- Joined
- Apr 10, 2010
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@clockwork
Ok, you can take this. Just for now.

Ok, you can take this. Just for now.
Argus The Fire Mage-int:http://www.hiveworkshop.com/forums/...4/?prev=search=Fire%20Mage&d=list&r=20[/size][r] Rage Of Fire: Argus brings forth an explosion of fire in a area.If Dual Fires is on alternate, this ability instead takes 40% of Argus's life and sends a powerful series of blasts on nearby victims. Pushing Heat: A unique skill among all fire mages, Argus releases heat that pushes back opponents.(note, i am not exactly sure if this meets standard hero expectations, sorry if it doesn't)If Dual Fires is activated on alternate, then you can chose where this spell is activated. and it drags in and burns opponents(also making the way for another AOEer to cast an AOE spell,hey free punch!) Dual Fires(this ability i'm hoping gives the hero some stratagem for advanced players XD): Changes the heroes abilities effects, is toggle-able.(this was inspired off of nerovespers Radius Impulse hero.) right i'm baack... Argent Dawn: Argus charges a massive fireball, and then explodes it.Depending on several things this spell will have different effects(it is AOE, i'm mainly going AOE becuase i have NO idea what DoT means): if unit has mana, if this spell kills the unit it is reborn a fire elemental for the hero.does not mean heroes! if unit is a hero the unit becomes a vortex and drags in others, the if unit has mana tidbit doesn't apply here. if unit is mechanical(does not apply to heroes, if any are mechanical), then he combusts upon death. if dual fires is alternate, then this spell ignores all of the above and just creates a barren scorched wasteland upon explosian Radiant Being: Argus's allies contribute to his powers.this ability can be used to(if you don't use the lumber resource bank)gain Radiance, Radiance effects Argus and Argus alone, as it is used for his Final Battle ability.simply put you take the radiance of allies(since it's a fire themed map i figured your troops would be too),and put into Argus,higher levels make more radiance. Honourable End: Argus becomes a fireball and zooms into the spell target area, upon reaching it he explodes.dealing massive AOE and inflicts burns upon enemies, if dual fires is toggled to alternate instead of burns opponents will get black arrow effect. Final Battle: Can only be used when beneath 20% health, Argus Mounts a series of Fire attacks into his opponent,if the attack defeats the opponent he regenerates all of his health. |
and that would be nice...as it would make it easier for me to make the rest of yeoh's requests, i'm still learning forum code atmuse this for proper ability format. Also, DJ, could you put this on the first page as well?![]()
Kargath The Blessed, Warrior Priest-int(with armor upgrades and health boosts he could possibly fill in for a tank):http://www.hiveworkshop.com/forums/models-530/battle-priest-97184/?prev=search=priest&r=20&d=list ------------------------------------------abilities---------------------- Judgement Blast: A wave of holy and spiritual energy is blasted out in the direction Karath is pointed towards, like all holy spells this spell deals more damage to undead(yer maps fire themed though so unless there are flaming skeletons, i just added this last tidbit for the standard light vs darkness theme) Holy Purging: a single targeted ability, Kargath uses holy fire to damage the unit.or if used on a ally simply purges him of demons debuffs and wounds. a simple ability for a simple man. Angelic Blessing: Kargath blesses all around him(who are friendly ofcourse), adding for the duration of the spell +2 armor.also heals people who are near him, thou would be VERY saintly with this skill.use it with pride and honour! Holy Strike: A tricky spell, Kargath has learned how to unleash healing and smiting holy energy in one blast.simply put, he slams the ground with his MIGHTY hammer and when the hammer hits the ground it unleashes healing and smiting holy energy out from it. Smiter Of Fire: A legendary hammer which Kargath forged from a dead blue dragon's skeleton and a vial of water from the sunwell.Grants his attacks a mighty holy burning effect, as well as a 10%(increases per level) chance to unleash a FREE holy strike.it's recommended you keep this spell at low chances, otherwise player's may favor this ability over the ACTUAL holy strike(which has it's Damage Smited/Healed upgraded per level). Wanderer of Saints: Kargath may be a battle monk, but he never often stays in the same place.he helps anyone who needs it, and has learnt much during his wanderings. As such the higher the spells level, the better he is at everything.it also gives you a chance(23% always) to Holy Purge an opponent(you COULD use this for allies, it's insane and unethical but it could happen). Holy Aid: A ultimate which can be leveled up 3 times(or up to as many holy-sounding army names you can think of),it simply calls forth a short lasting Army of holy troops.depending on level the army shall be different, each having unique bettering abilities: lvl 1: Argent PyroCrusaders(notice the flame theming!): Argent PyroSquire, a alright troop with Inner Fire(i cheaped out, srry). Argent BattlePyromancer, a poor melee troop with a lvl 1 Holy Purging ability and rain of fire Argent Crusader, Heroic highly well trained men with lvl 1 Smiter Of Fire and lvl 1 Holy Strike. lvl 2: Draconian Templars(red draconians to be exact ![]() Draconian Lancer, an upgrade upon pyrosquires with lvl 2 Judgement Blast added to the assemble Draconian Spirit Bringer, Spirit link and a average better ranged attack along with Broken Spirits. which revives dead ones as dragon servents, who have standard melee and make good meatshields.poor lifespan these summons have though. Draconian TempleKnight, a lvl 2 version of Smiter Of Fire and Holy Strike plus the ability to revive the Dead permanently(friendlies ofcourse) makes him a good soldier in this army. lvl 3:Korai SpellKnights(Korai is the name of my kingdom should i get one, and it'll focus on magic ![]() SpellBrave, a total improvement of it's ancestors. He comes armed with feedback(all of this army does) and lvl 1 Holy purging. SpellCursed, cursed in their experiments of magic.these men forgo the draconians ranged attack for a powerful Melee attack, Complete with a Crippling Blades enchantment. the spell simply curses an ally(or the spellcursed)'s blade and gives it a cripple effect and if defeated under it's effects, opponents shall blow up in flurry of curses. SpellKnight, the men who give Korai's best legions it's name.these men are all-rounders in a fight, carrying ancestors spells and wielding ancestral blades. handed down to these awesome men is the spell Destruction of Spell, it deals 3Xmana damage to the unfortunate victim.HOWEVER, becuase they start at 10% of their mana.and this spell requires 30% of their mana, the opponent's casters are safe ATM. |
Claira, Enchantress(int):http://www.hiveworkshop.com/forums/...-50620/?prev=search=arcane%20mage&d=list&r=20 -----------Abilities-------------------------------------------------------- Magical Blessing: Claira bestows some magical power upon herself, increasing int by 5(slowly increasing per level) and her normal hero attack by 10(also slowly increases per level).this is a self targeting buff, a very handy one too.(as a few of her abilities consume great amounts of mana or are more powerful depending upon int). Arcane Rupture: A unique skill Claira learned whilst watching her fellow blood elves spellbreakers clash, she blasts an opponent with negative and positive magical energy.the result is a constant damage over time combustion of the victims energies....mysteriously works on beings without mana, it is strange but powerful. Rain Of Mana: Magic poors down from the skies, blasting anyone in the area and combusting their magic. Claira absorbs a amount of combusted magic and adds it to hers, amount absorbed depends upon her int. this can push her mana past it's limit, however excess mana depletes quick. Enchanted Bolts: This spell(which is permanent and considered Always active) grants Claira's bolts a chance to become something else, each ones chance is increased upon level(except for doom bolts, which shall stay at 9%).these are the various types: Negating Bolt(combusts with other magic) 25% Poisen Water(slows and poisens, simple but weaker then standard bolts)29% Gorgon Bolt(Turns em to stone,note that it won't work on those with magical immunities)12% Holy Light(a bolt of light, takes the victims health and gives it to Claira)8% Doom Bolt(a horrific bolt, it dooms the victim. who shall spawn a demon upon death)5% Child of the Sunwell: Claira bears a vessel of the sunwell's mystical energies, and releases it out onto her enemies, Massive Damage along with Combustion and a Rain of mana shield(a rain of mana spell that is altered to protect her, meaning she and allies are safe.) is done when this is used. |
Name: Tauren runner
[r] AGIModel: tauren but smaller Difficulty: medium Attack Type: mele | ||||
Abilities:1. Run - point Tauren runner runs too tigered point, moving all units in front of him to his side and dealing them X damage. 1. Kick - unit Kick a unit with all stregth making it fly and get knockbacked for X distance dealing X damage when it touch earth and slowing it for X sec at X%. 1. skiing - area unit starts skiing at area, dealing X damage too each unit that get i his way, after X sec. unit will stop skiing and will be slowed X% during X sec. 1. Speedbost - no target Passive. Each time tauren hits the same unit he will do -X famage but will get a X% damage speed bonus for X sec.
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![]() Coastal Beast (Sea Giant Model, but smaller)[r] Abilities: ![]() Battle Roar - No Target Gives x percent attack boost but x percent armor depletion for x seconds. ![]() ![]() Water Pack - On/Off Point Target Packs the target point with water. Once turned off, the target point explodes with water, dealing x damage and x seconds slow. ![]() Water Shield - No Target Fopr x seconds, the casting unit would be surrounded by a veil of water. The water would give x percent attack reduction. ![]() Resistant Hide - Passive Attacks would have an x percent chance to bounce. |
![]() Coastal Pillager (Sea Giant Model, but smaller)[r] Abilities: ![]() War Stomp - No Target Ingame ability. ![]() Anchor Smash - Unit Target Smashes the target unit with an anchor. Deals x damage and x seconds stun with knockback. ![]() Bash - Passive Ingame ability ![]() Resistant Hide - Passive Attacks would have an x percent chance to bounce. |
Paillan, youre funny![]()
You should know that you post that in the editor help zone.
It's a way of bumping threads smartly.
![]() Brokk Stiffmane, Tauren Geochampion - STR[r] Abilities: ![]() Particle Shield - No Target After activation, a hard stone shield is formed in front of Brokk. He receives no attack from all attacks coming front. Lasts x seconds and gives Brokk x percent movement speed reduction. ![]() Mimic Charge - Point Target Sends out a mimic of Brokk made out of stone to run into the target location. Each unit the mimic hits deals damage depending on the hp of the mimic. The mimics hp is decreased when colliding with anything. Has a life of x hp. ![]() Battle Ready - No Target Calls all nearby units within a range of x to attack Brokk. He gets stronger the more attacks with x or more damage dealt to him. Lasts x seconds. ![]() Rock Arena - No Target Creates a circular wall of rocks x units away for x seconds. The rocks trap all units inside, preventing them to go in or out. Ultimate: ![]() Clamp - Point Target Summons x stones in a circular pattern which suddenly clamps in the target point. Deals x damage to units nearby the center and massive damage to unit/s at the center. Also gives x seconds stun. |