Grovewardens
The elves who keep the world's last sacred grove and hunt anything that would defile it. Phantoms of the treeline, feared by every people, who take the land back tree by tree and hunter by hunter. To them, mercy is a kind of pollution.
Eldest and coldest of the wardens, who has defended the grove longer than most kingdoms have existed and buried every friend she began beside. Sythriel feels the whole forest dying by inches and answers it the only way she knows, quietly, at the treeline, with an arrow. The Ironoath are the one grief she cannot avenge, and it has worn her past pity.
Castle
Buildings
Special buildings
Units 20 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.
They do not see the treeline. They see the arrow. Every archer gains +100 attack range. Next tier: 400 gold.
Where the blade lands, nothing was. Every Elusive unit gains +0.05 dodge chance (5% per tier). Next tier: 300 gold.
A settlement, one spring, simply gone. Rogues and Assassins gain +60 move speed and +35% of their base attack damage. Costs 450 gold.
Cut it and it cuts back. That is what bark is for. Sentinels and Wardens gain +1 armor and reflect 3 more damage to every melee attacker. Next tier: 350 gold.
The Mother answers more often when asked more often. Druids, Wildspeakers and Lifebinders gain +25% of their base max mana and +0.5 mana regeneration. Next tier: 300 gold.
Antlers first. The rest of the forest follows. The Stag and the Lance Rider gain +3 armor. Costs 400 gold.
No horns. No drums. Then arrows. Every unit gains +20 move speed, and the whole army marches +20 faster on the way in. Next tier: 500 gold.
One arrow. The rest was patience. Rangers and Snipers gain +20% of their base attack damage. Next tier: 450 gold.
The old trees have been burned before. They learned. Forest Spirits and Forest Guardians no longer take extra damage from fire. Costs 500 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.
Trade gold for a single stardust.
Every unit on your team heals a share of its health over a few seconds.
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.