The Guard is a game within the game: you recruit knights, send them on missions, train them, equip them and send them into the guard tournament every evening. In return your castles get lasting bonuses, you earn Thalers and fame, and the best guards make it into the rankings.
The season
The Guard runs in seasons that last several months. Before a season starts, the guard page shows a countdown; between two seasons your guard is "resting". The sidebar of the guard page shows when the current season ends.
Recruiting knights
You always recruit in the castle you are currently in, and that castle must not already hold a guard knight – so each castle has at most one knight. Ten slots are free, and you can buy up to three more for 200 gold each. Bought slots only last for the current season; if a knight on a bought slot falls, you can fill the slot again at no extra cost.
A new knight starts at level 1 with basic starter gear. You choose his name, glow colour and emblem colour. With "move knight" you send him free of charge to another of your castles that has no knight yet. The journey takes a few hours, less with trained Speed.
Levels and stats
Knights gain experience (Exp) on missions and level up to 65. Every level raises life, attack and defence, and it raises the cap for training: no skill can be trained beyond the knight's level. Death missions open up at level 30. The table below shows how much experience in total a knight needs for each level.
A large part of a knight's fighting power comes from his equipment: more life, attack and defence, plus crit rate (the chance of an extra-hard hit), block rate (absorbs damage), blood damage and blood avoid.
Reputation and exploration: what your castle gets
Every mission shifts the knight's reputation between −100 and +100; the mission card shows which way. A savage knight squeezes more out of the land: up to +30% resource production. A kindly knight drives the people on and speeds up troop recruitment. You cannot have both, and each day reputation drifts 10 points back towards the middle. Exploration, on the other hand, never drops: each point gives +1% merchant carrying capacity, up to +100%.
| Level | Experience needed |
|---|---|
| 2 | 25 |
| 3 | 100 |
| 4 | 225 |
| 5 | 400 |
| 6 | 625 |
| 7 | 900 |
| 8 | 1,225 |
| 9 | 1,600 |
| 10 | 2,025 |
| 11 | 2,500 |
| 12 | 3,025 |
| 13 | 3,600 |
| 14 | 4,225 |
| 15 | 4,900 |
| 16 | 5,625 |
| 17 | 6,400 |
| 18 | 7,225 |
| 19 | 8,100 |
| 20 | 9,025 |
| 21 | 10,000 |
| 22 | 11,025 |
| 23 | 12,100 |
| 24 | 13,225 |
| 25 | 14,400 |
| 26 | 15,625 |
| 27 | 16,900 |
| 28 | 18,225 |
| 29 | 19,600 |
| 30 | 21,025 |
| 31 | 22,678 |
| 32 | 24,559 |
| 33 | 26,668 |
| 34 | 29,005 |
| 35 | 31,570 |
| 36 | 34,363 |
| 37 | 37,384 |
| 38 | 40,633 |
| 39 | 44,110 |
| 40 | 47,815 |
| 41 | 51,748 |
| 42 | 55,909 |
| 43 | 60,298 |
| 44 | 64,915 |
| 45 | 69,760 |
| 46 | 74,833 |
| 47 | 80,134 |
| 48 | 85,663 |
| 49 | 91,420 |
| 50 | 97,405 |
| 51 | 103,618 |
| 52 | 110,059 |
| 53 | 116,728 |
| 54 | 123,625 |
| 55 | 130,750 |
| 56 | 138,103 |
| 57 | 145,684 |
| 58 | 153,493 |
| 59 | 161,530 |
| 60 | 169,795 |
| 61 | 178,288 |
| 62 | 187,009 |
| 63 | 195,958 |
| 64 | 205,135 |
| 65 | 214,540 |