What Is Evernight?

Evernight "The Reign of Darkness" is a strategy game that pits you against other players in a quest to conquer the world of Midia. This world is filled with a vast number of conquerable regions.

Each new player begins with only a single region, however, by deploying your forces and launching calculated attacks into the surrounding regions and player's kingdoms… the player's borders rapidly expand.

the world of midia


Gameplay

Game Lobby

In a standard game the tick runs once every 24 hours, except on weekends and holidays, at a set time each day. This allows you approximately 24 hours to enter your orders for each cycle.

The War Room

The game interface a player sees is called the War Room. From here, armies are called forth to do battle against opponents and cast devastating spells with the power to change even the landscape of the world itself.

Player Lobby

Rankings are generally run in different groupings, includingRank, Games Finished / Games Played, Wins, Experience, and Skill Rating

The Verse

There are 6 forms you can call upon within Evernight, each tied to a specific religion and conjured from a temple dedicated to that religion.

Chron

From the craggy peaks of Midia I brought the stony powers of the ground forth in the form of the Colossa. The creature stands as tall as a fortress, and its granite skin is near impervious. Wherever this titan walks death will follow, and even the bottoms of the frozen seas will not be safe.

Zan

The noblest of the Forms, this golden beast soars higher than even the mightiest sorceror… It was this supernatural creature who stood at my side when the Demons turned, and it was Amber wings that carried the lightning cry of K'Ar Tüf to the battlefield.

Mindbender

As I had created the Amber from all things pure, so the Black Dragon was summoned from all things evil. Its chaotic appetite for death defied even my most delirious fears… and when its form rose from the twisting portal of MindBender, nothing was safe from its poisonous fire.

Incinerak

The ageless Incinerak sent the Magma Demon in my hour of vengenace not as servants, but treacherous deceivers. Their dry-witted cruelty and slavering thirst for blood have earned them a fearsome reputation and an intolerable attitude.

Bork

The strangest of the Forms must be the wide-minded Woodens. This all-seeing entity penetrates the mortal mind with the madness of Bork, and its ancient, splintered fingers crush legions in their grasp. Never before had I laid eyes on a thing so sublime… so illusory.

Crank

For centuries the machines of the Golden Age, the mighty Iron Hulks, lie dead and cold beneath the stony ground. But destiny will open the eyes of the mechanical God, and his legions will rise from their earthy tombs to devour the air and the land. Mortals will be ground under their heartless metallic tread...and the choked, smoggish age of machines will again be upon the surface of Midia.

The Entities

Spells

Evernight features a range of 36 different spells that can be used to strengthen your forces, weaken your enemies, and do various other sneaky things.
Spells are divided into 6 categories of 6 spells each.

Church of the Transcendent Body

Church of the Transcendent Body

Spells from the Church of the Transcendent Body deal with changing regions into a different region type. There is one spell for each region type.

Show Spells
Enigmatic Engulfer
Enigmatic Engulfer

Min. Cost: 70

Changes Region Type To Dunes

Essence of Afterlife
Essence of Afterlife

75

Changes Region Type To Swamp

HectoNullifier
HectoNullifier

80

Changes Region Type To Dead Forest

HydroMide
HydroMide

90

Changes Region Type To Frozen Sea -- can only be cast on regions you own

HyperBlaze
HyperBlaze

90

Changes Region Type To Mountains -- can only be cast on regions you own

Inertia Capsule
Inertia Capsule

100

hanges Region Type To Plains

Druids of Oarne

Druids of Oarne

The Druids of Oarne category is comprised of a miscellany of spells.

Show Spells
LeopardFighter
LeopardFighter

Min. Cost: 20

Cancels Alliances In Battle - Prevents Region from being Ceded

Moon Evader
Moon Evader

15

Nullifies Fury Produced In Battles At Region

PulseProbe
PulseProbe

35

No Spells may be Cast on Region While Pulse Probe is in Effect

Sacrifice
Sacrifice

100

Converts 90% of Your Lessers at Region Into Fury - Remaining 10% die but no Fury is generated

StarPiercer
StarPiercer

50

Destroys A Fortress or Temple

Wind Rider
Inertia Capsule

100

Changes Region Type To Plains

Generation Technology

Generation Technology

Generation Technology contains the movement altering spells. These spells don't actually move troops, but rather modify their movement orders to coincide with the effects of the spell. Then, when the movement phase of the tick occurs, the troops move along their new orders.

Show Spells
GrunchGuard
GrunchGuard

Min. Cost: 50

Permits Lessers To Cross Mountains or Water - You need to deploy your lessers the same turn that you cast the spell

Hand of Nergal
Hand of Nergal

75

No Lessers May Leave Region

Suckerman
Suckerman

160

All Lessers In Adjacent Regions Forced To Move Into Region

Terrible Slobber
Terrible Slobber

40

No Lessers May Enter Region

The Optic Terror
The Optic Terror

125

All Lessers At Region Randomly Move To Adjacent Regions and Current Region

VisionNerve
VisionNerve

30

Averts Border Battles At Region -- Can be cast on the region on either side of the border

Ancient Amra

Psylicides

Psylicides, which can prove very powerful in the hands of a skilled caster. The Psylicides are structured around misdirection.

Show Spells
Fractal Hooka
Fractal Hooka

Min Cost: 25

Hide Fortress/Temple From Enemy

NeuralImplant
NeuralImplant

35

Hides All Forms At Region From Enemies

HectoNullifier
Ominisity

10

Allows You to See Enemy Lessers & Woodens in a Forest Region, and Structures Under Construction in All Region Types

Slappy Bomb
Slappy Bomb

60

Region is considered to be unowned (for purposes of Production & Deployment) while Slappy Bomb is in effect

SonicLoop
SonicLoop

25

Enemies See 3-4 Times The Actual Number Of Lessers At Region

The HeadCropper
The HeadCropper

25

Enemies see 0 lessers at region

Psylicides

Ancient Amra

The spells within the Ancient Amra category are defensive combat spells.

Show Spells
Battery Club
Battery Club

Min. Cost: 65

All Lessers Do Not Attack For First 5 Rounds Of Battle

Garanapult
Garanapult

30

Magic Creatures (OF:0,DF:50,AT:0), Numbering 50-100% of Your Forces, Take Damage For You But Do Not Attack

RotoMangler
RotoMangler

90

Your Lessers Are Invincible Every Other Round of Battle Starting With The First Round

SawTooth
SawTooth

30

Each Player In The Battle Gets Assigned A Random Lesser Type For That Battle

Spiral Deflector
Spiral Deflector

50

Your Lessers' Defense Increased Halfway to 100%

The Jaws of Life
The Jaws of Life

The Jaws of Life

150

Enemy Lessers Do Not Attack for First 3 Rounds of Battle

Gonmol Horde

Gonmol Horde

The Gonmol Horde category contains the offensive combat spells.

Show Spells
Axe of Nergal
Axe of Nergal

Min. Cost: 40

Your Lessers' Offense Decreased by 10% But They Do Triple Damage To Forms

Diablo Spear
Diablo Spear

50

Your Lessers Get 2 Attacks Every Round in Battle

Head of Nergal
Head of Nergal

25

Your Lessers' Offense Increased Halfway to 100%

Karash Backwards
Karash Backwards

80

Pseudo-Form (OF:100; DF:100; AT:30; SIZE:100) Fights With Your Forces for 5 Rounds

Raw Knuckle
Raw Knuckle

25

1 In 5 Chance ALL of Your Lessers Will Rock (AT:5; OF & DF halfway to 100%) - Lethal If Unsuccessful

WorkHammer
WorkHammer

40

Nullifies Enemy Fortress Bonus

Resources

There a two resources in Evernight. Treasure generated from the various terrain types and Fury earned though Battles!

build structures and buy lessers

Treasure

Used to build structures and buy lessers, the main combat force in Evernight. You start the game with 50 Treasure. Each turn, you receive Treasure according to the number and type of regions you control.

Most of the region types have a special property and produce varying amounts of treasure.

There are 6 different region types within Evernight: plains, dunes, swamp, dead forest, mountain, and frozen sea.

Fury

Fury is used to cast spells and to summon and fuel forms. You start the game with 35 fury. Each turn, you receive more fury based on how well your lessers performed in battle the previous turn. You gain 1 point of fury for each enemy lesser they killed and 1 point of fury for each point of damage they did to enemy forms. When your forms kill enemy troops, you do not gain fury. Instead, that form gains experience and becomes harder to kill.

Fury is used to cast spells and to summon and fuel forms

History

Long and deep is the history of Midia. Here you shall find scripts of arcane knowlege and the flora and fauna of this land known as Evernight.

Play Evernight