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
- How heroes and combat work
- The heroes
- Controls
- For agents · bots and plugins
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.
- Towers fall in order. Each lane has three towers and a tower is invulnerable while the one ahead of it stands. Two inner towers guard the citadel: they open as soon as any lane's last tower falls, and the citadel opens when both of them are down.
- Barracks stand behind each lane's last tower. Destroying one makes your creeps in that lane stronger; with all three down, your waves turn overwhelming.
- The river is low ground. Fighting up out of it, basic attacks miss one time in four, and the banks hide what stands above them. The mid lane crosses at the ford.
- Gold: about a hundred gold a minute for every hero from the first wave, creep bounties to the killing blow, and 100 gold to every hero on the team that brings down a tower — more when that team is behind on towers.
- The fountain heals its own side and fights anyone who dives it.
- The jungle: seven neutral camps a side, refilling a minute after they are emptied — unless someone stands in the pocket. Two camps a side also leave a crest for the hero who clears them: the Crest of Cinders (+25% attack damage, faster attacks) or the Crest of Insight (much faster mana regeneration, +25% spell damage), for two minutes or until you die.
- Runes: a power rune every 2 minutes in one of the two river pits (Speed, Might, Restoration, Shadow, Illusion, Health or Mana), and four bounty runes every 4 minutes that pay the picker's whole team — more as the match goes on.
- Kharzum, the stone golem in the river pits, wakes at 10:00 and returns 8–11 minutes after each death in the other pit. His killers are paid, their lane creeps march 35% stronger for 3 minutes, the slayer takes the Crown of Undead, and he drops Kharzum's Heart: whoever walks over it cheats death once within the next 5 minutes. His blows can stun, he slams the ground around the hero he is fighting to damage and slow everyone beside it, and he grows tougher and hits harder every 3 minutes of the match. At 30:00 a Dragon circles the ford; its slayer takes the Dragon Helm.
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.
- Everyone starts equal. Heroes enter at level 12 with a restoring flask, and a 20-second truce once everyone has arrived gives you time to build your skill tree. There are no shops, no creep waves and no Recall.
- Swift Stride. In Recall's place (the B key) every hero carries a travel buff instead of a mount: a 3-second cast that damage interrupts, then 35% faster movement for 45 seconds. It does not stack with other speed bonuses, and it ends on any damage taken, a root, slow, stun or disarm (a silence alone does not), an attack, a spell, using an item other than a potion, or lifting a flag — a flag carrier cannot start it. Cooldown 90 seconds.
- Two-tier fortresses. Each fort stands on a hill: a flag floor and an upper floor joined by inner ramps. The front tunnel is the shortest and narrowest way in; a long flank climbs to the upper floor and a short flank reaches the flag floor — and the two forts put them on opposite sides. A teleporter circle on each fort's outer terrace drops whoever stands in it to the foot of the hill: a fast way down, never up.
- Carrying. Only a living, visible hero on the ground can carry a flag. Dying, flying, stealth, invulnerability or any blink or teleport drops it; stuns, slows, shields and the lion and demon forms do not. A carrier can drop the flag on purpose to hand it to a teammate. A dropped flag returns home after 10 seconds unless someone lifts it, and its own team returns it at once by touching it.
- Resurrection waves. The fallen return together at their graveyard every 45 game seconds (about 41 real seconds).
- No stalemates. While both flags are away from their stands, every carrier is Exposed: every 30 seconds it takes 10% more damage and 5% less healing, up to 15 times. From the fifth stack the carriers are Hunted and no speed bonus works on them. The stacks stay with the flags until both are home, so the team that kills the enemy carrier first wins the standoff.
- Runes. A Restoration Rune stands on each fortress hill beside its teleporter: it restores 10% of maximum health and mana every second for 10 s, ends the moment an enemy damages you, and returns 84 s after it is taken. One more lies out in the valley, each time at random either in the farmyard beside the dog or at the knight statue in the western graveyard, and returns 2 minutes after it is taken. Outside each fortress lie a Speed Rune (+50% movement for 10 s) and a Berserker Rune (+30% damage dealt, +10% damage taken, for 60 s), back 2 minutes later. Walk over a rune to take it; either team may take any of them.
- The Rune of the Undead appears in the stone circle of the western graveyard at 7:00 and returns 7 minutes after each time it is taken; both teams are told when it appears and who took it. Its taker raises five skeletons beside the tombstones — two swordsmen, two archers and a mage. They are not yours to command: they follow the hero who raised them and attack every enemy they see, for 4 minutes, or until that hero dies. Taking a second rune replaces what is left of the first squad.
- Time. A match lasts 25 minutes. The higher score wins, a tie goes to the team that captured last, and 0–0 is a draw. Captures and flag returns are counted on the final scoreboard.
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.
- Capturing. Only heroes capture. Stand within 2 tiles of a flag: a neutral flag turns in 10 seconds, an enemy-held one in 20. More heroes do not capture faster, and heroes of both sides on the flag freeze it. A stealthed hero cannot capture. While your hero stands on a flag your side does not hold, a bar above the unit panel shows the seconds left.
- The front line is the unbroken run of flags your side holds from its own end. Your heroes revive at its furthest graveyard and your waves spawn at its furthest garrison. A capture behind the enemy's line does not move you forward, but it cuts their line at that point until they retake it.
- Garrisons each carry a tower and a squad of defenders. The flag alone decides who owns one; the tower is the defence, and a captured garrison's tower is a teleport anchor for Recall and scrolls. Waves only bring siege while your side holds at least one enemy garrison.
- The keep. The gate cannot be attacked while its side holds both of its home garrisons — the first home garrison lost opens it. The General is invulnerable while the gate stands. Two named guards defend each keep, stunning, netting or calling lightning on intruders; a guard killed is gone for the match, and each home garrison in enemy hands disarms one of them while it is held.
- Reinforcements. Each side starts with 360. A hero death costs 6, a garrison tower 12, a keep guard 30, and a creep killed on its own half 2. An army that runs out stops sending waves, its gate opens, and its heroes take twice as long to revive. If nobody has won at 45 minutes, the side with more reinforcements left wins.
- Gold is shared: every kill pays the whole team evenly. Each flag captured pays the team 50, and the Old Mine by the river pays its owners a steady trickle. Each keep has a shop, and each side's quartermaster sets up his wagon at its front graveyard, so an army that has pushed forward can spend on the spot.
- The blizzard sweeps the valley from 8:00, every 6 minutes, for 75 seconds, with a 15-second warning. While it howls, every unit but the towers sees half as far and the frozen river is slow to cross.
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.
- Three ways through. The Road in the middle is the only way the waves march, and it crosses the frozen river by twin fords. The Cliff Trail in the west is a raised shelf with graveyards of its own — a way into the enemy's rear while the armies fight at the river. The Iron Gorge in the east is a low canyon of neutral camps. All three meet in the river bed at Snowfall, and every way in is a narrow throat a few heroes can hold. Attacks from the river bed up the bank miss one time in four.
- The front line works as in Frostvale, along the Road: your waves spawn at your furthest garrison. A hero revives by where it fell — on the trail at your furthest trail graveyard, anywhere else at your furthest road graveyard. Captures are slower: a graveyard takes 20 seconds from neutral, a garrison 25 and a mine 10, and twice as long when the enemy holds it. Every capture pays your team 50 gold, and each of the two mines in the river pays every hero of its owner 1 gold every 2 seconds and adds 1 iron every 6 seconds to the side's iron store (200 at most).
- The King's reinforcements. Click your own General to spend the iron and some of your own gold: four Knights (Blue) or Ogres (Red) for 100 iron and 300 gold, or three Ballistas or Siege Golems — siege that razes towers — for 60 iron and 200 gold. They join your next wave where it spawns and march with it. One call waits at a time.
- The gates. A gate cannot be attacked while its side holds both of its keep garrisons and has reinforcements left — losing a field garrison never opens it. The General is invulnerable while his gate stands, and four Warmasters guard each keep, two for each keep garrison.
- Armor Scraps and Frost Blood. An enemy hero you kill drops Armor Scraps and a vial of Frost Blood where it fell, and a dead hero spills everything it was carrying; enemy soldiers sometimes drop some too. Walk over them to pick them up, then bank scraps at your keep's Armoury and blood at its Altar. At 50, 120 and 220 banked scraps your soldiers march out a tier stronger.
- The champion. With 10 blood banked, a hero at the Altar can call your side's champion — Ivar the Ice Lord or Grom the Ember Lord — who marches on the enemy with the waves for 8 minutes, tearing down buildings first. Killed, it costs its side 60 reinforcements.
- Captains and Lieutenants. Each side's Captain, Ulric or Kraag, guards a hall cut into the gorge wall behind two wardens. Kill the enemy Captain and his side's gate can be attacked for 60 seconds. Two Lieutenants a side patrol the road and guard the trail graveyard. All of them drop scraps and blood, cost their side reinforcements and come back a few minutes later.
- Reinforcements. Each side starts with 720, spent on fallen heroes, towers, Warmasters, officers, the champion and soldiers lost on their own half. A side at zero sends no more waves, its gate opens and its heroes revive twice as slowly. If no General has fallen at 60 minutes, the side with more reinforcements left wins.
- Also: gold is shared, the blizzard sweeps the pass every 6 minutes from 8:00, and each keep has a shop, with a neutral rare-item trader in the river bed and a quartermaster's wagon at each side's front graveyard. There is no buyback.
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.
- Everyone starts strong. Every hero enters at level 12 with at least 1,000 gold. For the first 60 seconds both gates are barred, and everyone waits in their own keep.
- The road runs graveyard by garrison from one keep to the other; your front line is the unbroken run of it your side holds. Snowfall, a neutral graveyard on a hill on the field's west side, is off the road: take it for a revive point closer to the fight, or march past it.
- Capturing. Any flag takes 30 seconds from the enemy and 15 from neutral. A flag left part-turned stays that way until someone stands on it again, so its owner turns it back by standing there. Every capture pays your team 50 gold. Each graveyard is guarded by two soldiers and an archer of whoever holds it.
- Garrisons burn. The first time the enemy takes a garrison, its tower is gone for the match, and so is its Warmaster.
- The General can be attacked at any time, but each of his four living Warmasters — one for each of his side's garrisons — adds 25% to his health and damage. Burn the garrisons or kill the Warmasters, then take him. The gatehouses are scenery: the General, the fountain and the shop stand inside, the keep garrisons and the base graveyard in the open ward before it.
- Reinforcements. Each side has 150. A hero death costs 1, a garrison's tower burned 20 and the Captain slain 25. A side at zero loses. At 60 minutes, the side with more left wins.
- The mines are goblin dens under a golem. Kill the golem to take the mine; its foreman and two soldiers then hold it for you until the enemy kills the foreman. A held mine adds 1 iron every 6 seconds and gives back 1 reinforcement every 3 minutes.
- The King's reinforcements. Click your own General to spend the iron and some of your own gold: four Knights (Blue) or Ogres (Red), or three siege engines that raze towers. They march out of your gate with the next rising of the dead and fight until slain.
- Cavalry. Wolves of the neutral camps slain by a hero drop Wolf Hides. Bank 8 at your Armoury and four riders charge out of your gate at the next objective for 4 minutes.
- Scraps, blood and the champion. Armor Scraps and Frost Blood drop and bank as on The High Pass; at 50, 120 and 220 scraps your whole army rises a tier, soldiers already standing included. The champion called with 10 blood fights until slain.
- Captains and Lieutenants. Each side's Captain holds an outpost off its own road, up a ramp behind two wardens; once slain, he and his wardens never return. The Lieutenants patrol and come back 4 minutes after they fall.
- The low pass runs under the Red causeway: a lit circle at each mouth carries whoever steps on it to the other side.
- Death. The fallen rise together at their graveyard every 40 seconds, or every 70 at the base graveyard. There is no buyback and no Recall: in Recall's place every hero rides — Swift Stride (B), a 3-second cast, then 35% faster until a blow, an attack, a spell, an impairment or an item other than a potion ends it; cooldown 10 seconds.
- Also: gold is shared, the blizzard sweeps the valley every 6 minutes from 8:00, and each keep has a shop, with a neutral rare-item trader on the field and a quartermaster's wagon at each side's front graveyard.
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:
| Mode | What it sets |
|---|---|
| Casual | 1000 starting gold, heroes start at level 2, 200% experience. |
| Normal | 100 starting gold, 150% experience. |
| Hardcore | No starting gold, 100% experience, and the hardest AI. |
| Configure | Set 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:
| Map | Casual | Normal | Hardcore |
|---|---|---|---|
| The Crossing, Frostvale | 5v5 | 5v5 | 5v5 |
| Banners of the Gulch | 10v10 | 10v10 | 10v10 |
| The High Pass, Frostmarch Valley | 10v10 | 8v8 | 10v10 |
| Arena | 4v4 | 4v4 | 5v5 |
| Alderun | 3 heroes | 3 heroes | 4 heroes |
| Duel | 2v2 | 2v2 | 2v2 |
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.
| Attribute | Every 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:
| Class | Heroes | Base armor | Magic resistance |
|---|---|---|---|
| Plate | Paladin, Warrior, Barbarian, Valkyrie, Shield Maiden | 8 | 10 |
| Leather | Rogue, Vampire, Hunter, Druid | 2 | 20 |
| Cloth | Mage, Lich, Warlock | 0 | 30 |
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 \ Damage | Normal | Piercing | Siege | Astral | Hero |
|---|---|---|---|---|---|
| Unarmored | 100% | 150% | 150% | 100% | 100% |
| Light | 100% | 200% | 100% | 100% | 100% |
| Normal | 150% | 75% | 50% | 100% | 100% |
| Heavy | 100% | 100% | 100% | 100% | 100% |
| Fortified | 70% | 35% | 150% | 100% | 50% |
| Hero | 100% | 50% | 50% | 100% | 100% |
| Divine | 0% | 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
- Fog of war. You see what your team sees: every allied unit, building and ward shares its sight with the whole side.
- Line of sight. Trees, walls, statues and cliffs block sight. A unit standing on higher ground sees over lower obstacles; a unit in a river bed or at the foot of a hill does not see what stands above it.
- Attacking reveals you. Whoever hits a unit is shown to that unit's side for 3 seconds, even from behind a tree.
- Losing a target. A unit chasing a target its team can no longer see gives up after 2 seconds — break line of sight to escape. A spell being aimed at a target that disappears into the fog is cancelled at no cost. Teleporting away makes arrows and bolts already flying at you miss.
- Heroes pick their fights. An idle hero only attacks enemies that come within 5 tiles or its attack range, whichever is longer — but for 3 seconds after being attacked it answers anything it can see.
- Wards. The Watcher's Totem (150 gold) plants an invisible ward granting sight in 8 tiles for 6 minutes; the Seer's Totem (125 gold) reveals invisible enemies within 4 tiles for 4 minutes. Up to two of each can stand at once; planting a third removes the oldest.
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
- Seven gear slots — head, armor, main hand, off hand, ring, amulet and feet — plus a backpack. Buying an item puts it in the backpack; equip it from the Inventory. A hero carries one of each kind of item.
- Requirements. Some items need a hero level, a specialization in a skill branch, or a specific hero (the Windrunner Longbow is the Hunter's alone). You may buy what you cannot wear yet.
- Sets — the Regalia of the Silent Star for casters, the Vow of Iron for melee and the Shroud of the Crimson Fang for the Rogue and Vampire — grant extra bonuses at two and three pieces worn.
- Relics, the most expensive tier, need hero level 12 (level 10 on Alderun) and are sold on the Arena and Alderun. The big battle maps keep their shelves to what a match can afford — nothing above 10,000 gold on The Crossing, or 8,000 on Frostvale, The High Pass and Frostmarch Valley.
- Boots make a hero faster: Boots of Speed, then Warstrider Greaves (attack speed) or Sandals of the Sage (mana regeneration).
- Potions restore over time rather than all at once. On The Crossing, Frostvale, The High Pass and Frostmarch Valley consumables stack in one slot, and three more kinds of sustain are sold: the Field Poultice and Focus Draught (cheap, cancelled by damage) and the Wayfarer's Flask, three sips that refill at your own fountain. Duel and Banners of the Gulch champions start with a full flask.
- Recipes (The Crossing, Frostvale, The High Pass and Frostmarch Valley): some items are built from others. Hold the parts and the shop sells the result for its price minus theirs, consuming the parts.
- Drop an item from the Inventory to leave it on the ground — that is how you give one to an ally. Anyone who walks over it picks it up.
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.
| Hero | Primary | Class | Attack | Health / mana | Branches |
|---|---|---|---|---|---|
| Paladin | Strength | Plate | Melee | 790 / 320 | Holy, Retribution |
| Mage | Intellect | Cloth | Ranged (5) | 625 / 515 | Fire, Ice, Arcane |
| Lich | Intellect | Cloth | Ranged (5) | 590 / 500 | Ice, Necromancy |
| Barbarian | Strength | Plate | Melee | 840 / 240 | Combat, Rage |
| Rogue | Agility | Leather | Melee | 650 / 320 | Shadows, Blades |
| Warrior | Strength | Plate | Melee | 830 / 260 | Onslaught, Bulwark, Warlord |
| Vampire | Agility | Leather | Melee | 655 / 315 | Blood, Night |
| Hunter | Agility | Leather | Ranged (4) | 635 / 285 | Marksmanship, Survival |
| Druid | Intellect | Leather | Ranged (4) | 690 / 410 | Wild, Nature |
| Valkyrie | Strength | Plate | Melee | 755 / 335 | Tempest |
| Shield Maiden | Strength | Plate | Melee | 840 / 240 | Combat, Rage |
| Warlock | Intellect | Cloth | Ranged (5) | 650 / 500 | Demonology, 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
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
Heal (2) — heals the caster for 100–120 (160–180). 90–100 mana · 16 s
Holy Bolt (3) — 100–120 (150–190, 200–250) Magic damage with a 25% (45%) chance to root the target for 5 s. 50–110 mana · 10–11 s · level 2, rank 3 at 6
Cleanse (1) — removes every negative effect from the caster. 10 mana · 100 s
Devotion Aura (3) — nearby allies gain +2 (+3, +5) armor. aura · level 2
Divine Shield (2) — strips every negative effect, then makes him immune to all damage and spells for 15 (20) s. 50 mana · 60 s
Heavens Gift (2) — passive: +5 magic resistance and +1 health and mana regeneration per rank. level 4 · Arena/Alderun: regeneration only
Bless (1) — allies in the chosen area gain +5 attack damage. 75 mana · 45 s
Holy Shock (2) — 100–120 (130–150) Magic damage to all enemies around him, doubled against undead. 0.5 s cast. 95–100 mana · 25 s · level 5
Healing Light (1) — ultimate: a 10-second channel that heals every ally around him again and again. 150 mana · 150 s · level 7
Retribution
Burning Sword (2) — +3 (+4) attack damage and a 30% (45%) chance per hit to deal 10 (15) Fire damage, for 25 (35) s. 50 mana · 60 s
Mana Burn (1) — destroys 10% of the target's mana, deals 10–15 Magic damage and cuts its mana regeneration to 30% for 8 s. 50 mana · 45 s · level 2
Irradiate (1) — blinds enemies in an area for 10 s: −30% sight range and −3 attack damage. Cannot be resisted. 50 mana · 60 s
Magic Resistance (2) — passive: +10 magic resistance per rank; rank 2 also reflects damage to melee attackers. level 2
Smite (3) — 15–16 (24–30, 30–42) Magic damage plus 5% of the target's mana, stunning for 2.5 (3, 3.5) s. 100 mana · 25 s
Burning Shield (2) — attackers take 15 (25) Fire damage, and he gains +40 magic resistance, for 25 (30) s. 0.9 s cast. 50 mana · 60 s
Sacrifice (1) — pays 100 of his own health to deal 100 unresistable Magic damage to every enemy around him. 100 mana · 15 s · level 4
Imprison (1) — ultimate: seals an enemy in an impenetrable wall for 16 s — unable to act, but invulnerable. Cannot be resisted, but magic resistance shortens the hold (about 6 s at 95). 1.2 s cast. 50 mana · 120 s · level 8
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
Scorch (4) — an instant flame jet for 70–90 (90–110, 110–140, 160–190) damage with a 25–30% crit chance; consumes a burn on the target for a guaranteed crit, and may melt freezing effects. 65–85 mana · 4 s · rank 4 at level 8
Fireball (3) — 100–120 (140–160, 190–210) Magic damage in an area, setting victims burning for 5 s. 0.9 s cast. 100–120 mana · 11 s · rank 3 at level 6
Spell Mastery (3) — passive: +10% spell damage per rank. level 2, rank 3 at level 15 with 9 points spent in Fire
Summon Totem (2) — plants an immobile fire-shooting totem for 55 (60) s. The rank-2 totem is magic-immune and fires a Fire Ray that crits on a burning target. 100–110 mana · 15 (10) s
Chain Lightning (3) — 100–130 (160–180, 215–240) Magic damage, jumping to 1 (2, 2) more enemies; 30% chance to daze the first target. 110–120 mana · 11–12 s · level 3, rank 3 at 6
Elemental Protection (1) — +35 magic resistance for 60 s. 50 mana · 100 s
Preparate (1) — instantly resets the cooldowns of all other spells. 30 mana · 120 s · level 6
Fire Storm (1) — ultimate: channels 5 seconds of molten rain over an area. 175 mana · 110 s · level 8
Ice
Ice Arrow (2) — 80–100 (140) Frost damage, slowing movement 50% (60%) for 6 s. 70–75 mana · 8 s
Ice Born (2) — passive: +4 armor and +2 health regeneration per rank.
Ice Shackle (4) — 90–110 (130–150, 160–210, 215–280) Frost damage, slowing attack, casting and movement for 5 (6.5, 8, 8) s. 100–120 mana · 15 s · rank 4 at level 8
Shield of Ice (2) — attackers take 10 (15) Frost damage; +5 (+8) armor for 25 s. 100 mana · 50 s
Frost Comet (2) — 80–90 (100–110) Frost damage in an area, freezing enemies in place for 5 (6) s and leaving them slowed. 0.9 s cast. 110 mana · 20 (15) s · level 4
Ice Block (1) — encased in ice for 12 s: invulnerable, but unable to act. 80 mana · 60 s
Summon Water Elemental (1) — a ranged elemental fights for 60 s. 2 s cast. 100 mana · 15 s · level 6
Blizzard (1) — ultimate: channels 5 seconds of ice shards over an area, damaging and slowing movement 60%. 175 mana · 100 s · level 8
Arcane
Arcane Blast (4) — 70–80 (100–110, 140–160, 180–200) Magic damage that burns 30–40 mana; rank 2 arcs to a second target, rank 3 to up to three more. 55–120 mana · 8–8.6 s · rank 4 at level 8
Silence (1) — enemies in an area cannot cast for 12 s. 90 mana · 40 s (Arena/Alderun: 30 s) · level 2
Arcane Mastery (2) — passive: +3% spell damage per rank and +2 (+3) mana regeneration.
Brilliance Aura (1) — nearby allies regenerate mana 10% faster. aura
Earth Quake (3) — shatters an area for 100–120 (120–150, 140–170) damage, dazing and slowing the enemies in it. 0.7 s cast. 100–110 mana · 20 s · level 4
Mirror Image (1) — two illusory copies of the Mage join the fight. 175 mana · 110 s
Banish (1) — instantly destroys an enemy summoned unit. 50 mana · 20 s · level 6
Blink (1) — teleports up to 11 tiles; aimed further, it jumps the full distance toward the point. 100 mana · 10 s
Polymorph (1) — ultimate: turns an enemy into a harmless sheep for 20 s (16 s against heroes). The sheep heals quickly, and every hit it takes has a 25% chance to break the spell. 1.5 s cast. 50 mana · 120 s · level 8
Town Portal (1) — a 5-second channel that carries him to any allied building. 75 mana · 120 s · level 8
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
Summon Skeleton (4) — raises a skeleton guardian for 60 (80, 80, 90) s. Higher ranks raise stronger skeletons and let more serve at once: 1 (2, 3, 4); rank 4 raises a Skeleton Lord or, at random, a Skeleton Archer that shoots from range. 0.9 s cast. 100–115 mana · 3 s · rank 4 at level 11
Drain Life (3) — drains 42 (44, 62) health a second for 3 s, most of it to the Lich; from rank 2, a target that dies mid-drain rises as a Skeleton. 90–100 mana · 10 s · level 2
Summon Mastery (2) — passive: your summons gain +150 (+225) health; rank 2 adds +1 armor.
Drain Mana (2) — siphons 2% (4%) of the target's mana a second for 5 s. 45–65 mana · 15 s
Undead Resilience (2) — passive: +70 (+80) health and +5 magic resistance per rank.
Life Tap (1) — converts 50 health into 55 mana. 50 mana · 1 s
Totem of the Dead (2) — plants a skull totem for 45 s whose aura gives your nearby undead summons +10 attack damage and +4 armor. The rank-2 totem also curses living enemies around it: when one dies, the Lich is healed for 4% of its health. Only one totem at a time. 1 s cast. 100–110 mana · 60 s
Curse of Weakness (1) — enemies in an area deal 15% less physical damage for 20 s. 75 mana · 15 s · level 6
Shadow Form (1) — 45 s: +35 armor, +10 magic resistance and flowing mana, but no attacking. 50 mana · 120 s
Shadow Ban (2) — banishes a target for 6 (8) s: it cannot attack and moves at half speed, but the shadows ward it with +35 armor and +10 magic resistance. 100 mana · 60 s
Death Call (1) — ultimate: every living enemy around him hears the call. Anyone below 10% health dies on the spot; the rest resist with a chance equal to their health percentage plus 10, and those who fail are killed outright. Survivors take 100 Astral damage. Heroes never die to it — they take the damage instead, and a hero who fails to resist flees in terror for 8 s, unable to attack or cast. Undead, mechanical units and buildings are untouched. 175 mana · 120 s · level 8
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
Heroic Strike (2) — an instant attack for 145% (155%) weapon damage; autocastable. no mana · 9 s
Bash (3) — 60% (70%, 80%) weapon damage and a 3 (5, 6) s stun. no mana · 30 s
Combat Aura (2) — nearby allies deal +10% (+18%) attack damage. aura · level 2
Cleave (2) — 160% (200%) weapon damage to up to 3 enemies in front; autocastable. no mana · 15 (15.5) s
Weapon Throw (1) — hurls a weapon for 120% weapon damage plus 20 Magic damage. 40 mana · 15 s
Combat Specialization (2) — passive: +6 attack damage per rank.
Thunder Clap (2) — 80 (120) damage to every enemy around him, slowing movement and attacks 50% (70%); autocastable. 100 mana · 14 s
Defensive Stance (1) — 20 s: +20 armor and Fortified armor, at half movement speed. 50 mana · 60 s
Avatar of War (1) — ultimate: for 35 s, +4 armor, +20 damage, +400 health and 70 magic resistance. 50 mana · 120 s · level 8
Rage
Berserk (2) — +50% attack speed for 15 (20) s, followed by a spell of fatigue. 50 mana · 60 s
Charge (1) — +40% movement speed for 15 s. no mana · 60 s · level 2
Enraged Swings (1) — for 20 s, each attack has a 60% chance to hit everything around him. no mana · 60 s
Vitality (3) — passive: +100 maximum health per rank. level 2
War Cry (2) — nearby allies deal +15% (+18%) attack damage for 10 (15) s. 50 mana · 30 s · level 4
Blood Thirst (2) — a strike for 120% weapon damage +30 (130% +40) that restores up to 30 (40) health; autocastable. no mana · 10 s
Death Wish (1) — 30 s: +40% physical damage, −40% armor. 50 mana · 60 s
Death Blow (1) — ultimate: instantly kills an ordinary unit; heroes and resistant targets suffer 4× weapon damage instead. 90 mana · 120 s · level 8
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
Sap (2) — clubs for 60% (80%) weapon damage and stuns for 6 (8) s. no mana · 15 s
Trap (1) — a web thrown from up to 6 tiles roots the target for 8 s. 75 mana · 45 s
Fan of Knives (4) — knives at 3 (4, 5, 6) separate targets for 100% (125%, 140%, 150%) weapon damage each; the top rank adds poison. no mana · 14 s
Stealth (2) — hides the Rogue for 30 s; attacking, casting or taking damage reveals him. Rank 2 re-stealths whenever he stops attacking and grants +30% attack speed for the first 12 s. 90 mana · 30 s
Assassin Specialization (2) — passive: +5 attack damage and +10% spell damage; rank 2 adds +6 more damage.
Dash (1) — +40% movement speed for 10 s. no mana · 55 s · level 4
Poison Dagger (4) — poisons for 20 (32, 52, 68) damage a second for 5 s; from rank 2 it also slows movement 50% for 6 s. 70–90 mana · 10–11 s · rank 4 at level 8
Blink (2) — teleports up to 11 (13) tiles. 100 mana · 10 s
Disentangle (1) — frees him from webs, roots and slows. Does not break stuns or silences. 50 mana · 50 s
Kick (3) — 140% (150%, 160%) weapon damage, interrupting spellcasting for 2 (3, 4) s. no mana · 16 s
Stab (1) — a devastating 500% weapon-damage strike that ignores half the target's armor and interrupts its casting — only from stealth, and never against mechanical targets. no mana · 20 s · level 6
Blades
Rend (4) — a slash for 60% (80%, 100%, 120%) weapon damage that bleeds the target for another 60% (90%, 120%, 150%) over 6 s; autocastable. 25–40 mana · 8 s
Evasion (3) — passive: a 10% chance to evade enemy attacks, +8% per further rank (26% at rank 3). Spells cannot be evaded. level 2
Quick Hands (3) — passive: about 11% faster attacks per rank.
Shadowstrike (3) — steps through the shadows to a target up to 6 tiles away and strikes it for 140% (170%, 200%) weapon damage. 40–50 mana · 20 s · level 4
Flurry (2) — three rapid strikes for 55% (70%) weapon damage each; autocastable. 35–40 mana · 12 s · level 4
Deep Wound (2) — a brutal strike for 150% (200%) weapon damage, half again as much against a bleeding target, that reopens the wound for 6 s. 45–50 mana · 15 s · level 6
Riposte (2) — for 6 s, every attack he evades is answered with a counter-strike for 150% (200%) weapon damage. 40–45 mana · 30 s · level 6
Adrenaline (3) — ultimate: for 10 s he attacks 25% (33%, 42%) faster, moves 11% (14%, 17%) faster and cannot be slowed or rooted. Stuns, hexes and prisons still land. 60–70 mana · 60 s · level 8
Computer-controlled Rogues build Shadows; Blades is a player's build.
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
Heroic Strike (2) — an instant 145% (155%) weapon-damage attack; autocastable. no mana · 9 s
Cleave (2) — 160% (200%) weapon damage to up to 3 enemies in front; autocastable. no mana · 15 (15.5) s
Charge (1) — +40% movement speed for 12 s. no mana · 60 s · level 2
Weapon Mastery (2) — passive: +6 attack damage per rank. level 2
Mortal Strike (1) — a strike for 100% weapon damage that leaves the target receiving only half of all healing for 8 s. 30 mana · 15 s · level 4
Whirlwind (3) — a whirling strike for 100% (125%, 150%) weapon damage to every enemy around him; autocastable. 25 mana · 15 s
Execute (1) — ultimate: ordinary units die outright; heroes and resistant targets suffer 4× weapon damage. 90 mana · 120 s · level 8
Bulwark
Bulwark Stance (1) — learns the defensive stance itself.
Shield Bash (3) — 60% (70%, 80%) weapon damage and a 3 (5, 6) s stun. no mana · 30 s
Shield Wall (1) — +30 armor for 10 s. 40 mana · 55 s
Taunt (1) — a mocking challenge: a creep drops what it is doing and rushes him, with −4 armor for 6 s. Does not work on heroes, or on creatures with more than twice his health. 25 mana · 40 s · level 2
Toughness (2) — passive: +90 health and +3 armor per rank.
Last Stand (1) — ultimate: an instant mend (400 health below 30%, 250 below 50%, 190 otherwise), then +400 health, +15 armor and +15 magic resistance for 16 s, shaking off hostile magic. Slows and roots hold. 50 mana · 120 s · level 8
Warlord
Warlord Stance (1) — learns the commander's stance itself.
Thunder Clap (2) — 80 (120) damage around him, slowing movement and attacks 50% (70%); autocastable. 100 mana · 14 s
Battle Aura (2) — nearby allies deal +10% (+18%) attack damage. aura · level 2
Commanding Presence (2) — passive: +60 health and +4 attack damage per rank.
War Cry (2) — nearby allies deal +15% (+18%) attack damage for 10 (15) s. 50 mana · 30 s
Rallying Cry (1) — ultimate: +30% attack damage and +15 armor for 25 s. 50 mana · 90 s · level 8
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
Bite (2) — 110% weapon damage +25 (125% +35), restoring 25 (35) health; autocastable. 8 mana · 8 (7) s
Blood Siphon (3) — drains 30 (42, 56) health a second for 3 s, most of it to the Vampire. 55–75 mana · 10 s · level 2
Crimson Vigor (2) — passive: +5 attack damage and +60 health per rank.
Hemorrhage (2) — a bleeding wound: 9 (14) damage a second for 8 s, healing the Vampire for every point spilled. 60–70 mana · 14 s
Thick Blood (2) — passive: +1 health regeneration and +5 magic resistance per rank.
Blood Frenzy (1) — pays 70 health for +35% attack speed and +25% movement speed for 12 s. 5 mana · 45 s · level 4
Blood Moon (1) — ultimate: a crimson moon rises for 9 s, draining every enemy within 4 tiles of 16 health a second, most of it restoring the Vampire. 150 mana · 100 s · level 8
Night
Mesmerize (2) — a paralyzing gaze: no moving, attacking or casting for 3 (4.5) s. Cannot be resisted, but only works on the living. 0.5 s cast. 60–70 mana · 40 s
Veil of Night (2) — stealth for 20 (30) s; rank 2 vanishes again whenever he stops attacking. Cast at night, it lasts 20% longer. 80 mana · 30 s
Predator's Senses (2) — passive: +1 sight range and slightly faster movement per rank.
Shadow Step (1) — a short blink of up to 6 tiles. 100 mana · 10 s · level 4
Ambush (1) — a savage 350% weapon-damage strike that ignores a quarter of the target's armor, only from hiding and never against mechanical targets. 40 mana · 18 s · level 6
Bat Form (1) — ultimate: a monstrous bat for 45 s — flies anywhere, 40% faster, +10 damage, but only Bite can be cast. 75 mana · 110 s · level 8
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
Aimed Shot (3) — a carefully aimed arrow for 120% (160%, 200%) weapon damage; autocastable. 10–15 mana · 8 s
Crippling Shot (2) — 18 (30) Piercing damage, slowing movement 40% (60%) for 5 s. 9–11 mana · 10 s
Eagle Eye (2) — passive: +1 attack range and +1 sight range per rank. level 2
Multi-Shot (2) — a volley at 3 (5) targets, each arrow 80% (90%) weapon damage. 20–26 mana · 12 s
Marksman Training (2) — passive: +5 attack damage per rank.
Rapid Fire (1) — +40% attack speed for 8 s. 0.5 s cast. 30 mana · 35 s · level 4
Impaling Shot (1) — a heavy arrow for 250% weapon damage, pinning the target in place for 2 s. 45 mana · 25 s · level 6
Rain of Arrows (1) — ultimate: channels 5 seconds of arrows over an area. 150 mana · 100 s · level 8
Survival
Call Wolf (3) — calls the permanent companion; stronger beasts answer at higher ranks. 0.9 s cast. 40–60 mana · 25 s
Snare Trap (3) — hides a trap that, when an enemy steps close, roots everything within 2 tiles for 3 (4, 5) s and deals 25 (45, 70) Piercing damage. Up to 3 armed at once; a trap decays after 2 minutes. 15–21 mana · 6 s
Survivalist (2) — passive: +70 health and +1 health regeneration per rank. level 2
Bond of the Pack (2) — passive: your beasts gain +150 (+225) health and +5 (+8) attack damage.
Enrage (2) — drives the wolf into a frenzy for 15 (20) s: 30% faster attacks and movement, +30% damage. 60 mana · 60 s · level 4
Tracker's Mark (1) — exposes the quarry: −4 armor and −10 magic resistance for 15 s. 30 mana · 15 s · level 6
Call of the Wild (1) — ultimate: a horn call summons 3 wild wolves to fight for 30 s. 150 mana · 110 s · level 8
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
Lion Form (1) — become a great lion: +8 attack damage, +4 armor, faster strikes and 20% faster movement, fighting in melee. Human Form returns him to his own shape for free. 40 mana · 30 s
Bash (3) — a crushing swipe for 20–28 (32–42, 46–60) damage that stuns for 2 (3, 4) s. 5 mana · 7 s
Feral Instinct (2) — passive: +5 attack damage and slightly faster attacks per rank.
Rip (3) — tears the target open for 75–95 (110–135, 150–180) damage. 5 mana · 10 s · level 4
Thick Hide (2) — passive: +2 armor and +60 health per rank.
Savage Roar (2) — a roar that cows everything within 3 tiles: enemies deal 15% (25%) less damage for 10 s. Autocastable. 5 mana · 15 s · level 5
Nature
Regrowth (3) — living growth knits a living ally's wounds: 18 (28, 38) health every second for 10 s. 70–100 mana · 22 s
Entangling Roots (2) — roots hold the target for 4 (5) s and crush it for 8 (13) damage a second. The damage never breaks the hold, but the victim can still fight whatever it can reach. 0.5 s cast. 55–70 mana · 30 s
Purify (1) — washes every hostile effect off a living ally. 45 mana · 9 s
Attunement (2) — passive: +5 magic resistance and +1 mana regeneration per rank. Arena/Alderun: +40 mana and +1 mana regeneration
Call Lightning (4) — a bolt out of the sky for 55–70 (85–105, 115–140, 150–180) Magic damage, splashing everything around the target, with a 15% (22%, 30%, 30%) chance to stun for 1.5 s. 75–135 mana · 8 s · level 3, rank 4 at 8
Thunderstorm (1) — ultimate: a storm breaks over the chosen ground for 5 s — bolt after bolt, each burning every enemy under it for 120–233 Magic damage and now and then stunning them for 3 s. 175 mana · 110 s · level 8
Barkskin (2) — living bark sheathes him: +3 (+6) armor and +10 (+20) magic resistance for 30 s. Shed the moment he takes the lion's shape. 0.9 s cast. 40–50 mana · 15 s
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
Hammer Throw (3) — hurls her hammer for 125% (150%, 175%) weapon damage; it ricochets to two more enemies, losing a quarter of its force with each leap. From rank 2 the first target is stunned for 3 s with a 50% chance and the second for 2 s with a 25% chance. 60–80 mana · 10 s · rank 3 at level 10
Thunder Step (2) — rides the lightning up to 8 tiles, breaking free of everything slowing or holding her. Enemies around her arrival take 50 (75) damage and are dazzled for 2 (2.5) s — unable to attack or cast, and slowed to half speed. 90 (85) mana · 15 (13) s
Storm Strike (2) — a charged blow for 120% (145%) weapon damage; for the next 5 s every attack arcs lightning into its target. Autocastable. 35 mana · 9 (8) s
Swiftwing (2) — passive: faster attacks per rank. level 2
Thunder Clap (2) — 80 (120) damage around her, slowing movement and attacks 50% (70%); autocastable. 100 mana · 14 s
Whirlwind (3) — a whirling strike for 100% (125%, 150%) weapon damage to every enemy around her; autocastable. 25 mana · 15 s
Northern Spirit (2) — passive: +80 health and +2 armor per rank. level 2
Tempest Aura (2) — nearby allies attack 8% (14%) faster. aura · level 2
Valkyrie's Call (2) — a battle cry: nearby allies gain 15% (20%) attack damage and move faster for 10 (15) s. 50 mana · 30 (27) s
Call of Valhalla (1) — ultimate: she claims the slain — up to 5 allied soldiers who fell within 5 tiles in the last 20 seconds rise and fight on at her side, and carry on with the errand they died on. Never a hero, the undead or the mechanical, and none with more than 1100 health. 2 s cast. 150 mana · 75 s · level 8
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
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
Summon Imp (3) — binds a permanent imp that hurls firebolts from 4 tiles away; a stronger imp answers at each rank (270, 370, 480 health). The imp shrugs off 80% of fire damage, and once a minute it channels a 2-second Fire Ray for twice its attack damage that leaves the target burning — a burn Conflagrate consumes like an immolation. 0.9 s cast. 40–60 mana · 25 s
Shadow Bolt (4) — 90–110 (130–160, 180–220, 210–250) Magic damage with a 3% (6%, 9%, 11%) critical chance. 0.5 s cast. 60–95 mana · 5 s · rank 3 at level 6, rank 4 at 10
Corruption (3) — 15 (22, 30) Magic damage a second for 12 s. 45–65 mana · 8 s · level 2, rank 3 at 6
Infernal Bond (2) — passive: the imp gains +100 health and +5 attack damage; rank 2 adds a further +150 and +7.
Soul Link (2) — passive: 12% (20%) of the damage he takes goes to his imp instead. level 4, rank 2 at 10
Demon Skin (2) — passive: +3 armor and +1 health regeneration per rank. level 3
Curse of Frailty (2) — the target deals 20% (30%) less attack damage for 12 s. 40–50 mana · 15 s
Drain Life (2) — a 5-second channel that drains 30 (45) health a second from the target into him. 60–80 mana · 12 s · level 4
Fear (2) — terrifies a living target for 3 (4) s: it runs 5–8 tiles away from you and cannot be ordered, attack, cast or use items. Hard CC: repeated fears are shorter. 55–65 mana · 20 s · level 6
Demon Form (1) — ultimate: he becomes a demon for 35 s, fighting in melee with +25 attack damage, +10 armor, 30% more health, 5% faster movement and 5% faster attacks; each blow has a 5% chance to lay a Corruption (15 damage a second for 12 s) on its target, on top of any Corruption already there. Every spell stays at hand. 100 mana · 90 s · level 8
Brimstone
Conflagrate (4) — detonates the fire on the target for 75–95 (105–130, 135–165, 185–205) Fire damage with a 2% (4%, 6%, 8%) critical chance. Consuming an immolation makes the crit certain, and a crit also burns every enemy next to the target for 30% of the normal hit - doubled on a burning enemy, whose immolation it consumes; the splash itself never splashes. 85 mana · 8 s · rank 4 at level 8
Immolate (3) — 30–40 (42–56, 55–72) Fire damage, then burns the target for 16 (22, 28) a second for 8 s. 0.9 s cast. In Demon Form it needs no target: it sets every enemy within 2 tiles of him ablaze, on the same cooldown. 70–90 mana · 8 s · rank 3 at level 6
Spell Mastery (2) — passive: +10% spell damage per rank. level 2
Summon Totem (2) — plants an immobile Brimstone Totem that shoots fire for 55 (60) s. 100–110 mana · 15 (10) s
Elemental Protection (1) — +35 magic resistance for 60 s. 50 mana · 100 s
Preparate (1) — instantly resets the cooldowns of all other spells. 30 mana · 120 s · level 6
Fire Storm (1) — ultimate: channels 4.25 seconds of molten rain over an area. 175 mana · 110 s · level 8
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.
| Layout | Scroll the camera | Abilities | Potions |
|---|---|---|---|
| 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
| Key | Action |
|---|---|
| ← ↑ ↓ → | Scroll the map. Hold two for a diagonal. |
| W A S D | Scroll 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 QWERTY | Cast the ability in spell-bar slot 1–6, exactly as if you had clicked it. |
| 1 2 3 | Use the item in quick-bar slot 1–3 — QWERTY Abilities layout only. |
| B | Recall — 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 F3 | Select your first, second or third group of summons. Press again to centre the camera on them. |
| I | Open or close the Inventory. |
| P | Open or close the Skills window. |
| Esc | Back 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-click | Attack-move to the clicked point. |
| Alt + left-click | Ping the spot for your allies (in the world or on the minimap). |
| Alt + right-click | Danger 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
| Input | Action |
|---|---|
| Left click | Select 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 drag | Draw a selection box around your units. The left button never pans the camera. |
| Right click | The order button: move, attack, or resolve whatever action is armed. |
| Right drag | Pan the camera. A drag also releases a camera that is following a unit. |
| Shift + right click | Attack-move — advance to the point and engage anything met on the way. |
| Right click an ability button | Toggle autocast on abilities that support it. |
| Right click your hero's portrait | Toggle 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 wheel | Zoom in and out, anchored on the cursor. |
| Screen edge | Rest the cursor against a screen edge to scroll the map. |
| Minimap | Click 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. |
| Hover | Hover an ability, an item, a skill or an item lying on the ground to read its tooltip. |
Touch
| Gesture | Action |
|---|---|
| Tap your unit | Select it. |
| Tap the ground or an enemy | Move there or attack it with your selection. Taps are forgiving: a tap near a unit counts as on it. |
| Long-press the ground | Attack-move to that spot. |
| Drag / pinch | Pan / zoom the camera. |
| Tap an ability | Abilities 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 ability | Toggle autocast. |
| Tap your hero's portrait | Select your hero and centre the camera on them. A long-press toggles hero targeting. |
| Tap items on the ground | Their names float up, and the same tap moves your hero there — walking over an item picks it up. |
| Ping button | Tap 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 button | Team chat, in multiplayer games. |