Lore
A thousand years ago, the Drow were a hill people of the eastern ranges. When the Long Winter came and the snows did not lift for a generation, they followed the warmth downward. Deep beneath Mount Ishiraki they built Vael Nhur, around a lake of black water lit by fungus-lamps and the glow of the deep forges. Their smiths worked iron on the mountain's own heat, and Drow deepsteel reached the surface through traders who kept its source secret.
The Forge-Wardens of Vael Nhur always wanted more heat, and each generation cut the vents deeper. In the reign of Warden Sarith Var, they broke through into the mountain's heart, and Mount Ishiraki erupted. Vael Nhur burned for a month.
Sarith's daughter, Ilith Var, led the survivors up onto the scorched slopes, where they met the Ashcliffe, also fleeing the fire. To protect her father's name, Ilith declared that the Ashcliffe had angered the mountain. The two peoples have fought over the ash-lands ever since, and only the Wardens' line knows the truth.
Drow v1
Played in: Age 3. Rules fingerprint 35fcfda61aefd7ec.
| Unit slot | Unit | Offense | Defense | Gold |
|---|---|---|---|---|
| Soldiers (drafted) | Shade | 1 | 1 | drafted |
| Offense specialist | Gloomblade | 6 | 0 | 660 |
| Defense specialist | Stillwarden | 0 | 5 | 660 |
| Elite | Deepcaller | 9 | 5 | 2,000 |
| Thief | Whisperknife | 0 | 0 | 800 |
| Offense specialist, upgraded | Gloomblade+ | 8 | 1 | 660 |
| Defense specialist, upgraded | Stillwarden+ | 1 | 6 | 660 |
| Elite, upgraded | Deepcaller+ | 11 | 6 | 2,000 |
| Mercenaries (hired per attack) | Mercenaries | 3 | 0 | 150 |
| Elite, upgraded twice | Deepcaller++ | 14 | 8 | 2,000 |
Effects
- +7% everything your attacks take (land, plunder, kills) (
attack_gains) - +5% offense of troops sent on attacks against ashcliffe (
offense, conditional) - +50% gold cost of exploring (
explore_cost) - -20% the rate peasants are born at (
peasant_growth) - Raising a general retires 200 elites.
- Double Strike: At war, an army led by a general with 2+ traits can be sent ready to strike twice: within 3 ticks it strikes again at 50% of its offense, killing 5% of the target's specialists and taking no land. The general is then spent for 72 ticks.
Generated from the game's rule files: Age 3, ruleset 26d8be6b2df908a1. Edit the game's rules, then run tools/sync.py.