Quas (Lore)

Quas is one of the three arcane energies of the elements in the lore of Dota 2.

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, the cold arcanery of Quas may come in the form of magical crystals infused with said energy and its properties.

The following is a list of Quas' properties. Anything infused with Quas, from invoked spells to magical creatures exposed to its energies, may inherit these properties: Its slow and still properties are dissonant with Wex's dynamic properties, causing elemental imbalances in spells that use these two together for the same purpose and have a disparity between the amount of Quas and Wex used. An example would be which uses both Quas and Wex to manipulate speed while having a disparity in the amount of Quas and Wex involved due to the former being used more than the latter. With more Quas than Wex, the former's properties overpower the latter to slow both the caster and their foes in a small aura around them unless more of Wex's power is used to overcome the self-lethargy. Pugna claims that all sorceries have their source in the Nether Reaches, but Quas and some of the icy spells that utilize it are channeled through this Conduit of all frost magics, this slow and massive Blueheart Glacier in Icewrack. The void 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 properties that replenish lifeforce and magical energy alike, probably because mana shares origins with the ice
 * 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.

As the sole beloved offspring of the Invoker, Filomena inherits her father's sorcery, perhaps through his instruction. Hence, Filomena also wields the orbs of Quas, Wex, and Exort.

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—the 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 his 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 releasing his soul. Filomena first demonstrates her inherited sorcery by sending out all three orbs to tear a Radiant Ore specimen from its crash site, somewhere in a snowy montane place. The elemental orbs levitated it into the air before forming a purple containment bubble around it for protection and transport.

When the Invoker visited the Arc Warden in the Mad Moon, he was protected from the vacuum of space by a golden shield, and brought all three orbs with him, indicating that he was ready for any potential combat. During their fight, the Invoker attacked Zet with a handful of flames, the element of Exort.

Seeing that her father was in danger versus Zet, Filomena came to his rescue by using all three orbs to cast a teleportation spell that will bring her towards him to retrieve him.

Filomena prevented Bram, Davion, Marci, Mirana, Lina, and Luna from moving further into her home via trapping them inside a magical dome conjured with Exort, while Quas and Wex orbited the shield. But Mirana walked through it unimpeded with her divine powers, indicated by her eyes glowing bright yellow like the sun.

When Mirana mentions the Forge in the world before Experiment 12,403 to Filomena, who was discussing her plan with the Heroes to avert the upcoming cataclysm, Filomena fused all three orbs with the Archronicus to create a hologram of the current universe's version of the Forge that she can use to remotely control the true machine from. Although he isn't shown using the right formula (2 Exort & 1 Quas) but rather having all three orbs out, the Invoker distracted the remaining heroes by summoning to prevent them from interfering with the planet's cataclysm. One by one they were slain, until Lina killed the last one by siphoning its fire through her touch.

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

Spells with Quas
The following is a comprehensive list of magical spells that use the icy energies and the resistant properties of Quas.

Cold Snap
(also known as Sadron's Protracted Frisson or Quas Frigoris ) is a crippling, elemental hex whose magical formula is Trionis.

The names “Cold Snap” or “Protracted Frisson” imply the spell briefly freezes a target by sapping their heat to chill them deeply, which may be prolonged by additional attacks.

As a spell solely composed and invoked of Quas, it draws upon its icy elements and its properties of immutability to briefly freeze targets and prolong its fleeting chill.

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

This spell manipulates the ice and electrical energies around the caster, rendering their body invisible. As a result, an elemental imbalance will occur due to the opposite properties of Quas and Wex and the spell having more of the former than the latter. The imbalance manifests as an aura that slows both the caster and nearby enemies.

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.

It's unknown where the spell sources its ability to turn the caster invisible. Here are two speculations for each of the two elements that compose this spell.
 * 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 is behind the ice 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 might come from Wex because it can manipulate electromagnetism, such as . Having power over this force, the spell's Wex can blend its caster in with every spectrum of visible light, rendering them invisible.

Tornado
(also known as Claws of Tornarus or Wex cyclonus ) is a disruptive wind spell whose magical formula involves invoking two and one.

The spell brings forth a big and fast moving tornado that sweeps up anything in its path. Suspended in the air by its whirling winds, victims are subject to its dizzying motion and heights until the tornado dissipates, causing them to plummet to their doom.

Wex provides the spell's winds and properties of motion, while Quas' properties may be involved in prolonging the tornado's life, thus extending its victims' airtime.
 * 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.

Ice Wall
(also known as Killing Wall of Koryx or Bitter Rampart ) is an impeding invocation that's invoked with two and one. However, the younger 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 slippery wall of ice that emanates an aura of debilitating cold.

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 the ice wall's aura deal damage.

Speaking of the White Waste, this place 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 a desert of ice and snow. “Wrack” and “waste” are, in a way, synonymous. In that case, the spell of Ice Wall could be included in the Frozen Arts. This might be what the child Invoker actually meant when he calls upon ice and storm to create a wall of ice, since spells of the Frozen Arts channel the elements of Icewrack, such as ice and wind.
 * The Conduit of Blueheart implicitly confirms the above theory when she disapproves of the Invoker abusing her gifts to him, implying she encompasses the magic of Quas.

Forge Spirit
(a.k.a. Culween's Most Cunning Fabrications, Ravagers of Armor and Will, and Grief Elementals ) are created by invoking two and one. Embodying the fortitude of Quas' ice and the strength of Exort's flame (as well as the violent properties of Exort ), the Forged Spirits are said to be magical summons that come from nothing. They have the ability to spit out a that destroys armour, 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 Elemental” moniker. It seems that not all Forged Spirits look the same. This young Invoker's subservient elementals assume the shapes of fiery dragon hatchlings.

Despite their different appearance, the fiery dragon whelp is still a Forged Spirit in nature, meaning that it's still an elemental spirit that is forged from naught. It's unknown why Forge Spirits may differ in appearance or what makes them take on different forms.

Regardless, this means that Forge Spirits do not have a constant form and may be shaped by unknown factors.

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

Using all three elements at once, this spell unleashes a mighty sonic wave that deafens those caught in its blast, leaving them reeling from the attack.

Gameplay wise, its Quas knocks back enemies, Wex disarms them, and Exort deals damage. Lorewise, Quas and Wex should be swapped since it fits their respective properties better.
 * 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.

Infusions
The magic essence of Quas has an influence on incubating still in their eggs. Quas' influence manifests on the Greevil baby which will inherit its determined properties.

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

Heroes
All frost magics flow through the, from the Frozen Arts to the icy energy of Quas. Anyone who wields them are recipients of her gifts.

The wields the energies of Quas alongside Exort and Wex. Together with his art of, he can weave up to six well remembered spells that inherit Quas' element and properties together with the two other energies that he may use. These energies appear as the elemental spheres that orbit him, which heals him if he has them active.
 * His spells that use Quas include, , , , , and.
 * Some of his ice magic draws upon the Blueheart Glacier, the conduit of all frost magic. This is implied when the glacier's avatar is displeased with his abuse of its power.
 * Invoker relies on his orbs to “light his path” on his journey, perhaps they are a metaphor of something related to seeking knowledge.
 * His attack projectiles have the color and the frost of Quas in them, implying that Invoker can draw upon Quas to fire bolts of magic.
 * The Invoker's younger self doesn't want to share any of his Quas with the for some reason.

Possible Heroes
might be a user of the arcane energy Quas for the following reasons: uses “frost magic” or “frost manipulation” for all of his ice spells. They come from the Conduit of Blueheart, who is also the conduit of Quas and any spells that use it.
 * Because her sister Lina uses Exort for her solar and flame arts, Rylai must be using her respective arcane energy Quas in contrast to her sister.
 * Some spells that use Quas, like, draw upon the “White Waste” for power. This is similar to the Frozen Arts, whose spells channel the Frozen Waste's chill beyond itself.
 * The chill she emits makes an where mana flourishes in low temperatures. It's similar to Quas' restorative properties, but there's no explicit mention of its use.
 * As stated above, the very source of her Frozen Arts magic―the arcane conduit that is the Blueheart Glacier―is also the source of spells like which use 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. Despite their frigid power, they have no explicit mention of Quas being used.

's is quite similar to Quas with its freezing, slowing, and healing. However, there's no explicit mention of Quas being used.

Characters
Known mages who are connected to the Invoker's spells that use the arcane energies of Quas include Buluphont, Culween, Koryx, Myrault, Sadron, and Tornarus.

The Dark Magus Gallaron might be a user of Quas since the orb for this arcane energy orbits his in-game model.

World
The Blueheart Glacier of Icewrack is the conduit through which all frost magics of the world flow, including Quas and some spells that use it.

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.

Others
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 connection to Quas.

Greevil husbandry
The eggs of can be exposed to essences like Quas to influence the incubating hatchling. Once hatched, the Greevil babe will inherit Quas' resolute properties.

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.

Trivia

 * The colors of Quas, Wex, and Exort are the subtractive colors (cyan, magenta, and yellow, respectively) of the color wheel.
 * Concept art for the Invoker reveals that his orbs were once colored red, green, and blue after the three attributes and the color wheel's primary colors.
 * Some spells that are invoked with Quas may show its influence on them visually. This is done on the spell's ability icons and their visual effects during gameplay.
 * The following is a list of Quas' influences on the ability icons of spells that use it.
 * The icon for mostly has the color blue to indicate that the spell is purely made of Quas.
 * The icons for and  have their upper area colored blue to indicate their use of Quas before it fades into purple, indicating their use of Wex.
 * The icon for shows the ice wall having the color blue like Quas. Hints of orange can be seen on the ice, showing its use of Exort.
 * The icon for shows the 's skull colored with dark shades of blue that signify the usage of Quas. Its fiery body symbolizes its use of Exort.
 * The icon for has a portion of its icon colored blue to show that Quas is in this spell. The rest is colored purple and orange, symbolizing Wex and Exort.
 * Besides the more obvious ice-based spells, Quas' influence on these spells can be seen in their visual effects.
 * Casting causes a flash of Quas' frost and blue light on the caster. Enemies slowed by its aura will have their in-game models covered in Quas' ice.
 * Enemies affected by 's knockback will have their in-game models covered in Quas' ice. Its sound wave is as blue as Quas itself.
 * The VFX of Invoker's right click is colored after Quas, Wex, and Exort. His Persona's right click VFX change color based on what orbs are active. It can be blue if he has Quas active.
 * 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.