Castle Battle · Factions
The Ten Kingdoms
Every commander marches under one of ten kingdoms. Each fields 26 troops of its own — not one of them shared with another kingdom — and carries its own trait and its own powers, so choosing a kingdom is choosing how you will fight.
Brutal · Fast · MonstrousOrc Horde
Reavers of the Emberwastes. Flood the field.
Balanced · Armoured · HolyHuman Realm
Knights of the Gilded March. Out-tech them.
Reach · Swift · ArcaneElven Court
Wardens of the Wyldwood. Own the ground.
Armoured · Gunpowder · SiegeDwarven Clans
Clans of the Frostcrags. Hold and grind.
Relentless · Rotting · UndyingUndead Dominion
Cold Court of the Barrowlands. Outlast the living.
Drilled · Precise · SwiftJade Dynasty
Courts of the Thousand Shrines. Strike the opening.
Feral · Winged · UntamedMythic Beasts
The Untamed of Whisper Hollow. Come from everywhere.
Wrought · Relentless · LoudSteampunk Hold
Apostates of the Screaming Forge. Run it past the rating.
Ravenous · Costly · QuickDamned Covenant
Debtors of the Blackened Pact. Collect before you are collected.
Precise · Finite · ScavengingStar-Fallen
Wreck-born of the Warm Crater. Make the dead pay for it.
The kingdoms at a glance
| Kingdom | Style | Trait | Strong | Weak |
|---|---|---|---|---|
| Orc Horde | Brutal · Fast · Monstrous | +15% damage · +6% speed | Cheap swarms, savage shock troops and warbeasts no one else can tame. | No plate, no precision — armour and massed bows punish it. |
| Human Realm | Balanced · Armoured · Holy | +45% health · +33% damage | Plate cavalry, healing orders and the widest siege train in the realm. | Master of nothing — outshot by elves, outmuscled by giants. |
| Elven Court | Reach · Swift · Arcane | +11% damage · +6% range · +3% speed · +2% health | Unmatched bows, blink-strikes and nature magic that roots armies. | Thin ranks — anything that closes the gap tears through them. |
| Dwarven Clans | Armoured · Gunpowder · Siege | +52% health · +32% damage · −10% speed | Living walls, black-powder volleys and constructs that break castles. | Slow, and it fields no cavalry at all — it can be outrun and flanked. |
| Undead Dominion | Relentless · Rotting · Undying | −11% health · −20% damage · −10% speed | Ranks that get back up, curses that rot armour off, and a war it can afford to lose slowly. | Nothing in it is quick to muster or quick to run — holy fire and burst damage end it. |
| Jade Dynasty | Drilled · Precise · Swift | +6% speed · +5% damage · +2% range · −2% health | The best-drilled ranks alive: duellists who cannot be hit, and powder a century before anyone else. | It wears lacquer and silk, not plate — a fight it cannot dictate is a fight it loses. |
| Mythic Beasts | Feral · Winged · Untamed | +12% speed · −11% damage · −18% health | The fastest roster in the realm, four fliers before the legends, and woodland it moves through like open road. | No armour, no discipline and no line — mass a real formation and it comes apart. |
| Steampunk Hold | Wrought · Relentless · Loud | +18% health · +12% damage · −6% speed | Four constructs, three engines, and spawners that can be run past their rating. | One horse in the whole hold — everything else walks, and it walks slowly. |
| Damned Covenant | Ravenous · Costly · Quick | +3% speed · −4% range · −7% damage · −13% health | The densest melee in the realm — four shock lines and four elites, every one above its price. | Every soldier standing bills your own keep by the second. |
| Star-Fallen | Precise · Finite · Scavenging | +3% range | Five ranged lines, three of them piercing, and the only straight-line weapons outside the Court. | Nothing it carries can be made again — it fights on what the field gives back. |
Powers compared
Every kingdom bends a few of the game's rules its own way. How much faster its spawners muster, how sturdy its works are, what its upgrades and its walls cost, and anything else it alone can do:
| Kingdom | Muster | Works | Upgrades | Walls | Also |
|---|---|---|---|---|---|
| Orc Horde | 12% faster | 24% weaker | Standard | Standard | A landed blow mends 8% of its damage |
| Human Realm | Standard | Standard | 14% cheaper | 30% cheaper | — |
| Elven Court | 6% faster | 10% weaker | Standard | Standard | Crosses forest at full speed |
| Dwarven Clans | 12% slower | 55% sturdier | Standard | 15% cheaper | Opens behind Ramparts and works mend 7 health a second |
| Undead Dominion | 10% faster | Standard | Standard | Standard | Works mend 4 health a second and a landed blow mends 14% of its damage |
| Jade Dynasty | 4% faster | 5% sturdier | 5% cheaper | 8% cheaper | — |
| Mythic Beasts | 10% faster | 16% weaker | Standard | 10% dearer | Crosses forest at full speed and a landed blow mends 6% of its damage |
| Steampunk Hold | 16% slower | 24% sturdier | 6% cheaper | 5% cheaper | Spawners overdrive for 30% faster musters, paid for in their own hull |
| Damned Covenant | 14% slower | 18% weaker | Standard | 5% dearer | A landed blow mends 5% of its damage and every soldier fielded costs the keep 0.7 health a second |
| Star-Fallen | 6% slower | Standard | Standard | Standard | Works mend 1 health a second and every kill strips the dead for 2 gold |
Choosing a kingdom
- Fastest muster: Orc Horde — spawners 12% faster.
- Sturdiest works: Dwarven Clans — buildings 55% sturdier.
- Cheapest upgrades: Human Realm — 14% cheaper.
- Cheapest walls: Human Realm — fortifying the keep costs 30% less.
- Hardest-hitting troops: Human Realm (+45% health · +33% damage).
- Toughest troops: Dwarven Clans (+52% health · +32% damage · −10% speed).
- Fastest troops: Mythic Beasts (+12% speed · −11% damage · −18% health).
New to the game? The guide explains the Builder, spawners and the keep; every kingdom plays the same game with different tools.
