Season 3 — Golden Kingdom Overview
A desert-themed season built around alliance cooperation: new resources, temporary seasonal buildings, a converted-unit army, and a map you fight to control and “greenify.” Everything below is a quick-reference for JcBx leadership and members heading into the season.

At a Glance
- Pre-season: 7 days of daily milestones to stockpile before launch.
- Length: ~8 weeks (48 days). Enter via the Season 3 icon below Duel/VS.
- Map: a 13×13 desert grid of Cities, Digging Strongholds, and Trade Posts.
- Win condition: alliance Spice, city control, and greenification decide the season-end tier.
- Heads up: seasonal buildings disappear when the season ends.
New Resources

Mithril — a seasonal building material from zombie kills, quests, visitors, and alliance buildings. Used to upgrade most seasonal structures.

Sacred Water — the second building material, produced by the Blessing Fountain and required for the Curse Research Lab.

Spice — the primary alliance resource and the biggest driver of season-end rewards. Generated by the cities you control (roughly 100–600/hour depending on city level), so holding good cities matters.
Seasonal Buildings
- Curse Research Lab — builds curse resistance, upgradable to level 30 (costs Sacred Water). Unlocking level 30 opens the Altar.
- Blessing Fountain — produces Sacred Water; up to 5 fountains unlock over time (upgraded with Mithril).
- Alliance Center — produces Spice for the whole alliance and gives territory buffs. Higher levels unlock production facilities: Mithril Plant (Lv5), Exploratory Well / Oil (Lv10), Sacred Water Hut (Lv15), and the Obelisk / Protector Horns (Lv20).
- Altar — unlocked at Curse Research Lab 30; boosts Desert Protector HP, Attack, and Defense per level.
Desert Protectors
A disposable army made by converting fallen units: about 10% of your combat casualties feed a conversion pool. Protectors are stronger than regular units of the same level, but they consume themselves in battle (they don’t come back), and they don’t count toward your T11 unit tiers. Keep a steady casualty pool feeding them.
Protector skills unlock by how many you station:
- Power of Adaptation (500+): +curse resistance and +25% stats.
- Death Shockwave (750+): kills enemy units when the squad is defeated.
- Blue Flame Spell (1000+): applies a 1-hour debuff to a defeated enemy base.
- Protector Rally (1250+): an alliance rally requiring Protector-carrying squads.
The Map: Cities, Strongholds & Trade Posts
- Cities (Lv 1–6) — produce Spice (100–600/hr). Taken through the City Clash event. Daily limits: 2 declarations, max 8 cities.
- Digging Strongholds — produce Mithril (100–200/hr), guarded by Mummy Guards and Golden Annihilators (tanks, aircraft, missiles). Same daily limits: 2 declarations, max 8.
- Trade Posts (Lv 1–5) — player-owned marketplaces. The governor earns tax rewards and exclusive buys. Contest lasts 1 hour, then a 7-day control period; they can’t be placed inside already-controlled territory.
Sandworm Crisis (First 14 Days)
- Small Sandworms — triggered by the shockwaves of player battles; the last to trigger takes a knockback and hit. Killing them drops loot (30/day collection cap).
- Large Sandworms — hit via rally; the discoverer earns Sandworm Scales.
- Giant Sandworms — trapped with the Trap Landmine skill; they desaturate the desert around them and despawn after 5 hours if not killed. Your Alliance Center prevents knockback inside its territory.
Greenification
- Stage 1 (Weeks 1–4): only next to captured cities — you can’t greenify strongholds, trade posts, or the capitol. Cities convert the contaminated land around them.
- Stage 2 (Weeks 5–7): expansion opens up; hitting 80% greenification unlocks the next level, and commanders can greenify across all 8 warzones.
Radar Missions, Ruins & Treasures
Desert Ruins radar missions are multi-stage treasure hunts (levels 1–7) with an optional mini-game at each stage; rewards scale up to Mithril, Sacred Water, and Merit Medals. Desert Treasures appear in greenified areas — use the Desert Compass to find vaults and break blocks to uncover relics.
Passes, Heroes & Professions
- Season Battle Pass (48 days): Free / Advanced / Luxury tiers; buying it doubles Daily Task rewards and is a major Mithril source — worth buying day 1 if you’re investing.
- Weekly Pass: bonus Fountain production, +curse resistance, and a chunk of Mithril + daily resources.
- Weapon passes: Marshall’s (Wk1), Schuyler’s (Wk3), McGregor’s (Wk6) — 70 hero-specific shards each.
- Heroes: Scarlett UR upgrade opens Week 3; a Hero Swap event in Week 2 lets you move EXP/stars between two heroes (two free vouchers).
- Professions: level cap raised to 100; Diplomat is unavailable this season. New skills include Sandworm Traps, Summon Mummies, Nature’s Touch, and Trap Landmines.
Season Contributions & End Rewards
Contribution is tracked across four metrics, and rankings drive how leadership distributes loot:
- Exploration — greenification progress
- Siege — territory captures
- Spice War — resource gathering
- Enemy Kill — combat
At season close, the alliance lands in one of 8 tiers based on cities captured, Spice accumulated, and greenification. That tier becomes permanent after settlement, and winning vs. losing factions get separate rewards.
JcBx Strategy Notes
- Stockpile hero return tickets pre-season — they convert into early Mithril / Sacred Water.
- Push the Curse Research Lab early (to ~level 10) before spreading investment.
- Consider swapping to Engineer early for faster seasonal construction.
- Coordinate captures as an alliance to lock down the best Spice-producing cities — Spice is what decides our end tier.
- Keep a stable Protector conversion pool going; don’t let it run dry before big fights.
- Plan Alliance Center placement carefully — relocating it is disruptive.
Overview compiled for JcBx from the community guide at lastwartutorial.com. Images © their respective owners; shown here for reference. Mechanics and numbers may change with in-game updates.