The Evergrove Rework
27 August 2026
The Evergrove was the slowest wonder in the game by a long way, and it is not any more. Thirteen trees stand in the ring at the heart of the grove, and each one will speak to an envoy who has earned it. They come in four groups and they come in order, so an envoy meets the outer ring before the inner ring will notice them, and hears the Elder only once they have heard all twelve of the others. The further in they get, the more the grove gives them.
The ladder belongs to the envoy, not to you. A second envoy starts at the outer ring however far your first one got, which makes the Evergrove the one place in the world that pays loyalty to a single envoy rather than the novelty of a fresh one. Your discovery bar still fills the first time any of your envoys meets a tree.
Patience at the Evergrove is now a vigil: a full day and a night among the roots, paying two of the Thirteen instead of one, and a flat award for the whole of the wait. The old chance of being held there against your wishes is gone, replaced by a wait you choose. And an offering no longer asks you to leave a keepsake among the roots. It plants a tree of your own instead, one per envoy for as long as they live, which takes a fortnight to grow and pays something different for each of the four kinds that can take root.
The grove's art arrives with it: sixteen tree sprites, four growth stages for each of the four kinds, and the pair of badges the Evergrove's map nameplate carries while a tree of yours is growing and once one is ready to claim. The seedlings are below. Which shape belongs to which kind is not, and will not be.
Five hours, not seven days
The Evergrove earned about five Cultural Influence per envoy per day. Every other wonder in the game earned between twenty three and ninety. That gap is closed.
- improvedThe wait between investigationsWas7 daysNow5 hours
An envoy can now work the grove the way they work anywhere else. Five hours rather than four is deliberate: the Foundation Stone stays the most frequent wonder in the game, and the Evergrove settles just under it.
- reworkedThe Grove's Gift keeps its own week
The grove's blessing is still weekly, on a timer of its own that no longer holds the whole wonder to it. What changes is what happens on the visits in between: the blessing used to win three visits in four, and on the other visits you got a fragment. Now, while the blessing is resting, the grove speaks instead. In practice the Evergrove is a lore wonder on nearly every visit, and one visit in each week, the first after the blessing comes back, carries the old three-in-four chance of the Gift.
The Thirteen
The grove's own lore opens with the line "Thirteen trees stand in a ring at the heart of the oldest forest in the New World". Those thirteen now speak, one fragment each, and each is one tree talking.
- newNEW: Thirteen new fragments, in four groups
The Outer Ring is four trees who notice your envoy and are not impressed. The Inner Ring is four who address them directly, each with one preoccupation they keep returning to. Those That Remember is four who lived through the Twisting, and it is where the grove's welcome starts to tighten. The Elder is one, and the Elder speaks about the world rather than about the grove.
- newNEW: An envoy climbs the ring in order
Your envoy draws from one group at a time and opens the next only once they hold every tree in the group they are on. Within a group the order is random and no tree repeats, so four visits at the outer ring is four different trees. There is no way to skip ahead and no way to be handed the same tree twice.
- newNEW: Each rung is worth more than the last
The four groups are Uncommon, Rare, Epic and Legendary finds, and at a wonder the rarity of a find is the reward. A world first, on your first investigation here, with the envoy at level 25, pays 127, 240, 465 and 915 Cultural Influence as they climb, after the world first and first investigation multipliers and before any Cultural Influence bonus of your own. Everything in the grove comes to 4,048 all told, alongside Messenger's Rest at 3,825, for content that costs thirteen gated visits in an order you do not choose.
- newNEW: Each envoy starts again
A second envoy begins at the outer ring however far your first one climbed. That is the mechanic rather than an oversight: it is the one place in the game where staying with one envoy is worth more than sending a fresh one. Your own discovery bar is unaffected, and fills the first time any of your envoys meets a tree.
- improvedWhat the Evergrove holdsWas6 findsNow19 finds
Thirteen trees, the four fragments that were always here, the Grove's Gift, and the Planting. Everyone's bar moves: it gains fourteen slots and loses the keepsake's one. The wonder's halfway perk and its hundred percent achievement, Part of the Grove, are reachable for the first time.
- reworkedRisk never comes back empty here
Stepping inside the ring still prefers a voice none of your envoys has brought back, but it can no longer miss. A miss would burn a place on the ladder for nothing, and the wonder whose whole character is welcome should not carry the harshest gamble in the game. Patience no longer promises a better tier here either, because the ring decides what you hear, not a roll.
The vigil
Patience at the Evergrove is no longer half again as long. It is a full day and a night, and it is priced against what else that envoy could have done with the day.
- reworkedRest beneath the ThirteenWas40 minutes, for a better chance at a rarer findNow24 hours, for two of the Thirteen and 250 Cultural Influence
Two trees speak instead of one, and if the first completes a group the second comes from the group it just opened. Finishing Those That Remember and hearing the Elder in the same result is the best moment this wonder has. The 250 is flat, is paid for the whole of the wait on top of the usual attendance, and is named on the results ledger as its own line rather than folded into anything else.
- removedThe grove holding an envoyWasA 20% chance of being kept half again longer, paid off with 25 Cultural InfluenceNowRemoved
It existed to apologise for a wait with nothing behind it. The vigil is the same idea chosen freely, with two trees at the end of it. Investigations you have already finished still read as held in your history, because they were.
The planting
Arrive at the Evergrove having kept a full vigil since your last offering, and the offering opens. What it pays is a tree of your envoy's own.
Seedlings, the first of four stages
Two round leaves, low to the soil
Two narrow leaves on a tall pale stem
A woody crook carrying one broad leaf
Four leaves in two pairs
The Evergrove's nameplate badges
A tree of yours is growing
A tree of yours is ready to claim
- removedThe keepsakeWasAn offering asked which of five possessions your envoy would leave among the roots, and recorded the answerNowRemoved
The five options were arbitrary beside what the offering does now: leaving something living among the roots rather than choosing which possession to give up. If you left a keepsake, that slot disappears from your Evergrove bar along with the prompt, and its answer is not kept. The Cultural Influence it paid you is yours and is not taken back.
- newNEW: Plant a tree, one per envoy
The tree is planted the moment you claim the offering's results, so there is nothing to remember to do afterwards. It takes fourteen days to grow, it never fails and it never expires, and once it has grown it waits for you as long as you like. Each envoy may plant exactly one, ever, and the tree stays in the grove after you claim it.
- newNEW: Four kinds, and you can see which one you got
The Heartgrove fills the home city of the envoy who planted it with wood, to the top of its storage. The Witness gives up one memory of the grove that no investigation can reach, and pays Cultural Influence at that memory's own rarity. The Deep Register grants a lasting change to how that envoy explores. The Named enters that envoy on the public roll of the grove for as long as the grove stands.
- newNEW: The grove shows you what is growing, and not what it is
Your tree appears on the wonder page from the day it is planted and changes shape four times as it grows, so the shape tells you which kind took root long before you can claim it. Its name and what it pays are withheld until you claim it. Only the first stage of each kind is shown above, and which shape belongs to which kind is not published anywhere. Veterans will learn to read the silhouettes; the game will not spoil it for them.
- newNEW: The roll of the grove
A public, browsable list of every envoy whose Named tree has been claimed, searchable, and readable by anyone who has investigated the Evergrove. Envoy names appear only once approved; no player names are published at all.
- newNEW: A badge when your tree is ready
The Evergrove's nameplate on the map, and its row in the Nearby panel, carry a badge while any of your trees is growing and a different one the moment one is ready to claim. The two share a single slot and swap, so you never see both at once: a growing tree is worth a glance, not an errand. The badge stops once you have been.
The Deep Register
- newNEW: Deep Register
Seven charges, with no clock on them at all, so they wait for you and you choose when to spend them. Each charge makes one exploration take three times as long, and makes the lore that exploration finds far more likely to be Uncommon or better. It never changes how often you find lore, only which tier it is, and it never guarantees anything.
- newNEW: And it comes back
It is the one reward in the grove an envoy can collect more than once. Bring the envoy who planted that tree back to the Evergrove for an ordinary investigation, one that is not itself spending a charge, with none of their charges left, and the grove restores them. It resets to full rather than topping up, it is that envoy and their own tree only, and there is no clock on the renewal either: it fires whenever they arrive empty, however long that takes. The results screen draws its own card for it, beside Effect Gained, naming the effect and how many charges came back.
Fixes
- Choosing a vigil now shows you what you are agreeing to
When the approach you select is a step change in length rather than a nudge, the duration goes bold and pulses once. Clicking down the Evergrove's rows otherwise read "40 minutes, 40 minutes, a day", and the third could be read straight past. It is one pulse rather than a loop, and it stops entirely if you have asked your system for reduced motion.
- An old held pass no longer shows an empty card
A finished investigation the grove had held could render The Grove Held On as a titled card with nothing inside it. Investigations from before the hold was removed still read correctly, and the Cultural Influence they paid is still in your ledger.