Glossary of Atlas Terminology


This post defines a handful of terms related to Atlas. It isn’t comprehensive, and unfortunately I can’t promise to keep it perfectly up to date. The game itself is always the ultimate authority, and our detailed release notes will always trump the information here. I’ve made this post a wiki entry and encourage the community to add more terms, details and even images to it!

  1. Primarch - a very large and powerful elder Dragon which can lead armies of Troops
    • Primarchs are organized into a Tech Tree starting an Iron Tier and progressing up from there to Bronze.
    • Primarchs can be researched, summoned and upgraded by players.
    • This player-controlled unit can be moved around the map (it is the only kind of unit players can move around the map). When an Primarch has been summoned, we refer to the combined Primarch + Troops as an Army.
    • Primarchs can fight each other and kill each other’s Troops.
    • Primarchs must be assigned Troops; if all of their troops are killed or reassigned the Primarch will fly away and have to be resummoned by the player.
  2. Army - a Primarch and its Troops.
  3. Bank - one of the upgradeable sub-buildings in a Castle.
    • Stores & transfers resources. Resources cannot be transferred out of the bank if an enemy Army is at the castle (transfers are paused in this case). Transfers are canceled if an enemy takes over a castle.
    • Collects taxes.
    • Tracks transaction history in the ledger.
    • Increases how much gold members get from gold mine and poacher attacks (multiple banks are additive!).
    • A Banker can be appointed operate a bank’s functions.
  4. Banker - Can set the tax rates, distribute team resources and repurpose personal player accounts which exist in the bank.
  5. Tower - one of the upgradeable sub=buildings in a Castle. Reduces troop training time (if your team owns multiple towers, these bonuses grow).
  6. Blockade - castles prevent enemy Primarchs from freely moving past them. They delay enemy Primarchs for some amount of time. Once trapped in a Blockade, a Primarch can only be freed by conquering or shielding the enemy castle.
  7. Castle - castles are normally player-ownable, except in the Safe Area (level 1 castles) or No Man’s Lands
    • The castle normally refers to the collection of (usually) team-ownable buildings present in every Area. These sub-buildings include the HQ, Fort, Tower, Bank and Refinery.
  8. Chokepoint - a road that connects two different regions.
    • Visualized as a road which connects two Castles.
    • Chokepoints are the only means to travel from one region to another.
  9. Drawer (as in a cabinet drawer) - this is the world map UI which is used to manage Troop training and Primarch summoning, training, etc. It’s similar in style to the roster UI. It’s located in the bottom of the Atlas HUD.
  10. Fog of War - you can only see the details of how many troops are in a place or how many resources are in a bank if you (or a teammate!) have a Primarch at that area.
  11. Fort - one of the upgradeable sub-buildings in a Castle. Manages the local Free Passage list.
    • Owning forts increases the daily Tribute a team earns.
    • Level up the fort to increase how long you can blockade enemy teams, and how many friendly teams you can grant free passage to.
  12. Free Passage - a list of teams which will not be blocked by Blockers. Managed by the Marshal.
    • Always implicitly includes the team which owns the Castle.
    • Only applies to the Chokepoints directly attached to the Castle. (So team’s can have different free passage lists at different places).
  13. Garrison - stores Troops which will defend the Castle from attack. These troops defend the castle ramparts!
    • No limit on how many troops a garrison can hold.
    • Troops stored on the Garrison can be transferred away by their owner at any time.
    • If a Primarch you own is attacked at a Castle, then, if you have any troops in the garrison, those troops will automatically reinforce your Primarch! Watch out for enemies who put a temptingly small army on their Primarch … they may have many troops waiting in the Garrison to help out!
      • You can see who has troops on a Garrison by tapping the Castle --> Manage/Details --> tap the info button next to the garrison. You have to have vision of an area to see this.
  14. Gold - earned by attackers poachers and gold mines. You currently get 20 bonus multipliers for gold each day. Like daily XP multipliers on dragons, these decrease with each successive attack. Use them all to earn a LOT of gold!
  15. Governor - Has access to all of a castle’s functions. Can perform anything any other executor can perform, plus appoint executors and upgrade buildings. Appointed by the Team Leader.
  16. Home - the Castle you have designated as your home, if any.
    • Your Home must be a Castle your team owns or a neutral Castle.
    • The Home designation can be changed at any time.
    • When you collect troops that have finished training, they will show up at your home (or at a Primarch at your home, if your selected Primarch is not at your home when you collect the troops).
  17. HQ - one of the upgradeable sub=buildings in a Castle; visualized as the castle itself.
    • Caps the level of other buildings.
    • Upgrade your HQ(s) to earn more bonus XP for your dragons when you attack Mines!
  18. Ledger - a player-visible record of all transactions modifying the team bank’s balance. There is a granular version (every transaction) and a weekly summary (aggregated per player).
  19. Marshal - The Fort’s executor. Can manage the local Free Passage list.
  20. Mine - a place which an Army can attack to earn Gold and Bonus XP!
    • The base you fight when you attack a mine is balanced to be very easy while still giving maximum XP for your level. <3 farm bases.
  21. Poacher - an evil minion of Gustav’s that has captured dragons! You need to free the dragons by defeating the poacher’s henchmen. Poachers show up randomly and will escape if not fully defeated in time. Poachers work like miniature wars – each player can scratch off one poacher henchmen. A small prize is earned when a henchman is scratched off. If all henchmen are scratched off, then a larger bonus prize is awarded to each player that scratched off a henchman that was on the winning team (the team who beat the most henchmen).
  22. Region - a collection of Castles in a contiguous geographic space. Armies can move point-to-point anywhere in a region (there are no chokepoints within a region … only between regions).
  23. Research Tree - sometimes a variant of Tech Tree, but not the preferred usage since this terminology normally refers to the research building and tree in the core game.
  24. Role - a collection of privileges granted to a player who is put in charge of a building on a particular Castle.
    • A player may only hold one Role per Castle.
    • Roles map 1:1 with Castle subbuildings. Each has their own set of privileges.
  25. Safe Passage - sometimes used interchangeably with the term Free Passage
  26. Summon - the process for forming an Army by creating a new Primarch in the world (must be of some class the player has researched). A newly summoned Primarch starts with 1 Troop. You can add more troops to the Primarch before it finishes summoning, but you cannot move it until it is finished summoning.
  27. Tech Tree - similar to the research tree but used to unlock and train new Primarchs, review their stats, etc.
  28. Tier - similar to Dragon color, but for Primarchs. Bronze > Iron.
  29. Troops - Priamrchs will only fight for you as long as you give them an army. Troops are trained from the Drawer (at your Home). If all troops in an army are killed, your Primarch will abandon you. You will be able to resummon it at its current level, however. A fraction of troops which are killed may be rescued and you can revive those troops. Reviving troops is cheaper than training new ones. You can only have so many revivable troops on hand at once; this number increases with level.
  30. Waypoint - an order for an Army to go somewhere (e.g., a mine or poacher).
    • Waypoints may point to ephemeral locations. For example, a poacher may disappear. Waypoints which refer to locations which no longer exist will be discarded.
    • Armies may be routed along a specific route by queueing up multiple waypoints via the “Move Next” functionality. The shortest route between the last waypoint and the next waypoint is automatically charted.
  31. Vault - short for the Team Bank Vault. It’s a storage hut like area for storing resources. That is, it has space to store a finite amount of each resource type (like the core game silo, the limits for each resource type is completely separate from each other). Use the Vault to store gold to pay for Castle upgrades, or to protect food and wood from raids before a Fortification or Feeding event!

Taunter mechanics questions

NOTE: I’ve made this post a wiki and encourage the community to help craft it into a better resource over time. Note that because it is a wiki, I can’t guarantee that flaws might not creep in from time to time. If you spot them, please help correct them! The release notes will remain the ultimate authority on the game’s mechanics, so please keep up with those for to maintain an information advantage over your enemies … knowledge is power!



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