The war today
The realm war · liveScouting the frontier…

 

 

Where the fighting is

The front

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Keep Pass tower Capital Outpost Road River Under attack World boss Warlord Hunter's contract Monster levels 1–9 10–19 20–34 35+
Keeps
Pass towers

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.

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    Champions

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    Realm points
      Enemies slain
        Quests completed

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          • Unrolling the scrolls…
          Pick a side

          Three realms

          Their histories
          Free to play

          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.