Runes of Power fuse to the Self. Arc Warden gains +1.5 all attributes permanently whenever Arc Warden or the Tempest Double activates a Power Rune.
Arc Warden
Description, attributes and patch history, in one place.
Creates a copy of himself to split push
A splintered fragment of the same primordial power as the Ancients themselves, Zet the Arc Warden has pledged to see the clash between Radiant and Dire finally end. Assault lone enemies with fluxing energy, or distort space to generate a protective field around allies. Summon a Spark Wraith to patrol an area for enemies to infuse with harmful magic, then create a double of Zet, items and all, to overwhelm your foes.
Lore
Before the beginning of all, there existed a presence: a primordial mind, infinite, awesome, and set to inscrutable purpose. As the universe thundered into being, this mind was fragmented and scattered. Two among its greater fragments--who would come to be named Radiant and Dire--found themselves locked in vicious opposition, and began twisting all of creation to serve their conflict. As war and cataclysm threatened the nascent cosmos, the will of a third fragment made itself known. Naming itself Zet, this intellect sought to resolve the disharmony and return all to perfect unity. Appalled by its kin's conflicting nature, Zet gathered the sum of its power. In a sudden flash, it overwhelmed its siblings, and fused the warring aspects into a stellar sphere before hurling them into the darkness to orbit a nondescript world. Harmony was restored, though only the barest fraction of Zet's strength remained. Setting its gaze on the prison, Zet chose to use its weakened power to serve as watchful warden until time's end. For uncounted aeons, this vigil stood. Life flourished upon the world below, oblivious to the dangers imprisoned within the softly glowing moon, or of Zet's struggles to contain them. As the captives' eternal clash reverberated within, the surface of the prison shuddered, over time beginning to crack. Ultimately, Zet's depleted power proved insufficient to contain the breach, and at last the moon was shattered. The prison's ancient inhabitants had escaped to sow their conflict anew. Flung to the farthest reaches by the prison's explosion, Zet was transformed by the dissonant energies of its former captives. No longer of single form and thought, its presence had become split among many--some lesser, some greater--each connected by a fleeting arc of consciousness. Struggling to suppress its own disunity, Zet sped toward the burgeoning conflict of its siblings, bending its fractured wills toward a singular conclusion: the aspects of the primordial mind must be made to reunite, or all must be destroyed lest the conflict spread further...
- Health
- 560
- Mana
- 363
- Health regeneration
- 2.25
- Mana regeneration
- 1.2
- Min attack damage
- 23
- Max attack damage
- 29
- Armor
- 3.67
- Magic resistance
- 25%
- Movement speed
- 300
- Attack range
- 625
- Base attack time
- 1.7
- Projectile speed
- 900
- Turn rate
- 0.7
- Day vision
- 1,800
- Night vision
- 800
Innate ability
Abilities 4
Infuses a lone enemy unit with swirling, volatile energy, dealing damage over time and slowing the target. The damage is not applied if another enemy unit is near the target.
Detailed attributes
- Cooldown (s)
- 16
- Mana cost
- 75
- Cast range
- 625 / 700 / 775 / 850
- Cast point (s)
- 0.3
- DURATION
- 6
- ALLY SEARCH RADIUS
- 225
- DAMAGE PER SECOND
- 15 / 30 / 45 / 60
- MOVEMENT SPEED SLOW
- 20 / 25 / 30 / 35%
Aghanim’s Scepter
Flux silences when the target is alone, deals more damage, and lasts longer.
Arc Warden generates a circular distortion field of magnetic energy. The Magnetic Field grants bonus attack speed and protects allied units within it by evading attacks coming from outside the field. The Magnetic Field pulls runes, and runes inside Magnetic Field automatically activate.
Detailed attributes
- Cooldown (s)
- 20 / 19 / 18 / 17
- Mana cost
- 60 / 70 / 80 / 90
- Cast range
- 900
- Cast point (s)
- 0.3
- RADIUS
- 300
- DURATION
- 4 / 5 / 6 / 7
- ATTACK SPEED BONUS
- 30 / 60 / 90 / 120
- EVASION BONUS
- 100%
- RUNE PULL FORCE
- 100
- RUNE PULL RADIUS
- 800 / 1,200 / 1,600 / 2,000
Summons a Spark Wraith that slowly materializes and patrols a targeted area until an enemy comes within its range. Once a target has been found the wraith fuses with them, dealing magical damage and slowing the unit.
Detailed attributes
- Cooldown (s)
- 4
- Mana cost
- 80
- Cast range
- 2,000
- Cast point (s)
- 0.3
- SEARCH RADIUS
- 375
- DURATION
- 16
- MOVEMENT SLOW
- 100%
- ACTIVATION DELAY
- 1.5
- DAMAGE
- 100 / 170 / 240 / 310
- WRAITH SPEED
- 550
- SLOW DURATION
- 0.7 / 0.8 / 0.9 / 1
- Spark Wraiths can not be disjointed.
Briefly refocusing its fractured elements into a single form, the Arc Warden is able to create a perfect electrical duplication of itself. The duplicate can use all of Arc Warden's current items and spells, except most consumables and items that drop on death. The duplicate has separate item and ability cooldowns. The Tempest Double loses its sense of self and fractures over time, becoming slower and less accurate.
Detailed attributes
- Cooldown (s)
- 60 / 55 / 50
- Cast range
- 700
- Cast point (s)
- 0.15
- BOUNTY
- 70
- DURATION
- 18 / 21 / 24
- MAX MISS CHANCE
- 35%
- MAX SELF SLOW
- 35%
Aghanim’s Shard
The Tempest Double is infused with the bonuses of Arcane, Invisibility, and Haste Runes for 12s when created. Does not trigger Runic Infusion.
- Tempest Double and Refresher Orb cannot be used by the duplicate.
Talent tree
Change history
25 recordsLevel 20 Talent Magnetic Field Cooldown Reduction decreased from 5s to 4s
Level 20 Talent +200 Spark Wraith Damage replaced with +30s Spark Wraith Duration
Level 25 Talent +30s Spark Wraith Duration replaced with +240 Spark Wraith Damage
Level 25 Talent Runic Infusion All Attributes Bonus decreased from +1.5 to +1
