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[Legacy] Modders Idea Factory

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Not open for further replies.
I'll take inteligence heroes.



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Abilities:

Mana Orb - Unit Target
The Mage creates a mana orb and throws it to a target enemy, draining x mana. The mana orb will bounce x times, but draining less mana each time that bounces.
Range: 600
Cooldown: 25 seconds
Notes: -

Solar Power - No Target
Zemathra drains power from the sun, increasing attack speed by x% and burning(dps) enemies attacked by Zemathra. Lasts x sec.
Range: -
Cooldown: 40 seconds
Notes: Can be casted only while is day




Arcanic Power - Passive
When the Mage has less than x% mana, increases attack damage by Yx inteligence over x seconds.
Range: -
Cooldown: -
Notes: -



Sunburst - Point Target
Sends a trail of sunfire to a target point, burning(dps) neabry enemies. When the sunfire reaches it's final point, exploades, dealing x damage in a large area and burning(dps) units in it.
Range: 800
Cooldown: 45 seconds
Notes: -



Ultimate:
Anti-Magic Protection - No Target
Zemathra Crystalhand creates a magical shield around her. She will receive x% less damage from magic\chaos attacks, will have a x% chance to reflect spells and magic\chaos attacks and will recover x mp with each attack, but her defense against melee, piercing, siege and hero attacks will be reduced by x%. The shield lasts x seconds.
Range: -
Cooldown: 180 seconds
Notes: -

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Abilities:



Bless - No target
Heals neabry allies and self by x, but damages neabry undeads\demons by x.
Range: -
Cooldown: 30 seconds
Notes: -



Holy Necklace - Passive
Each kill of a demon\undead the necklace charges with holy energy. If charges x times, the Priest will have increased defense by x and will recover x% faster over x seconds.
Range: -
Cooldown: -
Notes: -



Angel Guardian - Unit Target
Calls an angel guardian from the heavens upon a target ally or self. Target will receive x% less damage and neabry undeads\demons will lose x hp per sec until the angel leaves. Lasts x seconds.
Range: 600
Cooldown: 40 seconds
Notes: -



Holy Protection - No Target
The Priest becomes invulnerable to undead\demon attacks and spells over x seconds.
Range: -
Cooldown: 55 seconds
Notes: Short duration



Ultimate:
Holy Regeneration - Passive
When at x% health, Kerrin Holycross recovers x% of his health and deals x damage to all neabry enemies, x time(s) more damage to undeads\demons. Also increases attack speed by x% of inteligence and defense by x. Lasts x seconds.
Range: -
Cooldown: 300 seconds
Notes: -

[/td][/tr]




Note: The request isn't finished, only the mage is done.

EDIT: Finished.
 
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Level 12
Joined
Sep 11, 2011
Messages
1,176
what about 2 heros for every one guys? i will take strenght anyway before some other takes...


Some random name,Merchant - STR
Abilities:



Cooper handle - Unit Target
Hero makes a deal whit target Hero, handling only copper coins (equal too 10 gold in game, max 90 gold), For the price paid, hero will get X% money, if there was an item echange within, hero gets the 20% of the item value he echanged.
Throws a coin too target enemy unit, (hero are included insde arena), loosing X money, and making damage equal too X+Y, also bonus gold received from unit dead, will get increased by Z%.
Range: 600
Cooldown: 45 seconds
Notes: Trade non-trade spell, can be used over shops too get a X% discount


Silver deal - Area Target
Hero throws X coins too target area, loosing X money, dealing X+Y damage, and getting Z% off lost money returned, units killed this way throw a gold coin item that gives you X gold, gold coin keeps X sec.
Range: 600
Cooldown: 60 seconds
Notes: Deals more damage too units that gives more money when killed


Income - No Target
Passive, For been a merchant, hero gets X gold every Y sec as log as he is not more and Z meters away from nearest shop.
Gets X% bonus gold from any kill.
Spell money cost reduces by X% and they have Z extra stats.
Range: -
Cooldown: - seconds
Notes: Makes hero a bit more money friendly



Gold empowerment - No Target
Active/Disactive. While actived, hero consumes X gold every Y seconds, hero gets X% bonus damage for each damage dealt successfully, also spells cost alternatively mana instead of gold, but its costs are the double.
When gold is under X% off starting gold before activating spell, it ends automatically, hero gets Y% gold from each hit.
Range: -
Cooldown: 45 seconds
Notes: Very good too be more powerfull based on gold.


Ultimate:
Call gold - Area Target
Hero calls all the gold that units have inside area, including: players gold, gold reward from killing a unit, any gold money item in the floor.
Next spell launched will deal damage equal too max gold, and will cost all heros gold, unless there is another buff that makes gold cost turn into mana cost, unit or units killed this way will give too the hero and each ally around X gold, equal too 50% off gold lost, if heor castes a no target spell whit call gold buff, near allied heros will get 100% oft heir money back, and hero will get X% bonus for everything until Z sec.
Range: 1000
Cooldown: 200 seconds
Notes: More than one ally will complain about this, so be carefull, because people get angry when you steal their gold

Hero Name - Attribute
Abilities:



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


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


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


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


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

I have no ideas for the fighter, so i leave it here.

I'll take inteligence heroes.



[tr][TD]
[/TD][/tr][tr][td]
Abilities:

Mana Orb - Unit Target
The Mage creates a mana orb and throws it to a target enemy, draining x mana. The mana orb will bounce x times, but draining less mana each time that bounces.
Range: 600
Cooldown: 25 seconds
Notes: -

Solar Power - No Target
Zemathra drains power from the sun, increasing attack speed by x% and burning(dps) enemies attacked by Zemathra. Lasts x sec.
Range: -
Cooldown: 40 seconds
Notes: Can be casted only while is day




Arcanic Power - Passive
When the Mage has less than x% mana, increases attack damage by Yx inteligence over x seconds.
Range: -
Cooldown: -
Notes: -



Sunburst - Point Target
Sends a trail of sunfire to a target point, burning(dps) neabry enemies. When the sunfire reaches it's final point, exploades, dealing x damage in a large area and burning(dps) units in it.
Range: 800
Cooldown: 45 seconds
Notes: -



Ultimate:
Anti-Magic Protection - No Target
Zemathra Crystalhand creates a magical shield around her. She will receive x% less damage from magic\chaos attacks, will have a x% chance to reflect spells and magic\chaos attacks and will recover x mp with each attack, but her defense against melee, piercing, siege and hero attacks will be reduced by x%. The shield lasts x seconds.
Range: -
Cooldown: 180 seconds
Notes: -

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[tr][TD]




[/TD][/tr][tr][td]

Abilities:



Bless - No target
Heals neabry allies and self by x, but damages neabry undeads\demons by x.
Range: -
Cooldown: 30 seconds
Notes: -



Holy Necklace - Passive
Each kill of a demon\undead the necklace charges with holy energy. If charges x times, the Priest will have increased defense by x and will recover x% faster over x seconds.
Range: -
Cooldown: -
Notes: -



Angel Guardian - Unit Target
Calls an angel guardian from the heavens upon a target ally or self. Target will receive x% less damage and neabry undeads\demons will lose x hp per sec until the angel leaves. Lasts x seconds.
Range: 600
Cooldown: 40 seconds
Notes: -



Holy Protection - No Target
The Priest becomes invulnerable to undead\demon attacks and spells over x seconds.
Range: -
Cooldown: 55 seconds
Notes: Short duration



Ultimate:
Holy Regeneration - Passive
When at x% health, Kerrin Holycross recovers x% of his health and deals x damage to all neabry enemies, x time(s) more damage to undeads\demons. Also increases attack speed by x% of inteligence and defense by x. Lasts x seconds.
Range: -
Cooldown: 300 seconds
Notes: -

[/td][/tr]




Note: The request isn't finished, only the mage is done.

EDIT: Finished.

thanks, both of you. + rep
 
Level 19
Joined
Apr 10, 2010
Messages
2,789
Ill take this.


Abilities:



Power Smite - No Target
Ammonth's next basic attack would deal bonus damage and steal a portion of the affected unit's mana.

If the target unit is an ally, they are healed on their health and mana.

Break Mode: Ammonth also drains the target of their health.
Range: 0
Cooldown: 6 seconds
Notes: Attack Damage increase would be like 100% or something. Can stack with Feint Strike.


Feint Strike - Point Target
Ammonth hits the nearest unit at the target location, dealing initial damage to the enemy unit and final AoE damage in a small radius.

Break Mode: Ammonth stuns the affected unit and gains bonus Attack Speed for a short duration.
Range: 900
Cooldown: 12 seconds
Notes: Initiation skill. Can stack with Power Smite, but only affects the initial unit hit.


Blessing of the Ancients - Passive
A large shield of energies are placed around Ammonth, giving her and her allies bonus Armor. The amount is increased when there are more allies nearby Ammonth. If Ammonth takes damage, the effects are weakened.

Break Mode: Effects of this ability are not weakened when Ammonth takes damage.
Range: 0
Cooldown: 0 seconds


Ultimate:
Break! - No Target
Ammonth releases her true powers, giving her bonus Movement Speed, Attack Speed and Attack Damage. Her abilities gain momentarily effects. Lasts for a moderate duration. All nearby allies gain a small percent of the effects.
Range: 0
Cooldown: 40 seconds
Notes: See Break Mode section for bonus effects.


Downside is the high Mana Costs, making Power Smite more valuable.
 
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Level 15
Joined
Oct 18, 2008
Messages
1,591
so, how are my request ?

I guess I'll do it once I finish what I'm doing right now (half an hour or maybe an hour, so I think it will be done 'till 21:00)

Abilities:


Rune Blade - No Target
The Arcane Thief's next attack automatically deals the highest effect of the current level of Arcane Ambush, and stuns the target for (1/2/4) second. If there are no enemy units within 400 range, The Arcane Thief turns invisible for X seconds. When targeting an enemy and is within 400 range of the target, the Arcane Thief blinks behind the target, automatically attacking it.
Range: 400
Cooldown: 10 seconds
Notes: Used to initiate a battle, deals a lot of damage on first strike and stuns - what else do you need? :D


Arcane Ambush - Passive
The Arcane Thief gains power as he is out of combat, gaining a stack of Arcane Ambush. On his next attack, the Arcane Thief loses all the stacks, and deals [(X x Stacks)^2] damage to the enemy he hits. The Thief can have up to 10 charges.
Range: #
Cooldown: # seconds
Notes: Exponentially increased damage depending on the time out of combat


Arcane Thievery - Unit Target
The Arcane Thief steals up to X life and mana from the target enemy. For each point of life he stole, each surrounding enemy within 400 range loses half the same ammount of life. For each point of mana he stole, each surrounding enemy within 400 range loses half of the same amount of mana and life. For each enemy that dies in this effect the original target is stunned for X second (the total stun time is added).
Range: 400
Cooldown: 10 seconds
Notes: Costs no mana, signature spell


Arcane Explosion - No Target
The Arcane Thief releases all of his mana, losing all of it. For each % of mana he had, he deals X damage to every surrounding unit, and burns [X/2] of their mana. If an enemy dies because of the explosion, the Arcane Thief gains one Power Charge.
Range: 400
Cooldown: 30 seconds
Notes: Costs all mana!


Ultimate:
Arcane Barrage - No Target
Passive: The Arcane Thief gains one stack of Shadow Power for every 5th enemy killed.

Active: The Arcane Thief releases an Arcane Barrage, blinking from one place to another within 400 range of the casting point and casting a non-homing arcane orb at a random enemy. The orb explodes on the first unit it hits even if it does not reach the target, and deals AoE damage. Depending on the stacks he has, the Arcane Barrage's effect is modified as:
Arcane Ambush stacks:
Each orb deals X damage for each stack. On 10 stacks it deals damage to mana as well.
Power Charge stacks:
Each orb deals damage in X range for each stack. Over 20 stacks the orb pierces enemies, dealing damage and only explodes at the originally selected location
Shadow Power stacks:
For each stack the Arcane Thief blinks once. Over 10 stacks every orb goes towards the middle of the area.
Range: 400
Cooldown: 0 seconds
Notes: 5 is just a number I came up with, its obviously your duty to allign it to your map. There is no cooldown, the ultimate is always as powerful as he collected the stacks.
Olyos, the Untouchable Archer - Agility
Abilities:



[COLOR="Silver"Needs better icon![/COLOR][/I]
[SIZE="3"]Point Blank Blast - Unit Target[/SIZE]
Shoots the target enemy from point blank range, dealing X damage and knocking it back X units. If the enemy hits a wall, it's stunned for X seconds and moves the remaining distance in the opposite direction. Enemies hit by the target or within it's 300 range then the arrow is shot take X damage and are stunned for X seconds.
Range: 300
Cooldown: 20 seconds


Chained Arrow - No Target
The archer's next attack shoots a chained arrow into the target, then pulls it towards the archer, dealing X damage in the process and stunning it for 1 second after the pull effect.
Range: 900
Cooldown: 20 seconds


Master Archer - Passive
The archer deals X bonus damage on each attack, plus X damage for each 100 units between him and his target. If the target is within 200 range of the archer, it's automatically knocked back 200 units on the archer's attack. The knockback effect can only occur on each target once every 10 seconds.
Range: 900
Cooldown: 0 seconds


Invoke Fear - Area Target
The archer shoots an enchanted arrow to the middle of the target area. Each enemy unit within the area are feared for X seconds on the impact, running away from the arrow and take X damage each second while they are in the area. The effect on the area lasts for X seconds.
Range: 600
Area of Effect: 300
Cooldown: 30 seconds
Notes: The fear wears off 2-3x faster than the DoT effect of the arrow.


Ultimate:
Mark of Moving Death - Unit Target
For X seconds, the marked enemy takes X damage for each 100 units it moves. Any kind of movement deals damage, including knockbacks, being dragged by an effect, movements caused by fear, or simple movements. When the effect ends, the target is snared for 0,2s for each 100 units it moved during the duration.
Range: 1200
Cooldown: 60 seconds
Notes: Using this mark on an enemy, then throwing it around and kiting it is the ideal tactic for this hero. The 0,2s is not sure, test it out please :3




EDIT: It's done :) I guess they came out a lot better than I first expected them, the first one relying on stacking mechanisms, the second one on moving the enemy and kiting :)
 
Last edited:
Level 12
Joined
Dec 25, 2010
Messages
972
Hero Name: Time Mage
Primary Attribute: Intelligence
Map Theme: Warcraft
Map Kind: Altered Melee
Number of Spells: 5
Number of Innate Spells 1
Number of Normal Spells 3
Number of Ultimates: 1
Restrictions: No need for hero Icons, only spell Icons.
 
Level 19
Joined
Apr 10, 2010
Messages
2,789
Hero Name: Time Mage
Primary Attribute: Intelligence
Map Theme: Warcraft
Map Kind: Altered Melee
Number of Spells: 5
Number of Innate Spells 1
Number of Normal Spells 3
Number of Ultimates: 1
Restrictions: No need for hero Icons, only spell Icons.

Here you go:


Chronomancer - INT (Support)
Abilities:


BTNLament.png

Return - Innate Passive
Upon dying, the Chronomancer warps back in time, giving him a short duration of life to cast spells but cannot move on his current location. The Chronomancer dies when the duration is over.
Range: 0
Cooldown: 180 seconds

BTNAntiMagicShell.png

Time Shell - Unit Target
The target unit is cloaked in a time protective barrier, reducing its damage intake for a short duration. After the duration is over, the target unit and the Chronomancer is healed for a portion of the total damage dealt plus a constant.
Range: 900
Cooldown: 12 seconds

BTNUnsummonBuilding.png

Distort - Area Target
Wrecks the time in the target area, causing all damage taken by a unit to be reverted to other units. Lasts for a short duration. Any unit that exits the area would receive damage depending on how much damage was dealt to them.
Range: 600
Cooldown: 18 seconds

BTNDarkRitual.png

Age - Unit Target
Ages the target unit, causes it to take more damage, move slower and deal less damage for a short duration. The more times this ability is casted, the greater its potency is. Effects can stack on each other.
Range: 400
Cooldown: 6 seconds

BTNOrbOfFrost.png

Ultimate:
Chronobreak - Area Target
Breaks the flux of time in the target area, making all enemy units within the target area confused and slowed by the immense power of the Chronomancer for a short duration. After taking effect, affected units are momentarily slowed and the unit loses another half of the total health it lost (Damage comes from Morbent).
Range: 305
Cooldown: 95 seconds


Icons would be placed tomorrow.

EDIT
Icons placed. Just slaped in semi-fitting icons. All default Blizzard ones.
 
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Level 2
Joined
Mar 15, 2012
Messages
22
Primary Attribute: Agility
Map Theme: Modern Warfare/Counter-Strike
Map Kind: AOS
Number of Spells: 5
Number of Normal Spells 4
Number of Ultimates: 1
Restrictions: focus mainly on the elements found on shooting games like guns, grenades, etc.
 
Last edited:
Level 19
Joined
Jan 22, 2011
Messages
3,980
okey guys, i take...


(some name),Machine gun rusher - AGI
Abilities:


icons_6879_btn.jpg

Machine gun rush - Cone area
Hero starts shooting bullets in cone, each bullet deals X damage, hero also reloads 3 times in the spell unless he is under the effect of super fast reload. It is casted again if not interrumped manully.
Range: 600
Cooldown: 80 seconds
Notes: This spell has less aim them longer the time casted

icons_5699_btn.jpg

HE Grenade - Area Target
Hero gets a grenade from his backpack, and stays holding it active. when casted again, hero will throw grenade to the air, which will fall some distance away, them exploding in a small area, dealing X damage. If not throwed within Y seconds, grenade explodes in hand, killing you.
Range: 600-800
Cooldown: 120 seconds
Notes: Grenade bounces in the floor, also, it is throwed were you´re mouse is so me carefull!

icons_10896_btn.jpg

Gun - Unit Target
Hero puts his machine gun away, and takes his gun out, shoting to target unit, dealing X damage and having a Y chance of headshot.
Range: 550
Cooldown: 90 seconds
Notes: This is affected by headshot and fast reload

icons_7228_btn.jpg

Fast reload - No Target
Hero starts reloading twice as fast as normal, getting less attack cooldown and cooldown reduce for spells, this also reduce spells reload (if they have reload involved) by half. Keps for X sec.
Range: -
Cooldown: 100 seconds
Notes: Reload and cooldown is not the same! this reduces both, but cooldown isn´t reduced by half, exept normal attack cooldown, also reduces hero aim.

icons_11298_btn.jpg

Ultimate:
Headshot - No Target
Gives the hero more aim precision, granting a X% chance of critical hits and a Y% chance of headshot, also, reduces attack and spell fail chance in Z%, doesn´t affect grenades, keeps for X sec.
Range: -
Cooldown: 180 seconds
Notes: Don´t conbine this whit fast reload!

thats it, also DJ, can you put my out near-AFK, pls? :3
 
Level 2
Joined
Dec 28, 2012
Messages
10
Primary Attribute: Intellect
Map Theme: Fantasy
Map Kind: RPG
Number of Spells: 4
Number of Normal Spells 3
Number of Ultimates: 1
Restrictions: New spell icons and character icons, please. The hero should be something like corrupted paladin. Spells should be similar to paladin's, but with some slight dark side effects.
 
Level 19
Joined
Apr 10, 2010
Messages
2,789
Here you go:


Abilities:



Grave Cloak - Unit Target
The Black Paladin creates a protective barrier of dark entities which make the target allied unit be unable to die for a short duration. Dark Arts Bonus: Gives bonus Health and Health Regeneration to the target unit.
Range: 500
Cooldown: 14 seconds
Notes: By immune to death, they cannot go below 1 hp, unless they hurt themselves.


Dark Arts - Passive
The Black Paladin refines his skills of the black magic, giving him a chance to improve the next ability.
Range: 0
Cooldown: 0 seconds
Notes: See Dark Arts bonus section for bonuses.


Enchant - No Target
The Black Paladin cloaks his own blade with a horrifying energy, making his next attack at an enemy unit deal bonus damage and stun them, or make his next attack at an allied unit deal no damage and give them this effect for a short duration. Dark Arts Bonus: Slows the enemy unit affected after for a short duration.
Range: 0
Cooldown: 8 seconds


Ultimate:
Unholy Covenant - Area Target
The Black Paladin starts enchanting unholy scriptures, which reduce the armor and magic resistance of all enemy units at the target area for small intervals. Allied units get increased attack damage for the same intervals. Lasts for a short duration, or if The Black Paladin is attacked. The armor reduction, magic resistance reduction and attack damage bonuses can be stacked up and lasts for a short duration each. Dark Arts Bonus: Increases duration.
Range: 300
Cooldown: 85 seconds
Notes: Bonuses and negative effects stack up to maybe 4-5 times.


Supportive caster. 'Nuff said.
 
Level 12
Joined
May 12, 2012
Messages
631
Number of Items: 6
Preferred Item Type/s: Any (besides Power-Up/Tomes)
Effect: Increase Int, temporary invulnerability from attacks and spells, spawning items
Map Theme: Blood Elf (after the storyline)
Map Kind: Campaign
Restrictions: Quest Items

The items are basically for the hero Kael/Bloodmage alone :xxd::xxd::xxd:

Thanks in advance guys

P.S not in a rush :wink:
 
Level 2
Joined
Mar 30, 2012
Messages
11
Primary Attribute: Int
Map Theme: Some kind of fantasy maybe..?
Map Kind: ORPG
Number of Spells: 7
Number of Normal Spells 5
Number of Ultimates: 2
Restrictions: The hero is somekind of necromancer who wield necrominicon, so the spells description must contain words "necrominicon".He's immune/master the dead but very weak againts light hero/unit

like that..?
thanks...
 
Level 19
Joined
Jan 22, 2011
Messages
3,980


Item InfoItem Ability


Insanity potion
-
Consumable
quest reward

"The driker will get more insane... as he already was"

When actived, changes kael mana drain spell to drain spell, which drains both mana and life, but has double mana cost, after X seconds, this effect ends.

Item InfoItem Ability


Blood stone
-
Artifact
Quest reward

"A stone made of solid blood"

Gives an X% life steal bonus and Y life bonus every Z seconds, this bonus is chowed as item charges, the item has X maximun charges (also maximun bonus) a charge can be consumed to heal 100 per hero lvl life and restore 5 per charge of heros mana, cosuming a charge deletes the buff. When dying, item loses all charges. Item has X sec cooldown

Item InfoItem Ability


Fatal hour
-
Permanent
Quest reward

"Its said that, if given enought blood, this watch will tell you the exact moment of your dead"

When actived, starts draining blood form near corpses consuming them slowly, giving X spell damage bonus and Y% spell vamp (spell life steal), them it absorb blood form near living units to double the effect, and finally form the hero it self to give extra Z intelligence, when hero life reach 1, all blood will be released in a wave, dealing X damage in a Y size area around hero, stopping the drain effect but also the buffs, and healing the hero X per each unit that dies whit the AoE damage.

Item InfoItem Ability


Blood orb
-
Artifact
quest reward

"Made out of the flesh and blood of the innocent"

When actived, hero will enter in stasis, each attack he does will deal damage to himself, but that damage will be multiplied by X and added as spell damage bonus. After Y seconds, all hero cooldowns reset, and the selfdamage effect ends, a Z% of the next X spells damage will be converted into life, if hero gets healed by 100%, his stat will get a permanent bost of X, if not, them this effect will end.

Item InfoItem Ability


Scroll of blood
-
Chargable
Quest reward

"Written in elven blood the scroll says: this shall open a new path for you if you find the correct blood"

When actived, hero will get bonuses depending on what kinf of blood the attacked unit has:
Red blood: more attack damage
Dark red blood: Castes bloodlust over unit.
Purple blood: Mana bonus
Dark purple blood: damage taken by spells has a chance to by reduced by X%
Green blood: Slow poison ability
Dark green blood: Attacks get an area effect of X.
Black blood: Attacks have a X% chance to silence the target.
The scroll charges a charge each X sec, and has a limit of Y charges. Has Z seconds duration.

Item InfoItem Ability


Phoenix fire
-
Consumable
Quest reward

"Be like the phoenix"

Gives you the auto burning phoenix ability, and adds X% life steal, Y stats bonuses, keeps for Z seconds.

THe other request will have to wait.
 
Level 19
Joined
Apr 10, 2010
Messages
2,789
Ill take it. Here:


The Necromancer - INT (Support)
Abilities:



Soul Recycle - Innate Passive
Whenever a nearby enemy unit dies, the Necromancer replenishes a certain amount of mana based on the dying units maximum health.
Range: 0
Cooldown: 4-10 seconds
Notes: Effect only happens every few seconds/cooldown.


Grave Pact - Area Target
The Necromancer channels undead energies and gathers nearby corpses and groups them in one area. Additionally, all enemy units on the target area are slowed.
Range: 450
Cooldown: 20-30 seconds
Notes: Gathers all corpses within a large radius and places them in the target area. For every few corpses, a new corpse is created.


Undying - Unit Target
Active Effect: The Necromancer makes the target allied unit or himself immune to death for a short duration, making the target unit unable to go below 1 hp. After the ability, the target allied gains the Passive effect of this skill until the cooldown of it is over, and is removed from the Necromancer.
Passive Effect: The Necromancer gains bonus Mana and Health Regeneration based on a percent of his maximum health.
Range: 650
Cooldown: 20-45 seconds
Notes: If the Necromancer shields himself, the passive bonus still remains the same. A reason to make him a bit tanky.


Necromastery - Area Target
The Necromancer raises corpses from the grave, summoning skeletal warriors, archers or mages. They cannot be controlled and attack until death. The Necromancer is channeling while casting this spell and one skeleton is summoned per corpse. While channeling, the Necromancer can cancel this spell by casting this spell again or until the duration is over.
Range: 450
Cooldown: 20-30 seconds
Notes: Ministuns, attacks, crowd control interrupt the channeling of this spell.


Signature:
Soul Rip - Unit Target
The Necromancer rips the soul of the target enemy unit, dealing the difference between the health of the Necromancer and the target enemy unit. Killing a unit would refund half of the health cost.
Range: 360
Cooldown: 70-80 seconds
Notes: Costs health. A reason to make him a bit tanky.


Ultimate:
March of the Dead - Point Target
The Necromancer summons spectral forms of his undead warriors which rush to the target point, slowing them, dealing magical damage. Getting hit by multiple spectral warriors amplifies the slow and damage by 25% more than the previous damage.
Range: 900
Cooldown: 45-60 seconds
Notes: Not to so good ultimate. Sort of an initiation/chasing/ganking spell. Spectral warriors charge in a cone shape, with multiple waves of them.


I didn't include the word necronomicon in every spell, since I only explain how the spell works. All damage spells he deals are dealt in form of magical damage. He can be a tank or better yet, an anti tank.
 
Level 2
Joined
Mar 30, 2012
Messages
11
i don't like the tanky spell lol(soul rip)
anything is okay
thanks

btw can i request again?
if possible i wanna 2 more heroes

Primary Attribute: Any Attribute is fine
Map Theme: Some kind of fantasy maybe..?
Map Kind: ORPG
Number of Spells: 6
Number of Normal Spells 5
Number of Ultimates: 1
Restrictions: The hero is Dreamer, the spell based on word "Dream" if posibble. If not it's still okay

Primary Attribute: Int
Map Theme: Some kind of fantasy maybe..?
Map Kind: ORPG
Number of Spells: 6
Number of Normal Spells 5
Number of Ultimates: 1
Restrictions: Still not know the hero name and this hero spells is based on nether spells+ghost summoning/spells
 
Last edited:
Level 19
Joined
Jan 22, 2011
Messages
3,980


Random name,dreamer - INT
Abilities:



Dream stasis - Area target
Hero 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 (changes clound color.)
Range: 800
Cooldown: 90 seconds
Notes: This spell also stops channeling units on that area, which makes it a good crown control


Battle dream - Unit Target
Makes targeting unit start dreaming, no matter were it is. Dream makes owner of unit shakes his camara while selecting that unit, reducing vision, and makes that unit unable to take any orders. Has a duration of X sec.
Range: 900
Cooldown: 75 seconds
Notes: Good anti boss


Seal dreams - Unit Target
Seals the dreams of targeted unit, making it also loose part of its memory, units under this effect will forgget the 50% of their spells randomly. Also they will get X damage each Y sec as their dreams releases violently. Has a duration of X sec.
Range: 800
Cooldown: 90 seconds
Notes: This 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 deal X damage, demon disapears if unit gets stopped (unable to make a action because it sleeps or its stuned and so on), or after X sec. Has long duration. If casted on a unit that has nightmare buff, the created unit will be X times 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 fairys to help your hero, thier are invulnerable but they don´t deal damage, they have the ability to sleep units and they can curse units whit nightmares. After X sec they disapear.
Range: -
Cooldown: 60 seconds
Notes: Fairly fairy


Ultimate:
Release dreams - No Target
Hero releases all his dreams to make them true, causing lightnings to fall form sky, and making all near enemy units get nightmare bonus and take X damage, lightnings fall each Y sec and deal Z damage, after X sec, hero will collect all dealed damage as mana, if mana restored to 100%, hero gets X .bonus permanent stat. COST ALL MANA!
Range: -
Cooldown: 260 seconds
Notes: Some kind of welcome to dream land spell
 
Level 2
Joined
Mar 30, 2012
Messages
11


Random name,dreamer - INT
Abilities:



Dream stasis - Area target
Hero 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 (changes clound color.)
Range: 800
Cooldown: 90 seconds
Notes: This spell also stops channeling units on that area, which makes it a good crown control


Battle dream - Unit Target
Makes targeting unit start dreaming, no matter were it is. Dream makes owner of unit shakes his camara while selecting that unit, reducing vision, and makes that unit unable to take any orders. Has a duration of X sec.
Range: 900
Cooldown: 75 seconds
Notes: Good anti boss


Seal dreams - Unit Target
Seals the dreams of targeted unit, making it also loose part of its memory, units under this effect will forgget the 50% of their spells randomly. Also they will get X damage each Y sec as their dreams releases violently. Has a duration of X sec.
Range: 800
Cooldown: 90 seconds
Notes: This 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 deal X damage, demon disapears if unit gets stopped (unable to make a action because it sleeps or its stuned and so on), or after X sec. Has long duration. If casted on a unit that has nightmare buff, the created unit will be X times 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 fairys to help your hero, thier are invulnerable but they don´t deal damage, they have the ability to sleep units and they can curse units whit nightmares. After X sec they disapear.
Range: -
Cooldown: 60 seconds
Notes: Fairly fairy


Ultimate:
Release dreams - No Target
Hero releases all his dreams to make them true, causing lightnings to fall form sky, and making all near enemy units get nightmare bonus and take X damage, lightnings fall each Y sec and deal Z damage, after X sec, hero will collect all dealed damage as mana, if mana restored to 100%, hero gets X .bonus permanent stat. COST ALL MANA!
Range: -
Cooldown: 260 seconds
Notes: Some kind of welcome to dream land spell
thanks, but somewhat it's still missing some parts
well i will think about that...

Well a little bit of survivability isnt bad. Plus, tanky supportive/offensive spellcasters are awesome.

well i wanna strong spellcaster/summoner necro but (very)weak tanky
his minion will do his dirty job(tanking)

also for one hero again i'll waiting it...
 
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