Factions
Fourteen factions, each with ten buildings to start from and its own upgrade paths. Everything below comes straight from the game data.
- CrownKnights, marksmen and mages. Sturdy troops, blessings and holy resurrection.
- Bone LegionThe undead: zombies that rot anyone who comes close, necromancers who raise skeletons from corpses, vampires who turn their victims to their side and buildings that kill outright.
- Steppe HordeOrcs and trolls: brutal infantry, shamans who empower the troops, war beasts and ancestral totems.
- Sun CourtGolden elves: nimble archers, critical-striking swordsmen, solar magic and blessings of light.
- Moon SentinelsNight elves: arrows that strike several targets, roots that bind, assassins and specters.
- Ancient GroveBeasts and ancients of the forest: poisons, healing, stunning bears and stone giants.
- Northern ClansBeasts and giantesses of the ice: swift wolves, frost spearmaidens, freezing trolls and the endless winter.
- League of GearsTanks, nimble machines, flamethrowers and automatons. Thick plating and energy shields.
- Abyssal TideRegenerating scaleborn, bouncing serpents, bog poisons and a legendary hydra that splits.
- The CorruptedTrees that curse whoever strikes them, void creatures that corrode armor, and infernal engines.
- Abyssal PactChaos-dealing demons, crimson warriors, volcanoes and spells that wipe out whole armies.
- Kingdom of SandsDesert beasts: quillbacks, hunters, winged vultures, brutes and sand mages. Thorns, poisons and storms.
- Elemental ConclaveSpirits of wind, water, fire, lightning and earth. Evasion, bouncing lightning and area magic.
- Jade EmpireHealing monks, drunken brawlers who are hard to hurt, brewkeg catapults and celestial chi.
