- Joined
- Feb 23, 2015
- Messages
- 187
I almost forget that when he has anti-magic shield his meat hook triggers the shield and result nothing happened.
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30 fully customized heroes to choose from, also there are exclusive heroes for the Horde and the Alliance.
All hero abilities has its upgrade, that can be learned starting from the level 4 and each 2 levels a point to spend in any upgrade is given to the player. The first level 3 upgrade enables his Superior Upgrade effect.
At level 14 the player can choose a Mastery for the hero, each hero has his own mastery effects.
The hero can select from 12 heroic traits with differents effects, only one heroic trait can be selected.
The Perks are bonuses like Attributes, Damage, Hp, etc. that a hero can learn at levels 6,11,16 and 19, instead a skill point.
The level 19 Perk will improve some enchantments.
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The map has a Tiered item system, every not normal item can be Tier-up 2 times, improving the item attributes and his abilities.
Also there is 4 class of items (Weapon/Armor/Trinket/Magic Accesory). A hero can only carry 3 items of the same type at a time.
To tier-up an item, pres ALT and an icon will be showed next to the item in the inventory. The current tier of the item is denoted with color borders in the item icon (green, yellow and red).
All items can be enchanted (except normal items and consumables) , adding bonuses or new effects.
The Enchantment purchased is showed in this ability, the player can click the icon to sell the enchant.
- Some of the enchants are stackable(Multiple enchants of the same type in different items works).
- An item can only be affected by one enchant at once.
- There is 3 types of enchantments Weapon, Armor and Normal.
To enchant an item pres ALT and a icon will be showed next to the item that can be enchanted.![]()
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In each side magical runes will be spawned each 2 minutes, every of them gives bonuses or other effects.
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The Gold Mines and Towers are controllabe structures and the most important factor to win the game, the Towers provides a good place to defend and can spawn units, and the Gold Mines generates the Resources used to win the game.
- Spawns units periodically to attack enemy Towers, also the Tower is upgraded (up to level 5) automatically if is controlled at least 10 minutes, his mana bar shows the progress.
- Each upgrade brings a new unit to the spawned group.
- To controll a Tower the hero need to enter the circle of power for 15 seconds.
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- The Gold Mines are special structures that generate the Resources periodically.
- The structure is guarded by special units.
- The guards level is equal to the own Tower.
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The Commander are powerfull heroes that can be used to defend or attack Towers and Gold Mines.
This hero has the "Refine" abilities and "Normal" abilities.
- The Refine abilities are enabled when the Commader is in the base.
- The Refine abilities can be activated by any player of the team.
- The Refine abilities affects all Towers and Gold Mine Guards.
- The Refine abilities shares cooldown.
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- The Combat abilities are enabled when the Commader is fightning in the battleground.
- The Commader can enter the battleground using the Commander Assault ability in the War Hall.
- The Combat abilities damage and bonuses scales with the game time.
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The Ancient Obelisk its a structure located in the middle of the map, is activated at 10 minutes of the game, the players can take the control of it for 5 minutes and after that time will be able to controled again.
- To take the control of the Obelisk the player need to get closer to it and right-click it.
- Takes 10 seconds to control the obelisk, when is controled emits a ray of healing every 3 seconds, this heals to a random allied hero that is in combat based on the game time.
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The War Hall is a structure that each team owns, this structure has some useful abilities to help the players win the game.
- Each ability cost Resources and has high cooldown.
- Any player of the team can activate this abilities.
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The is two extra game modes.
- Last Man Standing: The teams fight each other in 15 rounds, the first team that kills all enemies in the battleground wins the round.
- Obelisk Defend: Each round a team have to defend the obelisk for a set of time, and the other have to destroy the obelisk (25 hero hits). Win the team that achieves his objective.
The map supports AI players, they are sufficient enough to test the map, and help you understanding how to play the game.
- The diference between Easy, Normal and Insane is the gold/exp earned and the gold lost upon death.
- The AI can be semi-controlled be the player, making them to defend Towers/Gold Mines or go to a specific place. To activate this feature press the ALT key and Left-Click to a point in the map (this feature can't be spammed has 5s cd).
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Code:Bugs Fixed some desyncs. General Reduced hero kill bounty gold. Increased units and neutrals bounty gold. Heroes Disruption Magus Q: Reduced base damage from 90/140/190/240 to 90/120/150/180. W: Now affects 300 AoE at all levels. Q. Reduced base cd from 8s to 7s. Scarlet Guard W: Reduced cast range from 400 to 200. W: Set cooldown to 7s at all levels. Up2: Changed to - Increases W cast range by 50/100/150. Sup2: Changed to - The W absorbing buff remains for 2 seconds. Sacred Defender E: Increased cooldown from 20s to 25s. Earthbinder Q: Fixed a bug where the upgrade reduces cooldown. Q: Fixed a bug where the missile always returns to the caster even if he did not casted the return ability. Gryphon Rider Q: Reduced damage from 120/180/240/300 to 100/140/180/220. Up2: Also increases the duration of the amplification by 1/2/3s. Dwarf Runner R: Reduced stun duration from 1.5s to 1s. Mindbender Q: Increased cooldown from 12s to 18s. Q: Knockback no longer semi-disables the enemies. CM: Increases strength bonus from 18 to 24. Fel Rider Q: Increases buff duration per bounce from 0.4s to 0.5s. Q: Set the mana cost to 120 at all levels. E: Set the mana cost to 25 at all levels. Zealot Up1: Changed to – Increases the duration of the armor reduction by 2/3/4s. Fixed a bug where the Q has an older WM effect. Headhunter Up1: Also increases the ability cast range. E: Reduced max heads from 15 to 10. Voodoo Priest Q: Reworked. W: Reduced Attack count to kill at 2 in all levels. E: No longer gives/steals movement speed, rather redirects damage. R: No longer gives a soul by killing enemies, rather the souls are restored periodically. Axe Master WM: Gives spell immunity during axe rotation instead of damage buff. Frozenshell Q: Reduced damage from 125/225/325/425 to 125/200/275/350. Shadow Crawler Sup1: Changed to – Increases cast range by 200. Doomed Queen CM: Increased damage reduction from 12% to 20%. Warlock R: Now the demon can attack any unit, not building and the demon attacks the target of Life Drain. Plague Bringer E: Changed the damage base to 35 at all levels. R: Increased Hp cost from 6/8/10% to 8/10/12%. Elder Sage Up1: Reduced Q bonus damage from 40/60/60 to 20/40/60. W: Now heals/damage units around. Tempest Druid Reduced base attack damage from 60 to 50 and increased attack rate from 1.75 to 1.8s. Dream Eater Reworked some abilities and upgrades. Warden W: Increased damage to 80/100/120/140. WM: Changed to - When entering combat casts E. R: Increased damage stolen from 20/40/60 to 40/50/60.
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