Ark of Osiris is an alliance-versus-alliance battlefield in Rise of Kingdoms. Teams earn points by occupying buildings, holding objectives, delivering the Ark, defeating enemy troops, and gathering battlefield supplies.
The first completed occupation of an Obelisk gives your alliance eight teleports. To score with the Ark, the carrier must escort it to a non-enemy building, normally a building controlled by your alliance.
Secure the assigned Obelisks first, reserve spaces for the first eight teleport users, protect your scoring buildings, and contest the Ark only when the carrier has a safe route and an escort. The winner is the alliance with the higher total score, not necessarily the team with the most individual kills.
Quick Ark of Osiris Answers
| Question | Answer |
| How many teleports does the first Obelisk provide? | Eight alliance teleports |
| Where should the Ark be delivered? | A non-enemy building, normally one controlled by your alliance |
| How does an alliance win? | Finish the match with more alliance points |
| What should be captured first? | The assigned Obelisks and opening side objectives |
| Do troops need to stay in a building before teleporting? | No |
| Should every player fight in the middle? | No, buildings, rallies, garrisons, supplies, and teleports also need players |
| Do rune buffs work inside Ark? | The commonly documented quiz answer is no; verify the current rule panel |
| Are all Ark formats identical? | No, standard, practice, league, and Raging Sands formats may differ |
What Is Ark of Osiris?
Ark of Osiris is a scheduled alliance battlefield played on a separate map. Two registered alliances compete for structures, battlefield control, supplies, and repeated Ark deliveries.
It differs from KvK because:
- The battlefield is self-contained.
- The match has a fixed start and finish.
- Participants and backups are registered in advance.
- Buildings generate alliance score.
- Obelisk control determines early teleport access.
- Players have assigned battlefield roles.
- Special skills and bonuses may depend on the active format.
An alliance can win with fewer kills if it controls more valuable structures, protects its scoring buildings, and completes more Ark deliveries.
Ark of Osiris Map and Buildings
The map can be divided into three practical areas:
- Top side: Obelisk, side buildings, rallies, and garrisons
- Middle: Ark spawn, carrier route, escorts, and open-field control
- Bottom side: Obelisk, side buildings, rallies, and garrisons
These are alliance-created assignments rather than separate official game modes. One alliance may use two large teams, while another may divide its roster into top, bottom, middle, support, and gathering groups.
Simple Ark Planning Map
| Your Top Start Top team |
Your Top Obelisk Teleport source |
Top Objectives Rally and garrison area |
Enemy Top Obelisk | Enemy Top Start |
| Safe Ark Route | Alliance Building Possible destination |
Central Ark Area Carrier and escort fight |
Enemy Building Do not deliver here |
Enemy Ark Route |
| Your Bottom Start Bottom team |
Your Bottom Obelisk Teleport source |
Bottom Objectives Rally and garrison area |
Enemy Bottom Obelisk | Enemy Bottom Start |
This is a planning template rather than an exact battlefield screenshot. Alliance officers should create an original annotated map that marks:
- Starting areas
- Obelisks
- Outposts
- Shrines and Altars
- Ark spawn area
- First teleport positions
- Second teleport positions
- Rally targets
- Garrison assignments
- Ark carrier route
- Safe delivery buildings
- Supply and gathering areas
How Ark of Osiris Scoring Works
Alliance score and individual score serve different purposes. A player may earn many personal points while the alliance loses important buildings.
| Scoring Activity | Strategic Value |
| First occupation | Creates early control and may activate a building benefit |
| Holding buildings | Generates alliance score over time |
| Ark delivery | Provides a major alliance score increase |
| Defeating troops | Supports individual score and objective control |
| Gathering supplies | Provides steady supporting points |
| Rallies and garrisons | Capture and protect structures that generate alliance score |
Exact point values can change. Check the current event panel before deciding that an Ark attempt, building, or supply route is always worth the same score.
Alliance Priorities
- Secure Obelisk teleports.
- Maintain continuous structure score.
- Deliver the Ark through a controlled route.
- Use rallies and garrisons efficiently.
- Gather supplies with spare marches.
- Fight only when combat supports an objective.
Ark of Osiris Preparation Checklist
Before Registration Locks
- Confirm the match time with selected players.
- Register active combatants and backups.
- Assign top-side, bottom-side, and middle teams.
- Select rally and garrison leaders.
- Select the main Ark carrier and backup carrier.
- Identify the first eight teleport users.
- Prepare a second teleport wave.
- Assign support and gathering players.
- Confirm voice communication.
- Review the current battlefield format.
Before Entering the Match
- Save commander and troop presets.
- Check equipment, armaments, and formations.
- Prepare one fast Cavalry or Mobility march.
- Prepare open-field, rally, garrison, support, and gathering marches.
- Review the planning map.
- Join voice communication before entry.
- Check which personal buffs apply.
- Confirm the current battlefield skills.
- Make sure registered players can attend the entire match.
Buff warning: Do not assume runes, kingdom titles, troop expansions, or ordinary map buffs work identically in every Ark format. Read the current battlefield rules before using an item.
Opening Strategy and the First Eight Teleports
The opening determines whether an alliance establishes map control or spends the match reacting to enemy movement.
Recommended Opening Sequence
- Fast marches move toward the assigned Obelisks.
- Side teams begin their first building occupations.
- Officers reserve city spaces near each Obelisk.
- The alliance waits for the first occupation to complete.
- The selected eight players use the first teleport wave.
- Rally and garrison leaders move into assigned positions.
- The second wave prepares for later teleport access.
- The middle team stages before the Ark becomes contestable.
Who Should Use the First Eight Teleports?
Teleport priority should go to players who create immediate objective value:
- Primary rally leaders
- Primary garrison captains
- Strong open-field players
- Support and debuff players
- Players assigned to contested buildings
- The main Ark carrier when early middle control is required
Power alone should not decide teleport priority. A prepared garrison captain or support player may provide more value than another damage march.
Teleport Spacing
- Use marked spaces rather than random tiles.
- Leave enough room for all eight cities.
- Do not block rally leaders.
- Keep delivery routes open.
- Reserve spaces for later teleport waves.
- Avoid surrounding one building so tightly that reinforcements cannot move.
Troops do not need to remain inside a building before a player uses an earned alliance teleport.
How to Control Ark Buildings
Obelisks
Obelisks are the highest opening priority because their first occupation provides alliance teleports.
Protect them by:
- Assigning a real garrison captain
- Keeping reinforcements nearby
- Watching for enemy rallies
- Maintaining open teleport spaces
- Preparing a counter-rally
- Replacing weakened reinforcements quickly
Side Buildings
Side objectives provide ongoing score and may offer format-specific battlefield effects.
Each important building should have:
- A garrison captain
- Assigned reinforcements
- A rally response plan
- A player watching enemy movement
- A clear condition for holding or abandoning it
Backline Buildings
Backline buildings are often forgotten when the first Ark fight begins. An enemy fast march can capture an empty building and create free score.
Assign at least one player to:
- Monitor backline structures
- Report incoming enemy marches
- Reinforce weak buildings
- Prevent uncontested occupation
When to Abandon a Building
Holding every structure at any cost is not always efficient.
Consider abandoning or trading a building when:
- The garrison cannot survive the incoming rally.
- Reinforcing would weaken a more valuable objective.
- The next Ark delivery is more important.
- Another structure can be captured more efficiently.
- The remaining score does not justify the troop commitment.
Where to Take the Ark of Osiris
The Ark should be delivered to a non-enemy building. In normal alliance strategy, select a safe building controlled by your alliance.
Ark Delivery Sequence
- The Ark appears in the central area.
- The assigned carrier moves into position.
- Field players clear nearby enemies.
- The carrier picks up the Ark.
- Escort players form a screen around the carrier.
- Support marches slow or debuff pursuers.
- The carrier follows the planned route.
- The alliance keeps the destination building under control.
- The carrier completes the delivery.
- The team regroups for the next objective.
Choosing the Delivery Building
The nearest building is not always the safest destination.
Consider:
- Current alliance control
- Distance from the carrier
- Enemy concentration
- Available escort marches
- Whether the building is under rally
- Whether the route is blocked
- Whether the enemy can capture the destination before delivery
When Not to Pick Up the Ark
Delay the pickup when:
- No safe delivery building exists.
- The carrier has no escort.
- The enemy controls the route.
- Your scoring buildings are about to fall.
- The team needs to regroup.
- The available march is not suitable for carrying.
Ark Carrier Strategy
The best carrier is selected by role rather than one permanent commander pairing.
Useful carrier qualities include:
- High March Speed
- Strong durability
- Escape or disengagement potential
- Movement-control resistance where available
- Reliable equipment
- A player who follows voice calls immediately
- Knowledge of the planned route
A fast but fragile march may lose the Ark before reaching the destination. A durable but slow march may be surrounded. Balance speed, survival, and player reliability.
Ark of Osiris Roles
| Role | Main Responsibility | Useful Qualities |
| First Obelisk march | Reach and occupy the assigned Obelisk quickly | Maximum March Speed |
| Ark carrier | Pick up and deliver the Ark | Speed, durability, route awareness, and fast communication |
| Open-field fighter | Control areas around objectives | Area damage, durability, control, and March Speed |
| Rally leader | Capture enemy-controlled buildings | Objective-focused rally pair, equipment, and timing |
| Garrison captain | Protect alliance structures | Structure defense, counter-rally durability, and equipment |
| Support player | Buff allies, debuff enemies, and protect the carrier | Healing, control, Rage support, and awareness |
| Gatherer | Collect supplies when not needed elsewhere | Gathering Speed, mobility, and quick response |
| Backup player | Replace an absent or disconnected participant | Availability, flexible marches, and knowledge of the plan |
Roles for Lower-Power Players
Lower-power players can contribute through:
- Filling approved rallies
- Reinforcing garrisons with the requested troop type
- Using support and debuff marches
- Gathering battlefield supplies
- Watching backline buildings
- Scouting enemy movement
- Blocking or slowing enemy Ark escorts
- Following teleport and reinforcement calls quickly
A disciplined support player often contributes more than a stronger account fighting alone away from objectives.
Ark Fight and Open-Field Strategy
Before the Ark Appears
- Stage near the central area without abandoning side buildings.
- Recall unnecessary gathering marches.
- Confirm the carrier and delivery building.
- Move support marches near the planned escort route.
- Avoid starting a large fight too early.
- Keep enough players available to defend Obelisks.
During the Ark Fight
- Focus targets marked by leadership.
- Create space for the carrier.
- Slow or surround the enemy carrier.
- Keep the destination building protected.
- Do not chase weakened enemies away from the route.
- Preserve enough players for side objectives.
- Regroup when the team becomes scattered.
After Losing the Ark
Do not continue a disorganized chase across the entire map.
Instead:
- Return to nearby scoring structures.
- Defend the likely enemy delivery building.
- Pressure an exposed side objective.
- Regroup for the next Ark.
- Review why the carrier or escort failed.
Gathering and Supply Strategy
Supply gathering can provide useful supporting score, but it should not remove necessary players from important fights.
Use Gatherers When
- The main objectives are stable.
- Extra marches are available.
- The player can return quickly when called.
- The alliance needs steady supporting score.
- The supply area is reasonably safe.
Stop Gathering When
- An Obelisk is under pressure.
- The Ark is about to appear.
- A rally or garrison needs reinforcement.
- Enemy players are hunting gatherers.
- Leadership calls for a regroup.
Use correctly spelled commander names such as Sarka, Constance, Joan of Arc, or other available gathering commanders. Do not use valuable combat marches for supplies when a low-cost gathering march can complete the task.
How Ark of Osiris Teleports Work
The first completed occupation of an Obelisk awards eight alliance teleports.
Teleport Rules
- The alliance earns teleports through Obelisk occupation.
- Officers should assign the first users before the match.
- Players do not need troops stationed inside a building before teleporting.
- Teleport spaces should be marked.
- Random positioning can block later players.
- Some players should remain in reserve for later waves.
Recovering From a Poor Teleport
- Stop additional players from using the same crowded area.
- Reassign the second wave.
- Move scattered marches toward one objective.
- Protect the Obelisk that still provides positional value.
- Do not waste time arguing during the match.
- Update the planning map after the battle.
Ark of Osiris Time Slots
Alliance officers select or confirm an available match time during registration. Registered players should check the current Ark page for the selected UTC time and convert it to their local time zone.
Before registration closes:
- Confirm the selected time in UTC.
- Ask players to react or RSVP.
- Replace players who cannot attend.
- Register backups.
- Post reminders before entry.
- Avoid publishing one permanent list of time slots because availability can change.
Strategy When Your Alliance Is Ahead
- Protect buildings that generate continuous score.
- Avoid unnecessary field fights.
- Keep Obelisks reinforced.
- Deny the enemy an easy Ark route.
- Use supplies for additional safe points.
- Keep the carrier route conservative.
- Do not abandon every structure to contest one Ark.
The winning team should force the opponent to take risks. Do not create an opening by chasing personal kills.
Strategy When Your Alliance Is Behind
- Concentrate players instead of spreading them across the map.
- Target one high-value structure.
- Prepare for the next Ark before it spawns.
- Use battlefield skills deliberately.
- Attack weak or empty backline buildings.
- Stop chasing individual kills.
- Assign one clear regroup point.
- Trade low-value buildings for a realistic scoring opportunity.
A losing alliance needs coordinated score swings, not scattered combat.
Ark Formats and Raging Sands
Ark of Osiris rules can vary between standard matches, practice matches, Osiris League, custom matches, and special formats such as Raging Sands.
Possible differences include:
- Sandstorms or limited visibility
- Different battlefield skills
- Different occupation bonuses
- Map visibility changes
- Different matchmaking rules
- Different registration or participation requirements
Do not copy one fixed plan into every format. Read the event rules, adjust the planning map, and confirm which skills and bonuses are active.
Common Ark of Osiris Mistakes
- Random teleporting: It blocks spaces and separates the opening group.
- Teleporting only the highest-power players: Rally, garrison, support, and carrier roles also matter.
- Fighting away from objectives: Kills do not replace building and Ark score.
- Leaving buildings empty: Fast enemy marches can gain free occupations.
- Using the wrong Ark carrier: Balance speed and durability.
- Picking up the Ark without an escort: Wait until a route is available.
- Delivering toward an unsafe building: The destination must remain non-enemy controlled.
- Overcommitting to the middle: Side buildings still generate score.
- Ignoring gathering points: Spare marches can provide useful supporting score.
- Gathering during an emergency: Return when buildings or the Ark need help.
- Missing voice calls: Delayed responses can lose a building or delivery.
- Using outdated commander presets: Check equipment and troop type before entry.
- Applying rules from another Ark format: Standard and special formats can differ.
- Chasing personal score while ahead: Protect the alliance lead instead.
FAQ
How many teleports does the first Obelisk provide?
The first completed occupation of an Obelisk provides eight alliance teleports.
Where are you supposed to take the Ark?
Escort the Ark to a non-enemy building. In normal strategy, use a safe building controlled by your alliance.
How do you win Ark of Osiris?
Finish the match with more alliance points. Buildings, Ark deliveries, combat, and supplies can all contribute.
Do rune buffs work in Ark of Osiris?
The commonly documented quiz answer is that rune buffs do not take effect. Check the current battlefield rules because event formats can change.
How often does Ark of Osiris occur?
Ark commonly returns on a recurring schedule, but exact dates can change. Check the in-game event calendar and registration screen.
How do Ark of Osiris time slots work?
Alliance officers choose from the currently available registration times. Registered players should confirm the selected UTC time before the match.
Can lower-power players help their alliance?
Yes. They can reinforce, fill rallies, use support marches, gather supplies, watch backline buildings, and follow teleport calls.
Do troops permanently die in Ark of Osiris?
Standard Ark combat is generally handled as protected event fighting rather than normal permanent troop loss. Verify the current battlefield rules before entry.
Comparing Ark-ready accounts? Coordination determines the result, but commanders, equipment, armaments, troop capacity, and March Speed still influence which roles a player can perform. Players comparing available ROK accounts should also review commander skills, equipment sets, formations, troop technology, speedups, resources, migration eligibility, and current kingdom status.
Conclusion
Ark of Osiris is won through objective control, teleport discipline, Ark deliveries, and coordinated role assignments. Individual combat matters, but it should support the alliance score rather than replace the match plan.
The first Obelisk occupation grants eight teleports, so reserve those spaces before the match begins. When the Ark appears, use a designated carrier, protect the route, and deliver it to a non-enemy building controlled by your alliance.
When ahead, protect scoring structures and avoid unnecessary fights. When behind, regroup, concentrate players, contest a realistic objective, and stop chasing individual kills.
Looking for more Rise of Kingdoms event and alliance strategies? Explore more Rise of Kingdoms guides.






