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The Elixir Race brings two alliances onto a separate map where they fight over structures, and the side with more points wins. Only the top 32 alliances of the server by Might get in, the alliance has to be older than a week, and a player needs Sanctuary level 15. Each alliance sends 20 main participants and 10 reserves, chosen by the leader or a deputy. There is nothing to lose in this fight: the army on the map comes free, and the map with its eleven structures and the points for each is laid out below.
How the battle runs
The battle follows a timetable, and part of the structures open later. 5 minutes before the start the participants already stand on the map, but there is nothing to capture yet. From the first minute the Alchemy Workshops, the Observation Post, the Healing Tents and the structure that shortens city relocation (row 6 in the table) are open. At the tenth minute the Elixir Castle opens, along with the two remaining structures beside it (rows 2 and 3 in the table). At minute 13 camps with a stock of herbs appear on the map: troops sent to gather there bring points little by little. The event schedule holds three half-hour windows in server time: 9:00 to 9:30, 18:00 to 18:30 and 23:00 to 23:30.
The battlefield map
The map is drawn from the structure coordinates in the game data. The alliances enter from the west and east edges, and the structures are placed symmetrically around the center: each entrance has its own Alchemy Workshop and two Healing Tents, and the Elixir Castle holds the middle.

The numbers on the map match the numbers in the table. Two figures in the points column show the difference between a protected structure and one open to plunder.
| # | Structure | Position | Alliance points | Extra effect |
|---|---|---|---|---|
| 1 | Elixir Castle | center | 48 / 32 | - |
| 2 | War Relics | center | 6 / 4 | allies gain +15% hero HP, ATK and DEF |
| 3 | Cursed Altar | center | 6 / 4 | enemies lose 15% hero HP, ATK and DEF |
| 4 | Alchemy Workshop | by the west entrance | 30 / 20 | - |
| 5 | Alchemy Workshop | by the east entrance | 30 / 20 | - |
| 6 | Migration Portal | eastern half | 6 / 4 | city relocation cooldown 50% shorter |
| 7 | Observatory | western half | 6 / 4 | all alliance points grow by 10% |
| 8 | Healing Tent | by the west entrance | 18 / 12 | heals 15 wounded every 10 seconds |
| 9 | Healing Tent | by the east entrance | 18 / 12 | heals 15 wounded every 10 seconds |
| 10 | Healing Tent | western half | 18 / 12 | heals 15 wounded every 10 seconds |
| 11 | Healing Tent | eastern half | 18 / 12 | heals 15 wounded every 10 seconds |
A freshly captured structure cannot be retaken for 60 seconds, and after that its points can be taken away. A structure holds up to 20 defenders.
Capture order
The Elixir Castle and the Alchemy Workshop pay the most, but the castle stays closed for the first ten minutes, so the fight begins at the workshop by the alliance's own entrance. The Observation Post adds a tenth to the alliance's whole score at once, so taken early it pays back many times over, while taken near the end it gives almost nothing. A Healing Tent returns 15 wounded to the ranks every 10 seconds, and the tent by the alliance's own entrance keeps the army fighting without a retreat. The two structures beside the castle (rows 2 and 3 in the table) open together with it and shift hero stats by 15% either way, so they are fought over for the sake of the castle itself.
Troops here are free
The player's own army is not spent on this map at all. Special barracks fill themselves with soldiers of the highest level available to the player, they need no upkeep, and they cannot die: the wounded go to a field tent with no capacity limit. That makes the fight worth joining even for a cautious player, since no losses threaten them.
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