Terrors
Terror levels, troop requirements, rewards, rally mechanics, stamina efficiency, and how F2P and Spenders should approach terror hunting.
Terrors are powerful world-map enemies designed for rally attacks. They are distinct from Beasts — higher rewards, higher requirements, 25 stamina per rally (vs. 10 per beast solo). Terror rallies produce Satin, the primary resource for Governor Gear upgrades, making them an important daily activity once they unlock.
TL;DR
- Join terror rallies, don’t lead them — joining costs zero stamina; leading costs 25
- Enable Auto-Join (War → Rally → Auto-Join → Enable) for passive 8-hour rally joins
- Satin from Level 3–4 terrors is essential for Governor Gear — joining others’ rallies still earns full Satin rewards
- The Defeat Nearby Beasts event rewards 3 points per terror vs. 1 per beast — terrors are more stamina-efficient for that event
- HoG Stage 4: starting and winning a terror rally = 90,000 points; save stamina for that window
Roles
As F2P, your primary terror role is joiner. The full stamina burden (25/rally) falls on the leader; you contribute troops and one hero skill. The daily joiner reward cap is generous enough that consistent auto-joining throughout the day builds Satin steadily without stamina cost.
Even as a joiner, Level 5 rallies require T8 troops. If your march doesn’t meet the T8 threshold, the rally may fail or your contribution will be penalized — only join Level 5 rallies once you have T8 troops.
When you do lead rallies (later in progression with T8 troops), wait until you have Governor Gear equipped — Level 5 Terror requires it along with T8 troops.
Stamina strategy
Stamina costs:
- Joining a terror rally: 0 stamina
- Starting a terror rally: 25 stamina (refunded if rally fails)
- Attacking a beast solo: 10 stamina
For Defeat Nearby Beasts event (earns points toward prizes):
- 1 terror rally start = 25 stamina = 3 points
- 3 beast solos = 30 stamina = 3 points
- Terrors are slightly more stamina-efficient: to reach 80 total points, terror-first routing saves ~125 stamina vs. pure beast hunting.
Hero selection for joining
Send Chenko, Yeonwoo, or Amadeus as Hero 1 — all carry +25% Squad Lethality as their first expedition skill, which is what the rally uses from joiners. Avoid defensive heroes (Gordon, Howard, Quinn) or utility heroes (construction/production skills) — they contribute nothing to an offensive terror rally.
Sending no hero is better than the wrong hero.
TL;DR
- Lead terror rallies — your stat sheet (research, gear, Mythic heroes, Governor Gear) powers every troop in the rally
- Level 5 Terror requires T8 troops + Governor Gear — confirm both before opening a Level 5 rally
- Strong captains: Amadeus + Marlin + Petra as a baseline; upgrade hero generation as roster improves
- Level 5 Satin rewards (25 per kill) are meaningfully higher than L3–4 (15–20) — leading higher-tier terrors accelerates Governor Gear
- Communicate the troop cap per joiner slot before opening rallies so members don’t lock out capacity
Rally leadership
As a leader, your full stat sheet governs all rally troops: research, gear, Governor Gear, consumables, all 9 hero expedition skills. Joiners contribute only troops and at most 4 hero skills total.
Before opening a terror rally:
- Confirm T8 troops if targeting Level 5+
- Equip Governor Gear (required for Level 5)
- Confirm march heroes are set (Mythic heroes provide 3 expedition skills each vs. Epic’s 2)
- Post the troop cap per joiner in alliance chat:
(total capacity - your march) ÷ joiners
Rally capacity scales with Command Center level. Keep CC upgraded — it directly determines how much firepower your rallies pull from alliance members.
Satin farming efficiency
Satin is the Governor Gear upgrade resource. Terror levels 3+ drop Satin for all participants; higher levels pay more:
| Level | Participant Satin |
|---|---|
| 3 | 15 |
| 4 | 20 |
| 5 | 25 |
Consistently leading Level 5+ rallies (once unlocked) significantly outpaces L3–4 Satin farming. This is the primary endgame argument for investing in T8 troops and Governor Gear ahead of schedule.
Terror levels
| Level | Terror Name | Unlock | Requirements |
|---|---|---|---|
| 1 | Giant Rhino | Server Day 3 | None documented |
| 2 | Mighty Bison | Server Day 3 | None documented |
| 3 | Great Moose | Server Day 12 | None documented |
| 4 | Alpha Black Panther | Server Day 20 | None documented |
| 5 | — | Later server age | T8 troops + Governor Gear |
| 6 | — | Later server age | T9+ (assumed) |
| 7 | Regal White Lion | Very late server (~Day 350+) | — |
Rewards
All participants receive rewards when the rally succeeds:
| Level | Bread | Wood | Stone | Iron | Healing Speedup | Train Speedup | Satin | Special Drop |
|---|---|---|---|---|---|---|---|---|
| 1 | 20K | 20K | 2K | 2K | 5 min | 5 min | — | Quinn Shard ×1 (50%) or 10 Gems |
| 2 | 40K | 40K | 4K | 4K | 10 min | 5 min | — | Quinn Shard ×1 (50%) or 15 Gems |
| 3 | 60K | 60K | 6K | 6K | 15 min | 10 min | 15 | Quinn Shard ×1 (50%) or 20 Gems |
| 4 | 80K | 80K | 8K | 8K | 20 min | 10 min | 20 | Epic Hero Shard ×1 (50%) or 25 Gems |
Satin is used exclusively for Governor Gear upgrades. Also obtainable from Viking Vengeance and Beast hunting, but Terrors are the primary source.
Event scoring
Hall of Governors (Stage 4 — Beast Slay Day): Starting and winning a terror rally = 90,000 points. Save stamina leading into HoG Stage 4 specifically for terror rally starts.
Defeat Nearby Beasts: Terrors score 3 points each vs. 1 point per beast. Rally-start required to earn the 3 points (solo attacks don’t qualify for the 3-point reward).
Auto-Join
War → Rally → Auto-Join → Enable. Automatically joins all alliance terror rallies for 8 hours. Zero stamina cost to joiners. One of the most stamina-efficient passive activities in the game for F2P — enable it before going offline.
Formation
Rally formation for terrors follows the same generation-based guidelines as all offensive rallies:
| Hero Gen | Infantry | Cavalry | Archers |
|---|---|---|---|
| Gen 1 | 10% | 30% | 60% |
| Gen 2 | 10% | 20% | 70% |
| Gen 3 | 10% | 10% | 80% |
| Gen 4+ | 1% | 10% | 89% |
At Gen 4+: maintain at least 5,000 Infantry in absolute troop count regardless of percentage. Dropping below this floor triggers damage penalties.
Troop losses from terror hunting are minimal — approximately 98% lightly injured (recovers in hospital) and only ~2% permanently lost. Hunting is low-casualty compared to PvP.