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The Idealists Challenge 3 - Sci Fi

Status
Not open for further replies.

idealists.jpg

challenge.jpg
3.jpg

Sci_fi.jpg


Idealize a hero that fits the Sci-fi genre. The base map is DotA/Dota 2.




rules.jpg

• No submission may violate any of the site rules.
• All entries must obey the theme.
• One Hero per contestant.
• All contestants are required to make an entry post in the thread, and update it as needed before the deadline ends.
• Judges may not participate.
• All entries should have the following details.
• You may not use an idea that's been fully written down before the contest starts.
• Graphics/2D art may be used to enhance the presentation.

Required Details
» Hero Name
» Lore/History
» Damage Base
» Attack Range
[tr][td] » Projectile
[tr][td] » Defense Base
Judging.jpg
DescriptionPoints
CONCEPTIs the hero idea valid with the chosen theme? Is the concept original and/or well modified?10 points
LOREIs the lore compatible with the hero? Does the lore paint a clear picture of the hero? Is the lore specific enough in terms of origin of the hero? Does the lore fit with the overall map theme lore?
10 points
PRESENTATIONAre the hero stats, attributes, abilities, lore and other shown in a clean, readable user interface (UI)? Did the author use enough graphic material to represent his or her hero idea to the fullest? 15 points
MECHANICSHow does the hero mechanics work with each other? Are the spells synergistic between each other? How difficult this hero's play style would seem for an average player? 20 points
COMPLEXITYDoes the ability design bring depth to the ability or is it just needlessly complex?
Does the complexity level of the hero provide fun and interesting gameplay? If yes, why?
20 points
BALANCEIs the hero balanced for the chosen map theme? Are the abilities, stats or attributes shown break the balance in some way? Is the hero in a playable state as described or it needs rework? If yes, what needs to be changed and why?25 points
TOTAL100 points

* The winner shall be known with 25 % Public Poll and 75% Judges' Scores

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prizess.jpg
deadline.jpg



The contest's duration is January 20, 2015, up until, and including, February 16, 2015. Times will be GMT - 7. Disqualification shall occur if the post is edited after the deadline.

ContestOver.jpg
[tr]
[tr][td] » Movement Speed [/td][/tr][tr][td] » Attributes[/td][/tr][tr][td] » 4 Unique Spells[/td][/tr]

Use of spell check is mandatory!
Your submission score will be reduced for broken grammar, horrible sentences and lack of punctuation marks.
Use any of the tools below to fix your submissions before saying they are finished:
http://www.grammarly.com/ http://www.jspell.com/public-spell-checker.html http://www.internetmarketingninjas.com/online-spell-checker.php
[/td][/tr] [TD]

[TD]

Rewards
1st Place+20 ReputationScored most points in the contest
2nd Place+15 ReputationScored second most points in the contest
3rd Place+10 ReputationScored third most points in the contest
Judge+10 ReputationParticipated as a judge in the contestParticipants+5 ReputationParticipated in the contest but didn't get into top 3
[tr]
[/TD]
[/TD]

[/tr]
 
Last edited:
Entry Post

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-----------------
Remember the new rule guys, now that Anonymity is gone:
• All contestants are required to make an entry post in the thread, and update it as needed before the deadline ends.
 

Attachments

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Last edited:
@Chaosy but DotA 2 isn't a Wc3 fan fiction so what I had in mind is that the lore for the ideas would be completely separate.
No template given this time? a'ight.
There is in the references, just below the title. :eek:

@~Nightmare, I'll see.

It was hell to update the first post in mobile.
 
Last edited:

sentrywiz

S

sentrywiz

Why not, I'll join. I'm quick on the ideas and the execution.

Since we're supposed to edit our entry, guess I'll reserve this post for my entry.

About the template: aren't we gonna use the best one from IC #2? I mean, after I reveal whose template is it. Its way better than the one you have posted.

FINAL WORK (100% DONE)



SENTRYWIZ'S IC #3 ENTRY


[td]
Zero
Hunter Seeker
[td]


Attributes

[TD]
agility-c.jpg
[td] Agility:
22 + 3.1

[/TD]

[TD]
intelligence.jpg
[/TD][td] Intelligence:
13 + 1.3
[/td]
[TD]
strength.jpg
[/TD][td] Strength:
16 + 1.7
[/td]
[/TD]
Stats

[TD]
thumb.jpg
thumb.jpg
Base Armor:
2
thumb.jpg
Base HP Regen:
0.65
thumb.jpg
Base MP Regen:
0.01
[td] Base Damage:
41 - 47
[/td]
[TD]
thumb.jpg
[/TD][td] Base Range:
130 (Melee)
[/td]
[TD]
thumb.jpg
[/TD][td] Base Attack Speed:
1.7 (attacks per sec)
[/td]
[TD]
thumb.jpg
[/TD][td] Base Move Speed:
290
[/td]
[/TD]
[/TD]

[tr]
[/TD][/TR]
Story
In the world of Phobos, there exist an alien race with talents in technology and magics. Their gifted nature is both their undoing, as they have been raided countless times by unknown invaders who not only matched their perfection in weaponry but had brutal skills and physical traits to dominate with. The race, wise to their own physical shortcomings in composition and stamina, instead of creating weapons for them to use started to develop self-aware guardians with all that they lacked. Their inventions were given great analytical capabilities, versatile armory, physical prowess, learning capabilities but most important from all... consciousness. Their knowledge of the chaotic magical realms as well as magical properties of life allowed their to bind a youthful consciousness into each of their creation, liberating them from purposeless existence and in a way, giving birth to new life forms. They raised their new guardians, in hope that they will not be abandoned. Over decades of reconstruction and agreement, the world of Phobos began a new. The new proud race learned of all Phobian history and had to power to decide their own fate. Many stayed to defend and grow their lives as equals on the planet. Some of them chose to scour the galaxy, in search for new technologies and advanced magics. One of them, a hunter seeker named Zero informed his race that he had found an anomaly of time during his travels that could potentially be harvested for infinite time manipulation. However due to unstable nature of such power, he needed to harvest it on its own before it shifts existence. Because of this, his body and mind were de-materialized from this universe into a place unknown. His core, now imbued with unknown magic of materialization, he began to learn of his new skill... on an unknown dangerous world in the hopes that one day he will master it enough to return home...
[TD]


[td]
Abilities

Phase Blade (Q)



[TD]

Unnamed tab 1

Scout Drone (W)

Slice and Dice (E, Passive)

Re-Materialize (R, Ultimate)

Cooldown: 11/10/9/8/7 Seconds
Mana Cost: 20/40/60/80
No Target


Zero activates a laser cutter from his right arm that lasts for 7 seconds or one attack.
The next attack deals increased damage and slows the target by 40% for 2 seconds


Level 1 - 25% Increased Damage
Level 2 - 40% Increased Damage
Level 3 - 55% Increased Damage
Level 4 - 70% Increased Damage

⊹ If the attack misses, the target will not be slowed




[TD]
Cooldown: 30/25/20/15 Seconds
Mana Cost: 30/40/50/60
Target Point
[/TD]


Zero launches a small observation drone that has 350 Move Speed and 150 Health.
The drone will travel to the designated point and reveal both visible and invisible enemies and wards
at 750 area range. If the drone is destroyed by an enemy, that enemy is revealed to Zero
and his allies for 3 seconds


Level 1 - Lasts 15 seconds
Level 2 - Lasts 20 seconds
Level 3 - Lasts 25 seconds
Level 4 - Lasts 30 seconds

⊹ The drone has no attack
⊹ The drone will stay at target point until destroyed / duration over





[TD]
Enemy Unit
On Attack
On Kill
[/TD]


Zero's attacks slice and dice enemies, causing attacks
to gain bonus damage versus wounded targets and when he kills
an enemy, he restores a % of his max health over 5 seconds.
This amount is tripled if he kills an enemy hero


Level 1 - 3% of Max Health, +9 Damage
Level 2 - 4% of Max Health, +18 Damage
Level 3 - 5% of Max Health, +27 Damage
Level 4 - 6% of Max Health, +36 Damage

⊹ Wounded targets are considered enemies under 50% Max Health
⊹ Killing enemy units while the buff is on only resets its cooldown




[TD]
Cooldown: 60/55/50 Seconds
Mana Cost: 100/125/150
Target Point
[/TD]


Channeling
Zero activates the temporal time magic within his core, causing his body
and mind to be converted into energy data and shift out of existence over the course of 3
seconds and re-materialize at target point. If there is a Scout Drone at 800 area range
around the point, the conversion process takes 1 second instead of 3


Level 1 - 2500 Range
Level 2 - 3000 Range
Level 3 - 3500 Range

40px-Aghanim%27s_Scepter_icon.png
Aghanim's Scepter
Reduces cooldown of Re-Materialize by 10 Seconds
Upon starting the cast of Re-Materialize, Zero is granted invulnerability for 3 seconds

⊹ Zero stops channeling if stunned
⊹ With Aghanim, invulnerability is applied instantly and the above no longer applies
⊹ With Aghanim, invulnerability lasts even after Zero blinks (with 1 second cast time)


[/TD]
[/td][td]
Hero Guide

Item Build

Tactics

Skill Level-Up


Starting Items
icon.jpg
+
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+
icon.jpg
+
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(2x)

Early Game
icon.jpg
+
icon.jpg
+
icon.jpg


Core Build
icon.jpg
+
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+
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Late Game (Extra Gold)
icon.jpg
,
icon.jpg
,
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,
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,
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,
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Introduction
Zero is a great support and a good ganker.
Building him as a tanky assassin will allow most
leverage against most team compositions.
His scout drone is very useful in any point at the
game and using it each time possible will only benefit
to your advantage since it can be used to scout for enemy
ganks, pick up enemy wards and reveal if there's a rune
to be picked up.


Laning
Early on Zero isn't very useful. So your primary focus
is to take as least damage from enemies as possible
and get more last hits. Your Slice & Dice and Phase Blade
will help you greatly with that, as both skills
increase your damage significantly at key timings such as
last hitting a barely alive creep. Slice & Dice
also grants you a small health restore early in the game,
making tango and salve consumption less needy.


Counter-Warding / Runes
Zero has a relatively mana cheap way to discover enemy
wards and race for runes in the river. If you're playing with
a team mate that has an Empty Bottle (if you don't have one yourself)
then you can use Scout Drone to reveal one of the rune positions
99% safely. If enemies kill it, they also reveal themselves so all is
well for you and your team.


Ganking
When you get to level 6, you can blink at huge range with
your Re-Materialize ability, being able to almost instantly
join into any fight. So you can first use Scout Drone to try
and get a rune and then channel your ultimate at a key
position where you can guess the enemy will attempt to
chase or run.


Tips & Tricks
Zero doesn't have any hard CC abilities so your main item
build should add some abilities to counter enemy tactics.
Because Slice & Dice heals you for % of max health on kills,
a decent amount of health should be build. Phase Blade
also grants you direct % of your current damage, so you
should have a large damage base to grant you as powerful
phase blade spam as possible. Lastly, Aghanim is almost a
must, since you get invulnerability on cast, making you
able to ambush and cripple enemies while invulnerable
and escape with ease from any dangerous situation as
far away as you wish.


icons_1907_btn.jpg


Phase Blade should be leveled to max first.
Its cooldown decreases, and its damage skyrockets
with levels. It also provides you with the
only soft CC Zero has, a 40% slow on hit.


icons_11812_btn.jpg


Slice & Dice is your bread and butter for both
dishing out that extra needed damage to last hit
and finish enemies and heal yourself so you should
take this when you aren't leveling your Phase
Blade and Re-Materialize. Its usability starts to
become great when you built a large health pool
and start to rack up kills in team fights,
especially if you are being focused.


icons_2785_btn.jpg


Scout Drone is a very important skill and you
should take one or two levels in between or after
leveling other skills, but you should max it last
because its usability starts to really shine in the
later parts of the game where warding and team
fights are critical. Early on you don't need
as much coverage as later on. Its cooldown decreases
greatly, allowing you to effectively have
up to 2 drones at a 15 second delay


icons_5385_btn.jpg


Re-Materialize should be taken once and then
you can skip a level or two because it doesn't
grow more powerful with each level,
it only allows casting at greater range and
slightly reducing its cooldown

[/td]
 
Last edited by a moderator:
Level 7
Joined
Aug 14, 2014
Messages
330
@dhika i don't have any ideas for this theme, honestly. i'm still not sure to judge or join but... nah idk for now...

- Cannon Armed Talking Frog
- Electric Man with Red Lighting
- Cyborg Giant Ant
- Weird Alien with Giant Tentacles
- SPACESHIIIPPP!!!
- Transformer

Anything else?

E: Human?
- Cannon Armed Human
- Electric Human with Red Lighting
- Cyborg Giant Human
- Weird Human with Giant Tentacles
- Human riding SPACESHIIIPPP!!!
- Transforming Human
 
Last edited:

Chaosy

Tutorial Reviewer
Level 40
Joined
Jun 9, 2011
Messages
13,182
Ok, here is my WIP.


icons_9944_btn.jpg


2uijg2e.png

2mhj0j9.png

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Damage
30 - 35

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armor
2

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Intelligence (main)
25

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Strength
33

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Agility
23

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Movement Speed
330




The Titans created various humanoids known as Titanic Watchers, or Keepers, to guard certain creations all over Azzeroth. Yet, not every creation of theirs was a Keeper. One of those were the MechaGnomes, however the Curse of Flesh slowly transformed them into the race called Gnomes that are commonly known across the world.

But not all of the MechaGnomes were affected by the curse, leaving very few of them behind in the original form. One of them were Mimiron, a Titanic Watcher but yet a MechaGnome, he experimented in hope to find a way to create MechaGnomes that would be immune to the Curse of Flesh. After hundreds of years of constant failure he finally succeeded once. The MechaGnome that was created had humanoid feelings while maintaining a considerable amount of the Titans' power. As Mimiron saw this as nothing more than another creation of his, he named the creature Project-Life, something between machine and humanoid.

Project-Life's only instruction was to gather data. From Mimiron's perspective that would simply mean experimenting in whatever subject he found interesting. However, due the lack of humanoid feelings, Mimiron failed to predict the actions of Project-Life. His creation completely abandoned his creator and traveled to Azzeroth where he ended up on a battlefield between the Scourge and the Night Elves. He joined forces with the Elves in order to gather both battle data and at the same time learn the ways of life in return for his services.


Ability 1

Ability 2

Ability 3

Ability 4


Note: This ability is automatically learned at level 1 for free.
icons_12984_pas.jpg
Harvest EssencePassive

Each time Project-Life takes damage, he gets 1/2/3% of damage taken number of Harvest Essence stacks.
This effect has a 0.5 second cooldown. The ability is leveled up when reaching level 10 and 25.


icons_6632_btn.jpg
Nature ImplosionTarget Location

The environment at a target location explode, dealing 50/75/100 damage to all enemies.
The spell also enhances the movement speed of all allies within the area by 25%/30%/35%.
The effects are doubled if there is a tree within the target area.
The movement speed bonus lasts for 3 seconds but decays over time.


jiccpe.jpg
Enhanced FistNo Target Activate

Upon activation, Project-Life's next auto attack deals 4%/6%/8% of his max health + number of Harvest Essence / 2 stacks. The enemy hit by the auto attack is also stunned for 0.25 seconds.
(Stacks are not converted to % but deals raw value damage.)


icons_6627_pas.jpg
ReconstructPassive

If Project-Life is defeated while having a higher number of stacks than 30/20/10% of his max hitpoints he is revived with 45%/50%/55% of his max hitpoints.
The effect has a one minute cooldown.
 
Last edited:

sentrywiz

S

sentrywiz

I'm finished with my entry :p

Since there is no need to send my final work, you can just put my entry in a new final work bracket
when you're done making it.
 
You don't really have to PM me. :D

One thing that concerns me, though, is the deadline. When a Staff Member is asked to close it, he may not do it immediately and people might edit their posts still. Should such people be DQ'd, or should the deadline include all the time before closure?

e: e'd
E2: Added a check, having a panel for finished entries is lazyfying me. xD
 
Level 23
Joined
Oct 20, 2012
Messages
3,076
[TD][/TD][td]
LIGHTBRINGER
Crusader Unit 001
MELEE -
Tank.png.jpg
Tank -
Support.png.jpg
Support
[/td][TD][/TD]

OVERVIEW

SKILL DETAILS

HERO INTRODUCTION
The Crusader is build on the emphasis on the cliched term 'Walking Tank'. With his Defender skill, he can protect his comrades from most damage while he takes most of it in himself. His Reflect Shield and Shield Bash also gives him both defensive and offensive capabilities needed in most team battles. Finally, his Arcanite Armor provides him with enough HP and regeneration to make him last several clashes without going home to heal up. This hero, with the right items, is definitely a great addition to any teams.
STATISTICS
DELnTTxGpyim.jpg
STRENGTH
25
+ 3.20
overviewicon_attack.jpg
DAMAGE
48 - 60
(Base 2.3 attack CD)
qLi0dxe6tkVx.jpg
AGILITY
12
+ 1.00
overviewicon_defense.jpg
ARMOR
5
+ 0.14
5jiDU83JZDQP.jpg
INTELLIGENCE
17
+ 2.45
overviewicon_speed.jpg
MOVESPEED
305

SKILL OVERVIEW
DEFENDER
Deploys the energy shield and switches into the defender stance. This stance slows the Crusader's speed but it allows him to protect his allies situated behind him from taking the full damage and takes it in himself. Since the shield uses the same arcane energy that is keeping Lightbringer's controlling brain alive, maintaining the shield's form also takes hp from the hero. The more allies under the Crusader's protection, the less damage reduced.
SHIELD BASH
Strikes the enemy target with the energy shield, damaging and knocking it back. This skill may also stun its target. Stun chance increases as the Crusader's hp increases.
REFLECT SHIELD
Allows the Crusader to automatically block some incoming physical damage and reflect then to its source. The amount of damage blocked depends on Lightbringer's max hit points.
ARCANITE ARMOR
The hero's armor is made out of materials infused with highly concentrated arcane energy. This infusion caused it to grow with its controlled as well as react to any damage it takes. Can also be activated to increase its reaction activity to damage.
[tr]

[tr]

BACKGROUND STORY
The death of Sire Uther Lightbringer came to humans as quite a shock. None wanted to believe that their defender, one of the great paladins, and the leader of the Order of the Silver Hand, has been killed by their former prince, Prince Arthas. Many left the Order of the Silver Hand to avenger their leader's death or to protect their own lives.

Because of this tragic event, the king mobilized a hidden project, namely Project Crusader. With the help of dwarves who are skilled in engineering to elves who are adept at manipulating arcane energies, the humans were able to build the first mech that could run solely on a human's brain. To ensure that the machine does its job, the engineers utilized Uther's brain, revived and kept living with arcane energies, as the machine's controlling brain. Once completed, the Crusader was unleashed into the war against the scourge to not only protect his allies from harm but to wreak havoc against the enemy forces as well. Using the same arcane energy that is keeping him alive, Lightbringer can deploy a powerful energy shield that works well in protecting allies from harm and in destroying enemy forces too. His armor, infused with more arcane energy, is more than enough to protect himself and making him a lot harder to bring down.

Though Lightbringer gives God glory, he himself holds none. The Crusader uses his shield to protect others from harm. His place is always in the head of the battle defending his comrades while taking most of the damage himself and leading the group onwards to victory.
ADVANCED STATISTICS
Level 1Level 5Level 10Level 15Level 20Level 25


Hit Points
77510181322162619302234


Mana
3214486087679261085


Damage
48 - 6061 - 7277 - 8993 - 105109 - 121125 - 137


Armor
5.005.566.266.967.668.36

Attack Range128 (Melee)
Base Attack Time
1.7

Attack Animation
0.35 / 0.97
Missile Speed
Instant

Cast Animation
0.42 / 0.81
Sight Range
1800 / 800

DEFENDER

SHIELD BASH

REFLECT SHIELD

ARCANITE ARMOR


DEFENDER
Spell/Target Type :Active, Instant/No Target
Spell Hotkeys :Q / C
mana.jpg
25 / 50 / 75 / 100
cooldown.jpg
5 seconds upon deactivation
Deploys the energy shield and switches into the defender stance. This stance slows the Crusader's speed but it allows him to protect his allies situated behind him from taking the full damage and takes it in himself. Since the shield uses the same arcane energy that is keeping Lightbringer's controlling brain alive, maintaining the shield's form alo takes hp from the hero. The more allies under the Crusader's protection, the less damage reduced.
DATAPHYSICAL DAMAGE REDUCTIONMAGIC DAMAGE REDUCTION
MS Slow %Area of EffectHP/s CostDamage Resistance Reduction per Ally

Level 1
30%30010 HP/s40% per affected ally

Level 2
25%35015 HP/s35% per affected ally

Level 3
20%40020 HP/s30% per affected ally

Level 4
15%45025 HP/s25% per affected ally
1 Hero2 Heroes3 Heroes4 Heroes5+ Heroes

30%
18%11%6%4%

40%
26%17%11%7%

50%
35%25%17%12%

60%
45%34%25%19%
1 Hero2 Heroes3 Heroes4 Heroes5+ Heroes

15%
9%5%3%2%

20%
13%8%5%4%

25%
18%12%9%6%

30%
23%17%13%9%
NOTES
navbits_start.gif
The formula for reducing the damage resistance is Previous Percentage - (Percent Reduction x Previous Percent). e.g. 30 - (40% x 30) = 18% per ally
navbits_start.gif
Damage reduced from affected allied heroes will be dealt to the hero with the same damage type. e.g. An ally takes 100 physical damage, the hero will take 30/40/50/60 physical damage depending on the skill's level. If two allies under this effect take 100 physical damage each, the hero will take two instances of damage, each dealing 18/26/35/45 physical damage with a total of 36/52/70/90 physical damage.
navbits_start.gif
Damage types are simply categorized into Physical and Magical for this skill. Physical damage are damage taken from Physical Attacks and Physical Damage Abilities. Magical damage are damage taken from Spells and Negative Regeneration. HP Removal, Pure damage and other damage types are not reduced.
navbits_start.gif
HP/s cost is dealt as HP removal and is not lethal.
navbits_start.gif
20px-Meepo_icon.jpg
Meepo and his
20px-Meepo_icon.jpg
clones are each counted as one hero and will effectively reduce the damage resistance given by this skill. However,
Brewmaster_Storm_icon.jpg
Storm,
Brewmaster_Earth_icon.jpg
Earth, and
Brewmaster_Fire_icon.jpg
Fire of
16px-Primal_Split_icon.jpg
Primal Split are counted as one hero, no matter how many of the three are under the area of effect.
navbits_start.gif
The spell has an instant cast time however the shield area of effect has an expanson time of 0.5 second.
navbits_start.gif
This skill will not reduce damage dealt to the caster.

SHIELD BASH
Spell/Target Type :Active, Unit Target
Spell Hotkeys :W / D
mana.jpg
100
cooldown.jpg
15 / 13 / 11 / 9
Strikes the enemy target with the energy shield, damaging and knocking it back. This skill may also stun its target. Stun chance increases as the Crusader's hp increases.
DATA
DamageCast RangeKnock Back DistanceStun DurationBase Stun Chance

Level 1
10020050 + 50 to 1002 seconds10%

Level 2
13520075 + 50 to 1002.75 seconds15%

Level 3
170200100 + 50 to 1003.5 seconds20%

Level 4
205200125 + 50 to 1004.2525%
NOTES
navbits_start.gif
Knock back lasts 1 second no matter its distance.
navbits_start.gif
Knock back and stun is applied at the same moment. So, the effective stun duration is 1/1.75/2.5/3.25 seconds.
navbits_start.gif
Stun chance increases by 1% per 100 max hp gained by the hero.

REFLECT SHIELD
Spell/Target Type :Passive, Self
Spell Hotkeys :E / F
Allows the Crusader to automatically block some incoming physical damage and reflect then to its source. The amount of damage blocked depends on Lightbringer's max hit points.
DATA
Damage BlockedDamage Reflected

Level 1
1% of the hero's max hit points.50% of blocked damage

Level 2
1.5% of the hero's max hit points.60% of blocked damage

Level 3
2% of the hero's max hit points.70% of blocked damage

Level 4
2.5% of the hero's max hit points.80% of blocked damage
NOTES
navbits_start.gif
Can reduced physical damage taken from Defender but not the magical damage.
ARCANITE ARMOR
Spell/Target Type :Active, Instant/No Target
Spell Hotkeys :R / E
The hero's armor is made out of materials infused with highly concentrated arcane energy. This infusion caused it to grow with its controlled as well as react to any damage it takes. Can also be activated to increase its reaction activity to damage.
Passive Effect :
Grants 100 bonus hp which permanently increases periodically.
DATA
HP increaseHP Increase Time

Level 1
100Every 7.5 minutes of game time. (Every 450 seconds of game time)

Level 2
125Every 6 minutes of game time. (Every 360 seconds of game time)

Level 3
150Every 4.5 minutes of game time. (Every 270 seconds of game time)
NOTES
navbits_start.gif
Counter for HP increase starts when this skill is learned. Each hero has its own timer for the HP increase.
navbits_start.gif
Previous HP increase will not be updated upon this skill's upgrade . If the hero already have collected 500 bonus hp from this skill, it will not be changed when this skill is upgraded and only the next HP increase will amount to 125 HP.
navbits_start.gif
Whether from the passive effect or with the active effect, the HP increase does not have a limit. The longer the game lasts, the harder your hero becomes.

Active Effect :
Whenever the hero takes 150 or more damage in a single instance, his armor grows, granting bonus max HP as well as applying the 'Auto-Repair' buff on the mech itself.
mana.jpg
200
cooldown.jpg
200 / 150 / 100 seconds
DATA
On-hit HP increaseDurationMaximum Buff Stack

Level 1
505 seconds5

Level 2
759 seconds5

Level 3
10013 seconds5
[TD] AUTO-REPAIR
Repairs any major damage in the mech's armor. Heals 100 damage over the time period of 15/10/5 seconds.
NOTES
navbits_start.gif
Hp increase on hit is removed after the duration of the skill (HP increase granted by the passive remains). The buff, however, lingers until its own duration ends.
navbits_start.gif
There can only be a maximum of 5 buffs at a time however, if one of the buff stacks expires, it can be stacked over by aother stack.
navbits_start.gif
Auto-Repair buffs can stack and each has their individual timers.
[/td]
 
Last edited:
Level 5
Joined
Feb 17, 2011
Messages
95
Entry post (Finished)











icons_16005_btn.jpg



Outlander
Peregrinus Spatium

Melee - Durable - Support




202808-albums7943-picture94387.png



Affiliation:
Sentinel



202808-albums7943-picture94307.png





202808-albums7943-picture94583.jpg


Drones


icons_13172_btn.jpg


Wormhole


202808-albums7943-picture94564.png


EVA Armor


icons_11211_btn.jpg


Zero Point Energy






202808-albums7943-picture94359.png



Damage:
49 - 67



202808-albums7943-picture94390.png



Armor:
4.3





202808-albums7943-picture94555.png



Strength:
23 + 2.9



202808-albums7943-picture94278.png



Agility:
14 + 1.4



202808-albums7943-picture94280.png



Intelligence:
21 + 1.7





202808-albums7943-picture94505.png



Attack Range:
128



202808-albums7943-picture94428.png



Attack Time:
1.7



202808-albums7943-picture94389.png



Movespeed:
290





202808-albums7943-picture94563.png



HP / MP:
587 / 273



202808-albums7943-picture94391.png



Health:
0.94



202808-albums7943-picture94257.png



Mana:
0.85





202808-albums7943-picture94271.png



Sight Range:
1800 / 800



202808-albums7943-picture94388.png



Hero Sound Set:
Bandit



[TD]
202808-albums7943-picture94242.png








202808-albums7943-picture94557.png


ost to his kind, Peregrinus abandoned his dying world in search of a new
hope. He travelled long and far, and in his most desperate moment, he
stumbled upon a world unlike any other. Intrigued by the blooming sapient
life and culture, he decided to explore this newfound home.

Relying on his knowledge and little technology he brought, Peregrinus tried to blend
amongst the natives, although he was always deemed an Outlander. And his travels didn't
take long before he realised that universal powers have their hand in this world as well.
He saw the constant struggle between opposing forces that kept them in a fragile balance.
The same forces that ravaged his homeworld.
He tried to reason with natives, but they would not listen. Their minds were too far
gone in a void of never ending cycle of death and rebirth. The solution was there from
the beginning, although he couldn't accept it, join to be a constant in a violent, chaotic
world. It took Peregrinus months to tweak his technology into a defensive mode, for he knew
that his mind must survive as long as it can.
Raised by the dark, reasoned by the destruction, Peregrinus realised that if he was to
succeed he must start from himself. So he chose light.






Drones

Wormhole

EVA Armor

Zero Point Energy



[TD]



202808-albums7943-picture94583.jpg



Spell Type:
Target Type:
Hotkey:



Active
Point / Unit
Q



Peregrinus summons miniature drones to defend and swarm any enemy unit that comes too close to
him. Once they acquire the target, drones will accelerate towards and pierce it at high
velocities.




[TD]



Level

Mana Cost

Cooldown

Casting Range

AoE

Duration

Allowed Targets

Effects


1

75

60 sec

775

875

17 sec

Enemy unit

Deals 10 damage per second


2

125

60 sec

775

875

17 sec

Enemy unit

Deals 20 damage per second


3

175

60 sec

775

875

17 sec

Enemy unit

Deals 30 damage per second


4

225

60 sec

775

875

17 sec

Enemy unit

Deals 40 damage per second
[/TD]
[/TD]




202808-albums7943-picture94340.png


  • Damage type: Pure
  • Drones can go both ways through wormhole (AoE is 875 on the other side)
  • Drones will return through wormhole before it closes or if hero leaves 875 range from wormhole
  • Attack target priority: target > attacking enemy hero > enemy hero > other



[TD]



icons_13172_btn.jpg



Spell Type:
Target Type:
Hotkey:



Active
Point / Unit
W



Opens a wormhole, at yours and targeted position, allowing energy to pass through while blocking any
physical forms and diminishing magic damage. Once opened wormhole will slowly shrink until it
closes completely.




[TD]



Level

Mana Cost

Cooldown

Casting Range

AoE

Duration

Allowed Targets

Effects


1

80

45 sec

2000

275

8 sec

N/A

50% damage reduction


2

100

45 sec

2000

275

8 sec

N/A

40% damage reduction


3

120

45 sec

2000

275

8 sec

N/A

30% damage reduction


4

140

45 sec

2000

275

8 sec

N/A

20% damage reduction
[/TD]
[/TD]




202808-albums7943-picture94340.png


  • Damage can only be transferred towards target point (damage towards caster is marginal, 90% reduction)
  • All non-damage effects are transferred both ways
  • Wormholes have 500/500 vision range
  • Units can’t go through wormhole (except courier)
  • Health and mana regeneration from fountain can't be transferred through wormhole
  • Damage from attacks (melee or range) can't be transferred through wormhole
  • If point or instant spells are casted inside one side of a wormhole (e.g. Avalanche, Requiem of Souls),
    they will have an effect as if they were casted at the other side
  • Unit target (e.g. Finger of Death) and point target (e.g. Blink) spells can be transferred through wormhole
    only if target is on the other side
  • Spells that enter at some angle (e.g. Fissure, Elune's Arrow) will exit at the same angle on the other side
  • Aura effects from heroes in a wormhole will be applied on both sides



[TD]



202808-albums7943-picture94564.png



Spell Type:
Target Type:
Hotkey:



Passive
N/A
N/A



Engulfed in a strong metallic alloy, Peregrinus's suit was built for harsh environments of open space.
On the ground it gives clear advantage against any foe, granting him bonus armor and increased
resistance to magic damage, although reducing movement speed due to armor's weight.




[TD]



Level

Mana Cost

Cooldown

Casting Range

AoE

Duration

Allowed Targets

Effects


1

N/A

N/A

N/A

N/A

N/A

N/A

3 Armor, Reduces magic damage by 13%, 3% Slow


2

N/A

N/A

N/A

N/A

N/A

N/A

4 Armor, Reduces magic damage by 17%, 4% Slow


3

N/A

N/A

N/A

N/A

N/A

N/A

5 Armor, Reduces magic damage by 21%, 5% Slow


4

N/A

N/A

N/A

N/A

N/A

N/A

6 Armor, Reduces magic damage by 25%, 6% Slow
[/TD]
[/TD]




202808-albums7943-picture94340.png


  • Stacks with spell resistance items



[TD]



icons_11211_btn.jpg



Spell Type:
Target Type:
Hotkey:



Active
Instant
R



Peregrinus boosts his technology by tapping into vacuum energy of a subspace fields, allowing him to
greatly increase his abilities efficiency, as well as create a negative charge, in an area around him,
to reduce armor of nearby enemy units.




[TD]



Level

Mana Cost

Cooldown

Casting Range

AoE

Duration

Allowed Targets

Effects


1

75

45 sec

N/A

900

25 sec

Enemy units

Improves spells, -3 armor


2

125

45 sec

N/A

900

25 sec

Enemy units

Improves spells, -5 armor


3

200

45 sec

N/A

900

25 sec

Enemy units

Improves spells, -7 armor
[/TD]
[/TD]




202808-albums7943-picture94340.png


  • Fully stacks with other armor reduction abilities and auras
  • Improves spells:
    • Drones: Additional swarm
    • Wormhole: Global range
    • EVA Armor: Removes speed reduction



[TD]
Aghanim's scepter upgrade



icons_11213_pas.jpg



Spell Type:
Target Type:
Hotkey:



Passive
N/A
N/A



Peregrinus boosts his technology to the brink of a constant overload, by tapping into vacuum energy of a
subspace fields, allowing him to greatly increase his abilities efficiency, as well as create a negative
charge, in an area around him, to reduce armor of nearby enemy units.




[TD]



Level

Mana Cost

Cooldown

Casting Range

AoE

Duration

Allowed Targets

Effects


1

N/A

N/A

N/A

900

N/A

Enemy units

Improves spells, -3 armor


2

N/A

N/A

N/A

900

N/A

Enemy units

Improves spells, -5 armor


3

N/A

N/A

N/A

900

N/A

Enemy units

Improves spells, -7 armor
[/TD]
[/TD]




202808-albums7943-picture94340.png


  • Fully stacks with other armor reduction abilities and auras
  • Improves spells:
    • Drones: Additional swarm
    • Wormhole: Global range
    • EVA Armor: Removes speed reduction


[/TD]
 
Last edited:
Level 10
Joined
Aug 30, 2007
Messages
270
Huron Bloodhoof, the Timewanderer

Temporal Warpage

icons_15723_btn.jpg

Huron sends out a time bending wave that
damages enemies and creates 'Temporal
Traces' of heroes hit. Also deals damage
to enemies who's 'Temporal Traces' were
hit, slowing and even stunning them when
hit multiple times.
[tr][td]
Relativity Matrix

icons_13172_btn.jpg

Slows or fastens the target, depending on
if it's an enemy or ally, and does the
opposite to all close members of the other
team. Also deals damage to all heroes
who's 'Temporal Traces' are in range of the
effect.
Flux Generator

attachment.php

The Flux Generator allows Huron to create
a Temporal Trace of the hero he attacks.
Also his attacks passively deal damage to
heroes who's Temporal Traces are between
him and the target he attacks.
Temporal Image

attachment.php

To find a good path in time Huron creates
a fast moving image of himself, with which
he can switch positions at any time, as
long as it is in range. Also while this is
active, Huron's attackspeed and
movementspeed are increased.
[TD]

Attribute_Button_Dmg.png.jpg
Damage:
46 - 50

Attribute_Button_Armor.png.jpg
Armor:
2

Attribute_Button_Range.jpg
Range:
600 (meele)

Attribute_Button_AS.png.jpg
BAT:
1.70

Attribute_Button_MS.jpg
MS:
300

attachment.php
Str:
24 + 2.3

attachment.php
Agi:
18 + 1.5

Attribute_Button_Int.jpg
Int:
20 + 1.9
Hero Voice: Tauren
Missile: SubmachinegunMissile or ShotgunMissile by Konstrukt
[/TD]
Lore:

Coming from a distant and dystopic future, in which nearly all life was consumed by the Scourge, Huron Bloodhoof, a descendant
of the legendary chieftain Cairne, was sent back in time to prevent the events that ultimatley led to the living races' fall.

In his timeline Huron is a member of the Broken Council, an alliance of those who survived the 'Eradication', how the Scourge's
attack on whole Azeroth is called since then. It only took a few months after the defeat at Nordrassil and nearly all life on
Azeroth was either dead or part of the Scourge's undead legion. This was when the Broken Council was founded, a desperate
alliance of all great races of Azeroth. The council hid from the undead and grew in numbers with the years. But every attempt
to push back the Scourge even a little bit, ended in a massacre.

But then, after centuries of flight and hiding, the Broken Council saw a chance to win the war against the undead, not in their
own time, but in the past. The council's most experienced shamans and enginieers were able to build a machine that could send
someone with a strong bond to his ancestors back in time. In Huron, who's bond to the ancestors was the strongest among all,
they found the one who would change the past and by this the future, their 'Timewanderer'. Now he fights next to his ancestors,
in battles that were fought long before he was born, knowing that their outcome might change the future.

Temporal Warpage

Relativity Matrix

Flux Generator

Temporal Image


icons_15723_btn.jpg


Ability Type:
Targeting Type:
Hotkey:


Active
Point Target
Q

Huron sends out a time bending wave that damages enemies and creates
Temporal Traces of heroes hit. Also deals damage to enemies who's Temporal
Traces
were hit, slowing and even stunning them when hit multiple times.


Level
Mana
Cost
Cooldown
Range
Area of
Effect
Slow
Duration
Effects

1
90
6
800
200
4
deals 90 damage and 15 bonus damage everytime an unit's Temporal
Trace
is hit; slows for 20% if hit twice; stuns for 1.00 second if hit three times

2
100
6
800
200
5
deals 120 damage and 20 bonus damage everytime an unit's Temporal
Trace
is hit; slows for 20% if hit twice; stuns for 1.20 seconds if hit three times

3
110
6
800
200
6
deals 150 damage and 25 bonus damage everytime an unit's TTemporal
Trace
is hit; slows for 20% if hit twice; stuns for 1.40 seconds if hit three times

4
120
6
800
200
7
deals 180 damage and 30 bonus damage everytime an unit'sTemporal
Trace
is hit; slows for 20% if hit twice; stuns for 1.60 seconds if hit three times

Notes:
  • damage type is magical
  • Temporal Traces are illusions of the hero hit, but are invunerable, unselectable, untargetable, are slightly transparent,
    have no collision and are not controlled by any player
  • Temporal Traces are created of every hero that is hit
  • Temporal Traces last 16 seconds, when created they follow their original for 3 seconds while getting slower gradually before being
    frozen completeley
  • hitting a Temporal Traces counts as hitting the actual hero for the slow/stun effect, thus making it possible to 'hit' a single hero two
    or even three times with only one cast of Temporal Warpage
  • the bonus damage from hitting Temporal Traces caps at three instances what sets the maximum possible damage to 135/180/225/270
  • the bonus damage and slow/stun are only applied if the hero is at least within 900 range of one of his Temporal Traces,
    even if the actual hero is not hit by Temporal Warpage
Resources

icons_13172_btn.jpg


Ability Type:
Targeting Type:
Hotkey:


Active
Singletarget
W

Slows or fastens the target, depending on if it's an enemy or ally, and does
the opposite to all close members of the otherteam. Also deals damage to all
heroes who's Temporal Traces are in range of the effect.


Level
Mana
Cost
Cooldown
Casting
Range
Area of
Effect
Duration
Allowed
Tragets
Effects

1
120
24
600
400
5
Allies,
Enemies
30% movementspeed de-/incresase (main target);
7% attack- and 12% movementspeed in-/decrease (AoE);
10 damage/sec. to heroes whos Temporal Traces are in the AoE (additive)

2
120
24
600
400
6
Allies,
Enemies
30% movementspeed de-/incresase (main target);
10% attack- and 14% movementspeed in-/decrease (AoE);
13 damage/sec. to heroes whos Temporal Traces are in the AoE (additive)

3
120
24
600
400
7
Allies,
Enemies
30% movementspeed de-/incresase (main target);
13% attack- and 16% movementspeed in-/decrease (AoE);
16 damage/sec. to heroes whos Temporal Traces are in the AoE (additive)

4
120
24
600
400
8
Allies,
Enemies
30% movementspeed de-/incresase (main target);
16% attack- and 18% movementspeed in-/decrease (AoE);
19 damage/sec. to heroes whos Temporal Traces are in the AoE (additive)

Notes:
  • damage type is magical
  • the damage is applied for every Temporal Trace, also taking into account multiple Temporal Traces of the same hero
  • the damage is only applied if a hero is at least within 900 range of one of his Temporal Traces,
    even if the actual hero is not within Relativity Matrix's range
  • if an ally is the main target it will have increased movement speed, while (only) the caster's enemies within the AoE will recieve the
    speed debuff
  • if an enemy is the main target it will have decreased movement speed, while (only) the caster's allies within the AoE will recieve the
    speed buff
  • the AoE is centered on the main target and moves together with it
Resources

attachment.php


Ability Type:
Targeting Type:
Hotkey:


Auto-Cast
on attack
E

The Flux Generator allows Huron to create a Temporal Trace of the hero
he attacks. Also his attacks passively deal damage toheroes who's Temporal
Traces
are betweenhim and the target he attacks.


Level
Mana
Cost
Cooldown
Casting
Range
Allowed
Tragets
Effects

1
80
12
600
Enemies, Heroes
creates a Temporal Trace of the hero attacked; Passive: deals 9% of the damage
dealt to the attacked target to every hero who's Temporal Trace is inbetween
Huron and the attacked unit (additive)

2
85
10
600
Enemies, Heroes
creates a Temporal Trace of the hero attacked; Passive: deals 11% of the damage
dealt to the attacked target to every hero who's Temporal Trace is inbetween
Huron and the attacked unit (additive)

3
90
8
600
Enemies, Heroes
creates a Temporal Trace of the hero attacked; Passive: deals 13% of the damage
dealt to the attacked target to every hero who's Temporal Trace is inbetween
Huron and the attacked unit (additive)

4
95
6
600
Enemies, Heroes
creates a Temporal Trace of the hero attacked; Passive: deals 15% of the damage
dealt to the attacked target to every hero who's Temporal Trace is inbetween
Huron and the attacked unit (additive)

Notes:
  • Temporal Traces are illusions of the hero hit, but are invunerable, unselectable, untargetable, are slightly transparent,
    have no collision and are not controlled by any player
  • Temporal Traces last 16 seconds, when created they follow their original for 3 seconds while getting slower gradually before being
    frozen completeley
  • on every attack, even when Flux Generator is not on auto-cast or on cooldown, it is checked for Temporal Traces on a
    straight line between Huron an the target, with a 100 range width
  • the damage is dealt for every Temporal Trace, so if three Temporal Traces of the same hero are between Huron
    and his target, the hero who's Temporal Traces are hit will take damage three times
  • the damage is only dealt if the hero is at least within 900 range of one of his Temporal Traces

attachment.php

Ability Type:
Targeting Type:
Hotkey:

Active
none
R

To find a good path in time Huron creates a fast moving image of himself, with
which he can switch positions at any time, as long as it is in range.
Also while this is active, Huron's attack- and movementspeed are increased.


Level
Mana Cost
Cooldown
Duration
Effects

1
120
120
16
creates a Temporal Image of Huron; increases Hurons attackspeed by 30% and movementspeed
by 10%; enables the use of the sub-abilities Move Image and Swap Timeline

2
170
105
20
creates a Temporal Image of Huron; increases Hurons attackspeed by 50% and movementspeed
by 10%; enables the use of the sub-abilities Move Image and Swap Timeline

3
220
90
24
creates a Temporal Image of Huron; increases Hurons attackspeed by 70% and movementspeed
by 10%; enables the use of the sub-abilities Move Image and Swap Timeline

Move Image

Swap Timeline


attachment.php

Ability Type:
Targeting Type:
Hotkey:

Active
Ground
D

Orders the Temporal Image to move to the target location.
Has global range.
Cooldown: -

attachment.php

Ability Type:
Targeting Type:
Hotkey:

Active
none
F

Instantly swaps position with the Temporal Image. Swapping
is only possibe when the Temporal Image is within 900 range.
Cooldown: 3 sec

Notes:
  • the Temporal Image is an illusion of Huron, but is invunerable, unselectable, untargetable, slightly transparent,
    has no collision with other units and can't be controlled the normal way
  • while Temporal Image is active, the sub-abilities Move Image and Swap Timeline are enabled
  • the Temporal Image grants only so much vision that the model is visible
[/TD][/tr]
 

Attachments

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    MoveImage.png
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  • Swap.png
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  • TemporalImage.jpg
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  • TimewandererWIP2.png
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  • ATCGemofMatrix2.jpg
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  • Agi.png
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  • Str_prim.png
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Last edited:
Level 10
Joined
Aug 30, 2007
Messages
270
well for the next one I've got a crazy idea but it would need some more preparation.

The theme would be 'random'. Some things would be needed very much for this.

1. We would need to know who exactly participates before the contest starts.

2. We would need someone who can livestream something or at least upload a vid to youtube so we can verify some (randomly diced) numbers.

The main idea would be that every participant will get a set of 5 numbers each being rolled randomly (ranging from 1 to 6)

Each and every roll will decide some parameters the entry has to comply to.
Here is some early idea:

This roll decides on the race of the hero you are supposed to design:
1--> Human or Orc
2--> Nightelf or Troll
3--> Dwarf or Tauren
4--> Highelf or Draenei
5--> Elemental or Demon
6--> Joker!, pick whatever you want from those above.



Those rolls decide about what types of abilities your hero will have:
1--> Singletarget
2--> AoE (like 'Blizzard' for example)
3--> Instant Cast (spells like 'Thunderclap', also includes toggleable skills)
4--> Passive
5--> Skill shot (skills like 'Shockwave')
6--> Joker!, pick whatever you want from those above.

This means Roll2 decides about first spell, Roll3 about the second spell, Roll4 about the third and Roll5 about the ultimate.


To prevent very one sided spell sets (e.g. 3 passives) every participant is free to request Rerolls once (but you still can reroll all your numbers), there would then be a date at which the rerolls would happen (e.g. 1/2 of the contest duration) and after this no Rerolls would be possible anymore. Also Rerolls then are obligatory and override the inital roll.

I hope everyone gets what I mean^^
 
Level 10
Joined
Aug 30, 2007
Messages
270
ok I've already found a good 'dice Roll' simulator, which also has a timestamp function. This means there is no livestream necessary. The host or preferably one of the judges will give a time and date some days befor the contest starts and will do the rolling then. Because everybody can see the timestamp a simple vid uploaded to youtube or should be enough.
 
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