
The game
Cevher Çağı is an online medieval RPG. It takes place in a single valley of about 2 × 1 km, ringed by mountains, and in the walled town at its western end. You mine ore, work the product of your element and defend the town against creatures. Everything on this page is playable in the closed test; numbers may change with balancing.
Four elements
You pick your element along with your name the first time you play, and it never changes. Each element has its own weapon, its own skills and products that only it can make.
Fire
Hits hard up close and melts copper and tin into bronze.
Fire wears a crimson sash and fights up close with an axe. Its power is melting: it turns 2 copper and 2 tin in the forge's crucible into 2 bronze. The bronze in every pickaxe, weapon and shield comes from Fire.
- Only they make
- bronze
- Skills
- Alev Atışı (Flame Shot), Alev Sargısı (Flame Wrap), Alev Yarığı (Flame Rift), Kor Kabuğu (Ember Shell)
Air
Strikes from range, and dries and rusts with the wind.
Air wears a blue sash and strikes from range with a spear. Its wind dries clay into mudbrick and rusts copper green and iron red to make pigment. Air is also the one who fans a broken forge through its last 10%.
- Only they make
- mudbrick
- copper green
- iron red
- Skills
- Rüzgâr Atışı (Wind Shot), Dönen Rüzgâr (Spinning Wind), Hortum (Whirlwind), Rüzgâr Perdesi (Wind Veil)
Earth
Takes the front, soaks up blows, turns clay to stone.
Earth wears an ochre sash, steps to the front with a mace and holds several nearby creatures at once. In the clay workshop it turns 4 clay into 2 firebricks. Firebrick repairs a broken forge; in a sound forge it goes into the lining and absorbs part of the next tremor.
- Only they make
- firebrick
- Skills
- Taş Atışı (Stone Shot), Yer Sarsıntısı (Ground Quake), Taş Kafes (Stone Cage), Taş Kabuk (Stone Shell)
Water
Heals, slows, and quenches iron into steel.
Water wears a sea-green sash, fights with a sword and heals those around it. At the forge it quenches red-hot iron into steel: 2 steel from 4 iron. At the clay workshop's water trough it also makes health potions from crimson essence and sealed clay tablets against poison. The İksirci (Apothecary) charges akçe for the same work; Water pays none.
- Only they make
- steel
- Skills
- Su Atışı (Water Shot), Buz Kesiği (Frost Cut), Buz Tarlası (Ice Field), Şifa Yağmuru (Healing Rain)
From ore to weapon
The economy is measured in hours. Ore comes slowly and is worth a lot; the price of every item is the number of hours the player who wants it has to work.

Mine
Copper is found in the meadows around town, iron in forest clearings, clay on the lakeshore, tin in the meadows of the ruined village. The largest veins are at Damar Ağzı (Vein's Mouth). Pickaxes wear down; the smith repairs them.
Transform
Each element takes its materials to the forge or the clay workshop and transforms them with its own power. Several players of the same element working together finish faster. When the market is empty the smith also casts bronze and steel, at a loss: 4 iron yields only 1 steel.
Forge
The smith forges pickaxes, weapons and shields from bronze and steel ingots. A bronze sword costs 30 bronze and 40,500 akçe; a two-handed steel weapon costs 860 steel and 1,170,000 akçe.
Upgrade
Weapons can be raised to +10. Every attempt needs ingots and an Apprentice, Journeyman or Master scroll from the Sahaf (Bookseller). Items never break: nothing cracks up to +3; from +4 on, a failed attempt can knock the weapon back a step. A lucky horseshoe prevents that.
Jewelry
The Kuyumcu (Jeweler) sells meteorite fragments and cracks them open on the anvil; one may hold a Lal, Necef, Kaplan gözü or Firuze (spinel, rock crystal, tiger's eye, turquoise). Set in a copper, silver or gold band, the gem becomes a ring that resists one element's blows. Rings go up to +3.
Sell
Rent one of the 24 stalls on market street for 30 akçe an hour; the stall keeps selling while you are offline. Press P to open a personal stall with no rent. Trades go through the game, and every sale is taxed 3%.
Life in town
The town doesn't stand still. The same troubles return at intervals; fixing them leaves no permanent mark and holds until the next tremor.

- Damar sarsıntısı (Vein Tremor)
- 48–72 hours after the last one, at a moment no one can predict. The whole valley rumbles, the town bell rings three times, the screen shakes.
- Damar baskını (Vein Raid)
- With the tremor, creatures rise from the ground 150 m outside the town's main gate and march up the east road to the forge. Break them on the way and the forge stays whole. Defenders share EXP and reputation; creatures not broken within 8 minutes return to the vein.
- Broken forge
- Creatures that reach the forge knock its stones loose. A broken forge can't cast bronze or make steel, and the smith's repairs cost more. The stones are set back with a mason's hammer, and Air fans the last 10% back to full heat. If nobody helps, the smith repairs 10% an hour.
- Cracked shop
- The same tremor cracks the plaster of the Tüccar's shop; a cracked shop pays 1% less for ore for every missing mudbrick. Air's mudbrick fixes the wall at once.
- Forge lining
- Earth's firebrick goes into a sound forge's lining, up to 20 bricks. At the next tremor, each brick absorbs part of the damage.
- Depleted veins
- A vein that runs out turns to rubble and opens again somewhere else in the same area 30–60 minutes later.
The weekly rhythm
Gatherings that repeat at the same hours every day and every week. Chat announces them to everyone in advance, and the notice board on the square shows what comes next.
Every day
Damar Nefesi (Vein's Breath)
On Büyük Çayır, the vein's core rises out of the ground, and five waves of creatures march on it, 75 seconds apart. If the core holds, EXP and reputation are shared by damage dealt.
Monday, Wednesday, Friday
Gümüş gecesi (Silver Night)
If Damar Nefesi holds, the Gümüş Bekçisi (Silver Guardian) rises beside it. Break it within 10 minutes and a silver vein opens; the silver inside grows with the server's number of active players. Whoever mines it keeps it.
Saturday
Clan war
Thirty minutes in a 15-meter circle at the heart of Damar Ağzı. Every second, the clan with the most members standing in the circle scores a point. The winner works the vein for a week, and its members mine 25% more ore there.
Sunday
Haftanın altını (Gold of the Week)
The ground splits at Damar Ağzı: a gold vein comes up, watched over by the Altın Bekçisi (Gold Guardian). Break the guardian within 10 minutes and the gold vein opens; the party that dealt the most damage may, with luck, win a flawless gem.
All times are Turkey time (UTC+3). In the closed test these gatherings have not yet been played on a crowded server; numbers and durations may change.
Clans
A clan is founded at level 10 through the Klan kâtibi in the castle hall. Founding one costs 480,000 akçe.

- Reputation comes from defeating players at Damar Ağzı, driving back raids and defending Damar Nefesi. Donated to your clan, it becomes clan points.
- Clans have 5 levels: 30 members at level 1, 5 more with each level, 50 at level 5.
- There are 10 plots in the castle. A clan that reaches level 2 takes the best free plot; at the end of every 28-day season, plots are reassigned by average points over the season.
- A clan house rises through 5 tiers, from a one-story hut to a two-towered house with a copper roof. Tier 5 needs 10,000 firebricks, 4,000 mudbricks, 4,000 bronze, 2,400 steel and 1,200 pigment.
- House tiers give no power; they are for show. A house's look follows the clan's level.
- The winner of Saturday's clan war works Damar Ağzı's vein for a week, and its banner stands on the pole beside the vein.
- The leader assembles a crest from parts; it is stitched onto members' clothes and shown on the house banner.
The valley and the town
A single valley ringed by mountains: in the west, the town inside a stone wall with 14 towers; in the east, an old village ruined by creatures; a lake in between.

- Hearth square
- The fire burning at the heart of town. The Tüccar (Merchant), the smith, the İksirci, the Kuyumcu and the notice board are here; the temple of the four elements stands to the north.
- Market street
- The street from the square to the east gate, with 24 stalls in two rows. At the square end, the Pazar kâtibi (Market Clerk) keeps every stall in a ledger, and the Sahaf sells scrolls across the way.
- Clay workshop
- An open oak shelter in the southwest corner of the square. Earth fires firebrick here, Air dries mudbrick and makes pigment, and Water prepares potions and tablets at the trough.
- The castle
- In the west, behind its own wall: the stone castle hall with the Klan kâtibi (Clan Clerk), the Dört Element Avlusu (Four Elements Courtyard) with a dueling ring at its center, and 10 clan-house plots on either side.
- Cüruf Ormanı (Slag Forest)
- The forest outside the east gate, where the town dumps its slag. Newcomers hunt their first creatures here.
- Damar Ağzı (Vein's Mouth)
- North of the lake: the largest veins and a glowing rift. The town's law ends here: from level 10 up, players can attack each other.
- Büyük Çayır (Great Meadow)
- A wide meadow south of the lake. Every evening, Damar Nefesi (Vein's Breath) is defended here.
- Göktaşı Çukuru (Meteor Crater)
- At the foot of the northern slope, a 60-meter crater left by a lump of iron that fell from the sky. The ground for levels 30–60.
Creatures
Creatures are born of the Ana Damar (Mother Vein). The vein shakes and breathes, and creatures come out of it. The valley holds eight creatures, plus two guardians that appear only during events.

Guardians
- Gümüş Bekçisi (Silver Guardian)Boss
- A rock-bodied guardian that rises on silver nights when Damar Nefesi holds. Until it breaks, the silver vein stays shut.
- Altın Bekçisi (Gold Guardian)Boss
- Guards the gold vein at Damar Ağzı every Sunday; larger and stronger than the Silver Guardian. Bring your party.
- Cüruf Kurdu (Slag Worm)
- A blind, ringed worm living in the slag heaps of Cüruf Ormanı. It attacks unprovoked only those who come within half a meter: a newcomer's first prey.
- Damar Cini (Vein Djinn)
- A stone-plated spirit roaming the iron veins in forest clearings. It notices anyone who comes close, and its poison breath halves defense. When broken, it leaves energy water.
- Kızıl Muhafız (Crimson Warden)
- Red-glowing stone bodies on both edges of Büyük Çayır. Weak to wind, resistant to fire. Their crimson essence becomes health potions.
- Kor Balçığı (Ember Ooze)
- Molten slag come to life, around the ruined village's dead hearth and in its tin meadows. Weak to water, resistant to fire.
- Demir Kumu Hortumu (Iron Sand Whirl)
- A whirl of black sand spinning on the lake's north shore. Weak to earth, resistant to wind.
- Dağ Devi (Mountain Giant)
- A 3.3-meter giant roaming Göktaşı Çukuru. It pounds the ground with its club and hurls rocks at those who keep their distance. For levels 30–60; drops sky iron when broken.
- Taşyutan (Stone-Swallower)
- A 2.2-meter flightless bird in the meadow before the crater, striking with kicks and a dagger claw. It drops the grains of sky iron it has swallowed.
- Taş Varanı (Stone Monitor)
- A 2.6-meter monitor lizard denning at the foot of the mountain wall north of the crater. It creeps close, then lunges low and bites.
System requirements
Target PC
- Operating system
- Windows (64-bit)
- Processor
- 6 cores
- Memory
- 16 GB
- Graphics
- NVIDIA GeForce GTX 1660 / RTX 3050 class
- Target
- 1080p, Medium settings, 60 FPS
- Storage
- 3 GB available space
Recommended
- Operating system
- Windows (64-bit)
- Graphics
- NVIDIA GeForce RTX 3060 / RTX 4060 class
- Target
- 60 FPS at 1080p; above 30 FPS even at the busiest moments
These are development targets. The GTX 1660 / RTX 3050 class is the ordinary PC the game aims for; the figure given for it is an estimate based on measurements, not a measurement itself. Measurements were taken on a PC with an RTX 4060 and an Intel Core i7-13700F. The storage figure is a safe upper bound based on the size of the closed-test build.