Guides

Sword Warriors Worlds 1–19

Wave bands, portal costs, and progression notes from Royal City through World 19 Red King—plus Eternal Hall links.

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Worlds Guide

Progression in Sword Warriors is a chain of worlds, each with a 50-wave band, local eggs, a Duck questline, Drillmaster gates, and a portal gem toll into the next map. This guide lists Worlds 1–19 with names, wave ranges, and known portal costs. Where a cost is still unconfirmed in public notes, it is marked unknown so you do not plan gems on a guess. Use it beside Getting Started, How to Rebirth, and the endless Eternal Guardian Hall guide.

Developer MiaoMeoHome ships new worlds over time—World 19’s Red King finale is live in current builds—so always skim Updates after a patch before spending a once-in-a-session gem pile.

How world unlocks work

  1. Clear the final wave of your current world (every 50 waves).
  2. Bank the portal’s gem cost.
  3. Use the world’s portal to travel forward.
  4. Turn in Duck quests on the new map for gem chunks and the finale ornament.
  5. Hatch local eggs when their Attack beats your equipped sword.
  6. Keep rebirthing so XP% and slash % keep pace with HP spikes.

Dying never locks a world. Soft locks come from low rebirth counts, weak swords, or spending the portal fund on bad egg streaks. Enchanting starts in World 3—read How to Enchant before you burn Horde Camp gems on random rolls.

Worlds 1–10 (classic ladder)

WorldNameWave bandPortal cost to enter (from previous)
1Royal City1–50Free (starter)
2Outpost51–10025k gems
3Horde Camp101–150750k gems
4Glacial Chasm151–20020M gems
5Dark Castle201–250500M gems
6Taoyuan Township251–300Unknown
7Cemetery301–350350B gems
8Hell351–4008.88T gems
9Heaven401–450Unknown
10Solm Sand City451–5004.4Qd gems

Notes on the early–mid ladder

  • Royal City: Tutorial economy, Hero Monument, Treasure Bag ornament at wave 50, access routes toward Eternal Hall. Follow Getting Started.
  • Outpost: Slim Balloon ornament territory; still early rebirth camping ground.
  • Horde Camp: Enchant NPC unlock, Counter Armor ornament, first major gem sink—do not enchant away your next portal fund.
  • Glacial Chasm: Sharp difficulty spike; Frost Ironclaw ornament; Drillmaster and rebirth counts matter more than vanity eggs.
  • Dark Castle: Night Knight Cloak ornament; egg prices jump hard.
  • Taoyuan Township: Portal cost not reliably published—bank a buffer and check in-game.
  • Cemetery / Hell / Heaven: Trillion-scale economies; Duck gem rewards scale up; Hell’s finale ornament line includes Monster Reborn–tier rewards; Heaven pays Angel Trumpet at wave 450.
  • Solm Sand City: 4.4Qd entry from Heaven; desert theme; Solm Crown ornament at wave 500.

Worlds 11–19 (late ladder)

WorldNameWave bandPortal cost notes
11Wild501–550Cost not consistently published—verify in-game
12Titan Research Institute551–600Cost not consistently published—verify in-game
13Backrooms601–650Featured in the World 13 update; verify gem toll in-game
14Marinford651–700Community clears cite very large gem tolls (Sx-scale)—confirm live
15Squid701–750Verify portal cost in-game
16Sewers751–800Verify portal cost in-game
17Cloud Palace801–850Verify portal cost in-game
18Silent Street851–900Verify portal cost in-game
19Red King901–950Current end-world; no World 20 portal after this band

World 19 Red King deep dive

World 19 is a retro-styled finale map (classic blocky / old-Roblox art direction in community showcases) covering waves ~901–950. Expect about 11 world swords in the local egg pools, a full Duck questline ending on the Red King encounter (badge: defeat the Red King), and the Spark of Motivation ornament—strong late-game crit damage plus healing that generally outclasses earlier regen pieces like Slim Balloon. World 19 Drillmaster boards are widely called out for large HP gains, so clear new drills after each rebirth instead of only hatching eggs. There is no World 20 beyond Red King in the live ladder; long-term power continues through rebirth titles, Eternal Hall auras, Boss Raid runes, ornaments, and enchants.

Wave bands above follow the standard +50 waves per world pattern used through Solm / Wild / Titan. Always trust the in-game portal tooltip if a patch shifts indices.

Late worlds introduce denser HP walls, themed eggs (Backrooms, pirate Marinford, Squid, and beyond), and ornaments that feed both master and hero loadouts. Keep leveling heroes for Owned bonuses even when you only equip one or two fighters—see How to Level Heroes. For ornament assignment including Spark of Motivation, read the Ornaments Guide. For drill priority on W19, see Drillmaster.

Planning gem sinks across worlds

Every world competes for the same gems:

  • Portal toll (mandatory to advance).
  • Eggs (sword Attack and rarity).
  • Enchant rolls from Horde Camp onward (How to Enchant).
  • Eternal keys / Hall shop needs (Eternal Guardian Hall).
  • Convenience buys (boosts, resets) after Codes are redeemed.

A safe habit: portal fund first, then eggs, then optional enchants, then Hall keys. Players who enchant first often strand themselves one world behind for days.

Duck quests, ornaments, and Drillmaster

Each world has a Duck that pays gem milestones and a finale ornament at the world’s last wave. Ornaments persist through rebirths, so they are higher priority than temporary levels. Drillmaster boards also advance with worlds—after every rebirth, check whether a new HP/Attack drill unlocked.

Eternal Hall versus main worlds

Main worlds move the campaign forward. Eternal Guardian Hall is the endless side ladder for eternal gems, silver/gold keys, chest opens (stronger after wave 60+ options), and auras. You enter from the hub side of early worlds (Royal City routes are the usual onboarding). Clear enough main-world power to survive Hall floors, then farm auras that feed back into world pushes. Full mechanics: Eternal Guardian Hall guide.

Suggested push order for accounts

  1. Finish Royal City + Outpost while rebirth stacking.
  2. Enter Horde Camp, unlock enchanting carefully.
  3. Stabilize Glacial with Priest/Prophet swaps and Drillmaster.
  4. March Dark Castle → Taoyuan → Cemetery as gem income scales.
  5. Treat Hell/Heaven/Solm as trillion–quadrillion planning.
  6. Open Wild → Titan → Backrooms → Marinford only when rebirths, enchants, and auras agree with the Tier List.
  7. Close toward Squid, Sewers, Cloud Palace, Silent Street, and Red King while watching Updates.

Worlds are a checklist, not a speedrun timer. If a portal tooltip disagrees with this page after a patch, trust the game, then check Updates. Keep rebirths high, portals funded, and Eternal Hall auras growing—that trio clears more content than any single egg luck streak.

FAQ

Frequently Asked Questions

Quick answers to the most common Sword Warriors questions.

How many worlds are in Sword Warriors?

The live ladder runs through World 19 Red King, starting at World 1 Royal City. Each world normally covers a 50-wave band.

What are the early portal gem costs?

Outpost is about 25k, Horde Camp 750k, Glacial Chasm 20M, Dark Castle 500M, Cemetery 350B, Hell 8.88T, and Solm Sand City 4.4Qd from Heaven. Some mid/late tolls remain best checked in-game.

When does enchanting unlock?

The enchant NPC is in World 3 Horde Camp. Read the How to Enchant guide before spending gems you still need for the Glacial portal.

Where does Eternal Guardian Hall fit?

It is the endless side mode for eternal gems, keys, chests, and auras. Use the dedicated Eternal Guardian Hall guide after you can survive early endless floors.

What is World 19?

World 19 Red King is the current end-world (waves ~901–950): retro theme, about 11 swords, Spark of Motivation ornament, big HP Drillmaster gains, and no World 20 after it.