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Game of Thrones: Dragonfire · 25 answers

Map & Territory

Tiles, seats of power, beasts, knights, relocation.

Beasts & wild dragons

Which targets give the most dragon XP in Dragonfire?

Not all targets on the map are worth the same for dragon XP. XP depends on the type AND the level of the target:

  • ❌ Bridge defenders / small tiles: very little XP (around 1,500–2,700 per fight). Avoid them for leveling.
  • ✅ High-level tiles, hedge knights, beasts and wild dragons: much better XP, which goes up with the level of the target.

So to push a dragon up fast:

  1. Go for wild dragons / beasts / hedge knights at the highest level you can clear.
  2. Research "Combat Training" (+2.5%/level dragon XP in PvE).
  3. Top it up with meat (the other way to raise a dragon's level).

Don't burn your marches on bridges: it's the worst XP return in the game.

What is the Resolve you get from beasts used for?

By hitting the beasts and wild dragons on the map, you pick up Resolve on top of XP. It's a progression resource tied to how far you've come.

Two things to know:

  • Resolve is one of the resources that reset every reign (like Wood/Stone/Iron/Food/Meat). It is not permanent capital.
  • It farms well on wild targets, which hand it over at the same time as good dragon XP.

So treat it as a resource of the current reign: spend it during the season, don't "save" it thinking it will survive. Since farming beasts/wild dragons gives you XP + Resolve in one go, it's an efficient loop in mid-reign to push your dragons up while stacking what you need to progress.

Ruins & garrisons

What are ruins and garrisons for on the Dragonfire map?

Ruins are special map tiles that, once taken, give you garrisons: defensive forces stationed there that strengthen your position in the area.

Key points:

  • You'll come across ruins of different levels (Lv.1 to 13 depending on the zone).
  • The "Ruins Reinforcement" research gives +1 garrison per level → more defenders available from your ruins.
  • Garrisons are there to hold ground without tying up your attack armies full time.

It's a lever of territorial presence: taking and garrisoning ruins around a strategic point (a seat, your alliance zone) makes the area harder for the enemy to take back. Combine garrisoned ruins + held seats to lock down a sector of the map.

How do I lock down an area of the map in Dragonfire?

Locking down an area means making it expensive to retake for the enemy. You do it by combining several map levers:

  • Take and garrison the ruins in the sector: the Ruins Reinforcement research adds +1 garrison per level, so more defenders stationed.
  • Hold the area's Seats of Power (they pay faction points and anchor your presence).
  • Cluster your alliance's Strongholds around it (relocation every 2 days) → you react fast to any red intrusion.
  • Post landmarks (X,Y) on the weak points to watch.

The idea: an attacker who wants your area has to break garrisons + seats + several nearby players. Too expensive → they go elsewhere. That's the basis of holding territory late in a Reign, when every seat held counts toward the faction leaderboard.

Moving your Stronghold

How to relocate your Stronghold in Dragonfire?

Your Stronghold isn't stuck in place: you can relocate it on the map, but with a limit. Relocation is possible about once every 2 days (cooldown), not continuously.

What it's good for:

  • Getting closer to your alliance to defend/attack together.
  • Sticking to a farming zone (rich tiles, knights, wild dragons).
  • Repositioning near a Seat of Power your faction is going for.
  • Escaping a zone that's too hostile (an enemy faction pushing).

Since the move has a cooldown, don't waste it: move with a clear intent (a siege operation, an alliance regroup). Badly placed, your stronghold costs you march time on every action — well placed, it becomes your strategic hub.

Hedge Knights

How do you farm Runic Fragments in Game of Thrones: Dragonfire?

Runic Fragments only drop from Hedge Knights on the map. They're the currency of Heirlooms, which means permanent progress — don't skip them.

How to do it:

  1. Spot them on the map as soon as they spawn in your area (they move around).
  2. Send the right army: pick a knight level you clear without heavy losses.
  3. Bank the fragments, then spend them in your Heirloom trees (Dragon Growth for dragon stats, Realm Expansion for economy/territory).

Since combat XP is good on high-level knights too, you're doing two things at once: levelling your dragons and farming permanent progress. Put them ahead of tile farming when you're playing for the long term.

What are Hedge Knights in Dragonfire?

Hedge Knights are mobile PvE targets on the map. Beating them is the only source of a very important permanent currency: Runic Fragments.

Why that's valuable:

  • Runic Fragments level up your Heirlooms (the permanent Dragon Growth / Realm Expansion trees), which give your dragons and your realm lasting boosts.
  • Since Heirlooms are permanent (they don't reset between Reigns), every Hedge Knight killed is capital that stays.
  • Bonus: high-level knights also hand out solid combat XP for your dragons.

So get in the habit of hunting Hedge Knights whenever they appear near you. They're one of the rare farms that advance you beyond the current Reign.

Seats of Power

What are Seats of Power in Game of Thrones: Dragonfire?

Seats of Power are the map's strategic structures: forts, castles, capitals… all the way up to King's Landing. Holding them scores points for your faction and unlocks campaign objectives.

They run from level 1 to level 5 (and beyond), with rising point values:

  • Lvl 1 → +100 points
  • Lvl 2 → +125 points
  • Lvl 3 → +250 points
  • Capitals (lvl 4) → +1,250 points
  • King's Landing → +20,000 points (far and away the biggest)

You take a Seat by force (grinding down its durability and its defenders), then you hold it over time. The higher the Seat, the more it pays… and the more it attracts the other factions. Big Seats are an alliance/faction objective, not a solo attack.

Why is King's Landing worth 20,000 points in Game of Thrones: Dragonfire?

King's Landing is the supreme Seat on the map. Holding it scores +20,000 points — 16 times a capital (level 4, +1,250) and 80 times a level 3 Seat (+250).

It's the number one prize of a reign:

  • It can flip a faction leaderboard on its own.
  • It's often the final objective of the campaign (Heirs of the Dragon).
  • It's heavily defended and wanted by all three factions at once.

You never take King's Landing alone. It takes a coordinated alliance or faction operation: several players, several waves, timing. An individual player's job is to bring their armies at the right moment and to hold once the capital falls. Aim for it late in the reign, when your faction is organised.

How does faction control of Seats of Power work in Dragonfire?

Control of a seat is counted at the faction level, not for a lone player. When members of your faction hold a seat, your whole faction banks the points (Lv.1 +100, Lv.2 +125, Lv.3 +250, a capital +1,250, King's Landing +20,000).

Concrete consequences:

  • A "Control Seats of Power" event rewards the faction holding the most.
  • Faction leaderboards are built on those points → every seat held counts.
  • If another faction (a different color) retakes the seat, the points switch sides.

So holding isn't enough: you have to defend over time. Coordinate with your alliance on who guards what, and concentrate your forces on high-value seats rather than spreading over ten small forts.

Relocating your Stronghold

Where should you place your Stronghold on the Dragonfire map?

Placing your Stronghold well saves you time on every single action. Since you can only move it every 2 days, choose carefully:

  • Next to your alliance: grouped, you reinforce and defend each other. That's priority number one.
  • Within farming range: resource tiles, Hedge Knights and wild dragons nearby means short marches.
  • Close to the Seats your faction is targeting when an operation is coming.
  • Away from the enemy heartland if you're small: don't get stranded alone in red territory.

The simple rule: your Stronghold should sit close to whatever you do most right now. Building economy → near the farm. Siege season → near your alliance's front. Reposition when your strategy changes, not at random.

Map markers & alliance coordination

How do you read X,Y coordinates on the Dragonfire map?

Every square on the map has (X,Y) coordinates printed on the tile — for example (1069,1757). That's the exact address of the square.

What it's for:

  • Sharing a target in alliance chat with no ambiguity ("meet at 687,1516").
  • Finding your way back to a farm, a Seat or an enemy you spotted earlier.
  • Judging distance: the further the coordinates from your Stronghold, the longer the march.

Coordinates are an alliance's common language. When you report something — a heavy defender, a juicy tile, an enemy army — always give the (X,Y) plus the level and the type of the target. That's what turns a group of players into an alliance that hits the right place.

How does the world map work in Game of Thrones: Dragonfire?

The map of Westeros is your playing field: a giant grid addressed by (X,Y) coordinates. You'll find everything on it:

  • Your Stronghold (your fortress, your starting point).
  • Resource tiles (Wood, Stone, Iron, Food) to farm.
  • Seats of Power to conquer, from a small fort all the way up to King's Landing.
  • Ruins, beasts, wild dragons and Hedge Knights to hit for XP and loot.

Every square shows a level and, for targets, a durability or a set of defenders. Colours tell you who controls what — you, an ally, neutral, an enemy. Remember one thing: nothing on the map is free. Everything means marching an army to the square and then holding it.

Why can't one army empty a big tile in Game of Thrones: Dragonfire?

It's a classic mistake: sending one army at a full target and wondering why it doesn't fall. Here's why.

Against a full defender, a single army over 10 rounds:

  • melts roughly 1,000–2,000 enemy troops per round, but usually leaves it alive (around 2,500–3,300 remaining);
  • loses 300–600 troops of its own per round.

The result is a stalemate: both sides survive the 10 rounds, no loot, and you've just burned troops. One army isn't enough to empty a big target.

The fix: several waves (armies relaying each other) or an ally who softens it first. Once the enemy is down to roughly 2,000 troops, the next army finishes it in 1 or 2 rounds. On Seats and big tiles, coordinate your waves with your alliance.

How do you coordinate with your alliance on the Dragonfire map?

The map is a team game. A well-coordinated alliance takes Seats no single player could. The right habits:

  • Group your Strongholds in one area (use relocation, available every 2 days). Close together means you reinforce and defend fast.
  • Drop markers and (X,Y) coordinates in alliance chat to point at a target ("we're hitting The Twins, 1069,1757").
  • Split the roles: who scouts, who opens (softens the defender), who follows in waves, who holds after the capture.
  • Lock the area down with garrisoned ruins around the Seats you hold.

On the big objectives — capitals, King's Landing at +20,000 — it isn't optional: you need several players in several waves at the same moment. Share the coordinates and the time, and hit together.

Tiles

What do a tile's level and durability mean in Game of Thrones: Dragonfire?

Two numbers matter on any tile: the level and the durability (or the defenders).

  • The level (1, 2, 3… up to 13+) tells you how rich the square is and how hard. A level 10 Food tile holds far more than a level 2, but it's guarded by serious defenders.
  • Durability is the square's hit points, mostly on bridges, Seats and structures. You grind it down with armies, and Siege troops deal extra damage to durability.
  • Some tiles show defending armies outright ("2 armies defend it, fought separately").

Before you attack: read the level for the loot, and the durability or defenders to work out how many armies you need. One army doesn't always empty a big target.

How do you find out which troop type defends a tile in Dragonfire?

To pick the right army you want to know the defender's troop type (Cavalry, Archers, Spearmen, Shields) so you can play the counter. But:

  • The enemy type is only shown on tiles below level 10.
  • From level 10 upwards the matchup reads "Unknown" until you've scouted the target.

So:

  • Below level 10: you can see the type → send the one that beats it (+7%) with green dragons on it.
  • Level 10 and above: scout first if you can, otherwise bring a flexible army or several waves, because you could walk into a bad matchup blind.

Don't waste a big single-type army on an unscouted level 10+ target: the −7% of a bad matchup hurts.

What resources do map tiles give in Game of Thrones: Dragonfire?

Resource tiles are your farming spots. There are four kinds, one per basic resource:

  • Wood (building).
  • Stone (building).
  • Iron (military gear and elite troops).
  • Food (keeping your armies fed).

Every tile has a level (1 to 13+ depending on the region): the higher the level, the more it holds, and the harder it's defended. You send an army onto it, it beats the defender or defenders, then harvests over time.

Advice: farm the resource that's actually blocking you right now — usually Stone or Iron while you're pushing your Stronghold — and stay at levels your army clears without losses. No point aiming high if you leave half your troops there.

How do you farm resource tiles efficiently in Dragonfire?

Good tile farming means yield without damage. The method:

  1. Identify the resource you're short on (look at which building or recruitment is blocked).
  2. Pick a tile level your army clears cleanly, without heavy losses. Farming level 6 on repeat beats failing at level 12.
  3. Below level 10, read the defender's type and play the counter plus green dragons.
  4. Chain your marches: while one army harvests, send another to a neighbouring square.
  5. Take the Swift Stride research (+3.5%/level march speed) to cut the round trips.

The classic trap is aiming too high. A tile that's expensive in losses costs you more in retraining than it returns. Aim for the highest level you clear painlessly.

Why use Siege troops against structures in Dragonfire?

Siege troops are a special case in the combat triangle: they're weak against every enemy troop type, but they deal increased damage to Durability — the hit points of structures (bridges, seats, castles, capitals).

So:

  • Against armies (players or troop defenders) → avoid Siege, it gets punished.
  • Against a structure's Durability (a Seat of Power, a bridge) → Siege excels at dropping the tile's HP fast.
  • The Siege Precision research (+3%/level, up to +27%) pushes that Durability damage further.

Alliance strategy on a big seat: Siege armies to break the structure's Durability, while other armies clear the troop defenders. The right tool for the right target.

Map colors

What do the colors on the Dragonfire map mean?

The map's colors tell you at a glance who owns what. There are two families of color not to be confused.

Faction colors (the server's big camps):

  • Blue, Pink and Yellow = the three factions that divide Westeros.
  • Grey = neutral territory, owned by nobody (free to take).

Relationship colors (relative to YOU):

  • Green = it's yours (your stronghold, your tiles, your allies).
  • Red = it's hostile (attackable).

Before launching an army, always check the target's color: grey = quiet neutral, red = a player fight, green = hands off, that's your side.

What are the Blue, Pink and Yellow factions in Dragonfire?

The server is split into three big factions, marked by color: Blue, Pink and Yellow. When you join the game you're attached to one of them.

What that changes for you:

  • Players from your faction show as green/ally, players from other factions as red/enemy.
  • Control of the Seats of Power is counted per faction: your whole faction earns points when it holds a seat.
  • Many events and leaderboards pit the factions against each other.

So you never really play alone: your conquests feed your faction's score. Coordinate with your alliance and your faction to go for the big seats (capitals, King's Landing) at the right moment.

What's the difference between a grey (neutral) and a red (enemy) tile in Dragonfire?

Before every attack, look at the target's color: it tells you what you're getting into.

  • Grey = neutral: the tile belongs to nobody. You face AI defenders (PvE). That's quiet farming: resources, ruins, beasts. No player behind it to retaliate.
  • Red = enemy: the tile or army belongs to a player from an opposing faction (PvP). Attack it and they can strike back — and so can their alliance.
  • Green = yours / an ally's: don't attack it, that's your side.

In practice: to farm stress-free, go grey. To gain territory and faction points, you have to touch red — but be ready to defend, because PvP invites retaliation. Choose your color based on your goal of the moment.

Beasts / wild dragons

Why attack beasts and wild dragons in Dragonfire?

Beasts (boars, lynxes…) and above all wild dragons are PvE targets that pay out two sought-after things:

  • Very good combat XP for your dragons. XP scales with the target's level: a high-level wild dragon raises your dragons far faster than a bridge defender (which gives almost nothing).
  • Resolve, a resource that's useful for your progression.

So to level a dragon fast, forget bridges and small tiles: go for high-level wild dragons and beasts (and Hedge Knights). It's the best XP ratio in the game.

Mind the level all the same: an over-leveled wild dragon defends hard. Work your way up, and use several armies if the target is a big one.

Landmarks & alliance coordination

Should I scout a target before attacking in Dragonfire?

Yes, especially on high-level or unknown targets. Scouting reveals what the tile doesn't show: the defender's troop type, its size, its armies.

It matters because:

  • The enemy type is only displayed below level 10. From Lv.10 up, the matchup reads "Unknown" until you scout → you risk a bad matchup (−7%) blind.
  • A tile can be defended by several armies fought separately: you need to know how many waves to plan.

The routine before a big attack:

  1. Scout the target (type + size + number of armies).
  2. Pick the type that beats the defender (+7%) with green dragons.
  3. Plan your waves if it's full.

On low-level grey farming, no need to scout. On seats / Lv.10+ / PvP, always scout: it saves you from burning an army for nothing.