The Codex

Lore of the Realm

A Realm Held Together With Tape & Spite

Long ago the Realm was one continent, ruled by a council so agreeable that absolutely nothing got done. Then the Sundering cracked the land into a thousand drifting holds, and the council's polite disagreements became enthusiastic artillery duels. Today a colourful cast of champions lob fire and fury across the floating ruins — not out of malice, exactly, but because the ground keeps moving and someone has to redecorate.

Champions are small, stubborn, and oddly cheerful about all the explosions. They name their warhammers, mourn their fallen with brief but moving eulogies, and immediately return to flinging mandrakes. Welcome to the front. Mind the craters.

Field Manual

  • Your kit: a basic shot (key 1), three abilities (Q / E / F) and an ultimate (R). Every attack is aimed — there are no blasts that go off on top of you.
  • Level up & specialize. Heroes earn XP and gain levels (to 6) within a single battle; each level offers a choice of chunky talents that reshape your kit. Take down enemy heroes and farm neutral camps for the fastest path to power.
  • Win the siege. Each team guards a crystalline Core — shatter the enemy's to win, or grind their whole squad down. The minimap (top-right, N) keeps the big picture in view.
  • Movement is limited. Each turn you get a movement bar; walking spends it and jumping costs a chunk. Spend it wisely — burn it rushing in and you'll have nothing left to retreat with. Nimble champions roam farther.
  • Regalia & trails: spend Crowns in the Wardrobe on trinkets (small trade-offs, capped) and cosmetic trails. Ranked matches normalise trinkets for pure skill.
  • Relics: buy Relics with Crowns and equip up to two per champion to reshape that champion's own skills — Fireball that leaves lingering flame, a Boulder that roots, a chill that bites longer. Each champion has its own set; pick them from the champion's panel in the lobby.
  • Sudden death: after a while the tide rises — the music swells and a crimson haze creeps in. Get to high ground.

Ways to Play

  • Campaign: a twelve-stage gauntlet of escalating set-piece battles. Clear one to unlock the next and earn bonus XP.
  • Skirmish: a custom battle — pick the map, your squad, and how many bots (and how tough). Tune the rules however you like.
  • Last Stand: an endless survival ladder. Each wave brings more and tougher foes; the game remembers your best wave.
  • Daily Challenge: a fixed seed for everyone each day — a rotating map, lineup, and rule modifier. Clear it for a one-time Crown bonus.
  • Achievements: milestones across every mode — including collecting Relics — tracked from the main menu.

The Champions

8 heroes to command — each with a passive and two signature abilities.

Ranger the HawkeyeMarksman
★★ · Starter

A precision hunter who treats high ground as a birthright and the wind as a co-conspirator. Traps the careless and snipes the rest.

HP 90%Speed 110%Jump 115%Fall Resist 30%
Passive · High Ground Hunter
Shots against foes below you deal +20% damage.
Basic · Longbow
A fast, flat-shooting arrow. Low blast, high precision, barely cares about wind.
Direct💥 32 dmg• direct hitballistic arc🌬 wind-affected⏹ Ends your turn
Piercing Arrow · 3-round cooldown
A flat, instant arrow that punches along your aim — wind-proof and brutal.
Line⚡ 52 dmg — instanthits the first target on the line⏹ Ends your turn
Hunter's Snare · 3-round cooldown
Set a trap that roots the first foe to wander onto it and deals minor damage.
🪤 Trap🪤 22 dmg traparms, then triggers on a foe⏹ Ends your turn
Tumble Roll · 2-round cooldown
Roll along your aim to reposition. Does not end your turn.
Dash💨 Lunge · 8 dmg on contactrepositions you↻ Free — doesn't end your turn
Hunter's Mark · ultimate · 1× / match
Mark an enemy hero — the arrow curves through the air to hunt that target, and it does not miss.
Direct💥 72 dmg• direct hit🎯 seeks its target⏹ Ends your turn
⬡ Augments
Eagle Eye (+10% damage dealt) · Fleetfoot (+12% move speed)
🜂 Relics · buyable skill reshapes
Yew Heartwood · LongbowLongbow flies faster and flatter, and hits harder.
Broadhead Quiver · Piercing ArrowPiercing Arrow hits harder and shoves the target back.
Thornsnare Wire · Hunter's SnareHunter's Snare roots a turn longer.
Hawkfletch · Hunter's MarkHunter's Mark bursts in a wider, deadlier bloom.

One shot.

Wizard the ArcaneArtillery Mage
★★ · Starter

A classic spell-slinger of fire, frost, and bad ideas at scale. Reshapes the battlefield with arcs of raw arcana and the occasional teleport out of his own blast radius.

HP 90%Speed 95%Jump 100%Fall Resist 10%
Passive · Arcane Power
Explosive spells deal +10% damage.
Basic · Fireball
A wind-tossed bolt of flame. Your bread-and-butter opener.
AoE💥 45 dmg◎ blast radius ~52ballistic arc🌬 wind-affected⏹ Ends your turn
Arcane Lance · 3-round cooldown
A searing lance of arcana in a straight line, striking every foe it passes through.
Beam🔆 32 dmg — instantpierces every foe on the line⏹ Ends your turn
Frost Shard · 2-round cooldown
A wind-borne shard of ice; whatever it strikes is left chilled — slowed on its next turn.
AoE💥 34 dmg◎ blast radius ~46ballistic arc🌬 wind-affected⏹ Ends your turn
Blink · 3-round cooldown
Vanish and reappear at a target point. Does not end your turn.
🌀 Blink🌀 Teleport to a target spot🎯 tap a target↻ Free — doesn't end your turn
Meteor · ultimate · 1× / match
Mark a spot and call down a devastating rain of flaming rock.
Rain☄ 30 dmg ×8rains on a target column🎯 tap a target⏹ Ends your turn
⬡ Augments
Conflagration (+12% blast radius) · Mana Flow (Abilities recharge 1 round sooner)
🜂 Relics · buyable skill reshapes
Inferno Core · FireballFireball splashes into a patch of lingering fire that burns foes for a turn.
Soulwiden Prism · Arcane LanceArcane Lance carves a wider, fiercer line.
Deepfreeze Shard · Frost ShardFrost Shard chills deeper and a turn longer.
Comet Charm · MeteorMeteor calls down three more falling rocks.

Mind the eyebrows.

Barbarian the RuinBruiser
☆☆ · Starter

A leaping wall of muscle and grievances who solves geometry with an axe. Builds rage, smashes terrain, and lands where it hurts most.

HP 120%Speed 100%Jump 95%Fall Resist 50%
Passive · Rage Momentum
Deals up to +30% damage as his own health falls.
Basic · Warhammer
A colossal overhead swing that sends foes sailing. No ammo, no mercy.
AoE💥 40 dmg◎ blast radius ~46ballistic arc⏹ Ends your turn
Reckless Leap · 2-round cooldown
Leap along your aim and crash down, smashing anyone in the corridor. Does not end your turn.
Dash💨 Lunge · 26 dmg on contactrepositions you↻ Free — doesn't end your turn
War Rage · 3-round cooldown
Roar into a battle fury, reducing damage taken until your next turn. Does not end your turn.
🛡 Shield🛡 Block 35% damageuntil your next turn↻ Free — doesn't end your turn
Throwing Axe · 2-round cooldown
Hurl a heavy axe in an arc that hits hard and sends foes sailing.
AoE💥 40 dmg◎ blast radius ~50lobbed arc + fuse⏹ Ends your turn
Whirlwind · ultimate · 1× / match
Spin into a storm of steel that rips along the ground ahead, erupting in your path.
Quake🌋 30 dmg ×6a shock rips along the ground ahead⏹ Ends your turn
⬡ Augments
Juggernaut (+10% max HP) · Unstoppable (−12% knockback taken)
🜂 Relics · buyable skill reshapes
Granite Grip · WarhammerWarhammer lands heavier and sends foes sailing further.
Berserker Heart · War RageWar Rage hunkers down harder — block more of the damage.
Landslide Plate · WhirlwindWhirlwind marches two extra eruptions down the field.

Stand still, it’s quicker.

Cleric the DevoutSupport Healer
★★ · Starter

A holy support who mends allies, shields the line, and answers the corrupted with a column of searing light. Low burst, high faith.

HP 100%Speed 95%Jump 100%Fall Resist 20%
Passive · Sacred Ground
Her turn opens with a prayer — the most wounded hero in her warband is mended for 6.
Basic · Radiant Smite
A bolt of holy light. The Cleric's reliable opener.
AoE💥 34 dmg◎ blast radius ~40ballistic arc🌬 wind-affected⏹ Ends your turn
Mend · 2-round cooldown
Channel holy light into a hero — click yourself or an ally to mend their wounds. Does not end your turn.
Heal✚ Heal 36 HPyourself or an ally — 🎯 tap a hero↻ Free — doesn't end your turn
Divine Shield · 3-round cooldown
Wreathe yourself in light, reducing damage taken until your next turn. Does not end your turn.
🛡 Shield🛡 Block 45% damageuntil your next turn↻ Free — doesn't end your turn
Radiant Chain · 3-round cooldown
A ribbon of holy light that leaps from foe to foe, weakening with each jump.
Chain⚡ 30 dmg — instantarcs through 3 foes (weaker each hop)⏹ Ends your turn
Divine Intervention · ultimate · 1× / match
Call a fallen ally back to the fight — they return at a target spot with half their health.
🕊 Revive🕊 Return a fallen ally at 50% HP🎯 tap where they should rise⏹ Ends your turn
⬡ Augments
Devotion (−9% damage taken) · Zeal (Abilities recharge 1 round sooner)
🜂 Relics · buyable skill reshapes
Greater Mending · MendMend restores a great deal more health.
Aegis Heart · Divine ShieldDivine Shield blocks even more of the damage.
Forked Halo · Radiant ChainRadiant Chain arcs to two more foes across a longer reach.

Light guide us.

Rogue the ShadowAssassin
★★★ · Starter

A stealthy saboteur of knives, smoke, and very poor life choices for the enemy backline. Sets up, vanishes, and deletes the isolated.

HP 85%Speed 120%Jump 118%Fall Resist 35%
Passive · Shadow Ambush
Deals +25% damage to isolated foes (no ally standing near them).
Basic · Throwing Knives
A quick fan of knives along your aim. Great at close range.
Spray🔫 11 dmg ×5fast burst along your aim⏹ Ends your turn
Shadowstrike · 2-round cooldown
Blink along your aim and cut down whatever you pass through. Does not end your turn.
Dash💨 Lunge · 30 dmg on contactrepositions you↻ Free — doesn't end your turn
Smoke Veil · 3-round cooldown
Vanish into smoke and slip away on the wind, briefly untouchable. Does not end your turn.
🪂 Fly🪂 Flight for 6sreposition freely↻ Free — doesn't end your turn
Caltrops · 2-round cooldown
Scatter a proximity trap that erupts on the first foe to wander near.
🪤 Trap🪤 40 dmg traparms, then triggers on a foe⏹ Ends your turn
Assassinate · ultimate · 1× / match
A single, perfectly placed strike. Shadow Ambush makes it devastating against an isolated target.
Direct💥 78 dmg• direct hitballistic arc⏹ Ends your turn
⬡ Augments
Cutthroat (+10% damage dealt) · Acrobat (+12% move & jump)
🜂 Relics · buyable skill reshapes
Fan of Knives · Throwing KnivesThrowing Knives rattle off two extra blades.
Venom Caltrops · CaltropsCaltrops leave a lingering pool of acid.
Executioner's Edge · AssassinateAssassinate cuts even deeper into an isolated target.

You won’t see it.

Druid the WildshaperController
★★ · Starter

A nature controller who grows walls, snares the unwary, mends the wounded, and calls the storm. Lower direct damage, total command of the ground.

HP 100%Speed 105%Jump 110%Fall Resist 25%
Passive · Living Terrain
Scorched, corrupted, and hazardous ground never harms her.
Basic · Thorn Whip
A lashing whip of thorns. The Druid's steady opener.
AoE💥 30 dmg◎ blast radius ~38ballistic arc🌬 wind-affected⏹ Ends your turn
Entangling Roots · 3-round cooldown
Fling a snarl of living vines; the foe it strikes is rooted and cannot move on their next turn.
Direct💥 18 dmg• direct hitballistic arc🌬 wind-affected🌿 roots the target 1 turn⏹ Ends your turn
Living Wall · 2-round cooldown
Grow a thick wall of bramble at a target spot — cover, a flank, or a cage. Does not end your turn.
🧱 Build🧱 Conjure solid terrain🎯 tap a spot↻ Free — doesn't end your turn
Healing Grove · 3-round cooldown
Coax a grove of restful green around a hero — click yourself or an ally to mend them. Does not end your turn.
Heal✚ Heal 32 HPyourself or an ally — 🎯 tap a hero↻ Free — doesn't end your turn
Verdant Upheaval · ultimate · 1× / match
Erupt a hill of living terrain at a target spot — foes caught in the growth are battered skyward and rooted.
Upheave🌳 Raise a hill of living terrain · 26 dmg🌿 roots foes caught in the growth🎯 tap a target⏹ Ends your turn
⬡ Augments
Overgrowth (+12% blast radius) · Thornmail (−9% damage taken)
🜂 Relics · buyable skill reshapes
Thornsnare Seed · Entangling RootsEntangling Roots root for a second turn and bite harder.
Ironbark Heart · Living WallLiving Wall grows noticeably broader cover.
Heartwood Sap · Healing GroveHealing Grove mends a great deal more of your health.

The wild is watching.

Paladin the OathkeeperTank
☆☆ · Starter

A holy knight who anchors the frontline, smites the wicked, and refuses to fall. Protects allies, punishes burst, and charges in armor that rings like a bell.

HP 118%Speed 90%Jump 90%Fall Resist 40%
Passive · Oathbound
Allies standing near him take 20% less damage — the Paladin takes it for them.
Basic · Crusader Strike
A sweeping holy blow that sends foes reeling. No ammo, no mercy.
AoE💥 38 dmg◎ blast radius ~44ballistic arc⏹ Ends your turn
Guardian · 3-round cooldown
Raise the great shield, halving damage taken until your next turn. Does not end your turn.
🛡 Shield🛡 Block 50% damageuntil your next turn↻ Free — doesn't end your turn
Consecration · 3-round cooldown
Call down a pillar of holy light that bursts over the ground where it lands.
AoE💥 34 dmg◎ blast radius ~54ballistic arc🌬 wind-affected⏹ Ends your turn
Shield Charge · 3-round cooldown
Charge along your aim, bowling over anyone in the way. Does not end your turn.
Dash💨 Lunge · 24 dmg on contactrepositions you↻ Free — doesn't end your turn
Aegis of the Oath · ultimate · 1× / match
Swear the great oath — every hero in your warband is shielded and mended until your next turn. Does not end your turn.
🛡 Warband🛡 Your whole team blocks 40% damage✚ and mends 15 HP each↻ Free — doesn't end your turn
⬡ Augments
Bulwark (+10% max HP) · Steadfast (−12% knockback taken)
🜂 Relics · buyable skill reshapes
Consecrated Steel · Crusader StrikeCrusader Strike lands heavier and shoves foes further.
Aegis Heart · GuardianGuardian blocks even more of the damage.
Zealot Censer · ConsecrationConsecration bursts wider and brighter.

By my oath.

Artificer the EngineerBuilder
★★ · Starter

A magical engineer who builds turrets, bridges, and bombs, then climbs into a clockwork mech to finish the argument. Needs setup time; pays it back with interest.

HP 95%Speed 95%Jump 100%Fall Resist 15%
Passive · Field Inventor
Scavenges the field — supply crates drop +12% more often on your turns.
Basic · Rune Pistol
Fire a tight burst of magical bullets along your aim. Precise, low blast.
Spray🔫 12 dmg ×3fast burst along your aim⏹ Ends your turn
Deploy Turret · 3-round cooldown
Set a rune-turret that zaps the nearest foe at the start of each of your turns — three volleys, then it winds down.
Sentry⚙ Zaps the nearest foe · 20 dmgfires at the start of your turns, ×3⏹ Ends your turn
Arcane Bridge · 2-round cooldown
Conjure a span of solid bridge to cross a gap or wall off a threat. Does not end your turn.
🧱 Build🧱 Conjure solid terrain🎯 tap a spot↻ Free — doesn't end your turn
Alchemical Bomb · 2-round cooldown
Lob a bouncing alchemical charge that bursts on a short fuse.
AoE💥 42 dmg◎ blast radius ~52lobbed arc + fuse🌬 wind-affected⏹ Ends your turn
Clockwork Colossus · ultimate · 1× / match
Climb into the colossus: for this turn and your next, you hit far harder, shrug off damage, and barely budge. Does not end your turn.
🤖 Stance🤖 Become a colossus for this turn + your next+damage dealt, −damage taken, barely budges↻ Free — doesn't end your turn
⬡ Augments
Overclock (Abilities recharge 1 round sooner) · Demolitions (+12% blast radius)
🜂 Relics · buyable skill reshapes
Black Powder Tin · Alchemical BombAlchemical Bomb scatters burning embers where it blows.
Battle-Smith Coil · Deploy TurretDeploy Turret zaps 20% harder.
Overdrive Gears · Rune PistolRune Pistol cycles faster — two more bullets that hit a touch harder.

Patent pending!

The Arsenal

16 tools of cheerful destruction, sorted by trade.

Arcane

Fireball

A wind-tossed bolt of flame. Your bread-and-butter opener.

The first spell every apprentice learns and the last thing many foes ever see. Cheap, reliable, and very flammable.

DMG 45Blast 52Knock 1.0× wind
Frost Lance

A wind-borne spear of ice. Whatever it strikes is left chilled — slowed on its next turn.

Vesper insists it is "a polite suggestion to sit still." It is neither polite nor a suggestion.

DMG 38Blast 48Knock 0.9× wind

Munitions

Bone Volley
×4

A rattling burst of six bone splinters along your aim. Great at close range.

The Hollowmoor recycle. Aggressively. Often mid-battle. Often yours.

DMG 11Blast 14Knock 0.3×
Longbow

A fast, flat-shooting arrow. Low blast, high precision, barely cares about wind.

Thornweald rangers consider scopes a form of cheating and gravity a personal nemesis.

DMG 32Blast 22Knock 0.5× wind
Powder Keg
×2

Set a barrel of dwarven blasting powder and scurry. Detonates on a timer or a nudge.

Ironhold safety regulations require a four-second fuse and a head start. They got the fuse right.

DMG 60Blast 70Knock 1.6×

Thrown

Arcanade

A bouncing orb of bound mana with a 3-second fuse. The thinking caster’s grenade.

Wizards insist it is a sophisticated mana construct. It is a grenade. It is a grenade with a hat.

DMG 48Blast 56Knock 1.1×
Mandrake Bomb
×2

A shrieking root that bursts into five screaming seedlings on impact.

Harvested at great personal risk and even greater personal earplug expense.

DMG 26Blast 40Knock 0.9×
Clusterflask
×3

A goblin alchemy flask that shatters into a spray of caustic shards.

The label reads "DO NOT SHAKE." The goblins shake it. The goblins always shake it.

DMG 22Blast 36Knock 0.8× wind

Sky

Lightning Bolt
×3

An instant bolt along your aim. Ignores wind, punishes a clean line of sight.

Stormcaller doctrine holds that the shortest distance between two points is a scream.

DMG 38Blast 36Knock 0.8×
Meteor Strike
×2

Mark a spot. The sky disagrees with it. Five flaming rocks rain down.

Emberkin do not aim so much as negotiate with gravity on your behalf.

DMG 30Blast 46Knock 1.1×

Melee

Warhammer

A colossal overhead swing that sends foes sailing. No ammo, no mercy.

Ironhold courtship, dispute resolution, and home repair all use the same tool.

DMG 40Blast 46Knock 3.0×
Shield Bash

A short, brutal shove. Low damage, enormous knockback — yeet your rivals off a cliff.

Why kill a foe when geography will do it for free?

DMG 18Blast 40Knock 4.2×

Traps

Rune Trap
×2

A proximity glyph that lies in wait and erupts when a foe wanders too close.

Gildedpalm tinkers sell these in packs of three with a strict no-refunds policy.

DMG 50Blast 60Knock 1.4×

Utility

Phase Scroll
×1

Vanish and reappear anywhere on the map. The escape artist’s best friend.

Reading the scroll aloud is optional. Surviving the landing is not.

Conjure Bridge
×2

Grow a sturdy length of bridge-vine to cross gaps or wall off a threat.

The Thornweald do not build bridges. They politely ask the bridge to exist.

Blast 30
Levitation
×2

Ride conjured wind for the rest of your turn. Reposition, escape, or set up the perfect shot.

Stormcallers insist they are flying. Everyone else insists they are falling slowly with extra steps.

Theory is for scholars.

There's a perfectly good battlefield going to waste right now.

To Battle