The Ability Idea Thread

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Thanatos_820

Death is Not the End
Reaction score
91
Okay, can you guys do math :p?

Unstable Calculations: {Active Summoning}
The hero calculates an unstable, magical number from thin air which will be a random number or variable from a to z or 1 to 9. The number will become a summoned unit, dealing 2x/3x/4x the damage of it's calculated number. If it's a variable, it will deal unknown damage ranging from 1 to 1,000,000,000 and so on. These random units can't be attacked but last for 10/12/14 seconds.

Calculated Kamikaze: {Active Offense}
The hero calculates a number which is embedded on the hero ranging from a to z or 1 to 9. The number explodes in 4 seconds but units caught in the way will be drained of life depending on the value of the placed number. This kills the hero but deal 5x/8x/11x the damage of the value placed to cause the detonation. Variables that are used will deal from 1 to 1,000,000,000 and so on.

EDIT:

I don't think Tinki3 can make this.....too complicated that might take years to make and would total out to be over 100 triggers.....
 

Asehujiko

New Member
Reaction score
20
Death Ward
creates a ward near the target, the ward has 25/30/35 health and a 1/2/3 damage immolation aura, and it will channel a spell on the target making it invulnerable, dispelling all buffs and effects and sets it health regeneration to -0.50/-1/-1.50 if the target dies of degeneration all units owned by the owner of the victim be damaged for 5/10/15% of their base hp. if any unit dies of this, it will leabe behind another deathward that will be able to target another unit. if the ward is destroyed the target will be released and the caster will take damage equal to the ammount already drained

Pague Bearer
Infects the target with plague, the buff cannot be detected other then the cast animation nor can it be removed, after 1 minute or when the target dies it will get a poison cloud buff, doing 5/7/10 dmg/sec to itself and all nearby units(200 range), units that take the damage will also be affected by the poison cloud, the cloud lasts for 20/30/40 secons but is refreshed if another unit is affected, units that die while affected also create a cloud on their corpse, building can also be affected and affect nearby units but wont take damage themselves(doesnt stack), neutral sites are also affected and will damage people who go near them

Time Freeze
Pauses all units on the map exept the caster for 3/4/5 seconds

some ideas
 

Curuinor

New Member
Reaction score
7
Okay, can you guys do math :p?

Unstable Calculations: {Active Summoning}
The hero calculates an unstable, magical number from thin air which will be a random number or variable from a to z or 1 to 9. The number will become a summoned unit, dealing 2x/3x/4x the damage of it's calculated number. If it's a variable, it will deal unknown damage ranging from 1 to 1,000,000,000 and so on. These random units can't be attacked but last for 10/12/14 seconds.

Calculated Kamikaze: {Active Offense}
The hero calculates a number which is embedded on the hero ranging from a to z or 1 to 9. The number explodes in 4 seconds but units caught in the way will be drained of life depending on the value of the placed number. This kills the hero but deal 5x/8x/11x the damage of the value placed to cause the detonation. Variables that are used will deal from 1 to 1,000,000,000 and so on.

EDIT:

I don't think Tinki3 can make this.....too complicated that might take years to make and would total out to be over 100 triggers.....

Random number between 0 and 3.

If >= 2, then pick a random integer between 1 and 9.

If < 2, then pick a random string between a and z, making a string array. However, the strings are pointless if they aren't displayed to the player, so display em in floating text, or just do without. If you're doing without, pick a random number between 1 and maybe 1000. 1,000,000,000 would be too high(99% instant kill of everything, if the group isn't biased).

If you're doing without the strings, then create a dummy unit for each string, dealing 0+1d1 damage or something. Give it the random damage, which would have, basically, a 50% chance of being ridiculous. That might be imba.
Create each number summon and give it the requisite damage.

Don't do the second paragraph with the kamikaze.

Simple enough.
 

Thanatos_820

Death is Not the End
Reaction score
91
Random number between 0 and 3.

If >= 2, then pick a random integer between 1 and 9.

If < 2, then pick a random string between a and z, making a string array. However, the strings are pointless if they aren't displayed to the player, so display em in floating text, or just do without. If you're doing without, pick a random number between 1 and maybe 1000. 1,000,000,000 would be too high(99% instant kill of everything, if the group isn't biased).

If you're doing without the strings, then create a dummy unit for each string, dealing 0+1d1 damage or something. Give it the random damage, which would have, basically, a 50% chance of being ridiculous. That might be imba.
Create each number summon and give it the requisite damage.

Don't do the second paragraph with the kamikaze.

Simple enough.

I guess you don't get what I mean.

Unstable Calculations: {Active Summoning}
The hero calculates an unstable, magical number from thin air which will be a random number or variable from a to z or 1 to 9.

This means that the hero will summon a random number or variable which will be picked by the "magical hat". Once a random number or variable is picked, it will be summoned with the value the "magical hat" has chosen.

The number will become a summoned unit, dealing 2x/3x/4x the damage of it's calculated number. If it's a variable, it will deal unknown damage ranging from 1 to 1,000,000,000 and so on.

Now depending on it's value that the "magical hat" summoned, it will deal 2x/3x/4x the damage than it's own value. If the chosen number is a variable from a to z, it will be applied "random damage", ranging from 1 to 1,000,000,000 and so on.

Calculated Kamikaze: {Active Offense}
The hero calculates a number which is embedded on the hero ranging from a to z or 1 to 9.

This is like the same thing, the hero summons a random integer or variable which is placed upon himself or herself. Once placed, the interger or variable will reveal itself, showwing the amount of damage it will cause and with the the regular integer or variable along woth it.

The number explodes in 4 seconds but units caught in the way will be drained of life depending on the value of the placed number. This kills the hero but deal 5x/8x/11x the damage of the value placed to cause the detonation. Variables that are used will deal from 1 to 1,000,000,000 and so on.

Well, this should explain the rest. I'm not a teacher. But damage can range from 1-3, 1-299, 24-958, and so on if it's a variable. In this case, variables are given a random number that will be unknown until the bomb is placed. Get what I mean?
 

Curuinor

New Member
Reaction score
7
I guess you don't get what I mean.



This means that the hero will summon a random number or variable which will be picked by the "magical hat". Once a random number or variable is picked, it will be summoned with the value the "magical hat" has chosen.



Now depending on it's value that the "magical hat" summoned, it will deal 2x/3x/4x the damage than it's own value. If the chosen number is a variable from a to z, it will be applied "random damage", ranging from 1 to 1,000,000,000 and so on.



This is like the same thing, the hero summons a random integer or variable which is placed upon himself or herself. Once placed, the interger or variable will reveal itself, showwing the amount of damage it will cause and with the the regular integer or variable along woth it.



Well, this should explain the rest. I'm not a teacher. But damage can range from 1-3, 1-299, 24-958, and so on if it's a variable. In this case, variables are given a random number that will be unknown until the bomb is placed. Get what I mean?

So the difference is that you need floating text and a gigantic unit-type array? That's still pretty easy. If you want the a-z summon to do 1-1000000 damage each time, varying with each hit, then put a dummy attack on it, add the random damage, and hide the attack from UI. Converting integer to string is not hard. String to integer, however, is a bitch.
 

Vulcansurge

Ultra Cool Member
Reaction score
27
Ultimate Fragmentation: Ultimate active offensive

The unit casts a spell, targeting the space time continuim, destroying the very fabric of reality as we know it, causing all enemy computers to crash instantly. :eek:

Flash Flood Channeling offensive

(Based on stampede) Tides of water spring up from underground and drown enemies within 400 of the caster for 10dmg per hit, splash radius of 100 (great for multiple enemies)
 
K

Kevin

Guest
Item Ability:

Ultimate Nullifier.

One Use Only - Creates a poll check among all players. They choose to either immediately add up the score (hero level, damage, points, total gold lumber earned, total kills, total gold spent) and declare a winner. If the nay votes win, then the nullifier is used, immediately destroying everything on the map and crashing the game.
 

Tinki3

Special Member
Reaction score
418
Any more ideas guys? :D

Here's a few more:

Bind


Binds a target enemy organic unit. The binded unit has its movement speed reduced by 15/25/35/45%, and if it is attacked at any time while it has the bind buff, it will lose a random percentage of its hp ranging from 1-5%, and will be stunned for a short time. Binds for 8/10/12/14 seconds, bind preferably deals a low/average/great/high % of damage to the target unit.

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Icey Waves

Creates 4 powerful icey waves that home in towards the target unit from North, East, South, and West degrees. Once they hit the target, they each deal 25/50/75/100 damage, and freeze the target for 1.5/2/2.5/3 seconds.

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Flamethrower

Shoots 4/6/8/10 waves of flames in random directions from the caster, one by one, split seconds apart, that have a large arc and once they hit the ground, they explode causing 60/80/100/120 intial damage, then cause 10/15/20/25 fire damge over 3/4/5/6 seconds.

Bump I suppose ;)
 

Thanatos_820

Death is Not the End
Reaction score
91
Some passives stripped directly from BlueSin's passsive request that I made :).

Godspeed: {Passive}
Gives a 10%/15%/20% chance that the hero will teleport out of battle to a random location within the radius of 1500. The hero will not appear on cliff ends (Which may trap the hero) or in deep water. If no location is specified or doesn't have appropriate terrain, the hero will teleport to the nearest place which has shallow water or land.

Hindering Aura: {Aura}
The hero emits an aura which will slow the enemy's movement speed by 15%/20%/25%. Radius is 800/900/1000.

Ferocious Aura: {Aura}
The hero emits an aura which will cause the enemy to move 10%/15%/20% slower and has a 15%/20%/25% chance to cower in fear for 5/7/9 seconds (Runs from the bearing hero). This effect may happen once per second. If an enemy is cowering, allied units within the radius of 500/700/900 will recieve a 10%/15%/20% damage bonus which lasts for 10/11/12 seconds. Effect may stack.

Confusionous Matrix: {Passive}
The hero recieves a 5%/7%/9% chance to cause the opponent to daze off in another matrix. While in that matrix, the target will be stunned for 3/4/5 seconds and take 10/14/18 damage per second from the excessive brain damage. Effects may not stack.

Waterwalk: {Passive}
Gives the hero the ability to walk on water, while on water, the hero has a 10%/20%/30% movement speed bonus. Downside is that the hero has a 5%/6%/7% chance to fall into the water every second, drowning helplessly and killing the hero instantly.

Slime Coat: {Passive}
Gives the hero the ability to cover oneself in slime, decreasing the damage taken by spells by 15%/17%/19% and increasing the hero's armor by 2/3/4.

Onslaught: {Passive}
Gives the hero a 5%/10%/15% chance that the target will recieve 300%/325%/350% more damage from all attacks for 5/8/11 seconds. Effect can't stack.

Mind Leech: {Passive}
Gives the hero a 10%/11%/12% chance that when an enemy unit is killed by the hero, the hero will recieve 1/1.5/2 bonus intelligence permanantly.

Doublecast: {Passive}
Gives the hero a 5%/7%/9% chance to cast the same spell again instantly but uses up 50%/60%/70% more mana than the base spell cast.

Spellbust: {Passive}
Gives the hero a 10%/15%/20% chance to negate a negative spell cast on the hero and has a 10%/15%/20% chance to redirect the spell to one of the caster's allies.

Essence of Mana: {Passive}
If the hero is attacked, the hero gains a 5%/6%/7% chance to recover 10%/12%/14% of the hero's max mana instantly.

Mystical Mirrors: {Passive}
Gives a 5% chance that the hero will disappear and split into 5/6/7 immobile Mirrors which will each summon several random units for 10/12/14 seconds. The units die after 10/12/14 seconds or until the 10/12/14 second time elapse has finished. When the hero comes back, the mirrors will be removed.

Burst of Adrenaline: {Passive}
Gives a 5%/8%/11% chance that the hero's movement speed and attack speed will increase by 15%/25%/35% for 10/15/20 seconds.

Bite of the Wolf: {Passive}
Gives a 10%/14%/18% chance that a spirit of a wolf will be summoned to deal an additional 20/35/50 damage. The wolf may only attack once and is destroyed afterwards.

Nightwalker: {Passive}
Gives a 10%/20%/30% movement speed bonus until dawn.

Pickpocket: {Passive}
Gives a 10%/13%/16% that the hero will steal 25%/35%/45% of the gold and lumber used to train/create the attacked unit.

Malicious Venom: {Passive}
Grants the hero to poison the enemy, dealing 4/6/8 damage per second. Lasts for 25/30/35 seconds (12/15/18 on heroes).

Silthid Familiar: {Passive}
Instantly summons a Silthid Familiar, this will follow you around attacking all nearby enemies. Doesn't have hitpoints, is invulnerable, lasts forever, deals 25/30/35 damage, and allows the hero to poison the enemy, dealing 3/4/5 damage per second for 20/22/24 seconds (10/11/12 on heroes).

Wolf Familiar: {Passive}
Instantly summons a Wolf Familiar, this will follow you around attacking all nearby enemies. Doesn't have hitpoints, is invulnerable, lasts forever, deals 25/35/45 damage, and allows the hero to steal life equal to 10%/12%/14% of his/her damage.
 
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Lone_Wolf686

Guest
good ideas

good ideas, but how do u create your own spell in the editor? do u need some sort of special program or sumthing?
 

Thanatos_820

Death is Not the End
Reaction score
91
good ideas, but how do u create your own spell in the editor? do u need some sort of special program or sumthing?

1. Open World Edit
2. Open Object Editor
3. Go to the Abilities tab
4. Find a Glowing Hand Icon
5. Create your spell
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Wake of Flash: {Passive}
The hero has a 15%/17%/19% chance to blind all units (Including friendly, but not heroes) within the area of 700/800/900, causing units to miss 15%/18%/21% of the time when attacking. Lasts for 10/11/12 seconds.

Warp Bomb: {Passive}
The hero has a 15%/18%/21% chance to avoid attacks. When the hero dodges an attack, he/she jump and will throw a small bomb, dealing 60 damage to all enemy units in an area of 400, then the hero lands safely after the explosion.

Quick Blaze: {Passive}
The hero has a 15%/16%/17% chance to run at high speed, causing flames to erupt at the soles of the foot, dealing 8 damage to enemies who enter the flames for 8/8.5/9 seconds. The hero runs up to a radius of 400/500/600 in a straight line.

Aura of Incineration: {Aura}
The hero emits an aura, causing 4/5/6 fire damage to all enemy units in an area of 700/725/750 per second. Every second, the flames have a 5%/6%/7% chance to detonate, dealing 10/12/14 extra damage to the target.

Spiritual Aura: {Aura}
The hero emits an aura, giving a 5%7%/9% chance to banish enemies within the radius of 600/650.700 for 5/6/7 seconds. If a unit is already banished, the enemy will recieve a 6/7/8 second bonus to the timer of banish.

Shockwave: {Passive}
The hero recieves a 2%/4%/6% chance to cause a minor shockwave when moving, dealing 20/40/60 damage to the enemies within the radius of 300/325/350.
 
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Lone_Wolf686

Guest
thanks for teh help

thanks for the tips, but i relized that i think the spell editor is only in TFT, and i only have ROC ='(
 
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Lone_Wolf686

Guest
Holy Frenzy: The Hero goes into a holy rampage. Increasing Dmg by 2%/5%/10%, armor by 2/4/5 and moving speed by 3%/6%/8%. But makes the unit move 3%/6%/8% slower due to the fatigue after the rampage. Lasts 16 seconds. Cooldown: 2 Minutes

Misery: Cast misery on an enemy unit, stunning it for 3/4/7 seconds and DoT for 2/5/8. Cooldown: 40 Seconds.

Shadow Vision: The hero casts a shadowy eye on an enemy unit. giving vision of the unit for 10/20/30 seconds. Cooldown:10 seconds

Celestial Fire: The hero calls to the moon's fury, casting it to reign celestial fire upon enmy units. AoE of 150/200/300 and causing 150/300/450 damage. Cooldown: 17 seconds

Kamikaze: Makes the hero run straight into and enemy unit and kills himself with bombs. AoE Radius of 100/200/350 and causes 1500 damage (Damage does not change every level). But kills the hero instantly. Cooldown:50 seconds

Heroic Legacy: Give ultimate strength and power, but restricts the hero to be revived from an altar unless the hero is above lvl 6. 25 bonus to all stats and 60% more attack and move speed.

"Over the top!": A battle charge that the hero calls out to all units around him to encourage them to fight more. 2/6/10 plus damage and heals 150/250/300 to all units within a 200/300/350/ radius around the hero. Cooldown:3 minutes

Band of Guards: The hero summons 2/4/6 Royal Guardsmen to fight for him. Each guardsmen has 190/270/340 hp, 0/1/4 armor and with 15//25/35 damage. Lasts for 15/25/35 seconds. Cooldown:2 minutes

Revenge: The hero resurects 2/4/6 units around him/her and the resurected units gain 40% attack and movement speed. after 10/15/20
seconds. the units go back to death. Requires 100/150/200 health to use.
Cooldown: 2 Minutes

Arbitration: The hero converts 4/8/12 enemy units in a 200/350/600 radius to fight against the enemy's other units. but the rebel enemy units remain neutral to any side. Cooldown: 50 Seconds

Rebellion: The hero causes 5/10/12 units around him/her to switch sides for 10/20/Pernament seconds. Cooldown: 2 Minutes

Nature Aura: An aura around the hero that heals units around him/her for 2%/6?10% in a 30/400/500 radius

Alchemy: The hero creates a health/super/ultimate potion that heals for 100/250/500. Cooldown: 2 Minutes

Icy Death: The hero casts a curse on and enemy unit that kills when it's health goes below 20%. stays on the target for 35/45/65 seconds. Cooldown 6 Minutes. Must sacrifice 5%/10%/15% health in order for the spell to activate and if dispeled, the hero that casted the curse on the enemy takes 300 damage.

Sacred Attack: Thousand Years of Pain: Hero hides in the dark and blinks behind the enemy unit. giving it a painfull poke in the butt, dealing 400/500/600 damage, sends it flying in the air for 2/3/4 seconds, and when it lands on the ground, the enemy is stunned for 4/5/6 seconds.(please dont start commenting bout this that i jocked it from Naruto, becaue i already know that i did. Pretty crazy and funny spell eh? LOL!)

Thousands Blades: Hero Casts thousands of blades to come up from the ground, dealing an AoE of 100/300/600 and damage of 250/400/600. Cooldown 1 Minute

Thunder: The hero calls forth lighting that strikes for 3/5/8 waves causing 100/250/400 damage. AoE of 300/500/650. Cooldown 16 Seconds.

Sacred Attack: The Buddhist Palm A Powerfull attack the stuns enemy units for 7 seconds, damage for 150 damage each second for 7 seconds. AoE of 500. The damage is so great the it causes a pernament dent into the ground-in shape of a hand. hence it's name.

Blackout: The hero uses all it's power to block out the sun for 1 minute. Allowing all friendly units to have shadowmeld and lowering the enemy's line of sight.
 

Narks

Vastly intelligent whale-like being from the stars
Reaction score
90
Abyssal Beacon - Places an Abyssal Beacon on the ground. The beacon lasts forever, and is invulnerable. You may only have 1/2/3 beacons at any time. The beacon can summon up to 24 friendly units from any target area of the map. The beacon has minimal sight radius.

Abyssal Distortion - Passive - Every attack has a 10% chance to reduce the target's health by 5%/10%/15%.

Fabrical Warping - Toggleable - When activated, causes all attacks made against the Hero nullified, and reduces the Hero's health by 1-15%/1-12%/1-8%, if the attack made deals over 40 damage.

Grip of the Abyss - Creates an Abyssal Infestation Beacon on the ground. The beacon takes 10 seconds to activate. After that, all units within a 600/800/1000 AoE of the beacon take 75/150/225 damage, and are randomly teleported to any place on the map within an AoE of 1200/1600/2000.

Call of the Abyss [Ultimate] - Removes all units in a target area from the game. The next time Call of the Abyss is used, the removed units are returned to the game. Heroes are returned after 20 seconds. Has a 90 second cooldown. Removed units still take up food.
 
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Lone_Wolf686

Guest
Lightbloom- The hero casts a holy attack that deals 100/250/350 damage. If dispelled, the caster gets healed for 50/150/250.

Pacification Aura- An aura that slows enemy units for 2%/5%/7% and heals other friendly units for 1/2/4 hp per second.

Holy Bolt- A bolt of light fired by the hero and deals 150/200/260 damage to an enemy unit. AoE of 0/50/150. Stays on the enemy and drains 5/8/10 hp for 5/9/13 seconds.

Firey PassionThe hero goes into a firey state. 350 bonus hp, 25 bonus damage, and 15 bonus to all states and does fire splash damage. When Firey Passion ends, the hero gets healed for 150 and gets 4 bonus armor for 10 seconds. Spell lasts for 35 seconds.
 

Anything.

New Member
Reaction score
69
Brainstorming, actually. Use them if you like. But, if you do, try and do me a favor and... you know... Rename the spells and remake the tooltips :D

Mana Percolation
Hurls a bolt of the caster's energy that causes the target to overfill with arcane energy and explode. The target takes damage equal to their current mana value plus the mana used by the caster, however, the damage will never exceed the victim's total health. Units have a chance to resist Mana Percolation depending on how much mana they have compared to the amount of health it has. May only be used on targets with mana.

It's like mana burn, but it gives your target mana -- small price to pay for a massive amount of damage. The resist function balances it in a way, so that if they would take an extremely large amount of life (99% of their life...), it reduces it down to size.

Exorcism
Removes the target's soul temporarily, causing its corporeal form to collapse, stunning it, making it invulnerable and creating an ethereal copy that takes extra magic damage. If the unit's spiritual form is killed, its vessel will also die. Any damage taken by the ghost is shared with the body. If used on an undead unit, its corporeal form will be completely destroyed.

This is for my cleric hero. It has a tree of spells which allow it to tamper with spirit energy. Since a cleric in my world is also half a water mage, it also helps it with its usually weak magical spells.

Requiem
Laments for those slain in battle, allowing all nearby corpses to rest in peace, preventing them from being raised from their graves. Does massive damage to ethereal units.

This is also for my cleric hero. Those skeletons were annoying, so there it is. No more skeletons for you. Also, zombies in my game have a mechanic that they reanimate after a short amount of time, and this prevents that. Yay.

Banish
Puts a targeted demon or ethereal unit into a soul durance. While affected by Expulsion, a unit cannot move, attack, cast spells, but is invulnerable to all attacks.

It's 'Banish' from World of Warcraft +_+.

I.W.I.N. Button
Do not click this spell.

Do you want to know what it does? No you don't want to know what it does. Fine, I'll tell you what it does. .01% chance - Your hero loses all its abilities (including this ability), but gains flying, maximum speed, the ability to blink anywhere on the map, omniscience, 100% bash, 100% evasion, magic immunity, map-wide Starfall, infinite stats and get to look like a sheep for the rest of the game. .09% chance - Crashes a random enemy player. If there are no enemy players to crash, then you have no life for playing by yourself. If a player is crashed in this way, the next time you use I.W.I.N. button, the chance for this effect to occur is increased by an additional 99%, but if it fails, then you get banned from B.Net. 99% - You lose I.W.I.N. Button and your hero explodes, destroying only your units, causing you to lose all your gold and lumber and curses your allies with a debuff that creates 3 flying sheep per second over every one of their units.
 

pheonixashes

Those who misplace trust in gods learn their fate.
Reaction score
65
I've decided to make some more abilities; but with a request:
Tinki3, can you make some of these? They can be of your liking, and you can modify them to suit your needs, but just keep the original concept. You can also make ones from my last post.

If you want, of course.

I'll start off with 6 and I'll add more later: (Based off of Different Classes)
EDIT: Now there are 12.


Tank:

Death March:
The hero calls to his fellow troops, sending them to a last stand. The troops armor, attack, and movement speed increases, but all units lose X HP/second. Designed to be an ultimate, decrease increase in bonuses to make it a regular move. Tanking instead of supporting because it helps the hero, and the hero here is supposed to tank.
Level 1: 50% increase in armor, attack, and movement speed, lose 7 HP/second.
Level 2: 75% increase in armor, attack, and movement speed, lose 5 HP/second.
Level 3: 100% increase in armor, attack, and movement speed, lose 3 HP/second.

Force of Dominion:
The hero's drive to achieve increases, with a % chance, each time it attacks, to increase attack, attack speed, and HP regeneration. Bonus lasts 5 seconds. Bonus gives: +25% attack damage, +20% attack speed, +25% HP regeneration.

Level 1: 2% chance during battle.
Level 2: 4% chance during battle.
Level 3: 6% chance during battle.

Dimension Slash:
The hero teleports to the target area, making a slashing motion, sending all units in the path between him into another dimension for a 5 seconds. After 5 seconds, the units reappear, but take %(Level) damage (I.E. A footman would take 2% damage, if it was level 2). Dimension Run cannot be targeted where the hero cannot stand.
Level 1: 300 distance for Max Teleport.
Level 2: 450 distance for Max Teleport.
Level 3: 600 distance for Max Teleport.

All's End:
Activated upon death. All enemy units in a 500 radius are drawn towards where the hero died, at 50 units/second, for X seconds. After the wait is over, all units in a X radius (from where the hero died) take 25% of their max HP in damage, and are stunned for 10 seconds.
Level 1: Wait 4 seconds, 100 radius.
Level 2: Wait 5 seconds, 150 radius.
Level 3: Wait 6 seconds, 200 radius.

Magic/Ranged:

Fire's Rage:
The hero summons a great, non-controllable flame being. The flame being has these abilities (which increase in power as it levels up):
Stats: Should have around 500-1000 HP, depending on HP amount in map, usually little-medium attack and armor.
- Burn Aura: Units take X damage every 5 seconds.
- Flame Strike: Uses on groups of 2 or larger, units take X damage every second. Lasts 3 seconds.
- Final Explosion: Uses when HP is 20% or less. Goes deep into battle, then explodes himself, dealing X damage.

Level 1: Burn Aura: 1 damage, Flame Strike: 50 damage/second, Final Explosion: 250 damage.
Level 2: Burn Aura: 2 damage, Flame Strike: 65 damage/second, Final Explosion: 375 damage.
Level 3: Burn Aura: 3 damage, Flame Strike: 80 damage/second, Final Explosion 500 damage.

Water's Rage:
The hero channels the embodiment of water thoughout his body, increasing his defense by 5. Plus, when channeling, random water pillars sprout randomly, in these directions: (Waves in order) Horizontal, Vertical, Diagonal Left, Diagonal Right, a large ring, then repeat. Each pillar does small damage, but pillars appear every second. Lasts 30 seconds.
Level 1: Pillars deal 10 damage each.
Level 2: Pillars deal 25 damage each.
Level 3: Pillars deal 40 damage each.

Wind's Rage:
The hero channels a fierce tornado for 30 seconds. During that time, the first X enemy units it hits will be sucked in and take 5 damage a second until the caster is interrupted or stops channeling. Units enter the tornado when they are less than 150 units away from it, and land in random areas up to 300 units away from the area the tornado dissappitates from. All units that come in contact with the tornado, even when it is full, will be slowed 50% in attack and movement speed.
Level 1: Tornado draws in 2 units.
Level 2: Tornado draws in 5 units.
Level 3: Tornado draws in 8 units.

Earth's Rage:
The hero raises X stones (in a circle) around him, which swirl around him and make him invulnerable until all the stones are destroyed. Melee units that come in contact with the stones are damaged for 15 damage/second. The stones have 100 HP each, and have 5 fortified armor. The do not attack unless a melee unit is within 130 units next to it. If, after 120 seconds, the stones are still not destroyed, they shoot out in different directions, dealing 50 damage in a line.
Level 1: Summons 2 stones.
Level 2: Summons 3 stones.
Level 3: Summons 4 stones.

Supporter:

Ghost Army:
The hero channels, turning all allies, including him, around him etheral. All etheral units gain a +35% spell resistance as well. Channeling, can be deactivated by moving. Lasts X seconds.
Level 1: 10 seconds maximum.
Level 2: 15 seconds maximum.
Level 3: 20 seconds maximum.

Self Sacrifice:
The hero deals X% of his HP in damage to him, healing all allies for a Y% around him. However, then the hero's HP regeneration is halted for the next 30 seconds. 400 AoE radius.
Level 1: Deals 20% damage to himself to heal allies for 5%.
Level 2: Deals 20% damage to himself to heal allies for 10%.
Level 3: Deals 20% damage to himself to heal allies for 15%.

Unlimited:
The hero creates a copy of another hero, which he can control. The hero that is summoned has X% of Strength, Agility, and Intelligence of the copied hero, but has all the skills. The copy lasts 60 seconds and it takes 150% damage.
Level 1: Hero has 33% of original Strength, Agility, and Intelligence.
Level 2: Hero has 66% of original Strength, Agility, and Intelligence.
Level 3: Hero has 100% of original Strength, Agility, and Intelligence.

Healing Winds:
The hero raises his weapon, which creates a wind which heals in a line. Can heal max (500 x Level) HP. If the winds hit an enemy, the enemy is healed, but it also has its speed reduced 75% for the next 15 seconds.
Level 1: Heals 75 HP on touch.
Level 2: Heals 150 HP on touch.
Level 3: Heals 225 HP on touch.

Yeah, I've been playing a lot of Final Fantasy and Kingdom Hearts.
Not that good this time... I'll think of some more.
 
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