recursal/Fanatic-Fandom huggingface dataset:
Hourglass Statue

*This is about New Lands & Two Crowns.*

The **Hourglass Statue** is a special Statue that has the potential to delay the scheduled defeat on the Skull Island, both in *New Lands* and in *Two Crowns*.
It has the appearance of a person holding a giant hourglass.

## Scheduled defeat & blessing

 *Kingdom: New Lands* –
When the Monarch arrives on the island, the Hourglass Statue is pouring out a golden sand.
The initial amount of sand it has, if no coins are given to it, will have shed completely by the fiftieth day (day L).
If all the sand is poured out, the Monarch loses instantly.
However, the Monarch can make an offering of eight coins to freeze the sand, and make it stop falling for one day.
After that one day, the sand will start pouring again, at which moment the Monarch can make new offering, and repeat the process at will.
There is no limit on the amount gold the Monarch can donate to the Statue.
For more about the scheduled defeat in *New Lands*, see: Skull Island (New Lands) § Instant defeat condition.

 *Kingdom Two Crowns* –
The Hourglass Statue is sided by a pair of columns containing twelve slots of light.
When the Monarch arrives on the island, half of these slots (six on each column) are lit up.
Each day, the light of one slot on each column extinguishes.
The hourglass constantly pours out sand, but as long as there are lights on the Statue, there will be sand to be poured out.
If all lights have gone, there will be no more sand, the hourglass will break, and a volcano in the background will erupt, spitting out lava boulders all over the land, which will spawn a huge amount of Greed to annihilate the Kingdom.
This event will befall even if the cliff portals had been destroyed.
However, the Monarch can activate each light on the Statue with an offering of three coins, to extend the pouring process for one day, and repeat the process at will, up to the maximum of twelve slots.
Illuminating all twelve slots will grant enough sand for the following twelve days.
For more about the scheduled defeat in *Two Crowns*, see: Skull Island (Two Crowns) § Volcano.

## No extra charges

*This section is about Kingdom: New Lands.*
Unlike the other Statues, the Hourglass does not accept extra charges that would extend its effect for a larger period of time. So, unless the Monarch keeps waiting at the Statue's feet for the effect to finish, and then remakes their offering, a considerable amount of sand will always fall between charges, meaning the defeat hour approaches.

## Psychological effect

 *Kingdom: New Lands* – Although this applies real pressure for most casual players, it's very possible to finish the sixth island challenge far before the fiftieth day, meaning the donation to this Statue could be completely negligible.

 *Kingdom Two Crowns* – If not offered any coins, the Statue would pour out in only five days. On the other hand, it's easy to delay the eruption forever once the Kingdom has reached a good productivity.

## References

1. ↑ Or Sandglass Statue, Sand Timer Statue, or Statue of Time.
2. ↑ In a position similar to the mythological Greek titan Atlas.
Ruins

Ruins with a coin chest

**Ruins** are old sites that hold a single untouched chest.

## Old site

Ruins are randomly generated environment structures found deep within the forest.

They seem to be the dilapidated remains of a castle keep, leftover from a previous Kingdom long past
— unlike Ghosts that have the specific appearance of their immediate ancestor, ruins are more of a generic visual reference.

Unlike vagrant camps and Merchant settlements, the castle remains in the background of a ruin will not disappear if its area is deforested.

## Chest

In the center of each ruin, there is a chest, which will be:

* a coin chest in *Classic* and *New Lands*
* a coin chest or a gem chest in *Two Crowns*.

To open a chest and make it spread out its content, the Monarch has to:

* approach the chest (walking or galloping) in *Classic*
* walk (not gallop) around the chest in *New Lands* and *Two Crowns*.

*For switching between walking and running (galloping), see: Controls § Game controls.*
So, while in *Classic* it's not possible to pass by a chest without opening it;
in *New Lands* and in *Two Crowns*, Monarchs can strategically decide not to open a chest until the most favorable moment.

Closed chests are ignored by the Greed, and will never disappear, even if the area around the ruins are fully deforested.
In *Two Crowns*, closed chests remain on the field, even if the Monarch travels to other lands, or if the Crown is taken.
However, a few seconds after a chest is open, it disappears permanently.

### Coin chest

*For the town coffer in Kingdom: Classic, see: Tax chest.*

Coin chests are good for getting money quickly and very valuable on later islands or early on on Challenge Islands.
Each coin chest has:

* eight coins in *Classic*
* twelve coins in *New Lands* and *Two Crowns*.

### Gem chest

*This section is about Kingdom Two Crowns.*

Occasionally in the ruins, instead of a coin chest, there is a gem chest.
A gem chest can randomly contain two to four gems each.

**TIP:** It may be wise to not immediately collect from a gem chest, as gems lower the capacity of the pouch for coins.
Hermit cottage

*This is about New Lands & Two Crowns.*

The **hermit cottage** is an environment structure that appears deep in the forest and houses one hermit.

Four coins in *New Lands* and an amount of gems in *Two Crowns* may be paid to it to call out the hermit; and a further one coin can be paid to allow the hermit to mount the Monarch's mount.

If a hermit is not picked up, he will wander back to the town center on their own *(in New Lands this may trigger a bug)*.

Unlike vagrant camps or the Merchant settlement, the hermit cottage does not need to exist in the forest, and so it will continue to exist even if the forest around it has been cut.

 *Kingdom: New Lands* – Multiple hermit cottages may exist on the same island and they all look the same.

 *Kingdom Two Crowns* – Each hermit lives on a different island and there are some visual clues around each cottage to guess which one lives in it.

## References

1. ↑ Or cabin, shack, shelter, refuge, retreat, home.
Ballista

*This is about New Lands & Two Crowns.*

The **ballista tower**, or simply **ballista**, is a strong defensive structure built from a high tier archer tower, unlocked by the Ballista Hermit, and operated by one builder.

## Building

Building a ballista requires the Ballista Hermit to be riding with the Monarch in front of an already built triplet archer tower. Once paid the price of six coins in *New Lands* or fifteen coins in *Two Crowns*, all archers on that tower turn back to their routine of hunters, and one or two builders come to build the ballista.

## Manning

Once their work is done, one of them will jump up on the new tower, and will only get out of there if caught by the Greed.

 *Kingdom Two Crowns* – Similar to archers on towers, if the ballistas are inside the walls, builders will only occupy those that are relatively close to the outer wall.

## Direction

Just like the catapult, it can only shoot in one direction: always towards the wilderness, or in other words, from the town center towards the extremities of the island.
It can never shoot backwards.

## Firepower

It fires piercing bolts with high accuracy and an impressive range. It is a bit slow to reload, but can kill swathes of greedlings (including masked greedlings) with a single shot.

 *Kingdom: New Lands* – The ballista has a range of about three-quarters of a screen, and can kill as many floaters each of its shots pierce through.

 *Kingdom Two Crowns* – A single shot from a ballista cannot kill a floater with full health. But it still applies serious damage to all types of greed, including crown stealers. The ballista has the longest range of any weapon, able to hit ground ennemies at a range of 1 and 1/3 plazas

## Vulnerability

Just like archers on top of uncovered archer towers, builders are not immune to floaters while manning ballista towers. They can also be hit by boulders thrown by breeders.

But unlike archer towers, and similarly to catapults, if the Greed happens to destroy one side of the Kingdom, and approach the ballista from behind, the builder manning the tower won't be able to shoot at them.

## History

 2018-12-11
 2016-08-09
 Introduced.

## Gallery

A ballista killing a few greedlings during a Blood Moon in *New Lands*.A ballista defending against a Blood Moon on 4th island in *New Lands*, day XCIII.

## References

1. ↑ This is an approximate value, calculated by counting hits in game. It is close to the correct number, but not exact.
2. ↑ **“***The workers and archers will leave towers too far away from the walls to be helpful defending. If the walls fall, they will fall back and enter those towers again.***”**—Developer Alan Kertz on *Steam*. 25 May 2022.
3. ↑ 3.0 3.1 Mesuring the horizontal distance in the game with "screens" is extremely imprecise. To know more about that see this thread.
4. ↑ 4.0 4.1 Measured in 1.1.18
Achievements in Classic

**Achievements** to be earned by those who strive to make the best for their Kingdom.

* **Classic**Classic
* New Lands
* Two Crowns

 *Kingdom: Classic* contains thirty-four achievements.

*Steam* users can check their achievement progress on this *Steam* page.

## Types of achievements

All those achievements can be grouped in three categories:

* One Day I Did This achievements
that can be earned by performing a certain task on a specific day, or by avoiding a certain action until a specific day. These achievements usually require repeated loading or starting new games to complete, and so it is advised only to go for them once the Kingdom has fallen, and the player is forced to start a new game. But players can, of course, create new games for the sole purpose of earning these. There are ten achievements like these for the first ten days of the game.
* Day N achievements
in which the Monarch has to survive a certain amount of days. There are twenty achievements like these, the first one being earned at the morning bell of the sixth day, for having survived the day V, and the milestones being reached each five days, until the last one on day C.
* Safe in N achievements
that require a sort of speedrun style in order to finish the game before the end of a certain day. There are four achievements like these for those who clear the land in 40, 35, 30, and 25 days. Finishing earlier unlocks all the later ones.

## List of achievements

Below is the list of all available achievements in *Kingdom: Classic*.

## Manual checkpoints

As there's no autosave in *Kingdom: Classic*, it's recommended that players take some time to manually create their own "checkpoints" to avoid frustrations and rage quitting while hunting for the achievements. The details are explained at: Saved game § Autosave and § Quit without saving.

## References

1. ↑ Guide to actually getting On the Fourth Day We Had a Feast (thread), by Malcolm on *Steam*, 3 May 2020. Guide page, 13 November 2021.
Achievements in New Lands

**Achievements** to be earned by those who strive to make the best for their Kingdom.

* Classic
* **New Lands**New Lands
* Two Crowns

 *Kingdom: New Lands*, just like *Classic*, also has its' own fair share of "daily achievements" that can be earned simply by surviving certain milestones, but it also has special achievements related to "escaping the land" before a certain amount of time.

Steam users can check their achievement progress on this *Steam* page.

## List of achievements

Below is the list of all available achievements in *Kingdom: New Lands*.

## Compared to *Kingdom: Classic*

In *Kingdom: New Lands*, the purpose of "winning" is to set sail and go through the five lands and then escape the last one. Knights, archers and builders can follow you through these lands and aid you in the next. If there are no portals remaining on that side, they will follow and defend the boat until it reaches the docks before hopping in. Because of this, it can be considered easier to attain certain achievements and be harder for others. For example: Don't start a camp before day 3 can be made easier with the extra defense from additional archers and builders, but Day 5's "Don't Kill" achievement will be made almost impossible.

## Survival achievements

The guide Starting, surviving, & winning may help users in surviving longer days, but many players find making their own or adapting and changing other strategies to provide the best experience.

**Survival exploit**

An easy way to get the longer survival achievements (*e.g.: Survive day 100*) is to have your crown knocked by the dock in a way it falls into the water. To do so, empty your purse and wait close to the edge of the dock. When the greed comes, they will knock your crown into the water. The crown will fall into the water and float in the air. The greed will try to reach it, but there is an in-game boundary preventing characters from crossing the edge of the dock, thus protecting the crown from the greed and prevent the game from stopping. 【  】After every sunrise the non-blood moon monsters dies and only the blood moon monsters stays. The ones that stay will eventually be so numerous that they will start to stack on top of each other, as if the game could not render having so many monsters in one spot. The in-game boundary extends vertically and the monsters will stack on each other until they reach the top of the screen and jump over the boundary. This should not be a concern if the crown is knocked off far enough into the water, as the fall of the greed from the boundary will not touch the crown.

This behavior of the Crown has been confirmed to be a bug.

## References

1. ↑ 1.0 1.1 1.2 1.3 These achievements grant unique decorations to the coat of arms. For the details, see: Coat of arms § Achievement decorations.
2. ↑ This... this isn't supposed to happen. I'll submit this to QA 😅 Kristi Anderson, former community director at Raw Fury, on *Reddit*. 22 May 2019. Note that the "fix", if implemented, should apply to *Kingdom Two Crowns*, as *New Lands* ceassed being patched on January 2018.
Iron mine

*This is about Kingdom Two Crowns.*
#Iron technology  #Iron Age

* Natural
* Activated

Iron icon
**Iron mine** is a technology structure used to unlock Kingdom structures requiring the iron technology (or Iron Age).
It's found in the forest of the fourth island.

## Activating

The iron mine is locked and cannot be activated until the Monarch activates the stone mine.
The activation does not require gems, but only coins.
Once paid twenty coins, the mine is "self-repaired" without the help of builders, and gives access to:

* the forge
* higher tiers of towers, walls, and the town center.

## Campaign

Without this tech, the Kingdom structures can only reach the stone tier. After paying for this tech in the fourth island, the Monarch is allowed to upgrade them to the iron tier on any island, even if the Monarch loses the Crown.

## Challenge Islands

The iron mine is present on Dire Island and on Plague Island. It cannot be found on Skull Island, where the iron technology is available from the beginning.

## Advanced logging camp

#Pine camp  #Advanced woodworking

In Norse Lands, instead of iron, the second technological tier is the advanced woodworking, unlocked at a more complex logging camp found on the fifth island.
The structures upgraded with this technique have a denser appearance, being composed with robust, well cut and juxtaposed planks.

## References

1. ↑ As seen on this screenshot by AhriFangirl.
Reindeer

*This is about Kingdom: New Lands.*

During Christmas event time a variation of the stag, aesthetically changed to look like a **reindeer**, may be found on any island; more specificaly on a plain with a small Christmas-y cottage in the background.

The reindeer along with the Santa clothes is required to take control over the sleigh dropped from the Christmas tree.

A regular stag and the reindeer can be found on the same island, each one on its typical habitat and biome.
Stone technology

The **stone technology** unlocks higher tiers of towers, walls, and the town center, and allows the construction of teleporters. Without this tech, Kingdom structures can only reach a wooden tier. After paying for this tech, the Monarch is allowed to upgrade structures to the stone tier, and build teleporters.

## In *Classic* and *New Lands*

The stone technology is acquired through the architecture shrine.

## In *Two Crowns*

#Stone Age
The stone technology, also called **Stone Age**, is reached through the stone mine.

### In Norse Lands

#Basic woodworking
People have no access to the stone techniques, but they develop some woodworking at the basic logging camp.
Crusher

*This is about Kingdom Two Crowns.*

The **crusher** is a heavily armored crab-like monster unique to the Norse Lands setting. They start appearing around the thirtieth night, usually alone with greedlings during retaliation waves and Blood Moons, and eventually coming in packs even during regular waves.

## Behavior

Crushers move slower than greedlings, yet faster than breeders. Their shell makes them invulnerable to arrows. Crushers don't actively steal anything, but the greedlings following it will take care of any coins or tools left on the ground.

When approaching a wall (or the Monarch if there are no walls in town), crushers will charge forward at high speed. While charging, they destroy weak walls, knock subjects to the ground, and empty a large portion of the Monarch's coin purse. The crusher's charge is halted when it reaches a wall enhanced with the birch or pine technology, or collides with defenders forming a shield wall. It will be stunned for a couple of seconds, similarly to the boar, but finally becoming vulnerable to arrows. After that, it will take a few steps backward in order to charge again. A berserker—and sometimes fire on the ground (the conditions are unknown)—can also stun a crusher. After taking around twenty hits, the crusher will collapse. If all the greedlings of the wave are defeated, the crusher will stop attacking the Kingdom, and will flee to the nearest small portal.

Crushers seem to replace floaters entirely in Norse Lands (at least until the end of the third year).

A very short overview of the crusher can be seen in this Youtube video.

## History

 2022-03-01
 2021-12-10
 2021-10-21
 Introduced.

## References

1. ↑ This is an approximate value, calculated by counting hits in game. It is close to the correct number, but not exact.
Shogun

*This is about Kingdom Two Crowns.*

**Shogun** is a variant of the regular campaign in *Kingdom Two Crowns*. It is mostly a cosmetic variation or "biome" inspired by the landscape, architecture, and culture of feudal Japan, with very few mechanical differences from the original Europe setting. This environment becomes accessible with a free DLC.

## Teaser on *Steam*

>
>
>
> | “
>  | Play as the mighty Shogun or Onna-bugeisha, enlist the support of the ninjas, lead your soldiers to battle atop the mythological Kirin, and form new strategies as you brave the Greed hiding in the thick bamboo forests.—Teaser on Steam Store  | „
>
>

Play as the mighty Shogun or Onna-bugeisha, enlist the support of the ninjas, lead your soldiers to battle atop the mythological Kirin, and form new strategies as you brave the Greed hiding in the thick bamboo forests.Teaser on Steam Store
## Biomes

*Kingdom Two Crowns* will be expanded with post-release updates that will venture to exotic biomes across the world. On day one of release, players can journey to Shogun, the first biome available. The feeling of exploration, discovery, and strategy is kept alive in the new title of the series through themed biomes, each with unique styles and features that marvel the eye, while changing how the Monarch rules the land, providing a new playstyle for players who have finished the game.

## Differences

Ninjas replace pikemen. In the past ninjas did not produce currency however in the most recent patch you can find them around the castle with fishing rod in hand, behaving much like pikemen. They also go into the forest to fight instead of sitting behind walls.

The bamboo forests are much denser than the normal forests. This means that clearing takes longer, but gives more coins.

There are many visual changes, including the Monarch, blazons, subjects and mounts. It gives the game a new look while staying true to the original feeling. Masked greedlings also look slightly different with their masks looking like the faces of Oni demons from Japanese legend.
Squires and knights are replaced by Ronin and Samurais. Instead of swords, they wield katanas.

## References

1. ↑ Also called **Bamboo biome** by dev Gordon in an interview to GameReactor (3′ 32″ in video) a month before the game release; and several times later in patch notes (like in update 1.0.4, for example). Lately called **Bamboo setting** on first beta patch for *Dead Lands*.
Warhorse

*This is about New Lands & Two Crowns.*

The **warhorse** is a defensive mount that can seal Kingdom subjects with a protective aura.

It's found in a battlefield in the plains.

It's the second slowest mount when galloping, just a bit faster than the lizard.
It's endurance however is matched only by the draft horse.

The warhorse is the default mount in Plague Island.

## Battlefield

The warhorse is found in an abandoned battlefield in a clearing between two sections of forest.
It grazes around the remains of a fallen monarch, a skeleton of a king/queen dressed in the colours of the previous kingdom's coat of arms, and leaning against a rock that has a sword embedded in it.
The skeleton seems to be redeemed, and vanishes when the Monarch rides the warhorse for the first time.

## Protective aura

At about every fifteen seconds, making the horse gallop activates a protective spell that lasts for about twelve seconds. Its armour glows along with a limited number (around twenty) of nearby subjects (villagers, builders, farmers, archers, squires and knights). They receive a temporary buff to their defences. This spell though doesn't increase the defenses of archers and builders against floaters, when they're on top of towers.

## In *New Lands*

*This section is about Kingdom: New Lands.*
This mount is unlocked on the fourth island but can then be encountered on any island. It has noticeably more stamina than the original horse (and slightly more than the black horse), but has the same speed.

## In *Two Crowns*

*This section is about Kingdom Two Crowns.*

The warhorse is slower here, and the special ability cooldown is longer, letting subjects exposed for some seconds between the spell castings. He's always on the third island and costs two gems to unlock and eight coins to ride it. With a few tweaks, it is the default and only mount available on Plague Island. As of the Conquest Update, the ability is no longer triggered automatically by sprinting but is activated by the mount ability control.

## References

1. ↑ As found in the game files. Aka **armored horse**.
2. ↑ Gordon Van Dyke on Steam. 27 April 2020.
Raw Fury/Kingdom: New Lands is a part of IndieCade @ E3!

**Be the first to get a look at the new expansion coming this summer**

We haven’t talked about New Lands too much yet, but we’ll be starting that conversation as a part of IndieCade @ E3! Here’s what you need to know about New Lands so far:

– It’s an expansion, and it adds a bunch of content and a new win condition while keeping the same core gameplay and simplicity.

– If you own Kingdom before New Lands launches this summer, you’ll get New Lands at no charge.

– If secret beta testing has told us anything, it’s that even if you’re a Kingdom vet you’ll still have a lot of things to puzzle out.

– We don’t intend on spoiling a lot, just like we didn’t spoil things the first time around, because we want players to be able to discover things on their own.

If you’re at E3, come visit us at IndieCade @ E3! We’ll be in the **South Hall at booth #623**. Don’t worry if you’re not attending E3, we’ll be talking about New Lands a lot more come July.

**Until then, stay rebellious.**

**>:)**

**Originally published:**
2 June 2016, at
rawfury.com/kingdom-new-lands-is-a-part-of-indiecade-e3 (ARCHIVED)
Theories/Hermit

*This is a theory page. For the factual article, see: Hermits.*
## Who are the hermits?

The hermits are very mysterious characters. Instead of living in vagrant camps they live in houses in the woods. When the Greed attack the hermits, they pick them up and take them through the portal to the Greed dimension where they are temporarily imprisoned at least until the rise of a new reign, or until the cave is destroyed—as seen in *Two Crowns*. The hermits are obviously important, otherwise the Greed wouldn't abduct them. The Ballista Hermit might have invented the ballista or have been an architect who learned how to design the ballista. The Baker Hermit was probably a cook or a baker. The Stable Hermit was maybe a cowgirl. The Horn Hermit was a woodwind instrument player. The Warrior Hermit was a knight.

The possible answers lie here:

>
>
>
> | “
>  | Living a secluded life deep in the forest, but like everyone in Kingdom they can be seduced by some coins.
> The Ballista Hermit has spent most of its life researching projectile weaponry. Ask nicely and it might help you upgrade some of your towers to a powerful Ballista Tower!
> The Baker Hermit was always concerned with the little people. Upgrading one of your towers to a Bakery will attract the less fortunate to come and feed on a nice loaf of bread.
> Last but not least, the Warrior Hermit. Being a former knight, he's seen his fair share of battles. He's done fighting, but he will help you out with training new recruits!
>  | „
>
>

Living a secluded life deep in the forest, but like everyone in Kingdom they can be seduced by some coins.
The Ballista Hermit has spent most of its life researching projectile weaponry. Ask nicely and it might help you upgrade some of your towers to a powerful Ballista Tower!

The Baker Hermit was always concerned with the little people. Upgrading one of your towers to a Bakery will attract the less fortunate to come and feed on a nice loaf of bread.

Last but not least, the Warrior Hermit. Being a former knight, he's seen his fair share of battles. He's done fighting, but he will help you out with training new recruits!
These quotes are taken from a *Kingdom: New Lands* article on *Behance*. Two new hermits have been added in *Kingdom Two Crowns*, but a new article about them was not found, thus, lacking their descriptions.
Vagrant

**Vagrant** is a neutral subject occupying camps located in the forest. They are essential to Kingdom functions, as hiring them is the only way for the Kingdom to expand its population.

## Behavior

Unlike the Kingdom's townspeople, vagrants are completely ignored by the Greed. If monsters come nearby, vagrants freeze in place, crouch down, and cover their heads and return to their routine only after enemies move far away.

## Recruitment

They can be recruited at any time by dropping a single coin nearby, which they will run to and pick up. Once recruited, they turn into a villager and remain such until given a job as an archer, builder, farmer, knight, pikeman or ninja. Villagers can be turned back into vagrants if they are attacked by the Greed, after which they slowly return back to their camp.
【  】When all of a camp's vagrants are recruited, it can be useful to leave an extra coin on the ground. If a new vagrant spawns before the coin disappears, they can pick it up and join the Kingdom, saving a trip to the camp.

 townspeople
 townsfolk w/ assigned professions
 *Kingdom Two Crowns*

## Seeking bread

*This section is about New Lands & Two Crowns.*
Vagrants can be attracted to the inner Kingdom by buying bread at a bakery. After certain amount of time since they spawn, they'll run towards the bakery. It doesn't matter how far the camp is, it applies to all of them as long as there is bread, which they'll keep eating until it runs out, unless they get recruited.

## Citizen

*For the subjects appearing at the house built on the ruins of a vagrant camp, see: Citizen house § Citizen.*

## References

1. ↑ Other names include beggar, homeless, hobo, lost soul, nomad, tramp, vagabond, wanderer, etc.
2. ↑ Disappearing bread (2018 Dec
12,
16,
17,
17,
18,
19,
27**VIDEO**,
28,
28,
29,
29,
30,
and 2019 Jan 5).

Bread at bakery disappears and no new vagrants spawn (2018 Dec
12,
14,
15,
16,
19**VIDEO**).

Vagrants don't spawn
(2018 Dec 15,
20,
23,
27,
31,
2019 Jan 4,
6,
11 and
17).

Invisible peasants
(2018 Dec 15,
17 and
2019 Jan 4).
And devs acknowledging it.

Extra – some funny assumptions:
"Do citizens eat bread?" and
"Hermits are eating bread".
Small portal

**Small portal** is a type of portal always found in the woods.
It may have the same portal states and launch waves of Greed as any other type of portal.

It appears as arches made of a black stone, similar to that found on the cliff.

## Number per land

There may be zero to three of these portals in one side of the Kingdom, depending on the game and land.

### In *New Lands*

Cliff and sea sides are random for all lands.

 2nd
 3rd
 4th

 Skull Island

### In *Two Crowns*

Cliff and sea sides are random for all lands.

 2nd
 3rd
 4th
 5th

## Destroying

*For detailed information, see: Portal § Destroying portals.*
Small portals have four different appearances which correspond to their remaining health. Their health does not regenerate.

 4. Loses back stones | 64

Once a small portal is destroyed:

* it never reforms
* it leaves crackling stones on which teleporters can be built
* a counterattack wave is triggered.

 *Kingdom: Classic* – Small portals' destruction is the main objective required to complete the game.

 *Skull Island (New Lands)* and  *Kingdom Two Crowns* – It's part of the main objective.

## Tips

* It's best for inexperienced Monarchs not to pass by inactive portals to scout further the land due to the portal constantly opening and greedlings spawning to corner you.
* In *New Lands*, it is best to destroy all portals on the side where the pier for the boat is so that you only need to defend one side and expand on the other side.
* In the *Two Crowns* campaigns, as the departure dock is the central dock, it is best to do the opposite and avoid, as much possible, destroying portals on the sea side. Once the cave is destroyed, all remaining portals on the sea side, including the dock portal will no longer release greeds.

## References

1. ↑ 1.0 1.1 1.2 This is an approximate value, calculated by counting hits in game. It is close to the correct number, but not exact.
2. ↑ The *New Lands* update 1.2.8, brings a change to the fourth island layout. Before, there was only two small portals at the seaside, between the Town and the dock; now there are three. To escape with the boat from this island then, the player must destroy at least three portals now. This video shows the current layout.
Raw Fury/Kingdom: New Lands Comes to Nintendo Switch on September 14th!

**We have an update about Kingdom: Two Crowns, too!**

Kingdom: New Lands is coming to Switch! And it’s arriving in two weeks! The bestselling, award-winning title created by Noio is making its way to a Nintendo platform for the first time and we’re over the blood moon about introducing a new audience to a world filled with gold coins, a horse that needs more exercise, and a bunch of greedy little creatures who want your crown. For more info, take a look at the eShop on Switch today!

Back at GDC, we announced Kingdom: Two Crowns for the Switch, and that standalone game is still in the works. Just so there’s no confusion—Kingdom: New Lands on Switch is not the same as Kingdom: Two Crowns.

We wanted to give a proper update on Kingdom: Two Crowns though since it’s been a while! First off, it won’t be coming out this year like we had originally intended. WE’RE SORRY! It’s still a small team working on Kingdom: Two Crowns, and these things take some time! The vision grew larger than our original scope, to the point that this is no longer just an expansion that adds new content but rather a full-fledged new title.

Speaking of new things, when we unveiled Two Crowns we didn’t give a ton of info about the game itself, but now we’re ready so here we go!

* **New features!** Well, this was a given but just to elaborate a bit we’re talking about a new win scenario, additional tech level, new citizen role, and more stuff we don’t want to spoil! And of course…
* **Co-op!** That is the biggest draw for Two Crowns for sure! Co-op will be local split screen, but it’s also hot join so a friend can jump in and out of your game at any point during the campaign.
* **Brand new soundtrack!** There will be zero tracks from any previous Kingdom game!
* **Overhaul of visuals!** The pixel art in the Kingdom series is already top notch, but we’re taking it another step up and adding new skins for the rulers.
* **Available on lots of platforms!** We announced PC and Switch, but alongside that we’ll also bring Two Crowns to Xbox One, PS4, and mobile!

Early into the development of Two Crowns, we saw pretty quickly that it was a great fit for Switch and felt that New Lands should also be on the console. Having played New Lands on Switch over the last couple months now, we can definitely say it’s a wonderful experience. Hope to see you on island 1 in two weeks!

### Give us a shout

Site: kingdomthegame.com

Discord: discord.gg/rawfury

Twitter: twitter.com/rawfurygames

**Originally published:**
30 August 2017, at
rawfury.com/kingdom-new-lands-comes-to-nintendo-switch-on-september-14th (ARCHIVED)

1. ↑ Target link updated by editor—the original one linked to a suspended account.
Survival during winter

*This is a strategy page.
For the descriptive article, see: Seasons § Winter.*

## In *New Lands*

 *For the winter in Kingdom: New Lands.*

Surviving winter to a point is certainly possible, if difficult. The achievement denoting the survival of Day C is certainly motivation for many.

Focus should be put into farming early on, as it is the most consistent money source. A fair amount of hunters and large tracts of open plains makes for hunters hauling in purse loads of coin each day. The Kingdom should exploit every source of income possible and stockpile everything with the Banker. The keep can hold unlimited coins, which on top of any shipments from the merchant (if he exists in that land) can bring you well into winter. The Banker also provides up to eight coins of interest every day.

A strong defense against the Greed should also be set up; however, if the Kingdom is lacking funds and the strongest, outermost wall falls, the rest of the Kingdom will inevitably follow within a few nights. If the Kingdom has stockpiled coin in the summertime, it should be able to recover from several strong attacks before dying.

Having a healthy bank account also helps, if possible, to keep the Greed's mother portal in the cliffs incapacitated during Blood Moons. For that, after having already destroyed all other portals, the Kingdom should be able to afford a successful assault to the cliff portal one or two days before the major scheduled Greed wave.

## In *Two Crowns*

 *For the winter in Kingdom Two Crowns.*

For newer *Kingdom Two Crown* players here is some advice to survive the first winter which starts on day 49 for the world, independently from the day count on your current island.

If you don't want to reset your days for your personal high score/most days survived I'd recommend going back to the first or second islands where there are less portals and the merchant is present so you can sustain the day. Invest a lot on these islands since they have the minimal number of portals. Always put your coins in the bank since it'll passively generate investment for you. I'd suggest to invest in pikemen in Europe and in ninjas in Shogun: they still fish throughout winter. Even though it's not much, it's better than nothing and you can survive with it. Ninjas though die much easier and are often running around most of the day. If you pay one coin to berry bushes and you have any farmers they go and harvest the berries which grow back daily. Winter ends after sixteen days. Also hunting the boar is an option with high risk and high reward.
Stone mine

*This is about Kingdom Two Crowns.*
*For a similar structure in the previous games, see: Architecture shrine.*

* As found
* Rebuilt

Stone icon
The **stone mine** is a technology structure that unlocks the stone technology for the structures that require the stone resource.

## Location

It can only be found deep in the forest.

In the campaign it's located on the second island.
Unlike in the previous games, the stone tech can only be unlocked in the second island. If skipped, the Kingdom will be stuck with the wood technology until the Monarch can go back to this island and pay for it the required coins.

## Usage

Once paid ten coins at the structure, it changes its shape without the help of any builder *(see the infobox images)*, and it provides the stone tech for all islands of that campaign.

## Basic logging camp

#Birch camp

In Norse Lands, stone technology is noticeably absent, and instead, the first technology structure is an area for cutting huge trees: the brown wood structures get upgraded to wood structures that are made from a different (or whitish) wood resembling birch.
This stronger wood technology can be found on the second island.

Similarly, an additional woodworking technology upgrade is found on the fifth island.
Signpost

*This is about Kingdom: New Lands.*

The **signpost** is a naturally generated structure found deep in the forests. It's used by the Monarch to unlock the features of the current island, making them available to appear—based on luck—on every next island for that Monarch and their lineage.

## Usage

The Monarch may "buy" the map hanging from it for two coins, starting the unlocking process of a new feature for future Kingdoms.

This new feature is successfully unlocked and revealed only at the end of the current Kingdom, either through escaping to new lands or being defeated by the Greed. The unlocked feature might appear the next time the Monarch gets shipwrecked. Restarting the game (pressing *New Game* at the map menu when pausing) will not conclude the unlocking process, and the Monarch will have to pay for the signpost to start the unlocking process of the same feature once more.

The upgrade that a signpost unlocks is randomly selected but constrained to the possibilities of the island it's on and each feature can be unlocked only once. Once all upgrades on an island have been purchased, the signpost can still appear in the forest but without a map attached, and it cannot be interacted with.

## Unlockables

*For details about each islands' unlockables, see Islands in New Lands.*

There are thirteen unlockable features, including statues, mounts and hermits (with their special tower upgrades). Each island has one to four different unlocks, but only one can be found at a time.

For example, the second island has three features. To unlock them all, the Monarch has to shipwreck there and pay for the map three times. To be sure these three features have all been unlocked, in all future visits to this island, the Monarch will find the signpost with no map.
Villager

The **villager** is an unarmed subject of the Monarch's Kingdom who has not yet been assigned a role.

The villager's clothing of choice appears to be plain robes of various colors.

 *Kingdom Two Crowns* – Not to be confused with citizens, who dress similarly but exclusively in white.

## Recruitment

Villagers can be acquired by recruiting vagrants from vagrant camps. This is done by tossing a coin to the vagrant. Once recruited, the new villager will walk to the town center and remain idle, wandering aimlessly, until assigned a job. 【  】Regularly visit vagrant camps nearby to recruit vagrants and gain more villagers, and don't worry if you can't assign them a role right away. Once they are recruited, they will stay within the kingdom's walls indefinitely, unless they are attacked by an enemy.

Avoid recruiting villagers from camps that are farther away, or do so when it is very early in the morning to give them time to enter your kingdom before nightfall.

## Hiring

Villagers are one of the most crucial elements of the game, as they can be assigned to become either an archer, a builder, a farmer, a knight, a pikeman, or a ninja if they pick up any of the corresponding tools: a bow, hammer, scythe, shield, pike, katana or sword.

When attacked, villagers will drop the gold coin that had been originally given them and turn back into a vagrant.

### Diagram

 townspeople
 townsfolk w/ assigned professions
 *Kingdom Two Crowns*

## Holding coins

Villagers can only hold up to two extra coins at a time for their personal protection.

In *Kingdom: Classic*, villagers are known for "destroying" coins. See the details on Coin § Disappearing.
Subjects

**Subjects** are the workforce of the Kingdom; some are constructive; some, productive; some, military people hired by the Monarch. Some subjects like archers can be productive and military engaged, depending on specific circumstances.

## Hiring

All Kingdom's townsfolk are initially recruited as villagers by the Monarch from vagrant camps. These subjects become specialized with new roles when they obtain the appropriate tools and weapons.

 townspeople
 townsfolk w/ assigned professions
 *Kingdom Two Crowns*

## Being attacked

Subjects can be attacked by the Greed to have their tools and wealth stolen, and turning back into vagrants.
While being attacked, they will progressively lose their equipment:

* a subject of any type with extra coins will lose the extra coins
* a subject with a profession and no extra coins will lose his tool or weapon
* a villager with no extra coins will lose his last coin and become a vagrant.

Each disarming step requires an additional attack from the agressor.
The exception being the floater's swoop attack, that can remove extra coins *and* the weapon/tool at the same time.

Each subject can hold a different amount of coins. Villagers, builders, and pikemen/ninjas can hold 2 coins. Meanwhile archer can hold 11 coins and farmers can hold 14.

Vagrants, as subjects in potential, cannot be attacked, and are *always* ignored.
For more details, see: Vagrant § Behavior.

Squad leaders will have a great chance of neutralizing the damage, but they cannot avoid knockback effects.
For more details, see: Knight § Personal protection.
Warrior Hermit

*This is about New Lands & Two Crowns.*

* Europe
* Norse L.

The **Warrior Hermit**, previously known as **Knight Hermit**, is a hermit that allows triplet archer towers to be upgraded into warrior towers for six coins in *New Lands* and fifteen coins in *Two Crowns*.

## Appearance

In *New Lands* and in the *Two Crowns* european campaign, the Warrior Hermit appears as an old man with a long, white beard.

## In Norse Lands

The Warrior Hermit in Norse Lands, also known as the Berserker Hermit, can be found on the sixth island.

He seems to wear a cap, perhaps woolen or linnen. Blonde hair seems to be hanging around his back, while also wearing a cloth, kept together by a belt.

## Warrior tower

The warrior tower is:

* a knight tower in *New Lands* and in *Two Crowns* (Europe, Shogun, and Dead Lands settings)
* a berserker tower in Norse Lands.

For all the details about the building, see their respective articles.
Theories

#Lore

**Theories** try to supplement the minimalist *Kingdom* series **lore** with speculations based on evidences found in game, on developers words or simply on users imagination. In some sense, these pages also express the community need of connecting the dots of these mysterious lands. Below is the first "theory" piece writen on this wiki:

## Short story

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The *Kingdom* series has no set story, however there are certain bits of lore that hint at things that happened. It is speculated that the events of *Kingdom: Classic* happened before *Kingdom: New Lands* and *Kingdom: Two Crowns* and that at some point a male Monarch built a boat and sailed to the first island where the boat became shipwrecked and stranded the Monarch on the Island where he built a kingdom but died due to unknown causes. There also seems to have been many monarchs before the player whose kingdoms had fallen. The fallen knight next to the battlefield suggests that there was a great conflict against either two human armies or humans and the Greed. The hermits seem to have been living on the islands for years as shown by their old hermit huts. The Greed have no known back story but we can assume that the portals lead to another dimension or world. It is unknown why The Greed attack you.A Fandom user, 24 April 2018
## Theory pieces

 Theories Theories/Banker Theories/Ghost Theories/Greed Theories/Hermit Theories/Kingdom Theories/Monarch Theories/Statue
Statues

A **statue** is an ancient moss-covered abandoned shrine that reward the Kingdom with a specific blessing once the Monarch has made an offering of a single coin to them.

## General behavior

Statues are always found in the forest. Unlike vagrant camps, they will remain if the surrounding trees are cut down.

Activating the shrines changes their shape slightly, and clears them from algae and moss, and adds visual cues on the blessed objects.

## In *Classic*

 *Kingdom: Classic* – Two types of statues will always be found on each land; usually one on each side of the Kingdom. The blessings received are temporary, lasting for one to three days according to the amount of gold offered. Once the buff is expended, the lights on the pillars next to the statue will slowly dim and fade. All statues are available from the beginning.

## In *New Lands*

 *Kingdom: New Lands* – There are four types of statues, each one unlocked on a specific island. After a statue has been unlocked, it can be found on any future island, except on the fifth, that has no statue at all, and the Skull Island, that has some restrictions and features its own statue. The blessings have the same duration as in *Classic*.

## In *Two Crowns*

 *Kingdom Two Crowns* – Each type of statue is tied to an island (for example, the Statue of Archery will always be found on the first island). Statues are unlocked with gems and activated with coins. Once activated, the blessing remains for all islands on that campaign until the Monarch loses the Crown (or the Crowns in co-op), after which only the offering of coins will be required to reactivate statues.

## See also

* Stones of Power (Norse Lands)
* Architecture shrine
* Stone mine
* Iron mine