need some more map ideas - and the only one doesnt really describe anything
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.
Hitman
4 players and a hitman, who will win? 4 different champions from all over the world fight eachother in an exptional fight. They will not use barracks to get themselves some units, but mine gold, win tournaments, and compete tasks to get themselves some arms.
The game has 4 regular players and 1 hitman, the host. Each player starts off with a small base in one of the corners and some gold mines with to few peons to properly mine in them. With the gold they mine they can either buy more peons and upgrades to increase their gold gaining rate, or buy units from the hitman. The hitman names a price and gets you the units you need. Also, the hitman organizes tournaments. Players will be able to send units the bought to the middle when the hitman announces one of these brawls. The winner will win any fabulous prize the hitman had in mind. Also, the hitman sells upgrades for a players base.
need some more map ideas - and the only one doesnt really describe anything
Pit of Death is neat, though I think it could be expanded a lot, aside from just, "boom, I try to kncok you to the middle" - "i am fatter then you, but you wind walk away"
Arcane Instability (active, AOE target)
The Arcane Instability is one of the many powerful spells in Sofisticus arsenal. Using mana alone, he summons forth a mighty blast of arcane energy. Not only does this energy harm the victims, but it also causes particles of arcane to crystalize upon the opponents. Arcane particles stack up to 6 times. When no particle is added for 30 seconds, the effect is lost.
Level 1 - Deals 140 damage to a 200 AOE and adds 1 particle that slows MS by 4% and armor by 2.
Level 2 - Deals 170 damage to a 250 AOE and adds 1 particle that slows MS by 4% and armor by 2.
Level 3 - Deals 200 damage to a 300 AOE and adds 1 particle that slows MS by 4% and armor by 2.
Level 4 - Deals 230 damage to a 350 AOE and adds 1 particle that slows MS by 4% and armor by 2.
Mystic Armor (active, single target)
The arcane energies are not always a bad thing, as often thought by many young magicians. Sofisticus is the living proof of this, as he is capable of accurately infuseing his allies with arcane energies to boost their preformance. The energies of this arcane boost will slowly leak into their manapool, adding to their mana regeneration as well. Lasts 20 seconds.
Level 1 - Adds 4 armor and 10% mana regen.
Level 2 - Adds 6 armor and 15% mana regen.
Level 3 - Adds 8 armor and 20% mana regen.
Level 4 - Adds 10 armor and 25% mana regen.
Crystalsization (passive)
Arcane energies are known for their ability to crystalize into arcane crystals. Though often a hurdle for younger arcanists to overcome, some arcanists let their arcane energies crystize on purpose and use their powers to benefit themselves. Sofisticus is one of these magicians, capable of creating an additional crystal with every spell he casts and put them to great use later on in combat. Up to 4 crystals can be held at a time. When another spell is cast when 4 crystals are active, it will receive a bonus and the crystals will dissapear again.
Level 1 - 1 armor and 2 intelligence for each crystal floating around Sofisticus.
Level 2 - 1 armor and 3 intelligence for each crystal floating around Sofisticus.
Level 3 - 2 armor and 4 intelligence for each crystal floating around Sofisticus.
Level 4 - 2 armor and 5 intelligence for each crystal floating around Sofisticus.
Bonusses:
Arcane Instability
3 particles are added at once instead of only 1, receives 90 bonus damage. Cooldown is instantly set to 5 seconds rather then the whole cooldown when cast.
Mystic Armor
Infuses every ally in a 500 radius around Sofisticus (including Sofisticus himself) with Mystic Armor rather then only the target. The armor receives a +2 armor bonus and a +5% mana regen bonus.
Void Implosion
Instantly sets the time channeled to 3 seconds, causing the optimal 5-second effect to occur after only a 2-second channeling time. Cannot channel more then 2 seconds though. Also adds 200 range and 90 damage to the final effect.
Void Implosion (active, target point)
The Void Implosion is said to be the most powerful of all spells in Sofisticus arsenal of magic and arcane tricks. It channels energy into a point, causing a large crystal to form at that very spot. Once released, the crystal will implode, causing a rip in the dimension that sucks all nearby enemies towards it and greatly damages them. The crystal implodes when the channeling is interupted or finished. Can channel for up to 5 seconds.
Level 1 - 70 damage for each second channeled to every enemy in a (seconds channeled x 80) radius of that spot. Also, it sucks those enemies to that very spot.
Level 2 - 85 damage for each second channeled to every enemy in a (seconds channeled x 100) radius of that spot. Also, it sucks those enemies to that very spot.
Level 3 - 100 damage for each second channeled to every enemy in a (seconds channeled x 120) radius of that spot. Also, it sucks those enemies to that very spot.