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The Gargoyle settlement starts with workers and a small defensive force. We will watch it build a roster, equip its recruits, and push across the river.

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The worker carries these logs home. Wood becomes stored stock only after the journey back to a building.

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Inside the keep, these piles show its actual wood and gold. Tanks and vaults have finite capacity.

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Recruits begin at home and train. Military units also visit workshops for their own equipment; finishing research only unlocks the recipe.

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The Stone Lair is ready for recruitment. Workers are still expanding the settlement around it.

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The refinery turns carried crude oil into usable fuel. Its sealed stores support this race's pressure and flame equipment.

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The watchtower guards the approach. Placing it beside the working army helps protect resource routes without crowding the town.

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The Gasworks Roost adds the more specialized recruits. Their equipment will matter just as much as the training itself.

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The Altar Hall completes the support buildings. This is also where the Elder's Skyfall research becomes available.

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Refinery Crews speeds up harvesting. The benefit is economic: more supplies returning to the buildings while the settlement prepares its army.

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Warm Stone lets military units recover health between fights. Healing begins after eight seconds without damage, so withdrawing can preserve wounded troops.

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Wing Drills makes the listed Gargoyles eighteen percent faster once fitted. It improves movement, not the reach or damage of their attacks.

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Ember and Gas Focus adds splash to fitted Embercasters and Ember Bellows. It also makes gas detonations twenty-five percent stronger.

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High Roosts extends every unit's sight by three tiles. Defensive buildings also gain two tiles of firing range.

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Skyfall lets a fitted Elder leap up to nine tiles and damage enemies near its landing. The destination determines which enemies the strike can reach.

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The Forged Weapon Kit adds three melee damage to eligible units after fitting. This is a separate improvement from the race-specific studies.

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The Armor and Harness Kit adds two armor to military units. Each soldier still needs a workshop visit to receive the equipment.

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Missile and Siege Tools adds three ranged damage after fitting. The kit goes to units whose weapons can use it.

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Gargoyle Shapers gather supplies and construct the settlement. They need to return their loads to storage before those resources can fund the army.

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Sentinels provide the basic close-range line. They can occupy attackers while the more specialized Gargoyles look for an opening.

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The Embercaster is a ranged fighter. Its researched splash upgrade can help against enemies standing close together, but it still needs protection from melee attackers.

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The Elder can use Skyfall to cross a gap and strike around the landing. It is a way to choose an engagement, not protection from retaliation.

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Redwing Skirmishers can throw a quick javelin volley and then retreat. Their light bodies make roots and close pursuit especially dangerous.

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The Basalt Mauler can slam the ground to root nearby enemies and interrupt their strikes. Its slow pursuit makes ranged opponents harder to catch.

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A Gloam Hunter can dive across a short obstacle and attack on landing. Three seconds of grounded recovery leave it exposed afterward.

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Gaswing Alchemists can lay an eight-second cloud that slows enemies and disrupts ranged targeting. An Ember Bellows can ignite it before it disperses.

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The Ember Bellows must stand still during its short flame sweep. It can ignite an active gas cloud, but needs a close, clear firing position.

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An Eyrie Cantor can give nearby allies armor and faster regrouping for six seconds. Alone, the cantor has no group to protect and is fragile.

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The Gargoyles rely on choosing the engagement. Faster units can find openings while the Mauler anchors the fight; gas, flame, and protection need close coordination.

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The Basalt Mauler slams the ground beside the bridge. The burst is visible around it, although this view does not clearly show which enemies are caught.

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The alchemist puts a broad cloud over the approach to the tower. It hangs beyond the main cluster of Gargoyles.

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Much later, the Ember Bellows fires across the same approach. The earlier cloud is already gone, so this is not a gas-and-flame combination.

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The Redwing Skirmisher has reached an enemy ahead of the main group. The fight has moved toward the remaining buildings.

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The enemy keep falls, and the Gargoyles win the match. A clear gas detonation and a protective call supporting a group still need separate demonstrations.
