LordsTools Blog

What a Gold Royal Jewel Really Costs

The economics of Feudal Battle

A gold Royal Cavalry Jewel from the Feudal Treasury costs about $997 worth of troops. That assumes the low prices used below, pure T5 armies on both sides, and no Blackwing. Depending on what each side brings to the fight, the cost ranges from $463 to $1,993.

You buy the jewel with event points, but earning those points costs troops. The bill comes when you heal the wounded and replace the dead. Let's work through it.

What the Feudal Treasury sells

Feudal Battle (the Baron event) runs every 21 days for about 60 hours. IGG has announced that, starting with the next Feudal Battle, each district's round will last 2 hours and 45 minutes. You can find the next round on the Event Calendar. Killing enemy troops during the event earns Feudal Points to spend in the Feudal Treasury. The points never expire, though you can only hold up to 1 billion.

It sells three jewels, all at the grey (Common) grade: the Royal Cavalry Jewel, the Royal Infantry Jewel and the Royal Ranged Jewel. Each costs 120,000 Feudal Points. To reach gold you merge four of a kind, four times.

The Feudal Treasury screen listing the Royal Cavalry Jewel, the Royal Infantry Jewel and the Royal Ranged Jewel, each redeemable for 120,000 Feudal Points
The Feudal Treasury: three grey Royal Jewels at 120,000 Feudal Points each. The counter at the top right is your point balance.
Grade Grey jewels inside Feudal Points
Grey (Common) 1 120,000
Green (Uncommon) 4 480,000
Blue (Rare) 16 1,920,000
Purple (Epic) 64 7,680,000
Gold (Legendary) 256 30,720,000

At gold, the Royal Cavalry Jewel gives +10% Cavalry ATK and +10% Cavalry HP. The Infantry and Ranged versions give similar stats for their respective troop types.

The Hawk Jewel and Eagle Jewel in the ranking rewards are separate rewards for the rally leaders who held forts the longest. Royal Jewels are available to anyone with enough points. For a gold one, that means earning 30,720,000 Feudal Points.

Only dead troops count

You earn no points for wounding enemy troops. Only permanent kills count: a dead T5 is worth 2 Feudal Points, and a dead T4 is worth 1.

That matters because of the wounded ratio. In Wonder battles, 80% of casualties are wounded and 20% die. Four out of every five enemy troops you take out walk into their Infirmary and earn you nothing.

Step Amount
Points for one gold jewel 30,720,000
Dead T5 needed at 2 points each 15,360,000
T5 casualties you must inflict at a 20% death rate 76,800,000

Points are shared across everyone in a rally, in proportion to the troops each player sent. If a 4,000,000-troop rally wounds 800,000 enemies and kills 200,000, a player who filled 200,000 troops is credited with 50,000 kills: 40,000 wounded and 10,000 dead. The leader who sent 524,000 troops is credited with about 131,000 kills, of which 26,200 are dead. If those dead are T5, that rally is worth 52,400 Feudal Points to the leader. That is under half a grey jewel per rally, and about 586 such rallies for a gold one.

What each kill costs you

Fights are not free on your side either. The simplest assumption is a 1:1 trade: for every casualty you inflict, you take one. Your losses follow the same 80/20 split. So for every T5 you permanently kill (2 points), one of your own troops dies and four go to the Infirmary.

Per grey jewel (120,000 points) Amount
Enemy T5 killed 60,000
Enemy casualties inflicted 300,000
Your troops permanently dead 60,000
Your troops wounded 240,000

Scale that by 256 for the gold jewel: 15,360,000 of your troops dead and 61,440,000 wounded. With a pure T5 army, all of those are T5.

Rebuilding the army

You will heal wounded troops over and over throughout the battle, often sending the same troops back into the fight. Training happens before and after the battle: you build up your army beforehand, then train T4 to replace the dead and upgrade those T4 back to T5 afterwards.

Upgrading T4 to T5 takes two steps. First, you craft Luminous Gear in the Lunar Foundry, which costs Lunite and time. Then you use Gear Upgrade in the Barracks to turn one T4 and one Luminous Gear into one T5. Gear Upgrade is free and instant once you have the gear, so all the cost is in crafting Luminous Gear.

These costs come from my account, at 730% training speed with the 120% speed-up event active. I count resources in banks: one bank is 4B each of food, stone, timber, ore and gold.

Step Per 1,000,000 troops
Train T4 209,170 gems, and about one bank of resources per 6,000,000
Craft Luminous Gear 99.9M Lunite and 525,000 gems
Heal T5 40.0M Lunite and 9,600 gems, and about one bank per 12,000,000

Healing looks cheap per troop, but you have four wounded for every one that dies. For a gold jewel with pure T5 on both sides, the full bill looks like this:

Bill Gems Lunite Banks
Train 15,360,000 T4 3,212,851 0 2.5
Craft 15,360,000 Luminous Gear 8,064,093 1,534,515,583 0
Heal 61,440,000 T5 589,083 2,456,817,899 5
Total 11,866,028 3,991,333,482 7.5

What that costs in dollars

To put a dollar value on that bill, I use gem dealer rates, the Discount Delights rate for Lunite, and fast-delivery dealer prices for resource banks. These are best-case prices.

Item Price
100,000 gems $4.45
8,800,000 Lunite $1.00
1 bank (4B of each resource) $2.00
Bill Cost
11,866,028 gems $528
3,991,333,482 Lunite $454
7.5 banks $15
One gold Royal Jewel $997

That works out to $3.89 per grey jewel: 46,352 gems, 15,591,146 Lunite and a small share of a resource bank. It adds up when you need 256 of them.

There is a catch with the gem rate: gem dealers gift items, not gems, and Speed Up Crafting is not on the gift list. Regular Speed Ups do not work in the Lunar Foundry either. Crafting Luminous Gear accounts for about two thirds of the gems in this example, so you need to cover that with saved Speed Up Crafting items or your own gems. Dealers can supply regular Speed Ups for training and healing, as well as the Relocators and Army Size Boosts you use during the event. Buy those from a dealer and keep your gems for crafting. The Gem Gifting Calculator prices a dealer order at your rate.

What each side brings

The $997 estimate assumes pure T5 on both sides. In practice, the opposing guilds might rally with 100% T5, 90/10 or 80/20 T5/T4, depending on what they can afford and how much of a grudge the two sides carry. Their mix determines how many kills you need; yours determines what you have to replace. In the tables below, T5 means a pure T5 army and T5/T4 means a mixed one, 80/20 or 90/10.

Their troop mix determines how many kills you need. Lower tiers stand on the frontline, so if the enemy brings 10-20% T4, those troops usually take the permanent deaths while their T5 mostly end up wounded. Each kill would then be worth 1 point instead of 2. You would need 30,720,000 kills instead of 15,360,000, meaning twice as many enemy casualties for a gold Royal Jewel.

Your troop mix determines what you have to replace. If you run T5/T4, your T4 die and your T5 are mostly wounded. You can replace the dead by training T4, which removes most of the Luminous Gear bill. Your wounded are still mostly T5, so I use T5 healing costs in both cases.

They T5 (2 points a kill) They T5/T4 (1 point a kill)
You T5/T4 (your T4 die, no Luminous Gear) $463 $927
You T5 (your T5 die, Luminous Gear needed) $997 $1,993
You They Gems Lunite Banks Total
T5/T4 T5 3,801,935 ($169) 2,456,817,899 ($279) 7.5 ($15) $463
T5 T5 11,866,028 ($528) 3,991,333,482 ($454) 7.5 ($15) $997
T5/T4 T5/T4 7,603,870 ($338) 4,913,635,798 ($558) 15 ($30) $927
T5 T5/T4 23,732,055 ($1,056) 7,982,666,965 ($907) 15 ($30) $1,993

T5/T4 against T5/T4 costs slightly less than T5 against T5, even though you need twice as many kills. The saving comes from avoiding Luminous Gear, the largest part of the bill. Sending pure T5 against T5/T4 is the most expensive option: you lose twice as many troops and need gear to replace all of them. A snipe that takes a second or third hit can also get expensive once its T4 are gone and it starts losing T5.

For that mix to work, every filler needs to send the right composition. Enter your composition, T5/T4 ratio and fill size in the Filler Calculator to get exact troop counts. You can also generate fill lists for every composition at once.

What one percent of HP costs

The gold Royal Cavalry Jewel gives +10% Cavalry ATK and +10% Cavalry HP. A gold Gargantua Jewel gives the same +10% Cavalry ATK but +10% Cavalry DEF instead of HP. DEF is close to worthless because of how the game simulates stats, so HP is the reason to choose the Royal Jewel. Here is what each percentage point costs:

You They Per 1% Cavalry HP
T5/T4 T5 $46.34
T5/T4 T5/T4 $92.67
T5 T5 $99.66
T5 T5/T4 $199.32

If you have more Lunite than you can ever spend, you might only want to count gems and resources. That brings the pure T5 estimate ($997) down to $543, or $54.30 per 1% HP.

What Blackwing changes

Blackwing's Hellfire skill turns the enemy's would-be wounded into permanent deaths for one attack, and can be used once per hour. If everyone used it on every hit, every casualty would earn points and there would be no wounded troops to heal.

With pure T5 on both sides, that would bring the cost down to about $681 per gold jewel. You would still pay for training and Luminous Gear, but nothing for healing. Every troop you kill would be gone for good, and the enemy's Blackwing would do the same to yours. In practice, Blackwing only covers some hits, putting the pure T5 estimate between $681 and $997.

So yes, everyone using Blackwing would make Royal Jewels cheaper to earn. It still stings to see your T5 evaporate.

How Feudal Journey differs

Feudal Journey is the round's "battle pass", with rewards unlocked as you earn points, up to 6,000,000 points. You earn these from your own troops being killed or wounded, at 1 point per T4 and 5 points per T5. They are separate from Feudal Points, do not count toward a Royal Jewel, and reset when the event ends. Your Feudal Points carry over.

You can complete the Feudal Journey by playing the event normally. If there is not much action, or you are not in a competitive guild, you can send leaderless rallies with T5/T1, T5/T2, T4/T1 or T4/T2, with 80% of the troops being T5 or T4. Only 20% of troops are permanently killed in Wonder wars, and the lowest tier dies first, so the T1 or T2 share takes the deaths and the T5 or T4 come back through the Infirmary. Watch out for Blackwings, though. Hellfire will turn them all red.

At 5 points per T5, 1,200,000 T5 casualties fill the battle pass. With a 20% T1 or T2 share that is 1,500,000 troops sent and 300,000 of your cheapest troops lost for good. If you are already fighting hard for Feudal Points, you will fill the Journey along the way.

The main reward is the Feudal Journey Selection Chest. Completing the pass gives you 25 of these, which you can open for Siren's Lament or Serpent's Serum artifact shards. The other rewards are less valuable by comparison: 100 Astralite Selection Chest (All), 7,500 Gems and 550 War Prep Chest.

What to do with this

  • It is a long game. The leader in the example above needs 586 rallies of that size for one gold jewel. For most accounts a gold Royal Jewel is a multi-year purchase.
  • Fillers pay the same rate. Points are split by troops sent, and so are the losses. A filler and a leader pay the same per Feudal Point.
  • Let the points come from fights you would take anyway. At $463 to $1,993 in troops, chasing kills just for the jewel is a bad trade for most accounts.
  • Run T5/T4 if you can. You control your own troop mix. Including T4 roughly halves the bill against either enemy comp in these estimates.
  • The Journey fills itself. If you fight for Feudal Points, the 6,000,000-point pass fills at least partially every round. The leaderless-rally route is for quiet rounds.
  • Buy from dealers, craft with your own gems. Speed Up Crafting cannot be gifted, so let a dealer cover the regular Speed Ups, Relocators and Army Size Boosts, and keep your gem stash for the Lunar Foundry.
  • Use Blackwings if you are prepared for payback. They help you earn Feudal Points for Royal Jewels, but expect the other side to return the favour.
The Baron's Noon screen during the protection phase, showing Baron HolyMax of the guild [T69] Sixty Nine Reapers
Baron's Noon, ruled by Baron [T69]HolyMax in September 2026.

Run your own numbers

These estimates use my training speed, my subsidies and the 120% event. To work out your own costs, enter your troop counts, training speed and subsidies in the Troop Training Calculator. It will show the gems and resources needed to replace your dead troops. The 209,170 gems per 1,000,000 T4 used here comes from 730% training speed with the 120% event toggle on. For items you buy through a dealer, use the Gem Gifting Calculator to price your Speed Ups, Relocators and Army Size Boosts at that dealer's rate.

Assumptions

  • Grey Royal Jewel: 120,000 Feudal Points. Four-to-one merges, four grades up: 256 grey per gold.
  • Feudal Points: 2 per permanently killed T5, 1 per permanently killed T4. Wounded troops give nothing.
  • Wounded ratio 80% wounded, 20% dead, on both sides. No Blackwing unless stated.
  • Casualties traded 1:1. You might do better, or you might do worse. Pure T5 on both sides in the headline case.
  • 80/20 and 90/10 comps mean 80-90% T5 with a small T4 share. The T4 share takes the permanent deaths because lower tiers are on the frontline. Each side's comp is independent of the other's. All wounded troops are priced as T5.
  • T4 training at 730% training speed with the 120% speed-up event: 120 seconds base per T4, speed-ups priced at 1,500 gems per 24 hours.
  • T4 to T5: Luminous Gear crafted in the Lunar Foundry at about 99.9M Lunite and 525,000 gems per 1,000,000. (Assuming a 296.83% Crafting Speed. Yours might be much lower.)
  • T5 healing: about 40.0M Lunite and 9,600 gems per 1,000,000, plus resources.
  • One bank is 4B each of food, stone, timber, ore and gold.
  • Prices: $4.45 per 100,000 gems, $1 per 8,800,000 Lunite (Discount Delights rate), $2 for a full bank with fast delivery.
  • Gold Royal Cavalry Jewel: +10% Cavalry ATK, +10% Cavalry HP.
  • Figures are rough estimates. Precise point accounting would not change the conclusion.