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Combat

Kingdom Base: Wonder Wars, forts, titles and Royal Gifts

Plan a kingdom takeover: occupation timers, all six fort boosts, all 20 titles, four Royal Gift chests and kingdom-wide boosts.

UKENTHReadable guide in your language
In-game map: central Base and six surrounding forts
Original user screenshot. Open to zoom. Owner names, countdowns and selections in these images are examples from one round, not permanent rules.

What this event is and why the Base matters

The Base, the central Wonder, is the main objective in War for Wonders (WoW). A standard kingdom has one Base and six forts. Winning gives the guild political control and fort boosts, while the Overlord can assign titles, activate kingdom boosts and distribute Royal Gifts.

The guild leader becomes Overlord, not automatically the commander of the winning rally. A leader from another kingdom becomes Conqueror with different permissions; do not assume normal Overlord privileges apply to a foreign Base.

Phases and timers: winning means holding, not just clearing

During Battle Phase, guilds can attack and occupy the Wonder. Complete the occupation countdown to secure ownership. A change of owning guild starts a new countdown based on the elapsed Battle Phase; this is not a contest of total accumulated holding time. Follow that Wonder’s live timer.

Protection Phase closes the Wonder to capture. Retained client help specifies 120 hours from the Base entering protection until the next normal Battle Phase. The supplied “4d 21:31” display is remaining protection, not the duration your troops must now defend it.

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Standard WoW reference from client help; at interval boundaries and after maintenance the in-game timer is authoritative.
Elapsed Battle PhaseBase, minFort, min
Under 2 hours9060
Over 2 hours7550
Over 3 hours6040
Over 4 hours4530
Over 5 hours2020

The map and six forts: what to capture

Fort boosts belong to the owning guild, not every kingdom resident. They are separate from Overlord-activated kingdom boosts. English names match the supplied Ukrainian screens. Do not substitute Baron or Emperor fort values.

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Six normal kingdom fort boosts from the supplied screenshots.
FortGuild boostPractical priority
Tempest FortInfantry ATK +25%Infantry attack plan
Bright FortCavalry ATK +25%Cavalry attack plan
Frozen FortRanged ATK +25%Ranged attack plan
Sky FortInfantry DEF +20%; Infantry Max HP +20%Infantry durability
Lunar FortCavalry DEF +20%; Cavalry Max HP +20%Cavalry durability
Comet FortRanged DEF +20%; Ranged Max HP +20%Ranged durability

Guild preparation: commander, fillers and reserve

  • Assign a main commander, backup and coordinator. Check war gear, talents, troop-appropriate heroes, familiars, rally capacity and Wonder Battles research. Account Might alone cannot predict victory.
  • Post troop type and per-player quantities. Do not add random troops or siege merely to fill space. The commander sets quantities and tiers; plan attacking and defending armies separately.
  • Reserve marches for reinforcements, plus healing resources and speedups. Agree loss limits and a stop condition. Do not commit troops the account cannot afford to replace.
  • Scout the commander, garrison, enemy forts and remaining timer. Infantry counters ranged, ranged counters cavalry, cavalry counters infantry; mixed troops, formations and defender changes can defeat a simple counter plan.

How to win: capture, hold and relieve the commander

  • Before fighting, align rally and travel times with the target countdown. A hit arriving after occupation completes and protection begins cannot stop that win. Coordinate arrival times, not merely button presses.
  • After clearing the target, check owner, commander, composition and actual troop count immediately. Send coordinated reinforcements and watch incoming rallies. Winning one battle does not finish occupation.
  • Relieving the defender is a coordinated operation. Client help describes an incoming army with a Hero taking over after the previous commander withdraws. Check route, arrival window and enemy attacks first; never have the entire guild recall blindly.
  • Client help notes that recalling a garrison alone does not transfer ownership or stop occupation until another guild takes over. An empty target is easy to steal, however. This explains the mechanic; it is not advice to empty the Base under attack.

Three strategies for different guild strengths

  • Strong guild: make the Base the main objective, secure the relevant ATK fort, maintain a durable garrison and keep a counterattack reserve. Multiple commanders may split targets, but do not demand the same fillers for every simultaneous rally.
  • Evenly matched: coordinated pressure on the Base and a key fort may divide enemy reinforcements. After each fight, reassess losses, defender composition and healing. Repeating the same failed counter without changes is not a strategy.
  • Weaker guild: negotiate for one fort, join an alliance or support an ally instead of feeding endless troops into the Base. Farms contribute supplies, scouting and disciplined reinforcements, not random solo attacks against a strong garrison.

Overlord and Regent: permissions and boosts

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Exact screenshot modifiers. Max HP is troop health, not army size.
TitleEffectUse / consequence
OverlordArmy ATK +10%; Army DEF +10%; Army Max HP +10%Leader of the guild owning the Base; manages kingdom privileges.
Overlord RegentCan help assign Vassal Titles; no combat stat boost is shown.Trusted title-queue operator, not a second Overlord with every permission.

All positive Vassal Titles

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Exact screenshot modifiers. Max HP is troop health, not army size.
TitleEffectUse / consequence
QueenGold Production Speed +20%Gold-producing farm; not gold gathering speed on the map.
GeneralArmy ATK +10%; Army DEF +5%Combat commander for a coordinated attack.
PremierAll Resource Production +15%Production farm; does not speed up marches or healing.
ChiefTraining Speed +5%; Army DEF +5%Before starting a large training queue.
WardenArmy ATK +6%; Army Max HP +6%Second combat commander or designated defender.
PriestArmy DEF +15%Extra defense; not a substitute for HP, counters or reinforcements.
QuartermasterTravel Speed +15%; Resource Gathering Speed +10%Active gatherer; does not increase carrying capacity.
EngineerConstruction Speed +10%; Army Max HP +3%Before starting a long construction job.
ScholarResearch Speed +10%Before starting a long research job.

All negative titles, including incidental benefits

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Exact screenshot modifiers. Max HP is troop health, not army size.
TitleEffectUse / consequence
CowardArmy DEF −10%; All Resource Production −20%Defense and economy penalty.
ScoundrelArmy Max HP −10%; Training Speed −8%Less HP and slower new training.
ClownArmy ATK −10%; Army Max HP −6%Combat attack and durability penalty.
ThrallArmy ATK −5%; Army DEF −10%Combat penalty; both modifiers are shown in-game.
TraitorGold Production −15%; Travel Speed −5%Gold production and travel penalty.
FelonTravel Speed −15%Slower travel, not a direct ATK reduction.
SlobAll Resource Production −10%; Training Speed −5%Production penalty and slower training.
BumConstruction Speed −10%; Travel Speed −10%New construction and travel penalty.
FoolResearch Speed −10%; Food Production +5%Harmful to research despite its small food bonus.

How to request a title and use the queue

The Overlord or Regent assigns titles through a castle on the map, the guild member menu or the player profile. A title belongs to one assigned player, not the whole guild. Titles reset when another player becomes Overlord. Verify the assignment in-game rather than relying on a chat confirmation.

For development: equip gear and talents, confirm the title and required kingdom boost, check the displayed start duration, then start research, construction or training. Do not expect a title to retroactively shorten an existing timer. Verify the resulting duration, then release the economy title to the next queued player as agreed. Do not casually transfer a combat title during an active battle.

Royal Gifts: four chests and their contents

These are gifts distributed to guildmates, not guaranteed automatic rewards for every participant. The ruler selects Give and a recipient; the recipient list helps audit allocation. Agree criteria first: command, reinforcements, supplies and execution of the plan, not account Might alone.

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Contents per chest confirmed by screenshots. Remaining counts 1 / 1 / 5 / 20 describe the supplied screen, not a promised daily or every-round allowance.
ChestContents of oneMain totalsShown remaining
Glory Chest50 green Records; 40 × 3h Speed Up; 1 × 1,000 Gems; 1 × 500 Gems120h speedups + 1,500 Gems1
Bravery Chest5 Artifact Brushes; 5 × 600,000 Gold; 1 × 1,000 Gems3,000,000 Gold + 1,000 Gems1
Honor Chest20 green Records; 2 × 600,000 Gold; 3 × 100,000 Gold; 1 × 500 Gems1,500,000 Gold + 500 Gems5
Tenacity Chest2 Artifact Brushes; 2 × 500,000 each of Food, Stone, Timber and Ore; 1 × 200 Gems1,000,000 of each of four resources + 200 Gems20

Kingdom boosts: +10%, four hours and correct timing

The Overlord can activate boosts for kingdom players. Official client help lists Construction Speed +10%, Research Speed +10% and Training Speed +10%; each description specifies four hours and a 24-hour cooldown. Check availability and cost before confirming: the supplied list does not show prices.

Announce the time and time zone in advance, organize the title queue, then activate the relevant boost. Players should prepare prerequisites, gear and resources before the window. Do not waste the short boost waiting for Tomes or an older queue to finish.

Messages, pardon and common mistakes

  • Messages communicate agreed rules and schedules. Check any confirmation cost; a kingdom message is not ordinary guild chat.
  • Pardon is a one-use permission to release the kingdom’s prisoners; help excludes the Emperor’s and Baron’s prisoners. It is a consequential political decision, not a button to test casually.
  • Common errors: capturing without a holding garrison; confusing remaining protection with occupation; leaving economy gear on in battle; granting a title after a queue starts; promising everyone a gift; importing Chaos Arena no-death rules.
Read enemy troop composition and formationTechnolabes and research planningSeparate guide: Dragon Arena

Sources and verification limits

The supplied screens are primary evidence for title, fort and gift figures. Timers, boosts and permissions were cross-checked with official client help. Community web references are labeled separately and are not presented as official IGG rules.

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