Guides, mechanics, and reference for lords of the Varentine Reaches
Prinzessin is a persistent browser strategy MMO: build a city, raise armies, farm resources, and fight for control of the Varentine Reaches. The world runs while you are offline — queues you set before logging out keep working. This guide covers your first week so you are not fumbling around wondering what to do.
Open your starting gift chests first (My Items, Chest tab). Then work through these steps in order:
Valleys are terrain tiles scattered across the world map. Attacking them drops resources and medals.
NPC cities are computer-controlled towns on the world map. They drop resources and medals.
Heroes are recruited from the Tavern inside the Hero panel. Each hero has three attributes:
Assign a hero as Mayor from the Hero panel. A high-Politics Mayor makes a meaningful difference to construction speed early on. If the tavern shows a better hero than one you already have, it is worth recruiting them — a hero with a stronger base attribute in your priority stat will serve you better even if their current level is lower.
Before you start fighting other players, make sure your city can take a hit. Keep your Warehouse upgraded to protect as many resources as possible. Keep troop training queues running — an idle Barracks is wasted time. The best defence is having enough troops garrisoned that an attacker looks elsewhere for easier targets.
Welcome to Prinzessin, a free browser-based medieval strategy MMO set in the Varentine Reaches. You are a Lord building a city, training armies, and vying for power in a world shattered by the fall of a great empire.
Prinzessin is a persistent browser-based game (PBBG). The world runs 24 hours a day, 7 days a week. Your city produces resources, your buildings construct, your troops train, and your marches travel even while you are offline. Log in, set your city to work, and come back hours later to collect the results.
This wiki covers all core game mechanics. Whether you are just starting out or looking to sharpen your strategy, use the table of contents on the left to jump to any topic.
If you are brand new, start with the New Player Guide for a step-by-step walkthrough of your first week.
The game takes place in the Varentine Reaches, a broad land of river valleys, coastal plains, and highland passes. For four centuries it was unified under the Auric Compact, the greatest empire the world had known. Forty-three years ago, the Compact collapsed in a catastrophe called the Sundering of Valdris, and everything that followed has been fragmentation, struggle, and the slow question of who, if anyone, will build something to replace it.
Lords of the Reaches tend to align with one of four groups, though none forces your hand:
| Faction | Who They Are | How They Get Wyrms |
|---|---|---|
| Auric Remnant | Former imperial families who want to restore central rule. Keepers of the old bloodlines and records. | Bloodline Kindling using rare Aurum ore. Reliable when ore is available; bottlenecked by scarcity. |
| Free Holds | Lords who thrived after the Compact fell. Anti-reunification, pragmatic, transactional. | Mercenary Kindlers of variable lineage. Faster access, higher failure rate. |
| Compact Scholars | A network of archivists who preserved Compact-era knowledge. Neutral ground. Not a military faction. | Do not field wyrms, but trade knowledge that makes everyone else's attempts safer. |
| Outer Lords | Highland clans and river peoples who were never fully part of the Compact. Follow the taming tradition. | Patient wild-taming: no Aurum required, no bloodline check. Slowest path, open to anyone. |
Wyrms are the great winged creatures of the Reaches. The Compact was named for Aurum, a rare mineral that allows a person with the right bloodline to bond a wyrm permanently. That mineral is nearly exhausted now. Some lords still find fragments; others learn the old taming tradition. Wyrms in the game appear on the world map and can be claimed to fight alongside your armies.
Your city produces four main resources continuously, even while you are offline:
| Resource | Produced by | Main uses |
|---|---|---|
| Food | Farms, valleys | Troop upkeep. If food production drops below troop consumption, troops can desert over time. |
| Lumber | Sawmills, valleys | Building construction, troop training |
| Stone | Quarries, valleys | Building construction, wall upgrades |
| Iron | Iron Mines, valleys | Advanced troop training, research |
Gold is a fifth resource earned through population tax (Levy), trade, and combat loot.
Every troop in your city consumes food per hour. Large armies eat quickly, and siege weapons have a particularly high upkeep. Watch your net food balance carefully: a negative balance means your army is slowly starving, and troops will desert if it persists.
Your Warehouse protects a portion of your resources from being looted if another player attacks you. Resources above the warehouse cap are at risk. Upgrade your Warehouse to protect more.
You can collect a tax levy from your city's population once per day for bonus Gold. The amount scales with your city's population and development.
Your city is the foundation of everything. Buildings unlock new capabilities and scale up your production, training speed, and troop capacity as they level up. Most buildings can be upgraded to level 10.
| Building | What it does |
|---|---|
| Town Hall | Your city's level gate. Determines the maximum level of all other buildings and how many valleys you can hold. Do not rush to level 5 during beginner protection. |
| Farm | Produces Food. Higher levels produce more food per hour. Essential for supporting a large army. |
| Sawmill | Produces Lumber. |
| Quarry | Produces Stone. |
| Iron Mine | Produces Iron. Iron is needed for advanced troops and research. |
| Cottage | Increases your population cap. Population is needed to run all other buildings and to support troop upkeep. |
| Barracks | Where troops are trained. Higher level unlocks more powerful troop types and speeds up training time. Build many Barracks to train faster. |
| Academy | Unlocks technology research. Level 5 opens Tier II specialisation research and your Order choice. |
| Rally Point | Required to send marches to the world map. Higher level allows more simultaneous marches. |
| Inn | Recruits heroes from a rotating roster. Heroes can be assigned to lead armies or manage your city. |
| Feasting Hall | Retains recruited heroes. Use it to redistribute hero attributes and maintain hero loyalty. |
| Walls | Defensive fortifications. Higher level increases wall hit points and allows more fortified units (Archer Towers, Traps, etc.) to be built. |
| Warehouse | Protects resources from looting. Upgrade if you are a frequent PvP target. |
Twelve troop types are available in Prinzessin, each with a different combat role. Understanding their strengths and weaknesses is the key to building effective armies.
| Troop | Combat Role | Notes |
|---|---|---|
| Worker | Fodder / logistics | Very cheap. Used as cannon fodder and to carry resources on transport marches. |
| Warrior | Fodder | Cheap melee fodder. Slow enough to give archers several free volleys before they reach the enemy. |
| Scout | Reconnaissance | Dramatically faster than any combat unit. Used only for scouting; never send in an attack wave. |
| Pikeman | Anti-cavalry fodder | Counters cavalry and cataphract. Also a reliable slow fodder layer to protect archers. |
| Swordsman | Tanky melee | High defence. Absorbs archer fire well; useful as a tough fodder layer. |
| Archer | Core ranged damage | Long range. Fires free rounds before melee troops can close. The backbone of most armies. |
| Cavalry | Fast flanker | High speed. Closes range quickly. Dangerous to archers without pikemen present. |
| Cataphract | Heavy mounted | Slower than cavalry but much tougher. Very hard to stop without a pikemen counter-layer. |
| Transporter | Logistics | Carries large resource loads on marches. Weak in combat; do not send alone into battle. |
| Ballista | Long-range siege | Exceptional range. Fires many free rounds before melee closes. Strong versus cavalry. Moderate food cost. |
| Battering Ram | Damage sponge | Extremely high HP. Slow and expensive. Useful for absorbing fire on the approach. |
| Catapult | Long-range siege | Same range as ballista. Slower and significantly higher food cost; compensates with greater carry capacity. |
Every troop in your city eats food continuously. Large armies eat a lot. Siege weapons consume significantly more food per hour than infantry or archers. Before training a large army, make sure your Farms can cover the upkeep or you will find troops deserting over time.
Combat in Prinzessin is round-based and resolved on a one-dimensional distance line. Understanding how it works is the single most important thing for building effective armies.
When two armies meet, attackers and defenders start at opposite ends of a battlefield and close the gap each round. Two stats decide everything:
The critical consequence: archers (range 1200) and siege weapons (ballista and catapult both range 1500) get free rounds of fire while slower melee units walk toward them. Those melee units take damage without being able to hit back.
The most important skill in Prinzessin combat is understanding fodder layers:
A rough rock-paper-scissors pattern exists on top of the range model:
| Attacker | Strong against | Beaten by |
|---|---|---|
| Swordsmen | Archers (high defence absorbs ranged fire) | Pikemen |
| Archers | Pikemen (fire from range before they close) | Cavalry and cataphract (close range quickly) |
| Pikemen | Cavalry and cataphract (strong counter bonus) | Swordsmen |
| Cavalry / Cataphract | Most ground troops | Archers with pike support; massed ballista |
| Ballista / Catapult | Cavalry (powerful counter bonus); archer towers | Fast melee before they close range |
Your city walls can hold fortified units that fire on attackers automatically:
Always send a scout to check a target before committing your army. A scout report shows troop counts and wall fortification types. Any trap, abatis, or trebuchet present means Range Defence. Pure archer towers or none means Compact Defence. Knowing the defensive posture lets you choose the right army composition.
Marches are how you interact with the world map: scouting enemies, attacking targets, transporting resources, and more. Every march is a round trip; your troops return home after completing their mission.
Travel time depends on two things: the distance to the target (measured in tiles) and the speed of the slowest troop in your march. The whole army travels at the pace of its slowest unit.
| Slowest troop in march | Travel time at 10 tiles |
|---|---|
| Scout only | ~3 minutes |
| Cavalry | ~10 minutes |
| Archer | ~40 minutes |
| Worker | ~55 minutes |
| Catapult | ~2 hours |
The return trip is always equal in duration to the outbound trip.
Your Rally Point level determines how many simultaneous outbound marches you can send. Upgrade the Rally Point to send more waves at once.
Prestige is your overall score and rank signal. High prestige deters attackers and opens better alliances. It is earned by constructing and upgrading buildings, completing research, training troops, and winning battles against higher-level targets.
The more cities you hold and the higher their Town Halls, the slower each individual action contributes to your prestige. To keep growing at scale you need to keep tackling bigger upgrades and higher-level targets. Spreading thin across many cities without scaling up what you build and attack will plateau your prestige growth.
Losing a battle costs prestige proportional to the troops you lost.
Honor is a separate PvP score. NPC cities, barbarian camps, and valley attacks do not change honor. Only player-vs-player combat affects it.
Titles raise the number of cities you can hold and grant a prestige bonus. Each requires a prestige threshold, specific medals, gold, and a military rank. The prestige requirement doubles at each tier.
| Title | Prestige | Gold | Medals Required | Cities |
|---|---|---|---|---|
| Civilian | Starting rank | - | - | 1 |
| Knight | 1,000 | 20,000 | 10x Cross, 5x Rose | 2 |
| Baronet | 2,000 | 40,000 | 10x Rose, 5x Lion | 3 |
| Baron | 4,000 | 60,000 | 10x Lion, 5x Honor | 4 |
| Viscount | 8,000 | 80,000 | 10x Honor, 5x Courage | 5 |
| Earl | 16,000 | 100,000 | 10x Courage, 5x Wisdom | 6 |
| Marquis | 32,000 | 200,000 | 10x Wisdom, 5x Freedom | 7 |
| Duke | 64,000 | 300,000 | 10x Freedom, 5x Justice | 8 |
| Furstin | 128,000 | 400,000 | 10x Justice, 5x Nation | 9 |
| Prinzessin | 256,000 | 500,000 | 30x Justice, 15x Nation | 10 |
Each title also requires specific medals and a gold payment. Medals are the real gate for most players. See the Medals section for how to earn them.
Valleys are terrain tiles scattered across the world map. Conquering a valley by reducing its garrison loyalty to zero grants your city a permanent production bonus while you hold it.
| Valley Type | Resource bonus | Notes |
|---|---|---|
| Grassland | Food | Smaller food bonus |
| Swamp | Food | Moderate food bonus |
| Lake | Food | Largest food bonus |
| Hill | Iron | Moderate iron bonus |
| Desert | Stone | Moderate stone bonus |
| Forest | Lumber | Moderate lumber bonus |
| Flat | None | Special — can host a new city (see below) |
Flat valleys give no resource bonus, but a player with a spare city slot can build a new city on a conquered flat valley (costs 250 Workers and 10,000 of each resource).
Your Town Hall level equals the number of valleys one city can hold. A Town Hall 5 city can hold up to 5 valleys. There is no separate player-wide cap; total valleys scale with your cities and their Town Hall levels.
Valleys have levels from 1 to 10. Level increases by 1 per day and resets to 1 after reaching level 10. Experienced players time their conquests to take high-level valleys right before they reset to maximise the bonus during their tenure.
NPC cities on the world map are separate from valleys. Attacking them repeatedly yields medals and resources. Their garrison regenerates over time, making them renewable targets. See the Medals section for which NPC levels drop which medals.
Heroes are named characters recruited from the Inn. They have three attributes that determine their value in different roles:
| Attribute | Effect when leading an army | Effect as city mayor |
|---|---|---|
| Attack | Increases your army's effective attack in combat | Speeds up troop training time |
| Politics | Minor effect | Increases resource production and speeds up building construction |
| Intelligence | Improves scout report quality and detail | Speeds up Academy research time |
Each hero can be assigned in one of two ways:
Heroes gain experience whenever your troops die in battle. Losing fodder (workers, warriors) is the standard way to level an attack hero quickly. Sending your hero on repeated NPC attacks with cheap fodder mixed in is an efficient leveling method.
Heroes have a loyalty value. If it reaches zero, the hero can be lost or captured by an enemy. Keep loyalty maintained through the Feasting Hall. A captured hero can sometimes be won back, but it is easier to keep loyalty high.
A high-Attack mayor speeds up troop training as well as boosting combat power, making Attack the most versatile hero attribute.
Skills are your personal progression system, separate from buildings and research. They represent your lord's own expertise, and their bonuses are applied to all troops you send into battle. Each skill level adds a small multiplier. Bonuses from multiple skills stack multiplicatively for compounding advantage at higher levels.
| Skill | Stat affected | Troops affected |
|---|---|---|
| Attack | Attack | All troops |
| Strength | Attack | Melee troops only |
| Archer | Attack | Ranged troops only |
| Fletching | Range | Ranged troops only |
| Defence | Defence | All troops |
| Smithing | Defence | All troops (stacks with Defence) |
| HP | Life | All troops |
| Prayer | Life | All troops (stacks with HP) |
| Skill | Effect |
|---|---|
| Cooking | Reduces food upkeep consumed by troops |
| Fishing | Increases Food production |
| Mining | Increases Stone and Iron production |
| Woodcutting | Increases Lumber production |
The Academy is where you research permanent technology upgrades for your city and army. Research takes time (resolved on server time, so it continues while you are offline) and costs resources.
Foundation research is available to all players from Academy level 1. It covers broad improvements across military and economy:
Military:
Economy:
Unlocks at Academy level 5. Requires completing relevant Tier I research first. Each branch deepens your chosen military specialisation.
At Academy level 5, you choose your permanent Order. This is a one-time, irreversible decision that defines your military identity for the rest of the game.
| Order | Military focus | Tier III masteries unlocked |
|---|---|---|
| Arrow Order | Archers and ranged combat | Longbow Mastery, Suppression, Tower Command |
| Cavalier Order | Mounted troops (cavalry, cataphract) | Swift Strike, Mounted Charge, Abatis Defiance |
| Ram Order | Siege weapons (ballista, catapult) | Heavy Ordnance, Battering Persistence, Siege Coordination |
| Pike Order | Pikemen and defensive infantry | Phalanx Formation, Hardened Shield, Stubborn Ground |
Medals are required for promotion titles. They drop randomly when you attack valleys and NPC cities. Higher-tier medals only come from higher-level targets, so advancing to top titles requires a strong army capable of farming level 10 NPCs.
| Medal | Best earned from |
|---|---|
| Cross | Level 1-2 valleys |
| Rose | Level 2-4 valleys |
| Lion | Level 4-5 NPC cities |
| Honour | Level 5-6 NPC cities |
| Courage | Level 6-7 NPC cities |
| Wisdom | Level 7-8 NPC cities |
| Freedom | Level 8-9 NPC cities |
| Justice | Level 10 NPC cities only |
| Nation | Level 10 NPC cities only |
Each attack on a valley or NPC city rolls for a medal drop. You do not need to hold or fully conquer the target. The standard method is to send repeated attacks on the same NPC city, letting the garrison regenerate between waves. Valleys regenerate too.
Alliances are player-formed groups that coordinate strategy, share intelligence, reinforce each other in battle, and control territory on the world map. Playing solo is possible but much harder; joining a strong alliance is one of the best things you can do early.
You can search for alliances to join or create your own from the Alliance menu in the game. When creating an alliance you choose a name and a short tag shown beside your lord name on the world map.
| Rank | Permissions |
|---|---|
| Leader | Full control: invite, kick, promote, set relations, declare war, manage charter |
| Officer | Can invite members, access officer communications, help manage alliance activities |
| Member | Full access to alliance reinforcement, mail, and alliance events |
Alliance leaders can set formal relations with other alliances:
Alliance members can march troops to reinforce each other's cities. Reinforcing troops defend the host city alongside the owner's garrison and return home when the reinforcement ends or the city is attacked.
Alliances can claim and hold territory on the world map, including valleys and resource nodes. Territory is visible to all players and helps demonstrate the alliance's strength and reach.
The world of the Varentine Reaches is running now. Join the beta, claim your city, and start building.
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