Grove

Autumn Resource: crystals

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

Grove city art

§ Heroes

Roster (18)

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§ Units

Roster (21)

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§ Faction laws

Tiered unlocks

Each tier opens at the listed win-count threshold. Within a tier, every group offers a mutually-exclusive choice — pick one card per group.

  1. Tier 1

    Unlocks at 0 wins

    Pick one — Group 1

    • Resource Riches I

      Resource Riches I

      1 cost

      Provides a one‑time allotment of 2500 Gold, 5 Wood, and 5 Ore when enacted.

    • Tax Collectors

      Tax Collectors

      3 cost

      Produces 500 Gold daily.

    • Knowledge is Power

      Knowledge is Power

      2 cost

      Your heroes gain 1 Knowledge.

    Pick one — Group 2

    • Elite Fauns

      Elite Fauns

      3 cost

      Faun growth in your cities increases by 2. They deal +50% Melee Damage.

    • Elite Hoplets

      Elite Hoplets

      3 cost

      Hoplet growth in your cities increases by 2. They always deal maximum Damage.

  2. Tier 2

    Unlocks at 5 wins

    Pick one — Group 1

    • Mining: Crystals

      Mining: Crystals

      2 cost

      Produces 1 Crystal(s) daily.

    • Clear Sky

      Clear Sky

      1 cost

      Produces 250 Astrology Points daily.

    • Folk Heroes

      Folk Heroes

      4 cost

      Your heroes cost –40% Gold.

    Pick one — Group 2

    • Elite Iriyads

      Elite Iriyads

      3 cost

      Vine Iriyad growth in your cities increases by 2. They gain 5 HP.

    • Nature’s Wildness

      Nature’s Wildness

      2 cost

      Friendly creatures deal 25% more Damage with Lucky Strikes.

    • Veiled by the Trees

      Veiled by the Trees

      2 cost

      When battling in the area you control, friendly creatures gain 2 Attack and Defense.

  3. Tier 3

    Unlocks at 15 wins

    Pick one — Group 1

    • Resource Riches II

      Resource Riches II

      2 cost

      Provides a one‑time allotment of 5000 Gold, 10 Wood, and 10 Ore when enacted.

    • Save the Forests

      Save the Forests

      2 cost

      Your buildings cost –20% Wood to construct.

    • Forest Magic

      Forest Magic

      4 cost

      Each time your improve a Mage Guild in your Grove cities, +1 spell(s) is unlocked in the Observatory.

    • Woodland Resistance

      Woodland Resistance

      4 cost

      Enemies can’t see detailed information about your armies. (When viewed, it shows random numbers of random Grove units.)

    Pick one — Group 2

    • Elite Naiads

      Elite Naiads

      3 cost

      Naiad growth in your cities increases by 2. They gain 1 Speed and Initiative.

    • Nature’s Resolve

      Nature’s Resolve

      3 cost

      All negative effects on friendly creatures last 1 fewer round(s).

  4. Tier 4

    Unlocks at 30 wins

    Pick one — Group 1

    • Fertile Ground

      Fertile Ground

      4 cost

      Creature growth of your external dwellings increases by +50%.

    • The Power of the Written Word

      The Power of the Written Word

      4 cost

      All temporary spells (scrolls, artifacts etc.) available to your heroes gain 1 level(s).

    • Natural Serenity

      Natural Serenity

      4 cost

      The cooldowns of all the battle spells of your heroes are reduced by 1 round(s).

    • Live roots

      Live roots

      6 cost

      Enemy heroes can’t flee or surrender.

    Pick one — Group 2

    • Elite Mancers

      Elite Mancers

      3 cost

      Herbomancer growth in your cities increases by 1. Their abilities cost –1 Focus Charge(s).

    • Elite Qilins

      Elite Qilins

      3 cost

      Qilin growth in your cities increases by 1. They deal +2 Damage.

    • Luck of the Fittest

      Luck of the Fittest

      2 cost

      Friendly creatures now have +1% Lucky Strike chance for each point of Luck.

  5. Tier 5

    Unlocks at 50 wins

    Pick one — Group 1

    • Resource Riches III

      Resource Riches III

      3 cost

      Provides a one‑time allotment of 7500 Gold, 15 Wood, and 15 Ore when enacted.

    • Force of Nature

      Force of Nature

      6 cost

      Your Heroic Strikes deal +10 basic Damage.

    • Children of the Wild

      Children of the Wild

      2 cost

      Your Grove heroes gain 1 sight radius and 10 Movement points.

    • Focus

      Focus

      3 cost

      Each round of battle, you generate 1 Focus Charge(s).

    Pick one — Group 2

    • Elite Phoenixes

      Elite Phoenixes

      3 cost

      Phoenix growth in your cities increases by 1. Their maximum Damage increases by 10.

    • Fairy Tale

      Fairy Tale

      5 cost

      Your Fauns, Hoplets and Herbomancers gain 2 Speed and Initiative.

    • Sanctuary

      Sanctuary

      5 cost

      The abilities of your Vine Iriyads, Naiads, Qilins and Phoenixes cost –1 Focus Charge(s).