• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

World of Ancients Desert Winds v0.19

This bundle is marked as director's cut. It exceeds all expectations and excels in every regard.

To everyone testing this map!

This map is still in its beta phase, and I need your help!
Everytime you finish this map with your friends (a party greater than 3),
I need you to type “-dmg”, open the Multiboard and send me a PM or e-mail (serbianbeasthotmail.com) with the data you see there.
It needs to contain Class, Level, Build (Str/Agi/Int) and % damage done.

Example
1. DK Level 10 Str 25%
2. ES Level 9 Agi 22%
3. CR Level 8 Int 20%
4. CH Level 7 Str 18%
5. ES Level 5 Str 15%

This will help me to balance the classes!

Thanks in advance,
Serbianbeast


World of Ancients – Desert Winds


Created by Serbianbeast

Map Info

Map Type: RPG-based Hack & Slash
Hero Level : 1 - 10
Recommended Players:
1-5

This is the first part of the epic World of Ancients saga and takes place in the deserts of Zulanni.
A group of heroes are sent out to eliminate the Trolls of Zul'Terrak and all of their leaders in order to prevent them from bringing havoc to the world.

Map site: www.worldofancientssaga.webs.com

Features

Fully scripted Bosses and Encounters
World of Ancients has fully scripted Bosses and Encounters, so a full dungeon raid will be well worth your time as no encounter will be the same!
For more details go to this page.

Custom Combat and Stats System
World of Ancients features a brand new Combat System, based on a custom made Stats System; this allows players to play Warcraft in a way that’s never been possible before!

Talent Tree System
World of Ancients also features a Talent Tree, which allows you as a player to design your character into the hero you want to play.

Inventory System
Instead of using standard Warcraft 6-slot inventory, WoA uses inventory system that supports 11 slots for equipped items and 10 extra slots for carrying items, as well as standard 6 slots for potions and usable items.

Spell Packs
All heroes in World of Ancients are granted three Spell Packs from start. All these Spell Packs consists of four spells you can use at start and the player will unlock more spells as the game progresses.

Fast and Exiting Gameplay
- - - - -

Save/Load System
In World of Ancients, you’re able to Save and Load your hero and also able to Load them in the upcoming campaigns!

Heroes

Name: Champion
Main Roles: Tanking and Damage
Spell Packs: Protection, Assassination and Destroyer
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Brutal warrior, capable of taking great amounts of damage, rushing into combat and tearing his enemies apart.


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Name: Protection
Function: Tank and Damage
Based on: Strength

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Name: Thunder Clap

Spell damage

Slams the ground, dealing 150% weapon damage + your total strength to nearby enemy land units and slowing their movement by 45% and attack rate by 45% for 3 seconds.
This spell's chance to crit is determined by spell critical chance.

8 seconds cooldown.
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Name: Taunt

Causes 10 closest enemies to attack the champion. In addition, your armor and spell resistance is increased by up to 50 (2 x hero level is max). Everytime you take damage this bonus is reduced by 2.

11 seconds cooldown.
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Name: Retaliation

Physical Damage

Next 4 attacks or spells used against you within 4 seconds will deal as much damage to the attacker as they do to you.
This spell cannot crit.
This spell is not affected by armor, spell resistance or any other damage reducing property.

8 seconds cooldown.
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Name: Living Fortress

Passive

Increases your strength by 35%. In addition, reduces damage taken by 15% - 60%, and gives a 10% chance on taking damage to increase damage done by next normal attack by amount equal to damage taken.
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Name: Counter Attack

Spell damage

Every attack or spell made against you within 10 seconds has a 33% chance to cause you to deal 125% weapon damage + your total strength to enemies within 200 AOE. Cannot occur more than once every 0.25 seconds.
This spell's chance to crit is determined by spell critical chance.

30 seconds cooldown.

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Name: Assassination
Function: Damage
Based on: Agility

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Name: Mortal Strike

Physical Damage

Deals 150% weapon damage to the target and causes it to bleed for 15 seconds. Bleeding deals 75% of your total agility as damage per second, slows the target down by 15% and reduces healing on that target by 50%.
This spell's chance to crit is determined by physical critical chance.

10 seconds cooldown.
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Name: Open Wound

Your next normal attack made within 4 seconds will deal 60% more damage. If the target is bleeding this effect will be increased by 50% and your attack will be a critical strike.

6 seconds cooldown.
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Name: Rampage

Physical Damage

Increases your attack speed by 30% and weapon damage by 15%. In addition, if the target is bleeding your attacks will deal bonus damage per second for next 6 seconds. First attack will deal 50% of agility per second, second will deal 60%, third 70% etc. Duration of this effect will prevail even if the target is no longer affected by bleed. Lasts 16 seconds.

25 seconds cooldown.
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Name: Hunger for Blood

Passive

Increases your strength by 40% of your total agility. In addition critical strikes made against a bleeding target have a 30% chance to cause it to bleed for 60% agility per second for 10 seconds. If this effect occurs within these 10 seconds it will renew the effect and deal additional damage on that attack equal to your total agility.
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Name: Bloodthirst

Physical Damage

Deals 120% weapon damage + your total agility to target. Deals 30% bonus damage to bleeding units and restores hit points equal to 15% of damage done. In addition, next 18 damage over time ticks will deal 60% bonus damage on that target.
This spell's chance to crit is determined by physical critical chance.

6 seconds cooldown.

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Name: Destroyer
Function: Damage
Based on: Strength or Agility

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Name: Charge

Spell damage

Can't be cast if the target is within 200 AOE
Hero rushes towards the target dealing 150% weapon damage + his strength and agility to it and stunning it for 2 seconds.
This spell's chance to crit is determined by spell critical chance.

14 seconds cooldown.
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Name: Crippling Strike

Spell damage

Hero crushes the target, dealing 150% weapon damage + total strength and agility and reducing it's movement and attack speed by 35% for 4 seconds.
This spell's chance to crit is determined by spell critical chance.

8 seconds cooldown.
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Name: Exaust

Spell damage

A strike that cuts throught target and reaches it's soul, dealing 150% weapon damage + strength and agility and burns 30% of target's current mana. Mana burned combusts, dealing damage to the target. Critical strikes will burn double amount of mana.
This spell's chance to crit is determined by spell critical chance.

8 seconds cooldown.
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Name: Endure Magic

While active, increases your spell resistance by 10x your level. In addition increases your attack rate and movement speed by 30% and causes your destroyer abilities to deal bonus damage equal to 10% of enemy's total mana.
Lasts 15 seconds.

30 seconds cooldown.
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Name: Pummel

Spell damage

Hero slams the target, dealing 150% weapon damage + total strength and agility and making it unable to cast spells for 2.5 seconds.
This spell's chance to crit is determined by spell critical chance.

8 seconds cooldown.

Name: Earthshaker
Main Roles: Support and Damage
Spell Packs: Earth, Fire and Storm
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Shamanistic hero, master of the elements. Can cause earthquakes, incinerate enemies and call upon thunderstorms.


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Name: Earth
Function: Damage and Support
Based on: Strength

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Name: Quake Strike

Spell damage

Deals 150% weapon damage + your total strength to enemy units in 245 AOE.
This spell's chance to crit is determined by spell critical chance.

4 seconds cooldown.
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Name: Tectonic Strike

Spell damage

Deals 150% weapon damage + your total strength to units within 300 AOE around hero.
This spell's chance to crit is determined by spell critical chance.|

4 seconds cooldown.
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Name: Seismic Slam

Spell damage

Deals 150% weapon damage + your total strength to enemy units in line.
This spell's chance to crit is determined by spell critical chance.

6 seconds cooldown.
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Name: Earthen Power

Passive

Increases your weapon damage by 70% of your strength. In addition every enemy killed increases hit points regeneration of friendly units within 900 AOE by 8 for per second, and fades to 0 over 8 seconds (stackable).
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Name: Focus Tremble

While active, your 3 next quake or tectonic strikes will deal 100% more damage if there is only one target in AOE, 50% more damage if there are 2 targets, 33.3% more damage for 3 targets, etc. In addition, increases your weapon damage by 20% and spell critical strike chance by 5% for 10 seconds.

9 seconds cooldown.

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Name: Fire
Function: Damage
Based on: Agility

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Name: Flame Strike

Spell damage

Deals 150% weapon damage + your total agility to the target, and additional 600% of your agility over 6 seconds. In addition, if the target is affected by soul burn, this spell will deal 50% more damage.
This spell's chance to crit is determined by physical critical chance.

6 seconds cooldown.
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Name: Soul Burn

Spell damage

Deals 125% weapon damage + your agility to the target, silences it and slows its movement speed by 45% for 2 seconds.
This spell's chance to crit is determined by physical critical chance.

8 seconds cooldown.
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Name: Infernal Rage

Spell damage

Hero deals 200% weapon damage + 2 x agility to all enemies within 350 AOE and additional 600% of agility over 6 seconds. In addition, for next 16 seconds your abilities will deal 200% damage (does not apply to duration damage) but your attack speed will be reduced by 40%.
This spell's chance to crit is determined by physical critical chance.

20 seconds cooldown.
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Name: Firestorm

Spell damage

Renders earthshaker immune to spells and deals 75% weapon damage per 0.5 seconds to nearby enemy units for 6 seconds. In addition, every time this spell hits an enemy it causes him to burn for 18% agility damage per second for 6 seconds (stackable).
This spell cannot crit.

1 minute cooldown.
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Name: Searing Weapons

Passive

Increases your weapon damage by 100% of your agility and your damage over time effects of your abilities by 40%. In addition, removes casting time on your Infernal Rage ability and causes it not to decrease your attack speed.

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Name: Storm
Function: Damage
Based on: Intelligence

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Name: Primal Strike

Extra attack

Instantly strikes the enemies in front of Earthshaker, hitting each of them with a single normal attack. In addition, your spell critical strike chance is increased by 9% on this attack.

3.75 seconds cooldown.
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Name: Stormseeker

Increases your movement speed by 15%, your attack rate by 25% for 60 seconds and adds 33% of your spell critical strike chance to critical strike chance. In addition, your normal attacks have a 33% chance to deal bonus damage equal to 40% weapon damage + your total intelligence and increase attack speed of friendly units within 900 AOE by 20% for 6 seconds.

5 seconds cooldown.
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Name: Maelstrom Aura

Passive

Increases weapon damage of friendly units within 900 AOE by 15% and spell critical strike chance by 5%.
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Name: Tornado of Strikes

Passive

Increases your weapon damage by 70% of your intelligence. In addition every attack has a chance equal to half of spell critical strike chance to gain an extra attack. This spell can proc itself.

2.5 seconds cooldown.
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Name: Wind Shear

Healing spell

Heals target friendly unit for 300% weapon damage + 3x total intelligence over 20 seconds. In addition, your normal attacks heal the target for 10% of damage done, and critical strikes heal the target for 50% damage done and increase duration of this spell by 1 second (maximum is 120 seconds).

20 seconds cooldown.

Name: Cleric
Main Roles: Tanking, Support and Healing
Spell Packs: Protection, Divine and Holy
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Noble fighter, capable of taking great amounts of damage, healing and aiding friendly units.


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Name: Protection
Function: Tanking
Based on: Strength

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Name: Heroic Strike

Spell damage

Deals 150% weapon damage + your total strength to the target, and increases your armor and spell resistance by 2. Stacks up to 15 times. In addition this spell has a 20% chance of healing you by 10 + your total strength. Bonus armor and spell resistance will rapidly decay after 12 seconds.
This spell's chance to crit is determined by spell critical chance.

4 seconds cooldown.
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Name: Revenge

Spell damage

Whenever Cleric dodges/parries or completely blocks an incoming attack, he gains 50% of his total strength as heal, and he can deal 100% of his weapon damage + 0.8 x strength to that target.
This spell's chance to crit is determined by spell critical chance.

1 second cooldown.
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Name: Divine Vengeance

Increases your next attack or spell by 170% of your strength + 60% weapon damage and causes it to heal you for the 40% of damage it deals.

4.25 seconds cooldown.
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Name: Divine Shield

Creates inpenetrable shield around the Cleric that absorbs damage 70% of incoming damage. Absorbs damage equal to 80% of Cleric's total hit points. Casting shield again will renew the effect.

18 seconds cooldown.
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Name: Beacon of Light

Spell damage

Causes 10 closest enemies to attack the cleric. In addition, next 10 times you take damage, you deal your weapon damage to the attacker.

11 seconds cooldown.

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Name: Divine
Function: Damage and Support
Based on: Agility

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Name: Divine Strikes

While active increases your weapon damage by 20%, your chance to score a critical hit by 10% and reduces chance your attacks will be dodged or parried by 5%. In addition your critical strikes deal 10% more damage and increase your attack speed by 30% for 5 seconds.
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Name: Spiritual Weapon

Increases your weapon damage by 75% of your agility and causes your critical strikes to restore mana to friendly units within 900 AOE equal to 4% of damage done. In addition, your normal attacks have a chance equal to half of your physical critical strike chance to deal bonus damage equal to your total agility.
Lasts 60 seconds.

5 seconds cooldown.
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Name: Bless Weapon

Decreases chance your attacks will be dodged or parried by 15%, increases your physical critical strike chance by 15% and your critical strike multiplier by 0.5. In addition, your attacks have a 15% chance to deal bonus damage equal to 30% of your weapon damage + 110% of your total agility.
Lasts 60 seconds.

5 seconds cooldown.
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Name: Devotion Aura

Passive

Slightly increases mana regeneration of friendly units within 900 AOE, increases their physical critical strike chance by 3% and reduces chance their attacks will be dodged or parried by 3%. In addition, your critical strikes restore 25% more percent mana while spritiual weapons is active.
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Name: Divine Judgement

Your next normal attack made within 3 seconds deals bonus damage equal to your total agility + 105% weapon damage, and has it's critical strike chance increased by 35%. In addition, next 6 attacks or spells made against that target will have their critical strike chance increased by 30% on first attack, 25% on second, etc. Only critical strikes will decrease this effect.

12 seconds cooldown.

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Name: Holy
Function: Healing
Based on: Intelligence

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Name: Holy Light

Healing spell

Heals target for 150% weapon damage + your total intelligence. In addition, if this spell scores a critical healing, it will heal the target for as much over 9 seconds.
This spell's chance to crit is determined by spell critical chance.

9 seconds cooldown.
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Name: Holy Shock

Spell damage/Healing spell

Heals target for 110% weapon damage + 80% of your total intelligence or deals 45% more damage to targeted enemy unit. In addition, if this spell scores a critical healing on friendly unit, it will heall all friendly units with Divine Power buff for 25% of healing done, and if it scores a critical strike on enemy unit it will deal 90% of the damage done to nearby enemy units.

This spell's chance to crit is determined by spell critical chance.

4 seconds cooldown.
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Name: Inner Fire

Increases a target friendly unit's weapon damage by 20% and armor by 15 for 60 seconds. In additon every holy light or holy shock cast on that target will cause 80% healing as damage to units surrounding the target.

0.5 seconds cooldown.
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Name: Divine Power

Passive

Increases armor of friendly units within 900 AOE by 3, spell critical strike chance by 6% and causes your heals to heal those units by 10% of your weapon damage + 20% of your intelligence. In addition, this aura increases your weapon damage by 30% of your intelligence, and every heal cast will increase your attack speed by 4% and weapon damage by 5% of your total intelligence for 60 seconds. Stacks up to 20 times.
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Name: Holy Storm

Spell damage/Healing spell

Causes 150% weapon damage + your total intelligence spell damage to enemies within 300 AOE, and heals allied units within 300 AOE for same amount. In addition, increases attack speed by 20% and causes normal attacks to deal bonus spell damage equal to 80% of total intelligence.
This spell's chance to crit is determined by spell critical chance.

10 seconds cooldown.

Name: Dreadknight
Main Roles: Support and Damage
Spell Packs: Frost, Blood and Death
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Demonic magic user, adept at frost, dark and unholy magic. Can freeze enemies, make them take more damage and can summon minions.


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Name: Frost
Function: Damage and Support
Based on: Strength

86642d1280366777-woa-desert-winds-btnfreezingbreath.jpg
Name: Frost Strike

Spell damage

Deals 150% weapon damage to the target and slows its movement speed by 40% and attack speed by 20% for 4 seconds (Frost debuff).
This spell's chance to crit is determined by spell critical chance.

2.5 seconds cooldown.
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Name:Icy Touch

Spell damage

Deals 150% weapon damage to the target. If the target is effected by Frost, Icy Touch will deal 20% more damage and stun the target for 1 second.
his spell's chance to crit is determined by spell critical chance.

9 seconds cooldown.
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Name: Frost Rage

Spell damage

While active increases your attack speed by 45% for 12 seconds and causes your attacks to restore mana based on your total strength. Every frost strike cast within these 12 seconds will, after this buff expires, incrase damage of friendly units within 500 AOE by 4%, deal spell damage equal to 25% of weapon damage to enemy units within 500 AOE and stun all enemy units currently affected by Frost for 1 second.
This spell cannot crit.

25 seconds cooldown.
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Name: Icy Weapons

Passive

Increases your weapon damage by 20% of your strength and gives your normal attacks a 20% chance to deal 30% bonus damage, stun the target for 1 second and slow target for 4 seconds (Frost debuff). In addition your Frost Strike and Icy Touch deal 20% more damage to units affected by frost.
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Name: Frost Armor

Spell damage

Increases target's armor by 10 and spell resistance by 50 for 60 seconds. In addition, everytime target takes damage your hero deals 50% weapon damage as spell damage to the attacker and slows them for 2.5 seconds (Frost debuff).
This spell's chance to crit is determined by spell critical chance.

0.5 seconds cooldown.

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Name: Blood
Function: Damage
Based on: Agility

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Name: Blood Strike

Spell damage

Deals 150% weapon damage + your total agility to the target and causes critical strikes against that target to deal 25% more damage.
Lasts 12 seconds.
This spell's chance to crit is determined by physical critical chance.

5 seconds cooldown.
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Name: Demonic Blood

Increases attack rate of a target unit by 60% and causes the target to heal itself by 3% damage it deals, but at a cost of 2% life per second.Lasts 18 seconds.
0.5 seconds cooldown.
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Name: Blood Frenzy

Increases your attack speed by 45%, your weapon damage by 30% and your chance to score a critical strike by 15% for 12 seconds.

25 seconds cooldown.
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Name: Boiling Blood

Passive

Increases your weapon damage by 70% of your agility. In addition your critical strikes deal 15% more damage and have a chance to increase your next blood strike damage by 115%.
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Name: Blood Craze

Increases your movement speed by 15%, weapon damage by 30% of your agility and gives your normal critical strikes a 20% chance to deal bonus damage equal to your agility. In addition, increases damage of your blood strike by 10% + your total agility and increases your healthsteal provided by demonic blood by 5%.
Lasts 60 seconds.

5 seconds cooldown.

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Name: Death
Function: Damage and Support
Based on: Intelligence

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Name: Death Strike

Spell damage

Deals 150% weapon damage + your total intelligence and increases your attack damage by 15% of your intelligence that fades away over 15 seconds (stackable). If the target is affected by Death Mark, this ability will heal friendly units within 900 AOE by 40% of the damage done.
This spell's chance to crit is determined by spell critical chance.

3 seconds cooldown.
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Name: Dark Pulse

Spell damage

Sends out a wave of dark energy that shatters on nearby enemies, creating other waves that deal 40% of your weapon damage + 55% of your intelligence.

7 seconds cooldown.
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Name: Dark Shadows

Summoning spell

Summons 3 shadows to fight for you for 60 seconds. Each shadow deals 10 - 15 + 8% of your weapon damage as spell damage on each attack. Shadows recieve 50 hit points for every 200 Dreadknight's hit points and gain 50% of your dodge, parry, resilience, precision, expertize, spell resistance, spell penetration and spell critical strike chance. Upon death, dark shadows return to the master and restore 4 mana for each hit they had made.

45 seconds cooldown.
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Name: Death Mark

Spell damage

Deals 600% weapon damage + 6 x Dreadknight's intelligence over 30 seconds. In addition target will take 10% - 30% bonus damage.
This spell cannot crit.

9 seconds cooldown.
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Name: Sacrifice

Spell damage

Sacrifices a dark shadow, dealing 200% weapon damage + 2x of your total intelligence to nearby enemy units within 250 AOE of the dark shadow, and applies frost debuff to them for 8 seconds. In addition, you gain shield that absorbs 70% of incoming damage, up to equal to sacrificed dark shadow's maximum hit points + your total intelligence points of damage.
This spell's chance to crit is determined by spell critical chance.

20 seconds cooldown.


Screenshots

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Change Log

Version 0.19 (0714201114)
Bug fixes:
-Quest requirement that concerns killing Hakrash will be marked as completed after you killed him instead of at the begininning of the fight (lol @ me).
-Fixed a bug which caused a player to pass on an item he has recently needed or greeded on if that player pressed ESC afterwards.
-Pressing ESC while watching at some item's stats will properly show current multiboard.
-Cooldown on Mortal Strike reduced to 10 seconds (as it was intented before).
Improvements:
-Improved item system so that it support item sets.
-Changed blue items with "wind", "desert" and "scorcher" attributes to sets of 7 items (head, neck, chest, belt, charm, boots and gloves).
Visuals:
-Improved how Dreadknight holds shields.
-Dropped items that are same as your currently equipped items will be marked as "same as currently equipped".
Balance:
-Bosses cannot be stunned anymore.
-Zul'terrak Executors gained "Berserk" ability which increases their attack speed by 50% for 12 seconds (30 seconds cooldown).
-Slightly increased weapon damage of Hakrash, Desert Scorcher, Zul'kis and Zul'rajas.
-Changed damage increase of mobs per player from 0/30/60/90/120/150% to 0/30/50/65/80%.
-Damage bonus to mobs in heroic mode increased from 130% to 180%.
-Zul'rajas' spells stolen from players now deal damage based on his weapon damage, and 500% damage/healing if used in blue phase.
-Reduced maximum mana of Zul'rajas from 1100 to 600, but increased mana regeneration rate to 4/sec (each of his spells costs 30 mana).
-Lengthened evocation timer from first to second boss by 20 seconds.
-Heroes and mobs will lose benefits of Out of combat and Out of casting states instantly when entering combat/casting instead of after 2 seconds.

The full change log can be found here.

Credits


Special Thanks:

Models: WoW, WILL THE ALMIGHTY, General Frank, republicola, shamanyouranus, Misha.
Skins: /
Icons: WoW, CRAZYRUSSIAN, ajoj11, Deon.
Tutorials/Systems: /
Loading Screen/Map Preview Image: /
Other: Arowanna92 (base of this map introduction), Beli Zeka, Kole, boki90, Bl@ckbolt, Freelancah, -Kobas- (testers, ideas, improvements).

Author’s Notes

I made this map from scratch. Everything you see is made by me, except for icons (thanks to CRAZYRUSSIAN) and models (Blizzard Entertainment).
If you are not in credits list and you recognize a model or icon of yours, please let me know.
Map is still in beta phase and everything you see can be changed.
Map is protected.
Tactics for bosses can be found here: Desert Winds: Tactics

Keywords:
This, Is, Still, A, Beta, So, Don't, Expect, Too, Much, rpg, serbianbeast, horde, wow, diablo, warcraft, dungeon, trolls, orcs.
Contents

World of Ancients Desert Winds v0.19 (Map)

Reviews
Date: 22:41:51 28-Sep-11 Map Moderator: -Kobas- Map Status: Approved 6/5 Contact map moderator: Visitor Message / Private Message!
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Messages
3
Hi. I like this map. But i think you need to add some more class, like ranger or hunter, assassin. It'd be fun. And make the bosses harder, mobs can respawn cuz it kinda boring when all mobs is dead and I can't get to lv10 in a group of 4 (well it's still beta so i'm just suggesting). Good job. I'm looking forward to play your next update xD
 
Level 6
Joined
Mar 31, 2009
Messages
247
Ekaterinanl, Serbianbeast still working on it, just visit his webpage and you'll see the ideas.
When he end the balance of the 4th class heros the coming maps and new classes will be easy to implement.
 
Hi. I like this map. But i think you need to add some more class, like ranger or hunter, assassin. It'd be fun. And make the bosses harder, mobs can respawn cuz it kinda boring when all mobs is dead and I can't get to lv10 in a group of 4 (well it's still beta so i'm just suggesting). Good job. I'm looking forward to play your next update xD

he already said that you cannot get to level 10 in one playthrough, you must play it multiple times...
 
Level 2
Joined
Aug 1, 2008
Messages
23
0.14 was way better the portraits on orc and dk is bugged and roll system is also bugged please fix it.

Also the boss in the arena doesnt spawn more than 3-4 orbs now....

Last boss fight bugged.
 
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Level 5
Joined
Oct 8, 2010
Messages
134
Just keep up the epic work :goblin_good_job:
my friends and I can't wait for the new version:ogre_hurrhurr:
we would like to edvance to even higher levels. (in raid tactics, experience, and gear:grin:)
 
Level 5
Joined
Feb 9, 2009
Messages
170
Reset codes because I can get all epic gear from desert wind in 4 games or less if I get lucky and OM will have much better gear anyways so desert wind gear is obsolete and levelling will be much faster.
 
Level 16
Joined
Sep 26, 2005
Messages
1,088
It would be too much of a struggle to replace them now since most of icons/descriptions/spells and even story rely on it so you know... I can't really bother that much since I'm already busy with my college and everything else that's going on.. So the answer to that is no, I wouldn't replace them... yet. I know that it's against the rules and what not, so do what you have to do.
 
Level 1
Joined
Aug 3, 2009
Messages
501
Look, no offense, but give it a f*cking rest! Imported / stolen WoW models ? I mean really ? A perfectly good working map being Rejected due to bad moderating ? You're over-analyzing it. Great map, deserves attention. Oh and I can't wait for OM!
 
Level 1
Joined
Nov 2, 2010
Messages
5
please read this

Look, no offense, but give it a f*cking rest! Imported / stolen WoW models ? I mean really ? A perfectly good working map being Rejected due to bad moderating ? You're over-analyzing it. Great map, deserves attention. Oh and I can't wait for OM!
I´m ok with your post, I mean come on we know that your college keep you busy but this great map need attention too.
:vw_unimpressed:
 
Level 6
Joined
Mar 31, 2009
Messages
247
Nice as always said before, simplly awesome!!!
.... Now waiting for the Ogre Maul .... can't waiiiiiiiiiiit :'(
 
Level 1
Joined
Nov 2, 2010
Messages
5
by the way i live in Cuba and studying in UCI.Serbian if you want i have here a lot of testers waiting for my signal....:)
i hope that we can enjoy your map as always ever done!!!
 
Level 1
Joined
Aug 3, 2009
Messages
501
A small bump, perhaps ? OM is sure taking a while, but then again, busy beast is busy. A small spoiler or update would be nice :3
 
Level 16
Joined
Sep 26, 2005
Messages
1,088
Well, speaking of spoilers:
Terrain on Ogre Maul is complete.
Items are done and already implemented in both OM and DW. Speaking of which there's like 120+ new items.
Instance is scripted and right now I'm working on bosses. I've completed 2/6 (or 7) bosses so far.

Things left to do are: script remaining bosses, make some random events that wouldn't occur every time you play (like rare encounters/bosses or random spawns etc), balance things out so that it's possible to go through the whole dungeon on both normal and heroic difficulty.

Although it might seem like there's not much left to do, when you're having exams and full time job, trust me, it's a lot!
Thank you all guys for your support, I hope I'll see you soon in OM beta testing! :)

Edit:
Now I have some serious problems:
When I run Jass NewGen WE and try to test the map by ctrl + F9 (or through test map button) a black command window appears, wc3 crashes and it says: Could not hack game.dll. Please post logs/ongameload.txt
This began after I reinstalled my OS (which is Win7 64 now, and it was XP where it worked just fine). Any ideas?
 
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Level 1
Joined
Aug 3, 2009
Messages
501
Well, speaking of spoilers:
Terrain on Ogre Maul is complete.
Items are done and already implemented in both OM and DW. Speaking of which there's like 120+ new items.
Instance is scripted and right now I'm working on bosses. I've completed 2/6 (or 7) bosses so far.

Things left to do are: script remaining bosses, make some random events that wouldn't occur every time you play (like rare encounters/bosses or random spawns etc), balance things out so that it's possible to go through the whole dungeon on both normal and heroic difficulty.

Although it might seem like there's not much left to do, when you're having exams and full time job, trust me, it's a lot!
Thank you all guys for your support, I hope I'll see you soon in OM beta testing! :)

Edit:
Now I have some serious problems:
When I run Jass NewGen WE and try to test the map by ctrl + F9 (or through test map button) a black command window appears, wc3 crashes and it says: Could not hack game.dll. Please post logs/ongameload.txt
This began after I reinstalled my OS (which is Win7 64 now, and it was XP where it worked just fine). Any ideas?

...I'm baffled, but the reinstall is most likely the cause. I've been using XP all my life so I can't think of anything. Damn it :\
 
Level 16
Joined
Sep 26, 2005
Messages
1,088
Answer: Hmm try to use a double boot system (if it allows it)

I can't do that cause I have already taken up all partitions with things way more important than wc3 so that's not an option. :/

...I'm baffled, but the reinstall is most likely the cause. I've been using XP all my life so I can't think of anything. Damn it :\

Yeah, I switched to Win7 because of my job so I couldn't argue about it and now it's become way more complex... In order to test a map I must save it, copy it to another folder, run wc3 and find it from within the game... But it works. ^^
 
Level 1
Joined
Aug 3, 2009
Messages
501
You'll have to wait for a while tho, my exams should be over by the end of September, but I'm pretty sure I'll make some progress by then as well. :)
I'll keep you informed on the progress, starting with this:
1. New system and WC3/WE up and running!

Hooray!
 
Level 6
Joined
Mar 31, 2009
Messages
247
So soon we'll be playing the OM beta test!!! I can't wait :D

P.S: Qhat you mean with "1. New system and WC3/WE up and running!" XD
 
Level 1
Joined
Aug 3, 2009
Messages
501
Kl3sk Reviews : World of Ancients : Desert Winds
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Version : 0.19
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Map Type : Hybrid RPG.
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Description : 5/5

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Perfectly executed. Great use of BB codes, hidden tags and such, to the point that it makes the map thread look professionally well made.

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In-Game Review
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Terrain
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While it might not be the best feature of the map, WoA : Desert Winds presents itself quite nicely, from the custom mini-map to the bug-free camera system. Yes, the terrain itself could use some improvements as many may notice a lot of empty parts beyond barriers the camera does not let you explore. This is only a minor inconvenience, as the doodads and tile-set well make up for it. Finally, it deserves a high mark. (4/5)

Models
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Now-now, let's not get too hasty, shall we ? Whether or not these are WoW imports, it matters not to me. What matters is how that effects the game-play and to be honest : it fits the theme pretty damn well! The fact you get the feeling you're playing a whole different game, rather than regular W3 maps, is what should be looked into. The Diablo 3 / WoW mixture is something unique to this map and the means through which it achieved this is irrelevant to me. Rating : N/A

Icons
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Again, a bit of a snag here, but the icons and heroes complement each other. Mostly W3 / WoW origins. Rating : N/A

Skills
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The skills themselves don't bug / glitch or have any leaks, but I'd like to discuss "balance" in the next section of the review. 'til then : they are visually sound, nothing exagerated like bursts of effects and such. I enjoy playing each class due to their interesting and unique skill sets. (5/5)

Misc
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Yep, I might commence the bashing right now...Here goes : Upon testing, I've discovered a few things that didn't really affect me until late game, and I'm talking about skills / skill-sets. As far as balance goes, Dreadknight is at the bottom, while at the top of the game is (strangely) Cleric. Now let's talk skill-sets. As I mentioned, poor Dreadknight takes a real beating from ANY skill-sets Cleric might be using. From what I've experienced, it seems this comes from Dreadknight's high mana cost and slightly lower damage output when comapared to , say, Cleric's Protection spellpack. It's funny though, but it seems their roles are switched. One was supposed to be the support hero, while the other the tank , right ?...Again : maybe this is just me.

Game-Play
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Game-play = free buffet. Map loads, you pick a hero, pick spellpack, the next second you start ravaging anything that moves. What's not to like ? It's straightforward , but by no means easy or not challenging. Depending on the number of players and experience playing this map (or similar maps / games), you might find yourself either begging someone to be the support , or to go for a support character and not keep up with your mornonic team mates that seem to love dying for some reason. Just remember, this map has a nice difficulty system and will make game either easier or harder , depending on the number of players. I highly suggest solo-ing your first time to see if you can master each class, or a certain class depending on the strategy you want to apply, but I warn you : Nalorakk the Forcebender is a pain in the ass to solo! At any rate, game-play is fast-paced, challenging and last, but not least : FUN! (5/5)



Do I recommend RPG* fans to play this ? : Yes (Go nuts, I know I did)

Do I recommend non-RPG* fans to play this : Yes (Difficulty curve let's you enjoy the game without too much hastle)

Will I play this map again : Yes (I have to get epic item sets and prepare for OM :3)
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Final verdict : Approved! (5/5)

Foot-note : Not much, I just highly recommend this map and future projects from the uploader. Also, sorry if this review didn't hit certain spots right, but I've had some...personal issues that gave me little time for a proper review ; granted I did promise to review this map today. Oh and finally : thank you for your patience Serbianbeast! ^^

Edit : 22 FIVE OUT OF FIVE votes ? ...I think that's a first on the Hive.
 
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