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 Deepforge, 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.
Campaign heroes level up across missions, unlocking powerful abilities at levels 3, 6, and 9. Each tier offers a choice between two specializations.

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
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.
21 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.
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.
+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.