thewrongvine
The Evolved Panda Commandant
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IDEAS!
Heroes, Abilities, Game Ideas, and More!
Heroes, Abilities, Game Ideas, and More!
The Premise
Welcome to the Ideas Section! Here, you will find, hopefully, many ideas that you can use. Basically, I will be posting my hero ideas, ability ideas, game ideas, and other things. All the ideas will be categorized into organized sections so you can find them.
You can also help! Contribute to this thread and post your ideas for anything. It doesn't have to be good, because it might come in handy someday.
Submitting Ideas Format
These will be simple formats that you can use. Nothing fancy unless you want to create your own format! You don't have to follow the format, only if you want to. These are just quick suggestions as to how one organized way to do it would be.
Heroes
Hero Proper Name:
Hero Class Name:
Insert Storyline Here.
Strength:
Agility:
Intelligence:
Agility:
Intelligence:
Insert Ability
Insert Description.
Insert Ability
Insert Description.
Insert Ability
Insert Description.
Insert Ability
Insert Description.
Abilities
Ability Name:
Insert Description.
Effect: Insert Effect.
Effect: Insert Effect.
Maps and Games
Insert Game Name
Insert Description.
Game Information:
Extra:
Insert Description.
Game Information:
Extra:
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Hero Ideas
Wild Shaman - thewrongvine
Ogrim Dustfall
Wild Shaman
As far as Ogrim knew, he never had any parents. Abandonned in the deserts of the old, he grew up by himself, living only on what he could find. That trained him well, and as a young child, the little Orc could hunt most animals his size. One with nature, he found out that he had a talent for magic. Instead of using the arcanic powers of destructions as magicians did, he instead called upon the earth to help him. Able to perform magic at the same level and higher of any other mage, he can devastate foes with crushing forces.
Wild Shaman
As far as Ogrim knew, he never had any parents. Abandonned in the deserts of the old, he grew up by himself, living only on what he could find. That trained him well, and as a young child, the little Orc could hunt most animals his size. One with nature, he found out that he had a talent for magic. Instead of using the arcanic powers of destructions as magicians did, he instead called upon the earth to help him. Able to perform magic at the same level and higher of any other mage, he can devastate foes with crushing forces.
Canyon of Thorns
Creates a rupture in the earth, and forms a mini-canyon at a target area. Sharp thorns then burst out of the ground, impaling units caught in the area. The canyon slowly levels back to normal, but during that duration, enemies take damage every second and have decreeased movement speed.
Thunder Shock
Instanly calls down a powerful bolt(s) of thunder from the heavens which strikes a random nearby point around Ogrim in an area of 400. The thunder bolt deals damage and slows movement speed of enemies hit in a 200 area for 5 seconds.
Nature's Rejuvenation
Using the forces of Mother Nature, Ogrim summons a healing essence on a target ally or self. Every 3 seconds, the unit will heal. Lasts 9 seconds.
Shamanistic Strike
Using elements of nature, Ogrim summons 3 shockwaves of fire, ice, and earth. After 4 seconds of charging up, the 3 shockwaves thunderously burst out towards a target point, dealing massive damage to enemies hit in a 600 area, travelling 1800 distance. Units hit are stunned for 2 seconds, slowed by 40% for 6 seconds, and take damage every second for the next 4 seconds.
Kri'sha of the Purgatory - Renendaru
Kri'sha of the Purgatory
Judgement
The hero casts this on an AoE dealing DoT damage based on the targets' alignment, while healing allies based on their allignments
Initial level: Deals 100 for Light heroes, while dealing 50 damage to dark, while doing DoT.
Adds on +5 for DoT and and 50 for AoE
Arrow of the Unforgiven
Since the hero is from Purgatory he can call upon the souls from beyond to deal X damage, while dealing extra damage to anyone not having allies near.
Initial Level: +15 damage and +10 for no allied nearby.
Adds on 15 damage, and 5 for no allies
Timelessness
Due to being lifeless this hero has reduced damage from attacks, but extra damage from holy spells.
Initial Level: 5% reduced, 3% gained from spells
Adds on 5, while 2 for every level on spells.
Ultimate
Temporary Imbalance
When the hero targets a hero their balance is shifted to to the opposite of the targeted hero, if the hero was a light hero, the hero is turned dark dealing X damage of an AoE as a DoT damage, inverses to healing allies.
Initial Level: Damages/Heals for 150 for an AoE of 200
Adds on 150, and adds an Aoe of 50 per level.
Kaw'Lune - Daicos
Kaw'Lune
Fire Alchemist
Kaw'Lune was once a great help to the grand high elven city of Quel'Thalas, but when the grand city fell many elves scattered or joined their prince. Kaw'Lune scattered from the city and chose that the path that the other elves took was dark. After traveling for many months Kaw'Lune came to a volcano and found many trolls and goblins trying to blast their way in to find the gold inside, Kaw'Lune was taking in and in return he aided the trolls and goblins get inside the volcano. While with the goblins and trolls Kaw'Lune learn't from the Troll Witch Doctors and Goblins Alchemists. Kaw'Lune now had the power to give life. After months of digging and blasting in the volcano the goblins and trolls and Kaw'Lune came across Birronzai, a great Fire Lord. After defeating the Birronzai, the Fire Lord cut them a deal, leave the volcano alone and he would grant the Goblins wealth, the trolls safety and Kaw'Lune the power of Fire Alchemy.
Strength: 19
Agility: 17
Intelligence: 26
Fire Alchemist
Kaw'Lune was once a great help to the grand high elven city of Quel'Thalas, but when the grand city fell many elves scattered or joined their prince. Kaw'Lune scattered from the city and chose that the path that the other elves took was dark. After traveling for many months Kaw'Lune came to a volcano and found many trolls and goblins trying to blast their way in to find the gold inside, Kaw'Lune was taking in and in return he aided the trolls and goblins get inside the volcano. While with the goblins and trolls Kaw'Lune learn't from the Troll Witch Doctors and Goblins Alchemists. Kaw'Lune now had the power to give life. After months of digging and blasting in the volcano the goblins and trolls and Kaw'Lune came across Birronzai, a great Fire Lord. After defeating the Birronzai, the Fire Lord cut them a deal, leave the volcano alone and he would grant the Goblins wealth, the trolls safety and Kaw'Lune the power of Fire Alchemy.
Strength: 19
Agility: 17
Intelligence: 26
Burst Burn (Passive Ability)
When attacking Kaw'Lune has a high chance to create a small explosion dealing a small - large amount of AoE damage.
Level 1: 15% chance and +45 damage
Level 2: 25% chance and +75 damage
Level 3: 35% chance and +105 damage
Level 2: 25% chance and +75 damage
Level 3: 35% chance and +105 damage
Break Fire (75mp)
Using the Alchemy that the goblins and trolls taught him and the Fire Alchemy that the Fire Lord taught him Kaw'Lune breaks the ground and burns the damaged ground dealing AoE and stunning for a small period of time.
Level 1: 2 second stun and 10 damage per second to all units that are on the burning ground for 10 seconds
Level 2: 3 second stun and 20 damage per second for 10 seconds
Level 3: 3 second stun and 30 damage per second for 10 seconds
Level 2: 3 second stun and 20 damage per second for 10 seconds
Level 3: 3 second stun and 30 damage per second for 10 seconds
Birronzai Fire Blast (250mp)
Using a very high amount of energy Kaw'Lune uses the most of his Fire Alchemy to fire multiple burst of fire. The fire is so out of control the ALL units are affected (Enemy, Air, Allies, Heroes, All!). And to make it worse Kaw'Lune loses 250mp and 10% of his total health each time he uses the ability.
Level 1: 3 fire bursts dealing 150 damage each.
Level 2: 4 fire bursts dealing 200 damage each
Level 3: 4 fire bursts dealing 250 damage each.
Level 2: 4 fire bursts dealing 200 damage each
Level 3: 4 fire bursts dealing 250 damage each.
Ultimate Summon Birronzai
Kaw'Lune calls upon the Fire Lord Birronzai, the one that granted him the power of Fire Alchemy, Birronzai goes on a random attack. The Fire Lord lasts 30 seconds in combat attacking all enemies, the player cannot control Birronzai. Kaw'lune channels Birronzai for 10 seconds, and every second, Birronzai gains 10% health and mana (he starts with 10% health and mana). At the end of the 10 seconds, or if he is interrupted, the channeling will stop, Birronzai will have gained 100% health and mana, and will fight up to 30 seconds.
Level 1: Kaw'Lune continues to channel the move, while channeling he gradually loses life. Every second, Kaw'lune loses 2% of his total health. If Kaw'Lune is interrupted or moves Birronzai will be sent back to his volcano.
BirronzaiHP: 2500
MP: 1000
Damage: 58-73 Magic
Range: 300
Abilities: Permanent Burn, Birronzai Fire Blast (level 2), Magic Immune.[/CENTER]
Fallen Paladin - sjakie
Jannuk
Hero Class Name: Fallen Paladin
A Paladin in the old days, but now Jannuk is nothing but a shade of his former self. His rotten body still bound to the judgement of the gods, poor Jannuk was slain by the Lich King and revived to do his bidding. Cursed for eternity to take on the pain meant for those around him, yet unable to actually die because of the bond with the divine beings. Jannuk is a blessing for his allies, but a curse to himself. The day has yet to come that this immortal tormented will be slain on the battlefield.
Hero Class Name: Fallen Paladin
A Paladin in the old days, but now Jannuk is nothing but a shade of his former self. His rotten body still bound to the judgement of the gods, poor Jannuk was slain by the Lich King and revived to do his bidding. Cursed for eternity to take on the pain meant for those around him, yet unable to actually die because of the bond with the divine beings. Jannuk is a blessing for his allies, but a curse to himself. The day has yet to come that this immortal tormented will be slain on the battlefield.
Strength: 24 (+2,6)
Agility: 15 (+1,5)
Intelligence: 18 (+2,0)[/CENTER]
Divine Blessing (passive)
Though nothing more then a mindless puppet, Jannuks body is still bound to the mercy of the gods. Whenever his body takes a blow, the divine beings make sure the effect of the attack is minimized. This blessing works in an unfortunate conjunction with the Lich Kings curse.
Level 1: Reduces total damage taken by 5%.
Level 2: Reduces total damage taken by 10%.
Level 3: Reduces total damage taken by 15%.
Level 4: Reduces total damage taken by 20%.
Level 2: Reduces total damage taken by 10%.
Level 3: Reduces total damage taken by 15%.
Level 4: Reduces total damage taken by 20%.
Bond of Agony (Activateable - Deactivateable)
When Jannuk was defeated, the Lich King cursed his body in such a way it was forced to take on a part of the damage and pain of nearby allies. This made him a blessing to those who fight along with him on the battlefield, but causes nothing but agony and sorrow to the poor Jannuk trapped in his undead body.
Level 1: Increases armor by 4. Takes on 20% of the damage taken by allies in a 750 radius.
Level 2: Increases armor by 6. Takes on 25% of the damage taken by allies in a 750 radius.
Level 3: Increases armor by 8. Takes on 30% of the damage taken by allies in a 750 radius.
Level 4: Increases armor by 10. Takes on 35% of the damage taken by allies in a 750 radius.
Level 2: Increases armor by 6. Takes on 25% of the damage taken by allies in a 750 radius.
Level 3: Increases armor by 8. Takes on 30% of the damage taken by allies in a 750 radius.
Level 4: Increases armor by 10. Takes on 35% of the damage taken by allies in a 750 radius.
Touch of Time (Active, single target)
Jannuk, being a former Paladin, has the ability to heal himself. When cursed by the Lich King however, he received the same ability in reverse. On the battlefield, Jannuk can either choose to heal himself damage from the last seconds, or cause his opponent to feel that very same pain instead.
Level 1: Heals 20% of the damage from the last 5 seconds, or deals the same to the target opponent.
Level 2: Heals 20% of the damage from the last 7 seconds, or deals the same to the target opponent.
Level 3: Heals 30% of the damage from the last 5 seconds, or deals the same to the target opponent.
Level 4: Heals 30% of the damage from the last 7 seconds, or deals the same to the target opponent.
Level 2: Heals 20% of the damage from the last 7 seconds, or deals the same to the target opponent.
Level 3: Heals 30% of the damage from the last 5 seconds, or deals the same to the target opponent.
Level 4: Heals 30% of the damage from the last 7 seconds, or deals the same to the target opponent.
Banned From Heaven (passive)
Blessed by the gods, though cursed by the undead. Jannuk is placed in a very unfortunate position. Though the divine beings do not hesitate to put their loyal warrior out of his misery and accept him in the afterlife, the undead magic in his veins keeps on reviveing him. This resulted into a templorary reincarnation, after which Jannuk will finaly be granted his well deserved eternal rest.
Level 1: When killed, Jannuk will rise again for 6 second. While risen, Jannuk can cast spells and is immortal.
Level 2: When killed, Jannuk will rise again for 8 second. While risen, Jannuk can cast spells and is immortal.
Level 3: When killed, Jannuk will rise again for 10 second. While risen, Jannuk can cast spells and is immortal.
Level 2: When killed, Jannuk will rise again for 8 second. While risen, Jannuk can cast spells and is immortal.
Level 3: When killed, Jannuk will rise again for 10 second. While risen, Jannuk can cast spells and is immortal.
Death Jester - Accname
Jesper the Jester / Ringer of Apocalypse / Casper
Death Jester
Chaos
Swaps the current hitpoints of 2 random units within 500 range of the Death Jester. If there aint 2 units (includes himself) within 500 range this skill will heal himself by 20% of his current hitpoints.
Decay
Lowers the max hitpoints of the target by 10% for 60 seconds.
Roulette
Either damages or heals a random unit within 750 range of the Death Jester by his (Strength/2)x(Random0-36).
Death Game
The Death Jester links his life to the life of the target. Both, the Death Jester and his enemy will lose 2% of their maximum hitpoints per second until one of them dies. The effect will wear of for both if one of them dies or the distance between both becomes bigger as 1750.
Death Jester
The Death Jester is the incarnation of evil born by the vicious thoughts of the humans. His only purpose on earth is to bring chaos death and decay over all living.
Strength: 14
Agility: 18
Intelligence: 26
Strength: 14
Agility: 18
Intelligence: 26
Chaos
Swaps the current hitpoints of 2 random units within 500 range of the Death Jester. If there aint 2 units (includes himself) within 500 range this skill will heal himself by 20% of his current hitpoints.
Decay
Lowers the max hitpoints of the target by 10% for 60 seconds.
Roulette
Either damages or heals a random unit within 750 range of the Death Jester by his (Strength/2)x(Random0-36).
Death Game
The Death Jester links his life to the life of the target. Both, the Death Jester and his enemy will lose 2% of their maximum hitpoints per second until one of them dies. The effect will wear of for both if one of them dies or the distance between both becomes bigger as 1750.
Necrolist - Sjakie
Uncertain Death (active, single target)
Being one of the most mighty necromancers around, Ya'nars ability to create zombies out of nearby corpses has practicly become an automatism. Whenever any unit, friend or foe, falls in battle close to him, there is a chance Ya'nar will reanimate his body and use him as a minion. Whenever Ya'nar kills an opponent himself, he is almost certain to use his evil magics to make good use of the corpse.
Sacrificial Strike (active, single target)
The sacrificial strike is what made Ya'nar stand out between the other necromancers. Using this ability, Ya'nar is able to extract the magic energy out of nearby zombies and unleash it in the form of a powerfull blow at the enemy. The power of this spell is unrivaled, and its manacost is only minor, yet it unfortunately goes at the cost of the involved zombies.
Unholy Infusion (activate-deactivateable)
A true necromancers powers go beyond creating mere zombies, and Ya'nars abilities is the existing proof of that. By channeling his unholy mana through the ground, he can infuse nearby allies with extra energy and increase their preformance on the battlefield. his unfortunately goes at the cost of mana each second.
Mark of the Damned (active, single target/passive)
The absolute ultimate spell of Ya'nar is what he calls the "mark of the damned". A spell of pure evil that exchanges the users evil mana with the mana of his target. This greatly reduces the targets preformance on the battlefield, giving Ya'nar the upperhand in combat. It also grants an increased opportunity to make the victim into a zombie. It has a chance to passively trigger off an attack.
Monkey God - Deviruchi
Heavenly Whirlwind Fire Formation
Creates an enchantment on a target unit, after 1.60 seconds it will burst into flaming whirlwind of death, dealing damage upon formation and deals damage per second to units caught in it. Slows movement to nearby enemies by 1/4 for. Lasts for 5 seconds.
Monkey Magic Replacement Technique
Enables the Monkey God to blink out of battle leaving behind an illusion that receives 100% damage. Lasts for 24 seconds.
Raging Quintuple Dragon Blow
The Monkey God has a chance on attack to make himself angry, raising his Attack Speed by 400% and Movement Speed by 14%. The bonus lasts until the hero does 5 attacks. Can only be activated once every 6 seconds between activations. Unlocks Hyper Finger Offensive.
8 Star Sight Trasher
Hurls fireballs in 8 directions blinding all enemies around, dealing damage, making enemies unable to be invisible, also reduces sight range of afflicted enemies by 15 for 30 seconds.
Ya'nar
Necrolist
Ya'nar has always been one of the most remarkable necromancers in the forces of the Lich King, not only using animated corpses in combat, but also feeding himself on the lifeforce they contain. No enemy is not stricken by fear as they see the continuously growing masses of zombie minions closing in on them. No hero has ever been able to werestand the force of the magics one mighty necromancer alone can create with the lifeforce of these undead fiends.
Strength: 15 (+1,8)
Agility: 15 (+1,5)
Intelligence: 24 (+2,7)
Necrolist
Ya'nar has always been one of the most remarkable necromancers in the forces of the Lich King, not only using animated corpses in combat, but also feeding himself on the lifeforce they contain. No enemy is not stricken by fear as they see the continuously growing masses of zombie minions closing in on them. No hero has ever been able to werestand the force of the magics one mighty necromancer alone can create with the lifeforce of these undead fiends.
Strength: 15 (+1,8)
Agility: 15 (+1,5)
Intelligence: 24 (+2,7)
Uncertain Death (active, single target)
Being one of the most mighty necromancers around, Ya'nars ability to create zombies out of nearby corpses has practicly become an automatism. Whenever any unit, friend or foe, falls in battle close to him, there is a chance Ya'nar will reanimate his body and use him as a minion. Whenever Ya'nar kills an opponent himself, he is almost certain to use his evil magics to make good use of the corpse.
Level 1: Whenever an unit dies in a 500 radius of Ya'nar, there is a 5% chance he revives as a zombie under Ya'nars controll. 10% chance when Ya'nar himself or one of his zombies is the killer. The zombie lasts 13 seconds.
Level 2: Whenever an unit dies in a 500 radius of Ya'nar, there is a 8% chance he revives as a zombie under Ya'nars controll. 16% chance when Ya'nar himself or one of his zombies is the killer. The zombie lasts 16 seconds.
Level 3: Whenever an unit dies in a 500 radius of Ya'nar, there is a 11% chance he revives as a zombie under Ya'nars controll. 22% chance when Ya'nar himself or one of his zombies is the killer. The zombie lasts 19 seconds.
Level 4: Whenever an unit dies in a 500 radius of Ya'nar, there is a 14% chance he revives as a zombie under Ya'nars controll. 28% chance when Ya'nar himself or one of his zombies is the killer. The zombie lasts 22 seconds.
Level 2: Whenever an unit dies in a 500 radius of Ya'nar, there is a 8% chance he revives as a zombie under Ya'nars controll. 16% chance when Ya'nar himself or one of his zombies is the killer. The zombie lasts 16 seconds.
Level 3: Whenever an unit dies in a 500 radius of Ya'nar, there is a 11% chance he revives as a zombie under Ya'nars controll. 22% chance when Ya'nar himself or one of his zombies is the killer. The zombie lasts 19 seconds.
Level 4: Whenever an unit dies in a 500 radius of Ya'nar, there is a 14% chance he revives as a zombie under Ya'nars controll. 28% chance when Ya'nar himself or one of his zombies is the killer. The zombie lasts 22 seconds.
Sacrificial Strike (active, single target)
The sacrificial strike is what made Ya'nar stand out between the other necromancers. Using this ability, Ya'nar is able to extract the magic energy out of nearby zombies and unleash it in the form of a powerfull blow at the enemy. The power of this spell is unrivaled, and its manacost is only minor, yet it unfortunately goes at the cost of the involved zombies.
Level 1: Sacrifices up to 5 nearby zombies, dealing 40 damage and 0,2 second stun for each zombie.
Level 2: Sacrifices up to 6 nearby zombies, dealing 43 damage and 0,2 second stun for each zombie.
Level 3: Sacrifices up to 7 nearby zombies, dealing 46 damage and 0,3 second stun for each zombie.
Level 4: Sacrifices up to 8 nearby zombies, dealing 50 damage and 0,3 second stun for each zombie.
Level 2: Sacrifices up to 6 nearby zombies, dealing 43 damage and 0,2 second stun for each zombie.
Level 3: Sacrifices up to 7 nearby zombies, dealing 46 damage and 0,3 second stun for each zombie.
Level 4: Sacrifices up to 8 nearby zombies, dealing 50 damage and 0,3 second stun for each zombie.
Unholy Infusion (activate-deactivateable)
A true necromancers powers go beyond creating mere zombies, and Ya'nars abilities is the existing proof of that. By channeling his unholy mana through the ground, he can infuse nearby allies with extra energy and increase their preformance on the battlefield. his unfortunately goes at the cost of mana each second.
Level 1: +5%MS and AS in a 400 radius, drains 5 mana per second
Level 2: +8%MS and AS in a 450 radius, drains 8 mana per second
Level 3: +11%MS and AS in a 500 radius, drains 11 mana per second
Level 4: +15%MS and AS in a 550 radius, drains 15 mana per second
Level 2: +8%MS and AS in a 450 radius, drains 8 mana per second
Level 3: +11%MS and AS in a 500 radius, drains 11 mana per second
Level 4: +15%MS and AS in a 550 radius, drains 15 mana per second
Mark of the Damned (active, single target/passive)
The absolute ultimate spell of Ya'nar is what he calls the "mark of the damned". A spell of pure evil that exchanges the users evil mana with the mana of his target. This greatly reduces the targets preformance on the battlefield, giving Ya'nar the upperhand in combat. It also grants an increased opportunity to make the victim into a zombie. It has a chance to passively trigger off an attack.
Level 1: 4 mana drained from the victim and added to the user each second. Reduces the targets armor by 2 and damage by 10%. 10% increased chance to turn the victim into a zombie when killed. Lasts 6 seconds. 5% chance to trigger off an regular attack.
Level 2: 6 mana drained from the victim and added to the user each second. Reduces the targets armor by 4 and damage by 15%. 15% increased chance to turn the victim into a zombie when killed. Lasts 8 seconds. 5% chance to trigger off an regular attack.
Level 3: 8 mana drained from the victim and added to the user each second. Reduces the targets armor by 6 and damage by 20%. 20% increased chance to turn the victim into a zombie when killed. Lasts 10 seconds. 5% chance to trigger off an regular attack.
Level 2: 6 mana drained from the victim and added to the user each second. Reduces the targets armor by 4 and damage by 15%. 15% increased chance to turn the victim into a zombie when killed. Lasts 8 seconds. 5% chance to trigger off an regular attack.
Level 3: 8 mana drained from the victim and added to the user each second. Reduces the targets armor by 6 and damage by 20%. 20% increased chance to turn the victim into a zombie when killed. Lasts 10 seconds. 5% chance to trigger off an regular attack.
Monkey God - Deviruchi
Hikozaru
Monkey God
Strength: 17 + 1.75
Agility: 25 + 2
Intelligence: 15 + 1.40
Monkey God
Strength: 17 + 1.75
Agility: 25 + 2
Intelligence: 15 + 1.40
Heavenly Whirlwind Fire Formation
Creates an enchantment on a target unit, after 1.60 seconds it will burst into flaming whirlwind of death, dealing damage upon formation and deals damage per second to units caught in it. Slows movement to nearby enemies by 1/4 for. Lasts for 5 seconds.
Level 1: 100 damage, 12 damage per second for 5 seconds.
Level 2: 175 damage, 24 damage per second for 5 seconds.
Level 3: 250 damage, 36 damage per second for 5 seconds.
Level 4: 325 damage, 48 damage per second for 5 seconds.
Level 2: 175 damage, 24 damage per second for 5 seconds.
Level 3: 250 damage, 36 damage per second for 5 seconds.
Level 4: 325 damage, 48 damage per second for 5 seconds.
Monkey Magic Replacement Technique
Enables the Monkey God to blink out of battle leaving behind an illusion that receives 100% damage. Lasts for 24 seconds.
Level 1: Illusion deals 25% damage, 500 blink distance.
Level 2: Illusion deals 50% damage, 750 blink distance.
Level 3: Illusion deals 75% damage, 1000 blink distance.
Level 4: Illusion deals 100% damage, 1200 blink distance.
Level 2: Illusion deals 50% damage, 750 blink distance.
Level 3: Illusion deals 75% damage, 1000 blink distance.
Level 4: Illusion deals 100% damage, 1200 blink distance.
Raging Quintuple Dragon Blow
The Monkey God has a chance on attack to make himself angry, raising his Attack Speed by 400% and Movement Speed by 14%. The bonus lasts until the hero does 5 attacks. Can only be activated once every 6 seconds between activations. Unlocks Hyper Finger Offensive.
Level 1: 12% chance to activate per attack.
Level 2: 14% chance to activate per attack.
Level 3: 16% chance to activate per attack.
Level 4: 20% chance to activate per attack.
Level 2: 14% chance to activate per attack.
Level 3: 16% chance to activate per attack.
Level 4: 20% chance to activate per attack.
8 Star Sight Trasher
Hurls fireballs in 8 directions blinding all enemies around, dealing damage, making enemies unable to be invisible, also reduces sight range of afflicted enemies by 15 for 30 seconds.
Level 1: 300 area damage.
Level 2: 430 area damage.
Level 3: 560 area damage.
Level 2: 430 area damage.
Level 3: 560 area damage.
Ability Ideas
Vorpal Winds - thewrongvine
Effect: Deals damage in a line, and homes winds to nearby enemies at the end, with the same effect as Fan of Knives.
Oblivion Fold - Renendaru
Level 1: Every nearby enemy is struct with a hellish virus in which 150 damage is drawn for every 2 seconds. All nearby allies are struck with a pact in which if they die, extra damage is given to the caster, +50 damage
Level 2: Adds 50 for both.
Level 3: Maxes at 300 damage, and +200 damage.
Vorpal Winds
Summons devastating winds, and sends them out towards a target point, destroying all in its path. At the end of the rampage, the wind explodes out into thing, sharp slices of wind which attack nearby enemies.
Effect: Deals damage in a line, and homes winds to nearby enemies at the end, with the same effect as Fan of Knives.
Oblivion Fold - Renendaru
Oblivion Fold
The Hero draws on arcane energy from the beyond.
The Hero draws on arcane energy from the beyond.
Level 1: Every nearby enemy is struct with a hellish virus in which 150 damage is drawn for every 2 seconds. All nearby allies are struck with a pact in which if they die, extra damage is given to the caster, +50 damage
Level 2: Adds 50 for both.
Level 3: Maxes at 300 damage, and +200 damage.
Frozen Skull - Anman64
Frozen Skull
The caster takes out his frozen skull to wreak havoc among mortals.
Effect: Disables movement of the caster and summons an invulnerable, floating, skull. The caster can still be damaged, but he cannot fight back. As soon as this spell is cast the caster controls the skull with arrow keys. Any unit the skull touches he freezes, becoming invulnerable, until the skull returns to the caster, and drains some of it's health, the more units he touches and the more health he drains, the bigger the skull gets. The skull can always click an "ability" which takes it back to the caster, this ability will automatically go off after X seconds. When the skull returns to the caster, the caster is healed for however much life the skull drained, and all the frozen units ice is shattered, making the frozen units take X more damage. If the caster is killed while the skull is outside of him, and the skull has no life drained, then the skull simply dies, causing a small AoE damage. If, however, the caster dies and the skull has drained ANY health it will resurrect the caster with whatever health the skull had drained and no mana, but kills all frozen units.
Does not effect Heroes, Structures, Ancients, Allies, Self, Spell Immune and Mechanical Units
The caster takes out his frozen skull to wreak havoc among mortals.
Effect: Disables movement of the caster and summons an invulnerable, floating, skull. The caster can still be damaged, but he cannot fight back. As soon as this spell is cast the caster controls the skull with arrow keys. Any unit the skull touches he freezes, becoming invulnerable, until the skull returns to the caster, and drains some of it's health, the more units he touches and the more health he drains, the bigger the skull gets. The skull can always click an "ability" which takes it back to the caster, this ability will automatically go off after X seconds. When the skull returns to the caster, the caster is healed for however much life the skull drained, and all the frozen units ice is shattered, making the frozen units take X more damage. If the caster is killed while the skull is outside of him, and the skull has no life drained, then the skull simply dies, causing a small AoE damage. If, however, the caster dies and the skull has drained ANY health it will resurrect the caster with whatever health the skull had drained and no mana, but kills all frozen units.
Does not effect Heroes, Structures, Ancients, Allies, Self, Spell Immune and Mechanical Units
Tremor - D.V.D.
Tremor
The hero slams the ground causing shock waves go in every direction. Also, it moves back the units affected by the shock waves.
Level 1: 400 AoE, 5 damage per shock wave, 100 distance knock back
Level 2: 500 AoE, 10 damage per shock wave, 100 distance knock back
Level 3: 600 AoE, 20 damage per shock wave, 100 distance knock back
Level 4: 600 AoE, 50 damage per shock wave, 100 distance knock back
Level 5: 600 AoE, 110 damage per shock wave, 100 distance knock back
Effect: Shock Wave in random directions.
[ This spell is triggered and if you want the code, I'll give it to you. ]
The hero slams the ground causing shock waves go in every direction. Also, it moves back the units affected by the shock waves.
Level 1: 400 AoE, 5 damage per shock wave, 100 distance knock back
Level 2: 500 AoE, 10 damage per shock wave, 100 distance knock back
Level 3: 600 AoE, 20 damage per shock wave, 100 distance knock back
Level 4: 600 AoE, 50 damage per shock wave, 100 distance knock back
Level 5: 600 AoE, 110 damage per shock wave, 100 distance knock back
Effect: Shock Wave in random directions.
[ This spell is triggered and if you want the code, I'll give it to you. ]
Ocularis Infernum - XeNiM666 - Ability Supplied
Ocularis Infernum
Channels all the dark energy of the hero, tearing open a part of Hell to the Human World therefore releasing the demons of Hell. If the channeling reaches a certain duration, stop channeling and spawn Satan, the Demon Lord, the affected part will close slowly. When a unit is in the center of the affected part, he will be trapped inside the Ocularis Infernum, the Eye of Hell, and slowly feel the pain of death.
Effect: All units inside the affected area cannot move, attack or cast spells. Also while channeling, the caster is trading his soul for the opening of Hell. When the caster channeles for a certain duration, Satan will be spawned but Satan recieves damage per second.
Channels all the dark energy of the hero, tearing open a part of Hell to the Human World therefore releasing the demons of Hell. If the channeling reaches a certain duration, stop channeling and spawn Satan, the Demon Lord, the affected part will close slowly. When a unit is in the center of the affected part, he will be trapped inside the Ocularis Infernum, the Eye of Hell, and slowly feel the pain of death.
Effect: All units inside the affected area cannot move, attack or cast spells. Also while channeling, the caster is trading his soul for the opening of Hell. When the caster channeles for a certain duration, Satan will be spawned but Satan recieves damage per second.
Lightning Dash - D.V.D.
Lightning Dash
The caster dashes at his opponents creating beams of lightning hit every unit within 400 of the caster.
Level 1: 30 damage per lightning, dashes 1 second
Level 2: 60 damage per lightning, dashes 1.7 second
Level 3: 120 damage per lightning, dashes 2.5 second
Effect: Chain Lightning
The caster dashes at his opponents creating beams of lightning hit every unit within 400 of the caster.
Level 1: 30 damage per lightning, dashes 1 second
Level 2: 60 damage per lightning, dashes 1.7 second
Level 3: 120 damage per lightning, dashes 2.5 second
Effect: Chain Lightning
Map and Game Ideas
The Party Of Dominion - Renendaru
[Rpg] - The Party of Dominion
You group in parties of 3, in which this game is Team-based.
A Great Demon has taken control over Mount Damio, in which he uses its power to control the world. Few have turned against him, but even fewer have survived. Can you beat him?
Extra Information: 12 players.
You group in parties of 3, in which this game is Team-based.
A Great Demon has taken control over Mount Damio, in which he uses its power to control the world. Few have turned against him, but even fewer have survived. Can you beat him?
Extra Information: 12 players.
Pit of Death - sjakie
Pit of Death
The battle has began! Races from all over the world of warcraft have gathered to fight eachother in the ultimate tournament: Pit of Death. Champions of all sorts and sizes will fight eachother in the arena, attempting to bash eachother into the pit in the middle. Who will be the last man standing, who will win the brawl?
The goal of the game is similair to warlock, yet different from it. Rather then blast eachother into lava with several spells, the goal of this game is to get all your opponents into a large pit in the middle. To do this, every hero is fitted with a powerfull bash spell, with which they can send their opponents flying through the air and attempt to get them to land in the pit. Players will be able to pick from several races with their own unique traits. Nerubians have windwalk, ogres are fat thus fly a smaller distance, orcs bash harder, kobolds are faster, night elves have a low cooldown, etc.
Idea Map Pickup!
Ocularis Infernum v1.2 - Idea By XeNiM666 - Created By LightChaosman - Edited By Thewrongvine
http://rapidshare.com/files/151909635/Ocularis_Infernum_-_LightChaosman.w3x.html
Features:
Ocularis Infernum Ability
Testing Editions: -heal (heals your hero's health) and -cd (resets the cooldown of Ocularis Infernum)
Log:
v1.0 - ability
v1.1 - edited grammar, added testing features, fixed test area
v1.2 - fixed grammar
Features:
Ocularis Infernum Ability
Testing Editions: -heal (heals your hero's health) and -cd (resets the cooldown of Ocularis Infernum)
Log:
v1.0 - ability
v1.1 - edited grammar, added testing features, fixed test area
v1.2 - fixed grammar