Grove Laws

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List of Laws for Grove:

LawFactionTierCategoryDescriptionCost
Resource Riches IGroveIfaction FactionProvides a one-time allotment of 2500 Gold, 5 Wood, and 5 Ore when enacted.1
Tax CollectorsGroveIfaction FactionProduces 500 Gold daily.3
Knowledge is PowerGroveIfaction FactionYour heroes gain 1/2/3 Knowledge.2/2/2
Elite FaunsGroveIarmy ArmyFaun growth in your cities increases by 2/4/6. They deal +50% Melee Damage.3/2/1
Elite HopletsGroveIarmy ArmyHoplet growth in your cities increases by 2/4/6. They always deal maximum Damage.3/2/1
Mining: CrystalsGroveIIfaction FactionProduces 1/2 Crystal(s) daily.2/2
Clear SkyGroveIIfaction FactionProduces 250 Astrology Points daily.1
Folk HeroesGroveIIfaction FactionYour heroes cost –40% Gold.4
Elite IriyadsGroveIIarmy ArmyVine Iriyad growth in your cities increases by 2. They gain 5/10/15 HP.3/2/1
Nature's WildnessGroveIIarmy ArmyFriendly creatures deal 25%/50% more Damage with Lucky Strikes.2/2
Veiled by the TreesGroveIIarmy ArmyWhen battling in the area you control, friendly creatures gain 2/4/6 Attack and Defense.2/2/2
Resource Riches IIGroveIIIfaction FactionProvides a one-time allotment of 5000 Gold, 10 Wood, and 10 Ore when enacted.2
Save the ForestsGroveIIIfaction FactionYour buildings cost –20%/40% Wood to construct.2/2
Forest MagicGroveIIIfaction FactionEach time you improve a Mage Guild in your Grove cities, +1/2 spell(s) is unlocked in the Observatory.4/4
Woodland ResistanceGroveIIIfaction FactionEnemies can’t see detailed information about your armies. (When viewed, it shows random numbers of random Grove units.)4
Elite NaiadsGroveIIIarmy ArmyNaiad growth in your cities increases by 2. They gain 1/2/3 Speed and Initiative.3/2/1
Nature's ResolveGroveIIIarmy ArmyAll negative effects on friendly creatures last 1 fewer round(s).3
Fertile GroundGroveIVfaction FactionCreature growth of your external dwellings increases by +100%/200%.4/4
The Power of the Written WordGroveIVfaction FactionAll temporary spells (scrolls, artifacts etc.) available to your heroes gain 1/2/3 level(s).4/4/4
Natural SerenityGroveIVfaction FactionThe cooldowns of all the battle spells of your heroes are reduced by 1 round(s).4
Live rootsGroveIVfaction FactionEnemy heroes can’t flee or surrender.6
Elite MancersGroveIVarmy ArmyHerbomancer growth in your cities increases by 1/2/3. Their abilities cost –1 Focus Charge(s).3/2/1
Elite QilinsGroveIVarmy ArmyQilin growth in your cities increases by 1. They deal +3/6/9 Damage.3/2/1
Luck of the FittestGroveIVarmy ArmyFriendly creatures now have +1%/2%/3% Lucky Strike chance for each point of Luck.2/2/2
Resource Riches IIIGroveVfaction FactionProvides a one-time allotment of 7500 Gold, 15 Wood, and 15 Ore when enacted.3
Force of NatureGroveVfaction FactionYour Heroic Strikes deal +20 base Damage.6
Children of the WildGroveVfaction FactionYour Grove heroes gain 2/4 sight radius and 15/30 Movement points.2/2
FocusGroveVfaction FactionEach round of battle, you generate 1 Focus Charge(s).3
Elite PhoenixesGroveVarmy ArmyPhoenix growth in your cities increases by 1. Their maximum Damage increases by 10/15/20.3/2/1
Fairy TaleGroveVarmy ArmyYour Fauns, Hoplets and Herbomancers gain 2 Speed and Initiative.5
SanctuaryGroveVarmy ArmyThe abilities of your Vine Iriyads, Naiads, Qilins and Phoenixes cost –1 Focus Charge(s).5

To view the Laws for all factions, see Laws Overview.


Note: When upgrading Faction Laws in-game, the tooltip for Laws you have already invested seals into will display the benefit you have already gained from them, and then another displaying the cumulative effect after improving the Law. This page merges the descriptions for each level of a Law into a single text, highlighting the differences where relevant. Each level only improves numeric values and is colorized as follows: Level 1 / Level 2 / Level 3