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Keeper of the Light

Ezalor

  • Strength Ezalor Strength
    14 + 1.8
  • Agility Ezalor Agility
    15 + 1.6
  • Intelligence Ezalor Intelligence
    22 + 2.8
  • Ezalor

Illuminate

Channels a ball of positive energy, letting it build up 100 damage per second. When released, it damages all enemies in a line. The distance also improves with channeling time.

Mana Leak

Weakens the bond between the physical and magical essences of an enemy. The magical and physical essences will be divided if the target moves, causing the enemy to lose some of their mana. If the enemy loses all of its mana, it will be paralyzed while the bond is repaired.

Chakra Magic

Channels chakras through a friendly unit, creating a surge of mana.

Spirit Form

Ezalor turns his body luminescent temporarily. His mastery of light becomes so powerful that he can freely cast Illuminate without channeling, cast a brilliant light that blinds foes, and teleport allies from anywhere to his side at light speed.

  • Sentinel
  • 0.3 / 0.85
  • 38 - 54
  • 0.3 / 2.4
  • 1.1
  • 1.7
  • 315
  • 900
  • 600
  • 1800 / 800

The Keeper of the Light is a one man support team. He has a wide variety of support spells for any situation. He is a master of manipulating mana, with Chakra Magic to restore large amounts of energy to his allies and Mana Leak to drain it from his foes. Illuminate turns the Keeper of the Light into a piece of artillery. After a long charge up time, Illuminate releases a massive shockwave of energy, dealing huge amounts of damage to all enemies in its path. Due to its long channeling period, this spell is generally most effective in large offensive or defensive pushes. Spirit Form further elevates the support skills of the Keeper. While in Spirit Form, he no longer needs to be present to channel Illuminate; a spirit charges it for him, allowing him to move freely and cast other spells. He also gains the valuable Recall and Blinding Light spells while transformed. Recall can teleport any allied hero to his location from anywhere on the battlefield, and Blinding Light releases a massive pulse of light which knocks enemies away and causes them to miss most of their attacks for a few seconds afterwards. For support-minded players, it's tough to find a better hero.

Master of light and mana manipulation, Ezalor was once viewed as a scholar, and was regarded as a powerful mentor to many. However, his defection and betrayal of his allies during the War of the Magi caused him to be sentenced to banishment to the spirit realm for all of eternity. However, knowing of his tremendous power, the Sentinel granted him a corporeal form within the physical realm in exchange for his alliance against the Scourge onslaught. As such, Ezalor carries his duties of supporting his comrades valiantly despite the treacherous past that most know little about.


Illuminate

  • Active
  • Point
  • T

Channels a ball of positive energy, letting it build up 100 damage per second. When released, it damages all enemies in a line. The distance also improves with channeling time.



  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 150
  • 10
  • 2000
  • 350 (Starting AoE) / 1200 (Distance) / 350 (Final AoE)
  • N/A
  • Enemy Units
  • Channels up to 200 damage
  • 2
  • 160
  • 10
  • 2000
  • 350 (Starting AoE) / 1200 (Distance) / 350 (Final AoE)
  • N/A
  • Enemy Units
  • Channels up to 300 damage
  • 3
  • 170
  • 10
  • 2000
  • 350 (Starting AoE) / 1200 (Distance) / 350 (Final AoE)
  • N/A
  • Enemy Units
  • Channels up to 400 damage
  • 4
  • 180
  • 10
  • 2000
  • 350 (Starting AoE) / 1200 (Distance) / 350 (Final AoE)
  • N/A
  • Enemy Units
  • Channels up to 500 damage

Notes

• Damage type: magical
• Illuminate gives increasing vision of the target area as it is channeled.
• Can damage Meat Wagons and Glaive Throwers.
• Can hit units up to 1900 range away.




Mana Leak

  • Active
  • Unit
  • E

Weakens the bond between the physical and magical essences of an enemy. The magical and physical essences will be divided if the target moves, causing the enemy to lose some of their mana. If the enemy loses all of its mana, it will be paralyzed while the bond is repaired.



  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 75
  • 16
  • 550
  • N/A
  • 4 seconds
  • Enemy Unit
  • Drains 3.5% of max mana per 100 units the target moves. If the mana pool of the target is depleted, stuns for 1.3 seconds
  • 2
  • 75
  • 16
  • 700
  • N/A
  • 5 seconds
  • Enemy Unit
  • Drains 4% of max mana per 100 units the target moves. If the mana pool of the target is depleted, stuns for 1.6 seconds
  • 3
  • 75
  • 16
  • 850
  • N/A
  • 6 seconds
  • Enemy Unit
  • Drains 4.5% of max mana per 100 units the target moves. If the mana pool of the target is depleted, stuns for 1.9 seconds
  • 4
  • 75
  • 16
  • 1000
  • N/A
  • 7 seconds
  • Enemy Unit
  • Drains 5% of max mana per 100 units the target moves. If the mana pool of the target is depleted, stuns for 2.2 seconds

Notes

• If the target travels over 300 distance in less than 0.1 second (by using blink skills, for example), Mana Leak will not decrease its mana for that distance.




Chakra Magic

  • Active
  • Unit
  • C

Channels chakras through a friendly unit, creating a surge of mana.



  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 25
  • 19
  • 900
  • N/A
  • N/A
  • Allied units / Self
  • Restores 75 mana
  • 2
  • 45
  • 18
  • 900
  • N/A
  • N/A
  • Allied units / Self
  • Restores 150 mana
  • 3
  • 65
  • 17
  • 900
  • N/A
  • N/A
  • Allied units / Self
  • Restores 225 mana
  • 4
  • 85
  • 16
  • 900
  • N/A
  • N/A
  • Allied units / Self
  • Restores 300 mana

Notes

• Cannot target allies with magic immunity.




Spirit Form

  • Active
  • Instant
  • F

Ezalor turns his body luminescent temporarily. His mastery of light becomes so powerful that he can freely cast Illuminate without channeling, cast a brilliant light that blinds foes, and teleport allies from anywhere to his side at light speed.



  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 100
  • 80
  • N/A
  • N/A
  • 40 seconds
  • N/A
  • Morph into Spirit Form, gain automatically charging Illuminate, Recall, and Blinding Light abilities
  • 2
  • 100
  • 70
  • N/A
  • N/A
  • 40 seconds
  • N/A
  • Morph into Spirit Form, gain automatically charging Illuminate, Recall, and Blinding Light abilities
  • 3
  • 100
  • 60
  • N/A
  • N/A
  • 40 seconds
  • N/A
  • Morph into Spirit Form, gain automatically charging Illuminate, Recall, and Blinding Light abilities

Notes

• While in spirit form, Ezalor no longer needs to channel Illuminate; it will be channeled by a secondary, ghostly spirit.




Recall

  • Active
  • Unit / Point
  • R

Target an allied hero. Teleports that hero to your location. If the target takes player based damage during this period, this ability is interrupted.



  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 100
  • 15
  • Global
  • N/A
  • N/A
  • Allied Heroes
  • Teleportation with 5 second delay
  • 100
  • 15
  • Global
  • N/A
  • N/A
  • Allied Heroes
  • Teleportation with 4 second delay
  • 100
  • 15
  • Global
  • N/A
  • N/A
  • Allied Heroes
  • Teleportation with 3 second delay

Notes

• Since the cooldown and mana cost take effect upon casting, the mana will be deducted and the spell will go into cooldown even if the spell is interrupted.
• This ability can target any allied hero on the map.
• The -disablehelp command can prevent an allied Keeper of the Light from casting this ability on you.
• This skill interrupts channeling spells.
• Clicking this skill on the minimap will target the nearest allied hero.




Blinding Light

  • Active
  • Point
  • B

Blind nearby units, causing them to miss 80% of the time.



  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 50
  • 20
  • 900
  • 675
  • 3 seconds
  • Enemy Units
  • Causes enemies to have a 80% chance to miss in their attacks and knock them back
  • 50
  • 16
  • 900
  • 675
  • 4 seconds
  • Enemy Units
  • Causes enemies to have a 80% chance to miss in their attacks and knocks them back
  • 50
  • 12
  • 900
  • 675
  • 5 seconds
  • Enemy Units
  • Causes enemies to have a 80% chance to miss in their attacks and knocks them back

Notes

• Causes knockback of 250 range over 0.4 seconds, centered on the middle of the target AoE.
• Destroys trees in a 150 AoE around pushed targets.
• Does not interrupt channeling skills.