Exemplaris
Masters of divine light and the last wall between the living and the dead. Righteous, wrathful, and certain the world will be kind once it is finally the same. Their every mercy arrives at the point of a sword.
The Dominion's first blade and its most unbending judge, who has burned more heresy than any Exarch in living memory and calls it love. Aurelian does not doubt and does not tire. Lately he has heard that some of his own faithful preach peace with the crooked, and he is sharpening a verdict for them too.
Castle
Buildings
Special buildings
Units 18 in the roster
Summons
Called into battle by abilities, not built.Researches
Sharpens every Crown soldier's edge. All units gain +1 attack damage. Current bonus: +0. Next tier: 100 gold (1/10).
Better plate, better gambeson, better bracers. All units gain +1 armor. Current bonus: +0. Next tier: 100 gold (1/10).
Better rations, better physicians, better luck. All units gain +5 max HP. Current bonus: +0. Next tier: 100 gold (1/10).
Drilled hands move faster. All units gain +0.01 attack speed. Current bonus: +0. Next tier: 100 gold (1/20).
Raises your building cap by +1 each tier. Buy it when your food bar is full and you still want spawners or towers. Next: 500 gold.
The Crown buys its line a second skin. Footmen gain +100 max HP and +1 armor per tier. Current: +0 HP, +0 armor. Next tier: 500 gold (1/1).
The line does not step back. It has nowhere to step to. Footmen and Swordsmen lose 1 more from every hit taken (never below 1). Next tier: 300 gold.
Judgement carries further than the voice. Every archer line gains +150 attack range. Next tier: 400 gold.
The well is deep because the need is. Priests, Clerics and High Priests gain +25% of their base max mana and +0.5 mana regeneration. Next tier: 500 gold.
To fall is the office. To fall late is the art. The Martyr regenerates 3 health per second and gains +25% of its base max health. Costs 500 gold.
The Crown does not fall. It is carried. The Royal gains +2 armor and +10% of its base max health. Next tier: 200 gold.
Some walls are heresy. Those come down. The Ballista gains +200 attack range, +10 damage, and can shoot flying units. Costs 800 gold.
Kindness, at the temperature it was always meant to reach. Purity Flowers planted by Purifiers, Templars, Exemplars and Arbiters heal half again as much per tier. Next tier: 600 gold.
The sky is the wall's last course of stone. The Griffin's ricochet reaches +1 more target and keeps more of its damage on every hop. Next tier: 600 gold.
Doubt is the only wound the light cannot close. Every unit gains shadow resistance and takes less spell damage, rising with each tier: lesser shadow resist and 5% at first, then 50% shadow and 10%, then 75% shadow and 15%. The mark shows on every unit. Next tier: 400 gold.
Shop
Trade 200 wood for 100 gold. 180s cooldown - turn surplus lumber back into spending money.
Trade 100 gold for 100 wood. 60s cooldown between buys - top up lumber the moment a build needs it.
Trade 1,000 gold for 1,000 wood. 60s cooldown between buys - top up lumber the moment a build needs it.
Grants every unit on your team +5 Armor for 30 seconds. Does not stack - if an ally also buys it the timer just refreshes, never the bonus. 4 minute cooldown.
Trade gold for a single stardust.
The enemy's next wave spawns late.
The enemy's next income tick pays half, and the difference comes to your team.
Buy one more Rescue Strike.
Mend your team's castle.
Your whole army moves faster for a while, marching and fighting.
Requires a teammate. Your buildings send the team's next wave instead of the scheduled teammate's.
Requires a teammate. This one wave, every teammate's buildings spawn together.
Requires a teammate. Send gold to a teammate, a tenth lost on the way.
Requires a human teammate. Hand your unspent Rescue Strike to them.