Fitos' Hero Defense

Fitos' Hero Defense 2.2b
Embark on a heroic journey to protect the radiant city of Luminor. As waves of relentless enemies descend upon your castle, summon your courage, wield your sword, and unleash the power of magic to defend the realm and preserve the city's luminous beauty.


This map features:
12 Playable Heroes
Dynamic Talent System
over 70 Craftable Items
21 Waves including 4 Boss encounters



Scale your hero by choosing a talent each wave, and equip items to enhance strengths and cover weaknesses as you fend off waves of enemies.


Information

Screenshots

Changelog

Credits

Author's Notes


Game Modes
Select between Easy, Normal, and Hard. Difficulty impacts enemy Health and Damage. Higher levels also increase Hero respawn penalties and reduce the preparation time between waves

Ultimate Cooldowns
This map uses a unique system for ultimate cooldowns: instead of cooling down over time, ultimates require a number of waves to recharge. This means you can't stall the wave to wait for your ultimate. Use them wisely!

Talents
After each wave, you’ll be rewarded with a Talent Point, allowing you to choose from four random talent options. Talents can enhance your hero’s attributes or improve one of their abilities.

The strength of each talent is determined by its rarity. There are six rarity tiers: Common, Uncommon, Rare, Epic, Unique, and Legendary. By default, you’ll choose from four Common talents after completing a wave, but each option has a chance to roll a higher rarity.

You can also find Tomes of Talent dropped from slain enemies. These tomes let you choose from four talents based on the tome’s rarity, offering a chance at more powerful upgrades.

Unique talents can either be higher-rarity versions of standard talents or entirely new enhancements that modify how an ability functions. Second ones are exclusive to boss rewards or Tomes of Unique Talent.




[21-May-2026] 2.2b
  • Fixed Amulet of Health sell price
  • Satyr Trickmaster changes
    • Damage decreased from 171 to 153
    • Max Health decreased from 77k to 71k
    • Mana Drain cast time increased from 1 to 1.25 seconds
    • Slightly reduced the cooldowns and cast frequencies of all abilities
    • Mana Drain Mechanic Update: Beam starting points are now determined at the beginning of the cast and marked with arrows on the ground. Beams now fire from these fixed positions first before beginning to track their respective heroes, rather than firing directly at hero locations immediately.

[11-May-2026] 2.2
  • 2 new heroes
  • 1 new boss (okay, one replacement)
  • Talent re-roll feature
  • Big items rescaling
  • Some new items as well
  • And bugfixing ofcourse (thanks a lot for reporting them)
Click here to see the full list!


[03-Feb-2026] 2.1 - First public release

As a fan of a Hero Defense genre, I often found myself searching for a map that checked all my boxes, but something always felt "off". Instead of continuing the search, I decided to build it myself.

Fitos' Hero Defense is my pursuit of that missing piece. I haven’t captured it perfectly yet, but I’m on my way there. I invite you to give the map a run and see how the journey is shaping up so far.

What's Next?
  • Content Expansion: Increasing the pool of Heroes, Craftable Items, and the total number of Waves.
  • Mechanical and Strategic Depth: Designing boss encounters and standard waves that reward tactical movement and timing as well as item and talent choices.
  • Replayability: Refining the Talent System and introducing new mechanics specifically designed to make every run feel distinct.
  • Polish & QoL: Constant bugfixing and Quality of Life improvements based on player feedback.
Contents

Fitos' Hero Defense 2.2b (Map)

Reviews
deepstrasz
Quite a lovely mix of classic type of hero defense and new/custom mechanics. It even has some DotA recipes which may make the gameplay tad tedious for some but not for AoS fans necessarily. Approved. If you want more reviews, you should participate...
This was a surprisingly fun find, wasn't expecting much when going into it blind.

All the abilities for the characters my party played were scripted (even devotion aura!), the enemies generally had some kind of scripted ability or the like themselves as well, which is great. Always love a roguelike-ish talent system like in this map, though of course it needs some balancing passes.

It'd be nice to have a few more generic talents (that exist for all characters), as well as talents that uniquely affect some skills to the point of fundamentally changing them (e.g. in my case maybe a unique that makes storm hammer affect less/a single enemy but do multiplied damage etc).

I love that difficulty scales more than just "damage and health of enemies" - that is always really welcome! Some more unique wave designs would be nice (waves with far more or less enemies etc), though we didn't make it past the rock golems, which, granted, were a really fun and unique wave!

Will definitely be playing this far more with my party, and I look forward to updates with more heroes, talents, or to the design of the game! This was really fun, and I'm glad I found it.
 
:D This is a review on the map itself, as in-- I'm reviewing it based on playability, scope, etc, and NOT so much on bugs (though I might mention them as well).

It's definitely a 10/10 for me hehe xD the hero defense is very very fun, and the heroes are quite unique actually (imo). I have not played all available heroes so far, but I've played maybe 4 or 5 of them and they've all had their own playstyles.

I think it's very balanced especially for a first public release version. The best hero is by far the Gryphon, and I'm not so sure the other heroes can compete with Gryphon the same way (Far Seer is also quite good but by the Dragon Waves and onward, Gryphon is clearly better from what I've seen). Gryphon is just a solid hero from wave 1, and easily becomes the best hero by the time you get your first major item.

The talent points system is also very interesting and is a great way of improving heroes! There are so many positives to why this is an amazing map, honestly extremely impressive :0 Thank you to Fitos for making it!!! I'm curious what Fitos's personal ranking on the heroes are or if they think all the heroes are equally good! I really don't see any of them out-competing Gryphon Rider though. I think victory will be significantly harder without Gryphon on the team, whereas I can still see victory regardless of what anyone chooses, so long as Gryphon is on the team. I've only beaten the game once so far though :)

I think the mechanics from the monsters are all pretty interesting and I like them! To an extent heh. The Dragons Wave is where it becomes the biggest problem though, and that's not just the difficulty aspect. So here, I will be mentioning that there are several bugs that affect the game so far as well as the monster mechanics:

  • the dragons take flight and sometimes results in near-permanent flight
  • not only is that a problem, but there's also clear issues with the coding going on there in some instances, because I don't think permanent flight is intentional lol. Eventaully, the dragons sometimes stop flying, but then extreme lag occurs from simply auto attacking them on-ground. I think this is a code issue as there seem to be 2 conditions: 1 for saying "no dont take flight" and 1 for saying "actually yes, you got auto attaked, go take flight!". It seems both conditions are being met somehow and so, while the dragons finally stopped taking flight, nearly game-crashing** lag would ensue due to the fast auto attacks repeatedly triggering this.
  • there are other instances that cause nearly game-crashing lag.
  • there is a bug that results in player(s) no longer receiving Talent Points. I'm not sure what causes this and it's only happened to me once or maybe twice. It has happened to multiple players overall though

**: When I say "game crashing lag", so far, the game doesn't literally crash. But I say this term because the screen freezes so bad, that an entire minute could pass. It's definitely unplayable during this time. So I'm surprised the game doesn't actually forcibly quit, but it seems just 1 step away from doing so lol
 
I will also start creating a list of known bugs here! Along with any potential fixes I find. See my original review comment for some other bugs (those wont be included here).

  • Mountain King: when selecting the tome that increases "frostburn damage" from his ult, the ult's tooltip does not update. I'm not sure if the damage updates or not either but for now I assume it does.
  • Blood Mage: Q's orb creation requirement is unclear as it is not specified in the Q tooltip. It says dealing damage creates one, but it's not really clear how exactly it does (i.e does it require dealing x amount of damage? is there just a set cd? what is the requirement?)
  • harpy wave: the Curse ability to make you miss attacks is able to permanently apply to a hero somehow. I'm like 5 waves ahead of that and still have the curse on me :eek: lol-I think this is a common wc3 bug though. In-game, can be fixed by dying to mobs. On revive, the curse should be gone.
 
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There is a bug when choosing talents, when you spam click the talent you will receive multiples of it (basically if you find a legendary one you will be able to get 20 of it at once)
This allows heroes to have over 300 all stats, 20k hp, +200% gold and exp gain and overly amplified skill damage (such as gryphon having 800 damage on Q ability)
 
Wow! Thanks everyone for your comments! I was not expecting even a single one this soon! I am so glad that you've enjoyed it, and I am really thankful for every bug you are reporting and for every thought you share with me! That is really helpful.

Regarding my personal ranking, I would love to abstain from it 🙂. Not because I want to be secretive about it, i just want you to figure it out personally not relying on what I had to say. There is a hero in the roster I considered very weak (tbf still is) and planned to heavily buff them, until my friend gave them a try, got lucky with some talent rolls, build them a little different and the hero turned out to be actually playable. So there is good chance that I've overlooked something. But the Gryphon Rider... yeah that is hell of an imbalanced beast, it is hard to deny it. He will receive the first swing of the nerfhammer for sure.

So thank you once again and stay tuned for a future updates, there is so much things I have in mind for this project. I hope I will be able to implement them in a timely manner.
 
Quite a lovely mix of classic type of hero defense and new/custom mechanics. It even has some DotA recipes which may make the gameplay tad tedious for some but not for AoS fans necessarily.
Approved.


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Nice hero def, one of the best imo, there's an annoying bug that happened to me once and to some other player on color orange, u just get no talents the entire game, also there was some weird perma entangle on wave 9 when I was playing archer, I had to die to get it removed, I have a suggestion that when wave ends everyone gets teleported in base, also thrall seems kinda weak later on. Edit : ppl say sometimes in the game they stop getting talents
 
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I really liked this map, I played it yesterday in the company of friends. We reached the dragons and merged after they effectively blew up our farts. :peasant-grin:


I was wondering if it is possible to make localization for the map in other languages (Russian/Chinese)
Having map localized to other languages would be awesome. I had thoughts about it and this is sounds like something that I might do someday. But now it is not a priority unfortunately.
 
Having map localized to other languages would be awesome. I had thoughts about it and this is sounds like something that I might do someday. But now it is not a priority unfortunately.
I tried accessing the map through MPQ, but it's protected.
So I decided to contact the author (you :peasant-grin: ) and request a text file of the map. I'd like to use machine translation (for a more comfortable gaming experience, neural machine translation is quite suitable).
 
I tried accessing the map through MPQ, but it's protected.
So I decided to contact the author (you :peasant-grin: ) and request a text file of the map. I'd like to use machine translation (for a more comfortable gaming experience, neural machine translation is quite suitable).
The problem is that all descriptions are taken away from the WE and generated on the fly accounting for talent changes and translating text file with all the strings won't work cause spell description will re-generate automatically. I want to believe that my solution is not the best and I will come up with better one that is localization friendly, but now I'm focused on other things.
 

Fitos' Hero Defense 2.2 Changelog

Bugfixes
  • Fixed an issue where Blood Mage's Magic Spheres was not counting Intelligence
  • Fixed Mountain King's Avatar Northern Breath damage talent not functioning
  • Implemented workarounds for Harpy's Curse, Slow, and Corrupted Treant's Ivy Roots to avoid inifinite effect
  • Fixed the Bloodspear icon display in the table
  • Fixed a bug allowing multiple talent button presses
  • Fixed an issue where players would occasionally not receive talent points
  • Fixed creep spell markers appearing offset from their intended positions
  • Optimized effect and text creation to reduce frame rate lags (it is still laggy sometimes I will work on it more)
  • Fixed a bug causing infinite Dragon Flight
  • Fixed Ranger's Bullseye talent not functioning
  • Fixed bugs with the Cleave selection algorithm
  • Fixed Helmet and Magic Helmet gave wrong bonuses
  • Fixed Bloodspear model change after death

Fixed Ability Descriptions:
  • Mountain King: Boreal Fury
  • Farseer: Earthquake
  • Huntress: Moon Glaive and Shadebind
  • High Priest: Aegis of Light
  • Ranger: Elune's Blessing

General Changes
  • Agility to Armor ratio adjusted: 10 points per 1 Armor -> 6 points per 1 Armor
  • Strength to HP ratio adjusted: 1 point per 25 HP -> 1 point per 20 HP
  • Added sound notification for incoming waves
  • New -kill command that kills your hero (revive timer will be applied). Basically a workaround for bugs with infinite debuffs that I could've miss, also you can use it as a teleport to base between the waves for now :).

New Mechanic: Talent Re-roll
  • Added new droppable item: Tome of Revision
  • Allows players to reset and re-roll their current talent selection.
  • Re-rolling maintains the same rarity as the original selection.
  • Every player starts the game with 2 Tomes of Revision.
  • Each defeated boss now rewards with 2 Tomes of Revision in addition to the Unique Talent Point.

Loot & Drop Logic
  • Droppable items are now split into two groups with independent drop chances:
    • Group 1: Runes and Coins
    • Group 2: All Talent Tomes (including Tome of Revision)

Creeps & Bosses Changes
BTNMurgulShadowCaster.png
Purfargl, the Mur'gul Archmage
  • Tidal Wave spawns at a random hero’s location and pushes them in the targeted direction.
  • Geyser Storm and Whirlpool no longer share a cooldown.
  • Whirlpool now pulls units to the center, pull strength scales with difficulty.
  • Max health set to 35k for Easy Mode (scales with difficulty).

BTNRockGolem.png
Rockabye
  • Rock Golem's damage decreased from 110 to 105.
  • Rock Golem's base attack time increased from 1.65 to 1.95.
  • Mud Golem's damage decreased from 85 to 76.

BTNArmoredOge.png
Korr'Gal, the Ogre Chieftain
  • Removed from the game

BTNSatyr.png
Malphas, the Satyr Trickmaster
  • New boss at wave 11
  • Blink Strike ability - teleports behind a hero attacking them with the bonus damage.
  • Shadowstep ability - summons enhanced variants of creeps from previous waves, then slashes through enemies, slowing them in the process.
  • Mana Drain ability - channels a ritual that fires beams at every hero; beams slowly follow heroes, draining mana and dealing damage upon contact; after the ritual, the boss gains Attack Speed and Attack Damage bonuses based on the total mana drained.

BTNHeroTaurenChieftain.png
Kron Earthsong, the Tauren Chieftain
  • New ability Shockwave - deals massive damage and slows affected targets.
  • Fixed bug with boulders echoes not dealing damage.
  • Added visual range of final stomp of Boulder Rain.
  • Improve Boulder Rain boulder fly animation.
  • Shocktsunami waves now deal damage based on target's max health.
  • Max health set to 193k for Easy Mode (scales with difficulty).

BTNLichVersion2.png
Azerthos, the Lich
  • Added a visual AoE indicator over a hero that will be affected by the Ice Nova; the indicator follows a hero and Ice Nova cannot be dodged by moving away from it.
  • Upon appearing, the Frost Wyrm now immediately performs a flyby over a random hero.
  • In the final phase the Lich now channels to summon Frost Bolts from Ice Wall segments; Frost Bolts deal damage based on the target's Max Health.
  • Max health set to 500k for Easy Mode (scales with difficulty).

Hero Changes
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Elring, the Blood Mage



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Magic Shperes
  • Sphere creation requirements are clarified in the description

BTNBanish.png
Banish
  • Lifesteal talent is now displayed in description

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Arcane Gloves
  • Splash talent is now displayed in description


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Sylrathas, the Demon Hunter



BTNMoonStone.png
Hunter Slash
  • Manacost decreased from 110/105/100/95/90/85/80 to 80
  • New Unique Talent: Allows to slash back to the initial position for 1.5 seconds after the cast. Can be leveled once.
  • All talents now displayed in description

BTNManaBurn.png
Damage Drain
  • Damage increased from 4/5/6/7/8/9/10 to 5/6/7/8/9/10/11
  • Common Talent: Damage Drain bonus damage increased from 4 to 5

BTNEvasion.png
Evasion
  • Chance increased from 16/17.5/19/20.5/22/23.5/25 to 17/18.7/20.4/22.1/23.8/25.5/27.2
  • Common Talent: Evasion chance increased from 1 to 1.2

BTNBlink.png
Blade Dance
  • Cooldown decreased from 3 to 2 waves


BTNDranaiMage.png
Vorax, the Draenei Mage (New Hero)



Barrier.png
Barrier
Creates an impassable, arc-shaped barrier that blocks enemy movement. Enemies take damage upon contact with the wall. If an enemy is forced into the barrier by another ability, the contact damage is increased and the target is stunned.

BTNRepulsion.png
Repulsion
Emits a localized explosion that deals damage and knocks enemies away from the center of the blast.


BTNWandOfNeutralization.png
Celestial Step
Leaps to a target unit and rebounds off them. If the target is enemy, the caster rebounds forward in the direction the enemy is facing. If the target is ally - both the caster and the ally rebound backward, opposite to the direction the ally is facing. Upon rebounding, deals damage and pushes all nearby enemies in the opposite direction of the impact. Allied heroes moved by this ability gain a main attribute bonus.

BTNPortal.png
Aether Gates
Constructs two connected gateways at target location and near the caster that allow heroes to teleport instantly between them. Moving through a gate grants an Aracane Unleash buff that temporary increases attack speed and amplifies outcoming magic damage. Upon a hero's arrival, the exit gate automatically casts Repulsion. This effect has an independent cooldown for each gate.



BTNThrall.png
Vargul, the Farseer
  • Base Attack Time decreased from 2.13 to 1.9

BTNChainLightning.png
Chain Lightning
  • Damage increased from 80/120/160/200/240/280/320 to 80/140/200/260/320/380/440
  • Common Talent: Chain Lightning damage increased from 5 to 8

BTNEarthquake.png
Earthquake
  • Pulses increased from 20/24/28/32 to 20/26/32/38
  • Damage increased from 100/170/240/310 to 100/200/300/400


BTNGryphonRider.png
Thromgrim, the Gryphon Rider



BTNStormHammer.png
Storm Hammer
  • Damage decreased from 20/40/60/80/100/120/140 to 16/28/40/52/64/76/84
  • Manacost increased from 7 to 8/10/12/14/16/18/20
  • Common Talent Removed: Increases Storm Hammer targets by 1
  • New Unique Talent: Increases Storm Hammer targets by 3. Can be leveled once.
  • New Unique Talent: Storm Hammer lightnings can bounce back to the same targets if no new enemies are within range dealing 30% of damage. Can be leveled once.
  • New Unique Talent: Increases Storm Hammer damage by 50% of hero's Agility. Can be leveled once.

BTNPurge.png
Superconductor
  • Cooldown increased from 24 to 30
  • Manacost increased from 75 to 100

BTNOrbOfLightning.png
Lightning Speed
  • Unique Talent: Gives 20 additional agility for the duration of Lightning Speed. Now can only be leveled thrice.
  • Agility bonus is now displayed in description

BTNMonsoon.png
Thunderstorm
  • New Common Talent: Increases Thunderstorm duration by 4
  • Duration is now displayed in description


BTNHuntress.png
Thalara, the Huntress



BTNMoonStone.png
Ecliptic Revenant
  • All talents is now displayed in description

BTNSentinel.png
Sentinel
  • All talents is now displayed in description


BTNHeroMountainKing.png
Borin, the Mountain King



BTNBreathOfFrost.png
Northern Breath
  • Strength talent is now displayed in description

BTNAvatar.png
Avatar
  • Northern Breath talent is now displayed in description

BTNGlacier.png
Frost Armor
  • Unique Talent: 15% chance to release Northern Breath now deals 30% of its damage
  • Added talent details to description


BTNHeroPaladin.png
Gareth, the Paladin



BTNDivineIntervention.png
Divine Shield
  • Description updated to include health regeneration talent


BTNSylvanusWindRunner.png
Anara, the Ranger



65173-d80ce88c89d28ebd3afcac80565c0bd8.jpg
Arrow rain
  • Damage % per arrow increased from 30/34/38/42/46/50/54 to 34/40/46/52/58/64/70
  • Now only each 4-th arrow counts as an attack
  • Cooldown decreased from 14 to 14/13.4/12.8/12.2/11.6/11/10.4
  • Manacost changed from 85 to 75/80/85/90/95/100/105
  • Common Talent: Arrow Rain arrow damage % increased from 0.8 to 1
  • Unique Talent: Increases amount of Arrow Rain arrows by 2 for each enemy. Now only can leveled twice.
  • New Unique Talent: Decrease Arrow Rain attack proc interval by 2. Can be leveled once.

BTNTrueShot.png
Sharpshooter
  • Damage per stack changed from 6/8/10/12/14/16/18 to 8/9/10/11/12/13/14
  • Max damage is now capped at 6x Agility
  • New Common Talent: Increases Agility multiplier cap by 0.4

BTNImprovedStrengthOfTheMoon.png
Magic Arrows
  • Chance increased from 26/27/28/29/30/31/32 to 34/36/38/40/42/44/46
  • Common Talent: Magic Arrow proc chance increased from 1 to 2
  • Description fixed to no longer state base damage

BTNCharm.png
Elune's Blessing
  • Sharpshooter stacks rescaled from 1.5/2.25/3/3.75 to 1.6/2.2/2.8/3.4
  • Now increases Sharpshooter max damage cap by 40/50/60/70%


BTNShadowHunter.png
Zul'rajin, the Shadow Hunter (New Hero)



BTNHealingWave.png
Healing Wave
Heals selected target.


BTNSlow.png
Hexed Shackles
Nearly immobilizes target dealing damage over time.


BTNWitchDoctorMaster.png
Ancestral Power
When casting a spell, the Hero rolls a dice to determine the potency of their magic. The spell gains additional bounces based on the selected roll. For every fixed threshold of points within that value the spell track to new targets, applying the full effects of the original cast. When several dice are rolled, the highest rolled number is selected.

BTNSerpentWard.png
Serpent Ward
Summons a Serpent Ward to fight for you. Ward cannot move and attacks 3 target at once.

Item Changes
BTNPeriapt.png
Amulet of Health
  • Health decreased from 300 to 175
  • Cost decreased from 500 to 150

BTNOrcMeleeUpOne.png
Axe
  • Damage remains at 15
  • Cost decreased from 900 to 610

BTNClawsOfAttack.png
Claws of Attack
  • Damage decreased from 6 to 5
  • Cost decreased from 250 to 150

BTNClayFigurine.png
Clay Figurine
  • Magic Lifesteal decreased from 8% to 5%

BTNGlove.png
Gloves of Haste
  • Cost decreased from 250 to 240

BTNSteelRanged.png
Javelin
  • Removed from the game

BTNMaskOfDeath.png
Mask of Death
  • Lifesteal now works with spell based attacks for 2%

BTNOrbOfCorruption.png
Orb of Corruption
  • Moved from Stats to Weapons

BTNOrbOfFire.png
Orb of Fire
  • Now Base item
  • Moved from Sniper to Weapons
  • Gives:
    • 15 damage
    • Attacks deal 30 damage (10 for spell-based attacks) in a 250 radius (Orb effect)
  • Cost 800

BTNPendantOfEnergy.png
Pendant of Energy
  • Mana decreased from 250 to 200
  • Cost decreased from 500 to 230

BTNRingSkull.png
Ring of Regeneration
  • Cost decreased from 195 to 185

BTNSteelMelee.png
Sword
  • Removed from the game

latest
Wooden Shield
  • Cost decreased from 250 to 200
BTNNecklace.png
Apprentice Necklace
  • Recipe cost increased from 115 to 140
  • Total cost decreased from 550 to 500

Arcane-Boots.png
Arcane Boots
  • Recipe cost increased from 50 to 120
  • Total cost decreased from 800 to 600

BTNLeatherUpgradeTwo.png
Armored Shoulder
  • Total cost decreased from 1400 to 1390

BTNCrystalBall.png
Crystal Ball (New Item)
  • Gives:
    • 225 Health
    • 225 Mana
  • Requires:
    • Amulet of Health
    • Pendant of Energy
    • Recipe (140)
  • Total cost: 520

BTNRingJadeFalcon.png
Falcon Ring
  • Now requires Axe instead of Sword
  • Recipe cost increased from 235 to 250

BTNAlleriaFlute.png
Flute of Haste
  • Attack Speed decreased from 40 to 35
  • New Recipe:
    • 2 x Gloves of Haste
    • Recipe (100)
  • Total cost decreased from 600 to 580

BTNUnholyArmor.png
Heavy Shield
  • No longer gives strength
  • Now gives 2 Health regeneration per second
  • Damage block amount increased from 15 to 20
  • New Recipe:
    • Ring of Regen
    • Wooden Shield
    • Recipe (185)
  • Total cost decreased from 575 to 570

BTNSteelRanged.png
Iron Javelin (New Item)
  • Gives:
    • 15 damage
    • 40% chance to deal 50 extra damage with each attack
  • Requires:
    • 3 x Claws of Attack
    • Recipe (290)
  • Total cost: 815

BTNSteelMelee.png
Iron Sword (New Item)
  • Gives:
    • 18 damage
    • 15% chance for 1.8x damage
  • Requires:
    • 3 x Claws of Attack
    • Recipe (340)
  • Total cost: 865

Leather-Boots.png
Leather Boots
  • Total cost decreased from 700 to 690

Mantle-Of-Archmage.png
Mantle of Archmage
  • Recipe cost increased from 180 to 230
  • Total cost decreased from 810 to 785

BTNPendantOfMana.png
Pendant of Mana
  • Mana decreased from 350 to 280
  • Mana regeneration percentage decreased from 125% to 100%
  • Recipe cost increased from 195 to 240
  • Total cost decreased from 880 to 650

BTNShamanAdept.png
Shaman Claws
  • Recipe cost increased from 150 to 185
  • Total cost decreased from 650 to 600

BTNSpiderSilkBroach.png
Spider Brooch
  • Agility increased from 10 to 15
  • Evasion chance increased from 15% to 18%
  • New Recipe:
    • Slippers of Agility
    • Ring of Alacrity
    • Cloak of Shades
    • Recipe (260)
  • Total cost: 1640

BTNPeriapt1.png
Stone of Life
  • Health decreased from 400 to 250
  • Health regeneration per second decreased from 5 to 3
  • Recipe cost increased from 205 to 235
  • Total cost decreased from 900 to 570

BTNWirtsLeg.png
Wirt's Leg
  • Total cost decreased from 660 to 650
BTNShamanMaster.png
Fire Claws (New Item)
  • Gives:
    • 30 damage
    • 25 Attack Speed
    • Attacks deal 100 damage (30 for spell-based attacks) in a 300 radius (Orb effect)
  • Requires:
    • Orb of Fire
    • Shaman Claws
    • Recipe (700)
  • Total cost: 2100

BTNGMExchange.png
Life Core (New Item)
  • Gives:
    • 550 health
    • 7 hp/reg
  • Requires:
    • 2 x Stone of Life
    • Recipe (600)
  • Total cost: 1620

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Maul of Strength
  • Renamed from Heavy Hammer
  • Total cost decreased from 3220 to 2930

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Moon Key
  • Magic damage amplification decreased from 17% to 14%

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Skeleton Shield
  • No longer gives Strength
  • No longer gives Armor
  • Now gives 250 Health
  • Now gives 6 Health regeneration per second
  • Damage block amount increased from 25 to 35
  • New Recipe:
    • Heavy Shield
    • Stone of Life
    • Recipe (540)
  • Total cost: 1680

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Steel Sword
  • Damage increased from 18 to 42
  • Crit chance increased from 15% to 17%
  • Crit multiplier increased from 1.8x to 2.3x
  • New Recipe:
    • Iron Sword
    • Claws of Attack
    • Axe
    • Recipe (580)
  • Total cost increased from 1100 to 2230

BTNOrcMeleeUpTwo.png
Sturdy War Axe
  • Renamed from Steel Axe
  • Damage increased from 21 to 30
  • New Recipe:
    • 2 x Axe
    • Recipe (400)
  • Total cost increased from 1550 to 1620

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Swift Gloves
  • Attack Speed decreased from 65 to 60
  • Recipe cost decreased from 610 to 580
  • Total cost decreased from 1460 to 1400

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Thorium Javelin
  • Renamed from Steel Javelin
  • Damage increased from 15 to 22
  • Now gives 40 Attack Speed
  • Proc chance increased from 40% to 55%
  • Extra damage increased from 50 to 70
  • New Recipe:
    • Iron Javelin
    • Claws of Attack
    • Flute of Haste
    • Recipe (480)
  • Total cost increased from 1040 to 2050

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Trident
  • Damage increased from 45 to 48
  • New Recipe:
    • 3 x Axe
    • Recipe (570)
  • Total cost decreased from 2620 to 2400
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Crown of Death
  • Heal amount increased from 10% to 20%
  • Duration increased from 7 to 10
  • Cooldown increased from 20 to 30

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Demon Gloves
  • Duration increased from 7 to 10
  • Cooldown increased from 20 to 30
  • Total cost decreased from 2400 to 2350

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Glyph of Healing
  • Total cost decreased from 2370 to 2310

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Magic Helmet
  • Total cost decreased from 1800 to 1775

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Soul Gem
  • Health regeneration per second increased from 6 to 7
  • Mana regeneration percentage increased from 175% to 200%
  • New Recipe:
    • Stone of Life
    • Pendant of Mana
    • Crystal Ball
    • Recipe (870)
  • Total cost decreased from 2700 to 2600

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Star Wand
  • Total cost decreased from 2480/3480/4480/5480/6480 to 2455/3455/4455/5455/6455

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Voodoo Doll
  • Health increased from 350 to 400
  • Mana decreased from 300 to 225
  • Magic Lifesteal decreased from 8 to 6
  • New Recipe:
    • Crystal Ball
    • Amulet of Health
    • Clay Figurine
    • Recipe (1330)
  • Total cost decreased from 2840 to 2700

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Wand of Blizzard
  • Cooldown increased from 6 to 8
  • Recipe cost increased from 670 to 795
  • Total cost increased from 2700 to 2800

BTNDrum.png
War Drums
  • Total cost decreased from 2375/4375/6375 to 2365/4365/6365
BTNTalisman.png
Arcane Talisman
  • Mana decreased from 550 to 225
  • Magic Lifesteal decreased from 11% to 9%
  • New Recipe:
    • Voodoo Doll
    • Amulet of Health
    • Recipe (1620)
  • Total cost decreased from 4580 to 4370

BTNArcaniteRanged.png
Arcanite Javelin
  • Damage increased from 30 to 40
  • Attack speed increased from 70 to 75
  • Now gives 70% chance to deal 100 extra damage with each attack
  • New Recipe:
    • Thorium Javelin
    • Flute of Haste
    • Axe
    • Recipe (1700)
  • Total cost decreased from 5050 to 4940

BTNAdvancedUnholyStrength.png
Blazing Gloves (New Item)
  • Gives:
    • 55 damage
    • 90 Attack Speed
    • Attacks deal 350 damage (100 for spell-based attacks) in a 350 radius (Orb effect)
  • Requires:
    • Fire Claws
    • Swift Gloves
    • Axe
    • Recipe (1000)
  • Total cost: 5110

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Blood and Moon Keys
  • Magic damage amplification decreased from 22% to 18%

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Boots of Greater Healing
  • Total cost decreased from 4450 to 4430

BTNNagaWeaponUp3.png
Corrupted Trident
  • Fixed wrong damage description (90 instead of 80)
  • Total cost decreased from 5080 to 4800

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Dragon Scale
  • Health increased from 400 to 550
  • Health regeneration per second increased from 6 to 12
  • New Recipe:
    • Armored Shoulder
    • Life Core
    • Leather Shoulder
    • Recipe (490)
  • Total cost increased from 3760 to 4170

BTNThoriumArmor.png
Enchanted Shield
  • Removed from the game

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Falcon Bow
  • Total cost decreased from 4910 to 4860

BTNGhoulFrenzy.png
Ghoul Claws
  • Lifesteal increased from 9% to 10%
  • Lifesteal now works with spell based attacks for 2.9%
  • Recipe (920)
  • Total cost decreased from 4770 to 4620

BTNImprovedStrengthOfTheMoon.png
Moon Javelin
  • Damage decreased from 35 to 30
  • Intelligence decreased from 30 to 25
  • New Recipe:
    • Axe
    • Iron Javelin
    • Kirin Tor Staff
    • Recipe (1220)
  • Total cost decreased from 4445 to 4305

BTNArcaniteMelee.png
Mythril Sword
  • Damage increased from 65 to 90
  • Crit chance increased from 18% to 19%
  • Crit multiplier increased from 2.6 to 2.8
  • Recipe cost decreased from 1470 to 570
  • Total cost increased from 5190 to 5200

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Orb of Darkness
  • Removed from the game

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Poisonous Armor
  • Agility increased from 16 to 22
  • Evasion chance increased from 18% to 24%
  • Recipe cost increased from 775 to 905
  • Total cost decreased from 3820 to 4010

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Runed Bracer
  • Health decreased from 400 to 300
  • Health regeneration per second decreased from 10 to 8
  • Recipe cost increased from 1150 to 1350
  • Total cost decreased from 4180 to 3980

Shadow-And-Moon-Key.png
Shadow and Moon Keys
  • Magic damage amplification decreased from 22% to 18%

BTNAdvancedUnholyArmor.png
Unholy Shield
  • No longer gives Strength
  • No longer gives Armor
  • Now gives 800 Health
  • Now gives 15 Health regeneration per second
  • Damage block amount increased from 50 to 70
  • New Recipe:
    • Skeleton Shield
    • Life Core
    • Recipe (1520)
  • Total cost decreased from 4860 to 4820

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Wirt's Other leg
  • Dash Cooldown decreased from 35 to 25
  • Recipe cost decreased from 2440 to 2140
  • Total cost decreased from 4560 to 4190
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Azure Bulwark
  • Strength decreased from 70 to 35
  • Health increased from 400 to 1400
  • Armor decreased from 20 to 15
  • Health regeneration per second increased from 6 to 30
  • Damage block amount increased from 100 to 140
  • Recipe cost decreased from 3940 to 3670
  • Total cost increased from 13700 to 13800

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Golden Key
  • Recipe cost increased from 3380 to 4880
  • Total cost increased from 10000 to 11500

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Infernal Pike
  • Intelligence decreased from 55 to 50
  • Damage decreased from 55 to 45
  • Attack speed decreased from 70 to 40
  • Mana regeneration decreased from 100% to 85%
  • Magic-triggered effect cooldown increased from 5 to 6
  • New Recipe:
    • Moon Javelin
    • Wand of Blizzard
    • Flute of Haste
    • Recipe (3715)
  • Total cost increased from 11200 to 11400

BTNUnholyAura.png
Sanguine Helmet
  • Health increased from 600 to 625
  • Mana decreased from 550 to 225
  • Magic Lifesteal decreased from 14% to 12%
  • Recipe cost increased from 4040 to 4250

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Shadow Bow
  • Total cost decreased from 11400 to 11350

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Shaman Hood
  • Recipe cost increased from 3770 to 3780
  • Total cost decreased from 10600 to 10400

BTNDaggerOfEscape.png
Slayer Dagger
  • Damage increased from 115 to 150
  • Crit chance increased from 20% to 21%
  • Crit multiplier increased from 3.1 to 3.3
  • Recipe cost increased from 3130 to 3200
  • Total cost decreased from 12400 to 12200

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Soulrend
  • Damage increased from 140 to 150
  • Recipe cost increased from 2300 to 2350
  • Total cost decreased from 12400 to 11900

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Vampire Fang
  • Damage increased from 105 to 120
  • Lifesteal increased from 11% to 13%
  • Lifesteal now works with spell based attacks for 3.7%
  • Recipe cost decreased from 3650 to 3620

P.S. I would really appriciate it if you send me replays of your gameplay. I want to make gameplay as balanced as possible and your replays would help a lot! Thanks!
 
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This map has such a unique way of improving via the talents. I've never seen this used in a hero defense map before, and it adds a lot of replayability right off the bat. That said, I wasn't able to make it very far on my own and only have one friend I tend to play maps with, so I was wondering if you have any plans to make it so the map scales the number of enemies to players?
 
This map has such a unique way of improving via the talents. I've never seen this used in a hero defense map before, and it adds a lot of replayability right off the bat. That said, I wasn't able to make it very far on my own and only have one friend I tend to play maps with, so I was wondering if you have any plans to make it so the map scales the number of enemies to players?
Thank you for your comment.

Sorry to hear that. I actually have a similar situation going on; I only have a few friends who play, and it is rarely even three of us, mostly duos. The original idea was to make the map scale to the amount of players, but the results didn't satisfy me. Waves either felt like nothing for one player or much too crowded for six. Unfortunately, I didn't manage to hit the middle ground I was looking for, so I scrapped it and made the amount fixed.

I want this map to be enjoyed by a variety of people, but right now I don't have a solution for scalability that I like. Besides, the map is still beatable by two players. Of course, it will be a bit of a challenge and you will be limited on hero choices, not every combination will do the trick and you'll need some good talent rolls, but it is doable.

It's an absolutely amazing map! I have a suggestion though. It’s usually hard to get 6 players together to start a game, so could you add a difficulty mode that works for 2 to 4 players?🙂😇
It should actually be okay to play it as a stack of four now. I aimed to achieve this at the very least, though my balancing is most likely still a bit off. So, don’t hesitate to start it as a four-stack (and please send me the replay afterward ;) so I can balance it better!). Duo and trio runs will be challenging, though.

I will keep that in mind for future releases. I'm not sure if I want a separate mode for it, but it’s starting to sound like an issue, so I will try to come up with a solution. Thanks a lot for sharing!
 
Yo dude love your map. Been playing it a lot recently. You really put a modern spin on this map archetype with the telegraphed abilites and talents that actually change how abilities work. Lots of fun man. Good Job.

I managed to get to the death knights once, but couldn't figure out their mechanic. They just kept respawning over and over until they just got too strong.

I actually created an account only to post this as I am having a lot of fun with it and wanted to give some feedback.
  • The Satyr boss is really crazy. 90% of lobbies die to him. If he gets one mana drain off you can not play and have to kite for 30 seconds, then dodge another drain and keep repeating that until the group doesnt fail this mechanic, otherwise he just oneshots everyone with his auto and stealth.
  • A repick option would be nice. I noticed a lot of people wanting to repick before first wave.
  • A button to start the next wave instead of a chat command would be convenient.
The priest class is kinda meh or maybe I didn't really figure him out yet. For a healer he heals way too little, except for his ultimate which is crazy strong.
I noticed most priests just buy every aura item and then walk in a circle since their abilites barely do anything. I would like to see his hps output increased a by a lot and more items for suppoert classes that actually benefit their kit. There is basically only one item that grants 20% increased healing.

Many of the classes are really cool and have nice build options via talents.
Some could use some more love imo. DH, priest and huntress don't have many interesting choices from what i've seen.

The Draenai guy that can place walls is one of the best designed classes I have ever seen in a custom map. So sick to be able to displace creeps and team mates.
 
Glad to hear you enjoyed it! Thanks a lot for sharing your thoughts, much appreciate it!

I thought that the Satyr might be too powerful, but I figured better be difficult than too easy, and just rolled with it. I hope it won’t cause too much frustration.

Regarding the Death Knight wave, they all need to be killed at once, or they will bring each other back. If any other mechanics are unclear, I’ve also put wave information in the F9 menu.

Yeah, there are still so many things I’m trying to figure out regarding heroes, talents, and items, so the balance is clearly a bit off. However, with this kind of feedback, I can get to a clearer picture much sooner! Thanks again, and stay tuned for updates!
 
Glad to hear you enjoyed it! Thanks a lot for sharing your thoughts, much appreciate it!

I thought that the Satyr might be too powerful, but I figured better be difficult than too easy, and just rolled with it. I hope it won’t cause too much frustration.

Regarding the Death Knight wave, they all need to be killed at once, or they will bring each other back. If any other mechanics are unclear, I’ve also put wave information in the F9 menu.

Yeah, there are still so many things I’m trying to figure out regarding heroes, talents, and items, so the balance is clearly a bit off. However, with this kind of feedback, I can get to a clearer picture much sooner! Thanks again, and stay tuned for updates!
I will say the satyr trickmaster is the least fun boss to fight- counters so many heroes and dispels their crucial buffs, the summons he has can get out of control pretty fast, for the duo runs I've done, we can easily clear every wave up to him, and then we get hard stuck on him at most, getting him to 40-50% health. If you were to debuff anyone, this dude is also my suggestion. Other than that, we've had a lot of fun seeing what combos work and get us that far without much of a struggle.

In particular, the Troll Bloodspear hero might be one of my favorite custom heroes I've ever seen in any map ever, with his movement abilities. Keep up the great work!
 
Hello! I played your map and honestly it’s one of the best maps by far so far. I’ve been playing it daily, but there’s an exploit with the 150 gold HP item: people can sell it for 250 gold. This makes matches lose their fun because of players abusing it. I hope you can fix this soon so I can keep hosting your map in the afternoons with the Battle.net community.
 

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Hello! I played your map and honestly it’s one of the best maps by far so far. I’ve been playing it daily, but there’s an exploit with the 150 gold HP item: people can sell it for 250 gold. This makes matches lose their fun because of players abusing it. I hope you can fix this soon so I can keep hosting your map in the afternoons with the Battle.net community.
Oops, quite a silly mistake on my part. Thank you for reporting it and thanks for the kind words! I will try to ship the fix soon.
 
Oops, quite a silly mistake on my part. Thank you for reporting it and thanks for the kind words! I will try to ship the fix soon.
Thanks for the quick response and fix! I just downloaded the fix from Battle.net and will host the map daily. Thanks, and I hope you'll update the map whenever possible!
 
Thanks for the quick response and fix! I just downloaded the fix from Battle.net and will host the map daily. Thanks, and I hope you'll update the map whenever possible!
Sorry to disappoint, but I haven't posted the fix yet, so I'm not sure which other version you have there. I think I will be able to get to it during this week. I will post the new version here first.

P.S. Oh I see some version with the Fix postfix on epicwar. Well, thanks to the mystery helper I guess 😅
 
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After giving it a few tries on normal i gotta say it feels as if i was playing on hard if anything.
played with bae a couple of tries and tried a multitude of heros , the concepts of ultimtates tied to waves and not a timer is...unique

The positive: What i liked the most.

Mob combat:
The biggest thing i loved was that the mobs was not autocombat , the fact that many mobs had a little gimmick made it so much more enjoyable and interacble like i loved it!

Talents:
The way this changes how skill works in really creative ways its lovely plus it gives it a bit of a roguelike element which i LOVE.



Now for the negatives: What i disliked.

ULTIMATES:
at sometimes it feels fair and sometimes some hero's ultimates feel extremely underwhelming (you kill around 8 mobs which you could had auto-attack killed or killed em with a skill) and you get a 3 waves CD on top of that... i'm not a map designer to tell you a better way but ill just say it feels like a waste of skill points with certain heros...

Like far seer does an earthquake (really small area that you MIGHT CATCH 3/8 mobs) which does barely any damage...
and some heros have big hitters as ultimates , maybe changing it to a system that it changes according to kills/damage done might work better...idk man sincerely this was the biggest letdown for me in the map


GOLD:
Getting gold at the end of the wave and not by kill it's an odd choice but sometimes it feels punishing when you're short on gold like a miserable ammount (10 for example) and you gotta do the whole wave instead of killing a couple mobs and being able to complete it.

Castle:
The later the game goes the more the castle feels squishy and this is okay although a way to somewhat improve its defenses in exchange of gold would be nice , there has been a small pack of mobs tha escaped and basically cooked the castle hard ashell

Overall really fun map though , the ultimate system is the only thing that really keept me from playing more
 
The reason there is a system like this for ultimates is that I strongly believe classic cooldowns won't let me achieve the gameplay and tempo that I want. I would be lying if I said that I like the current state of it, but this is the best I've come up with so far. The only way to make it better is to try things out and collect feedback, so thank you for sharing your thoughts with me, I truly appreciate it!
 
The reason there is a system like this for ultimates is that I strongly believe classic cooldowns won't let me achieve the gameplay and tempo that I want. I would be lying if I said that I like the current state of it, but this is the best I've come up with so far. The only way to make it better is to try things out and collect feedback, so thank you for sharing your thoughts with me, I truly appreciate it!
Me and my friends have played this map a lot and really like the heroes and ideas, but the ultimates sometimes don't feel like worth leveling as it is. I haven't played the new version yet, so maybe some things have changed a bit.

Maybe a cooldown system where the cooldowns are very very long, but clearing rounds reduces it by an OK percentage, and doing other unique actions could contribute to the cooldown too, other than time. Unit kills, doing certain spell combos(depending on the hero), procing % based abilities, using support abilities like healing, could make the ultimates something you need to actively work to get back off cooldown. It would also give all the heroes unique levers to have new talents for reducing ultimates in different ways. This would be a complete overhaul of your current idea, but I'm just spitballing.
 
Me and my friends have played this map a lot and really like the heroes and ideas, but the ultimates sometimes don't feel like worth leveling as it is. I haven't played the new version yet, so maybe some things have changed a bit.

Maybe a cooldown system where the cooldowns are very very long, but clearing rounds reduces it by an OK percentage, and doing other unique actions could contribute to the cooldown too, other than time. Unit kills, doing certain spell combos(depending on the hero), procing % based abilities, using support abilities like healing, could make the ultimates something you need to actively work to get back off cooldown. It would also give all the heroes unique levers to have new talents for reducing ultimates in different ways. This would be a complete overhaul of your current idea, but I'm just spitballing.
Unfortunatelly, new version has it just like the old one, did not work on it there. But I can assure I will work in this direction in future versions. Thanks for the feedback!
 
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