The general premise of the game is simple, defend yourself from waves of enemies that attack your hero in each themed round. Each round is progressively more difficult than the previous. Each round consists of 5 waves of standard enemies and then a boss wave. Defeating the boss will get you some loot and also proceed you to the next round! Before starting the next round however, you are given the chance to spend your earned gold (from killing enemies) on items to better empower your character. The game has a total of 7 rounds, each with a different theme. There is also a special bonus encounter for teams that manage to earn a high score.
If you die, you will be respawned when your team mates complete the current wave However, if you all die, you will wipe; causing you to be sent back to the start of the current round, and your team score multiplier to be reduced (see below).
The game is fully compatible with 1-12 players.
The game is much harder with 12 players than it is with 1.
The recommended difficulty and player count is 6.
Throughout the game, players will earn gold as they kill their enemies. This gold can be spent to buy items to make your characters more powerful, or you can save your gold in an attempt to make your score higher. Any gold saved at the end of the game will award extra points. If you score high enough, you unlock a special boss encounter. To boost your score, you can also complete achievements. See below.
Achievements are special actions that must be carried out by your team in order to gain a multiplier bonus. Most of the achievements simply promote good play, such as completing a round without any one dying. Others require more complicated actions such as making an enemy kill one of his own minions using an AoE spell. A full list of achievements can be found in the Optional Tab of the Quest Log.
Each hero is unique and delivers a very different play style. It is recommended that your team chooses a good mix of all the 3 types: Agility, Intelligence and Strength.
- Strength heroes have very high health, and much of their itemisation includes armour and extra health. These heroes often have abilities that either lower their damage intake or give some kind of self healing. Strength heroes however are generally very bad at killing key enemy units, such as summoners or healers, due to them often being entangled in the frontline. They often as such require the help of Agility heroes to kill the more dangerous enemies, or intelligence heroes to keep their health topped up and keep them in battle.
- Agility heroes are high damage classes that are generally quite frail. Don't be the target of main assault when playing these characters - keep back or keep moving to best take advantage of your damage potential.
- Intelligence heroes are the spell casters of the game, and have a variety of damage, healing and support roles. Intelligence heroes however are physically weak, and have the lowest health of all heroes (except the Warlock), so keep your distance from your enemies as you bring down destruction on your enemies or augment your allies!
(NEW TO VERSION XI) When playing in Single Player, a unique uber-hero is available for play.
This special "Blade Blazer" mode gives a unique single player experience that is significantly more challenging than the usual game - relying on your personal skill and tactics far more greatly than the usual single player mode. Additionally, some unique waves, enemies and items are only obtainable in this special single player mode.
Screenshots, Videos, Replays
(Click the images for a larger size)
Here, the Dread Lord tanks a huge undead army by utilising his Life Drain ability. Meanwhile, an assassin moves through the units to pick out the Necromancers summoning additional enemies.
In the below image, the Disciple of the Forest, Tinker and Dread Lord rejoice in their victory over the fiendishly difficult Yogg'Thun bonus boss encounter.
The Frost Lord damages the Orc enemies by using his Howling Blast while his Glacial Guardian takes the hits for the fragile master of ice.
In this tiny video, Yogg'thun meets his end, handed to him by the Ranger and Stoneshaper.
* Evading Self
* Crazy Russian
As of Version 1.70:
As of Version 1.8:
Additional Help / Feedback
Version 1.62 to 1.81 Changes
- Yogg'Thun is fixed and fully works now, his tentacles will no longer cease spawning until they properly should.
- Flowing Strikes now increases the damage of cleave by 3% per rank of Flowing Strikes, while active.
- Cleave now knocks enemies away a short distance.
- Tidal Shield totally redesigned. Now creates a buff on any allied unit, healing it for 1% of the casters health each second. If cast on self, the healing effect is 3% per second. Additionally, enemy melee attackers have a 10% chance to be knocked away, suffer damage based on the Deep Lord's Strength, and be slowed by frost for 8 seconds. Also has a new custom icon.
- Sinkhole now lasts 10 seconds, down from 15 seconds.
- Static Charge is now a fixed 30% for all ranks, but the damage has been slightly reduced.
- Ball Lightning Barrage is now easier to target: The balls move faster, and explode earlier, giving a slightly more predictable area of effect. The lightning balls also have a new model file.
- All knock abilities now have a much more robust system to handle the physics. Units will now slide away rather than instantly teleport to the target spot. As such, units will no longer get stuck in trees or on cliffs. Thanks to Paladon's GUI Knockback System.
- Various new people added to the Credits list for new icons, models and systems.
- Many more memory leaks removed.
- King Damage's Orbs of Destruction have a new model file.
- This hero now has a unique skin, and uses a different model file. Also his attack is now a lightning shock, rather than a ball of lightning.
- Attack range increased to 550 range, up from 450.
- Attack cooldown decreased to 1.3 from 1.4.
- Pyroclasm will no longer create a fire at the position of the spell, but will still create 3 random fires a short distance away. This is to reduce the effectiveness of this ability on boss targets, and encourage more use of Fireblast for single target damage.
- New minimalist minimap preview image (Thanks to Thisisdelicious).
- More memory leaks removed.
- Yogg'thun will no longer occasionally spawn Crusher Tentacles way out of the field of battle.
- The Firelord's Living Bomb explosions now correctly cause Pyroclasm fires.
- Reduced some of the lag caused by excessive amounts of knockbacks.
- The Ranger will now correctly auto-cast Piercing Arrow regardless of target distance, and will reacquire the target after casting.
- Fixed Paralytic Poison, as it randomly broke in the last update, even though I didn't do anything to it O_o
- All Ultimate abilities now have a much more set in stone method of preventing multiple casts. An ultimate will "grey out" if it cannot be used, and an information message is given to the player when they cast an ultimate to warn them that can no longer cast it this round (unless you wipe).
- Credits to Primary Testers and resource creators are now all very visible at the start of the game.
- Fixed Lightning Harbinger Ultimate not being disabled when cast.
- Ultimates will be removed from use after casting, and reapplied after the round. This should avoid any bugs caused by the tech-tree style system.
- Transition from Round 7 to the Bonus Boss should now be fixed.
- Ranger should no longer have weird stops when told to cast spells.
Bonus Round Boss Encounter Changes:
- Cripple now reduces movement by 30%, down from 75%.
- Yogg'Thun has got a lot smaller, as have his tentacles. It is also no longer possible to walk through his model file and get lost inside him.
- Killing any tentacles or Guardians during the encounter will give a 100% chance to drop Rune Fragments which can be picked up to provide your hero with stat boosts and extra maximum health.
- Guardians now have about 1/3rd of their original health and Life Drain is now half as powerful (500/sec down from 1000/sec).
- Crusher Tentacles hit for ~11,000 damage, down from ~16,000 damage.
- Fixed the game bug at the end of round 6
Version 1.8 brings with it a complete rework for the Lich, as well as some minor balance changes and other bug fixes.
- This hero is now replaced with the Frost Lord hero. The Frost Lord is mostly about control and slowing. He has a powerful pet unit called the Glacial Guardian which does roughly the same damage as the Warlock's Felguards. The Frost Lord's ultimate is the only one that can effectively disable a boss.
- Damage of Hammer of the Wise increased dramatically.
- Maul now deals triple damage when hitting stunned targets, up from a bonus 50%.
- Heart of Stone now only grants 0.5% health regenerated, down from 2%.
- Fireblast now deals double damage when hitting ignited targets, up from a bonus of 70%.
- Backstab renamed "Attack of Opportunity", and will allow the Assassin to 'backstab' a target from behind, or if the target is stunned. It will still fail if neither of these conditions are met.
- Fixed strange order behaviour.
The Council Boss Encounter Changes:
- Terrorblade the Quickstriker will no longer teleport completely out of the battle for extended periods of time.
Bonus Boss Encounter Changes:
- Some abilities will no longer say "Must target a ground unit" when attempting to target Yogg'thun.
- Tentacles spawn every 9 seconds, down from 10. The first spawn is now always a Constrictor tentacle.
- Faceless Guardians no longer sacrifice their life to Yogg'thun, but now spawn at 100% health, and spawn every 12 seconds, down from 15 seconds. They will still use Life Drain and Crush Armour however.
- Killing a Guardian will now cause Yogg'thun to lose 5% of his total health. You can of course still kill Yogg'thun directly, but this offers another avenue of success for the fight.
- Many more people added to Credits list for custom icons, effects and models now in use with the new Frostlord Hero.
- Added a tip to tell players about Boss immunities to stun, silence and knock-back abilities.
- Fixed various custom spell effects that disappeared.
- Brutallus will not longer turn to the West to cast his Flamestrike far into the distance.
- Gold Tooltip fixed.
- "Intelligence" on the hero's stat sheet is now consistently coloured.
Version 1.9 Changes
- Assassin: Flash Freeze, and Life Drain also count as stuns for consideration of Attack of Opportunity. Yogg'Thun can be backstabbed from any angle (he has many backs...).
- Assassin: Blade Rain has been totally redesigned. When activated, this ability grants 100*Rank bonus to agility for 15 seconds, and removes the cooldown on all other abilities while active.
- Lightning Harbinger: Thunderfury has been totally redesigned. When cast, a lightning ball is summoned that strikes 3 random nearby targets with chain lightning spells at time intervals that reduces based on the Harbinger's agility. Lasts 15 seconds.
Bug Fixes/Other Changes
- Fragments in the Yogg'Thun encounter correctly give 300 max health and +5 all stats.
- Attack of Opportunity has had its backstab detection vastly improved, and should no longer fail at totally erroneous times. It also allows you to be within approximately 80 degrees of the target's back for a successful backstab, up from a buggy 45 degrees.
- Flask of Endless Rage will now correctly show its cooldown.
- The spell effect graphics of the Crusader's Judgement of the Crusader and Divine Fortitude abilities are now much more noticeable.
Game Play Changes
- King Damage has gained approximately 500 attack damage, and the armour reduction of his Drastic Purgatory has been greatly increased.
- Crusher Tentacles and Faceless Guardians now hit for a greatly reduced amount of damage, however their attack speed has been increased. This should reduce the unfairness of having one of them spawn directly next to one of the less fortified Heroes.
- Yogg'thun now only loses 3% of his health when a Faceless Guardian is slain. In addition, the base health of Faceless Guardians is increased by 10,000.
- Brutallus has been completely redesigned. His attacks are now survivable - hitting for slightly less than an Abyssal - but at a greater attack speed. He moves at a normal movement speed. He no longer has his Flame Strike spell, but has learned how to use Hyper Cleave and Super Slam. He can still Enrage, giving him a 1000% bonus to attack speed, and stopping him from using Hyper Cleave. His base health has also massively increased, to compensate for the melee damage he will be suffering from now.
- Due to Brutallus' new abilities, the Failstrike achievement has been replaced with a new achievement called "Cleave Dodger".
- Master Survivor achievement has been removed from the game.
Version X and XI
- Added a new single player exclusive hero - Argetlahm the Blade Blazer.
- Fixed miscellaneous typing errors in some tooltips.
- Removed some other sources of memory leakages.
Blade Blazer Mode Specific Changes/Fixes
- Argetlahm's Weapon (Blazing Blade) is now not droppable or sellable, but on defeating the Council it is upgraded to a weapon of unbridled power that is utterly incomparable with any other item in the game.
- Argetlahm's abilities now have a bunch of new custom icons.
- Fixed some other little typos and annoyances and removed some more memory leaks and redundant bits of code.
- Eredar Sorcerors cannot cast Mana Burn, but have learned Contort - an instant damage spell that also cripples movement and attack rate for a very short time. Mana Fiends replaced with Voidwalkers in Round 6. Wave composition and numbers are totally different.
- The Maximum enemy unit cap is now set at 12 for Round 1, 24 for Round 2, 30 for Round 3, 45 for Round 4, 30 for Round 5 and 15 for Round 16 to better suit the game style and pacing of Blade Blazer mode.
- Round 3's Boss can now only summon 8 Saplings at a time, down from 12, and the cap has been reduced to 20, down from 24.
- Round 4's Boss can now only summon 8 skeletons at a time, down from 12.
- Fixed Blade Blazer's Gauntlets not being usable.
- Fixed the game breaking occasionally in the Undead waves. Replaced Zombies with Abominations. Wave compositions and numbers are totally different.
- King Damage can no longer cast Mana Incineration, and killing an Orb of Destruction will heal Argetlahm for 500 health.
Multiplayer Specific Changes:
- The creatures in each round now have a very small chance to drop items of a quality higher than their usual loot. (e.g. Night Elves might sometimes drop a blue item)
- Dethr0wned achievement has been removed.
- Hellfire Doomguard's Diabolist Fire ability has been increased in damage at lower levels, but less at higher levels. At around Difficulty/Player No. 6, the damage is approximately the same as before.
- As a consequence of the Blade Blazer Mode's Eredar Sorceror changes, the "@#$%ing Mana Burn" achievement is now called "@#$%ing Sorcerors" but functions exactly as before by awarding the player for killing one before it can cast.
- King Damage's Mana Incineration now has a much longer cooldown.
- Fixed not getting teleported from the Round 5 Shop area when moving to the very edge of the island.
+: An unique and funny hero survival map. There are not so many heroes that is confusing to choose one among them, and items are nice too. There's not an ultimate lose condition and every player can have fun without getting depressed because of getting owned, because everyone on team are allies and you have to work as a team. Achievements are a real nice addition.
-: Add a little more stock to every item at the shops end of rounds. But very little. Like 1 or 2 more charges. All of them were 3, weren't they? And you should add one or two sections about the credits and contains of the map at main quest section. But don't overdo it. It should be a bore to read a long line of sections. (I am not saying anything bad about achievements section with this, they are good, and a must :D )
Hmm, it`s pretty nice map. I enjoyed it. I played solo as assasin, and discovered that backstab is useless. I like how you made it. It`s a nice map. so far I`ll give it 3/5 an I`ll maybe change it if I`ll play it with friends ;D
Yeah, I know why backstab is useless solo. And vanish isn`t enaugh, cause when you use backstab in vanish it breaks invisibility, and the target has enaugh time to turn, so the backstab fails. But I think failed backstabs should regain used mana.
Very fun game. I played it 3 times in a row after i downloaded it! BUT the level 4 boss (the dead knight guy) is REALLY hard he summoned the black knights to fast for us to killl which ment we couldnt kill him fast enough becuase he was constantly healing. after about 4-5 minutes of fighting him he was STILL at full hp......
Nah, the 4th boss is easy. You`ve got to kill the skeletals, before they heal boss. When skeleton is dead you attack boss until he summons another one. Then you kill skeletal, and so on. I did all levels with paladin. He is very easy to play. But I think you really should balance bonus bot ;p He took me at 3 hits when I`ve had a lot of HP.
What heroes were you using? I can only imagine that boss would be really hard if you had a very poor-AoE setup. The heroes with bad (unsustainable) AoE are: Warlock, Crusader, Assassin, Naga Deep Lord.
So if you ran with all of them, then understandably he'd be pretty hard unless you focused all your points on their limited AoE skills
@kirsserz: From what it sounds like, he was playing multiplayer (he said "to fast for us"), in which he summons a number of skeletons equal to the number of players, so it is quite a bit harder.
He's near enough impossible if you don't kill his skeletons, afterall, they only need to spend a medium chunk of their health and the boss gets 500 back. Multiply that by how many skeletons there are and he's easily getting thousands of health back all the time. His spawn rate of the skeletons is very fast also, so you really do have to keep on top of them to stop them sacrificing themselves.