Рекомендованное количество игроков: Created by: Ugy
Подробное описание карты Battle Tactics Arena v3.4b:
Ravenous Arachnids and Nightmares have had their attack speeds halved and their damage doubled.
Fixed a minor glitch which caused the two-minute warning on arenas to display even if the arena had already ended.
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.
The Elieonian Assassin's appearance has changed again.
Guards should now be less glitchy.
Mindreave: Damage reduced to 125 (down from 150). Cooldown reduced to 15 seconds (down from 20).
Devastate: Damage reduced to 80 (down from 90). Incentive cost increased to 65 (up from 60).
The damage from Renegade Mage's lightning spell has been reduced slightly.
Assassins now have a new, more fitting icon for Mana System: Incentive.
There is no longer a long pause after the end of the last arena match before the credits are displayed.
The Elieonian Assassin now has a new, more human texture.
One Shot, One Kill: The chance for this ability to proc has been reduced to 15% (down from 25%).
Strafing: Attack/move speed bonus increased to 33% (up from 25%).
Stealth: This ability will no longer stun and deal extra damage if it is broken prematurely by activating another ability or drinking a potion.
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!
Standard actions (movement, attack, etc), now have custom icons and tooltips similar to that of abilities.
Creeps have had their return distance doubled.
Most Black text has been lightened for easier reading. Assassins have had their class color changed to purple.
A potentially abusable bug regarding Planar Shift has been fixed. Thanks to cp(normal) on euro for reporting this bug.
The Keeper of Undeath and Pyromancer's prayer have been altered slightly to fit the class's color theme.
Combustion: Redisigned. Now does 25 damage per second and stuns for 5 seconds. (Old: 100 damage up front, stuns for 6 seconds).
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.
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.
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
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.
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.
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.
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.
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: 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.
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
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.
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
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.
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.
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
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!
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.
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.
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
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
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).
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
Map created by Ugy on USWest.
Skill and Character Icons: Guild Wars
Item Icons: World of Warcraft
Loading Screen: Warhammer Online
Custom Models/Skins: Dan van Ohllus, shockwave
Alpha Testers: bobothegenesis, tg-original, nagarian, magiking7, GPAX.Crusages, WCKS_Eijiro, proxgamer, zours, tropmaster
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.
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.
Causes the target to lapse into a nightmare for (12 + 6 per level) seconds, stunning it. Incubus will be broken by any damage done to the target. Has a 33% reduced effect on players. Cooldown: 30 seconds Mana Cost: 16 + 4 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.
Causes flame to burst from the ground, dealing large amounts of area-of-effect damage. Deals 36 damage every second for 3 seconds, followed by 4 damage per second for 7.5 seconds.The pyromancer and his allies are immune to this damage.
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.
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.
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.
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.
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.