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    AoS 7 Beta Changelog

    For their price, those items gave far too much and took away from other early game items. Consider this in the context of recent changes such as: 1- The new consumables added and the tweaks to existing consumables that offer lenient health and energy regen in lane. 2- Lifesteal of Machete repurposed for Hunter's Hatchet and Hunter's Knife. 3- Attributes giving more per point than before. 4- Sanctums offering near lane high regen. 5- STR heroes meta was in part due to their ability to mitigate physical and spell damage early. Buckler did not help. For their price, the items are still giving a ton of value. Changes are not final anyway.

    Changelog v2.28-2.29

    Lifetech (Health + Spell Armor) - Debuff Immunity for 1.5s every 75s - Passive. Parallax (Attributes) - Debuff Immunity for 3s every 25 seconds - Passive. Tetragrammaton (Primary Attribute + Weapon Damage) - Debuff (Spell) Immunity for 6s every 90s - Active. Eternal Drive (Energy + Armor) - Debuff Immunity for 3s every 60s - Active. All heroes may need debuff immunity, but not all heroes should be forced to buy Parallax singularly for this. Previously, Parallax had a monopoly of sorts on this effect, and it still potentially gives the most debuff immunity per minute out of all 4 items. There are plenty of debuffs in AoS, some more variety to counter these seemed necessary. Different heroes will choose different items based on their circumstances and preferred builds.

    Changelog v2.28-2.29

    Correct, more or less. If Vorpal is meant to be played as an INT hero then perhaps he should become an INT hero and forego the benefits of having STR as his primary attribute. There was a trade off, and the changes were intended to make Vorpal a more well rounded STR hero - a jack of both trades Physical and Spell damage but a master of neither. He can still deal a lot of damage from the wombo combo of Q into R. I don't see the harm in changing Q to Spell Damage though, but I think it would tip the scale too much in favor of INT Vorpal again. The only problem with INT build Vorpal was IMO that he was a STR hero, but he could do INT better than many INT heroes while still retaining the perks that come from his primary attribute.

    Changelog v2.28-2.29

    The physical damage just came from switching the damage scaling and damage type of Q and E around. In the context of items like Atom Smasher and Contamination Shard working with physical damage, it also makes sense for the STR variation of Vorpal to resonate better with that damage type. The passive deals mixed damage I believe, so he could now really go either way STR or INT effectively.

    Changelog v2.28-2.29

    INT Vorpal builds were always the preferred Vorpals. The Weapon Damage scaling made little sense in his kit.
  6. The SC2 in-game help section has gone through a complete overhaul in the latest patch (v2.28) released today. AoS now includes an updated complete Beginner's guide to gameplay, as well as a glossary, and a FAQ! Whether you're a newcomer or a veteran player coming back after a long hiatus, this guide is intended for you and will hopefully prove useful in highlighting everything you need to know about AoS today! You will find a forum based variation of the in-game Help at our Guides & Strategy forum.
  7. 8.0 FAQ 8.1 Who developed AoS? AoS was first developed and launched in 2010 by EKCO. Over the years, the game has experienced different iterations helmed by groups of dedicated and talented designers and editors with the care and support of its community. 2010 - 2014: EKCO, Brax, RedHydra, L1onheart, Sidd 2014 - 2015: WhaleTits, Wrath 2015 - Present: Adamantium, MOTHER, SCV Honorable mentions: Syrus, Quidditch, InspireZ, JustSAfrican Revision, Highdrater, Sphynx 8.2 Is AoS dead? No. 8.3 Game was updated, where can I see the patch notes? Join us at our community forums at www.AeonOfStorms.com, we have a Changelogs section with a complete history of patch notes dating back years for your reference. 8.4 What are these badges next to our names on the leaderboard? The badges correspond to your current “rating”. Everyone starts with a Gold Badge or 1500 rating. Winning increases your rating, and levels up your badges. Losing or quitting games before they are done deducts from this rating, and lowers your badge level. You can view your rating at any time in-game by typing “-r”. The game also keeps track of your progression, winrate, kill/death/assist count, etc. You can view these by hovering over your name/hero on the scoreboard at the end of the game. 8.5 Does my rating matter? Other players can determine how often you play the game from your rating. Additionally, you need to have a rating of at least 800 to gain access to heroes’ second alternative skins. 8.6 I have found a bug, how do I report it? Join us at our community forums at www.AeonOfStorms.com, we have a Bug Reports section specifically for these situations. Alternatively, you can report it to one of our administrators (Green colored in-game names) or leave a message at our Discord chat server: QgfKb4J 8.7 Another player is ruining games for myself and others, what can I do? Generally and due to the limitations of the SC2 game client, we do not get involved in community disputes and leave it to the players to judiciously deal with trouble makers among themselves. Muting such griefers is always a good idea. In the rare circumstance that this player is consistently ruining games by kicking people from public lobbies, intentionally feeding, and ragequitting frequently, we ask the community to identify this player to us ingame using the “-id player number” command (e.g. ’-id 10’) and if we verify the reports (e.g. replays), we will ensure the corresponding account is autokicked from every game. 8.8 Is AoS going to become a Premium Arcade Map? No. AoS is a free to play SC2 mod for the community and will likely remain as such. Any money we accept is done purely in the context of donations at our community forums and exclusively for the purpose of website upkeep. 8.9 What are all these AoS beta maps in Arcade published by others? Which one is the real Aeon of Storms? Over the years, different beta maps popped up for the purpose of testing new features and changes. These were published by developers of their time. The arcade map simply known as “Aeon of Storms” published by “EKCO” is the only official live version of the game. 8.10 Can Zeratul get back his Chronosphere? Nope. xD
  8. 7.0 Commands 7.1 GAME -alt: Toggles a hero's first Alternative Skin -alt2: Toggles a hero's second Alternative Skin (Only available if player rating is above 800). -mm: Calls missing middle and pings mid lane. -mt: Calls missing top and pings top lane. -mb: Calls missing bottom and pings bot lane. -ma: Calls all missing and pings Map Bosses. -exp: Displays your current exp rate (exp per minute). -r: Displays your current ELO rating -cs: Displays your creep kills. -inc: Displays your current income (minerals per minute). -dps: Displays your current Damage Per Second (Damage / Attack Speed). -unstuck: Teleports the user back to base after 60 seconds. The user will be stunned for 20 seconds before the teleport occurs. Used to counteract rare bugs. -surrender: Initiates a surrender vote. Can only be called after 25 minutes or if your team has three or less players. The vote requires a majority to succeed. -fruit: Toggles a fruit head for the selected fruit index ranging from 1 to 7. -lb: Toggles leaderboard hotkey functionality. Modes are hold-to-view and tap-to-toggle. -hl: Toggles hero-lock mode. When enabled, you will be unable to deselect your hero. -kick: Votes to kick the player. For example, "-kick 1" will initiate a vote to kick player 1. Can only be initiated if certain conditions are met (e.g. Player is AFK). -id: Returns the player's handle. For example, "-id 1" will return the player handle for player 1. -help: Provides the user with a list of commands in-game. -dm: Start Draft Mode. In Draft Mode you can use the commands -b [Hero] and -p [Hero] to ban or pick heroes, respectively. All players must type -dm in order for the mode to start. J/k, we have no draft mode! xD 7.2 TEST The following commands can only be used if there is no opposing team or during Test Mode. -tm: Start Test Mode. In Test Mode you can use single player commands in a multiplayer match. All players must type -tm in order for the mode to start. -test: Spawns 3 test dummy Obelisks with 10,000 HP and EN in the Protoss base. Obelisks are heroic units. -lvl: Sets the current level of your hero or adds one level if a value is not specified. For example, '-lvl 5' to set your hero to level 5. -money: Gain 100000 minerals. -hero: Switches your hero to one specified. For example: '-hero MicroGravitus' will change your hero to Micro.Gravitus. The hero name is case specific and does not contain a space or period. -wtf: Activates WTF Mode.
  9. 6.0 Terms & Mechanics 6.1 UNIT Attributes: Refers to a hero's primary, secondary, and tertiary statistic (See 2.1) Health: Also known as Life. If it reaches zero, a unit dies. Interpretations include Max Health, Current Health, and Missing Health. Energy: Also known as Mana. Units use this mainly to cast abilities. Interpretations include Max Energy, Current Energy, and Missing Energy. Regen: Short for regeneration; Refers to the rate at which you regenerate health and/or energy. Experience: Refers to points of experience or XP. Needed to level up heroes (Max Level 18). A hero has to be within range of a dying enemy to acquire the XP. Timescale: A powerful and rare variable that affects the speed of everything about a unit (movement, attack, cooldown, cast times, effect durations, etc) Shields: Act as extra health, but unlike health, Shields take full damage. Armor/Physical Resistance: 2 variations of the same stat that mitigate weapon and physical damage. Each point of armor is 3% resistance, but they don't stack additively (e.g. 10 Armor is 27% Physical Resistance). Spell Armor/Spell Resistance: 2 variations of the same stat that mitigate spell damage. Each point of armor is 3% resistance, but they don't stack additively (e.g. 10 Spell armor is 27% Spell Resistance). Movement Speed: Determines how fast a unit moves. Can be augmented linearly with flat bonuses or with percentage based bonuses. Sight: A unit's line of sight or vision range. All heroes have a base sight range of 12u. Truesight: Vision over burrowed or cloaked units. Can be attained through certain items (e.g. Radar Kit, Truesight Wards) or abilities. Radar: Detection of units, even through the fog of war but does not grant vision over them (Radar displays hidden units as a circular exclamation mark). Unit Collision: A unit's size. The larger a unit's collision, the more difficult it is for it to move between units. Some items and abilities can remove Unit Collision temporarily, granting free unhindered movement between units. Turnrate: The time it takes for a unit to turn itself around to face another direction. 6.2 ATTACK & ABILITY Auto-Attack: Also known as Basic attack. All basic attacks deal physical damage unless modified with an item or ability. Cooldown: Time it takes for an ability to be available again after use. Can be modified with "Cooldown Reduction" stat or certain abilities. Weapon Speed: Time it takes between basic attacks. Charges: Spells that have "Charges" will recover one charge at an interval, up to its maximum amount of charges. If you have more then one charge, you can use the spell in faster succession. Activate: Refers to active abilities that are not targeted and are cast instantly upon clicking them. Passive: Refers to abilities that do not require any activation for them to take effect. Cast time: The time it takes to cast an ability. An ability will not go into effect until after its cast time has expired. Also known as casting delay. Channel: An ability that requires the caster to stop acting for the duration of the spell. May be ended when the caster takes another action or is interrupted by the enemy. Critical Strike: Causes your basic attack to deal bonus damage. Items and spells that increase critical strike damage do so in a linear manner. Critical Chance: Increases the chances of your basic attack dealing Critical Damage. Critical strike chance stacks linearly as well. Evasion: Adds a chance of dodging basic attacks, mitigating any damaging completely. Damage Types: There are 3 types of Damage; Physical Damage (mitigated only by Physical Armor/Resistance), Spell Damage (Mitigated only by Spell Armor/Resistance), and True Damage (cannot be mitigated by anything). Damage Effects: There are 3 types of Damaging Effects; Single Target Damage (deals Damage type to 1 unit at a time), AoE Damage (Deals Damage type in an Area of Effect at a time), and DoT Effect (deals Damage type over Time). Target Types: There are 3 Target Types; Target Unit (Must target a specific unit), Target Point (Must target a point on the ground, also known as Target Area), Target Direction (Target's a specified direction). Penetration: Modifies Physical or Spell Damage so that a portion of it bypasses or penetrates through any armor. A variation of True Damage. Stacks: Some abilities generate Stacks or Marks on allied or enemy units. These stacks grow in number up to a limit and can affect the efficacy of the parent ability, attack, or interact with other abilities. Proc: A "programmed random occurrence", an event or effect that is bound to occur when certain conditions are met. Amplification: Also known as damage amp; refers to amplifying damage by a specified amount. Deny: Attacking low health allied non-heroic units to deny enemies a portion of their experience and all of their mineral rewards. Dispel: Removing of an effect. Reflect: Causes a portion of damage received to be reflected back to its source or in an area. Lifesteal: Causes a percentage of physical damage dealt (after mitigation) to heal you. Also known as Life Leech. Spellvamp: Causes a percentage of spell damage dealt (after mitigation) to heal you. Also known as Spell Leech. 6.3 STATES & EFFECTS Buffs: Positive states or effects acquired through abilities, bonuses or items that benefit a unit. These are displayed as green mini-icons in the user interface. Debuffs: Negative states or effects acquired through abilities, bonuses or items that are to the detriment of a unit. These are displayed as red mini-icons in the user interface. Silence: Unit cannot cast abilities. Disarm: Unit cannot use basic attack. Healing: Health gained through everything but your basic regeneration. Healing can be amplified or reduced with certain items and abilities. Stun: Unit cannot move, cannot attack, and cannot cast abilities. Slow: Unit's Weapon and/or Movement Speed is slowed. Bleed: Unit takes damage if they move (Currently only Khyrak's Heroic passive has this). Root: Unit cannot move, but can attack and cast abilities. Also known as Snare. Block: Blocks a basic attack completely (e.g. 100% Evasion). Non-lethal: Damage that cannot kill you (Health does not go below 1). Fear: Forces a unit to run away from you. Taunt: Forces a unit to attack you or attack another unit. Debuff Immunity: Immune to any and all negative states and effects with the exception of those that can penetrate debuff immunity. Spell Immunity: Immune to any and all negative states and effects and gains 100% Spell Resistance. Disable: Temporarily stops a state or effect. Cloak: Renders a unit invisible, but they retain a shimmering visual effect especially when they move. True Cloak: Renders a unit invisible, without a shimmer effect, no unit collision and makes them immune to Radar detection. Burrow: Renders a unit invisible, without a shimmer effect, and no unit collision, but may slow a unit's movement (Unix) or hinder it completely (Terminus). Ravager's burrow ability is the exception. 6.4 GAMEPLAY Aggro: Attacking an enemy hero within range of its ally creeps or towers will cause them to focus fire you for a few seconds. Artifact: Protoss Nexus Prime or Zerg Hivemind (See 4.3) Adam Hero: A hero that is fundamentally overpowered by design. Usually stemming from the mad-genius of Adamantium. Backdoor: Attacking enemy structures while a player's own lane creeps have not reached the structure yet. Commonly shortened to simply 'bd' or 'bding'. Farming: Spending time to accumulate minerals by killing enemy creep waves or neutral camps in the jungle. Light: A category that includes lesser units (and sometimes structures) that tend to be Heroic spawns or summons. Also known as Minions. Massive: A category for large units such as Map Bosses, Siege Creep, and some Heroic spawns. First Blood: First hero kill in a match. Grants bonus minerals to the kill and his assists. Shortened to "fb". Kill Streaks: Killing enemy heroes consecutively without dying. The higher the kill streak attained by a hero, the greater the reward becomes for killing them. Kill-steal: Stealing a hero kill from an ally, often shortened to "ks" or "ksing". Last-hitting: Dealing the killing blows to non-heroic enemies to gain the mineral rewards. Juking: Escaping the enemy by using the terrain to your advantage. Diving: When one charges into tower range in hopes of killing an enemy hero with low health. Baiting: Luring an enemy into a trap that results in their death. Jungling: Spending time farming Neutral Camps, especially by a "Jungler". Item Build: The order in which you purchase items and their components. Skill Build: The order in which you level up your hero's abilities. Levi: Common name for Daggoth. Stems from Daggoth using the Zerg Leviathan model in previous versions of the game. Push: Pushing against enemy creep waves actively down a lane. Ratting: Pushing a lane while the enemy is distracted. Players who do is are known affectionately as "Rats". Zoning: Forcing an enemy to remain at a certain distance away to deprive them XP and minerals. Ward Spots: Higher ground spots on the map marked with a white circle that are ideal for placing wards. Deward: Actively attempt to remove enemy wards from an area. Gank: The act of killing an enemy hero, usually in an organized, premeditated, and coordinated fashion. Short for Gang-kill. Scan: Refers to the use of the "Boundary Scanner" consumable to scan an area for invisible enemy units. May also refer to Rancor's Satellite Scan ability. Teleport: Move to a location instantly, mainly provided by Transport Talent, Return Talent and Space Gem consumable. Game Time: Game Time runs faster than real time and is displayed above the minimap. Real time is displayed on the leaderboard (tab key).
  10. 5.0 Items 5.1 SHOP INTERFACE To open the Shop Interface, Press 'B' or Left-Click the Item Vendor. Every hero has a Recommended Item Build that is by no means the only way to play the hero, but it a suggestion on how to play the hero optimally in at the most straightforward or linear way. If you are new to the game, it is HIGHLY recommended you buy these items, in their recommended order (left to right). As you progress in your understanding of item builds and heroes, you can of course use the Shop interface to organize and save up up to 8 other builds based on your own preferences of play. Most mid to late game items are made of Components, or smaller pieces that provide a small fraction of the final items stats. On the right side of the shop panel when you first select an item you will see a list of its required components or at the bottom right corner a display of items that your selection is a component of. Each time you purchase a component the price of that item will be taken off the final price of the item. Items are organized into categories based on the stats they provide. This makes it easy to find what you are looking for. For example, if you want an item that gives you Weapon Damage you would click the "Offense" tab, then the "Weapon Dmg" sub-tab to show all items with Weapon Damage in their stats. To purchase an item, double-click its icon or hit the "Purchase Item" button while the item is selected in the panel. 5.2 ITEM VENDORS There are 4 Item Vendors on the map all of which are clearly marked with a white icon on the minimap. The 2 primary item vendors, Protoss and Zerg Item Vendors, are the buildings with a convenient floating icon above them in your base's pool area or initial spawn point. You can purchase almost all items from the vendors in your base. The 2 secondary item vendors are the Neutral Item Vendors at the far ends of the map. These "Side Shops" carry some consumables, and all of the basic components for all items. More importantly, the Side Shops sell a few unique, powerful, and expensive items. You can access and view the Side Shop items via the Side Shop tab in the shop panel anytime, but you must be near either Side Shop to purchase them. 5.3 INVENTORY Your hero can have a total of 6 items including components, potions, etc at any given time. Once you hit this limit, you will not be allowed to purchase any more items. Many items have active abilities that require you to click on them to activate them or to target their ability. Due to this it is highly recommended that you set the hotkeys for your inventory. To set the hotkeys of your inventory slots go to Options > Hotkeys > Global > Inventory > Slots 1-6. It is common in AoS to set the hotkeys for your first 3 inventory slots to Z, X, and C. 5.4 SELLING ITEMS To sell an item, right-click the item and drag it over the shop building then release. This will refund you half the original cost. 5.5 ACTIVES & UNIQUES Some items have the label [Unique] while some have the label [Active]. The label [Unique] means that the specific benefit listed alongside it will not stack with itself if you buy additional versions of this item. An [Active] label means that this item has an active ability that is gained when you activate the item by right-clicking it in the inventory. Some of these active abilities are targeted meaning that you must right-click them then select the target you want to use it on. In addition, [Unique] or [Active] labels may have a name and a number attached such as Coat of Arms' [Unique - Rally 2]. An [Active] or [Unique] with this additional label does not stack with anything of the same label, regardless whether their effects are different. This also means different ranks of the same [Active] or [Unique] on different items will not stack with each other. So [Unique - Rally 1] will not stack with [Unique - Rally 2]. More importantly, the higher the number of the unique, the higher is its priority. So in our example, [Unique - Rally 2] will not only not stack with [Unique - Rally 1], it will override and supplant its effects every time.
  11. 4.0 Buildings 4.1 TOWERS Along each of the 3 Lanes leading up to the Enemy base are 3 Towers or Cannons (Alpha, Beta, and Gamma Towers). Each tower is progressively slightly stronger than the one before it in its lane and is invulnerable to damage unless its predecessor has been destroyed. Towers deal True Damage that scales with target’ Maximum Health to Enemy Creeps, and deal additional True Damage to enemy heroes that scales with a percentage of their Maximum Health that further increases with each consecutive attack against the same target. Attacking enemy heroes in range of their towers will immediately attract the attention of that tower (‘Tower Aggro’) and forcing it to attack you until you are out of range, dead, or another enemy “aggros” it. Upon their destruction, Towers grant both the killer and the entire killer's team with a significant mineral and experience reward. 4.2 IMPERIAL SANCTUMS Imperial Sanctums are supportive structures that exist outside your stronghold in the jungle areas of the map. Each team has 2 Imperial Sanctums, one between the top and mid lane, and the other between the mid and bottom lane.  Sanctums can be activated by by left-clicking them when your hero is nearby. Upon activation, Sanctums will regenerate a significant amount of health and energy over a very short duration. This external “Serenity” ability has a separate unique cooldown of a few minutes for each player. Unlike towers, Imperial Sanctums provide very little vision and no True Sight. However they can be teleported to with the Transport Talent or Space Gem consumable. Imperial Sanctums are invulnerable until any of their team's tier 3 Gamma towers is destroyed. Upon their destruction, Sanctums grant the entire killing team with a bountiful mineral reward. Beyond being a team symbol of power, keeping your Sanctums safe and protected ensures a degree of map control for your team. 4.3 BASE STRUCTURES Suppressors Near the end of each lane, immediately adjacent to the T3 Tower are 2 structures known as Suppressors or “Rax”. You can only destroy one Suppressor at a time per lane, and destroying either enemy Suppressor supplements your team’s creep waves with a special and exceptionally strong Super Creep at its respective lane. Suppressors respawn after 9 minutes. Melee Suppressor: Destroying this Suppressor will add a Melee Super Creep (Protoss Archon, Zerg Ultralisk) to your team’s Creep Waves at that lane for as long as the enemy Melee Suppressor is down. Melee Super Creep have a melee attack and massive physical resistance. Ranged Suppressor: Destroying this Suppressor will add a Ranged Super Creep (Protoss Colossus, Zerg Ultrahost) to your team’s Creep Waves at that lane for as long as the enemy Ranged Suppressor is down. Ranged Super Creep have a ranged attack and massive spell resistance. If 3 Suppressors are down at the same time, your team’s creep waves gain a massive movement speed boost. Buffers Buffer or Filler buildings surround each team’s Core structure and their primary purpose is to act as a buffer, slowing down the march of enemy creep waves towards the Core. There are 6 Buffers (Protoss Pylons, Zerg Eggs) per base. Core The Core structure, commonly called the “Artifact” is the single most important structure in the game. Each Core structure has the capacity to defend itself with its innate powerful attack, but it can be quickly overwhelmed by waves of enemy creep if not protected by allied heroes. Destroying either the Protoss Nexus Prime or the Zerg Hivemind will end the game. 4.4 BUILDING BONUSES Backdoor Protection All structures with the exception of Sanctums gain massive damage resistance when no enemy creep are nearby. Siege Master All Towers and the Core emit the 'Siege Master’ aura in an area around them that grants Allied Heroes an Armor and Spell Armor bonus. True Sight All Towers have the ability to detect nearby cloaked and burrowed units.
  12. 3.0 Map 3.1 LANES There are three main routes to the enemy base called “Lanes”. These three lanes (Top, Middle, and Bottom) are named after their respective position on the mini-map. Each lane has its own advantages and disadvantages in terms of their proximity to Neutrals, Shops, Runes, Sanctums, or their risk of ganking and relative safety from. Middle Lane Commonly referred to as simply “Mid”, it is the shortest distance to each base and thus is the easiest lane to push against. Due to this quality, not any hero can hold the Mid lane, let alone excel at controlling it. Mid is also the lane closest to the Map Bosses and River Runes, so awareness of both at all times is critical for winning this lane. Typically Mid lane is taken by a hero that needs farm priority and solo experience to reach their full potential. Short Lane Commonly referred to as “Safe Lane” because it is the lane where your creeps meet closest to your tower. For Protoss, this is Bottom lane, and for Zerg this is Top lane. Much like its name suggests, the Safe lane allows for ‘safer’ farming and ease of escape due to the close proximity of your tower. It also forces the enemy to extend further away from their tower, making the lane hardest to push against for your enemy and giving your team ample time to intercept and gank them if they overextend. Typically Short Lane is taken by 2 heroes, one that needs farm priority and another support to zone out the enemies and ensure uninterrupted farming. Long Lane Commonly referred to as “Hard Lane”, it the opposite of the Short Lane in that your tower is the farthest from where the creeps meet in combat. For Protoss this is Top lane, and for Zerg it is the Bottom lane. Much like it’s name suggests, the Hard lane is is the hardest to push against and the riskiest to hold due to the distance to your tower. Typically Long Lane is taken by heroes that do not need farm priority and can manage the risks of overextending best, heroes that are highly durable or can escape easily for example. 3.2 PRIMARY CREEPS Primary Creeps are Non-Player Controlled units that spawn in groups or waves at your base, and after a short time begin charging down their respective lanes towards the enemy base. Each ‘creep wave’ consists of 3 Melee Creeps (Protoss Zealot, Zerg Roach) and 1 Ranged Creep (Protoss Dragoon, Zerg Locust). Every third wave spawns an additional Siege Creep (Protoss Carrier, Zerg Guardian). Melee Creeps deal reduced damage against other creep, while Ranged Creep deal bonus damage to other creep but are weaker against everything else. Siege Creep deal massive bonus damage against structures, but are weaker against everything else. Primary Creeps become stronger with each wave that spawns, increasing in health and damage as the game progresses. 3.3 NEUTRAL CREEPS Neutral Creeps are mercenary mobs of Terran units that spawn at fixed predetermined locations in the Jungle areas of the map. Like their name suggests, Neutral Creeps belong to neither faction, and will defend themselves when attacked by anyone. Neutral Creeps are far stronger than Primary Creeps, but provide more experience and minerals upon their defeat (not to mention health and energy pickups!). For the first few levels of the game, most heroes will need their teammates to defeat Neutral Creeps. However, they quickly become easy to solo with experience and certain items. There are 8 Neutral Camps per side of the map, each marked clearly on the minimap. Neutral Camps also come in 5 varying difficulties or tiers. Tier 1 (Easy): 1 Vigilante Vulture, 2 Imperial Cyclones Tier 2 (Moderate): 1 Devil Dog Hellion, 2 Imperial Cyclones Tier 3 (Moderate-Hard): 1 Siege Engine, 2 Imperial Cyclones Tier 4 (Hard): 1 Imperial Thor, 2 Imperial Cyclones Tier 5 (Very Hard): BRAX Monolith 3.4 MAP BOSSES After the first few minutes of the game, AoS’s Massive Neutral Bosses spawn at 2 key predetermined locations in the river, and then again every 9 minutes after they are defeated. These “Map Bosses” present players a side objective that they must work together as a team to complete, and in turn will be greatly rewarded as a team upon completion. Defeating Map Bosses is a potentially critical event as it can either turn the tables on the enemy and bring back a losing team from the brink, or it can further solidify a lead and ensure victory to a team that’s already ahead. Aeon The iconic Aeon is the lesser of these two Map Bosses, and upon his defeat provides the entire killing team with a significant mineral and experience reward. Daggoth The stronger and far more monstrous of the two, Daggoth, is harder to defeat, but provides the killing team with a rare and powerful buff that amplifies their damage. regeneration and reduces their death respawn time considerably for a few minutes. Daggoth himself evolves throughout the game, becoming considerably stronger and more vicious with each evolution (Primal, Greater, and Ancient Daggoth). Proportionately, the buff he provides also becomes stronger with each evolution. 3.5 RUNES Runes are “pick-ups” that are spawned at fixed locations around the map that can be collected by players from either team. There are 2 types of Runes in AoS: River Critters Critters spawn one at a time at regular intervals and at one of two possible locations in the river. River Critters can be tamed by moving your hero over them and they benefit only the player that tames them. Each of the 6 Critters (Mendy, Hurty, Speedy, Wizzy, and Lucky) buff heroes in different ways for a short duration that can prove critical at the right time and place. Hydranium Crystals The precious red Hydranium Crystals spawn at 4 fixed predetermined locations around map (that are marked on the minimap). All Hydranium spawns simultaneously at first, but then at regular intervals every few minutes after being collected. Unlike River Critters, collecting Hydranium benefits the entire team. Each crystal provides a mineral and experience bonus that grows with every minute of game time. The longer a Hydranium crystal remains uncollected, the more valuable it becomes. Leaving it uncollected however, risks allowing the enemy team to take them from you. To collect a Hydranium crystal, you must left-click it while your hero is nearby to begin channeling. Your team will only be rewarded the Hydranium at the end of the channeling.
  13. 2.0 Heroes 2.1 ATTRIBUTES & ROLES All of AoS's 60+ heroes are divided into 3 Attributes. these are Strength, Agility, and Intelligence. These primary statistics typically help define a hero's possible roles, play styles, and item builds. In-game, Attributes can be gained by leveling up, purchasing certain items, and using certain abilities. Primary attributes grant bonus stats to their heroes, and grow more with experience than a hero's secondary and tertiary attribute. During Hero Selection, the heroes are categorized by their attribute, with each attribute having 2 pages worth of heroes. In-game, all 3 attributes are on display in the User Interface's Hero Panel (See 2.3), hovering your cursor over them will display the exact bonuses of each granted to your hero. Strength This attribute determines durability, and because of this Strength heroes commonly fill the roles of Initiator, Bruiser, or Support. Often their ability set allows them to provoke engagements and absorb damage, but also deal damage back. Every point in Strength increases Maximum Health, Health Regeneration, and Spell Resistance. It also grants Weapon Damage to Strength heroes. Agility This attribute determines swiftness, and because of this Agility heroes commonly fill the roles of Carry or Ganker. Often their ability set allows them to be very mobile and greatly supplement the true source of their power, their massive Attack Damage. Every point in Agility increases Weapon Speed, Movement Speed, and Physical Resistance. It also grants Weapon Damage to Agility heroes. Intelligence This attribute determines wisdom, and because of this Intelligence heroes commonly fill the roles of Caster, Ganker, or Support. Often their ability set allows them to cast powerful spells that greatly aid their allies or be utterly destructive to their enemies, therefore they are very dependent on them to be effective. Every point in Intelligence increases Maximum Energy, Energy Regeneration, and Spell Damage. It also grants Weapon Damage to Intelligence heroes. 2.2 TALENTS Talents can be found in the game by opening up the Talent Tree with the hotkey "N" at any time. During Hero Selection, you have to set up your talents before you choose your hero in order for them to applied to that specific hero. Once you've made your choice of hero, your talents will be locked for the remainder of the match. There are 3 Talent branches in the Talent Tree (Offense, Defense, and Utility), and all Talents are divided into Active and Passive Talents. You are given 7 points to invest in any of the branches, the more points in a branch, the stronger the talents that become available in that specific branch. You have 2 default Active Talents, Return and Recover. If you've invested enough points in a Talent branch to unlock one of the three other Active Talents (Haste, Fortify, or Transport), it will replace replace the default Recover talent. You can choose up to 7 Passive Talents, and these will be augment your Hero for the rest of the game upon selection. Since Talents must be configured before you pick a hero, it is recommended you set up and save your talent builds up in a solo match ahead of time. 2.3 USER INTERFACE AoS has a unique User Interface (UI) that is designed to inform you with everything you need to know during battle. To your bottom right side is the Minimap and to the bottom left side is the Hero Panel. If you wish to switch this around, click the "Flip Interface" button in the main menu. In between these two is a row of all your Abilities, your Upgrade button, and your Health and Energy pools. Your Abilities are listed in the following order: Heroic, 3 Primary Abilities, Ultimate Ability, Return Talent, and an Active Talent of your choosing. The default hotkey settings for these are V, Q, W, E, R, D, and F. If an ability is Passive, hitting its respective hotkey will do nothing. The green bar with shows your Health and Health regeneration rate. The purple bar shows Energy and Energy regeneration rate. The icon to the left of these bars is your Upgrade button (Hotkey T). The number on it is how many times you can level up an ability. Hero Panel In the bottom left corner by default is your Hero Panel. This section includes your Character Portrait, 6 Item Slots, Unit Stats, and the Shop, Leaderboard and Talent buttons. The numbers indicated from top to bottom are: Strength, Agility, Intelligence, Armor (Physical Damage mitigation), Spell Armor (Spell Damage Mitigation), Attack Damage/Attack speed, and Movement Speed. You can hover your cursor over these at any time for more details. To the immediate default right of your Hero panel, you may find small green, red, gray, or colored icons. These mini-icons represent the current buffs and debuffs that your hero is experiencing. Hovering your cursor over them will display further details. Target Panel When you select an enemy, a small panel will appear in the upper left corner. This screen displays the Health, Energy, Resistances, Damage, and Movement Speed of the target. Additionally, it will show you all existing buffs and debuffs on the enemy. Score & Leaderboard At the top center of the screen is the current team score, indicating the number of hero kills per team. For a more detailed score screen, Click the leaderboard button in the Hero Panel or hit the tab key to bring up the Leaderboard in top left corner. The Leaderboard displays the current count of kills, deaths, assists, and creep kills for every player as well as the current items in their inventory.
  14. 1.0 Overview 1.1 INTRODUCTION Aeon of Storms (AoS) is a Starcraft 2 Mod; a Multiplayer Online Battle Arena (MOBA) map set in the Starcraft universe. Much like in its progenitors Defense of the Ancients and League of Legends, two opposing teams of five players must choose their heroes, and battle it out with each other in a grand arena and eventually destroy their enemy’s base. By fighting enemy heroes and killing creeps, players and their team can progressively become more powerful until they can overcome their opponents completely and win the game. 1.2 GAME OBJECTIVE The main objective is to destroy the Enemy Core Structure inside the Enemy stronghold. Players 1-5 are Team 1 (Protoss), and Players 6-10 are Team 2 (Zerg). If you are Team 1, you must destroy the Zerg Hivemind. If you are Team 2, you must destroy the Protoss Nexus Prime. Both these Core structures are clearly marked with a large team insignia on the minimap.
  15. TABLE OF CONTENTS 1.0 Overview 1.1 Introduction 1.2 Game Objective 2.0 Heroes 2.1 Attributes & Roles 2.2 Talents 2.3 User Interface 3.0 Map 3.1 Lanes 3.2 Primary Creeps 3.3 Neutral Creeps 3.4 Map Bosses 3.5 Runes 4.0 Buildings 4.1 Towers 4.2 Imperial Sanctums 4.3 Base Structures 4.4 Building Bonuses 5.0 Items 5.1 Shop Interface 5.2 Item Vendors 5.3 Inventory 5.4 Selling Items 5.5 Actives & Uniques 6.0 Terms & Mechanics 6.1 Unit 6.2 Attack & Ability 6.3 States & Effects 6.4 Gameplay 7.0 Commands 7.1 Game 7.2 Test 8.0 FAQ -------------------------------------------------