Your first town
Choose Aurelia, Verdan or Ironveil during registration. Compare their starting resources and equipment space. Founded towns use your chosen civilization.
Choose your path, build a town and prepare for winter together.
Choose Aurelia, Verdan or Ironveil during registration. Compare their starting resources and equipment space. Founded towns use your chosen civilization.
Start with gold, lumber and iron production. Workers are reserved and assigned automatically during construction; no quantity is needed. Build or upgrade a workers’ lodge when free labour is short. Buildings reach level 5, with timing based on type and level. Bua explains the missing steps.
New towns have 16–18 plots according to their site. A barn adds 120–240 rations per hour; a granary adds 2,000–4,000 storage by level. Barn limits are 4/3/2 for riverplain/woodland/highland sites, with up to three granaries. The same limits apply to resource settlements. Upgrade before stores overflow or troops go hungry.
Resource settlements focus on ore, lumber, food and storage. They begin with a town hall and initial defences. Build the academy and market yourself, completing the market research prerequisite in that town first. Build barracks in both towns for transport. A quartermaster carries 100, with one cart adding 400. Deliveries go only to your towns and take real travel time.
Choose a quantity, maximum affordable or a recommended set. Basic weapons arrive with training, with materials included in its cost. Buildings, research, supplies, capacity and queue slots are checked first. Troops consume hourly rations; prolonged shortages cause losses.
Open a fully staffed Weaponsmith once at least one of your own troops of the type is at home. Five weapon levels add 5% attack each to this town’s troops of that type, including deployed troops and future recruits. Improvements use the displayed resources and time, with one project per town. Existing equipment can still be stored or salvaged.
Bring the latest founded town’s market and academy to level 5. Select vacant plains on the map, name the town and confirm its coordinates. Rivers, mountains, forests and existing towns are excluded. Maximum five towns.
Troop spies inspect resource stores. Troop patrols observe buildings, defences and marches due within six hours. Dragons estimate forces from the air and survey marches due within twelve hours, without seeing stores. Read timestamped reports in Inbox.
Raids bring loot without damaging towns. Full attacks count the home garrison, walls, watchtowers and stationed forces from other owned or allied towns. Survivors carry loot within their capacity. Victory with at least 10 mobile survivors and 500 power can damage integrity, depending on structural resistance. Secondary towns are razed at 0%; a capital remains at 1% while secondary towns survive, then can be lost too. Surviving towns recover 1% per hour without a production penalty. Your account and Gems remain after losing all towns, and a new capital can be founded. Read warnings and battle results in the town and Inbox.
Choose different origin and destination towns. Reinforce another town you own or an allied town. Arrived, stationed forces defend using their origin’s weapon upgrades. Senders may recall them and hosts may send them back, with actual travel time and food. Forces still marching do not defend until they arrive.
Each player has one companion in the main town. Secondary towns do not receive another egg. Care, training and flights use main-town supplies, and dragon bonuses apply only to new main-town training. Follow egg collection, nesting, hatching, feeding, wings and bonding in order. Care takes 180 base hours before the three mastery ranks and seasonal modifiers. No need to stay online.
Open a town popup to send a DM or alliance invitation. Conversations belong to the season and are deleted at its end. NPCs do not reply to DMs, but neutral NPCs can automatically accept alliance invitations within the configured cap.
Your first town needs any five completed level-5 building positions and all five technologies; you must also own at least two active towns. Founding costs 2,000 gold. Invited members do not need the founder requirements; accept invitations in the alliance hall.
Earn Gems from quests and victories or purchase them in the store. The same wallet buys cosmetics, time boosts and beacon restoration. Use one wallet throughout the game. Test Gems remain separate from live Gems.
A standard season lasts 84 days. Winter begins on day 71, slowing production and bringing NPC waves to every town. Prepare Scorpions before the deadline, restore the beacon and defeat the final dragon from day 81 before the season closes.
Choose vacant plains, but not the site type. The server weights nearby water, woods and ridges, then reveals the result after founding. The result is stable for that coordinate and season; refreshing or founding there again cannot reroll it. Existing towns retain their established 18-plot site.
| Site | Plots | Production bonus | Limits: gold / lumber / iron / barns |
|---|---|---|---|
| Riverplain | 20 | Food +20% | 2 / 2 / 2 / 4 |
| Woodland edge | 19 | Lumber +20% | 2 / 4 / 2 / 3 |
| Highland foothills | 18 | Iron +20% | 3 / 2 / 4 / 2 |
Armor shop, weapon shop, barracks, stables, mercenary hut, academy and market allow one each. Gold/lumber/iron stores allow two each, and granaries allow three. Production and storage from multiple buildings stack. Mineral stores do not add food capacity; build granaries for that. Each building reaches level 5, within the town’s plots and role.