Рекомендованное количество игроков: Created by: Ugy
Подробное описание карты Battle Tactics Arena v2.1b: развернуть/свернуть
Always hunt with your allies! Don't ever go into the dungeon alone, as this can be a dangerous undertaking. A designated healer (Lightbringer, Keeper of Undeath, Templar) and tank (Guardian, Templar) will make the entire game go more smoothly
Remember that you will gain the same exp regardless of how many allies are nearby, so the more the merrier!
This also means that in teams with fewer than 4 players, a substantial difficulty increase can be noticed. On the other hand, 6 well-coordinated players can make the game pass very quickly.
You start the game with 2 abilities, one of which is determined by your specific path. At levels 5, 10, and 15 you will gain more abilities determined by your path.
Blue numbers in ability text scale with your stats! These numbers are always ones that directly deal damage or heal and are increased by 6% for each point of Mind. Incidently, each point of precision will increase your base damage by 6%, and each point of Sufferance increases your base health by 6%. Item stats are determined in the exact same way as your base attributes.
You will gain 2 experience for killing monsters, regardless of its level. However, you will not gain experience from monsters lower level than you. All allies in the area gain experience when a monster is killed; the experience is not split - this means you will not have a penalty for hunting together.
You will gain 5 experience for killing enemy heroes, and 25 for killing bosses. This experience is the same as regular exp and does not suffer from a group penalty.
Priest Class Strengths: The Keeper of Undeath possesses formidable healing abilities. As a healer the Keeper of Undeath is a requirement for any successful team. If your team does not yet have a keeper, strongly consider picking him as your class. Weaknesses: The Keeper of Undeath wears only cloth armor and has very poor damage capabilities.
TIP: Always hunt with your allies! Don't ever go into the dungeon alone, as this can be a dangerous undertaking. A designated healer (Lightbringer, Keeper of Undeath, Templar) and tank (Guardian, Weapon Master, Templar) will make the entire game go more smoothly. Do not attempt to take hits if your class is not designed for it!
Melee Class Strengths: The Assassin can deal unrivalled melee damage or provide incredible amounts of control over single targets, depending on the path chosen. Weaknesses: The assassin is not an easy class to play. His survivability is exceptionally poor and his melee range means the player must be attentive. Stay behind heavier melee classes if you wish to survive.
Priest Class Strengths: The Templar is a very versatile class, able to tank, deal damage, or heal depending on the path you choose. Weaknesses: The Templar's paths are very straight-forward and do not provide much utility in other aspects. A healing templar can only heal, a tanking templar can only tank, etc.
Archer Class Strengths: The Sniper can deal moderate amounts of damage from incredible range. She excels at picking off soft targets from range. Weaknesses: The Sniper's low health pool and lack of mobility make her particularly vulnerable to enemy melee classes. Stay behind your allies if you wish to survive.
Melee Class Strengths: The Guardian possesses unrivalled survivability. His role in groups is to take damage with the support of a healer. If your team does not yet have a tank, strongly consider picking the Guardian. Weaknesses: The Guardian does not excel in damage dealing or group utility.
Priest Class Strengths: The Lightbringer possesses formidable healing abilities. As a healer the Lightbringer is a requirement for any successful team. If your team does not yet have a lightbringer, strongly consider picking him as your class. Weaknesses: The Lightbringer wears only cloth armor and has very poor damage capabilities.
The Tyvul recieves the blessing of the wind goddess, giving (40% + 10% per level) increased movement speed and invisibility. If the Tyvul breaks Wyvera's Boon with an attack, that attack will deal (24 + 6 per level) extra damage. Lasts 20 seconds. Cooldown: 32 - 4 per level seconds Mana Cost: 20 + 5 per level
Priest Class Strengths: The Deathbringer is capable of very high long range single-target or area-of-effect damage, depending on the path you choose. Weaknesses: The Deathbringer wears only cloth armor and possesses very few survivability traits. Stay behind your allies if you wish to survive.
Causes flame to burst from the ground, dealing large amounts of area-of-effect damage. Deals (24 + 12 per level) damage every second for 3 seconds, followed by 4 damage per second for (6 + 1.5 per level) seconds. The pyromancer and his allies are immune to this damage. Cooldown: 12 seconds Mana Cost: 32 + 8 per level
The Disciple of Zantar lets loose a terrifying howl that causes all nearby enemies to become demoralized. Reduces attack damage dealt by (30% + 7% per level) for all nearby enemies. Lasts 25 seconds. The area-of-effect increases with each level. Cooldown: 45 seconds Mana Cost: 25 + 4 per level
Classes: Tyvul Chemist Info: If this item is in your inventory when you use the level 5 Alchemy skill, it will result in a different potion being created. The Empty Vial will be consumed in the process. Requires The Anarchist's Alchemybook and additional item(s).
Archer Class Strengths: The Barrager can deal high amounts of damage from a moderate range. The barrager is extremely strong against melee classes, able to keep them at distance. Weaknesses: The Barrager's low health pool and relatively short range make him vulnerable to priest clases.
Priest Class Strengths: The Pyromancer is capable of very high long range single-target or area-of-effect damage, depending on the path you choose. Weaknesses: The Pyromancer wears only cloth armor and possesses very few survivability traits. Stay behind your allies if you wish to survive.
Slip into the shadows for 9 seconds, becoming invisible but reducing movement speed by (30% - 5% per level) . If Stealth is broken by a damaging attack, that attack will deal an additional (30 + 15 per level) backstab damage. Cooldown: 24 seconds - 3 seconds per level Mana Cost: 20
Classes: Tyvul Chemist Recipes: Empty Vial + Nothing = Greater Invisibility Potion Empty Vial + Forest Weed = Greater Antimagic Elixir Empty Vial + Ancient Skull = Aggression Potion Empty Vial + Gem of Power = Invulnerability Elixir Empty Vial + Stolen Jewelry * 3 = Transmutation Potion
The hero's mana does not regenerate naturally, but must be restored through prayer. Cast Prayer - (Hotkey: D) Cast Time: 5 seconds: 15 seconds Invoke the power of Zantar, restoring piety to 100. You must target yourself for the prayer to take effect.
Calls forth shadow energies to destroy the Deathbringer's foes. Deals (40 + 20 per level) damage to all enemy targets in the area of effect and stuns them for (2 + 1 per level) seconds. The stun effect has a 33% reduced duration on enemy players. Cooldown: 12 seconds Mana Cost: 32 + 8 per level
TIP: You will gain 2 experience for killing monsters, 5 experience for killing enemy heroes, and 25 for killing bosses. You will not gain experience from anything lower level than you. Experience and gold are triggered; this means there is no group penalty for hunting together.
The hero's mana does not regenerate naturally, but must be restored through prayer. Cast Prayer - (Hotkey: D) Cast Time: 4 seconds: None Invoke the power of Zantar, restoring piety to 100. You must target yourself for the prayer to take effect.
A dismembering strike that leaves the target incapacitated for (5 + 2.5 per level) seconds. While incapacitated, the target cannot move or attack and suffers 12 damage per second. The duration is reduced by 33% against players. Cooldown: 30 seconds Mana Cost: 32 + 8 per level
Summons three skeletons by the Deathbow's side. They have (60 + 15 per level) health, do (1d6 + 1 per level) damage, and have chainmail armor untill level 5, at which point the minions gains platemail armor. Lasts one minute. Cooldown: One Minute Mana Cost: 40 + 10 per level
Melee Class Strengths: The Weapon Master is a middle-of-the-road melee class. He deals a moderate amount of damage and possesses moderate tanking ability. Weaknesses: Though versatile, the Weapon Master does not particularly excel at any one role.
Cast Time: Instant: 60 seconds Summons an animal companion to aid the sniper. If your companion is alive when you use this ability, he will be healed to maximum health. If you die while the animal is active it will be desummoned. The animal companion's stats increase with your level.
Allows the Chemist to create potions that restore (60 + 15 per level) health and mana. These potions share a cooldown seperate from purchased potions and may be given to other players. Cooldown: 45 seconds Mana Cost: 24 + 6 per level
Cast Time: Instant: 30 seconds Slip into the shadows for 15 seconds, reducing movement speed by 30% but providing invisibility. If stealth is broken by an attack, the victim will be stunned for 3 seconds and take 70 extra damage.
Allows the Weapon Master to wear heavier, more protective armor. Reduces all damage taken from attacks by (3 per level) . This damage reduction is applied before standard damage mitigation. No attack can be reduced below 5 damage.
The hero's mana does not regenerate naturally, but must be restored through prayer. Cast Prayer - (Hotkey: D) Cast Time: 4 seconds: None Invoke the power of Elieon, restoring piety to 100. You must target yourself for the prayer to take effect.
A lance of ice streaks toward the target at an incredibly fast rate, dealing (32 + 8 per level) damage and stunning it for (1.6 + .4 per level) seconds. The stun effect has a 33% reduced effect on players. Cooldown: 6.5 seconds Mana Cost: 20 + 5 per level
Melee Class Strengths: The Berserker deals an incredible amount of melee damage while debuffing his enemies. Weaknesses: Though a berserker can fill in as a tank, he does not particularly excel at it. Try to let heavier melee classes take the hits.
Calls forth shadow energies to destroy the Deathbringer's foes. Deals 40 damage to all enemy targets in the area of effect and stuns them for 2 seconds. The stun effect has a 33% reduced duration on enemy players.
Calls down a meteor shower to strike enemies in the area. Each meteor does (30 + 15 per level) damage. You must channel the spell for meteors to continue coming down. Lasts 9 seconds or untill stunned. Cooldown: One minute Mana Cost: 60 + 15 per level
Allows the Weapon Master to wear heavier, more protective armor. Reduces all damage taken from attacks by 12. This damage reduction is applied before standard damage mitigation. No attack can be reduced below 5 damage.
A ball of guided flame strikes the target, dealing (40 + 20 per level) damage and stunning it for (1 + .5 per level) seconds. The stun effect has a 33% reduced effect on players. Cooldown: 6 seconds Mana Cost: 20 + 5 per level
Priest Class Strengths: The Harbinger possesses unusually high survivability for a caster, stunning and leeching from his foes. Weaknesses: The Harbinger deals less damage than more straight-forward damage dealers.
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