Steel and Stone. Honor and Ale.
For three centuries, the Dwarves have held Greyhelm Hold — a fortress carved into the living mountain. Led by Thane Borin Stonefist, they are master builders, fierce warriors, and stubborn as the stone they mine. When green-skinned strangers appear in the lowlands, the mountain folk must decide: defend their borders, or strike first.
While every warband recognizes the overarching sigil of The Dwarves of Greyhelm, regional kingdoms, ancient holds, and frontier marches march under their own heraldic colors and ancestral standards. In multiplayer matches, each player color represents a distinct historical sub-faction with unique lore and doctrine.
Primary racial banner displayed across battlefield command centers and fortress ramparts.
Clan Frost-Hammer inhabits the highest subterranean halls in the northern spire mountains, where great rivers of glacial ice grind through chasms a mile deep. To survive in these frozen altitudes, the Frost-Hammer smiths quench their forged steel in glacial meltwater charged with ancient runic frost-glyphs. Their Ironguard are walking glaciers, completely immune to chilling squalls and resistant to blunt impact. In battle, Frost-Hammer shield walls advance with rhythmic, booming war chants that echo like avalanches across the crags, crushing opposing front lines beneath relentless runic weight.
Deep beneath the roots of the smoking volcanos of Krag-Azor, the Deep-Forge Brotherhood channels rivers of liquid magma into subterranean brass aqueducts. The heat of their great foundries would incinerate lesser folk, but the Magma Lords wear asbestos-threaded mail and heavy bronze aprons with grim pride. Their Runesmiths specialize in weapons of fiery devastation. Greataxes and hammerheads forged in Krag-Azor glow with cherry-red incandescence, setting armor alight on contact and turning stone walls into glowing slag during protracted sieges.
Carved into a sea-facing volcanic fjord, Dun-Marris is home to the legendary Dwarf Steam Navy and the Sky-Dock Guild. While mountain traditionalists prefer to stay underground, Dun-Marris's master engineers look to the endless horizon and the clouds, pioneering ironclad steamships and aerial gyrocopters. The Sky-Dock Guild dominates the air over any battlefield. Their Thunderhawk heavy bombers deliver devastating payloads of naptha depth charges onto enemy siege parks, while agile Gyrocopter scouts strafe vulnerable supply lines with pressurized steam cannons.
Dun-Krohn is the ancestral heart of the dwarven commonwealth, holding the High Throne from which the Great High King has ruled for four millennia. The Hall of Pillars features thousand-foot granite columns carved with the faces of the Ancestor Kings, illuminated by eternal glow-gems. Dun-Krohn deploys the fabled Royal Guard—dwarven champions sworn to defend the realm to the last breath. Their Runelords utilize Runic Overcharge to dramatically accelerate fortress production, mobilizing reinforced legions and war engines with peerless efficiency.
The Gold-Vein Consortium manages the deep auric veins beneath Krag-Veld. Their vault doors are thirty feet of solid rune-warded steel, guarded by clockwork traps and accounting golems. The Consortium believes that economic dominance is the truest foundation of military victory. In field campaigns, the Consortium funds armies that lack for nothing. Their soldiers carry gold-trimmed shields and master-forged weapons, backed by steam-powered dredging machines that harvest precious gold mines at twice the speed of ordinary laborers.
Khuldar is an industrial spectacle powered by the roaring waterfalls of the Black Chasm. Massive waterwheels the size of cathedrals drive drop-hammers, boring machines, and blast furnaces that operate without stopping day or night. The Artillery Guild trains the finest cannoneers in the world. Their Steam Cannons feature rifled bronze bores, precision vernier sights, and hydraulic recoil dampeners. A Khuldar artillery battery can dismantle enemy fortifications from beyond retaliatory range with surgical precision.
Krag-Zif's dwarven engineers are pioneers of mechanized subterranean warfare. Faced with endless subterranean cave systems infested with hostile vermin, they developed massive diamond-headed mechanical tunnel borers and steam-powered jump packs. Their signature Ironjumper assault units use pressurized steam pistons to leap directly over battlefield trenches, palisades, and defensive walls, dropping into the vulnerable heart of enemy backlines with swinging pickaxes and demolition charges.
The Stone-Bearers believe that every piece of granite has a living spirit that must be respected and shaped with reverence. They hold custody of the oldest masonry quarries in the world, building ramparts whose interlocking dry-stone mortarless construction withstands battering rams without a hairline crack. On defense, Clan Tor-Bael's Ironguard lock their interlocking tower shields into an immovable testudo. Even against charging monsters or exploding shells, the Stone-Bearers stand like mountain bedrock, absorbing immense punishment while waiting for the enemy to exhaust themselves.
High atop the crystalline peaks of Star-Peak, the oldest living Runemasters study the cosmic leyline vibrations and star paths. Their craft does not utilize chaotic arcane currents; rather, they capture divine harmonics and bind them permanently into stone and metal via ancient chisel strokes. An army led by Star-Peak's Rune-Priests marches beneath shimmering runic protective barriers. Enemy sorceries unravel upon contact with their anti-magic talismans, while their warriors' armor deflects dragonfire and poison darts with resonant runic hums.
Mount Doom-Spire is the gathering citadel for dwarfs who have broken sacred oaths or suffered catastrophic dishonor. Rather than living with disgrace, these grim warriors take the Death Oath, severing their clan ties and dyeing their beards black as coal. In war, the Grim-Iron Outcasts fight with suicidal ferocity. They refuse to take cover or fall back from untenable positions, charging directly into the deadliest fighting with massive two-handed greataxes. Their sole ambition is to reclaim their clan's honor through an glorious death in combat.
Heroes level up in battle, choosing one of two abilities at levels 3, 6 and 9. In the campaign, they keep their levels from mission to mission.

Thane of Greyhelm Hold. A warrior-king who leads from the front, wielding axe and shield with three centuries of dwarven stubbornness behind every blow.
Preferred Gear
Ability Progression

Flamebraid. The finest crossbow in the mountain kingdoms — her bolts find gaps in armor that others cannot even see.
Preferred Gear
Ability Progression

Ancient keeper of the deep runes, whose inscriptions can shatter stone and shield alike. The oldest living dwarf in Greyhelm.
Preferred Gear
Ability Progression
Grumbar marches into war with ornate bullion plate, crushing debt-defaulters with an ingot-headed maul. The financial heart of the mountains, holding vault claims over rich gold veins and ancient royal bullion.
Preferred Gear
Ability Progression
Yrsa is a grim scout who tracks goblin infiltrators and frost beasts across mile-high ridges. High-altitude mountain rangers who garrison freezing summits, surviving blizzards and monitoring border passes.
Preferred Gear
Ability Progression
Valdris has fought in pitch darkness for sixty years, wielding twin serrated mining picks with brutal efficiency. Hardline subterranean isolationists who despise surface races and hold the lowest dark corridors against ratmen incursions.
Preferred Gear
Ability Progression
Borgan is covered in limestone dust, driving pneumatic masonry wedges into both bedrock and enemy shields. Massive guild responsible for cutting, shaping, and transporting the stone that builds every mountain fortress.
Preferred Gear
Ability Progression
Runegard uses massive tuning rods to channel the low-frequency drone of the earth into devastating shockwaves. The oldest spiritual order among the dwarves, listening to the deep acoustic vibrations of the Titan engine core.
Preferred Gear
Ability Progression
Torval carries an experimental copper-coiled arc culverin that discharges blinding bolts of lightning. Perched on lightning-scoured spires, this clan catches atmospheric charges in copper capacitors to empower firearms.
Preferred Gear
Ability Progression
Drakkar wears armor bathed in molten stone, wielding a spear that sprays pressurized naptha fire. Garrisoning the volcanic chasm known as Dragon Gorge, where dragon bones and liquid slag form natural defenses.
Preferred Gear
Ability Progression
Heroes are the heart of your warband. They grow stronger every battle, learn signature abilities, equip legendary loot, and can even be taken under your direct command.
Outfit heroes across 8 equipment slots with gear from your faction blacksmith and the neutral Troll-Vault — plus tomes for permanent stat boosts.
23 units across ground, air, sea, and trade. Master every warrior to dominate the battlefield.
























Elite units unlocked through the single-player campaign — not available in skirmish.



Regicide only. Your monarch stands in your base from the first second of the match, cannot be trained, replaced or rebuilt, and carries no weapon. Kill the enemy King and the match is over — lose yours and so are you.

Key structures for the Dwarves faction. Build your economy, train your army, and fortify your defenses.






























Equip your heroes with gear forged at the Dwarf blacksmith and consecrated at its altar. Faction-exclusive pieces are found nowhere else, while the shared arsenal is stocked at other factions' shops too.
+10 attack damage, +15% critical strike chance, reflects 2 melee damage.
+1 armor. Nearby allies gain +2 armor.
Nearby allies gain +2 attack damage.
+3 armor, +0.5 HP regeneration per second.
+4 attack damage, reflects 1 melee damage. Melee heroes only.
+1 armor. Reflects 1 damage to melee attackers.
+2 armor, +10% crit, 5% lifesteal, +1 mana regeneration.
+5 armor, reflects 3 melee damage, +1 HP regeneration per second.
+6 armor, +2 HP regeneration per second, 5% lifesteal.
+6 attack damage, +10% critical strike chance. Melee heroes only.
+5 attack damage, +15% attack speed. Ranged heroes only.
+25 spell power, +1 mana regeneration per second. Caster heroes only.
+5 armor, +1 HP regeneration per second.
+4 attack damage, +2 armor.
+3 armor. Reflects 2 damage to melee attackers.
+10% critical strike chance, 5% lifesteal.
+3 armor. Reflects 2 damage to melee attackers.
Sound the horn: nearby allies gain +3 damage for 10 seconds. 30s cooldown.
Nearby allies regenerate +0.75 HP per second.
+0.25 mana regen. Nearby allied casters gain +0.5 mana regeneration per second.
+15 spell power, +0.5 mana regeneration per second.
+3 armor, +0.5 HP regeneration per second.
+15% attack speed. Ranged heroes only.
+1 armor. Nearby allies reflect 2 damage to melee attackers.
+2 armor, +0.3 movement speed.
+1 HP regeneration per second, +1 armor.
+0.75 mana regeneration per second.
+0.7 movement speed, +0.5 HP regeneration per second.
+2 armor. Reflects 1 damage to melee attackers.
+0.8 movement speed.
Permanently increases the hero's attack damage by 2.
Permanently increases the hero's armor by 1 and attack speed by 5%.
Permanently increases the hero's maximum mana by 15 and mana regeneration.
+0.35 movement speed, +1 armor.
Permanently adds 3 backpack slots, up to 30.
+3 attack damage. Melee heroes only.
+3 attack damage. Ranged heroes only.
+10 spell power. Caster heroes only.
+1 armor, +0.5 HP regeneration per second.
+2 attack damage.
+2 armor.
+0.55 movement speed.
+0.4 movement speed.
+0.25 mana regeneration per second.
+1 armor.
+0.5 HP regeneration per second.
+1 armor.