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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.

The Orc Horde crestBrutal · Fast · Monstrous

Orc Horde

Reavers of the Emberwastes. Flood the field.

The Human Realm crestBalanced · Armoured · Holy

Human Realm

Knights of the Gilded March. Out-tech them.

The Elven Court crestReach · Swift · Arcane

Elven Court

Wardens of the Wyldwood. Own the ground.

The Dwarven Clans crestArmoured · Gunpowder · Siege

Dwarven Clans

Clans of the Frostcrags. Hold and grind.

The Undead Dominion crestRelentless · Rotting · Undying

Undead Dominion

Cold Court of the Barrowlands. Outlast the living.

The Jade Dynasty crestDrilled · Precise · Swift

Jade Dynasty

Courts of the Thousand Shrines. Strike the opening.

The Mythic Beasts crestFeral · Winged · Untamed

Mythic Beasts

The Untamed of Whisper Hollow. Come from everywhere.

The Steampunk Hold crestWrought · Relentless · Loud

Steampunk Hold

Apostates of the Screaming Forge. Run it past the rating.

The Damned Covenant crestRavenous · Costly · Quick

Damned Covenant

Debtors of the Blackened Pact. Collect before you are collected.

The Star-Fallen crestPrecise · Finite · Scavenging

Star-Fallen

Wreck-born of the Warm Crater. Make the dead pay for it.

The kingdoms at a glance

KingdomStyleTraitStrongWeak
Orc HordeBrutal · Fast · Monstrous+15% damage · +6% speedCheap swarms, savage shock troops and warbeasts no one else can tame.No plate, no precision — armour and massed bows punish it.
Human RealmBalanced · Armoured · Holy+45% health · +33% damagePlate cavalry, healing orders and the widest siege train in the realm.Master of nothing — outshot by elves, outmuscled by giants.
Elven CourtReach · Swift · Arcane+11% damage · +6% range · +3% speed · +2% healthUnmatched bows, blink-strikes and nature magic that roots armies.Thin ranks — anything that closes the gap tears through them.
Dwarven ClansArmoured · Gunpowder · Siege+52% health · +32% damage · −10% speedLiving walls, black-powder volleys and constructs that break castles.Slow, and it fields no cavalry at all — it can be outrun and flanked.
Undead DominionRelentless · Rotting · Undying−11% health · −20% damage · −10% speedRanks 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 DynastyDrilled · Precise · Swift+6% speed · +5% damage · +2% range · −2% healthThe 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 BeastsFeral · Winged · Untamed+12% speed · −11% damage · −18% healthThe 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 HoldWrought · Relentless · Loud+18% health · +12% damage · −6% speedFour 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 CovenantRavenous · Costly · Quick+3% speed · −4% range · −7% damage · −13% healthThe 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-FallenPrecise · Finite · Scavenging+3% rangeFive 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:

KingdomMusterWorksUpgradesWallsAlso
Orc Horde12% faster24% weakerStandardStandardA landed blow mends 8% of its damage
Human RealmStandardStandard14% cheaper30% cheaper—
Elven Court6% faster10% weakerStandardStandardCrosses forest at full speed
Dwarven Clans12% slower55% sturdierStandard15% cheaperOpens behind Ramparts and works mend 7 health a second
Undead Dominion10% fasterStandardStandardStandardWorks mend 4 health a second and a landed blow mends 14% of its damage
Jade Dynasty4% faster5% sturdier5% cheaper8% cheaper—
Mythic Beasts10% faster16% weakerStandard10% dearerCrosses forest at full speed and a landed blow mends 6% of its damage
Steampunk Hold16% slower24% sturdier6% cheaper5% cheaperSpawners overdrive for 30% faster musters, paid for in their own hull
Damned Covenant14% slower18% weakerStandard5% dearerA landed blow mends 5% of its damage and every soldier fielded costs the keep 0.7 health a second
Star-Fallen6% slowerStandardStandardStandardWorks mend 1 health a second and every kill strips the dead for 2 gold

Choosing a kingdom

New to the game? The guide explains the Builder, spawners and the keep; every kingdom plays the same game with different tools.