Bastions of Ash
Login Request an invitation

Marches

World map

Terrain affects travel, risks, outposts, defenses and resource yields.

Moving from the regional map to the Atlas

The detailed map shows the tiles inside one region. The Atlas provides a wider view of the world: it presents known regions, their state, overall control and the passages connecting them. The Atlas button opens it from the map; selecting a region then returns to its detailed map.

Regions and their links belong to the world being viewed. Their name, Atlas position, state and passage coordinates are persistent and admin-managed, so changing season or browsing an archive never mixes two geographies.

Administrators can temporarily disable regions with the atlas.regions_enabled setting. The world then returns to a single-region mode centred on the active bastion: the Atlas and passages disappear, their tiles visually recover the neighbouring natural terrain, and new interregional missions are refused. The complete topology remains stored for a later lossless reactivation.

The Atlas is presented as an illustrated tactical map. The glowing point marks the active bastion region and arrows show only its current direct access. Other points represent regions already known, while fog of war covers boundaries that are not yet in play and preserves room for future world extensions.

A red marker identifies every active Ash Front in a known region. Its Atlas card shows the current concentration, scheduled closure, any stabilization and the player alliance operation progress. The regional front remains visible during the delay between two mobilizations, even when its action callout temporarily disappears from the detailed map.

A solid line represents a main passage, a dashed line a secondary route, and a temporary passage can be scheduled. Color indicates whether the link is neutral, controlled, contested or sealed. The Atlas explains this topology; missions are still prepared from the detailed map.

A passage opening can combine four admin-managed conditions: it must not be sealed, it must be inside its schedule, the world must have reached a minimum phase, and a chosen alliance objective may need to have been completed by a specified number of alliances. Collective progress is counted as soon as the objective is completed, without waiting for its reward to be claimed. Until every condition is met, the passage is excluded from routes and the Atlas explains the lock and displays objective progress when relevant.

On the detailed map, every link endpoint appears as a visible regional-passage tile along the region edge, represented by a gateway without a technical number. Its halo follows its state: neutral, controlled, contested or sealed. Selecting it shows its destination; right-clicking also offers direct travel to the neighbouring map when the passage is open. A sealed link remains visible but does not offer this navigation.

For an interregional mission, the server composes an explicit route: regional travel to the threshold, the crossing cost, then travel from the arrival threshold. It can chain several passages and selects the least costly passable route. A sealed region, a sealed passage or a temporary passage outside its schedule is excluded. The mission snapshots its segments, regional coordinates and passage identifiers when it starts.

A controlled passage remains open to everyone. Members of the controlling alliance receive a default 15% cost reduction, while alliances with right of passage receive 5%. An outsider pays 25% more, capped at 2 route-cost units: control can therefore never trap them inside a region. A neutral secondary route may be selected automatically when it becomes cheaper.

While the passage remains controlled, its holders also receive an aggregated watch over active interregional movements using it. The reading separates friendly, hostile and other signals without revealing the player, mission type, army, origin or destination. It disappears during a contest and can be disabled through atlas.passage_control_vision_enabled.

While a passage is contested, both advantages and the surcharge are neutralized: everyone crosses at the base cost until control is resolved later. These multipliers and the cap are admin-managed, and both the Atlas and route preparation display the cost actually applied to the player.

An outsider surcharge remains an abstract route-cost unit: no traveller resource is taken or transferred to the controller. Keeping a controlled passage instead costs the shared treasury 20 essence every 24 hours by default. A conquest or new admin-assigned control grants one full period. Each due date creates at most one payment, with no debt or accumulated catch-up; if the treasury lacks essence, the passage becomes neutral and remains crossable. Cost and period are admin-managed through atlas.passage_maintenance_essence and atlas.passage_maintenance_period_hours, and every payment is written to the immutable treasury ledger.

An alliance member can contest a neutral or controlled passage by targeting either of its endpoint tiles. They choose the units sent against a 250-point guard on a neutral passage. A controlled passage starts at 500 defense, then each active member of its alliance with at least one bastion in either adjacent region adds 75 points, up to 300 extra points. Each member counts once regardless of their number of bastions, and members on vacation do not contribute. Members of the controlling alliance may also send their own units into a garrison shared by both thresholds, recall them to their bastion, and publish a reinforcement call visible to their allies. A garrison reinforcement or recall may be cancelled before arrival, as for a tower or outpost: reserved units turn back for a duration equal to the time already travelled and only return to their starting position on arrival. This garrison defends the passage whichever threshold is attacked; it suffers battle losses and its survivors are destroyed if the passage is captured, as with a fortified position. The passage immediately becomes contested and only one operation can take place there at a time. While the troops are still marching, the attacker may recall them: the passage immediately restores its previous state and controller, no stabilization delay starts, and the units return for a duration equal to the time already travelled. Victory transfers control to the attacker’s alliance; defeat restores the previous state and controller. After a combat is resolved, a global 12-hour stabilization delay prevents another assault. A non-aggression pact or a war whose break delay is still running forbids the operation.

The “Passage details” action groups its name, kind, status, two thresholds, holding alliance, crossing cost, defense, maintenance and any passage watch. As with a tower or outpost, holders and authorized supporters also see the detailed garrison by player and origin bastion together with reinforcements and recalls still in transit; opponents only see the aggregated garrison power included in defense.

Neutral defense, controlled defense, reinforcement per member, its cap and the stabilization delay are admin-managed through atlas.passage_neutral_defense_power, atlas.passage_controlled_defense_power, atlas.passage_presence_defense_per_member, atlas.passage_presence_defense_cap and atlas.passage_assault_cooldown_hours. The detailed defense is visible in the Atlas and at each threshold before an assault. Both alliances can see the military movement and receive a report when it resolves; the passage remains crossable throughout the contest.

Every region also has an admin-managed geographic profile: varied lands, great plains, deep woodland, highlands, ashlands or ancient remains. The profile strongly changes terrain density and palette: wide-open plains, continuous forest masses, rocky ranges, Ash and lava fields, or concentrations of ruins. In highlands, impassable rocks cover at most 35% of the region and at least 55% of tiles remain passable, preserving settlement basins between mountain ranges.

Hydrography varies as well. Depending on the region, water may form a vertical or horizontal river, a branching diagonal course, interrupted streams between lakes, separate basins or a lava sea. Public crossings remain distributed across important barriers and generation repairs any significant area or resource that would otherwise be isolated.

The generator uses the project’s complete hexagonal library for terrain, scenery and special locations. Fortresses, villages, sanctuaries, portals, mines, caves and other persistent landmarks are placed with sufficient spacing. They are visible and selectable but protected from ordinary construction until their future interactions, quests or operations are introduced.

The Heart of Ash and its anchors

The Heart of Ash is a special central region. It remains visible but sealed during settlement, expansion and conflicts, then opens automatically when the world reaches its finale. The server refuses any attempt to access it directly before that unlock.

The Heart is connected to the rest of the world by several passages subject to the same finale unlock. Two alternative routes are prepared by default so one frontier or passage cannot decide the whole confrontation.

The initial setup prepares five anchor points, three of which must be controlled simultaneously to power the final ritual. These values are admin-managed through season.heart.anchor_count and season.heart.required_anchors.

Each anchor has a neutral, controlled or contested state, a controlling alliance and fixed defense strengthened by its garrison. An alliance member can launch an assault from an accessible bastion. The anchor is contested during travel; cancelling restores its previous state and sends the troops home. Victory transfers control and clears the defeated garrison.

Members of the controlling alliance can send their own troops as reinforcements, recall them and follow movements still in transit. Exact garrison details remain restricted to that alliance; other players see control and overall defense without learning troop composition.

An alliance qualifies directly when it reaches season.ritual.seal_threshold. In a world with at most season.ritual.fallback_active_alliance_limit active alliances, the highest-ranked alliances may fill the number of safety-net places set by season.ritual.fallback_places. Once earned, qualification remains secured.

A qualified alliance can deliver Food, Dark wood, Iron and Essence by convoy to an anchor it controls. The Cart requirement is calculated from cargo volume and the Carts return after delivery. Cancelling starts a real return trip with the resources, while a delivery that can no longer be accepted returns its rejected cargo.

To protect finale integrity, no player may enter an alliance during the seven days preceding the finale or during the finale itself. Departures and exclusions remain possible. A member must have belonged to the alliance for at least 72 hours before sending ritual supplies; both values are admin-managed through season.alliance.roster_freeze_days and season.alliance.ritual_contribution_delay_hours.

Every delivery remains attributed to its author in an immutable ledger even after they leave or are excluded. A convoy sent by an already eligible member remains valid while travelling: a later departure does not retroactively erase that commitment.

Once the resources are complete and the required anchors are controlled simultaneously, ritual progress accumulates. The initial duration is 42 hours through season.ritual.duration_seconds. An interruption first pauses progress for season.ritual.decay_grace_seconds, then progressively removes the time share set by season.ritual.decay_percent instead of instantly resetting days of effort.

The first alliance to complete its ritual wins the season. If no ritual succeeds before the deadline, the tiebreak compares ritual progress, Ash Seals, stabilized regions, then completed major objectives in that order. The internal alliance identifier is used only to guarantee a deterministic result after a perfect tie.

Resolution also awards secondary distinctions for offensive victories, successful defenses, logistics, purification, diplomacy and individual ritual contribution. A category with no measurable performance simply has no recipient.

After resolution, the world enters an initial 48-hour epilogue managed through season.resolution.epilogue_hours. All progression is frozen while the map, rankings, reports and outcome remain available. The final archive preserves the winner, tiebreak ranking and distinctions.

Titles, distinctions and archives persist as account history and remain visible in the permanent profile’s season honours. A collective distinction stays associated with players who belonged to the recipient alliance when it was awarded, even if they later change alliances or worlds. No resources, units, research, positions or other competitive power transfer into a new world.

Anchor count, required simultaneous control, route count, fixed defense and assault cooldown are managed through season.heart.anchor_count, season.heart.required_anchors, season.heart.route_count, season.heart.anchor_base_defense and season.heart.anchor_assault_cooldown_hours. The four logistics targets use season.ritual.required_food, season.ritual.required_dark_wood, season.ritual.required_iron and season.ritual.required_essence.

The server tracks rituals and resolves official worlds every minute. An internal sandbox instead requires game:debug:season-resolution; its --reset option restores the state preceding resolution after the archive has been tested.

Understanding territory

The map is a control space, not just a backdrop. Bastions, claims, towers and outposts project influence. That influence decides which tiles can be exploited, contested or protected. Ranges are counted in offset hex-grid steps, like travel routes.

The map toolbar groups zoom, region framing, bastion recentering, coordinate entry and a layer menu. The Territories layer uses server diplomatic permissions and the building halo colors: green for your influence, blue for allied or authorized influence, and red for active war. Amber hatching marks denied right of passage; light hatching in the opposite direction marks overlapping influences. When both states apply, they form a subtle diamond pattern. A dashed boundary still marks vision range. These choices are local to the browser and can be combined with the Ash layer. The selected tile, target and active movement pictograms open their corresponding information, with an accessible tooltip on hover or focus. In the panels, every available action is gathered into a compact list: each row shows its type, useful information and its own illustrated pictogram, then opens the corresponding preparation window. During raid preparation, the target name remains visible and available units are grouped into a grid of compact blocks to keep the window short. A colored banner displays an estimated risk — easy, moderate or difficult — by comparing the selected force with the latest known garrison intelligence; without usable intelligence, the risk remains unknown.

The right-click menu always reloads the chosen target panel and waits until it has actually loaded before displaying its actions. A previous selection, an incomplete panel, or a stale network response therefore cannot provide information or actions belonging to another tile.

Every bastion displays its name directly above the structure. Its alliance tag appears first when available, and the label background uses the diplomatic stance color: ownership, alliance, pact, neutrality, wary relations or war. The castle halo uses the same color, except when a white halo signals active protection. When a bastion, tower, outpost or landmark is hovered or selected, the outline follows the sprite silhouette instead of framing its tile.

A foundation may target any reachable neutral tile, even beyond territorial influence. It must respect the configured minimum hex distance from each of the player’s bastions and active foundation sites, plus an admin-managed three-tile distance from every regional passage by default. A tile exactly three hexes away is allowed. These distances are checked when the convoy starts and again when construction completes so parallel convoys cannot create bastions too close together. Claims, control towers and outposts remain limited by their own territorial range.

Cancelling an action never teleports committed troops. A claim contest or defense, garrison reinforcement or recall, foundation, transfer, trade convoy, or recalled mission turns back for a duration equal to the time already travelled. Units and cargo remain committed and only become available when they reach their starting position. From an established foundation camp, the convoy makes the complete return trip.

A tile can be visible without being controlled, controlled without containing a bastion, or contested by an action in progress. The server always revalidates the real tile state when a queue resolves.

To keep zooming and panning fluid, received terrain and borders are retained in a local static layer while structures, selections and movements remain dynamic. This separation changes no rule: the server remains authoritative, computes movement visibility and can revalidate an unchanged region without transferring its full contents again.

When the map opens, an illustrated loading screen replaces the black background while the renderer is prepared, the region is retrieved, textures are loaded, and strategic layers are assembled. Its bar follows these actual stages, displays a randomly selected cartographer’s tip, then disappears after the first complete frame. The same flow accompanies the Canvas fallback renderer.

The accelerated PixiJS renderer is used by default. The legacy Canvas renderer remains available through the `map_renderer=canvas` parameter and automatically takes over if graphics initialization fails or the GPU context is lost, without changing the requested region or framing.

When a battle resolves in the displayed region, a short raster impact appears on its destination tile in real time. It only signals that a clash occurred: its appearance reveals neither the winner, losses nor loot. The effect becomes a static cue when the browser requests reduced motion.

A tower or outpost construction site does not project influence yet: range is added only when construction completes successfully.

Holding a border with a tower

Claiming a tile starts a map queue with travel and on-site work. The control tower appears only when that queue resolves successfully; it does not produce resources, but projects wider territorial influence than an outpost and can receive a garrison.

A tower has a level and fixed defense. Its owner can upgrade it through a map queue: resources are paid on launch, the level increases on completion, and the upgrade can be cancelled before expiry with a refund.

Dismantling is also timed. The tower stays in place and keeps defending while the queue runs; when it completes, the claim disappears, part of the upgrade costs is refunded, and the garrison returns to the origin bastion. If cancelled, the tower and garrison remain intact while the dismantling crew visibly returns to the bastion on the map.

A hostile tower remains a military target: the attacker can choose to capture or destroy it.

Exploiting T1/T2/T3 spots

Generation guarantees at least the minimum number of Food spots set by map.resource_food_backfill_target, even when the general resource spot density is reduced. Occupied, claimed or landmark tiles are never replaced to reach this minimum.

Resource spots have a T1, T2 or T3 size. That size defines their available stock. An outpost produces by consuming this stock: when it reaches zero, the spot no longer provides resources.

In every region open to player starts, active spots stay within configurable bounds. Defaults are 30 to 80 Food, 18 to 80 Dark Wood, 12 to 40 Iron, and 8 to 20 Essence. The geographical profile keeps its dominant resource without making another resource entirely unavailable or saturating the map; existing archives remain unchanged.

Rebalancing is deterministic and protects bastions, reserved positions, landmarks, possessions, outposts, contested tiles, and active actions. The settings are map.starting_region_resource_minimums and map.starting_region_resource_maximums.

Remaining stock is visible on the map so players can plan ahead. A report warns the player when a spot is depleted, making it easier to defend, negotiate, relocate or dismantle an outpost network.

A depleted spot marker remains dimmed and crossed out in red for 24 hours, then disappears from the map. This visual removal does not remove an existing outpost or change the respawn delay.

After depletion, a new spot can respawn elsewhere after a random delay defined by the admin settings for its size.

Building, upgrading or dismantling an outpost

An outpost turns a resource spot into production while stock remains. It has a level, fixed defense, optional garrison and weaker territorial influence than a tower.

Map action costs and availability use production accumulated since the last server tick, just like the realtime resource counter. Launching the action then recalculates and locks that stock before any payment.

While being built, the outpost uses a map queue but does not claim the tile or extend the player range yet. The active construction can be cancelled before it expires from “Active movements”; all paid costs are then refunded to the origin bastion.

An active upgrade can be cancelled while its queue has not expired. Paid costs are refunded to the origin bastion and the current outpost level is unchanged.

Dismantling is a timed action. On completion, it refunds 50% of the construction cost, rounded to an integer. The garrison stays in place during the whole duration, keeps defending, then returns to the origin bastion if dismantling succeeds. If cancelled, the outpost and garrison remain intact while the dismantling crew visibly returns to the bastion on the map.

An outpost being dismantled remains attackable and capturable until its queue completes.

Tracking living ash

Living ash is a lightweight map event: some tiles carry a visible intensity that can rise or recede during server resolutions.

It first spreads from existing pockets to all six adjacent tiles of the offset hex grid, without crossing region edges. It only seeds isolated new pockets when the region has no active front left to push.

Its intensity adds a small route cost to paths crossing the tile. On Essence spots, it also increases outpost yield, creating points of tension without blocking the map.

A purification action can be launched from an affected tile: it uses a map queue, appears in active movements, can be cancelled and reduces intensity by 1 when resolved.

The number of simultaneous purifications is limited per player. Base capacity is admin-managed and can be increased by a configured research, Logistics by default.

After an intensity change, the tile stays stabilized for an admin-controlled delay before Living Ash can change it again.

Levels remain shared in realtime with all players: the map, tooltips and tile details use the current server state.

V0 intentionally stays modest: it makes the map feel more alive without adding a heavy disaster system.

Reading active movements

The block below the map gathers visible missions and map queues in the region: spying, raids, direct transfers, trade convoys, reinforcements, recalls, foundations, upgrades and dismantling.

When an action can be cancelled, the button appears directly in that block. Countdown expiry triggers a refresh, and realtime signals update the map, tile panel and visible movements.

Reference

Values and definitions

Water, lava and public crossings

An 80 × 80 region contains two to four compact, spaced fords depending on its hydrography. Generation opens as many minimal corridors as needed whenever combined water, lava and rock barriers would isolate a significant area or a strategic resource. Clusters inherited from older generations are automatically rebuilt without touching bastions, possessions, resources or landmarks.

Lava is an impassable terrain distinct from water. Its crossings use a cooled-basalt causeway layered over the lava tile.

Their appearance connects the two passable banks after examining all six neighbouring tiles: lateral barriers distinguish a straight channel from a bend before a horizontal, vertical or diagonal orientation is selected.

Fords are available to everyone with a ×1.60 movement cost, but cannot be claimed or host a structure, resource or starting position.

Landmarks and expeditions

The catalog contains exactly nine ordinary families: Major remnant, Mysterious threshold, Abandoned fortress, Ancient settlement, Ancient sanctuary, Extraction site, Deep cavern, Hostile camp, and Forgotten wonder. The Heart of Ash and its anchor points remain a separate seasonal system, while ordinary ruined terrain keeps its personal Essence exploration.

On the detailed map, a subtle gold outline follows the sprite of discovered landmarks whose rules and season stage currently allow an action. Unknown, locked, archived, or disabled landmarks receive no such signal. The Missions page “Expeditions” tab centralizes surveying, travelling reconnaissance and contracts, and the player’s personal journal of discovered landmarks; every journal entry links back to its tile for contract selection.

The “Accessible landmarks” map filter isolates these destinations: bastions disappear, landmarks with no immediate action are dimmed, and currently usable landmarks receive a stronger outline. Its counter includes only discovered, actionable landmarks in the displayed region.

Under `landmarks-v4`, each 80 × 80 region is divided into sixteen 20 × 20 sectors. In Missions, every region is represented by a compact terrain map covered by a clickable 4 × 4 grid: available leads, the current selection, and already-surveyed sectors use distinct visual states. Every offered sector contains at least one ordinary landmark still unknown to that player: the server chooses its lead in a deterministic player-specific order, with no empty mission and no contested global stock. Sending an Explorer starts a real round trip from the bastion. On the map, that journey uses the Explorer’s own walking silhouette instead of the convoy marker. The exact landmark appears on that player’s map only when the Explorer arrives, accompanied by a report and a permanent expedition-journal entry. At every deadline, the open page automatically synchronizes the mission so the return journey and new report appear without a manual reload. Discovery reveals nothing to other players and never moves or recreates the landmark.

Training an Explorer requires a level 2 Ravenry and Ash Cartography level 1. A player may own or commit at most two Explorers in one world. Level 1 permits one survey at a time, level 2 reduces its journey by 10%, and level 3 reduces it by 20% while permitting two simultaneous surveys.

In a world where landmarks are enabled, major remnants, deep caverns, ancient settlements and extraction sites open individual expeditions. Reconnaissance is offered both in the landmark card and its right-click menu. It sends a Scout on a real trip to the landmark; personal contracts are revealed on arrival, then the Scout returns to the bastion. The compact card keeps the landmark identity, difficulty, state, and renewal delay. The “Contracts” action, available in the card and on right-click, opens a dedicated modal. Each contract is collapsed by default while keeping its title, description, rights, and guaranteed outcome visible; expanding one contract reveals only its danger, cooldown, requirements, and composition. During a personal cooldown, the next access is shown by a live cumulative-hours `HH:MM:SS` countdown. Compact selected / required counters track the escort, Carts, and offensive power live with active terrain and doctrines. Risk calculation remains locked until every announced threshold is met. If the server still rejects the composition, its reason stays in the modal without reloading the map. A valid preparation opens a summary sub-modal above the contracts; cancelling it returns to the open contract without leaving the map. When this confirmation opens, the server has already locked the reward, opposing power, and losses: no random roll can alter these values. A strictly unchanged confirmation launches the expedition; only actual changes to the announced data require a fresh preparation.

The mission reuses existing travel and server queues. It resolves on arrival, creates a report, then returns survivors, loot and auxiliaries to the origin bastion. Reported losses display unit names in the language currently being viewed, including for an already archived report. Results are deterministic: resources or Essence, nearby intelligence, a temporary personal travel effect, or bounded recruitment. Personal contracts never consume a global stock.

When a world is archived, its map snapshot preserves landmark coordinates, names, sprites, states, temporary control, operations, regional effects, and seasonal objectives. Each participation’s final record also retains discovered-landmark and completed-contract counts, collective contributions, and auxiliaries still owned. These records are read-only, and no unit or power transfers into another season.

Reconnaissance, surveying, and contract reports belong to the “Expeditions” family. In account preferences, “Landmarks and expeditions” can enable only these alerts without enabling every map and territory report.

Hostile camps, abandoned fortresses, ancient sanctuaries, and mysterious thresholds also offer assault, supply, purification, or stabilization contracts. Their modal announces the site’s fixed garrison and the targeted regional effect. A threshold remains an anomaly to contain: it never automatically becomes a teleporter or regional passage.

A personal contract remains available without an alliance, except for explicitly marked operation contracts. For an alliance member, each resolved contract contributes points to a 72-hour operation belonging to that alliance. One player can supply no more than 40% of the target, so several participants are required. On success, control and the effect last 24 hours, do not stack, and do not extend an already active effect. Depending on the landmark, they reduce NPC pressure by 25%, landmark expedition danger by 10%, Ash spread by 25% while purifying at most 24 tiles within radius 6, or landmark travel by 10%. Control only grants the holding alliance 10% more contribution and a slightly shorter personal cooldown; it never blocks other players’ contracts.

A compatible world may additionally announce one seasonal scenario under the `landmarks-v3` rules: awakening a Forgotten wonder, harmonizing a sanctuary network, or aligning a threshold network. This choice is fixed before a competitive season opens and remains optional. The objective opens during the Finale stage and contains three deterministic stages. Every stage shows its contract, world target, personal contribution, and final reward before commitment. One player is capped at 20% of each stage, so at least five participants are required whether or not they belong to an alliance. Contracts consume no global stock, and later stages remain locked until collective progress reaches them.

Completion activates an announced, non-stacking regional reward for 48 hours: landmark expedition danger reduced by 15% around a wonder, Ash spread reduced by 20% in sanctuary regions, or travel to landmarks reduced by 15% in threshold regions. This effect grants no exclusive control and expires without changing the landmark. Contracts retain an optional expedition-leader seam for future Heroes, but no Hero is required and no item, relic, equipment, crafting, or random-loot system is introduced.

Reconnaissance requires at least one available Scout. The Scout temporarily leaves the bastion for the round trip and is never sacrificed by this mission. Recalling before arrival returns the Scout without revealing contracts; a reconnaissance that reaches the landmark creates a report and makes contracts available while the Scout travels home. A player may run only one active contract at the same landmark; each contract applies its own cooldown and maximum number of acquisitions per season. When a family waits for a later phase, its state is shown as locked and its card names both the exact required phase and the current phase. Already-open ranked worlds remain locked, while an internal sandbox may activate these rules for testing.

A newly generated region follows deterministic quotas for all nine roles according to its geographic profile. Existing landmarks keep their coordinates and visual: smithies, barns, windmills and clearings become extraction sites, oases become ancient settlements, and the archery range becomes a hostile camp. Competitive rules remain disabled in worlds that are already open and can only be enabled before a world opens.

Control towers

A tower materializes a claim without an outpost. It projects border influence, has a level, fixed defense and optional garrison. When the required team is missing, the action menu directly lists each required unit and the quantity available in the active bastion.

The owner and partners with military support may send contingents; every player retains ownership of their units and can only recall their own. It can be upgraded through a cancellable queue, then dismantled through a timed queue that refunds part of upgrade costs and returns each contingent to its owner. Cancelling dismantling keeps the tower and sends the crew back along a visible map route.

T1/T2/T3 resource spots

Forest, mountain and ruin terrain defines a biome, but every such tile is not an exploitable resource. Only the rarer spots marked on the map have a T1, T2 or T3 size that defines their initial stock. Outpost production consumes that stock, the remaining amount is visible on the map, and a report warns the player when the spot reaches 0.

Economic outposts

An outpost is built on an exploitable spot, produces for one of the player bastions, has a level and can be upgraded. The construction site does not project influence before it resolves.

An active upgrade can be cancelled while its queue is still running, refunding the paid costs.

Outpost dismantling

A controlled outpost can be dismantled through a timed queue. The refund is paid at completion and equals 50% of the construction cost, rounded to an integer.

The garrison stays in place, still defends the tile, then returns to the origin bastion if dismantling succeeds. Cancelling keeps the outpost and sends the dismantling crew back along a visible map route.

Living ash V0

Tiles can carry a visible living ash intensity on the map. The Ash layer, enabled from the map tools and remembered locally, dims terrain and strengthens contamination colors, veins and levels. Its stable rendering is cached with the terrain to keep navigation fluid; hiding it changes neither the rules nor the information in a tile detail.

Ash spreads from existing pockets to all six adjacent hex tiles, without crossing region edges and without seeding new pockets while an active front can still progress. It slightly increases route cost and gives an Essence spot yield bonus.

A timed purification reduces one tile intensity by 1 when resolved; its action therefore shows the current intensity separately from the intensity that will remain after purification. The tile then stays stabilized for an admin-controlled delay.

Simultaneous purifications are limited per player and that limit can progress through a configured research. Admin settings control activation, maximum intensity, spread, fading, purification, capacity, stabilization and coefficients.

Ash Fronts and alliance operations

A sufficient regional concentration automatically opens a front visible on the map. Each alliance can launch its own time-limited operation there: purified Ash levels, resources actually delivered into the region, and member outposts or control towers grant points.

Territory already controlled is recognized when the operation starts, but its total contribution is capped to an admin-controlled share of the target so it cannot complete the operation alone. The target scales with recently active members and each player contribution is capped to preserve collective effort; the cap is relaxed so an alliance with only one or two active players can still finish.

Every milestone automatically deposits resources into the shared treasury. The final milestone stabilizes the region and temporarily slows Ash spread.

This bonus is regional and shared: other alliances keep their own milestones and rewards, but a completion while the bonus is active neither stacks the reduction nor extends its duration.

A completed operation is reduced to a summary in the alliance page and its callout temporarily disappears from the map. While the front remains open, the alliance may launch a new operation after an admin-controlled delay, set to 24 hours by default and never shorter than the active regional stabilization.

Active movements

Visible missions and map queues, such as spying, direct transfers, trade convoys, reinforcement, recall, upgrade and dismantling, appear below the map. On the animated route, the cart marks logistics, the soldier group marks troop movements and the hooded scout marks spying.

Every outbound mission and every active map queue shown in this panel can be cancelled before its deadline. Committed troops, crews, and cargo make a timed return and only become available on arrival; only actions without a detachment refund their costs immediately. The panel then refreshes from realtime signals and countdown expiry.

When a battle resolves, a clearly visible multi-stage sequence of impacts, slashes, debris, and shockwaves appears on its tile. Direct raids, structure sieges, and ritual assaults use distinct moods without revealing the winner. Several closely timed impacts remain ordered and replayable from server data when their realtime signals were missed, without interrupting the accelerated map renderer; reduced-motion preference replaces them with short static markers.

Terrain: plain

Plain

Open terrain, easy to cross and suited to food.

Passable
Yes
Travel multiplier
×1,00
Route risk
0
Outpost work
×1,00
Outpost defense
×1,00
Generation weight
100

Yields

  • Food Food ×1,15
  • Dark wood Dark wood ×0,90
  • Iron Iron ×1,00
  • Essence Essence ×0,85

Terrain: ash

Ash

Grey reaches, slower to cross but rich in iron.

Passable
Yes
Travel multiplier
×1,15
Route risk
1
Outpost work
×1,20
Outpost defense
×1,15
Generation weight
28

Yields

  • Food Food ×0,85
  • Dark wood Dark wood ×0,85
  • Iron Iron ×1,10
  • Essence Essence ×1,10

Terrain: forest

Dark forest

Dense woods, slower to cross and favorable to dark wood.

Passable
Yes
Travel multiplier
×1,25
Route risk
1
Outpost work
×1,10
Outpost defense
×1,10
Generation weight
34

Yields

  • Food Food ×0,95
  • Dark wood Dark wood ×1,20
  • Iron Iron ×0,90
  • Essence Essence ×0,90

Terrain: water

Water

Waterway impassable without a dedicated rule.

Passable
No
Travel multiplier
×1,00
Route risk
0
Outpost work
×1,00
Outpost defense
×1,00
Generation weight
100

Yields

  • Food Food ×1,00
  • Dark wood Dark wood ×1,00
  • Iron Iron ×1,00
  • Essence Essence ×1,00

Terrain: lava

Lava

Impassable lava sea without a prepared crossing. It cannot be claimed or host a structure or resource.

Passable
No
Travel multiplier
×1,00
Route risk
0
Outpost work
×1,00
Outpost defense
×1,00
Generation weight
100

Yields

  • Food Food ×1,00
  • Dark wood Dark wood ×1,00
  • Iron Iron ×1,00
  • Essence Essence ×1,00

Terrain: ford

Ford

A public crossing through a river. It remains passable but greatly slows movement and cannot be claimed or host a structure or resource.

Passable
Yes
Travel multiplier
×1,60
Route risk
1
Outpost work
×1,00
Outpost defense
×1,00
Generation weight
0

Yields

  • Food Food ×1,00
  • Dark wood Dark wood ×1,00
  • Iron Iron ×1,00
  • Essence Essence ×1,00

Terrain: region_passage

Regional passage

A public threshold connecting two regions of the same world. It cannot be claimed or host a structure or resource.

Passable
Yes
Travel multiplier
×1,00
Route risk
0
Outpost work
×1,00
Outpost defense
×1,00
Generation weight
0

Yields

  • Food Food ×1,00
  • Dark wood Dark wood ×1,00
  • Iron Iron ×1,00
  • Essence Essence ×1,00

Terrain: rock

Rocks

Impassable rocky masses.

Passable
No
Travel multiplier
×1,00
Route risk
0
Outpost work
×1,00
Outpost defense
×1,00
Generation weight
18

Yields

  • Food Food ×1,00
  • Dark wood Dark wood ×1,00
  • Iron Iron ×1,00
  • Essence Essence ×1,00

Terrain: ruins

Ruins

Dangerous remains, slow to explore and favorable to Essence.

Passable
Yes
Travel multiplier
×1,35
Route risk
2
Outpost work
×1,30
Outpost defense
×1,25
Generation weight
12

Yields

  • Food Food ×0,90
  • Dark wood Dark wood ×0,95
  • Iron Iron ×1,05
  • Essence Essence ×1,25

Server values

Active map rules

Ranges, claims, towers, outposts and colonization use these server values.

Admin setting ash.change_cooldown_seconds

Cendre vivante - stabilisation

Delai en secondes avant qu une case modifiee par la Cendre puisse changer a nouveau.

01:00:00
Admin setting ash.enabled

Cendre vivante - active

Active la propagation legere de la Cendre vivante sur la carte.

Yes
Admin setting ash.essence_yield_bonus_per_intensity

Cendre vivante - bonus Essence

Bonus de rendement Essence applique par niveau de Cendre sur une case.

0,10
Admin setting ash.fade_tiles_per_region

Cendre vivante - apaisement par region

Nombre maximum de cases qui perdent de la Cendre a chaque resolution par region.

12
Admin setting ash.front_bonus_duration_hours

Fronts de Cendre - duree du bonus

Duree du ralentissement regional de la propagation en heures.

24
Admin setting ash.front_bonus_spread_reduction_percent

Fronts de Cendre - reduction de propagation

Reduction temporaire de la propagation regionale apres stabilisation.

50
Admin setting ash.front_concentration_threshold

Fronts de Cendre - seuil d intensite

Intensite cumulee minimale pour ouvrir un front regional.

2100
Admin setting ash.front_cooldown_hours

Fronts de Cendre - delai regional

Delai avant qu un nouveau front puisse apparaitre dans la meme region.

24
Admin setting ash.front_duration_hours

Fronts de Cendre - duree du front

Duree de visibilite d un front regional en heures.

96
Admin setting ash.front_min_tiles

Fronts de Cendre - cases minimales

Nombre minimal de cases touchees pour ouvrir un front.

800
Admin setting ash.fronts_enabled

Fronts de Cendre - actifs

Active les fronts regionaux et les operations d alliance.

Yes
Admin setting ash.max_intensity

Cendre vivante - intensite maximale

Intensite maximale de Cendre sur une case.

3
Admin setting ash.operation_active_member_days

Operations de Cendre - activite recente

Fenetre d activite en jours utilisee pour adapter l objectif.

7
Admin setting ash.operation_base_target_points

Operations de Cendre - objectif de base

Points de progression communs demandes a toute alliance.

180
Admin setting ash.operation_duration_hours

Operations de Cendre - duree

Duree maximale d une operation d alliance en heures.

72
Admin setting ash.operation_logistics_event_cap

Operations de Cendre - plafond par convoi

Points de logistique maximaux accordes a un convoi.

25
Admin setting ash.operation_logistics_resources_per_point

Operations de Cendre - logistique

Ressources livrees dans la region necessaires pour un point.

100
Admin setting ash.operation_member_cap_percent

Operations de Cendre - plafond individuel

Part maximale de l objectif qu un seul joueur peut valider.

40
Admin setting ash.operation_points_per_active_member

Operations de Cendre - points par membre actif

Points ajoutes a l objectif pour chaque membre actif.

60
Admin setting ash.operation_purification_points

Operations de Cendre - purification

Points accordes par niveau de Cendre purifie.

30
Admin setting ash.operation_restart_cooldown_hours

Operations de Cendre - delai de relance

Delai minimal en heures avant qu une alliance puisse relancer une operation terminee sur le meme front.

24
Admin setting ash.operation_territory_cap_percent

Operations de Cendre - plafond territorial

Part maximale de l objectif pouvant provenir du territoire deja controle.

25
Admin setting ash.operation_territory_points

Operations de Cendre - controle territorial

Points accordes par avant-poste ou tour de controle de l alliance dans la region.

20
Admin setting ash.operation_tiers

Operations de Cendre - paliers

Paliers et recompenses verses au coffre de l alliance.

  • Percent : 25 · Rewards : Food : 300 · Dark wood : 300 · Iron : 200 · Essence : 25
  • Percent : 50 · Rewards : Food : 500 · Dark wood : 500 · Iron : 350 · Essence : 50
  • Percent : 75 · Rewards : Food : 750 · Dark wood : 750 · Iron : 500 · Essence : 75
  • Percent : 100 · Rewards : Food : 1 200 · Dark wood : 1 200 · Iron : 800 · Essence : 120
Admin setting ash.purify_base_seconds

Cendre vivante - purification

Temps de base en secondes pour reduire une case de Cendre vivante de 1 niveau.

00:04:00
Admin setting ash.purify_capacity_base

Cendre vivante - equipes de purification

Nombre de purifications simultanees autorisees par joueur.

1
Admin setting ash.purify_capacity_per_research_level

Cendre vivante - bonus equipes par recherche

Nombre de purifications simultanees ajoutees par niveau de recherche.

1
Admin setting ash.purify_capacity_research_key

Cendre vivante - recherche de purification

Recherche qui augmente le nombre de purifications simultanees.

Logistics
Admin setting ash.spread_tiles_per_region

Cendre vivante - propagation par region

Nombre maximum de cases qui gagnent de la Cendre a chaque resolution par region.

6
Admin setting ash.travel_cost_per_intensity

Cendre vivante - cout de trajet

Surcout de trajet ajoute par niveau de Cendre sur une case.

0,08
Admin setting atlas.passage_assault_cooldown_hours

Atlas - délai entre les assauts d’un passage

Délai global après résolution avant qu’un même passage puisse être de nouveau contesté.

12
Admin setting atlas.passage_authorized_cost_multiplier

Atlas - coût avec droit de passage

Multiplicateur du coût de franchissement pour une alliance bénéficiant d’un droit de passage.

0,95
Admin setting atlas.passage_controlled_defense_power

Atlas - défense d’un passage contrôlé

Défense fixe affrontée lors d’un assaut contre un passage contrôlé.

500
Admin setting atlas.passage_controller_cost_multiplier

Atlas - coût de passage du contrôleur

Multiplicateur du coût de franchissement pour les membres de l’alliance qui contrôle le passage.

0,85
Admin setting atlas.passage_control_vision_enabled

Atlas - vision des passages contrôlés

Permet au contrôleur de voir un relevé agrégé des mouvements actifs qui empruntent le passage.

Yes
Admin setting atlas.passage_maintenance_essence

Atlas - essence d’entretien d’un passage

Essence prélevée dans le coffre commun à chaque période pour conserver le contrôle d’un passage.

20
Admin setting atlas.passage_maintenance_period_hours

Atlas - période d’entretien d’un passage

Durée en heures entre deux prélèvements d’entretien dans le coffre de l’alliance de contrôle.

24
Admin setting atlas.passage_neutral_defense_power

Atlas - défense d’un passage neutre

Défense fixe affrontée lors d’un assaut contre un passage neutre.

250
Admin setting atlas.passage_outsider_cost_multiplier

Atlas - coût de passage extérieur

Multiplicateur du coût de franchissement pour un joueur non autorisé. Le passage reste toujours franchissable.

1,25
Admin setting atlas.passage_outsider_surcharge_cap

Atlas - plafond du surcoût extérieur

Surcoût maximal ajouté au franchissement d’un passage contrôlé par une autre alliance.

2,00
Admin setting atlas.passage_presence_defense_cap

Atlas - plafond de défense par présence

Bonus maximal de défense accordé par la présence active autour d’un passage contrôlé.

300
Admin setting atlas.passage_presence_defense_per_member

Atlas - défense par membre présent

Défense ajoutée par membre actif de l’alliance de contrôle implanté dans une région adjacente au passage.

75
Admin setting atlas.regions_enabled

Atlas - régions actives

Active ou désactive l’Atlas, les passages et les trajets interrégionaux côté joueur sans supprimer la topologie préparée.

Yes
Admin setting colonization.minimum_bastion_distance

Colonisation - distance minimale entre bastions

Distance hexagonale minimale entre les bastions et chantiers de fondation d’un même joueur.

3
Admin setting colonization.minimum_passage_distance

Colonisation - distance minimale des passages

Distance hexagonale minimale entre un nouveau bastion et toute case de passage régional.

3
Admin setting map.claim_range

Portée de contrôle territorial

Distance hexagonale maximale depuis un bastion, une revendication ou un avant-poste pour revendiquer, contester ou construire un avant-poste.

6
Admin setting map.explore_range

Portée d’exploration

Distance hexagonale maximale depuis un bastion, une revendication ou un avant-poste pour explorer une case.

10
Admin setting map.outpost_capacity_base

Carte - capacité d’avant-postes de base

Nombre d’avant-postes autorisés avant bonus de recherche ou de bâtiment.

2
Admin setting map.outpost_capacity_building_key

Carte - bâtiment augmentant les avant-postes

Clé optionnelle du bâtiment qui augmente la capacité d’avant-postes.

None
Admin setting map.outpost_capacity_per_building_level

Carte - avant-postes par niveau de bâtiment

Nombre d’avant-postes supplémentaires accordés par niveau du bâtiment configuré.

0
Admin setting map.outpost_capacity_per_research_level

Carte - avant-postes par niveau de recherche

Nombre d’avant-postes supplémentaires accordés par niveau de la recherche configurée.

1
Admin setting map.outpost_capacity_research_key

Carte - recherche augmentant les avant-postes

Clé de la recherche qui augmente la capacité d’avant-postes.

Colonization
Admin setting map.outpost_claim_range

Carte - portée territoriale des avant-postes

Portée hexagonale d’influence territoriale projetée par un avant-poste de ressource.

3
Admin setting map.outpost_dismantle_refund_ratio

Carte - remboursement du demontage

Part entiere du cout de construction remboursee a la fin du demontage.

0,50
Admin setting map.outpost_dismantle_seconds

Carte - duree de demontage des avant-postes

Duree de travail du demontage d un avant-poste, hors temps de trajet.

00:05:00
Admin setting map.resource_food_backfill_target

Carte - minimum de spots de nourriture

Nombre minimal de spots de nourriture par region apres generation.

30
Admin setting map.resource_respawn_max_seconds_by_tier

Carte - reapparition maximale par taille

Temps maximal avant reapparition aleatoire apres epuisement, en secondes.

  • 1 : 43 200
  • 2 : 86 400
  • 3 : 172 800
Admin setting map.resource_respawn_min_seconds_by_tier

Carte - reapparition minimale par taille

Temps minimal avant reapparition aleatoire apres epuisement, en secondes.

  • 1 : 21 600
  • 2 : 43 200
  • 3 : 86 400
Admin setting map.resource_spot_density_percent

Carte - densite des spots de ressources

Pourcentage des candidats de generation qui deviennent reellement des spots de ressource.

45
Admin setting map.resource_stock_by_tier

Carte - stock des ressources par taille

Stock total exploitable par spot selon sa taille T1, T2 ou T3.

  • 1 : 1 200
  • 2 : 3 000
  • 3 : 7 000
Admin setting map.starting_region_resource_maximums

Carte - maximums de ressources des régions de départ

Nombre maximal de spots actifs par ressource dans chaque région ouverte aux départs.

Food
Food
80
Dark wood
Dark wood
80
Iron
Iron
40
Essence
Essence
20
Admin setting map.starting_region_resource_minimums

Carte - minimums de ressources des régions de départ

Nombre minimal de spots actifs par ressource dans chaque région ouverte aux départs.

Food
Food
30
Dark wood
Dark wood
18
Iron
Iron
12
Essence
Essence
8
Admin setting map.tower_base_defense

Carte - défense fixe des tours

Défense de base d’une tour de contrôle sans garnison.

40
Admin setting map.tower_capacity_base

Carte - capacité de tours de base

Nombre de tours autorisées avant bonus de recherche ou de bâtiment.

4
Admin setting map.tower_capacity_building_key

Carte - bâtiment augmentant les tours

Clé du bâtiment qui augmente la capacité de tours.

Watchtower
Admin setting map.tower_capacity_per_building_level

Carte - tours par niveau de bâtiment

Nombre de tours supplémentaires accordées par niveau du bâtiment configuré.

1
Admin setting map.tower_capacity_per_research_level

Carte - tours par niveau de recherche

Nombre de tours supplémentaires accordées par niveau de la recherche configurée.

2
Admin setting map.tower_capacity_research_key

Carte - recherche augmentant les tours

Clé de la recherche qui augmente la capacité de tours.

Fortification
Admin setting map.tower_claim_range

Carte - portée territoriale des tours

Portée hexagonale d’influence territoriale projetée par une tour de contrôle.

6
Admin setting map.tower_defense_per_level

Carte - défense par niveau de tour

Défense fixe ajoutée par niveau supplémentaire de tour.

25
Admin setting map.tower_dismantle_refund_ratio

Carte - remboursement démontage tour

Part des coûts investis dans la tour restituée au bastion d’origine au démontage.

0,40
Admin setting map.tower_dismantle_seconds

Carte - durée démontage tour

Durée de base en secondes du démontage d’une tour, hors temps de trajet.

00:03:30
Admin setting map.tower_max_level

Carte - niveau maximal des tours

Niveau maximal atteignable par une tour de contrôle.

5
Admin setting map.tower_upgrade_dark_wood_base

Carte - coût Bois amélioration tour

Coût Bois multiplié par le niveau cible lors d’une amélioration de tour.

80
Admin setting map.tower_upgrade_essence_base

Carte - coût Essence amélioration tour

Coût Essence multiplié par les niveaux au-delà du premier lors d’une amélioration de tour.

5
Admin setting map.tower_upgrade_food_base

Carte - coût Vivres amélioration tour

Coût Vivres multiplié par le niveau cible lors d’une amélioration de tour.

40
Admin setting map.tower_upgrade_iron_base

Carte - coût Fer amélioration tour

Coût Fer multiplié par le niveau cible lors d’une amélioration de tour.

70
Admin setting map.tower_upgrade_seconds_base

Carte - durée d’amélioration des tours

Durée de base en secondes par niveau cible pour améliorer une tour, hors temps de trajet.

150
Admin setting season.alliance.ritual_contribution_delay_hours

Saison - Délai de contribution d’un nouvel allié

Nombre d’heures d’ancienneté requis avant de pouvoir approvisionner le rituel final.

72
Admin setting season.alliance.roster_freeze_days

Saison - Gel des effectifs avant la finale

Nombre de jours avant la finale pendant lesquels aucune entrée dans une alliance n’est permise.

7
Admin setting season.heart.anchor_assault_cooldown_hours

Saison - Répit après assaut d’ancrage

Délai en heures avant qu’un ancrage puisse être contesté à nouveau.

6
Admin setting season.heart.anchor_base_defense

Saison - Défense de base d’un ancrage

Défense fixe d’un ancrage avant l’ajout des troupes en garnison.

2500
Admin setting season.heart.anchor_count

Saison - Nombre d’ancrages

Nombre de points d’ancrage préparés dans le Cœur de Cendre.

5
Admin setting season.heart.enabled

Saison - Cœur de Cendre actif

Prépare la région finale du Cœur de Cendre et ses points d’ancrage.

Yes
Admin setting season.heart.region_number

Saison - Numéro de région du Cœur

Numéro régional préféré lors de la création du Cœur de Cendre.

7
Admin setting season.heart.required_anchors

Saison - Ancrages simultanés requis

Nombre d’ancrages qu’une alliance devra contrôler simultanément pour le rituel.

3
Admin setting season.heart.route_count

Saison - Routes vers le Cœur

Nombre de régions reliées au Cœur afin de préserver des routes alternatives.

2
Admin setting season.resolution.epilogue_hours

Saison - Durée de l’épilogue

Nombre d’heures entre la résolution de la victoire et l’archivage automatique du monde.

48
Admin setting season.ritual.activity_window_days

Saison - Fenêtre d’activité des alliances

Nombre de jours pris en compte pour considérer une alliance comme active lors de la qualification.

14
Admin setting season.ritual.decay_grace_seconds

Saison - Délai avant décroissance du rituel

Délai sans perte après l’interruption des conditions du rituel.

01:00:00
Admin setting season.ritual.decay_percent

Saison - Vitesse de décroissance du rituel

Part du temps interrompu retirée à la progression après le délai de grâce.

25
Admin setting season.ritual.duration_seconds

Saison - Durée cumulée du rituel

Durée de contrôle cumulé nécessaire en secondes (42 heures par défaut).

1 d 18:00:00
Admin setting season.ritual.enabled

Saison - Rituel final actif

Active les qualifications, les livraisons et la progression du rituel final.

Yes
Admin setting season.ritual.fallback_active_alliance_limit

Saison - Limite d’alliances pour le filet de sécurité

Nombre maximal d’alliances actives permettant d’utiliser la qualification de secours.

6
Admin setting season.ritual.fallback_places

Saison - Places de qualification de secours

Nombre maximal d’alliances les mieux classées qualifiées dans un monde peu peuplé.

3
Admin setting season.ritual.required_dark_wood

Saison - Bois requis par le rituel

Quantité cumulée de Bois à livrer au Cœur de Cendre.

60000
Admin setting season.ritual.required_essence

Saison - Essence requise par le rituel

Quantité cumulée d’Essence à livrer au Cœur de Cendre.

12000
Admin setting season.ritual.required_food

Saison - Vivres requis par le rituel

Quantité cumulée de Vivres à livrer au Cœur de Cendre.

75000
Admin setting season.ritual.required_iron

Saison - Fer requis par le rituel

Quantité cumulée de Fer à livrer au Cœur de Cendre.

45000
Admin setting season.ritual.seal_threshold

Saison - Sceaux requis pour le rituel

Seuil de Sceaux de Cendre donnant une qualification directe à une alliance.

100
Admin setting season.seals.alliance_objective

Saison - Sceaux par objectif d’alliance

Sceaux accordés la première fois qu’une alliance termine un objectif.

10
Admin setting season.seals.ash_front_tier

Saison - Sceaux par palier du Front de Cendre

Sceaux accordés une seule fois par alliance, front et palier atteint.

5
Admin setting season.seals.enabled

Saison - Sceaux de Cendre actifs

Active l’attribution saisonnière des Sceaux de Cendre aux alliances.

Yes
Admin setting season.seals.passage_first_capture

Saison - Sceaux par première capture de passage

Sceaux accordés une seule fois par alliance et par passage capturé.

25