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[Legacy] Modders Idea Factory

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Level 19
Joined
Jan 22, 2011
Messages
3,980
Just making mistakes this week :|



Name:Dark elven mage INT


[r]

Editor Specific: Low life and medium mana. Can be very annoying whit a low mana.


Model: Value
Difficulty: Hight
Attack Type: Ranged: between 600 and 800 I would say.

Abilities:



1. Mana converter - Area target
While active, drains X mana every sec. Each damage done in a X size area will be transformed too mana, also, attack or spell directly casted over unit will give twice mana and reduce their damage in Y%. If unit mana hits 0, or after X sec, power stops.



2. Forged light - Multi-units target
Creates X lights round unit. Each light will attack a unit inside an X size area, delaing: units mana/INT of nearest enemy, as damage. Each unit that dies whit this lightning will create X more at the pace where his origin where, repeating last afect.



3. Mana wound - Unit target
Creates a link between target and unit that drains X mana per sec. too unit and target.If unit mana hits hero, link brakes and target dies, or receives X damage if it is a hero, but if mana of target reaches 0 (no mana units don´t count), unit will receive X damage but get X% damage bonus for spells until it dies.

[/Center]


Name: Dark elven hunter STR


[r]

Editor Specific:Medium life.Normal creep that gets stonger whit lower life, can take you over if you don´t watch him.


Model: http://www.hiveworkshop.com/forums/models-530/dark-footman-47574/
Difficulty: medium
Attack Type: mele

Abilities:

(don´t uses mana)


1. Axe strike-Unit target
Unit jumps over target, dealing X damage too it and stuning it for X sec, after stun end, target still has Y% reduced movement speed.



2. Inner strength-No target
Passive.Then low life unit has, more X% damage bonus, Y% speed bonus and Z% regeneration bonus it gets for X sec.

[/Center]


Name:Dark elven lady AGI


[r]

Editor Specific:Medium life. can turns things around if you´re no prepared, and own, you. Fisr power can be used too escape from other heros (really?)


Model: Value
Difficulty: Hight
Attack Type: mele: 180

Abilities:

(don´t uses mana)


1. Spear strike - Unit target
Channel. After X sec, hero attack target, making it fly away X meters, dealing too it Y damage,and stuning it for X sec.



2. Metal defense - No target
Each time unit receives and attack that does more damage than his defense can deny, attacker will reduce his defense in X% and unit will get Y% damage bonus, last Z sec. Bonuses are higher them more damage/defense diference.
[/Center]


Name:Dark elven sorceress INT

[r]

Editor Specific:Low life and hight mana. Ranged. Can make kill the most powerfull unexperted hero.


Skin: http://www.hiveworkshop.com/forums/skins-552/black-elf-sorceress-blp-127188/
Difficulty: Extreme
Attack Type: Ranged 800 or MORE

Abilities:




1. Power ball - Area Target
Unit creates a power ball and shot it too and X size area, dealing Y damage, a Z% of damage done will go as life bonus too unit, bonus keeps for X sec.



2. Dark impulse - Unit Target
Leaves dark impulse buff over target. Each time target attacks, the damage done will stack as number over his head, when buff ends, target will receive X damage equal too stacked number, buff also ends if power is casted over another unit, in that case, damage will be dealed to old target and new target. Unit will get a X% off all damage as life.



3. Chance of darkness - No Target
Passive.Each time unit cast a spell, it will heal X% of spell damage. Also, the target will reduce movement speed in X% ,last Y sec.



Name:Dark elven soldier STR

[r]

Editor Specific:medium life. Very easy too kill if it is alone, hard them more units there are.Special: Never apears in groups of less than 5 units.


Skin: http://www.hiveworkshop.com/forums/skins-552/darkknight-blp-63503/
Difficulty: Medium
Attack Type: mele

Abilities:


1. Defense - No Target
Just normal defense spell. Can deflect X% of piercing damage, and reduces movement speed in Y%.



2. Legion - No Target
Passive.Them more allied units there are in a X size area, unit will get X% damage bonus, and Y% speed bonus, also there is a Z% chance that attack leave fear buff over target, that makes that target run away X meters, last Y sec.



Name:Dark elven mechanical AGI

[r]

Editor Specific: medium life and mana. Is really troll against spell casters and even not so strong warriors.


Skin: http://www.hiveworkshop.com/forums/skins-552/darkelf-61411/
Difficulty: Hight
Attack Type: mele

Abilities:


1. Magic inmunity - No Target
Just warcraft 3 magic inmunity.



2. Defense changer - No Target
While active, drains X mana every sec. Each time unit is attacked, a Y defense of attacker is given too unit, until atacker has 0 defense, or units mana hits 0, there is a Z% chance too reagain mana while attacking too.



Name:Dark elven madmage INT

[r]

Editor Specific:Low life and extremely hight mana. Extremely dangerous for non-magic resist heros.


Model: http://www.hiveworkshop.com/forums/skins-552/darkprophet-61537/
Difficulty: Hight
Attack Type: mele

Abilities:




1. Dark lightning - Unit Target
Hight mana cost.Launches a lightning too target. Target receives X damage, equal too units current mana +INT of nearest hero, after that, units next attacks will regenerate X% mana, last Y sec.



2. Deads binding - Unit Target
All nearby deads will move too target. Them, target won´t be able too move, and will receive X damage per each body under it (bodies disapear after damaging), unit will regain X% of damage as mana, and them, it will launch a missile over target, that will deal X damage equal too units mana.



3. Unholy power - No Target
Passive aura.Each spell will cost X% less mana for unit, and Y% more mana for enemies, each time a spell is casted in an Z size area, unit will absorb a X% of spell power as mana.




Name:Dark elven captain STR

[r]

Editor Specific:medium life.Special: Apears in groups of 10 or more dark elven soldiers, makes them more strong than before.




Skin: http://www.hiveworkshop.com/forums/skins-552/darkchampion_by67chrome-blp-172434/
Difficulty: Hight
Attack Type: mele

Abilities:




1. Power increase - Area Target
Each allied unit in a X size area, will get Y damage bonus, and increase defense in Y%, last for X sec, but if units kills sombody, bonus is permanent.



2. Unholy weapons - No Target
Passive aura. Each allied unit inside a X size area, will receive X damage bonus, and get slow poison ability, enemies instead, will loose Y% defense, and will have Z% reduced movement speed.



Name:Dark elven watcher AGI

[r]

Editor Specific:low life. Can kill you or help depending on your life.




Model: http://www.hiveworkshop.com/forums/skins-552/humanwatchergothic_update1-blp-128114/
Difficulty: Extreme
Attack Type: mele

Abilities:


1. Invisible - No Target
Just invisible. It turs visible while attacking or casting a spell.



2. Power hit - Unit Target
Long cooldown. Deals heavy damage too target, and makes it fly away X meters, when unit hits the ground, it receives X extra damage, and has reduced movement speed for X sec, there is a Y% chance too, that unit gets teleported too target, and after X sec, return too it original place.


ENDED YAY!!! good annoying units :p

here it is BloodElf300 request, also this was made BEFORE the new update, so BloodElf300, you decide, take this one or a new on?
DJ: :| okey, no more own tables.
 
Last edited:
Level 15
Joined
Oct 18, 2008
Messages
1,591
Started it, will edit later for more information

Roman Emperror - Strength
Phases:

[tr][td]

Phase 1 Spells:

icons_6469_btn.jpg

Phase Info
Activates At: 100% Life
Stops At: 75% Life
Description: The first phase of the battle, where the emperror only fights by himself, trying to show the heroes how weak they are. Quotes like "You are weak!" or "I am superior to you, fools!" are good for improving the feeling.

icons_8932_btn.jpg

Swords Play - No Target
For X seconds, the emperror deflects any incoming attacks. Melee attackers take X damage on each hit during this time.
Range: 0
Cooldown: 45 seconds
Notes: This forces the team to avoid attacking him during this state. It has more meaning in later phases when the emperror is not alone. Using this ability does not bind him, he can still move and attack.

icons_2389_btn.jpg

"Archers!" - Area Target
Calls the archers on the arena walls and orders them to attack the target area, dealing X damage every 0.2 seconds to units standing in it for 3 seconds.
Range: 1800
Cooldown: 30 seconds
Notes: Random target, if two heroes stand close to each other it priorizes them, else it has a random target.

icons_8108_btn.jpg

Inhuman Strength - Point Target
After 1.5 seconds channeling, the emperror strikes towards the set direction, dealing X damage to the first unit it hits. If there is no unit that way in melee range, he hits the ground instead, releasing a tremor, dealing X damage to every unit in a straight line.
Range: 600
Cooldown: 25 seconds
Notes: Targets units in melee range, second effect aplies if the target moves from the direction.
[/td][/tr]
[tr][td]

Phase 2 Spells:

icons_6470_btn.jpg

Phase Info
Activates At: 75% Life
Stops At: 45% Life
Description: In this phase the Emperror starts relying on his soldiers, making the life of the heroes harder. Uses the abilities from phase 1 as well.

icons_7590_btn.jpg

Tactical Retreat - No Target
The Emperror leaves the battlefield and calls for his elite bodyguards. He comes back when the budyguards are defeated. Activated at every 5% life loss and every X minutes. Also, it's automatically activated at the beginning of this phase.
Range: #
Cooldown: 0 seconds
Notes: In the last phase, it summons a group of undead instead for every bodyguard that would be summoned.

icons_8461_btn.jpg

Person of Power - Passive
Every 5th hit the emperror takes a roman knight comes to aid him.
Range: #
Cooldown: 3 seconds
Notes: Summons a groud of undead in phase 3.

icons_6725_btn.jpg

Arrowstorm - No Target
Deals X damage to every hero further away from the Emperror than 200 units every 0.2 seconds for 20 seconds. From 50% life this is automatically active, else used every 1 minute.
Range: 200
Cooldown: 60 seconds
[/td][/tr]
[tr][td]

Phase 3 Spells:

icons_6471_btn.jpg

Phase Info
Activates At: 45% Life
Stops At: 0% Life
Description: The last and hardest part of the fight. The emperror admits that he pacted with the Evil, and starts to use it's powers to create a horde of undead. The hardest part in this phase is reaching the emperror because of the mass of undead.

icons_13557_btn.jpg

Ultimate: Evil Pact - Passive
Every allied unit dies and each one becomes a group of undead. Every hero on the map has X less armor and takes Y damage each second. When the emperror takes damage, he gains a Darkness Charge, of which he can have 100 and it can be seen how much he has.
Range: #
Cooldown: 0 seconds
Notes: Darkness charge should be noted with both mana and floating text, so players know when it becomes dangerous

icons_5583_btn.jpg

Ultimate: Darkness Burst - No Target
When having 100 charges, the emperror emmits a burst of darkness, dealing X damage- their distance from the emperror to units within 200 units. For each unit hit, the base damage and the reachable distance is multiplied by 2.
Range: 200/400/800/1600
Cooldown: # seconds
Notes: This ability makes players consider not attacking him while the melee fighters are close, since if it hits a melee fighter, it will reach the ranged ones, dealing insane damage to them.
[/td][/tr]

EDIT: Let's see the other skills...
 
Last edited:
Level 19
Joined
Apr 10, 2010
Messages
2,789
Evil seals request:
From what I know to have 2 left, now 1 left to be finished.

The worlds fastest gold gaining hero. But, he is squishy and has weak attack damage.

Kervak, Bounty Hunter - STR (Tank) (Bandit Model)
Abilities:


icons_11594_btn.jpg

Hunt - Passive
When Kervak kills an enemy hero, he gets a larger bounty than most units. If he is on a kill streak, he gains less bounty. When he kills an enemy hero with a high kill streak, he gains more bounty. If he dies, a few percent of his gold is lost.

If he gains gold, for a very short time, he gets bonus attack damage.
Range: 0
Cooldown: 0 seconds
Notes: The higher the kill streak of Kervak, he gains less bounty. If the enemy has a higher streak, he gets more bounty.


Place Bounty - Unit Target
Places a bounty on the target unit. If the unit dies, the unit gives a moderate percent of bonus gold. The percentage increases depending on the number of total kills of the unit. Lasts until the unit dies. The affected unit gains a Bounty Buff.
Range: 200
Cooldown: 23 seconds


Money Rush - No Target
Once activated, the attack speed, movement speed and attack damage of Kervak increases drastically depending on the number of nearby enemy heroes. Lasts for a moderate time. If there are fewer heroes, he gains larger speed. If there are more heroes, he gains lesser speed.
Range: 0
Cooldown: 20 seconds
Notes: Counts the number of heroes in a range of 600. He becomes faster if a unit is affected by the Place Bounty spell. A chase spell or a spell to assure kills.

ensnare.gif

Capture - Unit Target
Hurls a net a the target unit, rendering it immobile. If the unit is an aerial unit, it is grounded and dealt minimal damage. Stuns the unit for a short time and slows them after. Slows the unit by a small percentage.
Range: #
Cooldown: # seconds
Notes: A CC. Good when used in combo


Ultimate:
Bounty Hunters Bane - Passive
Kervak makes his attacks drain the enemy units gold. He drains a small amount of gold every few attacks and give him a small amount of gold. He also gets bonus Hit Point regeneration by a small amount.
Range: #
Cooldown: # seconds
Notes: Best used when in combo with his Innate. But to assure kills, use Money Rush then Capture. Players may also use Place Bounty.
 
Level 14
Joined
Jul 25, 2011
Messages
1,065
Started it, will edit later for more information

Roman Emperror - Strength
Phases:

[tr][td]

Phase 1 Spells:

icons_6469_btn.jpg

Phase Info
Activates At: 100% Life
Stops At: 75% Life
Description: The first phase of the battle, where the emperror only fights by himself, trying to show the heroes how weak they are. Quotes like "You are weak!" or "I am superior to you, fools!" are good for improving the feeling.

Swords Play - No Target
For X seconds, the emperror deflects any incoming attacks. Melee attackers take X damage on each hit during this time.
Range: 0
Cooldown: 45 seconds
Notes: This forces the team to avoid attacking him during this state. It has more meaning in later phases when the emperror is not alone. Using this ability does not bind him, he can still move and attack.

"Archers!" - Area Target
Calls the archers on the arena walls and orders them to attack the target area, dealing X damage every 0.2 seconds to units standing in it for 3 seconds.
Range: 1800
Cooldown: 30 seconds
Notes: Random target, if two heroes stand close to each other it priorizes them, else it has a random target.

Inhuman Power - Point Target
After 1.5 seconds channeling, the emperror strikes towards the set direction, dealing X damage to the first unit it hits. If there is no unit that way in melee range, he hits the ground instead, releasing a tremor, dealing X damage to every unit in a straight line.
Range: 600
Cooldown: 25 seconds
Notes: Targets units in melee range, second effect aplies if the target moves from the direction.
[/td][/tr]
[tr][td]

Phase 2 Spells:

icons_6470_btn.jpg

Phase Info
Activates At: 75% Life
Stops At: 45% Life
Description: Description

icons_11594_btn.jpg

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

icons_11594_btn.jpg

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

icons_11594_btn.jpg

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

Phase 3 Spells:

icons_6471_btn.jpg

Phase Info
Activates At: 45% Life
Stops At: 0% Life
Description: Description

icons_11594_btn.jpg

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

icons_11594_btn.jpg

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

icons_11594_btn.jpg

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

Thank you. I'll give credits to you.

EDIT: I'll be waiting for phase 2 and 3.
 
Level 17
Joined
Nov 4, 2008
Messages
1,603
Yo.

Primary Attribute: Shadows of Everwood does not have a primary attribute, but for the sake of what I'm going for - consider agility and intelligence.
Map Theme: Medieval Fantasy
Map Kind: ORPG
Number of Spells: 7
Restrictions:
  • the class is called the Enchanter
  • a melee-focused light-armoured mage
  • utilises the arcane and enchantments
  • has a lot of controlling skills
  • able to use swords, scepters
  • think duelists/illusionists
  • skills should not heal
  • skills cannot directly buff
I'm wanting some ideas to help inspire me. You will be credited.

A skill idea I had following the theme:

Riposte: the next time a foe strikes you, an enchantment will leap out to take the damage before making a counterstrike
 
Level 19
Joined
Apr 10, 2010
Messages
2,789
Well thats a lot, I want this though :{P
Its here:

Enchanter - Blood Mage Model
Abilities:


icons_11594_btn.jpg

Arcane Leash - Unit Target
Fires a leash of arcane energies, stunning the target unit for an amount of time. If the Enchanter is on Mana Mage mode, he constantly drains the target units mana by a small amount for every few seconds. The Enchanter is also stunned for the same time.
Range: 900
Cooldown: 20 seconds
Notes: Used for banging on buffed up creeps/bosses.

icons_11594_btn.jpg

Arcane Enchant - On/Off Target
When activated, his attacks have Arcane Powers, slowly depleting enemies mana per hit. If the enemy units mana depletes to certain percent (35,50,75), a small arcane explosion happens. Depletes his mana when casted.
Range: #
Cooldown: # seconds
Notes: Uses this to boost his attack damage, since he is melee reliant.

icons_11594_btn.jpg

Arcane Winds - Area Target
Blasts winds made of arcane energies, dealing damage and knocking back enemy units. Deals minimal damage to hp. If the Enchanter is on Mana Mage mode, it deals greater damage to hp and deals mana damage.
Range: 450
Cooldown: 15 seconds
Notes: The effect would be that there would be sort of a runic symbol below the target area then winds appear. Has an interval before the winds pop out. Useful if your tank/dpser is dead.

icons_11594_btn.jpg

Magic Jump - No Target
Makes an enchantment on the unit the Enchanter is fighting on his next attack. When the units hp drops to a specific amount, the enchantment explodes, depending on his attack damage.
Range: 0
Cooldown: 10 seconds
Notes: Based off your Riptose

icons_11594_btn.jpg

Arcane Lock - Area Target
Locks the units at the target area, stunning them for a moderate time. If Mana Mage is on, The Enchanter sucks the enemies mana.
Range: 0
Cooldown: 24 seconds
Notes: A sort of Enchantment appears at the target area then a circular globe appears. CC/Escape spell.

icons_11594_btn.jpg

Enchantment Pass - Passive
Every few seconds on battle, the Enchanter passes an Enchantment to the nearest unit. If:
- Allied unit, gives the affected unit bonus mana and a deplete the enemies mana every few attacks. Lasts for a moderate amount of time.
- Enemy unit, overloads the target unit with mana, maxing his mana and dealing the excess mana as hp damage.
- Self, makes the Enchanter get stronger damage for a moderate amount of time for a small percent of bonus damage.
Range: 0
Cooldown: 0 seconds
Notes: Use this to support allies.

icons_11594_btn.jpg

Mana Mage - On/Off Target
Once on, every few attacks drains the enemy units mana. Also, theres a chance to lower the enemies magic resistance. Units killed by the Enchanter have a few percent of their remaining mana given to the Enchanter. Drains mana every once in a while. Deactivates when his mana is low.
Range: 0
Cooldown: 0 seconds
Notes: Since some abilities drain mana, this makes him a better mana drainer without casting stuff.

/FONT]




Made it more of a physical based hero which focuses on his spells to deal more damage. He has a wide array of abilities to change the effects planted on his foes. A squishy guy, best when near supports/damage soakers. Relies on his base attack damage, his spells just support it. Although he has some spells for damaging foes, its not as efficient as his attack boosters.

Also, im bad at spell names :{D
I also dont know all factors at the map, so just add if you feel taking the idea.
I scraped by previous idea, which was more complex, to this one, which is simpler.

Too lazy for icons :{P
 
Level 15
Joined
Oct 18, 2008
Messages
1,591
Arcane Enchant - On/Off Target
When activated, his attacks have Arcane Powers, slowly depleting enemies mana per hit. If the enemy units mana depletes to certain percent (35,50,75), a small arcane explosion happens. Depletes his mana when casted.
Range: #
Cooldown: # seconds
Notes: Uses this to boost his attack damage, since he is melee reliant.

This... He said no direct buffs o_O

Btw, i finished the emperror ^^
 
Level 15
Joined
Oct 18, 2008
Messages
1,591
Thank you. But can I change the undead part?? I'll just make it normal humans.

EDIT: Oh. Wait. The undead is pretty cool. I'll do it that way.

xD Yea, that's exactly how I was when made it... I was just like
"Hmm... What about him spawning undead on phase 3? Oh, but it's a Roman world, and he wanted humans with nearly no magic... OH DAMN IT IT'S JUST TOO EPIC!"
And that's how it turned out this way ^^
 
Level 19
Joined
Apr 10, 2010
Messages
2,789
Arcane Enchant - On/Off Target
When activated, his attacks have Arcane Powers, slowly depleting enemies mana per hit. If the enemy units mana depletes to certain percent (35,50,75), a small arcane explosion happens. Depletes his mana when casted.
Range: #
Cooldown: # seconds
Notes: Uses this to boost his attack damage, since he is melee reliant.

This... He said no direct buffs o_O

Btw, i finished the emperror ^^

I see. Ill revise that hero and tweak it for seal a bit later.
The original hero idea will be used instead.
 
Level 15
Joined
Oct 18, 2008
Messages
1,591
I'm sad :(

My request is being ignored :(

moyackx: taken request.





Sheaika, Fel orcness assasin - AGI[r]

Model:http://www.hiveworkshop.com/forums/models-530/fel-orc-black-hand-189850/
Skin:-

Lore:-She is our best assasin, but between us, i now she will kill me someday-the general-Sheaika, had never seen the world form were fel orcs had come, in fact, she was once a normal ocr, until she drank demon blood, now she works for them, but only too find the demond and kill him.

Battle Stats:
atack: 23-33
Armor:1.5
AGI:27+3
INT:19+1
STR:22+2
Speed:fast attack and movement speed

Abilities:





Change weapon
Icon depends on current type of attack. Changes attack type to ranged or to mele, as range has X attack range, but does Y% less damage, as mele has mele range (obiusly) but has Z% more damage.





Sword strike/Far shoot
Depends on type of attack. Sword strike: only mele, after X sec, hero moves towards target, dealing X damage, and stuning it for Y sec, also reducing targets movement speed after stun in Z%.
Far Shoot:eek:nly ranged.has a minimal range of 1000. Shoots an arrow much more away than normal range, arrow will be stoped by any unit between caster and target, them less is the distance traveled by the arrow, them more damage it does, normal damage is X, every Y meters, damage is reduced in Z%.



Seek
Passive.Each time a hero is targered by attack or spell, caster will get X% damage bonus and Y% speed bonus, or target will loose X% damage and Y% speed. Last for X sec.

Ultimate:






Ultra arrow/Power sword
Depends on type of attack. Ultra arrow: only ranged. Channel. After X sec, shoots an arrow over target, them more units there are in an X size area, between caster and target, them more damage it does, does X damage +Y extra damage per each unit.
Power sword: Enchants sword whit dark magic, so next attacks will deal X% bonus damage, and also add Y% more speed, buff does not end if type of attack is changed, however, it ends after X sec.


Technical difficulties:
- Can be easy killed whit low mana.
- Spells have a bad sinergy

Advantages/Specialties:
- has anti-horde spell and anti-unit spell
- Ulti of mele mixed whit ranged is a peace of cake (if you add a special item too refresh ulti when using attack type changer, them its extreme good).

that was it, hope you like, if you wan´t, you can request the third power too.

Hope it helped :)

Btw, is our queue now actually empty? o_O

EDIT:
Rykah the Elementalist - Intelligence
Suggested Model(s): Elementalist
Description: Rykah is a mighty elementalist who is capable of not only summoning elements, but even combining them, creating extremely powerful, new spells.

Battle Stats:
Damage: Medium
Strength: Low
Intelligence: High
Agility: Low
Speed:
Attack Speed: Average
Movement Speed: Average


Innate: Element Mastery - Point Target
Instead of having an ultimate, Rykah uses a combination of elements to create powerful spells. Spells are launched by this spell when Rykah has 4 elements summoned, element order does not matter. No cooldown.


Element: Fire - No Target
Summons an orb of Fire over the head of Rykah. Lasts 30 seconds.
Cost: 20 mana


Element: Air - No Target
Summons an orb of Air over the head of Rykah. Lasts 30 seconds.
Cost: 20 mana


Element: Water - No Target
Summons an orb of Water over the head of Rykah. Lasts 30 seconds.
Cost: 20 mana


Element: Nature - No Target
Summons an orb of Nature over the head of Rykah. (Includes both earth and nature.) Lasts 30 seconds.
Cost: 20 mana

Fireball:
Fire-Fire-Fire-Fire
Fires a fireball in a straight line to the target point. Deals X damage to the first unit it hits and explodes when it reaches it's destination or when it hits a unit, dealing Y damage in an area and igniting every enemy in it, dealing additional Z damage over 3 seconds.
Notes:This is his best area damage spell (no CC), hard to hit a target

Lightning:
Air-Air-Air-Air
A lightning instantly moves towards the target point, dealing X damage to the first unit it hits and 20% less than the previous unit to every unit after.
Notes:Best single target damage spell

Tide Wave:
Water-Water-Water-Water
A huge wave moves from Rykah toward the target point, dealing X damage to every enemy and washing them away, moving them towards the target point. Removes ignition effects.

Earthquake:
Nature-Nature-Nature-Nature
Rykah stomps, causing an earthquake at the target location. Deals X damage every half second over 3 seconds in an area and slowes damaged units.

Lightning Ball:
Fire-Fire-Air-Air
Launches a slowly moving ball of lightning towards the target location. Deals X damage every 0.3 seconds the any unit within 300 range to it in the form of a lightning and additional X damage to any unit touching it.

Shocking Pool:
Air-Air-Water-Water
Summons a pool of charged water at the target location, dealing X damage to units standing on it every 0.3 seconds. Damage decreases every 0.3 seconds by 10% and lasts for 3 seconds.

Fertility:
Water-Water-Nature-Nature
The area at the target location becomes fertile, and roots grow up from it, snaring every ground units for X seconds. Even after this effect ends, the location is swampy, slowing units on it by Y%. This effect lasts for 3X seconds.

Wildfire:
Fire-Fire-Nature-Nature
Ignites the closest unit to the target location withing 200 range, dealing X damage over 3 seconds. If the target comes close to any allied unit of his, the ignition effect is refreshed on him and his ally is ignited as well.

Elemental Fury:
Fire-Air-Water-Nature
Causes the elements to rage around Rykah, dealing X damage every 0.3 seconds to every surrounding enemy and slowing them by Y% for 1 second. Lasts for 5 seconds.


Technical difficulties:
- Extremely hard to select the proper spell for each situation
- Hard to control
- Extremely mana dependant

Advantages/Specialties:
- Extremely - I mean EXTREMELY - adaptable to any situation
- Can deal huge burst of damage
- Capable of Crowd Control

Will make the combined effects later, do not add until that!

Edit: Okay, now its ready to go ^^
 
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Level 19
Joined
Jan 22, 2011
Messages
3,980
sonorjay: taken, this will be my first side story, hope you like:
The crossroad:
History: in a small village called Angoras, known more as ´´Laziness hole``,because there are too much old people, no new people settle down or enven born since 15 years. You, got stuk there while you taked a wrong path in the near mountains. Now, you want too go out of there, but you soon realize that the forest near the village has a strange power over all this, and no one had escaped from there yet. But, Why?, as you talk whit Endas, the oldest men of the village, an 145 years old half deaf men that has alzheimer. (deal whit it xD). He tells you that, he arrived the village a 100 years ago when he was 45, and the only thing he can remeber at entering the forest is, that many trees had strange carved simbols, so you must go and seach them, and return too ask more information when ever you want.
Difficulties: Of course, the quest giver has alzheimer, so not all the things he say too you are true, also he is half-deaf, which means he can understand a question bad, and give a horrible advice. Also, each time you enter/leave the forest, it changes, and if you put a wrong rune, all the code gets reseted.
Idea: makes some trees whit runes, that make a combination, but runes repeat, and trees seem to look as the same every time (a repeating forest enviroment), when you got the combination, the fake trees should open a sealed path to a mage, who had made all this, defeat him, and go to se Endas for your reward.
Reward: As talking too Endas, his alzheimer starts too work, and instead of giving you anything, he calls all village guards, (who are olds so slower but really strong) too hunt you for some crime, and while you enter the forest, it reorganizes agian, so you can find anything (fake tree are removed, thought), finally you leave this rare place, and the entrace its lost forever.
Advantages:This place has a time disruption, specialy the forest, wich means that a part of forest can show past-world plants, another present-plant, and even future plants. Were plants can be herbs too make potions, wich would be awesome, because you could make unique potions there.Also merchants should have outdated items, wich means, items that are no more maked, or that are baned, extreme good for you.

I liked this mision, changing terrain, alzheimer and deaf old people, no reward, its really trolling, hope you like it.
 
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Level 14
Joined
Jul 25, 2011
Messages
1,065
Do you grant spell requests?? I mean idea for spells?


EDIT: Here it is.

I will make a map that you will be able to buy spells from shops. I need 12 buy able spells from shops per hero type. I would want 9 physical spells. And 3 magical spells.

Fighter - Carries a light weapon and a shield. Defensive.

Warrior - Carries a heavy weapon. Low armor. Slow attack. High damage. High HP.

Dual blader - Carries two light weapons. High attack speed. High damage. Low mana.

Bow man - Ranged attack. High damage. Uses some skills to prevent melee attackers from getting near.
 
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Level 17
Joined
Nov 4, 2008
Messages
1,603
Your enchanter ideas inspired me quite a bit, got me thinking about the class a lot more so... I need six ideas for this class.

Primary Attribute: Shadows of Everwood does not have a primary attribute, but for the sake of what I'm going for - intelligence.
Map Theme: Medieval Fantasy
Map Kind: ORPG
Number of Spells: 6, 3 damaging "staff" abilities and 3 defensive/supportive utilities
Restrictions:
  • this is for an expansion of the current Pyromancer class
  • light-armoured class cannon mage
  • theme is daemons and fire
  • has a lot of damaging/risk-taking skills
  • staves are their main weapons
  • skills should not heal
  • skills cannot directly buff
 
Level 19
Joined
Jan 22, 2011
Messages
3,980
I take BloodElf300´s one, but Wolfe, what does mean no directly buff?
Guar, human rebel - STR
Abilities:


icons_12691_btn.jpg

Axe empowerment - No Target
Adds X% bonus damage to hero, also, each attacks has Y% chance too deal Z bonus damage, and steal life equal too that bonus, last for X sec.
Range: Depends on the use of spells
Cooldown: 20 seconds
Notes: Notice that, this buff can be used in spells, this means, you can launch a spell, whit the buff, and get the bonus, but the buff will be lost after the cast.

icons_10804_btn.jpg

Throw axe - Unit Target
Throws an axe to target, dealing X damage, and slowing it Y% for Z sec. spell recharges and gives hero X% of used mana if it kills target (gets more from heros).
[COLOR]"Yellow"]Range: [/COLOR]600
Cooldown: 10 seconds
Notes: This spell can be launched again if it hits a hero, but only for X sec, and for double mana cost (as bonus makes a critical), if not, it gets normal cooldown

btnaxestrike-165418

Jump slash - Area Target
Hero jumps too target area, dealing X damage too each unit in a Y range, also if there are heros there, they are knockbacked too the place from where unit jumped, receives Z bonus damage and stay stuned for X sec.
Range: 600
Cooldown: 30 seconds
Notes: This spell is afected by critical chance and by first spell buff

icons_10610_pas.jpg

Stay defended - No target
Each attack done too hero, when his life is under X%, and attacker is not a hero, will cause attacker to get knockbacked for Y meters, or ignore unit for Z sec.
Range: no range
Cooldown: no cooldown
Notes: ignore has a X% chance too afect heros.

icons_12815_btn.jpg

Ultimate:
Blast - Line Target
Hero attacks whit all his fury a X meters line, dealing max. damage+STR, stuning and knockbacking units to him in the line for Y meters/seconds, last Z sec.
Range: 300(700 line range)
Cooldown: 55 seconds
Notes: Plase note:spell direction can change if hero changes facing!(face direction)
 
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