User:Ecstasy Amphetamine/sandbox

The Continuum Device is a reality bending artifact in the lore of Dota 2.

Description
Locked away in the confines of the titular vault, the continuum device is capable of manipulating time and space to a great degree, whether it's used correctly or not.

Structure
As shown in the picture hereinabove, the floating Continuum Device consists of two rectangular octagon frames of metal, one of them being larger. The small frame is bound within the bigger frame, both of which twist in their middle without knotting themselves up. These frames twist themselves at different speeds depending on what's happening to it. It may also stop moving. At the middle of the device is an orb with multiple glowing lines on it. Akin to the two frames it's in, the lines move around its surface, depending on what's happening to the device. When the device stops moving, they all converge into one static horizontal line.

Functions and Features
Despite its boundless dimensional power, the Continuum Device is sealed in a mundane packaging. Packed in an ordinary box, the device is tucked in an exclusive and washable nylon drawstring pouch. One would expect such an item of great power to be sealed in an equally powerful box that's ensorcelled with the toughest binding magic, but this device is kept in the same type of packaging that comes with the typical home appliance. According to Aghanim, its packaging states that the device does not immediately destroy the universe, plus it has loads of "fancy promotional language" that is written on it, which says nothing about the fragility of the device.

The continuum device has a myriad of buttons on it, despite them not appearing physically on the device. Aghanim accidentally pushed one of its buttons too hard (possibly its green button ) and summoned alternate versions of himself that diluted his power by subtracting his powers away from him and dividing it amongst the alternate Aghanims. However, he states that he pressed multiple buttons to open up an interdimensional can of Aghanim worms instead of just one button.

Besides being able to bend space and time to give the user the powers to shape infinite realities, and summoning alternate versions of the user from the multiverse should they tamper with the device, it's implied that it allows for interdimensional travel as well. Because of this, Aghanim sought out the continuum device to travel through space and time, possibly to eke out some power from the astral multiverse.

Instructional Owner's Manual
For such a significant item of infinite dimensional power, the Continuum Device is surprisingly mundane and anachronistic due to the instruction manual that comes with it, akin to a modern home appliance. It is still grounded in the fantasy world of Dota 2, because the manual is written in ancient runes. Besides ancient runish, the owner's manual comes in other languages for convenience, such as...French.

The owner's manual contains a description of the Continuum Device's applications. It also has helpful instructions on using the device: how to turn on the Continuum Device, how to alter space-time properly, how to not fill the device's residing reality with "inferior versions of yourself from backwater dimensions", etc. Also, the instructions forewarn a certain ancient evil, which Aghanim dismisses as legalese for some reason. The runes of the manual's small print warn that there may be a chance that its user will have to confront this primal evil. Besides instructions, it also has warnings on using the device, including the sentence "What have been wrought, once wrought, cannot be unwrought."

The manual's troubleshooting section contains a guide on rebooting the Continuum Device. Aghanim claims that once it has been rebooted, it causes reality to start and restart as well as greatly age the inhabitants of the device's home reality.

Continuum Forces
During his old warmongering days as Ares, Mars fought the forces of the Continuum in a centuries-long campaign, which he toppled alongside Dawnbreaker. It's possible that the Continuum's forces were the ones who protected the Continuum Device, which is why Mars and Valora fought through them to destroy that device.

Customer Service
Further adding to the anachronism of the Continuum Device is its tech support.

Users
Aghanim

Notable Specimen
Thesos Dragon

Braze

Description
This great confluence is a cataclysmic terminus in time where the fabrics of multiple realities are fated to collide. Possibly because of its merging which destroys all nature, one cannot see what will happen beyond this event. Nevertheless, this merging can be detected by a multitude of distortions in the void and will only occur once the Ancient is destroyed. The merging of the fabrics causes chaos and ripples of destruction to spread equally across all planes, as they contaminate each others' fabrics with their own.

Besides the destructive merging of fabrics, there is said to be some sort of war or conflict greater than the war of the Ancients that will occur in this event.

Speculation
It's possible that one of Darkterror's portents about time might be referring to the great confluence. He analogized time as a river where many eddies spring from, these eddies possibly representing parallel outcomes or alternate paths in fate that arise from a single action (that single action being the river where they all come from), all of which eventually converge to the sea. The sea may represent the great confluence because it is much harder to see individual currents (which represents the flow of time and the parallel outcomes that spring and branch out from it) in a mass of water with no clear boundaries defining its shape.

Heroes
Among the four Celestial brothers, the is the one who is the most knowledgeable on and involved with this event. From the aether, he has foreseen the great confluence in the map of all time and sensed it through the distortions in his domain.

In light of this terminus, Inai has decided to step out of hiding and prevent the destruction that it will bring. His reasons for averting the confluence includes protecting the Hidden Temple (since it is located in a plane that's encompassed by this destructive terminus) as well as answering the call of his Celestial brothers. To face the threat, he has to rally a group of allies composed of friends, strange bedfellows, and enemies, as well as lead and unite his Celestial brothers or destroy them if necessary.

For aeons, he has carefully planned and prepared for this event despite not seeing or even knowing what events will happen beyond his sight's horizon, but regardless he has made every preparation for what he merely predicts will happen. has seen this event himself. It's implied that he has already seen this event long before Void Spirit was released (or in terms of lore, before Inai went out of hiding) since he often talks about an end time. It's possible that this event is his cause for participating in the war of the Ancients.
 * There are a few Heroes that Inai bothers asking for information about this event. These heroes include the who exists across all points in time,  and the otherworldly  with his far-seeing foresight.
 * There are a few Heroes that Inai bothers asking for information about this event. These heroes include the who exists across all points in time,  and the otherworldly  with his far-seeing foresight.

It's implied that the knows about this event, and it may be the same threat that he has been anticipating for aeons. He has participated in the war of the Ancients because he senses that it is the source of a growing threat from within this world. He also seeks to end the war because it may serve as a catalyst for the arrival of another darker force.

Description
It was the Void that predated creation, existence, and time. It also existed before the spirit itself. Before it even had a sense of self, a voice, or a comprehensible form, the void was able to bear witness to the creation of the Titan's shattered world in its entirety. It witnessed the Titan's arrival, the schism that made the four fundamental forces, felt the reverberations of his hammer's blow, saw the expanse of time, felt the fugitive Ezalor's flight from his brother,  and all other succeeding events in time until the great confluence. That being said, there is a belief that all existence springs from nothingness.

There's no light or hope in the void. It's only darkness and despair, for all light or hope against nihility will be destroyed by it. As such, it is a realm of inscrutable horror. Visitants to the void will realize their lesser knowledge and mortality there.

Although the void is the absence of anything, the void is also omnipresent. Its reach touches every thread that composes fate's weave and its omnipresence overlaps with that of Io's who permeates all planes of existence at once. It even exists within every being. Nothing exists outside or beyond the void, although Aghanim says otherwise, saying that he sources his powers from beyond it.

According to itself, the void states that it is a mirror. The void also has its own fabric. It is also home to an infinitude of "possibilities" within itself.

Magic
The void is an essential ingredient in magic. Without it, there could be no magic at all. Essential and vital though it may be, aether is not the only ingredient, for it shares that status with mana, the Primordial harmony, and the Nether Reaches, of which is said to be the source of all sorceries.

The Void = Astral Plane?
Evidence of this void and the astral plane being one and the same is strong. What they both have in common is that they are home to infinite realities and dimensions and may contain reflections of the self.

As previously stated, endless possibilities can be found in the void. Perhaps these endless possibilities are synonymous with the endless futures and outcomes that spring from our own actions, creating alternate realities where one might have chose this or that. This speculation might give some context on Inai's statement of the void being a mirror, since it has the infinite reflections of our universe--a multiverse full of parallel universes. Supporting this evidence are the astral powers of the Outworld Destroyer and Chaos Knight, both of which are related to the void in their lore. One of Inai's astral abilities also has some clues on the void and the astral plane being one and the same. The Astral Plane shares several characteristics with the void. Like the void, the astral plane is a mirror. Trusted accounts on astral experiences in the Academy Library always mention a strange reflection of one's self, an oddly-distorted quintessence that resembles the beholder. This fact may further blur this line between the void and the astral plane since both of them are mirrors.
 * Harbinger's banishes victims into the Void—the pocket between this world and the Outworld—to be imprisoned and realize their infantile knowledge and mortality. If this imprisonment is astral in nature, then the Void might have something to do with the astral plane.
 * When meeting the Chaos Knight, the inquisitive Grimstroke will conjecture that the source of his is the aether. This connects with the evidence of the void being the home of the multiverse, because the ability's description states that these ethereal phantasms come from many planes, many worlds, and many times—all of them possibly sourced from the aether's infinite possibilities.
 * As the name suggests, Inai's is related to the astral plane. Inai tears a rift through said plane to appear at a chosen location in the mortal plane, causing a trail of ruin in its wake. In this astral plane, a small step for Inai can cause great devastation in this world. Descriptions aside, Inai also goes through the void to use this ability,  suggesting that the astral plane that this ability goes through is also the void.

Also, the astral plane is home to the infinite multiverse, just like the void. Aghanim states that the Astral Plane has countless dimensions, each dimension having an alternate version of this reality. This plane is the Void Spirit's cosmic vantage point, because he can see the map of all time in there, allowing him to observe every nook and cranny of all existence and beyond. Said map appears as lines that streak across the astral plane. Since Inai sees all of reality from said plane, it's possible that the void he dwells in IS the astral plane.

In Dota: Dragon's Blood
Nothingness is briefly alluded to by Slyvion (the intermediate form betwixt Davion and Slyrak that is controlled by the latter) in the animated series of Dota: Dragon's Blood, in the 4th episode "The Monster At The End Of This Book" of Book One. Captured by Kaden and enchained in the heart of a Dragon Knight redoubt, Slyvion warns Kaden of the consequences in destroying an Eldwurm. If he were to kill Slyrak, he would also be toppling a pillar of creation. This would also destroy existence as we know it: time and space, the Manifold Forms, the pillars of order and chaos, all gone. The infinite macrocosms will be destroyed with no renewal to follow. And not even nothing will exist.

Slyrak mentions it once again, this time referring to it as the void. Following Auroth's instructions to return to the shard of Radiant Ore in her hoard, as well as Fymryn's advice on one's duality, Davion embraces its influence. Deep in some sort of mental existence, he finds himself in a fiery red wasteland filled with naught but barren earth and skies of Dark clouds that are prone to lightning and thunder, a place where Slyrak has been waiting for him. He says that the place they're in is beyond the void.

Byssrak, the Void Eldwurm, is related to the Void since he's the counterpart of Enigma, a being of void and shadow. Besides the similarity, he and his subordinate void dragons, such as the rogue eldwurm Kashurra, are the embodiments of the dark desolation between the stars as well as the force of gravity. Hence, their powers include creating a black rift that can also act as a shield, manipulating the pressure of gravity on objects to great effect, umbral orbs that can shoot dark tendrils or destructive energy beams, and much more.

The Spirit of the Void
Inai the is nothingness itself and its soul. The human form that we are used to seeing is just his corporeal body in this plane. His own form is always shielded by the void and it is filled with nothingness.

Naturally, nonexistence is incompatible with existence. Hence, he's weakened in our plane, but he can still draw power from the void and only he can draw upon strength from it. When Inai draws more voidal power, he becomes more himself, eventually achieving balance. He returns to this aether when his corporeal form is slain, if not his Hidden Temple. From there, the void lends its fabric to reform his body before he reappears from the void or his Hidden Temple and into our world once more. In the terrene plane, travelling through the void is his preferred means of travel.

completely different from other void characters who are evil eldritch, still has essential void personality: nihilism,  despair

Voidal Powers
Focusing an infinitesimal fraction of his true self into our world, the void projects another aspect of itself besides Inai, giving rise to an. These remnants provide personal vision and surveillance for Inai. These remnants also dwell in and protect the Hidden Temple, where they are known to their adherents as the Hidden Ones. Some of Inai's shadows are thirty feet tall and brim with loads of magic.

Retreating into his true self, Inai returns to the void through a ring of portals which his body. From the void, he can choose to reassemble and return thru any of his portals, allowing him to mix up his attacks or simply reposition himself.

The void protects itself, lending its essence to Inai and shrouding him in nothingness  while releasing a damaging. The void shield nullifies all incoming attacks. Apparently, it is mistaken for a shield of darkness, which isn't the case according to Inai.

Tearing a rift through the astral plane, Inai takes a small through his home realm. A small step for Inai in the infinite astral plane is a vast expanse of destruction in its shadow the material plane

Voidal Beings
Aside from Inai, there are other beings of the void. Some embody it, some are very aligned with it, others are its inhabitants. Those who are of the void will not be "claimed" by it.

Darkness, despair, nihilism, and sometimes pessimism are often associated with the void. Those who are of the void usually display these as aspects of their character.

Voidal Heroes
Kaldr, the of the cosmos' fate, is an image projected into our world by his true eternal self in the cold, infinite void outside time. is a being of the void. His form or his pattern is made from void and shadow. Void is one of the many states of existence that he returns to once he dies. An ancient night creature, is closely related to the void. Inai tells him to respect the Spirit of the Void as his elder. kills sent to void meditate in void afterlife
 * In gameplay, is merely a freezing spell. In lore, it is an aura that draws others into the frozen void that is his home.
 * Most of the Enigma's darkling abilities include or involve the void.
 * Servants of the void, the Enigma's create eidolons out of his victims, aspects of his being.  Sometimes, they come from black holes.
 * His terrifying steeps an area in dark resonance, slowly descending a selected section of the world into the void.
 * Enigma's ultimate,, is a singularity that consumes all light just as it consumes anything else in a crushing vortex that has the power to end worlds.
 * Those who are slain by the Enigma are welcomed and ushered to his void dominion, if not their next incarnation or the Primordial harmony.
 * A significant portion of aspects and personalities related to the void are found in Enigma's character.
 * In Dota Underlords, he inflicts despair with his powerful army.
 * Enigma is an ontological nihilist whose belief in it is ever increasing. He rejects reality and existence, even doubting his own existence when he dies.
 * quotes Nietzsche
 * Possibly stemming from his nihilism, Enigma is a pessimist because he is uncertain of the future's fulfillment.
 * Below are a few of Balanar's spells that involve void manipulation.
 * Balanar can spawn a deep that consumes light or hope. It's a vortex that leads to the starless age of the cosmos, pulling its victims into this lost age of darkness.
 * With his kin's souls lost to the void, the lone Balanar can summon them back into our world to momentarily haunt the living and instill Shadow of the Dark Age Crippling Fear icon.png Crippling Fear in his victims.
 * Besides his obvious affinity with darkness as a primordial night creature, Balanar embodies signature aspects of the void itself.
 * Like all other voidal beings, Balanar inflicts despair and hopelessness upon his unfortunate victims.
 * Besides his home realm, Harbinger draws upon the same Void that he patrols to work his powers.
 * banishes his victims to the Void,  where they will realize their mortality and inferior knowledge while being subject to inscrutable horror.
 * The self-assembling crystals of the Outworld, also capable of Astral Imprisonment, are said to be the embodiments of the Void.
 * 's unused responses suggest that this interdimensional force draws upon the same Void that he patrols to work its destructive power.
 * In Artifact, Harbinger states that he has become the void. As such, he may embody himself as the dark void. He also embodies the following signature aspects of the void.
 * despair enemy's despair is a pleasure
 * Harbinger implies that he is nihilistic, as he believes his existence is meaningless until he's victorious in the Ancients' war.

Possible Voidal Heroes
The following is possible evidence that, the evil elemental of nature's central hinterland, may be closely related to nihility. , the incumbent and sole Grandmaster of the Arts of Oblivion in the Nether Reaches, may be aligned with the void because of the following. The might be an evil being that has mastery over the void. The following are speculations that might further his connection to the void. Vrogros, the of the Abyss, might be strongly connected to the void for the following reasons.
 * Leshrac's character possesses most, if not all, of the signature aspects of the void.
 * despair prone to despair
 * nihilism
 * pessimis
 * void ember
 * Ash the Defiler
 * Enigma Heart of Nature
 * Pugna might be an embodiment of the void, as he oft mentions that he is oblivion itself, which is why he has mastered his power.
 * In Artifact, he is described as an “ill-tempered nihilist” twice. His form of nihilism may reject order and control, since he's against the Quorum and the Tyler Estate.
 * Pessimistic in nature, Pugna is always the one who will make the worst out of every situation, even if it's already bad enough.
 * 's ability to summon mirror copies of its target may draw upon the void's power to create reflections of the self.
 * When killing a conspirator, the Shadow Demon will consign them to oblivion, which is synonymous with nothingness.
 * Besides his obvious affinity with darkness, the Shadow Demon tends to inflict despair and hopelessness on his enemies.
 * Vrogros oft speaks of a place called the Abyss. It knows no light, mercy, or winter, just fear and despair. The Abyss is part of his dominion, hence he is its lord.
 * The corrupted flames of Vrogros' are conjured from the darkest depths of the abyss, although his bio says that it's from the twist between worlds instead.
 * is his manifest hatred and malice, created by twisting into the seams of reality or twist between worlds. The pit leads into the bottomless Abyss itself.
 * Besides his darkling power, Vrogros embodies himself as despair and hopelessness. As such, he often inflicts despair upon his enemies.

Voidal Gods
Victims of the Dead God's legions are thrown into its yawning pit—the belly of the great nothing—to hear the Dirge and be utterly consumed into nothingness. The mortal that would soon become the was thrown into this Darkness alongside his comrades, and he would have been destroyed were it not for the Dark God reprieving him to give him a new purpose: to spread the Dirge beyond and rally the dead to war versus the living. Like the void, the Dead God is nihilistic.

The Hidden Ones are the Void Spirit's who guard the Hidden Temple and serve as his mediums to communicate with his mortal adherents.

Voidal Races
The void seems to be of great importance to the night creatures. The regalia of Black Nihility was made by the prey of the greatest of their kind to honor them and the void.

Voidal Characters
Ash the Defiler is a nihilist who lives in the Weald of Torment at the heart of nature. He believes that the professed state of order that is an entity's existence and the nonexistence that they return to once they are destroyed are functionally no different.

Other Voidal Entities
dark forces

Heroes
and his protege can unleash a  to destroy magic users with their depleted mana. It is possible that this ability unleashes the void that exists within everyone to work its power.

With 's potent bond with nature, his has elemental versions of himself that correspond to the four Celestials:, , , and.

When meeting the, the inquisitive will ask if his  spell works by either releasing the phantasms from within his body or by summoning the phantasms from the aether. The dark rider has yet to answer this speculative question, but it's interesting that Grimstroke brought up that possibility.

Brothers of the Void Spirit, and, referenced nothingness long before Inai arrived to participate in the war of the Ancients. A Celestial who's included in the great wheel, Kaolin believes that creation springs from nothingness. He also states that he does not fear the Void. Xin believes that nothingness encompasses all of existence, possibly referencing his eldest brother's omnipresence.

When dies, he seeks to be commended to the void.

After killing the Void Spirit, the war god will brag that his spear can pierce the void itself.

Judging by the name, may have wings that are of the aether. Said wings exist in a realm slightly offset from the rest of its form, causing its molts to be unsynchronized from its body and randomly change its forms.

Dragonus the is well-schooled in aetherial matters and mastery. He wields an aetherial crescent wand that allows him to harness and capture the intangible and subtle powers of nature. It's unknown if this aethereal stuff pertains to the void rather than the stuff of the heavens such as the stars and the skies (much like the real-life element of aether), so it will be included here just in case.

The dangerous but beautiful arms of the originates from flowing darkness and unknown aethers.

Races
The word hollom in the demon tongue Ozkavosh generally refers to words about nothing in noun, preposition, and pronoun form; such as without and none.
 * The word “oblivion” in Ozkavosh is vo'hollom. In this word, the negative modifier vo’ is added before hollom, making it vo'hollom. Strangely, this means not-nothing.
 * Despite the contradictory meaning, the negative modifier may be used to emphasize the true nothingness that this word conveys.

Characters
When Aghanim uses his abilities in battle, he will exclaim that his powers are from beyond the void, even though there is nothing outside the void (although this may just mean that there is indeed nothing outside the nothing). Given the context behind the line, his power could actually be from beyond the astral plane and its infinite multiverse. This also shows that the astral plane and the void are one and the same. He mentions this void once again in his Continuum Conundrum (this time as the "aether") and states that he was busy with lots of things while he was in the aether as an excuse for not knowing his allies' names.

Factions
Only the Korumite monks have earned the respect of the Void Spirit, who continues to remember and honor them.

Adherents to the Hidden Temple serve the Hidden Ones.

The Turstarkuri monks once followed the Void Spirit's teachings, but misunderstood them.

World
The Outworld is a crystalline fortress on the edge of the Void. It is the sole vantage point of Harbinger, who watches over the abyss for the evil threats beyond creation.

Items
Judging by the name, the may have something to do with the aether.

The is a weapon wielded by the Spirit Wardens of the Korumite. Inai has a specific voiceline for this item, implying the item's possible relation to the void.

According to Inai, only the is capable of containing the void. Perhaps he's referring to the fact that it can store runes, which may have their source in the void.

The valuable was recovered by a young explorer who found it amongst the drifting flotsam and detritus in the void.

Pulsing with energy, the is an article of jewelry that was once used to channel nether realm magic. Its name suggests that it has something to do with the void.
 * Interestingly, this stone has connections with two sources of magic: the Nether and the void. This may imply a connection between the Nether Reaches and the aether.
 * That being said, oblivion and nothing are synonymous, which may mean that the Nether's Arts of Oblivion may have something to do with the void too.

Description
The existence of this universe and many other worlds just like ours are all supported by this essential fabric of creation. Any damages done to it will eventually result in the unravelling of the weave, thus unmaking entire worlds if it's neglected. Hence it is the work of the Weavers to repair the worn spots in the pattern and maintain its pristine condition by keeping it tightly woven and unfaded, as well as defending it from the otherworldly pests that gnaw and lay their eggs in the frayed regions of their tapestry, whose brood can quickly devour an entire universe if the Weavers let their attention lapse. Although it is the job of the Weavers to maintain the fabric, it was the Loom who created the threads that form the whole fabric that encompasses all.

Wide though it may be, the fabric of one reality ends at its seams where it is joined with the edge of another fabric. These seams of reality are also known as the "twist between worlds" which may or may not be the same as the "web between worlds" that an aspect of Spectre is knowledgeable about. The fabric of reality also acts as a barrier between the planes. Speaking of the twist between worlds, this twist might also be the maze between realities mentioned in Dark Seer's lore.

It seems that the weave itself may be dangerous to the Weavers and others who are made of it, since they can be caught and entangled in their own weaves or its threads.

Threads and Fabrics
The fabric of reality is a very complex structure, woven by both young and experienced Weavers alike with varying levels of skill. There are a lot of threads that constitute the weave, but there are only a few of them that are known. It would appear that each of these threads are woven into their own unique fabric rather than all of them being woven into one whole heterogeneous weave. Here are the following threads and their respective fabrics:
 * The threads of time that compose time's weave. A timeline might be a pattern composed of time threads. These threads may also compose the fabric of spacetime.
 * Akin to a tightrope, Weavers can crawl forward and backwards in time by creeping along the threads of time.
 * Weavers can also travel through the vast fabric of spacetime by using small wormholes that allows them to slip through time.
 * Opening a gap in the spacetime fabric causes young Weavers to slip forth, suggesting that they live in the this fabric.
 * Lastly, this weave of time may exist on an astral level, just like the astral Loom that might have woven it. According to Inai, the map of all time is in the astral plane, appearing as a multitude of lines that streak across said plane. It's possible that, from his perspective, he sees all of time as a bunch of lines rather than a weave made of threads.
 * The threads of strife, woven into the very fabric of conflict. The exiled Skitskurr plans to use these threads to create his soon-to-be realized pattern, sourcing it from the tatters of a future conflict. This conflict could possibly be the battle of the Ancients or even the anticipated war that will happen in the great confluence.
 * The predestined threads of fate. Struggling against fate will provoke a commensurate response.
 * The threads of life a.k.a. vital threads (which may or may not include the soul thread, a thread that is spooled rather than woven  ) which are woven into the patterns of life or spooled into a roll. Fate is what weaves the threads of everyone's lives together, but it also cuts them short with its blade.

Other Fabrics
There are also other kinds of fabrics in existence that have no known corresponding threads. Because of this, it's unknown if they are actually part of the cosmic tapestry, but, they will be listed here just in case.
 * The fabric of order
 * The fabric of the mind
 * The fabric of the void
 * The fabric of the Rift

The Great Confluence
The Great Confluence is a cataclysmic event in an unseeable point in the future where the fabrics of multiple realities are fated to collide and merge. It is portended by a multitude of distortions in the fabric of the void, followed by utter chaos and ripples of destruction that will spread throughout all planes of existence,  as well as the contamination of multiple fabrics with each other.

In Dota: Dragon's Blood
Spacetime was briefly alluded to by Slyvion (this intermediate form betwixt Davion and Slyrak that is controlled by the latter) in the animated series of Dota: Dragon's Blood, in the 4th episode "The Monster at the End of this Book" in Book One. Captured by Kaden and chained in the heart of a Dragon Knight redoubt, Slyvion forewarns him about the consequences in destroying an Eldwurm. If he were to kill Slyrak, he would also be toppling a pillar of creation. This would also destroy existence as we know it: time and space, the Manifold Forms, the pillars of order and chaos, all gone. The infinite macrocosms will be destroyed with no renewal to follow. And not even nothing will exist.

Keepers
A number of entities keep the fabric safe and maintain it. Only three of them are known, the best known ones being the Weavers, followed by the Loom and the unnamed guardians.

The Weavers are a species of extra-dimensional beetles who are charged with the protection and maintainment of the fabric. The best known member of these beetles is Skitskurr, the rogue, who was exiled from the pattern by the guardians after he tossed his duties aside to create his own fabric which pulled against the pattern that the great Loom had woven long ago. The broods of the Weavers dwell in the spacetime fabric. Weavers use the energies of creation to reweave the stuff of reality, but only once it's hot and malleable then it is ready to use.

Although it is the Weavers who protect and maintain the fabric of reality, it was the Loom that created it all. Only a few beings can use it to influence the pattern, which may include the Weavers and the guardians. The Loom exists on an astral level.

Lastly, the mysterious guardians are a group of beings who protect the fabric. All we know about these guardians is that they have scissors which they use to purge rogue patches that pull against the fabric of creation that the Loom had woven, and then repair that gap in the fabric by reweaving it–which was the case with Skitskurr and his attempt to create his own world. These guardians might be the personification of Fate that Weaver talks about, who also weaves threads together and cuts threads with a blade.

Heroes
As the Fundamental of gravity, can manipulate the fabric of spacetime. His most notable effect on spacetime is the gravitational version of time dilation as well as a pair of golden bracers that he acquired from Cedric that can manipulate the fabric of spacetime itself. Because of his extra-dimensional existence, Darkterror the can influence the very fabrics of reality, especially the fabric of spacetime. His vast powers over the fabric of spacetime includes his, which involves tearing a hole in time to pass into Claszureme before returning to the material plane in an instant. is a hole in spacetime that leads to his home world, its timeless stasis contained by a blister in spacetime that traps anyone unfortunate enough to be caught inside of it. He may also channel the fabric of the "Rift" to warp his intellect and form, but it is unknown if the Rift's fabric is included in the cosmic tapestry. These powers are just a few examples of his vast control over the fabrics of reality. seems to know his fate thread
 * Enigma frequently refers to his pattern which is implied to be his physical form that's made of void and shadow. It is unknown if his pattern refers to the fabric of reality itself (which implies that his form is made of the stuff of the cosmic fabric if this is the case). Apparently, his pattern is also his consciousness, which disappears when he dies.  This isn't permanent, though, because his pattern will eventually reform out of chaos.

's manipulates the structure of spacetime with waves of pink and orange energy (possibly the Chronoptic energies), destroying lesser beings around him.

discovered a simple trick that allowed him to manipulate four-dimensional space in order to affect the happenings in his own.

The fabric of our reality exerts a negative influence on the 's body, but he has the ability to warp it using so as to lessen its influence on his physical body. His powers over this fabric is further demonstrated by his brute strength which allows him to pry open the rifts between the worlds.

Having mastered the arts of the Dark Rift, the may use this foul magic to twist into the seams of reality to project his manifest hatred and malice, conjuring a bottomless  that paralyze anyone caught within it. His is a corrupted flame that is also conjured through the twist between worlds.

The true form of encompasses all with its omnipresence, including every thread of fate that was, is, and will be woven. When appearing unto the material universe he assembles his physical form from the fabric of the his true self.

The effect's of 's can manipulate space-time over a vast area, impairing entire armies.

Devices
The Lost Order is a defunct school of Mastery that was established before the apex of the Isle of Masks, who once had the skills to use their blades to pierce the fabric of reality. One of their lost swords resembles the, which is now in the 's hands.

The final issue of eleven generations of bladesmiths, Craler was an elder smith who completed his family's work in crafting a powerful sword that was sharp enough to tear holes in the fabric of reality, creating rifts that can be used for time travel. Tearing a rip in reality that lead to the past a few moments ago, he slew his past self who had just finished the blade and stole it from his past self, but was killed when his paradoxical past caught up to him. These twin blades were recovered by the who gave it to the  to aid her in her multiversal contract killing.

Cedric was an alchemist who crafted a pair of golden bracers capable of manipulating the spacetime fabric. After his dark conversion, it was taken by the Enigma.

Items
According to the Invoker's younger self, the  can cut through space.

Weaver found a just beyond the rift when he slipped through time. The appearance of such a weapon in time was shocking enough to be described as impossible.

Celestial
Mad Moon

Aerial
Ghastly Eyrie

Terrestrial
North Icewrack (Blueheart Glacier Boiling Sea) Azura Cobalt

East solar goddess Southeast equator Desert of Misrule

West Vale of Augury Zaru'Kina drylands

South akin to Antarctica

Nishai

Underwater
sunken cities

Infernal Hollow Buki'vak the Corrupted

Subterranean
Aziyog

The Emerald Abyss

The lofty cliffs of Emauracus are riddled with caves that can lead to the center of the planet itself where the Omniscience dwells.

Hidden Hive

Nether Reaches

Roshan pit

Nature's Guardians
Virga Truebark

Gods
Aktok

Omniscience Emauracus

Maelrawn

Selemene

Verodicia

The ancestral spirit of nature lies dormant within all plant life. Conduits of its power, such as Rooftrellen, can call upon it to animate his kin and cause an.

Heroes
Primordial Consciousness

The was banished to our universe by would-be masters who failed to control him. Of all the places in creation, he was sent to this planet in the Tomo'kan.

Personality and Mannerisms

 * Marci is virtually mute to the point that she can't even make a sound like grunting or screaming while in pain. She can only whistle, snore,
 * According to her friend Mirana, she is very brave.

Helio Imperium
Marci is the loyal companion of. She has been with her ever since their time in the Dark Moon Order, and follows her even in her goddess-imposed exile from the Order. She is trusted very much by Mirana, who usually lets out her inner feelings and thoughts only with Marci, who in turn listens to her always and knows just the right thing to say. She is her personal servant whose duties include spotting targets for Mirana while sniping, procuring their food, carrying her luggage, etc.

Kashurra

Tihomir

Dark Moon Order
Like her closest friend, Marci belongs to the Dark Moon Order who worships Selemene. Her natural eye color is brown in the animated series, but she once had purple eyes like Mirana, Luna, and other worshippers of the moon goddess, suggesting that she was converted by Selemene herself or by the priests and priestesses of the Dark Moon.

Acquaintances
Bram

Fymryn

Allies
She first chanced upon alongside Mirana and her mount Sagan. Despite her friend thinking otherwise, Marci was the one who kept suggesting to her that they should aid him, eventually recruiting Davion permanently in their band of Heroes. Marci has taken a liking to him ever since, even expressing visible disappointment when he was bestowed a magical set of armor that doesn't get destroyed by his draconic transformation, which always renders him naked.

Enemies
Coriel'tauvi

Gwanwyn Nikdo

Bandits of Hauptstadt Deeb

Vanari Urlo Urlo's Mercs

Equipment
Marci carries a motley of her equipment on her while going on an adventure. She carries a telescope to suit her needs as Mirana's personal spotter, displaying impressive synergy with Mirana's archery skills.

Powersma
At a first glance, Marci's abilities are quite mundane for a Hero, but it is said that within her is a hidden power that is strong enough to make even the gods "reconsider the wisdom of a hostile path." Whether this means attacking her is ill-advised even for the gods or if it refers to her inner wisdom is unknown. According to Slyrak, she is said to be the wisest among all the mortals. Such is her normal strength that not even a pair of Gauntlets of Strength, which bestows brute strength to its wearer, can help Davion beat her in arm-wrestling.

's lore describes how Marci often removes "obstacles" out of her friend Mirana's path. One of the animations of this ability is a tomoe nage throw from jujutsu and Judo.

is a demonstration of her acrobatic skill. Using a friend or foe as a boost, she leaps off of them and rolls into a ball mid-air, before uncurling to slam the ground at her final destination with her burning fist. The energy in her fist might be the same hidden power mentioned in her lore.

Outside of gameplay, it's unknown what her does lorewise. The symbol of this spell is certainly a curiosity, as it resembles the symbol on one of Invoker's capes.

When activated, Marci es a hidden inner power that imbues her strikes with might. Her focused martial artist stance changes into that of a berserker's, which hints that the power changes her battle temperament. Any attempts to divine the source of her inner might are rejected by Marci, who happens to be mute. Or perhaps there is more to it than what it seems...

Friendship and rivalries
Allies meeting Marci Enemies killing Marci
 * vo_dragon_knight_dk_davion_ally_300.mp3 Davion of Dragon Hold Dragon Knight minimap icon.png Marci, just call out of you need s-... Shit, I'm so sorry, I didn't.. Uugh. Whistle. Whistle if you need something. Now if you excuse me, I'm going to go find a hole to die in.
 * vo_dragon_knight_dk_slyrak_ally_300.mp3 Davion of Dragon Hold Elder Dragon Form icon.png Wisest of all the mice, this one.
 * vo_dragon_knight_dk_davion_rival_300.mp3 Davion of Dragon Hold Dragon Knight minimap icon.png What has gotten into you, Marci?!
 * vo_drowranger_drow_arc_rival_113.mp3 Dread Retribution Drow Ranger minimap icon.png I told you to stay out of the woods.
 * vo_drowranger_drow_arc_rival_114.mp3 Dread Retribution Drow Ranger minimap icon.png Shame. I liked this one.
 * vo_dragon_knight_dk_slyrak_rival_300.mp3 Davion of Dragon Hold Elder Dragon Form icon.png This little one surprised even me.
 * vo_spectre_spectre_wwa_rival_300.mp3 vo_spectre_fs_spectre_wwa_rival_300.mp3 Phantom Advent Spectre minimap icon.png  Loyalty leads to this.

Trivia

 * Heavily inspired by the heat death of the universe, a hypothetical fate of the universe where it will achieve thermodynamic equilibrium. This is when the universe cools down to the point that all equilibria are achieved, such as thermal, mechanical, chemical, etc. They are called equilibria because no change occurs in them at all, like the flow of matter or energy. It can be seen as the inverse of the Big Bang, where the universe was once very hot in its genesis.

Biography
Sven is the bastard son of a Vigil Knight, born from the flesh of a Pallid Meranth, raised in the Shadeshore Ruins. With his father executed for violating the Vigil Codex, and his mother ostracized by the Mer, Sven firmly believes that honor is not to be found in any society, but only in himself. After tending his mother through a lingering death, Sven swore vengeance against the Vigil Knights, recruiting himself into their ranks as a novice while never revealing his identity.

For thirteen years he studied in his father's school, mastering the rigid code that declared his existence an abomination. Then, on the day that should have been his In-Swearing, he seized the Outcast Blade, shattered the Sacred Helm, and burned the Codex in the Vigil's Holy Flame. He strode from Vigil Keep, forever solitary, following his private code to the last strict rune. Still a knight, yes...but a Rogue Knight. He answers only to himself.

Artifact
In this strange timeline, the story of Sven has now reached the point where he has infiltrated the ranks of the Vigil Knights, but their destruction from within is a future that cannot be avoided, at least to the will of the soon-to-be Rogue Knight. To assure that this possibility comes to fruition, Sven must train among his enemies, rise above their ranks, and ultimately: destroy them from within to avenge his family.

Although he hasn't enacted his rogue code yet, he manifests a bit of the code in his actions by aligning against any kind of army like any true rogue to society would. He has declared war against the Radiant and the Dire, Venomancer and his expanding garden of s, the Bronze Legion, the reformed Red Mist Horde, and even the Vhoul rebellion.

Family
Sven's Father Sven's Mother Meranths

Allies
Sven honors those who are in solitude just like him, such as the.

Wielding the Adjudicator's Blade, Sven cracked 's mask, releasing the spirits of Yurnero's ancestors, as well as a companion dragon spirit. The spirits and Yurnero both consider this an act of kindness, and are thankful for Sven's actions, and owe Sven a debt of gratitude.

thinks that he synergizes well with Sven, likely because of their anti-army abilities. Sven agrees with his support.

Sven feels saddened when pitted against for some reason.

He sympathizes with 's loss and offers her his help in finding her lost Gorgon sisters.

Interests
appears to have affection for Sven, addressing and complimenting him personally.

Enemies
Vigil Knights

Physiology
Sven is a hybrid between a drylander (presumably a Human) and a Pallid Meranth. Any Mer who inherits dryland blood and aspects will be weakened or enfeebled by it, causing them to be mortal and have shortened lifespans in comparison to the pure Mer, who are implied to have eternal lifespans. Rumor has it that he still retains the innate Meranth ability to breathe underwater, which he may have used to retrieve a sword of the Vigil Knights that he found in a sunken galley.

Equipment
Sven's equipment mostly consists of the Vigil Knight's arsenal, possibly stolen from them as retribution or mockery. The most notable apparatus taken from the Knights is the Outcast Blade, which he stole on the day that should've been his In-Swearing. The Vigil Knights still seek to retrieve the Outcast Blade from Sven, who has now claimed it for himself. He also stole an iron gauntlet from his father's school and wears it now on his left hand.

There is also the shield-crest of the Vigil Knights, also worn on his left hand. The shield has extendable "wings" that likely increases its protective area. It is said to be so durable that it still appears to be in pristine condition even after being used in battles in a dozen wars.

Fitting for a brute of his size and from his training with the Vigil Knights, he prefers large two-handed blades with heavy tips and unorthodox shapes with some of them being really dangerous for the wielder and the target. Sven has collected a variety of swords in his lifetime (besides the ones that are stolen from the Vigil Knights) although it's possible that he only acquires them in a separate timeline. Only a few of them are notable enough to be listed below: None of these blades are as prized as the relic that he found in the debris of a sunken galley that once sailed under the Vigil Knights banner. The sword was worthy enough for Sven to replace the Outcast Blade with it.
 * A greatsword whose blade is made of Radiant Ore. While extremely sharp, not many blades made from this ore can survive their first use.
 * An obsidian sword said to contain the fragmented souls of tormented gods.
 * A two pronged sword that doubles as a tuning fork. When struck against another blade, it will produce a different sound that depends on the blade that it has struck. Skilled users like Sven can tell what kind of blade they are facing with this.
 * An unorthodox blade whose edges converge into a ring rather than a tip. The ring symbolizes unending courage.

As for his armors, most of them are taken from the Vigil Knights, including the uniforms of the Chiseled Guard, the Mono Militis sect, and the Flameguard sect. The serrated shafts that are crafted along the protrusions of Sven's helmet are said to improve the wearer's hearing.

Much like the sets of armor that the Vigil Knights once wore, even his armor can be used as a weapon. He once impaled an attacking ogre in the Feral Road using the spikes resting on his shoulder guard, and a specific left-handed gauntlet in his possession was carefully designed to intercept an enemy swordsman's attack on his shoulder or to catch a blade mid-swing.

Powers
Sven's abilities are a mixture of his knightly skills and godly power. All of these abilities synergize with each other to destroy multiple opponents at once, fitting for his theme as a one man army in a planet full of foes.

Sven unleashes his father's magical gauntlet, launching the on his foes. He prefers using his gauntlet on enemies that attempt to escape him. A prophecy from a strange Oracle called Nerif states that his gauntlet is the hammer of the gods, implying that Sven has some form of connection with divinity.

The Outcast Blade's can cut through multiple opponents at once with a combination of its massive length and the shockwaves that it emits when swung.

In battle, Sven may hearten his allies with a by reciting a few poetic lines from the burned Vigil Codex, fortifying his obedience to his rogue code. Lorewise, it's unknown if it provides any other buffs outside of gameplay mechanics. He also doesn't seem to recite any lines when using this ability, but he roars loudly instead.

is the same strength that Sven used to shatter the Sacred Helm on the day of his In-Swearing. Card art for this ability in Artifact shows that Sven and his sword will grow in mass and size when this ability is activated, while also turning his padded armor red. This, alongside his Storm Hammer (which is said to be the hammer of the gods) is one of his connections to divinity, at least according to its name.

Friendships and rivalries
Allies meeting Sven
 * vo_abaddon_abad_ally_11.mp3  Honors to you and to the rogue's code you follow.
 * vo_crystalmaiden_cm_ally_05.mp3  That's a lovely shade of blue, Sven.
 * vo_crystalmaiden_cm_ally_06.mp3  Sven, are you still so blue under that armor?
 * vo_dark_willow_sylph_ally_179.mp3  Good on you for standing up for yourself.
 * vo_dark_willow_sylph_ally_180.mp3  Nice to have the knights of the Vigil on my side for a change.
 * vo_dawnbreaker_valora_ally_193.mp3  Swords aren't really my thing. But yours isn't so bad.
 * vo_grimstroke_grimstroke_ally_76.mp3  Twin hammers await our enemies, my taciturn friend.
 * vo_hoodwink_hoodwink_ally_187.mp3  That sword's bigger'n you are. Pretty neat!
 * vo_kunkka_kunk_ally_07.mp3  With a helm like that, Sven, I dub thee my helmsman.
 * vo_mars_mars_ally_107.mp3  Break out a warcry, Sven! Or your heart's not in it!
 * vo_monkey_king_monkey_ally_171.mp3 vo_monkey_king_monkey_crown_ally_171.mp3   How do you see anything with that helmet on, Sven?
 * vo_monkey_king_monkey_ally_172.mp3 vo_monkey_king_monkey_crown_ally_172.mp3   Come on, Sven. Time to drop the hammer on someone!
 * vo_pangolin_pangolin_ally_177.mp3  Follow your heart, Sven, not some code.
 * vo_pangolin_pangolin_ally_178.mp3  Such a blade seems impractically large, mon ami.
 * vo_snapfire_snapfire_ally_191.mp3  Someone said you can breathe under water. Is that true?

Enemies killing Sven
 * vo_arc_warden_arcwar_rival_12.mp3 Your vigil ends.
 * vo_dark_willow_sylph_rival_179.mp3  That's the best you could do, Sven?
 * vo_dark_willow_sylph_rival_180.mp3  I was expecting more from you, Sven.
 * vo_dragon_knight_drag_sven_01.mp3 vo_dragon_knight_dragon_sven_01.mp3  Sven, you have much to learn about fighting dragons.
 * vo_dragon_knight_drag_sven_02.mp3 vo_dragon_knight_dragon_sven_02.mp3  Good night, Sven. I mean bad knight.
 * vo_dragon_knight_drag_sven_03.mp3 vo_dragon_knight_dragon_sven_03.mp3  I'm the better Knight, Sven.
 * vo_enigma_enig_rival_23.mp3 Your armor crumples.
 * vo_grimstroke_grimstroke_rival_112.mp3  Brute force fails you, fool.
 * vo_hoodwink_hoodwink_rival_187.mp3  My first thought was your sword's impractical. But now I see it's actually impracticable.
 * vo_juggernaut_jugg_rival_01.mp3 vo_juggernaut_jugsc_arc_rival_01.mp3  It's not the size of the sword, Sven, it's how you use it.
 * vo_juggernaut_jugg_rival_02.mp3 vo_juggernaut_jugsc_arc_rival_02.mp3  Size means nothing when your blade carries no weight.
 * vo_lina_lina_rival_03.mp3 Cooked you in your armor.
 * vo_mars_mars_rival_127.mp3  God's strength! Hmmm...
 * vo_mars_mars_rival_128.mp3  Your past accomplishments mean nothing, and your future is at an end.
 * vo_monkey_king_monkey_rival_171.mp3 vo_monkey_king_monkey_crown_rival_171.mp3   I'm not saying there's always a connection between excessive brawn and mental deficiency.
 * vo_monkey_king_monkey_rival_172.mp3 vo_monkey_king_monkey_crown_rival_172.mp3   Hahahaha, Sven. You thought you could keep up with me? There are trees everywhere!
 * vo_omniknight_omni_rival_15.mp3 You would have been a powerful follower Sven.
 * vo_omniknight_omni_rival_21.mp3 Sven, your dedication honors us.
 * vo_pangolin_pangolin_rival_179.mp3  I'm not foolish enough to stand in front of that blade, Sven. It's all about positioning.
 * vo_pangolin_pangolin_rival_180.mp3  That is a fight they will be telling stories about. Well, my part anyway.
 * vo_snapfire_snapfire_rival_192.mp3  It'll take more than an oversized apple peeler to bring me down.
 * vo_snapfire_snapfire_rival_193.mp3  I knew that armor would wear down eventually.
 * vo_void_spirit_voidspir_rival_104.mp3  You would have the same chance wielding a sharp stick.

Others
 * vo_oracle_orac_prophecies_090.mp3  To the rogue who wields the hammer of the gods, all mortal forms resemble crooked nails.
 * vo_legion_commander_legcom_duelhero_18.mp3 vo_legion_commander_legcom_dem_duelhero_18.mp3  Time to match steel for steel!

Biography
Although his origins are as dubious as children's tales, there is only one origin story that belongs to Wukong. The oldest tales say that he hatched from a large magical boulder that bore silent witness to all of creation. But only children and fools put stock in such things.

Rumble In The Deep
During a time when Wukong had no worthy weapon in his hands yet, he was searching for one that was worthy of his talents. Finding none on land, he turned to the underwater realm where The King of the Eastern Sea (or Seas ), hoarder of the surface world's treasures, dwelled in the depths where no sunlight could reach. Hearing of the Monkey King's desire, he mused about a weapon called the Jingu Bang, which he said was a weapon worthy of a warrior like him. Unfortunately, he also said that it was lost to the depths of the ocean, and so he directed him to the base of Dark Reef Prison where it can be found.

Seemingly unaffected by the crushing pressure of the depths, Wukong swam through the murky waters towards Dark Reef and found the staff embedded on the ocean floor. He then gripped the staff with all of his might until it was freed, but he realized he had been tricked. By freeing the staff, it suddenly extended its length and breached the walls of Dark Reef prison. He quickly shrunk the staff to a more manageable size, but it was too late. The notorious and dangerous prisoners of Dark Reef have begun their exodus. Determined to correct his mistakes, he singlehandedly stopped three dozen criminals from escaping.

Of course, this story contradicts with the Nightcrawler's accounts on how he alone escaped Dark Reef, and it even contradicts with another report where several criminals broke out of the same prison, lead by none other than Slark. Still, who cares about authenticity when this legend puts most heroes' feats to shame?

Immortal Path
This legend is much more dubious than the previous one. Some say that the legend started when Razor trapped the Monkey King in the Narrow Maze many years ago, but some say that it started when Wukong traversed the path to the underworld by his own accord for the sake of making himself an immortal warrior. Either way, this is the one and only story of how Wukong achieved true immortality.

In the Narrow Maze, Razor chased after Wukong's soul until the latter reached an open space with a luminous exit at the other side of the room. Finally having a bit of breathing room, he quickly hid behind a rock and shapeshifted into a tree before Razor could catch up to him. When his tormentor reached the room, he could not find Wukong and searched around until he was attacked from behind. A brutal battle ensued and eventually Wukong defeated the Lightning Revenant. He was now free to remove his name from the Book of Life and Death alongside the names of his clone army, making them both immortal.

Somewhere in between this legend and the next (assuming that his lore follows its real-life mythical counterpart) Sun Wukong waged a war against the heavens until nothing but his legend survived.

Burning Crucible
Wukong's audacious crime of removing himself from the great wheel of the cycle of nature did not go unheard of. The four forces of nature conspired to punish Wukong so that they may restore order back to nature and prevent further chaos from disrupting it. Wukong's legendary skills as a warrior were no match for the combined forces that governed aspects of creation itself, and so he was locked away to have his heavenly powers purged by the purifying flames of Xin's Eternal Crucible.

Outraged at this injustice, Wukong struggled to survive within the flames of the Eternal Furnace. But even with his deathless existence, he soon learned that even he had limits. So he resolved to be stronger. For forty-nine days, the Monkey King meditated in the furnace as the flames lapped upon him. Unable to be consumed by the fire, the furnace that was meant to be his punishment became a crucible where a powerful being was reborn.

The King versus The Quorum
There is a legend that describes one particular at some point in Wukong's immortal life where he fought the The Quorum, a senate of thirty-one powerful wizards who govern over all of Weeping Rose. No other details exist about this legend yet, since it was only mentioned in passing by Ilexa, a young Radiant creep who claims to be Wukong's biggest fan.

A New Journey
Long after his war against the heavens, and with his greatest feats all behind him, Wukong found himself working as a cage fighter for Grek in White Spire. This job only came to him as a pleasant distraction from his journey to the war of the Nemesis Stones after he saw a flyer on the way to the battle. But scripted cage fighting seemed like a fun thing to take up.

Already accustomed to his new job, Wukong maintained a staged feud with his rival Breklin, the Living Anathema, for many months. Following a pretty exciting performance that wrecked the cage and Breklin with it, Grek approached Wukong after the match and informed him about the arena's dwindling budget. Grek claimed that he could not afford Wukong's theatrics since most of their funds have been spent on repairing the stage after every performance. In response to their situation, Wukong suggested a less destructive performance where he and Breklin would perform stand-up comedy. But Grek refuses, saying that comedy doesn't sell, but he ominously assures him that he has something else in store for tomorrow's show and that they're going to love it.

Wukong retreats to the Sundered Moon bar where he and Breklin are signing autographs. He informs the latter on their boss' idea for a new kind of performance and his assumptions that they're going to approve of it tomorrow. Breklin predicts that it's going to be terrible and Wukong agrees with him before calling the next person in line. Black Arachnia's scurries through the intimidated crowd as she makes her way towards their table and pins her flyer on it with her spider leg.

The two ex-lovers greet each other—Arachnia expresses her anticipation while Wukong coldly greets her back. Arachnia proceeds to reveal that she

Friendships and rivalries
Aliies meeting Monkey King Enemies killing Monkey King Others
 * vo_dark_willow_sylph_ally_111.mp3  So you're the chatty little rodent man everyone's been talking about.
 * vo_dark_willow_sylph_ally_112.mp3  Now walk me through this: You have your staff. But you still have to buy your staff.
 * vo_dawnbreaker_valora_ally_121.mp3  I'm sorry, who were you again?
 * vo_dawnbreaker_valora_ally_122.mp3  I didn't catch your name...
 * vo_grimstroke_grimstroke_ally_48.mp3  Your early works are impressive, Wukong, but I'm not a fan of the newer stuff.
 * vo_hoodwink_hoodwink_ally_117.mp3  I heard you came to my neck of the woods once, Wu Kong. But it was before I was born.
 * vo_mars_mars_ally_69.mp3  I'd heard stories, but you're even more annoying face to face...
 * vo_meepo_meepo_ally_monkey_king_01.mp3  I like a guy with a chip on his shoulder.
 * vo_pangolin_pangolin_ally_115.mp3  Tell me your name again? Monkey Man?
 * vo_pangolin_pangolin_ally_116.mp3  You talk too much, Wu Kong. But nothing to say to me, eh?
 * vo_snapfire_snapfire_ally_120.mp3  Good thing I learned to tune out prattlin' years ago.
 * vo_templar_assassin_temp_ally_11.mp3  I'm more interested in that which remains unsaid, Wukong.
 * vo_templar_assassin_temp_ally_12.mp3  With apologies, Wukong, I do not believe the temple will find you.
 * vo_shredder_timb_ally_15.mp3  You seem a little too fond of trees, friend.
 * vo_shredder_timb_ally_16.mp3  I will cut where I wanna cut, and you will deal with it!
 * vo_void_spirit_voidspir_ally_37.mp3  You've provided much amusement, Wu Kong. It's always entertaining to see divine arrogance brought low.
 * vo_void_spirit_voidspir_ally_37_02.mp3  I serve no gods, Wukong. I merely had later need of you and this version is much more useful.
 * vo_zuus_zeus_monkeyking_ally_01_02.mp3 vo_zuus_zeus_arc_monkeyking_ally_01_02.mp3   Why do I get the feeling this is going to be a long battle?
 * vo_zuus_zeus_monkeyking_ally_02.mp3 vo_zuus_zeus_arc_monkeyking_ally_02.mp3   Putting up with your impudence best yield me something.
 * vo_dark_willow_sylph_rival_111.mp3  Shoulda hid as a tree.
 * vo_dark_willow_sylph_rival_112.mp3  Next time run away on your little cloud.
 * vo_dawnbreaker_valora_rival_121.mp3  I'm not a god. I'm better than your gods.
 * vo_grimstroke_grimstroke_rival_69.mp3  Now you've seen what a real martial art looks like.
 * vo_hoodwink_hoodwink_rival_117.mp3  Looks like I'm the king of mischief now.
 * vo_mars_mars_rival_92.mp3  I'll have to embellish your death when I tell this story...
 * vo_mars_mars_rival_93.mp3  It's hard to believe it took this long for someone to kill you.
 * vo_meepo_meepo_rival_monkey_king_01.mp3 What good are copies if they just stand 'round doing nothin'?
 * vo_pangolin_pangolin_rival_113.mp3  Leave the mischief to the children, Wu Kong.
 * vo_pangolin_pangolin_rival_114.mp3  You came all this way, Wu Kong. The least I could do was kill you.
 * vo_snapfire_snapfire_rival_120.mp3  Someone had to fix that leaky mouth of yours.
 * vo_snapfire_snapfire_rival_121.mp3  You obviously haven't heard of me. Guess I been gone too long...
 * vo_templar_assassin_temp_rival_18.mp3  Your loud mouth left little to the imagination.
 * vo_templar_assassin_temp_rival_19.mp3  The world will wonder at your fate. Unlike some, I value discretion.
 * vo_shredder_timb_rival_21.mp3 Oh I saw right through you, Wukong, you were with them from the start!
 * vo_shredder_timb_rival_22.mp3 Where are your precious trees now, Wukong?
 * vo_shredder_timb_rival_23.mp3 Sympathizer!
 * vo_void_spirit_voidspir_rival_68.mp3  Gods never fared well against you, but I am not a god.
 * vo_zuus_zeus_monkeyking_rival_01.mp3 vo_zuus_zeus_arc_monkeyking_rival_01.mp3   I'll be the envy of all the gods!
 * vo_zuus_zeus_monkeyking_rival_02_03.mp3 vo_zuus_zeus_arc_monkeyking_rival_02_03.mp3   You've had this coming for a long time.

Description
can be passed down to descendants

In Dota: Dragon's Blood
divine spark

Users
Here is a list of beings and whatnot who can manipulate or exploit the spark of others or themselves.

Heroes
's is a rite of preventing death that can only be performed properly by a seasoned acolyte of the Shadow. No matter how close to death its recipient is, the ritual preserves the spark of life so that it may restart a faltering heart at the edge of death.

The 's many deaths have dimmed the spark in her heart. And yet its light is bright enough to draw mothlike spirits from the realm of death to this beacon, causing an eerie of mothlike spirits that feast upon the essence of the living.

Known as the spark of endless and ancient stars, the is the origin of all stars and their life in the universe. Using his staff, he sparked the fire and life of many stars. To aid him in bringing life and light to many stars, he channeled his gift to create a winged equine herald whose luminous charge set fire to many stars like he did.

Gods
Before 's seed was sown and sprouted, his mother—the woods-goddess Verodicia—infused a sapphire gem with a spark of her essence. Meant to be left in the wastes of a war-torn land, the vital essence in this gem makes it a fail-safe against the event that the cycle of life is broken in said lands by restoring it.

Runes of Power
According to the, the restorative contains a spark of vitality.

Notable Holders
All creatures that are alive and not completely dead have a spark. The non-exhaustive list below shows some notable examples of living beings who still have a spark in their heart.

Heroess
Even atavistic entities like the have the spark of life.

Existing on the brink of life and death, still has a spark of life within him, albeit it is always on the brink of dimming out because of his aforementioned existence.

has a spark of life. In the next life of his resurrection, he still retains his old spark. He seeks out those who still carry his spark to further spread his teachings.

holds a spark of life in his heart that will fade when he dies. He knows the sparks of his victims are snuffed out when they die by his hand.

Proof of the 's life isn't light but rather darkness in his heart. He must eat to feed it, and in return it sustains him through the daylight that killed all of his kin.

Races
Stars

Items
The can restore the spark of life in a dimmed heart, resurrecting them.

Description
beyond mortal senses

indestructible irreducible

proof of life and existence

Aspects of the spirit
tether

Wraith Essence Wraiths

mana?

In Dota: Dragon's Blood
eldwurms, invoker stole and offered lirrak's soul to tb, kept the remaining souls in eggs with purple water in them

invoker can steal souls with wex and exort orbs, can astral project

Selemene seggs souls

terrorblade

Heroes
The Three Shades

Celestials

Gods
Clasz

Necro'lic

Spirit of Nature

The Three Shades Belladonna Tyrian

Races?
Demons

Wraiths

Consumption, harvesting, sacrifices, etc.
souls are great source of many powers, thus they are often sought after by many (usually evil dudes because taking someone's life for the sake of power is morally bad)

Heroes
One of 's swords was once an ancestral blade of the House Avernus. It was cast into the Font, emerging as a mist-steel blade that now feasts on the souls of its foes.

Though she may be a being of light, is not above taking the essences of others to restore herself.

As a Shadow Priest of the Dezun Order, sacrifices the souls of his fellow faithful to the Nothl Realm. The fallen at his wake will also have their souls sacrificed there.

Following his failed sacrifice and thus ascension, seeks the ultimate sacrifice of his own lifeforce. Like how he isn't one to waste his own life, he doesn't waste the lives of others as he sacrifices his foes to the Nothl Realm.

The ever unsated and power-hungry can forcefully  the souls of others to restore his mana.

It's implied that 's is more than just a fancy name. She actually enslaves dragons, which is why this spell appears as a ghostly dragon, possibly their spirit.

Although he is satisfied with the life found in the flesh, can rely on the life from the souls of others, jokingly (or not) preferring to consume juicy souls.

In Artifact, the card art for 's shows that this power also drains the soul away from its victims.

Not only can 's drain and absorb the power of his enemy, but it can also steal from the soul reservoirs of those who rely on it for strength and power.

claims the souls of his foes to gain new spirit guides for himself. He isn't selfish, however, as these sacrifices are also dedicated to his shades.

Allies must despair in the 's presence, for he can them anytime to restore someone or something at their vital expense.

captures demon spirits from the Outer Hells and traps them in his staff for his, so that he can unleash these evils when they're needed.

Often involved in the spiritual, carries a soul trap adorned with a previous victim's skull. He uses collected souls as currency for unknown but evil transactions.

Races
Demons

Fetishes and other spiritual vessels
items that contain souls which empowers the item

Heroes
's grandsire lives on in a bow crafted from his bones. It gives Clinkz great power in the form of its spirit fire, but it also torments him with his grandsire's unwanted advice.

Some of 's ritual garbs are inhabited by the Father Spirit. Another fetish he dons is a necklace of troll's teeth, each one containing the trapped soul of its former owner.

The 's Dragon Sword was inspired by the fire of a dragon. It may contain an actual soul of a dragon.

Within 's is a lost Claddish soul, possibly summoned from the ritual of the Suicide-Mages of Cladd during the battle at the Trembling Isle.

One of the 's blades is forged from condensing and compressing a soul's raw energy into a form fit for a weapon, a skill only a few now possess.

wields a ghostly flail that is forged from the minerals formed from the wayward spirits and wights who were lost between the planes.

Within the obsidian of 's dark greatblade are the fragmented souls of tormented gods.

As the seer of his generation, carries a drum containing a handful of bones of many seers past, so that their spirit may infuse the current seer's telling of old tales. He wields a ritual staff imbued with the life essence of a sacrificial totem beast. Also, he wears a household totem mask containing the trapped soul of a swamp dwelling Yando beast. move this

Worship, assistance, communion, etc.
in contrast to stealing souls to gain power, one may simply ask them nicely for power

commune with souls, any communication or relationship with spirits

Heroes
The regal white stag that bowed to the is gone now, but his friend's spirit remains in Karroch's  Primal Roar.

?

As Clasz's acolyte, the can sharply clang his gauntlets together in an aspect of prayer to invoke the high essence of Claszureme for gifts of luck and protection.

The last Claddish ship at the battle of the Trembling Isle is now a that endlessly replays the final seconds of its demise, still summoned by its Admiral.

's ancestral armor is charged with her lost Gorgon sisters' ethereal presence, who watch over and protect their youngest sibling. But each invocation of this ancestral power strays her from her forgone―if not forgotten―path of worthless beauty.

Crippling Fear

messenger of the spirits    spirits guide him   invokes them  spirits are source of strength and power  spirits send him omens  source of resurrection may let others talk to spirits for him ask forgiveness from spirits

calls upon the ancestral spirit of nature that dwells within all plant life, animating nearby plants like vines and branches to cause a restrictive.

Wild though he may be, is a very spiritual person. Like all Ursa in battle, he is joined by the spirits of his ancestors who fuel him with their strength. Within him flows the spirit and strength of his forebears, and from without the spirits walk with him and watch over him, becoming pleased with the fortunate events that may happen to him. remember

Factions
The Suicide-Mages of Cladd are only known by the one feat they performed in the battle of the Trembling Isle when they summoned ancestral spirits to protect the Claddish Navy.

Races
The Magnoceroi are a people with a strong connection and reliance on the spirits in their culture.

The Ursa are yet another people with a powerful spiritual connection and reliance. Among the spirits they rely on is that of the first bear's. They are known to bestow the spirits' blessings to others, but it is honor makes them worthy of it. In battle, the ancestral Ursa spirits join their warring kin and fuel them with their strength.

The have a harmonious connection with the spirit of the wind, allowing them to call upon it to summon  and sentient.

Spirit ushers
these guys simply send your soul to another level of existence (usually upon death) not as sacrifice, but for some esoteric reason

Heroes
Wraiths

Primordial harmony

Underscape

Other soul manipulation
can manipulate their own soul or others' soul to do cool stuff or have a soul that's the source of their power

Heroes
In gaining his powers, meditated with the Font and drank deep from its vapors, learning to blend his soul with this power. Now his soul brims with the mist itself.

Both the 's and  techniques reach deep into the soul to work their purification and destruction, as mana is a spiritual energy.

The same hellfire of Maraxiform that forever torments 's essence is the bottomless reservoir of his ' flame.

Within the, the Eldwurm Slyrak lives on

Like his shattered creation, the 's lies broken amongst the many planes of existence. Using this spell calls upon his soul across the planes and cleaves his soul further,  but in time the pieces of himself that he summons will reunite with him and bring about bliss for the broken One.

Compelled to share his transfiguration, 's spell twists the essence of others, greatly altering their physical form.

Riftshadow Crystals

As a priest of the All Seeing One, the is adept at, his scouring light removes impurities from their fellow allies.

owns a pair of Shadowshards—twin blades that are pieces broken away from the dark world. As these blades pierce the flesh, their power drains away the soul.

can become when he succumbs to his ancient spirit, which protects him more than any armor ever could.

Characters
Slyrak

Races
Demons hellfire The Ivory Incubarium's Oracles see the future via astral projection, their souls roaming afar from this world while still being bound by their soul's own tether. Some Satyrs, such as those who are, can steal a fragment of their victim's soul to cause a.
 * The ability flows two ways in the hands of a certain 's astral orb, for his disrupts an enemy's connection to their own body.

Factions
Sisters of the Veil Phantom Veil

Priests of the Omniscience are adept at removing impurities from their fellow allies.

very powerful dudes
Ancients

gods

Spiritual Realms
Abysm

Astral Plane?

Foulfell

Narrow Maze

Nether Reaches?

Nothl Realm

Seven Hells

Underscape

Void

Items
The foul is the former weapon of the,  having its origins in what he calls the Abyss. It can cut into its victim's soul.

Strikes from the can cut straight into the enemy's soul, sapping their mana in the process.

?

The reveals all sorts of hidden things, including untethered spirits which are naturally hidden from all mortal senses.

Constructed from a fire demon's essence, the malicious is a garnet rod that bedevils unpleasant power upon others.

The corrupts the soul of the user, but it also gives them wisdom.

Stored in the is the essence of the one it was named after.

The provides immense unholy power (such as lifesteal ) at the cost of one's soul.

probably does what its name says. But it is said to restore lost courage.

Caution must be taken with this. This evil ring feasts on the wearer's soul, but it provides mana in return.

An unnamed god forged the aptly named to trap the soul of another in it.

The spiteful is inadvertently possessed by the soul of its incautious creator.

?

The nature of magic
magic in early days was purely mental and mnemonic

Magic is unnatural or supernatural, as it seems to be opposed to that which happens naturally.

Fundamentals and ingredients
There are many elements and ingredients involved in the process of magic.

According to Pugna, the source of all sorceries is the Nether Reaches. The void is one of the several vital ingredients of magic, for it is responsible for the existence of arcanery.

But the key to altering the very foundations of magic lies in solving the Puzzle of Perplex. By doing so, they can change the boundaries of sorcery and reshape the world of magic.

To cast spells, a magical resource must be expended: mana. Mana is a finite, spiritual energy that has its reservoir deep in the caster's soul.

Sound is implied to be an important ingredient in magic. In Dota 2 lore, it is recurring that a spellcaster can be prevented from using their spells by disabling their ability to speak one way or another. Thus, speech is required for incantations, and incantations are need for casting magic, therefore sound is vital for sorcery.

Good memory and intelligence are crucial for spellcasting. Spells are fleeting to those with poor memory and can be too hard to grasp, but good memory and wits ensures that a spell will be remembered and readily available.

stuff of magic
When spells are cast, there are arcane bindings that pass betwixt the caster and their foe. The caster can exploit them using items that are tuned to sipping from said bindings to heal themselves. Basically, this is spell lifesteal in Dota 2's lore.

spell cooldowns exist, can be reduced via time manipulation

kingdom of magic

In Dota: Dragon's Blood
Magic has a very minimal presence in the animated series of Dota: Dragon's Blood, given its focus on the cosmic Eldwurms. Regardless, magic still exists in its vast setting, albeit it does not share the same depth that the original game's lore has with sorcery.

Since half of the Eldwurms are the four elements themselves, they seem to be the source of elemental magic now, such as the Invoker's, , and orbs. This is because his Quas orb appears to be composed of water and thus it emanates sounds of water now, despite the original orb allowing for manipulation of ice elements. Quas seems to be the orb of water now, because the element of ice is included in the element of water, which is why water dragons can breathe ice.

As such, the Invoker has the most instances of magic in the series. He has many spells and many magical apparatuses, but most of them have no background to them. This section is too small for Invoker's vast arcane repertoire, but all of his powers can be seen here.

Mene Selemene moon goddess and their worshippers rely on leylines (like rivers of magic) and lotuses

In the cycle of a god's life and death, the yearning of their faithful to their deity's return is a powerful magic that's potent enough to bring back their deity in another incarnation. magic is generated by prayer?

bunch of helio imperium mages trying to heal gilded mirana

inbooger hired some mage physicians to heal filomena to no avail

Shopkeeper magic

vanari has magic bow that materializes projectiles rather than physically loading them, shots turn enemies into what seems to be gold

various magic items appear in the show as mere references such as, their power not demonstrated at least once. only Shopkeeper's Gem is used

brands
Alchemy sits in the blurred line between magic and scientific method. It is purely a material art, meaning it requires no ethereal method, but its results are quite magical.

Artificing is a skill that revolves around the construction of magical goods, from mere wards to the mighty scepter of Aghanim.

The malicious Arts of Oblivion channels the dark power of the Nether Reaches.

Chronomancy seems to revolve around time manipulation via magic items, like the Claszureme Hourglass. It is prohibited in the material plane by the Clazemere Treaty.

Practiced by the monstrous inhabitants of Aziyog, the arts of the Dark Rift is a foul sorcery that has power over the Abyss and the twist between worlds.

It would seem that the Demon Witch tradition revolves around having power over the inferno and its denizens.

The Frozen Arts is a brand of sorcery that allows the user to manipulate the cold elements of Icewrack.

One of the oldest forms of sorcery, the power to is primarily a mnemonic process, recalling spells and their formulae from memory to bring them up for casting.

Half of the Isle of Masks' Juggernaut tradition consists of rituals. However, the tradition's other half of swordplay still has some form of magic in it.

The Rumusque Faithful possess a brand of magery that revolves around healing and cleansing to combat the undead.

Magical resources
The Font of Avernus seeps from a crack in the earth, somewhere in Avernal lands. Newborns of Avernus bathe in it to gain an innate connection to the land's mystic energies for life.

A spiritual essence, mana is basically the cost of using any magic.

Even crimson Ragestone that is still encrusted in rock as veins of mineral can drive men and beasts alike into fits of madness and uncontrollable violence.

Riftshadow Crystals are used in dark rituals. Survivors of these ceremonies will have their soul split into pieces by shattering these crystals.

Forged of the most fundamental magic, the Runes of Power infuse the consumer with powerful buffs depending on the type of rune.

Sinorian Gemstones are used as magical foci for nature's incantations. Hence, they are capped on staves for use in green sorcery.

The arcane energies of, , and can manipulate of elements of ice, storm, and flame respectively as well as their properties.

Heroes
Lord of the ancient House Avernus draws his darkling power over life and death from the mystic Font of Avernus.

can create the Runes of Power out of thin air with his ability.

is a deceptive brute as he knows magic in the form of his. But he also uses a few magical tools in battle, and a list of them can be seen here.

Possibly inherited from Nyctasha, wields sorcery. To his victims, he weaves tendrils of fear that increase their vulnerability to arcane and unknown arts.

When using magic, the relies on his spirit ancestors (also known to him as Yoy) to cast and strengthen his magic.

wields the magics of his former outlaw tribe in Hazhadal in the form of their animal enthrallment alongside the Fold Knights' holy sorceries.

uses the "Life Without End" spell of Mage-King Sutherex that torments and sustains him to work his magical power over life and death.

Alongside her natural elemental power over ice, uses the Frozen Arts sorcery that she learned from her teacher in Icewrack.

's magic includes the ability to, manipulating gravity to cause , and warping the wall between worlds for his and.

is a Fae, a cunning and magical creature that can channel power from their home realm. Her friend Jex is a wisp, yet another magical creature.

Following a seemingly successful spiritual journey to the Nothl Realm, now wields its inverted powers of light and dark with magical rituals.

is the one of the few casters who does not rely on themselves to cast magic. Instead, he uses crafted apparatuses to control his stormcraft.

's earthly magical totem can create an impassable and deliver the ultimate. He can use to boost its striking power.

has little use for magic with his Nothl power, save for his spell that he learned from Dezun's priests, using it only when he's critically injured.

is an exceptional master of the arcane arts, knowing the ancient sorcery of and wielding the energies of, , and.

A magical creature by nature, the Pyrexae Dragon wields all of the variations of the fiery and icy powers found in the diverse branches of his race.

Named after an endangered tradition exclusive to the drowned Isle of Masks, the wields both swordplay and ritual as an expression of self.

Admiral of the lost Claddish Navy still wields the ancestral magic of Cladd, having control over maritime elements.

In both life and undeath, is a master of frost magic. Testament to his skill is his spell, which is almost universally considered as the ultimate in frost magery.

is infused with the tormented life-force of a vengeful wizard, thus he inherits his wicked magic, such as his spell.

Aside from her innate power over fire, also wields the energy of  to work her fiery and solar arts.

is the sole practitioner of the Demon Witch tradition, wielding it alongside the unholy powers of his demon traitor's left hand.

A follower of Selemene, the goddess of magic and the moon, 's gifts are the extensions of said goddess' powers.

The young Banehallow of House Ambry was transformed into a when he was subjected to a powerful enchantment by the royal sorcerers of the last king of Slom, granting him the ability to  into a powerful wolf with supernatural haste. The same enchantment also allows him to.

' powerful magics channel the strength of his people's spirits to others, but he has also mastered the power of Mount Joerlak itself.

's only magics come from his Riftshadow Crystals. With them, he now stands between autonomous copies of himself and can break these crystals to away.

Yet another follower of Selemene, the goddess of magic and the moon, 's blessings are the extensions of said deity's powers.

born from magic stone

Instead of mana or blood magic, taps into the heart of his mother Verodicia's wrathsome will to work his green magic.

Before he was the, Rotund'jere was once one of the Rumusque Faithful, thus he used their healing and cleansing arts. Now, it is corrupted by his plague magic.

Blessed with two heads and thus relatively high intelligence, the wields flame-based sorcery as well as Dumb Luck that enhances its magic inconsistently.

The is a being of great intelligence and thus magic. His Outworld link gives him a vast mana stock, which he infuses on himself to fire.

The once mundane Azwraith was reborn as the with Dread Magus Vorn's death. Imbued with his essence, he inherits his power over light and its many spectrums.

is a faerie dragon, a magical creature of tremendous age and power.

channels the power of the Nether Reaches with the dark magic known as the Arts of Oblivion.

Grand Magus is a master of the arcane solely by his ability to mimic casted spells. Now, he wields the Perplex's power to shape magic as he sees fit.

The vast elemental known as the Scintillant Waste takes form in the. His carapace, filled with the sands of said waste, is a magic armor forged by the Djinn of Qaldin.

Based on an inimical interaction betwixt the and the Anti-Mage, the former wields magic.

was gifted with arcane aptitude as a child, but he also has a strange power from the spirits that he calls "shades" for some reason.

Bred by the Aeol Drias as their prophesied apex mage, the emerged devoid of any magic talent, a deficit that he shares to those with magic via curses and silence.

The 's magics are bound to his allegiance to the Nest of Thorns. He is blessed by the deities Scree'auk and Avilliva.

Possibly from his deal with the Dark Ones, has aphotic magic in the form of his  and. He wields magical items as well, which can be seen here.

Little is the magic in 's arsenal.

's magic lies solely in his spell, which he gained from his mastery over the open sea.

Not only is a trained pugilist, but he also has ice-based magics that bring the North's chill to the warmer climes:, , and.

Vrogros the is well-practiced in the arts of the Dark Rift, conjuring corrupted flames and crippling malice through the twists between worlds.

Perhaps the is a magic user as he is empowered by a dark god who is implied to be a magic user too.

Even as a blessed with Scree'auk's powers of retribution, Shendelzare still remembers the most basic  spell of the Skywrath.

Demnok Lannik became a when he decided that it was necessary for him to master magic in order to better protect himself in his further quests for arcane knowledge.

Besides being a dragon, which is a magical creature by nature, Auroth the has also mastered several spells and curses.

According to an unfriendly interaction between and the Anti-Mage, the former wields sorcery.

Gods
According to Mars, the gods are immune to magic.

The Dead God might be a magic user because he wields a wand, a common tool for sorcery.

Selemene may be known as the Goddess of the Moon, but she is also the goddess of magic.

The heart of Verodicia's wrathful will is the power source of Nature's Prophet's magery.

Races
Djinn

Dragons

Fae

Harpy Human Oglodi Magnoceroi Masked Ones Odobenus Prowlers Satyrs Skywrath Trolls

Stars

Factions
Knights of the Fold

Cathedral of Rumusque

The Burning Cabal are a group of invokers who specialize in as their sole magical discipline.

The Quorum

Tyler Estate

Characters
probably won't do this because there's so many tbh

Momma Eeb

Pierpont

World
The Outworld

Ultimyr Academy

Enemies
Keen

Items
Attached with what appears to be an, the is a revitalizing tool that helps the user bear the costs of magic.

The gets its hastening properties from the time magic that's imbued in this blade.

Crafted by an underground arcanist, the 's origins imply that it is a magical item.

The is a versatile weapon, for the blade works in both magical and physical planes of existence.

The magical seem to render weapons weightless to the wearer, hence the bonus attack speed it provides.

once protected one of the most famous heroes in history

Both the and the, used for channeling magic energies, are simple yet favored apparatuses among apprentice wizards and great warlocks alike.

The is proof that there are hidden colors at the core of magic that only the most gifted of magicians can sense.

Mages and warlocks commonly don the for various rituals.

Filled with magical powers, the has been passed down from the eldest of mages.

Proof that spell lifesteal doesn't just exist in gameplay, the is tuned to sip the arcane bindings that pass between caster and foe.

There are many items that offer protection versus magic, such as the, a magic-dispelling , the , and the.

Description
Mentions of mana in the lore of Dota 2 suggest that mana is an ethereal and magical energy that flows from one's spirit. For instance, the Anti-Mage, upon killing someone using, states that the cost of magic (mana) is borrowed from one's soul. In Artifact, it's stated that mana is the essence of life. It's possible that this means mana is an essence found in the spirit, the aspect that gives life to an individual. Harbinger's refers to mana as the "ebb and flow of all spiritual energy" in its lore. It's unknown what this ebb and flow is, but perhaps this refers to the expenditure of mana and its eventual regeneration over time, respectively.

However, the Nyx Assassin's implies that mana flows from the mind, since the ability saps the consciousness to work its mana-sapping power. Perhaps this implies that the mind and the soul are linked with each other, which is why one may manipulate mana from either aspects of a being, for it makes no difference. Basically, the mind and the soul may be two different doorways that lead to the same room known as one's mana reservoir.

Pugna claims that all sorceries have their source in the Nether Reaches. Aether (a.k.a. void or nothingness) is an essential ingredient in magic, alongside this essence of magic.

In Dota: Dragon's Blood
It's implied that mana or something akin to it, like a spiritual essence that one must spend to use magic, exists in the animated series Dota: Dragon's Blood.

using exort orb drained his lifeforce, implying magic has a cost akin to mana restore himself by draining lifeforce from plant life

Heroesm
The and his apprentice  Wei both have the same set of anti-magic abilities. This includes, a modified technique of the Turstarkuri that was once used to manipulate magical energies, until the Anti-Mage repurposed it for his own ends. Believing mana to be an impurity of the soul, he saps his victim's mana and turns it against them with each strike he lands. According to Wei, it's implied that the Mana Break technique isn't bound to a weapon, but the user itself, allowing the skill to be used with any weapon. After enough purification, they may unleash a, turning the victim's mana deficit against them. The name implies that the ability uses the void to work its power. This implies that losing mana expands the void that exists within a being. Perhaps this Mana Void ability comes from the Turstarkuri as well, who in turn used the Void Spirit's teachings, suggesting the monastery's voidal connection.

Although the 's holy apparatuses are reserved for collecting blood for the Twins, he can also collect the arcane essence of the Outworld Destroyer.

Cold temperatures allow mana to flourish. As such, the cool emanates an  that allows the dynamism of spellcasting.

According to Aghanim, uses a mix of chakra and chaos magic, the latter of which is possibly akin to Ezalor's mana-restoring.

Ethreain the can forcefully  and consume the souls of others  to restore his mana pool.

Inherited from his late demon partner's hand, can forcefully  the "life's force" of other magi to restore his own reservoir.

With three of his Wex orbs, the  can  Invoke his  spell. Once cast, the spell builds up a charge of electromagnetic energy that deals damage and steals the mana of those caught in the blast.

The can both drain and restore the essence of magic, both applications possibly drawing upon the Primordial harmony. When Ezalor disrupts it, the consequence will weaken a target's magical essence and cause a in those with "poor constitution" in them. The leak is probably triggered by movement, just like in gameplay. restoring mana through his connection to everyone in the primordial harmony

Empowered by a sea goddess, 's curse grants her the ability to release a that steals her target's mana for herself. Her mana reservoir fuels her, drawing upon her mystic energy to protect herself.

doesn't rely on blood magic or mana for sorcery. Instead, he taps directly into the heart of Verodicia's wrathsome will to work his magic. And yet he wields a staff with spectrolite mana-focusing crystals set in gold.

The 's powers over the consciousness includes his ability to inflict a sapping that eats at their mind. As his victims' minds unravel by his power, their skills and talents are said to be lost in the process.

Characters
Aghanim states that his spells cost loads of mana for him to cast. To be specific, it costs him approximately 1,000,000 mana points to cast one of his spells.

Factions
The monks of Turstarkuri once had a technique that involved the manipulation of magic energies. Anti-Mage modified this technique to create his.

creeps
Despite his name, the can remove a fragment of his victim's soul, inflicting a sapping and damaging.

places
Nether Reaches

The Outworld

Ancients

Items
The and its lesser cousin, the, can energize nearby allies with a supply of mana.

Infinite vitality and spirit (hence health and mana, respectively) await those who choose to wield the.

A bottle of clear water gives when consumed, enhancing the ability to meditate. This seems to restore mana for some reason.

With its ability to cut straight into the soul, the enchanted can sap its victims' mana with each slice.

Mages add the to their collection to improve their presence in battle, perhaps for its mana. It's quite sturdy for a gemstone. It also does what its name says.

The aptly-named feasts on the soul of its wearer. In return, it provides them mana.

The is a perfectly formed amethyst that nourishes both body and mind when held. This benefit manifests as bonus health and mana in gameplay, suggesting that the essence known as mana has something to do with the mind.

A mystical orb, this contains the essence of life. Whether this life's essence is mana or just attributes is uncertain.

Description
Any spells that are cast by invoking are called Invocations, but they're also called incantations or hexes, with no distinction between them and thus these are interchangeable.

Invoking is one of the oldest forms of sorcery (and thus, the most potent form as some would say) in the world of Dota 2. It has existed in the earliest days when mages were blessed with powerful memories to help them specialize the complex invocations of the olden times, an age when sorcery had no apparatuses or tools but the mind of the sorcerer. Because of its primary reliance on the mind itself, it is said to be a true magic.

Pugna claims that all sorceries have their source in the Nether Reaches. Aether (a.k.a. void or nothing) is an essential ingredient in the arcane arts, including the art of invoking.

Process
The following is a step-by-step process on invoking spells, based on the most notable practitioner of this arcane art. It may not be general as others may invoke differently.

concentration and memory required throughout the process, or else invoking will fail

Characters
Buluphont Culween Endoleon Gallaron

Factions
The Exort wielding sorcerers of the Burning Cabal are known as "invokers" in their lore, suggesting that they invoke their spells.

World
Ultimyr Academy

Description
Ice and cold are oft associated with preservation, stasis, forbearance, durability and many other properties related to the slowing, resisting, and ceasing of change. The grim season of winter is the time of slowness in nature—plants grow slower or even stop growing in the cold, animals cease their usual activities and hibernate to preserve their energy, and even that which is shapeless and flowing achieves stasis as it freezes into ice. Because of all this, the cold is often associated with states of stillness such as sleep, death, and equilibrium.

Speaking of equilibrium, the cold being associated with stillness not only applies to our relatively small planet, but it even applies to this cosmos. Case in point, the end of our universe which is the great equilibrium, brought about by none other than its Ancient Apparition: the heat death of the universe. This universe, a system so chaotic with its many processes and changes, tends to move towards equilibrium due to increasing entropy. Order from chaos. Therefore, it seems fitting that any decrease and absence of change belongs to the icy cold, thus the ice and cold elements are aligned to the Strength attribute which resists change to preserve any that possess it. This is the essence of Quas.

Quas is an arcane energy that allows for the manipulation of ice elements and any properties related to immutability when using magic. Besides energy orbs that orbit the wielder, Quas may come in the form of magical crystals infused with said energy and its properties. The following is a list of Quas' properties that are found in itself, in spells that use Quas, and in other applications of Quas. Anything infused with Quas, from invoked spells to creatures exposed to its influence, may inherit these properties: Pugna claims that all sorceries have their source in the Nether Reaches. Aether (also known as void or nothingness) is an essential ingredient in the arcane arts, including Quas.
 * Cold, frigid, bitter, basically any property of being physically cold
 * Heaviness, likely because being heavy means being less susceptible to being moved like Quas
 * Stubbornness, tenacity, resoluteness, determination, fortitude (as found in )
 * Protractedness (as found in )
 * Lethargy (as found in )
 * Restorative
 * Cruelty and wickedness (when mixed with Exort's violent properties, found in exposed to said mixture while they were still incubating)
 * Covetousness and greediness (when mixed with Wex's anxious properties, found in exposed to said mixture while they were still incubating)

In Dota: Dragon's Blood
Along with the Invoker's signature Wex and Exort orbs, the elemental magic orb of Quas makes an appearance (and a few uses) in the animated series Dota: Dragon's Blood. According to this series' writer, producer, and creator Ashley Miller; this iteration of the Invoker doesn't mostly rely on the orbs to cast some of his spells. He compares this version of the Invoker's orbs to a "magical Swiss Army knife" (suggesting at their versatility) that empowers spells and allows him to cast magics that require these orbs.

It wasn't just the way his magic is used that was changed. Apparently, Quas now has something to do with the essence of water. Listening to the sound effects of his Quas orb, one may hear its sounds of flowing and bubbly liquid. This might have something to do with the fact that Lirrak—this be-all and end-all element of water herself—also has dominion over ice as well. If this is the case, then Quas is now the Water elements in all of its three states: Solid, liquid and gas. Because of this, it's unknown if Dragon's Blood's version of Quas still has the original's properties of stillness, resistance, and whatnot, seeing how water is an element that is quite the opposite with its properties of mutability.

The following are all the instances of the arcane orb Quas being used or the appearances of the arcane orb Quas in the whole animated series, in chronological order.

His Quas orb was first shown in the yellow-green pocket dimension that he trapped Fymryn in, appearing alongside his other orbs. They did not do much besides float around her. The hidden sage seemingly spoke to her through his orbs, but perhaps these orbs are him. When he chose to reveal himself, all three orbs flew up and converged on each other in a flash of magical light before his pocket dimension became sable. Just for a moment after his orbs converged and disappeared, his floating silhouette was briefly visible until it merged with his darkened dimension as quickly as it appeared, before he finally stepped out of the lightless space and appeared to her in the flesh.

All three orbs were orbiting him when the Invoker achieved astral projection to travel to Selemene's astral realm. It's possible that he needed them all to perform this feat.

The Invoker brought all three orbs with him when he confronted Vahdrak in his lair. It's unknown if he used any of them in the ensuing confrontation, since it wasn't shown.

When the Invoker cast a spell akin to the original's (shown as a fiery orb before it was cast) to destroy Vahdrak, his fiery orb split into his Quas, Wex and Exort orbs before rising into the sky. A bright yellow flash followed, then a beam of fire shot down from the clouds, disintegrating the Chaos Eldwurm and reducing him down to his soul.

Spell-casting
The mental and mnemonic sorcery of can be used to manipulate Quas energy. Spells invoked with Quas will inherit its elements and its properties.

Spells invoked by by said mnemonic sorcery are also called hexes, incantations, and invocations, with no distinction between each of them.

Spells with Quas
(also known as Sadron's Protracted Frisson or Quas Frigoris ) is a hex whose magical formula is Trionis.

As this spell's title implies, the Cold Snap is a very brief freezing that works by drawing heat from a target, possibly freezing them into brittle ice in this process. Brief though it may be, it's not called a "Protracted Frisson" for naught. This name implies that its fleeting effect may be extended, possibly via inflicting sustained damage on this affected target to continually freeze them, just like in gameplay. As a spell that has only Quas in its composition, it draws upon its properties of freezing, protractedness, and whatnot to work its crippling power.

(also known as Myrault's Hinder-Gast or Geist of Lethargy ) is an incantation whose magical formula is two orbs and one.

This magical spell manipulates the ice and electrical energies around its caster, rendering their body invisible. As a result, an elemental imbalance will occur due to the opposite powers of Quas and Wex, the spell having more of the former than the latter. Ghost Walk draws upon Quas' properties to slow the movement of nearby enemies (just like what the spell's fancier names suggest), while Wex's properties of swiftness is dulled by the elemental imbalance, thus the spell also impedes its caster. Its self-crippling effects may be offset by having more of Wex's power active, though. (also known as Claws of Tornarus or Wex cyclonus ) is a spell whose magical formula involves two and one.
 * It's unknown from which of the spell's two elements does its strange invisibility comes from. Here are two speculations for each element.
 * The invisibility may come from Quas because the spell's invisibility mirrors the transparency of ice, allowing light to pass through it and thus letting anything that's behind it to be seen clearly and making it blend in with its surroundings.
 * It may also use Quas since ice is the stuff of mystery and the unseen, like the bottom of an iceberg or the hidden waters and lifeforms beneath the ice.
 * The invisibility may come from Wex because it can manipulate electromagnetism, such as . Having power over this force, the spell's Wex can blend the caster in with every spectrum of visible light, rendering them invisible.

Manipulating natural forces with magic, the spell sends out a fast moving tornado that sweeps up anything in its path. Suspended in the air, victims are subject to its dizzying motion and heights until the tornado dissipates, causing them to plummet to their doom. Its high-speed winds may come from Wex's storm elements and its properties related to speed and motion, while Quas' properties may be involved in prolonging the tornado's life, thus extending its victims' airtime. (also known as Killing Wall of Koryx or Bitter Rampart ) is an invocation whose magical formula requires two and one.
 * The sparking, purple energy of Wex can be seen on the base of the spell's tornado.
 * With the Dark Artistry uniform, the Tornado has a dark violet and purple color to it and it leaves behind dark rune trail in its wake.

Despite said formula, the young Invoker states that he calls upon ice and storm for this spell, contradicting the elemental combo meant for it. Regardless, this spell brings the power of the "White Waste" to the battlefield, creating a wall of ice that emanates an aura of debilitating cold. The young Invoker states that its ice is slippery. The spell draws upon Quas for its ice and the bitter cold that it emits to slow nearby victims, while Exort may be the one that makes this spell deal damage. (also known as Culween's Most Cunning Fabrications and Grief Elementals ) are created by invoking two and one.
 * Speaking of the White Waste, this waste might be the cold northern realm of Icewrack, which is also known as the Frozen Waste. "White" may refer to its literal color, since the place is all ice and snow. Plus "wrack" and "waste" are synonymous. In this case, this spell may be from the Frozen Arts brand of magic. This may be what the young Invoker meant by using ice and storm, since spells of the Frozen Arts channel the elements of Icewrack, such as cold and wind.
 * Its elemental energies of Quas and Exort may be a reference to frostfire. This sort of flame is also produced in the gullet of the Winter Wyvern.

These spirits are said to be created from nothing. They have the ability to spit out a that destroys armor, but they are also said to destroy the will itself via unknown means. Their alleged ability to destroy the will may be why they got their Grief moniker. They embody Quas' fortitude and Exort's strength and violence. (also known as Buluphont's Aureal Incapacitator ) is a spell that's invoked using one of each orb:, , and.
 * young Acolyte of the Lost Arts Invoker minimap icon.png Invoker has a dragon

Using all three elements at once, this simple yet powerful spell unleashes a mighty sonic wave that's loud enough to deafen those caught in the blast, leaving them reeling from the attack. Gameplay wise, it seems to draw upon Quas to knock back enemies, Wex to disarm them, and Exort to deal damage.
 * Regarding the spell using the element's powers, the blast should draw upon Quas instead of Wex for its disarming capabilities, since Quas is the energy of stopping and ceasing. On the other hand, the blast's knockback distance should draw upon Wex since it is the energy of movement. Exort remains unchanged, the spell still using it for its damage and power. Deafening Blast doesn't use the aformentioned order probably because of gameplay reasons.
 * With the Dark Artistry uniform, the Deafening Blast has a dark violet and purple color to it and it leaves behind dark rune trail in its wake.

Applications
exposing eggs to crystals containing quas essence allows the hatchling within the egg to inherit its properties. as such, incubated greevils imbued with quas will hatch as stubborn, resolute, and determined creatures

An unknown shaman once healed Ursa by drawing healing power from the surrounding icicles. This implies that the ice element has healing properties that can be drawn upon, much like Quas.

Heroes
is one of the most notable users of Quas, harnessing this magic in the form of three orbiting orbs. As a remnant of an age when magic was in its most potent form and when it required no apparatus but the mind itself, the Invoker relies on these orbs as his only apparatus. Apparently, these orbs are his mnemonic devices, which allowed him to recall in rich detail the specific mental formulae that unlocked a spell's power. With the magery of, Quas is one of the three ingredients that he can draw upon for the invocations that he has learned, invoking spells that inherit Quas' powers and properties alongside other magics that he may include in his spells' formulae.

Possible Heroes
Here are some possible users of Quas. Beings with inherent and natural ice powers that don't involve the use of learned magic, such as, probably do not count.
 * emits a coldness around her, creating an where mana flourishes in cold temperatures. Sounds quite similar to Quas, but no mention of it.
 * 's icy spells—, or, and —use "frost magic" or "frost manipulation" as their magic, but it's not specified if these spells are related to Quas. He does have the power to preserve stuff with cold, akin to the properties of Quas.
 * 's earthy body can be infused with the strength of glacial ice, granting him the power to lay his enemies to waste. It's possible that this power is the magic of Quas.
 * 's spells that involve ice and cold include his, , and Frozen Sigil icon.png Frozen Sigil. Despite their frigid power, they have no mention of Quas being used.
 * 's is quite similar to Quas with its freezing, slowing, and healing. However, there's no mention of Quas being used.
 * 's is quite similar to Quas with its freezing, slowing, and healing. However, there's no mention of Quas being used.

Others
Quas is featured on Ultimyr Academy's insignia. This is related to the fact that Ultimyr once taught its students how to, which is complementary with Quas, Wex, and Exort.

An injured and freezing was healed by an unknown shaman who bound parts of his life-force to the nearby icicles. He now proudly wears a full set of fur armour attached with the same spellbound ice as a trophy of his victory over death. Ice having innate healing properties that are accessible via magic might be a reference to Quas.

Greevil husbandry
exposing eggs to crystals containing quas essence allows the hatchling within the egg to inherit its properties. as such, incubated greevils imbued with quas will hatch as stubborn, resolute, and determined creatures

Runes of Power
Runes are forged of the most fundamental magic. It's unknown what this fundamental magic is, but the following info is speculation that divines what it may be.
 * It's possible that the magics that forge these runes are Quas, Wex, and Exort, since can sense traces of them in these runes, such as Wex within the.
 * This is further supported by (who can create these runes via ) warning the Invoker that he's meddling with powers that he can't comprehend.

Triviaq

 * The colors of Quas, Wex, and Exort (blue, purple-pink, orange) are similar to the subtractive colors (cyan, magenta, and yellow, respectively) of the color wheel.
 * Some of Dragon's Blood's iterations of these orbs are much closer in color to these subtractive colors, as Exort is sometimes depicted with a yellow color.
 * Concept art for the Invoker reveals that his orbs were once colored red, green, and blue after the three attributes.
 * In DotA, the elemental magery of Quas is the heart of a blizzard. The lore of DotA's old Invoker states that his Quas reagent builds his skill in arcane magics, as opposed to Wex's energy magics and Exort's fire magics. Besides the arcane, spells invoked with Quas deal with the power of the mind, wind, and water.
 * Unlike the modern version of Quas, the old Invoker's Quas is the attribute of intelligence, which is why it deals with the mind and magic.

Description
In nature, storms are some of the most chaotic and vibrant phenomena. It's no wonder that the word “storm” is used to describe a variety of stuff with loads of violent and agitated activity. From a macroscopic view, storms are full of change and motion as they inflict the power of the elements upon anything below them: lightning bolts strike faster than the sounds they make, rain falls down in torrents, and winds howling sweep away anything that they can carry in their wayward path.

Even on a particle level, storms are still brimming with change and motion. For instance: the atmosphere when lightning storms are formed is a commotion of constituent particles in the atmosphere. Agility

Wex is an arcane energy that allows for the manipulation of storm elements, but it can also control electromagnetism as well as any properties that promote change and motion. The following is a list of Wex's properties that are found in itself, in spells that use Wex, and in other applications of Wex. Anything infused with Wex, from invoked spells to creatures exposed to its influence, may inherit these properties: wex is chaos to quas' order, both are polar opposite, putting them together in same effect slot/assigning them to same effect slot causes imbalance like ghost walk?
 * Electromagnetic properties
 * The property of motion, which causes anything infused with it to be in motion
 * Zeal, spiritedness,  anxiousness, eagerness
 * Alacrity, impetuousness, swiftness, hastiness (as found in )
 * Covetousness and greediness (when mixed with Quas' determined properties, found in exposed to said mixture while they were still incubating)
 * Ravenousness and voracity (when mixed with Exort's violent properties, found in exposed to said mixture while they were still incubating)

Pugna claims that all sorceries have their source in the Nether Reaches. Aether (also known as void or nothingness) is an essential ingredient in the arcane arts, including Wex.

In Dota: Dragon's Blood
Along with the Invoker's signature Quas and Exort orbs, the elemental magic orb of Wex makes an appearance (and a few uses) in the animated series Dota: Dragon's Blood. According to this series' writer, producer, and creator Ashley Miller; this iteration of the Invoker doesn't mostly rely on the orbs to cast some of his spells. He compares this version of the Invoker's orbs to a "magical Swiss Army knife" (suggesting at their versatility) that empowers spells and allows him to cast magics that require these orbs.

The following are all the instances of the arcane orb Wex being used or the appearances of the arcane orb Wex in the whole animated series, in chronological order.

His Wex orb was first shown in the yellow-green pocket dimension that he trapped Fymryn in, appearing alongside the other orbs. They did not do much besides float around her. This hidden sage seemingly spoke to her through his orbs, but perhaps these orbs are him. When he chose to reveal himself, all three orbs flew up and converged on each other in a flash of magical light before his pocket dimension became sable. Just for a moment after his orbs converged and disappeared, his floating silhouette was briefly visible until it merged with his darkened dimension as quickly as it appeared, before he finally stepped out of the lightless space and appeared to her in the flesh.

All three orbs were orbiting him when the Invoker achieved astral projection to travel to Selemene's astral realm. Besides this, it's unknown if they did anything else in this process.

Both his Wex and Exort orbs can be used to capture a target physically then spiritually. This power is demonstrated in his endeavor to collect Lirrak's soul. At her watery home, he first used the former orb to accomplish this, dipping it into the lake where she slept. His Wex orb encased itself around Lirrak to capture her, causing her to awaken and struggle against his magic. She eventually broke free when she shattered it with her icy breath, prompting the mage to dodge her attack and try again with the latter orb. His Exort orb successfully trapped her and the two were back to struggling against each other, this time with more effort. In the end, he prevailed and her soul was captured within his orb, but it left him drained of most of his lifeforce. It's currently unknown if his Quas orb can also do this, although it makes sense that he didn't use it here, because one does not fight water with water.

The color of this Invoker's teleportation when he intruded Vahdrak in his lair was akin to Wex's, suggesting at Wex being used for displacement magics. He even brought all three orbs with him versus said Eldwurm. It's unknown if he used any of them in the ensuing confrontation, since it wasn't shown.

When the Invoker cast a spell akin to the original's (shown as a fiery orb before it was cast) to destroy Vahdrak, his fiery orb split into his Quas, Wex and Exort orbs before rising into the sky. A bright yellow flash followed, then a beam of fire shot down from the clouds, disintegrating the Chaos Eldwurm and reducing him down to his soul.

Spell-casting
The mental and mnemonic sorcery of can be used to manipulate Wex energy. Spells invoked with Wex will inherit its elements and its properties.

Spells invoked by said mnemonic sorcery are also called hexes, incantations, and invocations, with no distinction between each of them.

Spells with Wex
(also known as Myrault's Hinder-Gast or Geist of Lethargy ) is an invocation invoked with two and one.

(a.k.a. Endoleon's Malevolent Perturbation, Shimare's Extractive Pulse, Extractive Mana Pulse, or Wex magnelectros ) is a hex that's invoked with Trionis.

(also known as Claws of Tornarus or Wex cyclonus ) is an incantation invoked with the magic formula of two and one.

(also known as Gaster's Mandate of Impetuous Strife or Zeal of Wexort ) is a spell that is invoked with the magic formula of two and one.

(also known as Tarak's Descent of Fire, Gallaron's Abyssal Carnesphere, or Voidal Pyroclasm ) is a spell invoked with two and one.

(also known as Buluphont's Aureal Incapacitator ) is an incantation that's invoked with one of each orb:, , and.

Applications
exposing eggs to crystals containing wex essence allows the hatchling within the egg to inherit its properties. as such, incubated greevils imbued with wex will hatch as anxious, eager, and spirited creatures.

can be infused into clothing

Others
Wex is featured on Ultimyr Academy's insignia. This is related to the fact that Ultimyr once taught its students how to, which is complementary with Quas, Wex, and Exort.

Greevil husbandry
eggs are affected by the influence of magic essence like wex

Runes of Power
Runes are forged of the most fundamental magic. It's unknown what this fundamental magic is, but the following info is speculation that divines what it may be.
 * It's possible that the magics that forge these runes are Quas, Wex, and Exort, since can sense traces of them in these runes, such as Wex within the.
 * This is further supported by (who can create these runes via ) warning the Invoker that he is meddling with powers that he can't comprehend.

Trivia

 * The colors of Quas, Wex, and Exort (blue, purple-pink, orange) are similar to the subtractive colors (cyan, magenta, and yellow, respectively) of the color wheel.
 * Some of Dragon's Blood's iterations of these orbs are much closer in color to these subtractive colors, as Exort is sometimes depicted with a yellow color.
 * Concept art for the Invoker reveals that his orbs were once colored red, green, and blue after the three attributes.
 * In DotA, the elemental magic of Wex is the essence of a storm. The lore of DotA's old Invoker states that Wex builds his skills in energy magics, as opposed to Quas' arcane magics and Exort's fire magics. Spells invoked with Wex deal with the power of electricity and lightning.

Description
manipulation of fire elements also includes solar power thus  Intelligence Pugna claims that all sorceries have their source in the Nether Reaches. Aether (also known as void or nothingness) is an essential ingredient in the arcane arts, including Exort.
 * Hot, torrid, fiery, basically any property of being physically hot
 * Gruesomeness, brutality, ferocity, mercilessness
 * Strength, especially that which is exerted on something else, such as attack damage
 * Cruelty and wickedness (when mixed with Quas' determined properties, found in exposed to said mixture while they were still incubating)
 * Ravenousness and voracity (when mixed with Wex's anxious properties, found in exposed to said mixture while they were still incubating)

In Dota: Dragon's Blood
Along with the Invoker's signature Quas and Wex orbs, the elemental magic orb of Exort makes an appearance (and a few uses) in the animated series Dota: Dragon's Blood. According to this series' writer, producer, and creator Ashley Miller; this iteration of the Invoker doesn't mostly rely on the orbs to cast some of his spells. He compares this version of the Invoker's orbs to a "magical Swiss Army knife" (suggesting at their versatility) that empowers spells and allows him to cast magics that require these orbs.

weird pocket dimension

All three orbs were orbiting him when the Invoker achieved astral projection to travel to Selemene's astral realm. Besides this, it's unknown if they did anything else in this process.

sealing orb

The Invoker brought all three orbs with him when he confronted Vahdrak in his lair. It's unknown if he used any of them in the ensuing confrontation, since it wasn't shown.

When the Invoker cast a spell akin to the orignal's (shown as a fiery orb before it was cast) to destroy Vahdrak, his fiery orb split into his Quas, Wex, and Exort orbs before rising into the sky. A bright yellow flash followed, then a beam of fire shot down from the clouds, disintegrating the Chaos Eldwurm and reducing him down to his soul.

Spells with Exort
(also known as Killing Wall of Koryx or Bitter Rampart ) is a spell invoked with two and one.

(also known as Gaster's Mandate of Impetuous Strife or Zeal of Wexort ) is an invocation invoked by two and one.

(also known as Harlek's Incantation of Incineration or Exort Tri-Solar ) is an incantation invoked with Trionis.

(also known as Culween's Most Cunning Fabrications or Grief Elementals ) are conjured by invoking two and one.

(also known as Tarak's Descent of Fire, Gallaron's Abyssal Carnesphere, or Voidal Pyroclasm ) is a spell invoked with two and one.

(also known as Buluphont's Aureal Incapacitator ) is a spell that's invoked with one of each orb:, , and.

Lina's is similar to Sun Strike with its devastating solar power, implying it uses. It doesn't seem to need, so its formula is unknown or none.

Heroes
The wields this energies of Exort alongside Quas and Wex. Together with his art of invoking, he can weave spells that inherit Exort's power and properties together with his two other energies that he may use. These energies appear as the elemental spheres that orbit him. He is a member of the Burning Cabal, a group of mages specialized in Exort.

The young Invoker states that uses Exort, which may explain her flame and solar spells. Lina may have gotten it from her training in the flame arts with the Solar Goddess' acolytes and from her blessings from said deity.

Others
The Burning Cabal consists of invokers who specialize in fire manipulation through Exort. They favor Exort over all other magical disciplines.

Exort is featured on Ultimyr Academy's insignia. This is related to the fact that Ultimyr once taught its students how to, which is complementary with Quas, Wex, and Exort.

Greevil husbandry
exposing greevil eggs to crystals containing exort essence allows the hatchling within the egg to inherit its properties. as such, incubated greevils imbued with exort will hatch as ferocious, brutal, and merciless creatures.

Runes of Power
Runes are forged of the most fundamental magic. It's unknown what this fundamental magic is, but the following info is speculation that divines what it may be.
 * It's possible that the magics that forge these runes are Quas, Wex, and Exort, since can sense traces of them in these runes, such as Wex within the.
 * This is further supported by (who can create these runes via ) warning the Invoker that he is meddling with powers that he can't comprehend.

Trivia

 * The colors of Quas, Wex, and Exort (blue, purple-pink, orange) are similar to the subtractive colors (cyan, magenta, and yellow, respectively) of the color wheel.
 * Some of Dragon's Blood's iterations of these orbs are much closer in color to these subtractive colors, as Exort is sometimes depicted with a yellow color.
 * Concept art for the Invoker reveals that his orbs were once colored red, green, and blue after the three attributes.
 * In DotA, the elemental magic of Exort is the soul of a phoenix. The lore of DotA's old Invoker states that Exort builds his skills in fire magics, as opposed to Quas' arcane magics and Wex's energy magics. Spells invoked with Exort deal with the power of fire, projection, and damage.
 * Unlike the modern version of Exort, the old Invoker's Exort is the attribute of strength.

Biography
Ostarion awoke from his trance to see the sun shining on his face. With the millennial solstice of Wraith-Night now at an end, and him being the only survivor of a massacre that he enacted but was completely oblivious to for its entire duration, he found himself in a luminous body made of wraith flesh and no longer at the mercy of decay that all material things are subject to. Declaring himself the Wraith King, he refashioned his bone kingdom into a land made of wraith essence. His mortal subjects shared the same fate too, turning everything in his current domain into an incorporeal land until everything he ruled over was as immortal as he is.

Campaigns
There was once a small kingdom renowned for its textile specialists that Ostarion tried to conquer. The surviving subjects fashioned a cape for the fleshless king in the hopes that he would spare them. Which he did, but just this once.

The Duke of Levinthal, Elector of the Gleaming City, once held out against the hordes of Ostarion's undead warriors for many days. Seeking to finally end the siege, he did a sortie and fought Ostarion in personal combat. He lost the battle and his domain fell to the king, with his broken greatsword now in Ostarion's hands.

Ostarion's eastern expansion caught the ill attention of an undead dragon named Ambinderath. The beast was probably killed by Ostarion, and its jaw was detached to make a sword out of it. Whatever happened to its other remains is unknown.

Ostarion's lust for powers and immortality eventually led him to add even the Seven Hells to his eternal kingdom. To this end, he sought to acquire the riven shards of the prison plane Foulfell, left behind in the wake of the Demon Marauder's exodus, which is rumored to have the ability to imprison the souls of demons. He has yet to conquer this realm, though.

Personality and Mannerisms

 * Ostarion is a cruel king.
 * Ostarion is, despite his lack of a material body and thus his inability to feel pain, into BDSM.

Relationships
Given the massive time gap between the reign of the Skeleton King and the Wraith King, not to mention that Ostarion's memories have been mostly consumed by the wraith flame it's unknown if his previous incarnation's relations still carry over to his current form. Nevertheless, one can read it in the link above.

Immortality
Having forsaken his material body for a body shaped from wraith flesh, Ostarion now has an incorporeal form. His embodiment is made of a pure spiritual essence that is beyond any material decay. The countless quantities of wraith energy that he has consumed should give him large amounts of strength, since the wraith energy that was stolen from the Wraith-Night hordes empowered the throng as well.

As a spiritual being, Wraith King has access to the spiritual planes of existence, such as the afterlife. He resurrects himself by returning from the veil of death and back into the world without staying in the Underscape or Narrow Maze that comes after the veil. because of this, he is one of the many fugitive souls hunted by Visage

Equipment
Ostarion's subjects, both willing and unwilling, have forged various weapons and armour for their unliving King. Although he has long forsaken his form of bones, he still finds himself appreciating things made out of bone, only appreciating non-bony items on rare occasions.

In Ostarion's storeroom, he owns a variety of large swords that fit his large stature. Most of these swords are made of bone and other materials, but mostly bone. Besides his default sword, which appears to have a spinal cord along the flat side of the metal blade, this includes the following: Besides his other bony swords, Ostarion owns a variety of non-bony swords, ranging from worldly swords made of mundane material to eerie swords that can influence various matters spiritual. (Usually in a bad way.) Ostarion's royal wardrobe has a vast miscellany of armor and regalia. It's interesting to note that most of his articles of clothing or armor, if not all of them, were given to him as tribute. Either the senders voluntarily gave their tribute to him or if Ostarion himself forcibly took it from them, usually after their deaths. After all, even unwilling and unwitting sacrifice is due tribute in the eyes of the Wraith King.
 * A bony, wicked looking sword fashioned by Ostarion's biggest fans in the smithing trade.
 * A sword made from the late Dreadknight's own sword and fused with his spine. A scary reminder of what awaits those who challenges Ostarion. A similar sword made out of the spine and blade of an unknown victim exists in Ostarion's possession.
 * A white sword made by Ostarion's subjects. Its hilt and grip was crafted from the bones of fallen kings, while its blade was forged from the armor in which they died wearing.
 * A sword made from the severed jaw of the undead dragon Ambinderath.
 * The Boneslayer, a sword that was presented by an unfortunate kingdom that Ostarion was about to conquer. They staked their hopes on this gift which they thought should open opportunities for negotiating a peaceful surrender. It didn't work.
 * An unorthodox shaped blade made from the bone shards of many a broken enemy.
 * A makeshift sword fashioned from a femur and a blade that are fastened together.
 * A sword that appears to be made of crystallized blood.
 * The broken greatsword of the Duke of Levinthal.
 * The Relic Sword, a sword with a blade that has been broken off. Although it is physically broken, it still has an ethereal edge. Only bloodshed can satisfy its phantom blade.
 * The Winterblight, a sword carved from stone and glacial ice. Its cold edge can freeze the very souls of its victims.

Among the clothing that he has taken from others alongside their lives, he has taken the remains of the Dreadknight and his Magnoceros accomplice. For their bold act of conquest on Ostarion's realm, he killed the two invaders and fused their remains on his obsidian pauldrons and gauntlets that are lined with gold, adorning the latter piece of armor with the Dreadknight's skull. He also took the Dreadknight's cloak which is lined with inscribed sigils that were said to render its wearer invincible—which Ostarion proved otherwise. To complete the outfit, he wears a crown made from the bony remains of the Dreadknight—a dreadful reminder of Ostarion's reign and the fate of those who dares to challenge it.

Powers
Calling upon his damned lineage, Ostarion draws upon it to shoot s from his fist, reducing those unfortunate enough to be caught in his wake to ashes. The same wraith flame has consumed his memories about his previous regime back when he was the bony king. Ostarion's is sustained by the spiritual essence of his enemies, his blade draining it away from them to feed his aura. This "aura" might refer to the luminous Wraith Essence that gives the shape of revenants and untethered spirits on the material plane. Its active component is a good demonstration of Ostarion's skill with necromancy, allowing him to summon his skeletal/ghostly subjects to his side. His dark magic ensures that their loyalty to him will be eternal, even after they have died.
 * In his transition from the Skeleton King to the Wraith King, his "hellish lineage" and hellfire has been replaced with his "damned lineage" and spectral flames. This damned lineage is his new power source for abilities that use wraith fire.
 * However, he would soon regain the ability to manipulate hellfire after one particular reincarnation. When he returned to the path that led into the afterlife's veil, he was assaulted by a swirling flame that struggled to drive him back into the endless abyss. He grasped the flame with his mailed hand, thrashing and tearing at it until he returned to the material plane.
 * This flame may be his "hellish lineage" that he discarded upon becoming a wraith and his lineage is probably seeking vengeance for abandoning them.

doesn't have any lore.

His is best explained in his Immortality section.

Frostivus Powers
During the Wraith-Night before Frostivus, Ostarion displayed a much more powerful application of his ghost powers. It's unknown if they're still canon or not.

is an ability that summons the spirits of the dead to destroy anyone in a large area surrounding him. The effect is not immediate since Ostarion must plunge his sword into the ground first to start casting, then channel the ability until the ground erupts. Unlike the next two abilities, this one has some degree of lore from its description. is an aptly named ability where he summons wraiths to buff his attack damage, movement speed, and attack speed. This ability has no lore.
 * It shares the same "Wraithfire" moniker as his, implying that it also uses wraithflame which is drawn from the same power source that is his damned lineage. This shared power source is evident in the ability's use of dead spirits to work its power.

Yet another aptly named ability, Ostarion's can summon wraiths who will regroup with their summoner to heal him at the cost of their life. This ability has no lore.

Friendships and rivalries
Allies meeting Wraith King
 * vo_dark_willow_sylph_ally_225.mp3  You're not a king, you're a despot.
 * vo_dark_willow_sylph_ally_226.mp3  You would have fit right in at Revtel.
 * vo_dawnbreaker_valora_ally_241.mp3  I've been around for a while, Ostarion. And I really don't think you've got what it takes to handle everlasting life.
 * vo_grimstroke_grimstroke_ally_105.mp3  I must admit, Ostarion, you knew all along what I discovered only by accident.
 * vo_grimstroke_grimstroke_ally_106.mp3  Ostarion, your kingdom was a wonder to behold.
 * vo_hoodwink_hoodwink_ally_235.mp3  I grok'd smoking was bad for you, Ostarion, but this is bloody nuts!
 * vo_mars_mars_ally_126.mp3  Admit it, you wish you could be me, Ostarion.
 * vo_mars_mars_ally_127.mp3  You had to work so hard for cut-rate immortality...
 * vo_monkey_king_monkey_ally_217.mp3 vo_monkey_king_monkey_crown_ally_217.mp3   We might as well make the best of it, Ostarion.
 * vo_monkey_king_monkey_ally_218.mp3 vo_monkey_king_monkey_crown_ally_218.mp3   I'll fight beside you, but I'm not callin' you king, Wraith.
 * vo_pangolin_pangolin_ally_223.mp3  Where is the fun if there's no chance of death?
 * vo_pangolin_pangolin_ally_224.mp3  Just do not talk to me and we'll get through this.
 * vo_snapfire_snapfire_ally_240.mp3  Eh. Good...bad... I work with what I got, Ostarion.

Enemies killing Wraith King
 * vo_bounty_hunter_bount_rival_07.mp3 You're wanted dead or alive. I don't know which you are but I'll collect your bounty all the same.
 * vo_centaur_cent_rival_01.mp3 Your reign as king is over.
 * vo_centaur_cent_rival_02.mp3 You are a better corpse than a king.
 * vo_chaos_knight_chaknight_rival_01.mp3 Knight takes king.
 * vo_dark_willow_sylph_rival_225.mp3  I've seen what rulers like you are like... you deserved to die.
 * vo_dark_willow_sylph_rival_226.mp3  Death is too good for you Ostarion.
 * vo_ember_spirit_embr_rival_18.mp3 Be gone, foul wraith.
 * vo_grimstroke_grimstroke_rival_137.mp3  Better luck next time.
 * vo_grimstroke_grimstroke_rival_138.mp3  I'll ensure your legend lives on, Ostarion, but not your reign.
 * vo_hoodwink_hoodwink_rival_235.mp3  You want these little bones of mine? Gonna have to do better than that!
 * vo_juggernaut_jugg_rival_15.mp3 vo_juggernaut_jugsc_arc_rival_15.mp3  I bow to no king.
 * vo_juggernaut_jugg_rival_08.mp3 vo_juggernaut_jugsc_arc_rival_08.mp3   One strike against the throne of bone.
 * vo_legion_commander_legcom_rival_33.mp3 vo_legion_commander_legcom_dem_rival_33.mp3  Never trust the dead.
 * vo_lycan_lycan_rival_15.mp3 Tis no treason to kill a tyrant king.
 * vo_lycan_lycan_rival_16.mp3 When you strike a king's neck, you better take his head.
 * vo_mars_mars_rival_149.mp3  I know a thing or two about hubris, and you had this coming!
 * vo_mars_mars_rival_150.mp3  I'll scatter your bones from here to the pits of hell!
 * vo_monkey_king_monkey_rival_218.mp3 vo_monkey_king_monkey_crown_rival_218.mp3   King? Ha!
 * vo_monkey_king_monkey_rival_219.mp3 vo_monkey_king_monkey_crown_rival_219.mp3   Get back up again, I dare you.
 * vo_night_stalker_nstalk_killspecial_02.mp3 I'll pick my teeth with your bones.
 * vo_pangolin_pangolin_rival_225.mp3  All that suffering, I revisit upon you ten fold!
 * vo_pangolin_pangolin_rival_226.mp3  How many times must I kill you?
 * vo_queenofpain_pain_rival_13.mp3 King for a day… Queen for eternity.
 * vo_sandking_skg_killspecial_01.mp3 The King is dead. Long live the King.
 * vo_snapfire_snapfire_rival_241.mp3  The way I hear tell, you fashion yourself a bad man...
 * vo_snapfire_snapfire_rival_242.mp3  I got bullets for days.
 * vo_terrorblade_terr_rival_41.mp3 vo_terrorblade_terr_morph_rival_41.mp3  vo_terrorblade_terr_shards_rival_41.mp3  I ruled in the hell of Foulfell. Why would you think I'd bow to you?
 * vo_abyssal_underlord_abys_rival_01.mp3 Bow to your new lord.
 * vo_abyssal_underlord_abys_rival_02.mp3 You are no king.
 * vo_undying_undying_rival_10.mp3 vo_undying_undying_big_rival_10.mp3  We welcome kings and tyrants.
 * vo_visage_visa_rival_26.mp3 At last you bow before me, Ostarion.
 * vo_void_spirit_voidspir_rival_128.mp3  Your thirst for life amounts to nothing in the end.
 * vo_weaver_weav_rival_01.mp3 Who puts their skeleton on the inside?

Others
 * vo_oracle_orac_prophecies_112.mp3  The one who makes you bow will rise again. But no such luck for you.

Habitat
The Frostbitten are a time-displaced species from an unknown era. Today, they only dwell in the Frostbite Tundra, which may have gotten its name from them.

Morphology
The most common and distinctive features of the Frostbitten are their weird faces and their pale blue hides. They seem to have no noses at first, but they actually have a tiny nose with a nonexistent bridge, horizontally aligning their nose up with their blank blue eyes. Because of their tiny noses, the space between it and above their upper lip is wide, akin to Nature's Prophet's Muppetlike face. Some Frostbitten possess a twisted pair of antlers with the same shape, albeit the length and size of these antlers are asymmetrical to each other. They bear no lips on their mouths, so their teeth are always bared. Plus, they seem to have an underbite. A pair of tiny ears sit behind their antlers, but it may be covered by their hair. Lastly, they have small spikes on their chins.

All Frostbitten have the same amount and collection of teeth, with irregular tooth sizes. On their mandible, they have a total of ten teeth. They have four teeth at the front of the lower jaw which sits between two bigger fangs. Beyond their fangs are two smaller teeth on both corners of their mouth. As for their upper jaw, it has a total of seven teeth. The left corner of their upper jaw has no teeth, but they have irregular teeth starting at the front until the right corner of the upper jaw.

Some Frostbitten have pale blue fur that covers their form, save for their head and their extremities. They may also grow long straight hair that has the same pale blue color of their fur in a balding pattern, which is exclusive to Frostbitten who don't have antlers. Frostbitten have long black fingernails and grey toenails.

Body shape seems to vary between Frostbitten. The more muscular Frostbitten have an asymmetrical body shape. They have wide torsos and huge neck muscles that hide their short necks, but the size of their arms are irregular. The right arm is bigger and more muscular, while the left arm looks like Father's paralysis

hair fur. asymmetrical body shape. sharp black fingernails. seven spikes on their back

Powers
Due to their time-displaced nature, the Frostbitten possess an innate control over time. This manifests as a that speeds up the spell cooldowns of nearby allies.

Counting gameplay spells, some Frostbitten seem to have ice magic in their arcane repertoire, such as, , and. Their spells have no lore.

Culture
dance ritual within a ring of monoliths