Grove: Difference between revisions
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The Grove is a faction found deep in the Murmurwoods and is home to the Warden and Druid heroes. Populated by magical creatures and elemental embodiments, they specialize in empowering themselves via in-combat abilities and amplifying the capabilities of the hero that commands them. | |||
== | ==Heroes== | ||
Moreso than any other faction, the Grove specializes in heroes who are effective at combat magic. 7 of their 18 total heroes start off with access to a masterful spell, and it is fairly straightforward to boost their spellpower and knowledge via buildings, faction laws, and temporary in-combat abilities. However, they are also the only faction that does not have any heroes that specialize in particular schools of magic. | |||
Might hero: Warden | |||
Chance to gain Attack on level up (1-24): 35% | |||
Chance to gain Defense on level up (1-24): 35% | |||
Chance to gain Spellpower on level up (1-24): 15% | |||
Chance to gain Knowledge on level up (1-24): 15% | |||
Might hero: Druid | |||
Chance to gain Attack on level up (1-24): 15% | |||
Chance to gain Defense on level up (1-24): 15% | |||
== | Chance to gain Spellpower on level up (1-24): 35% | ||
Grove | Chance to gain Knowledge on level up (1-24): 35% | ||
==Faction Skill== | |||
Grove heroes start out with the [[Murmuring]] skill. This is a faction-specific skill that enables you to begin battles with [[Focus|Focus Charges]], allowing you to begin using your creature and hero abilities right away. This synergizes well with Grove units, as almost all of them have some sort of activated ability they can use in combat to either empower themselves or boost the attributes of their commanding hero. | |||
==Faction Laws== | |||
Overview of the kinds of effects this factions' laws will have / are good at | |||
== | ==Town Buildings, Build Orders== | ||
Revision as of 15:44, 14 May 2026
The Grove is a faction found deep in the Murmurwoods and is home to the Warden and Druid heroes. Populated by magical creatures and elemental embodiments, they specialize in empowering themselves via in-combat abilities and amplifying the capabilities of the hero that commands them.
Heroes
Moreso than any other faction, the Grove specializes in heroes who are effective at combat magic. 7 of their 18 total heroes start off with access to a masterful spell, and it is fairly straightforward to boost their spellpower and knowledge via buildings, faction laws, and temporary in-combat abilities. However, they are also the only faction that does not have any heroes that specialize in particular schools of magic.
Might hero: Warden Chance to gain Attack on level up (1-24): 35% Chance to gain Defense on level up (1-24): 35%
Chance to gain Spellpower on level up (1-24): 15% Chance to gain Knowledge on level up (1-24): 15%
Might hero: Druid Chance to gain Attack on level up (1-24): 15% Chance to gain Defense on level up (1-24): 15%
Chance to gain Spellpower on level up (1-24): 35% Chance to gain Knowledge on level up (1-24): 35%
Faction Skill
Grove heroes start out with the Murmuring skill. This is a faction-specific skill that enables you to begin battles with Focus Charges, allowing you to begin using your creature and hero abilities right away. This synergizes well with Grove units, as almost all of them have some sort of activated ability they can use in combat to either empower themselves or boost the attributes of their commanding hero.
Faction Laws
Overview of the kinds of effects this factions' laws will have / are good at


