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The Cave

This document provides a summary of quests and gameplay elements for an RPG called "The Cave". It outlines several questlines for different NPCs including Farmer Clyde, Miss Molly, Timmy, and Banker Artem. It also summarizes the invasion mechanic, items, hero training, honor tokens, guilds, and other gameplay systems. The guide is a work in progress and will continue to be updated with more details on quests, drops, theorycrafting, and tips. Feedback can be provided to the author on Discord or StarCraft 2.
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50% found this document useful (2 votes)
4K views15 pages

The Cave

This document provides a summary of quests and gameplay elements for an RPG called "The Cave". It outlines several questlines for different NPCs including Farmer Clyde, Miss Molly, Timmy, and Banker Artem. It also summarizes the invasion mechanic, items, hero training, honor tokens, guilds, and other gameplay systems. The guide is a work in progress and will continue to be updated with more details on quests, drops, theorycrafting, and tips. Feedback can be provided to the author on Discord or StarCraft 2.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 15

THE CAVE – RPG

The guide is far from finished, it will be updated soon, there are some values missing (each quest
grant experience), the quest which aren't listed yet are : Timmy's quests (Crate at Marshlands
and in Scorched Lands), 3 Sand-skins (which comes after Scientific Experiment), Shredder
(After the 3 Sand-skins)and Mountain Pass Teleporter (8 Wisps, which comes after Scientific
Experiment). Any guild quest is not referenced yet. Pictures are going to be added in the near
future about the mobs and location of dungeons.
Some parts are to be added also, regarding drop rates, exp, theorycrafting, general tips and other
things.
For any feedbacks, please contact me on Discord (Shenguin#4751) or on Starcraft 2
(Yatsus#2164 on Europe)

FARMER CLYDE
Feeding Frenzy : 7 Wolf pup (Farmer's plot)
Reward : Tier 1 Rare Item, unlocks Delivery Boy

Hay The Fields : 6 Grain (Abandonned fields)


Reward : 1000 gold, unlocks Rabies Scare

Terror's End : 8 Hungry Wolf, Nightbane (Dark Forest)


Reward : 2500 Gold, 70 Exp

Fish Oil Fertilizer : 8 Runners & Casters Murlocs (Beach)


Reward: 12 000 Materials, unlocks Fishy Oil

Fishy Oil : Talk to Captain Kirk


Reward : 100 Honor Tokens, unlocks Test the Water

MISS MOLLY
Delivery Boy : Talk to Innkeeper Grout
Reward : 1200 Materials, unlocks Piper at the Gates

TIMMY
Fuzzy Was He : Snuggles (King's Forest)
Reward: Tier 3 Rare Item, 150 Exp, unlock Crate Timmy, Terror's End
BANKER ARTEM
Investment Banking : Collect 16 gold ores (Arid Hills)
Reward : 3 500 gold, 90 exp, unlocks Beautiful Beads

Shiny Scales : Chimera (Mountain Pass)


Reward : 12 000 gold, unlocks Shipwrecked

CAPTAIN KIRK
Embrace Thy Enemy: 5 warrior skeleton, 2 archer skeleton (The Cave - Entrance)
Reward: 90 Experience, unlocks Reinforcements!

Reinforcements! : Upgrade the Battlefront


Reward: 2 All Stats, unlocks Enemy Strongholds

Enemy Strongholds: Discover Secret Grotto (D1)


Reward: Tier 4 Epic Item, unlocks Gates of Heck, Scientific Experiment, Monarchy

Gates of Heck : Talk to Arcanist Nhimst


Reward : 40 Exp, Cesspool teleporter

Test the Water : Collect 13 Water Sample (Coast/Oasis, in the water)


Reward:Tier 9 Legendary Item, unlocks Cleansed Shore

Cleansed Shore : Clean dungeon 3 entirely (Coast)


Reward: 3 All stats, unlocks Corruption Shard & 3rd guild quest

Crossroads Camps : Talk to Captain Zeke (Crossroads)


Reward : 15 000 Materials, unlocks Ogre Factions

BEAST MASTER
Rabies Scare : 9 Rabid Wolf (Dark Forest)
Reward : 2000 Gold, 100 Exp

Reptile Research : 7 Young Salamander, 5 Salamanders (Scorched Lands)


Reward : Tier 9 Epic Item, unlocks Reptile Research II

Reptile Research II : Ancient lizard (Ancient Forest)


Reward : 200 Honor Tokens (unlock Hunting Sasquatch? Not sure)
INNKEEPER GROUT
Produce Produce : Collect 7 apples (Kings Forest)
Reward: Tier 2 Rare Item, unlocks This Rocks

Beautiful Beads : Collect 9 Hair Bead (Marshlands)


Reward: 300 Experience, unlocks ?

One Man's Trash : Collect 6 Murloc Trash (Obtained destroying Murloc Hut in Beach)
Reward: Tier 8, Epic Item, unlocks Arid Flowers

Shipwrecked : Storm Siren (Coast)


Reward : Tier 9 Legendary Item

Natural Armor : 5 Furbolg, 4 Polar Furbolg (Ancient Forest)


Reward : Tier 9 Epic Item, (unlock Hunting Sasquatch? Not sure)

ARCANIST NHIMST
This Rocks : 8 Mud Golems (The Ledge)
Reward : Tier 3 Epic Item, unlocks Investment Banking, Fancy Penmanship

Arid Flowers : Collect 8 Cactus Flower (Scorched Lands)


Reward: 3500 Gold, unlocks Crossroads Camp and Natural Armor

Corruption Shard : Talk to Arcanist Nhimst


Reward : Shard of Corruption, unlocks 3rd guild quest

EMPEROR MIKI
Piper at The Gates : Talk to Captain Kirl
Reward: Letter of Recruitment, unlocks Embrace Thy Enemy, Produce Produce, Fuzzy Was He and
Hay The Fields

Monarchy : Cenarius 2 times (D1)


Reward: Guild entrance, tier 6 Legendary Item
TRAINER MAUD
Fancy Penmanship : Deathclaw (The Ledge), Mystic Owl (Arid Hills)
Reward : 3 All Stats, 140 Exp

CAPTAIN ZEKE
Ogre Factions : 14 Magi Ogre, 7 Ogre Stonemaul (Lower/Upper Ogre Pass)
Reward : 2 all stats, unlocks Ogre Factions II

Ogre Factions II : Champion Thulle (Upper) & Challenger Burg (Lower)


Reward : 200 Honor Tokens, unlocks Crossroads Report

Crossroads Report : Talk to Captain Kirk


Reward : 300 xp, Cross Roads tp

OTHER QUESTS
Scientific Experiment : Blacksmith John, 8 Troll Priest, Jestah (Troll's Forest)
Reward: Tier 6 Epic Items

Dead Man Walking : Dead Karl, talk to Marv (Highlands)


Reward: 2000 Materials

Un-Sacked : Eggbert (Cesspool), collect 4 Concentrated Acid


Reward : 3500 Gold

Mysterious Egg? : Mysterious Egg, The Ledge, talk to Miss Molly


Reward : 1500 Gold, 70 Exp

Fix The Tele-Pad : Old Marv, escort Spike


Reward: Charged Gem (Unlocks Tele-pad for Highlands)

Hunting Sasquatch : Sign (Mountain Pass), kill Ancient Sasquatch (D4)


Reward : 15 000 Gold

Missing Brothers : Rikkit (Sandy Waste), talk to Mikku (Ancient Forest)


Reward : 200 xp
Missing Brothers II : Mikku (Ancient Forest), talk to Drakk (Upper Ogre Pass)
Reward: 200 xp

Missing Brothers III : Drakk, talk to Rikkit


Reward: 200 xp

Missing Brothers IV : Rikkit, kill Feral Pandaren (D4)


Reward: Tier 11 Legendary Item
BEGINNER GUIDE
Items :

There are in total 12 tiers of item in the current state of the game. Each tier represents 4 level, to
calculate what is the tier you're upon is simple, take your current level and divide it by 4, take the
floor (for example, if you're level 25, 25/4 = 6.25, the floor is 6). You can equip items up to 2 tiers
above yours (thus being level 25, you can equip tier 8 items).

The same goes for the drop, each monster has a chance to drop an item which it his tier. (Except for
heroics/legendarys),

Moreover, there are 6 category of items, Common, Magic, Rare, Epic, Legendary, Twilight
(detailed lower). They give you 1 to 5 stat roll on your item. The first stat roll is the highest one, the
second and third after, then finally fourth and fifth. Legendary and Twilight items are easily
recognizable by the presence of a star below the item frame.

Invasion :

Every about 15 minutes, an invasion will begin, to keep the game going you must protect the Power
Generator in World's End Keep. If it were to fall for the first time, it will wipe the Keep clean out of
monsters. If destroyed, the game instantly ends, stopping everyone in what they were doing.

To protect it, there are multiple choices:


-You can protect it by yourself
-You can upgrade the battlefront, using your materials, the price is determined by the number of
previous upgrade and the average level of the game. Paying an upgrade will also grant you honor
tokens, each subsequent upgrade will increase by 1 the number of honor token received.

Before the one hour mark, you can stop the invasion by pushing the soldier into the spawning gate.
After this hour mark, the invasion will keep going even if there are soldiers in the gate.

Alchemist :

The Alchemist sells 4 kind of potions based on your level, determined randomly. Some of them
might grant buffs (% Health point per sec, % damage increase, % buff duration increase, % Energy
per sec, reduce % damage taken).At every invasion, potions are rolled again.

Talking to the Alchemist will set you to full health and energy.

Blacksmith :

Blacksmith sells 24 items based on the game duration, determined randomly. At every invasion,
items are rolled again. You can also sell your items for materials, these materials are used to
upgrade the battlefront.

Gold and materials are also granted when slaying any mobs and upon completion of some quests.
Hero Trainer :

There are two kinds of training available currently, skill level and stat points.

Skill level are available every 2 level, it increases the level of your current skills.
Stat points can be bought, to a maximum of 100 times, which grants 2 stat points who can be used
anywhere on ur character, it is permanent and there is, for now, no way to reset skill points.

Honor Tokens :

Honor Token is a currency obtained by clearing dungeons, slaying zone boss, upgrading battlefront
or obtained as a reward from certain quests. They are to be exchanged at the innkeeper for items.

Innkeeper :

The innkeeper exchange honor tokens for items of your tier or a tier higher (but more expensive).
There are 3 possibles type of items (2 for weapons) excluding neck & finger.

Weapon (Caster): Cooldown Rate (Heavy), Spell Damage (Medium/Light)


Weapon (Melee): Attack Damage % (Heavy), Attack Speed (Medium/Light)
Weapon (Ranged): Attack Speed (Heavy), Attack Damage (Medium/Light)

Head : Armor (Heavy), Life regeneration (Medium), Energy regeneration (Light)


Chest : Physical Damage Reduction (Heavy), Life (Medium), Energy (Light)
Legs: Armor (Heavy), Movement speed (Medium), Spell Damage Reduction (Light)
Feet: % Life (Heavy), Armor (Medium), Cooldown Rate (Light)
Hands : Attack Damage (Heavy), Attack Speed (Medium), Spell Damage (Light)

Fingers & Neck : The first stat can be any roll, just keep generating to have the interesting stat you
want.

Banker : The Bank system is shared between characters, you have 1 tab at the beginning and you
can purchase up to 5 tabs. Each tab can store up to 24 items.

Guild :

There are three possible guilds, warrior, mystic and rangers, you can choose your own guild after
doing the Cenarius quest. The choice is definitive, so pick carefully, here are the buffs each guild
grant, each tier are unlocked by doing quest guilds, in order they grant you:

Warrior : 10% HP/ 6 armor/10% Crowd Control duration reduction


Mystic : 10% Energy Regen/10% Cooldown Rate/15% Spell Damage
Ranger : 10% Move speed/10% Physical Damage/10% Attack Speed

Tips & Tricks :

Playing with a party makes it way easier to exp and less boring, so bring your friends!

Having potions will make you unable to rest, so tread lightly with the potions as sometime, only rest
is needed.
Watch out for the location you choose to rest in. Be sure the area is cleaned of mobs, otherwise you
might have some bad surprises if they were to hit you.

Better tier item doesn't better item. For instance, if you have a tier 9 legendary gloves with spell
damage on roll 4th and 5th, it's not going to be better than a tier 5 epic gloves with 3 spell damage
rolls. (Assuming you're only looking for spell damage)

It is important to have some resist in your stats or your gear when trying to do heroic, legendary
dungeons or the purgatory.

Balance your stats, it might be fun playing a High Sorceress with only spell damage, but some
fights are supposed to be long, if you were to be out of mana after only a rotation of spells, it means
that you're almost a burden afterwards. Each class has their perks and downfalls, for example High
Sorceress has a high amount of solo damage but they don't have any sort of CC to help the team.

As said before, it is important to have some balances in your stats, having only damage makes you
very vulnerable for some mobs, as such it is important to run some damage mitigation of any sorts
in your build. Spell damage reduction legs, Life on Chest/Feets or Armor on Head/Feets might
come handy for it.

TELEPORTERS
There are currently 5 teleportable locations, World's End Keep, Highlands, Cesspool, Mountain
Pass and Cross Roads, the four last are unlocked with their quest.

DUNGEONS
There are currently 4 dungeons and a special dungeon (Purgatory), commonly refered as
D1/D2/D3/D4

Secret Grotto (D1) : Located in the Arid Hills (Top right of the map)
Troll's Forest (D2) : Located in the Troll's Forest (Bottom left of the map)
Tainted Shore (D3) : Located in the Coast (Right of the map)
Ancient Cave (D4) : Located in the Ancient Forest (Bottom mid of the map)

There are 3 difficulties for each dungeon. Normal, Heroic and Legendary, the last two are unlocked
when your character reach level 36.

Once a dungeon is created, only the party members present in the creation can join in. Each member
adds in an extra 10% HP to every mobs and they grant an extra 10% gold when slained. If a party
member were to die while fighting a mob, the mob heals for 10% of his health pool.

Boss are not tauntable, they have their own tactic to defeat. Thus, it is important to have resist on
either your stats or either your gear to not be killed over and over.
On normal difficulty, the dungeon reset after 5 min if no party member are within the dungeon.

Heroic and Legendary Dungeons are harder than usual dungeons, the mobs have a higher level, thus
they drop better items. Upon completion, more honor token are granted than usual. In those
difficulty, the dungeon don't reset even if no party members are within.

Purgatory Cave :

Endless waves are coming in from 5 differents spots, the waves composition is random, but they are
made of the following:

Toxic Sludge : Slows the attacked ennemy (8?)


Ghouls : Greater stats (6)
Zombies : Cannot be killed by physical damage (19/20?)
Essence of Hate : Have a chance of jumping on their attacker if they receive physical damage (6)
Mage Skeleton : Can cast frost bolt (9?)
Archer Skeleton : Increase their attack speed but takes more damage
Arachnids : Inspire aura, nearby allies have greater attack speed (3 webweavers)
Skeleton Behemoths : Have a cleave attack (3)

They might get random buffs, affecting the wave composition.

Tiny : The units are moving faster, they have less health but there are more (5 webweavers / 15
sludges / 5 behemoths / ? )
Giant : Less units are spawning, but the units are bigger, have most health points, armor and
damage. (1 Arachnid / 2 Essence of Hate / 3 Mage Skeleton / 2 Ghouls / 1 Behemoth / 6 zombies? /
3 Archers / 4 warrior skeleton / ?)

Once you're dead, you cannot re-enter the purgatory cavern, when all party members died, the
purgatory ends and you receive honor token & items selection based on the current wave.

CLASSES
Currently there is in total 12 possible end characters (expected to be 15 when the game is finished).
Here are the classes with the path to take.

It is going to be updated soon, I'm currently trying to find a way to create a clean binary tree.

Peasant (Melee) -> Militia -> Brigand/Footman


Bandit -> Runner -> Assassin (-> Warden)/Admiral (-> Sword Master)
Footman -> Captain -> Spellbreaker (-> Paladin)/Berserker (-> Brawler)

Peasant (Ranged) -> Brigand -> Archer/Shaman


Archer -> Elite Archer -> Riflemen (-> Mortar Team)/Harpy (-> Dragonhawk Rider)
Shaman -> Summoner -> Runner (-> Huntress)/Shade (-> Banshee)

Peasant (Caster) -> Acolyte -> Sorceress/Adept


Sorceress -> Warlock -> Dark Mage (-> High Sorceress)/Vengeance (-> Avatar)
Adept -> Druid -> Battlemage (-> Archmage)/Priest (-> Holy Mage)

Following is a quick description of what each characters do, and bring to a party:

SPELLS REFERENCED ARE LEVEL 18 SPELLS

Archmage :

Concentration Aura : Allies within 4 range of Archmage gains 28% Cooldown Rate (20 Energy per
sec)
Conversion : Converts 8% of damage taken and dealt into energy for 8 seconds (10% Energy, 24
seconds CD)
Desecrated Ground : Deals 72.5 damage every .5 seconds in a 1.9 seconds for 6 seconds (198
Energy, 20 seconds CD, 3 range)
Energy Attacks : While above 80% health, deals 45% additionnal physical damage
Hailstorm : Ennemies within a 2.5 radius are slowed by 33%, gives a 29% chance to deal 50%
increased damage and stun them for 2.1 seconds, last for 11 seconds (346 Energy, 27 seconds CD, 3
range)
Inner Fire : Buff an ally, increasing their physical damage by 31% and their armor by 23 for 12.5
seconds (213 Energy, 12 seconds CD, 3 range)
Life Drain : Deals 207 spell damage every second and leech 86% of the damage as life for 4
seconds (210 Energy, 25 seconds CD, 2 range)
Slow Time : Slows ennemies by 28.6% within 2 radius for 6 seconds (247 Energy, 28 seconds CD,
3 range)

Avatar : An all-rounded character, it has decent survivability with it's heals, cloak of flames or
evasion bonus, it can deals area damage with it's lightning ball or solo damage with it's frost bolt. It
even brings some crowd control with his gravity bomb or his blink smash.

Blink Smash : Blink to an enemy, dealing 479 spell damage and stunning for 3.8 seconds all
ennemies within a 0.8 radius (218 Energy, 24 seconds CD, 3 range)
Cloak of Flames : Reduce physical damage taken by 38% and fires a fireball to the attacker, dealing
103 spell damage but costs 23 energy. (3.7 Energy per sec)
Frostbolt : Deals 631 spell damage to an ennemy and slow them by 25% for 4 seconds (119 Energy,
11 seconds CD, 3 range)
Gravity Bomb : Create a gravity well, pulling ennemies within a 2 radius toward the center of it,
then blows up after 4 seconds, dealing 619 spell damage (254 Energy, 30 seconds CD, 3 range)
Lightning Ball : Launches a bolt toward a location, it deals 97 spell damage every .25 seconds to
ennemies within 1.1 radius (194 Energy, 18 seconds CD, 3 range)
Magic Enhanced Attacks : Deals an additionnal 187 spell damage per attack (18 Energy per hit)
Phase Shift : Has 39% dodge for 6.8 seconds (232 Energy, 35 seconds CD, melee range)
Terraptus : Heals for 10% HP (10% Energy, 32 seconds CD, melee range)
Spell Leech : Leeches 15% life back from the spell damage dealt

Banshee :

Bloodlust : Increase Banshee's attack speed by 28%, 25% Cooldown Rate and 20% physical leech
for 9.8 seconds (182 Energy, 18 seconds CD, melee range)
Choking Fog : Release a poisonous fog in a 2 radius within the banshee, ennemies affected has their
speed reduced by 5% and their damage reduced by 3%, stacking 10 times (10% Energy, 28 seconds
CD, melee range)
Critical Energy Strikes : Has 20% chance to deals 50% extra physical damage and restore 10 energy
Fear Ward : Summons a ward lasting for 7.5 seconds, ennemies within 1.5 range of the ward will
flee and takes 33.6% increased damage for 2.2 seconds (228 Energy, 50 seconds CD, 2 range)
Force Push : Pushes an ennemy, dealing 454 spell damage and knocking them back for 2.4 seconds
(154 Energy, 20 seconds CD, melee range)
Jynx : Curse an ennemy, the cursed foe has a 53% chance of attacking himself at each attack for 8.8
seconds (211 Energy, 28 seconds CD, 2 range)
Mend : Heals a friendly unit for 212 health points every second for 9 seconds (242 Energy, 28
seconds CD, 1 range)
Soul Shift : Blink to a nearby area, deals 385 in a 1 radius in area where the Banshee was before
blinking and after blinking (160 Energy, 10 seconds CD, 2 range)
Sprites : Summons 5 sprites which attacks nearby ennemies for 192 physical damage every 2.5
seconds, last for 14 seconds (214 Energy, 25 seconds CD, melee range)

Brawler :

Blood Drinker Aura : Grants 8.5% life leech to allies in a 2.5 radius. (11 Energy per sec)
Blood Rage : Gains 29% lifesteal, 24% maximum life and 46 life regeneration but decrease
cooldown rates are decreased by 50% for 10 seconds (272 Energy, 20 seconds CD, melee range)
Charge : Knockbacks and deals 273 damage to everyone in his charge way (164 Energy, 12 seconds
CD, 3 range)
Powerful Strike : Deals 641 spell damage and stuns for 2 seconds (118 Energy, 7 seconds CD,
melee range)
Rally Cry : Increases life regeneration by 82.5, energy regeneration by 27 and damage type by
23.8% in a 1.5 radius for 10.6 seconds (453 Energy, 29 seconds CD, melee range)
Shoulder Ram : Rams a group of ennemies, dealing 561 spell damage near the target, knocking
them far back and stunning them for 2.28 seconds (104 Energy, 16 seconds CD, melee range)
Taunt : Forces up to 12 ennemy to attack the Brawler for 5.8 seconds in a 3 radius, each unit
affected grants 58 life regeneration to the brawler (187 Energy, 14 seconds CD, melee range)
Terrify : Reduce nearby ennemies damage by 30% for 5 seconds (10% Energy, 16 seconds CD,
melee range)
Thick Skin : Has 15% to block attacks and deals 50 physical damage

Dragonhawk Rider :

Claw Frenzy : Dragonhawk Rider becomes melee and gains 48% attack speed and damage for 11.8
seconds (313 Energy, 40 seconds CD, melee range)
Cyclone : Deals 134 damage per second and reduces ennemy accuracy by 29% in a 1.5 radius, last
for 5 seconds (182 Energy, 26 seconds CD, 4 range)
Decoy : Lays a decoy which draws ennemy attention until it is destroyed or lasts for 12 seconds
(10% Energy, 23 seconds CD, melee range)
Dirty Strikes : 30% chance to blind on attack, reducing accuracy by 30% for 4 seconds.
Fire Arrow : Deals 142 additionnal spell damage per attack (14 Energy per attack)
Fly : Dragonhawk Rider 68% less physical damage, deals 25.9% physical damage, moves 20%
faster and has 56.8% improved cooldown rate for 4.8 seconds (175 Energy, 22 seconds CD, melee
range)
Impale : Snare an enemy for 4.8 seconds and deals 524 spell damage (164 Energy, 15 seconds CD,
4 range)
Mark : Mark a target, the target has a 20% chance to take 129% additionnal physical damage and
deals 15% less attack damage for 8.8 seconds (182 Energy, 18 seconds CD, 4 range)
High Sorceress : A full spell damage oriented class, their character has an insanely high amount of
burst damage potential but her high energy cost abilities will make her run out of energy rather
quickly if not careful.

Conflagration : Cause an enemy to burn, deals 83 spell damage every second in a .5 radius around
the unit for 7 seconds (227 Energy, 21 seconds CD, 2 range)
Cloak of Flames : Reduce physical damage taken by 13% and fires a fireball to the attacker, dealing
117 spell damage but costs 23 energy. Also increases High Sorceress spell damage by 15% (3.7
Energy per sec)
Death Touch : Deals 1158 spell damage and increases by 25% spell damage taken to an ennemy. If
it were to survive, it becomes enraged, gaining 30% increased damage for 6 seconds. (300 Energy,
35 seconds CD, 2 range)
Empower : Reduces High Sorceress physical damage by 12% but increase her spell damage by 57%
and spell damage reduction by 24% for 7.6 seconds (214 Energy, 28 seconds CD, melee range)
Frostbolt : Deals 631 spell damage to an ennemy and slow them by 25% for 4 seconds (119 Energy,
11 seconds CD, 3 range)
Invisibility : High Sorceress becomes invisible for 4 seconds, reducing her movement speed by
25%. Cannot attack. (10% Energy, 26 seconds CD, melee range)
Lightning Ball : Launches a bolt toward a location, it deals 116 spell damage every .25 seconds to
ennemies within .6 radius (194 Energy, 15 seconds CD, 3 range)
Meteor Storm : In a 3 radius, deals 122.3 spell damage every .5 seconds within a .6 radius for 7
seconds (288 Energy, 32 seconds CD, 2 range)
Spell Critical Strikes : 25% chance to deal extra 75% spell damage

Holy Mage :

Blinding Bomb : Causes 50% ennemy attacks (spells included) to miss in a 1 radius for 5 seconds
(10% Energy, 23 seconds CD, 2 range)
Divine Shield : Make an ally invulnerable for 3 seconds (290 Energy, 35 seconds CD, 2 range)
Healing Aura : Nearby friendly units are healed for 60% more in a 1.7 radius
Holy Attacks : Instead of attacking ennemies, you attack your allies and heal them for 177 hp by
doing so, each attack cost 22 energy
Holy Fire : Deals 83.1 spell damage every .5 seconds in a 1.3 radius for 6 seconds (200 Energy, 21
seconds CD, 2 range)
Holy Light : Restore 1180 HP to an ally (312 Energy, 32 seconds CD, 2 range)
Inner Fire : Buff an ally, increasing their physical damage by 24% and their armor by 28 for 15.3
seconds (213 Energy, 14 seconds CD, 3 range)
Rejuvenate : Restore 256 HP every seconds and increase healing taken by 43% for 6 seconds (218
Energy, 30 seconds CD, 3 range)
Smite : Deals 1183 spell damage and stun for 5.3 seconds (218 Energy, 30 seconds CD, 3 range)

Huntress : She is a versatile character that can be used either as solo, or as support. She can
summon a pet with up to 14k HP & 50 armor when fully stacked. She brings some area damage,
crowd control and a heal to a party.

Bear Trap : Lays a trap on the ground which triggers when an ennemy is close enough, dealing them
736 spell damage and snaring them for 6.1 seconds, the trap last for 13.6 seconds (164 Energy, 20
seconds CD, melee range)
Bloodlust : Increase neaby allies attack speed by 33% and grants them 20% physical damage leech
for 9.8 seconds (188 Energy, 22 seconds CD, melee range)
Companion Aura : Increases nearby allies damage by 33% within a 3.5 range, but decreases your
own damage by 23.8% (15.5 Energy per sec)
Deflect : 15% chance to dodge ranged attacks and deals the damage back at the ennemy
Kick : Knockbacks an ennemy, dealing 621 spell damage and stunning them for 2.9 seconds (141
Energy, 14 seconds CD, melee range)
Leap : Leap to a location, dealing 552 bonus physical damage in a 0.7 radius on the area landed
(155 Energy, 21 seconds CD, 2 range)
Summon Pet : Summons a bear (510 Energy, 80 seconds CD, melee range)
Pet skills :
Offensive Stance :Has 20% chance to crit for 200% + 100 bonus physical damage and knockback
the target
Defensive Stance : Reduce by 20% move & attack speed, but gains 25% damage reduction and
attack priority

Mortar Team : A full physical damage oriented class, they have very little crowd control but their
steady and high DPS makes up for it. They can upgrade their own DPS for a few second with their
rapid reload or improve the party physical DPS with their mark.

Binoculars : Increase sight range by 2 and attack range by 1 but has 20% decreased movespeed for
8 seconds (10% Energy, 26 seconds CD, melee range)
Concussion Shell : Deals 647 spell damage to all nearby ennemies in a location, knocking them
back and stunning them for 1.72 seconds (178 Energy, 21 seconds CD, 3 range)
Fire Arrow : Deals an additionnal 133 spell damage per attack in a small area (14 Energy per attack)
Headshot : Deals 137 bonus physical damage and scores a critical strike for 240% extra physical
damage (212 Energy, 27 seconds CD, 3 range)
Impale : Snare an enemy for 4.8 seconds and deals 524 spell damage (164 Energy, 15 seconds CD,
4 range)
Mark : Mark a target, the target has a 20% chance to take 144% additionnal physical damage for 6.8
seconds (197 Energy, 18 seconds CD, 4 range)
Rapid Reload : The Mortar Team loose 25% accuracy but gains 66% attack speed for 6 seconds.
(172 Energy, 24 seconds CD, melee range)
Spitfire : Blasts 33 rounds in a small area within the target, each round deals 80 spell damage in a .5
radius (254 Energy, 22 seconds CD, 4 range)
Tunnel Vision : Increases 0.5% attack speed per second (stacks 30 times). Taking any damage will
remove the buff

Paladin : A well rounded support-tank, although he misses damage, his utility makes up for it. He
can heal his party and with his rally cry, he can improve his party energy regen and their damage.

Absorb Damage : Has a 15% chance to block incoming damage and restores 2% of his max health
Blinding Lance : Launches a bolt of light, dealing 602 spell damage to each ennemy going through
and makes them miss 48% of their attacks and spells for 5 seconds (174 Energy, 18 seconds CD, 2
range)
Avatar : The paladin loose 20% movement speed but gains 29% increased damage, 24% damage
reduction and 29% maximum health for 16.8 seconds (377 Energy, 50 seconds CD, melee range)
Lay of Hands : Heals nearby allies in a 2 radius for 708.5 HP over 3 seconds, for each units healed,
the Paladin heals for 408.6 HP. (348 Energy, 28 seconds CD, melee range)
Rally Cry : Increases life regeneration by 79 energy regeneration by 27 and damage type by 18.8%
in a 5 radius for 12.6 seconds (444 Energy, 25 seconds CD, melee range)
Shell : Block all ennemy spell damage for 5 seconds (10% Energy, 22 second CD, melee range)
Shielding Strikes : Reduces the Paladin attack damage by 32% but each attack reduces the damage
of the target by 6.6%, stacking 5 times, lasts for 4 seconds
Shield Slam : Knocks back nearby ennemies, dealing 502 spell damage and stunning them for 2.9
seconds (141 Energy, 15 seconds CD, melee range)
Taunt : Forces up to 12 ennemy to attack the Paladin for 5.8 seconds in a 4 radius, each unit affected
grants 62 life regeneration to the brawler (187 Energy, 11 seconds CD, melee range)
Sword Master :

Call Out : Mark an enemy, the enemy marked receive 150% extra damage from the Sword Master
and misses 30% of their attacks to him, last for 6 seconds (10% Energy, 26 seconds CD, 2 range)
Critical Energy Strikes : 10% chance to deal 100% extra physical damage and restore 13 energy
Defensive Stance : Reduce Sword Master damage by 60%, cooldown rates and movement speed by
20%. While active, he regenerates 6.5 energy per sec and counter nearby ennemies attacks for 808
physical damage (10 Energy, 6 seconds CD, melee range)
Frenzy : Increases move and attack speed by 53% but takes 10% extra damage for 7.8 seconds (164
Energy, 14 seconds CD, melee range)
Powerful Strike : Deals 641 spell damage and stuns for 2 seconds (118 Energy, 5 seconds CD,
melee range)
Throw Sword : Throw a sword, dealing 136 bonus physical damage and 190% physical damage.
The enemy is knockback and stunned for 1.5 seconds. Cannot attack for 1.5 seconds (117 Energy,
13 seconds CD, 2 range)
Shield Slam : Knocks back nearby ennemies, dealing 583 spell damage and stunning them for 1.9
seconds (141 Energy, 14 seconds CD, melee range)
Shockwave : Deals 485 damage to each ennemies in the blast (164 Energy, 8 seconds CD, 2 range)
Slice and dice : Strikes 8 times an enemy, dealing 77 bonus physical damage per hit but dealing
23% reduced damage (120 Energy, 19 seconds CD, melee range)

Warden :

Critical Poisons Strikes : 10% chance to deal 100% extra physical damage and poison the target,
dealing 22 spell damage per sec for 3 seconds
Disarm : Disable an ennemy spells & attacks for 4 seconds (10% Energy, 26 seconds CD, melee
range)
Feign Death : Loose aggros of nearby ennemies, while "dead" gains 104.05% increased cooldown
rate, any damage will cancel the effect, last for 2.9 seconds (220 Energy, 33 seconds CD, melee
range)
Frenzy : Increases move and attack speed by 53% but takes 10% extra damage for 7.8 seconds (164
Energy, 10 seconds CD, melee range)
Hamstring : Slows an enemy by 63% and deals 61.3 spell damage every .5 seconds for 6 seconds
(140 Energy, 16 seconds CD, melee)
Powerful Strike : Deals 801 spell damage and stuns for 0.4 seconds (118 Energy, 7 seconds CD,
melee range)
Shadow Steps : Dashes to an enemy, dealing them 455 spell damage and increasing 33.8% physical
damage taken for 4 seconds (146 Energy, 16 seconds CD, 3 range)
String of Daggers : Deals 613.8 spell damage in a 1.5 radius around the Warden. (146 Energy, 6
seconds CD, melee range)
Windwalk : Warden becomes invisible, increasing movement speed by 48%, attacking deals 430.2%
increased damage but breaks the stealth, last for 6.3 seconds (228 Energy, 18 seconds CD, melee
range)
TWILIGHT ITEMS
Twilight Items are considered the actual endgame although there is a small chance a mob might
drop one. They are items with a special effect and have 4 stats rolls. (Thanks Abritskil,
ShadowThunde and Zero)

%25 chance to deal %100 spell dmg


%20 chance to deal %100 extra physical damage
%30 increased health regeneration
%30 increased energy regeneration
Aura: %7 increased damage in a radius of 4
Aura: %6 attack and move speed in a radius of 4
Aura: %6 physical damage reduciton in a radius of 4
%1.5 of spell damage is leeched back as energy
%1 of physical damage is leeched back as energy
%6 of spell damage is leeched back as life
%5 of physical damage is leeched back as life
%12 chance to dodge all damage 3 increased sight radius
%50 duration of friendly buffs on this unit (non-stacking)
%10 chance on spell damage to remove an enemy's buff
%40 additional damage to bosses
%20 chance to kill an enemy below %10
%25 increased healing taken %20 increased healing done
%10 chance on attack to stun for 0.5
%40 stun/slow reduction (non-stacking)
3 increased sight radius

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