Dota 2 Wiki
 
Line 202: Line 202:
   
 
==== Defender's Gates ====
 
==== Defender's Gates ====
{{#lst:Buildings|defendersgates}}
+
{{#lst:Buildings|Defender's Gates}}
   
 
=== Neutral Buildings ===
 
=== Neutral Buildings ===

Latest revision as of 21:42, 29 August 2023

Map
 
 
Labelled Map 7

Labelled minimap as of version 7.20

Game map 7

Overhead view of the game map as of version 7.33

This article is about the in-game map. For locations in Dota 2 lore, see Category:World.

The Map is the playing field for all Dota 2 matches. It is comprised of two sides, one for the Radiant icon Radiant faction, and one for the Dire icon Dire faction. To win, players must destroy the opposing side's Ancient, an important building at the center of each team's base. The map is represented in the interface by the minimap.

Factions

Each faction occupies a diagonal half of the map, separated in the middle by the river. The Radiant icon Radiant is based at the lower left corner of the map, while the Dire icon Dire is based at the upper right corner. The Ancients are located inside strongholds at the heart of each faction's territory.

Lanes

Main Article: Lane

The map is segmented into three different lanes, the top, the bottom, and the middle lane. Each one of these lanes leads to the other team's base, guarded by towers along the way. During the early laning phase of the game, most gameplay is centered around the lanes.

The bottom lane for the Radiant icon Radiant, and the top lane for the Dire icon Dire, are considered safe lanes. Creeps meet each other close to the towers, which provide greater protection from enemies. These lanes are recommended for beginners, as they provide some added protection against ganking.

River

The River separates the two factional sides of the map. It is surrounded by high ground, which blocks players' vision on both sides. The river interacts with 2 spells in the game: Ocean Heart icon Water Regen (heals 10 HP per second and restores 5 mana per second while in the river) and Guardian Sprint icon Guardian Sprint (amplifies movement speed bonus while in the river and, if Aghanim's Scepter icon upgraded, provides a status resistance bonus).

Spots of the river can be created manually by Slardar minimap icon Slardar with Aghanim's Scepter icon Aghanim's Scepter. In this case, when Slithereen Crush icon Slithereen Crush is cast, a puddle of water is created around Slardar minimap icon Slardar, which is considered river.

Runes

Main Article: Rune

There are three types of Runes that spawn at different locations on the map: Bounty Runes, Wisdom Runes and Power-up Runes. Bounty Runes spawn in 3 minute intervals. Power-up Runes spawn in 2 minute intervals. And Wisdom Runes spawn in 7 minute intervals. As their names imply, Bounty Runes grant players a bounty and Wisdom Runes XP. And Power-up grant players bonuses.

From the start of the game onward, Bounty Runes will spawn at four different locations on the map, two of which on the River, and the other two on the Radiant and Dire side each.

  • Bounty Rune minimap icon Bounty Rune: Grants 40 gold to the entire team, which scales up by 36 gold per 5 minutes.

From the 7 minute mark onward, Wisdom Runes will spawn at their dedicated Wisdom Rune spots at the left and right edges of the map.

At 2 minute mark and 4 minute mark, only one type of Power-up Rune will spawn randomly at both two points in the river:

  • Water Rune minimap icon Water Rune: Grants 40 health and 80 mana restore.

From the 6 minute mark onward, other Power-up Rune will spawn randomly at one of two points in the river.

  • Arcane Rune minimap icon Arcane Rune: Grants 25% cooldown reduction and 30% mana loss reduction for 50 seconds.
  • Double Damage Rune minimap icon Double Damage Rune: Grants Lua error in Module:Show at line 70: attempt to index field '?' (a nil value). attack damage bonus for Lua error in Module:Show at line 70: attempt to index field '?' (a nil value). seconds.
  • Haste Rune minimap icon Haste Rune: Hastens movement speed to 550 for 22 seconds.
  • Illusion Rune minimap icon Illusion Rune: Creates 2 illusions of the hero which last for seconds, which deal damage and take damage when melee, and when ranged.
  • Invisibility Rune minimap icon Invisibility Rune: Grants invisibility for 45 seconds, with a fade delay of 2 seconds.
  • Regeneration Rune minimap icon Regeneration Rune: Grants 6% health regen and 6% mana regen, based on the maximum health/mana pools, for 1% seconds. Effect stops upon taking player-based damage.
  • Shield Rune minimap icon Shield Rune: Grants an All Damage Barrier for 75 seconds equal to 50% of your max HP.

Roshan

Main Article: Roshan

Roshan is an exceptionally strong creep located at the western end of the river - usually taking more than one player to fight. If killed, Roshan will grant gold to the entire team as well as drop 5 different items:

Consumable Drops
Items Deaths
1st 2nd 3rd+
Aegis of the Immortal icon Aegis of the Immortal Yes Yes Yes
Cheese icon Cheese No Yes Cheese When in Dire Pit
Yes Roshan's Banner when in Radiant Pit
Yes Cheese When in Dire Pit
Yes Roshan's Banner when in Radiant Pit
Roshan's Banner icon Roshan's Banner No
Aghanim's Blessing - Roshan icon Aghanim's Blessing - Roshan No No Yes Aghanim's Blessing When in Dire Pit
Yes Refresher Shard when in Radiant Pit
Refresher Shard icon Refresher Shard No No

Aegis of the Immortal icon Aegis of the Immortal: Drops on each of Roshan's deaths. Roshan reclaims this item once he respawns, no matter where it is. Cannot be dropped once picked up. Cannot be sold. Picking up or denying this item displays an announcement for both teams. Has the Aegis of the Immortal icon Reincarnation ability.
Cheese icon Cheese: Drops on Roshan's second death and onwards if slain while in the Dire pit. Fully sharable with allies. Can be sold for 500 Gold by the first player that picked it up. Has the Cheese icon Fondue ability.
Roshan's Banner icon Roshan's Banner: Drops on Roshan's second death and onwards if slain while in the Radiant pit. Fully sharable with allies. Cannot be sold. Has the Roshan's Banner icon Place Banner ability. Placing the banner displays an announcement for both teams.
Aghanim's Blessing - Roshan icon Aghanim's Blessing - Roshan: Drops on Roshan's third death if slain while in the Dire Pit. Fully sharable with allies. Cannot be sold. Functions like the store-bought Aghanim's Blessing icon Aghanim's Blessing, however, it must be manually consumed.
Refresher Shard icon Refresher Shard: Drops on Roshan's third death if slain while in the Radiant Pit. Fully sharable with allies. Can be sold for 500 Gold by the first player that picked it up. Has the Refresher Shard icon Reset Cooldowns ability.

Jungle

The Jungle refers to the forested areas between lanes. This is where most neutral creeps can be found, which can be killed for gold and experience. It is possible to level up by killing creeps in the jungle instead of in the lanes. This practice is called Jungling.

Map Edges

The map edges are named areas beyond the side lanes that contain neutral creep camps, as well as neutral buildings.

The Well

The south edge of the map, below the Radiant's bottom lane. This area includes 2 large and 1 medium neutral creep camp. Within this area, all units gain the Well Wishes buff. A well is located at the center of this location.

Well Wishes
Unknown icon
Ability
Passive
Affects
Units
Regenerating 1.5 mana per second.
Mana Regen Bonus: 1.5
Buff Linger Duration: 1
Buff/Debuff
Modifiers [?]
modifier_mp_regen
Well aura

Area of Well Wishes


  • The buff is applied to units in a cuboid area around the well located at the south edge of the map.
    • The length, width and height of this cuboid are about 5559.4, 2041.4 and 520.
  • The buff is not provided by an aura, but is instead placed on all units within the area in 0.03-second intervals.


The Mines

The north edge of the map, above the Dire's top lane. This area includes 2 large and 1 medium neutral creep camp. Within this area, all units gain the Mighty Mines buff. A mineshaft entry is located at the center of this location.

Mighty Mines
Unknown icon
Ability
Passive
Affects
Units
Regenerating 7HP/s.
Health Regen Bonus: 7
Buff Linger Duration: 1
Buff/Debuff
Modifiers [?]
modifier_hp_regen
Mines aura

Area of Well Wishes


  • The buff is applied to units in a cuboid area around the mineshaft entry located at the north edge of the map.
    • The length, width and height of this cuboid are about 4951.4, 2041.4 and 520.
  • The buff is not provided by an aura, but is instead placed on all units within the area in 0.03-second intervals.


The Statue

The west edge of the map, to the left of Radiant's top lane. This area includes 1 ancient neutral creep camp. Within this area, all units gain the Stalwart Statues buff. A statue is located at the center of this location.

Stalwart Statues
Unknown icon
Ability
Passive
Affects
Units
+2 Bonus Armor.
Armor Bonus: 2
Buff Linger Duration: 1
Buff/Debuff
Modifiers [?]
modifier_bonus_armor
Statue aura

Area of Well Wishes


  • The buff is applied to units in a cuboid area around the statue located at the west edge of the map.
    • The length, width and height of this cuboid are about 2188.8, 1337.6 and 520.
  • The buff is not provided by an aura, but is instead placed on all units within the area in 0.03-second intervals.


The Graveyard

The east edge of the map, to the right of Dire's bottom lane. This area includes 1 ancient neutral creep camp. Within this area, all units gain the Skeleton Strength buff. A huge skeleton of an unkown creature is located at the center of this location.

Skeleton Strength
Unknown icon
Ability
Passive
Affects
Units
+5 Attack Damage.
Attack Damage Bonus: 5
Buff Linger Duration: 1
Buff/Debuff
Modifiers [?]
modifier_bonus_damage
Graveyard aura

Area of Well Wishes


  • The buff is applied to units in a cuboid area around the giant skeleton located at the east edge of the map.
    • The length, width and height of this cuboid are about 2188.8, 1337.6 and 520.
  • The buff is not provided by an aura, but is instead placed on all units within the area in 0.03-second intervals.


Buildings

Buildings are a type of unit that are not controlled by any player. At the beginning of a match, a set of buildings spawn at set locations in both teams' bases. Both factions have the same set of buildings, with only their appearance differing from each other. Buildings take mostly defensive roles and are the main objective of the game.

Besides the bases, there are several neutral buildings scattered throughout the map that can be conquered, or be otherwised used by both teams.

Faction Buildings

All faction buildings have the same base properties. They are immune to most abilities and can be only affected by a few abilities.

When destroyed, some buildings grant a team Gold Gold bounty, and some grant bounty to the player who made the last hit. A building with less than 10% of its max health can be denied, to reduce or prevent the enemy team from obtaining gold bounties. However, only the Ancients cannot be denied.

Buildings do not grant experience. Once destroyed, a building is permanently lost and does not respawn.

There are a total of 26 buildings for each faction.

Main Article: Buildings

Towers

Towers are the main line of defense for both factions, attacking any non-neutral enemy unit that gets within their range. Both factions have all three lanes guarded by three towers each.

Additionally, each faction's Ancient has two towers as well, resulting in a total of 11 towers per faction. Towers come in 4 different tiers:

Barracks

Barracks (commonly shortened to Rax or Racks) are buildings, defended by and located behind Tower Radiant icon Towers (Tier 3) in each respective lanes. Barracks do not have to be destroyed to make Tower Radiant icon Towers (Tier 4) vulnerable.

There are two types of Barracks on each lane per faction, with a total of 6 Barracks per faction, 3 each of type — the Melee Melee Barracks for Melee Creep Radiant icon Melee Creeps and Melee Creep Radiant icon Flagbearer Creeps and the Ranged Barracks for Ranged Ranged Creep Radiant icon Ranged Creeps and Siege Creep Radiant icon Siege Creeps. The Ranged Barracks are always located to the left of the Melee Barracks on each lane for both factions.

Ancients

Ancients (also commonly referred to as Thrones, or Tree for Radiant icon Radiant's ancient and Throne for Dire icon Dire's ancient, as legacy names from DotA) are massive structures found inside each faction's base and are the game's main objective. In order to win, the enemy team's Ancient must be destroyed, while the team's own Ancient must be kept alive.

Ancients are guarded by two Tower Radiant icon Towers (Tier 4) and both of them must be destroyed to remove the Ancient's invulnerability.

Fountains

Fountains are located in the respawn areas of both factions' base. They provide max health and mana regeneration to all ally units affected by Rejuvenation Aura icon Rejuvenation Aura.

Effigies

Effigy Buildings, or Filler Buildings are the other buildings within a faction's base that act as buffers to delay the lane creeps from damaging the Tower Radiant icon Towers (Tier 4). As of 7.37, there are 7 Effigy Buildings in the base spread around the Ancient.

Five of the seven Effigy Buildings form a half-circle around the Ancient and are customizable with Effigy Blocks, giving them a different look and making them display a text notification when destroyed. This has only cosmetical purposes, each player can customize one of the five Effigy Buildings in their base.

The Radiant icon Radiant has two different types of effigy building models, while the Dire icon Dire has one model for all.

Defender's Gates

Defender's Gates are forced fields placed at the walls of the main bases of each faction. These force fields only allow allies to path through them, blocking enemies off completely. Both factions have 1 Defender's Gate, located at the furthest edge of the base walls behind the safe Tower Radiant icon Towers (Tier 3), which is on the west for Radiant icon Radiant, and east for Dire icon Dire. The gates connect to a path that directly leads towards the Unknown Unit icon Tormentors, and are divided from the main lane with a cliff.

Neutral Buildings


Main Article: Neutral Buildings

Neutral Buildings are buildings that do not directly belong to any faction, but can be captured by, or be used by either faction. They are permanently invulnerable, so they can never be destroyed and are immune to any ability.

There are 2 types of neutral buildings

  • Capturable buildings, which can be conquered by the players for their faction. Note that the opposing faction can re-capture these buildings.
  • True neutral buildings, which never belong to any faction, but can be used by both factions.

Neutral buildings are always visible through the Fog of War to both teams all times.

Outposts

Outposts are buildings located within the primary jungles of both teams, close to the Bounty Rune minimap icon Bounty Rune spots, and beyond both safe lanes towards the map edge on both sides of the map close to the Tier 1 Towers, with a total of 4 Outposts.

Outposts start out belonging to the team on their side. The Outposts within the primary jungles can be captured by the enemy team after destroying any Tower Radiant icon Tower (Tier 2). Taking back an enemy-acquired Outpost can be done without having to destroy an enemy Tower (Tier 2). The Outposts at the edge of the map cannot be captured.

Watchers

Twin Gates

Twin Gates are buildings located at the north-west and south-east corners of the map, close to the Roshan icon Roshan pits, with a total of 2 Twin Gates.

Although taking on Radiant's and Dire's visual themes, the Twin Gates do not belong to any faction and can be used by all players equally.

Lotus Pools

Lotus Pools are buildings located at the west and east edges of the map, closer towards the north and south corners respectively, with a total of 2 Lotus Pools.

Although taking on Radiant's and Dire's visual themes, the Lotus Pools do not belong to any faction and can be used by all players equally.

Shops

Four shops exist on the map, two for each side.

  • Base Shop: This shop is located in the Fountain, and sells all basic items and recipes.
  • Secret Shop: This shop is located near the short lane for each side. It sells costlier items needed as ingredients for late-game items.

Minimap

Main Article: Minimap

The Minimap is located at the corner of the Head-up display. It gives players an overhead view of the entire map, as well as the ability to issue certain commands. Constant awareness of the minimap is crucial to skilled gameplay.

Vision

Ward Spot Indicator

A ward spot sign

Main Article: Vision

Vision defines which areas of the map is visible to the player's team. Areas that are not visible are covered by the Fog of War. Visions can be granted by allied heroes, units, and wards. Trees, walls, and higher terrain will obstruct vision.

Terrain

For alternative terrain appearances, see Terrain.

There are six different height levels that have gameplay relevance:

  • River
  • Lowground (mid lanes)
  • Highground (base, side lanes)
  • Elevated (fountain / few cliffs)
  • Cliffs (most other cliffs)
  • Valley (side lane tinker ward spots)

One height level can be connected to another by a stair (passable) or a cliff (obstructed).

If an attack projectile is released, the uphill miss Evasion is calculated depending on where the two units are standing on the impact time.

Pathing

Grow icon
▶️ They call me Tiny.
This article is a stub. As such, it is not complete.
You can help Dota 2 Wiki by expanding it.
This article was last edited by Irismus on 29-Aug-2023 21:42.

Every time a player sends a move command, the pathing takes care of finding the fastest way possible. The path can be blocked by cliffs, Trees, Iron Branches, other units (also known as Body Block) and Traps.

Cliffs are the major component to limit the movement on the map. They can only be surpassed by Forced Movement, Blinks or Unobstructed Movement. Trees define the lane and jungle contours for the most part. They can be destroyed by various means and allow juking in the Fog of War. Body blocking is very important to keep the creep equilibrium at a favorable position in your Lane or to prevent an enemy from escaping until your allies catch up. Traps are mainly intended to cut off the route for chasing or escaping heroes, but they can be used for unconventional pulling methods as well.

Trivia

  • The map's total size is approximately 11,000 x 11,000 game units.

History

Release Illuminate icon
▶️ Many hands make light work.
This article or section contains incomplete or outdated information. Please help the community by updating it.
You can help improve this article by updating the content as necessary. See the wiki style guide.

The Dota 2 map is ultimately derived from the Starcraft custom map Aeon of Strife, which also featured multiple lanes and a final objective to destroy. The map's current diagonal format was created for Defense of the Ancients, the Warcraft 3 custom map upon which Dota 2 is based.

Version history

Version
Description
  • Added Arcane Rune
  • Removed the Bounty Rune minimap icon Bounty Rune spawn location in the river.
    • At minute 0, Bounty Rune minimap icon Bounty Rune spawn in the jungle and at the power rune locations.
  • Moving Unknown Unit icon Outposts to stand more prominently in the primary jungle.
  • Adjusted the positioning of neutral camps.
  • Moving ward cliffs.
    • Adjusted radiant top ward spot near the top tier 1 tower.
    • Removed radiant bottom ward spot near the bottom tier 2 tower.
    • Removed dire bottom ward spot near the bottom tier 1 tower.
  • Adjusted various paths around the map.
  • Adjusted tree distribution of Radiant top tier 2, Radiant mid tier 2 , Radiant bottom tier 2, Dire top tier 2, Dire mid tier 2, Dire bottom tier 2 and Dire mid tier 1 tower.
  • Slightly adjusted Radiant safelane hard camp position and the terrain nearby.
  • Reduced the chase duration of the hard camp neutrals on the radiant safelane area.
  • Radiant middle tier 2 tower is now moved further to the left (no longer has vision over the big camp on the right).
  • Adjusted tree line to the right of the radiant middle tier 2 tower.
  • The Radiant mid lane medium camp now has 2 layers of trees behind it.
  • Adjusted various Dire neutral spawn boxes.
  • Reworked the Radiant top jungle into a single elevation.
  • Reworked the Radiant bottom jungle into a single elevation.
  • Reworked the Dire top jungle into a single elevation.
  • Reworked the Dire bottom jungle into a single elevation.
  • Removed elevations in the side lanes outside each base.
  • Extended the river to the Dire top bounty rune spot.
  • Removed a tree to the bottom right of the dire mid lane, near the map ledge.
  • Removed a tree to the right of the bottom Radiant bounty rune.
  • Moved the bottom Dire Tier 1 Tower slightly down.
  • Moved the bottom Dire bounty rune slightly to the right.
  • Moved the bottom Dire shrine location slightly down.
  • Moved the top Dire Tier 1 Tower slightly to the right.
  • Slight adjustments to the line of sight and trees to the left of the mid Dire Tier 1 Tower.
  • Reduced Shrine count in base from 5 to 3.
    • Removed the shrines from the top and bottom lanes behind the barracks.
  • Added more trees for TP cover around the Dire towers
  • Swapped the Dire secondary jungle ancients and medium camp spots (and improved spawn boxes/stackability)
  • The Dire ward spot to the left of the Ancients no longer gives vision over the rune area in front of Roshan
  • Slightly adjusted the Dire secondary jungle Bounty Rune minimap icon Bounty Rune further back
  • Reduced spawnbox size for both Dire hard camps
  • Shifted down the spawnbox for the ancient camp (formerly medium camp) in the Dire secondary jungle (so a high ground ward does not block the camp)
  • Fixed a rare case where Dire ancients could be stuck between trees when spawning
Just as the Ancients shape the minds of the creatures who worship them, so too do their powers flow through the lanes of the forest, reshaping the lands to reveal new sources of power and lay waste to any notions of safety. Featuring changes to nearly every part of the map, a new Ancient Neutral Creep type, and a set of new allied structures in the jungles, there's a lot to learn and explore.
  • Roshan
    • Moved Roshan to new area near top Powerup Rune spot
    • Roshan attack range increased from 128 to 150
    • Roshan armor increased from 5 to 15
    • Roshan HP reduced from 8000 to 5500
    • Roshan HP gain per 4 minutes reduced from 700 to 460
    • Roshan armor gain per 4 minutes increased from 0.7 to 1.1
  • Shrine
    • Added new building type — Shrine (has 1500 HP, 20 Armor)
    • There are Shrines near each team's Secret Shop and new Ancient Camp locations. Shrines can be teleported to. Shrines become vulnerable whenever all Tier 2 towers fall for the respective team.
    • Each team also has 5 Shrines inside the base.
    • Shrines have an ability with a 5 minute cooldown. Allied heroes can right-click to activate it, generating a 500 AoE aura that lasts for 5 seconds. The aura provides 120/40 HP/MP regeneration per second (heal values increase during the game by 2 HP / 1 MP per minute). Activates once you are in melee range after right-clicking on it. Shrines ability becomes available to use outside of the base once creeps spawn at 0:00.
    • Shrines do not grant vision.
    • Shrines provide a 150 gold bounty for each player on the team when killed.
  • Runes
    • Runes are now two different categories: Powerup Runes (Haste, Double Damage, etc.) and Bounty Runes.
    • Bounty Runes are no longer located in the River.
    • Powerup Rune spawns now occur at only one river location at a time.
    • Each of the four jungles now spawns a Bounty Rune every 2 minutes.
    • Greevil's Greed Bounty Rune multiplier rescaled from 3/4/5/6x to a constant 2x
    • Bottle now only replenishes 2 charges when filled with a Bounty Rune.
  • Jungle
    • Reworked entire jungle terrain for Radiant and Dire (both primary and secondary jungles), and all connecting routes
    • The Primary jungle for each team now has 1 Ancient, 2 hard, 2 medium, and 1 small camp.
    • The Secondary jungle for each team now has 1 Ancient, 1 hard, and 1 medium camp.
  • Terrain Layout
    • Reworked the paths and hiding spots to the left and right of the side lanes
    • Reworked many ward spot locations and juke paths
    • Added various juke paths near the map edges between tier 1 and tier 2 towers
    • Adjusted tree distribution to the left of the top radiant barracks
  • Neutrals Changes
    • Neutrals spawn time from 0:30/1/2/3/4/etc. to 0:30/1/3/5/7/etc.
    • Dying to Neutral creeps now causes your hero to have a minimum respawn time of 26 (equal to level 6 respawn time)
    • Ancients are no longer Spell Immune; now have 70% Magic Resistance
    • The following abilities do not affect Ancients: Arcane Orb and Chakram
    • Neutral creeps now have 1 mana regen
    • Swapped order of Ancient Thunderhide abilities (Slam is now 3rd)
    • Swapped order of Ancient Black Dragon abilities (Dragonhide Aura is now 3rd)
    • New Ancients
      • Added a new Ancient Neutral Camp (2 Prowler Acolytes and 1 Prowler Shaman)
      • Prowler Acolyte:
        • Provides a stacking Aura - Provides 10% Lifesteal and 10 HP regeneration
        • Has 0% Magic Resistance, 10 Armor
      • Prowler Shaman:
        • Passive Auto-Cast - Causes next attack to root the enemy for 2 seconds, preventing movement and dealing 75 DPS. Cooldown: 15
        • Active - Can cast in a 300 AoE effect around him, reducing Base Physical Armor by 50% and dealing 200 physical damage.
        • Lasts 6 seconds. Cooldown: 12
        • Note: Both abilities will be used by neutrals against enemies if there is a nearby hero.
        • Has 0% Magic Resistance, 11 Armor
  • Other Map Changes
    • Tier 4 towers now have the same regeneration as the Ancient.
    • Using TP scroll no longer destroys nearby trees.
    • Glyph cooldown refresh is now granted 1 second after a Tier 1 tower dies rather than immediately.
    • Ancient Building vision increased from 1900/1200 to 2600
    • Reduced Effigy building count in each base from 15 to 5
    • Adjusted Effigy building positions in the base
    • Effigy buildings HP increased from 500 to 1000
    • Effigy buildings armor increased from 10 to 12
    • Effigy buildings bounty increased from 111 to 125 to the killer
    • Fixed Glyph not affecting Effigy buildings
    • Tier 2/3/4 towers damage rescaled from 122-182 to 142-162
  • Adjusted the position of the bottom Radiant icon Radiant Tier 2 tower and nearby trees.
  • Moved the ramp between the Dire icon Dire Secret Shop and the Dire icon Dire ancients further back a bit and made it narrower.
  • Increased the width of the ramp behind the Radiant icon Radiant bottom Tier 2 tower.
  • Added a new ramp to the left of the bottom Dire icon Dire Tier 1 tower.
  • Added a new ward spot in the middle of the Dire icon Dire jungle.
  • Adjusted the spawn box of the right-most Radiant icon Radiant hard camp near the safe lane.
  • Tier 3 Towers/Rax moved very slightly back away from the ramp.
  • Adjusted the juke path in the clump of trees to the left of the Dire icon Dire Tier 1 mid tower in the area closest to the ramp.
  • Added a small hiding spot in the trees to the top left of the Radiant icon Radiant medium camp near middle.
  • Slightly reduced the spawn box of the Dire icon Dire offlane Neutral camp.
  • Added new paths to the trees on the left of the top Radiant icon Radiant Tier 1 tower.
  • Added passable areas in the trees below the bottom Tier 2 Radiant icon Radiant tower.
  • Spaced out Radiant icon Radiant Tier 4 towers slightly.
  • Added a small hiding spot to the trees above the bottom Radiant icon Radiant Tier 2 tower.
  • Moved Radiant icon Radiant mid creep spawn point back a little.
  • Removed the tree on the Dire icon Dire cliff right above the top Rune.
  • Added two extra trees in the Radiant icon Radiant middle lane to the upper right of the Tier 1 tower
  • Rearranged the clump of trees below the far right Radiant icon Radiant hard camp to modify visibility lines for heroes nearby.
  • Added a new hiding spot to the right of the Dire icon Dire small camp.
  • Fixed Radiant icon Radiant offlane neutral camp units not always being visible with line of sight in front of them.
  • Added Arcane Rune
    • Causes all spell cooldowns to be reduced by 30% and mana costs to be reduced by 50%.
    • Lasts for 50 seconds.
  • Added a new neutral hard camp for each team, near their respective Secret Shops
  • Added a small ramp from the Radiant icon Radiant Secret Shop to the ward spot right above it
  • Moved the Radiant icon Radiant hard camp closer to the Dire icon Dire offlane
  • Swapped Medium and Hard camp in Radiant icon Radiant Jungle
  • Added a new pathway from Radiant icon Radiant mid to Radiant icon Radiant jungle
  • Added a ramp connecting the Radiant icon Radiant jungle to the area near Roshan
  • Created a walkable pathway to the Radiant icon Radiant rune ward
  • Created a new juke spot behind the Dire icon Dire Secret Shop
  • Expanded Terrain around the top Tier 2 Radiant icon Radiant tower
  • Moved the bottom rune up a little bit
  • Radiant icon Radiant middle tier 1 tower has been moved back
  • Adjusted Radiant icon Radiant small camp spawn box
  • Added a new ward spot near the Radiant icon Radiant ancients (does not reveal top rune)
  • Created a new pathway leading to the wardspot below the Radiant icon Radiant Secret Shop
  • Moved the Radiant icon Radiant ramp leading to the top rune further away from the rune (slightly closer to mid lane)
  • Moved the Dire icon Dire ramp leading to the top rune closer up
  • Adjusted the terrain and the ramp going down from the Radiant icon Radiant Ancients slightly
  • Improved jukability in the terrain around the Dire icon Dire side shop
  • Added a path through the trees at Radiant icon Radiant offlane sideshop moving south and added juke paths
  • Added a new ward spot to the right of the top tier 1 Radiant icon Radiant tower
  • Added a couple of trees to right of the ramp leading down from the Radiant icon Radiant ancients (covering some vision to the left of it)
  • Dire icon Dire is now able to enter the jungle through the middle Radiant icon Radiant ramp and walk to the side without being in range to dispel their smoke
  • Added a new pathway above the top Dire icon Dire side shop
  • Created a new pathway in the middle of the long column of trees at the bottom Radiant icon Radiant Tier 2 area
  • Added a walkable path to the ward spot near bottom rune
  • Reduced the size of the pull camp box on the Dire icon Dire safelane hard camp
  • Added a passable walkway from the cliff above the top rune to the Dire icon Dire area to the right of it
  • Added a new pathway to the south of the bottom side shop
  • Added a couple of trees in the Dire icon Dire base between the mid and top towers along the ledge
  • Adjusted juke paths near the Radiant icon Radiant ward spot near the hard camp
  • Added a new juke spot to the south of the bottom Radiant icon Radiant hard camp
  • Added a hiding spot in the Dire icon Dire middle lane near the edge of the Secret Shop
  • Added some trees below the top Radiant icon Radiant T2 tower
  • Adjusted trees to the left of the Dire icon Dire offlane (affecting visibility of heroes coming from the left)
  • Added a pathway above the Radiant icon Radiant Ancient (leading up to the new ward spot)
  • Adjusted Dire icon Dire secret shop location slightly
  • Adjusted the terrain pathing a little bit around the loop where the Radiant icon Radiant bottom left ward spot is
  • Adjusted tree layout of the high ground to the right of the Radiant icon Radiant middle camp
  • Moved Radiant icon Radiant ramp to the bottom rune back a little bit
  • Added hiding spots in the clump of trees above the formerly Radiant icon Radiant hard camp (now the Radiant icon Radiant medium camp)
  • Nudged the Radiant icon Radiant small camp down very slightly
  • Moved the Radiant icon Radiant mid medium camp down slightly and adjusted nearby trees
  • Added a new hiding spot on the Dire icon Dire bottom lane, in the area higher ground to the right of the Dire icon Dire Ancients
  • Adjusted the position of the Radiant icon Radiant middle ramp slightly
  • Added a new juke spot to the terrain to the right of the Radiant icon Radiant small camp
  • Adjusted tree pathway and added a couple of hiding spots above the top Dire icon Dire T2 tower
  • Fountain area is now at a higher elevation level.
  • Fountain vision increased from 1400 to 1800.
  • Fountain attack range increased from 1100 to 1200.
  • Fountain True Sight increased from 900 to 1200.
  • Reworked terrain surrounding the Roshan area.
  • Reworked terrain around the Dire icon Dire bottom lane.
  • Reworked terrain below the Top Radiant icon Radiant Tier 1 Tower.
  • Reworked the area to the left of the bottom Dire icon Dire Tier 2 Tower.
  • Moved Dire icon Dire bottom Tier 2 Tower back very slightly.
  • Added an alternate path to the north of the bottom lane Side Shop.
  • Added an alternate path to the right of the bottom Dire icon Dire Tier 1 Tower.
  • Added a new ward spot near the bottom Dire icon Dire Tier 2 Tower.
  • Added a new ward spot near the top Radiant icon Radiant Tier 2 Tower.
  • Added a new ward spot between Roshan and the Dire icon Dire bottom lane.
  • Bottom Lane Dire icon Dire creeps now arrive slightly closer to the Dire icon Dire Tier 1 Tower.
  • Top Lane Radiant icon Radiant creeps now arrive slightly farther from the Radiant icon Radiant Tier 1 Tower.
  • Added a Bounty Rune:
    • Grants 50 XP +5/Min and 50 gold +2/Min.
    • Can be bottled.
  • Two runes now spawn in the river every two minutes. One of them will always be a Bounty Rune.
  • Runes are replaced every two minutes if they are not picked up.