Showing posts with label Sunrise Tavern-Sentinel Taverns. Show all posts
Showing posts with label Sunrise Tavern-Sentinel Taverns. Show all posts

Monday, March 2, 2009

Chen-Holy Knight

Prophesying a new dawn, a new world cleansed of the old evils, the Holy Knight's entrance into the war against the Scourge forever changed the course of history. A crusader riding under the banner of Hextar, the Holy Knight promises ever-lasting glory and redemption for those who march with him, and obstacles ahead to test the faith of all those sworn to forever cleanse evil from the land. Fanatically devoted to his cause, his followers come from every race, every background, and will stop at nothing to see the Scourge destroyed. If ever the redeeming hand of God touched earth, its name was Chen, the Holy Knight.
Level 1 Holy Knight
HP:
530/530
MP:
273/273
Dam:43-53
Armor:1.1
Str:20
Agi:15
Int:21

Hero Abilities

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Penitence

Forces a unit to accept punishment for its sins, causing it to move slower and accept more damage from attacks and spells.
Lasts 7 seconds.

Level 1 - 8% movement speed reduction, and 7% increased damage taken.
Level 2 - 16% movement speed reduction, and 14% increased damage taken.
Level 3 - 24% movement speed reduction, and 21% increased damage taken.
Level 4 - 32% movement speed reduction, and 28% increased damage taken.

Cooldown: 14 seconds.

Level 1: 100 mana, 14 sec cooldown.
Level 2: 100 mana, 14 sec cooldown.
Level 3: 100 mana, 14 sec cooldown.
Level 4: 100 mana, 14 sec cooldown.


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Test of Faith

If cast on enemy, will deal variable damage based on the unit's faith. If cast on allied Hero, it will teleport the hero to safety. Instantly teleports Chen's persuaded units to safety.

Level 1 - 50-100 Damage to foes, 6 second casting time for allies.
Level 2 - 100-200 Damage to foes, 5 second casting time for allies.
Level 3 - 150-300 Damage to foes, 4 second casting time for allies.
Level 4 - 200-400 Damage to foes, 3 second casting time for allies.

Cooldown: 30 seconds.

Level 1: 175 mana, 30 sec cooldown.
Level 2: 175 mana, 30 sec cooldown.
Level 3: 175 mana, 30 sec cooldown.
Level 4: 175 mana, 30 sec cooldown.


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Holy Persuasion

Takes control of a target enemy unit.

Level 1 - 1 Unit Max. 75 HP Bonus.
Level 2 - 1 Unit Max. 150 HP Bonus.
Level 3 - 2 Unit Max. 225 HP Bonus.
Level 4 - 3 Unit Max. 300 HP Bonus.

Cooldown: 30 seconds.

Level 1: 100 mana, 30 sec cooldown.
Level 2: 100 mana, 30 sec cooldown.
Level 3: 100 mana, 30 sec cooldown.
Level 4: 100 mana, 30 sec cooldown.


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Hand of God

Fully regenerates your converted creeps. Heals all allied heroes on the map.

Level 1 - 200 HP Healed.
Level 2 - 300 HP Healed.
Level 3 - 400 HP Healed.

Cooldown: 120 seconds.

Level 1: 200 mana, 120 sec cooldown.
Level 2: 300 mana, 120 sec cooldown.
Level 3: 400 mana, 120 sec cooldown.


Squee Spleen and Spoon-Goblin Techies-For Fun :D

Devilishly clever, the goblin techies, despite their small physical presence, are a force to be reckoned with. In line with their goblin brethren, the techies have the skill of laying mines in the earth, invisible to the naked eye. Also, after extensive training with the Orcish voodoo priests of Kalimdor, the Techies are adept at laying paralysis-inducing traps along with their potent explosives. Wary be the foe who takes these three lightly.
Level 1 Goblin Techies
HP:
473/473
MP:
286/286
Dam:24-26
Armor:1
Str:17
Agi:14
Int:22


Hero Abilities

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Land Mines

Plants an invisible mine that explodes when an enemy nears. The explosion deals less damage if the target is farther away. You may only have 15 mines placed at a time.

Level 1 - Deals 300 damage.
Level 2 - Deals 400 damage.
Level 3 - Deals 500 damage.
Level 4 - Deals 600 damage.

Cooldown: 25/20/15/12 seconds.

Level 1: 125 mana, 25 sec cooldown.
Level 2: 150 mana, 20 sec cooldown.
Level 3: 175 mana, 15 sec cooldown.
Level 4: 205 mana, 12 sec cooldown.


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Stasis Trap

Plants an invisible Stasis Trap that stuns nearby enemy units when detonated.

Level 1 - Stuns for 3 seconds.
Level 2 - Stuns for 4 seconds.
Level 3 - Stuns for 5 seconds.
Level 4 - Stuns for 6 seconds.

Cooldown: 20/16/13/10 seconds.

Level 1: 80 mana, 20 sec cooldown.
Level 2: 110 mana, 16 sec cooldown.
Level 3: 140 mana, 13 sec cooldown.
Level 4: 160 mana, 10 sec cooldown.


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Suicide Squad, Attack!

Sacrifice yourself for the greater good. Deals massive area of effect damage.
Level 1 - Deals 650 damage.
Level 2 - Deals 850 damage.
Level 3 - Deals 1150 damage.
Level 4 - Deals 1550 damage.

Cooldown: 75 seconds.

Level 1: 100 mana, 75 sec cooldown.
Level 2: 125 mana, 75 sec cooldown.
Level 3: 150 mana, 75 sec cooldown.
Level 4: 175 mana, 75 sec cooldown.


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Remote Mines

Plants an invisible mine that will only activate when triggered. Doesn't damage buildings. Lasts 8 minutes.

Level 1 - Deals 300 damage when activated.
Level 2 - Deals 450 damage when activated.
Level 3 - Deals 600 damage when activated.

Cooldown: 10 seconds.

Level 1: 200 mana, 10 sec cooldown.
Level 2: 240 mana, 10 sec cooldown.
Level 3: 300 mana, 10 sec cooldown.



Tiny-Stone Giant

Looming from the rocky crags of Ashenra, the stone giants are born from the mountain itself. Tiny, a newly born giant, although small in size, has the strength of a hill. With his supreme strength, he is able to launch anything into the air, including huge amounts of soil to cause avalanches around his enemies. Because of his craggy exterior, enemies have a hard time attacking him. Over time, Tiny's body will grow bigger as the magnetic forces deep inside his granite heart pull rocks and soil to his rugged stone form.
Level 1 Stone Giant
HP:
606/606
MP:
182/182
Dam:61-67
Armor:0,2
Str:24
Agi:9
Int:14

Hero Abilities

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Avalanche

Bombards an area with rocks stunning and damaging enemy land units. A unit tossed in the air gets hit by more rocks.

Level 1 - 100 damage.
Level 2 - 180 damage.
Level 3 - 260 damage.
Level 4 - 300 damage.

Cooldown: 20
Manacost: 120

Level 1: 120 mana, 20 sec cooldown.
Level 2: 120 mana, 20 sec cooldown.
Level 3: 120 mana, 20 sec cooldown.
Level 4: 120 mana, 20 sec cooldown.


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Toss

Tiny grabs the nearest unit, friend or foe, and launches them at a location. Upon landing, the unit deals damage in an area as well as receiving 20% of that damage to themselves (this damage increases as your size increases).

Level 1 - 500 range, 75 damage.
Level 2 - 700 range, 150 damage.
Level 3 - 900 range, 225 damage.
Level 4 - 1100 range, 300 damage.

Cooldown: 15
Manacost: 120

Level 1: 120 mana, 15 sec cooldown.
Level 2: 120 mana, 15 sec cooldown.
Level 3: 120 mana, 15 sec cooldown.
Level 4: 120 mana, 15 sec cooldown.


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Craggy Exterior

Tiny's body is made of solid granite, causing great pain to those who attack it. Whenever a melee unit attacks Tiny, there is a chance that they will be stunned for 1.2 seconds.

Level 1 - 6% chance, 25 stun damage.
Level 2 - 12% chance, 35 stun damage.
Level 3 - 18% chance, 45 stun damage.
Level 4 - 24% chance, 55 stun damage.

Passive


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Grow

Greatly increases Tiny's power and size, but does so at the cost of his attack speed. Improves toss damage and slightly increases move speed.

Level 1 - 40 bonus damage, 20% reduced attack speed.
Level 2 - 80 bonus damage, 35% reduced attack speed.
Level 3 - 120 bonus damage, 50% reduced attack speed.

Phantom Lancer-Azwraith

Although his true name is unknown to his allies, Azwraith's assigned name tells you enough. Like the Angel of Death, Azrael, he fights to rid the world of those who choose to embrace undeath. He is able to appear and disappear at will like a wraith, often appearing in many places at once. Azwraith is more than capable of dispatching the undead using his lance, each blow sending them closer to the spirit-realm. This lance is the source of his astounding ability to duplicate himself, whenever it draws blood he can use their life to create weaker copies of himself.
Level 1 Phantom Lancer
HP:
492/492
MP:
273/273
Dam:45-67
Armor:3.2
Str:18
Agi:23
Int:21

Hero Abilities

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Spirit Lance

Throws a magical spirit from his lance at a target damaging it and slowing it down for 3 seconds. An illusion is created attacking the target.

Level 1 - Deals 100 damage and Cripples for 10%. Illusion lasts 2 seconds.
Level 2 - Deals 150 damage and Cripples for 20%. Illusion lasts 4 seconds.
Level 3 - Deals 200 damage and Cripples for 30%. Illusion lasts 6 seconds.
Level 4 - Deals 250 damage and Cripples for 40%. Illusion lasts 8 seconds.

Cooldown: 7
Manacost: 125/130/135/140

Level 1: 125 mana, 7 sec cooldown.
Level 2: 130 mana, 7 sec cooldown.
Level 3: 135 mana, 7 sec cooldown.
Level 4: 140 mana, 7 sec cooldown.


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Doppelwalk

Allows the Phantom Lancer to become invisible for a period of time, leaving behind a duplicate of himself to confuse enemies. 10% movement bonus at all levels.
Lasts 8 seconds.

Level 1 - 150 mana.
Level 2 - 120 mana.
Level 3 - 90 mana.
Level 4 - 60 mana.

Cooldown: 30/25/20/15

Level 1: 150 mana, 30 sec cooldown.
Level 2: 120 mana, 25 sec cooldown.
Level 3: 90 mana, 20 sec cooldown.
Level 4: 60 mana, 15 sec cooldown.


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Juxtapose

Whenever the Phantom Lancer attacks he will randomly create a duplicate of himself. Limit of 5 images.
Duplicates last 15 seconds.

Level 1 - 3% chance.
Level 2 - 6% chance.
Level 3 - 9% chance.
Level 4 - 12% chance.

Passive


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Phantom Edge

Gives the Phantom Lancer an edge in combat by increasing Juxtapose's image generation and increasing magic resistance. Additionally, it enables his images to generate their own images.

Level 1 - 10% magic resistance, 3% chance illusions will duplicate, 2% increase in Juxtapose.
Level 2 - 15% magic resistance, 5% chance illusions will duplicate, 4% increase in Juxtapose.
Level 3 - 20% magic resistance, 7% chance illusions will duplicate, 6% increase in Juxtapose.


Furion-Prophet

The land is never safe. Furion, therefore, never rests. The leader of all Night Elves, Furion tirelessly works to protect the sanctity of his woods. It comes as no surprise that he who helped defeat Archimonde would be called upon once more in the Sentinel's hour of need. The fury of nature is at his disposal, the trees come to life at his command, the wind carries him to lands far away, and nature itself strikes all who defy his will. He is more than just a Keeper or a Prophet, he is a savior.
Level 1 Prophet
HP:
473/473
MP:
273/273
Dam:39-53
Armor:3.1
Str:17
Agi:15
Int:21

Hero Abilities

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Sprout

Sprouts a ring of trees around a unit, trapping it in place.

Level 1 - Lasts for 3 seconds.
Level 2 - Lasts for 3.75 seconds.
Level 3 - Lasts for 4.5 seconds.
Level 4 - Lasts for 5.25 seconds.

Cooldown: 11 seconds.

Level 1: 115 mana, 11 sec cooldown.
Level 2: 140 mana, 11 sec cooldown.
Level 3: 165 mana, 11 sec cooldown.
Level 4: 205 mana, 11 sec cooldown.


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Teleportation

Teleports to any explored point on the map.

Cooldown: 60/50/40/30 seconds.

Level 1: 50 mana, 60 sec cooldown.
Level 2: 45 mana, 50 sec cooldown.
Level 3: 40 mana, 40 sec cooldown.
Level 4: 35 mana, 30 sec cooldown.


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Force of Nature

Converts an area of trees into Treants. Treants have 550 hit points and deal 21-23 damage.

Level 1 - Raises 2 Treants for 60 seconds.
Level 2 - Raises 3 Treants for 60 seconds.
Level 3 - Raises 4 Treants for 60 seconds.
Level 4 - Raises 5 Treants for 60 seconds.

Cooldown: 37 seconds.

Level 1: 160 mana, 37 sec cooldown.
Level 2: 160 mana, 37 sec cooldown.
Level 3: 160 mana, 37 sec cooldown.
Level 4: 160 mana, 37 sec cooldown.


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Wrath of Nature

Summons damaging energy to swath around the map and damage random enemies. Each enemy hit beyond the first adds 7% damage. Number of bounces increases per level.

Level 1 - Deals 140 base damage. Maximum of 12 targets.
Level 2 - Deals 180 base damage. Maximum of 14 targets.
Level 3 - Deals 225 base damage. Maximum of 16 targets.

Cooldown: 90/60/60 seconds.

Level 1: 200 mana, 90 sec cooldown.
Level 2: 380 mana, 60 sec cooldown.
Level 3: 610 mana, 60 sec cooldown.




Tinker-Boush

Goblin engineering was always innovative, but Boush brought it to such extreme that most refuse to believe that his powers lie in machines and rather think that he fights with magic. He can shoot focused light and homing projectiles as powerful and as flashy as most destructive Elven Arcane spells. It is said that not even best Necromancers can raise armies comparable to seemingly endless amount of clockwork goblins that Boush can easily summon. And while some refuse to believe in his machinery skills and other call him the master artist of engineering, none can deny the destructive force of this goblin.
Level 1 Tinker
HP:
473/473
MP:
351/351
Dam:49-55
Armor:2.8
Str:17
Agi:13
Int:27

Hero Abilities

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Laser

Fires an intense beam of light at a target, dealing damage and blinding all in the area for 9 seconds. Deals precise damage.

Level 1 - 80 damage, 10% miss.
Level 2 - 160 damage, 15% miss.
Level 3 - 240 damage, 20% miss.
Level 4 - 320 damage, 25% miss.

Cooldown: 14 seconds.

Level 1: 95 mana, 14 sec cooldown.
Level 2: 120 mana, 14 sec cooldown.
Level 3: 145 mana, 14 sec cooldown.
Level 4: 170 mana, 14 sec cooldown.


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Heat Seeking Missile

The Tinker fires a rocket at the nearest visible enemy hero. Range of 2500.

Level 1 - 100 damage.
Level 2 - 175 damage.
Level 3 - 250 damage, 2 targets.
Level 4 - 325 damage, 2 targets.

Cooldown: 25 seconds.

Level 1: 120 mana, 25 sec cooldown.
Level 2: 140 mana, 25 sec cooldown.
Level 3: 160 mana, 25 sec cooldown.
Level 4: 180 mana, 25 sec cooldown.


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March of the Machines

Calls in hordes of robotic goblins to destroy your enemies.

Level 1 - 16 damage/goblin.
Level 2 - 24 damage/goblin.
Level 3 - 32 damage/goblin.
Level 4 - 40 damage/goblin.

Cooldown: 35 seconds.

Level 1: 145 mana, 35 sec cooldown.
Level 2: 150 mana, 35 sec cooldown.
Level 3: 165 mana, 35 sec cooldown.
Level 4: 190 mana, 35 sec cooldown.


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Rearm

Instantly reloads the Tinker's weapons.

Level 1 - 3 seconds to rearm.
Level 2 - 2 seconds to rearm.
Level 3 - 1 seconds to rearm.

Level 1: 150 mana, 0 sec cooldown.
Level 2: 250 mana, 0 sec cooldown.
Level 3: 350 mana, 0 sec cooldown.


Aggron Stonebreaker-Ogre Magi

Ogres, a race bred to be warriors, have no experience with the arcane arts, leaving Aggron, who was born with a rare affinity to magic, without guidance regarding his innate abilities. His own force of will harnesses his talent to produce elemental flames and explosions that consume his opponents. Being a natural warrior, he reaches into his own aggression to fuel his comrades' lust for battle. His savage, untapped magical potential is prone to fiery outbursts which enhance the potency of his spells. A towering force built on strength and magic, Aggron is honored by his people and feared by his enemies.
Level 1 Ogre Magi
HP:
587/587
MP:
221/221
Dam:58-64
Armor:5
Str:23
Agi:14
Int:17


Hero Abilities

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Fireblast

Blasts an enemy unit with a wave of fire. Deals intense damage and stuns for 1.5 seconds.

Level 1 - Deals 75 damage.
Level 2 - Deals 125 damage.
Level 3 - Deals 175 damage.
Level 4 - Deals 275 damage.

Cooldown: 15 seconds.

Level 1: 75 mana, 15 sec cooldown.
Level 2: 85 mana, 15 sec cooldown.
Level 3: 95 mana, 15 sec cooldown.
Level 4: 105 mana, 15 sec cooldown.


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Ignite

Drenches a target in volatile chemicals, causing it to burst into flames. The target is in immense pain, taking damage and move more slowly.
Lasts 7.5 seconds.

Level 1 - 10 damage/sec; 10% slow.
Level 2 - 20 damage/sec; 15% slow.
Level 3 - 30 damage/sec; 20% slow.
Level 4 - 40 damage/sec; 25% slow.

Cooldown: 15 seconds.

Level 1: 95 mana, 15 sec cooldown.
Level 2: 105 mana, 15 sec cooldown.
Level 3: 115 mana, 15 sec cooldown.
Level 4: 125 mana, 15 sec cooldown.


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Bloodlust

Incites a frenzy in a friendly unit, increasing its movement speed and attack speed.
Lasts 30 seconds.

Level 1 - Increases attack speed by 20% and movement speed by 6%.
Level 2 - Increases attack speed by 30% and movement speed by 9%
Level 3 - Increases attack speed by 40% and movement speed by 12%
Level 4 - Increases attack speed by 50% and movement speed by 15%

Cooldown: 20 seconds.

Level 1: 75 mana, 20 sec cooldown.
Level 2: 75 mana, 20 sec cooldown.
Level 3: 75 mana, 20 sec cooldown.
Level 4: 75 mana, 20 sec cooldown.


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Multi Cast

Enables the Ogre Magi to rapidly cast his spells, giving them greater potency. Gives a chance to cast a spell multiple times in one cast.
Fire Blast - reduces cooldown by 3 seconds per level
Bloodlust - reduces cooldown by 5 seconds per level
Ignite - Increases area of effect by 150 per level


Ulfsaar-Ursa Warrior

Before the invasion of the Scourge, a race of intelligent bears called furbolgs cultivated a quiet spiritual society deep in the heart of Azshara. With most of their kind murdered and corrupted by the Undead, the normally isolated furbolgs were forced to flee to the Sentinel for protection. In return, the furbolgs have sent their mightiest Ursa Warrior into battle on the Sentinel behalf. Enraged by the defilement of his people's sacred land, Ulfsaar is able to channel his fury into a series of extremely quick and brutal swipes, using his razor-sharp claws to overpower his foes and literally tear them apart.
Level 1 Ursa Warrior
HP:
587/587
MP:
208/208
Dam:45-49
Armor:4.5
Str:23
Agi:18
Int:16

Hero Abilities

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Earthshock

Slams the ground, dealing damage to and slowing the movement speed of nearby enemy land units.
Lasts 4 seconds.

Level 1 - 70 damage, 25% slow.
Level 2 - 120 damage, 35% slow.
Level 3 - 170 damage, 45% slow.
Level 4 - 220 damage, 55% slow.

Cooldown: 7 seconds.

Level 1: 75 mana, 7 sec cooldown.
Level 2: 75 mana, 7 sec cooldown.
Level 3: 75 mana, 7 sec cooldown.
Level 4: 75 mana, 7 sec cooldown.


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Overpower

Sends Ulfsaar into a rage until he can expend his energy on a target. Lasts 15 seconds or 5 attacks.

Level 1 - 100% increased attack speed.
Level 2 - 200% increased attack speed.
Level 3 - 300% increased attack speed.
Level 4 - 400% increased attack speed.

Cooldown: 10 seconds.

Level 1: 45 mana, 10 sec cooldown.
Level 2: 55 mana, 10 sec cooldown.
Level 3: 65 mana, 10 sec cooldown.
Level 4: 75 mana, 10 sec cooldown.


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Fury Swipes

Each attack opens the wound deeper in the target, causing subsequent attacks to deal increased damage.

Level 1 - 6 bonus damage per attack.
Level 2 - 12 bonus damage per attack.
Level 3 - 18 bonus damage per attack.
Level 4 - 24 bonus damage per attack.

Orb effects do not stack
Buff placers do not stack

Passive


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Enrage

When activated, greatly increases Ulfsaar's damage based on his current life.

Level 1 - 4% of Ulfsaar's current life is dealt in damage.
Level 2 - 5% of Ulfsaar's current life is dealt in damage.
Level 3 - 6% of Ulfsaar's current life is dealt in damage.

Cooldown: 25 seconds.

Level 1: 0 mana, 25 sec cooldown.
Level 2: 0 mana, 25 sec cooldown.
Level 3: 0 mana, 25 sec cooldown.


Ezalor-Keeper of the Light

Master of light and mana manipulation, Ezalor was once viewed as a scholar, and was regarded as a powerful mentor to many. However, his defection and betrayal of his allies during the War of the Magi caused him to be sentenced to banishment to the spirit realm for all of eternity. However, knowing of his tremendous power, the Sentinel granted him a corporeal form within the physical realm in exchange for his alliance against the Scourge onslaught. As such, Ezalor carries his duties of supporting his comrades valiantly despite the treacherous past that most know little about.
Level 1 Keeper of the Light
HP:
454/454
MP:
286/286
Dam:38-54
Armor:1,1
Str:16
Agi:15
Int:22

Hero Abilities

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Illuminate

Channels a ball of positive energy, letting it build up 100 damage per second. When released, it damages all enemies in a line. The distance also improves with channeling time.

Level 1 - Can be channeled for 2 seconds, maximum range is 500.
Level 2 - Can be channeled for 3 seconds, maximum range is 600.
Level 3 - Can be channeled for 4 seconds, maximum range is 700.
Level 4 - Can be channeled for 5 seconds, maximum range is 800.

Cooldown: 10 seconds.

Level 1: 150 mana, 10 sec cooldown.
Level 2: 150 mana, 10 sec cooldown.
Level 3: 150 mana, 10 sec cooldown.
Level 4: 150 mana, 10 sec cooldown.


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Mana Leak

Weakens the bond between the physical and magical essences of an enemy. The magical and physical essences will be divided if the target moves, causing the enemy to lose some of their mana. If the enemy loses all its mana, it gets paralyzed while it repairs the bond. Cast range increases per level.

Level 1 - Lasts 5 seconds, 3.5% of their manapool per 100 units, 1.25 second stun
Level 2 - Lasts 6 seconds, 4% of their manapool per 100 units, 1.5 second stun
Level 3 - Lasts 7 seconds, 4.5% of their manapool per 100 units, 1.75 second stun
Level 4 - Lasts 8 seconds, 5% of their manapool per 100 units, 2 second stun

Cooldown: 20
Manacost: 75

Level 1: 75 mana, 20 sec cooldown.
Level 2: 75 mana, 20 sec cooldown.
Level 3: 75 mana, 20 sec cooldown.
Level 4: 75 mana, 20 sec cooldown.


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Chakra Magic

Channels chakras through a friendly unit, creating a surge of mana.

Level 1 - Restores 75 mana.
Level 2 - Restores 150 mana.
Level 3 - Restores 225 mana.
Level 4 - Restores 300 mana.

Cooldown: 19 /18/17/16

Level 1: 40 mana, 19 sec cooldown.
Level 2: 55 mana, 18 sec cooldown.
Level 3: 70 mana, 17 sec cooldown.
Level 4: 85 mana, 16 sec cooldown.


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Spirit Form

Ezalor turns his body luminescent temporarily. His mastery of the light becomes so powerful that he can freely cast Illuminate without channeling, cast a brilliant light that blinds foes, and a teleport allies from anywhere to his side at light speed.

Cooldown: 80/70/60

Manacost: 100

Level 1: 100 mana, 80 sec cooldown.
Level 2: 100 mana, 70 sec cooldown.
Level 3: 100 mana, 60 sec cooldown.


Enigma-Darchrow

The result of a collapsed star entombed within a field of elemental magic, Darchrow is one of the most dangerous beings in existence, consuming hundreds of worlds into the void of his hate and hunger. Now serving the Sentinel for an unknown purpose, Darchrow turns his hatred upon the Undead Scourge, yet is not above using his own allies as portals for his own servants to come through. Capable of manipulating both void and shadow in combat, his greatest pleasure is to release the oblivion within him upon the world, creating an abyss that draws enemies ever closer to destruction.
Level 1 Enigma
HP:
473/473
MP:
260/260
Dam:42-48
Armor:4
Str:17
Agi:14
Int:20

Hero Abilities

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Malefice

Focuses Darchrow's hatred on a target, causing it to take damage over time and become repeatedly stunned.
Lasts 2/4/4/6 seconds.

Level 1 - 30 damage every 2 seconds.
Level 2 - 40 damage every 2 seconds.
Level 3 - 65 damage every 2 seconds.
Level 4 - 80 damage every 2 seconds.

Cooldown: 15 seconds.

Level 1: 110 mana, 15 sec cooldown.
Level 2: 130 mana, 15 sec cooldown.
Level 3: 150 mana, 15 sec cooldown.
Level 4: 160 mana, 15 sec cooldown.


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Conversion

Splits a friendly creep into 3 malevolent aspects of itself, coming under your control. Lasts 30 seconds.

Level 1 - Spawns 3 Lesser Eidolons.
Level 2 - Spawns 3 Eidolons.
Level 3 - Spawns 3 Greater Eidolons.
Level 4 - Spawns 3 Dire Eidolons.

Cooldown: 15 seconds.

Level 1: 125 mana, 15 sec cooldown.
Level 2: 125 mana, 15 sec cooldown.
Level 3: 125 mana, 15 sec cooldown.
Level 4: 125 mana, 15 sec cooldown.


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Midnight Pulse

Steeps an area in dark magic, causing all opponents who dare enter to take damage.
Lasts 8 seconds.

Level 1 - 3% max life lost per second.
Level 2 - 4% max life lost per second.
Level 3 - 5% max life lost per second.
Level 4 - 6% max life lost per second.

Cooldown: 25 seconds.

Level 1: 95 mana, 25 sec cooldown.
Level 2: 110 mana, 25 sec cooldown.
Level 3: 125 mana, 25 sec cooldown.
Level 4: 140 mana, 25 sec cooldown.


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Black Hole

Summons the powers from the darkest abyss, creating a vortex that sucks all nearby enemies closer, dealing damage. Lasts 4 seconds.

Level 1 - 30 damage at range, 60 damage close up.
Level 2 - 50 damage at range, 100 damage close up.
Level 3 - 70 damage at range, 140 damage close up.

Cooldown: 200/190/180 seconds.

Level 1: 200 mana, 200 sec cooldown.
Level 2: 300 mana, 190 sec cooldown.
Level 3: 400 mana, 180 sec cooldown.