
Eldegarde Risk Your Gear, Keep the Loot
Eldegarde was a small-scale fantasy action RPG for solo or three-player parties, with class-based dungeon runs, extraction risks and arena fights. Its servers have been shut down with no offline mode, so you cannot play it now.
Is Eldegarde worth it?
Eldegarde is worth it if…
- you like three-player parties with clear roles to fill
- you like risk-and-reward runs where death costs loot
- you like crafting and base-building between fights
Screenshots
Three-player dungeon runs
You picked from six classes — Warrior, Rogue, Hunter, Priest, Wizard and Paladin — each with its own look, weapons and skills, then headed out solo or with up to two co-op friends. PvE Expeditions started at Goldbrook Farmstead on the trail of Mor’thog the Cruel, while five zones held 32 creature encounters, treasures and secrets. Combat was third-person and deliberate, with the harder edge of a Souls-like, so parties had to share healing, cover and timing.
Loot worth risking
Every outing meant choosing what gear and potions to bring, because death had a cost. In PvPvE extraction, falling meant survivors could claim what you carried. The Arena kept the same class combat but removed gear loss, with pride as the only stake. Back in Stonehaven, you earned reputation with five vendors to unlock gear, recipes and rare materials, then crafted what the runs did not drop.
A lodge of your own
Between runs you built up a personal lodge with working furnishings. The Forge processed ore, the Bed earned rested experience, and the Critter Habitat housed Goldgrubs that spun golden thread for passive income. Seventeen campaign questlines traced the lore of Eldegarde, plus over 110 rotating board quests on daily and weekly refreshes, with seasons planned to reset progress and add new events.
What happened to Eldegarde?
How did co-op parties work?
You kept your own class, level and lodge, and joined friends for shared runs rather than a large open server.
What was the difference between the three modes?
Expeditions were PvE hunts such as the Mor’thog job. Extraction mixed monsters and rival parties with loot loss on death. Arena was skill-based PvP with no gear loss.
What carried over between seasons?
Nothing long-term was promised. Seasonal resets wiped progression so everyone started fresh, with new content and world events planned for each season.

















