- Joined
- May 22, 2009
- Messages
- 276
[There's a summary at the bottom for the people that don't want to read the big textblock]
My exams are finally over, so I can start mapping again, and so I've started to work on my new rpg, it does not have a name yet, but I'll worry about that later, it will probably be something simple.
I've had many ideas, and I'll be putting them together in this map, it's pretty much, and I'll update it as I progress.
If you happen to come up with better names for the items and classes listed below, I'm happy to hear them, English is not my mother language so I'm sort of limited at namecalling.
Also there won't be screenshots for a long time as terrain is the last thing I work on in my maps.
There's no story yet, will be updated later
There will be a Good-Evil system:
Some quests are aske by evil people, some by good.
Some quests will give you 2 ways to end them, a good and an evil way, choosing a way increases your "kindness" or "Evilness". Once you're over 90% Evil or Good, you're inconvertable Evil (or Good). Once you're inconvertable evil, you can't do anymore good quests, and vica versa. But much better and harder quests will open for you. You can see how evil or good you are on the multiboard.
There will also be a bounty hunter board, where you can take killing quests, each Wanted poster will have a level requirement.
There are 4 Skills you can choose from in the beginning of the game
Weaponcraft: These are fighter classes, they focus on their gear that increases their strenght and power of their abilities. You need this skill to be able to forge weapons.
Magic: Caster classes, can use magic shards which improve their abilities.
Alchemy : Experts in potions, materializing and vivicism (=turning objects to life, this word is made up). You need this skill to be able to use mixing pot to create potions.
Engineering: Can make droids and Robots, droids are used to assist the hero, either in battle or as support, Robots are used to be ridden in by the hero, so you either use the robot or the hero, the hero can repair droids and robots. Robots can carry heavy weapons(f.e. Sonic Dead Ray, EMP, Electric gun, Zapper, ...)
Later in the game you can choose a second skill (again one of these 4), that way you can combine 2 of these skills to obtain new classes.
Job System
You won't play with the same class all game, most likely you'll play atleast 4 different classes. You can open new classes as you level, if you meet the requirements. Possible requirements are:
-level
-Evil-Good
-Secondary skill
-Main quest development
You can change your class trough a building, where you can also change your multiboard (to see your herbs/mats). The building might have more uses later. The building will be useable where ever you are on the map.
Here is the list of jobs I've got so far:
Will be in the test version
Will be in the first version
Will be added eventually
Alchemist-> Naturalist (vivicism) -> geomancer -> Mother Nature
-> Potion Brewer -> Chemist -> Scientist
-> Weapon Forger (requires weaponcraft) -> Weaponsmith -> Weaponmaster
Engineer -> Technician (droids) -> Battle Droid Technician -> Master BDT
-> Support Droid Technician -> Master SDT
-> Mechanic (Robot) -> Greater Mechanic -> Master Mechanic
Fighter -> Archer -> Lancer -> Dragoon
-> Ninja -> Assassin -> Shadow Templar
-> Warrior -> Knight -> Juggernaut
-> Brute -> Berserker -> Barbarian
Mage -> Dark Mage -> Hypnotist -> Illusionist
-> Red Mage -> Elementalist -> Sage
-> Light Mage -> Priest -> Bishop
-> Green Mage -> Prophet -> Oracle
Special classes (combined by 2 skills, order of skills choosen doesn't matter)
Weapon + Magic -> Paladin
-> Enchanter
-> Monk (Secret, need to have finished game before)
Weapon + Alchemy -> Beastmaster
Weapon + Engineering -> Robot Gladiator Mechanic
Magic + Alchemy -> Animalist
Magic + Engineering -> Medic
Alchemy + Engeneering -> Biochemist
-> Puppeteer
-> Architect (Secret)
These classes can change I'll give individual information of the classes once I've finished them, and tested them.
Mastering Jobs
When you reach a certain level (thinking about 20), you master a job, this means when you take another job, you can choose to add all the spells of the mastered jobs to your new job (in a spellbook). You can only take one mastered job's spellbook to your new class, if you have more mastered jobs, you can change the spellbook when you repick another job.
I'll only post the basic jobs and their 1st sub, not the spoil the whole game, you'll have to find out future jobs by playing them
Each Job has 1 Initiate ability, 3 normal(4 levels) and 1 ultimate (Learned at level 6 and 12)
Initiate: Scholar [Passive]
Gives the alchemist +5 intelligence and a +10% exp rate
Create Mud Golem
Creates a mud golem from the ground the alchemist stands on. Has a higher attack, more hitpoints and a new ability every level. Lasts till killed. Can only have 1 mud golem at a time.
Herbalist [Passive]
Increases chance to drop a material required for potions. Also learns a new recipe each level.
Level 1: Shimmerweed +5%, Healing Potion Recipe
Level 2: Shimmerweed +5%, Blue Herb +5%, Ether Recipe
Level 3: Shimmerweed +5%, Blue Herb +5%, Spider Poison +5%, Poison Potion Recipe
Level 4: Shimmerweed +10%, Blue Herb +5%, Spider Poison +5%, Fire Potion Recipe
Materialize Weapon
Creates a weapon out of the ground, increasing your damage. The weapon perishes after 30 attacks.
Level 1: A sword: +15 attack
Level 2: An Axe: +30 attack
Level 3: A Broad Sword: +45 attack
Level 4: A hammer: +60 attack
Metal Golem
Combining potion brewing, materializing and vivicism, the alchemist creates a metal golem, carries a weapon(Perishes after 30 attacks), has infinitive potions(ability=Poison Potion) and lasts till killed, or when he's summoned again. Can heal himself by absorbing mud golems.
Initiate: Herb Attraction [Passive]
Increases chance to find herbs, instead of nothing.
Brew
Brews potions on the spot. Brews an extra potion per level. Only works for potions in the first list. A new recipe is learned each level.
Level 1: Open Wound Potion Recipe
Level 2: Drunk Potion Recipe
Level 3: Hi-Potion Recipe
Level 4: Hi-Ether Recipe
Potion Throw
Throws 2/3/4/5 potions at once to enemy units within range. Potions have to be in slot 1 of the hero's inventory. Only works for Poison Potion, Ultra Poison Potion, Fire Potion and Fire Potion 2
Potion Recovery
You have 5/10/15/20% chance to recover a used potion
Upgrade Potion
Upgrades 5/10 charges of potions in the first slot of the hero's inventory. If there are less then 5/10 potions they'll all be upgraded. Upgrade-able potions are: Poison Potion, Fire potion, Drunk Potion, Hi Potion and Hi-Ether
Initiate: Absorb
Sacrifice a created minion to restore the Hero's hit points and mana points. Restores hit points and mana points by 50% of the minion's current hit points.
Water Elemental
Creates a water elemental. Lasts 60 seconds. Has a 300 hit point bonus when created in water. Water potion heals Water elemental for 500 hit points. Also gives the water elemental a 15 attack bonus.
Rock Golem
Creates a Rock Golem. Has a higher attack, more hitpoints and a new ability every level. Lasts till killed. Can only have 1 Rock Golem at a time.
Abilities: none/Rock Throw/Bash/Rock Midgets
Rock Throw: throws 12 rocks at enemies, dealing 70 damage(total) and stunning for 2 seconds
Rock Midgets: When the Rock Golem dies(not by absorbing or resummoning), 3 rock midgets spawn, they last 60 seconds.
Earth Bound
Turns the roots in the ground alive, trapping and damaging enemy units in a line.
Wood Elemental
Turns a tree into a wood elemental. Lasts till killed. The wood elemental can absorb water elementals and Rock Golems to become stronger. Limited to absorb 3 water elementals and 3 Rock Golems. Water Elemental gives +15 damage. Rock Golem Gives +5 Armor and +200 hp.
Initiate: Raging Furry [Passive]
Gives a 10% chance to do 2 times normal damage on an attack.
Knockback Strike
Strong melee attack at single target. Effect: Knockback (Range=500). Damage: 75/160/255/360
Counter Strike [Passive]
There's a 5% chance you block an enemy attack and returning 25/50/75/100% of the damage. The counter attack stuns the enemy unit for 1 second.
Basic Forging [Passive]
Learns new recipes and/or forging techniques each level.
MultiSlash
Increases the hero's attack speed by 300/400% for the next 4/8 attacks. Lasts 20 seconds.
Initiate: Heavy Gear Component [Passive]
This Hero and it's subs can wear Helmets, Axes and Hammers.
Outburst
Uses the Hero's rage doing damage to surrounding units and pushing them away from the Hero. Effect: Knockback (Range=500). Damage 250/325/400/475
Continuous Blow [Passive]
When attacking the same target multiple times, the Hero's attack speed increases by 15% after each attack. Stops increasing after 3/4/5/6 attacks. When targeting another unit the Hero has his original attack speed back.
Advanced Forging [Passive]
Learns new recipes and/or forging techniques each level.
Body Slam
Grabs targeted unit and jump into the air to devastating damage to the target and surrounding units. Damage: 750/1000 to target, 150/200 to surrounding units.
Initiate: Light Gear Component [Passive]
This Hero and it's subs can wear Boots, Gloves and Spears.
Arrow Barrage
Shoots arrows at targeted area dealing damage. Effect: Stun: 1 second. Damage: 250/325/400/475
Wounding Shot [Passive]
The Hero's attacks wound the target. The target receives damage each second for 5 seconds. Effect: Attack speed -10/15/20/25 %, Movement speed -50%. Damage: 5/10/15/20 per second.
Advanced Forging [Passive]
Learns new recipes and/or forging techniques each level.
Arrow Shield
Creates a shield of arrows around the Hero. When the Hero is attacked there's a 20/40% chance the shield will return a burning arrow to the attacking unit. Deals 100 damage.
Initiate: Osmose
Drains 15 mana per second from enemy unit. Lasts 6 seconds.
Cure
Cures targeted unit for 100/150/200/250 + Magic Power hit points
Splitting Fire
Fire blast on single target, does low fire damage to surrounding units. |n|c00ff0000Damage:|r 50/100/150/200 + |c00ff8000Magic Power|r, 25 damage to surrounding units. |n|n|c00ffff00Does bonus damage to drunk, oiled or goo'd units|r
Dark Demon
Summons a dark demon that will cast 1/2/3/4 spells on targeted unit. It's possible to have the same spell cast twice or more.
|c0000ff00Blind(40%)|r: 20% chance to miss. Lasts 15 seconds.
|c0000ff00Slow(30%)|r: attack and movement speed -20%. Lasts 20 seconds.
|c0000ff00Hex(20%)|r: Lasts 8 seconds. Does not work on heroes.
|c0000ff00Blood Crest(10%)|r: dark damage=200 + |c00ff8000Magic Power|r
Mana Absorb [Passive]
There's a 5/10% chance you block an enemy attack and gain mana points equal to the amount of damage received.
Initiate: Mana Regeneration [Passive]
Gives additional 0.75 mana regeneration
Cure 2
Cures targeted unit for 300/350/400/450 + 2 x Magic Power hit points
Drain
Drains 75/125/175/250 hp from enemy unit. Lasts 1 second.
Reflection Shield
Creates a shield around target that blocks 50% of any incoming damage. The shield can withstand 100/150/200/250 + 2 x |c00ff8000Magic Power|r damage. When the shield can't take any more damage it does the amount of damage it received to surrounding enemy units. |n|n|c00ffff00Shield receives full damage taken|r
Auto Revive [Passive]
When killed, the Light Mage will come back to life. Cooldown = 300/200 seconds.
Initiate: Mana Regeneration [Passive]
Gives additional 0.75 mana regeneration
Splitting Fire 2
Fire blast on single target, does low fire damage to surrounding units. |n|c00ff0000Damage:|r 250/325/400/475 + 2 x |c00ff8000Magic Power|r, 75 damage to surrounding units. |n|n|c00ffff00Does bonus damage to drunk, oiled or goo'd units|r
Ice Spiral
Creates a spiral of ice, freezing and damaging units touched by it. Does 90/180/270/360 + 2 x |c00ff8000Magic Power|r damage. Lasts 5 seconds.
Thunder Bolt
Creates a bolt of thunder, damaging unit across it's path. Does 125/200/275/350 + 2 x |c00ff8000Magic Power|r damage
Flare
A devestating magic attack. Does 400/800 + 3 x |c00ff8000Magic Power|r damage
Initiate: Sleep
Puts a target enemy unit to sleep for 7 seconds. A sleeping unit can be awoken by attacking it.
Dream Eater
Steals sleeping unit's dream, dealing 100/200/300/400 + 2 x |c00ff8000Magic Power|r damage. Restores 50 of the caster's mana. |n|n|c00ffff00Only works on sleeping enemy units|r
Immoral Aura [Passive]
Decreases surrounding enemies armor by 2/4/6/8.
Hex Rays
Sends out 1/2/3/4 rays that hex enemy units. Hex lasts 7 seconds. Does not work on heroes.
Dark Vortex
Creates a Dark Vortex which pulls nearby enemy units to it. Unit near the center of the vortex receive 25/50 + |c00ff8000Magic Power|r/5 damage per second. Lasts 20 Seconds. |n|n|c00ffff00Heroes don't get sucked into the vortex but take the damage if they're close enough to the centre|r
Initiate: Starter Engineer [Passive]
Gives +50 |c000080ffDroid Skills|r and increases |c00ffff00Weight Limit|r by 100
Repair
Repairs droid or robot for 25/50/75/100 hit points.
Basic Droid Skills [Passive]
Increases the attack by 5/10/15/20 and hitpoints by 50/100/150/200 of all droids indefinatly. Increases Droid Skills by 15/30/45/60. Learns how to make a new model at level 4.
Basic Robot Skills [Passive]
Increases Robot's hitpoint by 100/200/300/400. Increases the weight limit by 20/40/60/80. Learn a new weapon recipe at Level 2. Learns how to upgrade to a new model at level 4.
Dynamite
Throws a dynamite that'll explode after 5 seconds. Does 250/500 damage to enemy units within range.
Initiate: Novice Technician [Passive]
Gives +100 |c000080ffDroid Skills|r and +10 Intelligence
Repair 2
Repairs mechanical unit, restoring 150/225/300/375 hit points and 50/100/150/200 mana points.
Magnetic Field [Passive]
Decreases nearby enemy units their attack speed by 8/16/24/32 % and Movement speed by 10/20/30/40 %
Advanced Droid Skills [Passive]
Increases the attack by 5/10/15/20 and hitpoints by 50/100/150/200 of all droids indefinatly. Increases Droid Skills by 15/30/45/60. Learns how to make a new model at level 4.
Kamikaze
Destroy one of your droids to do 500/1000 damage to surrounding enemy units.
Initiate: Novice Mechanic [Passive]
Increases |c00ffff00Weight Limit|r by 200 and +10 Intelligence
Repair 2
Repairs mechanical unit, restoring 150/225/300/375 hit points and 50/100/150/200 mana points.
Evasion [Passive]
Gives a 10/20/30/40% chance to avoid attacks.
Advanced Robot Skills [Passive]
Increases Robot's hitpoint by 100/200/300/400. Increases the weight limit by 20/40/60/80. Learn a new weapon recipe at Level 2. Learns how to upgrade to a new model at level 4.
Spoils of War
When your robot kills an enemy unit it receives +5 gold and has 5/10% chance to find an ore.
Items
There are herbs and materials to make potions and weapons with, you can find these items across the map, enemies drop them, and you can find herbs in bushes.You won't have to carry these items in your inventory, they dissapear when you pick them up, you can see how many you have of each tiem by changing the multiboard.
List of Herbs and materials:
I'll update the list of finished items as I progress, I've written down a lot but I'll start with the ones I made, and the ones I gonna add in the nearby future:
Alchemy: potions (100 charges max each)
Healing:
-Tonic, Healing Potion, Hi-Potion, G-Potion, X-Potion, Mega-Potion
Mana:
-Magic Leaf, Ether, Hi-Ether, ...
Elixer: heals mana and hp
Poison Potion:
Does 100 damage and 10 dam per second to enemy unit (10 seconds)
Does 100 Bonus Damage on impact when the enemy unit has Open Wounds (see further)
Ultra Poison Potion:
Does 200 Damage and 10 dam per second (20 seconds)
Does 200 Bonus damage with open wounds
Bio Potion:
same as other poison potions but stronger
Open Wounds Potion:
Wounds enemy units (aoe 200), decreasing their armor with 4
Poison does more damage on impact
Drunk Potion:
Potion filled with alcohol, % to miss, and attack rate -
Drunken enemy takes small bonus damage from fire attacks/spells/potions
Oil Potion:
Better then alcohol potion: % to miss, attack -
Enemy with oil takes bonus damage from fire, also burns for 20 seconds after potion is used, the effect stacks with multiple fire attacks.
Goo Potion:
Covers enemy in goo, making him run away for for 3 seconds, leavin a trail of goo, if the enemy is hit by a fire attack the trail is set on fire aswell, damaging enemy units standing on it.
Bonus damage to goo'd enemy unit
Fire Potion 1:
Does fire damage to a single target
Fire Potion 2:
Does fire damage to single target
Water Potion:
Used on Water minions or enemy
Can be used on friendly water elemental to heal 500 hit points and give a +15 damage bonus(damage does not stack)
When used on enemies: -15 attack speed
Damages fire enemies: 500 damage. Enemies that have natrium on them explode, dealing big damage.
Natrium Potion:
Slow enemies attack speed by 15% and movement speed by 20%
Makes water or wet enemies explode, dealing big damage
------End of Potions-----[There are a lot more potions, but I rather have it you discover them in the map]
All potions are made in mixing pot (is in town) or made by brewmaster, the same amount of herbs can create different numbers of potions. Depends on skills and items.
Misc.:
Casted spells and damage dealt are shown as floating texts
If you die you lose exp and gold
You will always see where you are on the multiboard(citynames, names of forest, ...)
Most abilities will be triggered
I'll be using more custom models then I'm used to, but I'll still rely a great deal on the basic warcraft 3 stuff.
Vivicism isn't just summoning, some minions requires materials, and sometimes materials improve your minions (if you create a water elemental in shallow water it's much stronger, Ents' strenght depend on how much trees were nearby, Rock Golem is stronger when made out of a rock rather then out of the ground, etc...)
This is a single player rpg, even tho I'll be writing the triggers as if it were a multiplayer incase I'd ever decide to make it multiplayer. (or someone else)
There's a lot I haven't mentioned yet, but this will be updated.
I'm guessing this will take 3 months or more, I might have a test version in a month.
Summary
So basicly you start the game choosing 1 of 4 skills:
Alchemy: Can use mixing pot, brew potions, create minions and make materials
Weaponcraft: Can use Forgery and Blacksmith, can make a lot of different weapons
Magic: Magicpower can influence the damage your spells do, this can be increases by certain items, which are buyable, or dropable from bosses
Engineering: Can use Workshop, makes droids or robots (not too futuristic, it's like goblin based technology)
You can sub your class and keep it's spells when u master the class
You can choose if you become good or evil, each one opens different items and subs.
----End of Summary----
This might be a lot to read, but if you did, if you have suggestions, comments, questions, etc I'll be happy to listen to them
My exams are finally over, so I can start mapping again, and so I've started to work on my new rpg, it does not have a name yet, but I'll worry about that later, it will probably be something simple.
I've had many ideas, and I'll be putting them together in this map, it's pretty much, and I'll update it as I progress.
If you happen to come up with better names for the items and classes listed below, I'm happy to hear them, English is not my mother language so I'm sort of limited at namecalling.
Also there won't be screenshots for a long time as terrain is the last thing I work on in my maps.
Story
There's no story yet, will be updated later
There will be a Good-Evil system:
Some quests are aske by evil people, some by good.
Some quests will give you 2 ways to end them, a good and an evil way, choosing a way increases your "kindness" or "Evilness". Once you're over 90% Evil or Good, you're inconvertable Evil (or Good). Once you're inconvertable evil, you can't do anymore good quests, and vica versa. But much better and harder quests will open for you. You can see how evil or good you are on the multiboard.
There will also be a bounty hunter board, where you can take killing quests, each Wanted poster will have a level requirement.
Gameplay
There are 4 Skills you can choose from in the beginning of the game
Weaponcraft: These are fighter classes, they focus on their gear that increases their strenght and power of their abilities. You need this skill to be able to forge weapons.
Magic: Caster classes, can use magic shards which improve their abilities.
Alchemy : Experts in potions, materializing and vivicism (=turning objects to life, this word is made up). You need this skill to be able to use mixing pot to create potions.
Engineering: Can make droids and Robots, droids are used to assist the hero, either in battle or as support, Robots are used to be ridden in by the hero, so you either use the robot or the hero, the hero can repair droids and robots. Robots can carry heavy weapons(f.e. Sonic Dead Ray, EMP, Electric gun, Zapper, ...)
Later in the game you can choose a second skill (again one of these 4), that way you can combine 2 of these skills to obtain new classes.
Job System
You won't play with the same class all game, most likely you'll play atleast 4 different classes. You can open new classes as you level, if you meet the requirements. Possible requirements are:
-level
-Evil-Good
-Secondary skill
-Main quest development
You can change your class trough a building, where you can also change your multiboard (to see your herbs/mats). The building might have more uses later. The building will be useable where ever you are on the map.
Here is the list of jobs I've got so far:
Will be in the test version
Will be in the first version
Will be added eventually
Alchemist-> Naturalist (vivicism) -> geomancer -> Mother Nature
-> Potion Brewer -> Chemist -> Scientist
-> Weapon Forger (requires weaponcraft) -> Weaponsmith -> Weaponmaster
Engineer -> Technician (droids) -> Battle Droid Technician -> Master BDT
-> Support Droid Technician -> Master SDT
-> Mechanic (Robot) -> Greater Mechanic -> Master Mechanic
Fighter -> Archer -> Lancer -> Dragoon
-> Ninja -> Assassin -> Shadow Templar
-> Warrior -> Knight -> Juggernaut
-> Brute -> Berserker -> Barbarian
Mage -> Dark Mage -> Hypnotist -> Illusionist
-> Red Mage -> Elementalist -> Sage
-> Light Mage -> Priest -> Bishop
-> Green Mage -> Prophet -> Oracle
Special classes (combined by 2 skills, order of skills choosen doesn't matter)
Weapon + Magic -> Paladin
-> Enchanter
-> Monk (Secret, need to have finished game before)
Weapon + Alchemy -> Beastmaster
Weapon + Engineering -> Robot Gladiator Mechanic
Magic + Alchemy -> Animalist
Magic + Engineering -> Medic
Alchemy + Engeneering -> Biochemist
-> Puppeteer
-> Architect (Secret)
These classes can change I'll give individual information of the classes once I've finished them, and tested them.
Mastering Jobs
When you reach a certain level (thinking about 20), you master a job, this means when you take another job, you can choose to add all the spells of the mastered jobs to your new job (in a spellbook). You can only take one mastered job's spellbook to your new class, if you have more mastered jobs, you can change the spellbook when you repick another job.
I'll only post the basic jobs and their 1st sub, not the spoil the whole game, you'll have to find out future jobs by playing them
Each Job has 1 Initiate ability, 3 normal(4 levels) and 1 ultimate (Learned at level 6 and 12)

Initiate: Scholar [Passive]

Gives the alchemist +5 intelligence and a +10% exp rate
Create Mud Golem

Creates a mud golem from the ground the alchemist stands on. Has a higher attack, more hitpoints and a new ability every level. Lasts till killed. Can only have 1 mud golem at a time.
Herbalist [Passive]

Increases chance to drop a material required for potions. Also learns a new recipe each level.
Level 1: Shimmerweed +5%, Healing Potion Recipe
Level 2: Shimmerweed +5%, Blue Herb +5%, Ether Recipe
Level 3: Shimmerweed +5%, Blue Herb +5%, Spider Poison +5%, Poison Potion Recipe
Level 4: Shimmerweed +10%, Blue Herb +5%, Spider Poison +5%, Fire Potion Recipe
Materialize Weapon

Creates a weapon out of the ground, increasing your damage. The weapon perishes after 30 attacks.
Level 1: A sword: +15 attack
Level 2: An Axe: +30 attack
Level 3: A Broad Sword: +45 attack
Level 4: A hammer: +60 attack
Metal Golem

Combining potion brewing, materializing and vivicism, the alchemist creates a metal golem, carries a weapon(Perishes after 30 attacks), has infinitive potions(ability=Poison Potion) and lasts till killed, or when he's summoned again. Can heal himself by absorbing mud golems.

Initiate: Herb Attraction [Passive]

Increases chance to find herbs, instead of nothing.
Brew

Brews potions on the spot. Brews an extra potion per level. Only works for potions in the first list. A new recipe is learned each level.
Level 1: Open Wound Potion Recipe
Level 2: Drunk Potion Recipe
Level 3: Hi-Potion Recipe
Level 4: Hi-Ether Recipe
Potion Throw

Throws 2/3/4/5 potions at once to enemy units within range. Potions have to be in slot 1 of the hero's inventory. Only works for Poison Potion, Ultra Poison Potion, Fire Potion and Fire Potion 2
Potion Recovery

You have 5/10/15/20% chance to recover a used potion
Upgrade Potion

Upgrades 5/10 charges of potions in the first slot of the hero's inventory. If there are less then 5/10 potions they'll all be upgraded. Upgrade-able potions are: Poison Potion, Fire potion, Drunk Potion, Hi Potion and Hi-Ether

Initiate: Absorb

Sacrifice a created minion to restore the Hero's hit points and mana points. Restores hit points and mana points by 50% of the minion's current hit points.
Water Elemental

Creates a water elemental. Lasts 60 seconds. Has a 300 hit point bonus when created in water. Water potion heals Water elemental for 500 hit points. Also gives the water elemental a 15 attack bonus.
Rock Golem

Creates a Rock Golem. Has a higher attack, more hitpoints and a new ability every level. Lasts till killed. Can only have 1 Rock Golem at a time.
Abilities: none/Rock Throw/Bash/Rock Midgets
Rock Throw: throws 12 rocks at enemies, dealing 70 damage(total) and stunning for 2 seconds
Rock Midgets: When the Rock Golem dies(not by absorbing or resummoning), 3 rock midgets spawn, they last 60 seconds.
Earth Bound

Turns the roots in the ground alive, trapping and damaging enemy units in a line.

Wood Elemental

Turns a tree into a wood elemental. Lasts till killed. The wood elemental can absorb water elementals and Rock Golems to become stronger. Limited to absorb 3 water elementals and 3 Rock Golems. Water Elemental gives +15 damage. Rock Golem Gives +5 Armor and +200 hp.

Initiate: Raging Furry [Passive]

Gives a 10% chance to do 2 times normal damage on an attack.
Knockback Strike

Strong melee attack at single target. Effect: Knockback (Range=500). Damage: 75/160/255/360
Counter Strike [Passive]

There's a 5% chance you block an enemy attack and returning 25/50/75/100% of the damage. The counter attack stuns the enemy unit for 1 second.
Basic Forging [Passive]

Learns new recipes and/or forging techniques each level.
MultiSlash

Increases the hero's attack speed by 300/400% for the next 4/8 attacks. Lasts 20 seconds.

Initiate: Heavy Gear Component [Passive]

This Hero and it's subs can wear Helmets, Axes and Hammers.
Outburst

Uses the Hero's rage doing damage to surrounding units and pushing them away from the Hero. Effect: Knockback (Range=500). Damage 250/325/400/475
Continuous Blow [Passive]

When attacking the same target multiple times, the Hero's attack speed increases by 15% after each attack. Stops increasing after 3/4/5/6 attacks. When targeting another unit the Hero has his original attack speed back.
Advanced Forging [Passive]

Learns new recipes and/or forging techniques each level.
Body Slam

Grabs targeted unit and jump into the air to devastating damage to the target and surrounding units. Damage: 750/1000 to target, 150/200 to surrounding units.

Initiate: Light Gear Component [Passive]

This Hero and it's subs can wear Boots, Gloves and Spears.
Arrow Barrage

Shoots arrows at targeted area dealing damage. Effect: Stun: 1 second. Damage: 250/325/400/475
Wounding Shot [Passive]

The Hero's attacks wound the target. The target receives damage each second for 5 seconds. Effect: Attack speed -10/15/20/25 %, Movement speed -50%. Damage: 5/10/15/20 per second.
Advanced Forging [Passive]

Learns new recipes and/or forging techniques each level.
Arrow Shield

Creates a shield of arrows around the Hero. When the Hero is attacked there's a 20/40% chance the shield will return a burning arrow to the attacking unit. Deals 100 damage.


Initiate: Osmose

Drains 15 mana per second from enemy unit. Lasts 6 seconds.
Cure

Cures targeted unit for 100/150/200/250 + Magic Power hit points
Splitting Fire

Fire blast on single target, does low fire damage to surrounding units. |n|c00ff0000Damage:|r 50/100/150/200 + |c00ff8000Magic Power|r, 25 damage to surrounding units. |n|n|c00ffff00Does bonus damage to drunk, oiled or goo'd units|r
Dark Demon

Summons a dark demon that will cast 1/2/3/4 spells on targeted unit. It's possible to have the same spell cast twice or more.
|c0000ff00Blind(40%)|r: 20% chance to miss. Lasts 15 seconds.
|c0000ff00Slow(30%)|r: attack and movement speed -20%. Lasts 20 seconds.
|c0000ff00Hex(20%)|r: Lasts 8 seconds. Does not work on heroes.
|c0000ff00Blood Crest(10%)|r: dark damage=200 + |c00ff8000Magic Power|r
Mana Absorb [Passive]

There's a 5/10% chance you block an enemy attack and gain mana points equal to the amount of damage received.

Initiate: Mana Regeneration [Passive]

Gives additional 0.75 mana regeneration
Cure 2

Cures targeted unit for 300/350/400/450 + 2 x Magic Power hit points
Drain

Drains 75/125/175/250 hp from enemy unit. Lasts 1 second.
Reflection Shield

Creates a shield around target that blocks 50% of any incoming damage. The shield can withstand 100/150/200/250 + 2 x |c00ff8000Magic Power|r damage. When the shield can't take any more damage it does the amount of damage it received to surrounding enemy units. |n|n|c00ffff00Shield receives full damage taken|r
Auto Revive [Passive]

When killed, the Light Mage will come back to life. Cooldown = 300/200 seconds.

Initiate: Mana Regeneration [Passive]

Gives additional 0.75 mana regeneration
Splitting Fire 2

Fire blast on single target, does low fire damage to surrounding units. |n|c00ff0000Damage:|r 250/325/400/475 + 2 x |c00ff8000Magic Power|r, 75 damage to surrounding units. |n|n|c00ffff00Does bonus damage to drunk, oiled or goo'd units|r
Ice Spiral

Creates a spiral of ice, freezing and damaging units touched by it. Does 90/180/270/360 + 2 x |c00ff8000Magic Power|r damage. Lasts 5 seconds.

Thunder Bolt

Creates a bolt of thunder, damaging unit across it's path. Does 125/200/275/350 + 2 x |c00ff8000Magic Power|r damage
Flare

A devestating magic attack. Does 400/800 + 3 x |c00ff8000Magic Power|r damage

Initiate: Sleep

Puts a target enemy unit to sleep for 7 seconds. A sleeping unit can be awoken by attacking it.
Dream Eater

Steals sleeping unit's dream, dealing 100/200/300/400 + 2 x |c00ff8000Magic Power|r damage. Restores 50 of the caster's mana. |n|n|c00ffff00Only works on sleeping enemy units|r
Immoral Aura [Passive]

Decreases surrounding enemies armor by 2/4/6/8.
Hex Rays

Sends out 1/2/3/4 rays that hex enemy units. Hex lasts 7 seconds. Does not work on heroes.
Dark Vortex

Creates a Dark Vortex which pulls nearby enemy units to it. Unit near the center of the vortex receive 25/50 + |c00ff8000Magic Power|r/5 damage per second. Lasts 20 Seconds. |n|n|c00ffff00Heroes don't get sucked into the vortex but take the damage if they're close enough to the centre|r

Initiate: Starter Engineer [Passive]

Gives +50 |c000080ffDroid Skills|r and increases |c00ffff00Weight Limit|r by 100
Repair

Repairs droid or robot for 25/50/75/100 hit points.
Basic Droid Skills [Passive]

Increases the attack by 5/10/15/20 and hitpoints by 50/100/150/200 of all droids indefinatly. Increases Droid Skills by 15/30/45/60. Learns how to make a new model at level 4.
Basic Robot Skills [Passive]

Increases Robot's hitpoint by 100/200/300/400. Increases the weight limit by 20/40/60/80. Learn a new weapon recipe at Level 2. Learns how to upgrade to a new model at level 4.
Dynamite

Throws a dynamite that'll explode after 5 seconds. Does 250/500 damage to enemy units within range.

Initiate: Novice Technician [Passive]

Gives +100 |c000080ffDroid Skills|r and +10 Intelligence
Repair 2

Repairs mechanical unit, restoring 150/225/300/375 hit points and 50/100/150/200 mana points.
Magnetic Field [Passive]

Decreases nearby enemy units their attack speed by 8/16/24/32 % and Movement speed by 10/20/30/40 %
Advanced Droid Skills [Passive]

Increases the attack by 5/10/15/20 and hitpoints by 50/100/150/200 of all droids indefinatly. Increases Droid Skills by 15/30/45/60. Learns how to make a new model at level 4.
Kamikaze

Destroy one of your droids to do 500/1000 damage to surrounding enemy units.

Initiate: Novice Mechanic [Passive]

Increases |c00ffff00Weight Limit|r by 200 and +10 Intelligence
Repair 2

Repairs mechanical unit, restoring 150/225/300/375 hit points and 50/100/150/200 mana points.
Evasion [Passive]

Gives a 10/20/30/40% chance to avoid attacks.
Advanced Robot Skills [Passive]

Increases Robot's hitpoint by 100/200/300/400. Increases the weight limit by 20/40/60/80. Learn a new weapon recipe at Level 2. Learns how to upgrade to a new model at level 4.
Spoils of War

When your robot kills an enemy unit it receives +5 gold and has 5/10% chance to find an ore.
Items
There are herbs and materials to make potions and weapons with, you can find these items across the map, enemies drop them, and you can find herbs in bushes.You won't have to carry these items in your inventory, they dissapear when you pick them up, you can see how many you have of each tiem by changing the multiboard.
List of Herbs and materials:
-Copper
-Iron
-Steel
-Titanium
-Generator
-Heat regulator
-Shimmerweed
-Spider Poison
-Poison Ivy
-"Color" Herb (Blue, Red, Green, ...)
-Alcohol
-Corpse Remains
-Iron
-Steel
-Titanium
-Generator
-Heat regulator
-Shimmerweed
-Spider Poison
-Poison Ivy
-"Color" Herb (Blue, Red, Green, ...)
-Alcohol
-Corpse Remains
I'll update the list of finished items as I progress, I've written down a lot but I'll start with the ones I made, and the ones I gonna add in the nearby future:
Alchemy: potions (100 charges max each)
Healing:
-Tonic, Healing Potion, Hi-Potion, G-Potion, X-Potion, Mega-Potion
Mana:
-Magic Leaf, Ether, Hi-Ether, ...
Elixer: heals mana and hp
Poison Potion:

Does 100 damage and 10 dam per second to enemy unit (10 seconds)
Does 100 Bonus Damage on impact when the enemy unit has Open Wounds (see further)
Ultra Poison Potion:

Does 200 Damage and 10 dam per second (20 seconds)
Does 200 Bonus damage with open wounds
Bio Potion:

same as other poison potions but stronger
Open Wounds Potion:

Wounds enemy units (aoe 200), decreasing their armor with 4
Poison does more damage on impact
Drunk Potion:

Potion filled with alcohol, % to miss, and attack rate -
Drunken enemy takes small bonus damage from fire attacks/spells/potions
Oil Potion:

Better then alcohol potion: % to miss, attack -
Enemy with oil takes bonus damage from fire, also burns for 20 seconds after potion is used, the effect stacks with multiple fire attacks.
Goo Potion:

Covers enemy in goo, making him run away for for 3 seconds, leavin a trail of goo, if the enemy is hit by a fire attack the trail is set on fire aswell, damaging enemy units standing on it.
Bonus damage to goo'd enemy unit
Fire Potion 1:

Does fire damage to a single target
Fire Potion 2:

Does fire damage to single target
Water Potion:

Used on Water minions or enemy
Can be used on friendly water elemental to heal 500 hit points and give a +15 damage bonus(damage does not stack)
When used on enemies: -15 attack speed
Damages fire enemies: 500 damage. Enemies that have natrium on them explode, dealing big damage.
Natrium Potion:

Slow enemies attack speed by 15% and movement speed by 20%
Makes water or wet enemies explode, dealing big damage
------End of Potions-----[There are a lot more potions, but I rather have it you discover them in the map]
All potions are made in mixing pot (is in town) or made by brewmaster, the same amount of herbs can create different numbers of potions. Depends on skills and items.
Misc.:
Casted spells and damage dealt are shown as floating texts
If you die you lose exp and gold
You will always see where you are on the multiboard(citynames, names of forest, ...)
Most abilities will be triggered
I'll be using more custom models then I'm used to, but I'll still rely a great deal on the basic warcraft 3 stuff.
Vivicism isn't just summoning, some minions requires materials, and sometimes materials improve your minions (if you create a water elemental in shallow water it's much stronger, Ents' strenght depend on how much trees were nearby, Rock Golem is stronger when made out of a rock rather then out of the ground, etc...)
This is a single player rpg, even tho I'll be writing the triggers as if it were a multiplayer incase I'd ever decide to make it multiplayer. (or someone else)
There's a lot I haven't mentioned yet, but this will be updated.
I'm guessing this will take 3 months or more, I might have a test version in a month.



FirePotion Mr.Goblin
FirePotion2 Mr.Goblin
FirePotion3 Army-of-Pandas
PoisonPotion Army-of-Pandas
PoisonPotion2 Mr.Goblin
FastPotion=OilPotion CRAZYRUSSIAN
BearFormPotion CRAZYRUSSIAN
NaturePotion CRAZYRUSSIAN
PoisonGasPotion ChevronSeven
PureDarkPotion CRAZYRUSSIAN
CounterStrike CRAZYRUSSIAN
FirePotion2 Mr.Goblin
FirePotion3 Army-of-Pandas
PoisonPotion Army-of-Pandas
PoisonPotion2 Mr.Goblin
FastPotion=OilPotion CRAZYRUSSIAN
BearFormPotion CRAZYRUSSIAN
NaturePotion CRAZYRUSSIAN
PoisonGasPotion ChevronSeven
PureDarkPotion CRAZYRUSSIAN
CounterStrike CRAZYRUSSIAN
Summary
So basicly you start the game choosing 1 of 4 skills:
Alchemy: Can use mixing pot, brew potions, create minions and make materials
Weaponcraft: Can use Forgery and Blacksmith, can make a lot of different weapons
Magic: Magicpower can influence the damage your spells do, this can be increases by certain items, which are buyable, or dropable from bosses
Engineering: Can use Workshop, makes droids or robots (not too futuristic, it's like goblin based technology)
You can sub your class and keep it's spells when u master the class
You can choose if you become good or evil, each one opens different items and subs.
----End of Summary----
This might be a lot to read, but if you did, if you have suggestions, comments, questions, etc I'll be happy to listen to them
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