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So i translated Steel Forged patch notes into multiple languages and then back to English using google translation. (Enjoy)

Original: https://www.paladins.com/news/steel-forged-update-notes
Translated:
The new method: power
Start a new field: in the morning, put new items and start the meeting!
BattleByte BattlePath knows when the version will be released.
With fast offers you can choose a day of war and energy over 100 miles. Passengers Pass Pass Pass Pass, satisfied with copper honey. Up to 50. This will free case members in the city and pay taxes.
The 600 meter disc also pays the price of the game. You can open 150 skins, reduce the cost of 450 killers. For the first time you can go to the end of the past to find a precious epic championship!
He began to fight for this war by announcing a new quick demolition battalion of a new war. So start playing new things!
15port Battleport 1500 You need to reduce around 1000 real estate exchanges!
Immediately open (Patel Pat Shop)
iron
bring the photos
The dragon is not wrong
Lot 50%
Step 10 - Brass in brass
Fort Fort 40. Steel Amari
Step 50 - Trading Tips
The biggest signs of competition
Step 20 - Special cards
Step 30: create solutions
Level 40 - Maldamba Bucks Long
Level 50 - Androx Made
Removes the difference
Additional information: publisher
more
to grow up
If the change cannot be changed, the entire computer can be converted.
alternative list
We gave the first phase to blind blindness. Tell us where to put these new options most relevant to your needs!
mark
Smirnov for students
the Smirnov blade
Another Smirnov tree
Nintendo has changed
Prayer with the voice of the party. Voice voicemail of your choice!
New Clock - Hua'ōleloKīla ($ 7.99)
We work with clothes!
Start June 5th.
Open Oracle SERIS with a simple glass wall. Paper and more support for Bauble Cotton House, including products and teams.
It could be: you'll find some Christians - it's better for lupine doctors!
Amount: $ 7.99
seed
100 changes
It's a stone
Ola Alex Andros
The Androxs 50 episode has been published.
Telephone for health
Maldambha rises to 50 degrees
discover 3
This is two thirds of the year!
Learn three passengers
Victory 5 game
Goldbox
won
volcano
the rest
information
Describe the amount of damage you always want to use in the chain.
This does not harm the results or the power of the company.
Description: We design a competitive business in sport. This adds disappointment before the list wishes to be informed. Enter the CC and CC meanings and you want to connect to game devices.
petrol
It follows from the fall
Increase the comparison of degeneration
Reduced reduction
For you,
On the road
Add 5 seconds and 4 seconds
Think of 15 grams in 12 seconds
rocket
Autumn 14-12
Dome-shield
In September 600, 400 fire powers were added
Map of the country
who goes
Reduce update 1} s➡ {0.4 | 0.4 seconds
foundation
Add 1} s 0.6 {0.6 | 0.6 units
dance
Reduce the value of the armor to 4s 3s
Paa ula
See 1.4} sumb {0.8 | 0.8 seconds
Explanatory note: our plan for change is to weaken the strength of the skin mainly because it reduces confidence in other cards. We ran the gun.
It's not right
Smooth weapon
The map is added from 4 to 5.
After Lehi
talented person
He is a guardian
Kindle Love is now 300% higher.
Explanatory note: the prize for this talent is why Fury wants to be centralized. His brother grew up and was very strong.
I love you
First class
Up to 10, 8
candle
Media 60-1940
Map of the country
The weather is very cold
Track speed [Scale = 12 12% of the time
CEO Permafrost's comment: Permafrost has managed to extend one of its benefits, although Japan cannot cause further damage. Snow can do these things.
Rihanna (Rihanna)
Map of the country
word
Last position = Limit = 1.5 | 1.5} and ➡ {scale = 1 | 1}
Glossy topaz
Balance = Calculator = 0.5 | 0.5} and ➡ {scale = 0.4 | 0.4 seconds
winner
talented person
the poor
250 hp the heat increases from 400 hours to 400 hp
I follow
more
repression
The Atlas structure is located correctly. The second is English.
This problem was sent to Lex Out of Warrant Lex.
The question of comparing the word "support" is based on the "championship" of Germany.
Put the pillow
When the mute button appears on the jam button, the problem is simple.
The problem is to correct the patient's data so that he returns to the list before he gets the correct field.
quality
When it comes to destroying ideas (if used), this problem cannot be avoided.
I worry
Set up a lawsuit to threaten more debt.
The problem was solved on the other side of the second plate (Han and Vivian), which could cause hatred.
When the public awareness campaign (Khan and Vivian) was very uncomfortable in Kielkam, the problem was solved.
Map of the country
The grass was broken
The decision is to decide not to stay on the tree.
When the user's computer enters the site, the problem is solved.
They can easily compete between stones and stones.
hidden away
I continue
Androx will soon give Netherstep and decide how to get it.
petrol
Currently, all security is guaranteed
bell
The problem is dragging the dragon into camera mode.
After Lehi
Wing Output Wings shows the results that allow the shell to search for objects.
I love you
Ask for something: now I can think of it as a model wall when I think I'm driving my scanner.
Understanding the ability to develop habits.
It is
The best customer evaluation. Limit the compromise and close.
They don't
Keep track of the quality and quality of other maps.
can he
A particular mistake is the popular dish of Muggia in Polynesian culture.
STREX
The following limitations are: Flash Currix programs also affect damage to only one color.
winner
There is a situation where the fence is attacked.
Sponsorship budget: no contract exists, don't always play KillCam.
If Victor is concerned that if he remains silent, he does not turn the ball and shoot to the right.
English
There is a problem with Kelly
submitted by magique33 to Paladins

Nexus Inn: A Custom Hearthstone Set Based on Heroes of the Storm

Welcome to the Nexus Inn.
This is my set of Hearthstone cards crafted in the likeness of Heroes of the Storm heroes.
There’s a catch: I chose to only use the hero’s “trait” as design inspiration. I thought this would be a fun design constraint (and it was!). So some cards might not 100% represent the hero as they appear in HotS (Abathur comes to mind), but that’s because of this self-imposed constraint.
CLICK HERE FOR THE FULL ALBUM
Attached are also some notes for each card, as well as the trait from Heroes of the Storm, so you can get a sense of why I may have made a certain decision. I tried my best to stay within the scope of what the game already has, and not to add any special mechanics. Of course, I couldn't ignore this 100%, but I tried.
Below are all the individual panels and notes. Enjoy!
Li-Ming, Lt. Morales, Malfurion, Medivh, Muradin, Nazeebo
Li-Ming Trait: Critical Mass - Getting a Takedown will refresh the cooldown on all of Li-Ming's Abilities. Notes: She is essentially a [[Gigantic Sand Worm]], but much squishier.
Lt. Morales Trait: Caduceus Reactor - Regenerate 3% of your maximum Health per second after not taking any damage for 4 seconds. Notes: So I started making these cards before the Morales rework, so this is her old trait.
Malfurion Trait: Innervate - Grant an allied Hero 20% of their maximum Mana over 5 seconds. While affected by Innervate, their Basic Ability cooldowns recharge 50% faster. Notes: So [[Innervate]] is already in the game, and has obviously caused some issues over its lifespan. I wanted to keep with the mana reduction theme, but make it less powerful. I added the RNG to it, and for it to only affect minions to help mitigate this.
Medivh Trait: Raven Form - Instead of mounting, Medivh can transform into a raven, increasing Movement Speed by 20%. While transformed, Medivh can see and fly over all terrain and is immune to all effects. Notes: While willfully ignoring taunts isn't currently in the game, it did not seem like such a stretch.
Muradin Trait: Second Wind - Muradin restores 53 (+4% per level) Health per second when he has not taken damage for 4 seconds. When below 40% Health, increased to 106 (+4% per level) Health per second. Notes: This one got a little wordy, and I don't like the use of the minion's name in the text, but there wasn't enough room for "this minion." I just wanted the concept of a hard to kill self-healing tank.
Nazeebo Trait: Voodoo Ritual - Nazeebo's Basic Attacks and Abilities poison Non-Heroic enemies, causing them to take 66 (+4% per level) additional damage over 6 seconds. If a Minion dies while poisoned by Voodoo Ritual, Nazeebo permanently gains 4 Health and 1 Mana. Notes: Ticking dots only sort-of exist, in cards like [[Curse of Rafaam]] and [[Fel Orc Soulfield]], but to explain the effect would have taken up too much space. This is a challenge I now understand the devs go through so much. You only have to much text on the card, unlike MtG, where you can write 4x what you can here. Anyway, I decided on a semi-poison effect, and did not include the mana/health gain due to space constraints.
Murky, The Lost Vikings
Murky Trait: Spawn Egg - Place an Egg at target location, revealing the nearby area. Upon dying, Murky respawns at the Egg after 8 seconds. Murky only grants 25% of a real Hero's experience upon dying. If Murky's Egg is killed, he is revealed to enemies for 15 seconds, and Spawn Egg is placed on cooldown. Notes: Originally, the egg was simply a Deathratte: Summon Murky. But that would start an infinite chain of Murkys, unless you had a silence. I’m not 100% opposed to that, because it’s flavorful, but I’m very wary of early game gains, so I think it’s better this way.
The Lost Vikings Trait: Viking Hoard - Gathering a Regeneration Globe with a Viking permanently increases all their Health Regeneration by 0.5 per second.
*Notes: I know that at such low health, it would be hard to heal them in the first place. But I think it could be a fun design if buffed. Also this is the only new tribe I created, and only because I think from a house-keeping aspect it would be easier, given the card text. Also, I felt that it would be more “fun” if they were 3 cards instead of one. I think this could benefit from a C’Thun-esqe “Wherever they are,” but I’m not 100% sure on that. *
Nova, Raynor, Samuro, Stitches, Sonya, Sgt. Hammer
Nova Trait: Permanent Cloak, Sniper - Nova gains Stealth when out of combat for 3 seconds. Taking damage, attacking, using Abilities, or channeling reveals her. Passive: Nova's Basic Attack range is 1 further than most other ranged Heroes. Notes: Instead of going for a Stealth route, here, I chose to go with the passive effect. Frankly, I think Nova is the most broken card of this set. Getting her in your opening hand could be way too powerful. Originally I had some effect like "can't be drawn before turn 4," but that doesn't exist, and I don't know if that's even possible. Again, I'm trying to stay within the confines of what I think the game is CURRENTLY capable of. Anyway, I love this design, if a little OP.
Raynor Trait: Advanced Optics - Raynor's Basic Attack range is 1 further than most other ranged Heroes, and his vision radius is 1 further as well. Notes: Originally this did damage to a character in the enemy hand, but that doesn't exactly exist. Hand buffing mechanics exist, so I used that instead to simulate an "extended range" from his trait.
Samuro Trait: Advancing Strikes - Basic Attacks against enemy Heroes increase Samuro's Movement Speed by 25% for 2 seconds. Notes: I have realized movement speed as card draw, here. Which is a powerful thing, but I think this is in check.
Stitches Trait: Vile Gas - When damaged, Stitches emits a gas cloud that poisons nearby enemies for 68 (+4% per level) damage over 3 seconds. Notes: This was an easy one and, incidentally, the first I designed.
Sonya Trait: Fury - Use Fury instead of Mana, which is gained by taking or dealing damage. Using a Basic or Heroic Ability grants 10% Movement Speed for 4 seconds. Notes: She's essentially a giant of sorts. Like an almost reverse [[Molten Giant]] .
Sgt. Hammer Trait: Artillery - Sgt. Hammer's Basic Attack range is 1 further than other ranged heroes. Her Basic Attacks deal 30% more damage to enemies that are at least 4 range away. Notes: I wanted Hammer to feel that she was laying siege on the enemy from afar, but in keeping with the trait, I wanted it to get less powerful the closer she got to the battlefield.
Ragnaros, Rehgar, Rexxar
Ragnaros Trait: Molten Core - Channel on an allied or destroyed Fort or Keep to replace it with Ragnaros' ultimate form, temporarily gaining new Abilities, having 3996 (+4% per level) Health that burns away over 18 seconds. Ragnaros returns to his normal form upon losing all Health in Molten Core. Notes: Look, I really REALLY didn't want to keep with the "Can't Attack" from the existing Ragnaros. But it's just such a good design. It makes so much sense. So this is less of me stealing their idea, as it is me accepting that they did a great job with realizing the original Ragnaros. Also, his spell cards are really powerful, but remember that he can't attack and has 0 Attack. 3 turns of board clear might be too much, but I wanted to keep with the abilities best I could.
Rehgar Trait: Ghost Wolf - Instead of using a mount, Rehgar transforms into a Ghost Wolf with 20% increased Movement Speed. Basic Attacks in Ghost Wolf form cause him to lunge at his target and deal 75% bonus damage. Dealing damage, using Abilities, and channeling cancels Ghost Wolf form. Notes: I wanted to have the feeling of him transforming on your command. So I went with this design, allowing the player to choose when to transform him, with a competitively stated 3/4 body, so he has a chance to shift to begin with.
Rexxar Trait: Misha, Focus! - Passive: Misha gains 15% move speed. Command Misha to attack a specific enemy or move to a point and wait. Targeting Rexxar commands Misha to retreat to his position, gaining 30% move speed until she reaches Rexxar. Targeting Misha commands her to hold her current position. Notes: I wanted Misha to be alongside him, and for Rexxar to "command" Misha. This is one of the designs where I am unsure if the current game has a way to implement this. Hopefully so, because I like it for the flavor.
Zagara, D.Va, Probius
Zagara Trait: Creep Tumor - Lay a Creep Tumor that generates Creep. While on Creep, Zagara gains 20% additional attack range and both Zagara and her summons move 20% faster. Tumors last 240 seconds and reveal the surrounding area while active. Stores up to 3 charges. Notes: Remember that these SET her attack to 6, not increase. So that means [[Aldor Peacekeeper]] wouldn't work, and only killing one of the two Creep Tumors would have no effect. But, they also don't stack. I like the feeling that she's surrounded by her creep, which is enhancing her.
D.Va Trait: Mech Mode - When D.Va's Mech dies, she is ejected out after 0.75 seconds and can continue to fight. D.Va's Mech only awards 50% of a normal Hero's experience upon dying. Pilot Mode - Basic Attacks reduce the cooldown of Call Mech by 0.5 seconds. As a Pilot, D.Va only awards 50% of a normal Hero's experience upon dying. Notes: I know a 1/2 killing an enemy on turn 6+ is tough, but that's the fun of it. Also, with the way it's worded, I'm actually not sure how it would play out if she died in the process. The intention is that she wouldn't, but I'm not sure if the game would interpret the wording that way.
Probius Trait: Warp In Pylon - Warp in a Pylon that generates a Power Field and grants vision of the surrounding area. Probius only regenerates mana while inside a Power Field. Up to 2 Pylons can be active at a time. Notes: I wanted the cannon to be more powerful and require the pylon, but it was getting too complicated. I went with this design for simplicity's sake.
Sylvanas, Tassadar, Thrall, Tracer, Tychus, Tyrael
Sylvanas Trait: Black Arrows - Basic Attacks and Abilities stun Minions, Mercenaries, and Structures for 1 second. Notes: This won't be the first time I wish "stun" effects weren't called "freeze."
Tassadar Trait: Oracle - Activate to greatly increase Tassadar's vision radius, allow him to see over obstacles, and detect stealthed units. Lasts for 5 seconds. Passive: Tassadar's Basic Attack is a Distortion Beam that slows enemy units by 20%. Notes: I like the idea of Tassadar being able to see beyond, as his trait suggests. The Joust mechanic saw the ability to reveal a minion, so I used that, coupled with anti-stealth.
Thrall Trait: Frostwolf Resilience - Dealing damage with Abilities grants 1 stack of Frostwolf Resilience. At 5 stacks, Thrall is instantly healed for 223 (+4% per level) Health. Notes: I know counters exist in the game, such as on Sherazin, so I hope that this could exist, too.
Tracer Trait: Reload - Tracer can Basic Attack while moving, and after attacking 10 times she needs to reload over 0.75 seconds. Tracer can manually reload early by activating Reload. Notes: Originally, I played with adding "Reload" cards to your hand, but it just seemed clunky for her. I opted for the mobile attacking, hopefully this effect can give the feeling that she's always plinking away at a target.
Tychus Trait: Minigun - Activate to have Basic Attacks against Heroes deal bonus damage equal to 2.5% of their maximum Health. Lasts 3 seconds. Notes: This was an easy one, if a little boring.
Tyrael Trait: Archangel's Wrath - Upon dying, become invulnerable and explode for 550 (+4% per level) damage after 3.5 seconds. Notes: Baby [[Anomalus]] Hoping that his mediocre stats make up for his powerful effect. It IS a deathrattle, also, so the opponent has some control over it.
Tyrande, Valla, Varian, Xul, Zarya, Zul’Jin
Tyrande Trait: Hunter's Mark - Reveal a target enemy and lower their Armor by 25 for 4 seconds, increasing all damage taken by 25%. Cannot be used on Structures. Notes: The concept of double damage exists from [[Cursed Blade]], so I decided to apply it to minions, also.
Valla Trait: Hatred - Basic Attacks grant a stack of Hatred, up to 10. Each Hatred stack increases Basic Attack damage by 8% and Movement Speed by 1%. Lasts 6 seconds. Notes: Wanted the feeling that she's getting stronger each attack, and decided to nix the movement speed, which in this set would be realized as card draw. Too powerful.
Varian Trait: Heroic Strike - Every 18 seconds, Varian's next Basic Attack deals 140 (+3.5% per level) bonus Spell damage. Basic Attacks reduce this cooldown by 2 seconds. Notes: This one was a bit of a bummer, because the trait isn't really evocative of Varian as a hero. But I wanted to keep with the theme of using traits only, so here it is. I don't know if this "every other turn" mechanic can exist in the game, but it didn't seem like such a stretch.
Xul Trait: Raise Skeleton - When a nearby enemy Minion dies, it becomes a Skeletal Warrior with 240 (+4% per level) Health that attacks for 23 (+4% per level) damage and last up to 15 seconds. Up to 4 Skeletal Warriors can be active at once. Notes: Not a hard one to realize. It might just get a little spook-tacular with all the skeletons.
Zarya Trait: Energy - Each time Zarya's Personal Barrier or Shield Ally absorbs 9 (+4% per level) damage, her Energy is increased by 1. Each point of Energy increases Zarya's damage by 2%. After 0.5 seconds, Energy decays by 3 per second. Notes: I'm afraid this one can be a little muddy. Can the game differentiate Divine Shields? And what would happen if that minion got Zarya's shield, then lost it, then got another one from [[Argent Protector]], then lost that? Would Zarya accidentally get two buffs? The intention is to not.
Zul'Jin Trait: Berserker - Activate to increase Basic Attack damage by 25% but consume 2% maximum Health per attack. Passive: Zul'jin attacks 1% faster for every 1% of maximum Health missing. Notes: It would have been easy to just make him a [[Gurubashi Berserker]], but I wanted his Attack to be proportionate to his missing Health, because that was closer to his trait, and would set him apart from those normal minions.
Cassia, Garrosh, Lúcio, Malthael, Stukov, Valeera
Cassia Trait: Avoidance - While moving unmounted, Cassia gains 65 Physical Armor against Heroic Basic Attacks, reducing the damage taken by 65%. Notes: Originally I screwed this up, and had her gaining +1 attack every time you drew a card. I forgot she doesn't gain Attack. She gains Armor! I don't play Cassia, sorry! So last minute I had to change it to Health. Also, I'm aware that I'm inconsistent with Armor. Sometimes I realize Armor as Health for the minion, and sometimes I realize it as Armor for your hero. It really just depends on the flavor I see, and how I feel it can best be implemented.
Garrosh Trait: Armor Up - Garrosh gains 1 Armor for every 2% of maximum Health missing. Notes: I wanted to make Garrosh more interesting with a Wrecking Ball mechanic, but it would have not been in the scope of this project, and would likely have gone past what the game is capable of.
Lúcio Trait: Wall Ride - When moving alongside impassable battleground terrain and Structures, Lúcio can walk through other units and his Movement Speed is increased by 20%. This works together with other Movement Speed bonuses. Notes: This one took me a while. I decided that movement speed was card draw, but how do you recreate wall-riding in a card game? Originally I thought maybe if it's the left or right-most card it gets a draw, but I don't know that that is possible for the current game. Then I remembered a battle in Karazhan, where adjacent minions were a thing, and decided to use that, as it was already established.
Malthael Trait: Reaper's Mark - Basic Attacks afflict non-Structure targets with Reaper's Mark for 4 seconds. Marked enemies are revealed and take damage equal to 2.25% of their maximum Health every 1 second. Notes: I think it's too wordy, and I don't like it. But I only have so much time to tweak.
Stukov Trait: Bio-Kill Switch - Activate to detonate all of Stukov's Viruses. Each Healing Pathogen heals its target for 500 (+4% per level) health, and each Weighted Pustule does 100 (+4% per level) damage and Slows its target by 70% for 2 seconds. Can be cast while Channeling Lurking Arm. Notes: Originally he just had permanent spell power, but I really REALLY hate taking 40 damage in one turn from spell power BS. So if you can pull it off in a combo, go for it, but I don't want that spell power hanging around too long, leading to aggravating amounts of spell damage.
Valeera Trait: Vanish - Valeera vanishes from sight becoming Stealthed and increasing her Movement Speed by 10%. For the first second, she is Unrevealable and can pass through other units. Using Vanish grants Valeera a different set of Abilities while she remains Stealthed. Notes: So it doesn't say it, but I think the effect is more of an actual Deathrattle. Technically what's happening is "Valeera dies, then a Deathrattle triggers that summons a Valeera with 1 Health and Stealth. That's way too wordy, so hopefully this wouldn't be confusing, and still give the illusion that she's avoiding death, rather than dying and resurrecting.
Uther, The Butcher, Kel’Thuzad, Cho’Gall
Uther Trait: Devotion, Eternal Vanguard - Heroes healed by Uther's Basic Abilities gain 15 Armor for 2 seconds. This effect does not stack with itself. Upon dying, Uther becomes an Invulnerable spirit for up to 8 seconds. While in spirit form, Uther can heal allies with Flash of Light. Notes: Originally, I had the Eternal Vanguard be Immune and have a line that said "destroy this minion after it heals 15 points of health," but it was way too wordy and clunky. I figure it's just like a monster [[Lightwell]] at its core anyway. I do admit that 10 Health might be too much, but it shouldn't be hard to kill, seeing as though it has no attack.
The Butcher Trait: Fresh Meat - Upon dying, nearby enemy Minions drop 1 Fresh Meat and enemy Heroes drop 20 Fresh Meat. Fresh Meat can be picked up to gain 0.5 Attack Damage per Meat. The Butcher loses 15 Fresh Meat upon dying. Quest: Collect 200 Fresh Meat. Reward: Gain an additional 25% increased Attack Speed. Heroes continue to drop 10 Fresh Meat, Minions no longer drop Fresh Meat, and Fresh Meat is no longer lost on death. Notes: I love the idea of quest related traits, and I love quest cards in Hearthstone. This isn't super viable in constructed play, but it would be a really cool set-up and payoff if it worked!
Kel'Thuzad Trait: Master of the Cold Dark - Quest: Gain 1 Blight every time a Hero is Rooted by Frost Nova or hit by Chains of Kel'Thuzad. Reward: After gaining 15 Blight, the cooldown of all Basic Abilities is reduced by 2 seconds. Reward: After gaining 30 Blight, gain 75% Spell Power. Notes: See above about loving quests. Originally he was 5 mana with lower stats, and my reasoning was "Well, you want to be able to enjoy and use your quest reward, don't you? Don't want to make him be too late game." But the effect seems like it could be so powerful, I had to bump the mana cost up. And plus, Kel'thuzad deserves to be a higher cost minion. It didn't feel right that he was mid-range stated. Also, I chose to use his ability reduction, in the form of mana reduction, instead of spell damage, because I felt it was more interesting.
Cho'Gall Trait: Ogre Hide - Activate to gain 25 Armor, but reduce Gall's damage by 25%. Ogre Rage - Gall's damage is increased by 25%, but Cho's Armor is reduced by 25. Passive: Gall is permanently immune to Stun and Silence effects. Notes: Like Varian, I don't know if this every-other-turn thing is possible. I know I wanted them to be huge, and very boss-like. So they're huge. My biggest concern, though, is that the negative health gain will kill them too often. It's mostly there for flavor, as Cho'Gall effectively only has 10 Health.
Greymane, Jaina, Johanna, Kerrigan
Greymane Trait: Curse of the Worgen - Greymane can use certain Abilities to shapeshift between a Human and a Worgen. While Human, Greymane's Basic Attacks are ranged. While Worgen, Greymane's Basic Attacks become melee but deal 40% more damage and grant 10 Armor, taking 10% less damage. Notes: Choose One made sense to me, here. I could have gone the same route as Rehgar, but it would have been too clunky here, I felt. Not so exciting, but good, I think.
Jaina Trait: Frostbite - Jaina's Abilities Chill targets, Slowing them by 25% and amplifying damage taken from her Abilities by 50%. Lasts 4 seconds. Quest: Deal 15,000 Ability damage to Chilled Heroes. Reward: Unlock the Improved Ice Block Ability, allowing Jaina to become temporarily Invulnerable. Notes: She's a buffed [[Water Elemental]], I suppose. I chose to not use her quests, for simplicity's sake.
Johanna Trait: Iron Skin - Activate to grant Johanna a Shield that absorbs 674 (+4% per level) damage for 4 seconds. While this Shield is active, Johanna is Unstoppable. Notes: I like this one. I like set-up and pay-off mechanics. Of course she'll be a 0/1 Frog soon enough, but a man can dream.
*Kerrigan Trait: Assimilation - Gain 10% of damage dealt from Basic Attacks and Abilities as Shields for 6 seconds. Shield amount gained doubled against Heroes. *Notes: I like vampiric mechanics, and I think this one fits. The idea is MAX health is stolen, but I hope that comes across. As you can see I was running out of space.
Azmodan, Brightwing, Chen, Chromie, Dehaka, Diablo
Azmodan Trait: General of Hell - Summon a Demon Lieutenant at an allied Mercenary, Minion, or Azmodan's Summons. The Lieutenant will march with the target, granting 15% increased damage and 15% increased maximum Health to all nearby friendly Mercenaries, Minions, and Azmodan's Summons. Unlimited range. Notes: This is a little complicated, but I really like it. The Demon buffs your scrubby minions, as it buffs normal dudes in Heroes. I hope that it reads well, and makes sense. In Heroes he summons the Demon AT another minion’s location. So you need another minion on the board to summon a minion. I’m afraid it would only make sense to someone who has played Heroes, but I enjoy the mechanic, and it’s the only one of the set I feel this about. So it stays!
Brightwing Trait: Soothing Mist - Brightwing heals nearby allied Heroes for 115 (+4% per level) every 4 seconds. Notes: I'm hoping that the "each turn" doesn't make it too powerful, here.
Chen Trait: Fortifying Brew - Chen drinks from his keg, instantly gaining 25 Brew. While drinking, Chen continues to gain 30 Brew and 212 (+4% per level) temporary Shields per second, up to a maximum of 636 (+4% per level) while drinking. Shields persist for 2 seconds after he stops drinking. Notes: Freeze isn't very flavorful, here, but it made the most sense mechanically.
Chromie Trait: Timewalker - Chromie has traveled to the future, and as such, will learn her Talents 2 levels earlier than her teammates! Notes: This one took me a while, as her trait doesn't translate easily here. So I made it like this. She's not very powerful, but you're guaranteed a turn 1 play. And she is drawn in addition to your starting hand. "beginning of game" mechanics exist with [[Prince Malchezzar]], so I see this as possible.
Dehaka Trait: Essence Collection - Killing an enemy Hero will grant 10 Essence and Minion kills grant 2 Essence. Each Essence consumed heals 29 (+4% per level) health over 5 seconds. A maximum of 50 Essence can be stored. Can be cast while channeling. Notes: Could be annoying to get rid of, but he doesn't have much attack, so I think it balances out.
Diablo Trait: Black Soulstone - Gain 10 Souls per Hero killed and 1 Soul per Minion, up to 100. For each Soul, gain 0.4% maximum Health. If Diablo has 100 Souls upon dying, he will resurrect in 5 seconds but lose 100 Souls. Notes: I was thinking of a Quest for him, but it only would make sense if he was on the board. I hope counters, like on Sherazin, can be used here.
Kael’thas, Leoric, Lili, Kharazim
Kael'thas Trait: Verdant Spheres - Activate to make Kael'thas's next Basic Ability more powerful. Notes: This one...I'm unsure about. Will he live long enough to use his spheres? If he does that would be really cool. They're also 1 mana spells, so I think it would be interesting to use them for combo purposes if he dies before they all get used.
Leoric Trait: Undying - Leoric becomes a ghost when he dies, and resurrects upon reaching full Health. Leoric deals no damage while dead. Wrath Of The Bone King - Leoric's first two Basic Attacks cleave for 100% (+4% per level) damage, and his third Basic Attack deals 200% damage to a single target. Notes: [[Sherazin, Corpse Flower]] did it, so I think Leoric can, too. The idea is that he's immune while he's dormant, like Sherazin.
Lili Trait: Fast Feet - Upon taking damage, gain 10% Movement Speed for 1 second. Notes: While not amazingly powerful, I really like this one. The idea that she is this flighty nuisance really shows here.
Kharazim Trait: Transcendence - Every 3rd Basic Attack heals the lowest nearby allied Hero for 73 (+4% per level). Iron Fists - Every 3rd Basic Attack deals 110% bonus damage and gives 30% increased Move Speed for 2 seconds. Insight - Quest: Every 3rd Basic Attack restores 14 (+4% per level) Mana and grants a stack of Insight. Reward: Upon getting 100 stacks of Insight, every 3rd attack also reduces the cooldown of all of Kharazim's Basic Abilities by 1 second. Notes: Not too hard to realize this trait. I just hope the framework for a 3-choice choose one exists, because of Discover.
Abathur, Artanis, Anub’arak, Alarak, Arthas, Auriel
Abathur Trait: Locust Strain - Spawns a Locust to attack down the nearest lane every 15 seconds. Locusts last for 25 seconds, have 288 (+4% per level) health and deal 34 (+4% per level) damage with each Basic Attack. Notes: Originally, I had him copy a minion's stats like a [[Faceless Shambler]]. But it didn't fit the scope of the project, so I removed it. It hurt to neuter him, because Abathur is so much more than just a token generator. But I didn't want to make an exception, here.
Artanis Trait: Shield Overload - After taking damage while below 75% Health grants Artanis a 375 (+4% per level) point Shield for 5 seconds. Basic Attacks lower the cooldown of Shield Overload by 4 seconds. Notes: Surviving damage is an existing mechanic with [[Grim Patron]], so I think this is reasonable.
Anub'arak Trait: Scarab Host - Using an Ability spawns a Beetle which lasts for 8 seconds, attacking nearby enemies for 20 (+4% per level) damage. Notes: Another token generator. 1/2 might be too weak in end-game, but he's a big boy who might get to generate 2-3 of them before he dies.
Alarak Trait: Sadism - Alarak's Ability damage and self-healing are increased by 100% against enemy Heroes. Takedowns increase Sadism by 3%, up to 30%. Sadism gained from Takedowns is lost on death. Notes: I think this could be great paired with board-wipes. Would really make the enemy play around over-extending, and punishes Paladins from generating tokens like [[Frost Lich Jaina]] does.
Arthas Trait: Frostmourne Hungers - Activate to make Arthas's next Basic Attack strike immediately, do 99 (+4% per level) increased damage, and restore 30 Mana. Notes: This one took me a while. It's a little complicated, and also Hearthstone cards don't have Battlecry AND another effect. I tried to stay away from that. But I felt this was the best way to realize his trait.
Auriel Trait: Bestow Hope - Passive: 50% of the damage Auriel deals to Heroes and 5% dealt to non-Heroes is stored as energy. Bestow an allied Hero with Hope. While they remain near Auriel, damage they deal causes her to gain energy. Auriel can only have Bestow Hope on 1 ally at a time. Auriel can store up to 505 (+4% per level) energy. Notes: She gains energy as her allies attack, so let's cut out the middleman and say she heals when they attack. Originally I had a battlecry where she "crowned" someone, but it was too wordy. This will work just fine.
E.T.C., Falstad, Gazlowe, Genji, Gul’dan, Illidan
E.T.C. Trait: Rockstar - After E.T.C. uses a Basic or Heroic ability, he gains 20 Armor for 2 seconds. This effect does not stack with itself. Notes: Let's Rock!
Falstad Trait: Tailwind - Gain 15% increased Movement Speed after not taking damage for 6 seconds. Notes: So at worst he's a slightly better [[Polluted Hoarder]], but if he manages to stick around, that extra draw could be great.
Gazlowe Trait: Salvager - Destroyed enemy Structures and Rock-it! Turrets drop Scrap. Collecting Scrap restores 30 Mana and causes Abilities to recharge three times as fast over 3 seconds. Activate Salvager to dismantle a target Rock-it! Turret and turn it into Scrap. Notes: This one took me a while. [[Innervate]] is so powerful, and I wanted to make this ability fair, but also flavorful. Destroying your own minions usually isn't good, but if you can set up a board of small minions, drop Gaz, and then play something else powerful, he could be like a mini [[Kun the Forgotten King]].
Genji Trait: Cyber Agility - Activate to jump to the target area. Notes: This might be my favorite of the set. Just the idea of Genji bouncing out if the enemy doesn't plan their attacks right is fun to me. Much like Valeera, this might be a "hidden Deathrattle" effect of "If this minion died with 1 health, add a Genji to your hand." But I think this is a fun card.
Gul'dan Trait: Life Tap - Gul'dan does not regenerate Mana. Activate to restore 25% mana. Notes: I'm not a big fan of this one, but it made the most sense. If [[Cho'Gall]] didn't exist, I likely would have used that effect, or something similar. But this worked for me.
Illidan Trait: Betrayer’s Thirst - Basic Attacks heal for 30% of damage dealt and reduce Ability cooldowns by 1 second. Notes: His self-healing was one that I think was easy to implement. It won't same him from death, but it can keep him trucking a bit longer.
Thanks so much for checking this out. This was a lot of fun for me, and I hope to bring you some more in the future as new heroes get releases. I still have to do Ana!
submitted by GalacticGravy to heroesofthestorm

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