking.

The 3rd death and the closing of the kingdom

  • After the 3rd death, PvP is banned in the kingdom: no city attacks, spying, rallies on cities or rallies on owned fortresses. Camps, dragon lairs, unowned fortresses and the Titan remain open.
  • 7 days after the 3rd death, the kingdom closes: it drops off the kingdom list and can no longer be played. The kingdom selection screen shows a "⏳ Closing in X days" warning.
  • Plan to move to another kingdom during this time.

Victory rewards

Victory rewards are only given to members of the conquering guild who have cleared stage 10 of the Vanguard.

Harnor pool

The conquering guild receives a total Bonus Harnor pool:

RankTotal pool
1st conqueror1,000,000
2nd conqueror500,000
3rd conqueror250,000

25% of the pool is split equally among all rewarded members. The remaining 75% is distributed in proportion to the damage they dealt to Hades.

Example: 1st conqueror, a 20-member guild. The equal share is 250,000 ÷ 20 = 12,500 Harnor. If you dealt 10% of the damage dealt to Hades, your damage share is 750,000 × 10% = 75,000 Harnor. In total you get 87,500 Harnor.

For every member

  • Nation Charter (an item that lets you change your nation) — claimable in any kingdom.
  • 1 free hero transfer: you can move one of your heroes to another kingdom without the level, pool slot and gem requirements.
  • 🔴 Mystic hero (only for the 5 members who dealt the most damage to Hades): 1. Odin · 2. Gilgamesh · 3. Athena · 4. Anubis · 5. Prometheus — a mail reward claimable in any kingdom. See Heroes.

Hall of Fame

Every victory is recorded in the Hall of Fame: the guild's name, emblem, the date of victory and the names of all members at that moment. The record remains even if the guild disbands. It can be viewed from the "👑 Hall of Fame" on the Hades page and on the battle showcase of the game's website.

The conqueror's obligation: preparation week and exile

The winning guild enters a 7-day preparation period. This week is the conquerors' stage of leaving the kingdom.

Rule (2026-10-28): the conquerors are decided together at the 3rd death and all enter the final week: their armies aren't deleted, they can attack the Hades Legion, and PvP and other battles are locked. When the kingdom closes (7 days after the 3rd death), the members are removed from the kingdom. The army-deletion obligation below no longer applies.

No fighting:

  • Starting/joining rallies, the Titan, PvP attacks, spying, lair marches and camp attacks are locked.

Army and city:

  • All your troops are destroyed: army, wounded, those being healed, those in training, siege weapons in the repair shop, camp quotas and gathering marches. You can't train new troops either.
  • Your workers are placed in buildings at full capacity. Your city runs at maximum production.
  • Your shield is removed and you can't use shield items. You can't attack anyone, but you can be attacked and your city can be plundered.

Guild:

  • From the moment of victory, leaving the conquering guild and kicking members are both forbidden.

Harnor:

  • This week you can transfer your Harnor to your global wallet with no level requirement and with no fee. Secure your rewards this week! (Other players lose a 10% fee on Bonus Harnor when transferring from a kingdom to global; Real Harnor has no fee.)

Exile:

  • When the time is up, the guild disbands and its members are exiled from that kingdom.
  • Cities stay on the map and can be plundered, but an exiled player can never enter that kingdom again.
  • A kingdom you were exiled from doesn't count toward your kingdom limit.

💡 Tip: During the preparation week, move your hero to a new kingdom with your free transfer and pull your Harnor to global. After exile it's too late for these.

Anti-abuse rules

To keep the Hades race fair, these rules apply to guilds:

  • A member who has damaged Hades can't be kicked. A member who has dealt at least 1 damage to Hades while in the guild can only be kicked after being offline for 48 hours. This applies to the leader too. This prevents kicking members just before victory to avoid sharing the reward.
  • Equal share: 25% of the Harnor pool goes equally to everyone who's rewarded. A member who joined but dealt little damage still gets their share.
  • No leaving or kicking: after victory, nobody can leave the conquering guild and nobody can be kicked.
  • Rallies of at least 5 minutes: a Hades rally can't be opened for less than 5 minutes. This stops taking only nearby players and leaving the others out.

Hades loot

In Hades rallies, each participant gets:

  • Hero XP = damage ÷ 100.
  • Resource loot ×2 (double that of lairs and fortresses), limited by carry capacity.
  • A 50% chance of an item — Epic, with a 20% chance of Legendary.
  • 8% of the loot goes to the guild treasury as an extra.