Wild (faction)

## Heroes

Heroes description, including unique abilities

## Units

Description of overall army choices and potentially strategies, use {'{AbilityName}'} for showing things like terror etc. (remove both ' )

## City

The Antique Shop and Mercenary Hall can both be built in Wild cities, but the Engineer's Workshop is absent. Wild Heroes will need to capture other towns or hope to find a Forge in order to get a First Aid Tent or Ballista.

The Wild mostly get Earth spells. Heroes who've reached level 10 can learn Earthen Guard from the Archives of Magic, and later at level 15 they can learn Riches from the Archmage Tribunal. Heroes can also gain a boost to their Terramancy skill if this is their first time visiting an Archmage Tribunal.

It should go without saying that the Wild needs as much  as they can get. While their buildings require a variety of resources to build, many of their best units cost  to produce. They have to sacrifice production of other resources by creating Overgrown mines in order to get by.

### Unique buildings

#### Elemental Gate

Spend 5 |10 |5 |5 to attune the gate to an element. It will then produce Cyclones, Rock Pummelers, Spirited Fires, or Waveborns every day. The amount produced rises with the number of Overgrown mines owned.

#### Grizzly Den

Creates Grizzlies over time, with rate scaling off the number of Forest Spirits and Anima in the town.

## Lore

History: The ritual that allows a human to commune with nature and become an elf has been known for centuries. As the Arcane federation and Kingdom of Order started destroying the forests, the once rare elves now have a mission: To recruit more humans for their Elven armies and to destroy all of civilisation.

Culture: Elves constantly speak with the trees. Few elves are able to remain civilians. Those who do live in sparse societies filled with rituals. The rest fight or train night and day.

## Strategy

Pros: Wild archdruids can heal units close to then with each spell casted AND summon some animal with their passive (and if those animals are still alive at the end of the fight, you get unupgraded tier 1 units). Symbiotic grove allows you to add protection to your mines and make them produce 1 wood per day but less original resource per week (for example you get 5 crystals from overgrown crystal mine at the beggining of the week). Hunters summon free lynxes and druids forest spirits to tank, while forest spirit, minstrel, grove soul and golden buck summon permanent anima if they die. Grove soul, while being slow and tanky melee unit, has some archers on him, which shoot, making it a walking tower of sorts.

Cons: Have no good creatures for tanking except using summons. To maximize grizzly den output you will have to leave tier 1 units in town. To maximize elemental gate output you will have to turn all captured mines into overgrown ones, and while having protection on mine and more wood output is good, most of your buildings still cost other resources, which you generate less and probably will need to trade on market to keep up with other factions building their town. Also most of your units cost wood as additional resource, which again means you need overgrown mines to get more wood. Wild Wardens ability has 2 days cooldown and generally gets you less creatures than archdruid would summon with few spells. Also not a single wild unit has resurection ability.

Overall: While units are mostly offensive, faction mechanics are mostly defensive, which makes it somewhat balanced in the end.

## Gallery

Some images

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