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Tax Collectors
Cost (level 1)
3

Produces 500 Gold daily.

Faction
Elite Iriyads
Cost (level 1)
3
Cost (level 2)
2
Cost (level 3)
1

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

Faction
Nature’s Wildness
Cost (level 1)
2
Cost (level 2)
2

Friendly creatures deal 25% more Damage with Lucky Strikes.

Faction
Nature’s Resolve
Cost (level 1)
3

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

Faction
Mining: Crystals
Cost (level 1)
2
Cost (level 2)
2

Produces 1 Crystal(s) daily.

Faction
Forest Magic
Cost (level 1)
4
Cost (level 2)
4

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

Faction
Resource Riches II
Cost (level 1)
2

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

Faction
Elite Naiads
Cost (level 1)
3
Cost (level 2)
2
Cost (level 3)
1

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

Faction
Veiled by the Trees
Cost (level 1)
2
Cost (level 2)
2
Cost (level 3)
2

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

Faction
The Power of the Written Word
Cost (level 1)
4
Cost (level 2)
4
Cost (level 3)
4

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

Faction
Focus Laws
Focus
Cost (level 1)
3

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

Faction
Knowledge is Power
Cost (level 1)
2
Cost (level 2)
2
Cost (level 3)
2

Your heroes gain 1 Knowledge.

Faction
Fertile Ground
Cost (level 1)
4
Cost (level 2)
4

Creature growth of your external dwellings increases by +1%.

Faction
Live roots Laws
Live roots
Cost (level 1)
6

Enemy heroes can’t flee or surrender.

Faction
Elite Mancers
Cost (level 1)
3
Cost (level 2)
2
Cost (level 3)
1

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

Faction
Elite Qilins
Cost (level 1)
3
Cost (level 2)
2
Cost (level 3)
1

Qilin growth in your cities increases by 1. They deal +3 Damage.

Faction
Luck of the Fittest
Cost (level 1)
2
Cost (level 2)
2
Cost (level 3)
2

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

Faction
Force of Nature
Cost (level 1)
6

Your Heroic Strikes deal +20 base Damage.

Faction
Resource Riches III
Cost (level 1)
3

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

Faction
Elite Phoenixes
Cost (level 1)
3
Cost (level 2)
2
Cost (level 3)
1

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

Faction
Fairy Tale Laws
Fairy Tale
Cost (level 1)
5

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

Faction
Sanctuary Laws
Sanctuary
Cost (level 1)
5

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

Faction
Folk Heroes
Cost (level 1)
4

Your heroes cost –40% Gold.

Faction
Clear Sky Laws
Clear Sky
Cost (level 1)
1

Produces 250 Astrology Points daily.

Faction
Natural Serenity
Cost (level 1)
4

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

Faction
Resource Riches I
Cost (level 1)
1

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

Faction
Elite Fauns
Cost (level 1)
3
Cost (level 2)
2
Cost (level 3)
1

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

Faction
Elite Hoplets
Cost (level 1)
3
Cost (level 2)
2
Cost (level 3)
1

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

Faction
Children of the Wild
Cost (level 1)
2
Cost (level 2)
2

Your Grove heroes gain 2 sight radius and 15 Movement points.

Faction
Save the Forests
Cost (level 1)
2
Cost (level 2)
2

Your buildings cost –20% Wood to construct.

Faction
Woodland Resistance
Cost (level 1)
4

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

Faction