With the return of Scourgey comes an updated version of his crowd-pleasing Eternal Guardians map! This version comes with some major changes, including a number of enhancements to the heros, terrain and items. This well-liked download is based on the popular Aeon of strife style games with humans against the undead, there are several important key features of this map that set it apart from others.
Some features of Eternal Guardians are: Each hero ability has four levels. There are no passive abilities, and very few channelling spells. Each hero has an innate ability and 5 hero abilities. The maximum level for each hero is level 20. Daytime and nighttime bring more differences then just the obvious, there is a definate swing in balance when it turns between night and day, during night time the undead necromancers gain healing powers and lose it during the day, for the human priests, the opposite is true. And how are you going to fund you Cyber-space battles? No need to worry, not only do you gain gold by fighting, but you also gain gold according to your level. Periodically you will gain some gold throughout the game.
Some changes in this version include:
Heros | Spells New Hero: Demon Mage
- The Demon Mage is a complex summoning hero, and it possibly the hardest hero to play well.
Items Crown of kings down from +11 to +10 to all stats Ioun Stone of protection - +20 ->+15 armour. All potions now have a 5 second cooldown. Greater Invisibility potion cooldown 90 -> 60 Dust of appearance cost from 200->100
Refer to the readme for more information.
Eternal guardians is a map based upon the popular Aeon of strife style games with humans against the undead, there are several important key features of this map that set it apart from others. Daytime and night-time, there is a definate swing in balance when it turns between night and day, during night time the undead necromancers gain healing powers and lose it during the day, for the human priests, vice versa is true. Not only do you gain gold by fighting, but you also gain gold by your level. Periodically you will gain some gold. Each hero has an innate ability and 5 hero abilities. Each hero ability has four levels. The maximum level for each hero is level 20. There are no passive abilities, and very few channelling spells, this makes the map faster paced and playing each hero requires full attention in battle. There are plenty of custom abilities in this map, and not all are related to pure damage. =============================Changes from 1.65q -> 1.7n============================= =====Major Changes===== --New Hero --- DEMON MAGE --- The demon mage is a complex summoning hero, and it possibly the hardest hero to play well. It requires large use of Chaotic transformation to create a steady flow of demons. By keeping summons alive you will be able to reap the rewards of the higher demon tiers. Area effect spells cause the demon mage some concern, but by using resonating agony, you can move the damaged demons around an enemy hero to deal even more damage then sacrifice a demon to heal the others. -(Innate) Chaotic Transformation - Use this to kill an enemy unit to create a minor demon. -Demonic Transformation - Transform a minor demon into a greater demon form. To get higher tier demons, you must have the correct number of skill points in this skill and at least 2 demons of the previous tier nearby. -Sacrifical Healing - Sacrifice a unit to give all nearby units hitpoints and mana depending on the life and mana of the sacrificed unit. -Abyssal Pain - A blast of screaming pain launches towards an enemy unit to deal damage. -Gift for the demonic - Grant a demon with a new spell, curse of the abyss which deals damage after a period of time. It also gives the demon bonus armour. -Resonating Agony - Curse an area of enemy units, enemy units will take damage for each nearby units that is hurt. --Summonable Demons for Demon mage - all summons gain 10 hitpoints per level of the demon mage. -Tier 0 - Dretch - a low level glob demon. This demon should be upgraded to higher tier demons as soon as possible. -Tier 1 - Bar-lgura - The backbone of the demon army, although it does not have much hitpoints, it deals a large amount of damage -Tier 2 - Chasme - Fast demons that pack a nasty bite. -Tier 3 - Nalfeshnee - Large demons capable of raising the dead that are capable of fighting too. -Tier 4 - Balor - A huge demon that deals cleaving damage per attack. It also is able to call a meteor from the sky to strike at enemy units. ===Terrain Change=== Terrain has changed, so the lanes now overlap over each other. This leads to a larger confrontation in the centre, it also means you need to maintain control over the centre to recieve reinforcements when advancing down a lane. ==ALL SUMMONING HEROES== Summoned units are no longer under your control if you die. -Decreased spawning time later in the game. It'll decrease by 13% every 15 minutes, and a maximum spawning rate will be 50% of original spawning time. =====Other Changes===== --New shop in middle with potions + scroll of teleportation (125 gold) 2 charges, no cooldown --Items -Crown of kings down from +11 to +10 to all stats -Ioun Stone of protection - +20 ->+15 armour. -All potions now have a 5 second cooldown. -Greater Invisibility potion cooldown 90 -> 60 -books a slight casting time (0.5 sec) -Dust of appearance cost from 200->100 -amulet amazing regeneration 14->12 -pearl of blood 20->16 --Made nightingale the rip off merchant avaliable at all times of day. --GOLD DEATH, you now lose 100g + 10g per level gold if you die --Towers sight range 400->500 -All heroes have cooldown and mana tooltips, the only hero that doesn't is Rune mage, because there's no room left on the tooltip on his skills. ==skeleton mages deal 1 point of damage more== =====Undead Heroes===== --Shadow lord -Negative energy strike from 45/54/62/69% -> 25/40/55/70% -Shadows spawned in daylight, only have 66% of max hitpoints -negative energy binding cooldown 25->40 -shadows night time regeneation 9->7.5 --Banshee -Healing pentagram - healing from 2% to 4%. Duration of ward 10/15/20/25 -> 8/12/16/20. Mana cost 190/180/170/160 -> 160. Cooldown from 40->35 -Wail of the banshee - areaofeffect - 500/700/1000/1400 -> 1000/1200/1400/1600 - duration of snare set to 4 seconds for all units on all levels. Cooldown decreased from 15->10 -Evil Mercy - Maxium charmable units 3/4/5/6 -> 3/5/7/9 area of effect 400->600. -Evil Mercy - no longer charms buildings -Spirit of unrest - 50 second cooldown -> 30. -Death Coil - 300heal -> 400 heal. --Death Knight -Invisibility - cooldown 45 -> 30 -invisibility - health loss 150->100 -Mighty slash - cooldown 10->8, mana 90->85 --Ignus -Ignus Fury damage 133/166/200/233 -> 150/200/250/300. Cooldown 40->45 seconds. Mana 200->225 --Necromancer -Added cooldown + mana info -Circle of Death - Reduced AOE from 350->325. Cooldown increase from 17 seconds to 45 seconds. --Dark Ranger -Strafe - ias buff decreased from 75/150/225/300% to 65/130/195/260% -Flaming arrows cooldown increased to 1 second. --Lich Doom blast - cooldown 8->6 seconds. casting range 950->1000 --Master of blades -blinding strike cooldown from 15->17 --Mage Hunter - Slience cooldown set to 30 for all levels =====Human Heroes===== --Paladin -Tooltip fix to Spirit of the guardian. --Enchanter -Empowered units now are increased in size by 10% -fix to charm count + empower units. -Footmen + Archers + Priests only gain defense bonus every 3rd level -decreased damage bonus for archers per level from 3 to 2 -decreased damage bonus for footmen per level from 3 to 2 -Charmed units explode upon death (preventing them from being raised again) --Greater Dryad -Rain of light - cooldown - 28/27/26/25/ -> 60, mana - 280 - > 320 -summon spiders - summons 3 0/ 5 0 /2 2 / 3 4 Black spiders + Spitting spiders now. -wild fury cooldown 35->40 seconds --invoker -Ice storm - max damage of 550 per wave. cooldown 20->23 seconds. -lightning bolt - now has a maximum damage of 1720/2320/2920/3520 (8*damage) -geedee's eletric loop - Stun duration changed to 3(1)/4(1.5)/5(2)/6(2.5) seconds. Cooldown increased from 7->10 --Druid -Creeping doom - Armour type changed from fortified to large and armour decreased from 50->25. Movement speed decreased from 280 -> 250 --Conjurer -Evard's Purple tenacles - Duration 20->17 -Divine ward - Ward Only gains 90 hp after each bolt. Max hitpoints decreased from 850->500. -Divine ward - Chain lightning bolts are now reduced in damage after striking the ward by 20% per target. --Barbarian -Added cooldown + mana info -Ensnare - mana 135/135/135/135 -> 135/125/115/105. Hero duration 3/4/5/6 -> 3/3/3/3, Cooldown from 24/24/24/24 -> 60/45/30/15. --Dakkon -Power of one - damage 50/85/120/160 -> 40/70/100/130 -Mage armour - Duration 45->30 -Ball lightning - mana increase from 110->120 -Zerithmon's balance - damage decrease from 200/300/400/500 to 125/200/275/350, area effect damage decreased from 400 to 300. -Fire and Ice Cooldown from 22->35 seconds. --Rune Mage -Rune of Storms - Minor Rune - Targets decreased from 8 -> 5 -Rune of Storms - Major Rune - Damage per bolt from 150/225/300/375 -> 100/130/160/190 (no longer instant kill on low hitpoint heros) -Rune of Storms - Cooldown 9->2 -Rune of Light - Major Rune - the number of units revived due to speed is 50% less. -Rune of Light - Cooldown 16->12 -Rune of defense - when a minor rune has been cast with defensive runes, it now has a spinning green rune to indicate it. -Rune of flame - Cooldown 22->18 -Minor Rune - Casting time 0->0.5 armour increased from 2->3. Duration increase from 35 -> 40 seconds. -Major Rune - Casting time 0->0.5 armour increased from 6->8 --Thief -Removed Shadowmeld, replaced with Find potion. -Gem of switching - range 550/750/1000/1400 -> 500/700/800/900 Cooldown 45/32/18/9 -> 60/40/30/20 -Hide in Shadows - Cooldown from 16/14/12/10->16/16/16/16. Duration from 20/30/40/50 -> 18/18/18/18 --Conjurer -purple tenacles attack cooldown changed from 0.77->0.9 --Master of blades -Omni slash - fix to movement speed, was sometimes removing movement speeds when it ended.
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