Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
Welcome to Theramore Hero Defense, an up to 6 Players Hero Defense/Siege map with RPG elements.
You have to protect Jaina Proudmoore from enemy attacks.
Pick one out of 24 custom made Heroes and work together with your team to defend the city.
Complete quests, craft powerful items, beat the arena and uncover long forgotten secrets while fighting against waves of enemies.
This is my first published map and my first submission on Hive Workshop.
I don't have a Discord Server so feel free to post any feedback here.
STORY
This Hero Defense is vaguely based on the events happened in World of Warcraft
during the Horde invasion of Theramore led by Warchief Garrosh Hellscream.
FEATURES
27 normal waves, 10 boss waves
7 Arena Events
3 Special Events
24 unique Heroes
Each Hero has one default ability and 5 learnable abilites including one Ultimate(Normal abilites have 5 Levels and the Ultimate has 3)
Custom Spells
Item Crafting System
Built in Damage Engine with new stats like Spell Damage by Bribe
10 Optional Quests
4 Difficulties (Easy, Normal, Hard and Impossible)
Need to drop Uther's Strength item and pick it up again in order to reuse it's Divine Shield ability
Sometimes only 2 players get chosen to fight in the arena after a player left the game
Changes in v1.25:
Added a hero selection time at the start of the game where you can repick but can't enter Theramore (this prevents players from doing quests early on before other players have picked their heroes and also duplicating potions via repick
Changed warning sound for waves
New ability for Daelin
New model for sewer rats
Some terrain changes
Balancing changes for heroes, items and some waves and bosses
Changes in v1.24:
New secret location
New random event
More creep camps and respawns
Wave units now have a buff called "Might of Dustwallow" while being in the swamp which increase their damage by +300% (before they used to be invulnerable which was frustrating for players, now they can be damaged but it's not recommended to fight them where they spawn)
Special Event 2 and Arena Event 4 swapped
Increased HP, Mana and Mana reg for Jaina, balanced abilities a bit
New rewards for 750/1000 kills
Troll boss wave now gives a reward
New model for Dragonspawn bosses
Hero changes:
Warlock: Fel Orbs changed: Enemy melee units now take damage when attacking the hero and each hit by the Warlock regenerates 3 mana
Buffed Paladin, Brewmaster, Berserker and Sea Witch
Items:
Potion of Healing now heals for 750 (up from 600)
Potion of Greater Healing now heals for 1500 (up from 1200)
Reduced gold cost for Runed Bracers, Ogre Maul, War Spear, Medallion of Courage, Hood of Cunning and Helm of Valor
Added anti stuck for arena bosses
Lots of balancing changes for waves and bosses
Some Terrain changes/fixes
Lots of fixes (f.e. Onyxia's Deep Breath now does damage)
Changes in v1.23:
Decreased basic wave spawns by 2
Difficulty Changes:
Easy difficulty now sets the handicap to 80% and damage done to 80% for all enemy units
Hard difficulty now sets the handicap to 120% and damage done to 120% for all enemy units
Impossible difficulty now sets the handicap to 140% and damage done to 140% for all enemy units
Hero changes:
Huntress: New ability: Hunter's Swiftness (instead of Critical Shot - it was a bit too OP with Multi Shot)
Spellblade: Enchanted Blades mana feedback decreased
Items:
New item: Anubisath Scepter (Tier 3 Recipe)
New item: Spellwarding Armor (Tier 1 Recipe)
some item balancing
Bugfixes:
Spellblade's Arcane Explosion special effect bug fixed
Changes in v1.22b:
Balancing overhaul: instead of the amount of wave units spawned depending on the player count now the handicap decreases by 10% and the damage done decreases by 5% per empty player slot for all enemies
Easy difficulty now sets the handicap to 75% and damage done to 75% for all enemies and 125% for Theramore troops respectively
Bugfixes:
Gamebreaking arena win bug fixed
Keg for the Keg Quest now only spawns after quest was picked up
Changes in v1.22:
Hero changes:
Executioner: fixed Charge (now has chance to knockback units and heal the hero), Shockwave now has increased AOE
Warden: Buffed Dash damage, decreased duration for Iron Hand of Justice, but increased damage per second
Geomancer: Increased Impale AOE, decreased mana cost and CD for Earth Shield
Dancer: decreased mana cost and increased duration for Battle Drums, Fan Dance increased AOE and decreased CD
Blademaster: Wind Walk now does backstab damage based on the hero level
Dark Ranger: Shadow Walk now does backstab damage based on the hero level
Garrosh, Rokhan and Jaina are now fully voiced (with the help of AI)
Onyxia now does 2 deep breaths, an arrow shows in which directions she casts her breath
Boss fight balancing (still needs testing)
Bog Lurker quest now only gives 1 recommendation badge as a reward
Fixed some minor bugs again
Changes in v1.21c:
Hero balancing:
All Tank heroes now have 3 base armor
Executioner: has 5 more base damage
DK: increased Bone Armor HP
Berserker: increased Victory Rush damage
Pyromancer: slightly nerfed Lava Spawns
Decreased all of the ability/mechanics damage done by the last arena boss when only 3 or less players are remaining
Fixed some bugs
Changes in v1.21b:
Changed Potions: Healing Potions now have 3 charges and all potions now have 8 sec cooldown (Potions felt a bit underwhelming)
Hero balancing (buffed Shaman, DK and Executioner, nerfed DH)
All strength heroes deal more damage from the beginning
Bogbean quest starts from the flower vendor (Brant Jasperbloom) now
New voiceline for Jaina
Fixed some bugs
Minor changes
Changes in v1.21:
Assassin rework: New model, new ability: Poison Bomb (replaces Deadly Poison), Shadowstep now also increases the damage done by 50% for 5 seconds, decreased FoK mana cost
Nerfed Dark Ranger Ulti life leech
Changed Marketplace layout (again)
Changed northern wave spawn areas: wider and more water passages to reduce blocking
Added third wave spawn for wave level 34-37 in harbor area
New model for Caretaker Tamberlyn
Minor changes
Changes in v1.20b:
Added Repick Timer
Added 2 hints, improved some game messages
Executioner: Fixed Level 5 Charge bug
Fixed some ability button positions/hotkeys
Fixed terrain bugs
Changed Jaina's Ice Block ability: Can now be used every 5 minutes and makes her invulnerable for 12 seconds
Added 30min Stock Start Delay for Recipe: Scepter of Avarice (on top of previous nerfs this should prevent always crafting this first)
Sewer and Crypt Events are now random every game (each have their own quests)
Removed 2 waves
Slightly changed layout of Sewer and expanded Crypt dungeon
Terrain changes:
marketplace layout changed
wider path between Jaina and shop area
added shallow passage north of the bridge for wave creeps to go through in case of a traffic jam
removed one front gate for better overview
Added fountain at Market Square to show where the regeneration is coming from
New Quest
New T4 item and item changes (especially T4 tank/STR items buffed)
New NPCs: Mayor Samaul, Traveling Merchant, Spirit Healer
New Theramore unit: Halberdier
New models
New sounds
New ability for Jaina Proudmoore to buy: Ice Block - makes her invulnerable to all damage for 15sec with long CD
Removed Elite Reinforcements for good
Increased CD for Pack Mule TP
Hero Changes:
Executioner: New model, new ability: Charge (instead of Demoralizing Shout which is now a base ability)
Knight: New abilities: Retaliation (passive) and Avenger's Shield
Shaman: Bloodlust is now the ultimate ability (casts BL on all heroes on the map but long CD), WF Weapon removed, new base ability: Healing Totem
Royal Guard: Surface Strike now also reduces nearby units damage done by 50% for 5 seconds
Sea Witch: New model
Brewmaster: Flying Ox animation changed
Demon Hunter: Blade Dance now always does 7 leaps
Death Knight: No longer undead, Death Grip now also spawns corpses around the hero
Huntress: Multi Shot now permanently decreases damage done from auto attacks by 25%
Pyromancer: Burning Mana now scales properly
Spellblade: Increased attack range (same as standard Spellbreaker unit)
Buffed starting HP for all melee heroes
Fixed QWER button positions for all heroes
Hearthstone and waysigns removed
Information (F9) rework
Revised Multiboard
Critters are now untargetable and don't have collision
Lesser wave units spawn during the naga boss wave
Loramus arena fight: Inferno during P2 now do damage and added Flame Strike effect
Brother Karman now sells tomes, Mayor Samaul exchanges currencies
Scepter of Avarice now gives between 1-100 gold and has longer cooldown, dungeon creeps are no longer targetable
Restricted ressource trading until repick time's up to prevent gold cheating with Heal heroes
Lots of bug fixes and optimizations
Changes in v1.14:
New Hero; The Warden, Agility DPS/Support Hero, adept at fast combat and detaining her enemies.
New mode: "All Random"; does what it says, player red can choose this at the start (repick disabled in this mode)
New commands: -random, -repick and -quests
Enemy wave units no longer give gold, instead the wave gold income is increased (this balances the gold income between the players)
Elite Reinforcements can now only be summoned in Easy and Normal mode
Pack Mule is now a bonus reward for clearing the first boss wave
Several item changes
New voice lines for Jaina
Lots of fixes and balancing changes
Changes in v1.13:
New T4 recipe vendor
6 new recipe items
Several item changes
The waves are now invulnerable until they reach Theramore isle
Some new late game boss mechanics/abilities
Elite Reinforcements Upgrade now costs 1500g, the Upgrade now costs 1000g and HP got nerfed
2 Elite units now spawn in wave 38
Hero changes:
Death Coil (DK) nerfed, heal and damage amount now is the same
Army of the Dead (DK) units slightly buffed
Rain of Fire (Warlock) damage slightly buffed
Demonic Ritual (Warlock) increased cooldown
Fixed a bug where a player was chosen twice in the same arena fight
Nerfed gold income overall
Lots of fixes and balancing changes
Changes in v1.12:
- Reverted arena change from last version, but fixed the bug that a player who left the game could get chosen for the arena fight Overhaul for Geomancer;
- New ability: Impale (replaces Boulder Bombardement)
- Earthquake now is a true Earthquake (channeled ability which does massive damage to all units in its area)
- Earth Shock now also purges the enemy unit
- Spirit Link mana reduced from 50 to 25
Spellblade's Arcane Explosion now has a channeling visual effect and reduced mana cost
Spellblade's Enchanted Blades now also regenerates mana each hit (ability felt too weak before)
Slightly adjusted stats for Spellblade, Geomancer, Hydromancer, Pyromancer and Warlock
Minor fixes
Changes in v1.11b:
Improved harbor area
If 6 players are playing, the chosen players rotate each arena event
Changed Jaina's medikits: now can be bought 5x, healing Jaina for 5000 HP each and starts with 250g cost. (Costs double per purchase)
Elite Reinforcements Upgrade now cost 750g (up from 500)
Exorcism (Paladin) AOE increased to 300 (was 250 before)
Healing Wards' heal nerfed
Minor fixes
Changes in v1.11:
Rogue renamed to Assassin, now has a new High Elf model
Elite Reinforcements: Archmage Rhonin took the spot of Marshal Evencane (he can focus on the arena now)
Changed abilities for Admiral Fairmount, added new abilities for Archmage Rhonin
Reduced cooldown of Hearthstone to 60 seconds
Improved various descriptions of abilities and items
Minor fixes
Changes in v1.10b:
The food resource now shows Jaina's health in %
Minor fixes
Changes in v1.10:
New intro cinematic
Garrosh now has his actual voice from WoW
Additional harbor waves (wave 22-24)
Timer for arena and special events now start after the the last boss of a boss wave is dead
Minimap boss icons
Deadly Poison (Rogue) damage increased
Fan of Knives (Rogue) cooldown reduced
Fan Dance (Dancer) damage and heal increased
Holy Light (Paladin) mana cost decreased
Avenging Wrath (Paladin) cooldown reduced
Fire Nova Totem (Shaman) cooldown reduced
New nerfed version of the last arena boss if there are 3 or less players
some waves and items balancing
some minor fixes
Changes in v1.07:
New models for Hydromancer and Pyromancer
Jaina now has her original model again
The eggs from the Egg Hunt quest now spawn at random locations
some minor fixes
Changes in v1.06:
All items can now be sold back for 100% of their cost
Rebalanced item gold/lumber cost
Changed some item stats
Recipes can now be browsed during the arena events
Changed collision size for Pack Mules to 0
Pack Mules now start with max level
some minor fixes
Changes in v1.05:
Pack Mules are now Heroes (this prevents a desync when buying a tome with the mule by mistake)
Pack Mule can no longer blink to the Hero isle
Jaina can no longer move around
Some dock workers now work at the harbor
Major bosses can no longer get stunlocked
Changes in v1.04b:
Fixed Elite Reinforcements running away
Now displays a more detailed text to all players after red picked a difficulty
Medikit gold cost changed to 500, now has infinite charges
Changes in v1.04:
Button positions are now in the same spot as they are learnt (using QWER)
Added elite units to some waves
Waves now spawn in the Dustwallow mainland to make it more realistic
Added new NPC: "Dock Worker Groy"
Added one new hidden quest
Added one new secret
Elite Reinforcements now stay by Jaina's side
Jaina can now look at where she is attacking
Nerfed Summon items
Druid's Rejuvenation now scales with the heroes' intelligence and has 800 casting range
Warlock's Demonic Ritual now only summons 1 demon at 60 seconds cooldown but buffed the demons damage and HP
Replaced wave 37 Kodos with Wind Riders
Strange Totem should now despawn correctly
Nerfed Huntress' Volley damage slightly
Increased gold cost of Elite Reinforcements, Elite Reinforcements Upgrade and their Revive
Increased gold cost of Healing Wards
Removed Demonic Grimoire
Legendary Tale quest now gets marked as complete
Some more minor fixes and balancing changes
Changes in v1.03:
Removed PvP Events
Added one new special event
Changed the Difficulty system
Added player number based enemy handicap
Several balancing changes
Changed some ability descriptions
Lots of fixes
Special Thanks to
Dogcall for helping me developing version 1.2x by adding lots of content, fixes and fresh ideas and also testing the map thoroughly.
The map testers: IchBinDerPan, idkTGig (Dogcall), Xylares, Saran, Baledor, Blasterixx -Berz- for the "Simple Spell Pack v1.3" Bribe for the amazing "Damage Engine" bakr - Kultiras Buildings, Kultiras Structures and Doodads, Banners
Uncle for helping me understand how some triggers work
Blizzard Entertainment for WC3, WoW, icons, music and sound effects
Abilities are not properly placed in the learn ability menu. They don't have the same spots as after being learnt.
Weird that enemy units simply spawn from thin air near the base.
Abilities could be less Warcraft III recycled and more custom/scripted...
Just won solo at hard difficulty with Spellblade
I like Frostguard, it slows enemies when hit but its a shame that when upgrading that item, the slow effect is changed to completely different effect. Its good against bosses i think.
Also Druids Starfall and ultimate abilitys description about Starfalls damage is not same
I feel like Dark Ranger could need some buffs?
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