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Tribes

Each profile chooses one of three playable tribes when joining a world. The choice fixes that profile’s unit roster, unique building, merchant statistics, Watch Tower characteristics, and a small set of economic rules. The Ancients are a fourth, non-playable faction.

Comparison

MechanicEmbermark DominionVerdant WardensStormfang Clans
General styleBalanced and expensiveFast and defensiveCheap and aggressive
Unique buildingRider’s WellsThornsnare GroveStormbrew Works
Merchant capacity5007501,000
Merchant base speed162412
Trade Office scalingDouble the normal per-level gainNormalNormal
Watch Tower flat defense at level 20200160120
Watch Tower defense multiplier at level 201.03²⁰, about 1.8061.025²⁰, about 1.6391.02²⁰, about 1.486
Watch Tower durability1×2×5×
Shelter capacityNormal1.5×Normal

Merchant capacity is per merchant and does not multiply with server speed. Merchant and army travel use the world’s movement-speed bracket, while many production and capacity systems use raw speed.

Tribe mechanics

Embermark Dominion uses separate active construction lanes for buildings and resource fields. It can therefore run one of each simultaneously. The Second Work Crew research adds a flexible lane, allowing three simultaneous upgrades.

Verdant Wardens receive 50% more Shelter capacity. Their Thornsnare Grove captures hostile troops and permanently earns faster outgoing reinforcements as its lifetime capture count grows.

Stormfang Clans can train their Pathstalker scout in the Barracks. A capital Stormbrew Works can run a profile-wide Stormbrew Celebration that improves attacks while imposing random catapult targets and weaker leaders.

No playable tribe inherently bypasses Shelter protection.

Unique-building access

All players can see tribe-specific building entries, but only the matching tribe can construct them. Conquering a village does not grant another tribe’s unique construction ability; normal conquest cleanup and tribe requirements determine what remains usable.

See also