ch. 09 · 10 / 13

INFIRMARY, BATCH HEAL, AND FIELD TRIAGE
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Heal continuously • Avoid overflow • Recover as many troops as possible
Series contents Chapter 10 of 13
Understand • Prepare • Coordinate • Fight • Win A complete series to master every stage of KvK: matchmaking, Freeze, preparation, spending strategy, Battle Day, healing, Castle, High King, and recovery. 🎯 One objective: turn all of K2149 into a coordinated, disciplined kingdom ready to win.
See the series overview❤️ K2149 — THE KVK ACADEMY
GUIDE 09 — INFIRMARY, BATCH HEAL, AND FIELD TRIAGE
Heal continuously • Avoid overflow • Recover as many troops as possible
During Battle Day, our ability to fight does not depend solely on the number of troops available at the start.
It mainly depends on our ability to:
❤️ quickly heal the wounded 🏥 maintain space in the Infirmary 🤝 use Alliance Help effectively 🚫 prevent deaths caused by overflow ♻️ properly recover losses after the battle
A HEALED ARMY CAN RETURN TO BATTLE.
A FULL INFIRMARY TURNS SUBSEQUENT LOSSES INTO DEATHS.
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MESSAGE 1/14 — 🧭 THE 3 SYSTEMS YOU MUST NOT CONFUSE
After major battles, your troops may be distributed across three different systems.
1️⃣ INFIRMARY
It contains wounded soldiers.
➡️ They return after normal healing. ➡️ Healing consumes time and resources. ➡️ Alliance Help can reduce the duration.
2️⃣ ENLISTMENT OFFICE
It can hold some eligible soldiers when the Infirmary can no longer absorb the wounded.
➡️ These soldiers are recovered separately using Loyalty Points. ➡️ They are not healed in the Infirmary. ➡️ They are not part of Field Triage.
3️⃣ FIELD TRIAGE
It opens after the KvK Battle Phase.
➡️ It applies only to the eligible troops displayed in its own counter. ➡️ Its recovery rate can reach up to 90 %.
THESE ARE THREE DIFFERENT POOLS.
“90 % recovery” does not mean:
90 % of all troops shown in the Infirmary, Enlistment Office, and Field Triage combined.
Each system has its own recovery method.
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MESSAGE 2/14 — 🏰 WHAT HAPPENS AT THE CASTLE?
During King’s Castle battles:
📘 all battle losses are sent to the Infirmary as long as it has available space;
📘 when the Infirmary is full, new losses may die.
This means that at the Castle:
FREE SPACE IN THE INFIRMARY IS A MILITARY RESOURCE.
A high total capacity is not enough.
What matters at the moment of impact is:
FREE CAPACITY = TOTAL CAPACITY − CURRENT WOUNDED
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⚠️ CITY ATTACKS
Loss rules change depending on the type of battle.
When a player directly attacks another governor’s city:
➡️ some of the attacker’s losses may die immediately;
➡️ the current official rule notably states that 35 % of the attacker’s losses die during a Town Center attack.
ATTACKING A CITY IS RISKIER THAN A CASTLE BATTLE.
Do not make any unauthorized city attack on the pretext that Field Triage exists.
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MESSAGE 3/14 — 🛡️ PREPARATION BEFORE BATTLE DAY
Before 12/09 at 10:00 UTC, every fighter must prepare their account.
🏥 INFIRMARY
✅ finish any healing already in progress ✅ start with an Infirmary that is as empty as possible ✅ check its total capacity ✅ know how many wounded troops a large march can generate
🏛️ EMBASSY
Check two stats:
🤝 Ally Assists ➡️ maximum number of Ally Assists a queue can receive
⏱️ Ally Help Time ➡️ number of seconds removed by each Ally Assist
📦 RESOURCES
Prepare enough:
🍞 Bread 🪵 Wood 🪨 Stone ⛓️ Iron ⏱️ emergency Healing Speedups 💎 safety Gems
⚠️ Keep resource chests closed as much as possible.
Open only what is needed for healing so that you do not unnecessarily expose resources that can be plundered.
🤝 ORGANIZATION
✅ join the assigned battle alliance ✅ test that alliance’s Batch Heal duration ✅ identify the players responsible for responding to Alliance Help requests ✅ join the operational channel
EACH BATTLE ALLIANCE MUST TEST ITS OWN BATCH HEAL.
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MESSAGE 4/14 — ❤️ HOW DOES BATCH HEAL WORK?
Batch Heal, or healing through small queues, uses Alliance Help to remove almost the entire healing duration.
Instead of starting:
❌ a single 8-hour queue
you start:
✅ several small queues that Alliance Help can complete
The principle depends on two values from your Embassy.
THEORETICAL FORMULA
Help window = Ally Assists × Ally Help Time
📊 The values in the following example come from the currently available community tables.
➡️ Check the Ally Assists and Ally Help Time stats of your own Embassy directly.
Basic example with a level 30 Embassy
🤝 30 maximum Ally Assists ⏱️ 97 seconds removed per Ally Assist
Calculation:
30 × 97 = 2 910 seconds
➡️ 48 min 30 s of theoretical reduction
These are the Embassy’s base values, before any Alliance Technology bonuses.
With alliance technologies, the actual window can exceed one hour.
THIS IS WHY YOUR QUEUE OF APPROXIMATELY 1 HOUR CAN BE COMPLETED ALL AT ONCE.
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MESSAGE 5/14 — 🧪 HOW DO YOU FIND THE PERFECT DURATION?
The perfect duration depends on:
🏛️ your Embassy 🔬 Alliance Technology 👥 the number of players who are actually online ⚡ how quickly they click Alliance Help
The theoretical capacity is useless if only 15 players click.
TEST TO PERFORM BEFORE KVK
1️⃣ start a queue of approximately 30 to 45 minutes; 2️⃣ request Alliance Help; 3️⃣ count the number of Ally Assists actually received; 4️⃣ observe the remaining time; 5️⃣ gradually increase or decrease the next queue.
OBJECTIVE
The queue must finish:
✅ immediately; OR ✅ a few seconds after the Ally Assists arrive.
It must not have 20 to 30 minutes remaining after receiving all available Ally Assists.
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🎯 K2149 RULE
For alliances where the current queue of approximately one hour is already cleared by Alliance Help:
KEEP THE APPROXIMATELY 1-HOUR QUEUE.
But each alliance must conduct its own test.
A less active alliance may need to use:
⏱️ 30 to 45 minutes
A highly developed and extremely active alliance may potentially use more.
THE DURATION MUST BE CALIBRATED, NOT GUESSED.
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MESSAGE 6/14 — 🔄 THE HEALING LOOP
After every major impact:
1️⃣ open the Infirmary; 2️⃣ check the number of wounded troops and the remaining capacity; 3️⃣ select a small quantity matching the calibrated duration; 4️⃣ start healing; 5️⃣ request Alliance Help; 6️⃣ members click immediately; 7️⃣ collect the healed soldiers; 8️⃣ repeat; 9️⃣ return to the battle rotation.
WOUNDED → SMALL QUEUE → HELP → COMPLETE → REPEAT
🆕 QUANTITY MEMORY
Since the 24/08/2026 update, the Infirmary automatically remembers the number of wounded troops selected during the previous healing session.
This makes it possible to repeat the same loop more quickly:
1️⃣ select the calibrated quantity once; 2️⃣ start healing; 3️⃣ receive the Ally Assists; 4️⃣ claim the troops; 5️⃣ reopen the Infirmary; 6️⃣ restart with the remembered quantity.
This improvement is particularly well suited to our Batch Heal.
This loop can be repeated continuously.
DO NOT
❌ press “Heal All” without checking the duration ❌ start several hours of healing in a single queue ❌ wait until the Infirmary is almost full ❌ forget to claim the healed soldiers ❌ return to battle without checking the remaining space
One huge queue uses all available Ally Assists only once and then leaves several hours on the timer.
The same wounded troops divided into small queues can be healed almost for free thanks to several waves of Alliance Help.
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MESSAGE 7/14 — 🚦 WHEN SHOULD I STOP FIGHTING?
The best rule is not simply:
“My Infirmary is only at 70 %, so everything is fine.”
You must compare the free space with the size of your next march.
✅ SAFE ZONE
Your free capacity is at least equal to the number of troops you are about to send.
Example:
You send 150K troops.
➡️ try to keep at least 150K spaces free.
This protects your march in a scenario involving very heavy losses.
🟠 DANGER ZONE
The free capacity is lower than the size of the planned march.
➡️ heal before heading out again.
🔴 STOP FIGHTING
You can no longer absorb another major impact.
➡️ stop joining rallies; ➡️ stop reinforcing the garrison; ➡️ immediately start Batch Heals; ➡️ use Healing Speedups only if the strategic objective requires it.
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🏰 FOR A GARRISON
A garrison may sustain several consecutive impacts.
Players assigned to the Castle must maintain an even larger margin whenever possible.
After each enemy rally:
✅ check the Infirmary; ✅ replace wounded troops; ✅ heal immediately; ✅ do not wait for the third or fourth impact.
ROTATION MUST BEGIN BEFORE CAPACITY IS REACHED.
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MESSAGE 8/14 — 🤝 HEAL TEAM AND ALLIANCE HELP
Even players who cannot fight directly can play a decisive role.
❤️ HEAL TEAM
Its mission is to:
✅ continuously click Alliance Help ✅ stay online during periods of major impacts ✅ remind fighters to use small queues ✅ report when Alliance Help responses are slowing down ✅ help Rally Leaders and Garrison Leaders return quickly ✅ monitor players who are close to overflow
👥 ALL ONLINE MEMBERS
As soon as an Alliance Help request appears:
CLICK.
It does not cost you any resources.
A single click can return several thousand soldiers to battle more quickly.
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⚠️ ALLIANCE HELP IS ALLIANCE-BASED
Players grouped in a battle alliance receive Alliance Help from members of that alliance.
This reinforces the importance of:
✅ grouping enough active players; ✅ including support accounts; ✅ remaining in the assigned battle alliance throughout the Battle Phase; ✅ calibrating Batch Heal separately in each alliance.
A BATTLE ALLIANCE WITHOUT A HELP TEAM WEARS OUT MUCH FASTER.
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MESSAGE 9/14 — 🚨 EMERGENCY PROCEDURE
If your Infirmary is approaching capacity:
1️⃣ STOP ENTERING NEW BATTLES
Do not join “just one last rally.”
2️⃣ RECALL NONESSENTIAL MARCHES
Keep your troops out of danger.
3️⃣ START BATCH HEALS
Run small queues one after another as quickly as possible.
4️⃣ INFORM YOUR LEADER
The Garrison Leader or Rally Leader must know that you are temporarily leaving the rotation.
5️⃣ USE SPEEDUPS IF NECESSARY
Healing Speedups are for situations where:
🏰 the Castle is at risk of falling; 🔥 an immediate counterattack is needed; ❤️ Alliance Help is no longer enough; 🚨 overflow is imminent.
They must not be depleted during the very first battle.
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⚠️ DO NOT RELY ON FIELD TRIAGE
The possibility of recovering some of the dead after the battle does not justify:
❌ intentionally allowing the Infirmary to overflow; ❌ sacrificing marches without an objective; ❌ ignoring healing; ❌ continuing to fight without free capacity.
HEALING NOW IS ALWAYS BETTER THAN PARTIAL RECOVERY LATER.
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MESSAGE 10/14 — 🚑 ENLISTMENT OFFICE
The Enlistment Office is a permanent system separate from KvK.
📘 When it is active:
🏥 its capacity is equivalent to four times the Infirmary’s capacity;
♻️ it can save up to 70 % of eligible severely wounded soldiers who exceed the Infirmary’s capacity;
⚠️ it does not resurrect soldiers considered to have been killed directly in battle.
Soldiers placed in the Enlistment Office return through:
LOYALTY POINTS
📘 Loyalty Points accumulate only when troops are actually present in the Enlistment Office.
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AFTER THE BATTLE
✅ check the number of soldiers present; ✅ regularly use the available free recovery; ✅ continue the activities that advance recovery; ✅ let the system work; ❌ do not panic when you see your Power decrease; ❌ do not immediately retrain all missing troops.
TROOP IN THE ENLISTMENT OFFICE ≠ TROOP PERMANENTLY LOST.
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MESSAGE 11/14 — 🩹 FIELD TRIAGE
Field Triage becomes available after the Battle Phase.
For K2149:
⚔️ the Battle Phase is scheduled to end on 12/09 at 22:00 UTC;
➡️ open Field Triage as soon as its interface appears and follow its in-game countdown.
It allows you to recover some eligible troops lost during the Battle Phase.
OFFICIAL RECOVERY RATE
❤️ 30 % — system recovery
💎 up to +10 % — recovery with Gems / Medical Satchels
🤝 up to +50 % — Ally Help / Rescue Orders
MAXIMUM = 90 %
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EXAMPLES
Without Gems and without Ally Help
➡️ 30 %
With Gems but without Ally Help
➡️ up to 40 %
Without Gems but with maximum Ally Help
➡️ up to 80 %
With Gems + maximum Ally Help
➡️ up to 90 %
Even at the maximum:
10 % OF THE FIELD TRIAGE ELIGIBLE POOL REMAINS LOST.
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⚠️ WHAT “90 %” ACTUALLY MEANS
The rate applies only to the number of troops displayed as eligible in Field Triage.
It does not apply to:
❌ all the troops on your account; ❌ all the wounded in the Infirmary; ❌ all the reserves in the Enlistment Office.
Example
Field Triage displays:
100 000 eligible troops
With a final rate of 90 %:
✅ 90 000 are recovered ❌ 10 000 remain lost
Soldiers in the Infirmary and Enlistment Office must be recovered separately.
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MESSAGE 12/14 — 🤝 RESCUE ORDERS
🔎 The currently documented tables indicate:
🎟️ each member receives 20 Rescue Orders to give;
❤️ each player can receive up to 50 Rescue Orders;
📈 these 50 Rescue Orders make it possible to reach the maximum +50 % bonus.
⚠️ Check the numbers displayed in the interface during your first KvK in case they have changed.
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WHY THEY MUST BE COORDINATED
In an alliance of 100 members:
100 × 20 = 2 000 Rescue Orders available
If a player needs 50 Orders to reach the maximum:
2 000 ÷ 50 = 40 players maximized
This means that if many players have suffered heavy losses, we will not necessarily be able to give 50 Orders to everyone immediately.
RESCUE ORDERS MUST NOT BE DISTRIBUTED AT RANDOM.
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RECOMMENDED PRIORITY
1️⃣ players with the largest eligible losses; 2️⃣ Rally Leaders and Garrison Leaders; 3️⃣ players needed for upcoming military events; 4️⃣ active players who actually participated; 5️⃣ other players until all Orders are used.
This does not mean:
❌ whales only; ❌ R4/R5 only; ❌ one favorite alliance only.
The objective is to recover the maximum amount of military power useful to the kingdom.
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PROCEDURE
✅ each player reports their actual need; ✅ the person in charge keeps a list; ✅ do not give Orders to a player who is already at the maximum; ✅ use all your Orders before the end; ✅ accounts without losses must help the others; ✅ farms present in the alliance can become excellent donors.
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MESSAGE 13/14 — ♻️ PROCEDURE AFTER 22:00 UTC
As soon as Field Triage opens:
1️⃣ OPEN FIELD TRIAGE
Check:
• number of eligible troops; • base recovery rate; • remaining time; • number of Rescue Orders needed.
2️⃣ CHOOSE THE GEMS BONUS
Use Medical Satchels if the number of soldiers recovered justifies the cost.
The exact price displayed in the game is the reference.
A bulk-purchase feature for Medical Satchels is now available.
3️⃣ REQUEST HELP
Post your request according to the alliance procedure.
4️⃣ DISTRIBUTE YOUR RESCUE ORDERS
Do not wait until the last moment.
Follow the priority list.
🆕 ASSIST ALL — 24/08/2026 IMPROVEMENT
Since the 24/08/2026 update, the Assist All button remains available:
✅ when an ally needs fewer than 5 Medical Satchels; ✅ when you have fewer than 5 Medical Satchels.
➡️ This improvement makes it easier to complete the final assists without the button disappearing when fewer than 5 Medical Satchels remain.
⚠️ The announcement does not mention any change to recovery rates or help limits: it concerns only the button’s availability.
If leadership has established a priority list, follow it before using Assist All.
5️⃣ CONTINUE HEALING
Gradually empty the Infirmary with Batch Heal.
6️⃣ OPEN THE ENLISTMENT OFFICE
Use the available Loyalty Points and let recovery continue.
7️⃣ WAIT FOR THE FINAL ASSESSMENT
Do not start mass retraining yet.
8️⃣ CALCULATE THE ACTUAL LOSSES
Only after checking:
✅ Infirmary ✅ Enlistment Office ✅ Field Triage
will you know the number actually lost.
POWER LOST AT 22:00 ≠ POWER PERMANENTLY LOST.
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MESSAGE 14/14 — 🚫 MISTAKES AND FINAL CHECKLIST
THE MOST DANGEROUS MISTAKES
❌ starting the battle with wounded troops ❌ ignoring free capacity ❌ starting one huge healing queue ❌ using an untested Batch Heal duration ❌ sending a march larger than the free capacity ❌ waiting for overflow before healing ❌ depleting Healing Speedups too early ❌ thinking the Enlistment Office recovers all dead troops ❌ believing that 90 % applies to all losses ❌ forgetting to give your Rescue Orders ❌ giving Orders to a player who is already maximized ❌ retraining before all three recovery processes are complete
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✅ PRE-BATTLE CHECKLIST
- Infirmary empty
- capacity known
- Embassy checked
- Batch Heal duration tested
- healing resources available
- Healing Speedups preserved
- Help Team identified
- role and alliance confirmed
✅ BATTLE CHECKLIST
- capacity checked after every impact
- small queues only
- Alliance Help requested immediately
- Alliance Help used continuously
- stop before overflow
- leader informed during rotations
- Speedups used only in emergencies
✅ POST-BATTLE CHECKLIST
- Field Triage opened
- Medical Satchels evaluated
- Rescue Orders requested
- Rescue Orders distributed
- Infirmary healed
- Enlistment Office checked
- recovery completed before retraining
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🧠 STRATEGY IN ONE SENTENCE
KEEP SPACE AVAILABLE → HEAL IN SMALL QUEUES → USE ALLIANCE HELP → AVOID OVERFLOW → RECOVER INFIRMARY, ENLISTMENT, AND FIELD TRIAGE TROOPS SEPARATELY.
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🎯 K2149 RULE
1 HOUR OF HEALING IF ALLIANCE HELP CLEARS IT.
OTHERWISE, REDUCE THE QUEUE UNTIL IT DISAPPEARS.
NEVER RETURN TO BATTLE WITHOUT ENOUGH SPACE.
Details
- By KingSlayer
- Published on 2026-08-24
- Verification not provided
- 16 min read