AI-Generated
AI-Generated
This content is fully written by AI and not yet checked by a human editor. Numbers, mechanics and wording may be inaccurate or fabricated outright — verify anything that matters in-game before relying on it.
Verdant Wardens 🌿
One of the three playable tribes. The Verdant Wardens are the fast, mobile, defensive/utility tribe — excellent for quick raids, fast support, and map control.
Strengths & weaknesses
- Fastest tribe overall.
- Great for quick raids, fast support, and map control.
- Shelters protect 50% more resources than normal — strong protection against being farmed.
- (Community) Has the best defensive cavalry in the game, and cheaper settlers.
- (Community) Its unique building is considered strongest early/mid game and weakest in the very late game.
Merchants & Watch Tower (authoritative)
- Merchants: carry 750, speed 24 — the fastest merchants and largest per-trip capacity of the three tribes.
- Watch Tower: durability 2× (needs twice as many rams to destroy), flat defense +160, defense bonus +63.9% at level 20.
Unique building: Thornsnare Grove
The Thornsnare Grove can only be built by the Verdant Wardens. It builds traps that capture incoming attacking units. See Combat → Traps for the full mechanics; in summary:
- Each trap has a capacity; incoming attackers up to the total trap capacity are captured (attack with 50 vs 50 capacity → the whole attack is trapped). The Grove’s trap capacity cannot be seen by scouting.
- Scouts cannot be trapped. Traps only trigger on enemy units (a valid hostile target / at war), never allies.
- Trapped troops are freed either when their owner attacks (a successful attack frees them, but ~25% die when freed — Travian-style) or when the trap’s owner releases them (released troops do not die). Otherwise trapped troops die only by starvation (if the owner stops feeding them).
- Triggered traps must be rebuilt (the building remains); they rebuild automatically for free but take the normal build time.
- Trap count scales with world speed.
- New buff (update 24/07): reinforcements sent from the Thornsnare Grove village travel faster, based on the total units ever trapped there. On a 3× world: 300 trapped → +5%, 600 → +10%, 1200 → +15%, 2400 → +20% reinforcement travel speed. This is a permanent, per-village bonus.
- You cannot demolish the Thornsnare Grove while it has active traps.
Units (reported names — see the caveat on Units)
Verdant unit names that appear in the source:
- Woodblade — infantry.
- Stag Riders (“stags”) — the tribe’s fast raiding cavalry; described as the fastest looters in the game (~speed 19 (player-reported)).
- Green Lancer — cavalry; in-game described as “effective in attack and defense” but actually a weak attacker used for defense (player note). Base speed 16.
- Oak Cavalier — heavily armored cavalry: strong defensive cavalry and (per one player) the strongest horse offense for the tribe.
- Briars (“briar guards”) — phalanx-type defensive infantry.