My Enemys Keeper

Dungeon Keeper
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But alas, time was one thing she had too little of—that and light. An older man with long, gray-streaked hair and piercing gray eyes waited beside her. The stone bungalow, their most recent of many hiding places, boasted the barest of furnishings: the table, stool, cot—and a plain wooden chest, its key held tightly in his fist.

A sudden thump sounded at the door, startling them both. She quickly tucked it back into place and wrote faster. Ivanore finished the document and handed it to Zyll unbound. Turning to the chest, he carefully laid the pages inside. Zyll reluctantly folded his fingers around the cool stone. He closed the lid and locked it. The pounding at the door grew more insistent.

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Whoever stood outside was using their full weight against it in an effort to break through. Ivanore allowed herself a quick glance at the chest, offering the briefest of prayers that the gods would keep it safe until her return. A loud crash of splintering wood resounded through the bungalow.

Their visitors had finally broken in. Grateful for the trousers she now wore instead of her usual cumbersome skirts, Ivanore clambered onto a stool and through a narrow window, lowering herself as quietly as possible to the ground outside. Once Zyll had done the same, they stole away across the rocky field.

The talent's bonus is added after the scaling damage is calculated. This means it can deal a minimum of 30 damage and heal for a minimum of 30 health. This also means that the maximum damage and heal are reached after 1. Checks the current daytime upon releasing the wave. Cannot heal during the nights caused by Darkness and Eclipse. Cannot heal invulnerable allies or couriers. During the channeling , the spell spawns vision fields in a line in front of Ezalor.

The vision fields provide range flying vision and last for The first vision field spawns range in front of Ezalor. The following ones spawn range away from the previous vision fields. The vision fields are spawned in 0. When the channeling gets canceled, it stops spawning vision fields. This does not affect the travel distance of the wave. Release Illuminate Play Q. Release the channel early.

Dungeon Keeper

Replaces Illuminate until the channeling ends. Interrupts Keeper of the Light's channeling spells upon cast. Mana Leak Play W. Weakens an enemy's magical essence, causing them to lose mana as they move.

by Carol Matas

If the enemy loses all of its mana, it will be stunned. Does not leak mana and does not attempt to stun if debuff was placed before spell immunity and when not dispelled. Dispellable with any dispel. Dispellable with strong dispels.

Ezalor disrupts Primordial harmony, draining magical energy from those with poor constitution. Checks the target's current position once upon cast and then in 0. On each check, it compares the target's current position with its position on the last check and reduces its mana based on the distance between the positions. Does not reduce mana when the distance between two positions is greater than So a unit needs to move at more than speed, or blink a distance greater than to not lose mana.

Does not reduce mana on invulnerable units. We arrived at our destination and trudged through the snow about a quarter of a mile to a little bowel area we favored as a good hiding place. We hunkered down and lured in our unsuspecting prey. Audio migration in progress. From Dota 2 Wiki. Jump to: navigation , search.

Old Abilities. Known Bugs. Ezalor, the Keeper of the Light.

Dungeon Keeper overview

They might be right, I can't quite recall. Lore :.

Upon a pale horse he rides, this spark of endless suns, this Keeper of the Light. Ezalor long ago escaped the Fundamental plane, separating from the other ancient forces to which he was bound within the great Primordial harmony. He is a power grown sentient in the dawn of the universe, and now rides forth in all planes at once, one step ahead of pursuing chaos, bearing his gift with him at the end of a radiant staff.

His majestic truth lies hidden beneath the outward appearance of a slightly doddering old man who barely stays in the saddle. However, when faced with the challenge of chaos, or the forces of darkness, his primordial light bursts forth, and his full power is revealed, transforming him once again into a force to be reckoned with.

Nolan North Responses. Damage Magical. Channels light energy, building power the longer it's channeled. Once released, a wave is sent forth that deals damage and gives vision in its path. The longer it is channeled, the more damage is dealt.

Cast Animation : 0. Cast Range : Travel Distance : Allows Illuminate to heal allies during the day for the same amount as its damage values, and causes Illuminate to not require channeling. Damage on enemies is blocked. Heal on allies is not. Illuminate: Undispellable. Spirit Form: Undispellable. Ezalor's hidden light reveals itself in marvelous fashion. Notes: The wave travels at a speed of , taking 1. The Damage and heal increase by 1 for every 0. The talent's bonus is added after the scaling damage is calculated.

This means it can deal a minimum of 30 damage and heal for a minimum of 30 health. This also means that the maximum damage and heal are reached after 1. Checks the current daytime upon releasing the wave. Cannot heal during the nights caused by Dark Ascension and Eclipse. Cannot heal invulnerable allies or couriers. During the channeling , the spell spawns vision fields in a line in front of Ezalor. The vision fields provide range flying vision and last for The first vision field spawns range in front of Ezalor.

The following ones spawn range away from the previous vision fields. The vision fields are spawned in 0. When the channeling gets canceled, it stops spawning vision fields.