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Some spells I need for Swamp of Death

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Level 11
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Apr 17, 2011
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Hey all.
I am requesting for my Swamp of Death map

Here are the spells by ErIf_NeZoRf

Wizard
1. Shatter: Strike the ground shattering it slowing down all enemy units within the radius of the spell. Low damage.
2. Heat wave: Send out a wave of heat that slowly eats away your enemy's health and armor(does not stack). Moderate damage.
3. Chaos nexus: Summons a field of energy that saps enemy life & mana and deals additional damage based on amount of mana sapped and returns the life & mana to you.
4. Artic field: A wave of chilling mist dealing regular damage that reduces enemy speed and attack speed until they freeze to a stop.
5. Inversion matrix: Creates a region of negative energy that forces enemy units to attack each other. The units closer to you attack you but take back 1/3rd of the damage back.

Marksman
A medium armoured medium damaging hero. Versatile hero good at handling multiple enemies at long and also short range when required. Attacks with bow for long range and a dagger with short range.
1. Flare: Shoot an arrow on the ground that attracts enemy units to it. Distracted units have reduced armor. Any ONE enemy will break away only when attacked.
2. Barrage: Shoots a volley of arrows onto the ground creating a large impenetrable circular barricade around yourself. Lasts x seconds.
3. Evasive swipe: Use your dagger to swipe at enemy units in front of you. Enemy units that are struck stagger backwards. Hits 3 targets.
4. Crystal arrow: Shoots an arrow dealing moderate damage that breaks on impact spreading shrapnel in all directions each piece causing low damage.
5. Torrent: A continuous rain of arrows. Each arrow consumes one mana point and the attack goes on until you run out of mana/are interrupted during the attack or cast another spell. Each arrow deals half the regular damage.

Druid
1. Paralyzing pollen: Release a burst of pollen into the air dealing low damage either stunning or slowing enemy units (attack and speed)
2. Spirit bound: Casts a very small heal and links a total of 4 heros together. Damage received by any one member of the group is shared equally and healing any one member heals other members also
3. Gaia's fortitude: A shield spell that increases armor thus reducing damage received. Can be cast upon a maximum of four targets.
4. Entangle: Strike the earth causing roots to erupt and grab enemy units. Enemy unit can attack heros within melee range and cast spells but cannot move.
5. Sage: Summons a huge immobile indestructible tree. Heros within its field of influence have greater health regeneration.

Woodland archer
A light armoured medium damaging hero. good at handling more than one enemy at a time. Can lure the enemy to different place and plant traps.

1. Confusing shot: Shoots an arrow at one target that deals no damage. Target is stunned for x seconds or until u attack. Also lures other enemy units towards this unit.
2. Poison grenades: Lobs a grenade onto an area which activates when an enemy unit approaches it placing a DoT to all in its range.
3. Entangling shot: Shoots an arrow dealing no damage. It opens up into a net immobilizing multiple targets present within melee range of initial target.
4. Trap of blades: Once activated hits initial target dealing moderate damage and springs blades onto nearby enemy units dealing a little over regular damage.
5. Marked for death: Shoots three arrows at once that pierce through enemy units to hit other enemy units behind them. Enemy units affected by confusing shot or entangling shot take more damage. Chance for critical hit is high.

Assassin
1. Tainted blade: Deal twice regular damage over 10 seconds as DoT.
2. Crippling strike: A quick attack increasing your attack speed while decreasing enemy speed/attack speed.
3. Corrosive jab: Hits one enemy unit dealing moderate damage. If enemy unit has been hit with tainted blade, doubles the time of the DoT and changes the DoT to a rising DoT.
4. Keen: Passive-increases your own damage and attack speed.
5. Flurry: When activated, your attacks become faster and deadlier increasing the chance and damage of critical hits. This goes on increasing until the effect fades.

Cleric
A light armoured light damaging hero. good at healing high amounts of damage quickly. Can provide small buffs to allies.

1. Heal: A simple heal spell cast on one person only.
2. Bless: A healing spell that hits up to three targets, healing more with each hit and also increases rate of health regeneration for each hero it hits for a short period of time.
3. Light shield: Casts a shield of light on any hero (or self) absorbing a portion of the damage inflicted. When the shield fades, returns the absorbed portion of damage as health to that hero.
4. Light wisp: Summons three wisps that follow one hero each. Each wisp provides a minor buff to damage/defense stats and also heals them.
5. Soul harvest: Sends out a wave of energy healing all friendly units. Amount healed is based on the total number of alive units (friendly, enemy and summoned units) present within a certain radius.

Templar
1. Commanding strike: Deals moderate damage and commands target enemy unit to turn its attention to the Templar.
2. Motivation: Sends out a small wave of light, healing units and increasing their damage and defense. Deals damage only to undead.
3. Holy shield: An aura that increases overall defense. Undead attackers take back a portion of damage they inflict.
4. Heavens might: Strike the ground dealing a large amount of damage to all enemy units around you, stunning them for a short duration. Purges ally units at close range of all negative effects.
5. Templars light: Sends out a large wave of light healing allies and damaging all enemy units. Undead units take additional damage and continue taking additional damage from all hits for the next x seconds. Ally units under the effects of this spell take no damage for x seconds.

Swordsman
1. On guard: passive: block incoming attacks with your sword. Does not improve defence but has a good chance of fending of attacks
2. Multi-strike: A rapid series of hits. Hits one enemy unit five times or five enemies once each (or any other combination in between). Each hit deals only 65% of the regular damage.
3. Broadside: Slap an enemy unit with the broadside of your blade throwing them out of balance. Weaker enemies are stunned. Stronger enemy units have reduced speed and hit chance.
4. Cleave: A furious swipe at multiple enemy units (up to 3) that deals high damage to each unit and permanently reduces their damage by a small percentage.
5. Unprepared rush: Once activated, the swordsman seeks out his nearest target and attacks once dealing 50% of regular damage immediately moving on the next target and this cycle goes on. Every time you move to your next target the damage increases by 15%. Attack speed, movement speed critical hit (chance and damage) also go up with every hit dealt. This cycle goes on until interrupted by casting another spell or moving elsewhere or when you run out of mana. Each hit drains 5 mp.

Horse Lord
A strong attacking hero with heavy armour. good at dealing with multiple units at once. uses his horse to charge units and trample enemies.

1. War horse: greatly increases your defence, hp and movement speed.
2. Stomp: Stomps the ground hard knocking back all enemy units closest to you to a small radius. Deals low damage.
3. Trample: Travels from one point to another trample all enemy units in your way. Each hit deals 125% regular damage.
4. Paranoia: passive: The sounds of battle have driven your horse crazy. It attacks the nearest three enemy units dealing 200% regular damage to each.
5. Charge: Charge at one particular enemy unit and deal a massive 350% regular damage and attacking all other enemy units standing in your way for 110% damage.


Note: some of them may not need triggering...
And you don't have to do all of them.
 
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