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 is at the cheapest pack rates you can find, with pure T5 armies on both sides, and before anyone uses Blackwing on you. Depending on what each side brings to the fight, it runs from $463 to $1,993.

The jewel itself only costs event points. What you pay for is the army you burn to earn the points, and the army you rebuild afterwards. Here is where the number comes from.

What the Feudal Treasury sells

Feudal Battle (the Baron event) runs every 21 days for about 60 hours, with each district's round lasting 3 hours and 45 minutes. The next round is on the Event Calendar. Killing enemy troops during it earns Feudal Points, and Feudal Points never expire (the cap is 1 billion). Feudal Points can be spent in the Feudal Treasury.

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 and Eagle jewels you see in the ranking rewards are a different thing. They go to the rally leaders who held forts the longest, and only to them. This post is about the Royal Jewels, which anyone can buy with points. So the question is what 30,720,000 Feudal Points cost.

Only dead troops count

Wounded enemy troops give nothing. Only troops that are permanently killed count, and they count by tier: a dead T5 is worth 2 Feudal Points, 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

Three bills follow every round: heal the wounded, retrain the dead as T4, turn those T4 back into T5.

The T4 to T5 step has two parts in the game. You craft Luminous Gear in the Lunar Foundry, which costs Lunite and time, and then Gear Upgrade in the Barracks turns one T4 plus one Luminous Gear into one T5. Gear Upgrade itself is free and instant once you hold the gear, so the Luminous Gear is the whole cost of that step.

The unit costs below are what my account pays at 730% training speed with the 120% speed-up event active. Resources are counted in banks, where a 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 until you remember there are four wounded for every dead. Applied to the gold jewel with pure T5 on both sides:

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

Putting a dollar on it

These are best-case rates. Gems valued at the gem dealer rates, Lunite at the Discount Delights rate, banks at fast-delivery dealer 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

Per grey jewel that is $3.89: 46,352 gems, 15,591,146 Lunite and a sliver of a bank. It does not sound like much until you buy 256 of them.

One 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. So the Luminous Gear line, about two thirds of the gems in the headline case, comes out of the Speed Up Crafting you have collected or out of your own gem stash. Everything else on the bill can be gifted: regular Speed Ups for training and healing, plus the Relocators and Army Size Boosts you burn 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 case assumes pure T5 on both sides. You cannot know whether the opposing guilds rally with 100% T5, 90/10 or 80/20 T5/T4. That depends on each guild's economy and how much of a grudge the two sides carry. Your own comp is a separate choice again. So there are two dials, and they move different parts of the bill. In the tables below, T5 means a pure T5 army and T5/T4 means a mixed one, 80/20 or 90/10.

What they bring sets the kills you need. Lower tiers stand on the frontline, so if the enemy runs a T4 share of 10-20%, their T4 usually take the permanent deaths and their T5 mostly end up wounded. That would make each kill worth 1 point instead of 2, and you'd need 30,720,000 kills instead of 15,360,000, with twice the casualties required to obtain a gold Royal Jewel.

What you bring sets what dies. If you run T5/T4, your T4 die and your T5 are mostly wounded. The dead are replaced by training T4 alone, and the Luminous Gear bill mostly disappears. Your wounded are still mostly T5, so the healing bill is priced as T5 either way.

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 lands just under T5 against T5, even though it takes twice the kills, because the Luminous Gear is the largest cost line and it drops out. The expensive corner is sending pure T5 into an enemy who runs T5/T4: you pay for gear on twice the dead. A snipe that takes a second or third hit burns through its T4 and starts losing T5, and can prove costly.

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, and DEF is close to worthless, because of how the game simulates stats. The HP line is what a Royal Jewel buys you, so that is the fair unit to price.

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 and want to count only gems and resources, the headline case ($997) comes 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, the wounded ratio would collapse: every casualty would count for points, and there would be nothing to heal.

For the pure T5 case that comes to about $681 per gold jewel: the training and Luminous Gear bills stay, the healing bill disappears. Cheaper in cash, but every troop you kill is gone for good, and your enemies' Blackwing does the same to you. In practice Blackwing covers a fraction of hits, so the real number for pure T5 play lands between $681 and $997.

In a sense, if everyone used Blackwings, it would turn out to be cheaper to get points for Royal Jewels. But it still stings to see your T5 evaporate.

How Feudal Journey differs

Feudal Journey is the round's "battle pass": tiered rewards for reaching point thresholds, capped at 6,000,000 points. It works the other way round from the Treasury. Points come from your own troops being killed and wounded (not your enemy's!), at 1 point per T4 and 5 points per T5. These points are separate from Feudal Points and do not count toward a Royal Jewel. Journey points reset when the event ends. Feudal Points do not.

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. Fighting seriously for Feudal Points fills the Journey as a side effect.

The point is the rewards, and the one that matters is the Feudal Journey Selection Chest, 25 of them at full completion. Open them for Siren's Lament or Serpent's Serum artifact shards. The rest of the track is minor 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.
  • Buy it because you fight anyway. At $463 to $1,993 in troops, chasing kills for the jewel is a bad trade, for most accounts. Collecting the points from fights you would take regardless is fine.
  • Run T5/T4 if you can. Your own T4 share is the one dial you control, and it halves the bill against any enemy comp.
  • 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 all you care about is accumulating Feudal Points for the Royal Jewels, and if you can stomach the war you've started. Because there will be payback.
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

Every figure above uses my training speed, my subsidies and the 120% event. Yours will differ. Put your own troop counts, training speed and subsidies into the Troop Training Calculator to see what retraining your dead costs you in gems and resources. The 209,170 gems per 1,000,000 T4 in this post is what the calculator returns at 730% speed with the 120% event toggle on. For the dealer side of the bill, the Gem Gifting Calculator turns a shopping list of Speed Ups, Relocators and Army Size Boosts into a dollar figure at your own 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.