What you bring

- Health
- 100
- Move speed
- 220
- Pickup range
- 81
- Immunity after a hit
- 0.55s
- Immunity after a card closes
- 0.9s
- Weapon slots
- 4
- Passive slots
- 4
Spoils
Coin5 gold
Chest25 gold and 20% health
Ration25% health
Gemexperience- Conquest gold
- 80 at tier 1, 590 at tier 18
- First clear
- ×3
- Kept on defeat
- 60%
- Passive income
- 13 to 98 gold per hour
- Uncollected income cap
- 8 hours, including while offline
Drop chance by role
| Role | Coin | Chest | Ration | |
|---|---|---|---|---|
| grunt | 2% | — | 0.6% | |
| fast | 3% | — | 1% | |
| tank | 25% | — | 5% | |
| elite | 60% | 35% | 15% |
Chest jackpot
| Payout | Weight | Chance | Gold |
|---|---|---|---|
| 70 | 70% | 25 | |
| 25 | 25% | 75 | |
| 5 | 5% | 125 |
The founding march
Thornfield is a shorter opening march with fewer enemies and no Elites.
Its closing surge is led by Old Hedgeking.
- Length
- 2:20 (140s)
- Enemy numbers
- reduced
- Elites
- none
- Final objective
- defeat the Champion
Scaling by tier
| Tier | Province | March | Enemy health | Enemy damage | Enemy numbers | XP rewards | Victory gold | Gold/hr | |
|---|---|---|---|---|---|---|---|---|---|
| 1 | Thornfield | 2:20 founding | ×1 | ×1 | ×1 | ×1 | 80 | 13 | |
| 2 | Briarhollow | 3:20 | ×1.31 | ×1.1 | ×1.1 | ×1.1 | 110 | 18 | |
| 3 | Mosswald | 3:33 | ×1.66 | ×1.21 | ×1.21 | ×1.2 | 140 | 23 | |
| 4 | Greenmaw | 3:47 | ×2.07 | ×1.31 | ×1.32 | ×1.3 | 170 | 28 | |
| 5 | Heart of Briars | 4:00 | ×2.54 | ×1.42 | ×1.43 | ×1.4 | 200 | 33 | |
| 6 | Crowspire | 4:00 | ×3.05 | ×1.54 | ×1.55 | ×1.5 | 230 | 38 | |
| 7 | Gale Perch | 5:00 | ×3.62 | ×1.65 | ×1.67 | ×1.6 | 260 | 43 | |
| 8 | Featherfall | 5:00 | ×4.23 | ×1.77 | ×1.8 | ×1.7 | 290 | 48 | |
| 9 | The Roost Throne | 5:00 | ×4.9 | ×1.9 | ×1.93 | ×1.8 | 320 | 53 | |
| 10 | Gravemark | 5:00 | ×5.63 | ×2.02 | ×2.06 | ×1.9 | 350 | 58 | |
| 11 | Runequarry | 5:00 | ×6.4 | ×2.15 | ×2.2 | ×2 | 380 | 63 | |
| 12 | Stonewake | 5:00 | ×7.23 | ×2.28 | ×2.34 | ×2.1 | 410 | 68 | |
| 13 | Granite Seat | 5:00 | ×8.1 | ×2.42 | ×2.49 | ×2.2 | 440 | 73 | |
| 14 | Amber Deep | 5:30 | ×9.03 | ×2.55 | ×2.64 | ×2.3 | 470 | 78 | |
| 15 | Rootfen | 5:30 | ×10.02 | ×2.69 | ×2.79 | ×2.4 | 500 | 83 | |
| 16 | Carrion Reach | 5:30 | ×11.05 | ×2.84 | ×2.95 | ×2.5 | 530 | 88 | |
| 17 | Hollowcairn | 5:30 | ×12.14 | ×2.98 | ×3.11 | ×2.6 | 560 | 93 | |
| 18 | The Hollow Crown | 5:30 | ×13.27 | ×3.13 | ×3.28 | ×2.7 | 590 | 98 |
Higher tiers bring tougher and more numerous enemies, but also increase experience, victory gold and the hourly income from conquered land. Early provinces build enemy numbers more gradually.
The schedule
Every province introduces a faction formation. Higher-tier provinces combine more formations, and each faction gains a new enemy from its second province onward. Ordinary marches build toward a closing surge led by a Champion. Warden marches instead bring back familiar formations around the Warden's arrival and end only when the Warden falls.
| March | Halftime ring | Elites begin | Elite wave | Closing surge | Champion | Warden |
|---|---|---|---|---|---|---|
| 2:20 (140s) | 97s | never | none | 122.5s | 122.5s | 105s |
| 3:20 (200s) | 100s | 137.5s | 150s | 175s | 175s | 150s |
| 3:33 (213s) | 106.5s | 146.4s | 159.8s | 186.4s | 186.4s | 159.8s |
| 3:47 (227s) | 113.5s | 156.1s | 170.3s | 198.6s | 198.6s | 170.3s |
| 4:00 (240s) | 120s | 165s | 180s | 210s | 210s | 180s |
| 5:00 (300s) | 150s | 206.3s | 225s | 270s | 270s | 225s |
| 5:30 (330s) | 165s | 226.9s | 247.5s | 300s | 300s | 247.5s |
- Halftime ring
- 50% of the march
- Elite enemies appear
- 69% of the march, over 30s
- Elite wave
- 75% of the march, repeating every 75s
- Closing surge
- the last 30s at most, at ×3 rate
- Warden
- 75% of the march
- Rations in the ring
- one spawn in 6
- Rations from Elite waves
- every enemy
- Tanks begin appearing
- 90s
The timer brings the final enemy onto the field; it does not win the province for you. Defeat the Champion or Warden to finish the march.
How the horde grows
Enemies arrive more slowly at first and build during the opening seconds. Higher tiers place more enemies on the field, while the earliest part of a march offers extra rations to help a new build stabilize.
- Starting enemy arrival rate
- 75% of the normal rate
- Reaches the normal rate after
- 45s
- Early ration chance
- starts at ×2.5 and returns to normal over 75s
Levelling
| Level | XP to next | Cumulative |
|---|---|---|
| 1 | 8 | 8 |
| 2 | 16 | 24 |
| 3 | 24 | 48 |
| 4 | 34 | 82 |
| 5 | 44 | 126 |
| 6 | 55 | 181 |
| 7 | 66 | 247 |
| 8 | 77 | 324 |
| 9 | 89 | 413 |
| 10 | 101 | 514 |
| 11 | 113 | 627 |
| 12 | 126 | 753 |
| 13 | 139 | 892 |
| 14 | 152 | 1044 |
| 15 | 165 | 1209 |
| 16 | 179 | 1388 |
| 17 | 193 | 1581 |
| 18 | 207 | 1788 |
| 19 | 222 | 2010 |
| 20 | 236 | 2246 |
Upgrade rarity chances
Rare and epic choices become more common as your run level rises.
| Level | Common | Rare | Epic |
|---|---|---|---|
| 1 | 70% | 27% | 3% |
| 3 | 66.8% | 28.6% | 4.6% |
| 5 | 63.7% | 30.2% | 6.2% |
| 8 | 58.9% | 32.5% | 8.5% |
| 10 | 55.8% | 34.1% | 10.1% |
| 15 | 47.9% | 38.1% | 14.1% |
| 20 | 40% | 42% | 18% |
The chances reach their final values at level 20. If one rarity has no valid choices left, the others become more likely.