Kingdom Inc. Beginner Guide – Quests, Dungeons, Item Values

Kingdom Inc. has several systems that become much more important as you progress into the late game. Understanding how quests, dungeons, training grounds, and item values work can help you save resources, improve production, and get more out of your adventurers.

In this guide, I will explain the important numbers behind these systems, including energy costs, quest completion times, dungeon damage, training gains, and item selling values. We will also look at how to farm Mercurial Flux efficiently and when it is worth enchanting, engraving, or selling your equipment.

These mechanics can make a big difference when you are optimizing your kingdom. I have organized the calculations and practical advice into sections so you can quickly find the information you need without having to work through every formula yourself.

Kingdom Inc. Beginner Guide – Quests, Dungeons, Item Values

Quest boards allow adventurers to complete tasks and bring back rewards. Understanding how quest progress and energy consumption work is essential if you want to maximize your output.

Quest Completion Time

Each quest requires a certain number of progress ticks:

Quest Required Progress
Patrol Market 120 ticks
Exterminate Rats 120 ticks
All other quests 180 ticks

The quest board updates once per second. Each adventurer contributes progress based on their damage and the quest difficulty.

The formula is:

Progress = Base Damage / Quest Difficulty

An adventurer’s contribution is capped at 2 progress per second. If their contribution is below 1, it is halved, and they also take damage.

Some archetypes reduce quest difficulty for their own contributions:

Archetype Difficulty Multiplier
Fighter ×0.5
Rogue ×0.5
Mage ×0.5
Cleric ×0.25

As a general rule, give adventurers enough Power to match the quest difficulty. Up to twice the difficulty can improve their contribution, but additional Power is wasted for quest progress.

For example, if all five adventurers have Power equal to twice the quest difficulty, they can complete a 180-tick quest in 18 seconds.

Quest Energy Consumption

Quest energy consumption is based on the number of progress ticks, not how quickly the quest is completed.

Each adventurer participating in a quest consumes energy on every progress tick. Therefore, a solo adventurer with enough Power can spend the same energy as a group of five, even though the solo adventurer takes longer.

The base energy cost is:

Energy per tick = 0.2 × (Previous Quests + 1)

Previously Completed Quests Energy per Tick
0 0.2
1 0.4
5 1.2

The completed quest count belongs to each adventurer individually and increases after every completed quest, including advancement quests.

The Exhausting challenge adds another 10% of normal energy consumption per progress tick.

Dexterity Energy Challenge

The Dexterity Energy challenge has a 5% chance to trigger on each quest progress tick.

When it triggers, every adventurer makes an individual Dexterity check against the original quest difficulty, without archetype difficulty reductions.

Success Chance = Clamp(Dexterity / Quest Difficulty, 5%, 95%)

Each adventurer who fails loses an additional 15 times their normal energy cost for that tick.

For example, an adventurer whose normal cost is 0.2 energy loses an additional 3 energy if they fail the check.

Repeating Quests

Clear Mines and Forest Evangelism become longer each time they are completed.

Required Ticks = Round(Base Duration × 1.05^Previous Completions)

Each previous completion increases the required duration by 5%. Other quests retain their original duration.

Repeatedly completing these quests becomes increasingly expensive because both the energy cost per tick and the number of ticks increase.

Efficient Mercurial Flux Farming

Mercurial Reagents is useful for farming Mercurial Flux, but the main bottleneck is energy rather than completion speed.

Adventurers die when their energy reaches zero, and replacing fully equipped adventurers is expensive. The goal is to minimize energy consumption and the number of adventurers needed.

For the Mercurial Flux quest, aim for:

Stat Recommendation
Power 320 minimum; 640 maximum useful for speed
Rogue Power 160 minimum; 320 maximum useful for speed
Dexterity 304 for maximum 95% success chance
Archetype Rogue
Advancement Avoid advancement quests for this farming setup

At 304 Dexterity, adventurers can reach the maximum 95% success chance against Tight Squeeze, reducing additional energy losses.

The expected energy cost is approximately:

40.95 × (1 + Completed Quests)

This is the cost per adventurer per completion, assuming reliable Dexterity checks.

Why One Rogue per Quest Board Is Efficient

A full team of five Rogues at maximum Power completes a quest in 18 seconds. A solo Rogue takes 90 seconds.

Both setups produce 120 Mercurial Flux over three cycles, but the solo setup uses only one-fifth of the equipment.

Since you can run multiple quest boards in parallel, I recommend assigning one Rogue to each board and expanding the number of boards as your resources allow.

This approach can achieve the same Flux output per Rogue with significantly less equipment investment.

Inns

Inns restore 100% of an adventurer’s HP regardless of their current health.

Resting Time

Condition Resting Time Maximum Throughput
Without food 40 seconds 0.125 adventurers/s
With food 20 seconds 0.25 adventurers/s

Food is important because it halves resting time and restores energy.

An adventurer production line that outputs 0.5 adventurers per second typically requires two Inns operating in parallel.

Energy Recovery

Without food, Inns do not restore energy.

Food restores:

Energy Recovery = 50 × Food Quality

Enhanced food with Enchantment doubles this amount, but enchanting food is generally less cost-efficient than operating two Inns with food.

For example, food with 119% quality restores 59.5 energy.

Dungeons

Dungeons work similarly to quests: increasing Power mainly improves completion speed, while the energy cost is largely fixed.

The main challenge is finding the minimum stats and equipment needed to survive and complete each dungeon reliably.

Dungeon Structure and Progress

Each dungeon contains eight stages:

  • Four regular encounters
  • Four bosses

Each stage requires progress based on its health and difficulty.

Stage Type Base Health
Regular encounter 50
Boss 30
Boss in Timeless Archive and final dungeon 40

Stage Health = Base Health × Stage Difficulty

The dungeon updates every two seconds. At each tick, the party deals either 0.83 or 1.2 times its total Power, chosen randomly.

Approximate stage completion time:

Time = 2 × Stage Health / Party Damage

With total party Power equal to twice the average difficulty of the entire dungeon, a full dungeon takes approximately 320 seconds.

For example, a party with around 3,000 total Power completing the first dungeon produces 52 ancient gemstones in 320 seconds, or approximately 0.1625 gemstones per second.

Dungeon Skill Checks

Skill checks use the following formula:

Success Chance = Clamp(Stat / Difficulty, 5%, 95%)

There are two types of checks:

Check Type Difficulty
Individual check Stage Difficulty / 4
Party check Stage Difficulty / 3

For party checks, only one party member needs to succeed to prevent the effect.

As a general rule, if adventurers have at least one-third of the dungeon’s highest difficulty in their relevant stats, they can reach the maximum 95% success chance on checks.

Dungeon Energy Costs

Each completed stage costs 10 energy per adventurer.

A full eight-stage dungeon therefore costs 80 energy per adventurer, excluding additional challenge effects.

Some challenges increase energy consumption:

Challenge Effect
Exhausting Every tick, all adventurers lose an additional 0.5 energy
Clear Rubble 15% chance per tick; if nobody passes the Strength check, everyone loses 10 energy
Soul Reave 25% chance per tick; if nobody passes the Wisdom check, one random adventurer loses 20 energy
Chilling Howl 25% chance per tick; if nobody passes the Wisdom check, everyone loses 10 energy
Extract Vigor 25% chance per tick; one random adventurer loses 5 energy
Reap Soul 25% chance per tick; one random adventurer loses 30 energy if they fail a Wisdom check
Waking Nightmare 25% chance per tick; everyone loses 10 energy, reduced by Shadow Resistance

Damage Taken in Dungeons

Every dungeon tick, the party receives at least one attack. Each attack has a 50% chance of triggering another attack, resulting in an average of two attacks per tick.

Damage per attack is randomly selected between:

Stage Difficulty / 50 and Stage Difficulty / 33

Boss damage increases by 1.5% per tick, making longer boss fights increasingly dangerous.

Target Selection

Situation Chance of Targeting Tank
Regular encounter 65%
Boss 85%

If there is no Tank, a random party member is targeted.

Armor and Damage Reduction

Having zero armor doubles incoming damage.

Otherwise, armor reduces damage using:

Damage Multiplier = 0.5^(Armor / 200)

Higher armor can significantly improve survivability, especially for Tanks facing bosses.

Healing

Healers automatically heal the most injured eligible adventurer every tick.

  • Standard Healer: Restores 1/10 of Base Healing per tick.
  • Paladin: Restores 1/20 of Base Healing per tick.

Base Healing is normally equal to Wisdom.

If the adventurer has the Healer trait and Combat Power exceeds Wisdom, Base Healing becomes:

Base Healing = Wisdom + (Combat Power − Wisdom) / 2

Healing modifiers from traits and quality are applied afterward.

Character Stats and Training Grounds

How Character Stats Are Calculated

Character stats come from base stats, equipment bonuses, and trait modifiers. Character quality is then applied as a multiplier.

Final Stat = (Base Stat + Equipment Bonuses, after Trait Modifiers) × Character Quality

The result is rounded to the nearest integer.

For example, a character with 100 base Strength and 50 additional Strength from equipment has 180 Strength at 120% quality.

Combat Power

Combat Power depends on the character’s class and its designated Power Stat.

If no Power Stat is specified, the game uses the highest of Strength, Dexterity, and Magic.

Power = (Main Stat + Combat Power Stat) × Class Power Multiplier

Character quality increases both the main stat and Combat Power stat, making it an important multiplier for overall Power.

Training Quality and Duration

A training session consists of 10 ticks, with two seconds between ticks. Each session therefore takes 20 seconds.

Training Setup Quality Gain per Tick Total Gain per Session Average
Without dummy 1–2% 10–20% 15%
With dummy 2–4% 20–40% 30%

The Training Artisan upgrade increases quality gain multiplicatively by 10%.

For example, with a dummy, the average gain increases from 30% to 33% per session.

Training Grounds Throughput

All occupied training slots operate simultaneously.

Training Grounds Setup Adventurers per Session Throughput
Default 3 0.15 adventurers/s
Both additional slot upgrades 5 0.25 adventurers/s
Five slots with training speed reduced 5 0.2 adventurers/s

To handle a production line of 0.5 adventurers per second, you need approximately three parallel Training Grounds.

Repeated Training

Adventurers and conscripts have different diminishing returns.

Character Training Bonus Energy Cost
Adventurer Full bonus every session 20 energy for first session, 40 for second, 60 for third, etc.
Conscript Full bonus first session, half second, none from third onward Not specified

Adventurers always receive the full training bonus, but repeated sessions become increasingly expensive in energy.

Training Dummies

A training dummy doubles the training bonus, but its offensive Power is irrelevant. Instead, it takes damage from the adventurer being trained.

Every tick, the dummy takes damage equal to one-tenth of the adventurer’s current base damage.

Over a full 10-tick session, this amounts to approximately one full base damage value.

For example, an adventurer dealing 1,000 base damage deals approximately 1,000 damage to the dummy over a session. The exact amount varies because damage is recalculated as quality increases.

The dummy’s durability determines how long it survives:

  • Higher health gives it a larger damage buffer.
  • Armor reduces damage using the same formula as dungeon armor.
  • A dummy with no armor takes double damage.

I recommend using a training dummy whenever possible and choosing creatures for their defensive capabilities rather than their offensive Power.

Rations and Training

Equipping Rations in the Food slot grants a trait that increases training gains by 25% per 100% of Rations quality.

For example, 150% quality Rations provide a 37.5% training bonus.

Item Sell Value, Mana, and the Luxury Shop

Understanding item value is important when deciding whether to sell, enchant, engrave, or disenchant equipment.

Base Value of Crafted Items

Raw resources have fixed sell values.

Crafted items calculate their base value from the default recipe:

Recipe Value = (Sum of Reagent Values × Counts + Included Crafting Costs) × Multiplier

The default multiplier is:

1 + (0.15 × Number of Reagent Types) + 0.15 (if crafting costs are included) + (0.025 × Crafting Time)

The result is rounded up and divided by the number of items produced using integer division.

The Campfire uses a custom ×2 multiplier.

Finally, item quality is applied to the base value and rounded to the nearest integer.

Added Value from Engraving

Engravings use the same recipe value formula as ordinary crafted items.

The equipment being engraved does not contribute to the reagent value calculation.

The resulting engraving value is multiplied by engraving quality and added to the equipment’s sell value.

This makes engraving particularly useful when preparing equipment for sale or disenchanting.

Added Value from Enchantment

Enchantments add value based on their Mana cost.

  • Mana value: 11 Copper per Mana
  • Enchantment value is multiplied by the recipe multiplier and quality.

For example, an enchantment costing 100 Mana, with one reagent and two seconds of crafting time, has a multiplier of 1.35.

100 × 11 × 1.35 = 1,485 Copper

Enchanting before selling can therefore increase an item’s value enough to make the process worthwhile.

Mana from the Disenchanter

The Disenchanter converts an item’s adjusted sell value into Mana.

Mana = Ceiling(Adjusted Sell Value × 0.9 / 11)

For enchanted equipment, half the enchantment’s sell value is subtracted before calculating Mana.

This means enchanting before disenchanting is not worthwhile.

Two additional penalties apply:

  • Items below 104% quality produce 25% less Mana.
  • Equipment without any enhancement produces 25% less Mana.

For better Mana returns, aim for at least 104% quality and engrave equipment before disenchanting it.

Added Value from Blessing

Blessings add value based on their Faith cost.

  • Faith value: 100 Gold per Faith
  • Blessing value is multiplied by the recipe multiplier and quality.

The resulting blessing value is added to the equipment’s sell value.

Luxury Shop

The Luxury Shop applies item quality to the Sell Value a second time, effectively multiplying the intrinsic value by quality again.

Items above 120% quality receive an additional ×1.2 bonus.

For example, an item with 110% quality receives 110% of its intrinsic Sell Value at the Luxury Shop. This is equivalent to a normal Shop with two Cashier upgrades, which also pays 110%.

Above 110% quality, the Luxury Shop becomes more profitable. Above 120%, the additional ×1.2 bonus makes it even more attractive.

Late-Game Optimization Tips

  • Use one Rogue per Quest Board for efficient Mercurial Flux farming.
  • Avoid advancement quests when optimizing Mercurial Flux energy efficiency.
  • Build parallel Quest Boards rather than over-equipping adventurers.
  • Use food in Inns to reduce resting time and restore energy.
  • Keep dungeon adventurers’ relevant stats high enough to pass skill checks reliably.
  • Invest in armor and healing to protect your party during longer dungeon fights.
  • Use training dummies to double training gains.
  • Equip Rations to improve training quality.
  • Engrave equipment before disenchanting it to avoid the enhancement penalty.
  • Avoid enchanting equipment before disenchanting it.
  • Use the Luxury Shop for high-quality equipment, especially items above 120% quality.

Kingdom Inc.’s late-game systems reward careful resource management. Quest energy costs, dungeon survival, training quality, and item value calculations all affect how efficiently your kingdom develops.

I recommend focusing on efficient quest setups, reliable dungeon skill checks, and maximizing the value of your crafted equipment. Once you understand these mechanics, you can make better decisions about where to invest your resources and how to improve your late-game production.

Eric Langell
Eric Langell

Eric is a Senior Writer for Treyexgaming, primarily covering guides and codes, as well as general gaming news and guides. After leaving university with a degree in Bachelor in Physical Education.

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