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Perks

Before each match you pick 1 perk out of 3 drawn at random. Every perk has an upside and a price.
- Bulwark March
Upside: Your troops gain +12% max HP.
Price: −7% movement and attack speed.
- Breach Doctrine
Upside: +20% attack damage against enemy buildings.
Price: −10% attack damage against enemy troops.
- Glass Cannon
Upside: Up to +50% damage, growing as the troop loses HP.
Price: −10% max HP.
- Forward Line
Upside: +2 armor outside your territory.
Price: −2 armor inside your territory.
- Wild Growth
Upside: Troops outside cages regenerate +3 HP/s.
Price: −10% base damage (caged troops are not affected).
- Extended Formation
Upside: Ranged troops gain +90 range.
Price: Ranged troops have −25% max HP.
- Transcendent Blades
Upside: +45 damage against troops with Unarmored, Hero or Divine armor.
Price: −6 base damage.
- Arcane Edge
Upside: Your troops and buildings deal +15% spell damage (abilities and spells).
Price: Your troops and buildings take +15% spell damage.
- Production Enchantment
Upside: Mark a production building: its troops gain +15% damage and HP.
Price: All your troops have −3% damage and HP.
- Overdrive
Upside: Turn it on to give all your troops +30% attack speed.
Price: While on, income drops 15% plus 5% more every 15s (up to 60%), charged per second; it stays on for at least 1 income cycle and the penalty recovers at the same pace.
- Golden Armor
Upside: Caged troops: 30% spell resistance and +10% HP.
Price: Caged troops give double bounty when they die.
- No Towers
Upside: Start with a Tower Token: a free small tower.
Price: Can't build slot Y buildings.



