Labyrinth
The predominant battlefield of the Triarchs.
The other battle arenas are yours to discover.
Strategic Ground
Key Locations
The Three Acropolises
Each empire's home base and win condition. Heroes are fully healed inside their own base's zone, and a base takes zero damage from enemy heroes — only lane mobs and authorised summons can bring one down.
Capture Point Altars
Three walled sanctums — the Altar of War, Altar of Stone and Altar of Wind — sit off-lane, each defended by three Altar Guardians. Standing uncontested for 8 seconds captures the altar for your empire; progress decays if you abandon the attempt.
The Labyrinth
The walled arena at the exact centre of the map. From the ten-minute mark, a great presence stirs here roughly every ten minutes, spawning one of the two bosses.
The Labyrinthine Maze
A hand-authored web of corridors, chokepoints and long grass connecting the lanes, home to four kinds of neutral camp and the wandering hunter.
Creatures of the Battlefield
Mobs, Camps & Bosses
Standard lane forces, neutral labyrinth camps, the wandering hunter, and the two timed bosses — with the buffs and rewards each grants.
Lane Mobs
Waves of these march down each lane every 25 seconds after the first spawn at 0:05, growing stronger as the match goes on.
Hoplite
The standard melee wave mob, marching in numbers behind their shields.
Slinger
Ranged wave support that pelts foes from behind the Hoplites.
Champion
A far stronger mob that reinforces every third wave.
Raider
A fast, aggressive mob that joins the waves from the fourteen-minute mark onward.
Neutral Camps
Four distinct camps live in the labyrinth, one of each kind per empire's territory. Cyclops Hollow and Sphinx Perch grant a temporary empire buff on top of gold and experience; Creek Nest and Boar Den grant gold and experience alone.
Cave Grub — Creek Nest
A small camp of weak labyrinth dwellers. Respawns 3 minutes after being cleared.
Bristleback Boar — Boar Den
A Medium camp; respawns 4 minutes after being cleared.
Cyclops — Cyclops Hollow
A Strong camp; respawns 5 minutes after being cleared.
Buff: +15% attack, +8 armor for 90s
Sphinx — Sphinx Perch
Specialist camp; respawns 5 minutes after being cleared.
Buff: +12% speed, +10% ability power for 75s
Altar Guardian
Three guard each capture point and must be cleared before it can be captured. The respawn time is just over 2 minutes after all three fall.
The Wandering Hunter
A singular threat that roams a loop through the inner and mid labyrinth.
The Stalking Horror
A powerful beast that ambushes isolated heroes for bonus damage when it strikes from unseen, but flees to recover once badly wounded. It returns 3 minutes 20 seconds after being slain.
Bosses
From the ten-minute mark, one of two bosses rises in the Labyrinth at the map's centre, alternating between spawns, with a warning thirty seconds before it appears. Whichever empire lands the killing blow gains a powerful, empire-wide buff.
Talandros, the Bronze Colossus
A slow, devastating boss that periodically slams the ground around itself for heavy area damage.
Chthonia, Maw of the Deep
A long-ranged boss that periodically unleashes a devastating breath attack down a corridor.
Boss buff: for 90 seconds, the killer's empire deals +25% damage to enemies with their lane mobs, and those mobs take 50% less damage from enemy towers.