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Strategy Server
September 27, 2026 at 05:54 AM
Corrected the opening date (qualifying from launch, Strategy Server opened September 17, 2026 for four weeks) and the cosmetic-only reward claim; added the weekly schedule, Frostfall Lord, City Hunt, Conquest Declaration, Final Hunt and dragon hunt rules, Divine Selection seat tables, Conquest Reputation caps and ranks, per-Pathway strategic skills, Strategic Gold Pound and exchange rules, club roster limits and the announced prize pool; re-dated the unpublished details
The Strategy Server (战略服) is the top competitive tier of Lord of Mysteries and the studio's stated ultimate form of every type of player versus player content. It is a separate, dedicated server that only the highest placed clubs reach: a club has to finish in the top four of its division on points before it can set foot there. Its qualifying phase ran from the game's launch on August 21, 2026, while the Strategy Server itself opened on September 17, 2026 at 12:00 with the Y1S1.2 update, for a four week campaign (为期四周). The wider player versus player picture, including the open world and battleground modes that feed into it, is covered under Faction Warfare and PvP.
In fiction the Strategy Server is presented as a flood of information built out of Roselle Gustav's war memories and knowledge, woven into a set of parallel spaces through the authority and abilities of the Hermit line. Roselle is the protagonist of the game's first season, and because he also held the title of Knowledge Emperor he had collected the histories of past wars. The richest of those was the War of the Four Emperors, fought in the Fourth Epoch, and it is that conflict the mode restages. See Fifth Epoch for the calendar these epochs sit in.
Every service region holds several parallel divisions. Divisions are grouped four at a time into a war zone, and the system assembles each war zone from divisions of comparable overall strength, so a club is matched against opponents it can fight for a full month rather than against a walkover or a wall.
Divisions and war zones are redrawn every two months, which keeps each Strategy Server evenly matched rather than letting one grouping calcify. Sixteen top clubs contest each Strategy Server for the final Divine Selection seats.
Structure | Detail |
|---|---|
Division (赛区) | Multiple parallel divisions exist inside each service region |
War zone (战区) | Four divisions of comparable strength are grouped into one war zone |
Redraw | Divisions and war zones are reassigned every two months |
Qualification | The top four clubs by points in a division advance |
Field size | 16 clubs contest each Strategy Server |
Prerequisite | Clubs are joinable from character level 28. See Divination Clubs |
The first month is the war zone qualifier. A club has one job: earn qualifying points through league play, and use faction battles as practice for what comes after. Every two weeks the system assigns faction battle opponents by point rank, grouping four clubs into a faction and setting four factions against each other in a battle staged at thousand player scale. The studio frames those battles as much as scouting as competition, since the clubs a player meets there may be next month's opponents or next month's allies.
One naming point is unresolved. Published day by day guidance for the opening ten days names a club league match at 20:00, while separate coverage names a Four Way League at the same hour on a different day. Nobody has published a statement saying whether these are one event under two names or two distinct events, and this page does not merge them.
Clubs that qualify are sorted into factions and fight a month long war on fixed sides. The unit of competition is the club, the currency is Divine Selection points, and seats are settled weekly by faction rank.
Rewards do not hinge on winning. Any club active on the Strategy Server earns rewards, with winners earning more and losers still taking a floor. Participation itself pays out Conquest Reputation, which raises a player's military rank, and war merit, which is the record of what they actually fought. The studio's own summary of the mode's mechanics is blunt: there is no complex system, the point is to fight. It does add that fighting is not the same as charging blindly, and that diplomacy is a legitimate route. Clubs can court allies, split rivals, and steer the strongest opponent into someone else's path before committing.
The Strategy Server opened to qualifying clubs on September 17, 2026 at 12:00, after the maintenance for the Y1S1.2 update recorded on Version History. The studio frames it as the War of the Four Emperors restaged from Roselle's war memories and the historical projections of the Crown of Knowledge. Each qualifying club fights for its assigned faction over a four week campaign, and the week runs on a fixed calendar published in the update notice of September 16, 2026.
Activity | Day | Time |
|---|---|---|
Strategy Server Final Hunt (终末猎杀) | Every day | Open all day |
Final Hunt high multiplier window | Monday to Friday | 19:00 to 20:00 |
Final Hunt high multiplier window | Saturday and Sunday | 12:00 to 18:00 and 19:00 to 22:00; 18:00 to 19:00 is a regular window |
Dragon hunt (巨龙讨伐) | Thursday and Saturday | 19:00 to 20:00, the dragon appears at 19:10; the longer weekend windows do not extend it, and it still ends at 20:00 |
Frostfall Lord (霜陨领主) | Thursday | 20:45 to 21:20 |
Strategy Server City Hunt Battle (猎城战) | Saturday | 20:45 to 21:20 |
Conquest Declaration (征服宣令) | Sunday | Declarations 12:00 to 19:30; first match 20:00 to 20:25, second match 20:30 to 20:55 |
Weekly ranking settlement | Sunday | 21:00 |
Victor's Declaration (胜者宣言大会) | Sunday of the final week | 21:05 |
Frostfall Lord (霜陨领主) is the Thursday battle. Factions fight on the Hornacis Mountains (霍纳奇斯山脉) battlefield over seven war memory fragment strongholds. A club can field at most 60 official members, and no more than 16 of them from a single Pathway. The Strategy Server's Hornacis Mountains map stays open on other days for practice.
Holding a stronghold earns battlefield points continuously, and linked strongholds held by the same side raise the rate: two linked strongholds score at 2 times, three at 4 times, and four or more at 8 times. The central stronghold, 中枢·天陨, connects every region, which makes it the point that decides whether a side can push forward or cut an enemy's chain.
Faction rank at settlement | Base Divine Selection points per club |
|---|---|
1st | 800 |
2nd | 700 |
3rd | 600 |
4th | 500 |
Shared pool | A further 2,000 points split between clubs by battlefield points earned |
Participants also earn Conquest Reputation and a tiered battlefield reward. A faction auction opens afterwards by faction points rank; every faction member can bid, and members who took part and earned any war merit in the battle share the dividend.
On Saturdays the factions take the decisive fight into Dragon Hunting City (猎龙之城), with the same limits of 60 official members per club and 16 per Pathway. The battle has two phases.
Phase one: each faction advances from its own fortress through outposts and camps. Taking a camp opens an attack on the war steles linked to it, and a faction must hold two steles linked to its own camps before it can attack the King's City gate. Losing a required stele also loses the right to attack the gate.
Phase two: once a gate falls, the fight moves to the central platform. The faction with the most players on the platform builds occupation over time, and kills on the platform add to it. Completing the occupation of the King's City wins outright; if time runs out, factions rank by occupation progress, then by faction points on a tie.
Faction rank at settlement | Divine Selection points per club |
|---|---|
1st | 2,000 |
2nd | 1,800 |
3rd | 1,000 |
4th | 800 |
After the faction auctions close, a Strategy Server wide auction opens to every member of the Strategy Server. For both auctions, only players who took part in the City Hunt Battle and earned any war merit share the dividend.
Conquest Declaration (征服宣令) is a raid on another club's Divine Selection points. On Sundays from 12:00 to 19:30 a club can declare war on any club within three places of it in the Divine Selection ranking, including clubs in its own faction. Each declaration costs 500 club funds; a club can declare at most twice a week, choosing the 20:00 or 20:30 match, and at most once a week against the same club. A club can be declared on by several clubs at once and can be attacking and defending at the same time, and multiple attackers on one target are hostile to each other as well.
Attackers have to capture the upper and lower Conquest Steles to open the War Gate and reach the Conquest Standard; the two steles can be taken by different attacking clubs. Out of combat, defenders can teleport freely between the war corridor and the fortress anchorage.
Outcome | Divine Selection points |
|---|---|
Attackers take the Conquest Standard | The defender loses 10 percent of its points, capped at 3,000. Attackers earn points by damage dealt to the Standard, and the club landing the final blow earns more |
Attackers fail | Each attacking club loses 10 percent of its points, capped at 3,000 per club, and the defender takes everything lost |
The result also affects personal activity rewards and Conquest Reputation income.
Once a club qualifies, its members can join the Final Hunt in the Strategy Server's Dragon Hunting City. Each war zone keeps two lines open at all times; one faction can bring at most 160 players into a line, for a maximum of 640 per line. Members of the same faction are allies and everyone else is an enemy.
Defeating summoned transcendent creatures, or killing and assisting against enemy Beyonders under the mode's rules, collects or seizes Crimson Relics (猩红遗物). Handing relics to the Hunt Steward at the faction's turn-in point pays Conquest Reputation, advances hunt progress and unlocks stage rewards.
Only kills and assists on enemy Beyonders during the high multiplier windows earn war merit.
The home server and the Strategy Server share hunt progress and summon counts.
Crimson Relics only count inside Dragon Hunting City and are cleared on leaving, so they need to be turned in promptly.
After the Saturday and Sunday refresh, any hunt progress above 10,000 for the week carries over and is added to the new week after the Monday 08:00 reset.
On Thursdays and Saturdays from 19:00 to 20:00 a dragon projection (巨龙·投影) appears at 19:10 in the centre of the King's City. If it is not driven off by 20:00 it leaves without a kill settlement. Staying alive within 40 metres of the dragon and damaging it adds to your faction's effective attributed damage, and damage from different teams in the same faction is pooled. When the dragon is driven off, the faction with the highest effective attributed damage takes the final attribution; the last hit does not override that. Dying, leaving the range or switching lines makes a player's attributed damage start to decay, which also lowers the faction's total, and it resumes accumulating from what remains once the player is back in the fight.
Divine Selection points: eligible clubs in the faction that wins a dragon's attribution earn 300 points, at most twice per club per hunt, for a maximum of 600.
Faction auction: once the dragons on both lines are down, each faction gets an auction tier based on how many dragons it took, with a richer tier for a faction that takes both. Taking part during the event grants auction eligibility and a dividend, at most one dragon auction entry per player per event.
Participation reward: settled when the dragon on the player's current line falls, by the share of the dragon's total health the player's faction dealt, at the highest tier reached. It arrives by mail after the hunt, once per player per event, and switching lines after settling does not pay it again. On the home server the same reward is settled by team rather than by faction, as covered under World Bosses.
Clubs earn Divine Selection points from every Strategy Server activity, which feed both a faction ranking and a club ranking. The weekly ranking and the final ranking after the four week campaign each hand out Divine Selection seats, and the faction with the most Divine Selection points at the end wins the round. Weekly seats go by the faction's rank for the points earned that week and by each club's contribution rank inside its faction.
Faction weekly rank | Top contributing club | 2nd club | 3rd club | 4th club |
|---|---|---|---|---|
1st | 10 | 6 | 6 | 6 |
2nd | 6 | 4 | 4 | 4 |
3rd | 4 | 2 | 2 | 2 |
4th | 2 | 1 | 1 | 1 |
Additional seats | Allocation |
|---|---|
Final ranking after four weeks | Every club in the 1st, 2nd, 3rd and 4th placed faction receives 30, 20, 10 and 0 seats respectively |
War zone qualifying placement | The clubs placing 1st, 2nd and 3rd in their division during qualifying receive 10, 5 and 5 seats at Strategy Server settlement |
The club president distributes seats inside the club, and a seat holder needs at least 5,000 accumulated war merit. Seats not assigned within one day of the reward notice are allocated automatically by war merit ranking, and players with 5,000 war merit who miss out on a seat receive a Divine Selection reserve reward instead.
Strategy Server play pays Conquest Reputation, which raises a player's military rank on the Emperor's Campaign (大帝征途) track, claims its stage rewards and unlocks functions along the way.
Rule | Detail |
|---|---|
Weekly cap | 10,000 Conquest Reputation a week |
Carry over | Unused allowance carries into the next week, up to 20,000 |
Final Hunt limit | The Strategy Server Final Hunt supplies at most 5,000 a week, and its unused allowance does not carry over |
Ranks | Military rank starts at 9 and rises to 1, unlocking as the Strategy Server campaign progresses |
Rank 4 to rank 3 | Consumes a Proof of Conquest (征服之证) |
Conquest Vanguard | Each week, by the club's Divine Selection rank at the Monday 08:00 settlement, the president can name a number of members Conquest Vanguards, who receive a Proof of Conquest; a member must have been in the club for 3 days at settlement to qualify |
War merit boxes | Every 200 war merit earns a strategic random gift box, up to 20 a week |
Rank 4 bonus | At rank 4 with the 我不是赌神 ring accessory equipped, earning war merit also pays extra Conquest Reputation that does not count toward the weekly cap |
Every Pathway has its own strategic skill, which unlocks and strengthens as military rank rises, in five tiers. History crystals (历史结晶) raise a specialised Sealed Artifact to level 1, and reaching the required rank unlocks a strategic Beyonder substance slot; see Sealed Artifacts and Extraordinary Substances. Strategic skills, strategic attributes and the strategic enhancements on Sealed Artifacts only take effect on the Strategy Server.
Pathway | Strategic skill | Base effect | Tiers two to five |
|---|---|---|---|
Bard (歌颂者) | Hymn of Courage (勇气赞歌) | Sings a song of courage; some nearby team members purify the enemies they defeat, up to twice each | Wider radius plus haste; longer duration and more uses; affected allies gain critical rate; when the song ends, some allies in range gain haste and a damage boost |
Spectator (观众) | Beacon of the Mind (心灵灯塔) | Becomes a beacon that makes up to 6 nearby team members immune to purification | Longer duration; wider radius and more targets; affected allies take less damage; an affected ally about to be defeated gets brief invulnerability at the cost of a heavy wound debuff and lower damage dealt |
Seer (占卜家) | Puppet Strings (傀儡提线) | Seizes a target enemy player's spirit body threads so that after a delay they become a puppet and walk toward the caster; super armour cannot block it and control removal cannot clear it, and damage to the target speeds it up. Threads also link to some nearby enemies, who must move away to break them or be stunned | Damage speeds the effect up further; enemies around the target are slowed when the control lands; the slow covers a wider area; longer control, and the other linked enemies are rooted at that moment |
Apprentice (学徒) | Door of Teleportation (传送之门) | Opens a one way portal the team can use, with a 1 second channel to pass through | Longer cast distance; lower cooldown; the caster gains haste and damage reduction after using the portal; teammates get a summons prompt that teleports them to the portal |
Warrior (战士) | Twilight Domain (黄昏领域) | Spreads a domain that follows the player and afflicts a number of enemy players inside with sluggishness (滞涩) | Wider radius and more targets; longer duration; enemies in range are slowed as the domain opens; when it ends, the lowest health enemies in range are dragged to the caster |
Mystery Pryer (窥秘人) | Eye of True Knowledge (真知之眼) | Grants the caster and nearby allies an effect under which movement speed cannot fall below 100 percent of normal | Longer duration; wider radius plus haste; removes sluggishness and grants immunity to it; the floor rises to 125 percent with stronger haste |
The Y1S1.2 update added a currency, the Strategic Gold Pound (战略金镑). It converts quickly from Gold Pounds and can stand in for bound Gold Pounds. It is earned from Strategy Server activities, auction dividends and selling on the Strategy Exchange, and spent at the Strategy Exchange, in Strategy Server auctions and on some shop goods; several store items previously priced in Gold Pounds, such as a dye and a rename deed, moved to Strategic Gold Pounds. Strategy Server auctions take bids in it and pay dividends in it.
On the Strategy Server, the Strategy Exchange (战略交易所) sells tradable items for Strategic Gold Pounds, and players can list their own tradable items, up to 8 at a time.
Listing prices must fall within a set range, and listing takes a deposit of bound Gold Pounds in proportion to the price. The deposit comes back when a listing expires or sells, and is forfeited if the seller withdraws it early.
Some valuable items go through a public display period first. For items that allow pre-orders, the buyer is drawn at random from the players who pre-bid once the display period ends, and everyone else gets their bid refunded in full. Completed trades pay a fee.
While the Strategy Server is open, the cooldown period on tradable items is set to 26 days across the board.
While the Strategy Server is open, a qualifying club can take at most 10 new members a week, with the allowance refreshing on Monday at 08:00, and no roster changes are allowed from 19:00 to 22:00 each day. After the round ends, each club's record goes into an honour display, and a club honour score calculated from its Divine Selection points and its Strategy Server combat strength sets the club ordering for the Trade War that follows on the home server. See Divination Clubs for the club system itself.
The studio's description of the rewards changed between announcements. Its official article of August 10, 2026 said every reward earned on the Strategy Server would be an exclusive cosmetic, consistent with the position described under Monetization. The Y1S1.2 update notice of September 16, 2026 lists the Divine Selection rewards, paid out after the Victor's Declaration, as exclusive Strategy Server appearances together with progression items, Sol and bound Gold Pounds, with individual rewards viewable in game. War merit also pays strategic random gift boxes, and battles pay Conquest Reputation and tiered battlefield rewards.
A permanent war banner (战旗) goes to the first club to take first place on a Strategy Server. The banner never disappears, and its appearance upgrades as the club places again in later seasons, so long standing clubs carry visibly more stars than newcomers.
The Strategy Server has its own independent auction house, and faction auctions inside it are open only to the clubs actually competing. Because the field is small, the best drops are split among a handful of elite clubs rather than across a whole server.
On the final Sunday of the faction war the winners hold a Victor's Declaration, delivered from the stage of a venue that seats a thousand, as the whole server's statement of who holds it.
Back on the home server, the winning club's banners fly across Tingen, and the club holds privileges in a Trade War mode that the studio has said it will detail separately.
The winning side's top prize is an outfit route. The studio's September 9, 2026 introduction said the winning faction would receive 铁与血之歌 (Song of Iron and Blood), an exclusive descent grade Strategy Server outfit, and that winners would return to their home server in a float parade. The update notice sets out how it is earned: eligible presidents, Diplomats and council members in the winning faction receive time-limited descent appearance rewards and one Iron Will (铁血意志), and four Iron Wills exchange for the descent material of the permanent 铁与血之歌 outfit.
The studio's launch-day announcement for the update billed the Strategy Server as four war zones and sixteen top clubs, with every front line holding 160 players, and announced a total prize pool of 300,000 yuan before tax on the Golden server (黄金服), with 150,000 of it going to the first placed club. These figures are the studio's own announcement.
The opening Strategy Server season is named 大帝的归来·上, the first half of the Emperor's Return, and it runs from 2026-08-21 to 2026-10-14. That is a window of just under eight weeks, matching the two month cycle described above, and it ties the competitive structure to the same Roselle Gustav material the season's story content covers under Quests and Story.
Inside that window, the first month was the qualifying phase and the four week Strategy Server campaign that opened on September 17, 2026 is the second, with the Victor's Declaration scheduled for 21:05 on the Sunday of its final week.
The per week Divine Selection seat allocations are now published and are set out above. As of September 27, 2026, the studio has still not published the exact points formula for qualifying, the full rules of the home server Trade War beyond the fact that club honour scores set its ordering, the formula behind that honour score, the damage thresholds for the five dragon hunt participation tiers, the numeric values of the strategic skills, or an itemised list of the Divine Selection rewards. Player counts for the thousand scale faction battles of the qualifying month are still given as a scale description rather than as a stated hard cap.