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Map

From Liquipedia Dota 2 Wiki
(Redirected from River)
Overhead view of the game map as of version 7.40
This article is about the in-game map. Terrain redirects here. For the cosmetic items, see Custom Terrain. For locations within 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 Faction Radiant faction, and one for the Faction 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

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

Lanes

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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 Faction Radiant, and the top lane for the Faction 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

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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: Water Regen (heals 10 HP per second and restores 5 mana per second while in the river) and Guardian Sprint (amplifies movement speed bonus while in the river and, if upgraded, provides a status resistance bonus).

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

Runes

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Main Article: Rune

There are two types of Runes that spawn at different locations on the map: Bounty Runes and Power-up Runes. Bounty Runes spawn in 3 minute intervals. Power-up Runes spawn in 2 minute intervals. As their names imply, Bounty Runes grant players a bounty 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: Grants gold to the entire team, which scales up by gold per 5 minutes.

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:

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

  • Arcane Rune: Grants cooldown reduction and mana loss reduction for seconds.
  • Double Damage Rune: Grants attack damage bonus for seconds.
  • Haste Rune: Hastens movement speed to for seconds.
  • Illusion Rune: Creates illusions of the hero which last for seconds, which deal damage and take damage when melee, and when ranged.
  • Invisibility Rune: Grants invisibility for seconds, with a fade delay of seconds.
  • Regeneration Rune: Grants health regen and mana regen, based on the maximum health/mana pools, for seconds. Effect stops upon taking player-based damage.
  • Shield Rune: Grants an All Damage Barrier for seconds equal to of your max HP.

Roshan

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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 1 1 1
Roshan's Banner 0 1 1
Cheese 0 0 1
Refresher Shard 0 0 1
  • Aegis of the Immortal
    • Cannot be dropped, sold or shared once picked up.
    • The item expires within 5 after picking it up (4 minutes in Turbo Mode).
    • If picked up later, Roshan re-claims the item if it has not expired yet.
    • Has Reincarnation, bringing the wielder back to life when slain, or fully regenerating them upon expiring.
  • Cheese
    • Can be shared, or sold for 500 Gold, but only by the player that picked it up first.
    • Has Fondue, instantly restoring a huge amount of health and mana, consuming the item in the process.
  • Roshan's Banner
    • Can be shared, but cannot be sold.
    • Has Place Banner, placing a ward that turns nearby lane creeps damage immune, consuming the item in the process.
  • Refresher Shard
    • Can be shared, or sold for 500 Gold, but only by the player that picked it up first.
    • Has Reset Cooldowns, instantly resetting all ability cooldowns on the user, consuming the item in the process.


Jungle

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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.

Buildings

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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

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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, 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

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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

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Barracks (commonly shortened to Rax or Racks) are buildings, defended by and located behind Towers (Tier 3) in each respective lanes. Barracks do not have to be destroyed to make 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 MeleeMelee Melee Barracks for Melee Creeps and Flagbearer Creeps and the Ranged Barracks for RangedRanged Ranged Creeps and Siege Creeps. The Ranged Barracks are always located to the left of the Melee Barracks on each lane for both factions.

Ancients

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Ancients (also commonly referred to as Thrones, or Tree for Faction Radiant's ancient and Throne for Faction 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 Towers (Tier 4) and both of them must be destroyed to remove the Ancient's invulnerability.

Fountains

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

Effigies

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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 Towers (Tier 4). As of 7.41c, 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 Faction Radiant has two different types of effigy building models, while the Faction Dire has one model for all.

Defender's Gates

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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 2 Defender's Gates, located at the furthest edge of the base walls behind the top and bottom Towers (Tier 3). The gates connect to the paths that directly lead towards the Tormentors, and are divided from the main lane with cliffs.

Neutral Buildings

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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

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Outposts are buildings located within the primary jungles of both teams, close to the 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 (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

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Twin Gates

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Twin Gates are buildings located at the north-west and south-east corners of the map, close to the 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

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

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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

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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

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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

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For customized terrain appearances, see Custom 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

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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 Buny154 on 19-Dec-2025 02:41.

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

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

History

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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.

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Version history

[edit]
Description
7.40
(2025-12-15)
  • Extended the streams into both Radiant and Dire bases and added defender's gate to the outside of the respective safe lanes where the stream flows
  • Removed some trees inside the base near the new safelane defender's gate positions
  • The Hard camp nearest to Tier 3 towers where the streams used to start has been demoted to a 'medium' camp
  • Moved the safelane medium amphibian neutral camp closest to the Tier 2 tower up the stream, slightly closer to the respective bases
  • Lowered the Wisdom Shrine areas to low ground, compared to the respective offlanes, filled them with water and connected to the water areas by the Tier 1 towers
  • Moved Wisdom Shrines and Watchers to the low ground and slightly closer to the Tier 1 towers. These Watchers now have vision over the shrines at night
  • Hard camps nearest to Wisdom Shrines have been moved slightly back towards the bases
  • Changed the 'bridges' to actual bridges
  • Slightly expanded the entrance to the bridge by the Lotus pools and adjusted the area within the nearby water areas
  • The Hard camp in the 'triangle' has been demoted to a 'medium' camp
  • Cleared up some areas around the Tormentor locations
  • The watchers nearest to the mid-lane and near the small water camps south/north of the tier 1 tower have been removed
  • The watchers in the primary jungles have been repositioned from stairs near the small camp to the cliff above the bounty runes
  • Added additional blocks preventing flying movement around the edges of the map (e.g. the highground areas behind the Tormentors will no longer be accessible by Batrider during Firefly)
  • Removed a tree between Dire Safelane Tier 1 tower and the small pull camp
  • Very slightly adjusted the paths and spawn points of the Radiant Offlane lane creeps, and the position of the Radiant Offlane Tier 2 tower. This results in creeps pathing to the right of the tier 2 tower instead of sometimes * splitting up to go around it
  • Radiant Secret Shop trigger area moved slightly towards the radiant Tier 1 tower and more centered around the shopkeeper
7.39
(2025-05-21)
  • The Bottom Radiant Tier 1 tower has been moved slightly to the south
  • Several trees have been added and adjusted above the Bottom Radiant Tier 1 tower and on the west side of the lane
  • Adjusted a juke path to the east of the Mid Radiant Tier 2 tower
  • A tree has been removed to the south of the Top Dire Tier 1 tower
  • Fixed some locations that were incorrectly blocked for warding
7.39
(2025-05-21)
  • The Radiant Safe Lane small pull camp has been moved to the north, and trees added above it
  • Many trees have been moved and adjusted in the Radiant Safe Lane pull area
  • The top Radiant Tier 2 and the cliff to the right have been shifted to the west slightly
  • The Radiant triangle ramp leading behind the top Radiant Tier 2 has been shifted north
  • The ramps on the east side of the Radiant Triangle have been shifted to the north and east, and trees around them subsequently adjusted
  • A ramp has been added leading from the Radiant Triangle to behind the middle Radiant Tier 2
  • The mid Radiant Tier 2 tower has been shifted away from the Triangle, and trees around it have been adjusted
  • A juke path has been added to the trees east of the Radiant mid tier 2 tower
  • The northern cliff edge, ramps and Hard / Ancient camps of the Radiant triangle have been moved slightly southwest
  • The cliff to the southwest near the ramp to Radiant midlane and the river has been slightly reduced in size
  • The ramp directly south of the bottom Roshan Pit has been moved north slightly
  • A path has been added closest to the Dire Bottom Tier 1 tower from the lane to the lotus pool
  • Several trees have been added and adjusted near the Dire mid tier 2 tower
  • Several trees between the two neutrals camps on the easternmost region of the Dire side have been removed
  • The Dire bounty rune has been moved slightly to the east
  • The ramp leading from the Dire triangle area to the river and bottom Roshan Pit has been moved slightly north and simplified to remove two small unpathable ledges
  • The Dire triangle watcher has been moved slightly to the north
  • The bottom lane lotus pool has been moved to the north and to the west, and many of the tree paths have been adjusted
  • The top lane lotus pool has been moved slightly to the north, and some of the tree paths have been adjusted
  • The Top Roshan Pit has been adjusted to be closer to the center of the Radiant / Dire cliffsides
  • The Bottom Roshan Pit has been moved northwest slightly towards the middle of the map
  • The Bottom Roshan Pit has been slightly rotated to face more towards the middle of the map
  • A dead spot has been fixed in the Bottom Roshan Pit
  • Flooded camps in main jungles near the bounty runes have had their pull timers reduced
7.38c
(2025-03-27)
  • Dire Safelane Jungle
    • The Dire Safe Lane Tier 1 tower has been moved forward, away from the Dire base and closer to where the creeps initially meet
    • The Top Lane creep paths have been slightly adjusted so the creeps meet closer to the Dire tower
    • The tree lines above and below the tower have been reworked
  • + The Dire Safe Lane hard camp has been moved away from the Dire Safe Lane Tier 1 tower, and had its tree line reduced and rotated to face the river
    • The cliff above the Dire Safe Lane small camp has been extended slightly towards the Dire Safe Lane Tier 1 tower, and the small camp has been moved and had its tree line adjusted
    • The ramp leading to the river and the Roshan Pit from the Dire Safe Lane pull area has been moved towards the Pit slightly
    • Several additional tree and visual adjustments have been made to this area
  • Top Roshan Pit
    • Fixed a spot at the north side of the pit that had incorrect vision rules
    • Fixed some areas that visually looked pathable but were not
  • Bottom Lane
    • Trees have been added around the Dire Bottom Tier 1 tower, and several tree positions adjusted
    • A tree near the Radiant Safe Lane hard camp has been removed
    • The Watcher above the secret shop has been repositioned between the ramps from Dire Mid Tier 1 and the bottom Roshan Pit
    • Fixed unnecessary pathing blockers at the left of the entrance to the Dire Base through the team only gate
    • Several trees have been removed from the Radiant high ground leading to the Bottom Roshan Pit
    • Several additional tree and visual adjustments have been made to this area
7.38b
(2025-03-05)
  • Moved the spawn box of the Radiant Safelane tier 1 hard pull camp a little bit down, removing an inaccessible camp block spot that could be created by chopping down a tree
  • Removed several trees around camps, making it easier for additional paths to be cut through:
    • To the right of Dire Ancient camp by Safelane Tier 1 Tower
    • To the right of Dire Medium camp between mid and top Tier 2 Towers
    • To the top of Dire Hard camp nearest to mid Tier 1 Tower
    • To the top of the Dire Jungle high-ground Medium camp
    • To the right of the Dire offlane Tier 2 Tower Medium camp
    • To the right of the Radiant Hard Camp by mid tier 1
    • To the right and left of the Radiant Hard Camp by offlane Tier 1 Tower
    • To the left of the Radiant Safelane Tier 2 Tower Medium water camp
7.38
(2025-02-19)
  • The top and bottom outer rim areas are now flooded by streams of traversable water
  • These streams have a current, starting near the T3 towers (right before the medium camp location), down to the T1 towers (former Twin Gate location)
  • Going downstream increases current and max movement speed, while going upstream inflicts no penalty
  • Streams are separated by two zones: ones with a 'strong current' which provides up to 150 bonus movement speed and ones with a 'moderate current' which provides up to 100 bonus speed. The current is 'strong' from stream beginnings near each base up to the waterfalls near T2 towers. All other stream sections are considered to have a 'moderate current'
  • Bonus value depends on the faced direction, ranging from 100% while going downstream to 0% at 90 degrees
  • Watchers, camps and pathways in the areas have been slightly adjusted to give way for the stream
  • Radiant and Dire main jungles now also have a stream with moderate current, starting near the easy camp close to the mid T1 towers. They join the outer streams, crossing the safelane near the T2 towers
  • Roshan is back in the river, with one pit located near each sidelane. Top lair is slightly closer to Dire's jungle entrance, and bottom one is closer to Radiant's
  • Tormentor spawns repositioned to the corners of the map
  • The region specific map buffs (Mighty Mines, etc.) have been removed
  • Corner outposts have been removed
  • The Twin Gates have been repositioned to the corners of the map on a new high ground area near Tormentors
  • Touched up the map in general. Slightly adjusted neutral camps, trees, and cliffs
7.35
(2023-12-14)
  • Added Watchers in the Mines and Well areas.
  • Removed a tree on the area on top of Dire's Tier 2 Mid tower
  • Removed a tree on the area on top of Radiant's Tier 1 Mid tower
  • Removed a tree next to the Medium Neutral camp on top of Dire's Tier 1 Top tower
  • Removed a tree on the path below Radiant's Tier 2 Bottom tower
7.34
(2023-08-08)
  • Main jungle Watchers for both Radiant and Dire have been moved to different locations
  • Adjusted the position of the triangle Watchers
  • Moved both Outposts from the main jungle to the triangles
  • Mighty Mines buff in Mines area increased from +4 HP/s to +7 HP/s
7.33
(2023-04-20)
  • Added Arcane Rune
7.29
(2021-04-09)
  • Removed the Bounty Rune spawn location in the river.
    • At minute 0, Bounty Rune spawn in the jungle and at the power rune locations.
  • Moving 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.
7.22
(2019-05-24)
  • 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.
7.20
(2018-11-19)
  • 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.
7.15
(2018-05-10)
  • 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.
7.06
(2017-05-15)
  • Reduced Shrine count in base from 5 to 3.
    • Removed the shrines from the top and bottom lanes behind the barracks.
7.02
(2017-02-08)
  • 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 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
7.00
(2016-12-12)
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
6.87
(2016-04-25)
  • Adjusted the position of the bottom Faction Radiant Tier 2 tower and nearby trees.
  • Moved the ramp between the Faction Dire Secret Shop and the Faction Dire ancients further back a bit and made it narrower.
  • Increased the width of the ramp behind the Faction Radiant bottom Tier 2 tower.
  • Added a new ramp to the left of the bottom Faction Dire Tier 1 tower.
  • Added a new ward spot in the middle of the Faction Dire jungle.
  • Adjusted the spawn box of the right-most Faction 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 Faction 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 Faction Radiant medium camp near middle.
  • Slightly reduced the spawn box of the Faction Dire offlane Neutral camp.
  • Added new paths to the trees on the left of the top Faction Radiant Tier 1 tower.
  • Added passable areas in the trees below the bottom Tier 2 Faction Radiant tower.
  • Spaced out Faction Radiant Tier 4 towers slightly.
  • Added a small hiding spot to the trees above the bottom Faction Radiant Tier 2 tower.
  • Moved Faction Radiant mid creep spawn point back a little.
  • Removed the tree on the Faction Dire cliff right above the top Rune.
  • Added two extra trees in the Faction Radiant middle lane to the upper right of the Tier 1 tower
  • Rearranged the clump of trees below the far right Faction Radiant hard camp to modify visibility lines for heroes nearby.
  • Added a new hiding spot to the right of the Faction Dire small camp.
  • Fixed Faction Radiant offlane neutral camp units not always being visible with line of sight in front of them.
6.86
(2015-12-16)
  • 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 Faction Radiant Secret Shop to the ward spot right above it
  • Moved the Faction Radiant hard camp closer to the Faction Dire offlane
  • Swapped Medium and Hard camp in Faction Radiant Jungle
  • Added a new pathway from Faction Radiant mid to Faction Radiant jungle
  • Added a ramp connecting the Faction Radiant jungle to the area near Roshan
  • Created a walkable pathway to the Faction Radiant rune ward
  • Created a new juke spot behind the Faction Dire Secret Shop
  • Expanded Terrain around the top Tier 2 Faction Radiant tower
  • Moved the bottom rune up a little bit
  • Faction Radiant middle tier 1 tower has been moved back
  • Adjusted Faction Radiant small camp spawn box
  • Added a new ward spot near the Faction Radiant ancients (does not reveal top rune)
  • Created a new pathway leading to the wardspot below the Faction Radiant Secret Shop
  • Moved the Faction Radiant ramp leading to the top rune further away from the rune (slightly closer to mid lane)
  • Moved the Faction Dire ramp leading to the top rune closer up
  • Adjusted the terrain and the ramp going down from the Faction Radiant Ancients slightly
  • Improved jukability in the terrain around the Faction Dire side shop
  • Added a path through the trees at Faction Radiant offlane sideshop moving south and added juke paths
  • Added a new ward spot to the right of the top tier 1 Faction Radiant tower
  • Added a couple of trees to right of the ramp leading down from the Faction Radiant ancients (covering some vision to the left of it)
  • Faction Dire is now able to enter the jungle through the middle Faction Radiant ramp and walk to the side without being in range to dispel their smoke
  • Added a new pathway above the top Faction Dire side shop
  • Created a new pathway in the middle of the long column of trees at the bottom Faction 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 Faction Dire safelane hard camp
  • Added a passable walkway from the cliff above the top rune to the Faction 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 Faction Dire base between the mid and top towers along the ledge
  • Adjusted juke paths near the Faction Radiant ward spot near the hard camp
  • Added a new juke spot to the south of the bottom Faction Radiant hard camp
  • Added a hiding spot in the Faction Dire middle lane near the edge of the Secret Shop
  • Added some trees below the top Faction Radiant T2 tower
  • Adjusted trees to the left of the Faction Dire offlane (affecting visibility of heroes coming from the left)
  • Added a pathway above the Faction Radiant Ancient (leading up to the new ward spot)
  • Adjusted Faction Dire secret shop location slightly
  • Adjusted the terrain pathing a little bit around the loop where the Faction Radiant bottom left ward spot is
  • Adjusted tree layout of the high ground to the right of the Faction Radiant middle camp
  • Moved Faction Radiant ramp to the bottom rune back a little bit
  • Added hiding spots in the clump of trees above the formerly Faction Radiant hard camp (now the Faction Radiant medium camp)
  • Nudged the Faction Radiant small camp down very slightly
  • Moved the Faction Radiant mid medium camp down slightly and adjusted nearby trees
  • Added a new hiding spot on the Faction Dire bottom lane, in the area higher ground to the right of the Faction Dire Ancients
  • Adjusted the position of the Faction Radiant middle ramp slightly
  • Added a new juke spot to the terrain to the right of the Faction Radiant small camp
  • Adjusted tree pathway and added a couple of hiding spots above the top Faction Dire T2 tower
6.82
(2014-09-25)
  • 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 Faction Dire bottom lane.
  • Reworked terrain below the Top Faction Radiant Tier 1 Tower.
  • Reworked the area to the left of the bottom Faction Dire Tier 2 Tower.
  • Moved Faction 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 Faction Dire Tier 1 Tower.
  • Added a new ward spot near the bottom Faction Dire Tier 2 Tower.
  • Added a new ward spot near the top Faction Radiant Tier 2 Tower.
  • Added a new ward spot between Roshan and the Faction Dire bottom lane.
  • Bottom Lane Faction Dire creeps now arrive slightly closer to the Faction Dire Tier 1 Tower.
  • Top Lane Faction Radiant creeps now arrive slightly farther from the Faction 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.