The front
As it happens
How the war is won
March keeps and the Heartstone fall when their lord dies, and they go to the realm that did most to bring the lord down; the bar under a siege shows how worn the lord is. Every keep a realm holds gives all its heroes 5% more experience, and a lord whose realm keeps the keep supplied takes half damage. Pass towers work differently: stand at the flag with no defenders nearby and the tower is yours, and its realm's valley stays open to raiders until someone retakes it. Monster camps left alone grow as well. A chieftain rises over the camp, then a warlord, and its warband may take to the road. The outposts' hunters pay a bounty for putting them down.
Champions
Dispatches
- Unrolling the scrolls…
Three realms
From the Chronicle
Take up arms
Antyrix runs on Windows, macOS and Linux and costs nothing. Pick a realm and a class, make your character, and ride out to the marches with the rest of your side.
- 24 classes, 15 peoplesEach realm has eight classes, two for each role (tank, melee, ranged and healer), and five peoples to play.
- One world, 18 km acrossEach realm lives in its own valley behind the mountains, and the roads out of all three lead to the Heartstone.
- Realm against realmYou earn realm points for every win. Keeps and towers change hands, and all three realms go after the same world bosses.
- Decided on the serverThe server works out every hit, heal and capture, so a modified client can't win anyone a keep.