Khadgar's Pipe of Insight:
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(2050) Hood of Defiance
(909) Natherzim Buckler
(800) Recipe
Total:3759
A powerful artifact of mysterious origin, this pipe gives the bearer the insight to summon fields of null energy which envelop nearby allies, protecting them from 400 spell damage. Buff lasts 8 seconds.
+30% Magic Resistance
+8 HP Regeneration
+5 Armor
Barrier (Active)
Cooldown: 60
Manacost: 100
AOE: 700
Mechanic: Provides a 400 damage magic damage shield on nearby allied units. Affects Heroes and non-player creeps. If a unit already has this buff when another barrier is casted, it will override the buff with the new one instead of stacking additively. Buff lasts 8 seconds
Note: The 400 damage is before any magic reductions, not after. So a 300 damage spell removes 300 life from the shield, and not the 225 basic spell resistance. It is taken off the shield before it hits you, thus before any magic resistance is taken into effect.
Ghost Scepter:
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1500 Gold
Ghost Form (Active)
+7 All Attributes
Ghost Form: You change form for 4 seconds, taking 44% bonus damage from spells but being immune to physical attacks.
Duration: 4
Cooldown: 25
Monkey King Bar's True Strike:
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Makes your attacks never miss.
True Strike Does not stack properly with orb or chance abilities like Frost Arrows, Headshot, etc.
Aghanim's Scepter:
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(2000) 2 of any of Blade of Alacrity, Ogre Axe or Staff of Wizardry
(1200) Point Booster
(1200) Recipe
Total: 4400
+10 All Attributes
+200 HP
+150 MP
Improves Ultimates (see list of ultimates in log or on the ultimate tooltips for the heroes it improves)
Diffusal Blade:
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(2000) 2x Blades of Alacrity
(450) Robe of the Magi
(850) Diffusal Blade Recipe
Total: 3300
Gives:
+26 Agility
+10 Strength
+10 Intelligence
+15 Attack Speed
+10% Movement Speed
+Mirror Image (same as old one)
Images deal 33% (previously 40%)
Images take 350% (previously 300%)
Shrapnel:
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Fires a ball full of shrapnel into the air. which promptly explodes, showering the target area. Enemy units that walk in this area get damaged and slowed. Deals 30% damage to buildings. Shrapnel lasts for 10 seconds.
Adaptive Strike:
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It now always stuns and damages.
The amount of the damage and stun varies depending on how much of each attribute you have relative to the other one.
If you have 50% more agility than strength, it deals the maximum of the damage and the minimum of the stun
If you have 50% more strength than agility, it deals the maximum of the stun and the minimum of the damage
Everything in between the two is a smooth transition from one to the other
With the righteous anger of one wielding justice, Sven lets loose a mighty Warcry, heartening his allies for battle. Sven and nearby allies gain movespeed and increased armor.
Battle Trance:
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Jah'rakal unconsciously uses dormant magic to awaken the savagery of every warrior on the battlefield. Greatly increases attack speed for a short duration, and lasts an additional 4 seconds on Jah'rakal.
Liquid Fire:
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Straight from the belly of the beast, Jakiro slowly harnesses Liquid Fire when he attacks to burn his victims (175 AOE), and slow their attacks.
Fiery Soul:
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Passive
Whenever she casts a spell, she will gain temporary movement and attack speed bonus.
Duration: 5 seconds
Attack Speed Bonus: 20/30/40/50%
Movement Speed Bonus: 2/3/4/5%
Stacks with itself
Phantom Strike:
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Teleports to a unit and attacks it. Gains 100% attack speed for 3 seconds while attacking that same target. Maximum of 4 attacks.
Old Multicast:
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lvl 1 - 20% for 2. [Scepter: 30% for 3]
lvl 2 - 20% for 3. [Scepter: 30% for 4]
lvl 3 - 20% for 4. [Scepter: 30% for 5]
New Multicast:
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lvl 1 - 30% for 2.
lvl 2 - 45% for 2 or 22.5% for 3
lvl 3 - 60% for 2 or 30% for 3 or 15% for 4.
No scepter upgrades
Example: Level 2 has 50% chance for at least 2x and a 25% for 3.
This displays overhead showing which multiplier of multicast was achieved.
Eyes In The Forest:
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Creates an enchanted tree at a target point, allowing Rooftrellen to see the tree's surrounding area at all times. Vision improves slightly per level.
Note: Creates a regular tree if cast on the Sentinel side and a dead tree if cast on the Scourge side. The trees are slightly brighter when they are enchanted.
Nethertoxin:
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Passive. Adds bonus damage to your attacks based on how low the target enemy is.
The equation is rather simple, it starts off with 2/4/6/8 bonus damage, and doubles each 20% missing hp.
For example, if this is level 3 and the target has 30% health, then you have 48 bonus attack damage.
If this is level 4 and the target has 15% health, then you have 128 bonus attack damage.
Gives half the bonus against creeps and buildings.
Mystic Snake:
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A mystic snake made of energy jumps from target to target dealing damage and stealing some energy. After it reaches its last target, it jumps back to Medusa to replenish her mana. The snake deals more damage and steals more mana per jump.
Jumps: 3/4/5/6
Damage: 60/100/140/180 + 20% each successful damage jump
Mana: 20/30/40/50 + 20% each successful mana drain jump
Example:
Target A: Unit with mana
Target B: Unit with no mana
Target C: Unit with mana
Target D: Unit with no mana
Target E: Unit with mana
At level 4:
Target A takes 180 damage and loses 50 mana
Target B takes 216 damage and loses 0 mana
Target C takes 252 damage and loses 60 mana
Target D takes 288 damage and loses 0 mana
Target E takes 324 damage and loses 70 mana
In this example, at level 4 cast spell, with a ranged creep and 2 heros both getting hit by it, you regenerate 50+60+70=180 mana
Plasma Field:
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Razor releases a wave energetic plasma which grows in power as it extends outwards. Deals damage to units both on expansion and on contraction. The further the plasma is from razor the more energy it has.
Note: This can hit a unit once going out and once coming back in. Charge increases to max going outwards, then decreases to min coming inwards. This is a full circle AOE effect, a radius of small electrical effects travel outwards. It spawns from where you are and moves out with you.
Unstable Current:
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Passive. Increases the movement speed and reflects a static charge whenever targeted, dealing damage and purging the unit briefly.
Movement Bonus: 3/6/9/12%
Damage: 40/60/80/100
Purge Duration: 0.3/0.6/0.9/1.2
Note: Does not trigger on attack orbs like Poison Attack or Frost Arrows
Static Link:
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Taps into the energy of a target hero, creating a charged link between Razor and his foe. As long as this link is maintained, Razor will continue to steal damage from the target and adds it to his own.
Attack damage stolen per second: 5/10/15/20
Max link time: 10
Stolen duration: 13 seconds from link break.
Cast Range: 600
Break Range: 700
Manacost: 20/30/40/50
Cooldown: 45/40/35/30
Note: If you target a point on the ground, it will move in that path and lock onto the first hero it reaches. You have vision over the link itself.
Eye of the Storm:
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The Lightning Revenant calls upon a powerful storm of crackling energy, which strikes weakened enemies with deadly bolts of lightning. The storm is charged with Razor's malevolent will, and will seek out only the most injured targets for its armor shattering blasts.
Cast Point 0.3
Attack Point 0.5
Hero Class: Intelligence
Sticky Napalm:
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Targets an area and drenches it in oil. Slows the movement speed and turn rate of units in that area. Extra casts of this on the same targets stacks.
Any fire damage from batrider will ignite the napalm, dealing damage for each stack.
Fire damage is any regular batrider attack, flamebreak or firefly
Flamebreak:
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Hurls a highly explosive cocktail of dangerous chemicals at the target position. Upon impacting with an enemy the missile explodes, dealing damage and knocking all nearby foes away from the impact. Any unit who has been Napalmed will take additional damage from the blast.
Knocks back all units in the explosion area proportionally to how far they were from the center
Firefly:
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Flies high leaving a burning trail behind. Enemies who dare follow will get burned by the fiery napalm. Nothing can take the skies from him.
Trees in your path are killed by the fire.
Gives you flying pathing
Damage: 20/40/60/80 per second
AOE: 200
Spell Duration: 15
Pathing: Flying
CD: 40
Manacost: 100
Flaming Lasso:
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Snags a target with a constricting lasso, allowing the Batrider to drag them behind him as he moves.
Does not drag units over cliffs or impassable terrain.
If you TP or blink away or get ported away, the lasso breaks.
Cast Point 0.4
Attack Point 0.35
Hero Class: Strength
Since ancient times it has been prophesized by the Tauren elders that a Chieftain will come, strong as the mightiest warriors and wise as the eldest shamans. After many years of wandering the sacred lands, seeking wisdom from his forefathers, Cairne Bloodhoof has proven himself as the long awaited hero. Cairne carries with him the spirit of his mightiest ancestor, and now the ground shakes with the combined strength of the Chieftain and his guardian spirit. No physical nor magical barrier can reduce the power of his enchanted halberd, the weapon used by his guardian in ancient times. Such is the power of this axe that it can split the very earth itself. Seeking revenge for the ravaging of his homeland, Cairne will soon bring his wrath upon the Scourge.
Echo Stomp:
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Calls upon the spirit of his ancestors to join him in an earth-shattering echo, rendering nearby foes unconcious. The spirit and Tauren Chieftain both deal 80 damage in the area, the Spirit dealing magical damage and the physical form dealing physical damage. Unconscious enemies will wake if they get hit. If the spirit is seperated from you, it will still perform its part of the spell.
If you damage a knocked out unit, it no longer becomes knocked out/immobile.
There is a spirit version of you doing the stomp animation with you at the same time (you can see it as well). You deal physical damage and it deals magical damage.
Only player based damage can wake heroes. Damage dealt during a brief period after the stomp will not awaken heroes (0.65)
Ancestral Spirit:
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The Tauren Chieftain sends forth his guardian ancestor to bring ruin upon his foes. While seperate from the Chieftain, the spirit will mimic his movement and damage any unit it passes through. When it rejoins the Chieftain, it grants him bonus damage and movement speed for each enemy it has struck.
Magical Damage: 120/160/200/240
AOE: 275
Damage per creep: 3/6/9/12
movement speed per creep: 1%
Danage per hero: 10/20/30/40
movement speed per hero: 5%
Cooldown: 19
Manacost: 110
Max Charge Time: 8
If the spirit has not rejoined with you before that period, it will charge towards you to move back into you and enchant you.
Enchanted Time: 9 (The duration you have the buffs after the joining of the ancestral spirit)
Natural Order:
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Passive.
The Tauren Chieftain uses wisdom gathered throughout the ages to reduce everything to its most basic level. Removes base Magic and Physical resistance.
Ultimate - Earth Splitter:
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Using his mighty axe, the Tauren Chieften rends the very earth itself, sending a jagged crack under the feet of his enemies. After several seconds the earth implodes, sending his foes tumbling inwards. Any unit caught in the implosion will take damage based on their maximum life and have their speed slowed for a short time. Implodes after 3 seconds. Deals 35% of a unit's maximum HP.
Cast Range: 1600
Travel speed: 600 ms
Delay after maturity: 0.5 seconds
AOE: 350
Damage: 35% of each unit's maximum HP (half magical, half physical)
Slow Amount: 30/40/50%
Slow Duration: 3/4/5
Cooldown: 90/75/60
Manacost: 175
Example: You target a point, from where you are towards 1200 in the angle you click on, the split starts growing.
The split grows at 600 ms, so it takes 2 seconds to reach the end.
After it reaches the end, it plays an animation preparing for the implosion for 0.5 seconds and then it pulls everyone in and does the dmg/maim.
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## Notes ##
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Thanks to everyone that helped test this version and to all the players that have sent their feedback and requests in. There are many changes in this patch, some depend on the other one, so you'll need to play it a bit to get a good idea for how things play out in practice. That being said, don't hesitate to give me your first impressions and your overall feelings towards the update. There will probably be a 6.60b or a 6.61 to follow this one, so let me know any mistakes you find or any suggestions for stuff to change.