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After introducing the core identities and philosophies of Stormbinders’ four factions in the last entry, we’re now ready to focus on how each faction plays thanks to their exclusive powers and faction mechanics.
These distinctive abilities shape your strategies in meaningful ways and will lead directly into our upcoming topic: how we create distinct heroes, classes, and ability trees.
Empyrium - Kingdom of the Sun and Order
We’ve already mentioned that Empyrium believes in structure, balance, and order. These humans hold onto tradition while using advanced technology to keep chaos at bay. Their empire may be divided, but their armies still march forward – proud and powerful.
In gameplay, Empyrium is the most balanced faction in the game. Their armies are elite and expensive, but each unit has a clear purpose. They can adapt to offense or śdefense depending on the situation. Ideal for players who want full tactical control with flexible options – from strong cavalry to siege machines.
Faction Ability: Light of Renewal
Empyrium can bring fallen living units back to life. By using divine light and technology, they can restore their most important troops right when it matters most – turning the tide of a battle or holding the line during a siege.
Astrion - Guardians of the Magic Weave
In our previous entry, we introduced Astrion as protectors of the Magic Weave – the very fabric of reality.
When the world began to tear apart, they dedicated themselves to restoring balance. They fight with discipline, wisdom, and harmony, believing that magic must be used responsibly.
Astrion armies are small but elite. Every unit is valuable. This faction rewards players who plan ahead, protect their troops, and use defensive or control-based magic. Astrion shines in situations where timing, preparation, and positioning matter most.
Faction Ability: Storm Echo
Astrion can channel energy from magical storms. When stormbinding events happen on the map, their spells become stronger – gaining extra shields, reduced costs, or bonus effects. They can also predict storm cycles better than others, giving them a planning advantage.
Helion - the World Burners
Where others see a world in crisis, Helion sees opportunity. They aim not to fix the world, but to burn it down and rebuild it in fire. Their lands were consumed by chaos, and under their dark leader Malgrim, they now spread destruction across Azium. Strength is all that matters. Fire, blood, and domination.
Helion is made for aggressive players. They rely on fast attacks, brutal fire magic, and demon summoning. They thrive on pressure – pushing enemies with overwhelming force and turning every battle into a wildfire. Quick decisions and constant offense are their trademarks.
Faction Ability: Infernal Consumption
Helion absorbs the souls of defeated enemies. These souls become magic fuel, which can be used to cast stronger spells or summon more demons. The more blood is spilled – the stronger Helion becomes. Even a lost battle can be turned into a magical advantage.
Immortus - Lords of the Death and Rebirth
For Immortus, death isn’t the end, it’s just the next stage. Their world was shattered, but they endured. Calm, cold, and eternal. Their goal is to rebuild the world under their rule – by mastering both life and death.
Immortus wins through numbers. Their undead armies are cheap and keep coming back. Every battle strengthens them – because every death becomes another soldier. Ideal for players who like slow, inevitable control and overwhelming their enemies through attrition.
Faction Ability: Eternal Call
Immortus can raise any dead unit – friend or foe – as a skeleton. Over time, their undead horde becomes unstoppable. With the help of the "Pit of Bones" structure, they can even convert living troops into undead during army preparation – enabling long-term strategies based on sacrifice and resurrection.
Expanding the RPG Side of Stormbinders
Just like in the classic Heroes games, we’ve added a deep RPG layer to our heroes. Each one is more than just an army leader – they have a class, a backstory, a unique skill tree, and their own strengths and weaknesses. Who you choose matters. How you build them changes the whole game.
Each faction comes with special hero classes available only to them:
Helion: Firecallers and Demon Champions
Astrion: Stormmasters and Arcanists
Empyrium: Paladins and Mages
Immortus: Necromancers and Death Knights
These aren’t just different titles – each class has a unique set of stats, spells, and development paths. They define how you fight and what tools you bring to the field.
Looking Ahead
This entry bridges the philosophical and the mechanical—from the beliefs that shape each faction to the powers they wield and the heroes they lead. In our next dev diary, we’ll continue this thread by diving into how hero classes and ability trees are designed, and what makes each one feel distinct in combat and campaign play.
See you in the next Dev Diary!