Guardian Altar / Kills Day
When: Saturday — day 6 of the Ultimate Alliance Duel week. Altars spawn at 00:00, 08:00 and 16:00 game time, each lasting 8 hours. Where: near Goldhaven, in the central area of the map. What it is: a two-phase cross-server PvP fight over a structure. First 4 hours is damage, last 4 hours is occupation. Why it matters: strong personal rewards, duel points for your alliance, and the best organized PvP the game offers.
The short version¶
- Share the altar coordinates in alliance chat the moment it spawns.
- Phase one (first 4 hours): rally the NPC Guardians with your two strongest queues, join teammates' rallies with the other two.
- Claim chests as they drop — threshold damage pays chests without a full kill.
- Phase two (last 4 hours): the altar becomes contestable and occupiable. Reinforce with your strongest queue.
- After several successful defenses, recall, heal, and resend so defenders stay at full strength.
- Relocate to the enemy world — it costs no relocation items — and hit their altar.
- Turn on push notifications and Auto-Join Rally.
The cycle¶
Three altars a day, at 00:00, 08:00 and 16:00 game time, each running 8 hours split into two 4-hour phases. Missing one cycle is not fatal — there are two more.
Altar rallies are short: 1 minute duration, with Auto-Join Rally available. Since August 6, 2026 auto-rally targets Altar Guardians only on Saturdays, so you can leave it on without it firing all week.
Shields on Kills Day — read this before you plan your day¶
Every player receives a free 24-hour shield on Kills Day. This is the standard design, not a first-time bonus. Some consequences:
- Gathering tiles can still be hit, so troops out gathering are not protected.
- Troop kills at the occupation altar are unlimited and still score.
- The Central Shaft opens automatically, can be attacked and occupied, and attacking or scouting it does not break your shield. No registration is needed for it.
- Shaft Fight does not run during Kills Day.
The community is openly split on whether a blanket auto-shield makes the day toothless. It is a live complaint, not a bug.
Conflict flagged
Older video guides say altar fighting specifically does not drop your shield, but that porting into the central area does — hence the standard advice to park just outside it. If the blanket 24-hour shield is current, that caution may be obsolete. Until someone confirms in game, the cautious play costs you nothing: port close, and check your shield icon before you cross in. See the conflicts register item 5.
Phase one — damage the Guardians, collect chests¶
For the first four hours the altar holds NPC Guardians. You and your teammates rally them and accumulate damage.
You do not need a kill to get paid. Dealing threshold damage to a guardian grants chests on its own, which means even a queue that cannot finish the job is contributing something for you.
As damage accumulates, reward chests spawn around the altar. The rules on those chests, from community sources:
- You personally can claim 10 chests for the entire day — not per spawn.
- Each individual chest can be claimed 10 times total, by anyone, before it disappears. Chests also despawn on a timer.
The second rule matters: chests are communal. It does not matter who dealt the damage that spawned one. More damage from anyone means more chests for everyone, so sweep the field rather than guarding your own.
How to maximize damage: rally with your two strongest queues, and use the other two to join other people's rallies. Four weak rallies is the classic mistake — concentrated damage beats distributed damage, and joining costs you nothing.
Damage also feeds a ranking leaderboard that pays when the phase ends. Expect other servers to dominate it; this is cross-server and that is normal.
Phase two — occupation and defense¶
After four hours the Guardians despawn and the altar becomes occupiable. This is the phase competitive players care about.
Taking it: the first player rallies the altar. Once your alliance holds it, you can no longer rally — you switch to reinforcing.
Holding it: reinforce with your strongest queue and turn on push notifications so you know the instant your defenders are beaten. Any player from any alliance, including from your opponent's server, can rally your altar.
The defensive technique most players miss: after a run of successful defenses your reinforcing troops are worn down. Recall them, heal them, and send them back out. This keeps your defending power at 100% rather than letting it bleed away. Altars are routinely lost by people who reinforced once and walked away.
If you lose a defense: occupation progress pauses — it does not reset. Your troops come home, you clear the attackers, and you resume from where you were. Persistence pays.
When fully occupied: rewards arrive by in-game mail.
Going on the offensive¶
Use the Relocate button in the event interface to teleport to the enemy world. Three things worth knowing:
It costs no relocation items. Cross-world teleport on Kills Day is free, in both directions — the enemy can come to you just as easily.
You can return any time, and all players are auto-recalled when the event ends, so there is no risk of being stranded.
Phase two is when it is worth going. In phase one you are adding damage to someone else's chest pile. In phase two you can contest an occupation and collect PvP kills, which score for kills day.
You will spawn at a random point on their world, so port manually toward their central area once you arrive.
For alliance leaders¶
Share the coordinates the instant the altar spawns. The single highest-value action of the entire Saturday — the central area is large and members who cannot find the altar simply do not participate.
Set the rally convention up front: two strongest queues start rallies, everyone else joins. Turn on Auto-Join Rally.
Name who reinforces in phase two, and remind them about recall-heal-resend.
Remind people about the shield. A meaningful number of players sit Saturday out believing they will be exposed. With a free 24-hour shield, the downside is close to zero.
Note the alliance-switching rule: a member who switches alliances mid-event keeps personal points and personal chests, but cannot contribute alliance points or receive victory rewards that day.
Common mistakes¶
Starting four rallies instead of two. Halves your effective damage.
Assuming chests are personal. Any chest anyone spawns is claimable by you, up to your 10-per-day limit. Sweep them.
Reinforcing once and walking away. Worn-down defenders lose altars. Recall, heal, resend.
Panicking after a lost defense. Progress pauses, not resets. Retake and continue.
Leaving troops out gathering. The Kills Day shield does not protect gathering tiles.
Sitting the day out. It is the most rewarding day of the duel week and, with the auto-shield, the least risky.