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Hero Ideas NeeDeD

Discussion in 'Idea Factory' started by meteOrain-, Jul 14, 2009.

  1. LordSkye

    LordSkye

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    My Character

    Skye Eathasil
    Lord Of Netherfall
    Melee/Intelligence
    Skye Eathasil, the powerful ruler of the realm Netherfall. A powerful elven ruler, who cherished his world and his people. Then the war came, All of his people fell, the ruthless demon army destroying all that was once the elegant land of Netherfall, leaving only destruction and death. Being the only survivor of his people, Skye made it his goal to destroy each and every demon that killed his people. To give them a horrible death, to torture each and every one until they begged him for mercy. But for now, he needed to regain his strength and become more powerful so that he could accomplish this, Perhaps getting aid from his fellow allies...


    Skills

    Guardian
    Cannot Select Self
    Skye creates a protective shield of light around an ally, protecting him from all
    damage for 8/12/16 seconds but stunning Skye for 5 seconds and increasing damage taken by 20%/15%/10%.

    Memories
    Self Only
    Skye has a vision of the legions of demons killing his people, and his grand world making him angered, increasing his damage by 10%/20%/30% for 10/15/20 seconds.

    Vengeance
    Enemy Only
    Skye fires a dark bolt at an enemy, stunning them for 0.5/1.0/2.0 seconds and dealing 75/150/225 damage over time.

    Avenger Of Netherfall
    Avatar Root
    Skye gains 500/800 hit points, 35/75 damage and 10/20 armor for 30 sec.

    Not sure if that last one is rigged or not, but there you go.
     
  2. meteOrain-

    meteOrain-

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    well you didn't put there all information so its not acceptable
    reps+ to all again

    wc3shady i didn't wrote anything for your rep bcs i missclicked :)
     
  3. Dantark

    Dantark

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    Any help needed?
     
  4. Rowboat

    Rowboat

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    Ok.. AoS' needs 3 things: 1. Cool special effects 2. Cool hero models 3. Fun.

    ---Zena---
    - A ghost hero that takes major damage from spells.
    - Intilligence based stats, has very high mana and hit points but low Attack damage.

    Description; Zena is the very first human created ghost, its a mad virus that keeps updating itself with tons of information every second. Zena kills unknown lifeforms to study them and improve her powers.

    Spells
    Update; Zena updates and increases her intilligence by X per second over XX seconds. When XX seconds have passed, she deletes old information to keep her mind clear and loses the extra powers.

    Copycat: Zena can create a copy of every living creature she sees, the copies are just as strong as their hosts, but the copy and Zena share XX% damage.

    Mind Trap: Traps the target enemy unit in its own mind, making it unable to cast spells. If the target moves, it will lose XX mana over time. Lasts for XX seconds.

    Hack Soul (Ultimate):
    Zena takes over a target enemy unit, the target unit will take XX damage over time, when the target has 20 hit points, Zena will pop out the target abd its mana will be reduced to 0 and hit points to XXX.

    Oh well... hmm.. Zena is a ghostly virus thingy :D
     
  5. wc3shady

    wc3shady

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    I don't know why but I love giving you ideas :p

    Megling and Ironchild
    the Steel Duo
    Ranged/Int

    Megling, like any Gnome, had an innate mastery and affluence for engineering. Megling decided that he was going to create a steel robot, capable of doing all the things a little gnome cannot do, and more. Unlike other Gnomes, Megling formed a bond with his robot, who he named Ironchild. But when war struck Megling's Gnomish homeland, he trained his Ironchild to fight, and so became the Steel Duo, an odd but powerful foe on the battle field.

    Ironchild
    Innate
    This is an innate ability, meaning it is there from the start. Megling always had Ironchild with him. When he revives or when the game starts. If Ironchild dies, Megling must wait 30 seconds to summon him again, during which he may not use any of his Ironchild-oriented spells. Ironchild may not move a certain distance away from Megling; Ironchild becomes more powerful in level as Megling does. While the class is Ranged/Int based, Ironchild is a unit based with Melee/Strength stats.

    Teleportation Device
    Megling has created two linked Teleportation Devices: one with Megling and one in Ironchild. Megling can use this to switch himself and Ironchild between places.

    Electromagnet
    Megling can use his lightning rod to correspond with Ironchild's Electromagnetism, creating a bolt of lightning that travels to Ironchild. This deals damage to all enemy units in the way and knocks them closer to Ironchild.

    Auto-Repair System
    This heavily increases Ironchild's regeneration and allows Megling to repair him. So this a non-autocast melee repair ability that also gives Ironchild bonus health regeneration.

    Overdrive
    (ULT) Megling can channel a powerful electrical current into Ironchild, causing him to go into an Overdrive for as long as Megling channels (channeling also costs mana every 6/9/12 seconds). This causes Ironchild to gives off damage to enemy units around him, have higher damage, higher attack speed and higher movement speed. This ability also passively grants Megling bonus armor.
     
    Last edited: Oct 7, 2009
  6. ORLYowl

    ORLYowl

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    Deathmaul of the Damned
    x-Cultist-x
    - A summoner which is based on summoning units.
    - Stats based on Intelligence,has very high mana but low hitpoints and a average damage.

    Description-Deathmaul was thrown out of the Cult of the damned because he wasn't paying attention to a ritual.However,Deathmaul had an innate mastery for summoning.He then decided to use his knowledge to reign the Cult of the damned.
    He started to create zombies and undead to aid him in his quest to revenge against the Cult.

    Spells
    --------
    Ritual:Deathmaul starts chanting a ritual scaring nearby units so that they run away from him.
    (Good for Escaping)

    Soul Wave:Deathmaul channels for 4 seconds and takes in 150% damage.
    After channeling,Deathmaul blasts everything in 700 range infront of him for 500 damage.

    Tombstone:Deathmaul lets out a terrifying scream that wakes all living undead up.
    Revives all corpses for 10 seconds.

    Defy(Ultimate):Deathmaul takes control of all the units except heroes in 1000 range for 5 Seconds.Allowing him to use the neutrals as an aid to him.
     
  7. breebree123

    breebree123

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    hmmm

    ---M'athis S'lice---
    ---Naga spartan---
    ---(Melee)(STR)---
    for years,m'athis has been well trained and became a wise warrior in growing up, until powerful skull mashers invades and kills his kin and destroys his village,while being wounded on the invation, M'athis promises yo himself
    that will put an end to the skull mashers once and for all, when he is ready.


    ---naga scale--
    M'athis opens his deadly naga scale skin to make the attacking unit damage in every attack, and has chance that the unit will be stunned or knockbacked.


    ---naga spear torment---
    targets an enemy unit to damage him with damage, making the unit unable to attack for 6 seconds.

    ---M'athis the wise---
    M'athis becomes wise and has chance to teleport to any unit while attack(this spell is like omnislash,but only passive)


    ---m'athis's promise---
    as what M'athis has said on his promises, it sudennly comes true, making all units in 600 damage with pure and brutal damage.making the unit stunned or knockedbacked.
     
  8. meteOrain-

    meteOrain-

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    meaning of?
     
  9. Inuyasha546

    Inuyasha546

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    I need you to post here heroes for my AOS map

    ---Nem the Holy Crusader---
    ---Light/Holy Tank/Support Good Guys---
    ---Melee---
    --- STR>INT>AGI---
    A powerful paladin which left his home to protect the world from the darkness arising.


    Spell List
    ---Light Shield---
    Effect: Endugles a allied target with a shield of light. When the unit with the shield is attacked x amount of armor points will be added to the units armor. Also reduces spell damage by x% Lasts x seconds.
    Special Effect: I would something small, for example, a light orb on the targeted units chest. To prevent the opponents from seeing this spell active on the target I would recommend making the effect very small. Otherwise this spell could be pretty useless in big battles.
    Mana Cost: X
    CD: X

    ---Blessed Cleave---
    Damage: X
    Heal: X
    Effect: The paladin will strike the targeted unit with his weapon imbubed with light causing purifcation to the units (Allied / Enemy) in range. (I have in mind the aoe range of breath of fire. To be more specific... Melee range strike on targeted unit (Allied or enemy). Once the spell is cast a yellow colored breath of fire will come shoot out of the direction the casting unit is facing. This will heal allies and damage enemies. The range is up to you **Hope I explained well enough) Dealing X dmg to enemies and X heal to allies.
    Special Effect: Yellow Breath of fire and holy light effect on affected units.

    ---Divine Strikes---
    damage: X
    Stun: X
    Effect: The paladin has a chance X chance to bash the enemy for X seconds. After this passive has been activated all units within a short range of the unit this passived was casted on will be healed by X hp (make it a small amount)



    ---Relfecting Light---
    Effect: Summons a shield of light around all allied HEROES in X range. This shields absorbs X% of all damage recives for X (very shrot time period) seconds. Once the shield expires all damage abosrb by the shield will be reflected in X aoe range.
    (Description for all)
     
    Last edited: Jul 21, 2009
  10. meteOrain-

    meteOrain-

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    all aproved 1rep+
     
  11. breebree123

    breebree123

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    ohh. .man i got one wrong grammar. .
    the masthis's promise spell. .
    it 600 AoE
    not only 600 D:
     
  12. Vosty

    Vosty

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    Ashanra TreeFury
    Night Elven
    AGI
    Ranged Assasin. (Does lots of damage, but very hight attack cooldown. Moves have lower cooldown and low mana cost, and that is how she mainly fights. She lacks defensive abilites.)
    Ashanra TreeFury, is one of theNight Elves deadliest assasins. She is nimble, and very skilled in her arts, which she was trained in for 500 years.


    Non-trigger abilities.
    Wave of Knives (Locust Swarm)
    Throws Knives at a target point, anything they touch or go through, is damaged 125/275/400 damage.


    Glaive Fury
    Throws a target glaive that does 100/150/300 damage, adn bounces up to 10/20/30 times (For creep clumps of course!)


    Assasins Stealth:
    The Assasin dissapears for 10/15/25 seconds. If she attacks the target unit, she deals 200/300/450 damage!


    Ultimate:
    Super-Glaive (to the rescue!)
    Throws a glaive that the user can control. Any unit that is near takes 20 damage a second, and the glaive lasts 15 seconds!
    (make a glaive unit that is summoned, and give it permanent immolation.)



    Triggered Abilites:
    Killing Strike: If a unit near Ashanra has less than 40/60/90 health, Ashanra teleports next to it and kills it instanly if it is not a hero unit. If it is a hero, it is slowed for 5 seconds, so tht me may hunt it and kill it.
    Assasins Creed:
    Range:200/300/450
    Cooldown10/8/5
    Grabs the target unit and moves it instanly next to Ashanra, so that me may kill it, and she deals it 100/200/300 damage. If she kills it, she enters a rage, making her have increased attack speed, and have all her cooldowns (except her ultimate) reset instantly.

    Fan of poison.
    Throws knives in every direction poisoning everyone in 200/250/350 Aoe

    Ultimate
    Super-Glaive (to the rescue!)
    Throws a glaive that the user can control. Any unit that is near takes 20 damage a second, and the glaive lasts 15 seconds!

    (make a glaive unit that is summoned, and give it permanent immolation.)
     
  13. Ranger21

    Ranger21

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    Lightning Ranger
    Demon
    Range,AGI

    Numbers depends on balance.

    Child of ancient lightning demon's. He use wood bow with lightning arrows (need model of lightning arrow). Creating arrows from his powers, that's why they never depleted. He have physical body filled up with energy.

    Electric Rage Passive
    When LR(Lightning Ranger) takes damage, his attack speed increases by 5%/10%/15%/20%. Each level have 200% attack speed cap.

    Charged Shot
    LR charging his energy to create strong lightning arrow. Deals damage - DamageOfHero*2,*2.5,*3,*3.5. Charging require 2 seconds. Cooldown 20 seconds. Range 1000,1250,1500,1750

    Lightning Speed Passive
    LR
    Each damage done by LR increases his movespeed by 1%. Last for 1/2/3/4 seconds. Cap is 522 wc3 max. speed.(no cap)

    at 1,2,3,4 it takes away 2% of movespeed!


    Ancient Lightning
    LR ancient parents don't have body, He able to call ancient spirit and become full powered LIGHT energy:)grin:), loosing his physical form, but this state very unstable. It's give him 30,50,60% Damage Reduction. (Not evasion, it is must be fully triggered and reduce damage from spells + attacks).
    Last for 8 seconds on each level.

    -----------------------------------------------------------------------

    Well anyway implement some of heroes and then add others... balance much more difficult then create idea of hero
     
  14. Inuyasha546

    Inuyasha546

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    Class: Berserker / Fist Fighter
    Name: <Insert barbarian name here>
    Atk Type: Melee
    Stats: STR> AGI> INT

    Spell List:


    --Vital Strikes--

    Type: Passive
    Damage: Depends on Effect
    CD: N/A
    Manacost: N/A
    Range: N/A
    Stun: Depends on effect
    Spell Target Type: N/A

    Effect: The Berserker Has trained to learn the weak points of the human <or creature> body. Thus he is able to land puches in vital locations.
    A) Locations

    1) Head Shot - Stuns unit for X seconds dealing X extra damage. MED X% to activate (7% per lvl)
    2) Kidney Punch - Slows unit by X% (I would say about 25% per lvl). MED X% Chance to activate (7% per lvl)
    3) Heart Strike - Deals a initial 2x normal dmg + a DoT of X per second for X seconds. LOWEST X% chance to activate (About 3% per lvl)

    Model/Special Effects:
    1) Head Shot - Just the stun overhead effect.
    2) Kidney Puch - Maybe slow effect under affected units feet. I dunno it doesn't need one.
    3) Heart Strike - Human blood effect on chest.

    Aditional Info: Incase I did not explain this well enough <I doubt I did> This is a passive that allows the unit that has this passive have a chance to activate one of the 3 effects above. The % should be low so not every normal melee attack the unit does activates one ability.


    --Berserker Charge--

    Type: Activate
    Damage: X + STR(X)
    CD: X (After the unit has finished casting this ability)
    Manacost: X
    Range: X (I would say about 900? Increase by 250 or 300 per level?)
    Stun: X ( I would think it should be about 1 second increasing by 1 per level)
    Spell Target Type: I know I said in the spell "Targeted Unit" but better make it targeted location. ^^
    Effect: The berserker will charge at FULL speed at a targeted unit pushing aside all units inbetween his target and himself. When the targeted unit in reached the berserker will end up infront of the targeted unit. Causing damage and stun.

    Model/Special Effect: The model should not be like the one from DotA. I think that one is lame (Thats just my opinion). Make it like a fading wave. He sort of does the fadeing run to the targeted unit. Unlike the one from dota once it is cast it cant be stopped. Like the morph wave.

    Aditional Information: All units that are in the way when this ability takes effect should be pushed to the side (Which side dont matter) by maybe 120 wc3 measuring units. Also this ability should be able to walk over pathing blocks and terrain cliffs and what-not. Destructibles get destroyed if he passes them.
    **Hope I explain this correctly.


    --Berserker Blood--

    Type: Passive
    Damage: N/A
    CD: N/A
    Manacost: N/A
    Range: N/A
    Stun: N/A
    Spell Target Type: Attacked Unit

    Effect: The berserker enters in a state of rage that will attack at a greatly INCREASED atk speed. The last attacked unit before entering this state will have reduced armor by X (Average amount) and slowed by X% ( maybe 5%? 10%?). This passive has a LOW percentage of X% or activation (Maybe 10%).

    Model/Special Effect: On the unit that is affected by the debuff maybe the roar of terror attachment? For the berserker just bloodlust on fists.

    Additional Information: Can't think of any... I think this one is self explanatory.


    --Flailing Fists--

    Type: Activate
    Damage: N/ACD: X
    Manacost: X
    Range: X (The range of a big breath of fire only. Cone type Aoe Range)
    Stun: N/A
    Spell Target Type: Targted Location

    Effect: The Berserker goes into the angriest rage every and angrily flails in a CONE Aoe range of X. After casting the berserker is all tired out and has a reduced MS of X% ( BIG think BIG!) and AS of X% (think BIGGER!!!) <Since he is all tired out duh!>

    Model/Special Effect: When I was writing this I was specifically thinking of the spell from BvO (Bleach vs One piece) of Luffy. The spell is ultimate <Called Gumo Gumo Gattling Gun> where he hits really fast in a cone aoe. So what I am getting at is that skin I have in mind is the one they used for that spell. <It looks like Luffy playing his attack animation with ALOT of fists flying into that Aoe.

    Additional Information: Yes this has a casting timer. It is X seconds. (I would suggest 2 or 3). Also even if he stops casting this he will still recieve debuff for the X amount of seconds ( Maybe 6 secs).

    EDIT: OMGWTFBBQ!!!! I had forgotten something very important xD the effect of the first spell CAN BE ACTIVATED during this!!! That is all.

    ** I know that when I was think of this spell I had a billion ideas in my head so I hope I didnt mix anything up or forgot something important.

    Conclusion: Well To begin with I kinda do know 3 of these spells sound like ultimates.. So thats why i made them either low dmg or low % chance. Secondly I like perrty colurs ^^!! And lastly I hope I colured everything nice :grin: And that no one gets a cesure... I cant spell. Well you know what I mean.
     
    Last edited: Jul 22, 2009
  15. Rowboat

    Rowboat

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    All those colors.... my eyes hurts =(
     
  16. Vosty

    Vosty

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    Vosty suffers 534553487 colorwall damage.
    Vosty dies.
    Ressurrecting...
    ...
    ...
    ...
     
  17. Inuyasha546

    Inuyasha546

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    OffTopic
    LOL!!!!!!! Ill try 2 reduce color next time :) I was just so bored... I had just finished taking a 3 hr test so have pity!
    EDIT: Btw Vosty u made lolrolfmao
     
  18. supertoinkz

    supertoinkz

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    Rotgore the Flesh Golem

    Icon-Flesh Golem
    Model-Flesh Golem

    Stats-
    Range: 128 | Move Speed: 295
    Primary: STR
    Str: 26 + 3.2 | Agi: 16 + 1.8 | Int: 12 + .8
    Damage: 56 - 63 | HP: 644 | Mana: 156
    HP Regen: 1.03 | Mana Regen: 0.49
    Attack Speed: 1.42 | Armor: 3

    Descritpion: Rotgore is a mockery of nature, a disgusting creature of unnatural forces. Sculpted of rotting flesh and broken metallic shards, he reeks decay and terror. A sentient being, Rotgore finds life's pleasure in resculpting his own body, converting vitatissue to muscles and leeching away the life of others, be they friend or foe, as he latches his maw around the skulls of his enemies, allowing his blood and flesh to melt their flesh off their unworthy visage.

    [​IMG]
    Putrid Tissue (T)
    Rotgore begins reassembling his structure, pumping the unneeded fatty tissues through his arms into his fists. For every second he fills hist fists with fat, they will stun the first unit hit by them for an extra second, but after one attack the excess tissues reform themselves in their initial place.
    Level 1 - Can channel for up to 1.5 seconds.
    Level 2 - Can channel for up to 2 seconds.
    Level 3 - Can channel for up to 2.75 seconds.
    Level 4 - Can channel for up to 3.5 seconds.
    Channeling spell. If Cadaver attempts to channel while he still has an unused stun effect, it will override the current stun effect.
    Mana Cost: 20 Per second
    Cooldown: 7
    Framework: Rotgore grows in size slightly and becomes more white than red.

    [​IMG]
    Vitatissue ()
    Rotgore begins to convert his vitatissue, the substances that grant him life, into muscular organs. He loses maximum life as he converts vitatissue, but gains 10 damage for each 100 life he loses. He can also convert muscles into vitatissue, making him lose damage and regain 100 maximum life for each 10 he loses. Additionaly, Rotgore gains a passive amount of maximum life.
    Level 1 - 25 Health / 2.5 damage is converted per second. 1% extra maximum life.
    Level 2 - 50 Health / 5 damage is converted per second. 2% extra maximum life.
    Level 3 - 75 Health / 7.5 damage is converted per second. 3% extra maximum life.
    Level 4 - 100 Health / 10 damage is converted per second. 4% extra maximum life.
    Mana Cost: N/A
    Cooldown: 0
    Framework: The more life he has over his normal limit, the larger Rotegore becomes, but the less life he has under his normal limit, the smaller he becomes.

    [​IMG]
    Bloodlink ()
    Rotgore, though having more blood and flesh than any other being, living or dead, has an endless hunger for it. As he nears other organisms, be they friend or foe, he leeches life from them, stealing a percentage of their maximum life and adding the lost health to his own.
    Level 1 - Drains 1% max health of all nearby heroes, .5% of nearby creeps.
    Level 2 - Drains 3% max health of all nearby heroes, 1% of nearby creeps.
    Level 3 - Drains 5% max health of all nearby heroes, 1.5% of nearby creeps.
    Level 4 - Drains 7% max health of all nearby heroes, 2% of nearby creeps.
    Leeches life from enemies in an 800 AoE, allies within 400 AoE. This effect causes affected units' max health to drop by a percentage, but makes Rotgore's max life gain the static amount of health they lose, not a percentage of his own life.
    Mana Cost: N/A
    Cooldown: N/A
    Notes: It sounds imba but I figure since it harms your allies as well as being relatively weak against low health heroes, it could be considered balanced.

    [​IMG]
    Facemelt (F)
    Rotgore opens his dreadful maw and devours the skull of the target unit. As the various tissues and organs of his body churn, they slowly rot away the grabbed unit. Deals damage equal to the amount of health lost or gained during the spell. The damage is dealt to the target in real-time. While facemelting a target, Rotgore's move speed is slowed by 80%. He can still attack, and when he moves the target is dragged with him.
    Level 1 - Grabs for 1.25 seconds.
    Level 2 - Grabs for 2.25 seconds.
    Level 3 - Grabs for 3.25 seconds.
    Mana Cost: 145
    Cooldown: 120
    Framework: The target is put at an angle and is raised up a little bit to the point where his head appears to be in Rotgore's mouth.


    Notes: this heroes where used for some contest (they all lose T_T)
    you can freely edit it
     
  19. Jsprat100

    Jsprat100

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    Simon
    The Traveler
    Melee AGI>STR=INT

    Simon is a traveler and among his many years exploring the world he has come across dangerous and wonderful artifacts, most importantly the backpack of infinity which is a lot bigger than it looks on the outside. He now fights <for the good guys> after <good guy leader> saw the wonderous items he has to show.

    Advanced Set

    ---Sandals of Speed---
    Simon owns a pair of sandals that were given to him by an irish wizard while he was staying in Dublin. While using them, he gradually gains speed. Once he reaches max speed, he breaks the sound barrier causing nearby units to be stunned for a certain duration and Simon to stop. Simon must keep moving to increase speed else the magic wears off.
    Speed increase speed and stun duration increases with level.
    ---Backpack of Infinity---
    Simons enchanted backpack is said to hold many different magical items, and it is really pot luck what he pulls out. When he reaches his hand into his backpack, he pulls out a magical item that he can use in battle.
    Random item has a higher chance to be better each ture with level.
    ---Travelers Cape---
    Simon's travelers cape allows him to travel through hostile areas without being seen. After a certain amount of time moving, Simon becomes blurred and hard to see with additional evasion.
    Time taken to blur reduces with level.
    ---Explorers Spell---
    Simon knows no magic himself, except one spell taught to him by an australian while he was on his way to New Zeland. Simon can teleport anywhere on the map after a few seconds casting. If he stops casting before the full spell is finished, he could end up anywhere.
    Time taken to fully complete this spell is reduced with level.

    Simple set

    ---Enchanted sandals---
    +move speed aura
    ---Clockwerk Gadgets---
    Simon recieved odd little toys from a Dutch clock maker. When he puts them down, they can be set to go to an enemy and explode, dealing damage. (Give clockwerk goblins kaboom ability and stick them in a feral spirit spell)
    ---Travelers Cape---
    Increase agility or give evasion
    ---Explorers spell---
    Blink, but with max range and a certain casting time.

    Simons ideal set (the advanced one) has very good synergy. Using the sandal ability with the travelers cloak learned allows you to break the sound barrier faster and safer with the added evasion. The explorers spell can be very good for escaping (though it is just pot luck) or helping allies if you can wait 3 seconds for the casting time. His signature ability, the backpack, allows him to create a random item, from a potion bottle that restores health to a hexxed mirror that sends forth evil spirits.

    PROS--Good synergy--
    --Unique--
    --Random element (no two playthroughs will be the same with backpack)--

    CONS--Finding a model--
    --Might not take him seriously--
    --Creating the varying items--
     
  20. meteOrain-

    meteOrain-

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    aproved hero ideas +rep