
Greetings, defenders of Areldor! Over the past three months I’ve added several major features and refined existing mechanics. Below is a compact, clear, and useful summary: what’s new, how it works, and why you’ll like it.

Areldor now generates unexpected episodes during your travels - from bandit raids to mysterious campfire encounters:
• Bandits - appear anywhere and at any level. Options: fight or flee. Victory grants increased gold and experience.
• Unexpected encounters - traders, wanderers, mages and other NPCs with story echoes: rare quests, profitable trades, and random rewards for acts of kindness.
Events make each playthrough unique and add opportunities to quickly gain resources, loot, and story fragments.
Wildlands are hundreds of unique plots accessible only via a magical teleport.
Quick rules:
One plot per player. After purchase the plot is bound to you; you cannot buy another for 3 days.
Surveying costs 7 energy points and reveals the plot’s level and stock.
Land levels:
• Level 1 - resources up to level 20 (≈50% of plots)
• Level 2 - up to level 40 (≈35%)
• Level 3 - up to level 80 (≈15%)
Buildings (lvl 1–10):
Supply Depot - central resource collection (×3 resource yield on your own land).
Lumbermill - converts wood, iron and stone into crafting components (bars, barrels, chains, wheels, handles, etc.); more items unlock as the lumbermill is upgraded. Components can be sold, traded, or used to craft rare items.
Barracks - hire and station mercenaries (up to 10 different mercenary types). Mercenaries are not permanent casualties - when dismissed they return to the mercenary inventory.
Watchtower - increases defense: base +10% to the owner’s stats in fights with bandits and +5% to all mercenaries stationed on the land; upgrades raise these bonuses.
Raids: other players can attack your land. On a successful raid the attacker takes 2% of your resources (in kind) plus glory/experience (10 glory and 150 XP per defeated mercenary). If the attacker fails, they lose 10% of their gold, which goes to the defender. After a raid, the same land cannot be attacked again for 24 hours.
Abandoned lands: resources replenish after 7 days; buildings keep their levels but will be destroyed if the land remains abandoned; uncollected mercenaries will disperse.
Materials Merchant: appears once per day at a random time with a shared set of 16 offers - stock is global, so if an item sells out it’s gone for everyone until the merchant returns.
There are 10 unique territories within the Wildlands, each with its own population, buildings, and a permanent bonus that remains active while you control it.
Battle hours: daily from 12:00 to 21:00.
Level brackets: 1–10, 11–20, …, 91–100 - each territory has level requirements.
Format: single-elimination tournament - register in the territory (entry fee starting at 1000 gold). Opponents are matched automatically; after each fight you receive a detailed combat report; winners advance to the next round and have their health fully restored between rounds.
Rewards (Top 5):
• 1st: the territory (with its active bonus), 100,000 gold and 100 Astralite
• 2nd: 75,000 gold and 75 Astralite
• 3rd: 50,000 gold and 50 Astralite
• 4th / 5th: 30,000 gold and 30 Astralite
Tip: it’s not just the strongest who win, but the prepared - stock up potions, optimize your gear, and plan strategies for multiple consecutive rounds.
Areldor is truly alive now - your choices matter, risk brings reward, and any action can spark someone else’s legend.