The Alderun Wiki

Alderun maps, heroes, mechanics and controls

This is the reference half of the site: what each map asks of you, what a hero's attributes and armour actually do, how damage, vision and crowd control are worked out, a card for every hero with its full skill tree, and every control on PC and on a touch screen.

Maps & modes

Nine battlefields, from twenty-hero wars to a two-player tower defense. Every map can be played alone against the AI, and all nine can also be hosted online.

The Crossing · 5v5 battleground

Two armies war across a river. Push the three lanes, rule the jungle between them, and bring down the enemy citadel in the far corner. Lane creeps march every 30 seconds from 1:30, and nothing falls without them.

Arena · team battleground

Destroy the enemy castle deep in its base before yours falls. Creep waves spawn from both sides' barracks and fight down three corridors; destroy a barracks to shut its lane down. A boss will periodically appear in the middle of the map, each hostile to everyone and each paying a unique helm to the hero who lands the killing blow.

Each boss comes once, and none appears once a castle has fallen. A dog wanders around your base — feed it Dog Meat to heal it. Buyback is on.

Banners of the Gulch · 10v10 capture the flag

Two cliff fortresses, Highvale and Gravemark, face each other across a forest valley. Steal the enemy banner from its flag room, carry it home while your own flag stands on its pole, and be the first team to three captures.

Frostvale · 5v5 battleground

Two armies hold the ends of a frozen valley. The front line moves: capture the graveyards and garrisons along the one road to drag your respawns and reinforcement waves forward, break into the enemy keep, and kill its General — before your army runs out of soldiers.

The High Pass · 10v10 battleground

Frostvale's war on a mountain scale. Twenty heroes, two keeps — Frosthold in the south and Stormcrag Keep in the north — and three ways through the mountains. Take the graveyards and garrisons that move your army forward, break the enemy gate and kill its General, King Sigurd or Overlord Thrazk, before your reinforcements run out.

Frostmarch Valley · 10v10 battleground

A war for a mountain valley in the old style: the ground steps down from each keep through canyons and tower hills to one open field in the middle. There are no creep waves — the heroes fight it out, burn the enemy's garrisons, and kill the General, King Sigurd or Overlord Thrazk. The two halves are not mirror images: the Red Team's keep, Stormcrag, sits in the north-west corner behind a single causeway, and the Blue Team's Frosthold in the south, up one ramp between its two towers.

Alderun · castle defense, solo or co-op

Hold the Castle of Alderun at the heart of the map. Thirteen waves attack from all four sides over about half an hour, each announced before it spawns. Four carry a boss with an escort and a signature spell — the Broodmother, the Death Knight, the Ember Lord and finally the Ancient Wyrm, which fights from the air in cycles — and each boss drops a unique item. If the castle falls, the game is lost; destroy the last invader to win. Two merchants stand by the castle, the Fountain of Life heals in the castle grounds away from the roads, and relic items unlock at hero level 10 here (12 elsewhere). AI companions each hold a road and come to help wherever the castle is hit undefended.

Duel · 1v1 and 2v2

A walled gladiator pit. Every champion enters at level 12 with all of those skill points unspent and a full Wayfarer's Flask. Once everyone has entered, a 60-second truce gives you time to build your skill tree — then the last team standing wins. There are no shops, no creeps, no revives, no Recall and no buyback; the pillars and rubble are cover for breaking line of sight. The truce drops to ten seconds the moment every champion has spent all of its points, and you may walk anywhere during it. If no champion comes within 12 tiles of an enemy for 15 seconds, the crowd loses patience: the fog lifts around every champion, for both teams, until the fight is joined again — a stealthed champion stays invisible, but the ground around it is lit. The duel lasts ten minutes, truce included, and an unfinished fight is a draw.

Ash Road · tower defense, solo or co-op

The Dark Castle marches thirty waves down a sealed, winding canyon road toward the Castle of Light. You command no army: you fly a wisp that builds, upgrades and repairs towers on the rock beside the road. The castle's health is your life pool — every creep that reaches the gate takes lives from it. Five tower lines, each upgrading into a choice of two: the Watch Tower (piercing, hits air), the Cannon Tower (siege splash, ground only), the Frost Tower (magic, slows), the Fire Tower (magic, burns) and the Shrine of Light (speeds the towers around it). Every fifth wave is a boss, some waves fly, and calling the next wave early pays gold. A wave that is cleared without a single creep reaching the gate pays every defender a bonus. Up to two players defend the same castle.

Game modes

A single-player battle starts from one of four presets:

ModeWhat it sets
Casual1000 starting gold, heroes start at level 2, 200% experience.
Normal100 starting gold, 150% experience.
HardcoreNo starting gold, 100% experience, and the hardest AI.
ConfigureSet up every seat yourself — who plays, which AI difficulty, which hero — plus the starting gold and the experience rate.

Each map decides how many heroes a side fields in each preset:

MapCasualNormalHardcore
The Crossing, Frostvale5v55v55v5
Banners of the Gulch10v1010v1010v10
The High Pass, Frostmarch Valley10v108v810v10
Arena4v44v45v5
Alderun3 heroes3 heroes4 heroes
Duel2v22v22v2

Banners of the Gulch and the Duel always start their heroes at level 12 with no gold, and Frostmarch Valley at level 12 with at least 1,000 gold. Online, host a public or private game from the multiplayer screen, pick a game from the list, or join a quick match — on the first available battleground, or on the one you choose. Team chat and map pings reach your allies only.

How heroes and combat work

Attributes & levels

Every hero has three attributes — Strength, Agility and Intellect — and one of them is its primary attribute. Attributes grow by a fixed amount each level (every hero has its own growth), and each level also grants one skill point and restores 100 health and 100 mana.

AttributeEvery point gives
Strength+25 maximum health, and +1 health regeneration for every ~11 points
Agility+0.18 armor (11 armor per 60 Agility), and about 1.7% faster attacks (attack interval ÷ (1 + 0.017 × Agility))
Intellect+15 maximum mana, +1 mana regeneration for every ~6 points — and every point above 20 adds +1.2% damage to your damaging spells
Primary attribute+1 attack damage per point, on top of everything above

Spell damage bonuses from Intellect, skills and items share one rule: an area spell's bonus is capped at +30%, and a damage-over-time spell spreads its bonus across its ticks. The skill tooltip shows the amplified numbers your hero would really deal.

Skill trees. Skills are learned with skill points; most have several ranks, and a skill deeper in a branch needs the one above it first. Some skills and ranks also need a hero level: every branch's ultimate unlocks at level 8, and the top rank of each hero's core damage spell needs level 8 (or level 6 for a third rank). Heroes start with an empty spellbook apart from Recall and a few innate powers, and grow into their build over a match.

Resetting a build. Standing within 6 tiles of your base, the reset button beside the skill-point count in the Skills window clears the whole tree and gives every point back, for 320 gold per point spent.

On The Crossing, Frostvale, The High Pass and Frostmarch Valley heroes level to 30, and each level costs a steady amount more than the last; elsewhere there is no cap and the climb steepens faster. Killing a hero pays back a share of the experience the victim has earned, so a kill is worth about the same fraction of a level on every map.

Armour

Armor reduces incoming physical damage: reduction = 6×Armor / (100 + 6×Armor), capped at 75%. So 8 armor blocks 32%, 10 armor 38%, 25 armor 60%, and it takes 50 armor to reach the cap. Magic resistance is separate: it cuts spell and magic damage by its percentage directly (30 magic resistance means spells hit for 70%). Some abilities cannot be resisted and ignore it.

On the multiplayer battle maps — The Crossing, Frostvale, The High Pass, Frostmarch Valley, Banners of the Gulch and the Duel — every hero belongs to an armour class, and its class sets its base armor and magic resistance before Agility is added:

ClassHeroesBase armorMagic resistance
PlatePaladin, Warrior, Barbarian, Valkyrie, Shield Maiden810
LeatherRogue, Vampire, Hunter, Druid220
ClothMage, Lich, Warlock030

Plate shrugs off blades and is soft to spells; cloth is the reverse. On the Arena and Alderun heroes keep lighter bases — 0–2 armor and 0–10 magic resistance — and two passives (the Paladin's Heavens Gift and the Druid's Attunement) keep older versions, noted on each card.

Damage types vs. armor types

Every physical attack has a damage type and every unit an armor type; the matchup scales the damage before armor reduction applies. Values are the percentage of damage dealt. Every hero's attacks and weapon abilities deal Hero damage, and every hero wears Hero armor.

Armor \ DamageNormalPiercingSiegeAstralHero
Unarmored100%150%150%100%100%
Light100%200%100%100%100%
Normal150%75%50%100%100%
Heavy100%100%100%100%100%
Fortified70%35%150%100%50%
Hero100%50%50%100%100%
Divine0%0%0%0%0%

Rule of thumb: Piercing shreds light targets but scratches heroes and walls; Siege flattens buildings; heroes hit each other at full strength but deal half to fortifications. Magic attacks (magic towers, totems, elementals) and all spells ignore this table and armor entirely — they are reduced by magic resistance instead. Divine units — shops, fountains, a tower that is not yet open — cannot be harmed at all.

Who can be hit. Every attack and spell carries a target permission: a target's layer (ground or airborne) and its class (unit or structure) must both be allowed. Melee units reach only ground targets; most ranged attackers hit both, but some — ballistae, cannon towers, siege golems — are blind to the air. A hero in flight (the Vampire's Bat Form) drops off every ground-only attacker's list until it lands.

Undead matters too. The Lich and the Vampire are undead, as are skeletons, zombies and their kin: holy damage such as the Paladin's Holy Shock hits them for double, while effects that only touch the living — Death Call, Mesmerize, the Druid's Regrowth and Purify — pass them by. Buildings and mechanical units (totems, elementals, wards, traps, siege engines) are their own category and ignore most of the same effects.

When spells collide

Damage-over-time effects carry an element — fire, frost, or none. Two of them on the same target do not simply stack, and knowing the rules is worth real damage.

Opposing elements burn each other off. When a fire effect lands on a target already carrying frost — or the other way round — there is a 1 in 3 chance the older one is snuffed out. Only elemental effects interact, and only hostile ones: your own buffs are never at risk, and a plain poison or bleed is left alone. Chaining a Mage's fire and frost spells into the same victim will sometimes cost you the first, so a Fire build and an Ice build pull against each other on a single target.

Matching elements can be consumed for a guaranteed critical. Scorch (Mage and Lich) and the Fire Ray of the rank-2 Summon Totem devour an existing burn instead: the older effect is consumed and the incoming hit crits for double damage, guaranteed. Setting a target alight with Fireball and then scorching it is the intended combo.

Some effects are simply cancelled by damage: the Field Poultice, the Focus Draught, stealth, and the Recall you use to return to base all break the moment an enemy lands a hit on you. The Wayfarer's Flask deliberately does not — it keeps pouring through a fight, which is most of what you pay for.

Vision & high ground

Day & night

Every battlefield runs a day/night clock: an opening day of 5 minutes, then nights of 3 minutes alternating with days of 8¾ minutes. The sun or moon beside the minimap shows the time of day; hover it (or long-press it on a touch screen) to see how long until it turns. At night every moving unit sees only three-quarters as far — buildings and wards keep their full sight — and effects that draw on the dark last longer: the Vampire's Veil of Night holds 20% longer when cast after dark.

Stances & shapes

A stance is a posture you hold rather than a timed buff. The Warrior's three stances each change his damage, armor and speed; entering one replaces the last and grants a short surge. Re-entering the stance you already hold does nothing, and each stance has its own 15-second cooldown, so the timing of a switch is the skill.

A shape goes further and swaps the whole spellbook. The Druid's Lion Form holds until he shifts back; while he wears it only his Wild skills can be cast, and in his own shape only his Nature skills. Returning is free, so nothing can trap him in the wrong book, and only spells his current shape allows appear on the bar. The Vampire's Bat Form is a timed version of the same idea: in the air, only Bite can be cast. The Warlock's Demon Form is timed too, but keeps his whole spellbook. Autocast settings survive every change of form.

Auras of the same kind do not stack: when two Paladins' Devotion Auras overlap, the higher rank applies. Different auras stack freely.

Death & buyback

A fallen hero revives at its base after 10 seconds plus 5 per hero level (never more than 3 minutes). On Frostvale and The High Pass it returns at the front line's graveyard instead, and waits twice as long once its army's reinforcements are spent. On Frostmarch Valley the fallen rise together at the front line's graveyard every 40 seconds (70 at the base graveyard). In Banners of the Gulch the fallen return together every 45 game seconds (about 41 real). In the Duel nobody revives.

Buyback (Arena, Alderun and The Crossing): while your hero waits, the Buy Back button over the spell bar returns it at once, at full health and mana, for 150 + 6 × level² gold — 1014 gold at level 12 — at most once every 5 minutes per hero.

Items

The heroes

Twelve champions: nine in the base roster, and the Valkyrie, the Shield Maiden and the Warlock, unlocked in the in-game Store. Each skill line below gives the number of ranks, what it does (later ranks in brackets), and its mana cost and cooldown. Numbers are the multiplayer battle maps' — the Arena and Alderun differ only where a card says so.

HeroPrimaryClassAttackHealth / manaBranches
PaladinStrengthPlateMelee790 / 320Holy, Retribution
MageIntellectClothRanged (5)625 / 515Fire, Ice, Arcane
LichIntellectClothRanged (5)590 / 500Ice, Necromancy
BarbarianStrengthPlateMelee840 / 240Combat, Rage
RogueAgilityLeatherMelee650 / 320Shadows, Blades
WarriorStrengthPlateMelee830 / 260Onslaught, Bulwark, Warlord
VampireAgilityLeatherMelee655 / 315Blood, Night
HunterAgilityLeatherRanged (4)635 / 285Marksmanship, Survival
DruidIntellectLeatherRanged (4)690 / 410Wild, Nature
ValkyrieStrengthPlateMelee755 / 335Tempest
Shield MaidenStrengthPlateMelee840 / 240Combat, Rage
WarlockIntellectClothRanged (5)650 / 500Demonology, Brimstone

Health and mana at level 1. Movement: the Mage, Lich, Rogue, Vampire and Warlock are the quickest; the Hunter, Druid and Valkyrie a step slower; the Paladin, Warrior, Barbarian and Shield Maiden the slowest.

Paladin

Paladin

A Strength-based holy knight blending healing and party support with punishing anti-magic retribution.

Attributes: Strength 23 (primary), Agility 17, Intellect 18 · +3/+2/+1 per level · 790 health, 320 mana, 25–35 damage at level 1 · plate, melee.

Special: every Paladin carries rank 1 of Devotion Aura from the moment he spawns; learning the skill raises it.

Holy

Retribution

Mage

Mage

A ranged Intellect caster: Fire for raw damage, Ice for control and survival, Arcane for utility, disruption and a town portal of his own.

Attributes: Strength 18, Agility 16, Intellect 21 (primary) · +2/+1/+3 per level · 625 health, 515 mana, 21–27 damage at level 1 · cloth, attack range 5.

Fire

Ice

Arcane

Lich

Lich

A ranged Intellect necromancer who fights through summoned skeletons and life-draining magic.

Attributes: Strength 17, Agility 15, Intellect 23 (primary) · +2/+1/+3 per level · 590 health, 500 mana, 24–27 damage at level 1 · cloth, attack range 5.

Special: the Lich is undead — holy damage hits him double, and effects that only touch the living pass him by. His skeletons are undead too, which is what Totem of the Dead empowers.

Ice

The same branch as the Mage's — Ice Arrow, Ice Born, Ice Shackle, Shield of Ice, Frost Comet, Ice Block, Summon Water Elemental and Blizzard.

Necromancy

Barbarian

Barbarian

A melee Strength bruiser built around weapon-damage strikes and reckless self-buffs — the highest base Strength in the roster.

Attributes: Strength 27 (primary), Agility 14, Intellect 15 · +3/+2/+1 per level · 840 health, 240 mana, 28–41 damage at level 1 · plate, melee.

Combat

Rage

Rogue

Rogue

A melee Agility hero with two paths: the stealth assassin of Shadows, who opens from hiding with stuns and knife volleys, or the Blades duelist, who evades, bleeds and counter-strikes in an open fight.

Attributes: Strength 20, Agility 21 (primary), Intellect 18 · +2/+3/+1 per level · 650 health, 320 mana, 21–28 damage at level 1 · leather, melee.

Shadows

Blades

Computer-controlled Rogues build Shadows; Blades is a player's build.

Warrior

Warrior

A disciplined melee Strength knight whose identity is a three-stance combat system — each tree branch deepens one stance.

Attributes: Strength 26 (primary), Agility 15, Intellect 16 · +3/+2/+1 per level · 830 health, 260 mana, 28–39 damage at level 1 · plate, melee.

Special — the stances: a stance holds its stat package for as long as he stays in it, and entering one replaces the last with a short entry surge. Re-entering the stance he already holds does nothing, and each stance has its own 15-second cooldown (20 mana). Onslaught Stance is innate; Bulwark and Warlord are learned as branch roots.
Onslaught — +20% attack damage and faster attacks, −6 armor; entry: +50% damage for 3 s.
Bulwark — +8 armor and extra regeneration, −21% attack damage; entry: Fortified armor and +30 armor for 3 s.
Warlord — +8% attack damage, +4 armor and faster movement; entry: slows nearby enemies.

Onslaught

Bulwark

Warlord

Vampire

Vampire

An Agility sustain-duelist: fast melee attacks feed the Blood branch's drain-heals, and the Night branch hides him, paralyzes his prey and takes him into the air. He wins long fights by out-sustaining his opponent — and dies to burst.

Attributes: Strength 19, Agility 22 (primary), Intellect 17 · +2/+3/+1 per level · 655 health, 315 mana, 23–31 damage at level 1 · leather, melee.

Special: Bat Form grants true flight — over cliffs, water and walls, and out of reach of every ground-only attacker — but only Bite can be cast until he lands. The Vampire is undead: holy damage hits him double, and effects that only touch the living slide off him.

Blood

Night

Hunter

Hunter

An Agility ranged marksman whose shots scale with his bow, backed by a loyal wolf companion and hidden snare traps.

Attributes: Strength 19, Agility 22 (primary), Intellect 15 · +2/+3/+1 per level · 635 health, 285 mana, 25–31 damage at level 1 · leather, attack range 4.

Special: the wolf companion is permanent — it lives until killed, fights at the Hunter's side, and its death restarts the Call Wolf cooldown. Snare traps are invisible and spring on their own. His weapon-damage shots go through armor, not magic resistance.

Marksmanship

Survival

Druid

Druid

An Intellect hero with two spellbooks: a ranged nature caster who heals, roots and calls the storm, and who can take the shape of a great lion and fight as a melee beast. Which book he can cast from depends on the shape he wears — so a Druid is really two heroes, and choosing when to be which is the class.

Attributes: Strength 20, Agility 17, Intellect 20 (primary) · +2/+2/+2 per level · 690 health, 410 mana, 22–28 damage at level 1 — the most even growth in the roster · leather, attack range 4.

Special — the shape: Lion Form holds until he shifts back. As the lion he hits harder, moves faster and fights in melee, but can cast only the Wild skills, and his mana returns at a third of its pace; in his own shape only the Nature skills. Human Form costs nothing, so silence can never strand him in the wrong book — and taking the lion's shape sheds Barkskin. Regrowth and Purify touch only the living: they will not heal the undead, a war machine or a fortress wall.

Wild

Nature

Valkyrie

Valkyrie

A Strength warrior in gleaming plate, come down from the storm: a ricocheting war hammer, a lightning teleport into the fight, an aura that quickens her allies' attacks, and an ultimate that raises the fallen to fight on.

Attributes: Strength 24 (primary), Agility 14, Intellect 19 · +3/+2/+1 per level · 755 health, 335 mana, 27–36 damage at level 1 · plate, melee.

Special: unlocked in the in-game Store. Her whole kit is one deep branch, Tempest.

Tempest

Shield Maiden

Shield Maiden

A warrior of the northern shield-wall who chooses the slain.

Special: unlocked in the in-game Store. She fights exactly as the Barbarian does — the same attributes, the same Combat and Rage branches, down to the last point of damage — with a look all her own.

Warlock

Warlock

A ranged Intellect pact-caster. Demonology binds an imp that fights at his side and soaks his wounds, withers his enemies with shadow and curses, and ends in a demon's shape; Brimstone sets the target ablaze and then detonates the fire.

Attributes: Strength 19, Agility 15, Intellect 20 (primary) · +2/+1/+3 per level · 650 health, 500 mana, 21–26 damage at level 1 · cloth, attack range 5.

Special: unlocked in the in-game Store. The imp is permanent — it lives until killed, fights at his side, and its death restarts the Summon Imp cooldown. In Demon Form he keeps every spell he knows. Conflagrate consumes an immolation on the target for a guaranteed critical strike, and a critical Conflagrate also burns every enemy next to the target for 30% of its normal damage.

Demonology

Brimstone

Controls

Alderun plays with a mouse and keyboard on PC and in the browser, and entirely by touch on a phone or tablet. The game picks the scheme for you, and switches to touch the moment you use a touch screen.

Two keyboard layouts

Swap between them with the QWERTY Abilities toggle in Options. The change applies immediately, even mid-match.

LayoutScroll the cameraAbilitiesPotions
Default
QWERTY Abilities: Off
W A S D and the arrow keys 1–6 — none —
QWERTY Abilities
QWERTY Abilities: On
arrow keys only Q W E R T Y 1 2 3

Everything else below is identical in both layouts. The number keys work on the top row and the numpad alike, and keys are read by their physical position — so WASD stays WASD on a Cyrillic or any other non-Latin keyboard layout.

Keyboard

KeyAction
← ↑ ↓ →Scroll the map. Hold two for a diagonal.
W A S DScroll the map — default layout only.
Space (hold)Select your hero and keep the camera on them for as long as the key is held.
1–6 or QWERTYCast the ability in spell-bar slot 1–6, exactly as if you had clicked it.
1 2 3Use the item in quick-bar slot 1–3 — QWERTY Abilities layout only.
BRecall — channel for 8 seconds to return to your base. It sits on its own button at the right of the spell bar. In Banners of the Gulch the same key is Swift Stride.
F1 F2 F3Select your first, second or third group of summons. Press again to centre the camera on them.
IOpen or close the Inventory.
POpen or close the Skills window.
EscBack out one step: close the open window → else cancel an armed ability or building → else open the game menu.
Ctrl (hold)Left-click selects only — no automatic move or attack order.
Shift + right-clickAttack-move to the clicked point.
Alt + left-clickPing the spot for your allies (in the world or on the minimap).
Alt + right-clickDanger ping — a red warning your allies see and hear.

An ability that needs a target arms on the key press and fires on your next click. Ability and item keys are ignored while a window is open, and I and P only open a window when nothing else is open, so they never stack two windows.

Mouse

InputAction
Left clickSelect a unit, and — on a click in the world — issue the smart order: move to open ground, attack an enemy. Hold Ctrl to select without ordering.
Left dragDraw a selection box around your units. The left button never pans the camera.
Right clickThe order button: move, attack, or resolve whatever action is armed.
Right dragPan the camera. A drag also releases a camera that is following a unit.
Shift + right clickAttack-move — advance to the point and engage anything met on the way.
Right click an ability buttonToggle autocast on abilities that support it.
Right click your hero's portraitToggle hero targeting: clicking an enemy locks it as your target and attacks it, a click never takes control away from your hero, and targeted abilities fire straight at the locked target.
Mouse wheelZoom in and out, anchored on the cursor.
Screen edgeRest the cursor against a screen edge to scroll the map.
MinimapClick or drag to move the camera anywhere on the map. While a Town Portal is armed, click a building on the minimap to pick it.
HoverHover an ability, an item, a skill or an item lying on the ground to read its tooltip.

Touch

GestureAction
Tap your unitSelect it.
Tap the ground or an enemyMove there or attack it with your selection. Taps are forgiving: a tap near a unit counts as on it.
Long-press the groundAttack-move to that spot.
Drag / pinchPan / zoom the camera.
Tap an abilityAbilities that need a target arm (the button lights up and shows the range) and fire on your next tap, snapping to the nearest valid target. A ground tap while armed still moves you. Self-cast abilities fire at once.
Long-press an abilityToggle autocast.
Tap your hero's portraitSelect your hero and centre the camera on them. A long-press toggles hero targeting.
Tap items on the groundTheir names float up, and the same tap moves your hero there — walking over an item picks it up.
Ping buttonTap for an attention ping, long-press for a danger ping, then tap the spot in the world or on the minimap. Long-pressing the minimap itself offers both.
Chat buttonTeam chat, in multiplayer games.