Wall
While it stands, the city is closed: a raider must first bring it down with rams, the garrison fights from the battlements, and every course of stone makes the defense stronger.
Stone upon stone, generation upon generation. A wall begins as a ditch, then a fence, and at last becomes a shield with towers and a gate. On the ramparts, sentries watch the horizon all night; behind the gate, the holding sleeps deeply.
A wall does not attack; it waits. And those who know how to wait often win: while the enemy spends days before the wall, the holding prepares, hears the news, and weighs its answer.
- Lookout tower: Chosen at level 11. The wall's sentry spots a raid much earlier; warning time grows two and a half times.
- Moat: Chosen at level 11. The cooldown on digging a trench is halved. You can dig again against raids that come one after another.
- Thick stone: Chosen at level 11. Knocking down one wall level takes four rams instead of three. Sieges drag on.
- Trained here: Watchman