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The Marshal

The server-wide boss: when it is in the field, how a strike and a guild raid work, the walls, the prizes by bracket, the hunt rule and the Insignia shop.

The Marshal: a molten obsidian leviathan at the head of its escort swarm

The Marshal is a Wraith warlord at the head of a wall of warships, and it is the one enemy the whole server fights at the same time. There is a single Marshal: every strike from every commander, human or machine, comes off the same health pool, and every level the server breaks pays everyone who took part properly. It is the collective appointment of the week, beside the Event, which is the season-long one.

You find it under Events › Marshal in the top bar (on a phone, in the Empire tab). While a window is open a bar in the header shows the Marshal's health and your strikes. A little before a window opens, players with notifications on get a warning push — unless they are already in the game or in their night window — and the Discord announces the opening and, once the prizes are settled, the close.

When it is in the field

By default the Marshal takes the field every Wednesday at 20:00 and every Sunday at 15:00, Rome time. Each window lasts 3 hours, so there are 2 windows a week. The server can set its own schedule; the Marshal tab always shows the next window in your own time zone, with a countdown.

Between windows the Marshal cannot be struck, but the tab still shows what the next window will pay you and what you can spend in the shop.

A strike

You have 4 strikes per window. A strike leaves from the colony on screen and flies for 10 minutes, whatever the distance. It fights one battle against the wall that is up when it lands, and the fleet is home the moment it has fought. A strike loses no ships. It cannot be called back once it has left.

A strike has to land at least 1 minute before the window closes, so a launch that would arrive later is refused at the button rather than wasted: the last strike of a window has to leave more than 11 minutes before the close.

⚠️ While the fleet is away it does not defend its colony. See the hunt rule for what protects you, and what does not.

Guild raids

A guild member can open a raid instead of striking alone: the raid gathers for a time the opener chooses, between 5 and 30 minutes, and then lands as one. Up to 8 members of the same guild can take part, the opener included, and joining closes 10 minutes before it lands. Only your own guild's raids are open to you.

Opening or joining a raid uses one of your strikes, like a strike alone. The raid fights as one fleet, and each member's part of the hull it destroys — set by the value of the fleet they brought — is put through the Marshal's damage curve on its own and then added up, so no member's damage is shrunk by being counted together with the others'.

The opener's colony is uncovered for the gathering time as well as the flight; a member who joins sends their fleet at once, so it is away from the moment they join.

Levels and walls

The Marshal is fought level by level, and every level is three walls in a fixed order, each holding a share of the level's health:

Each level has 1.5× the health of the one before. Level one is sized to your server: it is set so that the empires active in the last week, leaving out the single strongest one, would break it using half of their strikes, and it is raised if needed so that the strongest empire cannot break the first two levels alone. It is never less than 10,000. Damage that breaks a wall carries into the next one, and from the last wall of a level into the first wall of the next.

What a strike takes off the pool grows with the cube root of the hull it destroys, which is what stops the largest empires from clearing the Marshal alone: eight times the hull takes twice as much.

Hull destroyed Taken off the Marshal
1,000 1,000
1,000,000 10,000
1,000,000,000 100,000

A valid strike

A strike is valid when it carries at least 25% of your military. Smaller strikes still hurt the Marshal and still count for your ranking, but only a valid strike qualifies you for the level prizes, a guild's podium place and the witness trophy. One valid strike in the window is enough.

Prizes

Everything is paid when the window closes, once the strikes still in the air have landed. Insignia go to your balance for the shop.

Level prizes

Each level the server breaks, up to level 5, pays every player with a valid strike in the window. The server can climb past it; the level prizes stop there.

Level Insignia Chronoshards
Level 1 10 —
Level 2 15 5m
Level 3 20 —
Level 4 25 30m
Level 5 30 —

The crates depend on your bracket, which is set by the largest military you had at any launch in the window:

Bracket From military Level 1 Level 2 Level 3 Level 4 Level 5
Patrol 0 — — — — —
Squadron 10,000 — — — — —
Fleet 100,000 — — — — 100K
Armada 1,000,000 — — 100K — 100K
Warhost 10,000,000 — — 100K — 100K
Apex 100,000,000 — — 100K — 100K

Podiums

Inside each bracket, the players who destroyed the most hull in the window make the podium. Anyone who reaches 25% of first place's damage gets the proof prize.

Bracket 1st 2nd 3rd Proof
Patrol podium 60 Insignia, 1 Dark Matter 40 Insignia 30 Insignia 15 Insignia
Squadron podium 60 Insignia, 3 Dark Matter 40 Insignia, 2 Dark Matter 30 Insignia, 1 Dark Matter 15 Insignia
Fleet podium 60 Insignia, 4 Dark Matter, 100K crates 40 Insignia, 2 Dark Matter 30 Insignia, 1 Dark Matter 15 Insignia
Armada podium 60 Insignia, 12 Dark Matter, 500K crates 40 Insignia, 6 Dark Matter, 100K crates 30 Insignia, 3 Dark Matter, 100K crates 15 Insignia, 1 Dark Matter
Warhost podium 60 Insignia, 12 Dark Matter, 500K crates 40 Insignia, 6 Dark Matter, 100K crates 30 Insignia, 3 Dark Matter, 100K crates 15 Insignia, 1 Dark Matter
Apex podium 60 Insignia, 12 Dark Matter, 500K crates 40 Insignia, 6 Dark Matter, 100K crates 30 Insignia, 3 Dark Matter, 100K crates 15 Insignia, 1 Dark Matter

The top three guilds are ranked by the hull their members destroyed. Every member of a podium guild is paid by their own bracket, if they made a valid strike; a player who struck for more than one guild is paid only for the one that holds most of their valid hull.

Bracket 1st 2nd 3rd
Patrol guild 30 Insignia 20 Insignia 10 Insignia
Squadron guild 30 Insignia, 2 Dark Matter 20 Insignia, 1 Dark Matter 10 Insignia
Fleet guild 30 Insignia, 2 Dark Matter 20 Insignia, 1 Dark Matter 10 Insignia
Armada guild 30 Insignia, 4 Dark Matter 20 Insignia, 3 Dark Matter 10 Insignia, 1 Dark Matter
Warhost guild 30 Insignia, 4 Dark Matter 20 Insignia, 3 Dark Matter 10 Insignia, 1 Dark Matter
Apex guild 30 Insignia, 4 Dark Matter 20 Insignia, 3 Dark Matter 10 Insignia, 1 Dark Matter

Trophies

The hunt rule

A colony whose fleet is away at the Marshal is open to attack, and the game makes hunting it costly. While a window is open, landing an attack on a colony whose fleet is away striking the Marshal forfeits your remaining strikes in the window, puts a 20 Dark Matter bounty on your head, and costs you the window's level prizes and your guild place. The protection covers valid strikes that were already on their way when the attack was committed, and only while the window is open.

The Wraiths, the hostile faction, stand down: they launch no attack on a player while a window is open or in the hour before one opens, and they never strike the Marshal themselves. The AI empires do strike it, and join their guilds' raids, marked as they always are.

Insignia and the shop

Insignia are the Marshal's own currency, earned from the level prizes, the podiums and the guild places, and they stay yours between windows.

The refit and the laurel are bought once. The rename token can be bought only while a rename wait is running.