Grove
Each of the Murmurwoods’ elemental spirits is a unique powerhouse, supported by equally strong — and expensive — rangers and druids.
§ Heroes
Roster (18)
§ Units
Roster (21)

Faun
Tier 1

Faun Archer
Tier 1

Faun Warrior
Tier 1

Dawn Hoplet
Tier 2

Dusk Hoplet
Tier 2

Hoplet
Tier 2

Crystal Iriyad
Tier 3

Fungal Iriyad
Tier 3

Vine Iriyad
Tier 3

Brumal Naiad
Tier 4

Naiad
Tier 4

Vernal Naiad
Tier 4

Herbomancer
Tier 5

Murmurmancer
Tier 5

Sporemancer
Tier 5

Mist Qilin
Tier 6

Qilin
Tier 6

Thunder Qilin
Tier 6

Energy Phoenix
Tier 7

Flaming Phoenix
Tier 7

Phoenix
Tier 7
§ 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.
Tier 1
Unlocks at 0 winsPick one — Group 1

Resource Riches I
1 costProvides a one‑time allotment of 2500 Gold, 5 Wood, and 5 Ore when enacted.

Tax Collectors
3 costProduces 500 Gold daily.

Knowledge is Power
2 costYour heroes gain 1 Knowledge.
Pick one — Group 2

Elite Fauns
3 costFaun growth in your cities increases by 2. They deal +50% Melee Damage.

Elite Hoplets
3 costHoplet growth in your cities increases by 2. They always deal maximum Damage.
Tier 2
Unlocks at 5 winsPick one — Group 1

Mining: Crystals
2 costProduces 1 Crystal(s) daily.

Clear Sky
1 costProduces 250 Astrology Points daily.

Folk Heroes
4 costYour heroes cost –40% Gold.
Pick one — Group 2

Elite Iriyads
3 costVine Iriyad growth in your cities increases by 2. They gain 5 HP.

Nature’s Wildness
2 costFriendly creatures deal 25% more Damage with Lucky Strikes.

Veiled by the Trees
2 costWhen battling in the area you control, friendly creatures gain 2 Attack and Defense.
Tier 3
Unlocks at 15 winsPick one — Group 1

Resource Riches II
2 costProvides a one‑time allotment of 5000 Gold, 10 Wood, and 10 Ore when enacted.

Save the Forests
2 costYour buildings cost –20% Wood to construct.

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

Woodland Resistance
4 costEnemies can’t see detailed information about your armies. (When viewed, it shows random numbers of random Grove units.)
Pick one — Group 2

Elite Naiads
3 costNaiad growth in your cities increases by 2. They gain 1 Speed and Initiative.

Nature’s Resolve
3 costAll negative effects on friendly creatures last 1 fewer round(s).
Tier 4
Unlocks at 30 winsPick one — Group 1

Fertile Ground
4 costCreature growth of your external dwellings increases by +50%.

The Power of the Written Word
4 costAll temporary spells (scrolls, artifacts etc.) available to your heroes gain 1 level(s).

Natural Serenity
4 costThe cooldowns of all the battle spells of your heroes are reduced by 1 round(s).

Live roots
6 costEnemy heroes can’t flee or surrender.
Pick one — Group 2

Elite Mancers
3 costHerbomancer growth in your cities increases by 1. Their abilities cost –1 Focus Charge(s).

Elite Qilins
3 costQilin growth in your cities increases by 1. They deal +2 Damage.

Luck of the Fittest
2 costFriendly creatures now have +1% Lucky Strike chance for each point of Luck.
Tier 5
Unlocks at 50 winsPick one — Group 1

Resource Riches III
3 costProvides a one‑time allotment of 7500 Gold, 15 Wood, and 15 Ore when enacted.

Force of Nature
6 costYour Heroic Strikes deal +10 basic Damage.

Children of the Wild
2 costYour Grove heroes gain 1 sight radius and 10 Movement points.

Focus
3 costEach round of battle, you generate 1 Focus Charge(s).
Pick one — Group 2

Elite Phoenixes
3 costPhoenix growth in your cities increases by 1. Their maximum Damage increases by 10.

Fairy Tale
5 costYour Fauns, Hoplets and Herbomancers gain 2 Speed and Initiative.

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