Рекомендованное количество игроков: Created by: Ugy
Подробное описание карты Battle Tactics Arena v3.1b:
Change Log started as of patch 3.1.0.
All items now display their bonuses correctly on the character sheet in the form of stats (IE: +Health bonuses will now be displayed as +Sufferance).
The Zantarian Weapon Master now has a custom model.
Level 1 Cloth Gloves have had their tooltip revised to the correct casting speed.
A bug that would allow players to lag or pause the game to speed up in-game timers has been fixed.
Many minor interface bugs have been fixed.
Killing Blows: This ability has been reduced to x2.25 damage (down from x2.5).
Stealth: This ability can no longer glitch and not stun when broken. In addition, bonus damage increased to 90 (up from 70).
Cheap Shot: Incentive cost reduced from 45 to 40.
Divine Plea: Cooldown reduced from 45 seconds to 40 seconds.
Shielding Hands: This spell is now correctly named in the tooltip.
If you have discovered any additional bugs please email them to Krinn47@live.com
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.
All spells with a cast time are "held" if they fail. Failing can occur if your target moves out of range or dies before the cast goes off. Spells that are held are treated as instant cast, but this effect expires after 1 second. If your target dies before the cast lands, quickly cast it on another target!
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 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.
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 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.
Every 10 minutes an arena match commences. After 5 matches, the team with the most victories wins the game. If the teams are uneven, the match will randomly sit out members of the larger team to make the arena match even.
An exceptionally long match (5 minutes in length) will be ended as a draw, not counting towards the 5 match limit. You will be given a two minute warning.
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.
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.
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
TIP: All spells with a cast time are "held" if they fail. Failing can occur if your target moves out of range or dies before the cast goes off. Spells that are held are treated as instant cast, but this effect expires after 1 second. If your target dies before the cast lands, quickly cast it on another target!
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
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.
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.
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.
Map created by Ugy on USWest.
Skill and Character Icons: Guild Wars
Item Icons: World of Warcraft
Loading Screen: Warhammer Online
Zantarian Weapon Master: Dan van Ohllus
Alpha Testers: bobothegenesis, tg-original, nagarian, magiking7, GPAX.Crusages, WCKS_Eijiro, proxgamer, zours, t
TIP: Blue numbers in ability text scale with your stats! These numbers are increased by 6% for each point of Mind. Also note that abilities ignore the armor of your target. Don't neglect your abilities! Especially for a caster, spells do substantially more damage than regular attacks.
TIP: You will gain 2 experience for killing monsters and 5 experience for killing enemy heroes. 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.
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.
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
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
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 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.
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
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.
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
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.
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).
Engage in an epic battle between good and evil. Side with the god of Fire and Light (Elieon) or the god of Shadow (Zantar). Pick your class and his specialization (path) and engage in a unique mix of a PvE RPG and a PvP Arena.
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
The Weapon Master has honed his leadership abilities and commands all allies within 1500 range, increasing their movement rate by 30% and attack speed by 15%. In addition, you generate 2 adrenaline each time one of these nearby allies attacks.
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
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
The harbinger drans the spirit of the target, causing (16 + 8 per level) damage per second while the caster channels the spell. All damage done heals the caster. Lasts 6 seconds. Cooldown: 24 seconds Mana Cost: 24 + 6 per level
Cast Time: Instant: 20 seconds A terrifying mental image leaves the target trembling in fear, interrupting spellcasting and disabling all of his abilities for 6 seconds. This ability can only be used on enemy heroes.
Cast Time: 3 seconds: 30 seconds Unleashes a massive shockwave of psychic energy, dealing 75 damage to all targets within 1000 range and stunning them for 6 seconds. You must target yourself for the spell to take effect.
Cast Time: Instant: 30 seconds The caster recites a divine hymn, restoring 100 health to all allies within 1000 range and granting him invulnerability for 8 seconds. While invulnerable, you can attack and cast spells, but cannot pray.
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
Adds a frost effect to the Barrager's arrows, causing 50% reduced movement speed for (3 + 1.5 per level) seconds and dealing (4 + 2 per level) more damage per attack.This ability can be auto-cast. Mana Cost: 4 + 1 per level for each attack.