- Joined
- Jan 17, 2010
- Messages
- 6,110
How to start...
All abilities will be global. That means that creeps as well as boss units have same abilities as hero, ofc creeps will have fixed stats (more or less) that effect ability performance (damage, cast rate etc etc).
All skills will be split into 5 normal and 1 extra level:
1/5 Novice
2/5 Apprentice
3/5 Juggernaut
4/5 Expert
5/5 Master
6/5 Legendary
Legendary level will be available to special hero class (example, only monk class can reach Heal ability level 6/5), they will be gained only with legendary items or special quests.
All abilities will have their class (once again, heal ability will heal area if you play with monk class).
All of this will be explained nicely in ability description.
Hero will be able to learn infinite number of abilities but use only 4.
He will be able to change them only outside of combat.
All abilities will depend on hero CUSTOM attributes/stats (thread coming soon).
Example, do deal more damage or heal more hp you must improve spellpower. (Enemy units will have those stats fixed, more or less).
Ability Classes:
Combat Powers
- Brutal Attac Expect in Demo
- Mortal Blow Expect in Demo
Destruction Powers
- Frostbite Expect in Demo
- Fireball
- Lightning Strike Expect in Demo
Spiritual Powers
- Heal Expect in Demo
- Rejuvenation Expect in Demo
- Leadership
- Holy Spirit
Conjuration Powers
- Ensnare Expect in Demo
- Find Food Expect in Demo
- Conjure Beast
- Conjure Shadow Creature
- Conjure Image
Forbidden Powers
- Backstab Expect in Demo
- Time Hole
- Presence of Darkness
- Vampire Powers
Unique Abilities
- Presence of Shadow Lord
Working on it...
0.00 (Hero can't learn spell)
0.50 - 1.25 (Spell has normal effect, still it damage or effect are multiplied by this factor)
1.50 (Spell has bonus effect)
2.00 (Spell has bonus effect + some mega shit)
All abilities will be global. That means that creeps as well as boss units have same abilities as hero, ofc creeps will have fixed stats (more or less) that effect ability performance (damage, cast rate etc etc).
All skills will be split into 5 normal and 1 extra level:
1/5 Novice
2/5 Apprentice
3/5 Juggernaut
4/5 Expert
5/5 Master
6/5 Legendary
Legendary level will be available to special hero class (example, only monk class can reach Heal ability level 6/5), they will be gained only with legendary items or special quests.
All abilities will have their class (once again, heal ability will heal area if you play with monk class).
All of this will be explained nicely in ability description.
Hero will be able to learn infinite number of abilities but use only 4.
He will be able to change them only outside of combat.
All abilities will depend on hero CUSTOM attributes/stats (thread coming soon).
Example, do deal more damage or heal more hp you must improve spellpower. (Enemy units will have those stats fixed, more or less).
Ability Classes:
Combat Powers
- Brutal Attac Expect in Demo
- Mortal Blow Expect in Demo
Destruction Powers
- Frostbite Expect in Demo
- Fireball
- Lightning Strike Expect in Demo
Spiritual Powers
- Heal Expect in Demo
- Rejuvenation Expect in Demo
- Leadership
- Holy Spirit
Conjuration Powers
- Ensnare Expect in Demo
- Find Food Expect in Demo
- Conjure Beast
- Conjure Shadow Creature
- Conjure Image
Forbidden Powers
- Backstab Expect in Demo
- Time Hole
- Presence of Darkness
- Vampire Powers
Unique Abilities
- Presence of Shadow Lord
Working on it...
Class | Combat Powers | Destruction Power | Spiritual Powers | Conjuration Powers | Forbidden Powers |
Squire | 2.00 | 0.50 | 1.00 | 0.00 | 1.00 |
Monk | 1.50 | 0.50 | 2.00 | 0.50 | 1.00 |
Ranger | 1.25 | 1.00 | 1.00 | 2.00 | 1.00 |
Sorcerer | 0.00 | 2.00 | 1.00 | 1.50 | 1.00 |
Thief | 1.00 | 0.75 | 1.25 | 1.00 | 2.00 |
0.00 (Hero can't learn spell)
0.50 - 1.25 (Spell has normal effect, still it damage or effect are multiplied by this factor)
1.50 (Spell has bonus effect)
2.00 (Spell has bonus effect + some mega shit)
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