Code-Verified

Verdant Wardens 🌿

The Verdant Wardens are the mobility and defense-focused tribe. Their roster includes the fastest playable scouts and cavalry, strong defensive cavalry, and comparatively inexpensive settlers.

Merchants, Shelters, and Watch Tower

  • Merchants carry 750 resources at base speed 24, the fastest merchant speed of the three tribes. Stormfang, not Verdant, has the largest cart.
  • Shelters protect 1.5 times their normal capacity.
  • The Watch Tower adds 8 flat defense per level, uses a defense base of 1.025 per level, and has 2× durability.
  • At Watch Tower level 20, that is 160 flat defense and approximately a 63.9% defense bonus.

Unique building: Thornsnare Grove

The Thornsnare Grove trains traps for 35 Lumber, 30 Stone, 10 Metal, and 20 Food each. Base trap-training time is 60 seconds. Capacity grows from 10 at level 1 to 400 at level 20, then multiplies by raw server speed. Once a Grove reaches level 20, the village may construct additional Groves; their capacity is combined.

Traps capture eligible hostile attack units up to the remaining capacity. Scouts sent on scout missions are not trapped, and captured troops continue consuming Food from their origin village.

  • If the trapped army’s owner wins an attack on the village, its prisoners are freed and 25% of each trapped unit group, rounded down, dies.
  • If the trap owner releases the prisoners, they return without that casualty.
  • A successful hostile attack consumes used traps. Free replacement traps are queued for the destroyed amount.
  • The Grove cannot be demolished while prisoners remain.

Lifetime captures permanently speed up reinforcements sent from that village:

Lifetime capturesReinforcement speed
100 × raw speed5% faster
200 × raw speed10% faster
400 × raw speed15% faster
800 × raw speed20% faster

Units

See Units → Verdant Wardens for the implemented roster, costs, attributes, and level-20 training times.

See also