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The three player alliances of Anvil Empires: Ancients, Remnants, and Pagans. Includes the in-world people names, faction history, and current war record.
Anvil Empires has been running scheduled pre-alpha tests since April 2023. This article covers how the tests work, what wars and victory conditions track, and how to join.
The resource-gathering and crafting backbone of Anvil Empires. Covers the major resource categories, ingot tiers, and how materials flow into weapons, armour, and structures.
How Auxiliary and Named Avatars work in Anvil Empires, covering attributes, veterancy, equipment slots, Caravan deployment to the frontline, and switching between characters during a war.
A new player guide to Anvil Empires, from securing free pre-alpha access and choosing a faction through the first hour of gathering, claiming a homestead, and joining the wider war effort.
Siege warfare in Anvil Empires, covering siege camps, battering rams, catapults, siege ladders, and the burning oil defenses used to break or hold a fortified town.
Calligo is the continent that hosts every Anvil Empires pre-alpha test. Covers its geography, named regions, territory zones, biomes, trade zones, and the Underworld layer beneath the surface.
How settlements are founded, grown, and defended in Anvil Empires, from a single homestead claim to a fortified town shared by hundreds of players.
Armour tiers, shields, and the multiplicative mitigation formula in Anvil Empires. Includes the bow and spear restriction on heavier tiers.
How supply camps, caravans, and player-run logistics keep Anvil Empires armies in the field. Logistics often decide wars more than combat does.
The weapon families of Anvil Empires: melee, hybrid, ranged, throwable, and siege. Includes damage types and the heavy-armour restriction on bows and spears.
The three paths that end a war in Anvil Empires: military pressure on enemy strongholds, cultural dominance, and religious influence. Covers how each path is scored and how stalemates resolve.
A high-level look at Anvil Empires, the persistent-world medieval war MMO from Siege Camp, currently in pre-alpha.
The Silver currency, the Marketplace, and the rotating zone-locked trade resources that feed Superior tier crafting in Anvil Empires, alongside bounties and player-to-player exchange.
Real-time melee, ranged, and siege combat in Anvil Empires, including damage types, the stability system, and how armour interacts with weapons.
The cave network beneath Calligo, holding most late-game resources and the Superior tier components. Covers layout and access, hostile creatures, the cave-in cycle, and buildable structures.
Town Centers, Town Keeps, and Fortress Keeps are the strongholds that anchor every player-held position in Calligo. Covers pledge ranks, capture conditions, and the town core structures.
The keyboard and mouse control scheme for Anvil Empires, covering movement and camera, combat and held items, building, inventory, mounts, the map, and faction communication bindings.
Every player-built structure in Anvil Empires decays unless it is paid for. Covers grace periods, decay timers, Silver upkeep rates, and how reinforcement changes the bill.
The published minimum and recommended PC specifications for Anvil Empires, plus what the pre-alpha build actually asks of a machine.
How surface and Underworld mining work in Anvil Empires, from flint pickaxes to lattice chunk formations, smashing plates, and smelting.
Quality levels on tools, weapons, armour, and food in Anvil Empires, with the exact percentage effects for each level.
Bounties are PvE and PvP contracts that pay Silver for trophy items in Anvil Empires. Covers the full contract list, difficulty tiers, and rewards.
The wildlife, bandits, and rare creatures of Calligo, with health and damage figures, aggression rules, and what each one drops.
The power system that automates and accelerates production in Anvil Empires, covering powered attachments and what each one does.