Blood Knight-Lord
Magister
Grand Anchorite
Exarch
Description
Preview
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Cunning Hero, adept at melee combat and killing enemy units.
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Undying Flame - Innate Passive
Grants 1 attack damage for every nearby enemy unit. When Blood Knight-Lord's health falls below 35%, she gains 50% attack speed. | |
Avenging Wrath
Blood Knight-Lord slams the ground, dealing damage in area, slowing attack and movement speed of enemy units for a few seconds. There is a chance that Blood Knight-Lord slams the ground with more power, ripping out waves of pure force dealing damage in outer area, making her to gain attack speed. | |
Cutting Edge
Blood Knight-Lord bursts into her inner rage, rapidly attacking everything on her path, dealing damage and quickly moving towards the targeted point. | |
Redemption Aura
Emits an aura that heals nearby allied units whenever the Blood Knight-Lord is attacked. Also allows you to force enemy units within 250 radius to attack you. Has an Area of Effect of 500. Blood Knight-Lord will not be healed by this aura. | |
Purifying Annihilation
When Purifying Annihilation is activated, it gives the Blood Knight-Lord bonus armor, bonus hit points, bonus damage and spell immunity. |
Description
Preview
| Mystical Hero, adept at offensive range magic. |
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Arcane Barrage
Channels powerful arcane energy into the Magister, after 3 seconds the Magister is able to move and the energy is released into a devastating barrage of missiles which hunt down their target. | |
Summon Mana Golem
Summons a powerful mana golem to attack your enemies. | |
Tether
Tethers the Magister to an allied unit, granting bonus movement speed to both. When Magister restores health or mana, tethered units target gain same or more than the amount. Any enemy unit that crosses the tether is slowed and damaged. The tether breaks when the allied unit moves too far away, or Magister cancels the tether. | |
Event Horizon
The power of Black Hole forms in front of the Magister generating a micro-black hole which will travel slowly toward the target point, The black hole drags enemies into it, upon reaching its destination the black hole explodes dealing damage and throwing the enemy units back. |
Description
Preview
| Mystical Hero, adept at healing and supporting holy magic |
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Light of Dawn
Heals units in a cone from the Grand Anchorite to the target unit. | |
Scales of Judgement
The Scales of Judgment determines the good and evil of a target enemy or ally. If the target is an enemy, it damages and decreases its armor. If the target is an ally, heals it and increases its armor. Once judgment is finished, it will select a new target and seek it. | |
Consecrated Aura
Gives additional mana regeneration and armor to all friendly units in the map. | |
Seraphic Ascension
The Grand Anchorite calls for the heavens, and causing all friendly units in an area to become invulnerable, while causing damage per second to hostile units. If a unit leaves the area, the effects will cease upon that unit. |
Description
Preview
| Warrior Hero, exceptional at commanding units and controlling the flow of combat. |
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Fortitude
Unleash a powerful light force into a position. The bolt ignites all nearby souls in 400 range, dealing damage proportional to health. Afterwards, any allied unit struck will be healed both health and mana and enemy unit will lose hit and mana point per second for 20 seconds. Always left 1 HP. Initial damage is spell and the interval effect is pure. | |
Volatile Light
Infuses a target area with holy light for a set amount of time. If any friendly unit enters the area, they will be healed over time for 4 seconds. Any enemy unit that remains inside the area will miss more often on attacks. | |
Battle Focus Aura
Enhances nearby allied units' attacks with a chance to deal additional damage and avoid attacks. | |
Azuremyst Barrage
Stuns units in a 100 degree arc in front of Exarch. The stun increases with proximity to the Exarch. Azuremyst Barrage has 450 range, maximum 10 second stun. |
Units
Tier 1
Tier 2
Tier 3
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Artificer - Worker
Basic worker unit. Can harvest gold and lumber, summon structures and Repair. Can become Living Vigilant.
He can 'summon' structures so it is recommend to stop manually building structures to avoid wastage of resources. This also make him excellent in power building like human peasants.
Attacks land units and trees | |
Peacekeeper - Melee Unit
Durable foot soldier. Has Shock Sword and Defend ability. Can learn Unwavering Strength.
Attacks land units. | |
Scout Ranger - Ranged Unit/Scout/Stealth Detection
Basic long-ranged scout and attacker. Can learn Fleet Foot, and True Sight upgrade.
Attacks land and air units. |
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Arcanist - Primary Spellcaster
Adept at debuffing enemy units. Can initially cast Confusion, which causes enemy attacks to miss. Can also learn Mana Sap and Ethereal Warp.
Attacks land and air units. | |
Anchorite - Supporting Spellcaster
Adept at buffing allied units. Can initially cast Soothe, which increases the life of multiple wounded units. Can also learn Nullify Magic and Devotion Armor.
Attacks land and air units. | |
Inversionist - Melee/Siege Support
Elven warrior excellent at disrupting enemies units and structures. Can initially cast Bond Breaker, which reduces armor and gives vision of an enemy structure. Can also learn Reverse Stasis.
Attacks land units. | |
Scryer Transport - Amphibious Transport/Scout/Stealth Detection
Heavily armored amphibious transport vehicle, effective at carrying units across the battlefield. Can be upgraded with Flares and Temporal Warp ability.
Can travel on water. Cannot attack. | |
Skyguard Sentinel - Anti-Air Unit
Fast moving medium armored vehicle, extremely effective at destroying air units. Can learn Overload ability.
Attacks air units. | |
Ashwing Moth - Light Air Unit/Anti-Magic Unit
Swift flying unit, excellent against magic units. Has Magic Disruption and Phase Shift ability. Can learn Devour Link.
Attacks land and air units. |
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Vindicator - Melee Unit/Support/Siege Unit
Melee support. Can initially cast Aldor Might, which increases attack damage and life regeneration rate. Unmounted Vindicators has increased life and mana regeneration rate. Can also learn Elekk War Training.
Attacks land units. | |
Nether Ray Skyguard - Heavy Air Unit/Anti-Tower Unit/Ground Support
Powerful flying creature, mounted by a Draenei crossbowman. Can learn Trenchant Breath ability.
Attacks land units. | |
Arkonite Artillery - Ownage Device/Siege
Heavy long-range siege weaponry with self-repairing modules. Effective against buildings but extremely slow and vulnerable. Has Siege Mode, allows to anchors itself to the ground to enable Arcane Depleted Shells ability along with increased damage and attack range. Can learn the Arcane Depleted Shells ability.
It is the longest range unit in the game.
Build limit of 2 units.
Attacks land units and trees. |
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