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[Legacy] Modders Idea Factory

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Consider this my Christmas gift. Or what ever.
Boss Name: Earth Titan
Attribute: - (More on casting and tanking)
Little Info About Boss (Lore/Background): The first secret boss available to be combated
Boss Location: Underground Area which is unstable and has collapsing roofs
Map Theme: Medieval
Map Kind: AoS-Alternate Melee
Number of Spells: 3 or 4 per phase
Number of Ultimates: 3 (1 for each phase)
Number of Phases: 3
Restrictions: Uses this model (Earth Lich). One or two of his spells is channeling. Also, i'd appreciate the use of the terrain to play a role as well, like the geysers that explode of puffs of hot gas. After all, the arena is large so i plan on making it a long battle.
this one is done.
Boss Name: Frost Wyrm
Attribute: -
Little Info About Boss (Lore/Background): The second secret boss available to be combated
Boss Location: Frozen solid fields surrounded by two pools of cold water and the lands are also occupied with rigid crystals
Map Theme: Medieval
Map Kind: AoS-Alternate Melee
Number of Spells: 3 or 4 per phase
Number of Ultimates: 3 (1 for each phase)
Number of Phases: 3
Restrictions: Uses the Blue Dragon model. He plays cautiously and tries to avoid damage if possible. He needs to have several skills which can easily eliminate weakened heroes (non-unit target) due to the short width of the arena. The terrain also needs to have relations with the spells he use, meaning bad positionings can be fatal (refer to image shown).

Done so.

Boss Name: Storm Conjurer
Attribute: - (More on attacking)
Little Info About Boss (Lore/Background): The third secret boss available to be combated
Boss Location: His throne sits behind multiple lines of lightning barricades to hold off enemies. 1 random fence changes position with an empty slotted fence every 5 seconds. There is only one hole out of the 3 fences barricade so when the fence takes the place of the empty slot, heroes who challenge can get closer to the Storm Conjurer.
Map Theme: Medieval
Map Kind: AoS-Alternate Melee
Number of Spells: 3 or 4 per phase
Number of Ultimates: 3 (1 for each phase)
Number of Phases: 3
Restrictions: Uses this model (Lightning Elemental). One or two of his spells is channeling. For this boss, he is so shitty arrogant and believes he's untouchable, he does not have minions. I'll let you fill in some attitude on this badass. Please use this spell in one of his phases. Lightning Orb Manipulation v1.0

Paillan was here working.

Boss Name: Water Behemoth
Attribute: - (Very balanced with defense, attack and spells)
Little Info About Boss (Lore/Background): The fourth secret boss available to be combated
Boss Location: A lake in the caves due to the waterfall flowing in water from the outside world. The waterfall is usually where most of the spells are spawned. Also has pits of deep water where monsters from below can arise
Map Theme: Medieval
Map Kind: AoS-Alternate Melee
Number of Spells: 4 per phase
Number of Ultimates: 4 (1 for each phase)
Number of Phases: 4
Restrictions: Uses this model (WaterTemple Keeper). I beg you, use all of his animations provided cause i want to make up for the size. Annoying hero who plays with illusions to fool enemies into attacking the fake one while he recovers and readies another attack. I'll let you fill in some attitude on this troller.

DONE. I am the magic


Boss Name: Shadow Wraith
Attribute: - [The most powerful out of the other bosses (still weaker than the Magma Lord)]
Little Info About Boss (Lore/Background): The fifth and the last secret boss available to be combated
Boss Location: A small pit of complete darkness and has a circle of pillars illuminating blue light
Map Theme: Medieval
Map Kind: AoS-Alternate Melee
Number of Spells: 4 or 5 per phase
Number of Ultimates: 4 (1 for each phase)
Number of Phases: 4
Restrictions: Uses this model (ShadowElemental). I beg you, use all of his animations provided cause i want to make up for the size. Extremely powerful, scary and likes to target heroes who are isolated (his biggest weakness?). At the start he cannot receive any damage at all (still can be buffed though). Certain steps must be taken to remove his invulnerability (you suggest it).

Extra: http://www.hiveworkshop.com/forums/.../modders-idea-factory-195121/p...h Layout.bmp

And now the answers (from time to time)

Kelthuazard, earth lich - NONE
Phases:

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Phase 1 Spells:


Phase Info
Activates At: 100% hp The earth lich just waked up of his sleep, he is slower, but has more armor.
Stops At: 75% hp
The earth lich totally wakes up
Spells:


Boulder - Point Target
Earth lich throws a boulder to target point, dealing huge damage in line and reducing movement speed of affected units by X% for Y sec.
Range: 1000
Cooldown: 50 seconds
Notes: Lots of boulder mon'!


Earth shield - No Target
Each time boss may receive a damage larger than X, he will get a shield that will negate next attack and give him the amount of damage as bonus armor, slowing him down by a small percent.
Range: -
Cooldown: 40 seconds
Notes: Slow effect is permanent and stackable, so it must be a ridiculous slow. also armor bonus is stackable


Bound to earth - No Target
Boss get's a huge life heal and speed boots inside rock based ground. also he gets double damage over units that are over rock ground.
Range: -
Cooldown: - seconds
Notes: Double damage affect spells. Watch were you step. This is a ultimate in phase 1 and a innate passive in the other phases (only if you want, cuz OP!)
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Phase 2 Spells:

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Phase Info
Activates At: 75% hp Earth lich wakes up of his sleep. Removes half the amount of armor bonus he got from earth shield in phase one. Removes the speed reduction effect from the same spell.
Stops At: 50% hp
The earth lich awakes a part of the true forces of earth
Spells:


Gravity invert - Single Target
Earth lich reverts the gravity of target, making it collapse with the ceiling, dealing X damage, after Y sec reverts it back, dealing further X damage.
Range: 1000
Cooldown: 30 seconds
Notes: double damage in so op.


Falling rocks - Area Target
Earth lich makes rock fall on targeted area, dealing X damage, and bonus damage to gravity reverted units.
Range: 1000
Cooldown: 60 seconds
Notes: Nothing special here. You might want to configure this so the boss seaches for this combo.


Cutting stone - No Target
Earth lich sends a cutting stone towards his facing. Stone deals high damage to any unit that may get passed by it. It also changes direction as earth lich changes facing. Can travel a maximum of X. when it reaches maximal distance, it deals area damage equal to the double of normal damage.
Range: 3000
Cooldown: 210 seconds
Notes: The range is the maximal distance I suggest, but maybe less is better. This is a ultimate
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Phase 3 Spells:

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Phase Info
Activates At: 50% hp Earth lich unleashes all his power
Stops At: 0% hp
Hm, you defieted the most crappy boss
Spells:


Gas vent - No Target
After channeling for X sec, boss opens randomly one of the gas geysers in his lair. Gas will come out of it that will deal insane damage for people that stay inside it and give a DoT buff (pest cloud or what ever it name was) for a small damage for X sec. While channeling, hero get's double armor.
Range: -
Cooldown: 100 seconds
Notes: If you stay to much inside the geyser and get out to late, the second effect will leave you in 1 one HP for a good while.


Avalanche - No Target
Global area effect. Earth lich causes all the rocks in his lair to move to one of the corners, and them sends them in a hail towars opposite corner. Any one that may collide with a rock will get high damage and get stuned for X sec.
Range: -
Cooldown: 170 seconds
Notes: Extremely fast high damage cap


Little Armagedon - No Target
After X sec, earth lich releases a bit of the armagedons energy over his lair. the amount of power is the percentage of life missing by the earth lich. (so max is 99%). Damage dealt is X and gets multiplied by this percentage.
Range: -
Cooldown: 500 seconds
Notes: This first calculates the percentage of the damage example: let's say the spell deals 700 damage and earth lich has 50% life. then it would deal 700 x 350 damage.Maybe you better make it 700+350 ?. This is obiusly an ultimate
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Ize, Frost Wyrm - NONE
Phases:

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Phase 1 Spells:

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Phase Info
Activates At: 100% hp Frost wyrm frozes himself to avoid damage. slows him down but all his spells froze you.
Stops At:70% hp
Frozen wyrm throws away his ice defense, and turns himself into aeterial formSpells:

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Frozen barrier - point Target
Frost wyrm creates a impasible invulrerable ice chunk at target point. This ice doesn't dispapears until he changes phase.
Range: Maximal arena distance range
Cooldown: 90 seconds
Notes: The not to smart will get easily encaged by this spell plus natural ice in the boss arena

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Ice break - Point Target
Frost wyrm flies towards target point at a very low hight and at a very fast speed. Any unit that collides with him will get frozen and knockbacked towards opposite direction. Frost wyrm also breaks any already frozen stuff dealing X damage to the unit that was fronzen and Y damage in area near that frozen stuff. Units remain frozen for X sec. Casting this spell will remove his armor bonus and his slowness, also his freezing attacks for X sec.
Range: 1000
Cooldown: 90 seconds
Notes: This breaks the ice from his first spell and the natural ice of his arena, dealing twice damage in a larger area (to compensate the abcence of a frozen unit)

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Ice blast - Area Target
Frost wyrm blastes all the ice in target area, dealing tremendous damage, based on the amount of ice made stuff there was.
Range: area maximal extension
Cooldown: 200 seconds
Notes: This must be a huge area, so it benefit from many ice made stuff, such as natural ice in lair, frozen units, and the ice created by his first spell. All those will get destroyed inside targeted area. An ultimate this is.
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Phase 2 Spells:

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Phase Info
Activates At:70%hp
Frost wyrm totally removes his ice armor, and mades himself aeterial
Stops At: 40% hp
Frost wyrm stops being a spirit, and returns to physical form, getting tremendous powerSpells:

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Aether silence - Global Target
Frost wyrm silences all enemies in his lair for X sec.
Range: -
Cooldown: 100 seconds
Notes: Extremly op as it removes the harm that casters mean to him for a while

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Energy blast - Single Target
Frost wyrm blasts targets mana, dealing that targets mana as damage to it, and leaving mana at 0 for X sec.
Range: 1000
Cooldown: 90 seconds
Notes: That kill that mage skill

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Spirit ice - Area Target
Frost wyrm throws a giant ice missile to target area. Upon crashing, the missile fades. after X sec, it unfades and deals insane damage.
Range: area maximal extension
Cooldown: 40 seconds
Notes: Lowest CD for an ultimate ever. The joke here is that you can't know were they may be a faded ice waiting to deal an insane damage. This is a ultimate.
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Phase 3 Spells:

BTNSelectHeroOn.png

Phase Info
Activates At: 40% hp
Frost wyrm gets physical again, and gets enranged, revealing his true power.
Stops At: 0% hp
*Final fantasy win music theme*Spells

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Macro Ice - NoTarget
Instantly blastes all the ice in his lair, killing anything that may be in a small range with an ice. Ice reapears after X sec. Frozen units are instantly killed as a state based action.
Range: -
Cooldown: 90 seconds
Notes: Don't touch the ice! this affects frozen unts!

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Micro ice - Area Target
Creates an ice turnboil ar target area, it throws ice in random directions. Any unit hitted by this ice will get frozen. Any unit inside the first area will cancel the spell, but get frozen for 3 times normal time.
Range: 1000
Cooldown: 60 seconds
Notes: tanks may want to sacrife so that casters and others finish the job. insane combo with first spell. This has the most ridiculous small area in area's history.

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Ice kingdom - No Target
Frost wyrm summons all the ice in his lair to him. He them melts this ice with his mouth and throws it to one of the 2 cold water piles. That water pile starts getting biger, frozing any unit that may touch this water. When water arrives half the arena, frost wyrm freezes it, converting the half of his arena in ice-ground. Unit's in ice ground get slowed and spells casted by frost wyrm over this frozen area will deal bonus damage. lasts X sec.
Range: -
Cooldown: 300 seconds
Notes: Ice summoned this way to the frost wyrm won't reapear. The only way to now in which water pile the boss is going to throw the ice is to wait for him to throw it.
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Zas, Strom conjurer - NONE
Phases:

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Phase 1 Spells:

BTNSelectHeroOn.png

Phase Info
Activates At: 90% hp Before first phase, storm conjurer will just laught at you and change his lightning barricades so fast of possition that it will be really difficult to get near him
Stops At: 60% hp
Storm conjurer celebrates your power and says that you lasted long but resistance is fulite.Spells:

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Lightning ball - Area Target
Boss throws a ball to target area, dealing X damage and aplying purge to all enemies in that area.
Range: 1000
Cooldown: 50 seconds
Notes: A good remover of buffs.

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Concentrated lightning - Point Target
Boss creates a cloud with heavy static above target point, after X sec, cloud throws X very strong lightning, each one deals X damage stuns or knockbacks target and aplies lightning status (DoT and silence) for X sec.
Range: maximal boss area extension
Cooldown: 90 seconds
Notes: This is easy avoidable, but if you don't put atention it will make you suffer.

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Lightning beam - Line Target
Throws a beam made of electricity towards target point. if it passes throught a lightning barrier it will deal heavy damage to any unit behind and explode in small electric pieces. the beam lasts X seconds and damages anyone that may walk between it while it lasts.
Range: maximal boss area extension
Cooldown: 200 seconds
Notes: This spell will mean most of the time heavy damage as there are 3 lightning barricades. This is a ultimate.
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Phase 2 Spells:

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Phase Info
Activates At: 60% hp Storm conjurer says he never had such a strong opponent, and laughts about this being his first fun in ages.
Stops At: 30% hp
Being so near of dead will make storm conjurer loose his arrogance and become really dangerousSpells:

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Shock - Area Target
Shocks with some electricity target area, dealing a small damage and burning X mana from unts inside that area.
Range: maximal boss area extension
Cooldown: 20 seconds
Notes: A heavy caster destroyer spell

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Static - Global Target
Boss will release static over his lair, slowing down every enemy unit by X%, and by Y% extra then more they try to move. Last X sec.
Range: Global
Cooldown: 100 seconds
Notes: A slow that makes you slower when you move is to OP

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Lightning orb - ? Target
This is the spell you wanted for the boss.
Range: ?
Cooldown: ? seconds
Notes: You will set all this, all I can say, this has combo with static, maybe channel and is an ultimate.
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Phase 3 Spells:

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Phase Info
Activates At: 30% hp Being near dead makes storm conjurer very violent.
Stops At: 0% hp
*zelda got a new item song*Spells:

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Lightning scream - No Target
boss screams releasing a huge amount of electric energy towars units in front of him. deals heavy damage, stuns and knockbacks.
Range: -
Cooldown: 30 seconds
Notes: This has a cone effect, so it will most time push away any mele heros attacking boss.

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Conjurers call - Single Target
Boss calls his powers over targeted unt/hero, dealing heavy mana damage and silencing, upon silence end this spell will deal mana damage again and give the target a negative mana regeneration for X sec.
Range: Maximal boss area extension
Cooldown: 30 seconds
Notes: A mage killer.

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Lightning wave - Global Target
Boss sends X waves out of his body, this waves make circles around him, getting far away from caster until they reach a corner. Any unit that may get in contant with this waves will get X damage. Once all waves arrived corners, they will all return directly to caster, dealing double damage to any units they touch.
Range: global
Cooldown: 300 seconds
Notes: Let my explain. the waves makes circles around caster, with each completed circle, the move a bit more far away, still making circles around caster, in other words, escaping outside is a bad idea. Going inside would mean to deal with the double damage of the waves coming back, althought they don't come back in circles around caster, which may give a chance to dodge them (they are pretty fast thought). This is a ultimate
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Aqerorus, water behemont - No attribute
Phases:

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Phase 1 Spells:

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Phase Info
Activates At: 100% hp Water behemont gets alive from the water.
Stops At: 75% hp
Water behemont fuses himself with water againSpells:

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Confusing water - Chain Target
(uses model's spell chain animation). Throws a big amount of water to target unit, that jumps to next target after hittinh the first. Each target get's reduced vision and slowed down by X%. The effect duration reduces with each jump.
Range: 1000
Cooldown: 70 seconds
Notes: First chain spell of the history that doesn't deals damage

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Water ilussion - Single Target
An Ilussion of the hero is created in the side of the target. It will hit the target repeatly, with each hit I will change it's position around the target, each hit of this ilussion slows down target by X%. Slow stacks but any attack that may hit ilussion will destroy it.
Range: maximal arena extension
Cooldown: 20 seconds
Notes: Insane cooldown combo with confusing water.

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Water tentacle - No Target
(uses spell throw animation of the model) Makes a water tentacle rise from one of the deep pools. Water tentacle is invulnerable has a massive attack range and lasts X sec.
Range: -
Cooldown: 70 seconds
Notes: If you don't want to use the imported model, replace it by anything you want.

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water slam - No Target
(uses models slam animation) caster channels water in his hands. After X sec, deals a huge area damage releasing a tidalwave effect towards every direction, slows units in area down by X%.
Range: -
Cooldown: 40 seconds
Notes: Spaming slows.
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Phase 2 Spells:

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Phase Info
Activates At: 75% hp When boss enters this phase it will fuse with water in his lair, regaining all his life but still having this phase
Stops At: 50% hp
Boss channels true water forces Spells:

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Water break - Area Target
Creates a huge and strong water implosion at target area, throwing units inside that area to the air, stunning them for X sec.
Range: 1000
Cooldown: 20 seconds
Notes: Annoying stun

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Water storm - Single Target
Animated water engulfs target, dealing X damage per sec to it, and reducing it's vision range to less than 100. Last X sec.
Range: 1000
Cooldown: 40 seconds
Notes: Combo with water break

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Size ilussion - No Target
Boss creates a very big ilussion from himself and hides inside it. being near this ilussion will slow unit's around it by X% and spells casted by boss while in this form will deal extra 50% damage.
Range: -
Cooldown: 60 seconds
Notes: For kas modan!!!!

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Water zone - No Target
Spikes of water apear around boss, knocking airbound any unit that get's near him, deals X damage and stuns.
Range: -
Cooldown: - seconds
Notes: This is an active/unactive spell
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Phase 3 Spells:

BTNSelectHeroOn.png

Phase Info
Activates At: 50% hp Boss gets more angry, focusing on killing you
Stops At: 25% hp
Water behemont shows his true power, and stops using ilussiond Spells:

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Ilussional water - Global Target
Boss rises fake water leaving everything covered of this water. Boss will teleport to hit and move inside this water, and his spells will deal bonus damage. Last X sec.
Range: -
Cooldown: 100 seconds
Notes: Yes all the arena get's full of fake water. And yes water blocks sight.

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Water turnboil - Point Target
Boss creates a strong flow of water from his finger to target point, this deals low damage but has insane knockback. This spell continues as a summoned unit with the same effect for X but with no damage.
Range: 700
Cooldown: 80 seconds
Notes: This creates a sort of fliped tornado that pushes and deals damage. Them the tornado will saty there pushing unit's even if the boss is doing something.

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Water wall - No Target
Boss creates a water wall in front of him. It's impasible. Blocks missiles throwed to boss. Any enemy trapped in the wall when boss casted it will get silenced and have DoT until wall disapears. Last X.
Range: -
Cooldown: 30 seconds
Notes: Just rampage mele heros

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Cascade - Area Target
Boss takes out the cascade of his arena and uses it as and attack spell over target area. The cascade moves inside area with an insane strenght, knocking unit's in that area to the air or to any direction, deals hight damage.
Range: 1000
Cooldown: 90 seconds
Notes: Seach for magic's card ability cascade which makes a lot of random things...It's basically the same effect but with units, a massive chaos
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Phase 4 Spells:

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Phase Info
Activates At: 25% hp Water behemont becomes real pissed and starts using arcane water.
Stops At:0% hp
:D you wonSpells:

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Arcane binding - Point Target
Instantly throws a water link to target point. Any unit that gets crossed by it will get dealed insane damage. If the spell doesn't hit anybody it will stay as a link. The first unit to pass thought it will break it getting low damage. If this spell doesn't does damage to anybody, boss receives X damage.
Range: 1000
Cooldown: 9 seconds
Notes: Insane speed, avoiding the first effect may be the greatest deal due to speed. Once the link stays in the same point it's not a great threat. Note that the chain moves as boss moves. If you can avoid this one enought times you can kill the boss with his own powers.

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Arcane defense -No Target
Boss puts himself a shield of arcane water. Shield will explode in mele contact with an enemy. If shield doesn¿t explodes in X sec, next time boss throws water binding it will throw it together with the spell. the shield increases size and stays in the point. Any unit nearing it will get X damage and break the shield. After X sec, the shield returns to his caster dealing X damage to him, unless it hit's something in his way back, which will deal insane damage to that thing.
Range: -
Cooldown: 18 seconds
Notes: Time is the rule. This is so OP the only reason it's legal it's because it deals damage to himself.

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Arcane source - No Target
Boss opens an arcane source for him. This gives him spell vamp. If boss can't get X health with this spell activated he will loose all the health gained this way and get bonus damage.
Range: -
Cooldown: 5 seconds
Notes: Spell vamp is life steal but with spells. This amount of spell vamp must be insane so that getting this spell to help you might be a threat

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Pure arcane power - Global Target
Boss doesn't mix his arcane power with his waterbending, instead of that he uses it in it's pure state. Deals insane damage but leaves boss vulnerable to anything for X sec.
Range: -
Cooldown: 300 seconds
Notes: No way to avoid it. Defend your helear and burst him before he recovers. This is a not so good ultimate.
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I will leave this one here for a while
 
Last edited:

Deleted member 219079

D

Deleted member 219079

About my request, I made a video of existing heroes to help out :) now I'm just running out of ideas and keep repeating existing ones lol
Again no rush with this request, I have no urgent need for new heroes.
 
Last edited by a moderator:
Level 19
Joined
Apr 10, 2010
Messages
2,789
Been playing some Strife (MOBA) lately, so I'm inspired to make a hero. This guy is based on killing massive amounts of neutrally hostile units. It's the Huntsman.

BTNBandit.png

Joedark, the Huntsman - STR (Bandit Model)
Abilities:


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Gold Rush - Innate Passive
Whenever Joedark kills a unit and gains its gold bounty, he releases a small energy which damages nearby enemy units. Killing a hero automatically refreshes the cooldown of this ability.
Range: 0
Cooldown: 24 seconds
Notes: Scales per 5 levels. Cooldown can be refreshed (I think) by removing then adding the ability.

BTNChestOfGold.png

Inflow - Area Target
Joedark gains gold bounty from all units in the area, whether he kills them or not for a short duration.
Range: 450
Cooldown: 15-18 seconds
Notes: Scales duration. If Joedark doesn't kill a unit, the killer of the unit still gains 100% of the gold bounty of the unit and Joedark just gains half of it.

BTNMGExchange.png

Scent of Gold - On/Off Target
Upon every kill by Joedark, he heals himself by a portion of his total health. This spell consumes a mana every time Joedark attacks.
Range: 0
Cooldown: 6-11 seconds
Notes: Reduces mana cost per health. Synergizing this with Inflow allows for massive boost in both Health and Gold.

BTNBearBlink.png

Theft - No Target
Joedark's next attack on a hero unit causes it to prevent that hero from gaining gold for a short duration.
Range: 0
Cooldown: 18 seconds
Notes: Notes come here about the ability if required, else remove it!

BTNHolyBolt.png

Ultimate:
Blast - Unit Target
Joedark blasts a force of energy to the target unit, dealing heavy magical damage. Also, killing a unit with this ability replenishes Joedark for a percent of his total health and mana.
Range: 600
Cooldown: 40-80 seconds
Notes: Scales damage and percent replenished.


This guy is a very item reliant hero, needing good items to successfully power him up, making him quite hard to use. His main strategy is to use Inflow to Scent of Gold while farming and Theft to harass enemy heroes. He can easily finish off enemy heroes with Blast. He can be a potent bruiser, tank, but better off as a semi-carry, meant to clear of waves of enemies.

Here is your INT hero, meant to be a very potent spellcaster who can wreck structures with relative ease.

BTNDestroyer.png

Obsidium, the Rune Walker - INT (Obsidian Destroyer model)
Abilities:


BTNAnimalWarTraining.png

Magus Core - No Target
Obsidium temporarily takes the form of a statue, turning him invulnerable yet unable to move for 1.5 seconds. Upon completion, Obsidium gains a temporary buff, giving him increased armor for a short duration.
Range: 0
Cooldown: 12-20 seconds
Notes: Scales duration.

BTNOrbOfFrost.png

Barrage - Area Target
Obsidium fires a ball of negative energy, which prevents all units in the area from attacking for a short duration.
Range: 600
Cooldown: 15-18 seconds
Notes: Scales duration. Great initiation spell. Allows your enemies (even buildings) to stop attacking in order for you to smack them. Duration usually is 1-2 seconds.

BTNCharm.png

Rune Sight - Unit Target
Obisidum reveals ancient magic to the target unit. If the target unit is an ally, it heals them, bouncing up to 3 times. If it is an enemy unit, it damages them, bouncing up to 3 times. The effect diminshes per bounce.
Range: 900
Cooldown: 8-11 seconds
Notes: Scales damage/heal factor. If the initial target is an allied unit, it will only bounce to allied units, and if the initial target is an enemy unit, it will only bounce to enemy units.

BTNMagicalSentry.png

Ultimate:
Runestep - Area Target
Obsidium places a large rune at the target area and after 3 seconds, the rune erupts, dealing magical damage to any unit that entered or exited the rune, whether or not they are nearby the rune or not.
Range: 600
Cooldown: 60-90 seconds
Notes: Scales damage.


Obsidium not only works as a great support in fights, but also in helping stun and immobilize buildings. His Barrage allows you to shut down enemy structures and units around it, however it is hampered by its small AoE. A good combo is to place a Runestep on an area and follow it up by a Barrage, allowing no units to stay alive and fight back. Additionally, if your allies get low on health or if enemies try to escape, you can hit them with a Rune Sight.

I'll place the icons later on.
 
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Deleted member 219079

D

Deleted member 219079

Nice job with The Death Stalker :) Huntsman can also be good for gathering resources, as I have respawning creeps on the map.

What does scales mean at notes?
 
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Added a new boss to bunny's request. On another note, scales means which attribute of a spell increases when leveling up that spell. Example: scales mana cost and duration. Would mean that this spell will cost more mana at lvl 2 than at lvl 1, but duration of any effect the spell may have will be larger.
 
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Exactly what Paillan said. Scales mean that per level this attribute increases while reduces means per level the attribute decreases.

EDIT: Added icons and changed names.

EDIT 2: Here's the last hero:

BTNHippogriff.png

Druid, the Hippogriff Spirit - AGI (Hippogriff model)
Abilities:


BTNEnchantedCrows.png

Sky Assault - No Target
Druids attack range is increased to 1200 and her next attack would immediately launch her to the position of the target unit and deal bonus damage but stuns her for a half a second.
Range: 0
Cooldown: 11-18 seconds
Notes: Scales damage. Not hitting an enemy unit would cause Druid to be stunned for 1 second.

BTNCyclone.png

Cyclone Breath - Point Target
Druid breathes a cyclone out of her mouth, causing it to deal magical damage to all units in front of him every second for 3 seconds but cause Druid to remain immobile.
Range: 600
Cooldown: 10 seconds
Notes: Scales damage. Ordering Druid to do something cancels the channeling of the ability. Attacking Druid does not cancel the channeling of the ability and the cyclones length is 600 units.

BTNRavenForm.png

Talon Strike - No Target
Druid slashes the area in front of her, dealing physical damage to all units in front. Additionally, this ability grants Druid the ability to deflect attacks back at attacking units.
Range: 0
Cooldown: 5-11 seconds
Notes: Scales damage and attack deflection.

BTNForceOfNature.png

Ultimate:
Sky Drop - Area Target
Druid performs a great feat in the air and suddenly slams herself to the target area, damaging herself but dealing twice the health depleted to all units nearby and stunning them for a short duration.
Range: 600
Cooldown: 90 seconds
Notes: Scales health reduction and stun duration.


Druid is an extremely versatile hero, with ways for her to work as a possible bruiser, semi-carry, full fledged carry or even on taking on enemy creeps. She is very reliant on positioning, especially what she is facing, making her quite the challenge to use.
A good combo for her is to cast Sky Assault to initiate the fight then follow it up with Talon Strike. Talon Strike also gives her bonus survivability, allowing her to last quite a long time in fights. After Talon Strike, you can follow it up with a Sky Drop if its a big fight such as a team fight and pick off remaining units with Cyclone Breath.
Couldn't find any similar styled icons, so forgive me for that.
 
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Deleted member 219079

D

Deleted member 219079

Couldn't find any similar styled icons, so forgive me for that.
If you can't find any matching icons for a hero, you can suggest custom icons (I know I said to prefer vanilla icons for saving file size). As you can see in the video I posted, I used 2-3 custom icons for 2 heroes, fortunately I was able to find matching icons from default gallery for the third one (1:40 on the video for 3rd hero).

I like Druid :D I might add Tornado spell for it, with 4 levels instead of 1.
 
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Level 19
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If you can't find any matching icons for a hero, you can suggest custom icons (I know I said to prefer vanilla icons for saving file size). As you can see in the video I posted, I used 2-3 custom icons for 2 heroes, fortunately I was able to find matching icons from default gallery for the third one (1:40 on the video for 3rd hero).

I like Druid :D I might add Tornado spell for it, with 4 levels instead of 1.

The spell has 4 levels but his range and cooldown is constant with an increasing damage per level.

Hmm does entering the FBF contest as a member of the factory count as cheating? :D Esp since DJ is a judge there :grin:

I forgot that I was a judge there :D
Maybe if you give me some donuts than I can make an exception.
 
Level 9
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324
Primary Attribute: Strength
Map Theme: Ragnarok and warcraft-like
Map Kind: ORPG
Number of Spells: 11
Number of Normal Spells 8
Number of Ultimates: 3
Restrictions: I need some ideas for Monk classes.. I want the skill can make him create 2 build, either tank, or damage.. may be you can take a look at monk on RO1/RO2.. i really lik RO :3
I dont want him to have a healing skill.. I want him to be tanky with armor,shield or evasion(or any good idea).. His primary weapon is knuckle or fist.. not the one with stick
 
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Level 4
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Primary Attribute: Agility
Map Theme: Futuristic
Map Kind: Campaign
Number of Spells: 5
Number of Normal Spells 4
Number of Ultimates: 1
Restrictions: Uh... not really. Just try to include a variety of assassin-type spells - Smoke Screen, Grenades, etc.
 
Level 19
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Primary Attribute: Agility
Map Theme: Futuristic
Map Kind: Campaign
Number of Spells: 5
Number of Normal Spells 4
Number of Ultimates: 1
Restrictions: Uh... not really. Just try to include a variety of assassin-type spells - Smoke Screen, Grenades, etc.

I'll get this one since its a lot shorter. Here it is though:

Abilities:


PASBTNImmolation.png

Huntress - Innate Passive
Brutess' innate skill at taking down enemy units allows her to gain a quick, small burst in movement speed after killing an enemy unit. Bonuses stack up to 5 times.
Range: 0
Cooldown: 0 seconds
Notes: Does not scale.

clusterrockets.gif

Twin Rockets - Point Target
Brutess targets a point and fires off two rockets at the center of it, dealing damage to all units nearby the target point.
Range: 900
Cooldown: 9-11 seconds
Notes: Scales damage.


Burst Strike - No Target
Brutess loads her guns for a while and immediately fires an explosive shell in front of her, dealing minimal damage but reducing enemy units resistance.
Range: 0
Cooldown: 11-15 seconds
Notes: Reduces cooldown and scales resistance reduction. Reduction is basically magic resistance in Warcraft.

BTNInvulnerable.png

Recon Shield - No Target
Brutess places a shield which removes all negative buffs from her.
Range: 0
Cooldown: 21 seconds
Notes: Scales duration and bonus movement speed.


Ultimate:
Lock On - Unit Target
Brutess locks on a target enemy unit. After 2.5 seconds, the target unit is shot by a bullet by Brutess, dealing heavy physical damage. The target unit is immediately killed if their health is below a set amount. The damage is lower the farther the unit is and if the unit goes beyond 1800 units, the execution effect of this skill will not take place.
Range: 900
Cooldown: 90 seconds
Notes: Scales damage.


Just wanted a fairly basic hero here with easy skill synergy and not at all hard to code. Couldn't find any icon for Recon Shield. I'll try and look for one in the near future.

However, i'll make the next one much more non-traditional.

EDIT:
Added an innate passive, which is fairly easy to code.
All abilities do not need any complex code to execute, and ill try and approach how to code them from a pseudo-code perspective:
Huntress - Use an event which detects when an enemy unit dies and check if the unit that killed it is Brutess and if Brutess has the skill "Huntress". Then, add one to a variable detecting the number of stacks in this spell and check if it is greater than or equal to 5.
If it is, do not add a movement speed bonus. If it is not, create a dummy unit which casts a spell giving Movement Speed bonus to Brutess then destroy the dummy unit. Make sure the bonus has a duration.
Twin Rockets - Edited it to make it just an edited version of Cluster Rockets. Just keep the number of rockets at 2 and increase the area of it and damage per level.
Burst Strike - Make an event which detects the cast of an ability and check if the ability casted is this ability. Then, stop Brutess for her channeling animation then proceed to create a unit group of all units in front of Brutess within X units of her. After, deal damage to them and for the magical resistance reduction, you can either create a dummy unit for every unit in the unit group and make it cast a spell which reduces the magic resistance of an enemy unit.
Alternatively, you can also add an ability through spellbooks base off an ability which gives bonus resistance and make it instead of adding a positive magic resist value be it a negative resist value.
Recon Shield - Check if an ability is casted and if that ability is this ability. Then, there should be an action which allows you to remove all negative buffs or all buffs on a unit, and make that unit this one.
Lock On - This is perhaps the most complex one, but not at all hard. Just set a variable to the target unit and cause Brutess to not move for 2.5 seconds but face the target unit. Use timers for this or waits since its just a SP campaign.
After, check if the distance between them is within 1800 units. If so, make a boolean which tells you that the unit can't be killed from this spell and set it to true. Else, set the boolean to false.
After, check if the boolean is true. If it's true and their health is below the damage dealt by this spell, make their health 1. If not, deal damage to them.
If the boolean is false, check if their health is above the number required for execution (for example, if the damage dealt is 300, make the requirement 400-500), deal the regular damage to them. If its below, kill them.

If you can't code this, we have a partnership with a spell workshop. There's a link in the main post.
 
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Level 4
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Sorry but I asked for 4 normal spells + 1 ultimate. Not to offend you or anything, but I doubt I'd need many triggers/code to complete these spells. Sorry, but I suppose this workshop isn't for me.
 
Level 19
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First. DJ you made... YOU made a messy answer o_O the end of the world is coming!
Second. If you wanted heavy triggers, put that in restrictions, as DJ answers thend to have much more simple stuff than mine, so you asked us the bad way and we ARE offended, rwstriction stuff is there to avoid this things.
 
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Alright, could either of you have a go? My post is not too far up from here. Sorry for any misinformation or misreading done by me. Thanks for the help, DJ, anyway.
 
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Awesome I thought you guys weren't taking requests anymore for some reason, but I might've been misreading etc. Anyway, I have a big request so my suggestion is that one of you do the heroes, another the boss, something like that. It's for my SPRPG.

Heroes

Number of Heroes: 6
Number of Heroes with Intelligence Primary Attribute: 2
Number of Heroes with Strength Primary Attribute: 2
Number of Heroes with Agility Primary Attribute: 2
Map Theme: Modern (After World War 2 but before the year 2000)
Map Kind: Single Player RPG
Number of Spells Per Hero: 4
Number of Normal Spells Per Hero 3
Number of Ultimates Per Hero: 1
Restrictions: They must be human, they don't have to be too complicated (I read Austin's posts :D) and they must include technology relative to the specified time (1945-2000)



Boss

Boss Name: Sergeant Ellian Draviski
Attribute: Strength
Little Info About Boss (Lore/Background): A sergeant in the (still wondering whether or not to use Earth continents or make my own) naval forces, Ellian Draviski is man with rumours following him. Invincibility, some say, magical, others say. These rumours are not true, of course, but his reputation is well earned through his many battles and warfare experience. Though strong and effective in battle, Draviski is similarly intelligent and a trained tactician. Draviski was once a small child living in (some continent) during the first war. His parents were kidnapped and tortured (being a naval officer (father) and a field medic (mother)) by the enemy (other continent) army and killed in the process. Draviski joined the military only a few years later, faking his age. Twenty years passed since his recruitment into the army until now, the second war, where he is anxious to spill the blood of the people who murdered his family.
Boss Location: Phase 1 of the fight Draviski is in a personal, private-made jeep, so he would have a bunch of strong explosive and machine-gun like weaponry. You use artillery to take him down. The second phase is when his jeep is destroyed, and he climbs out and starts fighting. All this is outside in one of those rocky deserts..
Map Theme: Post-World War 2
Map Kind: Huh?
Number of Spells: 6 normal spells(3 per phase)
Number of Ultimates: 2 (1 per phase)
Number of Phases: 2
Restrictions: Not much, just make sure the boss has modern weaponry.



Lastly, Items

Number of Items: 6
Preferred Item Type/s: Weapons (Guns)
Effect: Effect? Just extra damage.
Map Theme: Modern.
Map Kind: ...
Restrictions: Make sure they are legit, modern weaponry. A grenade or two could be included.
 
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I 'ill take items.


Item InfoItem Ability


Grenade
?
Explosive
Common

"A simple grenade"

active one time to take the safe ring out. Click again to throw to target area, and deal X area damage. If you don't throw it in X sec it will explode in your hand, most time killing you.

Item InfoItem Ability


Sniper rifle
?
Rifle/weapon
Uncommon

"A snipa!!! a camper!!"

adds a X sec channel to all your attacks. all you attacks have a chance of headshoot, killing the target. making a headshoot will disallow you from attacking for a while. if target moves, attack fails. increases attack range greatly.

Item InfoItem Ability


Last chance dagger
?
dagger
Common

"You must be really desesperated"

Allows to stab a target, which can be only mele and can be only facing to oposite facing of caster, otherwise this spell fails. Kills target. If it fails it will just deal X damage.

Item InfoItem Ability


Rocket
?
Explosive
Uncommon

"A not so presice rocket"

Throws a rocket to a random point in a distance between 1 and 1000 of caster. Deal X area damage. Rocket is more pressice if caster doesn't moves for X sec when using this item (in which case rocked will fall at nearest enemy unit)

Item InfoItem Ability


Scope
?
Accesory
Common

"A plain scope, maybe you want a rifle with it?"

Increases chance of headshoot in sniper rifles, and removes the fail attack sniper have if target moves (attack deals half normal damage). Converts normal rifles into sniper ones. any other weapon will get more range.

Item InfoItem Ability


Ammo
?
Ammo
Legendary commoness

"A truly plain... AMMO"

When activated it increases attack rate by X%. it also gives some small damage bonus.
 
Level 19
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No Bunny, you won't request until I end your currently request. Added another boss to the original answer. By the way, the otable code broke :/
I am sorry, but if DJ isn't here for 2-3 days, and there are still other requests, I can't let you have so much pending ones. Also I really want to be sure all this effort is going to be in a map...
 
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Sorry but I asked for 4 normal spells + 1 ultimate. Not to offend you or anything, but I doubt I'd need many triggers/code to complete these spells. Sorry, but I suppose this workshop isn't for me.

My mistake, I didn't see that you needed 4 spells and an ultimate.
Paillan already said what I needed to be said. I already edited the previous request to make it a lot more simple mechanically. Link: http://www.hiveworkshop.com/forums/...idea-factory-195121/index132.html#post2468295

If you still cant code this, we have a partnership with a spell workshop. You can see their link in the main post of the thread. I try to make very simple spells which lead to elegance in simplicity.

Also Paillan, you always say what I want to say and I always take the requests you want to take. Its weird.

Finally, here is makai's request:


Monk - STR
Abilities:



Unarmed - Innate Passive
The Monk gains 125% bonus damage while equipped with no weapons. He may only equip light - medium armor as well.
Range: 0
Cooldown: 0 seconds
Notes: Does not scale. Just make a PASBTN version of this icon.



Bull Fist - No Target
The Monk clenches his fist then deals a heavy straight punch to the unit for his next attack, dealing a percent of his total attack damage plus his original attack damage. The force of the punch is so strong that it knocks the enemy unit back.
Range: 0
Cooldown: 2 seconds
Notes: Scales damage bonus and reduces mana cost.


Ground Slam - No Target
The Monk slams the ground below him with his fists, dealing damage to units nearby him.
Range: 0
Cooldown: 9-5 seconds
Notes: Scales damage.


Successive Tackle - No Target
The Monk readies for a tackle, making his next spell cause him to quickly tackle them in succession, causing him to propel himself forward, dealing damage and knock him back for 250 units. The bonus lasts for a short duration.
Range: 0
Cooldown: 12-8 seconds
Notes: Scales damage and duration. Abilities affected by this skill are Bull Fist, Zeus Strike, Dragon Kick and Glacial Palm.


Attune - On/Off Target
After 1 second, the Monk attunes himself with his own magical energy, causing him to gain an armor bonus while this ability is on. This ability when turned on reserves 40% of his total mana.
Range: 0
Cooldown: 0 seconds
Notes: Scales armor bonus. Reserved mana means that 40% of his total mana cannot be used. The armor bonus is near large.


Zeus Strike - Point Target
A surge of lightning goes through the body of the Monk then he ejects it to the target point, firing a lightning projectile which deals magical damage to all units in a line.
Range: 900
Cooldown: 11-7 seconds
Notes: Scales damage. Has a high mana cost when compared to all the other non-ultimate skills.


Dragon Kick - Unit Target
By the use of his own attunement with magic, the Monk sets his foot ablaze and leaps then kicks the target unit, dealing magical damage to the target unit. Nearby units are also dealt a portion of the damage.
Range: 900
Cooldown: 11-7 seconds
Notes: Scales damage. Has a very similar mana cost with Zeus Strike, but a tad lower.


Glacial Palm - No Target
The Monk deals a chop to the target unit imbued with the energies of cold. This causes the Monk's next attack to deal bonus damage and slow the enemy unit for a short duration. Due to the force of the attack, the monk damages himself in succession.
Range: 0
Cooldown: 6-4 seconds
Notes: Scales slow. The bonus damage is very small, making this spell only good for its slow effect. Can be used in conjunction with Bull Fist. Costs very little mana due to is health risk.


Ultimates:

Comed Fall - Area Target
The Monk readies himself for 2 seconds then leaps then descends to the center of the target area, dealing damage to all units inside it. Units inside are stunned for a second but the Monk is dealt recoil damage.
Range: 1800
Cooldown: 60 seconds
Notes: Scales damage. Has no mana cost.


Arc Lightning - Unit Target
The Monk fires a bolt of lightning to the target unit, which bounces to nearby enemy units up to 3 times, causing them to be dealt damage and have their mana drained. This also causes them to take increased damage from all sources. The energy used here is too much that it tires out the Monk, silencing him for 3 seconds.
Range: 700
Cooldown: 45-30 seconds
Notes: Scales damage and mana drained.


Eclipse Kick - Area Target
The Monk launches himself to the target area and deals his strongest move, the Eclipse Kick. The kick sends a large force of explosion around the monk, causing him to use up all of his mana and deal damage depending on the amount of mana consumed.
Range: 900
Cooldown: 90 seconds
Notes: Scales damage.


The monk is largely based on unarmed combat (no weaponry and light armor) and gains very much bonuses from being unarmed. One flaw of his is that he can only deal massive amounts of damage through spells and he doesn't have an infinite amount of mana. His main way of defense is through evasion or a shield. He can dish out large amounts of spell damage or autoattacks and becomes deadly when you try and kill him. He is very squishy if Attune is not activated or if he has sub-par gear

A great combo here is to activate Successive Tackle, Bull Fist and Glacial Palm then cast Dragon Kick, which activates Successive Tackle. Then attack them, causing Bull Fist and Glacial Palm to take effect. Then, cast Zeus Strike, causing them to be likely dead or weakened. After, either autoattack, or if their in a large group, cast Arc Lightning. If you cast Arc Lightning, cast Eclipse Kick after. Comed Fall is great for initiating fights.

I suggest making an item which makes equipping a shield only increase the damage output of a character to 150%. Just also remove the weapon model.

I really want to write another tutorial (perhaps a better Hero Idea one or a story 101 tutorial or even a game design one). Perhaps if I have time. Waddaya guys think?
 
Level 12
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I'm having connection problems and am currently using my phone. I'll try to fix it by the end of the day and finish that request too.

EDIT:


Corporal Lucas Davison - INT
Abilities:



Special Armor - Innate Passive
The Corporal uses experimantial, custom-fit armor in battle. The armor is able to absorb the bullets and spread the force equally through the whole armor. This reduces the impact (something like hardened skin, reduced damage) and when the Corporal is in life-threatening (25% health left) danger the armor releases morphium and adrenaline inside the Corporal's blood, allowing him to ignore his pain and run away (increases movement speed)
Range: 0
Cooldown: 0 seconds
Notes: Reduced damage scales, as does movement speed increase. It's an easy trigger spell. The movement speed increase shouldn't scale, but the length of the effect should 5/10/15



Gas bomb - AoE
The Corporal throws a specialised gas bomb, causing temporary blindness and dizziness to enemies caught within the explosion.
Range: 650
Cooldown: 60/40/20seconds
Notes: Scales miss chance, mana cost but not movement and attack speed reduction.


Injection - Unit Target
The Corporal injects himself or an ally with a specialised substance, with effects of morphium and adrenaline causing the soldiers wound to heal quicker and fight with more stamina.
Range: 150
Cooldown: 45/30/15 seconds
Notes: Scales health regeneration and attack speed bonus.


The Tiny boom - Ultimate
The Corporal throws a small bomb on the enemy, which then sends him a signal of the bombs location. After a couple of moments, the bomb explodes, presumably fatally injuring the enemy and spreading poisionous gas around it. This causes nausea and vomiting among those who inhale it.
Range: 400
Cooldown: 120 seconds
Notes: This spell is useful when you're fleeing or the enemy is retreating. It allows you to track the enemy and give you an advantage if you hurry. The nausea would impare the movement of soldiers while the vomiting would be equal to minor damage.




His abilities fit best when working in a group. Depending on which abilities you upgrade first he can be defensive or offensive.
 
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Level 1
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so you do the coding for the Hero as well. i have a bunch of ideas but cant make the best ones real. for instants a WereWolf Hero which is thee original Werewolf (just like with William in Underworld Movie) and I've tried making a similar "Were-Curse" but failed every time.

its a passive ability that has x% chance of biting the target and injecting its venom which is a buff that last forever unless its removed by other means (ability to cure).

on the next full moon of being bitten the unit will being to transform into a Werewolf.


that part i can do but this part is the one i cant do

when the moon passes (morning 06:00) the cursed unit will turn back into its original form/unit
which will loop for every day and night


but if you decide to do this i'll be happy with cursed unit staying in its Were Form and on every full moon all Were-Monsters gain x% more power in health regen and max, damage dealt, ability damage and with str, agi and int. making them faster, stronger and harder to kill


in future i'll try to make a full on detailed representation of my Were-Curse and Werewolf hero/boss
 
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