VARNETHRA

The World

The land between two castles is a web of roads and territories. Whoever holds the right ground wins the war.

Roads and territories

Armies march only along the roads. Every territory you hold adds Energy, and Energy brings new squads to the field.

Territories that change a battle

Castle

Your seat. Lose it and the battle is lost; break the enemy's to win.

Naphtha Well

+60 Energy the first time you take it, then +1.4 Energy/s.

Foundry

Squads deploy 30% sooner.

War Shrine

+8% attack for all your troops.

Energy Well

+1.4 Energy/s.

Supply City

+12% march speed for all your armies.

Watchtower

Reveals troops in a wide radius.

Healers' House

20% of your fallen return to the castle after 30 s.

Values from the current balance; they may change before launch.

The Campaign

Chapter I

The Broken Marches

Learning to command an army. Small fields, one idea each.

Chapter II

The Salt Road

The war opens out: bridges, divided approaches and an enemy in several places.

Chapter III

The Ember Court

A dangerous war: larger fields, fortified ground and an enemy who comes from several sides at once.