The land answers to no banner.
Long before the great races drew their borders, the wild places were already full. Sellswords drift between the warring kingdoms selling their blades to the highest bidder; ancient troll-vaults trade relics to any hero bold enough to approach; spirit-fed pools mend the wounded and the weary. And in the dark between settlements lurk the creeps - kobolds, wolves, trolls and ogres that answer to no crown and guard their hoards with tooth and claw. The Wilds cannot be commanded, only contested, courted, or culled.
Recruited at The Crossroads Tavern (The Broken Keystone), these six wandering champions answer to no king or high council. Any faction may hire them into their ranks, governed by their Town Hall level hero capacity.
A masterless blade hailing from the shattered eastern archipelago, seeking honor through flawless martial precision.
Preferred Gear
Ability Progression
A hermit tracker from the untamed borderlands who binds wild beasts with primal resonance.
Preferred Gear
Ability Progression
An exiled scholar of deep ether who manipulates gravitational fields and tears in spacetime.
Preferred Gear
Ability Progression
A manic pyrotechnician strapped with volatile nitro-kegs, shrapnel rockets, and zero regard for structural integrity.
Preferred Gear
Ability Progression
A hulking chemist-warrior who pumps mutagenic sera into his bloodstream, trading sanity for devastating brute force.
Preferred Gear
Ability Progression
A salt-encrusted privateer and veteran sea dog from the fractured archipelago, armed with a notched cutlass and twin flintlocks.
Preferred Gear
Ability Progression
Scattered across every map, mercenary camps hire out neutral troops for gold alone. Move a hero next to a camp to recruit (a naval unit for the Pirate Platform). Each camp holds limited stock that slowly replenishes over time.
The classic for-hire band — a mixed company of ranged, melee, healing and stealth mercenaries.







A cliff-top rookery that hires out winged mercenaries — from cheap swarm flyers to a hulking Roc Matriarch.







An overgrown rune-spire where wandering spellcasters sell their services — healing, hexes and wildfire.




A sea-built dock of cutthroats. Bring a naval unit (not a hero) alongside to hire pirate ships.




An ancient troll statue turned merchant vault. Move a hero within range to buy consumables, scrolls, tomes and gear. Buy consumables, scrolls, tomes and permanent gear to outfit your heroes mid-battle.

A neon-lit goblin casino. Move a hero within range and spend a fixed price per gear slot to gamble for a fully-random, level-scaled item — the rarer it rolls, the more affixes, elemental enchants and procs it gets. The house always wins, but sometimes you do too.

Prices are the base (level-1) gamble cost per slot and rise gently with the hero's level. Item level scales with the nearby hero's level (max at 10). Rarer rolls add more affix slots, stronger elemental enchants and on-hit procs — and the stats are tailored to the hero's class.
Hostile monster lairs guard the map's richest ground. Creeps leash to their camp rather than chase forever, respawn while the lair stands, and reward those who clear them with gold bounties and item drops. Higher-tier camps hit far harder.
A burrowed warren of weak but numerous kobolds. A good first camp to farm for early loot.



A bone-littered lair. Wolves are weak alone but hunt in fast, dangerous packs.


A tanky dire bear and its wolf companions guard this den. Bring numbers.



A tribal troll camp with brawlers, headhunters and a regenerating shaman.




A high-tier camp of brutal ogre bruisers and spell-slinging ogre magi. Rich rewards, real danger.



A half-sunken hulk crewed by hostile pirate ships. The naval creep camp.



An ancient rune-carved monolith that raises slow, heavily-armoured Rune Golem guardians while it stands — shatter it to stop the golems.


At the heart of every dungeon waits a boss — a colossal guardian standing between you and the hoard. They hit with telegraphed special attacks you must dodge, shrug off ordinary blows, and drop a guaranteed legendary item when they finally fall. Slaying one pays out a huge gold bounty and a wave of hero experience.

Guards the Easy and Medium dungeon crawls — a mountain of muscle whose ground-shaking slam strikes everything around him. The first true wall standing between you and the deep-hall hoard.

Lord of the Hard dungeons. A primordial reptile that spits long-range molten breath (and shrugs off fire in return), scorching whole clusters of units at once. Only the best-geared raiding party walks away.

The campaign’s final boss — the ancient will behind the runestones. It raises the Rune Golems and reshapes the ground itself, hammering its foes with earth-shattering, telegraphed slams.
Neutral fountains found on most maps. Hold the ground around them and your forces are healed or replenished for free.
A spirit-fed spring that steadily restores the health of any units standing in its aura.
An arcane font that regenerates the mana of nearby spellcasters and heroes.
A pair of ancient arches standing far apart on the same map, linked to one another. Nobody owns them and nothing can bring them down — march an army into one and it walks out of the other, which turns a map’s longest flank into a single step.

A single ancient marker stands at the heart of the map, owned by nobody and impossible to destroy. Stand your army around it to claim it; hold it long enough and you win outright. It wears the face of whatever ground it stands on — a moss-furred stone ring under the old canopy, a sun-scoured obelisk in the desert, a drowned colossus in open water — and each of those is a separate structure with its own art.











Where the middle of the map is open water, the Monument is a different thing entirely: a drowned colossus, the head and shoulders and one raised arm of a titanic statue breaking the surface, holding aloft the same glyph-stone the land Monument carries on its dais. That stone is all the two have in common. Taking one is a naval fight — transports, warships, and no ground army to lean on.











Scattered across the map lie ancient relics — no owner, no guard, no way to build one. A hero walks one up and carries it home; carriers glow gold and are visible to everyone, so the moment you have one, every enemy on the map knows exactly where it is going. Bank enough of them at your Altar and the match is yours. Kill the carrier and the relic drops where they fell, for anyone to take.
Harmless critters wander the map for flavour, varying by terrain. They do nothing but scatter when disturbed.








Hire mercenaries, raid creep camps, and seize the magic pools in your next battle.
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