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.
A precision hunter who treats high ground as a birthright and the wind as a co-conspirator. Traps the careless and snipes the rest.
“One shot.”
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.
“Mind the eyebrows.”
A leaping wall of muscle and grievances who solves geometry with an axe. Builds rage, smashes terrain, and lands where it hurts most.
“Stand still, it’s quicker.”
A holy support who mends allies, shields the line, and answers the corrupted with a column of searing light. Low burst, high faith.
“Light guide us.”
A stealthy saboteur of knives, smoke, and very poor life choices for the enemy backline. Sets up, vanishes, and deletes the isolated.
“You won’t see it.”
A nature controller who grows walls, snares the unwary, mends the wounded, and calls the storm. Lower direct damage, total command of the ground.
“The wild is watching.”
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.
“By my oath.”
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.
“Patent pending!”
The Arsenal
16 tools of cheerful destruction, sorted by trade.
Arcane
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.”
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.”
Munitions
A rattling burst of six bone splinters along your aim. Great at close range.
“The Hollowmoor recycle. Aggressively. Often mid-battle. Often yours.”
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.”
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.”
Thrown
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.”
A shrieking root that bursts into five screaming seedlings on impact.
“Harvested at great personal risk and even greater personal earplug expense.”
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.”
Sky
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.”
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.”
Melee
A colossal overhead swing that sends foes sailing. No ammo, no mercy.
“Ironhold courtship, dispute resolution, and home repair all use the same tool.”
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?”
Traps
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.”
Utility
Vanish and reappear anywhere on the map. The escape artist’s best friend.
“Reading the scroll aloud is optional. Surviving the landing is not.”
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.”
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.”