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- Oct 2, 2011
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Here are a few concepts I've been thinking of for future versions of warden.
Feel free to contribute by leaving suggestions for new abilities, creeps and bosses!
Base Abilities
Those abilities are available at campaign start.
Combat Abilities
To access combat abilities, one must press E to open a spellbook, and then click Q, W, E or R to use an ability.
Utility Abilities
To access utility abilities, one must press R to open a spellbook, and then click Q, W, E or R to use an ability.
Passive Abilities (WIP)
I also need ideas for creeps and bosses. Here are a few examples:
Charger - Moves towards the warden at great speed and hits her once, then teleporting back to where it started charging from. The warden must stun it, and then hit it 5 times to kill it.
Teleporter - Teleports away as soon as the player gets close. Must use hookshot to get close.
Pusher - Pushes the warden away with each hit. Must use Hookshot or Rewind to get close.
Feel free to contribute by leaving suggestions for new abilities, creeps and bosses!
Base Abilities
Those abilities are available at campaign start.
Q - Attack |
Deals damage to enemies in front of the Warden.
Damaging an enemy grants the Warden 10 energy. |
W - Dash |
Grants a burst of movement speed.
0.9 second cooldown |
Combat Abilities
To access combat abilities, one must press E to open a spellbook, and then click Q, W, E or R to use an ability.
Q - Soul Surge |
Creates a bomb attached to the warden. It explodes after 5 seconds, stunning and dealing damage to nearby enemies.
Costs 60 energy. Upgrade: The bomb can be dropped by clicking E. The bomb can also be pushed after being dropped by attacking it. |
W - Shadow Bolt |
Conjures a magical bolt that deals damage to all enemies in a line. Can be used to kill far away enemies.
Costs 40 energy. Upgrade: Spawns a second smaller shadow bolt, that moves at half speed, and turns with the Wardens turns. |
E - Lightning Rush |
Infuses the Wardens body with lightning, soubling movement speed, disables all abilities and removes unit collision.
Touching an enemy stuns them and grants the Warden 10 energy. When all energy is depeleted, or the ability is toggled off, all enemies are unstunned and the Warden hurls a lightning bolt on them. Costs 10 energy per second. |
R - Vengeful Spirit |
Releases an angry spirit that will seek out the nearest target, attack it once, and then die.
Costs 20 energy. |
Utility Abilities
To access utility abilities, one must press R to open a spellbook, and then click Q, W, E or R to use an ability.
Q - Focus |
Click to channel. Any actions or damage taken cancels the channel.
If the Warden succesfully channel for 1.5 seconds, she will heal for 33% of her max health. Costs 40 energy. Upgrade: Interruping the channel by attacking, grants you 1 second invulnerability. |
W - Project |
Projects a spiritual image of the Warden, allowing it to move and scout the area. The projection can see invisible units.
The effect ends if: The Warden presses Q or run out of energy. The Warden or the projection takes damage. The projection is further than 2000 units away. Costs 5 energy per second. |
E - Hookshot |
Shoots out a magical chain.
If the chain collides with a heavy target, the Warden is pulled towards the target. If the chain collides with a light target, the target is pulled towards the Warden Costs 15 energy. |
R - Rewind |
Creates a magical orb that stays on the ground for up to 5 seconds.
Cast this ability again, to return to the orb. Costs 30 energy. Upgrade: The orb can last up to 10 seconds instead. |
Passive Abilities (WIP)
Energy Blade | Attacking deals bonus damage equal to 10% of your current energy. |
Hardened Gloves | Can pick leaves from Razorleaf Bushes. Leaves can be thrown in a straight line, dealing damage to the first enemy hit. Leaves wither after 10 minutes, so they must be used before that. |
Climbing Boots | Can move up and down damaged cliffs. |
Strongblade | Can clear certain obstacles such as rock chunks by attacking them. |
Dig | Can dig at ruined ground to uncover buried items or go into areas below. |
Blizzard Boots | Can walk on water by freezing it under the boots. |
I also need ideas for creeps and bosses. Here are a few examples:
Erupter - Creates a bomb under the player which erupts after 1.5 seconds, stunning the player if it is still there.
Crusher - Have a long windup, and then deals damage in an area around it.
Drainer - Drains life instead of attacking. You need to stun it in order to interrupt the channel.
Frenzy - Every 7 seconds, gains invulnerability and a huge boost to attack speed for 3 seconds.
Ghost - Ranged attacks. Channels to deal damage around it when you get close.
Pestillence - Pursues the player and lives for X seconds when seen. If you are to close, you take (immolation) damage per half second.
Liner - Its basic attacks are replaced with shockwaves, dealing damage in a line. Kite it to avoid.
Blizzarder - Calls down a blizzard (not channeling) on the players location, and then attacks from range. Invulnerable. Needs to be lured into the blizzard to kill itself.
Twins - They must die within a second of each other. Ranged, and can't be too close to each other (flyer separation).
Trailer - Leaves a trail of fire when it walks. Runs away from the player at max range of its attacks.
Lavinaer - Calls a lavina (stampede with high number of projectiles with low duration) that the player must use Rewind to get over.
Protector - Renders all nearby allies invulnerable, forcing the player to take this one down first. No attack.
Icer - Slowing aura. Ranged attack.
Assassin - Permanent invisibility. When it sees the palyer, it runs forward, becomes visible for 1 second before dealing damage in an area around it. The player must stun it to interrupt and kill it, or dash away.
Hazer - When nearby, the camera begins to wobble and becomes hazed.
Torture Ward - No attck, no move. Has a low damage aura. the player must use Project, in order to reveal it and kill it.
Illusioneer - Every time it takes damage, it uses mirror image, becoming two. Mirror images dies from one hit.
Summoner - Summons small melee attackers that charge the player while the summoner moves away from the player, summoning more and more.
Fatman - Has a very slow turn speed. You need to stay at his back to kill him. If you are in front of it, it can deal huge dmage with each attack.
Poker - Attacks from range. When the player gets close, it teleports after 1 second. Dash and attack to get it.
Tennis - Fires a slow projectile at the player. Hit the projectile to make it rebound on the enemy.
Charger - Moves towards the warden at great speed and hits her once, then teleporting back to where it started charging from. The warden must stun it, and then hit it 5 times to kill it.
Teleporter - Teleports away as soon as the player gets close. Must use hookshot to get close.
Pusher - Pushes the warden away with each hit. Must use Hookshot or Rewind to get close.
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