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Auto Rally in Viking Rise

Auto Rally is two features sharing one action, and most of the confusion around it comes from not knowing which half you're configuring.

The top half arms your account to join other people's rallies — it loads your energy, ticks your targets, and switches the game's own Auto Rally feature on. The bottom half, Initiate Rally, does the opposite: it goes out to the world map and starts a rally of your own on a monster.

You can use either half on its own. An energy top-up with nothing else set is a perfectly good setup. So is a rally starter that never joins anything.

This guide assumes you've completed Viking Rise bot setup and have an account running.

Two things the game requires first

Your account has to be in a tribe. A rally is a tribe action — there is no such thing as a solo rally, whether you're joining one or starting one. An account without a tribe cannot use any part of this.

The joining half is gated on your Battle Hall. Below the level the game requires, its own Auto Rally settings page offers no targets at all, and BotDaddy will tell you it's skipping the setup rather than retrying it every cycle. This is an account state, not a bug — nothing in the config gets around it. BotDaddy doesn't apply that check to Initiate Rally, so the bottom half of the action will still try.

Keeping energy topped up

Joining a rally and starting a rally each cost 134 energy. That one number is what the whole top-up setting is built around.

Keep energy topped up to is a level to top up to, not an amount to add. Set it to 2010 and the bot brings the account to 2010 if it's below and spends nothing if it's already above. That's what makes it safe to run several times a day — a pass on an account that's already full is a no-op rather than a bag of wasted bottles.

To work out your own number, multiply 134 by how many rallies you want the account to have in the tank:

  • 15 joins — what Auto Rally will do before it switches itself off — is 2010 energy.
  • 25 joins, the KvK figure if you've bought the extension pack, is 3350 energy.
  • Starting your own rallies costs the same 134 each, so add for those too.

Energy does regenerate on its own, slowly enough that nobody plans around it.

A few things worth knowing about how the top-up spends:

  • It uses the energy bottles in your inventory, largest first, and stops at what the account actually owns. If you don't have enough, it loads what it can and moves on.
  • It never overshoots. If you're a few points short of your number, those points are left unloaded rather than closed with 1-point bottles.
  • 0 loads nothing, which is how you turn this half off while keeping the rest of the action.

Choosing which rallies to join

Join rallies on every available target is the master switch. Turn it on and the bot takes every target your account's Set Target page offers — the same thing the game's "Select All" does — and the individual checkboxes below are ignored entirely.

Leave it off and you pick from the list yourself: Fallen Dwarf Knights, Niflung Leader, Sacred Realm Watcher, Crystal Wolf, and the rest down to Slayer Leidolf.

Here's the thing that makes this simpler than it looks. Most of those targets are seasonal. The two constants are Niflung Leader and Slayer Leidolf, and in practice Niflung Leader is the one people care about. Everything else comes and goes with the season.

You don't have to track that. The game simply refuses to enable a target that isn't currently in your world, and the same applies to starting rallies. So tick whatever you like — the ones that aren't there are skipped, silently and harmlessly.

Which means there is no real reason not to just turn the master switch on and be done with it. The per-target boxes are there for players who want their energy going to one specific thing.

Ticking nothing with the master switch off is a clean no-op. The action runs, tops up your energy if you asked it to, and does nothing else. That's the intended way to build a top-up-only setup.

Re-applying settings to a running account

Re-apply these settings even when already running is the setting people find last and should usually have found first.

Here's the constraint: reaching the game's Auto Rally settings page requires switching Auto Rally off. So on an account that's already armed, the bot deliberately leaves the configuration alone — because briefly disabling a live feature to re-write settings that are already correct is a bad trade.

Tick this box when the settings are not already correct: you've changed your target list, or you're not sure what a previous run left behind. The pass will then force your configuration on every run, at the cost of a short window each cycle where the feature is off.

Untick it again once the account is configured the way you want.

Re-arming after the joins run out

Auto Rally joins up to 15 rallies — 25 during KvK with the extension pack — and then switches itself off. The account sits unarmed from that point until something turns it back on.

There's no daily cap on rallies themselves. The 15 is how far the game's own automation will go before it stops, not a limit on what the account can do.

That's what cloning is for. Add a second Auto Rally entry to the action list, give it a schedule for later in the day, and it re-arms the account once the first batch is spent.

Starting your own rallies

Everything below Initiate Rally on is the second half. It runs after the joining half, out on the world map.

Picking a rally target

Initiate Rally on is a dropdown, and it defaults to None — which is the off switch. An action you haven't touched starts nothing.

  • None — don't start rallies.
  • Any rally-able target — take whatever the map offers.
  • A named monster — Niflung Leader, Underworld Rider, and so on.

The same seasonal rule applies: pick something that isn't in your world this season and nothing starts, which costs you nothing.

The list comes from the game's own data, so every entry in it is a monster that can genuinely be rallied. Plenty of world-map monsters can only be attacked or swept, never rallied — those never appear here, which is why the dropdown is shorter than the map suggests it should be.

Preparation time and departure

Preparation timeLeave as is, 5m, 10m, 30m, or 8h — is how long the rally sits open for your tribe to join.

Depart when the squad isLeave as is, 50%, 75%, or 100% — is how full it has to be before it marches.

Both default to Leave as is, meaning the bot doesn't touch whatever the game page already has selected. If you've never set them by hand, set them here.

Experienced players tend to run 5 minutes at 50%, which gets rallies finished faster. Longer windows and higher thresholds wait for a fuller squad.

Level floor

Don't rally targets below level (0 = any) filters out small monsters, both from what's streamed on your screen and from the bot's own search sweep.

Since a rally needs your tribe to turn up, this is really a question about what your tribe will bother marching on — not about what you can kill yourself. Set it accordingly, or leave it at 0.

One caveat: the monster catalogue tops out around level 70. Set the floor above what exists and every target gets filtered, which reaches you as "nothing found on the map" rather than as "your floor is too high". If a well-populated map suddenly has no targets, this field is the first thing to check.

There's no maximum-level field, deliberately. Energy cost already stops a rally the account can't pay for.

Rallies to initiate per pass

This one defaults to 1, and 1 is the right answer for almost everyone.

Only one rally can be in flight at a time. So a value of 2 doesn't start two rallies; it starts one, waits out the entire cycle — the preparation window, the march out, the fight, the march home — and then starts the next. With an 8h preparation window, that is most of a day.

And for all of that time, the pass holds the account's worker slot. Every other action on that account — gathering, dailies, training — waits behind it.

The option exists because a dedicated rally account is a real setup and worth supporting. If that's what you're building, raise it. Otherwise leave it at 1 and let the action come back around on the next cycle.

The pass gives up cleanly after twelve hours regardless, reporting what it managed to start. The count is a target, not a promise.

Rallies and your march slots

Both halves occupy a march. Joining someone's rally sends one of your marches to it, and starting your own does the same — the rest of the squad is other accounts marching to you.

So if Gathering is allowed every march slot on the account, Auto Rally has nothing left to send. Leave Gathering's Marches setting below your total to keep a slot free; see Automating gathering for that setting.

Ordering matters less here than for Staging Post — the arming half doesn't touch marches — but putting Auto Rally ahead of Gathering means it gets first pick of the free slot.

Troubleshooting

"Battle Hall is too low." The joining half unlocks at a Battle Hall level you haven't reached. Build it, or run Initiate Rally on its own in the meantime.

Nothing happens on an account with no tribe. Rallies are a tribe action. Join one.

Energy doesn't go up. You're out of energy bottles in the sizes the bot spends. It won't burn 1-point bottles to close a small gap.

Settings don't stick on an account that's already running. Expected — tick Re-apply these settings even when already running and run it again.

Targets I ticked never get joined. They're seasonal and not in your world right now. The game won't enable them, and the bot skips them. Turn the master switch on instead and take whatever is available.

The account was armed this morning and isn't now. Its 15 joins are spent and the game switched the feature off. Clone the action with a later schedule.

No rally ever starts. Work down this list: Initiate Rally is still on None; your level floor is filtering everything out; no march slot is free; or there's genuinely no rally-able monster near your city. The bot sweeps outward from your city for about forty seconds before giving up, so a quiet corner of the map really can come back empty.

Everything on the account stalls for hours. Almost always Rallies to initiate per pass set above 1 with a long preparation time. Put it back to 1.

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