Ironoath
Forge-priests of the world's inner fire, who treat the world as sacred, infinite material and dig without end. Grudge-keepers whose mines kill the green above, and the one enemy the phantom elves have never learned to frighten.
Oathmaster of the greatest deep hold and keeper of a ledger of grudges older than most nations. Brokk fears nothing that walks the surface, least of all the elves, and has taken more of their forest than any before him. He tells himself the bargains struck near the Pit are bargains he controls, and is very careful never to count what he owes down there.
Castle
Buildings
Special buildings
Units 21 in the roster
Researches
Bone honed sharper than steel. All units gain +1 attack damage. Current bonus: +0. Next tier: 100 gold (1/10).
Older bone holds together harder. All units gain +1 armor. Current bonus: +0. Next tier: 100 gold (1/10).
Reinforced bindings, denser bone. All units gain +5 max HP. Current bonus: +0. Next tier: 100 gold (1/10).
The dead never tire of swinging. 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 ancestors cast to a thousandth. We cast to a ten-thousandth, and charge for it. Every Gear unit the Gearhouse turns out gains +20% of its base max health. Next tier: 350 gold.
Riveted twice. The second time is for the grudge. The Hold-Engine and every engine built from it gain +2 armor. Next tier: 450 gold.
Entered, dated, and repaid at the going rate. Holdsworn, Grudgebearers and Ironwards reflect 2 more damage to every melee attacker. Next tier: 350 gold.
A longer bolt costs more iron. Iron is what we have. Boltsworn, Ballastbolts and Cinderbolts gain +100 attack range and +3 damage. Next tier: 350 gold.
The Ember does not run out. The priest does. Emberpriests and Deepspeakers gain +25% of their base max mana and +0.5 mana regeneration. Next tier: 300 gold.
Dig the seam deeper and it gives back harder. Rimeveins, Emberveins and Vitriolveins gain +2 armor and +15% of their base max health. Next tier: 400 gold.
Four shoes, weighed and billed. The Cragram and the Cragrider gain +30 move speed and +5 attack damage. Costs 450 gold.
The hold does not fall. That is what the word means. Every unit in heavy armor loses 1 more from every hit taken (never below 1). Next tier: 400 gold.
An oath is an instrument. Instruments can be tightened. Every stack the Oath line gains from a kill is worth a quarter more per tier. Next tier: 500 gold.
What the ancestors buried, we bury better. Every Buried Charge the Sap Engine drops deals more when it goes off: three tenths more per tier. 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.
Trade gold for a single stardust.
Every unit on your team burns whoever strikes it in melee.
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.