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[Defense / Survival] Filling in some missing hero spells

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I'm currently working on a non-original map for my own amusement and so far it's coming along nicely. Sadly I am but one man and I was bound to run out of ideas eventually.

Map information:

Those familiar with Enfo's Team Survival will know what kind of map I am making. Two groups consisting of 5 players each face an ever stronger wave of enemy units, trying their best to survive longer than the opposing team to win.

Each hero has 1 unit ability they start out with to further improve their kit, and are able to level up three different hero abilities until level 6 when the first "ultimate" becomes available. The final ability is unlocked at level 10.

However, one of the three initial abilities is the Attribute Bonus ability, allowing each player to further increase their stats each time they level up if they so choose instead. All of the abilities have 10 levels each except for Attribute Bonus which has 60. Meaning that the max level for heroes is 100.

My completed heroes so far:

Rokaro the Battle Chanter

64px-BTNKodoBeast-Reforged.png

Hero starting attributes:
Agility: 4 + 2 per level
Intelligence: 6 + 2.8 per level
Strength: 5 + 3.2 per level

Attack range: 400

Abilities:
64px-BTNStatUp-Reforged.png
Attribute Bonus - [D]
Ability Type: Passive
Target: Self
Effect: Attribute bonuses

Passively gives bonuses to primary attributes with each level.

Increase per level: Bonus points
Decrease per level: None

64px-BTNBerserk-Reforged.png
Invigorating Roar - [Q]
Ability Type: Activate
Target: Friendly units, not self
Effect: Life and mana regeneration

Ever the bannerman in battle, Rokaro's drums are not his only source of inspiration. With a booming roar he inspires nearby allies to fight on, granting all who hears him hope in the face of death.

Increase per level: Life regeneration, mana regeneration, mana cost
Decrease per level: None

64px-BTNDrum-Reforged.png
Drums of War - [W]
Ability Type: Activate
Target: Friendly units
Effect: Aura

Allows Rokaro to switch between the drums of onslaught and the drums of bulwark, increasing friendly units attack damage and armor respectively.

Increase per level: Damage bonus, armor bonus, mana cost
Decrease per level: None

64px-BTNDeathPact-Reforged.png
Drums of Onslaught
Ability Type: Passive
Target: Friendly units
Effect: Attack damage bonus

Strumming the drums of onslaught to increase nearby friendly units attack damage.

Attack damage bonus: 10%/20%/30%/40%/50%/60%/70%/80%/90%/100%
Area of Effect: 900

64px-BTNDevotion-Reforged.png
Drums of Bulwark
Ability Type: Passive
Target: Friendly units
Effect: Armor bonus

Strumming the drums of bulwark to increase nearby friendly units armor.

Attack damage bonus: 2/4/6/8/10/12/14/16/18/20
Area of Effect: 900

64px-BTNEnsnare-Reforged.png
Mass Ensnare - [E]
Ability Type: Target point
Target: Enemy units
Effect: Ensnare

The Battle Chanter throws a flurry of trapping nets to ensnare any and all enemy units in the area, immobilizing them for the duration.

Increase per level: Mana cost
Decrease per level: Cooldown

64px-BTNStampede-Reforged.png
Call of the Wild - [R]
Ability Type: Target point
Target: Enemy units

Summons forth a stampede of wild kodos to trample through anything in their path.

Increase per level: Damage, mana cost
Decrease per level: Cooldown

Rokaro starts out with the Drums of War already learnt as it's part of his starting ability, meaning he's the only hero who does not start out with a free skill point.

Marn Runetotem the Spirit Champion
64px-BTNTauren-Reforged.png

Hero starting attributes:
Agility: 2 + 2.3 per level
Intelligence: 6 + 2.7 per level
Strength: 8 + 3.0 per level

Attack range: Melee

Abilities:
64px-BTNEtherealFormOn-Reforged.png
Runic Enchantments
Ability Type: Passive
Target: Self
Effect: Damage absorption, return damage

Self preservation is key if you want to continue fighting. That way of thinking is precisely why Marn's body is littered with runes to aid him in battle, increasing his survivability and returning a fraction of damage dealt to him back towards his attackers.

Reduced damage taken: 20%
Damage reflection: 5%

64px-BTNStatUp-Reforged.png
Attribute Bonus - [D]
Ability Type: Passive
Target: Self
Effect: Attribute bonuses

Passively gives bonuses to primary attributes with each level.

Increase per level: Bonus points
Decrease per level: None

64px-BTNAncestralSpirit-Reforged.png
Enrage - [Q]
Ability Type: Activate
Target: Friendly units, not self
Effect: Increased attack speed

Marn enters flies into a rage, greatly increasing his attack speed for the duration of his frenzy.

Increase per level: Attack speed, mana cost
Decrease per level: None

64px-BTNSmash-Reforged.png
Pulverize - [W]
Ability Type: Passive
Target: Enemy units
Effect: Area of effect damage

With every attack there's a chance Marn will slam his totem with excessive force, dealing damage to all enemy units within range.

Increase per level: Damage, chance to trigger
Decrease per level: None

64px-BTNEarthquake-Reforged.png
Earthsplitter - [E]
Ability Type: Activate
Target: Enemy units
Effect: Damage, area of effect, stun

Heaving his totemic weapon high into the air, Murn slams it down with great force to split the earth around him, dealing damage to all enemy units in the area and stunning them.

Increase per level: Damage, stun duration, mana cost
Decrease per level: Cooldown

64px-BTNReincarnation-Reforged.png
Last Stand - [R]
Ability Type: Passive
Target: Self
Effect: Reincarnation

After being felled in battle, Murn will rise once more to see his fight to its end.

Increase per level: None
Decrease per level: Cooldown

Heroes in need of abilities:

Manadar the Herald of the Light
64px-BTNMagrothTheDefender.png

Hero starting attributes:
Agility: 3 + 2.0 per level
Intelligence: 6 + 3.0 per level
Strength: 6 + 3.0 per level

Attack range: Melee

Abilities:
64px-BTNDefend-Reforged.png
Defender's Vigil
Ability Type: Passive
Target: Self
Effect: Block chance

Years of constant vigil and protecting the weak allows Manadar to occasionally completely block an incoming attack.

Chance to block: 15%

64px-BTNStatUp-Reforged.png
Attribute Bonus - [D]
Ability Type: Passive
Target: Self
Effect: Attribute bonuses

Passively gives bonuses to primary attributes with each level.

Increase per level: Bonus points
Decrease per level: None

64px-BTNDivineIntervention-Reforged.png
Divine Presence - [Q]
Ability Type: Activate
Target: Friendly units, self
Effect: Healing aura

Manadar calls upon the Light to shower himself and nearby allies in a healing aura, rapidly restoring missing health.

Increase per level: Healing rate, mana cost
Decrease per level: None

64px-BTNTomeOfPower.png
Hymn of Power - [E]
Ability Type: Target unit
Target: Friendly units, not self
Effect: Increase attack damage

Bestows an ally with immense power for a period of time, dramatically increasing their attack damage to clear a path for Manadar.

Increase per level: Attack damage bonus, mana cost
Decrease per level: Cooldown

64px-BTNCloudOfFog-Reforged.png
Cloud of Judgement - [R]
Ability Type: Target point
Target: Enemy units
Effect: Chance to miss, movement speed loss

A heavy cloud of judgement descends upon the targeted area, impeding enemy force's combat prowess while it lasts.

Increase per level: Chance to miss, movement speed loss, mana cost
Decrease per level: Cooldown

Manadar needs one more ability to finish his kit, specifically W.

Kataru the Harbinger
64px-BTNAkama-Reforged.png

Hero starting attributes:
Agility: 4 + 2.5 per level
Intelligence: 4 + 2.5 per level
Strength: 7 + 3.0 per level

Attack range: Melee

Abilities:
64px-BTNBanish-Reforged.png
Displace - [S]
Ability Type: Target unit
Target: Self
Effect: Teleport

Displaces Kataru to a friendly hero unit, allowing him to move around the battlefield as he sees fit.

64px-BTNStatUp-Reforged.png
Attribute Bonus - [D]
Ability Type: Passive
Target: Self
Effect: Attribute bonuses

Passively gives bonuses to primary attributes with each level.

Increase per level: Bonus points
Decrease per level: None

64px-BTNCleavingAttack-Reforged.png
Sweeping Strike - [W]
Ability Type: Passive
Target: Enemy units
Effect: Cleave

Using his scythes to the best of their abilities, Kataru performs sweeping motions to hit any enemy units caught in their path along his main target.

Increase per level: Cleaving damage
Decrease per level: None

64px-BTNGreaterVoidwalker.png
Living Shadow - [E]
Ability Type: Activate
Target: Self
Effect: Mirror image

Kataru seperates himself from his shadow, allowing it to act independantly to him and assist him in battle.

Increase per level: Damage dealt, mana cost
Decrease per level: Damage taken

Kataru's meant to be a very strong frontline damage dealer, though his durability will be low to balance it out.

Kragrogg the Mountain Giant
64px-BTNMountainGiant-Reforged.png

Hero starting attributes:
Agility: 4 + 2.0 per level
Intelligence: 1 + 2.0 per level
Strength: 10 + 4.0 per level

Attack range: Melee

Abilities:
64px-BTNHardenedSkin-Reforged.png
Craggy Exterior
Ability Type: Passive
Target: Enemy units
Effect: Return damage

Kragrogg's rough and stony hide has hardened and protruded throughout the aeons, making him a dangerous target to attack head on.

Damage returned: 20%

64px-BTNStatUp-Reforged.png
Attribute Bonus - [D]
Ability Type: Passive
Target: Self
Effect: Attribute bonuses

Passively gives bonuses to primary attributes with each level.

Increase per level: Bonus points
Decrease per level: None

64px-BTNTaunt-Reforged.png
Bellowing Roar - [Q]
Ability Type: Activate
Target: Enemy units
Effect: Reduces attack damage and armor

Kragrogg lets loose a defeaning roar, forcing nearby enemy units to lower their guard for a period of time.

Increase per level: Damage reduction, armor reduction, area of effect, mana cost
Decrease per level: None

As with any massive tank, Kragrogg's attack speed is extremely slow but makes up for it with a high health pool and Fortified armor.

Zul'raman the Berserker
64px-BTNForestTrollBerserker.png

Hero starting attributes:
Agility: 6 + 3.0 per level
Intelligence: 4 + 2.2 per level
Strength: 5 + 2.8 per level

Attack range: 900

Abilities:
64px-BTNStatUp-Reforged.png
Attribute Bonus - [D]
Ability Type: Passive
Target: Self
Effect: Attribute bonuses

Passively gives bonuses to primary attributes with each level.

Increase per level: Bonus points
Decrease per level: None

64px-BTNSerpentWardLv3.png
Blessing of Dambala - [W]
Ability Type: Target point
Target: Friendly units
Effect: Increased attack- and movement speed

Calls upon the loa of Treachery's favor, sending an avatar of his image to bless Zul'raman and his allies to greatly increase their battle prowess for a period of time.

Increase per level: Attack speed, movement speed, mana cost
Decrease per level: None

64px-BTNOrcMeleeUpThree-Reforged.png
Decapitation - [E]
Ability Type: Passive
Target: Enemy units
Effect: Critical strike

A flurry of axes sent towards anyone would be lethal enough already, but now there's a chance for them to behead an unfortunate victim outright.

Increase per level: Critical strike chance
Decrease per level: None

A ranged damage dealer with a little bit of support for himself and his allies with his W.

Malace the Manic Apostate
64px-BTNHeroWarden-Reforged.png

Hero starting attributes:
Agility: 7 + 2.6 per level
Intelligence: 5 + 2.6 per level
Strength: 3 + 2.8 per level

Attack range: 600

Abilities:
64px-BTNStatUp-Reforged.png
Attribute Bonus - [D]
Ability Type: Passive
Target: Self
Effect: Attribute bonuses

Passively gives bonuses to primary attributes with each level.

Increase per level: Bonus points
Decrease per level: None

64px-BTNSpiritOfVengeance-Reforged.png
Unbridled Fury - [W]
Ability Type: Activate
Target: Self
Effect: Increased attack speed, damage over time

Malace lets loose all her fury, increasing her damage but suffers damage over time.

Increase per level: Attack speed, damage over time, mana cost
Decrease per level: None

64px-BTNVengeanceIncarnate-Reforged.png
Madness - [R]
Ability Type: Activate
Target: Self
Effect: Increased attack damage, Chaos damage

Malace succumbs to madness, increasing her base damage and changing it to Chaos for its duration.

Increase per level: Attack damage, mana cost
Decrease per level: Cooldown

Durak the Elementalist
64px-BTNOrcWarlockRed-Reforged.png

Hero starting attributes:
Agility: 4 + 2.6 per level
Intelligence: 8 + 2.8 per level
Strength: 3 + 2.6 per level

Attack range: 550

Abilities:
64px-BTNStatUp-Reforged.png
Attribute Bonus - [D]
Ability Type: Passive
Target: Self
Effect: Attribute bonuses

Passively gives bonuses to primary attributes with each level.

Increase per level: Bonus points
Decrease per level: None

64px-BTNWallOfFire-Reforged.png
Searing Flames - [E]
Ability Type: Target unit
Target: Enemy units
Effect: Damage over time, reduced armor

Engulfs the target in scorching flames, burning it from the inside. Spreads to nearby enemy units and reduces their armor for the duration.

Increase per level: Damage, armor reduction, mana cost
Decrease per level: Cooldown

64px-BTNEarthquake-Reforged.png
Tremors - [R]
Ability Type: Target point
Target: Enemy units
Effect: Damage

Calling upon the earth elementals still able to hear the calls of shamans to violently shift the ground beneath his enemies, dealing damage to all in its wake.

Increase per level: Damage, area of effect, mana cost
Decrease per level: Cooldown

I'm planning on adding a modified Frost Armor to Durak, changing its aesthetic to be wind based instead of ice. Though I'll need to find a way to add the Auto-cast borders to the Cyclone icon.

Calandra the Spellweaver
64px-BTNJainaSea.png

Hero starting attributes:
Agility: 4 + 2.0 per level
Intelligence: 7 + 3.8 per level
Strength: 4 + 2.2 per level

Attack range: 550

Abilities:
64px-BTNStatUp-Reforged.png
Attribute Bonus - [D]
Ability Type: Passive
Target: Self
Effect: Attribute bonuses

Passively gives bonuses to primary attributes with each level.

Increase per level: Bonus points
Decrease per level: None

64px-BTNManaFlare-Reforged.png
Spellslinger's Touch - [W]
Ability Type: Target unit
Target: Enemy units
Effect: Forked lightning

Calandra gracefully sends out beams of pure arcane energy towards her targets, dealing devastating damage towards them but drains her reserves heavily.

Increase per level: Damage, number of targets, mana cost
Decrease per level: Cooldown

64px-BTNBanish-Reforged.png
Mass Banishment - [E]
Ability Type: Target point
Target: Enemy units
Effect: Banish

Banishes enemy units in the targeted area for a period of time, enhancing all spells cast on them while active.

Increase per level: Duration, mana cost
Decrease per level: Cooldown

64px-BTNBlizzard-Reforged.png
Hailstorm - [R]
Ability Type: Channeling
Target: Enemy units
Effect: Global damagea

Summons forth a storm of hail, showering any and all enemy units in the region with ice.

Increase per level: Damage, mana cost
Decrease per level: Cooldown

A small sidenote to her Hailstorm ability, this will only target the units they will be fighting, not the enemy heroes on the opposing team. She's a very mana intensive hero, requiring careful decision making when using her abilities.

Any and all hero ideas are also welcome as I need to expand the roster of heroes available to the players.
 
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I've come to realize this post should have been made in the Idea Factory, my apologies. If any moderator would be so kind as to move it to the right place it would be appreciated!
 
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Manadar:

* Vindication (Active, toggled): When used, starts counting the damage taken by Manadar. When the ability is used again or a limit is reached (damage or number of attacks taken), deals a multiple of damage taken to surrounding enemies and resets the ability.

Kataru:
* Vengeance (Active, Drains Mana): While active, attacks deal bonus damage based on how much damage Kataru has taken.

* Dancing Sword (Active): Kataru's next attack will lower the target's attack, the next will lower its armor, the next will lower its movespeed.

Kragrogg:
* Grab Tree (Active): Uses a tree as a weapon, gaining splash damage and knockback but lowering attack speed.

* Finger of the Mountain (Active): Targets an enemy, stabbing it and nearby enemies with stalagmites that deal damage.

* Keel Over (Channeling): Falls over backwards, exploding enemies caught under Kragrogg's body. Kragrogg is stunned for a few seconds after using this spell.

Durak

* Elemental Walls (Channeling, Spellbook): Targets a unit. Summons a wall of elemental force to block or harm enemies between the target and Durak. Wall appears segment by segment over several seconds between the target and Durak. Once all segments are in place, channeling ends, but walls persist until dead or their timer ends.
** Wind: Knocks enemies back if they approach (has a high collision size) and is ethereal.
** Fire: Damages enemies that are too close and those attacking in melee.
** Ice: Slows enemies around it and slows those attacking in melee.
** Earth: Has Fortified armor and Hardened Skin.

* Imbue (Active): Imbues an ally with a random elemental orb effect.
 
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Thanks for the neat suggestions, @cleavinghammer. Very creative spells to say the least.

Manadar:
Vindication - Sounds like a very interesting idea, though his Divine Presence is already a toggled ability, basically Immolation but targets friendlies and heals instead. Might save it for another hero in the future, however.

Kataru:
Vengeance - I like this ability. It'd reward high risk plays which could be a lot of fun.
Dancing Sword - This spell would be better fitted for an AoS where you fight against other enemy heroes.

Kragrogg:
Grab Tree - The War Club ability doesn't play nice with heroes to my knowledge, otherwise I could've replaced his Craggy Exterior with a spell that lets him grow trees on command to supply his kit with options.
Finger of the Mountain - I'm assuming this is an Impale like ability? I'll keep it in the reserve for sure as it would fit his theme.
Keel Over - Very unique, indeed. It would make for an interesting Ultimate for sure, though I'm unsure of its practicality. I'll add it to the reserve at the very least!

Durak:
Elemental Walls - Personally I think a spellbook hero ability would make the character's repertoire look too cluttered. The idea of an attackable wall to block passage is a good idea that I'll most likely implement somehow, though!
Imbue - I like it! I will absolutely make use of this spell.


If you or anyone else has more ideas to give, keep 'em coming!
 
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Will there only be waves of enemies, or the occasional single boss?


Malace:
* Share The Pain (Active): While active, damage done to Malace is dealt to every unit in X radius of Malace.

* Insanity Immunity (Passive): Mental-based debuffs (drunken haze, curse, howl of terror, etc.) are dispelled as soon as they're cast on Malace. Other debuffs are removed after half their usual duration. Immune to Sleep.

Calandra:
* Meditate (Channeling): While active, Calandra gains a Mana Shield and greatly increased mana regeneration. However, the Mana Shield costs X mana for every damage taken, and interrupting the channeling costs X*100 damage.
 
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As of right now there will only be waves of enemies. I might tinker around with using bosses as nothing's set in stone yet.

Malace:
Share the Pain - The Spirit Link abiltiy is a great idea, though it wouldn't really fit a ranged hero. I might use it for a bigger health pooled support so he can aid tanks.
Insanity Immunity - That's a fantastic idea, with a small cooldown to it, it would be really good!

Calandra:
Meditate - Not a bad one at all. I'll make it her unit ability to allow her to regenerate X% of her mana over the duration.
 
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I'll try and keep this thread alive for a while longer. A small update on the heroes so far that have seen change, and a few new ones!

Rothin the High Invoker
64px-BTNHeretic.png

Hero starting attributes:
Agility: 3 + 1.5 per level
Intelligence: 9 + 4.0 per level
Strength: 3 + 2.5 per level

Attack range: 600

Abilities:
64px-BTNManaDrain-Reforged.png
Soul Siphon - [D]
Ability Type: Target unit
Target: Enemy units
Effect: Convert health to mana
Cooldown: 80

Drains a large portion of an enemy unit's health, converting it and restoring Rothin's mana.

Life drained: 50% of current health

64px-BTNStatUp-Reforged.png
Attribute Bonus - [ S ]
Ability Type: Passive
Target: Self
Effect: Attribute bonuses

Passively gives bonuses to primary attributes with each level.

Increase per level: Bonus points
Decrease per level: None


64px-BTNPossession-Reforged.png
Vengeful Spirit - [W]
Ability Type: Target unit
Target: Enemy units
Effect: Damage

Sends out a vengeful spirit towards an enemy unit. It rushes forwards and deals high damage upon making contact.

Increase per level: Damage, mana cost
Decrease per level: None

64px-BTNAnimateDead-Reforged.png
Animate Dead - [E]
Ability Type: Target point
Target: Corpses
Effect: Reanimate

Imbues fallen units with twisted and dark magic, forcing their bodies to serve the High Invoker Rothin for a period of time before crumbling to dust.

Increase per level: Units raised, mana cost
Decrease per level: Cooldown

64px-BTNHeartOfSearinox-Reforged.png
Soul Conduit - [R]
Ability Type: Passive
Target: Self
Effect: Upgraded abilities

Channeling forbidden magic, Rothin is able to use the souls of the fallen to empower his repertoire to grander heights.

Increase per level: Upgrade effects
Decrease per level: None

All this hero is missing is a Q ability. I'd initially considered a modified Soul Burn that lets him silence the enemy team's heroes whilst reducing their damage drastically but if anyone's gotten a better idea I'll gladly take a look at them!

Soul Conduit lets his W hit multiple units, gives raised units by Animate Dead a damage bonus and Soul Siphon steals more health, boosting the mana recovery in the process.

Aros the Avatar of the Wild
64px-BTNCenarius.png

Hero starting attributes:
Agility: 5 + 2.4 per level
Intelligence: 6 + 3.1 per level
Strength: 4 + 2.5 per level

Attack range: 700

Abilities:
64px-BTNUltravision-Reforged.png
Celestial Clarity - [D]
Ability Type: Passive
Target: Friendly units
Effect: Mana regeneration

Aros exudes a calming presence of clarity, slightly increasing all friendly units' mana regeneration.

Mana regeneration: 1
Area of Effect: 900

64px-BTNStatUp-Reforged.png
Attribute Bonus - [ S ]
Ability Type: Passive
Target: Self
Effect: Attribute bonuses

Passively gives bonuses to primary attributes with each level.

Increase per level: Bonus points
Decrease per level: None


64px-BTNWispHealOff-Reforged.png
Revitalize - [Q]
Ability Type: Auto-cast
Target: Friendly units
Effect: Heal

Encases a friendly target in revitalizing energy, restoring a portion of their missing health.

Increase per level: Heal, mana cost
Decrease per level: Cooldown

64px-BTNBundleOfLumber-Reforged.png
Nature's Boon - [W]
Ability Type: Instant
Target: Self
Effect: Lumber

Conjures up a small amount of lumber with the aid of the spirits of the land, adding much needed resources to their cause.

Increase per level: Lumber gained, mana cost
Decrease per level: Cooldown

Aros is a support hero, though his E and R (still undecided) could use some form of combat utility. I'd considered summoning treants or ancients to his aid but I would like to explore other options as well.

Update on previous heroes:

Malace the Manic Apostate
64px-BTNHeroWarden-Reforged.png


Added a passive unit ability to Malace, making use of @cleavinghammer's suggestion.
64px-BTNUnholyFrenzy-Reforged.png
Insanity Immunity - [D]
Ability Type: Passive
Target: Self
Effect: Debuff immunity


The last of her sanity disappeared a long time ago, both a gift and a curse. Though she's lost her humanity, she's also immune to any negative effects targeted at her.

New hero:

Halendor the Courier
64px-BTNHighElfRunner.png

Hero starting attributes:
Agility: 5 + 2.8 per level
Intelligence: 5 + 2.6 per level
Strength: 5 + 2.6 per level

Attack range: Melee

Abilities:
64px-BTNPickUpItem-Reforged.png
Courier's Payment - [D]
Ability Type: Passive
Target: Self
Effect: Mana regeneration

Grants a periodic payment of gold.

Gold: 10-15
Interval: 10

64px-BTNStatUp-Reforged.png
Attribute Bonus - [ S ]
Ability Type: Passive
Target: Self
Effect: Attribute bonuses

Passively gives bonuses to primary attributes with each level.

Increase per level: Bonus points
Decrease per level: None


64px-BTNSlippersOfAgility-Reforged.png
Quick Escape - [Q]
Ability Type: Instant
Target: Self
Effect: Invisibility

Halendor vanishes in a flash, becoming invisible to the naked eye and gaining a burst of movement speed for its duration.

Increase per level: Movement speed, duration, mana cost
Decrease per level: None

Halendor will be purely support, unable to offer much in terms of combat support directly. As his title suggests he'll be ideal for running from store to store as his teammates pool their money to him to buy items for them. I'm considering giving him an ability to let him reset his allies' cooldown to add to his repertoire of support abilities.
 
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Courier could have a passive that reduces his side's item cost/increases item cost for the enemy, and an ultimate that summons a no-timer Marketplace with random items/items based on items purchased by all sides but is usable by the enemy.

Aros:

* Wildbringer (Active, Spellbook): Targets an area. Changes the terrain type of an area to rock, grass, snow, sand, or lava.

* Earth Mother's Blessing (Active): Targets an area. Allied units are buffed and enemies are debuffed depending on the type of terrain they're standing on.
** Rock/Dirt: Increased armor / reduced damage.
** Grass/Vines/etc.: Increased HP regen / reduced movespeed.
** Snow/Ice: Increased mana regen / reduced attack speed.
** Sand: Increased attack speed / decreased accuracy.
** Lava: Increased damage / damage over time.
** Tiles/Blight: No effect.

* Nature's Fury (Active): Summons X random wild animals at a target point (both beast-type creeps/summons and critters).
 
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The Earth Mother's Blessing idea sounds neat. Combining it with Wildbringer to make it into a chance based spell would be interesting. As I mentioned earlier, making a spellbook hero ability would make the hero too complicated and intimidating to use. At least in my opinion.

Nature's Fury is a good placeholder incase no other ideas come to mind!

As for the Courier making items cheaper/more expensive would be too imbalanced, I feel. He'd become a must have for the team if the other side picked him as well.
Some form of special store exclusive to him could work, however. It would be very similiar to Enfo's Merchant, however. I'll definitely add it to the list of potential options, either way!
 
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Apr 6, 2010
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Rothin:

* Insorcism (Active): Forces a minor demon into the target's mind, clouding their judgment and impeding their spellcasting and combat abilities. Also reduces mana regen when Soul Conduit is upgraded.

Aros:

* Totem Spirits (Channeling): Every X seconds, gives a nearby friendly unit a random totemic buff that improves their combat ability. The same unit can receive multiple buffs but not of the same type. All buffs are dispelled if Aros is interrupted during the channeling, if Aros is killed after channeling, or Y seconds after the end of the channeling.
** Bear's Strength: Increases attack damage.
** Panther's Grace: Increases movespeed.
** Eagle's Sight: Dispels accuracy-reducing debuffs and instantly dispels new ones while this buff is active.
** Boar's Fury: Increases attack speed.
** Turtle's Endurance: Increases armor.
** Fox's Cunning: Dispels movement-reducing buffs (Entangle, Ensnare, Slow...) and instantly dispels new ones while this buff is active.
** Owl's Wisdom: Greatly increases mana regen.
** Wolverine's Rage: Greatly increases HP regen.
** Wolf's Agility: Blocks a single negative spell.

Halendor:

* Greed's Reward (Active): Creates a random powerup item at a target location. If a Hero picks up the item, creates and detonates an NH Goblin Landmine at the hero's location. Damage increases with the powerup's level.
 
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