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[Legacy] Modders Idea Factory

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Level 3
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May 25, 2013
Messages
52
I've got a few requests: but there's no rush, so I can understand if you finish other requests before these.

BOSS
Boss Name: The Skeleton King
Attribute: Strength
Little Info About Boss (Lore/Background): Once a king of a former country, the Skeleton King was ruthless and careless. Corrupted by demonic powers, this King had created the world's first army, and tore down peace from his land by ruling it with an iron fist. His military, the Mightsworn, marched across kingdoms and destroyed everything in it's path. But when fire fell from the sky, and a demon walked the world, his castle was destroyed and he was eaten by the demon, then vomited back up as the Skeleton King to lead an army of the undead across the world in the demons name.
Boss Location: Tomb/Crypt
Map Theme: Medieval
Map Kind: Campaign
Number of Spells: 6
Number of Ultimates: 2
Number of Phases: 2
Restrictions: The two phases are alternating. One of them is fighting himself and the other is summoning skeletons while he stands near his upraised throne. When all the skeletons are dead he comes back down, restarting phase one. Also, all spells must be related to necromancy and melee with a large flail and a staff.

BOSS
Boss Name: Azrael, Demonic Lord of Power
Attribute: Strength
Little Info About Boss (Lore/Background): Long ago, Azrael was one of the heads of a ten-headed beast. They fought constantly with each other until they created life. Seven of the heads (now the Demon Lords) wanted to destroy the planets, while the other three (angels) wanted to nurture it. In an attempt to stop the seven, the angel heads destroyed it's own body, causing a massive explosion which contained all ten souls while humanity lived on. Being the Lord of Power Azrael ripped free from the prison and landed on the planet where humanity lived, unconscious. However, when the second fire fell, the Guardian Angel awoke Azrael. Azrael, larger then life, a huge demon, walked towards the Guardian Angel's landing. When he came close, the Guardian Angel awoke and the two battled. Currently, Azrael resides in the prison for demons, Hell, plotting against humanity.
Boss Location: Cathedral
Map Theme: Medieval
Map Kind: Campaign
Number of Spells: 6
Number of Ultimates: 2
Number of Phases: 1
Restrictions: One of his spells must summon skeletons. Others must all be melee (claws/teeth/large polearm) or fire-related magic.

BOSS
Boss Name: Haevestol, Demonic Lord of Plague
Attribute: Intellect
Little Info About Boss (Lore/Background): When the demonic lord Azrael and the Guardian Angel fought, so did mankind and the Skeleton King. Azrael got the upper hand and almost killed the Guardian Angel when he was thrown backwards along with everyone else. Three large meteors hit the ground, forming a deep hole into darkness. Out came two angels and Haevestol, the demonic lord of Plague. Haevestol takes the appearance of a shining white man, with black clouds surrounding him like a robe. Instead of hands he has tentacles, and inside his hollow chest locusts and beetles feast on the humans he devours.
Boss Location: Under a temple -- jungle.
Map Theme: Medieval.
Map Kind: Campaign
Number of Spells: 6
Number of Ultimates: 2
Number of Phases: 1
Restrictions: One of his spells must be tentacles bursting from his chest. Another must be summoning beetles. Another must be some form of locust swarm. The others must be related to disgust, poison, plague and some acid.


THREE UNITS
Number of Units: 3
Number of Units with Intelligence base Attribute: 1
Number of Units with Strength base Attribute: 1
Number of Units with Agility base Attribute: 1
Map Theme: Medieval
Map Kind: Campaign (Ex.: RPG, AoS)
Number of Spells Per Unit: 3
Restrictions: Former angels with black mists forming robes and hoods that conceal the skeletal bones and skulls. Large scythes, much like the Grim Reaper or the Headless Horseman from popular culture. I've got names - Harbinger of Death (Strength), Harbinger of Torment (Agility), Harbinger of Pestilence (Intellect). Spells relating to these affixes. For example, the Harbinger of Death would have necromancy, the Harbinger of Torment would have torture abilities and the Harbinger of Pestilence would have poison abilities.

HERO
Primary Attribute: Intellect
Map Theme: Medieval
Map Kind: Campaign
Number of Spells: 5
Number of Normal Spells 4
Number of Ultimates: 1
Restrictions: Name: The Guardian Angel. Obviously an angel, with extreme powers and abilities. Each ability should be both unique and powerful. Mainly abilities regarding Holy and healing.

HERO
Primary Attribute: Intellect
Map Theme: Medieval
Map Kind: Campaign
Number of Spells: 5
Number of Normal Spells 4
Number of Ultimates: 1
Restrictions: Name: The Wisdom Angel. Abilities usually about melee with two large sickles and teleportation.

HERO
Primary Attribute: Strength
Map Theme: Medieval
Map Kind: Campaign
Number of Spells: 5
Number of Normal Spells 4
Number of Ultimates: 1
Restrictions: Name: The Champion Angel. Greatest fighter in the universe. Spells are related to some teleportation along with melee attacks with a large polearm.


Alright, I think that's all. Thanks. If you want some more lore about this map, check out this thread in the Screenwriting, Storyboarding (etc) section. It's not created by me but I have permission to get these ideas (I'm working on the map as well). Check out the first comment and you find excerpts from the lore for these bosses, since the lore is quite expansive and long.

EDIT: More boss requests!

BOSS
Boss Name: Aranick, Demon Lord of War
Attribute: Strength
Little Info About Boss (Lore/Background): Aranick is bloodthirsty. He is a monstrosity beyond reckoning. His armies of Hell are the greatest and most powerful of all the armies of the greater demons. But he himself is like no other commander, his intelligence and cunning great and his fighting skills even better. Aranick employs many dangerous dark and forbidden magic, but his main attacks would be with the two massive meat cleavers he holds in two hands.
Boss Location: Hellish sort of structure. Black metal walls and lava everywhere.
Map Theme: Medieval
Map Kind: Campaign
Number of Spells: 6
Number of Ultimates: 2
Number of Phases: 2
Restrictions: The second phase only triggers if he isn't killed fast enough, and all of his abilities are enhanced and deal much more damage. His spells need to relate to dark magic and also two huge meat cleavers. I want one of his spells to summon a large amount of demons, and another of his spells to be an instant kill (you decide what it is).

BOSS
Boss Name: Kas'runi, Demon Lord of Deception
Attribute: Agility
Little Info About Boss (Lore/Background): Kas'runi is a crazy killer. In his mind, all he wants is blood, but spilled in his own way. Though his mind is in a rage, Kas'runi is the Demon Lord of Deception, otherwise known as the Demon Lord of Lies and Invisibility. Kas'runi has hidden from the angels for many years, and they only found him when he attacked Lord Haze and slaughtered him. Despite being crazy and the Lord of Deception, Kas'runi is among the greatest demons for his fighting style - large claws, teeth and spikes.
Boss Location: Same as Aranick (demon building, black walls, lava everywhere).
Map Theme: Medieval
Map Kind: Campaign
Number of Spells: 6
Number of Ultimates: 2
Number of Phases: 1
Restrictions: Kas'runi is a crazed beast. I want one of his spells to be his laugh which decreases enemy attack power or something. I want his spells to make him appear crazy and uncertain, which makes him even more deadly. I'd like to see teleportation, duplications of himself, turning all the players against each other, attacks related to claws, teeth and spikes, and one of the ultimates to be picking up the unit and slowly tearing him to shreds, all the while laughing. I'll figure out all the animations and everything for that spell, don't worry, and if not I'll shrink the ability down a bit o_O.
 
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Level 3
Joined
Mar 31, 2013
Messages
47
Primary Attribute: Intellect
Map Theme: Fantasy
Map Kind: Arena
Number of Spells: 5
Number of Normal Spells 3
Number of Ultimates: 2(one is Semi-Ultimate, and one is Ultimate.
Restrictions: You decide the name, since i have no idea in my mind. Ok, this hero would be a Healer/DMG, mostly basing on healing spells, but having one or two DMG spells to(1 must be AoE). His/her spells based element would be nature. By the way, i want the spells to be a bit more, 'eh, complex i guess, not just an spell who places a heal over time on target.
 
Level 19
Joined
Apr 10, 2010
Messages
2,789
Xavius, here is your request:

BTNSpiritWalker.png

Recan, the Emissary of the Woods - INT
Abilities:



Heart to Heart - Unit Target
Recan forges a link with the target unit at the nearest hero unit (or himself), making all healing and damage effects be split into the two units. The link breaks when the distance of both units exceed 1200 units.
Range: 900
Cooldown: 21-18 seconds
Notes: Scales duration. Split effects on damage only work with non-DoT spells.


Earthen Burst - Point Target
Recan fires a bolt of energy at the target point, dealing damage or healing the first unit it hits. Killing a unit with this spell causes Recan to gain a short movement speed burst.
Range: 900
Cooldown: 11-7 seconds
Notes: Scales damage.


Totem Pass - Unit Target
Recan turns the target friendly unit or self to a totem, having a set amount of health. If the totem is destroyed or expires, the target unit appears in the place of the totem.
Range: 600
Cooldown: 18-12 seconds
Notes: Scales totem health and draution.


Semi-Ultimate:
Ancient Channeling - Unit Target
Recan channels earthen energies for half a second then quickly switched the location of Recan and the target allied unit.
Range: 600-1000
Cooldown: 45 seconds
Notes: Reduces cooldown and scales range.


Ultimate:
Magnitude - No Target
Recan sends out shockwaves of energy at the area around him, dealing moderate damage per wave to nearby units.
Range: 0
Cooldown: 60 seconds
Notes: Scales damage and waves per second.


This hero can be played in a tanky, support, tank/support or even in a offensive support type.
Earthen Switch Combo: One great combo with this hero is first casting Magnitude, then Ancient Channeling to switch your position with your allies position then quickly cast Totem Pass to yourself to remove yourself of any damage. This build requires heavy INT and Health building to ensure survivability.
Suicide Linking: This build requires on you having massive amounts of health since it relies on you taking damage and splitting it with an enemy unit through Heart to Heart. A good way to start this up is to use Earthen Burst to quickly deal damage to your enemies.
 
Level 19
Joined
Apr 10, 2010
Messages
2,789
BunnyAng, unfortunately, I can't make a way for this hero to not be too much like Invoker without being too much "spread out", as in without a focused role. So, I have two solutions, either rework the hero to something somewhat similar or reducing the maximum spells required. I've had 6 reworks of the hero and all of them sucked.
 
Level 10
Joined
Jun 9, 2012
Messages
826
Aww too bad. So if i reduce it to 6 forgable spells will it be okay?

You know what, maybe I'll remove the request. I think i'll try out an idea of my own. Hopefully it will be nice. And DJ, how do you add a link of a map and also a visible picture on your post or PM without using pastebin?
 
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Level 15
Joined
Oct 18, 2008
Messages
1,591
okay, so since apparently DJ can't do it, I'm giving it a try:

Base Abilities

Forgeable spells"

Jaina Proudmoore - Intelligence
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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icons_10269_btn.jpg

icons_10269_btn.jpg

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

icons_13777_btn.jpg

Arcane Slam - Unit Target
[c]
Formula:
icons_10269_btn.jpg

icons_10269_btn.jpg

icons_10259_btn.jpg

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

icons_12145_btn.jpg

Shatter - No Target
[c]
Formula:
icons_10269_btn.jpg

icons_10269_btn.jpg

icons_10256_btn.jpg

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

icons_17078_btn.jpg

Lightning Flash - Point Target
[c]
Formula:
icons_10259_btn.jpg

icons_10259_btn.jpg

icons_10259_btn.jpg

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

icons_8080_btn.jpg

Aegis of Thunder - No Target
[c]
Formula:
icons_10259_btn.jpg

icons_10259_btn.jpg

icons_10269_btn.jpg

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

icons_17044_btn.jpg

Shadowstep - Point Target
[c]
Formula:
icons_10259_btn.jpg

icons_10259_btn.jpg

icons_10256_btn.jpg

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

icons_5864_btn.jpg

Summon Familiar - No Target
Formula:
icons_10256_btn.jpg

icons_10256_btn.jpg

icons_10256_btn.jpg

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

icons_578_btn.jpg

Wall of Souls - Point Target
[c]
Formula:
icons_10256_btn.jpg

icons_10256_btn.jpg

icons_10269_btn.jpg

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

icons_16037_btn.jpg

Netherswap - Unit Target
[c]
Formula:
icons_10256_btn.jpg

icons_10256_btn.jpg

icons_10259_btn.jpg

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

icons_16989_btn.jpg

Trinity Pillar - Area Target
[c]
Formula:
icons_10269_btn.jpg

icons_10259_btn.jpg

icons_10256_btn.jpg

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


Here you go, have fun balancing this thing :p
Also, I recommend using vanilla icons instead of the ones I used, since implementing 10 icons take at least 100kb of map space.
Also, I've used a custom format since the request required a special one to correctly fit. I tried to keep up the standard of the workshop though ^^
 
Level 15
Joined
Oct 18, 2008
Messages
1,591
Well she is an archmage, to gain that title you have to be proficient in several forms of magic. What she has in her spells are:
-Fire (ultimate)
-Lightning
-Earth
-Divine/Holy
-Summoning
-Arcane
-Space
-Necromancy
-Shadow

She is an archmage for a reason - her nickname could be "weaver of all spells", or something along those lines.

Also, this Vex is not a reference to DotA, but rather to Diablo 2 and Arx Fatalis
 
Level 12
Joined
Jan 20, 2011
Messages
1,146
Well she is an archmage, to gain that title you have to be proficient in several forms of magic. What she has in her spells are:
-Fire (ultimate)
-Lightning
-Earth
-Divine/Holy
-Summoning
-Arcane
-Space
-Necromancy
-Shadow

She is an archmage for a reason - her nickname could be "weaver of all spells", or something along those lines.

Also, this Vex is not a reference to DotA, but rather to Diablo 2 and Arx Fatalis


That's 9 magical 'schools', she's not an archmage, she's more like a oligomage. (oligo meaning a lot or something like that). Or maybe the Novemage? (Nove=9)
 
Level 10
Joined
Jun 9, 2012
Messages
826
Lmao i never knew. I didn't know archmage can go to that extent of magic elements. The Khal, Thur and Vex are quite different from DotA and for sure, difficult to code lol. Thanks again DJ.

Edit: You know i think the Jaina idea should be pasted on the front page as an example of your work to inspire other Hivers, or maybe add it to the Hero File. I really like it. Don't you think so DJ?
 
Level 15
Joined
Oct 18, 2008
Messages
1,591
Well it took me a couple of hours to actually make it, including the design on the format ^^

More about archmage: just for an example, in Warlord Battlecry, there are several mage types, each with their own areas of magic. However the archmage is the only one which can access all the spells in the game.
 
Level 19
Joined
Apr 10, 2010
Messages
2,789
I don't really get what you mean, but you can specify to use ingame resources/spells only, but it would severely hamper the creative potential of the hero. If you we're asking if we make the spells, no. We only do the ideas.

Also, EclecticAcid, here is one of your requests:

The Champion Angel - STR
Abilities:



Exorcism - Innate Passive
The Champion Angel converts some of the damages he deals to enemy units to holy energy, giving him base lifesteal.
Range: 0
Cooldown: 0 seconds
Notes: Effects scale every few levels, increasing the lifesteal. Just change the border to a PASBTN one.


Gemini Reach - No Target
The reach of The Champion Angel's polearm doubles for his next attack, allowing him to attack an enemy unit from a long range with an increased damage. The ability also passively increases the attack range of the Champion Angel.
Range: 0
Cooldown: 6-3 seconds
Notes: Scales passive attack range bonus and attack damage bonus.


Golden Guard - No Target
The Champion Angel places up a shield which soaks up damage until the shield subsides or until the duration is over. While the shield is up, this ability becomes Gusto Charge.
Range: 0
Cooldown: 12-6 seconds
Notes: Scales shield bonus and duration.


Gusto Charge - Unit Target (Subskill)
The Champion Angel propels himself to the target unit, stunning it for half a second and dealing primary damage to the target unit and secondary damage to nearby units, knocking them back as well. Casting this spell removes the shield upon impact.
Range: 900
Notes: Damage depends on the level of Golden Guard.


Benevolence - No Target
The Champion Angel calls upon a heavenly incantation on himself, giving him bonus Attack Damage and Health Regeneration for a short duration.
Range: 0
Cooldown: 14-8 seconds
Notes: Scales bonuses and duration.


Ultimate:
Smite - Unit Target
The Champion Angel strikes down a great force of energy at the target enemy unit, dealing magical damage to it. Killing the enemy unit would restore the Champion Angel by 20% of his total health and mana.
Range: 0
Cooldown: 50-30 seconds
Notes: Scales damage and reduced cooldown.


This hero is based on getting into the fray of the fight, soaking up most of the damage and aggro and dealing back damage just as strong as that. A good combo with this guy is to first cast Golden Guard to Gusto Charge at the most dangerous enemy unit then quickly activate Benevolence then Gemini Reach on that same unit then keep on auto attacking it. When that unit is dying, cast in Smite to finish them off and gain some HP at the mix.

Exorcism allows the Champion Angel to have massive sustain.

I excluded the model link, since I didn't know what you were going for here, but I added icons.
 
Level 19
Joined
Apr 10, 2010
Messages
2,789
Ok, i'll use this post to monitor which shall be placed on that showcase. Any of you guys can suggest.

So far:
Jaina Proudmoore by Kanadodge - http://www.hiveworkshop.com/forums/2480681-post2012.html
Hellfire Impaler by Katanadaj - http://www.hiveworkshop.com/forums/2434032-post1810.html

Also, we need the ideas which were actually implemented to a map. DZerpic is here for the FBF team, but that's about it. Ugh.

EDIT:

Here are some more:
Gnollar lore by DZerpic - http://www.hiveworkshop.com/forums/2289548-post1408.html
Invoker Map lore by DZerpic - http://www.hiveworkshop.com/forums/2282257-post1394.html
Dreamer by PayLAN - http://www.hiveworkshop.com/forums/2273625-post1348.html
Dreameater by Dunk N Jack Hal - http://www.hiveworkshop.com/forums/2369755-post1647.html
Tidal Guardian by Sober_Jackal - http://www.hiveworkshop.com/forums/2369755-post1647.html
 
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Level 10
Joined
Jun 9, 2012
Messages
826
Ok, i'll use this post to monitor which shall be placed on that showcase. Any of you guys can suggest.

So far:
Jaina Proudmoore by Kanadodge - http://www.hiveworkshop.com/forums/2480681-post2012.html
Hellfire Impaler by Katanadaj - http://www.hiveworkshop.com/forums/2434032-post1810.html

Also, we need the ideas which were actually implemented to a map. DZerpic is here for the FBF team, but that's about it. Ugh.

Your name is nice to play with XD.

You can put the Shapeshifter since i already finished the hero. It's working but i'm trying my ass of to fix the bugs from his ultimate lol. Another suggestion is the Dreameater. His ultimate is what people pays attention to. 3rd suggestion: Auroth the Tidal Guardian. His Finesse is unique.
 
Level 19
Joined
Jan 22, 2011
Messages
3,980
kanadodge, such kana, such epic request answer, so wow.
Finally ending Bunny's boss request (tatatatatataaaaa)


Darkline, Shadow Wraith - No Attribute
Phases:

[tr][td]

Phase 1 Spells:

BTNSelectHeroOn.png

Phase Info
Activates At: 100% hp The shadow wraith is invulnerable. To remove his invulnerability, in his lair there are some dark monolites that emit light from them. Succesfully turning off all this monolites will delete them and deal 25% of his maximal life to the shadow wraith and make him vulnerable. The spells on this phase will try to maintain this monolites on.
Stops At: 75% hp
Description: Shadow wraith becomes vulnerable.Spells

icons_11594_btn.jpg

In the darkness - No Target
Aura. While outside a source of light, hero's near shadow wraith will slow down, and shadow wraith will have bonus speed. Each hit made by shadow wraith will reduce their sight area and shake that players camara. Sight cannot become shorter than X% of original vision range.
Range: -
Cooldown: - seconds
Notes: Add scary music to this please

icons_11594_btn.jpg

Fake monolit - Point Target
Shadow wraith creates a fake monolit. Any enemy hitting this monolite will be stunned and shadow wraith will be given insane speed for a small time. while on insane speed shadow wraith will teleport upon hitting somebody.
Range: 1000
Cooldown: 100 seconds
Notes: Teleports shadow wraith to the other side of the unit, like something that hit you from the front yust disapeared and now you feel a hit from the back. Also you can see a shit. scary I guess.

icons_11594_btn.jpg

Move monolite -Unique Target
Can only target a monolite and nothing BUT a monolite. changes the place of the shadow wraith with the monolite. any enemy near that was near the monolite will get 0 vision range when shadow wraith apears there for X sec.
Range: global
Cooldown: 60 seconds
Notes: It's like jigsaw when they were about to win the game and something really bad happens. Put friking scary music here.

icons_11594_btn.jpg

Alone in darkness - Unique of Target
Can only target an enemy that hasn't another enemy unit near which a minimal distance of X. Shadow wraith jumps to target and engulfs it in shadows while dealing true magic damage to it.
Range: global
Cooldown: 400 seconds
Notes: Basically if there is a unit near the possible target by less than X meters, he can't cast the spell because "there is another enemy to near" Put a lot of camara shackes and music here, maybe a screamer?
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[tr][td]

Phase 2 Spells:

BTNSelectHeroOn.png

Phase Info
Activates At: 75% hp Now shadow wraith is vulnerable, and stronger, luck!
Stops At: 50% hp
Description: Moar darkness Spells

icons_11594_btn.jpg

Servants of the darkness - Point Target
Sends 3 lesser shadow to hit target point, dealing X damage to any unit in it. If there is no unit, each lesser shadow will attack nearest enemy by it's own, dealing Y damage to each of them.
Range: 1000
Cooldown: 30 seconds
Notes: Y is less than X.Second effect cannot be on the same hero even if the nearest hero is on the other side of the arena.

icons_11594_btn.jpg

Shadow mark - Area Target
Units inside target area will de slowed and their vision reduced by X% for X sec.
Range: #
Cooldown: # seconds
Notes: Another vision reducer

icons_11594_btn.jpg

Darkness emerge - Unit Target
Marks target unit with dark energy. Upon being hit by an attack or spell, dark energy will apear under that unit, knocking it up, stunning and dealing X damage.
Range: 1000
Cooldown: 30 seconds
Notes: Darkness emerge can also be activated by the same spell, in that case 2 darkness emerge will be casted on the same unit on the same time.

icons_11594_btn.jpg

Shadows - Single Target
Boss controls the shadow of the shadow of target unit, making it unable to move while the shadow hits that target, shadow deals X% of target's original attack. After X sec target will be able to move but get slowed by X% and shadow will still deal damage to it for X seconds more.
Range: global
Cooldown: 200 seconds
Notes: Quite a low cooldown for an ultimate. Shadow wraith can still cast other spells while this spell is working.
[/td][/tr]
[tr][td]

Phase 3 Spells:

BTNSelectHeroOn.png

Phase Info
Activates At: 50% hp shadow wraith releases more darkness
Stops At: 25% hp
Description: Pitch darkness is coming :D Spells

icons_11594_btn.jpg

Dark energy - Area Target
deals X damage in target area. Gives caster X% of the damage done as health and another Y% as mana.
Range: 1000
Cooldown: 50 seconds
Notes: A quick burst damage

icons_11594_btn.jpg

Shadow leap - Point Target
Boss leaps to target point. Any unit between that point and caster's original position will be picked up and throwed away to a random direction dealing X damage to it. Any unit that is near casting point will get damaged by Y and knockbacked by Z.
Range: 1000
Cooldown: 70 seconds
Notes: Y greater than X. Being Z more than the throw away from the first effect.

icons_11594_btn.jpg

Dark lightning - Unit Target
Boss creates a cloud made of darkness. After X sec this cloud throws a lightning to target, dealing X damage and leaving vision range of that unit in 0 for X sec.
Range: global
Cooldown: 40 seconds
Notes: I can't see a shit!

icons_11594_btn.jpg

Sphere of darkness -Area Target
Boss creates a huge sphere of darkness above him. After X sec he throws it to target area dealing X damage, removing possitive buffs and preventing further possitive buffs on unit's in that area for X sec.
Range: global
Cooldown: 360 seconds
Notes: Yes this prevents even the buffs from aura's. It's a really powerfull ultimate.
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[tr][td]

Phase 4 Spells:

BTNSelectHeroOn.png

Phase Info
Activates At: 25% hp Did I mention pitch darkness? upon entering this phase boss enemies will have always 0 vision range, but each X sec a lightning will fall in the area, creating light and thus giving vision to all that heros for X sec.
Stops At: 0% hp
Description: you won againts the darkness Spells

icons_11594_btn.jpg

Terror - No Target
Slows units around caster by X% and they will take Y bonus damage for Z sec.
Range: 300
Cooldown: 90 seconds
Notes: Put a friking scary music ere.

icons_11594_btn.jpg

Darkness arrives - No Target
Passive. Boss will teleport near hero that have less than X% hp instead of moving normally.
Range: -
Cooldown: 90 seconds
Notes: HI, I am behind you! You: SHIT!

icons_11594_btn.jpg

Sear the light - No Target
Removes any vision/light source there may be in the map
Range: -
Cooldown: 40 seconds
Notes: wards are removed and the vision bonus from the lightning to.

icons_11594_btn.jpg

Darkness rises - No Target
Boss summons all darkness in his lair to him, giving normal vision to hero's in it. Boss will get X bonus health, Y bonus mana and Z bonus armor. after X sec, darkness will implode in a shockwave, that deals Y damage to all units in boss lair. This put's the vision reduction back.
Range: -
Cooldown: 400 seconds
Notes: A truly powerfull spell, which also allows the hero's to see something.Which is good
[/td][/tr]


I made this while it was night.
 
Last edited:
Level 6
Joined
Dec 27, 2013
Messages
261
Primary Attribute: Strength
Map Theme: Mordern Warfare
Map Kind: Mordern Warfare
Number of Spells: 6
Number of Normal Spells 5
Number of Ultimates: 2 (1st one is Less Powerful 2 Levels, 2nd one Very Powerful 1 Level, Higher Level Required.)
Restrictions: Hero's Base name is Exterminator, 1 Target Unit, 2 Passives , 1 Target Ground, 1 Toggle, 1 Auto-Spell.

And Items too.

Number of Items: 10
Preferred Item Type/s: 2 Consumes, 2 Perminant, 3 Target Items, 2 Charged, and 1 Quest Item
Effect: 2
Map Theme: Mordern Warfare
Map Kind: Mordern Warfare
Restrictions: 2 Items are a Weapons (1 Target Unit and Target Ground) 2 Items are Healing and Restoring Mana (Consumes) 1 Quest Item That is named Itellegence, Make sure that 1 items name is Shock Paddles and the rest I Don't know.

Thats my First Request Anyways
 
Level 19
Joined
Apr 10, 2010
Messages
2,789
Here are EclecticAcid's unit requests:


Abilities:


PASBTNExhumeCorpses.png

Stench of Death - Passive
A toxic cloud surrounds the Harbinger of Death, making him deal damage per second to units nearby him. Additionally, he explodes upon death.
Range: 0
Cooldown: 0 seconds
Notes: Explosion upon death deals minimal damage to both allied and enemy units.

icons_11594_btn.jpg

Fools Rush - Passive
When an enemy unit gets in range with the Harbinger of Death, his movement increases by a drastic amount.
Range: 0
Cooldown: 20 seconds
Notes: Movement speed gain is moderate.

BTNBloodLust.png

Craze - No Target
The Harbinger of Death increases his attack speed and hit chance by a drastic amount, but depletes his health as cost.
Range: 0
Cooldown: 10 seconds
Notes: Attack speed and hit chance bonuses are nothing to fool around with. Bonuses do not stack.


He doesn't use mana as cost, but only his health. The Harbinger of Death is made to come in packs, with each death causing multiple chained explosions. Has a high attack damage. the STR primary attribute gives him quite a large starting health for a unit that comes in packs, but zero armor.

His aggro always goes to the unit dealing most damage (mages, ranged units) and tends to cast Craze immediately. His sight range for Craze is quite low, so it is best to bring ranged units.


Abilities:


PASBTNImmolation.png

Sear - Passive
This unit deals bonus fire damage on each of his attacks. Has a 2 second cooldown per attack.
Range: 0
Cooldown: 2 seconds
Notes: Fire damage works like this - you get bonus damage and after a few attacks, that same unit becomes burned, taking DPS.

BTNImpale.png

Blood Cleaver - Point Target
The Harbinger of Torment hurls a rusty, bloody cleaver at the target point, dealing damage to the first unit it hits.
Range: 700
Cooldown: 9 seconds
Notes: Due to it being a skillshot, damage here is significant. Makes this guy a real pain in the ass. He uses this quickly in conjunction with Shackles.

BTNMagicLariet.png

Shackles - Unit Target
The Harbinger of Torment hurls a searing link to the target unit, which prevents them from going further than 600 units of the Harbinger of Torment. Lasts for a short duration.
Range: 0
Cooldown: 15 seconds
Notes: Deals minimal damage upon impact. His aggro immediately switches to the shackled unit.


An offensive spellcaster which are very rare sightings due to their immense strength. Just remove the hero glow here. They tend to lead packs of Harbingers of Death. Has melee attack.


Abilities:


BTNCorrosiveBreath.png

Corrosive Shot - Unit Target
A ball of toxic acid is hurled at the target enemy unit, dealing magical damage and reducing their armor over time, capping at a certain amount.
Range: 0
Cooldown: 15 seconds
Notes: Armor is deducted every second. It uses this immediately upon seeing a tanky unit, especially one with high armor.

BTNPlagueCloud.png

Exhume Cloud - No Target
A cloud of plague is exhumed by the Harbinger of Pestilence, dealing initial damage then a subsequent damage per second effect.
Range: 0
Cooldown: 10 seconds
Notes: Initial damage is relatively weak and the total DPS effect is around the same amount as the initial damage. The Harbinger casts this when it is assaulted by melee units or when it is close to enemy units.

BTNResistMagic.png

Plague Shield - Unit Target
A shield forged out of decaying energy is placed on the target unit, giving them significant armor bonus but reducing their health every second. This spell cannot kill a unit.
Range: 500
Cooldown: 10 seconds
Notes: Cannot bring a unit below 1 HP. If a Harbinger of Torment is seen, the Harbinger of Pestilence casts this on him, else on a high-damage low-health allied unit or even on a low-health high damage enemy unit.


A more supportive caster who targets tanks and fighters and wears them down.

I just used vague Warcraft 3 icons since they're units.
 
Level 10
Joined
Jun 9, 2012
Messages
826
kanadodge, such kana, such epic request answer, so wow.
Finally ending Bunny's boss request (tatatatatataaaaa)


Darkline, Shadow Wraith - No Attribute
Phases:

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Phase 1 Spells:

BTNSelectHeroOn.png

Phase Info
Activates At: 100% hp The shadow wraith is invulnerable. To remove his invulnerability, in his lair there are some dark monolites that emit light from them. Succesfully turning off all this monolites will delete them and deal 25% of his maximal life to the shadow wraith and make him vulnerable. The spells on this phase will try to maintain this monolites on.
Stops At: 75% hp
Description: Shadow wraith becomes vulnerable.Spells

icons_11594_btn.jpg

In the darkness - No Target
Aura. While outside a source of light, hero's near shadow wraith will slow down, and shadow wraith will have bonus speed. Each hit made by shadow wraith will reduce their sight area and shake that players camara. Sight cannot become shorter than X% of original vision range.
Range: -
Cooldown: - seconds
Notes: Add scary music to this please

icons_11594_btn.jpg

Fake monolit - Point Target
Shadow wraith creates a fake monolit. Any enemy hitting this monolite will be stunned and shadow wraith will be given insane speed for a small time. while on insane speed shadow wraith will teleport upon hitting somebody.
Range: 1000
Cooldown: 100 seconds
Notes: Teleports shadow wraith to the other side of the unit, like something that hit you from the front yust disapeared and now you feel a hit from the back. Also you can see a shit. scary I guess.

icons_11594_btn.jpg

Move monolite -Unique Target
Can only target a monolite and nothing BUT a monolite. changes the place of the shadow wraith with the monolite. any enemy near that was near the monolite will get 0 vision range when shadow wraith apears there for X sec.
Range: global
Cooldown: 60 seconds
Notes: It's like jigsaw when they were about to win the game and something really bad happens. Put friking scary music here.

icons_11594_btn.jpg

Alone in darkness - Unique of Target
Can only target an enemy that hasn't another enemy unit near which a minimal distance of X. Shadow wraith jumps to target and engulfs it in shadows while dealing true magic damage to it.
Range: global
Cooldown: 400 seconds
Notes: Basically if there is a unit near the possible target by less than X meters, he can't cast the spell because "there is another enemy to near" Put a lot of camara shackes and music here, maybe a screamer?
[/td][/tr]
[tr][td]

Phase 2 Spells:

BTNSelectHeroOn.png

Phase Info
Activates At: 75% hp Now shadow wraith is vulnerable, and stronger, luck!
Stops At: 50% hp
Description: Moar darkness Spells

icons_11594_btn.jpg

Servants of the darkness - Point Target
Sends 3 lesser shadow to hit target point, dealing X damage to any unit in it. If there is no unit, each lesser shadow will attack nearest enemy by it's own, dealing Y damage to each of them.
Range: 1000
Cooldown: 30 seconds
Notes: Y is less than X.Second effect cannot be on the same hero even if the nearest hero is on the other side of the arena.

icons_11594_btn.jpg

Shadow mark - Area Target
Units inside target area will de slowed and their vision reduced by X% for X sec.
Range: #
Cooldown: # seconds
Notes: Another vision reducer

icons_11594_btn.jpg

Darkness emerge - Unit Target
Marks target unit with dark energy. Upon being hit by an attack or spell, dark energy will apear under that unit, knocking it up, stunning and dealing X damage.
Range: 1000
Cooldown: 30 seconds
Notes: Darkness emerge can also be activated by the same spell, in that case 2 darkness emerge will be casted on the same unit on the same time.

icons_11594_btn.jpg

Shadows - Single Target
Boss controls the shadow of the shadow of target unit, making it unable to move while the shadow hits that target, shadow deals X% of target's original attack. After X sec target will be able to move but get slowed by X% and shadow will still deal damage to it for X seconds more.
Range: global
Cooldown: 200 seconds
Notes: Quite a low cooldown for an ultimate. Shadow wraith can still cast other spells while this spell is working.
[/td][/tr]
[tr][td]

Phase 3 Spells:

BTNSelectHeroOn.png

Phase Info
Activates At: 50% hp shadow wraith releases more darkness
Stops At: 25% hp
Description: Pitch darkness is coming :D Spells

icons_11594_btn.jpg

Dark energy - Area Target
deals X damage in target area. Gives caster X% of the damage done as health and another Y% as mana.
Range: 1000
Cooldown: 50 seconds
Notes: A quick burst damage

icons_11594_btn.jpg

Shadow leap - Point Target
Boss leaps to target point. Any unit between that point and caster's original position will be picked up and throwed away to a random direction dealing X damage to it. Any unit that is near casting point will get damaged by Y and knockbacked by Z.
Range: 1000
Cooldown: 70 seconds
Notes: Y greater than X. Being Z more than the throw away from the first effect.

icons_11594_btn.jpg

Dark lightning - Unit Target
Boss creates a cloud made of darkness. After X sec this cloud throws a lightning to target, dealing X damage and leaving vision range of that unit in 0 for X sec.
Range: global
Cooldown: 40 seconds
Notes: I can't see a shit!

icons_11594_btn.jpg

Sphere of darkness -Area Target
Boss creates a huge sphere of darkness above him. After X sec he throws it to target area dealing X damage, removing possitive buffs and preventing further possitive buffs on unit's in that area for X sec.
Range: global
Cooldown: 360 seconds
Notes: Yes this prevents even the buffs from aura's. It's a really powerfull ultimate.
[/td][/tr]
[tr][td]

Phase 4 Spells:

BTNSelectHeroOn.png

Phase Info
Activates At: 25% hp Did I mention pitch darkness? upon entering this phase boss enemies will have always 0 vision range, but each X sec a lightning will fall in the area, creating light and thus giving vision to all that heros for X sec.
Stops At: 0% hp
Description: you won againts the darkness Spells

icons_11594_btn.jpg

Terror - No Target
Slows units around caster by X% and they will take Y bonus damage for Z sec.
Range: 300
Cooldown: 90 seconds
Notes: Put a friking scary music ere.

icons_11594_btn.jpg

Darkness arrives - No Target
Passive. Boss will teleport near hero that have less than X% hp instead of moving normally.
Range: -
Cooldown: 90 seconds
Notes: HI, I am behind you! You: SHIT!

icons_11594_btn.jpg

Sear the light - No Target
Removes any vision/light source there may be in the map
Range: -
Cooldown: 40 seconds
Notes: wards are removed and the vision bonus from the lightning to.

icons_11594_btn.jpg

Darkness rises - No Target
Boss summons all darkness in his lair to him, giving normal vision to hero's in it. Boss will get X bonus health, Y bonus mana and Z bonus armor. after X sec, darkness will implode in a shockwave, that deals Y damage to all units in boss lair. This put's the vision reduction back.
Range: -
Cooldown: 400 seconds
Notes: A truly powerfull spell, which also allows the hero's to see something.Which is good
[/td][/tr]


I made this while it was night.

Congratz you just won the best boss awards!! XD I really like this one the most. If you want a scary music, give me one to add in ;)

PS: DJ, where's the showcase...I wanna see it :D
 
Level 19
Joined
Apr 10, 2010
Messages
2,789
Are you guys doing my request?

We'll you're request in currently last in our (at least my) queue, so you would have to wait for a while.

Wait... any lore requests I missed lately?

I think there was a few ones you did, around 1.

EDIT:

Oh yeah, ANNOUNCEMENT fellow factory workers (that sounded wrong).

This weekend, I shall be adding a new feature to the factory, so until this weekend, we are temporarily closing requests. This is done in order to limit requests and allow this new feature to easily ease its way in our factory. And yes, its the showcase, but also something else.
 
Level 5
Joined
Dec 20, 2012
Messages
164
Heya guys!

Although I 'suspended' my services to the Factory some time ago to work on a project, I asked DJ is I could come back in, so here I am.

I actually never left you. I've been watching from the dark ¬¬
I'm not actually finished with FBF, said project, but I have some more free time than before. That or I can squeeze more activities into my timetable.

I'm sorry I won't be super active, but I log in to check things out almost everyday on my mornings and my evenings.
 
Level 3
Joined
Mar 31, 2013
Messages
47
Xavius, here is your request:

Abilities:



Heart to Heart - Unit Target
Recan forges a link with the target unit at the nearest hero unit (or himself), making all healing and damage effects be split into the two units. The link breaks when the distance of both units exceed 1200 units.
Range: 900
Cooldown: 21-18 seconds
Notes: Scales duration. Split effects on damage only work with non-DoT spells.


Earthen Burst - Point Target
Recan fires a bolt of energy at the target point, dealing damage or healing the first unit it hits. Killing a unit with this spell causes Recan to gain a short movement speed burst.
Range: 900
Cooldown: 11-7 seconds
Notes: Scales damage.


Totem Pass - Unit Target
Recan turns the target friendly unit or self to a totem, having a set amount of health. If the totem is destroyed or expires, the target unit appears in the place of the totem.
Range: 600
Cooldown: 18-12 seconds
Notes: Scales totem health and draution.


Semi-Ultimate:
Ancient Channeling - Unit Target
Recan channels earthen energies for half a second then quickly switched the location of Recan and the target allied unit.
Range: 600-1000
Cooldown: 45 seconds
Notes: Reduces cooldown and scales range.


Ultimate:
Magnitude - No Target
Recan sends out shockwaves of energy at the area around him, dealing moderate damage per wave to nearby units.
Range: 0
Cooldown: 60 seconds
Notes: Scales damage and waves per second.


This hero can be played in a tanky, support, tank/support or even in a offensive support type.
Earthen Switch Combo: One great combo with this hero is first casting Magnitude, then Ancient Channeling to switch your position with your allies position then quickly cast Totem Pass to yourself to remove yourself of any damage. This build requires heavy INT and Health building to ensure survivability.
Suicide Linking: This build requires on you having massive amounts of health since it relies on you taking damage and splitting it with an enemy unit through Heart to Heart. A good way to start this up is to use Earthen Burst to quickly deal damage to your enemies.



Woo Hooooo, sorry for late thanks, just fixed my PC. I love the way you did the hero, it exceeded my thoughts . The only spell that may be causing problems to me is the Totem Pass, because i can't use the hide function since it will mess my triggers, but no problem, I'm able to do it anyway. Thank you very much for this cool hero. When it will be done, gonna post a video over there.
 
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