Seven Seals howtoai.sh
  1. 1
  2. 2
  3. 3
  4. 4
  5. 5
  6. 6
  7. 7
  8. 8
  9. 9
  10. 10
  11. 11
  12. 12
  13. 13
  14. 14
  15. 15
  16. 16
  17. 17
  18. 18
  19. 19
  20. 20
  21. 21
  22. 22
  23. 23
  24. 24

Round clock loads from the server.

Wiki

Snap plant

Snap plant is marsh treefolk, affinity-born where Bloom runs strong. Its great jaws are bright and sweet-smelling, and its charm draws the unwary close. Those who keep their distance are no safer: it spits poison at them from afar. Cut it and it grows back. Burn it and it dies.

A Sealborn calls these plants with Summon snap plant. Their keep is geld and mana, and their lord may release them back to the marsh at will.

Ordinary folk, who settle a kingdom's ground and grow its food, have their own name for them. The farmers of Bloom kingdoms say the snapping plants are what the Greenmother grows when a field has to defend itself. Every harvest has its thieves, they say, and she gave the fields teeth.

Player-visible facts

FieldValue
Attack1754
Counter attack (defensive strike)336
Hit points1344
Recruitment cost per unitCalled or acquired; no recruitment price
Ordinary upkeep per unit per spent turn2.4 geld, 0.69 mana, 0 population
Can be dismissedYes

These are base unit values. Battle reports show effective attack and hit points after current effects. Defence uses resistance; no single defence score is exposed.