Clash of Crests - Dangers and Wonders
Oct 15, 2026ActionAdventureCasualStrategyWindows

Two campaigns down the dark roads of the world: hire on with the Delver's Road charter, or swear the Ashen Compact and learn what five schools of magic cost. Brings delve maps, relic wonders, grave events, traps and the Unbound casters to every mode.
Some doors are worth opening. Most are not.
Dangers and Wonders takes Clash of Crests underground and into the older magic. Two full campaigns, a library of delve maps that build themselves fresh on entry, the relic wonders that turn a battle in one turn, and the Unbound - casters who answer to no crown.The Delver's Road - five chapters
Five doors. One charter. No refunds on courage.- A delving charter, a fee, and a contract nobody reads to the end.
- Delve maps that generate on entry, so the same charter never runs twice.
- Vault guardians, sealed rooms and loot that has to be carried back out.
The Ashen Compact - five chapters
Five schools. One oath. The price is what it always was.- Swear to the Compact and take the schools of magic one oath at a time.
- The Unbound as a playable faction - casters, their spellbooks and their prices.
- An ending that asks what the oath actually bought.
What it adds to every mode
- Delves and dungeons - six authored dungeon maps plus nine delves, four built fresh on entry.
- Quest entrances - doors that open on the base game's own maps, so a skirmish can become a delve.
- Relic wonders - victory-point wonders with their own unleash cinematics.
- Grave events, traps and hazards - the map fights back.
- Event cinematics - 64 authored scenes, 19 of them animated, that fire on what you actually do.
