Not merely a temple, but a living monument, grown from stone, root, and ancient magic. At its heart stands the Core Pylon, a primordial focus where Nature’s raw essence was bound to reality. From this nexus flows power capable of reshaping flesh, land, and fate itself.
Long ago, a forgotten night elf civilization rose within Nadrex. They did not rule the temple—they served it. Chosen by the will of Nature, they became its hands, its eyes, and its blades, shaping forests into cities and magic into life. When their age ended, they did not vanish… they were absorbed, their spirits entwined with Nadrex’s living defenses.
When the Necron arrived, the temple awakened.
From the dead realms marched the Necron Force, an undead legion driven by conquest and consumption. Their masters sought the Core Pylon to drain its essence, believing that Nature’s power—once corrupted—could fuel an empire beyond death. As their invasion tore through Nadrex’s outer sanctums, fallen guardians were raised again as twisted mockeries of life.
Nature answered with fury.
The temple reshaped itself into a battlefield. Roots crushed bone, ancient beasts stirred from slumber, and spectral night elf echoes emerged—no longer mortal, but manifestations of Nature’s will. Nadrex would defend its heart at any cost
Game Mechanics
Two factions are constantly spawning their warriors (called creeps), in order to push into the enemy base and kill their principal structure. Each player will have control over 1 hero for the entire match. Kill enemy creeps to gain gold, get items to empower your hero, gain experience to unlock the full potential of your hero and fight against the enemy.
Each player can choose only 1 hero. They are the core of the game. Heroes gain experience and gold by killing creeps, structures or other heroes. Whenever they level up, additional spells can be unlocked. Most heroes have 4 skills, but there are some that possess 5 or 6 through subabilities.
Hero Roles
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Supports - Heroes that rely on their spells to guard and help allied heroes. Their spells are mostly based on strong lockdowns, healing abilities and augmenting buffs.
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Carries - Heroes that possess strong DPS capacity either from their spells or normal attacks.
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Nukers - Semi-carry heroes who are mostly based on high damaging spells. They can take down opponents really fast but are fragile in the same way.
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Tanks - Heroes with increased innate durability or those that possess spells to augment it. They are able to absorb damage in fights and initiate combats with ease.
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Map Wanderers - Mostly supportive heroes but they possess strong abilities that can be used in combination with other heroes to get kills in the early stages of the game.
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Assassins - Related to the carry role, these heroes have the capacity to quickly take down an enemy hero. They don't put up a good match against multiple foes.
Nadrexian Abilities
All heroes that fight in the Nadrex Temple have a deep connection with the magical energies within it, which grants them 6 innate abilities, them being active and passives.
1) Character Innate Ability (active or passive)
Each hero has an unique innate
ability, either an active one, or a passive one. The ability is
available from the start and it can be used in combination with the
hero' regular abilities.
Most of these abilities cannot be
stopped by magic immunity states or silence, and if used wisely, they
can play a very important part in your road to victory!
2) Recall (active)
Your hero channels energy 5 seconds then instantly returns to the allied base camp.
Keep in mind that stuns and knockbacks will cancel the Recall.
The Recall does not have any cooldown and it's a good way to quickly retreat when needed or in danger.
3) Crystal Connection (passive)
Each time your hero casts a
spell, it will restore 2 health and mana points. The amount is
multiplied by the current number of Crystals you have.
Crystals are
the second resources used in Nadrex, allowing heroes to empower the
Crystal Connection passive ability. They can be obtained by destroying
the Defensive Towers, Generating Structures (creeps spawn), killing
certain Jungle Creeps that guard them and by killing enemy heroes.
4) Arcane Amplification (passive)
Grants 14% chance when your hero
casts a single targeted spell or an item under the same condition, to
apply 0.75x Agility + Strength + Intelligence as bonus magic damage.
Magic resistance will affect damage dealt by Arcane Amplification.
Goes through magic immunity!
5) Barrier Formation (passive)
Grants 14% chance when your hero
is targeted by an enemy spell, to form a protective barrier for 5
seconds, increasing health regeneration by 6%, attack damage by 25% and
armor by 8 points.
The bonuses cannot be stacked by multiple sources but the duration will be refreshed when it is reapplied.
6) Untapped Nadrexian Power (passive)
When your hero reaches level 15, it can unlock a permanent passive bonus that grants:
+4 Strength points
+4 Agility points
+4 Intelligence points
+4 Armor points
+15% Attack Speed
The ability will not occupy any of the hero abilities slots.
Crystal Pylons
At the top left and right corners, lies a
dormant Crystal Pylon, that has 1500 health, 10 health regeneration, 45
armor, 125 Chaos type attack damage. Killing a Crystal Pylon, grants 10
Crystals to the killer and to all of its allied players whenever it is
destroyed.
Once a Crystal Pylon is killed, it can respawn exactly as the other Jungle Creeps.
Mystical Gems
Around 3 key points on the map, 1 of the 7 mystical gems can be found, each granting a special power.
- Gold PowerUp - Grants +250 gold when picked up.
- Diamond of Wisdom - Grants +2 permanent points to Agility; Strength and Intelligence when picked up.
- Malachite of Nourishment - Restores 300 health and 150 mana to all nearby allies of the picking hero.
- Jade of Speed - Grants double movement speed for 20 seconds.
- Ruby of Health - Grants +150 permanent health when picked.
- Emerald of Damage - Grants +50% attack damage for 20 seconds.
- Opal of Armor - Grants +15 armor for 20 seconds.

