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Winsor - The Lamplighter
[Area Denial / Explosive / Good boy]
Lore:
Noone visits the old cemetery near the Park Avenue. Yet, all graves are in impeccable condition, sidewalks cleared of snow and lanterns always shine bright at night. Some local folks believe that a ghost of long deceased lamplighter Frederick (who died in strange circumstances 30 years ago) haunts those sacred grounds as a warning for those who lost themselves in supernatural. Others think he just didn’t notice that he’s dead. However, those who dared to cross the cemetery walls and lived, speak of a sinister creature whose features resembled a weird breed of a goblin, werewolf or a dog. Details are not known, however all witnesses agree to one thing - they all heard him shout with an old-man's voice “ Get out of the cemetery!”
General appearance description:
Dog-like head with ears that resemble house elfs from Harry Potter, some white hairs, and a goatee beard. Limbs long and thin, hands almost human-like with 4 fingers and dog legs with elongated paws. Hunched silhouette. When sitting on a streetlamp he looks like death from puss in boots (but with a hunch).
Lore trivia (found out through in-game conversations):
- Windsor takes part in the ritual because the appearance of the Patrons caused an influx of curious visitors that are harder to drive out of the cemetery. Also he doesn't like the noise.
- Winsor used to be a normal dog before his owner, the lamplighter and the cemetery watchman Frederick died
- Frederick was a collateral victim of a ritual run by some amateur group that planned to create a ghoul out of old corpses. Needless to say, it didn't work out, they all died.
- Winsor doesn’t remember when he became like this, he is clueless to the fact that the state he is current in is abnormal
- Patrons imply that the lamplighter can still be brought back to life, which suggests that part of him may still live inside of Winsor.
- Rose was the name of Fredericks' long deceased wife. She died before Frederick became the lamplighter. Winsor speaks about her in weird manner e.g. he knows that she always loved lantern festivals
- He knows Ivy, and she’s the only one that is not instantly kicked out of the cemetery.
- Winsor knows Drifter or rather Drifter knows him, but he [Drifter] doesn’t visit the cemetery anymore. Not like he’s scared of fire, he just doesn’t have any reason to visit this desolated place
Weapon:
“Rose” (lamplighter’s tool appearance)- Left Click:Single Beam created from the tip of Winsor’s weapon (like bebops but it's not continuous). Attacks have 0.3s charge time.
- 1.3 base bullets per second
- 31 base bullet damage (scales with boons)
- Right Click:“Flamethrower”
- 15 dmg per second that lingers over 3 seconds (debuff can be removed with a dash)
- 7m range (0.02x spirit scaling)
- 10 deg cone (0.05x spirit scaling)
- Damage spirit scaling (0.8x)
- Move speed -40%
- Turn rate: -20%
Heavy Melee animation: Swings the weapon like a baseball bat.

Abilites:
1. Cleaning up leaves.
Winsor swings his weapon dealing melee damage to enemies in front of him and knocking them back. Damage and knockback are stronger at max range. Ability can be used to move lanterns.
Radius: 5m (unaffected by ability range multipliers)
Melee damage multiplier: 1.2x
Max range melee damage multiplier: 1.6x
Knockback: 1.5m
Max range knockback: 3m (1.2 vitality scaling)
Lantern knockback: 5m (constant)
Cooldown: 25s
Upgrades:T1: +0.2x multiplier
T2: -5s cooldown
T3: Lanterns knocked back by this ability explode immediately on contact with an enemy
2. Lantern festival
Winsor conjures a floating Lantern that explodes after a delay when an enemy hero stands in its active AoE. Explosion deals spirit damage to enemies and sets them ablaze, dealing spirit damage over time and applying fading slow for the duration. Lanterns can be destroyed with a light melee.Conjure range: 10m
Activation delay: 0.5s
Explosion/Activation area: 4m (0.03x spirit scaling)
Explosion damage: 100 (3x spirit scaling)
Burning time: 3
Burning Damage per second: 10 (0.6x spirit scaling)
Move Speed: -40%
Max lanterns conjured at the same time: 3
Starting ability charges: 1
Cooldown per charge: 30 s
Upgrades:
T1: +1 ability charge +10 cooldown
T2: +100 dmg and 10 dps
T3: +4 max lanterns
Notes:
- Works like Techies’ Proximity Mines.
- Cannot be conjured in another Lantern activation area
- Each lantern gives 10 souls (scales with boon 2x)
- Lanterns have unlimited lifetime, but the oldest one disappears when a new lantern above the max threshold is conjured.
- Lanterns can be destroyed by Winsor with a heavy melee
- DoT from multiple Lanterns does not stack, nor the duration (duration is refreshed)
- Lanterns deal progressively 20% less damage to the same hero (3 seconds reset)


3. Guiding light
Windsor conjures a Street Lamp that grants him invisibility and bonus regeneration while not attacking. Invisibility breaks on damage taken. Ability can be cast on an active street lamp to teleport on top of it. Windsor can teleport from lamp to lamp, unless he received damage in the last 3 seconds.ALT cast: Street Lamp is conjured in Winsor's current location and he instantly teleports on top of it. (Street Lamps spawns on a wall if the character is in “walljump-ready” pose)
Invisibility Fade Time: 1s
Invisibility/Bonus Regen radius: 5m
Bonus Regeneration: +3 (0.2x spirit scaling)
Max street lamps on the map: 1
Lamp to to lamp teleportation range: 50m
Alt cast i-frames time: 0.3s
Heavy Melee to destroy a street lamp: 1
Cooldown: 130s (halved if any streetlamp is destroyed by Winsor)
Upgrades:T1: +1 max street lamps and half regen to nearby allies
T2: Provides invisibility to Lanterns and +1 Heavy Melee to destroy a lamp
T3: +1 max street lamps on the map and Invisibility doesn’t break on
damage taken (enemy has no damage feedback as well).
Notes:
- Alt cast Street Lamps spawns horizontally on a wall if the character is in “walljump-ready” pose
- Provides mobility and survivability
- Can be cast on vertical surfaces.
- Lamp height ~8m
- Windsor can use heavy melee to destroy the street lamp.
- Streetlamps scale to surroundings, but can’t be conjured in very tight spaces



4. Get out of the cemetery!
Winsor smashes the ground with his his weapon's end creating a strong gust that pushes all enemies outward in a 20m area. Afterwards, smaller Lanterns are conjured progressively starting from the center of the circle (where Windsor stands), then every 5 m. Smaller Lanterns deal 25% of normal Lanterns (current level), however their activation and explosion range is lower and they explode even when an enemy hero leaves activation rangeCast time: 2.5s
Conjure time: 1.5s
Explosion/Activation area: 3m
Smaller Lanterns duration: 7s
Cooldown: 200s
Upgrades
T1: +1m to explosion/activation area
T2: +5m area (adds additional circle)
T3: -50s cooldown
An example of lanterns placement and mentioned circles

Notes:
- Windsor screams ability name during casting, emphasizing first two words “Get - Out - of the Cemetery”
- Gust range is not affected by Ability Range modifiers.
- Strong midboss contest ability, but can be easily interrupted.
- Small lanterns are not invisible
Alternate version:
Winsor smashes the ground with his weapon's end and conjures tombstones around him that move outwards in waves and push enemies away. The first wave starts with 4 tombstones placed on a 3m circle that move outwards to a 5m circle. The second wave starts from the 5m circle and moves to the 10m circle and go on until the 4th wave that ends on the 20m circle. Then lanterns are spawned as in the first version.
Tombstones are 5m high, have 70 hp (2x spirit scaling) each and can be destroyed with any source of damage, however, they have 40% spirit dmg resistance. This version also creates a 3m deadzone around Winsor.
An example of lanterns and tombstones placement, waves/circles visualisation and waves movement.

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