Spellbringers 1.08 - Classic RTS with divine powers!

WHAT IS SPELLBRINGERS?


Spellbringers is a total conversion mod for Warcraft III Reforged, completely changing the game into a classic real-time strategy game that is full of surprises. It boasts all new units, many custom models, and completely asymmetric factions. There are no heroes in Spellbringers, however, each faction can construct a unique Spellbringer, a mighty structure that casts powerful global spells. Economy, base-building, large-scale management, and small-scale skirmishes are all essential to Spellbringers gameplay, and the Spellbringers themselves lend a special twist to each of these mechanics. Spellbringers has been in development for over 3 years in its current iteration and is now ready for public beta. Join our Discord server to get access to the game and play now!

The inhabitants of the Spellbringers universe are ruled by several gods, each the embodiment of their individual aspect. These gods grant mighty powers to their followers through the use of their Spellbringer structures. Each Spellbringer is a conduit that channels magical energies from the godly realms, allowing mere mortals to direct them and cast powerful, global spells.

For more information, you can watch this short video for an introduction to Spellbringers gameplay.

FACTIONS


Spellbringers currently features 3 unique factions, with a fourth planned for post-release development.

ORDER

The Order faction worships Valantor, the god of order. Valantor's followers consist primarily of humans and celestial beings such as valkyries and angels. Additionally, these humans can construct mighty machines of war such as the devastating ballistae and looming airships. The Order faction prefers to approach problems through superior strength and brute-force tactics. It is also the easiest faction for beginners, while still offering a challenge for veteran players to master.

For a brief introduction to the Order faction, watch this short video.

NATURE

The Nature faction worships Shaela, the goddess of life and nature. Her followers consist of elves, treefolk called Dendroids, faefolk, and various wild beasts. This is a deadly faction that requires guile and finesse to master. It is a challenging race for beginners, but once initiated players will find themselves enjoying the unique base mechanics and tactical gameplay.

For a brief introduction to the Nature faction, watch this short video.

DEATH

The Death faction worships Ket, lord of the underworld and ruler of the dead. His followers are radical cultists, crazy scientists, and undead monstrosities. The Death faction can raise a horde of zombies to overwhelm opponents in a battle of attrition, or can choose to slink around the shadows using deadly vampires and vengeful spirits. This faction can be easy to approach but difficult to master.

For a brief introduction to the Death faction, watch this short video.

ROADMAP


Open Beta - Finished

Spellbringers is currently in open beta, meaning it is fully available to the public to play, but is currently still under development. The game is fully playable and all three factions are fleshed out. However, at this stage your feedback is vital to the continued development of Spellbringers. We want you to enjoy the game, play with us, and give us your feedback about bugs, balance, and fun. Sending us your replays is also incredibly valuable. Those who join us during this stage will have a distinct advantage in the upcoming tournament, as they will have more time to master the game. Once we are satisfied with the state of the game, we will enter full release.

Full Release - Success!

Full Release simply means that the game is stable and fun. Development on Spellbringers will still continue throughout release, with balance changes likely and the addition of a completely new faction.

Head-to-head Tournament - Finished

A beginners tournament is now open for registration! Click here to see details and register! The tournament will be broadcast live on twitch!
Prize pool is currently $500.00!

Congratulations to @Deolrin and @Wareditor, our first and second place winners!

Single-Player Campaign​

Once the factions are all completed, a single-player campaign is planned. This campaign will delve into the world of Spellbringers and focus on the rivalries between the various gods and goddesses and the mortals who get caught in the crossfire. The campaign will likely be released in stages, with each faction having their own campaign series.

RESOURCES


  • Join our Discord community to chat with us, arrange games, upload replays, or provide feedback.
  • Visit the Tournament Page to view details about the Beginner's Tournament and register!
  • Check out our YouTube channel for helpful build order guides, VoDs with commentary, and more.
  • Feel free to send a message to Bawbz at the wonderful Hive Workshop for questions or feedback.

Thank you for reading, and we hope to see you soon!

VERSION HISTORY

Version 1.0 - Released 11/12/2022

Version 1.01 - Released 12/5/2022

Version 1.02 - Released 12/7/2022

Version 1.03 - Released 12/31/2022

Version 1.04 - Released 1/28/2023

Version 1.05 - Released 2/10/2023

Version 1.06 - Released 5/9/2023

Version 1.07 - Released 10/1/2023

Version 1.08 - Released 3/15/2025
General
  • The “Light” armor type is now called “Medium”
  • The “Unarmored” armor type is now called “Light”
    • Damage from piercing reduced from 150% to 100%.
  • The following units have had their mana regeneration rate reduced from 0.75 to 0.5:
    • Angel Knights
    • Clerics
    • Blood Mistresses
    • Immolators
    • Mad Scientists
    • Shepherds of Rot
    • Enchantresses
    • Faerie Dragons
    • Sprites

Bugs
  • Fixed a bug that prevented the Attack Army command from targeting neutral units.

Order

Spearman
  • Base attack range increased from 400 to 450.
  • Attack range with Siege Spears increased from 500 to 550.
  • Siege Spears damage vs buildings reduced from 20 to 10.
  • Tower Shields (War Mill Upgrade)
    • Previously: Increased Spearman armor by 2.
    • Now: Allows Spearmen to block up to 25 damage on an incoming attack. This effect can only happen once every 8 seconds.

Falconer
  • Falcon target search radius reduced from 600 to 500.

Armadillo
  • New unit built at the War Factory.
    • Slow moving but durable ground transport with 10 transport slots. Can fortify itself, preventing movement but allowing garrisoned spearmen to attack from within.
    • Costs 200/0
    • Has the Counter Strike ability
      • Returns 4 damage to melee attackers that strike the Armadillo.
      • Requires research at the War Mill.
  • Repair time increased from 30 to 50 seconds.
  • Unlike previous iterations, this unit is less a transport and more a mobile bunker. Its durability has been increased and movement speed decreased.

Cleric
  • Hit points reduced from 120 to 90.
    • This is to compensate for the armor type changes.

Valkyrie
  • Hit points reduced from 140 to 120.
    • This is to compensate somewhat for the armor type changes.

Angel Knight
  • Damage type changed from Magic to Normal.
  • No longer has Interdiction Aura.
  • Rain of Fire is now called Celestial Storm.
    • Damage interval reduced from 1 to 0.5 seconds (Deals 9 damage every 0.5 seconds instead of 18 every second).
    • No longer damages air units.
    • Affected enemies are now silenced for a short duration.

Nature
Spellbringer
  • Entwine repair rate increased from 5 per second to 7 per second.

Archery Post
  • Removed the Split Shot ability.

Sprite
  • Removed the Flicker ability.
    • This ability was granted to help Sprites survive against ranged attackers. With the armor type changes, this ability will be removed for now.

Phalanx
  • New model
  • Hit points increased from 135 to 145.
  • Armor increased from 3 to 4.
  • Attack range reduced from 200 to melee.
  • Attack cooldown reduced from 1.35 to 1.12.
  • Removed the Bouncing Glaives upgrade.
  • Reworked Hold the Line
    • Previously: Grants +2 armor to units next to the phalanx.
    • Now: Activate to increase armor by 16 for 8 seconds. Has a 16 second cooldown.
      • Requires research at the Hall of Elites.

Looter
  • Damage reduced from 15 to 13.
  • Now has a short-range projectile attack (225).
  • Loot cast range increased from 300 to 350.
  • Removed the Agility upgrade.
  • New upgrade: Fan of Knives
    • Causes Looter attacks to deal half damage to enemies near the primary target.

Blight Widow
  • Spider Toxin now gains 1 damage per second for each level of the “Nature’s Wrath” attack upgrade.
  • Movement speed increased from 300 to 350.

Coatl
  • Damage reduced from 24 to 20.

Ravenlord
  • Hit points reduced from 190 to 125.
    • This is to compensate for the armor type changes.

Faerie Dragon
  • No longer detects invisible units.
  • Whirlwind mana cost reduced from 90 to 75.
  • Whirlwind duration reduced from 25 to 20 seconds.
  • Hit points reduced from 200 to 140.
    • This is to compensate somewhat for the armor type changes.

Faemeleon
  • New flying scout unit trained at the Sky Totem.
  • Can detect invisible units and use the Camoflage ability, making it invisible while stationary.

Enchantress
  • Damage reduced from 8 to 6.
  • Hit points reduced from 100 to 90.
    • This is to compensate somewhat for the armor type changes.
  • New ability: Eagle Eye
    • Autocast single target spell
    • Increases the vision radius by 400 and attack range by 150 of the target friendly unit. Melee units receive half of the range bonus.
    • Is now unlocked by default.
  • Thorns Armor
    • Now requires research.
    • Hit point bonus reduced from 50 to 40.
    • Damage return changed from 30% to a flat 10 Striking-type damage.
  • Removed Leech Seed from the game.

Green Dragon
  • Cost increased from 200/200 to 250/200
  • Hit points increased from 380 to 400.
  • Armor increased from 3 to 4.
  • Removed the Acid Breath ability.
  • New ability: Scorch Earth
    • Dives at the target point, painting the ground with acidic breath along the way before returning to the skies. The breath attack affects ALL ground units, dealing 15 initial damage followed by 2 damage per second. Affected units also have their armor reduced by 4. Lasts 10 seconds.

Death
Spellbringer
  • Eclipse
    • Duration reduced from 30 to 20 seconds.

General
  • Increased Blight hit point regeneration from 1/sec to 2/sec.

Lost Soul
  • New ability: Return to Haunt
    • Instantly teleports the Lost Soul to the target Necropolis. Has a 60 second cooldown.
    • Cannot be used within 4 seconds of taking attack damage.

Black Obelisk, Death Obelisk, Shock Obelisk
  • No longer have the Unholy Aura ability.

Necromancer
  • Now has the Unholy Banner ability.
    • Unholy Banner hit points increased from 35 to 40.
    • Banner life regeneration aura reduced from 5 per second to 2 per second.
    • Based on the mana cost of Unholy Banner and the mana regeneration of Necromancers, this ability can be used once every 30 seconds.
    • Does not affect workers.

Zombie
  • Hit points reduced from 150 to 130.
  • Attack cooldown decreased from 2.0s to 1.7s.
  • The Crypt strategy tends to be weak in the early game with small unit numbers, relying on getting a critical mass of Zombies and Shepherds. This change aims to improve the efficacy of Zombies in the early game while making them a bit more vulnerable to area of effect damage in the late game.

Wraith
  • Fowler is now called Spectral Bolts.
    • In addition to providing 200 extra attack range against air, Spectral Bolts now causes enemies damaged by the Wraith to share their vision for 12 seconds.

Shepherd of Rot
  • No longer has the Unholy Banner ability
  • Putrefy is once again learned by default
  • Putrefy mana cost increased from 40 to 45.
  • Putrefy no longer gains damage from the Unholy Strength attack upgrade.
  • Attack cooldown increased from 2 to 2.2.
  • Hit points reduced from 180 to 140
This is to compensate somewhat for the armor type changes.

Immolator
  • Now gains 25 mana every time a friendly unit dies to Pyre.

Blood Mistress
  • Model scale increased by 20%.
    • The Blood Mistress was a little difficult to click on.
  • Hit points reduced from 100 to 80.
    • This is to compensate somewhat for the armor type changes.
  • Attack range increased from 600 to 700.
  • Devouring Swarm hotkey changed from W to D.
  • Now requires a Dark Nexus instead of a Spellbringer.
  • No longer has the Suck Mana ability.
  • Now casts Kiss of Immortality
    • Autocast
    • Costs 45 mana
    • Enchants the target friendly unit for 15 seconds. If the affected unit would die while enchanted, it instead becomes invulnerable for 8 seconds and heals 12% of its hit points per second. When the unit is fully healed, it is then instantly teleported back to its nearest town hall.
  • Devouring Swarm now requires research at the Manor.
  • Devouring Swarm mana cost increased from 100 to 130.

Stitchwing
  • Cost reduced from 140/60 to 140/50 140/40.
  • Hit points reduced from 140 to 130.
  • Movement speed reduced from 490 to 470.
  • Build time reduced from 35 to 30 seconds.

Phantom Carriage
  • Armor type changed from Light to Heavy.
  • Hit points reduced from 180 to 140.
  • Now spreads blight in a small area when landed.

Death Ray
  • Cost increased from 200/100 to 250/150.
  • Food cost increased from 4 to 5.
  • Damage reduced from 25 per second to 20 per second.
  • Eldritch Gaze maximum slow increased from 75% to 90%.
  • Eldritch Gaze now slows both movement speed AND attack rate and affects structures.
  • Now requires a Vile Laboratory to construct.
  • No longer detects invisible units.

Mad Scientist
  • No longer requires a Vile Laboratory.
  • Cost reduced from 100/150 to 75/150.
  • Hyde Potion has been reworked.
    • Previously: (60 mana) Increases the attack rate by 75% and movement speed by 50% of a single unit (enemy or friend), but deals 6 damage per second. Lasts 20 seconds. Does not affect mechanical units.
    • Now: (90 mana) Throws a vile potion at the target friendly unit, throwing it and all nearby friendly units into a wild frenzy. Affected units have their attack rates increased by 50% and movement speeds increased by 25%. Lasts 20 seconds. Affects both organic and mechanical units.
  • Can now deploy Skull Drones:
    • Skull Drone:
      • A 40-hp flying unit with a suicide attack against air units. The suicide attack deals up to 40 Striking-type damage to nearby enemy air units.
      • Costs 50 gold and 1 food.
      • Can see invisible units.
    • Up to 3 charges per Scientist.
    • Starts with 2 charges.
    • Each charge takes 15 seconds to replenish.
  • Hit points reduced from 200 to 160
    • This is to compensate somewhat for the armor type changes.

Spellbringers Credits
------------------------------------

DEVELOPMENT
------------------------------------
Design, object editing, triggering, and terraining
- Bawbz

Testing Team
  • Usyless
  • GGTheMachine
  • Islandsnake
  • doom_sheep

ASSETS
------------------------------------
UI SCRIPTS
Hide Min Damage - Tasyen

UNIT ICONS
Airship Transport: BTNHumanZeppeline - General Frank
Angel Knight: BTNAngelKnight - General Frank
Archangel of Life: BTNAngelio - JollyD
Archery Post: ???
Avatar of Command: BTNJudgmentPaladin - Murlocologist
Ballista: BTNBallista - General Frank
Blight Factory: BTNPlagueSpreader2 - infrenus
Blight Vessel: BTNBlightVessel - General Frank
Blood Mistress: BTNBloodMistress - General Frank
Celestial Beacon: BTNCelestialBeacon - General Frank
Celestial Gateway: BTNCelestialGateway - General Frank
Church: BTNChurch - General Frank
Citadel: BTNCitadel - General Frank
Cleric: BTNCleric - General Frank
Conservatory: BTNConservatory - General Frank
Crusader: BTNKnightOfKome - General Frank
Death Knight: BTNDeathKnightTeron - Artork312
Death Obelisk: BTNObelisk_Red - General Frank
Dread Spire: BTNGargoyleSpire - Blizzard Entertainment
Elven Looter: BTNMageHuntress - Deolrin
Elven Ranger: BTNBloodElfPhoenixArcher - General Frank
Eye of Ket: BTNEldritchCovenant - General Frank
Falconer: BTNFalconer - General Frank
Giant Toad: BTNToad - General Frank
Hall of Elites: BTNNightElfGraveyard - Unknown102
Haven: BTNHaven - General Frank
Hoodling: BTNUndeadArcher - AndrewOverload519
Immolator: BTNUndeadFireMage - -Grendel
Lich: BTNPowerLich - HappyTauren
Manor: BTNForsakenKeep - Ujimasa Hojo
Mad Scientist: BTNMadScientist - General Frank
Rowdy Crew: BTNRowdyCrew - General Frank
Shaela's Chosen: BTNEternitysCrown - General Frank
Shock Obelisk: BTNObelisk_Green - General Frank
Valantor's Mirror: BTNAltarOfStarlight - Vinz, Spellbound
Valkyrie: BTNValkyrie - General Frank
Vile Laboratory: BTNDreadLaboratory - General Frank
Wraith: BTNWraith - General Frank

ABILITY ICONS
Absorb Essence: BTNDarkTrinity - 4eNNightmare
Acid Breath: BTNNoxiousCloud - KILLCIDE, Mr.Goblin
Beast Within: BTNDragonEyeUpdate02 - ~Nightmare
Blight Armor: BTNHauntingAura - The Panda
Bounty: BTNRoast - UgoUgo
Canopy Cover: BTNTreantNatureSign - JollyD
Cleave: BTNLethalTwist - Sun gate
Cloud Cover: BTNTranquilLight - Elenai
Coffin Slumber: BTNDeathCoffin - Darkfang
Death Beam: BTNPyramid - Mc !
Devouring Swarm: BTNCarrionSwarm - -Berz-, edited by Bawbz
Entwine: BTNPoisonousVines - The Panda
Essence Drain: BTNEssenceDrain - Blizzard Entertainment
Giant's Stride: BTNStrengthOfNature - BLazeKraze
Judgment: BTNHammerCrush - zbc
Leech Seed: BTNNatureSeed - BLazeKraze
Loot: BTNSackOGold - KelThuzad
Obliterate: BTNDeathBomb - PrinceYaser
Rain of Fire: BTNSpell_Shadow_RainOfFire - Blizzard Entertainment
Soul Harvest: BTNConsumeSouls - PrinceYaser
Stag's Blessing: BTNMightyAnglers - pick-a-chew
Tail Whip: BTNNagaRoyalGuardWarStomp - Sin'dorei300
Thorns Armor: BTNExpandingThorns - D.ee
Thousand Needles: BTNPhantomArrows - NO-Bloody-Name

UPGRADE ICONS
Celestial Plate: BTNHolyArmor - 8512590215848
Celestial Weapons: BTNHolyArrow - Darkfang
Divine Plate: BTNDivineArmor - PrinceYaser
Elder Faerie Dragons: BTNDreamCoil - 4eNNightmare
Lich Armor: BTNElvenRobe - PrinceYaser
Master Angel Knights: BTNDemonicSword - ~Nightmare
Nature's Protection: BTNTreantHeroAbility3 - Marcos DAB
Vampiric Speed: BTNDarkFlight - Darkfang

UNIT MODELS
Airship Defender: GilneasGunship - Mephestrial, edited by General Frank
Airship Transport: Human Airship - Bioautomaton, edited by General Frank
Angel Knight: Archangel - expresso, Tranquil
Archangel of Life: Archangel Arcana - RavenBlackbird
Archery Post: ArcheryPost - Blizzard Entertainment, edited by General Frank
Ballista: Ballista - General Frank
BlackObelisk/DeathObelisk/ShockObelisk - Blizzard, edited by General Frank
Blight Factory: Scourge Plague Spreader - infrenus, edited by General Frank
Blight Vessel: Scourge Plague Spreader - infrenus, edited by General Frank
Blood Mistress: High Illusionist - A.R., edited by General Frank
Celestial Beacon: Celestial Beacon - General Frank
Celestial Gateway: Celestial Gateway - General Frank
Church: WC2 Church - Ket
Citadel: LordaeronPalace - bakr, edited by General Frank
Cleric: Human Bishop - Tranquil
Couatl: Wind Viper - Explodobomb
Conservatory: DruidHut - Callahan
Crow: Crow - Vinz
Crusader: Arkain_KnightOfKomeNoRibbon - General Frank
Death Beam: PyramidRessurection - Callahan, edited by General Frank
Death Knight - WC2_DeathKnight - Mr.Goblin, Deolrin, Whitehorn, Pyramidhe@d, edited by General Frank
Elven Looter: High Elf Mage Huntress - Deolrin
Elven Ranger: Blood Elf Phoenix Archer - General Frank
Enforcer: Plate Armor Knight - Gluma, edited by General Frank and Maximal
Evil Eye: EvilEye - General Frank
Expansion Marker: ExpansionMarker - Blizzard, edited by General Frank
Eye of Ket: Eldritch Covenant - Vinz
Faerie Dust Buff: FaerieDustBuff - Dubey
Falconer: Sorceror - tillinghast
Flesh Golem: MegaZombie - Blizzard Entertainment, edited by General Frank
Fleshless Zombie: SkellyZombie - General Frank
Gargoyle: ObsidianGargoyle - Blizzard Enterainment, edited by General Frank
Giant Toad: Toad - Freddyk, edited by GeneralFrank
Gold Mine: SBGoldMine - Blizzard Entertainment, edited by General Frank
Great Stag: GreatStag - Vinz
Green Dragon: FerSZ, edited by General Frank
Green Matron's Roost - Green Dragon Roost - Blizzard Entertainment, edited by General Frank
Hall of Elites: Night Elf Graveyard - Unknown102, edited by General Frank
Haven: Haven - General Frank
Hoodling: Forsaken Archer - AndrewOverload519
Immolator: UndeadFireMage - -Grendel, edited by General Frank
Lich: PowerLich - HappyTauren, edited by General Frank
Lost Soul: BansheeGhost - Blizzard Entertainment, edited by General Frank
Mad Scientist: MadScientist - General Frank
Manor: Town Hall Forsaken - Ujimasa Hojo, edited by General Frank
Necromancer: Arch-Acolyte - DeuceGorgon
Rowdy Crew: Black Corsair - WhiteDeath
Sapling: Ent - Blizzard, Edited by General Frank
Shaela's Chosen: Eternitys Crown - Vinz
Shepherd of Rot: Decay the Plague Bringer - Alpain, edited by General Frank
Spearman: Rostrodle Javaliner - Cavman, edited by General Frank
Spearman (Siege Spears): Rostrodle Javaliner - Cavman, edited by General Frank
Spirit Dwarf: Dwarf Worker - HerrDave
Sprite: Faerie - donut3.5, edited by doom_sheep
Swarm Bat: Carrion Bats - Vinz
Tyrannosaurus Rex: Red_Dragon_Rex - Hantoo, edited by General Frank
Valantor's Mirror: Altar of Starlight - Vinz, Spellbound
Valkyrie: Pegasus Rider - wojia10502, edited by General Frank
Vampire Lord: Vampyr - Dionesiist
Vampire Lord (Coffin Form): Stone Coffin - Remixer, edited by General Frank
Vampire Lord (Eclipse Wings): WingsOfTheNightmare - Usedwell
Vile Laboratory: Acherus - Mister_Haudrauf, edited by General Frank
Wraith: Nightmare - Callahan, edited by General Frank
Zombie: Zombie - Blizzard - Edited by General Frank

EFFECT MODELS
Acid Breath: ChemicalEmbers - ???
Animate Dead Buff: Soul Armor Crimson_opt - Vinz
Angel Knight Missile: General Frank
Avatar of Command Target: DivineEdict - Vinz
Ballista Missile: General Frank
Banish: Sacred Exile, Sacred Verdict - Vinz
Battle Standard: Battle Standard / Safeguard - Vinz
Blight Armor: Necromancer Defensive Buff - doom_sheep
Blinding Flash: Blind_Halo, BlindingFlashCream - Vinz
Bounty: fireworks_ok - 8uY_YoU
Cloud Cover / Spirit Dwarf Levitation: MistAura - Pyritie
Command Aura: KingstrideAura - Vinz
Death Beam Target: ConflagrateGreen - Vinz
Devouring Swarm: DevouringSwarmEffect - Vinz
Dominate: Bondage Purple - Vinz
Dust hit effect: Dust - doom_sheep
Eclipse Building Armor: Effect_ShieldBuff_Purple - Vinz
Entwine Spitter Plants: Venolia_squished - Callahan
Essence Drain: EssenceDrainCaster/EssenceDrainTarget - Vinz
Hold the Line: Blizzard Entertainment, edited by doom_sheep
Hyde Potion Missile / Buff: HidePotionMissile / HidePotionTarget - doom_sheep
It's Alive! gren bolt: MadScientist_MonsoonBoltTargetGreen - Blizzard Entertainment, edited by GeneralFrank
Judgment Hammer Effect: JudgmentNoHive - Vinz
Judgment Rune: Rune Yellow - Tranquil
Leech Seed: Seed Shot / Seed Inside / Seed Squirt - Vinz
Mad Scientist Missile: MadScientist_BoltImpactGreen - General Frank
Murder of Crows: MurderOfCrowsTarget - Vinz
Null Bomb: NullBomb / NullBombBirth - Vinz
Obliterate: DarknessBomb - nGy
Putrid Bloat Disease: PlagueCloudSmol - doom_sheep
Putrid Bloat Explosion: Plague Explosion - doom_sheep
Rain of Fire: Rain of Fire III - Vinz
Recall: Void Teleport Green - Vinz
Rend Flesh Target: Lacerate Soundless - Veronnis
Shepherd of Rot Missile: ShepherdOfRotMissile - doom_sheep
Slurp Devour: NewtRegen - Callahan
Soothe: Heal Green - Vinz
Soul Harvest Caster: Warp Dark (Target) - Thrikodius
Tail Whip: Fireblade2 - Callahan
Thorns Armor Buff: Nature Blessing - Vitchie08
Valkyrie Attack Lightning: SBL_BlueNewLightning - Spellbound
Zombie Plague: Omen / Dark Conversion - Vinz
Contents

Spellbringers: Archipelago (Map)

Spellbringers: Autumn Falls (Map)

Spellbringers: Circuit Breakers (Map)

Spellbringers: Dragon's Teeth (Map)

Spellbringers: Duelling Peaks (Map)

Spellbringers: Fighting Spirit (Map)

Spellbringers: Glacial Fortress (Map)

Spellbringers: Maelstrom (Map)

Spellbringers: Neo Golden Valley (Map)

Spellbringers: Oasis Dunes (Map)

Spellbringers: Rival Districts (Map)

Spellbringers: Riverglade (Map)

Spellbringers: Sally Forth (Map)

Spellbringers: Shadowood (Map)

Spellbringers: Steppes (Map)

Reviews
deepstrasz
It's generally relying on basic Warcraft III melee mechanics. Of the three factions, Death seems to be most original overall. There is a missing DIBTN for Nature's Protection - level 2. Eclipse's icon is that of Spell Immunity. Some balance testing...
Level 15
Joined
Aug 16, 2019
Messages
199
In this project, I see the dynamics of SC2. And the idea of dividing races is like in WarHammer: Age of Sigmar.
The Magic Towers are very complementary to the main game. This is an absolute success.
I want to ask - are there any sub-factions planned?
I also PM you a couple of crazy ideas.
 
After having played a number of games and defending my title of being the greatest Death player of all time against @Deolrin, I can say without a doubt that this is indeed a map submission.

The factions are very well made and the unit design is very nice across the board. I am especially a fan of the implementation of units within a faction that are designed to provide balance against the more powerful units of other factions, creating an gameplay style where some units might not get used as much in specific match-ups, but there isn't a unit where there's no situations you would use it.

The Giant Toads are a unit, and for that reason, I'm giving this map a 6/5.
 
Level 49
Joined
Apr 18, 2008
Messages
8,451
Fantastic project with very interesting ideas and well thought-out balance and mechanics. Certainly feels closer to Brood War and Starcraft 2 than to Warcraft 3, in all the best ways. The Spellbringer mechanic - a powerful structure casting spells to aid the player's army - is well executed and certainly one of several highlights.
I'm going strong at ~10-15 games now with a consistent 0% winrate! Challengers beware!
(that said, do actually PM me if you'd like to play a match :thumbs_up:)
 
Level 23
Joined
Dec 4, 2007
Messages
1,552
Played some matches now and my favorite race has to be Death.
Grim Obelisks, Zombie Hordes and Plagues, Black Pyramid with death beam and a unique way of spawning units - all check!
 

Bawbz

Hosted Project: SB
Level 14
Joined
Jun 11, 2004
Messages
171
Played some matches now and my favorite race has to be Death.
Grim Obelisks, Zombie Hordes and Plagues, Black Pyramid with death beam and a unique way of spawning units - all check!
Glad to hear it!

Did you play against an opponent or the AI? If you played against an opponent, I'd love to watch the replays if you have them.
 
Level 23
Joined
Dec 4, 2007
Messages
1,552
Well we played pretty slow/low apm, however i managed to looter rush the undead guy quite often, 1 looter kills 1 necro (if off blight).
All in all i see the esport approach working well, but for me it's a bit too fast paced, like starcraft is meant to be ofc.
 
Level 26
Joined
Dec 24, 2019
Messages
488
Absolutely 5/5, any other punctuation would be almost an insult to something that has taken so much work and effort. All works like this deserve the highest score for me, even if there are small flaws and things that could be improved. But there are very few who invest so much time and effort in creating something original. I will continue to play it more throughout these weeks and surely I will comment again, but in advance I thank you for uploading original and quality content.

Regards.
 
Level 49
Joined
Apr 18, 2008
Messages
8,451
Absolutely 5/5, any other punctuation would be almost an insult to something that has taken so much work and effort. All works like this deserve the highest score for me, even if there are small flaws and things that could be improved. But there are very few who invest so much time and effort in creating something original. I will continue to play it more throughout these weeks and surely I will comment again, but in advance I thank you for uploading original and quality content.

Regards.
Hopefully that means we'll see you around on the Discord channel, yeah? :)
 

deepstrasz

Map Reviewer
Level 75
Joined
Jun 4, 2009
Messages
20,176
It's generally relying on basic Warcraft III melee mechanics. Of the three factions, Death seems to be most original overall.

There is a missing DIBTN for Nature's Protection - level 2.
Eclipse's icon is that of Spell Immunity.
Some balance testing would be required. Death seems to have a lot of movement speed boni (the vampire for instance from Unholy Aura and during the night).

A neatly Warcraft III melee modification that puts emphasis on troops as StarCraft/Warcraft II while relying on a static hero-like unit.

Approved.


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Level 5
Joined
Jul 15, 2022
Messages
22
Happy to see another great altered melee map. However I do not understand the tenets of defining good map or approval of maps. I looked at every unit in this map and do not see anything that really changed the way RTS plays. For example, units either deals XX damages, or slows down enemies etc. Instead, why can't we have some ability to change unit to mechanical, undead etc (just an example). Yet reviewer still defined it as "original". I had fight with the reviewers before on my altered melee map and lost my hope. But now seeing this kind of map getting all 5 stars and on main page, I wonder is this something war3 players would really play again and again? Is the standards reviewers using really benefit the community? Of course I have bias because what I made, but when I open war3 I would still prefer play standard melee over this for everyday gameplay.

Anyways I still gave 5 star to it just for good will.
 
Factions:
⭐⭐⭐⭐⭐⭐
Spellbringers features three factions, Order, Nature, and Death, which are very reminiscient of the Magic: The Gathering colors White, Green, and Black, which I imagine were an inspiration since the creator is sporting a 🔥 Koth of the Hammer 🔥 avatar on Discord. Here's hoping we will see Blue and Red represented in the future as well.

The factions all feature wonderful, cohesive styles and elaborate, well-thought-out tech trees. Most units have a special ability or a unique tech that unlocks a special ability. Almost no unit is a simple Grunt. The Spellbringers look fantastic and their spells underline the great flavor of the factions. The use of a spitting spider as a siege weapon is very creative and works perfectly for the Nature faction.

Playing as the Nature faction, I have three things to gripe about:
1. Some of the buildings are hard to distinguish from another. The Haven and the Hall of Elites quickly disappear within the sea of other buildings and could benefit from an additional eye-catcher, maybe added via special effect to the building.
2. The Tyrannosaur, while awesome, breaks the flavor of the Nature faction, whose ground animal forces are otherwise exclusively comprised of woodland critters. I think a giant bear spirit would fit better and be equally awesome. The same could be said about the Sky Totem units, which feel like they're just a relic of the map being a derivative of a Warcraft game, instead of it making sense within the Spellbringers universe.
3. The transgender archer upgrade is a serious flavor fail.

Maps/Terrain:
⭐⭐⭐
The maps are a hybrid between Starcraft II maps and Warcraft III maps without the creeps. Small ramps lead to the player bases on all maps. I find the decision to use the Starcraft ramps questionable. Starcraft matchups are balanced around Protoss and Terran being able to wall off their base entrance, mainly to prevent Zerglings from running wild. I haven't seen that necessity in Spellbringers. In addition, walling off the ramp is really easy as a Terran with relocatable buildings and Supply Depots that can be lowered, whereas these features don't exist in Spellbringers.

The terrain quality is not on par with the rest of the content, but I may be biased because I don't think most Warcraft III melee map terrain looks that great. Since Spellbringers is advertised as a total conversion mod, I would like to see maps with beautiful terrain and custom trees and other doodads. If that means we get less maps overall, I am fine with it, because, to be honest, in a Starcraft-like RTS, the map geometry has a negligible impact on the gameplay and only the map size is important.

I also imagine a custom system where bonus damage/miss chance is based on terrain height instead of cliff level (similar to AoE2) is worth trying out, getting rid of most of the default cliffs in the process. Default cliffs are ugly (or rather the ramps) and have giant a collision size that interferes with the clunky unit pathing.

Balance:
⭐⭐⭐⭐⭐
It is apparent that a tremendous amount of thought and work has been put into the design of the factions and the balance of the units. Each unit has a place in the meta, but is not too powerful that it can't be countered. The Starcraft gameplay has been replicated perfectly. My only concern is the Order Enforcers, who hit like a truck, which is a bit weird for such a low tier unit. But since the tournament was won by a Nature player, it might be a case of "git gud". One issue I had with them, though, is that they're really hard to click and so I ended up running my archers repeatedly into them by accident while training against the A.I., where they were slaughtered in only a few hits.

Controls/UI:
⭐⭐⭐
After playing a lot of Age of Empires II, it is a real shock how many quality of life features are missing in Warcraft III. No "Select all Barracks", no production queue, no "Select all idle workers", and an absurdly low selection limit. In a Warcraft III melee game, this is not such a large issue, because armies are small, macro is not very important, and the controls are more optimized towards microing your heroes. However, in an RTS map with large armies and more focus on macro, the lack of those quality of life features hurts a lot. There is the ability to command the entire army via the Spellbringer, but it is not enough to make the controls not cumbersome. I would like to see more quality of life features added via a custom UI.

Summary:

This leads me to my last criticism. I am harsh about these missing features, because the map is advertised as a total conversion mod. However, at the moment, I do not see how this is justified. Total conversion is mostly reserved for maps such as Embercraft or 8-Bit Raid that change almost every aspect of the game and UI, up until the point where the main game is often unrecognizable. Even if it is interpreted as it meaning that it totally changes the RTS gameplay, that is not really the case. The resource system as well as the weapon/armor type systems are mostly unchanged.

In many areas, I think Spellbringers should be more bold and do more of its own thing with the help of all the powerful tools we have available as map makers, building on the foundation of the awesome factions. Currently, I think it is somewhere between a very good altered melee map and an RTS mod.

Because it is advertised as a total conversion mod, I have to rate it as such and therefore give it ⭐⭐⭐⭐ (4/5) with an easy upgrade to 5/5 if more custom systems are added, such as quality of life features to help with the clunkiness of Warcraft III.

Edit: Controls have been improved a lot! Updating the rating to 5/5!
 
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Make it into a game guys! It'll be hard but make it its own game, RTS market kind of dead atm. Its a very cool project. I don't even know what kind of other teams/races you can make? Fire? War? Chaos? Really awesome
Tech faction, obviously. Or Snake.

Looking forward to seeing further developments in the new year, congrats on the clutch end of year update 😄
 
Level 3
Joined
Dec 13, 2018
Messages
11
A lot of fun. Masterful project - I can wax on about the intricacies but the developer is hopefully quite aware of the sheer quality.

Simply put: try it if you like C&C, TA, SC like games. Even the AI is engaging.
 

Macielos

Hosted Project: W3E
Level 23
Joined
Jul 9, 2010
Messages
395
I gave it a try - it definitely has a cool SC/C&C vibe, with massive armies and macro-focused games. Everything looks polished with lots of climatic custom assets. Interesting idea with Spellbringer's mass move/attack ability as a workaround for WC3 selection limit. I also like non-standard attacks of some units, like battlecruiser-style gunship attack while moving.

I only have one complaint so far - I started testing mechanics vs AI and AI always selects Order faction - are AIs of other factions somehow available? They could be chosen based on standard race we selected for AI: HU -> Order, NE -> Nature, UD -> Death, ORC -> one of above or random.
 

Bawbz

Hosted Project: SB
Level 14
Joined
Jun 11, 2004
Messages
171
I gave it a try - it definitely has a cool SC/C&C vibe, with massive armies and macro-focused games. Everything looks polished with lots of climatic custom assets. Interesting idea with Spellbringer's mass move/attack ability as a workaround for WC3 selection limit. I also like non-standard attacks of some units, like battlecruiser-style gunship attack while moving.

I only have one complaint so far - I started testing mechanics vs AI and AI always selects Order faction - are AIs of other factions somehow available? They could be chosen based on standard race we selected for AI: HU -> Order, NE -> Nature, UD -> Death, ORC -> one of above or random.
Thanks for trying!

Unfortunately, Order is the only available AI right now. In the future, we will be adding AI for all factions.
 

Bawbz

Hosted Project: SB
Level 14
Joined
Jun 11, 2004
Messages
171
On shadowwood game crashes as soon as I try to place necropolis on 1.07
Thank you for reporting this. Is this the only map where this happens?

Edit: Tried this and couldn't reproduce. Can you give me a little more info? What exactly were you doing and what version of Warcraft III: Reforged are you running?

Thanks
 
Last edited:
Level 1
Joined
Apr 9, 2022
Messages
3
Thank you for reporting this. Is this the only map where this happens?

Edit: Tried this and couldn't reproduce. Can you give me a little more info? What exactly were you doing and what version of Warcraft III: Reforged are you running?

Thanks
Hi,
I'm on version 1.36.0.20257, this is the only map I have tried. I started over 3 times and every time I tried to place the Necropolis the game ctd instantly. I set map to full visibility. 3 normal AIs in a 1v1v1v1, ai are set to random and im set to undead. In game I pick Death.

I will try redownloading and/or trying different maps.

I'll post more on discord.


Edit:

I found the issue, its the Necropolis ground texture that needs fixing. It's being resolved.
 
Last edited:
Level 9
Joined
Aug 2, 2012
Messages
247
The map is REALLY fun, didn't had so much fun for a while on warcraft 3. I love this map ! Really well done ! The factions are truly assymetrics and it's really different to play each one. I can't wait to see the fourth faction, probably a "barbarian" faction with orcs? :D

The pathing of units is well done (for warcraft 3 engine), and having ultimate spells and being able to move the whole army is very cool too, as it avoids having to have an intense micro. Being able to remove the common move etc... in short, a pure masterpiece of mapping as the community knows how :)

I wonder if adding options for unique units/commanders would be interesting, even if it means making them killable (so not as heroes, leaving the divine building as the only hero) and feasible in a single copy. Also having more players per maps would be cool I think, since I have some friends and limited to 4 is a bit sad :( I know it's probably easier to balance but at least 1 version 6-8 players would be cool.
 

Bawbz

Hosted Project: SB
Level 14
Joined
Jun 11, 2004
Messages
171
The map is REALLY fun, didn't had so much fun for a while on warcraft 3. I love this map ! Really well done ! The factions are truly assymetrics and it's really different to play each one. I can't wait to see the fourth faction, probably a "barbarian" faction with orcs? :D

The pathing of units is well done (for warcraft 3 engine), and having ultimate spells and being able to move the whole army is very cool too, as it avoids having to have an intense micro. Being able to remove the common move etc... in short, a pure masterpiece of mapping as the community knows how :)

I wonder if adding options for unique units/commanders would be interesting, even if it means making them killable (so not as heroes, leaving the divine building as the only hero) and feasible in a single copy. Also having more players per maps would be cool I think, since I have some friends and limited to 4 is a bit sad :( I know it's probably easier to balance but at least 1 version 6-8 players would be cool.
Thanks for playing and for your review! The main reason I haven't added larger maps is due to lack of interest, but if you need one I can certainly make one. Do you want 3v3, 4v4 or FFA?
 
Level 9
Joined
Aug 2, 2012
Messages
247
Thanks for playing and for your review! The main reason I haven't added larger maps is due to lack of interest, but if you need one I can certainly make one. Do you want 3v3, 4v4 or FFA?
Hey ! Thanks for the answer :) FFA 6 or 8 players would be the best I think.

Do you have a little hint for the next faction/race :D ?
 
Level 17
Joined
Sep 24, 2009
Messages
1,590
Not gonna lie, seeing this map being avarded with Director’s Cut I was expecting something exceptional, and instead got an average map, at best.

Couple of cool models and ideas, but overall nothing special.
 

deepstrasz

Map Reviewer
Level 75
Joined
Jun 4, 2009
Messages
20,176
Not gonna lie, seeing this map being avarded with Director’s Cut I was expecting something exceptional, and instead got an average map, at best.

Couple of cool models and ideas, but overall nothing special.
It is not Director's Cut.
Would be nice to share some thoughts as to what special should mean and why average and what does that actually mean, compared to what?
 
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