The land answers to no banner.
Long before the great races drew their borders, the wild places were already full. Sellswords drift between the warring kingdoms selling their blades to the highest bidder; ancient troll-vaults trade relics to any hero bold enough to approach; spirit-fed pools mend the wounded and the weary. And in the dark between settlements lurk the creeps — kobolds, wolves, trolls and ogres that answer to no crown and guard their hoards with tooth and claw. The Wilds cannot be commanded, only contested, courted, or culled.
Scattered across every map, mercenary camps hire out neutral troops for gold alone. Move a hero next to a camp to recruit (a naval unit for the Pirate Platform). Each camp holds limited stock that slowly replenishes over time.
The classic for-hire band — a mixed company of ranged, melee, healing and stealth mercenaries.
A cliff-top rookery that hires out winged mercenaries — from cheap swarm flyers to a hulking Roc Matriarch.
An overgrown rune-spire where wandering spellcasters sell their services — healing, hexes and wildfire.
A sea-built dock of cutthroats. Bring a naval unit (not a hero) alongside to hire pirate ships.
An ancient troll statue turned merchant vault. Move a hero within range to buy consumables, scrolls, tomes and gear. Buy consumables, scrolls, tomes and permanent gear to outfit your heroes mid-battle.
A neon-lit goblin casino. Move a hero within range and spend a fixed price per gear slot to gamble for a fully-random, level-scaled item — the rarer it rolls, the more affixes, elemental enchants and procs it gets. The house always wins, but sometimes you do too.
Prices are the base (level-1) gamble cost per slot and rise gently with the hero's level. Item level scales with the nearby hero's level (max at 10). Rarer rolls add more affix slots, stronger elemental enchants and on-hit procs — and the stats are tailored to the hero's class.
Hostile monster lairs guard the map's richest ground. Creeps leash to their camp rather than chase forever, respawn while the lair stands, and reward those who clear them with gold bounties and item drops. Higher-tier camps hit far harder.
A burrowed warren of weak but numerous kobolds. A good first camp to farm for early loot.
A bone-littered lair. Wolves are weak alone but hunt in fast, dangerous packs.
A tanky dire bear and its wolf companions guard this den. Bring numbers.
A tribal troll camp with brawlers, headhunters and a regenerating shaman.
A high-tier camp of brutal ogre bruisers and spell-slinging ogre magi. Rich rewards, real danger.
A half-sunken hulk crewed by hostile pirate ships. The naval creep camp.
Neutral fountains found on most maps. Hold the ground around them and your forces are healed or replenished for free.
A spirit-fed spring that steadily restores the health of any units standing in its aura.
An arcane font that regenerates the mana of nearby spellcasters and heroes.
Harmless critters wander the map for flavour, varying by terrain. They do nothing but scatter when disturbed.
Hire mercenaries, raid creep camps, and seize the magic pools in your next battle.
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