The Four Realm Campaign: 100 stages in ten chapters across Crownlands, Elderwood, Sunscar and Frostveil — stars, rewards, costs and PvE versus PvP.
PvE in Pixel Kingdom Wars is the Four Realm Campaign: 100 authored strongholds in ten chapters, told across Crownlands, Elderwood, Sunscar and Frostveil. It is free, it never touches another player, and your base is never at risk.

Quick facts
- PvE is free: no raid energy, no SHARDS ante, no trophies won or lost, and your shield stays up.
- 100 stages in 10 chapters. A stage opens once the one before it has at least 1 star. Replay as often as you like.
- Your best stars on each stage are kept, and the first time you 3-star a stage you get a one-time SHARDS reward (400 to 10,000 by difficulty).
- Open to everyone, including players who have not bought land.
- Troops you deploy are spent, just like in PvP, and fallen heroes still recover.
PvE and PvP at a glance
| PvP raid | Campaign stage | |
|---|---|---|
| Raid energy | 1 per raid | None |
| SHARDS ante | 100 × your Keep level | None |
| Trophies | Yes | None |
| Breaks your shield | Yes | No |
| Reward | SHARDS looted from the defender | One-time SHARDS on your first 3★ |
| Daily limit | None beyond energy | None |
Where to find it
Tap RAID and choose CAMPAIGN, or switch the map's top bar from WORLD to CAMPAIGN. The board reads THE FOUR REALM CAMPAIGN with the promise FREE · YOUR BASE IS NEVER AT RISK. If you do not own land yet, the campaign is the main option in the raid chooser — it is the one fight the server can always run for you.
Ten chapters across four realms
Every five stages the defending Keep rises one level, so each chapter spans two Keep levels. Each chapter follows its own road through a realm, from the broken market road of Crownlands to a citadel at the edge of the known world.
| Chapter | Realm | Stages | Defender Keep | First-3★ reward (SHARDS) |
|---|---|---|---|---|
| 1 · The Crownroad — A broken road. A first banner. | Crownlands | 1–10 | 1–2 | 400 / 400 |
| 2 · Banners of the Vale — No throne rules these valleys. | Crownlands | 11–20 | 3–4 | 1,200 / 1,200 |
| 3 · Beneath the Elderboughs — The forest remembers every debt. | Elderwood | 21–30 | 5–6 | 3,000 / 3,000 |
| 4 · The Rootbound Covenant — Listen beneath the stone. | Elderwood | 31–40 | 7–8 | 3,500 / 3,500 |
| 5 · The Amber Pilgrimage — Follow the shade of the ridges. | Sunscar | 41–50 | 9–10 | 4,500 / 4,500 |
| 6 · The Glass Sun — A lens beneath a broken sky. | Sunscar | 51–60 | 11–12 | 5,500 / 5,500 |
| 7 · Beyond the White Gate — The winter roads are still open. | Frostveil | 61–70 | 13–14 | 6,500 / 6,500 |
| 8 · The Buried Kingdom — Bells ring below the ice. | Frostveil | 71–80 | 15–16 | 7,500 / 7,500 |
| 9 · The Fourfold Siege — Four roads return to one valley. | Crownlands | 81–90 | 17–18 | 8,500 / 8,500 |
| 10 · The Last Beacon — Carry the light beyond the map. | Frostveil | 91–100 | 19–20 | 10,000 / 10,000 |
Within every five stages the shape runs from outposts to a breach to a fortress. Each chapter has an elite stronghold midway and a boss stronghold at its end, guarded by a defending hero — the stage sheet names the garrison. From chapter 6 the elite strongholds are hero-garrisoned too, so late chapters put a hero in your way twice. Walls, trap types and air defences thicken as the Keep levels climb. The very first stage is a gentle single-cannon lane that a fresh starter army can 3-star.
Stars, unlocking and replays
- Stage 1 is always open. Every other stage opens once the stage before it has at least 1 star.
- Stars work exactly as in PvP: one for 50% destruction (walls and traps do not count), one for the Keep, one for 100%.
- Your best stars on each stage are kept; a replay can only improve them. A cleared stage offers REPLAY STAGE instead of ATTACK.
- There is no daily cap on attempts. Retries are free.
Rewards
The first time you reach 3 stars on a stage, it pays a one-time SHARDS reward set by its Keep level — shown as FIRST 3★ · ONE TIME and then CLAIMED. Rewards land in your base's SHARDS: building money, not withdrawable tokens. Across all 100 stages the campaign pays 506,000 SHARDS. Campaign rewards stay tax-free with onchain gameplay.
Progress belongs to the base you play from.
Reading a stage
Selecting a stage shows the defender's KEEP LEVEL, the RECOMMENDED ARMY in army points, your own ARMY CAPACITY, the GARRISON (a defending hero, if any) and the reward. SCOUT STRONGHOLD previews its layout with the real battle view. The recommended army matches what one Army Camp holds at that Keep level:
| Defender Keep | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|---|---|---|---|---|---|---|---|---|---|---|
| Recommended points | 20 | 35 | 50 | 54 | 58 | 63 | 68 | 73 | 79 | 85 |
| Defender Keep | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|
| Recommended points | 91 | 99 | 106 | 115 | 123 | 133 | 144 | 155 | 167 | 180 |
These are guidance, not a lock: a player whose own base is at that Keep level should have about the right army.
What PvE still costs you

- Troops are spent. Every unit you deploy is used up, as in PvP. Troops you do not deploy stay in your Camps.
- Heroes can fall. A hero knocked out in a stage recovers as usual before fighting again. See Troops and heroes.
- Same clock. 30 seconds to start deploying, then 90 seconds of battle from your first drop.
See also
- Raids and loot
- Troops and heroes
- Defenses, traps and walls
- Realms and the world
- Campaigns and competitions — the playtest competitions, which are a different thing.
