The Valorian Host

Faith, Steel, and the Crown.

22 Units30 Buildings10 Heroes

Lore

The kingdom of Valoria stands as a bastion of order in a world of chaos. Led by knights, paladins, and battle priests, the Valorian Host marches under the Eternal Flame — a holy order dedicated to protecting the realm. With trebuchets, war wagons, and griffin riders at their command, they bring overwhelming force tempered by unwavering faith.

Heraldry & Sovereignties•10 Canonical Sub-Factions

Sub-Factions & Player Colors

While every warband recognizes the overarching sigil of The Valorian Host, 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.

The Valorian Host Icon
Supreme Racial Standard
Humans Sigil

Primary racial banner displayed across battlefield command centers and fortress ramparts.

Blue Livery (Player 1)
Seat 0

Kingdom of Val-Rhea

The High Crown
The Crowned Royal Griffin
Heraldic Charge
The Crowned Royal Griffin
Azure, a royal griffin rampant Or crowned with the triple peaks of Val-Rhea.
“Honor in Granite, Glory in the Light”
🏰 Ancestral Seat:Val-Rhea Citadel & Royal Basin
⚔️ Specialization:Paladin Vanguards & Royal Court Cavalry

The Kingdom of Val-Rhea is the historic cradle of human civilization in the realm of Sol-Khemia. Built upon the white granite bluffs overlooking the western ocean, its tiered ivory towers and gilded ramparts have withstood three separate demonic convergences. The High Crown traces its royal lineage back to High King Joshua the Founder, whose miraculous blade first cleaved the veil during the Shattering. In warfare, Val-Rhea exemplifies chivalric orthodoxy. Its armies march beneath soaring blue standards adorned with the crowned griffin, accompanied by radiant Battle Priests of the Sun and the most disciplined heavy cavalry cohorts in the known world. Where others resort to subterfuge or chaotic alchemy, the High Crown answers with unyielding formations of shining steel plate and righteous hymns.

Inspect in Lab →
Red Livery (Player 2)
Seat 1

Order of the Scarlet Griffin

The Crimson Vigil
The Flaming Griffin Blade
Heraldic Charge
The Flaming Griffin Blade
Gules, a griffin segreant Or bearing a sword flammant argent.
“By Blood and Blade We Stand”
🏰 Ancestral Seat:Redmont Bastion & The Cinder Marches
⚔️ Specialization:Shock Knight Charges & Zealous Vanguard Assaults

Stationed along the volcanic borderlands of the Cinder Marches, the Order of the Scarlet Griffin was forged during the century-long Goblin wars. When royal reinforcements failed to arrive at the siege of Redmont, the garrison knights dyed their surcoats in the ash and blood of their fallen brethren, swearing an unbreakable vow to never yield a foot of human soil to savagery. The Knights of the Scarlet Griffin are famed for their aggressive shock tactics. While other orders favor defensive shield walls, the Scarlet Griffin trains exclusively in devastating lance charges that punch straight through enemy battle lines. Their chaplains brand sacred sun runes into their steeds' bards, urging men and beasts forward with fiery fervor.

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Teal Livery (Player 3)
Seat 2

Merchant League of Kellsport

The Silver Tide
The Galleon and Crossed Anchors
Heraldic Charge
The Galleon and Crossed Anchors
Vert celadon, three-masted galleon argent upon twin anchors crossed Or.
“Coin Navigates Every Sea”
🏰 Ancestral Seat:Kellsport Harbor & The Salt Coast
⚔️ Specialization:Mercenary Crossbow Cohorts & Rapid Trade Booms

The Merchant League of Kellsport governs the greatest deep-water trade harbor in Aethermere. Where feudal lords levy tenant levies, the Merchant High Council finances standing mercenary armies with the wealth of worldwide commerce. Their merchant galleons dominate oceanic shipping lanes, ferrying spices, lumber, and rare ores between the continents. In field engagements, the League deploys massed regiments of repeating steel crossbowmen equipped with master-crafted cranesquin mechanisms. Backed by wealthy paymasters who pay instant gold bounties for enemy officers, Kellsport's armies combine maritime adaptability with overwhelming mercenary firepower.

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Purple Livery (Player 4)
Seat 3

Arch-Duchy of Veyenne

The Imperial Court
The Imperial Fleur-de-Lis
Heraldic Charge
The Imperial Fleur-de-Lis
Purpure, a grand fleur-de-lis Or flanked by twin scepters crossed.
“Through Majesty, Order; Through Order, Peace”
🏰 Ancestral Seat:Veyenne Grand Palace & The Sunken Lakes
⚔️ Specialization:Arcane Royal Guard & Diplomatic Conscription

Veyenne is an aristocratic realm of manicured vineyards, marble colonnades, and court intrigue. The Arch-Duchy maintains that brute military might is hollow without cultural refinement and philosophical discipline. Its grand palaces sit beside crystalline reflecting pools where battle tacticians study historical campaigns like games of chess. Veyenne armies field the fabled Royal Chevaliers, who fight clad in purple silk surcoats embroidered with silver filigree over articulated fluted armor. Supported by court abjurators who bend magical trajectories away from their ranks, the Arch-Duchy wins victories through pristine positioning and peerless tactical elegance.

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Yellow Livery (Player 5)
Seat 4

Solar Templars of Sol-Aureus

The Dawn Bearers
The Radiant Sunburst Cross
Heraldic Charge
The Radiant Sunburst Cross
Or, a radiant sunburst of sixteen points charged with a cross potent gules.
“The Light Shall Suffer No Shadow”
🏰 Ancestral Seat:Cathedral of the Unconquered Sun
⚔️ Specialization:High Priest Blessings & Holy Radiance Auras

The Solar Templars are an ascetic holy order dedicated entirely to the worship of the eternal celestial dawn. Headquartered in the colossal cliffside Cathedral of Sol-Aureus, the Templars spend years training in solemn meditation, divine spellcraft, and swordplay. Their monastic cloisters glow with an ambient warmth that repels undead corruption and pestilence. On the field, the Templars radiate blinding solar authority. Their Priests channel radiant light that closes grievous wounds in heartbeats, while their zealots advance beneath shimmering auroras that dazzle archers and incinerate lesser fiends on contact. To face Sol-Aureus is to face the wrath of the morning sun.

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Orange Livery (Player 6)
Seat 5

Grand March of the Sun-Spears

The Frontier Vanguard
The Crossed Sun-Lances
Heraldic Charge
The Crossed Sun-Lances
Tenne, twin sun-lances saltirewise Or behind a heavy pavise shield argent.
“First to Battle, Last to Retreat”
🏰 Ancestral Seat:Fortress Caelum & The Arid Gap
⚔️ Specialization:Disciplined Phalanx Spearwalls & Outpost Fortifications

Guarding the perilous mountain passes connecting humanity's fertile heartlands with the wild southern wastes, the Sun-Spears know neither comfort nor respite. Generation after generation of frontier soldiers have spent their lives drilling spear formations against beast tides, goblin raids, and saurian incursions. The Sun-Spear doctrine centers upon the interlocking pavise shield and eighteen-foot ashwood pike. When deployed in close order, their bristling spear-hedges form an impassable barrier that turns cavalry charges into slaughter and grinds monstrous war-beasts to bone.

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Green Livery (Player 7)
Seat 6

Verdant Barons of West-Reach

The River Lords
The Great River Oak
Heraldic Charge
The Great River Oak
Vert, an ancient oak tree eradicated Or above two barrulets wavy argent.
“From Fertile Earth, Unyielding Strength”
🏰 Ancestral Seat:Oakengard & The Great River Valley
⚔️ Specialization:Yeoman Longbowmen & Rapid Agrarian Booms

The West-Reach is the breadbasket of the continent. Governed by rural landed barons who live close to the soil and seasonal floods, the realm produces both bountiful harvests and the hardiest yeomen yeomanry in the human kingdoms. Every child in the West-Reach draws a yew longbow from the age of seven. When mobilized for war, the Verdant Barons assemble vast archer regiments capable of blotting out the sky with whistling bodkin arrows. Protected by earthwork redoubts and wooden stakes, their defensive arrow storms soften enemy advances long before hand-to-hand combat begins.

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Brown Livery (Player 8)
Seat 7

Iron-Marches of Bor-Korr

The Earth-Breakers
The Mason Hammer and Anvil
Heraldic Charge
The Mason Hammer and Anvil
Brunatre, a master mason sledgehammer and stone anvil within an embattled ring argent.
“Stubborn as the Mountain Stone”
🏰 Ancestral Seat:Korr Deep Quarry & The High Crags
⚔️ Specialization:Heavy Siege Trebuchets & Reinforced Masonry Walls

Dwelling in the rugged foothill country alongside their dwarven allies, the folk of Bor-Korr are master quarrymen, stonecutters, and sappers. Their settlements are less like towns and more like monolithic fortresses carved directly into exposed granite cliffsides. Bor-Korr commanders view battlefield warfare as a mathematical problem of structural mechanics. Their engineers construct devastating counterweight trebuchets on-site in hours, reducing enemy towers to rubble while their heavily armored pavisiers hold fortified choke points with relentless stubbornness.

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White Livery (Player 9)
Seat 8

Knights of the Argent Star

The Pure Order
The Eight-Pointed Argent Star
Heraldic Charge
The Eight-Pointed Argent Star
Argent, an eight-pointed morning star azure enfiling a longsword erect.
“Unstained and Unbroken”
🏰 Ancestral Seat:High Spires of Asteria
⚔️ Specialization:Pristine Armor Formations & Unshakeable Morale

Perched atop the snow-dusted needles of Mount Asteria, the Knights of the Argent Star follow a strict code of chivalric purity. No knight may carry an ornament of gold or brass; their armor is burnished to blinding silver mirror sheen, reflecting the clear alpine skies. They serve as arbiters of sacred oaths and protectors of royal heirs. In battle, the Argent Star stands like a wall of living diamond. Morale among their ranks never wavers, even when encircled by tenfold odds. Their presence on the field inspires neighboring levies, lifting panic and restoring discipline through the sheer majesty of their example.

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Black Livery (Player 10)
Seat 9

Blackwatch of the Iron Gate

The Grim Wall
The Portcullis and Twin Battlements
Heraldic Charge
The Portcullis and Twin Battlements
Sable, an iron portcullis closed between two fortified embattled towers argent.
“No Evil Passes”
🏰 Ancestral Seat:The Great Iron Gate of Desolation
⚔️ Specialization:Trench Halberdiers & Executioner Cleavers

The Blackwatch mans the forbidding hundred-league ditch and rampart that seals humanity from the necrotic horrors of the Desolation. Condemned outlaws, disgraced nobles, and grim veterans take the Black Vow together, shaving their heads and clad in blackened steel that never receives oil or polish. The Blackwatch knows no quarter and asks for none. Armed with brutal heavy halberds and bearded billhooks, they specialize in brutal trench warfare, cutting down creeping abominations in the mud. They are the terrifying shield that allows the kingdoms behind them to sleep in peace.

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Heroes

Heroes level up in battle, choosing one of two abilities at levels 3, 6 and 9.

Human · The Ironreach March
Select an ability to inspect it
Human

Marshal Katherine of Caelum

Pike-Wall Marshal

SupportThe Ironreach MarchPlays inRTSChampions
Signature kitTap to inspect
R

Spear-Hedge

Heroic Ultimate
⏱ 40sCosts 50 Rage
Target:Ground Point

Slam the pavise: a 90 degree wall of phantom gold spears rises 4 tiles ahead for 5s. Enemies that charge or dash into it take 60 damage and are stunned 1.5s (0.75s on heroes). Cost 50 Rage. Cooldown 40s.

Damage: 60
Stun: 1.5s
Cooldown: 40.0s
Tactical Note:Stuns targets for 1.5s; coordinate allied focus-fire while the enemy is incapacitated.

Caelum's Gate, a sun-headed pike whose gold spiked boss marks the Grand March. It is planted at Fortress Caelum's gate whenever she is home, and no beast tide has passed it.

  • Marshal Katherine of Caelum, Pike-Wall Marshal. Caelum's Gate, a sun-headed pike whose gold spiked boss marks the Grand March. It is planted at Fortress Caelum's gate whenever she is home, and no beast tide has passed it.
  • Corvus Vane, the Paymaster, Bounty Crossbowman. The Ledger, a repeating crossbow whose brass dial gauge ticks once per shot fired. Kellsport pays its bounties off that count.
  • Lady Orelia, the Mirror-Knight, Unshakable Mirror-Knight. The Morning Star Standard, the swallow-tailed star-and-sword banner that flew over the High Spires of Asteria when the Order stood encircled at tenfold odds and did not break.
  • Grand Justiciar Halden, the Dawn-Bearer, Sunrise Standard-Bearer. The Unconquered Lens, a Precursor sun-lens set in a sunburst monstrance. It focuses dawn into beams that close wounds and burn the dead.
  • Baron Theobald of Oakengard, Longbow Baron. Old Oakengard, a recurve longbow of Great River oak with gilt horn tips, cut from the tree on the barony's arms. Every West-Reach child draws a copy at age seven, and he still draws the original.
  • Vespera, the Widow of the Iron Gate, Iron Gate Widow. The Last Lantern, a caged grave-lamp chained under her glaive blade. Any dead who cross its light burn and do not rise again.
  • Harek, the Crag-Giant of Bor-Korr, Stone-Hurling Giant. The Counterweight, the first trebuchet stone block Bor-Korr ever cut, iron-strapped and chained. Harek carried it off the siege field when the trebuchet broke, and the guild made him an honorary Guildmaster.
  • Vigil-Captain Dustin of Redmont, Ever-Charging Lancer. Redmont's Ember, a steel-headed lance quenched in the ash of the Redmont garrison. It runs cold until he charges, then the head glows.
  • Chevalier Donald Vance, the Abjurer-Blade, Spell-Parrying Fencer. Fleur-Point, a rapier whose cup-hilt guard is a silver fleur-de-lis. Veyenne's court abjurators etched its blade to turn spells aside like steel.
  • Aldric, the Griffin-Crowned, Griffin-Crowned Paladin. A noble, heavily armored paladin who leads human armies from the front line, wielding a consecrated greatsword and inspiring desperate soldiers to achieve miraculous stands.

Hero 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.

Earn XP & Level Up

Heroes gain experience by slaying enemies and clearing the neutral creep camps that guard the Wilds. Every level raises their health, damage and armor, all the way to a level cap of 10.

Choose Your Path

At levels 3, 6 and 9, each hero unlocks a new ability — always a choice between two specializations. Build the hero your battle plan needs.

Equip Legendary Gear

Outfit heroes across 8 equipment slots with gear from your faction blacksmith and the neutral Troll-Vault — plus tomes for permanent stat boosts.

CommonUncommonRareEpicLegendary

Take Direct Control

Become the Stone Legend: possess any of your heroes and play them directly, action-RPG style. Charge in, dodge, and unleash abilities with hands-on control — then hand them back to the AI when the fight is won.

Army Roster

22 units across ground, air, sea, and trade. Master every warrior to dominate the battlefield.

⚔️Ground Forces(10)

Peasant
Peasant
Worker
HP30
ATK3
RNG1
ARM0
gold50
Man-at-Arms
Man-at-Arms
Melee Infantry
HP60
ATK8
RNG1
ARM2
gold80
Longbowman
Longbowman
Ranged
HP40
ATK10
RNG5
ARM0
gold90
lumber30
Knight
Knight
Heavy Cavalry
HP90
ATK14
RNG1
ARM3
gold150
lumber40
Paladin
Paladin
Elite
HP150
ATK20
RNG1
ARM6
gold300
lumber100
stone50
Catapult
Catapult
Siege
HP70
ATK30
RNG8
ARM0
gold200
lumber80
stone40
War Wagon
War Wagon
Tank
HP200
ATK18
RNG5
ARM6
gold280
lumber100
stone60
Siege Ram
Siege Ram
Ram
HP150
ATK50
RNG1
ARM2
gold200
lumber80
stone40
War Cleric
War Cleric
Caster
HP35
ATK6
RNG5
ARM0
gold160
stone60
Battle Priest
Battle Priest
Healer
HP35
ATK5
RNG5
ARM0
gold140
stone50

🦅Flying Units(5)

Pegasus Rider
Pegasus Rider
Flying Scout
HP50
ATK6
RNG3
ARM0
gold180
lumber60
stone20
Griffin Rider
Griffin Rider
Air Fighter
HP80
ATK12
RNG4
ARM1
gold250
lumber80
stone40
Royal Griffin
Royal Griffin
Heavy Flyer
HP100
ATK20
RNG4
ARM2
gold300
lumber100
stone50
Sky Galleon
Sky Galleon
Airship
HP400
ATK58
RNG6
ARM5
gold980
lumber370
stone250
Sky Carrack
Sky Carrack
Air Transport
HP160
ATK0
RNG0
ARM2
gold300
lumber150
stone20
oil60

⚓Naval Fleet(5)

Cog
Cog
Naval Worker
HP80
ATK0
RNG0
ARM0
gold200
lumber100
Galleon
Galleon
Naval Ranged
HP120
ATK15
RNG6
ARM2
gold250
lumber100
oil100
Man-o'-War
Man-o'-War
Naval Heavy
HP200
ATK30
RNG8
ARM4
gold400
lumber200
oil200
Diving Bell
Diving Bell
Naval Stealth
HP90
ATK20
RNG4
ARM0
gold300
lumber150
oil150
Transport Galley
Transport Galley
Naval Transport
HP150
ATK0
RNG0
ARM2
gold200
lumber100

💰Trade Units(2)

Merchant Wagon
Merchant Wagon
Trader
HP40
ATK0
RNG0
ARM0
gold100
lumber50
Merchant Caravel
Merchant Caravel
Naval Trader
HP80
ATK0
RNG0
ARM0
gold150
lumber100
oil50

📜Campaign Units(4)

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

Ironreach Arbalester
Ironreach Arbalester
Ranged
HP55
ATK24
RNG7
ARM1
gold140
lumber50
Thorne's Gateguard
Thorne's Gateguard
Heavy
HP170
ATK11
RNG1
ARM7
gold190
stone60
Lamplighter
Lamplighter
Caster
HP45
ATK7
RNG5
ARM0
gold130
stone30
Sunwarden Flamecaller
Sunwarden Flamecaller
Caster
HP50
ATK12
RNG6
ARM0
gold210
stone80

👑The King(1)

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.

The King
The King
Monarch
HP400
ATK0
RNG0
ARM1

Buildings

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

⚙️Command & Production(10)

Town Center
T1
Town Center
Town Hall
HP840
POP+10
gold400
lumber200
stone100
Keep
T2
Keep
Town Hall
HP900
POP+10
gold500
lumber200
stone200
Castle
T3
Castle
Town Hall
HP1200
POP+10
gold700
lumber300
stone300
Barracks
Barracks
Infantry
HP678
gold200
lumber100
Archery Range
Archery Range
Ranged
HP658
gold200
lumber120
Siege Works
Siege Works
Siege
HP698
gold250
lumber100
stone50
Stable
Stable
Cavalry
HP698
gold200
lumber100
Royal Aviary
Royal Aviary
Flying
HP718
gold250
lumber100
stone80
Cathedral
Cathedral
Casters
HP698
gold250
lumber100
stone80
Knight's Hall
Knight's Hall
Ritual / Upgrades
HP718
gold180
lumber80
stone40

💰Economy(8)

Farmstead
T1
Farmstead
Population
HP460
POP+6
gold80
lumber40
Manor
T2
Manor
Population
HP460
POP+12
gold100
lumber50
stone30
Sawmill
Sawmill
Lumber Upgrades
HP622
gold150
Armory
Armory
Armor / Weapons
HP718
gold200
lumber80
stone40
Quarry
Quarry
Stone Harvest
HP532
gold150
lumber60
Market Square
Market Square
Trade
HP698
gold250
lumber150
stone50
Consecrated Chapel
Consecrated Chapel
Arcane Source
HP650
gold200
lumber80
stone60
King's Vault
King's Vault
Income
HP616
gold400
lumber100
stone200

🛡️Defense(6)

Guard Tower
T1
Guard Tower
Defense
HP428
ATK12
gold150
lumber50
stone50
Longbow Tower
T2
Longbow Tower
Defense
HP428
ATK16
gold175
lumber75
stone75
Grand Citadel
Grand Citadel
Defense
HP2400
gold600
lumber300
stone300
Starwatch
Starwatch
Observatory
HP718
gold300
lumber150
stone150
Bombard Tower
T2
Bombard Tower
Defense
HP500
ATK25
gold200
lumber50
stone125
Signal Tower
T3
Signal Tower
Detection
HP550
gold250
lumber100
stone100

⚓Naval & Oil(5)

Harbor
Harbor
Naval
HP762
gold300
lumber200
Merchant Quay
T2
Merchant Quay
Naval Trade
HP762
gold200
lumber100
stone50
Royal Shipwright
Royal Shipwright
Naval Production
HP642
gold250
lumber150
Oil Works
Oil Works
Oil Refinery
HP604
gold200
lumber150
Oil Derrick
Oil Derrick
Oil Extraction
HP300
gold200
lumber100

🗿Wonder(1)

The Grand Orrery
The Grand Orrery
Victory Condition
HP6000
gold2000
lumber2000
stone1500

Hero Gear

Equip your heroes with gear forged at the Human blacksmith and consecrated at its altar. Faction-exclusive pieces are found nowhere else, while the shared arsenal is stocked at other factions' shops too.

Faction-Exclusive(6)

Girdle of the Lionguard
Girdle of the Lionguard
Legendary · Belt

+4 armor, +5 attack damage, +0.5 HP regeneration per second.

gold1150
Banner of the Realm
Banner of the Realm
Epic · Trinket

+1 armor. Nearby allies gain +2 attack damage.

gold650
Knight's Greatsword
Knight's Greatsword
Rare · Weapon

+5 attack damage, +5% critical strike chance. Melee heroes only.

gold360
Tabard of Valor
Tabard of Valor
Rare · Chest

+2 armor, +2 attack damage.

gold360
Cloak of the Kingsguard
Cloak of the Kingsguard
Rare · Cloak

+2 armor, +2 attack damage.

gold350
Squire's Marching Boots
Squire's Marching Boots
Uncommon · Boots

+0.4 movement speed, +0.4 HP regeneration per second.

gold200

Shared Arsenal(40)

Runeband of Kings
Runeband of Kings
Legendary · Ring

+2 armor, +10% crit, 5% lifesteal, +1 mana regeneration.

gold1200
Helm of the World-Anvil
Helm of the World-Anvil
Legendary · Helmet

+5 armor, reflects 3 melee damage, +1 HP regeneration per second.

gold1200
Carapace of the Undying
Carapace of the Undying
Legendary · Chest

+6 armor, +2 HP regeneration per second, 5% lifesteal.

gold1200
Axe of the Molten Core
Axe of the Molten Core
Epic · Weapon

+6 attack damage, +10% critical strike chance. Melee heroes only.

gold700
Whisperwind Bow
Whisperwind Bow
Epic · Weapon

+5 attack damage, +15% attack speed. Ranged heroes only.

gold700
Staff of the Deep Runes
Staff of the Deep Runes
Epic · Weapon

+25 spell power, +1 mana regeneration per second. Caster heroes only.

gold700
Aegis of the Deepwardens
Aegis of the Deepwardens
Epic · Chest

+5 armor, +1 HP regeneration per second.

gold700
Girdle of Titans
Girdle of Titans
Epic · Belt

+4 attack damage, +2 armor.

gold680
Band of the Silent Peak
Band of the Silent Peak
Epic · Ring

+10% critical strike chance, 5% lifesteal.

gold650
Crown of the Ironbound
Crown of the Ironbound
Epic · Helmet

+3 armor. Reflects 2 damage to melee attackers.

gold650
Horn of Valor
Horn of Valor
Rare · Active

Sound the horn: nearby allies gain +3 damage for 10 seconds. 30s cooldown.

gold450
Heartstone Idol
Heartstone Idol
Rare · Trinket

Nearby allies regenerate +0.75 HP per second.

gold450
Wellspring Pendant
Wellspring Pendant
Rare · Trinket

+0.25 mana regen. Nearby allied casters gain +0.5 mana regeneration per second.

gold400
Spellwoven Robes
Spellwoven Robes
Rare · Chest

+15 spell power, +0.5 mana regeneration per second.

gold375
Warhelm of the Bulwark
Warhelm of the Bulwark
Rare · Helmet

+3 armor, +0.5 HP regeneration per second.

gold360
Quiver of the Skyhunter
Quiver of the Skyhunter
Rare · Trinket

+15% attack speed. Ranged heroes only.

gold350
Bramblehide Cloak
Bramblehide Cloak
Rare · Cloak

+1 armor. Nearby allies reflect 2 damage to melee attackers.

gold350
Wolfpelt Jerkin
Wolfpelt Jerkin
Rare · Chest

+2 armor, +0.3 movement speed.

gold350
Cinch of the Relentless
Cinch of the Relentless
Rare · Belt

+1 HP regeneration per second, +1 armor.

gold340
Runeflow Band
Runeflow Band
Rare · Ring

+0.75 mana regeneration per second.

gold325
Striders of the Long March
Striders of the Long March
Rare · Boots

+0.7 movement speed, +0.5 HP regeneration per second.

gold320
Helm of the Ironbrow
Helm of the Ironbrow
Rare · Helmet

+2 armor. Reflects 1 damage to melee attackers.

gold300
Windrunner Boots
Windrunner Boots
Rare · Boots

+0.8 movement speed.

gold300
Tome of Might
Tome of Might
Rare · Tome

Permanently increases the hero's attack damage by 2.

gold250
Tome of Agility
Tome of Agility
Rare · Tome

Permanently increases the hero's armor by 1 and attack speed by 5%.

gold250
Tome of Intellect
Tome of Intellect
Rare · Tome

Permanently increases the hero's maximum mana by 15 and mana regeneration.

gold250
Treads of the Vanguard
Treads of the Vanguard
Uncommon · Boots

+0.35 movement speed, +1 armor.

gold215
Bag Expansion
Bag Expansion
Uncommon · Tome

Permanently adds 3 backpack slots, up to 30.

gold200
Dwarven Broadaxe
Dwarven Broadaxe
Uncommon · Weapon

+3 attack damage. Melee heroes only.

gold200
Skyhunter Longbow
Skyhunter Longbow
Uncommon · Weapon

+3 attack damage. Ranged heroes only.

gold200
Acolyte's Staff
Acolyte's Staff
Uncommon · Weapon

+10 spell power. Caster heroes only.

gold200
Girdle of Endurance
Girdle of Endurance
Uncommon · Belt

+1 armor, +0.5 HP regeneration per second.

gold200
Belt of Brawn
Belt of Brawn
Uncommon · Belt

+2 attack damage.

gold200
Quarryman Plate
Quarryman Plate
Uncommon · Chest

+2 armor.

gold175
Trailblazer Boots
Trailblazer Boots
Uncommon · Boots

+0.55 movement speed.

gold175
Ironshod Boots
Ironshod Boots
Common · Boots

+0.4 movement speed.

gold100
Signet of the Holds
Signet of the Holds
Common · Ring

+0.25 mana regeneration per second.

gold100
Miner's Helm
Miner's Helm
Common · Helmet

+1 armor.

gold75
Oxhide Belt
Oxhide Belt
Common · Belt

+0.5 HP regeneration per second.

gold75
Woolen Cloak
Woolen Cloak
Common · Cloak

+1 armor.

gold75

From the Custom Games

The Humans race their own cars in Wheels of Stone and build their own cities in Cities of Stone. Every prop here also stands in the Forge for your own maps.

Race cars(2)

Crownliner
Grand tourer

A long royal bonnet and a cab at the back. Steady, heavy, hard to shift.

Speed
Accel
Handling
Weight
Off-road
Drift

Royal Charge: A short charge. Cars you hit are knocked spinning.

Galloper
Open-wheel racer

All wheels and nerve. Darts through the bends, bounces off everyone.

Speed
Accel
Handling
Weight
Off-road
Drift

Sling: Throws a boulder far up the road. It bursts where it lands.

Start arch(1)

Meadowbrook Start Arch
16 × 4 tiles

Grandstand(1)

Meadowbrook Grandstand
5 × 2 tiles

Mirror ornament(1)

Crown Ornament
Hangs from the rear-view mirror in the bonnet view

Dash bobblehead(1)

Sir Wobblesworth Bobblehead
Nods on the dash in the bonnet view. Won for the garage cabinet

Civic buildings(3)

School
3 × 3 tiles
Fire Watch
2 × 2 tiles
House of Healing
3 × 3 tiles

Street pieces(5)

Street Fountain
2 × 2 tiles
Plaza Fountain
3 × 3 tiles
Grand Fountain
4 × 4 tiles
Townsfolk Statue
1 × 1 tiles
Well House
2 × 2 tiles

Landmarks(7)

Valorian Royal Palace
6 × 6 tiles
Valorian Cathedral of the Flame
4 × 6 tiles
Valorian Grand Orrery
5 × 5 tiles
Valorian Great Gatehouse
5 × 2 tiles
Human Hero Statue
2 × 2 tiles
Human Grand Wizard Tower
3 × 3 tiles
Human Airship Mast
4 × 4 tiles

Ready to Command the Humans?

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