Empire of Aurex
The Empire of Aurex keeps to Mithrail, the Golden Lion, who rewards those who hold the line. Its knights, priests and engineers fight as one wall — armored, sanctified, and certain that every shard belongs to Aurex.
One crown, broken into pieces. Three powers that will not share them.
A turn-based tactics game you play inside Telegram. Build a castle, recruit units, equip them, and send six of them into a dungeon. Where a unit stands decides the fight, and the roster you raise stays yours.
The realm
The old order has fallen. Where a single crown once held dominion, three powers now claw for what remains.
At the heart of the conflict lies a fractured relic — a vessel said to grant dominion over life, death, and the space between. Empire, Choir, and Grail each stake a rightful claim to its power, and none will yield.
You are a Disciple, bound to serve one banner in the dungeons and battlefields ahead. Choose wisely — your faction shapes not only your allies, but the fate of the realm.
Choose a banner
Your faction is picked once and never again. It decides which units you can recruit, which items you can forge, what your castle looks like, and which Colossus you spend your week killing.
The Empire of Aurex keeps to Mithrail, the Golden Lion, who rewards those who hold the line. Its knights, priests and engineers fight as one wall — armored, sanctified, and certain that every shard belongs to Aurex.
The court of Cinderhold was losing the war for the crown. Rites, oaths, older and darker magic — none of it worked. Then a troupe nobody had invited played in the great hall, in a language nobody knew, and the court learned the First Song. Aggrail answered. Its lords are demons now, and the court has been singing ever since.
In the war for Ilmenar its scholars cast a spell to carry their people into the future. The spell came out wrong: their bodies never moved, but a century passed through them in an instant. Two answers divide them now: accept the rot, or hold it back with the blood and living essence of others.
The loop
A session takes a few minutes. The castle grows over weeks, and nothing you build is ever taken away.
Twenty-four plots across two pages. Each barracks recruits one line of units; each hall unlocks something — the forge, the infirmary, spell research. You cannot afford all of them at once, so you choose.
You recruit a unit from the building that unlocks it, then upgrade it step by step. Every upgrade is a choice between two or three units, and the one you pick is the one you keep.
Eighty-four items in five rarities, crafted from what you bring back out of the dungeons. An item changes a unit’s stats, gives it a passive, and can add or remove its tags.
Three regions, ten levels each. You take six units in a two-by-three formation, and the cell a unit stands in decides who can reach it.
Initiative sets the turn order. Damage comes in six elements and is reduced by armor. Most abilities depend on where units are standing, on both sides.
A faction boss with ten thousand health, daily errands, a nightly tournament, PvP, and engravings you pay for with what you win.
Castle
The castle — page one has 12 slots for your army: the hero, 8 for the faction’s units and 3 for mercenaries. You are free to build several identical tier-1 units and set each on a different development path. Build two Acolytes — upgrade one to Templar and the second to Ardent Priest — and the same with any unit.
Page two — the halls: forge, infirmary, mage guild, temple and others. The buildings have varied, extensive functionality, from passive HP regeneration for your units to unlocking new development branches and mechanics!
The factions really differ on page one: they share no units — each side leans towards its own mechanics. Page two is the same for all three factions, only the look of the buildings changes to match the faction’s theme.
Heroes
Each faction has three heroes — you choose one of them. A hero is stronger than a rank-and-file soldier, and has the ability to cast spells.
During a battle the hero accumulates spell power, and can cast any researched spell instead of a regular action.
Unit evolution
A recruit is a starting point, not a purchase. Every unit sits at the root of a tree, and every upgrade is a fork: the same conscript becomes infantry, cavalry or a standard bearer, and each of those branches again.
The branch is permanent, and you choose it per unit rather than per account — two players in the same faction can end up with rosters that share nothing. No decision in the game lasts longer, so the tree shows you the whole line before you take the first step.
Embark
Three regions, ten levels each. A level always has the same enemies, in the same cells, with the same equipment — so a level you lose is a level you can prepare for.
Every region is guaranteed to drop two kinds of crystal. That is how you decide where to go when you are short of one for a recipe.
Items
Eighty-four items in five rarities. Common and rare items stack; every epic and mythic is unique, so you can only ever own one of each. Shattered is not a step above mythic — it is epic in power and price, and sits in its own rarity so tournament rules can count it separately.
An item is more than its stats. It carries a passive, it can require a tag before a unit is allowed to wear it, and it can add or remove tags: Bloodless turns a Zombie into a Skeleton, and every effect that works on Zombies stops working on that unit.
Transmutation
There are six kinds of crystal, and you earn them from everything you do — runs, errands, the Colossus. You end up with a pile of some and not enough of the ones you need.
Transmutation fixes that. You spend two kinds you have to spare and get back a third kind of your choosing. It costs time rather than gold — about an hour — and you have to build the lab first.
Engraving
Engraving permanently changes one unit’s stats. You pick a set of three stats: one goes down, the other two go up. You do not choose the amounts — the stat you give up falls about twice as far as each of the other two rises.
A higher tier scales all three numbers up together. You pay in Valor from the Colossus, in gold, and in tokens that only drop in the Crown Tourney. An engraving can be replaced later, but never removed.
Colossus
One boss per faction per week, ten thousand health, and the whole faction attacking it together. The damage you deal counts towards your own rewards, and all three factions can see how far the others have got.
It is not just a large health bar. It has four phases and casts a different set of spells in each: stone and grasping hands at full health, rot and roots below three quarters, bells and a death sentence below half, and fire at the end. Units that fight it come back exhausted, and you pay to bring them back.
Join
No install, no account to create, no store page. Open the bot, pick a faction, and you have your first castle a couple of minutes later.
Open @shattered_crown_bot