[Legacy] Modders Idea Factory

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Apr 10, 2010
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Modders Idea Factory

About

What is this "Modders Idea Factory" even and what does it do?
This is our little factory created to help all Hivers/Mappers in their struggles for ideas, in any shapes and sizes. May it be heroes, creeps, quests, items or much more! We aim to give you the best ideas for your maps from long hours of research and study on their structure. Our abilities here are GUARANTEED 100% Synergized, 100% Balanced, 100% Original and 100% Structure-Following. If you ever need a request, see our Requests section for the corresponding request needed.

Dont hesitate to post or ask an idea here. You may also give some Hero Files, our new feature, which allows you to get hero ideas for free, without requests. Of course, as long as credits are given. If not, give some suggestions on how to improve this factory or some new ideas for new requests types which we would accept!

In this factory, we only have three rules:
1. Follow the format.
2. Follow the format. (Fight Club reference)
3. Be sure that the idea we make to you would be part of the finished map which shall be uploaded to an online Warcraft 3 map database while giving credit to us for the idea.

Credits?
Of course credits would be given. Also, if you ever publish your map, please show it to us! We would love to see our ideas in use!

DISCLAIMER
We simply give IDEAS that serve as starting points for your project. We do not expect you to do the exact idea given by us as the demands of the map may not suit the ideas given. Feel free to change our ideas in a way that makes sense with your project. Our best ideas will always be those that strike a balance between creativity and playability. So, be sure to playtest those heroes and report to us if something makes the hero less playable than it should be. We won't hesitate to help you.

If you want us to give you playable and creative ideas, check out our Collaboration Project section.

Behind the Factory



Current Members





Member Name

About




Drunken_Jackal is the creator of this thread. He is the most active one in this thread. He decided to make it a solo run, but he knew he couldn't handle it on his own. He is good at heroes, and sucks at stories. Check out his hero idea tutorial!



Paillan was the fourth member to join the team. Even though with his reputation, Paillan gives some of the best ideas, even with his messy BB codes and English. He is best at all sorts of units, ranging from heroes to creeps. A loyal member of the staff with on and off online periods.



DZerpic is our official Loremaster. He aims to deliver droll-worthy stories to all those who request them from this factory, which are both unique and attention grabbing. One of his downfalls is that he is still learning in hero idea creation.



Hexcellion is both our Loremaster and Hero Idealist. He produces great ideas and narratives for those who request it. Hexcellion has also submitted a few Hero Files of his own. You should also check out his Vindis story!




Saif was the third member recruited by Jackal and has wonderful hero ideas. His execution of them were marvelous and effective, however may be complex, but still he never fails to deliver a good idea. He has come back from his inactivity to lay waste to the factory and all who request.




Sky Green is the latest member of the factory and has signed up as the temporary loremaster. Due to the boom in lore requests and the current inactivity of DZerpic, we approached Drunken_Jackal in order to give him a helping hand.

Former Members





Member Name

About




Kanadaj
was the right-hand man of Drunken_Jackal. Kanadaj has very unique and effective hero ideas, and is one of the best at creating them. He has retired due to real-world projects and responsibilities but suddenly comes back once in a while to save the day.

Regarding Kanadaj's Role: Kanadaj has been placed on a Variable status, meaning that he can freely help once in a while, but is not as active anymore as a member.



Sin'dorei300 was the temporary filler for a period in 2012 for Jackal. He is a skilled 2D artist and does 3D edits as well. His spell ideas were always simple individually, but worked wonderful as a whole.

So, you want to join?



Do you think you have the ability to take requests of other hivers and answer requests for them with your own brilliant, original ideas?! Do you think you can handle showering number of requests under the absence of other members of this workshop?! Do you think your ideas are good? Do you know how to use BBCodes?! Well, if you answered yes, then be sure to PM Drunken_Jackal for your membership. Under this PM, please include a sample hero idea. This will be checked by the members to see if its good enough. If we need recruits, we will be checking the recruit text below.

For now:

Do we need more members?

YES


Possible Canditate: None yet! You may apply by giving a PM to Drunken_Jackal.

[tr]
[td]
[/td]

Requesting

To request, please check these following formats. Any request not following the formats would be neglected.

Request TypeFormat & CodeResponse Format & Code
Hero Request

Primary Attribute: Value
Map Theme: Value (Ex.: Space, Warcraft, etc.)
Map Kind: Value (Ex.: RPG, AoS, etc.)
Number of Spells: Value
Number of Normal Spells Value (This refers to the spells which are not ultimates. Ex.: Shockwave, War Stomp and Endurace Aura)
Number of Ultimates: Value (This refers to the number of ultimate spells. Ex.: Reincarnation)
Restrictions: Value


Code:
[plain]
[b]Primary Attribute[/b]: [COLOR="Red"]Value[/COLOR]
[b]Map Theme[/b]: [COLOR="Red"]Value[/COLOR]
[b]Map Kind[/b]: [COLOR="Red"]Value[/COLOR]
[b]Number of Spells[/b]: [COLOR="red"]Value[/COLOR]
[b]Number of Normal Spells[/b] [COLOR="red"]Value[/COLOR]
[b]Number of Ultimates[/b]: [COLOR="red"]Value[/COLOR]
[b]Restrictions[/b]: [COLOR="Red"]Value[/COLOR][/plain]
Hero Name - Attribute
Abilities:


icons_11594_btn.jpg

Spell Name - Type of Target
Description
Range: #
Cooldown: # seconds
Notes: Notes come here about the ability if required, else remove it!

icons_11594_btn.jpg

Spell Name - Type of Target
Description
Range: #
Cooldown: # seconds
Notes: Notes come here about the ability if required, else remove it!

icons_11594_btn.jpg

Spell Name - Type of Target
Description
Range: #
Cooldown: # seconds
Notes: Notes come here about the ability if required, else remove it!

icons_11594_btn.jpg

Ultimate:
Spell Name - Type of Target
Description
Range: #
Cooldown: # seconds
Notes: Notes come here about the ability if required, else remove it!


Code:
[plain]
[FONT="Century Gothic"][TABLE][tr][TD][CENTER][B][size="4"][FONT="Century Gothic"]Hero Name - Attribute[/size][/FONT][/B][/CENTER][/TD][/tr][tr][td]
[FONT="Century Gothic"][SIZE="4"][B][CENTER]Abilities:[/B][/SIZE]

[IMG]http://www.hiveworkshop.com/forums/resource_images/12/icons_11594_btn.jpg[/IMG]
[SIZE="3"][B]Spell Name - Type of Target[/B][/SIZE]
Description
[COLOR="Yellow"]Range: [/COLOR][COLOR="White"]#[/COLOR]
[COLOR="PaleTurquoise"]Cooldown: [/COLOR][COLOR="White"]# seconds[/COLOR]
[I][COLOR="Silver"]Notes: [/COLOR][COLOR="White"]Notes come here about the ability if required, else remove it![/COLOR][/I]

[IMG]http://www.hiveworkshop.com/forums/resource_images/12/icons_11594_btn.jpg[/IMG]
[SIZE="3"][B]Spell Name - Type of Target[/B][/SIZE]
Description
[COLOR="Yellow"]Range: [/COLOR][COLOR="White"]#[/COLOR]
[COLOR="PaleTurquoise"]Cooldown: [/COLOR][COLOR="White"]# seconds[/COLOR]
[I][COLOR="Silver"]Notes: [/COLOR][COLOR="White"]Notes come here about the ability if required, else remove it![/COLOR][/I]

[IMG]http://www.hiveworkshop.com/forums/resource_images/12/icons_11594_btn.jpg[/IMG]
[SIZE="3"][B]Spell Name - Type of Target[/B][/SIZE]
Description
[COLOR="Yellow"]Range: [/COLOR][COLOR="White"]#[/COLOR]
[COLOR="PaleTurquoise"]Cooldown: [/COLOR][COLOR="White"]# seconds[/COLOR]
[I][COLOR="Silver"]Notes: [/COLOR][COLOR="White"]Notes come here about the ability if required, else remove it![/COLOR][/I]

[IMG]http://www.hiveworkshop.com/forums/resource_images/12/icons_11594_btn.jpg[/IMG]
[SIZE="3"][B][COLOR="orange"]Ultimate:[/COLOR][/B][/SIZE]
[SIZE="3"][B]Spell Name - Type of Target[/B][/SIZE]
Description
[COLOR="Yellow"]Range: [/COLOR][COLOR="White"]#[/COLOR]
[COLOR="PaleTurquoise"]Cooldown: [/COLOR][COLOR="White"]# seconds[/COLOR]
[I][COLOR="Silver"]Notes: [/COLOR][COLOR="White"]Notes come here about the ability if required, else remove it![/COLOR][/I]
[/FONT][/CENTER]
[/td][/tr]
[/TABLE][/FONT]
[/plain]
Multiple Hero Request
Number of Heroes: Value
Number of Heroes with Intelligence Primary Attribute: Value
Number of Heroes with Strength Primary Attribute: Value
Number of Heroes with Agility Primary Attribute: Value
Map Theme: Value (Ex.: Space, Warcraft, etc.)
Map Kind: Value (Ex.: RPG, AoS)
Number of Spells Per Hero: Value
Number of Normal Spells Per Hero Value (This refers to the spells which are not ultimates. Ex.: Shockwave, War Stomp and Endurace Aura)
Number of Ultimates Per Hero: Value (This refers to the number of ultimate spells. Ex.: Reincarnation)
Restrictions: Value

Code:
[plain][b]Number of Heroes[/b]: [COLOR="Red"]Value[/COLOR]
[b]Number of Heroes with Intelligence Primary Attribute[/b]: [COLOR="Red"]Value[/COLOR]
[b]Number of Heroes with Strength Primary Attribute[/b]: [COLOR="Red"]Value[/COLOR]
[b]Number of Heroes with Agility Primary Attribute[/b]: [COLOR="Red"]Value[/COLOR]
[b]Map Theme[/b]: [COLOR="Red"]Value[/COLOR] (Ex.: Space, Warcraft, etc.)
[b]Map Kind[/b]: [COLOR="Red"]Value[/COLOR] (Ex.: RPG, AoS)
[b]Number of Spells Per Hero[/b]: [COLOR="red"]Value[/COLOR]
[b]Number of Normal Spells Per Hero[/b] [COLOR="red"]Value[/COLOR] (This refers to the spells which are not ultimates. Ex.: Shockwave, War Stomp and Endurace Aura)
[b]Number of Ultimates Per Hero[/b]: [COLOR="red"]Value[/COLOR] (This refers to the number of ultimate spells. Ex.: Reincarnation)
[b]Restrictions[/b]: [COLOR="Red"]Value[/COLOR][/plain]
See Hero Request Row
Single/Multiple Unit Request
Number of Units: Value
Number of Units with Intelligence base Attribute: Value
Number of Units with Strength base Attribute: Value
Number of Units with Agility base Attribute: Value
Map Theme: Value (Ex.: Space, Warcraft, etc.)
Map Kind: Value (Ex.: RPG, AoS)
Number of Spells Per Unit: Value
Restrictions: Value
Code:
[plain][b]Number of Units[/b]: [COLOR="Red"]Value[/COLOR]
[b]Number of Units with Intelligence base Attribute[/b]: [COLOR="Red"]Value[/COLOR]
[b]Number of Units with Strength base Attribute[/b]: [COLOR="Red"]Value[/COLOR]
[b]Number of Units with Agility base Attribute[/b]: [COLOR="Red"]Value[/COLOR]
[b]Map Theme[/b]: [COLOR="Red"]Value[/COLOR] (Ex.: Space, Warcraft, etc.)
[b]Map Kind[/b]: [COLOR="Red"]Value[/COLOR] (Ex.: RPG, AoS)
[b]Number of Spells Per Unit[/b]: [COLOR="red"]Value[/COLOR]
[b]Restrictions[/b]: [COLOR="Red"]Value[/COLOR][/plain]
Creep Name - Attribute
Abilities:


icons_11594_btn.jpg

Spell Name - Type of Target
Description
Range: #
Cooldown: # seconds
Notes: Notes come here about the ability if required, else remove it!

icons_11594_btn.jpg

Spell Name - Type of Target
Description
Range: #
Cooldown: # seconds
Notes: Notes come here about the ability if required, else remove it!

icons_11594_btn.jpg

Spell Name - Type of Target
Description
Range: #
Cooldown: # seconds
Notes: Notes come here about the ability if required, else remove it!

icons_11594_btn.jpg

Spell Name - Type of Target
Description
Range: #
Cooldown: # seconds
Notes: Notes come here about the ability if required, else remove it!
Code:
[plain][FONT="Century Gothic"][TABLE][tr][TD][CENTER][B][size="4"][FONT="Century Gothic"]Creep Name - Attribute[/size][/FONT][/B][/CENTER][/TD][/tr][tr][td]
[FONT="Century Gothic"][SIZE="4"][B][CENTER]Abilities:[/B][/SIZE]

[IMG]http://www.hiveworkshop.com/forums/resource_images/12/icons_11594_btn.jpg[/IMG]
[SIZE="3"][B]Spell Name - Type of Target[/B][/SIZE]
Description
[COLOR="Yellow"]Range: [/COLOR][COLOR="White"]#[/COLOR]
[COLOR="PaleTurquoise"]Cooldown: [/COLOR][COLOR="White"]# seconds[/COLOR]
[I][COLOR="Silver"]Notes: [/COLOR][COLOR="White"]Notes come here about the ability if required, else remove it![/COLOR][/I]

[IMG]http://www.hiveworkshop.com/forums/resource_images/12/icons_11594_btn.jpg[/IMG]
[SIZE="3"][B]Spell Name - Type of Target[/B][/SIZE]
Description
[COLOR="Yellow"]Range: [/COLOR][COLOR="White"]#[/COLOR]
[COLOR="PaleTurquoise"]Cooldown: [/COLOR][COLOR="White"]# seconds[/COLOR]
[I][COLOR="Silver"]Notes: [/COLOR][COLOR="White"]Notes come here about the ability if required, else remove it![/COLOR][/I]

[IMG]http://www.hiveworkshop.com/forums/resource_images/12/icons_11594_btn.jpg[/IMG]
[SIZE="3"][B]Spell Name - Type of Target[/B][/SIZE]
Description
[COLOR="Yellow"]Range: [/COLOR][COLOR="White"]#[/COLOR]
[COLOR="PaleTurquoise"]Cooldown: [/COLOR][COLOR="White"]# seconds[/COLOR]
[I][COLOR="Silver"]Notes: [/COLOR][COLOR="White"]Notes come here about the ability if required, else remove it![/COLOR][/I]

[IMG]http://www.hiveworkshop.com/forums/resource_images/12/icons_11594_btn.jpg[/IMG]
[SIZE="3"][B]Spell Name - Type of Target[/B][/SIZE]
Description
[COLOR="Yellow"]Range: [/COLOR][COLOR="White"]#[/COLOR]
[COLOR="PaleTurquoise"]Cooldown: [/COLOR][COLOR="White"]# seconds[/COLOR]
[I][COLOR="Silver"]Notes: [/COLOR][COLOR="White"]Notes come here about the ability if required, else remove it![/COLOR][/I]
[/FONT][/CENTER]
[/td][/tr]
[/TABLE][/FONT][/plain]
Hero Background Story Request
Hero Model/Skin/Request Response: Link
Atrribute: Value
Little Info on Hero (Hero Name): Value
Little Lore: Value
Map Theme: Value (Ex.: Space, Warcraft, etc.)
Map Kind: Value (Ex.: RPG, AoS)
Restrictions: Value
Code:
[plain][b]Hero Model/Skin/Request Response[/b]: [COLOR="Red"]Link[/COLOR]
[b]Atrribute[/b]: [COLOR="Red"]Value[/COLOR]
[b]Little Info on Hero (Hero Name)[/b]: [COLOR="Red"]Value[/COLOR]
[b]Little Lore[/b]: [COLOR="Red"]Value[/COLOR]
[b]Map Theme[/b]: [COLOR="Red"]Value[/COLOR] (Ex.: Space, Warcraft, etc.)
[b]Map Kind[/b]: [COLOR="Red"]Value[/COLOR] (Ex.: RPG, AoS)
[b]Restrictions[/b]: [COLOR="Red"]Value[/COLOR][/plain]



icons_11594_btn.jpg

Hero Name - Hero Attribute

Map Type

Lore:
Description
[tr]
Code:
[plain][center]
[TABLE]
[tr]
[TD]
[center]
[IMG]http://www.hiveworkshop.com/forums/resource_images/12/icons_11594_btn.jpg[/IMG]
[COLOR="Yellow"][h2]Hero Name - Hero Attribute[/h2][/COLOR]
[COLOR="Lime"][B]Map Type[/B][/COLOR]
[/center]
[/TD]
[td]
[center][COLOR="lime"][B]Lore:[/B][/COLOR][/center]
Description
[/td]
[/TABLE]
[/center][/plain]
Map Lore Request
Little Map Info/Name: Value
Map Theme: Value (Ex.: Space, Warcraft, etc.)
Map Kind: Value (Ex.: RPG, AoS)
Map Setting: Value
Map Lore: Value
Additional Info: Value
Small Lore: Value
Restrictions: Value
Code:
[plain][b]Little Map Info/Name[/b]: [COLOR="Red"]Value[/COLOR]
[b]Map Theme[/b]: [COLOR="Red"]Value[/COLOR] (Ex.: Space, Warcraft, etc.)
[b]Map Kind[/b]: [COLOR="Red"]Value[/COLOR] (Ex.: RPG, AoS)
[b]Map Setting[/b]: [COLOR="red"]Value[/COLOR]
[b]Map Lore[/b]: [COLOR="red"]Value[/COLOR]
[b]Additional Info[/b]: [COLOR="red"]Value[/COLOR]
[b]Small Lore[/b]: [COLOR="red"]Value[/COLOR]
[b]Restrictions[/b]: [COLOR="Red"]Value[/COLOR][/plain]



icons_11594_btn.jpg

Map Name

Map Type

Lore:
Description goes here.
[tr]
Code:
[plain][TABLE]
[tr]
[TD]
[center]
[IMG]http://www.hiveworkshop.com/forums/resource_images/12/icons_11594_btn.jpg[/IMG]
[COLOR="Yellow"][h2]Map Name[/h2][/COLOR]
[COLOR="Lime"][B]Map Type[/B][/COLOR]
[/center]
[/TD]
[td]
[center][COLOR="lime"][B]Lore:[/B][/COLOR][/center]
Description goes here.
[/td]
[/TABLE]
[/center][/plain]
Character/Place/Class Background Request
Little Map Info: Value
Map Theme: Value (Ex.: Space, Warcraft, etc.)
Map Kind: Value (Ex.: RPG, AoS)
Kind: Value (Ex.: Unit, City, Class)
Unit/Area/Class Info: Value
Unit/Area/Class Model/Skin/Request/Picture: Value
Restrictions: Value
Code:
[plain][b]Little Map Info[/b]: [COLOR="Red"]Value[/COLOR]
[b]Map Theme[/b]: [COLOR="Red"]Value[/COLOR] (Ex.: Space, Warcraft, etc.)
[b]Map Kind[/b]: [COLOR="Red"]Value[/COLOR] (Ex.: RPG, AoS)
[b]Kind[/b]: [COLOR="red"]Value[/COLOR] (Ex.: Unit, City, Class)
[b]Unit/Area/Class Info[/b]: [COLOR="red"]Value[/COLOR]
[b]Unit/Area/Class Model/Skin/Request/Picture[/b]: [COLOR="red"]Value[/COLOR]
[b]Restrictions[/b]: [COLOR="Red"]Value[/COLOR][/plain]
See Hero Background Story Request Format/Code
Quest Idea Request
Little Map Info: Value
Map Theme: Value (Ex.: Space, Warcraft, etc.)
Map Kind: Value (Ex.: RPG, AoS)
Quest Kind: Value (Ex.: Delivery, Kill A Unit, etc.)
Quest Giver: Value
Quest Giver Location: Value (Ex.: City, Forest, etc.)
Area of Quest: Value (Ex.: City, Forest, etc.)
Restrictions: Value
Code:
[plain][b]Little Map Info[/b]: [COLOR="Red"]Value[/COLOR]
[b]Map Theme[/b]: [COLOR="Red"]Value[/COLOR] (Ex.: Space, Warcraft, etc.)
[b]Map Kind[/b]: [COLOR="Red"]Value[/COLOR] (Ex.: RPG, AoS)
[b]Quest Kind[/b]: [COLOR="red"]Value[/COLOR] (Ex.: Delivery, Kill A Unit, etc.)
[b]Quest Giver[/b]: [COLOR="red"]Value[/COLOR]
[b]Quest Giver Location[/b]: [COLOR="red"]Value[/COLOR] (Ex.: City, Forest, etc.)
[b]Area of Quest[/b]: [COLOR="red"]Value[/COLOR] (Ex.: City, Forest, etc.)
[b]Restrictions[/b]: [COLOR="Red"]Value[/COLOR][/plain]
Quest InfoObjectives

icons_11594_btn.jpg

Quest 1 Name
Quest 1 Reward
Quest 1 Type
Name of Quest Giver

"Small Quest Description (Ex.: A Hunter asked
me to kill 10 wolves for their fur and
promised to reward me.)"


Quest Objectives
Code:
[plain][TABLE][tr][TD]Quest Info[/TD][TD]Objectives[/TD][/tr][tr][td]
[IMG]http://www.hiveworkshop.com/forums/resource_images/12/icons_11594_btn.jpg[/IMG]
[B][COLOR="Orange"]Quest 1 Name[/COLOR][/B]
[B][COLOR="Yellow"]Quest 1 Reward[/COLOR][/B]
[B][COLOR="Gray"]Quest 1 Type[/COLOR][/B]
[B][COLOR="Green"]Name of Quest Giver[/COLOR][/B]

[B][I]"Small Quest Description (Ex.: A Hunter asked
me to kill 10 wolves for their fur and
promised to reward me.)"[/I][/B]

[/td][td]Quest Objectives[/td][/tr][/TABLE][/plain]
Plotline/Main Questline Request
Little Map Info: Value
Map Theme: Value (Ex.: Space, Warcraft, etc.)
Map Kind: Value (Ex.: RPG, AoS)
Subquests: Value
Number of Quests: Value
Quest Kind/s: Value (Ex.: Delivery, Kill A Unit, etc.)
Quest Giver/s: Value
Quest Giver/s Location/s: Value (Ex.: City, Forest, etc.)
Area of Quest/s: Value (Ex.: City, Forest, etc.)
Base Quest Info: Value (Ex.: For the Hunters Guild)
Restrictions: Value
Code:
[plain][b]Little Map Info[/b]: [COLOR="Red"]Value[/COLOR]
[b]Map Theme[/b]: [COLOR="Red"]Value[/COLOR] (Ex.: Space, Warcraft, etc.)
[b]Map Kind[/b]: [COLOR="Red"]Value[/COLOR] (Ex.: RPG, AoS)
[b]Subquests[/b]: [COLOR="Red"]Value[/COLOR]
[b]Number of Quests[/b]: [COLOR="red"]Value[/COLOR]
[b]Quest Kind/s[/b]: [COLOR="red"]Value[/COLOR] (Ex.: Delivery, Kill A Unit, etc.)
[b]Quest Giver/s[/b]: [COLOR="red"]Value[/COLOR]
[b]Quest Giver/s Location/s[/b]: [COLOR="red"]Value[/COLOR] (Ex.: City, Forest, etc.)
[b]Area of Quest/s[/b]: [COLOR="red"]Value[/COLOR] (Ex.: City, Forest, etc.)
[b]Base Quest Info[/b]: [COLOR="red"]Value[/COLOR] (Ex.: For the Hunters Guild)
[b]Restrictions[/b]: [COLOR="Red"]Value[/COLOR][/plain]

Map Name -
Questline Name

Quest InfoObjectives

icons_11594_btn.jpg

Quest 1 Name
Quest 1 Reward
Quest 1 Type
Name of Quest Giver

"Small Quest Description (Ex.: A Hunter asked
me to kill 10 wolves for their fur and
promised to reward me.)"


Quest Objectives
1z31pww.png
55fcr9.png
Quest InfoObjectives

icons_11594_btn.jpg

Quest 2 Name
Quest 2 Reward
Quest 2 Type
Name of Quest Giver

"Small Quest Description (Ex.: A Hunter asked
me to kill 10 wolves for their fur and
promised to reward me.)"


Quest Objectives
[r]
Quest InfoObjectives

icons_11594_btn.jpg

Quest 3 Name
Quest 3 Reward
Quest 3 Type
Name of Quest Giver

"Small Quest Description (Ex.: A Hunter asked
me to kill 10 wolves for their fur and
promised to reward me.)"


Quest Objectives
1z31pww.png
55fcr9.png
Quest InfoObjectives

icons_11594_btn.jpg

Quest 4 Name
Quest 4 Reward
Quest 4 Type
Name of Quest Giver

"Small Quest Description (Ex.: A Hunter asked
me to kill 10 wolves for their fur and
promised to reward me.)"


Quest Objectives
Code:
[plain][CENTER][table]
[SIZE="5"][FONT="Century Gothic"][B][COLOR="Blue"][RIGHT]Map Name - [/RIGHT][/COLOR][/B][/FONT][/SIZE][c] [SIZE="5"][COLOR="Lime"][FONT="Century Gothic"][B]Questline Name[/B][/FONT][/COLOR][/SIZE][r]
[CENTER][TABLE][tr][TD]Quest Info[/TD][TD]Objectives[/TD][/tr][tr][td]
[IMG]http://www.hiveworkshop.com/forums/resource_images/12/icons_11594_btn.jpg[/IMG]
[B][COLOR="Orange"]Quest 1 Name[/COLOR][/B]
[B][COLOR="Yellow"]Quest 1 Reward[/COLOR][/B]
[B][COLOR="Gray"]Quest 1 Type[/COLOR][/B]
[B][COLOR="Green"]Name of Quest Giver[/COLOR][/B]

[B][I]"Small Quest Description (Ex.: A Hunter asked
me to kill 10 wolves for their fur and
promised to reward me.)"[/I][/B]

[/td][td]Quest Objectives[/td][/tr][/TABLE][/CENTER][c]
[CENTER][IMG]http://i49.tinypic.com/1z31pww.png[/IMG][/CENTER][r] 
[CENTER][IMG]http://i50.tinypic.com/55fcr9.png[/IMG][/CENTER][c] [CENTER][TABLE][tr][TD]Quest Info[/TD][TD]Objectives[/TD][/tr][tr][td]
[IMG]http://www.hiveworkshop.com/forums/resource_images/12/icons_11594_btn.jpg[/IMG]
[B][COLOR="Orange"]Quest 2 Name[/COLOR][/B]
[B][COLOR="Yellow"]Quest 2 Reward[/COLOR][/B]
[B][COLOR="Gray"]Quest 2 Type[/COLOR][/B]
[B][COLOR="Green"]Name of Quest Giver[/COLOR][/B]

[B][I]"Small Quest Description (Ex.: A Hunter asked
me to kill 10 wolves for their fur and
promised to reward me.)"[/I][/B]

[/td][td]Quest Objectives[/td][/tr][/TABLE] [r]
[TABLE][tr][TD]Quest Info[/TD][TD]Objectives[/TD][/tr][tr][td]
[IMG]http://www.hiveworkshop.com/forums/resource_images/12/icons_11594_btn.jpg[/IMG]
[B][COLOR="Orange"]Quest 3 Name[/COLOR][/B]
[B][COLOR="Yellow"]Quest 3 Reward[/COLOR][/B]
[B][COLOR="Gray"]Quest 3 Type[/COLOR][/B]
[B][COLOR="Green"]Name of Quest Giver[/COLOR][/B]

[B][I]"Small Quest Description (Ex.: A Hunter asked
me to kill 10 wolves for their fur and
promised to reward me.)"[/I][/B]

[/td][td]Quest Objectives[/td][/tr][/TABLE][/CENTER][c]
[CENTER][IMG]http://i49.tinypic.com/1z31pww.png[/IMG][/CENTER][r] 
[CENTER][IMG]http://i50.tinypic.com/55fcr9.png[/IMG][/CENTER][c] [CENTER][TABLE][tr][TD]Quest Info[/TD][TD]Objectives[/TD][/tr][tr][td]
[IMG]http://www.hiveworkshop.com/forums/resource_images/12/icons_11594_btn.jpg[/IMG]
[B][COLOR="Orange"]Quest 4 Name[/COLOR][/B]
[B][COLOR="Yellow"]Quest 4 Reward[/COLOR][/B]
[B][COLOR="Gray"]Quest 4 Type[/COLOR][/B]
[B][COLOR="Green"]Name of Quest Giver[/COLOR][/B]

[B][I]"Small Quest Description (Ex.: A Hunter asked
me to kill 10 wolves for their fur and
promised to reward me.)"[/I][/B]

[/td][td]Quest Objectives[/td][/tr][/TABLE][/CENTER]
[/table][/plain]
Boss Request
Boss Name: Value
Attribute: Value
Little Info About Boss (Lore/Background): Value
Boss Location: Value
Map Theme: Value
Map Kind: Value
Number of Spells: Value
Number of Ultimates: Value
Number of Phases: Value
Restrictions: Value
Code:
[plain][b]Boss Name[/b]: [COLOR="Red"]Value[/COLOR]
[b]Attribute[/b]: [COLOR="Red"]Value[/COLOR]
[b]Little Info About Boss (Lore/Background)[/b]: [COLOR="Red"]Value[/COLOR]
[b]Boss Location[/b]: [COLOR="Red"]Value[/COLOR]
[b]Map Theme[/b]: [COLOR="Red"]Value[/COLOR]
[b]Map Kind[/b]: [COLOR="Red"]Value[/COLOR]
[b]Number of Spells[/b]: [COLOR="red"]Value[/COLOR]
[b]Number of Ultimates[/b]: [COLOR="red"]Value[/COLOR]
[b]Number of Phases[/b]: [COLOR="Red"]Value[/COLOR]
[b]Restrictions[/b]: [COLOR="Red"]Value[/COLOR][/plain]
Hero Name - Attribute
Phases:

[tr][td]

Phase 1 Spells:

BTNSelectHeroOn.png

Phase Info
Activates At: Description
Stops At: Description
Description: Description

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Spell Name - Type of Target
Description
Range: #
Cooldown: # seconds
Notes: Notes come here about the ability if required, else remove it!

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Spell Name - Type of Target
Description
Range: #
Cooldown: # seconds
Notes: Notes come here about the ability if required, else remove it!

icons_11594_btn.jpg

Spell Name - Type of Target
Description
Range: #
Cooldown: # seconds
Notes: Notes come here about the ability if required, else remove it!
Item Request

Number of Items: Value
Preferred Item Type/s: Value
Effect: Value
Map Theme: Value
Map Kind: Value
Restrictions: Value
Code:
[plain][B]Number of Items[/B]: [COLOR="Red"]Value[/COLOR]
[B]Preferred Item Type/s[/B]: [COLOR="Red"]Value[/COLOR]
[B]Effect[/B]: [COLOR="Red"]Value[/COLOR]
[B]Map Theme[/B]: [COLOR="Red"]Value[/COLOR]
[B]Map Kind[/B]: [COLOR="Red"]Value[/COLOR]
[B]Restrictions[/B]: [COLOR="Red"]Value[/COLOR][/plain]

Item InfoItem Ability

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Item Name
Item Cost
Item Type
Item Rarity

"Flavour Text"

Description
Code:
[plain]
[TABLE][tr][TD]Item Info[/TD][TD]Item Ability[/TD][/tr][tr][td]
[IMG]http://www.hiveworkshop.com/forums/resource_images/12/icons_11594_btn.jpg[/IMG]
[B][COLOR="Orange"]Item Name[/COLOR][/B]
[B][COLOR="Yellow"]Item Cost[/COLOR][/B]
[B][COLOR="Gray"]Item Type[/COLOR][/B]
[B][COLOR="Green"]Item Rarity[/COLOR][/B]

[B][I]"Flavour Text"[/I][/B]

[/td][td]Description[/td][/tr][/TABLE][/plain]

[tr][td]

Phase 2 Spells:

BTNSelectHeroOn.png

Phase Info
Activates At: Description
Stops At: Description
Description: Description

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Spell Name - Type of Target
Description
Range: #
Cooldown: # seconds
Notes: Notes come here about the ability if required, else remove it!

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Spell Name - Type of Target
Description
Range: #
Cooldown: # seconds
Notes: Notes come here about the ability if required, else remove it!

icons_11594_btn.jpg

Spell Name - Type of Target
Description
Range: #
Cooldown: # seconds
Notes: Notes come here about the ability if required, else remove it!
[/td][/tr]
[tr][td]

Phase 3 Spells:

BTNSelectHeroOn.png

Phase Info
Activates At: Description
Stops At: Description
Description: Description

icons_11594_btn.jpg

Spell Name - Type of Target
Description
Range: #
Cooldown: # seconds
Notes: Notes come here about the ability if required, else remove it!

icons_11594_btn.jpg

Spell Name - Type of Target
Description
Range: #
Cooldown: # seconds
Notes: Notes come here about the ability if required, else remove it!

icons_11594_btn.jpg

Spell Name - Type of Target
Description
Range: #
Cooldown: # seconds
Notes: Notes come here about the ability if required, else remove it!
[/td][/tr]
[tr][td]

Phase 4 Spells:

BTNSelectHeroOn.png

Phase Info
Activates At: Description
Stops At: Description
Description: Description

icons_11594_btn.jpg

Spell Name - Type of Target
Description
Range: #
Cooldown: # seconds
Notes: Notes come here about the ability if required, else remove it!

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Spell Name - Type of Target
Description
Range: #
Cooldown: # seconds
Notes: Notes come here about the ability if required, else remove it!

icons_11594_btn.jpg

Spell Name - Type of Target
Description
Range: #
Cooldown: # seconds
Notes: Notes come here about the ability if required, else remove it!
[/td][/tr]
Code:
[plain][CENTER][TABLE][tr][TD][CENTER][B][size="4"][FONT="Century Gothic"]Hero Name - Attribute[/size][/FONT][/B][/CENTER][/TD][/tr][tr][td]
[FONT="Century Gothic"][SIZE="4"][B][CENTER][COLOR="Blue"]Phases:[/font][/COLOR][/B][/SIZE]
[/td][/tr][tr][td]

[CENTER][SIZE="2"][B][COLOR="lime"]Phase 1 Spells:[/COLOR][/B][/SIZE]

[IMG]http://images.wikia.com/wowwiki/images/3/39/BTNSelectHeroOn.png[/IMG]
[SIZE="3"][B]Phase Info[/B][/SIZE]
[COLOR="Yellow"][B]Activates At:[/B] [/COLOR][COLOR="White"]Description[/COLOR]
[COLOR="PaleTurquoise"][B]Stops At:[/B] [/COLOR] Description
[B][COLOR="Silver"]Description: [/COLOR][/B][COLOR="White"]Description[/COLOR]

[IMG]http://www.hiveworkshop.com/forums/resource_images/12/icons_11594_btn.jpg[/IMG]
[SIZE="3"][B]Spell Name - Type of Target[/B][/SIZE]
Description
[COLOR="Yellow"][B]Range:[/B] [/COLOR][COLOR="White"]#[/COLOR]
[COLOR="PaleTurquoise"][B]Cooldown:[/B] [/COLOR][COLOR="White"]# seconds[/COLOR]
[I][COLOR="Silver"][B]Notes:[/B] [/COLOR][COLOR="White"]Notes come here about the ability if required, else remove it![/COLOR][/I]

[IMG]http://www.hiveworkshop.com/forums/resource_images/12/icons_11594_btn.jpg[/IMG]
[SIZE="3"][B]Spell Name - Type of Target[/B][/SIZE]
Description
[COLOR="Yellow"][B]Range:[/B] [/COLOR][COLOR="White"]#[/COLOR]
[COLOR="PaleTurquoise"][B]Cooldown:[/B] [/COLOR][COLOR="White"]# seconds[/COLOR]
[I][COLOR="Silver"][B]Notes:[/B] [/COLOR][COLOR="White"]Notes come here about the ability if required, else remove it![/COLOR][/I]

[IMG]http://www.hiveworkshop.com/forums/resource_images/12/icons_11594_btn.jpg[/IMG]
[SIZE="3"][B]Spell Name - Type of Target[/B][/SIZE]
Description
[COLOR="Yellow"][B]Range:[/B] [/COLOR][COLOR="White"]#[/COLOR]
[COLOR="PaleTurquoise"][B]Cooldown:[/B] [/COLOR][COLOR="White"]# seconds[/COLOR]
[I][COLOR="Silver"][B]Notes:[/B] [/COLOR][COLOR="White"]Notes come here about the ability if required, else remove it![/COLOR][/I][/CENTER]
[/td][/tr]
[tr][td]

[CENTER][SIZE="2"][B][COLOR="lime"]Phase 2 Spells:[/COLOR][/B][/SIZE]

[IMG]http://images.wikia.com/wowwiki/images/3/39/BTNSelectHeroOn.png[/IMG]
[SIZE="3"][B]Phase Info[/B][/SIZE]
[COLOR="Yellow"][B]Activates At:[/B] [/COLOR][COLOR="White"]Description[/COLOR]
[COLOR="PaleTurquoise"][B]Stops At:[/B] [/COLOR] Description
[B][COLOR="Silver"]Description: [/COLOR][/B][COLOR="White"]Description[/COLOR]

[IMG]http://www.hiveworkshop.com/forums/resource_images/12/icons_11594_btn.jpg[/IMG]
[SIZE="3"][B]Spell Name - Type of Target[/B][/SIZE]
Description
[COLOR="Yellow"][B]Range:[/B] [/COLOR][COLOR="White"]#[/COLOR]
[COLOR="PaleTurquoise"][B]Cooldown:[/B] [/COLOR][COLOR="White"]# seconds[/COLOR]
[I][COLOR="Silver"][B]Notes:[/B] [/COLOR][COLOR="White"]Notes come here about the ability if required, else remove it![/COLOR][/I]

[IMG]http://www.hiveworkshop.com/forums/resource_images/12/icons_11594_btn.jpg[/IMG]
[SIZE="3"][B]Spell Name - Type of Target[/B][/SIZE]
Description
[COLOR="Yellow"][B]Range:[/B] [/COLOR][COLOR="White"]#[/COLOR]
[COLOR="PaleTurquoise"][B]Cooldown:[/B] [/COLOR][COLOR="White"]# seconds[/COLOR]
[I][COLOR="Silver"][B]Notes:[/B] [/COLOR][COLOR="White"]Notes come here about the ability if required, else remove it![/COLOR][/I]

[IMG]http://www.hiveworkshop.com/forums/resource_images/12/icons_11594_btn.jpg[/IMG]
[SIZE="3"][B]Spell Name - Type of Target[/B][/SIZE]
Description
[COLOR="Yellow"][B]Range:[/B] [/COLOR][COLOR="White"]#[/COLOR]
[COLOR="PaleTurquoise"][B]Cooldown:[/B] [/COLOR][COLOR="White"]# seconds[/COLOR]
[I][COLOR="Silver"][B]Notes:[/B] [/COLOR][COLOR="White"]Notes come here about the ability if required, else remove it![/COLOR][/I][/CENTER]
[/td][/tr]
[tr][td]

[CENTER][SIZE="2"][B][COLOR="lime"]Phase 3 Spells:[/COLOR][/B][/SIZE]

[IMG]http://images.wikia.com/wowwiki/images/3/39/BTNSelectHeroOn.png[/IMG]
[SIZE="3"][B]Phase Info[/B][/SIZE]
[COLOR="Yellow"][B]Activates At:[/B] [/COLOR][COLOR="White"]Description[/COLOR]
[COLOR="PaleTurquoise"][B]Stops At:[/B] [/COLOR] Description
[B][COLOR="Silver"]Description: [/COLOR][/B][COLOR="White"]Description[/COLOR]

[IMG]http://www.hiveworkshop.com/forums/resource_images/12/icons_11594_btn.jpg[/IMG]
[SIZE="3"][B]Spell Name - Type of Target[/B][/SIZE]
Description
[COLOR="Yellow"][B]Range:[/B] [/COLOR][COLOR="White"]#[/COLOR]
[COLOR="PaleTurquoise"][B]Cooldown:[/B] [/COLOR][COLOR="White"]# seconds[/COLOR]
[I][COLOR="Silver"][B]Notes:[/B] [/COLOR][COLOR="White"]Notes come here about the ability if required, else remove it![/COLOR][/I]

[IMG]http://www.hiveworkshop.com/forums/resource_images/12/icons_11594_btn.jpg[/IMG]
[SIZE="3"][B]Spell Name - Type of Target[/B][/SIZE]
Description
[COLOR="Yellow"][B]Range:[/B] [/COLOR][COLOR="White"]#[/COLOR]
[COLOR="PaleTurquoise"][B]Cooldown:[/B] [/COLOR][COLOR="White"]# seconds[/COLOR]
[I][COLOR="Silver"][B]Notes:[/B] [/COLOR][COLOR="White"]Notes come here about the ability if required, else remove it![/COLOR][/I]

[IMG]http://www.hiveworkshop.com/forums/resource_images/12/icons_11594_btn.jpg[/IMG]
[SIZE="3"][B]Spell Name - Type of Target[/B][/SIZE]
Description
[COLOR="Yellow"][B]Range:[/B] [/COLOR][COLOR="White"]#[/COLOR]
[COLOR="PaleTurquoise"][B]Cooldown:[/B] [/COLOR][COLOR="White"]# seconds[/COLOR]
[I][COLOR="Silver"][B]Notes:[/B] [/COLOR][COLOR="White"]Notes come here about the ability if required, else remove it![/COLOR][/I][/CENTER]
[/td][/tr]
[tr][td]

[CENTER][SIZE="2"][B][COLOR="Lime"]Phase 4 Spells:[/COLOR][/B][/SIZE]

[IMG]http://images.wikia.com/wowwiki/images/3/39/BTNSelectHeroOn.png[/IMG]
[SIZE="3"][B]Phase Info[/B][/SIZE]
[COLOR="Yellow"][B]Activates At:[/B] [/COLOR][COLOR="White"]Description[/COLOR]
[COLOR="PaleTurquoise"][B]Stops At:[/B] [/COLOR] Description
[B][COLOR="Silver"]Description: [/COLOR][/B][COLOR="White"]Description[/COLOR]

[IMG]http://www.hiveworkshop.com/forums/resource_images/12/icons_11594_btn.jpg[/IMG]
[SIZE="3"][B]Spell Name - Type of Target[/B][/SIZE]
Description
[COLOR="Yellow"][B]Range:[/B] [/COLOR][COLOR="White"]#[/COLOR]
[COLOR="PaleTurquoise"][B]Cooldown:[/B] [/COLOR][COLOR="White"]# seconds[/COLOR]
[I][COLOR="Silver"][B]Notes:[/B] [/COLOR][COLOR="White"]Notes come here about the ability if required, else remove it![/COLOR][/I]

[IMG]http://www.hiveworkshop.com/forums/resource_images/12/icons_11594_btn.jpg[/IMG]
[SIZE="3"][B]Spell Name - Type of Target[/B][/SIZE]
Description
[COLOR="Yellow"][B]Range:[/B] [/COLOR][COLOR="White"]#[/COLOR]
[COLOR="PaleTurquoise"][B]Cooldown:[/B] [/COLOR][COLOR="White"]# seconds[/COLOR]
[I][COLOR="Silver"][B]Notes:[/B] [/COLOR][COLOR="White"]Notes come here about the ability if required, else remove it![/COLOR][/I]

[IMG]http://www.hiveworkshop.com/forums/resource_images/12/icons_11594_btn.jpg[/IMG]
[SIZE="3"][B]Spell Name - Type of Target[/B][/SIZE]
Description
[COLOR="Yellow"][B]Range:[/B] [/COLOR][COLOR="White"]#[/COLOR]
[COLOR="PaleTurquoise"][B]Cooldown:[/B] [/COLOR][COLOR="White"]# seconds[/COLOR]
[I][COLOR="Silver"][B]Notes:[/B] [/COLOR][COLOR="White"]Notes come here about the ability if required, else remove it![/COLOR][/I][/CENTER]
[/td][/tr][/CENTER]
[/center]
[/TABLE][/plain]
[/td][/tr]

Concerning the Restrictions field: The field itself lacks sense to some, not knowing its purpose, but Restrictions is for anything specific detail that you want added to your hero. For example, you want to use Model A, or have this special mechanic or even add a special stat the hero uses. Overall, it is one of the most "powerful" if you would say, fields.

NOTE: If we don't provide a request format for your request doesn't mean we don't accept that kind of request (as long as its idea related of course). Go nuts and use our request format templates as err, a template for your request!

Spells & Abilities Problems?

Are you having a hard time turning our ideas into abilities for your mod/map? Do you have insufficient knowledge in coding them? Well look no further! I am glad to be advertising/sponsoring Malhorne's Kawaii Spell Workshop! Just simply click the link and request our idea! Be sure to follow their format though!

Special Thanks

Any factory should be grateful to any user/s who helped in the development of it. Particularly the requester's and the people behind it. So, as a sign of gratitude, I, Drunken_Jackal would like to thank:
  • Gabriono, the first requester
  • Kanadaj, the first recruit
  • Paillan, the second recruit
  • Saif, the third and latest recruit
  • Nudl9, his ideas made me create the Hero Files
  • BloodElf300, the most active requester
  • M0rbid, created the stop icon, used as in our templates
  • Rui, he kindly changed the thread name, twice.

No need to blush.

Advertising/Supported Projects

Even if this is not a mod, we would gladly advertise your project here! Just give us a shout out by posting here, VM/PMing me. Currently, we support:


 
Last edited:
Level 19
Joined
Apr 10, 2010
Messages
2,790

THE HERO FILES


What is "The Hero Files"?

The Hero Files - A neat compilation of any posted hero idea, which are not answering requests. Anybody may freely post a hero idea, and anybody also may take it! But, we have a few restrictions. You must give credits to the one who made the idea and this workshop. Now, freely explore the ideas made especially for you! Beware though, if someone uses an idea, we will place that they have used it. It would be better to not use used ideas for your map for the sake of originality.

Please be noted that these are in chronological order, not in order by map type, etc.
Also, the time here used is GMT +8.00


Files Archive


The Cannoneer
Suggested Model(s): The Mortar Team or any gobling unit
Description: The Cannoneer is a slow, but powerful hero based for melee game or hero arena maps. The hero may deal alot of damage, but to himself aswell, which is the basis for the hero. he requires alot of hp and mana, that is all he really needs to buff himself up.

Attack: Powerfull attack damage - 500 Range - Fast rocket missile, low arc
Movespeed: Slow


icons_13195_btn.jpg

Ability 1 - Cannonblast:
Charges up and fires an immensively powerfull ball of fire that travels far dealing 150/260/360 damage in a great area of effect. With a recoil that also deals 2/3 of the damage to self and knocks the hero back.

icons_10175_btn.jpg

Ability 2 - TNT:
Lob's a barrel of explosives on target position or on top of a unit (works on self too). The barrel explodes when it takes 100 damage or damaged by another of the hero's abilities. Takes 2/3 damage from the explosives if nearby.

icons_10848_btn.jpg

Ability 3 - Shrapnel Missile:
Fires a long range missile that can hit anywhere on the map. Uses 1 second for every 1000 units travelled before it hits. Deals 50/90/130 damage on impact in an aoe of 400. Deals 2/3 damage to self.

icons_12616_btn.jpg


Ultimate (passive) - Playing With Fire:

After finishing an ability it resets the cd of the ability so you can fire twice. Playing with fire has a coldown of 25 seconds. Also reduces damage taken from own abilities to 1/3 and boosts the attack damage by +7 and attack speed by +5%.


Technical difficulties:
-Ability Reset: To do this the right way you need a dummy hero ability based on an item ability. Because this allows you to research the ability, but the ability stays hidden after that. Then proceed to add a unit ability and give it the appropriate level when you research it. Using a unit ability allows you to add/remove the ability without any technical difficulties. So when resetting the cd simply remove and re-add the ability.

-TNT: The ability it self would be based on pocket factory and would then proceed to check for nearby units when the factory (dummy) enters the game. If there are any the barrel will lose all collision size and keep moving on top of the unit periodically every 0.03-0.05 seconds as a seperate unit.


Mandalora, the Fortune Witch - INT (Support)
Suggested Model(s): http://www.hiveworkshop.com/forums/...-50022/?prev=search=female&r=20&d=list&page=3
Description: A hero that use chances and lucks to disrupting enemies or supporting allies. She's weak if she don't have other heroes on the same line.

Battle Stats: Attack : 22-35
Armor : 1
Agility : 14 + 1.75
Inteligence : 24 + 2
Strength : 13 + 1.15
Speed: Attack Speed : Medium
Movement Speed : Medium

icons_15190_btn.jpg
Fortune Future - Unit Target
Move a target unit into Future Dimension for x seconds. Upon coming back, it will get a random negative buff ( if it was enemy ) or random positive buff ( if it was ally) . buff last for x second.
Negative buffs :
1. Hex ( 10 % chance. Chance increase by 2% for each of this skill level )
Turn the unit into random critter.
2. Curse ( 15 % chance. Chance decrease by 2% for each of this skill level )
Have x % chance that the unit miss on attack. Also decrease armor by x.
3. Time Bang ( 5 % chance. Chance Increase by 5% for each of this skill level )
Deal x damage to the unit and decrease movement and attack speed by x.
4. Minor head-ache ( 15% chance. Chance decrease by 3% for each of this skill level )
Decrease unit movement and attack speed by x%. Also has a x% chance that the unit miss on attack.
Positive buffs :
1. Encouragement (12% chance. Chance increase by 3% for each of this skill level )
The unit has x% chance to do x time damage than the original attack. Also increase attack speed by x%
2. Twin ( 17% chance. Chance decrease by 3% for each of this skill level )
Create the exact copy of the unit. The unit then has Solidarity buff, which increase health regen by x,armor by x and spell reduction by x. If the copy die, the solidarity buff is changed into anger, which increase attack speed by x and movement speed by x, but take x % more damage then the original.
3. Feeling Lucky (4% chance. Chance increase by 4% for each of this skill level )
Have a big chance to evade an attack, greatly decrease magic damage and medium chance to deal x times normal damage.
4. Angel Protection ( 5% chance. Chance increase by 3% for each of this skill level )
the unit is protected by an angel, which make the unit invulnerable by x. the angel can do area healing. It heal x to all nearby allies unit.
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Fireball of confusion - No Target
When activated, Mandalora throw fireballs to nearby enemy unit that deal x damage and has x % chance that the enemy unit attack it own ally.

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Element Surprise - No target
When activated, Mandalora has a x% chance to make Mandalora attack do random element effect.
A.) Dark : the attacked unit has a dark buff. This buff will not be removef until the unit is killed. If the unit is killed, a random abyss creature will spawn and follow the Fortune Witch. Abyss creature is immobile and can't be targeted as an attack target. It last x second.
1. Abyss Screamer : this unit has scream of nightmare ability, which terrifies nearby enemy units and decrease their damage and armor. Has an attack type of magic.
2. Abyss Elemental : this unit has Multi attack, mean that it can attack 4 unit in the same time. Has an attack type of chaos.
3. Abyss Shrouder : this unit has shrouding darkness, which make nearby allies and Mandalora to become invisible when they near Abyss Shrouder. They become visible if attacking or casting spell, but become invisible again if they stop attacking or casting spell. this unit has an attack type of normal.
B.) Light : heal nearby allies by x %.
C.) Wind :make the attacked unit caught in a whirlwind for x second.
D.) Earth : make the attacked unit stun nearby of its allies and himself and deal x damage to it allies.
E.) Fire : Make the unit caught in ignite buff. A unit die while still has ignite buff will explode and deal x damage to nearby of it allies unit and deal x damage per second to them.
F.) Water : knocbak the attacked unit by x range.
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Link of Attributes - Unit Target
Create a chain of attribute with target ally hero. She get armor and damage bonus equal to how much damage and armor her linked ally has, And Vice Versa. If the target hero is 900 units far from her, the chain will broken

Technical difficulties:
- Too much random effect that make the most good one rarely to come out.
- She need a lot of mana and other hero so she can survive better.

Advantages/Specialties:
- Disrupts enemy "heavily"
- Her ulti could help her and her ally to kill hard heroes.



Phalaxus, The Felrunner - STR
Suggested Model(s): http://www.hiveworkshop.com/forums/models-530/hero-felrunner-124319/?prev=&r=20&page=61
Description: A hero that uses dark and light power both. He's powerful when he has full MP.
Battle Stats: Attack : 25-35
Armor : 3
Agility : 10 + 1.25
Inteligence : 18 + 1.85
Strength : 23 + 2.70
Speed: Attack Speed : Medium
Movement Speed : Normal


Medalion of Darkness - Passive
The Felrunner uses his medalion to drain power, restoring x HP and MP per sec when is midnight.


Exorxcism - Unit Target
Dispels all negative buffs of a target friendly unit or deals x damage and dispels all positive buffs of a target undead\demon unit.


Heaven Call - Unit Target
Calls an Angel that heals the Hero for x HP and MP until the spell ends. Lasts x second.


Dark Portal - No target
Opens a magic entrance to the world of darkness. The portal will drain neabry enemies' HP and MP by x per sec, and their movement and attack speed will be reduced by x% until the spell ends. The portal lasts x seconds.

Technical difficulties:
- His spells costs a lot of mana.

Advantages/Specialties:
- Phalaxus can affect evil and good units, because he uses dark and light power.
- He can make his enemies weaker with his spells and him stronger.


Senom, The Fallen Priestess - INT
Suggested Model(s): http://www.hiveworkshop.com/forums/skins-552/demoness-blp-206581/?prev=r=20&page=2
Description: A hero that has low HP and strenght, but big MP and inteligence. She's very powerful when she has full mana and very weak when she has low mana.
Battle Stats: Attack : 23-29
Armor : 1
Agility : 15 + 1.65
Inteligence : 21 + 3.00
Strength : 12 + 2.15
Speed: Attack Speed : Medium
Movement Speed : Normal


Death Kiss - Unit Target
Sends a kiss to a target enemy. Target's accuracy will be reduced by x%, attack speed by x% and damage by x% over x seconds.


Meteor - Area Target
Calls down a huge meteor that explodes on the ground, dealing x damage to neabry enemies and crushing the earth. Damaged units will get stunned for x seconds and they will get the ''burn'' buff, losing x damage per sec over x seconds.


Deadly Slam - Unit Target
Raises a target enemy into air, and then heavily slam it down, dealing x damage and stunning it for x seconds.


Endless Curse - Unit target, no hero
Curses a target enemy. Target will lose x HP and MP per sec, movement\attac speed and accuracy will be reduced by x% and armor will descreased by x until the target dies. Cannot casted on Heroes or units above level x.

Technical difficulties:
- She has very low life.
- She can easily killed by a strong Hero\unit.

Advantages/Specialties:
- Senom has very big amount of mana.
- Her spells are powerful and dangerous.


Horus, the Mauler - Strength
Suggested Model(s): http://www.hiveworkshop.com/forums/models-530/behemot-rider-callahan-121928/?prev=r=20&page=8
Description: Horus is a behemoth riding mauler who uses his tomahawks to demolish his enemies. He is able to use his tomahawk well, being able to swing it at ease. He also uses his behemoth to wreck havoc upon those whom he charges through. Using these at battle makes him a fearsome one, he is feared by the good and the bad for he doesn't take sides, making him a true barbaric mauler.

Battle Stats:
Attack: 47 - 53
Armor: 1
Strength - 28 + 2.40
Agility - 13 + 1.45
Intelligence - 9 + 1.15
Speed:
Attack Speed - Average
Movement Speed - Average


Rising Tomahawk - Unit Target
Horus knocks the targeted unit with so much strength, that it gets tossed into the air. After the unit lands on the ground, it gets damaged by x, and gets stunned for x seconds.


Behemoth Rush - No Target
Horus' behemoth goes wild, causing carnage whereever it is. Deals x damage per hit, and knocks units he runs into.


Savageness - No Target
Horus' natural fighting skills and expertise in war makes him stronger. Gives +x attack speed, +x movement speed. Every time he is hit, this buff gets stronger. Stacks up to x times.


Whirling Tomahawk - Area Target, AoE
Horus throws his tomahawk in an area, then it circles around the area, for x seconds, dealing x damage second you're inside the circle.

Technical difficulties:
- No chasing/escape mechanism
- If he gets ff'ed, he would die immediately.

Advantages/Specialties:
- Good for setting up clashes and ganks.
- Good for killing


Doust, the Puppeteer - Intelligence
Suggested Model(s): http://www.hiveworkshop.com/forums/models-530/puppetmaster-110485/?prev=r=20&page=15
Description: Doust the Puppeteer was someone who liked using puppets while he was still alive. The voodooist he met named Arach cursed his puppets because of his selfish attitude, but little did he know that this cursed puppets would turn alive, killing him. A necromancer however, resurrected him from the dead. Now, along with his puppets, he torments everyone who opposes him, making them feel pain and the fear of his puppets.

Battle Stats:
Attack: 37 - 43
Armor: 0
Strength - 18 + 1.80
Agility - 10 + 0.80
Intelligence - 22 + 2.40
Speed:
Attack Speed: Slow
Movement Speed: Average


Sword Throw - Ground Target
Doust throws his sword into a straight line, dealing x damage to those who get hit by it. When it reaches x distance, it bursts, dealing x damage to an area, and with puppets attacking every unit in the area except allies.


Puppet Mastery - No Target
Doust's expertise on using his puppets, give him x% chance to create a puppet every single attack, except on using spells. It also gives him x% mana regeneration.


Voodooist's Curse - Unit Target
Doust curses the enemy, dealing x damage per second which lasts up to x seconds. If the enemy dies from this curse, the curse spreads into x aoe, inflicting those near him with the Puppet Curse, but they only get 1/2 of the damage per second of this spell.


Puppet Swarm - No Target
Doust summons x cursed puppets who circle around him, following whereever he goes, which damages everyone near him by x damage. Lasts for x seconds.

Technical difficulties:
- He's an int hero, so if he gets ff'ed, he dies.
- He isn't a good attacker, if his spells aren't enough to kill heroes, then he won't be able to kill unless he has some companion with him.

Advantages/Specialties:
- Good for ganking, clashes, and pushing.
- Has good spells that create distractions, thus creating chances on a successful gank, clash or a push.


Elzcriak, The Nightmare Lord - AGI (Pusher)
Suggested Model(s): http://www.hiveworkshop.com/forums/...are-125061/?prev=search=nightmare&d=list&r=20
Description:
He was once a man who try to protect peoples with his magic. He was once known to defend his allies with his light coil. But now, everything turn upside down. He got an eternal nightmare and he can't even wake up. He slays all the nightmare imps there, until they give up and ask him to become a nightmare lord. Controlled by evil and lust for power, he accept it, and become the nightmare lord. He then coming out from his dream, and crawling through the darkness of the night.

A hero that use nightmare buff to cast his ulti effect. He can steal Intelligence and mana for himself. His attacking is different from the other, so he might be hard to play.

Battle Stats: Attack : -
Armor : 3
Agility : 23 + 1.55
Inteligence : 18 + 1.25
Strength : 17 + 1
Speed: Attack Speed : -
Movement Speed : Medium
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explosion of spoiled dreams - Point Target (Innate Ability)
Throw a ball of spoiled dreams that explode on impact, dealing x damage and creating 3 more smaller spoiled dreams that deal minor damage. The large spoiled dreams ball will has it damage increase for each level. Cost 50+10 per level mana.
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Rotting strike - Unit Target
Deal x time agility damage to target enemy, stealing it inteligence by x for x seconds.
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Sap Coil - No Target
Deal x damage to nearby enemy unit and give nightmare buff. Nightmare buff is stack able.
Note : Make it has a short cooldown, but deal not too medium damage.
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fatalmorgana - No Target
When activated, Elzcriak shoot a nighflame missile to nearby enemy building, dealing x damage and x damage per second. When a building is struck with a nightflame, it can't be hit by more nightflame until the flame is gone. Nightflame last x second. Also spawn 2 corrupt feeders that feeds on enemy mana and hitpoint. When it return, the nightmare lord get x % of the stealed mana and hitpoint. Also when the feeder return, Nightflames will stop spreading out from Elzcriak.
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Calling of the Agony - No Target

Units near Elzcriak that has nightmare buff will have random effect caused by how much nightmare buff they have.
Unit with 1 nightmare buff : deal x damage. The unit will has sap brain buff, which decrease their mana by x per second. Last x second.
Unit with 2 nightmare buff : deal x damage.
The unit will has brain damage, which make it has a x% chance to attack it own ally. Also decrease their mana by x per second. Last x second.
Note : make the percent of the unit attacking it ally small and make the damage deal more damage than sap brain.
Unit with 3-5 nightmare buff : turn the unit into lurker of the dreams ( if it was not a hero) lurker of the dreams can use brain sabotage, which mean they can disrupt enemy mana regen, but it sacrifice their life. They deal 10-15 chaos damage and has light armor. If the unit is a hero, they will turn into a worm for x second and deal x damage per second.
Unit with 6-8 nightmare buff : explode all non hero unit, dealing 30% of their HP to all of the exploded unit nearby allies. If it was a hero, all their mana is spreading out to nightmare lord. Also make the hero armor 0 for x second.
Unit with 9-10 nightmare buff : Controls all
Unit with 9-10 nightmare buff for x second.
Note : if the controlled unit is a hero, you can only control it for 4 second.
Technical difficulties:
- Orb effect, or any kind of damage increaser items does not improve the spoiled of magic damage .
- Hard for player who can't cast spell properly.

Advantages/Specialties:
- Use sap coil to push a lane.
- Can steal enemy mana, which bother some of heroes who really rely on mana.


Ydal, The Lady of the Woods - AGI
Suggested Model(s): http://www.wc3c.net/showthread.php?t=102140
Description: Ydal was a high elven warden. She wanted to learn druidism and nature magic, but, when the elven leader heard this, he exiled her from Quel'thalas. Ydal went to the night elves, to learn druidism. The kind night elves teached her druidism and nature magic. Now she's between a warden and a druid. Some people who thought about her they named her the lady of the woods.
Battle Stats: Attack : 23 - 43
Armor : 2
Agility : 22 + 1.80
Inteligence : 18 + 2.45
Strength : 15 + 2.00
Speed: Attack Speed : Fast
Movement Speed : Fast


Cure - Unit Target
Removes all negative buffs from a target friendly unit and heals it for x health.


Call of the Wild - No Target
Makes all neabry animals friendly over x seconds.


Moon Power - Passive
Gives a x% chance to affect the attacking enemies with the ''Moon's Power'' buff. Affected units' movement\attack speed and accuracy will be reduced by x% over x seconds.


Curse of the Nature - Unit Target, no hero
Ydal applies a curse over a target non-hero enemy unit. The target will lose x HP per sec and it's movement\attack speed will be reduced by x per sec until the unit die. A powerful ent will spawn from the target's dead corpse. The ent lasts x seconds.


Fury - No Target
Increases Lady's size by x%, HP and MP by x, movement\attack speed by x%, damage by x, armor by x and gives her spell immunity. Lasts x seconds.

Technical difficulties:
- She's weak when she has low HP
- Ydal has enough low defense, a strong enemy can slow her easily

Advantages/Specialties:
- Ydal's spells affect enemies heavily
- The Lady of the Woods can easily escape from combat, because she's agile and fast




Incendius, Keeper of Flames - INT
Suggested Model(s): Undead fire mage*
Description: Back then when Incendius was a living person, he was one of the few high elves battlemages of the Kirin Tor which spread around azeroth after the sunwell was destroyed. Full of despair and suffering from his addiction to magical power, he seeked for every source of magical energy to devour it into his body, soon becoming a blood mage. At this point, insane as he was, he traveled back to the ruins of dalaran just to cause a havoc against every living being, where he was killed in the end by his own intensive flames. These flames, still ravaging in his bones, are the only thing which creates this fearfull undead being, full of hatred and despair.
Battle Stats:*
Attack : 29 - 38
Range: 550
Armor : 3
Agility : 16 + 1.6
Inteligence : 23 + 2.95
Strength : 21 + 1.25
Speed:*
Movement Speed: Normal - Slow
Attack Speed: Fast

Infernal Shield - Passive

Everytime Incendius suffers damage while the cause of the damage is futher away than x, there is a chance of x% to reduce this damage by x% while creating a flame which will seek for the attacker, dealing x damage.




Circle of Flames - No target (channeling)

Creates a magical circle around Incendius, dealing x-y damage per second as long as they are in this cricle. The further the targets are away, the more damage they suffer. Hold x seconds (Should be a fairly short duration)




Burst - No target (active)

Creates an explosion around Incendius, dealing x damage to all targets in an area of x while they suffer from a knockback over a distance of x. Targets, which were further away than x, suffers from a stun of x seconds either.




Terrifying Flames - No target (activateable)

Engulfs the caster into a cloak of flames, adding a chance of x% when attacked in melle range to set the attacker on fire, dealing x damage per second and makes the target run away from Incendius until it reaches a range of x. Drains x mana per second until deactivated.




Technical difficulties:
- Since this hero is made for range combat, he needs to take care of the distance between him and his enemys, since his main abilities gets weaked a lot when in melee combat (except his ultimate which is made for melee attacks)
- Since he is slower than normal units, he needs to rely on his spells to get out of melle range. In melle without mana, this hero gets fast killed.
- All in all, he is vulnerable against fast melee enemies, because then the knockback of burst can easiely be negated and the ultimate's duration is binded on the attackers movement speed.

Advantages/Specialties:
- Great for range combat due to his Infernal Shield and the Circle of Flames.
- Can change the distance between himself and his target due to his Terrifying Flames and his burst ability.
- Burst and Circle of Flames gives a great combination against ranged enemys.


The Phantom - Hybrid(Int/Agi)
Suggested Model(s): Voidwalker
Description: Made of the essence of darkness, the Phantom can change it's behaviour - wether "it" tricks "it"'s opponents agilely or set a trap in the shadows is up to "it".

Battle Stats:
Attack : 43-57
Armor : 0
Agility : 22 + 1.75
Inteligence : 22 + 1.75
Strength : 13 + 1.5
Speed:
Attack Speed : Medium
Movement Speed : High

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Shadow Shroud/Dark Force - Toggle
Shadow Shroud: The base stat is agility. Every attack The Phantom does deal X bonus damage and every hit "it" takes gives Y% dodge chance for Z seconds. Changes abilities to Shadow abilities. ?s global cooldolwn. (possible?)

Dark Force: The base stat is intelligence. The Phantom has increased mana regeneration rate and for each surrounding unit within X range gets Y bonus damage for "it"'s spells. Changes abilities to Dark abilities. ?s global cooldolwn. (possible?)

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Shadow Claw - Unit Target/Chains of Darkness - Area Target
Shadow Claws: From the shadow of the target a giant claw emerges, slashing the target's back, dealing X damage and causing it to bleed, dealing Y further damage over Z seconds. Range: 250 units (a bit further than melee range).

Chains of Darkness: A chain comes from every unit in the area towards every unit, binding their shadows to each other for X seconds and dealing Y base damage + Z bonus damage for each additional target. While their shadows are bound, they can only move to the same direction. Range: caster range.

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Shadow Binding/Dark Trap - Unit Target
Shadow Binding: The Phantom binds "it"'s shadow to the target's, causing the target to move when and where the Phantom does for X seconds. When the effect ends, then Phantom is teleported to the target and the target is stunned for Y seconds. Range: Z units.

Dark Trap: Summons a trap to the target point, which is invisible to the enemy. When the enemy walks into it's vicinity, it explodes, dealing X damage and stunning for Y seconds. The traps last for Z seconds. Max up to 5 traps active at a time.

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Ultimate:Shadow Union/Dark Fiend - Unit Target
Shadow Union: The Phantom teleports to the target enemy or ally hero after a brief delay, dealing X damage to every surrounding enemy units. For each allied units within Y range, he gains movement speed, attack speed and attack damage for Z seconds.

Dark Fiend: Deals X damage and stuns the target for up to Y seconds or until the Phantom keeps chanelling the spell. If the target is killed, there spawns an allied fiend for the Phantom, who can't control the fiend, as it will always follow the killer of the enemy. Global Range.

Technical difficulties:
- Selecting the right set of skills against an opponent
- Vulnerability after skill set change
- Skill sets are incomplete without each other
- Not that useful in big fights

Advantages/Specialties:
- Very good adaption to situations
- Ultimate makes unexpected situations possible
- Extremely handy in chasing situations or handling unexpected attackers.

The Blood Crystal - Intelligence
Suggested Model(s): Man-o-War
Description: The Blood Crystal was born at the same time the world did. He was used to create all the living things in the world, and when he lost most of his power, he was just thrown away as a tool. He swore vengeance and uses the remains of his power over the life force to retake his old self and punish his maker.

Battle Stats:
Agility : 12 + 1.1
Inteligence : 22 + 2.90
Strength : 15 + 1.8
Speed:
Attack Speed : Slow
Movement Speed : Normal


Drain Life Force - Unit Target
Drains the target's life force, dealing X damage and healing the Blood Crystal for Y% of it, while at the same time increases his max life with Y% for Z seconds. This effect does not stack.


Crystallize Blood - Area Target
Deals X damage to every unit in the area over Y seconds. If an enemy dies with this debuff on, an orb of life spawns at his body, healing Z life to anyone taking it.


Crystal Flash - No Target
Blinds every unit within X range for Y seconds, causing them to move slowly and causing them to be not be able to use single target spells or normal attacks. Should be balanced with cooldown.



Ultimate: Retake - No Target
For X seconds, the Blood Crystal uses most of his powers, to collect the life force of nearby units, dealing Y damage to every enemy unit within Z range and A% of it to allied units each second. For each unit in the effect, the life crystal gains X(0.3/0.6/1) temporary max life each second until the effect ends. When the ability ends, for every unit dying in the area of the spell, the Blood Crystal gains B max life permanently.

Technical difficulties:
- Low power early on
- If can't get his ultimate up enough times he will be weak late game
- Low base damage compensating for his life steal

Advantages/Specialties:
- Extreme scalability
- If taken care well early on, he can carry an entire team alone in a long run
- Life steal keeps him in a fight
- Quite tanky if played well


Corawyn, the Sword Wizard - Intelligence
Suggested Model(s): http://www.hiveworkshop.com/forums/models-530/warmage-47419/?prev=search=mage&d=list&r=20
Description: The Order of Swords incorporates all manner of folk and skill into their guild, including magi. Corawyn is testimony to this fact. Born as a noble kingdom of elves, Corawyn had always shunned the isolated stance taken by the upper echelons of his people. Instead, he defied their creeds and helped the poor and needy, using his innate talents to aid them and give them food and shelter. As time passed, he decided to leave his home and find his own way – one which led him to the Order of Swords. One of the first of the sword wizards, Corawyn mixed swordsmanship with magic in a fluent song of blade and arcane, proving to be beyond effective in the field of war.

Battle Stats:
Attack : 31 - 40
Range: 320
Armor : 4
Agility : 14 + 1.25
Inteligence : 24 + 2.95
Strength : 20 + 1.6
Speed:
Attack Speed: Mediocre
Movement Speed: Mediocre

Swords of Light - Self-Cast
Corawyn surrounds himself with a shield of x swords for y seconds. When a foe strikes him, one sword will sacrifice itself to absorb 50% of the damage done.

Illuminate - Target Point
Corawyn channels for x seconds, launching a massive ball of light which deals y damage to each foe until it reaches its destination.

Flickering Lights – Corawyn teleports to the ball of light, dealing x damage to all foes around it.

Flash of Light - No Target
Corawyn flashes the area with light, causing each foe’s next x attacks to miss indefinitely for y seconds.

Aurora - Target Point
Corawyn evokes a line of flashing colour and light for x seconds, stopping all foes from passing it. If Illuminate is cast through this, it instantly explodes.

Purge - Target Enemy
Corawyn channels on his target over x seconds, dealing y damage per second at close-range. If your target dies by Purge, a Flash of Light will occur.

Technical Difficulties:
  • Timing and positional awareness is key when playing
  • You're a close-range caster
  • Management of mana is important
  • Use of Flash of Light and Swords of Light are imperative for your survival

Advantages/Specialties:
  • You can push, gank or solo enemy heroes
  • Your abilities have good synergy
  • You have an innate which can mean life and death


Altiyan Dancaster, the Hand of Judgment - Agility
Suggested Model(s): http://www.hiveworkshop.com/forums/...r-147330/?prev=u=Frankster&r=20&d=list&page=3
Description: Not all who dwell in the shadows bring malice and death. Altiyan Dancaster, revered as the ‘hand of judgment’, is a master inquisitor whose methods have been perfected over the decades he has served in the name of the innocent. Originally a confessor of the Crusade, Altiyan broke away and became part of his own sect, one which only included himself. He dedicates his life to hunting down darkness and destroying it.

Battle Stats:
Attack : 32 - 43
Range: 250
Armor : 6
Agility : 26 + 2.95
Inteligence : 19 + 1.6
Strength : 15 + 1.25
Speed:
Attack Speed: Very Fast
Movement Speed: Mediocre

Light in the Shadows - Self-Cast
Altiyan becomes part of the shadows, becoming invisible to all for x seconds. Direct attacks on him or area spells will reveal his location briefly, but he will slip back into the darkness.

Pierce the Dark – Target Point
Altiyan launches a shot from his pistol; entangling all foes it comes in contact with in a line for x seconds and reducing their armour by y.

Blessed Steel - No Target
Altiyan slashes his foe with his blade, dealing x damage and infusing Altiyan’s next four attacks to increase in damage by y.

Darkbane - Target Point
Altiyan shuns the darkness, parrying attacks for the next x seconds and striking back for half of his original damage.

Judgment - Target Enemy
Altiyan decides that his foe is fit for judgment and attempts to finish the target off, dealing x damage.

Technical Difficulties:
  • Low health
  • Relies on his innate to survive
  • Your assault must be timed to perfection
  • Mediocre movement speed makes for a hard getaway
  • Carry hero

Advantages/Specialties:
  • stealthy class
  • High damage
  • If the righteous assault is successful, a guaranteed winner

Dylion, the Patron of Hatred - Strength
Suggested Model(s): Ligaroo
Description: Dylion was a wealthy noble with great pride, but, as the most wealthy people in the are, the common, poor townsfolk started to hate him. They didn't have the right to kill him, so they asked a mage to seal the coffin they trapped him in, so he would never die. The seal absorbed not only has age, but his slowly incrasing hatred as well, and when it reached it's limits, it released all of it back to Dylion's body, turning him into an undead full of hatred.

Battle Stats:
Life: High
Damage: Average
Speed:
Attack Speed: Slow
Movement Speed: Average


Hate Endlessly - Innate Passive
Instead of mana, Dylion has 100 hatred. He gains 1 hatred each time he is hit, but loses 2 when he attacks.


Black Armor - No Target
From any source Dylion takes X less damage for each point of hatred he has. When used, the passive effect is lost unit the active effect lasts. From then on he takes [2 x X x 100] reduced damage from each attack.
Cost:50 hatred
Cooldown:1 second
Notes:The active effect is 2x the maximum effect the ability has passively. Does not stack.


Hate spike - No Target or Point Target
An orb of hatred appears in front of Dylion. After 2 seconds, the orb becomes a huge spike of hatred, dealing X damage to every unit it hits in a line. The damage increases by 15% for every unit it hits.
Cost:30 hatred
Cooldown:None
Notes:Deals the most damage to the furthest enemy.


Burst of Madness - No Target
Deals X damage to every unit within Y range of Dylion and lowers any damage they deal by 30% for Z seconds.
Cost:70 hatred
Cooldown:None



Ultimate: Mad Hater - No Target
Passive effect: While Dylion has 100 hatred, he deals X damage to every unit close to him each second.
Active Effect: Dylion releases all the hatred he carries, dealing Y damage to every unit within 600 range. Every non-hero unit hit by the effect has 30% chance of becoming mad, attacking the closest unit for 2 seconds. Dylion also becomes mad, increasing his damage by Z for 8 seconds. While this effect is active, this ability's passive effect is also active.
Cost:100 hatred
Cooldown:None

Technical difficulties:
- Hatred management
- Low damage or all hatred (Defense) spent on dealing damage.

Advantages/Specialties:
- Can either go full defensive in a battle or spend everything to quickly deal a lot of damage
- Tanky



Rya, The Shadow Dancer - AGI
Suggested Model(s): http://www.hiveworkshop.com/forums/...ome-blp-119361/?prev=search=rogue&d=list&r=20
Description: Rya was a rogue, and started to learn dancing, to seduce enemies and steal them easier. Some people learned that, and wanted to kill her. She learned shadow magic to defend her, and torment her enemies. Rya becomed a shadow dancer. She knew both shadow magic and dancing, plus stealth mastery. She wears a cloak to be recognized by none. Her true name is known by few...
Battle Stats: Attack : 20 - 40
Armor : 1
Agility : 21 + 1.75
Inteligence : 17 + 2.15
Strength : 16 + 2.45
Speed: Attack Speed : Fast
Movement Speed : Fast

Abilities:


Sneak - No Target
Rya sneaks, making her invisible for enemies. If she attacks or casts a spell she will become visible. Can casted only at night and she can't sneak more than x sec per cast.


Shield of Shadows - No Target
Creates a shadowy shield around the Shadow Dancer, increasing her hp and mp regeneration by x. Neabry enemies will lose x hp and x mp per sec for x sec. If a unit dies affeced by shield of shadows, a shadow will spawn from it. The shield lasts x sec.


Shadowy Hide - Passive
Gives a x% chance to avoid attacks when is night. Also, Rya is invisible during night, when don't moves and don't attacks.


Shadowy Stab - Unit Target
Stabs a target unit, dealing x damage. Affected unit will lose x hp and x mp per sec for x sec. If the unit dies, a shadow will spawn from him.


Dance of Shadows - No Target
Rya the Shadow Dancer dances, returning x% of the received damage, restoring x hp and mp per sec and reducing neabry enemies accuracy by x%. When dances she can't attack\move. Lasts x sec.

Technical difficulties:
- She needs enough mana to survive
- Weak armor

Advantages/Specialties:
- Fast speed and high damage
- Good spells


Moyack, The Demon Archer - AGI
Suggested Model(s): http://www.hiveworkshop.com/forums/models-530/demon-archer-219542/http://www.hiveworkshop.com/forums/models-530/demon-archer-219542/
Description: Long time ago, Moyack was a famed human mage-archer. All people loved him, except the demons. One day, when Moyack was sleeping, the demon lord sent a imp to curse his mind. When the mage-archer woke up, he was mad. He killed a lot of poor people, and slowly he was becoming a demon...The demon lord convinced him to fight for darkness with his dark magics. Moyack now is fighting for the demons, more powerful than ever!
Battle Stats: Attack : 24-44
Armor : 1
Agility : 19 + 1.80
Inteligence : 16 + 2.10
Strength : 17 + 2.35
Speed: Attack Speed : Fast
Movement Speed : Fast

Abilities:


Demon Blood - Passive
Increases Moyack's hp by x, hp regeneration by x% and attack speed by x%.


Demonic Arrows - Autocast
Absorbs x mana per shot but drains x hp per shot when activated.


Armor Break - Unit Target
Breaks a target unit's defense, reducing it's armor by 100% for x seconds.


Arrowstorm - Area Target
Calls down arrows from sky in a target area, dealing x damage to enemies. Lasts for x waves.


Soul Arrow - Unit Target
Shoots a magical arrow to a target enemy, killing it and getting bonus 50% of it's hp, mana, damage and armor for x seconds. Can't casted on heroes, bosses or units above level x.

Technical difficulties:
- He needs enough mana for spells

Advantages/Specialties:
- Can easily kill enemies with his spells
- High damage


Frostrroth, The Ice Champion - STR
Suggested Model(s): http://www.hiveworkshop.com/forums/skins-552/mannoroth-blp-99152/?prev=r=20&page=20
Description: Frostrroth is one of the famed magnataur champions. His armor was enchanted with the magical ice of northend, giving him the power to control the ice. This powerful champion don't fell in the corruption like most of his fellows, he fights for the magnataurs yet. Frostrroth is the last Ice Champion.
Battle Stats: Attack : 28-38
Armor : 3
Agility : 12 + 1.00
Inteligence : 14 + 1.65
Strength : 26 + 3.25
Speed: Attack Speed : Slow
Movement Speed : Slow

Abilities:


Frozen Armor - Passive
Increases armor by x and gives a x% chance to return x% of the received damage.


Cold Blood - Unit Target
Freezes a target enemy's blood. Target will lose x hp per sec and it's movement\attack speed will be reduced by x% over x sec.


Charged Strike - No target
Charges fast in a straight line for x seconds, dealing x damage and stunning for x sec units in range.


Frost Spikes - Area Target
Raises frost spikes from the ground in a target area, dealing x damage and stunning for x sec the enemies.


Frozen Death - Unit Target
The Ice Champion makes a target unit to lose x hp per sec, to have reduced movement\attack speed by x% and reduced armor by x% until the unit dies. From target's corpse will spawn an ice minion\skeleton. If casted on hero, boss or unit above level x will last for x sec.

Technical difficulties:
- Low mana
- Low movement\attack speed

Advantages/Specialties:
- High strength
- Restistent hero



Theroal, the Avatar of Frost - Agility
Suggested Model(s): http://www.hiveworkshop.com/forums/models-530/frost-fury-179212/
Description: The incarnation of ice, cold and frost isn't that slow as you would think - and it's not just fast, but it has the ability to slow his enemies, being a powerful enemy to face. He lacks area attacks though, so he can be focused down in a mass.

Battle Stats:
Attack: Moderate
Attack Range: Melee
Defense: Low
Strength: Moderate
Agility: High
Intelligence: Low
Speed:
Attack Speed: High
Movement Speed: Very High


Freezing Presence - No Target
Theroal temporarily increases his pressence, causing enemy units in 200 units range to be slowed down by X% for X seconds. Both their attack and movement speed is lowered this way. Effect lasts for X seconds.
Range: 200
Cooldown: 15 seconds


Freezing Touch - No Target
Causes Theroal's next attack to deal X bonus damage and freeze the target for X seconds. During this time, target takes X bonus damage from any of Theoral's attacks, and each second he is affected by Freezing Presence.
Range: #
Cooldown: 8 seconds


Frozen Burst - Point Target
Theoral burst to the target point, releasing a breath of cold wind. The closest enemy unit to the location within 250 units take X damage, and gains a frost charge that lasts for X seconds. If the target attacks Theoral during this time, the charg is consumed, and the target freezez for 1 second, also applying Freezing Touch's effect.
Range: 800
Cooldown: 20 seconds


Ultimate:
Freezing Death - Unit Target
Over 3 seconds, the target becomes slower each second, becoming frozen in the end for X seconds, while also taking damage each second. For each freezing attack during this effect, the time being frozen is prolonged by 1 second, and every ally of the target within 600 units gets instantly frozen for 0.5 seconds. If the target is affected by Freezing Presence, it's allies become slower as well within 600 units. If the target dies during the initial slowing effect, all of Theoral's abilities' cooldown is refreshed except for his ultimate. If the target dies during the stun effect, only the cooldown of Frozen Burst is refreshed.
Range: 2000
Cooldown: 120 seconds

Technical difficulties:
- Handling multiple enemies at the same place
- Knowing when to engage
- Timing ultimate
- Long cooldowns except for Freezing Touch, his main DPS skill

Advantages/Specialties:
- Can get in and out of big fights if ultimate is used well
- Can burst a single target in the matter of seconds
- Extremely good chaser
- Long ranged ultimate, extremely good to get out a strong enemy, while offensively protecting him from all harm



Cassius, the Ruby Knight - Strength
Suggested Model(s): http://www.hiveworkshop.com/forums/skins-552/footman-blp-130873/?prev=d=list&r=20&u=CloudWolf
Description: Since Cassius was young, he always wanted to be a soldier. He is a very kind and humble child. He practiced using the sword at the age of 6. One day, evil bandits raided their village. 10 year-old Cassius, not terrified of the armored brigands, went outside their home and helped the guards in battle. The guards together with Cassius, and his wooden sword, succesfully defeated the bandits. The people of their village were so happy and thankful to Cassius. As a reward, the king told Cassius that when he will turn 15, he will become one of the Ruby Knights. Cassius was a good knight, always doing his duty to protect the citizens of his village
from any harm and danger.

Battle Stats:
Damage: 37-48
Range: Melee
Armor: 3
Strength: 24 + 2.55 per level
Agility: 12 + 1.35 per level
Intelligence: 16 + 1.80 per level
Speed:
Movement Speed: Average
Attack Speed: Average


Holy Slash - Autocast
When turned on, gives x bonus damage and x% lifesteal.


Searing Light - Single Target
Damages a target by x and stuns it for x seconds. Heals Cassius by half of the damage dealt.


Divine Regeneration - Passive
Increases Cassius' health regeneration by x per second.


Holy Surge - Area Target
Damages an area by x and stuns it by x. Heals all nearby allies by x% of the damage dealt.

Technical difficulties:
- Cassius is not a killing machine.
- Cassius has low agility and slow speed.

Advantages/Specialties:
- Cassius is a great healer.
- Cassius has a great damage and life.[/SIZE]

Fr. Thomas, Priest - Intelligence
Suggested Model(s): Monk by Tranquil or any priest models
Description: Hero is solely a support hero. He cannot deal much damage but can augment his allies effectively with his skills.

Battle Stats:
Attack: Average
Armor: Average
Agility: Average
Inteligence: High
Strength: Low
Health: Low
Mana: Average - High
Speed:
Attack Rate: Average
Movement Speed: Average


Lex Aeterna - Unit Target
Doubles the physical damage dealt by an allied hero for X attacks / XX seconds. Number of attacks and duration is doubled if cast on self.


Sanctuary - Point Target
A veil of holy energies erupt in the targeted area, all allies within it will be healed while enemy units will be damaged. XX heal/damage per sec in a XXX area of effect.


Angelus - Instant
Boosts the armor of nearby allied units for a short duration. Bonus armor is doubled on the priest.


Divine Intervention (Ultimate) - Unit Target
Heals a target allied hero and makes it physically invulnerable for a few seconds. Allied units within 300 AoE of the target will be healed by half of the amount healed on the target. If targeted on an enemy unit, it will instead take damage and his armor will be reduced by X times the Lvl of the ability. Enemy units within 300 AoE will also take damage. The amount healed / damage is XX% of the max life of the target.

Technical difficulties:
- This hero relies on his allies and must not be on his own.
- This hero will not get most of the kills as his skills deal only minor damage.
- Hero is really fragile so there must be an ally nearby to defend him.

Advantages/Specialties:
- If a team has this priest close by, the change of survivability will skyrocket. Not only can he heal them when their health is low, He can also weaken enemy units for an easier kill.
- If done right, His last skill could kill a group of heroes all at once because of the considerable damage dealt by his ultimate.

Arvin, the Evil Genius- Intelligence
Suggested Model(s): Elven Sorcerer
Description: A good anti-intelligence hero. Focuses on preventing enemies from casting by lowering their Int and mana pool.

Battle Stats:
Damage: 44-58
Range: 600
Armor: 2
Strength: 17+ 1.3 per level
Agility: 16 + 1.9 per level
Intelligence: 21 + 2.5 per level

Speed:
Attack Rate: Average
Movement Speed: Average

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Brain Dead - Unit Target
The Evil Genius asks the target unit a difficult question that only those who are smarter than him can answer and punishing those have lower intelligence than him to suffer Brain Dead(stun). Those who can answer the question suffers a major headache, losing % of their Max Mana based on the difference between the target's Intelligence and Arvin's Intelligence.


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Lecture - Hero Target
The Evil Genius attempts to teach the target unit. However, the target unit does not learn anything, and will continue to lose an Intelligence per second and transferred to Arvin. The effect will wear off if the target casts a spell but it will receive xx damage per remaining duration of the buff. Intelligence sapped is restored to the hero after xx seconds.


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Mind Tricks - Passive
The Evil Genius disperses an aura around him, playing mind games on his opponents who are less intelligent. Reduces enemies damage by xx and armor by xx for every xx Intelligence difference.


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(Ultimate) Brainstorm - Hero Target
The Evil Genius lets loose his brain power on a single unit, stopping it in its tracks and dealing xx damage. If the target unit is Brain Dead while Brainstormed, the target unit will receive double base damage. Deals bonus damage per xx Intelligence difference between the target and Arvin.

Technical difficulties:
- Active skills focuses only on one unit.
- He is kinda paper.
- Relies on increasing his Intelligence to maximize his skills

Advantages/Specialties:
- Can be annoying to enemies, especially those with low Int
- Good disabler of casters
- Good synergy of skills


Apothecary Hildagar - Intelligence
Suggested Model(s): Vial Heart
Description:
Hildagar was always underestimated even before he was still 'living'
but now he spends more time with alchemy and necromancy making him more powerful than ever.

Battle Stats:
Damage: 34-44
Range: 600
Armor: 0
Strength: 17 + 1.20 per level
Agility: 16 + 1.00 per level
Intelligence: 24 + 4.00 per level

Speed:
Attack Speed: Low
Movement Speed: Average


Experimental - Instant
Summons a 800 hitpoint Experimental for X seconds.
  • Mutant Experimental
  • Walker Experimental
  • Abomination Experimental


Depraved Vials - Unit Target
Casts a random vial on the targeted unit.
  • Healing Vial - Heals X hitpoints for X seconds.
  • Energy Vial - Restores X manapoints for X seconds.
  • Chemical Vial - Gives X% attack speed for X seconds.
  • Tainted Vial - Reduces attack damage by X% for X seconds.
  • Corrupted Vial - Reduces X hitpoints and manapoints.



Vitiate - Passive
Enemies within 350 units from the Apothecary will prevent any hero from regenerating mana for X seconds.
Any enemy heroes that casts a spell will be damaged based from the mana lost.



Forsaken Plague - Area Target
Creats a Forsaken Plague that damages an area by X and slows their attack speed by X% and movement speed X% within X seconds.
All units are affected by this even Undead units. If a unit dies it will turn into a Forsaken minion by X seconds.

Technical difficulties:
- Hildagar has a low armor and health and must be protected by other heroes.
- Hildagar has low strength, agility and slow attack speed.

Advantages/Specialties:
- Hildagar has a powerful ultimate.
- Hildagar's Experimentals are a threat to enemy heroes.
- Depraved Vials can be an advantage and disadvantage.


Creating Files

So, you want to create a Hero File, eh? Freely post in this thread and it will be compiled here. But, be sure to follow this format:

Hero Name - Hero Attribute
Suggested Model(s): Value
Description: Value

Battle Stats: Value (Place here the attack and defense and other stats)
Speed: Value (Attack and Movement Speed)

Ability Name - Type of Target
Description

Ability Name - Type of Target
Description

Ability Name - Type of Target
Description

Ability Name - Type of Target
Description

Technical difficulties:
- Description
- Description

Advantages/Specialties:
- Description
- Description


Code:
[plain]
[SIZE="4"][COLOR="Yellow"]Hero Name - Hero Attribute[/COLOR][/SIZE]
[B][COLOR="RoyalBlue"]Suggested Model(s):[/COLOR][/B] Value
[B][COLOR="RoyalBlue"]Description:[/COLOR][/B] Value

[COLOR="Lime"][B]Battle Stats:[/B][/COLOR] Value (Place here the attack and defense and other stats)
[COLOR="Lime"][B]Speed:[/B][/COLOR] Value (Attack and Movement Speed)

[COLOR="RoyalBlue"][B]Ability Name - Type of Target[/B][/COLOR]
Description

[B][COLOR="RoyalBlue"]Ability Name - Type of Target[/COLOR][/B]
Description

[B][COLOR="RoyalBlue"]Ability Name - Type of Target[/COLOR][/B]
Description

[B][COLOR="RoyalBlue"]Ability Name - Type of Target[/COLOR][/B]
Description

[COLOR="Orange"][B]Technical difficulties:[/B][/COLOR]
- Description
- Description

[COLOR="Orange"][B]Advantages/Specialties:[/B][/COLOR]
- Description
- Description
[/plain]


Coder Partnership

We all know The Hive is known for their Artists. But, we also have very talented coders! To support our coders, we would freely give ideas for their new spell/spellpack! You may be asking how, well its very simple! Just post here, no formats required. But, this is only for an individual spell! If you are planning to make a spellpack, please see our Hero Request.
If you are looking for a system idea to code, freely post too!

If you upload the spell, please give credit to the one who made the idea and I, for making this Factory. If you upload it, please do link it! We love to see our idea/s in motion!
 
Last edited:
Level 19
Joined
Apr 10, 2010
Messages
2,790

THE SHOWCASE


What is "The Showcase"?

Modders Idea Factory has been quite a well known factory around the Hive Workshop Community. We have had an immense time spent on creating other peoples requests and polishing them to a great level. Now, we want to show you the best request responses we have made in order to both improve our credibility to you, the requester, as well as highlight the hard work of our members.

Now, without further ado, here is the showcase:

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AUROTH, The Tidal Guardian
created by Drunken_Jackal

Abilities:

Finesse - Hidden Passive
Auroth uses Finesse instead of mana, which increases per successful attack dealt to an enemy unit. Finesse always caps at 100 and when it is above 50, Auroth gains bonus movement and attack speed. Finesse may not be regenerated with potions or spells and decreases when Auroth is outside of battle.
Range: 0
Cooldown: 0 seconds
Notes: Finesse gained per attack scales at levels which are multiples of 7 or 10, its up to you.


Suppressing Strike - No Target
Auroth tries to execute an enemy unit in his next strike, leaving the enemy with 1 HP if their health is below a certain percentage, but dealing no damage above that percentage. If Auroth deals no damage, he is knocked back.
Range: 0
Cooldown: 15 seconds
Notes: Scales health requirement for damage. The percentage is generally low, maybe starting at 5% and capping at around 7% or 10%. If he does not deal damage, the Finesse cost is doubled as well.


Tri-Force - Unit Target
Auroth deals thrice his regular attack damage in a single strike to the target enemy unit and knocks them back due to the immense force given. However, after casting this spell, Auroth may not attack for a short duration.
Range: 128 - 400
Cooldown: 12-6 seconds
Notes: Scales range and attack penalty duration. Casting Tri-Force adds four attacks worth of Finesse.


Slither In - Point Target
Auroth limbers up then slithers into the target point with speed, knocking back all enemy units in his path. Additionally, he places a sticky liquid to enemy units, reducing their armor and attack speed for a short duration.
Range: 900-1200
Cooldown: 14-8 seconds
Notes: Scales duration and range. For every two enemy units hit, he gains a point of Finesse.


Ultimate:
Sinking Puddle - Area Target
Auroth creates a puddle of water for a moderate duration, which slows all units in it and entering it for a short duration. The slow increases the longer the puddle is active, and when it reaches a certain threshold, the puddle sinks into itself, dragging everything in it and near it to its center.
Range: 550
Cooldown: 55-35 seconds
Notes: Scales slow, puddle duration and reduces threshold.


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MURKSHADOW, The Dreameater
created by Drunken_Jackal

Abilities:



Dream Coil - Unit Target
Murkshadow makes the target unit feel drowsy, adding a Drowsy buff to the target unit which lasts for a short duration. After the buff expires, the unit falls into a deep sleep for a short duration, making them unable to perform any actions, but awake upon being attacked.
Range: 900
Cooldown: 14-8 seconds
Notes: Reduces Drowsy buff duration and scales sleep duration. When the sleeping unit is attacked by a normal attack or spell not from Murkshadow, they are awaken.


Living Nightmare - Unit Target
Murkshadow shows a terrifying sight to the enemy unit, making them cower in fear. The target unit flees from the scene of the battle and is unable to move for a very short duration. If the target unit is asleep and is hit with this ability, they still remain in the state of sleeping but receive damage per second instead. This ability also passively increases the vision of Murkshadow.
Range: 600
Cooldown: 12-9 seconds
Notes: Scales fear duration, sight range and damage per second. Just tint the glow to a bluish hue.


Midnight Pulse - Passive
Every second ability or 5th attack hit, this ability becomes active and allows Murkshadow to send out a deadly aura of fear in a small area around him, dealing magical damage and adding True Sight to all affected units for a short duration at the cost of a portion of his own health.
Range: 0
Cooldown: 0 seconds
Notes: Scales magical damage and buff duration. The buff makes the enemy revealed only to Murkshadow even though they are invisible or out of his vision range, and the damage is mediocre at best, but good for farming creeps.


Ultimate:
Lucid - Area Target
Murkshadow engulfs the target area in a living dream, indistinguishable from reality. The affected enemy units see all other units as spirits and are unable to tell if they are a friend of an enemy, making them able to attack allied units as well. Also, if the affected unit is a hero, they are sent with horrifying visions, making their screen fade, shake or blur once in a while.
Range: 400-600
Cooldown: 90 seconds
Notes: Scales Lucid duration. An enemy unit at Lucid receives more damage from Murkshadow's spells.


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The Dreamer
created by Paillan

The Dreamer - INT
Abilities:



Dream Stasis - Area target
The Dreamer creates a cloud out of ht dreams of the units in target area, reducing their morale (have X% chance to miss attacks or to flee away). After a while, all this dreams will become nightmares, and deal damage to units in that area.
Range: 800
Cooldown: 90 seconds
Notes: This spell also stops channeling units on that area, which makes it a good crown control spell.


Battle Dream - Unit Target
Makes the targeted unit start dreaming. Dream makes owner of unit shakes his camera while selecting that unit, reducing vision, and makes that unit unable to take any orders. Lasts a short duration.
Range: 900
Cooldown: 75 seconds
Notes: Good anti-boss spell.


Seal Dream - Unit Target
Seals the dreams of target unit, making it also lose part of its memory. Units under this effect will forget the 50% of their spells randomly. Also they will get damage each second as their dreams releases violently. Last a short duration.
Range: 800
Cooldown: 90 seconds
Notes: Doesn't silences the targeted unit.


Real Nightmare -Unit Target
Makes the nightmares and fears of target unit real, creating a invulnerable demon near them that deals damage. The demon disappears if unit gets stopped (unable to make a action because it sleeps or its stuned and so on) or after a long duration. If casted on a unit that has Nightmare Buff, the created unit would be stronger.
Range: 700
Cooldown: 100 seconds
Notes: Make sure to stun/sleep unit first and cast this later.


Dream Fairy - No Target
Summons friendly Dream Faries to help your hero. The fairies are invulnerable but they don't deal damage and have the ability to make units fall asleep and curse units whit nightmares. Lasts for a short duration.
Range: -
Cooldown: 60 seconds


Ultimate:
Release Dreams - No Target
Hero releases all his dreams to make them true, causing lightnings to fall from sky and makes all near enemy units get nightmare bonus and take damage. Lightnings fall every few seconds and deal damage. After a few seconds, hero will collect all dealt damage as mana.
Range: 0
Cooldown: 260 seconds


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INVOKER CAMPAIGN LORE
created by DZerpic



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Invoker Map

Campaign

Lore:
The ruins of an exalted kingdom lie silent. A nation’s pride beaten and burnt; and lost souls left to remain, craving revenge. A great loss of life, of light, by a knight of undeath; a prince gone mad, brought by the blight he now wears with disdain; his hands stained with the blood of those he now commands.
This was the massacre known as the Fall of Quel’Thalas.

An elf of royal heritage outlived the genocide, but, like his family, his kindness and virtue were faded away; hatred, hunger and wrath have taken its place. By his emotions, he has fallen to the temptations of the one supreme ruler of those no longer living. The Lich King has taken his soul. Yet Kael seeks his revenge, unforgiving.
[tr]


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CAVE GOBLIN LORE
created by DZerpic



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Cave Goblin

Arena

Lore:
In the long lost human kingdom of Thorvale lived a compassionate Priest. The king, ill of mind, ruled unfairly; breaking and creating laws at will and executing those who wouldn’t comply. The Priest saw his flock was suffering greatly and, in despair, he turned to dark sources of magic.

As per the cryptic recipe of a forgotten book, he created a humanoid figure out of mud, powdered human bones and grounded stone. He proceeded with the incantation of a magical Orb; he recited his creation’s name, Gnollar, and its purpose, to be the champion of his people and defend them of the king’s unfair hand. The enchanted Orb began glowing in colors, swirling from one to the other. The Priest put the Orb in the figure’s mouth, as far as he could, and closed it. Slowly, the creature moved and Gnollar came to life, Gnollar obeyed.

The revolt was unlike what the Priest had envisioned. Only a third of Thorvale’s population survived, as the King’s forces had them outpowered. Gnollar emerged out of the castle bearing the king’s head ending the war. Thorvale’s people turned on his “champion”, now not the symbol of their salvation but of their doom and a last battle was fought between Gnollar and what remained of the kingdom’s populace. In a last attempt to defeat him, the Priest reached to the creature’s mouth to take the Orb back. Only at that moment, he realized how treacherous dark magic could be; Gnollar had no mouth, only lips molded in mud.

With a purpose unknown it left the ruins of Thorvale. Now a creature of the forests, the mountains and the caves, he kills all he meets and is particularly drawn to magic users. His motives seem those of a wild creature, but careful observers believe him to have reason behind his actions. Though these reasons may come from someone or something else, a puppet master and a darker force.
[tr]


latest

JAINA PROUDMOORE, The Archmage - INT
created by Kanadaj

Base Abilities

Forgeable spells"

Jaina Proudmoore - INT
Abilities:



Khal - No Target
Gives the hero a Khal charge on use, increasing the armor of the hero based on skill level until used up. Passively increases life based on strength.
Range: 0
Cooldown: 0.1 seconds
Notes: Buffs last for up to 5 seconds


Thur - No Target
Gives the hero a Thur charge on use, granting dodge chance based on skill level until used up. Passively increases movement speed based on skill level.
Range: 0
Cooldown: 0.1 seconds
Notes: Buffs last for up to 5 seconds


Vex - No Target
Gives the hero a Vex charge on use, increasing the next spell's damage based on the hero's intelligence until the charge is used up. Passively increases spell damage by a flat amount based on skill level.
Range: 0
Cooldown: 0.1 seconds
Notes: Buffs last for up to 5 seconds


Ultimate:
Spellforge - No Target
Combines the current 3 runes into a spell and stores it. Under skill level 3, only 1 spell can be stored, while over it, up to 2 spells can be stored. Also gives every forged spell 10% of various bonuses for every level.
Range: 0
Cooldown: 7/6/5/4 seconds
Notes: This is the only real cooldown that affects the spell casting rate (to make rune queuing faster), so balance cooldown time accordingly!

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Stand United - No Target
[c]
Formula:
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Q
Q
Q
For 2 seconds, any damage taken by any ally in range is instead loaded into a buffer. After the duration is over, the damage taken is distributed between every ally in range (including himself) based on their maximum life and reduced by X%. If any ally dies to this effect, the Jaina takes the same damage as they did due to this spell.
Spellforge Modifiers:
Damage reduced by: 10% / level
Duration: +10% / level
Range: +10% / level
Other Modifiers:
Khal: +2% Damage reduction

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Arcane Slam - Unit Target
[c]
Formula:
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Q
Q
W
Deals X damage to the target enemy, stunning briefly and knocking his allies in 100 range away from him. Damage reduction and stun duration depend on Khal's level, while damage depends on Thur's level.
Spellforge Modifiers:
Damage: +10% / level
Duration: +10% / level
Knockback range: +10 / level
Other Modifiers:
Khal:
+2% Damage Reduction
0.1s stun
Thur:
+5% Damage

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Shatter - No Target
[c]
Formula:
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Q
Q
E
Deals X damage to every enemy unit within X range, and grants X damage reduction for 2 seconds. Range and damage reduction depend on Khal's level, while damage depends on Vex's level.
Spellforge Modifiers:
Damage: +10% / level
Duration: +10% / level
Other Modifiers:
Khal:
+50 Range
+2 Damage Reduction
Vex:
+5% Damage

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Lightning Flash - Point Target
[c]
Formula:
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W
W
W
Jaina turns into a ball of lightning, gaining 50% damage avoidance and moving towards the target location at high speed passing through anything. Range depends on Thur's level and avoidance duration is proportional to the total travel-able range (so movement speed is constant).
Spellforge Modifiers:
Range: +10% / level
Other Modifiers:
Thur:
+100 Range

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Aegis of Thunder - No Target
[c]
Formula:
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W
W
Q
Summons a number of electric orbs around Jaina that rotate around her, exploding on contact, dealing damage and stunning briefly (0.1s). Any time Jaina takes damage, the damage is reduced by X, a random orb flies towards the one to deal the damage, exploding on contact with the damage dealer. The number of orbs and their damage depends on Thur's level, while the damage reduction depends on Khal's level.
Spellforge Modifiers:
Damage: +10% / level
Shield duration: +10% / level
Other Modifiers:
Thur:
+1 Orb
+5% Damage
Khal:
+3 Damage reduction

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Shadowstep - Point Target
[c]
Formula:
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W
W
E
Leaves a magical circle at the current location, then teleports away from the targeted direction by 200 units. If an enemy steps on the circle, it takes damage and is teleported towards the originally targeted direction by 200 units. Circle duration and size depends on Thur's level, while the damage depends on Vex's level.
Spellforge Modifiers:
Damage: +10% / level
Mark duration: +10% / level
Other Modifiers:
Thur:
+20 circle diameter
+2s duration
Khal:
+5% damage

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Summon Familiar - No Target
Formula:
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E
E
E
Summons a not controllable familiar that has an aura and also attacks the caster's enemies within 600 range or on Jaina's attacks/being attacked (in this case the familiar follows them for up to 800 range from Jaina). Familiar type (and so damage, life and aura) depends on Vex's level.
Spellforge Modifiers:
Duration: +10% / level
Other Modifiers:
Vex:
level 1-2: Devotion Aura - Rock Golem
level 3-4: Damaging Aura - Wolf
level 5-6: Vampiric Aura - Succubus
level 7: Brilliance+Endurance Aura - Infernal Golem

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Wall of Souls - Point Target
[c]
Formula:
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E
E
Q
Summons a wall of souls at the target point facing the caster. Any enemy touching the wall is heavily slowed (80% movement speed) and takes damage. Enemies affected also have a chance to be completely repelled by the wall, unable to pass through it while the wall lasts and healing 50% of the damage dealt by the wall for the Jaina. Damage and slow duration depend on Vex's level, while repel chance depends on Khal's level.
Spellforge Modifiers:
Duration: +10% / level
Damage: +10% / level
Healing: +10% / level
Other Modifiers:
Vex:
+5% damage
0.2s slow
Khal:
5% repel chance

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Netherswap - Unit Target
[c]
Formula:
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E
E
W
Switches places with the target, stunning both him and Jaina briefly. Any damage taken by either of them is divided between the two for the next 1.5 seconds, and if Jaina is still alive by the end, both are placed back to their original location after the link ends. Duration is dependent on Vex's level, while stun duration is dependent on Thur's level. Recasting the spell again in the next 20 seconds causes Jaina to take damage, stacking with each subsequent cast.
Spellforge Modifiers:
Duration: +10% / level
Other Modifiers:
Vex:
+0.5s duration
Thur:
0.1s stun duration

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Trinity Pillar - Area Target
[c]
Formula:
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Q
W
E
A divine pillar of retribution strikes the target area raging with all the elements after 3.1-1 seconds of delay, damaging enemies and healing allies over 3 seconds. Healing depends on Khal's level, damage depends on Vex's level, delay depends on Thur's level
Spellforge Modifiers:
Damage: +10% / level
Healing: +10% / level
Duration: +10% / level
Other Modifiers:
Khal:
+10% healing
Thur:
-0.3s delay
Vex:
+10% damage



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SAGRATH, The Hellfire Impaler - INT
created by Kanadaj

Sargath, the Hellfire Impaler - INT
Abilities:



Mana Afterburner - Unit Target
Marks the target enemy with a mark only visible to Sargath and his allies for 5 seconds. After the mark expires, if the target hasn't cast a spell during the duration, nothing happens. If it cast at least 1 spell, it loses [X*the mana spent during the mark's duration + X% of his current mana] from both it's life and mana. If the target cast at least 2 spells, he gets stunned for X seconds after the mark ends and Sargath blinks behind him.
Range: 1500(2000 for blink)
Cooldown: 60 seconds


Rain of Hell - Area Target
Deals X damage to every unit in the area, plus X% of the sum of their intelligence, agility and current mana. If any of the targets hit has the mark from Mana Afterburner, the rest are marked as well - but Sargath only teleports to the original target.
Range: 1500
Cooldown: 20 seconds


Hellfire Impact - Unit Target
The target unit takes X damage. If it is closer than 400 units from Sargath, both the target and Sargath are knocked back by 200 units. If the target is further than 600 units, it gets knocked into the air for 0.75 seconds. If the target is further than 750 units, he is knocked up and it's allies are damaged as well, spreading the Mana Afterburner mark if the target has it.
Range: 800
Cooldown: 30 seconds
Notes: Escape/chasing spell, and moar mark spreading. If the target is further than 750 units, the mark is spread to the nearby allies even if the target is not the original bearer of the mark. This means that a well timed combo with Q-W-E can mark the original target twice.


Ultimate:
Hellfire Pillar - Unit Target, Enemy or Ally
Raises the target hero into the air, making it invulnerable for X seconds. If the target is an enemy, it takes [X + X% of it's current mana] damage, if it's an ally, it's healed for X% of it's missing mana. While the target is in the air, any enemy standing in the pillar take [X + X% of it's current mana] damage every second.
Range: 900
Cooldown: 120 seconds
Notes: Main target should take approximately 2 seconds of the DoT's damage and raised for 3-5 seconds. The DoT should deal it's damage every 0.20 seconds, dealing 1/5th of the total damage on every tick.


Be noted that these ideas are only for showcase and not meant to be used for your map. If you want, you can check out the above post for our Hero Files.


THE COLLABORATION PROJECT


What is "The Collaboration Project"?

We know that the Hive has an endless need for ideas, so we though that we could help here, by having our members directly collaborate with you and your project.

So, what do you need? Just PM me for a collaboration offer and we can gladly send one member who can easily do the task your are looking for. All you need in return is to give due credit for their hard work and state that your have collaborated with our Factory. Simple isn't it?

Requirements: We have no strict collaboration requirements other than that the map should be finished. We don't like having our time wasted with projects that would eventually go down the trash. Other than that, we only require you a basic knowledge of the English language and a means to contact you.

Projects in Collaboration with:
None yet!
 
Last edited:
Level 19
Joined
Apr 10, 2010
Messages
2,790
Here are my ideas:


Abilities:
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Raging Strike - Unit Target
The Barbarian swipes his blade with immense force, dealing the strength of the caster multiplied by the level of the ability.
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Bloodlust - Passive
The Barbarian will have a chance to make an enemy bleed when dealing a normal attack. When an enemy is bleeding, damage over time is dealt.
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Frenzy - No Target
The Barbarian gets a frenzy, giving him bonus attack power and attack speed. Lasts x seconds.
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Battlecry - No Target
The Barbarian shouts with immense force, making all nearby enemy units knocked back. All nearby friendly units attacks are increased.
Ultimate:
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Megaton - Area Target
The Barbarian deals all his strength in a single powerful blow to the ground. This launches all units up high and slams them when they fall. Deals massive damage to units within 300 AoE.



Abilities:
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Shadows - No Target
The Rogue hides at the shadows, concealing herself from all enemy units. Can only be casted at night.
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Jump - Point Target
The Rogue jumps forward. Can be used when going in and out of battle. After she has jumped, her movement speed increases.
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Quick Slash - Unit Target
The Rogue quickly runs then strikes the foe with her knife. Deals damage depending on her agility x the level of this ability. After the unit is hit, the unit is then stunned.
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Quick Recovery - No Target
By the cost of her own mana, the Rogue rests for a while and heals herself. Heals x hp per second and lasts x seconds. The Rogue is immobile when doing a quick recovery.
Ultimate:
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Kill - Unit Target
The Rogue stabs her knife into the victims heart, automatically killing them.



Abilities:
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Mana Slash - Unit Target
The Battlemage cloaks his blade with mana, then slicing it into the enemy. This drains the enemies mana and deals minimal hp damage..
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Mana Vortex - Area Target
The Battlemage creates a vortex of mana, dealing damage to all nearby units by the intelligence of the caster x the level of the ability. Cannot be activated if the hero has 90 or below mana.
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Spell Trap - Unit Target
The Battlemage creates a triangular block at the target, preventing all units to go nearby it. Lasts 1 X the level of this skill seconds.
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Energy Bolt - Point Target
By using the Battlemages mana, he creates a bolt of lightning sriking down the area, dealing 50 x the level of the ability.
Ultimate:
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Mana Explosion - No Target
The Battlemage makes all units within a Spell Trap damaged, dealing the total intelligence of the caster plus the mana of the caster. This takes up all the mana of the caster. When the trap explodes, more traps are created in all units within 50 of the target.

 
Last edited:
Level 3
Joined
Oct 10, 2009
Messages
28
I need Help, please :)

Number of Heroes: 4
Number of Heroes with Intelligence Primary Attribute: 1
Number of Heroes with Strength Primary Attribute: 2
Number of Heroes with Agility Primary Attribute: 1
Map Theme: Warcraft/Some-Technology
Map Kind: RPG
Number of Spells Per Hero: 4
Number of Normal Spells Per Hero: 1
Number of Ultimates Per Hero: 1

Thank you, Tvader
 
Level 19
Joined
Apr 10, 2010
Messages
2,790

Abilities:
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Axe Bash - No Target
The Champion smashes the ground with powerful force, making all nearby units knocked back and stunned.
icons_11730_btn.jpg

Tremor - Passive
The Champion will have a chance to deal stronger attack in his slam spells. When a stronger attack is dealt, a shockwave is summoned.
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Weapon Slam - No Target
The Champion jumps in the air and slams the ground below him with his axe. All units within 100 AoE are sent flying and damaged.
Ultimate:
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Champion's Strength - Unit Target
The Champion uses every ounce of his power and deals a deadly blow to the unit. If the unit still lives,the unit is knocked back. All nearby units are stunned and all nearby units when the unit is being knocked back are damaged.




Abilities:
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Holy Cloak - Unit Target
The Templar cloaks his hammer with holy energy and bashes it into a unit. If a friendly unit is targeted, hp is healed but if an enemy undead unit is targeted, they are damaged.
icons_588_btn.jpg

Strength of the Light - Area Target
The Templar creates a holy light at an area, dealing damage to all enemy units.
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Light Blast - Unit Target
The Templar creates a ball of holiness and hurls it into a target unit. If an undead unit is it, then they will be damaged greatly. The hit unit will be knocked back ans stunned.
Ultimate:
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Light Release - No Target
The Templar creates a blinding beam of light shooting from his body. All units nearby him will be stunned and damaged greatly.






Abilities:
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Arcane Burst - Unit Target
The Arcanist creates an explosion of arcane magic on the position of the unit. No damage is dealt but mana is depleted and given to the Arcanist.
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Symbol - Area Target
The Arcanist creates an Arcane symbol at the ground. That symbol then lights up and then makes all units move to the center of it. All units at the center of it are then drained of their mana.
icons_7153_pas.jpg

Empowering - Passive
The Arcanist will have a chance to drain higher mana from enemy units.
Ultimate:
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Reverse Suffering - No Target
The Arcanists spells, after this is activated will deal damage to the hp of the unit instead to draining their mana.







Abilities:
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Track - Unit Target
The Huntress marks an enemy unit, showing the target at the minimap. Lasts x seconds.
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Supreme Speed- No Target
The Huntress' movement speed and attack speed increases for an amount of time. Lasts x seconds.
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Evade - Point Target
The Huntress quickly evades and goes into a target area. After she eveades, she is invisible for an amount of time.
Ultimate:
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Feint Strike - Unit Target
The Huntress disappears. After a few seconds, she reappears and strikes every unit nearby the unit and then deals the final blow to the unit.

 
Level 19
Joined
Apr 10, 2010
Messages
2,790
Here ya go:

icons_668_btn.jpg

Natural Replenish - Unit Target

The Archdruid heals a friendly unit with x hp and mana for x seconds.

icons_4920_btn.jpg

Uproot - No Target

The Archdruid plants roots below him. He is healed x hp for x seconds. WHen this is activated, he may not move.

icons_5349_btn.jpg

Natural Blast - Point Target

The Archdruid creates a ball of natural energy. He then hurls that ball into the target point. Deals more damage if the Archdruid is in Wildkin form.

Ultimate:

icons_673_btn.jpg

Nature Morph - No Target

The Archdruid tranforms into a Wildkin for x seconds.
 
Level 1
Joined
Apr 11, 2011
Messages
63
Sup man ... can i request for a hero skills? ... using the following models from wc3 ...

Archmage - INT
Mountain King - STR
Blademaster - AGI
Far Seer - INT
Tauren Chieftain - STR
Crypt Lord - AGI or STR
Demon Hunter - AGI
Warden - AGI or STR


Map Theme: Warcraft
Map Kind: Hero Arena
Number of Spells: 4
Number of Normal Spells: 3
ULTIMATE: 1

Thanks in advance ...
 
Level 19
Joined
Apr 10, 2010
Messages
2,790
Sorry for the late reply but here:


Archmage Spells

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1. Ice Shard - Unit Target

Fires a shard of ice at the target unit. The ice knocks the target unit back and deals x damage when hit.

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2. Frost Shield - No Target

When activated, the Archmage cloaks himself with an icy barrier which lessens damage everytime he is attacked. There is also a chance make the damage bounce back to the hero.

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3. Meltdown - Unit Target

Selects a frozen target unit. After that the unit is unfrozen, but sends icicles to different direstions, dealing damage to all units which hit the icicle. If the icicle hits a frozen unit, they are unfrozen.

Ultimate:

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Glacial Blast - AOE Spell

The Archmage creates ice explosions on all units within the AOE and deals heavy damage to them. All unit affected are frozen for x seconds.




Mountain King Spells

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1. Thunder Hammers - Passive

Creates orbs of thunder in the Mountain Kings weapons. Whenever the Montain King attacks, there will be an x percent chance to deal more damage .

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2. Thunder Bash - No Target

The Mountain King slams the ground using electrical power. A thunder is created in his hammer and then when hits the ground, deals damage to all nearby units and send them flying. When they hit the ground, they are slowed.

icons_11623_btn.jpg

3. Thunder Grasp - Unit Target

Grasps the target unit with thunder. The target unit is then thrown into a random direction. When they land, x damage is dealt.

Ultimate:

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Lightning Core - Unit Target

The Mountain King stores all of his electricity in one unit and deals massive damage. If the units hp is below 1/3 of its hp, then it is killed.




Blademaster Spells


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1. Aerial Knockdown - Unit Target

The Blademaster jumps up high and slashes the air so hard, creating a blade like projectile. The projectile then hits the target aerial unit, making it knocked down and treated as a land unit. Can only target aerial, non-mechanical units.

icons_10836_pas.jpg

2.Illusionary Double - PASSIVE

The Blademaster would have an x percent chance to create an illusion of himself. The illusion lasts for x seconds.

icons_10411_btn.jpg

3. Shatter - Point Target

The blademaster dashes into 700 of the selected point. After, he jumps. When he lands on the target point, he deals x damage to all units within 300 of him. All units are then knocked back and slowed.

Ultimate:

icons_2503_btn.jpg

Mediatation - No Target

The Blademaster meditates. When he is meditating, he summons an illusion which slashes all units wihin 500 of the caster for x seconds. Each slash deals heavy damage. The number of illusions summoned depends on the level of the ability. The Blademaster may not attack and is paused.




Far Seer Spells

1. Revelation - No Target

The Far Seer reveals all invisible enemy units for x seconds.

2. Pack Summoning - No Target

Summons x number of wolves to aid you in battle. The kind of wolf depends on the level of this ability.

3. Wolf Claw - No Target

All nearby wolves of the Far Seer, including the one he is riding, slashes anything in front of them. If a unit is hit, x damage is dealt and they are placed a Claw Buff.

Ultimate:

Moonlight - Unit Target

The Far Seer turns any unit with a Claw Buff into a werewolf. The werewolf will deal same damage as the transformed unit. The unit shall be permanently owned by the owner of the Far Seer.




Tauren Chieftain Spells

1. Sweep - No Target

The Tauren Chieftain knocks all unitts down, damaging their legs, making them stunned. Deals x damage in an x radius.

2. Powerful Thrust - Passive

The Tauren Chieftain has an x percent chance to deal extra damage to an attacked unit and knocking them back.

3. Ground - No Target

The Tauren Chieftain sends shockwaves flying into the air, grounding all aerial units, making them treated as ground units.

Ultimate:

Earth Burst - No Target

The Tauren Chieftain places all his might into a single, powerful shot. That shot greatly damages all nearby units, sending them up high and dealing great damage when landing. All units affected are ground, non-mechanical units.




Crypt Lord Spells

1. Poisonous Carapace - Passive

If Carapace is learned, there will be an x percent chance for the enemy unit to be poisoned and take damage over time.

2. Carapace - Passive

Whenever an enemy unit attacks the Crypt Lord, x percent of the attack is bounced back at the attacker.

3. Claw Strike - No Target

The Crypt Lord creates spikes from his claws and launches them x forward. All units hit by the spikes are knocked back and damaged for every second they are pierced by the spike.

Ultimate:

Understrike - Point Target

The Crypt Lord burrows underground. After, he rushes forward, impaling any unit above him. When he reaches the target point, he jumps up, full of spikes and launching any unit nearby his launching zone up.




Demon Hunter Spells

1. Mana Blade - No Target

When activated, the Demon Hunters blades are cloaked with special elements, allowing him to drain the attacked units mana. LAsts for x seconds.

2. Mana Flare - Unit Target

The Demon Hunter uses his mana and burns the unit with it. The flames consume x of the targets mana per second.

3. Soul Capture - Passive

Whenever the Demon Hunter kills a unit, he captures their soul and his soul capture count is increased.

Ultimate:

Dark Form - No Target

The Demon Hunter uses up all souls he captured, then becomes a demonic entity. His attack increases by the level of this ability x the number of souls captured. Lasts x seconds.




Warden Spells

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1. Dark Slash - Point Target

The Warden dashes into a target point swiftly, slashing all nearby units, making them bleed.

ensnare.gif

2. Capture - No Target

The Warden throws multiple nets to nearby units, trapping them, making them unable to move. Lasts x seconds.

icons_8486_btn.jpg

3. Capital Punishment - Unit Target

The Warden throws a chain at the target unit, then dragging it until it is near the Warden. When the target unit reaches The Warden, the Warden slashes the target unit by the level of this ability. Deals x damage.

Ultimate:

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Imprison - Unit Target

The Warden creates an artificial prison on the target unit. Any unit coming near the target unit, except the Warden joins the target unit. If there are already x units in the prison, it explodes, killing all level x or below units.



More to come. This will be placed in the In Progress first.
 
Last edited:
Level 9
Joined
Dec 6, 2010
Messages
500
i advise that you consider balancing the skills though.. 3 stunning skills is too imbalanced.. same goes for the slows.. change the names too to sumthing more creative.. but these are just suggestions.. :)
 
Level 9
Joined
Nov 23, 2009
Messages
262
Number of Heroes: 3
Number of Heroes with Intelligence Primary Attribute: 1
Number of Heroes with Strength Primary Attribute: 1
Number of Heroes with Agility Primary Attribute: V1
Map Theme: Fantasy
Map Kind: AoS
Number of Spells Per Hero: 4
Number of Normal Spells Per Hero 3
Number of Ultimates Per Hero: 1

And thank you for creating this factory :D
 
Last edited:
Level 19
Joined
Apr 10, 2010
Messages
2,790
Heres your request:



Dark Enforcer - STR Hero[r]
Abilities:


Demonic Mold - Unit Target
The Dark Enforcer molds the target unit into something demonic, corrupting it and dealing x damage per second. Can only target non-hero, non-mechanical, non-aerial units. Gives targeted unit a Corruption Buff.


Dark Burst - No Target
The Dark Enforcer bursts dark energy within him, dealing x damage to all units within x of the Dark Enforcer and placing a Corruption Buff on all affected units.


Corruption Burst - Passive
There would be an x percent chance for the Dark Enforcer to corrupt all units with a Corruption Buff and turn those buffs into Necro Buffs. All units corrupted are dealed x damage over time for x seconds.

Ultimate:

Necronomicon - No Target
All units with Necro Buffs are then turned into skeletal minions, making them under the control of the Dark Enforcer. Lasts for x seconds.



Shadow Assailant - AGI Hero[r]
Abilities:

Shadow Warp - Point Target
The Shadow Assailant warps into a target point. After the Shadow Assailant warps there, the Shadow Assailant gains x bonus speed for x seconds.

Knife and Chain - No Target
The Shadow Assailant throws dark knives in all direction, damaging any unit hit by it. Once a unit is hit by it, a small shadow explosion is created, damaging all units nearby the hit unit. When the explosion is created, they are dragged nearby the Shadow Assailant. Deals minimal damage.

Shadow Burst - No Target
The Shadow Assailant creates an explosion, damaging every target unit nearby.

Ultimate:
Hell Drag - Point Target
The Shadow Assailant drags all nearby units into a point, then damaging them when they hit each other. When a unit hits another unit, a small explosion is made. Then the Shadow Assailant jumps to a random location nearby.




Dark Lich - INT Hero[r]
Abilities:

Pulse - No Target
The Dark Lich blasts a pulse of unholy energy that deals x damage to enemy units and heals x to friendly units. The Dark Lich is stunned for a while after this is casted.

Necro Drag - Unit Target
The Dark Lich drags an enemy unit nearby him. The Dark Lich is stunned after he casts this spell.

Power - Autocast
The Dark Lich would not be stunned after every spell he casts for x seconds. Consumes x mana per second.

Ultimate:
Inner Punishment - Unit Target
The Dark Lich selects a unit then makes it suffer eternally. Deals massive damage per second and drains their mana.
 
Last edited:
Level 11
Joined
Jul 9, 2009
Messages
926
I would want some to xD

Number of Heroes: 3
Number of Heroes with Intelligence Primary Attribute: 1
Number of Heroes with Strength Primary Attribute: 1
Number of Heroes with Agility Primary Attribute: 1
Map Theme: Any
Map Kind: AoS
Number of Spells Per Hero: 4
Number of Normal Spells Per Hero 3
Number of Ultimates Per Hero: 1

and could you make the skills be easily triggered and thanks :)
 
Level 19
Joined
Apr 10, 2010
Messages
2,790
Ok here:



Ogre Lord - STR Hero[r]
Abilities:

Slam - No Target
The Ogre Lord slams the ground with great force, making all nearby units bounce up and be slowed. Deals x damage.

Club Swing - No Target
The Ogre Lord swings his club violently, knocking back all nearby heroes and dealing x damage.

Spike Clubs - Passive
There would be an x percent chance for the Ogre Lord to deal x percent extra damage to an enemy unit.

Ultimate:
Ultimate Ogre - No Target
The Ogre Lord will deal x percent bonus damage on all attacks, halve all damage, and make all abilities effects/damages/stuns doubled. Lasts for x seconds.




Thunder Lord - INT Hero[r]
Abilities:

Lightning Bolt - Point Target
The Thunder Lord strikes a bolt of lightning at a target area, knocking all nearby units back and slowing and damaging them.

Thunder Hammer - No Target
The Thunder Lord bashes him hammer with great force on the ground, sending all nearby units flying and dealing great damage to the units in the place where the hammer landed.

Storm Hammers - No Target
The Thunder Lord would slam his hammer on the ground below him and stun any unit nearby. Deals minimal damage but long stun.

Ultimate:
Mjollnir - Point Target
The Thunder Lord uses every bit of his power and summons a giant hammer in the air. The hammer strikes down and when it touches the ground, massive damage is dealt, killing any unit below it. When it lands, thunderbolts are summoned above and strikes at random points nearby the target point. Uses up all of the Thunder Lords mana.




Lycan - AGI Hero[r]
Abilities:

Swift Claw - Point Target
The Lycan dashes into a target point and slicing any unit in the way of that point. Deals moderate damage. Deals extra damage when night and makes the enemies have Chaos Buff if at night.

Moonlight - No Target
When the time of the day is night, the Lycan heals himself by x hp. Can only be activated during night.

Howl - No Target
The Lycan howls, giving him bonus attack damage and spell damage.

Ultimate:
Infection - No Target
The Lycan turns all units with Chaos Buff to Werewolves. They turn to werewolves whenever the time of the day is night.
 
Last edited:
Level 1
Joined
Apr 11, 2011
Messages
63
oh man ... thanks a lot ... now i'm ready to add em up soon ... but some of their skills are too much imbalanced especially the Warden but it's my job to balance it ... i'm gonna change some icons but i'm gonna stick with the ideas ... giving big credits on my map +rep to ya !
 
Level 6
Joined
Jun 24, 2011
Messages
176
Hey :) Nice work dude.

Number of Heroes: 4
Number of Heroes with Intelligence Primary Attribute: 1
Number of Heroes with Strength Primary Attribute: 2
Number of Heroes with Agility Primary Attribute: 0
Map Theme: Mixed, more middle-age'ish / fantasy
Map Kind: RPG
Number of Spells Per Hero: 4
Number of Normal Spells Per Hero 3
Number of Ultimates Per Hero: 1
 
Level 19
Joined
Apr 10, 2010
Messages
2,790
@Saif
No prob.

@Hades17
Wait, you placed 4 heroes but you only said 2 strength heroes and 1 intelligence...

Either way:



Glacial Overlord - STR Hero[r]
Abilities:

1. Icicle Blast - No Target
The Glacial Overlord blasts icicles from all directions, dealing x damage to any unit hit.

2. Glacial Burst - Area Target
The Glacial Overlord summons a glacier at a target point, freezing all nearby units and dealing greater damage depending on the distance between the center point.

3. Freeze Aura - Passive
All attacks would have an x percent chance to slow an enemy and all spells would have a 100% chance to slow an enemy.

Ultimate:
Glacial Blast - Point Target
The Glacial Overlord blasts a Glacier in front of him, becoming smaller as it hits a unit. Deals massive damage.



Dark Crusader - STR Hero[r]
Abilities:

1. Light Banish - Area Target
The Dark Crusader heals all friendly, undead units in the target area and damages all non-undead units. Costs 1 Darkness Buff.

2. Dark Harness - No Target
The Dark Crusader harnesses dark energy and adds 1 Darkness buff to himself. A maximum of 5 Darkness buffs can be placed.

3. Dark Blast - Point Target
The Dark Crusader blasts an unholy bolt of energy, draining all life of all units, friendly or enemy. Costs 1 Darkness Buff.

Ultimate:
Ultimate Dark - No Target
The Dark Crusader plunges the whole map in total darkness, dealing the level of this ability x the strength of the Dark Crusader to all units.



Draconian Warmage - INT Hero[r]
Abilities:

1. Magic Burst - Point Target
The Warmage bursts mana in a target point. All units hit have their mana drained.

2. Draconian Energy - Area Target
The Warmage uses ancient teachings learned from his ancestors and casts a powerful, random spell.

3. Natural Power - Passive
All spells would have greater damage if near unblighted and healthy grounds.

Ultimate:
Naturalism - No Target
The Warmage restores and removes all negative buffs in all friendly units in the whole map and collects those negative buffs and creates an explosion dealing damage depending on the current amount of mana of the Warmage.

OFF-TOPIC:
1,111 posts!!!
 
Last edited:
Level 6
Joined
Sep 19, 2007
Messages
213
Number of Heroes: 6
Number of Heroes with Intelligence Primary Attribute: 2
Number of Heroes with Strength Primary Attribute: 2
Number of Heroes with Agility Primary Attribute: 2
Map Theme: wc3[/COLOR
Map Kind: rpg[/COLOR
Number of Spells Per Hero: 7 atleast 1 passive for each
Number of Normal Spells Per Hero 5
Number of Ultimates Per Hero: 2
 
Level 19
Joined
Apr 10, 2010
Messages
2,790
There are no ultimates. Only combo spells, like after casting Stomp cast Vine Blast of Ancient.

Here:



Berserker - STR Hero[r]
Abilities:

Berserk - Autocast
Gives x percent bonus damage and attack speed for x seconds. Drains x mana per second. Uses x mana when casted.

Pierce - Unit Target
The Berserker pierces the target unit, causing it to have an open wound, dealing x damage to it per second.

Mana Surge - Unit Target
The Berserker transfers his mana into an enemy unit, then attacks it dealing the number of mana passed to it. Uses great mana when casted.

Sky Blade - No Target
The Berserker launches an opponent airborne, dealing damage to them when they are hit and when landed.

Battle Roar - No Target
The Berserker roars angrily, increasing all attacks of nearby friendly units.

Battle Ready - Passive
Allows the Berserker to have x percent bonus attack for the cost of x mana whenever he attacks.

Blade Slam - No Target
The Berserker jumps and slams his blade to the ground, grounding any aerial units and stunning them.



Battlemaster - STR Hero[r]
Abilities:

Double Slash - No Target
The Battlemaster slashes both of his swords in random direction, dealing damage to any unit in front of him.

Dash - No Target
The Battlemaster dashes forward with great speed.

Blade Uppercut - No Target
The Battlemaster send the enemy unit in front of him to the sky. Deals damage when hit and when landed.

Sky Battle - No Target
The Battlemaster jumps up in the air. This also allows him to cast spells there.

Ground - No Target
The Battlemaster slams his blade down, grounding any aerial unit in front of him.

Blade Crush - No Target
The Battlemaster dives down, blade first. Makes his attack damage lower but deals massive damage to all units below him. Can only be casted after the spell "Sky Battle"

Lock On - Passive Target
The Battlemaster's attack damage increases if he casted 3 or more spells which affected the target unit all those times.



Shaman - INT Hero[r]
Abilities:

Spirit Shot - Point Target
Fires a ball of spiritual energy into a target point, which, if hits a unit, it explodes and reduces their mana greatly.

Soul Slash - Unit Target
The Shaman slashes a target unit, dealing damage into their inner selves. Deals minimal damage to hp but big damage to mana.

Mana Damage - No Target
As long as this ability is in effect, all damage from hp will be changed to mana.

Dark Force - No Target
Fires dark energy to random directions, dealing mana damage to all units hit.

Matter Damage - No Target
The Shaman destroys the cells of all nearby units, dealing immense mana hp damage but uses up large amounts of mana.

Mana Rip - Unit Target
The Shaman rips the mana of a target unit, and overloads it of mana. Deals damage equal to the total mana of the caster and uses up all of the casters mana.

Mana Force - Passive Target
All spells would have an x percent chance to have their mana costs halved.



Ancient - INT Hero[r]
Abilities:

Uproot - No Target
The Ancient roots itself on the ground, pausing it and healing it over time.

Tree Barrage - Tree Target
The Ancient selects a target tree, grabs it from the ground, then hurls it north. Deals massive damage to any unit hit.

Eat Tree - Tree Target
Eats a tree to replenish some HP.

Vine Block - No Target
The Ancient summons vines around him, making all incoming units damaged when getting near it. Lasts x seconds.

Stomp - No Target
The Ancient stomps the ground, stunning and damaging all nearby units.

Vine Blast - No Target
Grabs all nearby units and then slams them to the ground. Deals greater damage depending on the units height.

Poisoned Vines - Passive
When a spell with "Vine" on its name is casted, it gives all units affected by it Poison, which deals damage over time.



Wolfbane - AGI Hero[r]
Abilities:

Dark Swipe - Unit Target
Slashes the target unit, ripping a hole in its soul. Deals x damage.

Back Lunge - No Target
Wolfbane lunges back to avoid any hits. Knocks back any nearby unit on his way.

Lunge - No Target
Wolfbane lunges forward, to easily attack any unit/s. Knocks back any unit in the way.

Dark Fang - No Target
Wolfbane bites the target in front of him, dealing damage to it.

Wolf Roar - No Target
Wolfbane howls, making wolves pop out of nowhere, assisting him in battle.

Prey - Passive
Allows Wolfbane to have bonus attack when he casts a spell or attack for the cost of x mana. Has an x percent chance.

Combination - Delta - Point Target
All wolves summoned by Wolfbane lunges into a target point, slices in that point, then bites in that point. Lastly, they do an uppercut there, sending all units in that point flying.



Ninja - AGI Hero[r]
Abilities:

Teleport - Point Target
A Blink Spell.

Shuriken Blast - No Target
Throws x shurikens to random directions.

Mana Kunai - Unit Target
The Ninja fills his Kunai with mana and slashes the target unit, dealing damage depending on the mana used.

Stealth Combo A - No Target
The Ninja slashes with his katana, then throws a kunai in front of him. Gives an open wound to the target unit. Knocks back the target unit if hit.

Stealth Combo B - No Target
The Ninja dashes forward then send the enemy airborne. Deals damage when

Quick Thinking - Passive
Allows the Ninja to have an x percent to dodge an attack.

Stealth Combo C - No Target
The Ninja jumps and viciously slices nearby airborne targets and then finally ground all of them. Deals massive damage when aerial units are grounded.
 
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Level 15
Joined
Oct 18, 2008
Messages
1,588
I think I'll give some hard time for you now. :D I need only skills, the basic idea is done, but well, u'll see the problem:

General Info:
Map Theme: Medieval
Map Kind: Fantasy ORPG ;)
NOW THE HARD ONE
Number of Spells: 50~60
Number of Ultimates: -

The Heroes so far:

Assassin
Primary Attribute: Agility

Elementalist/Archmage
Primary Attribute: Intelligence

Archer
Primary Attribute: Agility

Berserker-Uses non-target skills too (next attack does something), uses raged gained per attack or for being hit
Primary Attribute: Strength

Warder-Caster tank, uses mostly defensive nature themed buffs
Primary Attribute: Intelligence

Necromancer-Don't stick to the undead summonning necromancer, this one uses summoning/soul/blood magic and curses too, and is able to minimally heal himself or his allies (only a few skills)
Primary Attribute: Intelligence

Because of the number of abilities every hero has abilities grouped into multiple ways (preferably 3)-like the necromancer uses summon/soul-blood/curse, the elementalist uses fire/ice-water/lightning, or the assassin has passive skills/dagger attacks/shadow attacks (the latter is just an example, only necromancer's and elemenatlist's skills are divided yet).

Only have like 4-6 skills for every character, the only exception is the elementalist with ~10 spells.

I accept any size of help, from some skills to an entire character plan. The characters are able to repick their skills at any time, and they can use 6 skills at a time. Oh, and it'd be good if u could tell me which spell should I use for which skill, as I mostly use triggered skills (don't want any overlaps) Thank you! And have fun thinking about them ;)
 
Level 15
Joined
Oct 18, 2008
Messages
1,588
Yes, I'm absolutely serious :) I'm going for making the best ORPG so far, not something ppl can forget so easily ;)

I'm serious enough to already make some unique (or not so unique) things:

-Local Player Multiboard Skill Book - Well maybe saw one similar but I would call mine similar to the one in Guild Wars, but with differences
-Hero chooser interface - The first MPI one so far (the one uploaded to THW is still SPI)
-Diablo 2 style town portal
-Tons of GUI spells (though I'll have to remake some of them because I made them earlier and accidentaly they turned out not to be MUI)
-Scripted boss fights (w00t! :D)
 
Level 17
Joined
Nov 4, 2008
Messages
1,603
Maybe if you give him like 10 per class, it could help stimulate his own creativity and help him to create the rest? o.o
 
Level 15
Joined
Oct 18, 2008
Messages
1,588
:) I mean there could be that you can select your primary class out of this 6 (or maybe it'll go up to 9) and you can select your secondary class out of the remaining-it means you doN't get the bonuses from the secondary class this way, only the skills-but I fear it would be too simple to select the best for yourself... Berserkers would just stick with healer, same for warder... Why would you pick anything else than heal as a tank? :D So it wouldn't be good... In the end I may just lower the number of spells to 30 per hero...
 
Level 15
Joined
Oct 18, 2008
Messages
1,588
IDK how far you got with my spells but I'd prefer if you started uploading them little-by-little editing your post because if you upload them at once I'll tear out my hair seeing 250 spells to make :D

I think you'll have that nosebleed for a week-but to be honest, I already flattened my head with the wall in my room when made the system that supports this 50skills/hero :) If you ever played Guild Wars you can understand te system, but with skill levels instead of attributes :D
 
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