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OFFICIAL GAME WIKI
BloodConq Wiki
A complete player manual for villages, buildings, troops, goods, pantheons, mythological units, conquest, combat, clans, markets, quests, premium systems, and expert strategy.
21
Buildings
38
Units
3
Pantheons
46
Progression quests
Quick paths
01 / THE GAME
What BloodConq Is
BloodConq is built around a few linked loops: grow a village, read the map, prepare your army, choose divine power, and turn information into territory.
World Loop
Mythic Layer
02 / STARTING PLAN
How To Play From Zero
Use this as your first-session checklist. It follows the same progression the quest system is trying to teach.
- 01Settle into a world and focus your first village on Wood Camp, Clay Pit, Iron Mine, Mill, Warehouse, Farm, and Headquarters.
- 02Follow the quest chain. It deliberately walks you through production, population, Barracks, first defenders, Market, Stable, Smithy, Library, Siege Workshop, and Conqueror Academy.
- 03Keep Warehouse ahead of production overflow and Farm ahead of population demand.
- 04Build Barracks for Spearmen and Swordsmen before you expose yourself with attacks.
- 05Add Market for trade, Wall and Cellar for survivability, and Stable for Scouts before serious wars.
- 06Build Smithy and Library once the economy can carry research without freezing construction.
- 07Build Temple, choose a pantheon, then select gods that support your plan: offense, defense, economy, speed, intelligence, or sabotage.
- 08Train a real conquest package only after scouting, simulating, and preparing enough support to hold the target through the occupation timer.
03 / CARTOGRAPHY
World Map And Movement
The map is both a command center and an intelligence layer. It shows who owns territory, where neutral value sits, and which orders you can send.
Terrain And Tiles
Viewport Loading
Filters
Search
Minimap
Annotations
Watchlist
Clan Crowns
Map Actions
Attack: Allowed against enemy or neutral targets, never your own village, your clanmate, or the same source village. Beginner protection blocks player-versus-player attacks but not neutral farming.
Support: Allowed to own villages, clan villages, besieged villages, and, if external support is enabled for the world, any non-self village including neutrals.
Trade: Allowed only to player villages and only if the source has Market merchant capacity. Neutral villages cannot receive trade.
Scout: Allowed against players and neutrals when the source has valid scouts and Intelligence Center access. Beginner protection only blocks scouting another protected player.
04 / PVE TARGETS
Neutral Villages
Neutral villages are not filler. They are farming targets, conquest targets, source of relics and hero gear, and a way to shape your economy.
Starter Neutral Ring
World Neutral Density
Barbarian Villages
Bonus Villages
Ancient Temple Villages
Neutral Raid Rewards
Raid Them
Farm Them
Conquer Them
05 / VILLAGE ENCYCLOPEDIA
Buildings
Buildings define what a village can do. Resource buildings create flow, civic buildings unlock systems, and military buildings turn resources into map pressure.
| Building | Role | Max | Base cost | Unlock requirement |
|---|---|---|---|---|
| Headquarters | Coordinates all construction work and reduces build times across the village. | 30 | 90 wood / 80 clay / 60 iron / 0 food | Available from the start. |
| Wood Camp | Harvests timber and sets the village's wood production curve. | 40 | 40 wood / 50 clay / 30 iron / 0 food | Available from the start. |
| Clay Pit | Extracts clay for fortifications, buildings, and military development. | 40 | 50 wood / 40 clay / 30 iron / 0 food | Available from the start. |
| Iron Mine | Produces iron for weapons, cavalry gear, and siege equipment. | 40 | 60 wood / 55 clay / 55 iron / 0 food | Available from the start. |
| Mill | Keeps the village fed and drives long-term food growth. | 40 | 45 wood / 45 clay / 35 iron / 0 food | Available from the start. |
| Warehouse | Expands storage space so production can keep running without overflow. | 40 | 50 wood / 40 clay / 30 iron / 0 food | Available from the start. |
| Farm | Raises the population cap and makes room for buildings and troops. | 40 | 40 wood / 35 clay / 25 iron / 0 food | Available from the start. |
| Barracks | Trains infantry and speeds up their recruitment lane. | 30 | 220 wood / 180 clay / 200 iron / 0 food | Headquarters 2, Warehouse 3 |
| Stable | Unlocks cavalry and improves mounted training throughput. | 30 | 340 wood / 270 clay / 380 iron / 0 food | Headquarters 5, Barracks 3 |
| Siege Workshop | Constructs rams and catapults and accelerates siege production. | 15 | 460 wood / 360 clay / 500 iron / 0 food | Headquarters 10, Barracks 5, Stable 3 |
| Wall | Boosts defending unit combat stats and reinforces resilience. | 20 | 55 wood / 110 clay / 35 iron / 0 food | Headquarters 8 |
| Archer Tower | Adds 50 virtual defending archers per level when the village is attacked. | 15 | 140 wood / 180 clay / 90 iron / 0 food | Wall 15 |
| Cellar | Protects a share of stored resources from plunder after attacks. | 10 | 90 wood / 60 clay / 70 iron / 0 food | Warehouse 10 |
| Market | Provides merchants and trade capacity for shipping and resource exchange. | 25 | 100 wood / 100 clay / 100 iron / 0 food | Mill 5, Farm 5 |
| Centrum | The village's rally point — muster troops, dispatch attacks/support/scouts by coordinate, and unlocks advanced conquest structures. | 1 | 220 wood / 170 clay / 220 iron / 0 food | Available from the start. |
| Knight Tent | Trains and equips your account's one Hero — its equipped kit boosts combat, training, or resources wherever it currently is. | 1 | 260 wood / 180 clay / 240 iron / 0 food | Headquarters 5, Barracks 1 |
| Conqueror Academy | Unlocks conquest gameplay and trains the units needed to take villages. | 1 | 420 wood / 420 clay / 460 iron / 0 food | Headquarters 25, Smithy 20, Library 10, Market 10, Warehouse 20, Farm 20 |
| Smithy | Unlocks unit tech and reduces research times for military branches. | 20 | 120 wood / 100 clay / 160 iron / 0 food | Headquarters 12, Barracks 5, Stable 3 |
| Library | Drives economic research and advanced world-specific upgrades. | 20 | 180 wood / 220 clay / 180 iron / 0 food | Smithy 5 |
| Temple | Hosts mythology systems, faith progression, and god-based bonuses. | 3 | 320 wood / 260 clay / 340 iron / 0 food | Headquarters 12, Smithy 5 |
| Intelligence Center | Improves scouting and intelligence operations for military planning. | 5 | 240 wood / 200 clay / 260 iron / 0 food | Stable 10 |
Construction Formula
Market Math
06 / RESOURCES
Goods And Currencies
Every action spends one or more resources. The strongest players know which currency is scarce in each phase and build around that bottleneck.
Wood
Source: Wood Camp
Use: Construction, infantry, siege frames, market growth, and early economic momentum.
Clay
Source: Clay Pit
Use: Defensive works, infrastructure, cavalry-heavy costs, and many civic upgrades.
Iron
Source: Iron Mine
Use: Military unlocking, higher-tier buildings, research, and advanced troop development.
Food
Source: Mill
Use: Troop training and population pressure. Food income keeps large armies sustainable.
Faith
Source: Temple
Use: Divine ability currency. Temple level 1/2/3 produces 6/12/18 faith per hour before world speed and bonuses, with 500 faith storage per temple level.
Gold
Source: Market, neutral raids, world systems
Use: Global market exchange and special economy rewards.
Sapphires
Source: Premium packs, referrals, admin grants
Use: Premium account time, cosmetics, and shop purchases.
Population
Source: Farm capacity
Use: Shared cap consumed by buildings and troops. Upgrade Farm before training or constructing into a cap wall.
Merchants
Source: Market
Use: One merchant per Market level, each carrying 4,000 resources for direct sends.
Prestige
Source: Player-versus-player combat
Use: Account-level conquest currency, shared by all your villages, earned from real PvP kill value.
07 / ARMIES
Troops
Troops are split by training building and battlefield role. Use defensive units to hold ground, offensive units to break targets, scouts to reveal, and special units to conquer.
Barracks
Infantry, drilled in close quarter. From spearmen to elite arbalests.
- Spearman - Line defence; requires level 1;cost 30 wood / 0 clay / 0 iron / 120 food; population 1;training 120s.
- Axeman - Raider; requires level 2;cost 40 wood / 0 clay / 0 iron / 160 food; population 1;training 135s.
- Swordsman - Heavy foot; requires level 3;cost 0 wood / 35 clay / 0 iron / 140 food; population 1;training 155s.
- Archer - Ranged anchor; requires level 5;cost 50 wood / 0 clay / 0 iron / 200 food; population 1;training 230s.
- Crossbowman - Offensive ranged; requires level 10;cost 0 wood / 60 clay / 0 iron / 240 food; population 2;training 320s.
- Arbalest - Elite ranged; requires level 15;cost 80 wood / 0 clay / 0 iron / 320 food; population 2;training 360s.
Stable
Mounted troops — fast and expensive. Scouts to heavy cavalry.
- Scout - Intelligence; requires level 1;cost 90 wood / 0 clay / 0 iron / 360 food; population 2;training 130s.
- Light Cavalry - Shock riders; requires level 3;cost 0 wood / 125 clay / 0 iron / 500 food; population 3;training 200s.
- Heavy Cavalry - Hammer; requires level 5;cost 0 wood / 350 clay / 0 iron / 1,400 food; population 6;training 230s.
- Archer Cavalry - Ranged cavalry; requires level 8;cost 0 wood / 225 clay / 0 iron / 900 food; population 4;training 270s.
Siege Workshop
Siege machinery — rams, catapults, springalds, and trebuchets.
- Catapult - Building siege; requires level 1;cost 400 wood / 1,600 clay / 0 iron / 0 food; population 6;training 300s.
- Ram - Wall breaker; requires level 3;cost 200 wood / 800 clay / 0 iron / 0 food; population 3;training 335s.
- Springald - Light siege; requires level 5;cost 325 wood / 1,300 clay / 0 iron / 0 food; population 4;training 385s.
- Trebuchet - Heavy siege; requires level 10;cost 600 wood / 2,400 clay / 0 iron / 0 food; population 8;training 450s.
Knight Tent
Train and equip your account's one Hero — sendable with your armies.
This building uses a special interface instead of a repeatable static unit list.
Temple
Priests and mythological creatures summoned through divine blessing.
This building uses a special interface instead of a repeatable static unit list.
Conqueror Academy
Train conquerors to take enemy villages.
- Conqueror - Village taker; requires level 1;cost 50,000 wood / 60,000 clay / 60,000 iron / 1,000 food; population 100;training 5400s.
| Unit | School | Role | Attack | Defense | Speed |
|---|---|---|---|---|---|
| Spearman | Infantry | Line defence | 10 | 15 | 18 |
| Swordsman | Infantry | Heavy foot | 25 | 50 | 22 |
| Axeman | Infantry | Raider | 40 | 10 | 18 |
| Archer | Infantry | Ranged anchor | 15 | 50 | 18 |
| Crossbowman | Infantry | Offensive ranged | 65 | 30 | 18 |
| Arbalest | Infantry | Elite ranged | 45 | 75 | 18 |
| Priest | Special | Spiritual support | 0 | 10 | 15 |
| Hero | Special | Champion | 0 | 0 | 10 |
| Conqueror | Special | Village taker | 30 | 100 | 35 |
| Scout | Special | Intelligence | 0 | 2 | 9 |
| Light Cavalry | Cavalry | Shock riders | 130 | 30 | 10 |
| Heavy Cavalry | Cavalry | Hammer | 150 | 200 | 11 |
| Archer Cavalry | Cavalry | Ranged cavalry | 120 | 40 | 10 |
| Catapult | Siege | Building siege | 100 | 100 | 30 |
| Ram | Siege | Wall breaker | 2 | 20 | 30 |
| Springald | Siege | Light siege | 50 | 60 | 30 |
| Trebuchet | Siege | Heavy siege | 150 | 150 | 30 |
08 / DIVINE SYSTEM
Pantheons And Gods
Pantheon choice is locked per world. Choose for a strategy, not only flavor: economy, speed, defense, scouting, siege, and conquest protection all live here.
Greek
Olympian offense, defense, trade, and city protection.
Zeus Tier 1
Offensive power. Passive: +5% attacking army attack. Ability: Lightning Bolt disables a random military building, reduces wall defense, and can remove a wall level before battle.
Hades Tier 1
Defense and attrition. Passive: 5% of defensive losses return. Ability: Walls of Erebus weakens enemy attacks and hides the defending army.
Poseidon Tier 1
Economy and disruption. Passive: +10% warehouse capacity. Ability: Plenty boosts a friendly city's resource production.
Athena Tier 2
Strategy and preparation. Passive: 10% faster research and +5% defensive unit defense. Ability: Battle Foresight reveals incoming army composition and timing.
Aphrodite Tier 2
Manipulation. Passive: -20% food cost for defensive units. Ability: Irresistible Charm weakens enemy reinforcements in a target city.
Ares Tier 2
Pure warfare. Passive: 10% faster offensive unit training. Ability: Bloodlust grants a major attack boost at the cost of extra casualties.
Dionysus Tier 3
Chaos and sabotage. Passive: -25% Conqueror Prestige and resource cost. Ability: Festival of Madness slows enemy construction, recruitment, and research.
Hermes Tier 3
Speed and trade. Passive: +20% trader capacity and +15% trader speed. Ability: Divine Passage speeds and conceals a friendly army.
Hera Tier 3
City protection. Passive: 10% faster defensive unit training. Ability: Divine Sanctuary blocks hostile divine abilities and conquest for a short period.
Egyptian
Sun power, concealment, restoration, knowledge, and prosperity.
Ra Tier 1
Offensive power. Passive: +5% offensive battle attack. Ability: Solar Flare weakens enemy unit defense and wall effectiveness.
Amun Tier 1
Concealment. Passive: -15% enemy spy success chance. Ability: Veil of Amun hides units, resources, queues, and reinforcements.
Ptah Tier 1
Construction. Passive: 5% cheaper buildings. Ability: Divine Architect advances an active construction queue.
Anubis Tier 2
Death and recovery. Passive: 10% faster training after battle. Ability: Judgement of Anubis reduces the defenders' revive and returns some attacking casualties.
Osiris Tier 2
Restoration. Passive: +5% food production and population capacity. Ability: Rebirth restores a recent building level and repairs wall damage.
Isis Tier 2
Protection and support. Passive: 5% of defensive losses return. Ability: Wings of Isis adds defense and blocks hostile divine abilities.
Horus Tier 3
Precision warfare. Passive: +5% army travel speed. Ability: Eye of Horus reveals units and reinforcements and empowers the next attack.
Thoth Tier 3
Research and knowledge. Passive: 10% faster research. Ability: Book of Thoth advances current research and reveals active effects.
Hathor Tier 3
Prosperity and morale. Passive: +15% supporting unit travel speed. Ability: Festival of Hathor boosts production and recruitment but prevents attacks.
Nordic
Siege pressure, intelligence, protection, growth, and disciplined warfare.
Thor Tier 1
Siege and disruption. Passive: +10% siege wall damage. Ability: Thunderstorm weakens enemy defense, wall effectiveness, and production.
Odin Tier 1
Intelligence. Passive: 10% faster research. Ability: Huginn and Muninn reveals units, resources, queues, and movements.
Frigg Tier 1
Protection and foresight. Passive: 10% faster defensive unit training. Ability: Threads of Fate adds defense and cancels the first hostile divine ability.
Freyja Tier 2
Reinforcements. Passive: 5% of defensive losses return. Ability: Valkyrie's Call speeds reinforcements and boosts their first defensive battle.
Freyr Tier 2
Growth and prosperity. Passive: +5% food production and warehouse capacity. Ability: Golden Harvest boosts production and population capacity.
Loki Tier 2
Deception and sabotage. Passive: +15% spy mission success chance. Ability: Web of Lies creates false attacks and hides a real attack's composition.
Tyr Tier 3
Disciplined warfare. Passive: 10% faster offensive unit training. Ability: Trial by Combat gives an army attack power, blocks weakening effects, and prevents recall.
Heimdall Tier 3
Detection and vigilance. Passive: Enemy armies slow after passing halfway. Ability: Gjallarhorn reveals incoming composition and speeds support.
Baldr Tier 3
Resilience. Passive: +5% city defender defense. Ability: Light of Baldr protects buildings and reduces wall damage.
09 / BESTIARY
Mythological Units
Mythological units add divine pressure to normal armies. They cost faith, interact with temple level, and can add special battle effects.
Greek
- Centaur - Fast raider; Zeus branch;attack 110, defense 55, speed 12.
- Hydra - Regenerating guard; Aphrodite branch;attack 65, defense 135, speed 18.
- Minotaur - Labyrinth breaker; Hades branch;attack 125, defense 75, speed 16.
- Medusa - Gorgon defender; Athena branch;attack 70, defense 125, speed 17.
- Cyclops - Crushing attacker; Poseidon branch;attack 135, defense 65, speed 20.
- Manticore - Spined sentinel; Ares branch;attack 75, defense 120, speed 15.
- Colossus - Pantheon siege; pantheon-wide elite;attack 170, defense 145, speed 30.
Egyptian
- Avenger - Sun champion; Ra branch;attack 120, defense 70, speed 14.
- Wadjet - Serpent protector; Isis branch;attack 70, defense 130, speed 16.
- Anubite - Jackal raider; Amun branch;attack 125, defense 65, speed 15.
- Mummy - Undead bulwark; Osiris branch;attack 55, defense 140, speed 22.
- Sekhmet Scorpion - Venom attacker; Ptah branch;attack 130, defense 60, speed 15.
- Scarab - Carapace defender; Anubis branch;attack 60, defense 135, speed 18.
- Sphinx - Pantheon siege; pantheon-wide elite;attack 155, defense 170, speed 26.
Nordic
- Einherjar - Chosen attacker; Thor branch;attack 120, defense 75, speed 13.
- Jotun - Giant shield; Loki branch;attack 70, defense 145, speed 23.
- Draugr - Restless attacker; Odin branch;attack 115, defense 80, speed 16.
- Valkyrie - Shield maiden; Freyja branch;attack 70, defense 130, speed 12.
- Fenris Wolf - Feral raider; Frigg branch;attack 130, defense 55, speed 11.
- Battle Boar - Tusklined defender; Freyr branch;attack 65, defense 135, speed 14.
- Troll - Pantheon siege; pantheon-wide elite;attack 165, defense 135, speed 24.
Each tier-1 god unlocks an attacking myth unit and each tier-2 god a defending one. The pantheon-wide elite siege myth unit needs a chosen tier-3 god and Temple level 3. Standard myth units cost 450 wood, 350 clay, 500 iron, 120 food, 250 faith, 8 population, and 900 seconds by default. Elite units cost more faith and population and train longer.
10 / TECHNOLOGY
Research
Research is village-scoped and queue-based. Smithy makes units stronger; Library makes the whole kingdom more efficient.
Blacksmith
Equipment & unit upgrades
Advance infantry, rangers, cavalry, and individual unit disciplines.
Library
Kingdom knowledge & divine research
Develop production, construction, defenses, carrying capacity, and divine blessings.
General upgrades
Advance infantry, rangers, and cavalry through medium, heavy, and champion equipment.
Tiers: I - MEDIUM, II - HEAVY, III - CHAMPION
Unit upgrades
Independent training. Three levels per unit. +2% offense, defense, and travel speed per level.
Kingdom knowledge
Seven research chains. One level per step. 2%, 4%, and 6% bonuses.
Tiers: I - +2%, II - +4%, III - +6%
Divine research
One-time blessings unlocked by choosing your first, second, and third god.
Complete Research List
Medium Infantry - +2 offensive and defensive power for all melee infantry
Heavy Infantry - +4 offensive and defensive power for all melee infantry
Champion Infantry - +6 offensive and defensive power for all melee infantry
Medium Rangers - +2 offensive and defensive power for all ranged infantry
Heavy Rangers - +4 offensive and defensive power for all ranged infantry
Champion Rangers - +6 offensive and defensive power for all ranged infantry
Medium Cavalry - +2 offensive and defensive power for all cavalry units
Heavy Cavalry - +4 offensive and defensive power for all cavalry units
Champion Cavalry - +6 offensive and defensive power for all cavalry units
Swordsman - +2% offense, defense, and travel speed per level
Axeman - +2% offense, defense, and travel speed per level
Spearmen - +2% offense, defense, and travel speed per level
Archer - +2% offense, defense, and travel speed per level
Arbalest - +2% offense, defense, and travel speed per level
Crossbowman - +2% offense, defense, and travel speed per level
Light Cavalry - +2% offense, defense, and travel speed per level
Archer Cavalry - +2% offense, defense, and travel speed per level
Heavy Cavalry - +2% offense, defense, and travel speed per level
Irrigation I - +2% food production
Irrigation II - +4% food production
Irrigation III - +6% food production
Bow Saw I - +2% wood production
Bow Saw II - +4% wood production
Bow Saw III - +6% wood production
Shaft Mine I - +2% clay production
Shaft Mine II - +4% clay production
Shaft Mine III - +6% clay production
Quarry I - +2% iron production
Quarry II - +4% iron production
Quarry III - +6% iron production
Backpack I - +2% carry capacity for scavenging
Backpack II - +4% carry capacity for scavenging
Backpack III - +6% carry capacity for scavenging
Mason I - +2% building speed
Mason II - +4% building speed
Mason III - +6% building speed
Fortified I - +2% wall defense bonus
Fortified II - +4% wall defense bonus
Fortified III - +6% wall defense bonus
Divine Labor - +5% population cap
Forge of the Gods - -25% Blacksmith research cost
Rampage - -10% myth unit cost and training time
11 / WARFARE
Combat Rules
BloodConq combat is composition-based. The game does not compare one army number against another; it evaluates unit classes, defenses, walls, abilities, research, relics, and support.
Counter Formula
Wall And Rams
Priests And Divine Presence
Siege Damage
Reports
Protection And Diplomacy
12 / TAKING VILLAGES
How To Conquer
Conquest is a campaign, not a single click. You need the Academy, a Conqueror, scouting, a winning army, and enough support to hold occupation until capture.
- 01Unlock the Conqueror Academy by meeting its building chain: Headquarters 25, Smithy 20, Library 10, Market 10, Warehouse 20, and Farm 20.
- 02Train at least one Conqueror. It costs 50,000 wood, 60,000 clay, 60,000 iron, 1,000 food, 100 population, and 90 minutes before world speed.
- 03Scout first. Intelligence Center unlocks scout missions, and spy snapshots make attack simulation meaningful without exposing hidden truth.
- 04Send enough army with the Conqueror. A surviving Conqueror starts occupation; if the army loses too much, conquest breaks.
- 05When occupation starts, all surviving attackers remain as conquest troops. They defend alongside the target garrison and any support present.
- 06Protect the occupation. Enemies, the owner, and clanmates can attack the occupied village. Recapture attempts can expel the occupier.
- 07Watch loyalty and the capture timer. Loyalty is derived from the occupation start and world conquest duration; capture finalizes when the timer completes.
- 08Cancel only when necessary. Cancelling occupation sends conquest troops back but gives the defender time and information.
13 / FEATURE INDEX
Every Major Module
This is the short index of what every main in-game screen is responsible for.
Worlds
Village
Buildings
Training
Research
Map
Commands
Reports
Pantheon
Hero
Relics
Trade and Market
Clans
Friends and Messages
Quests
Rankings
Premium
Account Manager
Farm Manager
Moderation and Safety
ShowRoom
14 / ACCOUNT CONTROL
Settings And Account Tools
Settings is where the account, world membership, communication channels, appearance, and security controls come together.
Profile
Invite A Friend
ShowRoom
Appearance
Language And Region
Notifications
Sessions
Leave World
Security
Blocked Players
Danger Zone
15 / ALERTS
Notifications, Email, Discord, And Browser Alerts
Notifications are split by category and delivery channel. In-app delivery is always available; email and Discord are premium external channels.
Clan
Diplomacy
Friends
Forum
Map
Commands
Automation
Economy
Moderation
Referrals
System
In-App Feed
Premium External Delivery
Discord Setup
17 / SOCIAL PLAY
Communication And Coordination
Most wars are won before the battle report. Social tools help clans organize, players negotiate, and allies respond in time.
Messages
Friends
Clan Chat
Global Chat
Reports Sharing
Discord Linking
18 / FAIR PLAY
Safety, Moderation, And Account Protection
The game includes social safety tools, staff moderation, audit trails, and account controls to keep competitive play fair.
Player Reports
Blocks
Moderation Actions
Audit Logs
Rate Limits
Account Security
19 / STRATEGY
Expert Playbook
These principles are intentionally practical. They are the habits that stop waste and turn a large account into an organized one.