Grove

Grove

AutumnCrystals21 units18 heroesNative terrain: Autumn

Each of the Murmurwoods’ elemental spirits is a unique powerhouse, supported by equally strong — and expensive — rangers and druids.

Units (21)

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Heroes (18)

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Buildings (20)

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Magic1
Mage Guild
Mage Guild
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Faction laws

Available from the start
Resource Riches I
Resource Riches I
1 pts
Provides a one‑time allotment of 2500 Gold, 5 Wood, and 5 Ore when enacted.
Tax Collectors
Tax Collectors
3 pts
Produces 500 Gold daily.
Knowledge is Power
Knowledge is Power
2–2 pts
Your heroes gain 1 to 3 Knowledge.
Elite Fauns
Elite Fauns
3–3 pts
Faun growth in your cities increases by 2 to 6. They deal +50% Melee Damage.
Elite Hoplets
Elite Hoplets
3–3 pts
Hoplet growth in your cities increases by 2 to 6. They always deal maximum Damage.
Unlocked after 5 laws
Mining: Crystals
Mining: Crystals
2–2 pts
Produces 1 to 2 Crystal(s) daily.
Clear Sky
Clear Sky
1 pts
Produces 250 Astrology Points daily.
Folk Heroes
Folk Heroes
4 pts
Your heroes cost –40% Gold.
Elite Iriyads
Elite Iriyads
3–3 pts
Vine Iriyad growth in your cities increases by 2. They gain 5 to 15 HP.
Nature’s Wildness
Nature’s Wildness
2–2 pts
Friendly creatures deal 25 to 50% more Damage with Lucky Strikes.
Veiled by the Trees
Veiled by the Trees
2–2 pts
When battling in the area you control, friendly creatures gain 2 to 6 Attack and Defense.
Unlocked after 15 laws
Resource Riches II
Resource Riches II
2 pts
Provides a one‑time allotment of 5000 Gold, 10 Wood, and 10 Ore when enacted.
Save the Forests
Save the Forests
2–2 pts
Your buildings cost –20 to 40% Wood to construct.
Forest Magic
Forest Magic
4–4 pts
Each time you improve a Mage Guild in your Grove cities, +1 to 2 spell(s) is unlocked in the Observatory.
Woodland Resistance
Woodland Resistance
4 pts
Enemies can’t see detailed information about your armies. (When viewed, it shows random numbers of random Grove units.)
Elite Naiads
Elite Naiads
3–3 pts
Naiad growth in your cities increases by 2. They gain 1 to 3 Speed and Initiative.
Nature’s Resolve
Nature’s Resolve
3 pts
All negative effects on friendly creatures last 1 fewer round(s).
Unlocked after 30 laws
Fertile Ground
Fertile Ground
4–4 pts
Creature growth of your external dwellings increases by +100 to 200%.
The Power of the Written Word
The Power of the Written Word
4–4 pts
All temporary spells (scrolls, artifacts etc.) available to your heroes gain 1 to 3 level(s).
Natural Serenity
Natural Serenity
4 pts
The cooldowns of all the battle spells of your heroes are reduced by 1 round(s).
Live roots
Live roots
6 pts
Enemy heroes can’t flee or surrender.
Elite Mancers
Elite Mancers
3–3 pts
Herbomancer growth in your cities increases by 1 to 3. Their abilities cost –1 Focus Charge(s).
Elite Qilins
Elite Qilins
3–3 pts
Qilin growth in your cities increases by 1. They deal +3 to 9 Damage.
Luck of the Fittest
Luck of the Fittest
2–2 pts
Friendly creatures now have +1 to 3% Lucky Strike chance for each point of Luck.
Unlocked after 50 laws
Resource Riches III
Resource Riches III
3 pts
Provides a one‑time allotment of 7500 Gold, 15 Wood, and 15 Ore when enacted.
Force of Nature
Force of Nature
6 pts
Your Heroic Strikes deal +10 base Damage.
Children of the Wild
Children of the Wild
2–2 pts
Your Grove heroes gain 2 to 4 sight radius and 15 to 30 Movement points.
Focus
Focus
3 pts
Each round of battle, you generate 1 Focus Charge(s).
Elite Phoenixes
Elite Phoenixes
3–3 pts
Phoenix growth in your cities increases by 1. Their maximum Damage increases by 10 to 20.
Fairy Tale
Fairy Tale
5 pts
Your Fauns, Hoplets and Herbomancers gain 2 Speed and Initiative.
Sanctuary
Sanctuary
5 pts
The abilities of your Vine Iriyads, Naiads, Qilins and Phoenixes cost –1 Focus Charge(s).