One guild. One fire. A rising phoenix in a frozen world.
PHNX · EMBER WARS
Ember Wars. Rise together.
server time (UTC−2) · Enable JavaScript for your local time. Battles every Wednesday and Saturday. Confirm your side and role with Leadership. Use the in-game vote to signal likely participation — not a firm commitment.
Announce the next hunt time, designate the organizer and assign suitable roles to new players. Keep current targets and member assignments in guild channels. Update the published rotation if Leadership changes the schedule.
EMBER WARS · 2026 SCHEDULE & NEW PLAYER GUIDE
Work together. Follow calls. Help with the objective.
Frost Legion vs. Ember Alliance · S265–S268. Every power level can contribute; PHNX Leadership sets the strategy.
Wednesday and Saturday at 13:30 server time (UTC−2). Next listed battle: · Enable JavaScript for your local time. Vote to signal likely participation, not a firm commitment.
Mondays: King scheduling and side selection for both upcoming battles. November dates: 2, 9, 16, 23.
Tuesdays: Attackers declare war, 00:00–24:00 server time. November dates: 3, 10, 17, 24.
Wednesdays and Saturdays: Battle begins at 13:30 server time.
The supplied phase notice lists reinforcements 00:00–13:00 and preparation 13:00–13:30 server time. It does not explicitly identify their day or confirm that both battle days use those windows; check in-game. No Saturday declaration window was supplied.
King responsibilities
Review the upcoming battle dates.
Decide whether to switch sides or follow the system schedule.
Coordinate with the Kings of the other three servers.
Communicate final assignments to guild members.
Ensure everyone knows their attacking or defending role before battle day.
Monday decisions determine assignments for that week's two battles. Roles alternate with every battle; always confirm your assignment rather than assuming your side or role stays the same.
November 2026 · posted rotation
Subject to King-confirmed assignments. Side switches can change the posted plan; this is not a permanent weekday rule.
You have 2 attacks daily; VIP 14+ receives one extra attack. The game allows any enemy target, but follow PHNX target assignments.
All your squads combine into a rally squad against the enemy defending rally squad.
Win: 3 stars. On a loss, eliminate more than 75% of defending Armigo for 2 stars, or more than 50% for 1 star. The thresholds are strictly more than, not at least.
Regular squads are applied by default and filled with maximum-level Armigo, regardless of Camp supply. Event Armigo losses do not affect your Camp.
Who can take part?
All guildmates present at registration can attack, not just the selected defenders. Defenders also set defence lineups for their separate buildings; Guild Guardians only defend.
Leaving the guild disqualifies you from remaining matches, even if you rejoin. Members joining during registration need officers to re-register them to participate.
Before using your attacks
Be ready during the battle window.
Confirm your position number and assigned target before attacking.
Coordinate to avoid taking someone else’s target.
Share your first result and ask for your next assignment.
Learn more about Arctic Showdown
Official overview and community guides. The S2 guide covers the revamped event.
The Guildmaster or R4 officers register 5–30 defenders. Guild Guardians automatically fill the roster to 30 after registration; they cannot attack. Selected defenders need both attack and defence lineups, while other eligible guildmates focus on attacking.
Check new arrivals during registration and re-register them as needed. Remind everyone that leaving, even temporarily, disqualifies them from remaining matches.
Guild scoring and progression
The guild with more stars wins; equal star totals draw. All guildmates on both sides receive rewards based on the outcome.
Qualifier wins earn points, losses lose points, and draws award the same points to both sides. The top 16 guilds by total qualifier points advance to head-to-head elimination: Round of 16, quarter-finals, semi-finals and finals. Qualifier battle rules also apply in knockouts, and final rankings determine rewards. No knockout draw-resolution rule is supplied here; check in-game rather than inventing a tie-break.
PHNX numbered-attack guidance
Confirm the current roster and position numbers before sharing assignments. These guild instructions are undated and may change.
First attacks match position numbers: position #1 attacks #1.
Reserve weaker side targets for their intended players.
Give explicit follow-up assignments when a target is occupied or an attack is complete; do not let players automatically move to the next number.
This is PHNX Arctic Showdown guidance, not a universal game rule or Ember Wars instruction. Keep target/member details in guild channels, not on this public site.
GUILD DUEL · PHNX RESULTS
Six days. One guild.
A home for our Guild Duel results. No final results have been added yet.
Previous matchup · Rising Phoenix vs Nightwatchers
ARCHIVED SCORE · IN PROGRESS · DATE UNKNOWN
#268 [PHNX] Rising Phoenix
264,650,690 Guild Points
46% recorded share
#266 [TNW] Nightwatchers
309,782,498 Guild Points
54% recorded share
Recorded Weekly Points: 0:0.
GUILD DUEL · PLAYER GUIDE
For players
One opposing guild, six themed days from Monday to Saturday. Your personal points also add to the guild total. Save for the right day and score together.
Open a day for its tasks. Magic Bean acquisition scores every day; UR airships and Legendary Treasure Hunt quests score Tuesday and Saturday. These personal UR tasks are not the guild Airship departure.
Personal chests, rank & spending wisely
Green chest: 660,000 daily points.
Blue chest: 1,000,000 daily points.
Purple chest: 2,300,000 daily points.
You do not need to max every day. Even a smaller contribution helps the guild.
Personal points unlock chests and rank you against guildmates; rank rewards pay daily. In Guild > Guild Duel, look for personal rank and chests on the left and guild-vs-guild score at the top.
Only matching tasks score: eggs are a Thursday resource, not a Monday task. Palmon XP scores Monday and Thursday. Flexible tasks can fill a shortfall, but do not buy resources just to chase a chest.
Saturday safety & Raid travel
Shield up or be online. If absent, arrange protection before the Raid starts. Check shield duration and which actions break it; do not assume an attack or reinforcement leaves protection intact.
Do not leave troops idle in an unshielded camp. The supplied guide suggests a shielded camp or gathering far away; distance is not guaranteed protection.
Check hospital capacity before fighting; it does not guarantee that all losses are healable.
Report enemy marches immediately. Reinforce guildmates only in coordination with officers and after checking protection rules.
While a Guild Raid is active, members can travel to the opposing guild’s location to fight, and enemies can visit ours. This cross-server Camp relocation does not require a Camp Mover (Targeted). This applies to Raid travel, not every teleport. Confirm the active option and current costs before moving; troops and resources can be lost.
Raid start times are not listed here. Get current targets and coordinates from Leadership, not the public website.
Guild changes & questions
Do not switch guilds mid-duel without checking with Leadership. The supplied guide conflicts: it says further points will not count after a switch, but also says points earned after joining count for the new guild. Current eligibility and ranking rules are unresolved; do not rely on either claim. Prior points are not promised to transfer.
Joined mid-week? Ask an R4 / R5 and check your active event eligibility before spending saved resources.
Other guild reminders
Vote in-game for your preferred Sandstorm Scuffle time.
Donate to guild tech.
From Dexter07’s Day 1 bulletin, . This website does not submit votes, donations, or game actions.
The higher guild score wins the day. Day wins award victory points; the higher weekly victory-point total wins the Duel. The supplied guide describes a consolation prize for the losing guild and a better chest for the winner.
Victory-point values need checking: the weekly guide says one per day, but the recorded game screen shows Day 1 = 1 and Days 2–4 = 2 each. Do not assume equal daily weights or invent values for Days 5–6. Check the active rules for values and tie-breaks.
Recorded themes and day-level Victory Points
Day
Theme
Victory Points
Day 1
Complete Intel Quests
1
Day 2
Build Up Your Camp
2
Day 3
Research Techs
2
Day 4
Upgrade Palmon
2
Personal Duel Points and day-level Victory Points are different counters.
Reset & timing
Daily themes reset at 00:00 server time. Exact Raid start times and mount-reset intervals are not confirmed.
Optional mount-feed technique · verify before using
The bulletin “The Mount Feed Hack” by [PHNX] 1891 says mount feed can earn points even without mount shoes. It describes this sequence:
Check reset availability first. The bulletin recommends resetting the mount to its initial values, but a free-reset interval is not confirmed. Verify the reset cost, cooldown, refund behavior, and current scoring before proceeding.
For a feed-only power-up: untick the “use refund items” checkbox to use new feed. The bulletin says this earns points.
When shoes and feed are required: tick “use refund items” back on. The bulletin says the refunded-item power-ups do not earn points.
Reported pattern: 4 power-ups with new feed (points), then 5 power-ups using refund items (no points).
Check the score change and item requirements before repeating.
Guild tip: “The Mount Feed Hack” by [PHNX] 1891, .
GUILD DUEL · OFFICER PLAYBOOK
For officers & callers
Saturday raid coordination, defence coverage and weekly priorities. Players follow the current officer calls.
Gather the group before travelling. Call targets in guild chat, concentrate marches and use rallies against strong targets rather than scattered solo attacks.
Confirm the active Raid window, opponent and travel option. Keep assignments, member details and sensitive coordinates in guild channels, not on this public site.
If enabled for your guild, use PaliLedge’s /queue and dashboard to coordinate. This website has no PaliLedge integration or raid queue.
Defence coverage & weekly priorities
Arrange protection for absent players, hospital checks and coordinated reinforcements. Assign someone to watch and report enemy marches so defenders can respond together.
Check current daily victory-point weights before planning big resource pushes. Good defence can deny enemy Raid points; do not promise it alone will win the day.
SANDSTORM SCUFFLE · PHNX RESULTS
Our guild. Our battles.
The latest recorded Sandstorm results, newest first. Take a look at what PHNX has achieved.
Registration opens Thursday, 5 November 2026 at 00:00:00 server time (UTC−2) · Enable JavaScript for your local time and lasts 1 day, ending Friday at 00:00:00 server. The rule is Thursday of the battle week, not a confirmed weekly recurrence.
Signup unlocks when votes reach 10. Only the guildmaster or R4 officers can register. Select 30 starters with Camp level 15+ and choose a battle slot. Check the event’s current registration status. This website does not submit votes or signups.
Available slots: 09:00, 18:00 and 23:00 server time. Up to 30 players per team can deploy at once. You can play on only one team.
Skirmish Squad A and Skirmish Squad B have separate rosters and schedules. Squad A registration is final; Squad B can be cancelled. Voting is availability, not a final assignment.
Available slots are not confirmed PHNX bookings. Recorded event window: –, including registration/event dates, not three battle days. Individual battle times are not confirmed here. All displayed game times, including past results, are server times (UTC−2).
Prep · 3 minutes: enter during minutes 0–3 to bring your deployment points into the match as Guild and Personal Points. Place guild pins and find your caller; no dispatching yet. Late entrants receive no deployment points.
3 minutes: Solar Vaults open. 8 minutes: War Altars. 11 minutes: Healing Oases. 15 minutes: the central Miracle Temple.
Send a squad to a structure: empty means capture; defended means a fight.
A garrison is a squad stationed inside to defend and score. Garrisoning is playing, even without a fight.
Only one PvP-ready squad? That is enough. Weak extra squads can get wiped quickly.
Squads return to camp before redeploying; travel takes minutes. Sandstorm-only march speedups help.
Neutral buildings have a 1-minute resistance phase before full occupation. Already occupied buildings have no resistance phase. Full occupation triggers a 1-minute ceasefire, preventing attacks.
Protect camps carrying deployment points: defeating one awards those points to the attacker.
Squeakbandits spawn in the four corners every 2 minutes after an unspecified initial delay. Defend buildings: bandit occupation turns them neutral, requiring recapture.
Personal points & rewards
Earn personal points by attacking structures, garrisoning (occupation points), and attacking enemy camps. Ask your caller for a scoring assignment instead of leaving your post.
The battle overview shows team score and allied ranking. A number above a camp is the points it carries; beat it to take them. Your camp can be hit too.
Participants: Prestige, Golden Leaves, Evolution Energy choice chests and speedups.
Winning players: extra Prestige, Dreamium V, speedups and resources.
Winning guild, all members: extra Palmon eggs, Golden Leaves, Dreamium V, speedups and resources.
Current reward tiers and eligibility are shown in the event tab.
Squad wiped? Healing & getting back in
Armigo do not die in Sandstorm. They go to the event hospital, which has unlimited capacity. Injured units recover automatically when you leave the battlefield. Medical Aid allows up to 500 assists per match.
Check the healing item type before confirming, then ask your caller where to go. You earn event speedups by playing.
If you are unsure what a call means, ask in guild chat, Discord or voice before committing to a march. Report enemy marches and unusually strong players when you see them.
SANDSTORM SCUFFLE · OFFICER PLAYBOOK
For officers & callers
Roster planning, structure priorities and scoring reference. Players can follow their assigned caller without reading these notes.
Fill the roster, appoint one caller per squad and arrange backups for absences.
Lanes · mid accounts: take our two Solar Vaults as prep ends, then support.
Strike · top accounts: our War Altar first, then the Miracle Temple.
Garrison · lower accounts: backfill structures Strike leaves. A Vault pays the same regardless of who holds it.
Backfill before moving: confirm replacement coverage. Then hold, contest the Temple and punish empty or thin enemy structures. Camps carrying points are secondary targets after objectives are covered.
If an enemy whale can solo a building, track their squads and take the rest of the map instead of feeding that fight.
Structures, buffs & confirmed unlocks
Current 40-minute rules. Unlock times are minutes elapsed from battle start. First occupation and ongoing income below are Guild / Personal Points.
Solar Vault · 3 minutes
4 per map. First occupation: 5,000 / 5,000. Ongoing: 10 / 2 per second.
War Altar · 8 minutes
2 per map. First occupation: 8,000 / 8,000. Ongoing: 5 / 1 per second. Guild bonus: +10% Palmon ATK, DEF and HP.
Healing Oasis · 11 minutes
2 per map. First occupation: 8,000 / 8,000. Ongoing: 5 / 1 per second. Guild bonus: +25% Armigo healing speed.
Miracle Temple · 15 minutes
1 at the map center. First occupation: 10,000 / 10,000. Ongoing: 50 / 10 per second.
Suggested priority: Miracle Temple → War Altar → our Solar Vaults → Healing Oasis. Keep our Altar for its combat buff; take an Oasis when free or healing is needed, not at the expense of the Temple.
Scoring & protecting points
First occupation and continued holding earn Guild and Personal Points. The higher Guild Points total wins after 40 minutes.
Continuous Guild Points are protected during ceasefire. Outside ceasefire, 40% are unprotected and stored on the building. When it is captured, those unprotected points drop around it. Squads can collect them; all collected points are protected. Assign collection as well as defense.
Matchmaking considers total historical participant power and past squad performance. Squads A/B match independently by their own power but share a pool: A can face A or B. Current power alone does not determine the opponent.
Confirm attendance before finalizing Squad A, which cannot be cancelled. Squad B can be cancelled if activity does not support a second roster.
PHNX · COMMUNITY GUIDELINES
Let’s build the best community together!
PHNX guild PMail “Community guidelines”, issued .
Guild expectations
Inclusivity: Zero tolerance for racism, homophobia, ableism, personal attacks, or toxicity.
Disagreements: Resolve conflicts via calm dialogue. If that fails, contact Leadership immediately.
NAP violations: Report to Leadership. NAP violations are now tracked and repeated offences punished. We need reports to enforce this.
Communication: Read all PMails, DMs, and bulletins from Leadership. Attend events you signed up for.
Activity rules
Absences: Report inactivity over 2 days to Leadership with a return date to get “Immunities” status.
No notice: Day 2 unannounced absence = demotion to R2. Day 3 = demotion to R1 (risk of being kicked if there is a recruitment queue).
The accountability process
If rules are broken, we use a firm 4-step system:
Review: Leadership asks you to re-read this text and confirm you understand it.
Formal warning: A strict, documented warning regarding the behavior.
R1 demotion: Moved to R1. Here you risk immediate kick if we have a player queue.
Removal: Permanent removal from PHNX.
REALM POLICY · SERVER #268
Server rules — #268
Realm PMail “Server rules for all of #268” by [AVAL] Lord.Vader, issued .
Our goal is to maintain cooperation, prevent internal conflict, and keep #268 united against other servers. These server-wide rules are separate from PHNX’s guild accountability process above.
1. No attacks on #268 players or guilds
No attacks on camps, guild buildings, or property for kills (unless guildless), resources, retaliation, or personal disputes unless permitted by event rules, player agreements, or server agreements.
2. Airships & Dojos
Do not compete against #268 players in Airships or Dojos.
3. No retaliation
Do not retaliate against rule breakers. Screenshot the incident and report it to your R4/R5. Let guild leadership resolve disputes diplomatically.
4. Evidence & reporting
Provide screenshots or battle reports, player name, guild, incident time, and a brief explanation whenever possible.
5. Violations & consequences
Minor/first offense: Warning and resolution between guild leaders.
Repeated offenses: Escalation between R5s.
Serious/deliberate offenses: Removal from the guild. Other guilds should not recruit the player until the issue is resolved. This may also lead to an attack on the camp.
Accidental mistakes will be considered, but deliberate or repeated violations will not be tolerated.
6. Leadership responsibility
R4s and R5s must communicate these rules, enforce them, and promptly address violations.
Work together, resolve disputes through leadership, and keep #268 united against external competition.