Hero Wars Custom HoD v1.2

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Hero Wars Custom HoD v1.2
Название: Hero Wars Custom HoD v1.2
Тип: Hero Arena
Местность: Sunken Ruins
Размер поля: 96x96
Игровое поле: 96x96
Количество игроков: 2
Разместил:
Jilano
08.05.2009 01:47:07
140 64


Описание:
Hero Wars Custom : Heart Of Darkness Map d`origine par Mercy4AFool Améliorations et éditions par Jilano Version 1.2 Jilano Hero Wars Custom : Hearts Of Darkness L`affrontement Final est arrivé !!! Pour s`en sortir vivant, nulle ruse ou stratégie n`est.

Размер файла: 545kb.
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Рекомендованное количество игроков: 2-12
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Jilano

Hero Wars Custom : Hearts Of Darkness

L'affrontement Final est arrivé !!!

Pour s'en sortir vivant, nulle ruse ou stratégie n'est indiqué...
Votre seule chance est de vous montrez le plus IMPITOYABLE !!!

le bug des banks de la team 1 à été résolu...
La puissance des héros est grandement augmentée vis a vis de la réduction du cout des tomes mais ne vous réjouissez pas trop vite...
En face la défense est assurément plus mortelle !

-Bonne chance a tous-
-GOOD LUCK & HAVE FUN-

Level 5 Defensive Structure. Upgrades to Dalaran Lightning Tower, Dalaran Meteor Tower, and Dalaran K'O Tower. Comes with the ability Critical Strike 2x which has a 20% chance of dealing 2 times it's damage to its target. Cooldown: .5 Damage: 250 - Piercing Range: 900 Armor: 25 Health Points: 4000/Repairs 9hp/s Bounty: 150

Each attack made is enhanced with living flames that cling to the target. These flames add a small amount of damage on the first attack, twice as much on the second attack, three times as much on the third attack, etc. If a unit dies while under this effect, it is incinerated, causing significant damage to all nearby hostile units. Level 1 - bonus damage, incineration damage. Level 2 - bonus damage, incineration damage. Level 3 - bonus damage, incineration damage. MAX LEVEL: 5

Level 5 Defensive Structure. Comes with the ability Lightning Strike which allows the tower to attack up to 5 targets using bolts of electric energy. Cooldown: .5 Damage: 300 - Piercing/Multiple Targets (5) Range: 900 Armor: 25 Health Points: 4000/Repairs 9hp/s Bounty: 150

Level 4 Defensive Structure. Comes with the ability Burning Oil which sets the ground on fire where the towers missles hit dealing damage to enemy surrounding enemy units. Cooldown: 2.0 Damage: 200 - Siege/AOE (50/75/100) Range: 1000 Armor: 20 Health Points: 2800/Repairs 7hp/s Bounty: 100

Creates a swarm of angry spirits that drain the life energies of nearby enemy units. They store the life energy they drain from their victims and use it to replenish Rokhan's hit points when they return. Level 1 - spirits. The number of spirits, the damage they deal, the life they return, and the number of spirits which can target at single unit at once increases with level. MAX LEVEL: 3

Level 5 Defensive Structure. Comes with the ability Meteor Fire which allows the tower to summon meteors from the sky which explode upon impact coating the ground in flames. Cooldown: 1.8 Damage: 350 - Siege/AOE (75/150/225) Range: 1000 Armor: 25 Health Points: 5000/Repairs 9hp/s Bounty: 150

Level 3 Defensive Structure, upgrades to Advanced Boulder Tower. Comes with the ability Bash which has a 15% chance to stun the towers target for 2 seconds and deal 25 bonus damage. Cooldown: 2.5 Damage: 125 - Siege/AOE (50/100/150) Range: 900 Armor: 15 Health Points: 2100/Repairs 5hp/s Bounty: 75

Level 5 Defensive Structure. Comes with the ability Maul which has a 35% chance to stun it's target for 2 seconds and deal 50 bonus damage. Cooldown: .6 Damage: 275 - Piercing Range: 900 Armor: 25 Health Points: 4000/Repairs 9hp/s Bounty: 150

Level 5 Defensive Structure. Comes with the ability Frost Attack which slows it's target's attack and movement speeds. Cooldown: .6 Damage: 200 - Hero Range: 1250 Armor: 25 Health Points: 2500/Repairs 9hp/s Bounty: 150

Gives nearby friendly units a damage, armor, life regeneration rate, and mana regeneration rate bonus. Level 1 - 10% damage, 3 armor, 1 hp/sec, and 1 mana/sec Level 2 - 20% damage, 6 armor, 2 hp/sec, and 2 mana/sec Level 3 - 31% damage, 9 armor, 3 hp/sec, and 3 mana/sec MAX LEVEL: 6

Level 1 Defensive Structure, upgrades to Guard Tower Lvl 2. Cooldown: .9 Damage: 25 - Piercing Range: 700 Armor: 5 Health Points: 500/Repairs 1hp/s Bounty: 25

The Hero progenerates Carrion Beetle from a target corpse to attack the Hero's enemies. Beetles are permanent, but only can be controlled at a time. Level 1 - Normal damage Level 2 - Piercing damage Level 3 - Piercing damage Level 4 - Hero damage Level 5 - Chaos damage Number of beetles you can control increases with level. MAX LEVEL: 5

Level 3 Defensive Structure, upgrades to Advanced Cold Tower. Comes with the ability Frost Attack which slows the attack and movement speed of the towers target. Cooldown: 1.0 Damage: 50 - Piercing Range: 800 Armor: 15 Health Points: 1500/Repairs 5hp/s Bounty: 75

Level 7 Defensive Structure. (This is the most powerful tower in the game) Cooldown: .2 Damage: 1000 - Chaos Range: 1000 Armor: 35 Health Points: 7000/Repairs 11hp/s Bounty: 300

Confuses the enemy by creating illusions of the Blademaster and dispelling all magic from the Blademaster. Level 1 - Creates illusion. Level 2 - Creates illusions. Level 3 - Creates illusions. Level 4 - illusions receive 150% damage instead of 200% Level 5 - illusions deal 10% damage MAX LEVEL: 5

Summons a powerful Phoenix. The Phoenix burns with such intensity that it damages itself and nearby enemy units. Has Spell Immunity, and Resistant Skin. When a Phoenix dies, it creates an egg that will hatch into a Phoenix. Number of Pheonixes summoned increases with Level - Attacks land and air units. MAX LEVEL: 3

Level 4 Defensive Structure, upgrades to Advanced Long Range Tower. Cooldown: .8 Damage: 125 - Hero Range: 1150 Armor: 20 Health Points: 2000/Repairs 7hp/s Bounty: 100

Level 4 Defensive Structure. Upgrades the ability Frost Attack to Frost Breath which slows the attack and movement speed of the towers target and all enemy units nearby the target. Cooldown: .9 Damage: 100 - Piercing/AOE (25/50/100) Range: 900 Armor: 20 Health Points: 2000/Repairs 7hp/s Bounty: 100

Level 2 Defensive Structure. Comes with Feedback, Magic Sentry, and Reveal. Cooldown: 1.0 Damage: 15 - Normal Range: 700 Armor: 10 Health Points: 1000/Repairs 3hp/s Bounty: 50

Level 3 Defensive Structure, upgrades to Advanced Energy Tower. Cooldown: .7 Damage: 75 - Piercing Range: 800 Armor: 15 Health Points: 1500/Repairs 5hp/s Bounty: 75

Level 1 Defensive Structure, upgrades to Cannon Tower Lvl 2. Cooldown: 2.5 Damage: 50 - Siege/AOE (25/50/75) Range: 800 Armor: 5 Health Points: 700/Repairs 1hp/s Bounty: 25

Level 4 Defensive Structure. Upgrades the ability Bash giving it a 25% chance to stun the towers target for 2 seconds and deal 35 bonus damage. Cooldown: 2.35 Damage: 250 - Siege/AOE (75/125/175) Range: 1000 Armor: 20 Health Points: 2800/Repairs 7hp/s Bounty: 100

Absorbs the life essence of a target enemy unit by taking hit points from it every second and giving them to the Dark Ranger. Lasts seconds. Level 1 - hit point drain per second. Level 2 - hit point drain per 9/10ths of a second. Level 3 - hit point drain per 8/10ths of a second. MAX LEVEL: 6

Confuses the enemy by creating illusions of the Hero and dispelling all magic from the Hero. Level 1 - Creates illusion. Level 2 - Creates illusions. Level 3 - Creates illusions. Level 4 - illusions receive 150% damage instead of 200% Level 5 - illusions deal 10% damage MAX LEVEL: 5

Drenches enemy units in alcohol, causing their movement speed to be reduced, and have a chance to miss on attacks. When units with Drunken Haze cast on them are hit by Breath of Fire, they will ignite and take burn damage over time. Lasts seconds Level 1 - % movement speed reduction, % miss chance. Level 2 - % movement speed reduction, % miss chance. Level 3 - % movement speed reduction, % miss chance. MAX LEVEL: 6

Level 2 Defensive Structure. Cooldown: .8 Damage: 50 - Piercing Range: 800 Armor: 10 Health Points: 1000/Repairs 3hp/s Bounty: 50

Level 3 Defensive Structure, upgrades to Advanced Flame Tower. Cooldown: 2.2 Damage: 100 - Siege/AOE (25/50/75) Range: 900 Armor: 15 Health Points: 2100/Repairs 5hp/s Bounty: 75

Level 4 Defensive Structure. Cooldown: .6 Damage: 150 - Piercing Range: 900 Armor: 20 Health Points: 2000/Repairs 7hp/s Bounty: 100

Hurls a poisoned dagger which deals large initial damage, and then deals damage over time. The poisoned unit has its movement speed slowed for a short duration. Level 1 - strike damage, duration damage. Level 2 - strike damage, duration damage. Level 3 - strike damage, duration damage. MAX LEVEL: 6

Calls down waves of fire that damage units in an area. Each wave deals initial damage and then burns enemies for seconds. Level 1 - wave damage, waves, damage per second. Level 2 - wave damage, waves, damage per second. Level 3 - wave damage, waves, damage per second. MAX LEVEL: 8

Level 6 Defensive Structure, upgrades to Advanced Death Tower. Cooldown: .4 Damage: 500 - Hero Range: 900 Armor: 30 Health Points: 6000/Repairs 10hp/s Bounty: 200

Causes the ground to erupt into a massive Volcano. Every seconds, a wave of molten rocks is hurled from the Volcano at nearby ground units and buildings, causing damage to each target and stunning it for seconds. Buildings take times more damage from molten rocks than units do. Lasts 35 seconds. MAX LEVE: 3

Breathes a cone of fire at enemy units which deals damage. Units that have Drunken Haze on them will ignite and take burn damage over time. Lasts seconds. Level 1 - initial damage, damage per second. Level 2 - initial damage, damage per second. Level 3 - initial damage, damage per second. MAX LEVEL: 6

The Hero lets loose a moral boosting roar that causes nearby friendly units to focus on the battle at hand - increasing their attack damage, armor, and life and mana regeneration rate. Lasts 15 seconds. Level 1 - 10% attack damage, 3 armor, 1hp/sec, 1mana/sec. Level 2 - 20% attack damage bonus, 6 armor, 2hp/sec, 2mana/sec. Level 3 - 31% attack damage, 9 armor, 3hp/sec, 3mana/sec. MAX LEVEL: 6

Level 2 Defensive Structure. Cooldown: 2.35 Damage: 50 - Siege/AOE (50/75/100) Range: 900 Armor: 10 Health Points: 1400/Repairs 3hp/s Bounty: 50

Conjures a pillar of fire which damages ground units in a target area over time. Level 1 - 45 damage a second for 3 seconds, followed by minor damage for 6 seconds. Level 2 - 80 damage a second for 3 seconds, followed by light damage for 6 seconds. Level 3 - 110 damage a second for 3 seconds, followed by moderate damage for 6 seconds. MAX LEVEL: 6

Causes the ground to erupt into a massive Volcano. Every seconds, a wave of molten rocks is hurled from the Volcano at nearby ground units and buildings, causing damage to each target and stunning it for seconds. Buildings take times more damage from molten rocks than units do. Lasts 35 seconds.

Makes the ground tremble and break, causing damage per second to buildings and slowing units by % within the area of effect. Lasts seconds. Damage and Area of Effect increases with Level MAX LEVEL: 3

Turns a non-mechanical unit ethereal and slows its movement speed by % for a short duration. Ethereal creatures cannot attack, but they can cast spells and certain spells cast upon them will have a greater effect. Level 1 - Lasts 5 seconds Level 2 - Lasts 6 seconds Level 3 - Lasts 7 seconds MAX LEVEL: 6

Allows the Hero to become invisible, and move faster for a set amount of time. When the Hero attacks a unit to break invisibility, he will deal bonus damage. Level 1 - % move, bonus damage, seconds. Level 2 - % move, bonus damage, seconds. Level 3 - % move, bonus damage, seconds. MAX LEVEL: 5

Each attack made is enhanced with living flames that cling to the target. These flames add damage on the first attack, twice as much on the second attack, three times as much on the third attack, etc. If a unit dies while under this effect, it is incinerated, causing up to damage to all nearby hostile units.

Gives a percent chance to avoid attacks and a % chance to deal additional damage. Level 1 - % dodge, times normal damage. Level 2 - % dodge, times normal damage. Level 3 - % dodge, times normal damage. Does not stack with Critical Strike. MAX LEVE: 6

Turns all friendly units invulnerable in an area around the Shadow Hunter. The Shadow Hunter does not turn invulnerable. Lasts seconds. Duration and Area of effect increases with level MAX LEVEL: 3

Summons a water elemental to attack the Hero's enemies. Lasts seconds. Attacks land and air units. Level 1 - Normal Damage Level 2 - Piercing Damage Level 3 - Piercing Damage Level 4 - Hero Damage Level 5 - Chaos Damage MAX LEVEL: 5

Gold income is as follows:

UNIT KILLS: Each unit you kill will give a bounty 4-14 bounty.
Each unit your allies kill will give you additional gold as well. How much gold depends on how many teamates you have.
6 teamates: 3 gold - 5 teamates: 4 gold - 4 teamates: 5 gold - 3 teamates: 6 gold - 2 teamates: 7 gold - 1 teamate: 8 gold

An impenetrable shield surrounds the Paladin, protecting him from all damage and spells for a set amount of time. Level 1 - Lasts 3 seconds Level 1 - Lasts 6 seconds Level 1 - Lasts 9 seconds MAX LEVEL: 5

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