Death is not the end. It is the beginning.
From the fallen kingdom of Moranthia rise the Hollowed Host — scholars who conquered death itself. Led by necromancers and death knights, they raise armies from the battlefield's fallen. Skeletons march in endless ranks, vampires hunt the living, and bone dragons darken the skies. Every enemy slain becomes another soldier in their inexorable advance.
While every warband recognizes the overarching sigil of The Hollowed 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.
Primary racial banner displayed across battlefield command centers and fortress ramparts.
Entombed in the ice sheets of Niflheim for thousands of years, the Frost-Grave Legion was awakened when glacial tremors cracked open their subterranean mausoleums. The frost preserves their frozen bones, rendering them brittle yet sharp as broken glass. Their aura lowers surrounding temperatures into a biting freeze. Hostile living units moving near Frost-Grave legions suffer severe movement and attack speed slows, their breath freezing in their chests as skeletal warriors advance without a sound.
Perched on a sheer cliff over the Black Forest, Castle Carmilla is the baroque palace of the immortal vampire nobility. While lesser undead are mindless shamblers, the vampires of the Crimson Court are cultured aristocrats who dine on vintage blood from crystal goblets. In combat, their elite Vampire nobles are terrifyingly lethal. Each strike of their curved rapier siphons vitality directly from their victims, healing their own wounds instantly and allowing them to fight surrounded by dozens of enemies without succumbing.
Beneath the crashing waves of the Shipwreck Coast lie centuries of sunken galleons, merchant clippers, and drowned sailors. Guided by a phantom green lighthouse on a cursed reef, the Ghost Fleet rises from the seabed to claim the living. Their drowned corpses march effortlessly out of deep ocean channels, completely ignoring water obstacles. Wrapped in tattered seaweed and barnacles, their waterlogged bodies absorb immense blunt trauma, dragging terrified shoreline defenders down into the depths.
The Necro-Lords govern from the towering obsidian needle of Mor-Vhol, where the sky is permanently choked by purple soul smoke. These ancient liches have spent centuries studying the boundary between life and death, perfecting the art of reanimating fallen corpses. Their Raise Dead spell is the signature engine of the faction. Every enemy soldier slain on the battlefield is immediately resurrected as an obedient skeleton warrior, turning costly enemy victories into overwhelming undead advantages as battles rage on.
Beneath the blistering southern sands lie the monumental stone pyramids of the ancient god-kings. Embalmed in sacred natron salts and wrapped in linen inscribed with gold hieroglyphs, these ancient rulers sleep in granite sarcophagi surrounded by mountain vaults of treasure. Their mummy guardians are wrapped in protective wards that deflect blade strikes. When awakened, their priests summon blinding locust swarms and suffocating sandstorms that choke living lungs while the dead advance in inexorable silence.
The Pyre-Keep was constructed atop the smoldering ash fields where heretics and dark cultists were historically burned at the stake. Instead of extinguishing their souls, the volcanic sulfur ignited an unholy inner flame that binds charred bones together with molten fire. Their skeleton archers fire flaming bone arrows that ignite defensive walls on impact. Even worse, when their charred minions are destroyed in close combat, their corpses explode in concussive bursts of sulfurous shrapnel.
The Rotten Hollow is a squelching subterranean swamp of decomposing matter, toxic runoff, and noxious vapors. The Corpse Gardeners cultivate festering bacteria and fungal growths inside the hollowed bellies of rotting corpses, seeing rot as the purest form of evolution. Their presence spreads Draining Blight—a lethal terrain contamination that saps 1 HP per second from all living enemy units standing within range. Armies attempting to besiege the Plague-Blight Host slowly rot alive before reaching the gatehouse.
The Crypt-Diggers operate the massive bone charnel vaults where millions of skeletal fragments are sorted, articulated, and reinforced. They accompany undead campaigns with creaking Corpse Wagons, sweeping battlefield casualties into sorting bins like grain harvests. By fitting their skeletons with reinforced bone armor and spare limb linkages, the Crypt-Diggers increase the durability of disposable fodder units, ensuring that no battle casualty is wasted.
Built from bleached white marble, the Mausoleum of Nim-Khar holds the phantoms of ancient nobles whose souls refused to depart to the afterlife. Unanchored from mortal flesh, these spectral wraiths drift between dimensions without physical weight. In combat, the Bleached Shroud is virtually immune to ordinary physical weapons; swords and arrows pass harmlessly through their misty robes. Their Wailing Banshees unleash ear-piercing sonic screams that shatter enemy morale and cause enemy hearts to burst from sheer fright.
The Ashen Gate is the iron fortress that guards the grand portal to the underworld. Stationed here is the dreaded Order of the Grave-Knights—fallen champions of mortal races raised by ancient necromancy to serve as eternal lords of slaughter. Mounted atop skeletal warhorses with glowing red eye sockets, the Grave-Knights form an unstoppable shock cavalry wedge. Clad in black spiked plate that absorbs spells like water into dry earth, their runed blades cleave through shields and riders alike.
Heroes level up in battle, choosing one of two abilities at levels 3, 6 and 9.

Once a noble paladin, now a death knight lord. His soul strike drains life from the living, and his dread aura saps the courage of all who face him.
Preferred Gear
Ability Progression

A spectral archer whose soul arrows never miss their mark. In life she was the greatest marksman of Moranthia; in death, she is far deadlier.
Preferred Gear
Ability Progression

The architect of Moranthia's ascension. Her mastery over death magic is unrivaled — she can raise entire battlefields and turn the enemy's fallen against them.
Preferred Gear
Ability Progression
Malakor floats in decayed royal robes and funerary gold, cold intellect analyzing the battlefield like an endgame chess puzzle. The supreme imperial necropolis where ancient kings achieved immortality through phylacteries, reigning over silent stone halls.
Preferred Gear
Ability Progression
Van-Diemen is a barnacle-encrusted ghost admiral whose ghostly cutlass cuts through armor like sea-foam. Sunken galleons that rise from the ocean floor during fog, preying on living trade convoys with ghost cannons.
Preferred Gear
Ability Progression
Blight-Lung is a colossal stitched titan whose exposed organs bubble with green necrotic poison. Mad flesh-crafters who stitch together battlefield limbs, organs, and corpses to create swollen, virulent abominations.
Preferred Gear
Ability Progression
Mal-Garis is an elegant nobleman whose refined smile drops into a predatory maw as he drains mortal commanders dry. Aristocratic vampires who view mortal kingdoms as livestock herds, commanding Gothic crimson castles and blood knights.
Preferred Gear
Ability Progression
Shadow-Bane floats above the dirt in shredded white funerary shrouds, whipping himself and enemies with ghostly iron scourges. Fanatical death-priests who believe mortal flesh is corrupt and that skeletal undeath represents holy purification.
Preferred Gear
Ability Progression
Vael-Kor is encrusted in solid blue ice, swinging a massive glacial axe that shatters enemy steel on impact. Frozen barrow-wights preserved in glacial ice sheets, wielding axes of unmelting permafrost that freeze bone marrow.
Preferred Gear
Ability Progression
Mor-Dred wears a tarnished bronze torc and horned helm, marching forward with the implacable weight of three thousand years. Ancient Bronze-Age chieftains whose mounds were disturbed by dwarven and human miners, rising to reclaim ancestral hilltops.
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.
20 units across ground, air, sea, and trade. Master every warrior to dominate the battlefield.





















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 Undead faction. Build your economy, train your army, and fortify your defenses.






























Equip your heroes with gear forged at the Undead blacksmith and consecrated at its altar. Faction-exclusive pieces are found nowhere else, while the shared arsenal is stocked at other factions' shops too.
+3 armor, +20 spell power, 8% lifesteal.
+18 spell power, +1 mana regeneration per second, 5% lifesteal.
+5 attack damage, 5% lifesteal. Melee heroes only.
+12 spell power, +0.5 mana regeneration per second.
+2 armor, 5% lifesteal.
+6 spell power, +0.4 HP regeneration per second.
+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.
+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.