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Dalaran v.2.5.2

----------wa666r----------

DALARAN v2.5.2
Created by wa666r

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Map Info:

First alternate melee in my series of maps involving lore races/factions from the Warcraft universe. This addition allows the players to explore and play as the knowledgeable people of Dalaran.

Dalaran, the most sapient of the seven human kingdoms, and the only few that maintain immense manipulation over magics and the arcane arts. The faction has long been the substratum for some of the most puissant mages; thus giving them reputation as a cesspool of erudition and study. From their cognizance, the mages bring forth spells of devastating magics; capable of eradicating whole armies. When rallying the casters may utilize their mana reserves to preserve countless lives and repel any enemy that threatens their precious libraries and magic holds. However, even with the most advanced skills in the arcane arts, the people of Dalaran failed to halt the onslaught from Arthas and the foul Undead Scourge; resulting in evoking the Burning Legion to force Dalaran's untimely demise. Now with their influence diminished, the refugees of Dalaran sought reclamation.

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Features:

Play as a new race, and behold the tactics and abilities to utilize their various strategies to bring the fight to the enemy.

- 4 Custom Heroes: Arcane Curator, Thaumaturge, Spell Officer, and High Wizard.

- a list of new items reflecting the Dalaran faction.


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Some else stuff about map:

TO PLAY AS THE DALARAN, CHOOSE HUMAN WHEN CHOOSING YOUR RACE.

BIG THANKS TO UJIMASA HOJO FOR HIS HELP IN TEACHING HOW TO MODEL/TEXTURE.

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BIG UPDATE:

- REVAMPED HERO!
- NEW UNIT: MAGICIAN!
- NEW UNIT: ARCANIST
- REVAMPED APPRENTICE
- REVAMPED GEOMANCER
- Changed tooltip layout
- QWER hotkey system
- Battlemage slightly revamped
- Charmer slightly revamped
- Power Blades removed
- Changed "Mana Shield" to "Unstable Portal"
- Added "Polymorph Staff"
- Revamped "Orb of Energy"
- Added "Book of Recall"
- MANY new icons
- Revamped "Dalaran's Rune"
- ALL Dalaran troops have a racial Mana Shield ability
- Dozens of extra icons
- SO MUCH MORE



Thaumaturge


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Affiliation: Dalaran
Role: Anti-Magic/Offense
Race: Elven
Gender: Male

Though a rare sight, the Thaumaturge can witnessed enforcing the laws of magic with devastating calculations. All the Thaumaturges were once poor and poverty stricken people. These poor sous had all been approached by a mysterious hooded man who gave them a choice to have power beyond their comprehension, or starve and die like filth. Those that chose the first then knew the difficulties that came with bearing such forces. The mages were trained in secret at various unknown and magically hidden locations of Dalaran and secluded mountainsides. Through multiple years of vigorous study, intense mental preparation, and managing with backlash of mana, the few that survived transformed from poor fools to the most elite spell enforcers that can match even the greatest Archmages. They may initially send a wave of Anti-Energy to sear the flesh and mind, causing those afflicted to harm their own entity with each attempt at retaliation. With such great magical forces surging through the Thaumaturge, they infuse their own body with the existing mana granting greater haste added from the mana surges; and transferring the negative energy towards their foes to force the mana reserves to backfire . Not only do they manage to diminish their enemies of any mana from their capabilities, but the sheer mind concentration from the Thaumaturge trumps the focus of their foes with ease. As the last resort when dealing with those that will not vanquish so easily, these enforces instantly destroy and mana reserves their enemies around them hold, all the while imbuing himself with aggressive backlash magic which wrecks those who ran dry of their mana.


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Ability Name: Anti-Energy
Ability description
Forces a projectile of negative energies at a target enemy unit, dealing damage and stunning the target for 1 second. Whenever the target attacks, it loses some health and mana.

Level 1 - 100 damage, each attack drains 6 health and mana.
Level 2 - 200 damage, each attack drains 9 health and mana.
Level 3 - 300 damage, each attack drains 12 health and mana.



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Ability Name: Overpowered
Ability description
Empowers the mind of the Thaumaturge with arcane energies, increasing attack rate, and grants variant levels of feedback damage, attacks that destroy mana per hit against any unit, causing bonus damage equal to the mana destroyed.
Lasts 15 seconds.

Level 1 - +15% attack rate, 8 feedback damage.
Level 2 - +25% attack rate, 16 feedback damage.
Level 3 - +35% attack rate, 24 feedback damage.



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Ability Name: Nullification Aura
Ability description
Negates mana regeneration to nearby enemy units.

Level 1 - Negates .5 mana regeneration.
Level 2 - Negates 1 mana regeneration.
Level 3 - Negates 1.5 mana regeneration.



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Ability Name: Epicenter
Ability description
Creates a vortex of magic which completely voids nearby enemies of their mana. Upon activation gains 100 bonus damage against enemies with less than 10% mana for 25 seconds.

[tr][TD]

Unexpected tab 1

Arcane Curator

Unexpected tab 3

[/tab]

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Affiliation: Dalaran
Role: Damage/Anti-Mage
Race: Elven
Gender: Female

The Arcane Curator is a fascinating archer who has trained for ages to master her arts in the arcane. She had been a loyal member of the Dalaran's elites, and has a strict resolve to protect Dalaran and her people from their foes. Even though she wields mighty arcane spells that can eradicate any enemy, she is also proficient in her people's art of bow mastery; thus when combining her natural skill of archery along with the arcane magics, the Arcane Curator becomes a terrifying foe. She is able to imbue an arrow with arcane energies that not only severely wounds the enemy, but also destroying their magical essence in the process. The Arcane Curator has a certain love for keeping her Quiver magically honed; allowing the arrows inside to absorb their essence. hen her own magical powers seem to wane, she is able to regain it back from the magically fit enemies which she attacks with; a truly powerful capability. When all seems lost, the Arcane Curator can use her most masterful magic to send bolts of magic flying in all direction, while at the same time restoring the magics of her allies.


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Ability Name: Arcane Arrow
Ability description
Fires a mystic arrow at a target enemy, dealing damage and destroying mana.

Level 1 - 115 damage, 60 mana destroyed.
Level 2 - 200 damage, 100 mana destroyed.
Level 3 - 265 damage, 145 mana destroyed.



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Ability Name: Enchanted Quiver
Ability description
Empowers the Arcane Curator's attacks with powerful magics, dealing extra damage and area effect.

Level 1 - 15 area damage.
Level 2 - 25 area damage.
Level 3 - 35 area damage.



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Ability Name: Spell Hunter
Ability description
Enemies with 50% or more mana will take extra damage and the Arcane Curator will steals mana from the enemy per attack.

Level 1 - 5 bonus damage, 10 mana stolen.
Level 2 - 8 bonus damage, 15 mana stolen.
Level 3 - 10 bonus damage, 20 mana stolen.



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Ability Name: Turmoil of Magic
Ability description
Evokes a cluster of magical missiles that seek and attack nearby enemies and structures, dealing 200 damage. Also restores all nearby friendly units' mana by 100 points.

[/table]
[/tab]






Arcanist

Magician

Charmer

Aether Elemental

Unexpected tab 5


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Affiliation: Dalaran
Role: Offensive/Support/Summoning
Race: Human
Gender: Female

The Arcanist studied various fields of magic before deciding their calling in the Arcane arts. These mages were already magnificently experienced with magics as they studied the methods of utilizing the magic in the air and space to their advantage. With a single incantation, the Arcanist sends a wave of negated mana to ravage enemy's magical essence then transfer the burn to it's vitality. To further advance in their arcane course they may cast a spell to unlock the mind of the afflicted, allowing any incoming or outgoing spell to re-energize it. To show their demonstration of their arcane prowess, the Arcanist spawns a elemental from the aether; yet even with all their confidence, the aether places a burden upon the caster, scolding them with silence and pain.


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Ability Name: Inversion
Ability description
Sends a bolt of negative energy that burns 60 points of a target enemy unit's mana. The mana combusts, dealing damage equal to the amount of mana burned.


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Ability Name: Wisdom Embrace
Ability description
Heals a target friendly unit for 300 hit points over 60 seconds. Each spell the unit casts or has cast on them causes them to gain 150 hit points.


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Ability Name: Aether Manipulation
Ability description
Summons a Aether Elemental under the Arcanist's control. These creatures are agile flying siege units that may attack multiple structures at once. The Aether Elemental has True Sight, which reveals invisible enemy units.
Lasts 300 seconds.

Upon casting, the Arcanist deals 75% less damage, and can not cast spells for 30 seconds.

Attacks land and air units.




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Affiliation: Dalaran
Role: Damage/Debuffer
Race: High Elven
Gender: Male

Flying mage unit, adept at aerial combat and disrupting spellcasters. Has the Mana Decay ability, which cause the enemy to constantly lose mana and health. Has Enchanted Missiles, which causes increased damage and summons an orb that attacks nearby enemies from the killed. Can learn the Arcane Field ability.


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Ability Name: Mana Decay
Ability description
Absorbs the life and mana of a target enemy unit by taking 5 hit points and mana per second from it and giving it to this unit.
Lasts 30 seconds.


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Ability Name: Enchanted Missiles
Ability description
Adds 10 bonus damage to attacks. Units killed while under the effect of Enchanted Missiles will turn into an orb that deals damage to nearby enemies for 6 seconds.


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Ability Name: Arcane Field
Ability description
Causes a target area to have negative energies, causing all enemy units within that area to have reduced movement and attack rate by 25% and be unabe to cast spells.

Lasts 15 seconds.




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Affiliation: Dalaran
Role: Support/Range
Race: Elven
Gender: Male

The Charmer is a unique attacker wielding a powerful whip materialized out of arcane magics. For many years the Charmers have been practicing to hone their skill in order to better serve the nation of Dalaran; and when the time came, they were prepared. During the Undead Scourge invasion of Dalaran, the Charmers fought valiantly keeping the numerous undead ground troops and flyers at bay. Only once their mana reserves ran dry did the Charmers have to retreat. For without their mana, the powerful mana is highly ineffective. The Charmers are invaluable on the battlefield; providing aggressive support fire.


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Ability Name: Mana Whip
Ability description
As long as the Charmer's mana reserves are upheld at 25 points or more, all attacks deal double damage.


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Ability Name: Tri-Whip
Ability description
The Charmer charges up a single strike that strikes three nearby enemy units dealing 50 damage each.





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Affiliation: Dalaran
Role: Siege
Race: Elemental
Gender: Unknown

The Aether Elemental is a mysterious flying creature formed from the Elements held in the stars and space. These creatures serve the Dalaran focuses only because of the mighty magics that bind their will to the Dalaran. Though not much is known about the Aether Elementals, it is understood that they wield stellar magics that can ravage any strongholds in mass. The creature can almost always call upon the Moon's beams to lighten and reveal the most valuable information, all the while striping the plating; leaving the structures very vulnerable.


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Ability Name: Stellar Shower
Ability description
The Aether Elemental sends out a multitude of stellar bolts to many of nearby enemy structures, which deal simultaneous damage to all the structures.


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Ability Name: Astral Beam
Ability description
Sens a beam of light upon an enemy building, causing a reduction of armor by 5, and grants vision of them for 60 seconds.


[/table]
[/tab]




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Generators: The people of Dalaran are not known for their sturdy structures and mastership of the stone. So it makes no sense to have the structures be mighty and withholding. Instead, they should have some sort of magical empowerment to add some durability. And that is exactly what I had implemented with the Generators.

The Generators have the ability of Binding, which increases armor and hit point regeneration of nearby structures. This ability is essential for a functional defense of the Dalaran people. Binding starts out as only adding 2 armor, but is upgradable to increase armor added to 4 then 6, as well as increased hit point regeneration. If the Generator is not within range of nearby structures, those structures will not gain any bonuses. The Generator is the only structure with higher armor; cannot receive the bonuses from Binding.

This tactic is also essential for the fact that "Rectify" takes twice as long to repair as structure, and repairing the Arcane Tower is substantially more expensive; thus making the hit point regeneration bonus a great asset both economically and defensively.

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Mana, Mana, Mana: I case you did not know, Dalaran is faction that is completely fixated on the magical world and the properties that it wields. So it's only the smart thing to do with this faction. You will notice that most units have some sort of affinity for magic. And in order to actually to have an effective army, the player needs to sustain a sufficient mana cesspool. Most units are highly depended on mana, so I made a simple source of mana to regain what was lost.

The Generators that serve to empower the bases' structures also serve to regenerate nearby friendly units' mana; but their capability to restore mana is quite frail, making the need for a multitude of Generators.


Play as my other races:

Worgen Lost Ones Fel Horde Scarlet Crusaders Dark Iron Clan Forsaken High Elves


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Race Details:

Initial Defense

Strongest Units

Weaknesses

[Rainbow]
-The Magus Hall/ Arcane Hold/ Citadel deal quick magic damage.

-The Craftsperson can damage enemy summoned units and remove spells with Expel Magic.

-Binding restores the buildings hit points and provide armor.

-Generator provides mana for all units
[/Rainbow]
[Rainbow]
-Construct: Siege unit with the capability to transport mana.

-Water Elemental: Drowning Sensation ability can damage a whole army over a while.

-Operative: Wrecks havoc with so many abilities and high damage.[/rainbow]
[Rainbow]
- Lower hit points and armor on buildings. (e.g. Halls. Altar, Arcane Guild, etc.)

- Most units have lower hit points.

- 50% longer repair time.

- Most buildings have no armor without the Generator.
[/Rainbow]



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Screenshots/Info:


Image Description:
Dalaran's standing army, ready to use their magics to the fullest OUTDATED



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Image Description:
Dalaran's structures stand strong against the evil forces


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Image Description:
ready to utilize the items?


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Image Description:
Updated Version


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Image Description:
Updated Version


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Image Description:
Updated Version


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Change Log:




Added:
- Small Changes


Added:
- Unit Balance
- Triggers fixes


Added:
- Increased the train time and cost of Soldiers
- Gave the Craftsperson a new ability and change Abolish Magic to Expel Magic.
- Changed up Battlemage's Vitalize and Mana Block abilities.
- Water Elementals deal Piercing damage now.
- Pyromancers are now semi-spellcaster: they cast spells but act as ranged infantry.
- Changed up the Heal ability.
- Now a dialoge box gives a choice to play as the race or not.
- A lot of tooltip fixes.
- Small error Fixes.


Added:
- ALL buildings are using new models
- New names for some buildings
- Most units have been revamped
- "Battlemage" has been replaced with a "Charmer"
- "Battlemage" name is used for the old "Soldier" instead.
- Whole new tier 1 ranged unit: Charmer
- Battlemage (old Soldier) and Chaplains have a new icon
- Removed Craftsperson "Foresight"
- The main building now uses a far more potent "Foresight"
- "Spell General" now "Spell Officer"
- Craftperson, Battlemage, and Spell Officer have a new model.
- "Battlemage" "Mana Shield " changes.
- Chaplain's "Heal" is now slightly different in use.
- Chaplain's "Healing Wave" replaced with "Restoration Surge"
- Geomancer's "Roots" replaced with "Corrosion"
- Geomancer's "Nature's Fury" replaced with "Summon Wood Elemental"
- Pyromancer changed lighting on the model
- Pyromancer replaced "Immolation" with "Singe"
- Pyromancer replaced "Summon Fire Elemental" with "Fury of the Flame"
- War Wagon changed stats, new abilities (Absorb Mana, Fusion, and Destruction Magic), and revised tooltip.
- New flying unit: Aether Elemental
- Kirin Tor removed "Frost Bolt" and tooltip fixes.
- Removed the Magical Binding upgrades from the main buildings
- Generators have "Magical Binding" now that is essential for providing Armor for buildings.
- Tooltip fixes for Arcane Guild
- Research Center now has "Improved Mana Binding" upgrades
- Kirin Tor now use Iron Enchanted Swords upgrade; Improved Magic removed
- Mystic of Elements tooltip fixes
- Observatory "Health Empowerment" has been removed; tooltip fixes.
- Boutique tooltip fixes
- Spell Officer all abilities tooltip fixes
- Replaced "Concentration of Mana" with "Temporal Shield"
- "Magic block" now increases attack speed.
- Lowered "Feedback" stats
- Archmage "Crystal Elemental" replaced with "Hydrosphere"
- Wizard "Sky of Mana" replaced with "Disruption"
- Heamomancer ult replaced.
- Many new upgrade and abilities icons
- Etc.


Added:
- HUGE revamp


Credits:

Credit:
Credits:
-armel
-BloodElf300 and Uncle Fester [Sin'dorei300]
-Kuhneghetz
-Kitabatake
-assasin_lord
JesusHipster
Haistrah
CreatorD3292
CeDiL
exfyre
CloudWolf
paulH



[/TD][TD] [/TD][/tr][/TABLE]

Keywords:
Alternate, Dalaran, Kirin Tor, Mages, Sexy
Contents

Dalaran v.2.5.2 (Map)

Reviews
23:50, 28th Apr 2013 Orcnet: another wondrous addition of altered melee map, I like it and nice theme good map then approved (:
Level 13
Joined
Feb 3, 2019
Messages
802
My favorite of all your races. Very unique, original and interesting.

Sadly the newest patch broke it. Summoning elementals from either the building or spellcasters breaks the game more often than not.

Things you can also change if you ever update the map again:
-Rename map/race from "Dalaran" to "Kirin Tor"
-Add an UI
-Add a fire elemental
-I like that it has both humans and elves, but imo there a little too many elves. Change the channeler and the pyromancer or arcanist to human, or "humanize" them(remove ears and change the faces). Dalaran is predominately a human city.

P.S I copy/pasted this comment to the other Dalaran map to be able to rate it.
 

Kyrbi0

Arena Moderator
Level 45
Joined
Jul 29, 2008
Messages
9,492
Fire Elementals? Really more of a Warlock/Blood Mage/Orc Shaman thing, doncha think? The Mages of the Kirin Tor/Dalaran are really typified by a focus on the element of Water/Ice (hence the standard Archmage having both "Summon Water Elemental" & "Blizzard", patterned after the Warcraft 2 "Mage" & the Warcraft 1 "Conjurer").

Also, I'd argue that Dalaran is pretty thick with Elves (being a naturally-magical race & the ones who originally taught Humans arcane magic after all). I haven't played WoW or gotten too deep into the Lore in a while, but I'd imagine it's at least 60/40 favoring Elves. Maybe 70/30 at most...
 
Level 13
Joined
Feb 3, 2019
Messages
802
Fire Elementals? Really more of a Warlock/Blood Mage/Orc Shaman thing, doncha think? The Mages of the Kirin Tor/Dalaran are really typified by a focus on the element of Water/Ice (hence the standard Archmage having both "Summon Water Elemental" & "Blizzard", patterned after the Warcraft 2 "Mage" & the Warcraft 1 "Conjurer").

Also, I'd argue that Dalaran is pretty thick with Elves (being a naturally-magical race & the ones who originally taught Humans arcane magic after all). I haven't played WoW or gotten too deep into the Lore in a while, but I'd imagine it's at least 60/40 favoring Elves. Maybe 70/30 at most...
Actually the mages of the Kirin Tor use fire as much as Water/Ice. In WoW there is a whole mage specialization called Fire Mage that focuses on fire magic. In WC2 a mage unit has as much fire spells as water/ice. They don't use it in WC3 for aesthetic reasons and because Jaina is a Frost mage(another spec). Blood Mages are mages of Dalaran/Kirin Tor. Summoning elementals is 100% mage thing. Shamans don't do it that way, they worship the elements, and the elements they summon fight with them on their own free will, for a short amount of time, they don't enslave the elements with magic. Warlocks don't do elements, only demons and voidwalkers.
Dalaran was/is one of the seven human kingdoms for a reason(though it is actually a city-state). Humans form a large majority(think I heard somewhere 65% humans, 30% elves(15% high elves, 15% blood elves) and 5% the rest(goblins mostly)). All the former official rulers of Dalaran Antonidas, Jaina, Rhonin, Khadgar are humans. Most known members of the ruling council of 6 were humans there were only few elves(there were as many dragons as the elves in the council). Right know there are 5 humans and 1 dragon in the council. Elves are xenophobic, don't like leaving Quel'thalas and living in a multi racial city. And after WC3 there aren't that many elves left. Humans are the most numerous race, like 20 times more numerous.
 

Kyrbi0

Arena Moderator
Level 45
Joined
Jul 29, 2008
Messages
9,492
I don't really have much to do with/care for WoW & what it did to the world, so I guess we'll just be at odds there when it comes to Lore.

That being said, I would argue that it has to do with more than just aesthetics (i.e. why Wc3 Dalaran mages focus on Water/Ice), but again, that's 'changed' by WoW Lore.

Sounds like my percentages were right about on target, then. ; )
 
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