Santa's Toy Box - Elvenar Tips
 

Elvenar Tips

This page presents basic tips for new players of the fantasy city builder game, Elvenar, from InnoGames. Click on a Main Topic to see the Sub-Topics in it, then click on the Sub-Topic Header to see information on that Topic.

This site is designed to provide a Quick Overview for Elvenar Players to learn about the game and get some basic Tips on Game Play. It is primarily an aid for new Players, but experienced Players may find some useful tips as well. We were inspired to build this website because we were typing a lot of information in-game to help out new members in our Fellowships.

In order to keep it simple, the information provided here is Text Only. This helps us avoid any copyright issues with images. The few images you will see were created by your Webmaster.

We try to keep each topic to a single Desktop Screen, although it should be legibile on a Mobile Device. This helps avoid excessive scrolling, and limits the information to a manageable amount to understand. You can check out the Helpful Web Sites for more detailed information.

Information on this website was created with the assistance of other members of our Fellowships, primarily to help our new members, but we hope others will find the information useful as well!

We started writing this site after playing for over eighteen months, so we didn't keep a lot of notes on what we did in the early Chapters. While we're able to piece some of it together, we know we're missing information, and may have made incorrect assumptions. Information on this site is based on our personal experience during game play. Some things might be different based on Race (Elven or Human) and Boosted Goods. We are limited by our own experience.

We try to proof-read everything, but mistakes happen! We welcome your contributions, corrections, and suggestions, especially if you know something we missed!

Feel free to share this website with other members of your Fellowships!

In Elvenar, your Webmaster is Nicholas of Clan Claus. His Human city is on the US/Felyndral server, and he is a member of the Tree Walkers Fellowship.

His wife is MorningGlow. She has an Elven city on the US/Sinya Arda server, where she is a member of The Rising Force.

We both tried Forge of Empires in late 2021, but found it required more combat than we wanted. We joined Elvenar in January 2022, and joined our current Fellowships in August of that year.

Please use the web form to Contact Us if you have additions, corrections, or suggestions for this page, especially if you know something we don't! Be sure to include your Elvenar User Name so we can identify you in-game.

You may also Message us in-game if you are on one of our Servers. Nicholas of Clan Claus is on the US/Felyndral server. MorningGlow is on the US/Sinya Arda server.

Here are some links to helpful websites with additional information about Elvenar.

Elvenar – https://www.elvenar.com
The Elvenar website allows you to play the game in your web browser. You may also download the app for your Apple or Android device to play there.
Elvenar Wiki – https://en.wiki.elvenar.com
The official Elvenar Wiki has a lot of helpful information that you can easily search.
ElvenStats – https://www.elvenstats.com
The Elvenstats website gives you statistical history about the game, including your own performance history as well as that of other players and Fellowships.
ElvenArchitect – https://www.elvenarchitect.com
The ElvenArchitect website has various tools to assist you in planning your city, including the City Planner, Battle Simulator, plus Research and Training Calculators. If you log in to Elvenstats first, you can load your current city and jump right to the City Planner from there.
iDavis Elvenar Database Portal – https://idavis-elvenar.com
The iDavis Database Portal provides hints and guides for playing Elvenar. They publish the plans for the tasks needed before each Event sequence begins, so you can plan ahead.
Spire Wizard – https://javascriptorian.com/spire-wizard
This Spire Wizard will give you suggestions on the best offers to make when Convincing Spirit Guards in the Spire of Eternity.
(Nicholas doesn't like to spend low quantity or higher valued Goods, so he doesn't find this as useful as MorningGlow.)
InnoGames – https://www.innogames.com
InnoGames is the company behind Elvenar, as well as other games, like Forge of Empires, Rise of Cultures, and Sunrise Village.
Elvenar Gems of Knowledge (on Wayback) – https://web.archive.org/web/20230605103849/https://elvengems.com/
The Elvenar Gems of Knowledge website (elvengems.com) had a lot of very useful information, but the site owners were not able to maintain it. The domain registration expired on July 1, 2023. Some information is available in the web archive known as the Wayback Machine. We will provide links to these archived pages, but they are not guaranteed to remain available.

There are two ways to play Elvenar. You may sign up in your Browser at the Elvenar website, or you may download the App for your mobile device at Google Play, the Apple App Store, or the Amazon App Store. Once you sign up, you can use either the website or the App to play in your City.

When you sign up to play, you must create a Player Name and Password. This will be your primary identity in Elvenar, so choose wisely! You will also need to select a Race: Humans or Elves. While game play is identical for both Races, the early Research progression and basic Building designs will be more suited to that Race. Human Buildings tend to have a Mechanical design, while Elven Buildings tend to have a Fantasy or Magical design.

If you are using the App, you will automatically be assigned to an appropriate Server, or World. If you start with the website, you will be able to choose your initial Server. You may start additional Cities on other Servers, but you will need to log out to switch between them. Note that the progress you make on one Server does not carry over to other Servers! Since your game is stored on the Server, your progress is the same in the App or on the Website.

Note that some Game Tasks are easier on the App, while others are easier on the Website. For example, the App provides a summary of your Boosted Standard Relics and a Relics Option in the HUD on the World Map, instead of having to review this in the Main Hall. On the Website, you have a Battle interface that allows you to place and direct your Units, while the App only provides for Automatic Fighting.

The Servers are organized into several Game Markets, usually identified by location. The number of Servers in each Game Market varies. For example, there are eight Servers in the US/Canada Market, but only one in Denmark. You can connect with other Players on your Server, but not on other Servers. Servers in different markets share names, but they are separate. For example, the US/Felyndral server is separate from the European (UK) EN/Felyndral Server.

When you connect on the Elvenar website, you will be shown a list of the Worlds (Servers) where you already have started a City, plus a list of other Worlds in your Market where you can start a new City. Click on the Server with the city you want to play. You must log out to switch to a different Server.

On the top Menu bar on the website, you will see a Flag representing your current Game Market. You may click that to select a different Game Market if you wish. Note that the Beta Game Market has just the one Beta Server. This server is used to test out new features and give previews of upcoming Events. You may choose to start another City on this server if you like being on the leading edge!

The main area of Elvenar is your City Map. For reference, the game has North-East at the top of your map, so the upper left corner is North. Landmarks include the Spire of Eternity on the shore to the North, the Ruined City to the East, the Land Bridge over the Chasm to the South, and the Forest Path to the West.

The City Map is organized into Expansions. Each Expansion is a grid of 5x5 Squares. As of November 2022, the map consists of 14x13 expansions, for a total of 70x65 squares. The grid is set at an angle so you can see your Buildings. Buildings are animated, and change as you upgrade them.

Around the edges of the City Map, you will see a variety of HUDs (Heads Up Displays) and Menus.

Across the top of the display, you will see your Builder Status (Number Available and Total), your available Population, your Culture Surplus (with a Sunshine Icon that gives a relative summary of that value), your accumulated Knowledge Points, Icons for your Goods and Resources, your available Coins, Supplies, and Diamonds. A green Plus Sign icon indicates that you may purchase more of that item. On the Website, you will also see the Name of your City above the HUD. The Game Elements section describes each of these in more detail.

On the left side, you can access your Profile, Rankings, Fellowship Summary, News, Messages, Quest Progress, and Notifications. The layout is slightly different between the App and the Website. The Website has a combined HUD, with the Quest Progress icons separated along the side. The App has separate icons grouped near the top, with the Quest Progress and Notifications hidden in a Side Bar.

On the right side, you will fine your Fellowship Chat window. This is available to everyone in your Fellowship. Note that the App displays the most recent message at the top, while the Website displays it at the bottom. You can scroll to see older messages, although they eventually scroll off.

The In Game Communication section describes these side HUDs in more detail.

Along the bottom edge, you will find a menu of Icons that will take you to more Game Options. On the App, most of this is normally hidden. Click the arrow to expand or collapse the menu. The options include the World Map, Research, Trader, Spells, Spire of Eternity, Crafting, and Buildings. On the Website, there are two icons above this: a Dollar Sign to Sell Buildings, and a four-way Arrow to Move Buildings. On the App, there is just a four-way Arrow that lets you edit the City Map. There are icons there to switch between Sell and Move. Sections with details on each of these appear below.

In the lower right corner, there are Icons that give options to connect to Community Help (the Official Wiki and Forums), and to access other Game Settings. These are combined in a single window on the App.

You City starts with six Expansions on the East edge of the Map. There will be three rows of Expansions to the North of your starting area of 10x15 squares. Most players will claim their first Expansions towards the North East, in order to anchor their Main Hall in the upper corner.

In Elvenar, Building Sizes are given in terms of Squares, using the North-South dimension first. So, a Building size of 3x2 means that it will take 3 squares towards the lower right (North-South), and 2 toward the upper right (East-West). You will need to rearrange your Buildings as you add and Upgrade them. Most Buildings increase in size every few Upgrades, and some will change Orientation when they do. For example, Workshops change orientation between Levels 17 and 18 (Elves from 5x3 to 3x6, Humans from 3x5 to 6x3).

You begin the game with two buildings:

  • Main Hall – Your Main Hall effectively stores your Coins, Supplies, Goods, and Relics. You will increase your storage limit for Coins and Supplies as you Upgrade your Main Hall. There is no limit on the number of Goods or Relics you can store.
  • Builders' Hut – Your Builders' Hut begins with just two Builders. You can Upgrade this to get up to five Builders. Whenever you Place a new Building, you must have a Builder available to do the work. If not, you will need to wait until that Building is finished before placing another.
You will need a network of Streets and Roads to connect Buildings that Produce items (Goods, Supplies, etc.) to the Main Hall. Your Builders' Hut and most Culture Buildings do not need to be adjacent to a Street. If a Building needs to be connected to the Main Hall, its appearance will change to Grey with the International No symbol if it is disconnected. It is better to Build on both sides of a Street since it requires fewer Squares for Streets. Try not to place Streets on the very edge of your City Map.

We recommend that you use the ElvenArchitect site to plan your City. You can plan ahead for future Expansions and check for changes to your Building Size to determine if it will fit before you Upgrade in the game. Use ElvenArchitect to plan several steps ahead. You can take screen shots and print them out for reference and note taking.

Current versions of MS Windows provide a Snip tool. Press Windows+Shift+S to open the tool, then use your mouse to select the area of your current screen to copy to the clip board. You can then paste the image into MS Word or another program to print it out. If the Snip tool doesn't work for you, press Alt+PrtScn to copy the current window to the clip board. You will want to use the Paint program to crop the image before printing it.

Here are some of the basic Game Elements you will encounter in Elvenar

Population represents the people living and working in your City. Population is provided by Residences and certain Cultural Buildings. Various Buildings require you to have sufficient Population to Build or Upgrade them. Be sure to build up your Population so you can do this.

Culture represents the level of contentment your Population has, based on improvements and other Buildings in your City. A certain level of Culture is required to keep everything in your City working. Having additional Available Culture triggers a Culture Bonus, which will increase the production of Coins and Supplies in your City. A "Sunshine Level" Icon appears next to your Available Culture to give you a rough idea of how well you're doing. This ranges from Cloudy through Partly Sunny and Partly Cloudy to Full Sunshine.

As you upgrade your Buildings, you will require more Culture. It is recommended that you replace older Cultural Buildings with newer ones, since they often provide more Culture using less space.

Buildings with the same name that you acquire in later Chapters will usually provide more Culture than the same building from an earlier Chapter. For example, you might have a Building you acquired in Chapter 3, and a new one shows up in the Magic Academy when you're now in Chapter 10. It's a good idea to replace the older one with a new one, rather than using Royal Restorations to upgrade the old one.

Knowledge Points (abbreviated KP) are used to advance Research and Ancient Wonders. Your Knowledge Points will recharge at a rate of one point per hour, up to your Recharge Limit (normally 10). After that, you will not be able to recharge more points until you use some, although you can continue to earn them from other sources.

You can gain points from Buildings, Crafting in the Magic Academy, and for completing Encounters on the World Map and in the Tournament. You may earn them as rewards in various Events as well.

You may also Buy Knowledge Points if you need them, or if an Event Task requires it. You may use Coins, Diamonds, or your Basic Boosted Goods to purchase them. Using Diamonds will allow you to buy 10 Knowledge Points at one time, or you may use any method to buy just one. After each purchase, the price for the next Knowledge Point using that form of payment will increase permanently.

You may use your Knowledge Points to advance your Research, or you may invest them in Ancient Wonders (either your own or those of others in your Fellowship or neighbors on the World Map). If your Fellowship has invested in the Knowledge Sharing Perk, you will get up to 10 Knowledge Points every day to invest in an Ancient Wonder belonging to another member of your Fellowship.

You can also invest Knowledge Points using Ancient Knowledge Spells or Runes. Ancient Knowledge Spells can be used on any Ancient Wonder, but Runes can only be used on the corresponding Wonder. While you must use Runes to advance your own Wonders (at levels 1, 5, 10, 15, etc.), you may choose to convert them to Knowledge Points if have a lot of extra ones. Runes are converted to 10 Knowledge Points when invested on your own Wonders, or 15 Knowledge Points on another player's Wonder.

There are 27 types of Goods in Elvenar. You will unlock the ability to Produce and Trade them as you complete Research and upgrade your Manufactories. There are three Tiers of Goods:

  1. Tier 1 (T1) – Basic
  2. Tier 2 (T2) – Refined
  3. Tier 3 (T2) – Precious
Various Event Quests will require you to produce Goods from a particular Tier (usually Basic). For convenience, these are often abbreviated as T1, T2, or T3.

Additionally, there are three Levels, which you will unlock in later Chapters. Each Level has three Goods in each Tier:
  1. Standard Goods
    • T1 (Chapter 1): Marble, Steel, Planks
    • T2 (Chapter 2): Crystal, Scrolls, Silk
    • T3 (Chapter 3): Elixir, Magic Dust, Gems
  2. Sentient Goods
    • T1 (Chapter 12): Moonstone, Platinum, Elven Tree Gum
    • T2 (Chapter 13): Obsidian, Arcane Ink, Royal Velvet
    • T3 (Chapter 14): Silly Soap, Alloy Shrooms, Cosmic Bismuth
  3. Ascended Goods
    • T1 (Chapter 18): Primordial Minerals, Ignited Ingots, Scholary Sprouts
    • T2 (Chapter 19): Ethereal Aerosols, Wonder Wax, Finest Flying Powder
    • T3 (Chapter 20): Spicy Spread, Genious Granule, Marvelous Marbles
There are Manufactories for each of the Standard Goods. The Sentient and Ascended Goods are produced in the corresponding Manufactories. For example, Marble, Moonstone, and Primordial Minerals are all produced in your Marble Manufactories. Note that Sentient and Ascended Goods will decay overnight, with 10% (to start) being converted to their corresponding Basic Goods. Certain Ancient Wonders can reduce the decay percentage.

You will be assigned a Boosted Good in each Tier. This will be from a different Manufactory at each level, so you eventually have a Boosted Good at each Manufactory. Additionally, the Standard Goods have corresponding . You can increase your production by collecting the corresponding Relics associated with your Boosted Goods.

Early on, it is best to focus on your Standard Boosted Manufactories, and trade for the non-boosted Goods. Later, you will need the other Manufactories, because you will need the Standard Goods to produce the Sentient Goods (for example).

One recommendation is to build eight Tier 1, four Tier 2, and two Tier 3 Manufactories, depending on space, and the production of additional buildings you acquire. You will probably reduce this in later Chapters.

Be aware that you will eventually need to have all nine Manufactory types to produce the Sentient and Ascended Goods. One option is to build one of each, and upgrade them when you have space at the start of each Chapter. You can use Teleport spells to store them when you need to make room. Don't wait until later Chapters to upgrade from Level 1 to Level 24 all at once!

It is recommended that you focus on producing your Boosted Goods, and then Trade them for other Goods that you might need.

Resources are items that you can collect and use as needed. There are three types of Resources: Discovered Resources, Crafting Resources, and Settlement Resouces.

Discovered Resources
Discovered Resources are "new" Resources that become available after you complete the Research for them. They include:
  • Orcs (Chapter 8) – They are used to build certain Fighting Units. Your Armories will become Breeding Grounds for Orcs.
  • Mana (Chapter 9) – This Mystic Energy is generated by various Buildings, but it is transient - a certain amount (10% to start) will decay every night. Certain Ancient Wonders can reduce the decay percentage.
  • Divine Seeds (Chapter 11) – Divine Seeds are needed to produce Sentient Goods. The Trader will produce them once you upgrade to Level 2. Other buildings will also produce Divine Seeds.
  • Unurium (Chapter 17) – Unurium is needed to produce Ascended Goods. The Trader will produce them once you upgrade to Level 6.
Crafting Resources
There are seven different Crafting Resources:
  • Spell Fragments – Spell Fragments are used in the Magic Academy to Craft items. While you can Disenchant Spells to get these, you can also collect them when fighting in the Spire of Eternity. Some Buildings will also product Spell Fragments.
  • Combining Catalyst – The Combining Catalyst are used in the Magic Academy to Craft items. You can produce these in the Magic Academy using Relics. You can also receive them as Rewards for certain Event Tasks and in the Spire of Eternity.
  • Vision Vapor – Vision Vapor is collected in the Mystical Object Chest every time you Craft an item in the Magic Academy. You can collect a random Reward every time you collect 100 Vision Vapor.
  • Royal Restoration – Royal Restorations are used to upgrade Crafted Buildings to the level associated with the next Chapter. You earn these when your Fellowship completes enough Chests in the weekly Tournament. You can also Craft them in the Magic Academy, but that usually requires at least one Blue Print.
  • Blue Print – A Blue Print is earned when your Fellowship completes at least 10 Chests in the weekly Tournament. It can be used to upgrade a Magic Residence or Magic Workshop. It can also be used in the Magic Academy to Craft certain items (for example, Royal Restorations).
  • Broken Rune Shards – Each Ancient Wonder has Runes that can only be applied to that Wonder. Each Wonder requires 10 unique Runes to upgrade to various levels (Level 1, then every multiple of 5). If you try to install a Rune and it matches one already in place, it will break, and you will collect a Broken Shard. You cannot collect more than 10 Broken Shards. Once you have 10 Broken Shards, you may use them to forge a new Rune for any Ancient Wonder. This will always be added to an empty Rune slot. The Runes are random, so you cannot tell if you have a unique Rune until you install it. In addition to receiving Broken Shards from Runes, you can Craft them in the Magic Academy, and receive them as Rewards in the Tournament. You can also produce them in some Buildings that are received as an Event Reward.
  • Sip of Clarity – Sips of Clarity are given as Rewards for various Events and Tasks, and in the Spire of Eternity. You can use them in the Magic Academy to skip the wait time for new Recipes in the Crafting area.
Settlement Resources
Settlement Resources become available in each new Chapter, starting with the first Guest Race, Dwarves, in Chapter 6. Settlement Resources are needed to advance the Research in that Chapter. You will have Settlement Buildings that will create these resources.

Several resources will be limited, based on the level of the Portal Building. You should try to upgrade your Portals as soon as possible, so you can use Portal Profit spells to get these Resources quickly. These spells give you a percentage of the total limit, so you get more with a spell when you upgrade the Portal. You cannot store more than the limit, so you may need to forfeit collecting some of the resources.

Coins are the standard Currency in Elvenar. You will collect Coins from your Residences over time (as Taxes). You can also earn Coins by providing Neighborly Help, and from other various Buildings. The Coin Rain Instant Spell can provide additional Coins when needed. You will also collect Coins when others give you Neighborly Help by polishing your Main Hall.

Your Coins are effectively stored in your Main Hall. You cannot collect more than your Main Hall's capacity. This increases as you Upgrade your Main Hall.

Coins are needed to Produce your Standard Goods, along with Supplies. Many Technologies in the Research Menu also require Coins as part of the Activation Costs. In addtion, you must spend Coins or Diamonds to add a Research Expansion to the City Map, on top of the Activation Costs. You may also use Coins to buy Knowledge Points directly, or to Trade for Standard Non-Boosted Goods from the Wholesaler. Coins are usually needed when Convincing Spirit Guards in the Spire of Eternity.

Supplies represent Tools, Food, and Beverages in Elvenar. Your Workshops will produce most of your Supplies, although you can also get them from other Buildings. The Supply Windfall Instant Spell can provide additional Supplies when needed. You will also collect Supplies when you provide Neighborly Help to others who recently gave you Neighborly Help.

Your Supplies are effectively stored in your Main Hall. You cannot collect more than your Main Hall's capacity. This increases as you Upgrade your Main Hall.

Supplies are needed to Produce most Units, and Standard Goods, along with Coins. Many Technologies in the Research Menu also require Supplies as part of the Activation Costs. You may also use Supplies to Trade for Standard Non-Boosted Goods from the Wholesaler. Supplies are usually needed when Convincing Spirit Guards in the Spire of Eternity.

Diamonds are the Premium Currency in Elvenar. You can earn them as Rewards in the Spire of Eternity and other Events. You may also purchase Diamonds using real world currency.

Diamonds can be used to purchase Premium Expansions and additional Rewards in many Events. You may spend them to Restore Units after Fighting, or to allow you to take an extra Turn when Convincing Spirit Guards in the Spire of Eternity (past the normal three). Diamonds may also be spend to speed up various tasks, and to buy Activation Costs for Buildings and Research Technologies.

Information on Relics Coming Soon!

In Elvenar, some of your Research Technologies provide you with Military Units. Use various combinations of Units to Fight in Encounters. There are three types of Encounters:

  1. Province Expansion Encounters – Eight per Province
  2. Tournament Encounters
  3. Spire of Eternity Encounters
Units are produced in the Barracks (EB/HB), Training Grounds (TG), and Mercenary Camp (MC). The Barracks produce one set of Units for Elves (EB), and a different set for Humans (HB). The Training Grounds and Mercenary Camp produce the same Units for both Races.

Each Military Building produces five Classes of Units. Each Class uses a different colored Icon.
  • Light Melee (LM) – Blue
  • Light Ranged (LR) – Green
  • Mage (M) – Purple
  • Heavy Melee (HM) – Red
  • Heavy Ranged (HR) – Yellow
The Units get stronger with more Research, and are rated with a number of Stars. You can review the Units for each Military Building in the next Sections.

Each Class of Units has Advantages when fighting different Classes. Most places where you see a Unit icon, you can click it to get more details on their Attack Strengths. Here are the general Attack Advantages:
  • Light Melee attacks Light Ranged and Mage
  • Light Ranged attacks Mage and Heavy Melee
  • Mage attacks Heavy Melee and Heavy Ranged
  • Heavy Melee attacks Heavy Ranged and Light Melee
  • Heavy Ranged attacks Light Melee and Light Ranged
The number of Units that can be sent to Fight is based on your current Squad Size. There are Technologies that increase this, so your Units become more efficient the more you Research. You can build Armories to increase the production of Units in your other Military Buildings. Build more Armories and upgrade them and the other Military Buildings to maximize Unit Production.

You can click on each of the Military Buildings to see how many Units you have of each Type, and to select the Units to Produce. Pay attention to the Production Cost! Most Units need Supplies, although the Orc Units in the Training Grounds need Orcs. If you don't have quite enough Supplies, you can still schedule the Production, but it will be for fewer Units.

These are the Units you can produce in the Elven Barracks:

  • Light Melee Units (EB-LM)
    • Sword Dancer
    • ★★ Sword Dancer II
    • ★★★ Sword Acrobat
    • ★★★★ Sword Acrobat II
  • Light Ranged Units (EB-LR)
    • Archer
    • ★★ Archer II
    • ★★★ Elite Archer
    • ★★★★ Elite Archer II
  • Mage Units (EB-M)
    • Sorceress
    • ★★ Sorceress II
    • ★★★ Bud Sorceress
  • Heavy Melee Units (EB-HM)
    • Treant
    • ★★ Treant II
    • ★★★ Elder Treant
    • ★★★★ Elder Treant II
  • Heavy Ranged Units (EB-HR)
    • Golem
    • ★★ Golem II
    • ★★★ Granite Golem
    • ★★★★ Granite Golem II

These are the Units you can produce in the Human Barracks:

  • Light Melee Units (HB-LM)
    • Axe Barbarian
    • ★★ Axe Barbarian II
    • ★★★ Storm Barbarian
    • ★★★★ Storm Barbarian II
  • Light Ranged Units (HB-LR)
    • Crossbowman
    • ★★ Crossbowman II
    • ★★★ Master Crossbowman
    • ★★★★ Master Crossbowman II
  • Mage Units (HB-M)
    • Priest
    • ★★ Priest II
    • ★★★ Sacred Priest
  • Heavy Melee Units (HB-HM)
    • Paladin
    • ★★ Paladin II
    • ★★★ Blessed Paladin
    • ★★★★ Blessed Paladin II
  • Heavy Ranged Units (HB-HR)
    • Mortar
    • ★★ Mortar II
    • ★★★ Rad Mortar
    • ★★★★ Rad Mortar II

These are the Units you can produce in the Training Grounds:

  • Light Melee Units (TG-LM)
    • Cerberus
    • ★★ Cerberus II
    • ★★★ Sinister Cerberus
    • ★★★★ Sinister Cerberus II
  • Light Ranged Units (TG-LR)
    • Dryad
    • ★★ Dryad II
    • ★★★ Poison Dryad
    • ★★★★ Poison Dryad II
  • Mage Units (TG-M)
    • Banshee
    • ★★ Banshee II
    • ★★★ Ghastly Banshee
  • Heavy Melee Units (TG-HM)
    • Orc Warrior
    • ★★ Orc Warrior II
    • ★★★ Gruff Orc Warrior
    • ★★★★ Gruff Orc Warrior II
  • Heavy Ranged Units (TG-HR)
    • Orc Strategist
    • ★★ Orc Strategist II
    • ★★★ Senior Orc Strategist
    • ★★★★ Senior Orc Strategist II

These are the Units you can produce in the Mercenary Camp:

  • Light Melee Units (MC-LM)
    • Drone Rider
    • ★★ Drone Rider II
    • ★★★ Venom Drone Rider
    • ★★★★ Venom Drone Rider II
  • Light Ranged Units (MC-LR)
    • Ranger
    • ★★ Ranger II
    • ★★★ Pro Ranger
    • ★★★★ Pro Ranger II
  • Mage Units (MC-M)
    • Blossom Mage
    • ★★ Blossom Mage II
    • ★★★ Blossom Princess
  • Heavy Melee Units (MC-HM)
    • Vallorian Guard
    • ★★ Vallorian Guard II
    • ★★★ Veteran Guard
    • ★★★★ Vallorian Veteran II
  • Heavy Ranged Units (MC-HR)
    • Fainéant Frog
    • ★★ Fainéant Frog II
    • ★★★ Frog Prince
    • ★★★★ Frog Prince II

Information on Runes Coming Soon!

While you select your permanent Player Name when you initially sign in, you can make Changes to your Profile as often as you wish. Your Profile consists of your Portrait (selected from various default and earned options) as well as your City Name.

Your City Name is limited to 25 Characters, and appears when others give you Neighborly Help. Most players use this to specify their preferences for Neighborly Help. Typically, this is coded with abbreviations:

  • B / BH – Builders' Hut – Decreases next Build Time
  • C / CU – Culture – Increases Surplus Culture
  • M / MH – Main Hall – Provides additional Coins
For example, the letters BCM mean that the Player wants help with their Builders' Hut (if available), then Culture, then Main Hall. Likewise, CU/MH/BH means they want Culture and Main Hall before their Builders's Hut.

During Fellowship Adventures, gaining Coins is important, so some Players will indicate MH for FA while the Event is in progress.

Players with cities on multiple Servers will also include the Server name, or an abbreviation, so they can keep track of their different cities. Note that the City Name appears above the main HUD on the Website. It does not appear in the App, unless you access your Profile.

Information on Rankings Coming Soon!

Information on the Fellowship summary Coming Soon!

Information on the News feed Coming Soon!

Information on the Messages list Coming Soon!

Information on Fellowship Chat Coming Soon!

Information on the Quest Progress list Coming Soon!

Information on the Notifications list Coming Soon!

The World Map shows the current layout of the World (or Server) where your City is located. When you open the World Map, it will be centered on your City. More Information Coming Soon!

Information on Scouting Provinces Coming Soon!

Information on Completing Provinces Coming Soon!

Information on Neighborly Help Coming Soon!

The Research Menu provides information on your advancement in Technologies throughout game play. This section provides an overview of the Technology Tree, and how it tracks your progress.

While there are similar Technologies for both Elves and Humans, there are differences in how they are grouped, and when you can access them. You should check your Research Menu for the current options. These notes are hopefully generic enough that they won't be confusing.

Research is divided into Chapters. There is a large Banner above the first Technology for each Chapter. Smaller versions of the Banners appear in a row at the top (in the App) or bottom (in the Browser) of the Research Menu. You may click on these small icons to jump to that Chapter. Once you Research some Technologies, the Research Menu will open to the active Research area.

Next to the Chapter Banner is a circle showing your progress towards a Research Diploma. This gives you the number of Technologies in the Chapter, along with the number you have completed. Completing all Technologies in the Chapter completes the Diploma, which will give you a new Potion Effect in the Cauldron at the Magic Academy.

The Technologies appear in boxes across the Research Menu, with the Technology Name at the top, an Icon showing the type of Technology, and a Research Progress Bar. You must invest the number of Knowledge Points indicated in the Progress Bar, then pay the Activation Costs to complete a Technology. Click on the Technology box to see the Activation Costs. If the Technology provides a new Game Mechanic, you will see a small yellow box with an icon to the right of the Technology. Click this icon to see a summary of what it provides.

The Technology will be greyed out until you unlock it. At that time, the Technology Name Title Bar will change to a color related to the Chapter Banner. The Progress Bar will turn Blue once you start to invest Knowledge Points, and Gold when you complete the Knowledge Point requirement. Once you pay the Activation Costs to Complete the Technology, the Progress Bar turns Green, with a green Check Mark.

Generally, Technologies will be Locked to start, with a Padlock icon on the Progress Bar. You must complete the prerequisite Technologies to Unlock them. The lines or arrows connecting the Technologies show how they are related. When you click a Technology box, the adjacent lines will turn green to show which prior Technologies are required, and which later ones require this one. The lines cross a bit, so it's best to click and look at the green lines to confirm the prerequisites.

You may choose to use Diamonds to pay for the Knowledge Points and Activation Costs for a Technology. Please note that this is very expensive, and not a good use of your Diamonds.

The first Technology in each Chapter requires you to complete a number of Provinces on the World Map to Unlock it. This appears as a fraction, showing the number of Completed Provinces, and the number of Required Provinces. You must Complete this Technology to formally start the Chapter, and finish the prior Chapter. Once you finish a Chapter, the new Goods and Resources from that Chapter may be requested when Negotiating a Province Encounter on the World Map or Convincing Spirit Guards in the Spire of Eternity.

In Elvenar, you are effectively the Leader of a City, and are working to improve it and meet various challenges that arise. The game presents various Advisors who work in or visit your City. These Non-Player Characters (NPCs) will suggest Quests for you to complete to help improve your City. The Quests provide guidance on where to focus your attention to help build up your City.

There will always be at least one Active Quest for you to address. As your City grows, Guest Races will visit and have their own Chapter Quests to help you meet their Goals. At this point, you could have Multiple Quests at the same time. Click on the Quest Progess icon to see the full details of a particular Quest. You get a Reward every time you complete a Quest.

Most Quests will require you do complete a task. Typical tasks include:

  • Produce (something) – Use your Production Buildings to generate the requested Item. This could be Coins, Supplies, Goods, Resources, Units, or other Game Items. The amount requested must be added to your current Stock.
  • Gain (something) – This is similar to a Production Quest, but you can also use Spells and the Trader to meet the requirements.
  • Deliver (something) – Contribute the requested amount of the required Item. Use the Quest Detail window to specify the amount to Contribute. This can be done all at once, or you may Contribute partial amounts over time.
  • Place, Build, Have, or Upgrade (something) – Build the requested Building(s), or Upgrade to the requested Level. For example, a Quest may ask that you have 2 Workshops at Level 4 or higher. You would need to Upgrade at least 2 of your Workshops to Level 4. Note that Magic Residence and Magic Workshop Levels are based on the Chapter, and often count as a higher Level than what is displayed. If you have been actively building, it is possible that the Quest could be finished as soon as it is requested!
  • Research Technology – Complete the Research of the requested Technology.
  • Sell Buildings – Sell the requested Building. This is often used to remind you to clear out the Guest Race Buildings once they are no longer needed.
Some Quests will have multiple tasks. You will need to complete all of the tasks to complete the Quest. Some also give you Options, where you must complete either of the tasks presented.

You cannot Cancel most Chapter Quests, since they are intended to guide you to meet the goals of the Chapter. If you manage to start the next Chapter before you finish the Quest, you will be able to Cancel that Quest, plus any additional Quests from the previous Chapter. Usually, you will no longer have the means to complete the Quest at this point.

An Overview of the Chapter Information (below) Coming Soon!

Information on Chapter 1 Coming Soon!

Information on Chapter 2 Coming Soon!

Information on Chapter 3 Coming Soon!

Information on Chapter 4 Coming Soon!

Information on Chapter 5 Coming Soon!

Information on Chapter 6 Coming Soon!

Information on Chapter 7 Coming Soon!

Information on Chapter 8 Coming Soon!

Information on Chapter 9 Coming Soon!

Information on Chapter 10 Coming Soon!

Information on Chapter 11 Coming Soon!

Information on Chapter 12 Coming Soon!

Information on Chapter 13 Coming Soon!

Information on Chapter 14 Coming Soon!

Information on Chapter 15 Coming Soon!

Information on Chapter 16 Coming Soon!

Information on Chapter 17 Coming Soon!

Information on Chapter 18 Coming Soon!

Information on Chapter 19 Coming Soon!

Information on Chapter 20 Coming Soon!

Information on Chapter 21 Coming Soon!

General Trader Information Coming Soon!

Information on Trade Offers Coming Soon!

Information on the Wholesaler Coming Soon!

There are four Spell Categories. Information on each Category is provided below.

Enchantments are Spells that are targeted to temporarily enhance your Buildings or perform other useful functions. You can earn Enchantments through Encounters, Tournaments, and Neighborly Help. Some can also be Produced or Crafted in the Magic Academy. It is usually best to cast these just before you collect Resources from your buildings. These are the available Enchantments:

  • Power of Provision – Cast this on your Workshops to increase the Supplies collected for a certain time.
  • Ensorcelled Endowment – Cast this on your Cultural Buildings. While it is active, if that building has received Neighborly Help, you will get a temporary increase to your Culture Bonus. It is best to use this on Buildings that have already received Neighborly Help (look for the Handshake icon – the App also provides a Purple Beacon).
  • Magical Manufacturing – Cast this on your Goods Manufactories to increase the Goods produced for a certain time.
  • Teleport Building – Cast this on various Buildings to remove them from your City and store them as a . WARNING! Be sure to collect any production from the building before Teleporting, or you will lose the production!
  • Inspiring Meditation – Cast this to automatically increase your Knowledge Point Recharge Limit from 10 to 20.
  • Pet Food – Cast this on specific Evolving Buildings to activate a temporary boosted effect. This varies by building. You can Craft these at the Magic Academy.

As the category implies, Instant Spells provide an Instant effect. There are several Levels of spells, indicated by a ribbon in the corners of the Spell Tile. You can earn Instants through Encounters, Tournaments, Events, and elsewhere. Many can also be Crafted in the Magic Academy. The Levels, in order of increasing benefits, are:

  • Basic – No Ribbon
  • Common – Green Ribbon
  • Rare – Blue Ribbon
  • Epic – Red/Gold Ribbon
  • Legendary – Purple Ribbon
In addition to the Level, the Spell Tile shows an Icon to indicate the Type of spell, the Effect Level (in white), and the Number Available (in black). The various Spell Types are:
  • Coin Rain – Refills your Coin Storage by the indicated percentage.
  • Supply Windfall – Refills your Supply Storage by the indicated percentage.
  • Portal Profit – Refills your capped Guest Race Goods by the indicated percentage.
  • Battalion – Adds a number of the indicated Military Units to your Army.
  • Ancient Knowledge – Adds the indicated Knowledge Points to an Ancient Wonder of your choice (yours or another player).
  • Booster – Reduces the time required to complete Production. You use these from the Upgrade or Production section of the Building. This will reduce the construction or production time for that building. You can also use this to reduce the wait time in the Spire of Eternity, and in the Magic Academy.
  • Artifacts – Evolves the corresponding Building. You use these from the Evolving tab of the building. These are usually specific to one building, although some can be used for several buildings (for example, the Phoenix Artifact works on the Fire Phoenix, Storm Phoenix, or Aureate Phoenix). WARNING! Be sure to collect any production from the building before Evolving! You will lose any production progress! You will get a warning about this.
  • Vitality Surge – Restores a percentage of Units after a wave of Fighting. You can apply this to a Squad to regain the units lost in the current Battle. Note that you can use this at the end of a Wave, which makes it possible to increase your Units in the middle of a Battle in the Spire of Eternity.

Summonings are Building waiting to be added to your City. These can be earned through various Events and Crafted in the Magic Academy. Any building you Teleport will be converted to a Summoning.

The Summoning tiles are grouped based on the Chapter you were in when you acquired it. Later Chapters provide improved versions of the Buildings. The Tile shows the Name of the Building, a Count of the number you have, and the basic Rewards for building it in your City (Culture, Population, Production, etc.). Evolving Buildings will also show the current Evolution (usually 1 for new Buildings), and the Artifact Icon used to Evolve it. Click on the Tile to see the Size and Street connection requirements.

Sorceries are spells that provide you with a choice of Rewards. For example, the Tome of Wonders lets you choose a Rune for one of four Ancient Wonders. Sorceries are usually provided as a Reward from Events and Tournaments, although they occassionally are available for Crafting at the Magic Academy at a very high cost.

All Spells may be converted to Spell Fragments using the Disenchant option. Spell Fragments are needed for Crafting in the Magic Academy, and are sometimes required for tasks. Note that tasks which require you to use a particular Spell also count if you Disenchant that spell!

Spire Overview Information Coming Soon!

Information on the Spire Gateway Coming Soon!

Information on the Spire High Halls Coming Soon!

Information on the Spire Laboratory Coming Soon!

There are three areas in the Magic Academy – Check out the details for each area below!

Information on what you can Produce in the Magic Academy Coming Soon!

Information on Crafting in the Magic Academy Coming Soon!

Information on the Cauldron in the Magic Academy Coming Soon!

Overview Information on the City Map Maintenance Coming Soon!

Information on how to Move items on the City Map Coming Soon!

Information on how to Sell items on the City Map Coming Soon!

Information on City Map Expansions Coming Soon!

General Information on Buildings Coming Soon!

Information on Basic Buildings Coming Soon!

Information on Military Buildings Coming Soon!

Information on Goods Buildings Coming Soon!

Information on Culture Buildings Coming Soon!

Information on Settlements and their Buildings Coming Soon!

Information on Ancient Wonders Coming Soon!

Overview Information on Encounters Coming Soon!

Information on Fighting Encounters Coming Soon!

Information on Negotiating Encounters Coming Soon!

Overview Information on Tournaments Coming Soon!

Overview Information on Monthly Events Coming Soon!

The next Fellowship Adventure will be April 4-10, 2024. You may download this Path Analysis (Excel Spreadsheet) created by MorningGlow, which lists the total Badges required for each Path on the Map.

Fellowship Adventures (typically abbreviated FA) is a co-operative event. The Adventure involves advancing on a Multi-Route Map in order to collect Rewards. You will earn Badges by doing various regular activities. As a group, you will invest the required number of Badges to clear Waypoints on the Map. There are three main Maps to clear before your group proceeds to the Pit. At the Pit, you will continue to dump Badges until the end of the Fellowship Adventure.

There is a Flag at the end of each Map. Someone in the Fellowship will need to pull the Flag before advancing to the next Map (or the Pit). Since the rewards are given equally to Fellowship members who contribute Badges, you should give every Player a chance to contribute at least one Badge before pulling the Flag.

Your Fellowship earns points for each Waypoint completed, and for filling orders in the Pit. While some Fellowships rush to the Pit, others take time to complete extra Waypoints to earn points before pulling the Flag to advance to the next Map. Your Fellowship will get extra Rewards based on their total points as compared to other Fellowships on your server.

A new Fellowship Adventure usually starts every 2-3 months. You will get an in-game countdown 48 hours before the start of the event. Usually, a News Announcement will preview the upcoming event. The iDavis Database will provide a summary of the upcoming event, including Event Dates, the Badges needed for each Waypoint, and the Rewards for each Map. (The event runs on the beta server about a month before the live version.)

MorningGlow developed a Path Analysis spreadsheet to analyze the Badges required on the Multi-Route maps. This is updated before the start of the Fellowship Adventure, based on the published summary information. One tab shows all possible Paths using multiple colors and all the Tri-Colored Crossover Points. A second tab shows the single-color Paths without any extra Crossovers. Certain Badges are more difficult or time-consuming to collect (Blacksmith Guild, Diamond Necklace, Elegant Statue, Golden Bracelet, Sack of Coins), so they are highlighted in red text. The Path Analysis shows a total of all the Badges required, and a subtotal of the difficult Badges. You may use the link at the top of this section to download the Path Analysis. You can copy and paste Path options to the "Other Paths" area (labeled in green at the bottom of the first tab) to customize it for your Fellowship.

You collect Badges by completing various game tasks. The usual 16 Badges are:

  • Dwarven Brewery – Produce 25 Beverages (2-5 Minutes – Workshop) – "Brewskis"
  • Carpenters Guild – Produce 10x Advanced Tools (3 Hours – Workshops)
  • Farmers Guild – Produce 10x Basket of Groceries (9 Hours – Workshops)
  • Blacksmith Guild – Produce 5x Toolboxes (24 Hours – Workshops)
  • Golden Bracelet – Collect some amount of Basic Goods (T1 Manufactories)
  • Diamond Necklace – Produce 4x Basic Goods (24 Hours – T1 Manufactories) – "Neckies"
  • Elegant Statue – Produce 2x Basic Goods (48 Hours – T1 Manufactories)
  • Witch Hat – collect 2 of the following spells: Magical Manufacturing, Ensorcelled Endowment, Power of Provision
  • Wonder Society – invest 20 KP into any Ancient Wonder
  • Elvarian Guard – Recruit some amount of Units
  • Sack of Coins – Collect some amount of Coins
  • Ghost in a Bottle – Solve 4 Spire Encounters -OR- Solve 4 Tournament Encounters
  • Druid Staff – Collect 2x Combining Catalyst
  • Arcane Residue – Collect 9x Vision Vapor
  • Elemental Marbles – Collect 8 Relics
  • Enchanted Tiara – Use 3x Enchantments of your choice
"Some amount of" depends on the size of your city. The amount required for each Badge is based on the level of your Main Hall. For brevity, you can use just the noun in Fellowship Chat to talk about required badges. For example: Statues, Coins, Hats, etc.

Each of the three Maps has three different colored Paths (orange, blue, and green). Each Path consists of the following Waypoints:

  • A Starting Gate
  • One Waypoint
  • A Tri-Colored Crossover Point
  • Two Waypoints
  • A Tri-Colored Crossover Point
  • Three Waypoints
  • The final Flag
Your Fellowship can either take a single-colored Path up to the Flag (without extra Crossover Points) or change colors for each section. You may choose to do an extra Crossover Point to get to a different color (avoiding the tougher Badges), or complete extra Crossover Points to get a higher score. Most Fellowships appoint someone as the FA Coordinator(s). They can add Targets to the Waypoints for the preferred colored Path on each Map.

The Starting Gate usually requires some amount of 2 different Badges. Each Waypoint on the Path requires some amount of 3 different Badges. Each player may contribute any number of the required Badges at each Waypoint. It is not necessary for one player to contribute the full number of Badges! Refer to the Path Analysis above for the most recent Badge Requirements.

Each Map gets progressively more difficult and requires more Badges. Using the same color Path on a Map can be easier and is usually the quickest way to reach the Flag. A different color can be selected for each of the three Maps. Players are less likely to get lost or misplace badges, but you will get a higher event score for the extra Waypoints you do on a Map. Coordination and lots of communication are required for a successful Adventure using multiple colored Paths with extra Waypoints.

Make sure that all Fellowship Members who wish to contribute have added at least one Badge somewhere on the Map before you pull the Flag to proceed to the next Map or the Pit! Some of the badges are easy to acquire (like Tiaras or Wonder Society). These can be placed outside your chosen Path so every Player can be eligible for the Rewards.

The Pit is the final stop on the Fellowship Adventure. Unlike the Map, there are no more paths!

Instead, you will dump Badges into a bottomless Pit. Each step in the cycle requires 5x of two or three different Badges. Once your Fellowship has contributed 5x of each of the 16 Badges, the cycle will repeat until the Fellowship Adventure is over. Each completed Pit is worth 50 points.

Some Fellowships will rush through the Maps to get to the Pit. Others will take their time and complete more Waypoints on the Maps to earn Points. The Pit is cyclic, and therefore predictable, but it does require all 16 Badges, some of which are difficult to earn.

Here are some Tips and Strategies to use when preparing for the next Fellowship Adventure, and for working through the Badge requirements.

Make Space
In order to generate more Badges, it helps to build plenty of Level 1 Workshops and your smallest Basic (T1) Manufactories in your City, connected to your Main Hall via Footpaths. Use any available space to build these "slums" or "shanty-towns". It is easier to do this when you are at the start of a Chapter, since you will have sold off most of the Guest Race's buildings. We recommend that you build multiples of 5 Workshops (Badges require 5x or 10x production) and multiples of 2 Manufactories (Badges require 2x or 4x Production).

Pay attention to the countdown to the start of the event and begin production on your 24 and 48 Hour goods accordingly (Elegant Statue, Diamond Necklace, and Blacksmith Guild). Do not count Basic Manufactories above Level 23 in these calculations since they can no longer produce 24 or 48 Hour Goods. They can, however, produce goods to earn Golden Bracelets.
Stock Up Production
While you gear up your Production ahead of the Fellowship Adventure, you want to avoid Collecting items early!

If possible, you can disconnect your buildings from the Main Hall by deleting a connecting Street to avoid accidently collecting the product early. You will need to reconnect them in order to collect once the Event starts.

Use the Crafting icon on the bottom menu as a "backdoor" entrance to the Magic Academy, rather than clicking on it on the City Map. You can start new Production of Combining Catalysts and/or Enchantment Spells there. Avoid collecting anything from the Magic Academy for as long as possible before the Event starts. If you position your Magic Academy on the edge of your City, you will be less likely to "fat-finger" it and collect early. (MorningGlow successfully collected 15 Combining Catalysts for the August 2023 Event by moving her Magic Academy to the upper left edge of her City.)

Avoid collecting coins from your Residences, Buildings and Main Hall before the start of the Event to accumulate as much as possible. Most Residences have a maximum Production time (14-20 hours depending on size), so try to give yourself as much time as possible, but no more. Your Main Hall does not have a limit.

Hold off starting your Spire and Tournament encounters until the event starts, in order to get more Ghost in a Bottle and Elemental Marbles badges.

In your Profile, change your City Name to include MH (for Main Hall) during the Event to encourage your Neighbors to provide Neighborly Help there. You should also give Neighborly Help to every Neighbor on the World Map to earn more Coins, not just the ones who are listed on your Notifications tab. You can spend the excess Coins at the Wholesaler if you hit your Storage Limit.
Increase Production
Use Power of Provision and Magical Manufacturing spells to increase Production during the Event to collect more Goods for Golden Bracelets. Use Enscorcelled Endowments to boost Culture, which also boosts Coin production. Casting these Spells also help you earn Enchanted Tiaras. Magical Manufacturing is most effective when used on your higher Level and Boosted T1 Manufactories, so don’t waste them on your Level 1 shanties/slums. Try to upgrade your Boosted T1 Manufactories to their highest level.

Instead of Sentient or Ascended Goods, create your Basic Goods on your Basic Manufactories above Level 23 during the Event. Be sure to use the Magical Manufacturing spell on them to collect even more Goods to make Golden Bracelets. Don't waste these spells on your Level 1 Manufactories.

Upgrade your Main Hall to get the most Coins from Neighborly Helps. You can also use Coin Rain spells to get more Coins, and Boosters to speed up Production in your Manufactories, Workshops, Barracks, Training Grounds, and Mercenary Camp. Spend your coins Convincing in the Spire, Trading with the Wholesaler and buying Witch Points in the Cauldron.

Build the highest number of units to earn Elvarian Guard badges. Also, use these special buildings:
  • Hobby Room in Builder's Hut (if available) – Accelerate your Coins or Boosted Goods 4 times a day.
  • Red Amaryllis Field – These boost Magical Manufacturing.
  • Red Panda Master – Feed this to earn more Vision Vapor when Crafting for Arcane Residue.
  • Tinlug, The Star Serpent – Feed this to earn Combining Catalysts in the Tournament encounters for Druid Staff badges.
  • Watchful Winter Owl – Feed this to get random Standard Goods in the Neighborly Help chests.
Communication
Use Fellowship Chat and Messages to communicate before and during the Fellowship Adventure! Know how many members will be participating, and who will lead or coordinate the group for the event. Having multiple coordinators in different time-zones can help significantly.

If you know the Paths you will take before the start of the Event and the number of Badges you will need (refer to the Path Analysis), you can create Countdown Threads in Messages for the 24 and 48 Hour Productions. Knowing how many Blacksmith Guild, Elegant Statue, and Diamond Necklace Badges are needed, and who is making them, will help reduce duplicating efforts at the start of the Event. Once you reach the Pit, you will need plenty of all of these, however.

A coordinator should start a Countdown Thread for each of these Badges with the total number required for your planned Paths. When you start Production, update the Thread with the number remaining. For example, if your Fellowship needs 47 Blacksmith Guilds, the coordinator would post a Message with "Blacksmiths – 47 Total". If you start 15 Toolboxes, you would reply with "44 Needed" (15 Toolboxes will earn 3 Badges). Be sure to reply to the Thread when you start production, not after collecting, so other Players don’t duplicate your efforts.

Once you reach the Pit, it is helpful to use Fellowship Chat to alert others as to the next Requirements. When you finish a Pit request, you might be able to immediately start contributing to the next request, possibly completing one or two of the requested Badges. Add a message of which Badges are needed to your Fellowship Chat. For example, if you had enough Druid Staff Badges, but were short on Sack of Coins and Witch Hat Badges, you could post "Coins and Hats". This lets others in your Fellowship know what is needed in the Pit without having to go there first.

Overview Information on Seasonal Events Coming Soon!

Here is a list of Common Abbreviations used in the Game. You will often see these in Chat and Messages. Some are used on this Website.

  • AW – Ancient Wonder(s)
  • B / BH – Builders' Hut
  • C / CU – Culture
  • CC – Combining Catalyst (nicknamed "Balls")
  • DA – Dwarven Armorer (Building) -OR- Dragon Abbey (AW)
  • EB – Elven Barracks
  • FA – Fellowship Adventures
  • HB – Human Barracks
  • HM – Heavy Melee (Units)
  • HR – Heavy Ranged (Units)
  • HUD – Heads Up Display
  • KP – Knowledge Point(s)
  • LM – Light Melee (Units)
  • LR – Light Ranged (Units)
  • M – Main Hall -OR- Mage (Units)
  • MC – Mercenary Camp
  • MH – Main Hall -OR- Mountain Hall (AW)
  • MA – Magic Academy
  • NPC – Non-Player Character
  • TG – Training Grounds
In the Chapter summaries, we identify new Units by a combination of the Building where they're produced and their Class. For example, EB-LR is the Elven Barracks Light Ranged Unit, while MC-M is the Mercenary Camp Mage Unit.