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War of the Guardians ORPG

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Not open for further replies.
Level 11
Joined
Jul 9, 2009
Messages
926
War of the Guardians ORPG Idea Thread

So, I have decided to create a map wherein the heroes will be very unique and it will only be usable by only one player. That player himself will decide what hero he will have, what skills his heroes will have, and what it looks like. So Im going to start gathering hero ideas here. Once you have stated your hero, I will create it as soon as possible and I will make a thread wherein the map will be updated there everytime there will be something new in the map. e.g. Heroes added, Items added, Bosses added

Items that will drop, enemies you will fight will also be up to you. just tell me and I will try to do it.

Models of heroes or neutrals should only be the models available on the original mpq pack.

And for the one I have stated above, that a hero can only be used by one player, I will give a pincode for the hero where you state it yourself. (arrow keys + escape combination confirmation after the code for the hero has been entered).

Of course, I will be very active on this map and will start events everytime I think of something. This events will give the winner privileges of custom models or an item that cannot be received from the original map.
I hope some people are interested in this, thank you :)

I will update this status everytime I am available. I will bring out the thread once at least one hero is finished.

-----------------------------------------------------------------------------------------------
STATUS : Offline
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Last 10 Updates
- Finished Alek - Pandaren Hermit Base Hero.
- Finished RPG.Infinity - Holy Knight's Ability Video.
- Finished RPG.Infinity - Holy Knight's Pincode Protection.
- Finished Holy Knight's Level 39 Ability "Paladin's Sacrifice". Ability added to the 1st post.
- Finished Holy Knight's Level 35 Ability "Light Mastery". Ability added to the 1st post.
- FInished Holy Knight's Level 31 Ability "Holy Leak". Ability added to the 1st post.
- Finished Darkgrom - Necromancer's Pincode Protection.
- Finished Holy Knight's Level 27 Ability "Nature's Help". Ability added to the 1st post.
- Finished Holy Knight's Level 23 Ability "Strength Balance". Ability added to the 1st post.
- Finished Holy Knight's Level 19 Ability "Call of the Light". Ability added to the 1st post.
- Finished Holy Knight's Level 15 Ability "Holy Knight's Armor". Ability added to the 1st post.
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Current Heroes in the map :

zlowly - Tauren Bender
attachment.php

zlowly
Tauren Bender

icon.jpg


Prime Attribute - Strength
Strength - 21 + 2.20
Agility - 13 + 1.70
Intelligence 16 + 1.10

Base HP : 165
HP Regeneration : 0.40
Base MP : 135
MP Regeneration : 0.30

Sight Radius :
Day : 1700
Night : 800

Equipabble Weapons :
Branch
Totems
Hooves

Abilities:

skill-1.jpg

Totem Smash (Level 1)
zlowly slams the ground using his weapon to deal damage to the opponent equivalent to 2.5x his strength. All units who received damage will be stunned for 2.5 seconds.
skill-2.jpg

Increase Strength (Level 3)
zlowly will deal an additional damage to his target equivalent to 0.5x his strength in every ability he casts.
skill-3.jpg

Shock Explosion (Level 7)
Tauren Bender hits the ground causing the ground to be rippled by a wave and when the wave reaches its destination, it explodes dealing 1.2x the strength of the Tauren Bender as damage. After the explosion, rocks will emerge from the ground then will crash down causing 0.6x the strength of the Tauren Bender as damage to any opponent who will get hit by the rocks.
skill-0.jpg

Fissure (Level 11)
Tauren Bender slams the ground with full force creating cracks going through the target point. any unit who was caught in the force of the slam will be damaged by 100 damage + 2x the str of the Tauren Bender. Units who was caught will also get stunned for 2 seconds.
icons_7765_btn.jpg

Tauren Strength (Level 15)
Tauren Bender buffs himself up to deal bonus damage on his next attack. He deals 2x his str as bonus damage.
attachment.php

Earthwave (Level 19)
The Tauren Bender creates a ripple of waves with his massive strength. Anyone who gets hit by the wave will get damaged by 3.5x his str and get stunned for 3 seconds.

icons_3999_pas.jpg

Tauren Force (Level 23)
Gives zlowly a 15% chance to knockback the opponent while dealing 2x his str as bonus damage.

icons_11730_btn.jpg

Upbringing (Level 27)
zlowly calls forth the spikes of the earth causing everyone who is around 600 Range of zlowly to be tossed into the air and receive 200 + 1x his str as damage. All units that was affected will then be stunned for 2.5s.

attachment.php

Tough Skin (Level 31)
Gives zlowly a 20% chance to stun an opponent who was attacking him while dealing 1.5x his str as damage.

icons_13374_btn.jpg

Power Charge (Level 35)
zlowly charges to a target point rushing through any opponent he collides with. Units who collided with zlowly will be pushed back and receive 2x the Tauren Bender's strength as damage.

attachment.php

Core Strength (Level 39)
zlowly has mastered the way of delivering his strength to his opponents and trained his muscles to grow and form massively. Gives zlowly a +50 Strength Bonus.

zlowly's Abilities
Hexcellion - Warmage
attachment.php

Hexcellion
Warmage

icon.JPG


Prime Attribute - Intelligence
Strength - 11 + 1.25
Agility - 14 + 1.40
Intelligence 25 + 2.35

Base HP : 140
HP Regeneration : 0.20
Base MP : 160
MP Regeneration : 0.50

Sight Radius :
Day : 1250
Night : 1250

Equipabble Weapons :
Glaives
Staves
Blades

Abilities:

icons_1554_pas.jpg

Enchanted Glaives (Level 1)
The warmage's experience in using glaives, makes him able to hit his opponents' vital parts, and deal severe damage to them. Gives Hexcellion a 14% Chance to deal 2.5x his intelligence as bonus damage.
icons_9611_btn.jpg

Arcane Bolt (Level 3)
The warmage creates a small ball made from his arcane magic, dealing 1/6 of the warmage's maximum mana.
icons_11644_btn.jpg

Arcane Missile (Level 7)
The warmage creates a missile made of arcane, dealing 200 damage + 1.25x Intelligence. The target will then be stunned for 2 seconds.
icons_6954_btn.jpg

Glaive Storm (Level 11)
The warmage uses his powerful arcane magic, and his glaive expertise, creating glaives moving fast, and circularly around him, which deal damage to those enemies near him for 1x of his int, for 10 seconds.
icons_13640_btn.jpg

Mystical Sphere (Level 15)
The warmage enchants his glaive with his arcane magic, and creates a mystical sphere made from his glaive, throwing it at his enemies, dealing 200 damage + 2x Intelligence to those who get hit by it. Also, if an enemy dies after the warmage uses this skill, the warmage restores 1x Intelligence of the warmage.
attachment.php

Glaives of Mentality (Level 19)
The warmage channels his arcane-powered glaives, throwing them with all of his knowledge in it. Whenever the warmage uses this, he will deal all of his intelligence as extra damage. Will consume mana equivalent to 1x the Intelligence of Warmage.
icons_13929_btn.jpg

Magical Sacrifice (Level 23)
The warmage uses his mind to break his opponent's spirit, but sacrifice his own to do so. Channels Magical Drain for 10 seconds. Magical Drain is a skill used to drain the mana of the targeted unit, but in return, your hp decreases until this skill is finished. Can be cancelled by stuns, etc. Drains 50 Mana per second in exchange of 30 Health per second.
icons_13704_btn.jpg

Mindbreak (Level 27)
The warmage breaks the target's mental capabilities for a duration, making him unable to do anything for 5 seconds.
icons_7773_btn.jpg

Warmage's Curse (Level 31)
The warmage curses the targeted unit, dealing 0.5x his int as damage every 3 seconds. Lasts up to 30 seconds.
icons_11556_btn.jpg

Arcanic Protection (Level 35)
The warmage imbues himself with the power of arcane, using it as a shield to protect himself from all spell attacks for 30 seconds. This shield's life is: 10x the warmage's intelligence. If he gets magical damage more than 10x his int, this shield is nullified.
icons_13829_pas.jpg

Arcane Mastery (Level 39)
The warmage's mastery of his arcane arts, makes him more stronger than ever, gaining +20 intelligence, +3 mana regeneration, and +10% spell damage.
Hexcellion's Abilities
Darkgrom - Necromancer
attachment.php

Darkgrom
Necromancer

icon.jpg


Prime Attribute - Intelligence
Strength - 11 + 1.10
Agility - 14 + 1.50
Intelligence 25 + 2.40

Base HP : 140
HP Regeneration : 0.30
Base MP : 160
MP Regeneration : 0.40

Sight Radius :
Day : 1350
Night : 1150

Equipabble Weapons :
Staves
Dagger
One Handed Mace

Abilities:

icons_10422_btn.jpg

Darkflames (Level 1)
Darkgrom sets all enemy units near him in dark flame causing for it to receive damage equivalent to1.2x Intelligence of the Necromancer every 3 seconds for 18 seconds.
icons_10108_btn.jpg

Demonic Summoning (Level 3)
Necromancer summons a demon to protect him. The demon has 650 HP. Necromancer will be unable to be attacked while the demon is alive. The Demon will deal 0.5x the Intelligence of the Necromancer as damage.
icons_6782_pas.jpg

Dark Ritual (Level 7)
Whenever Necromancer casts an ability. He has a 20% chance to summon a Lesser Demonic Summoning. It has 450 HP. The Lesser Demonic Summoning can deal damage equivalent to 0.25x the intelligence of the caster. While the Lesser Demonic Summoning is alive, The Necromancer and his Demonic summoning will deal 0.15x the Intelligence of the Necromancer as bonus damage.
icons_14104_btn.jpg

Guldan's Strength (Level 11)
Guldan lends his strength to the Necromancer. The Necromancer will now summon a Demonic Summoning with 1000 Health Points and the Necromancer will have a 20% chance to cast a shadow bolt whenever he casts an ability. The shadow bolt will deal 1.2x Intelligence to a random unit near him.
icons_6619_btn.jpg

Covering Shadows (Level 15)
Darkgrom consumes every shadow around him to make him and his units be unable to be seen. This ability can only be used during the night.
icons_14687_btn.jpg

Demonic Soul (Level 19)
Darkgrom summons a demonic soul as a protector of his summonings. The Demonic Soul has 1000 HP and it has no ability to attack. Renders the Demonic Summoning invulnerable until the demonic soul is dead. This skill can only be casted if Demonic Summoning is present. You can only summon one Demonic Soul at a time. The Demonic Soul cannot be controlled and will only follow the Demonic Summoning.
icons_15025_pas.jpg

Haunted Souls (Level 23)
The Necromancer punishes his target even after they die resulting to an eerie cry of the tortured soul. Any unit was caught on the cry will receive 1x int of the Necromancer as damage and will also get stunned for 2 seconds.
icons_10828_pas.jpg

Empower Demon (Level 27)
Darkgrom empowers his Demonic Summoning with dark energy giving the Demonic Summoning to have a 20% chance to paralyze the opponent with darkness while attacking.
icons_14931_btn.jpg

Taste of Death (Level 31)
Darkgrom calls forth a deadly beam created from dark energy to strike all opponents within the targeted area. Deals 4x the Int of the Necromancer as damage.
icons_7272_btn.jpg

Deadly Breath (Level 35)
Darkgrom inhales dark energy within him for a second then releases it to deal 10x the Intelligence of the Necromancer to all enemy units around the targeted area. Darkgrom will then be unable to move for 7 seconds after casting this skill.

icons_3204_btn.jpg

Total Darkness (Level 39)
The Necromancer surrounds the targeted unit with shadows. The targeted unit will be unable to move for 5 seconds.
Darkgrom's Abilities
BloodElf300 - Hunter
attachment.php

BloodElf300
Hunter

BTNArcher.png


Prime Attribute - Agility
Strength - 15 + 1.50
Agility - 25 + 2.05
Intelligence 10 + 1.45

Base HP : 140
HP Regeneration : 0.35
Base MP : 160
MP Regeneration : 0.35

Sight Radius :
Day : 1250
Night : 1250

Equipabble Weapons :
Dagger
Bow
Spear

Abilities:

icons_12321_btn.jpg

Enchanted Bow (Level 1)
The hunter deals an extra 45% damage when activated.
icons_6738_btn.jpg

Multishot (Level 3)
Gives the Hunter the ability to attack multiple enemy units while dealing an additional 0.25x the Hunter's agility as damage.
icons_4478_btn.jpg

Deadly Arrow (Level 7)
These special arrows contains deadly poison. If an enemy is hit by the deadly arrow, it will receive poison damage equivalent to 0.60x of the Hunter's agility per second for 15 second.
icons_12354_btn.jpg

Arrow of Control (Level 11)
BloodElf300 uses her arrow to take control over a non-hero unit. You may only control one unit at a time.
Ocelot - Bladefighter
attachment.php

Ocelot
Bladefighter

icon.gif


Prime Attribute - Agility
Strength - 17 + 1.75
Agility - 23 + 2.25
Intelligence 10 + 1.00

Base HP : 155
HP Regeneration : 0.55
Base MP : 145
MP Regeneration : 0.15

Sight Radius :
Day : 1250
Night : 1250

Equipabble Weapons :
Long Blade
Blade
Sword

Abilities:
RPG.Infinity - Holy Knight
attachment.php

RPG.Infinity
Holy Knight

icon.gif


Prime Attribute - Strength
Strength - 25 + 2.20
Agility - 10 + 1.15
Intelligence 15 + 1.65

Base HP : 170
HP Regeneration : 0.40
Base MP : 130
MP Regeneration : 0.30

Sight Radius :
Day : 1500
Night : 1000

Equipabble Weapons :
Hammer
Maces
Sword

Abilities:

icons_8715_btn.jpg

Purification (Level 1)
The Holy Knight heals a target friendly unit for 1.5x of his int.
icons_688_btn.jpg

Divine Protection (Level 3)
The Holy Knight protects himself with Divine Protection which will absorb damage equivalent to his Str and Int added divided into two.
icons_5155_btn.jpg

Lightbringer (Level 7)
The Holy Knight calls forth holy light to deal damage to every opponent around him every second. He will continue sending light for at least 5 seconds. These Holy Light will deal 1.2x his int as damage.
icons_8352_pas.jpg

Peaceful Aura (Level 11)
Gives all allied units near the Holy Knight 8 Bonus Armor and an HP Regeneration which is equivalent to 5% of the Holy Knight's str.
attachment.php

Holy Knight's Armor (Level 15)
Everytime the Holy Knight is attacked or has been targeted for a spell, he has an 18% chance to regain 0.3x his intelligence as health.
icons_622_btn.jpg

Call of the Light (Level 19)
The Holy Knight calls forth angels which will damage all opponents and heals all allies within 600 range of the Holy Knight depending on how much str the Holy Knight has. The Holy Knight deals damage equivalent 150 + 1.5x str to opponents and heals health equivalent to 100 + 1.5x str.
icons_8107_pas.jpg

Strength Balance (Level 23)
RPG.Infinity balances his mental and physical capabilities as an advantage upon his skills. He gains 12 Strength and 8 Intelligence.
icons_13931_btn.jpg

Nature's Help (Level 27)
The Holy Knight turns into his angelic form to gain help from nature. The Holy Knight heals his allies equivalent to 1x his str but will drain his mana equivalent to 1x his int.
icons_5584_pas.jpg

Holy Leak (Level 31)
The Holy Knight overflows with the power of light causing for him to leak out some of that power to heal his allies on every ability he casts. Heals all allies within 600 range equivalent to 0.6x the int of the Holy Knight.
attachment.php

Light Mastery (Level 35)
The Holy Knight masters the usage and the ways of the light which will improve the effect of some of his skills.
Purification - Will now heal 2x the int.
Lightbringer - Will now deal 1.5x int and will now last for 7 seconds.
Peaceful Aura - Will now regenerate 8% of the strength of the Holy Knight.
Call of the Light - will now deal damage equal to 2x the str and heal allies equal to 1.8x the str.
Strength Balance - Adds another 5 bonus points on strength and intelligence.
Holy Leak - will now heal 0.9x the int..

icons_13921_btn.jpg

Paladin's Sacrifice (Level 39)
The Holy Knight sacrifices half of his HP to protect his allies from any damage that will be received. The Protection will block damage equivalent to half of the HP that the Holy Knight Sacrificed.
RPG.Infinity's Abilities
Alek - Pandaren Hermit
attachment.php

Alek
Pandaren Hermit

icon.gif


Prime Attribute - Strength
Strength - 18 + 1.90
Agility - 15 + 1.50
Intelligence 17 + 1.60

Base HP : 170
HP Regeneration : 0.40
Base MP : 130
MP Regeneration : 0.30

Sight Radius :
Day : 1250
Night : 1250

Equipabble Weapons :
Gauntlets
Rod
Shovel

Abilities:
-----------------------------------

Current Items in the map :


Lance
(None)
Glacial Pike
Glacial%20Pike.jpg
Long Blade
(None)
Branch
(None)
Mana Totem
Mana%20Totem.jpg
Hooves
(None)
Rogue's Glaive
Rogue%27s%20Glaive.jpg
Blessed Glaive
Blessed%20Glaive.jpg
Frost Rage
Frost%20Rage.jpg
Nature's Guide
Nature%27s%20Guide.jpg
Arcanist Staff
Arcanist%20Staff.jpg
Slicing Blade
Slicing%20Blade.jpg
Nature's Anger
Nature%27s%20Anger.jpg
Magician's Blade
Magician%27s%20Blade.jpg
Dagger
(None)
Spiked Club
Spiked%20Club.jpg
Morning Star
Morning%20Star.jpg
Elune's Spirit
Elune%27s%20Spirit.jpg
Elven Bow
Elven%20Bow.jpg
Scouts Bow
Scouts%20Bow.jpg

Gem of Mana
Gem%20of%20Mana.jpg
Amulet of Intelligence
Amulet%20of%20Intelligence.jpg
Arcane Bracer
Arcane%20Bracer.jpg
Gem of Power
Gem%20of%20Power.jpg
Santified Gloves
Santified%20Gloves.jpg
Leather
(None)

Shield of the Seas
Shield%20of%20the%20Seas.jpg
Arcane Shield
Arcane%20Shield.jpg
Envenomed Arrows
Envenomed%20Arrows.jpg
Tribal Quiver
Tribal%20Quiver.jpg

Arcane Armor
Arcane%20Armor.jpg

Arcane Helm
Arcane%20Helm.jpg
-----------------------------------
 

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  • Hexcellion - Warmage.png
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  • Darkgrom - Necromancer.png
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  • BloodElf300 - Ranger.png
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  • Pandaren Hermit.png
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Last edited:
Level 11
Joined
Jul 9, 2009
Messages
926
well actually, I am still starting with the base heroes,items and units. Wherein it is the first step of the map. The heroes (your ideas) will be placed in the map and you (yes you, the one who gave the idea) will be the only one permitted to use that character by a special pin code. (something with arrow movements but I have another thing in mind). So for example, you give your hero (some sort of registration based on my game), you will be the only one to use that hero and for every event that I will start and you participate in it your character will have advantages. :) So zlowly, to beta test, you must have your own hero. You have to tell me what attribute, if you want me to be the one to do the attribute distribution, the abilities, the items he can equip and the heroes he can have a combination with. :)
 
Level 12
Joined
Dec 20, 2011
Messages
884
You can only equip weapons in this game? Or are armors, accessories, included? The concept is a bit sketchy imo. You have to contribute in this map, in order to gain a hero. Not all people like contributing/suggesting heroes, items, so this map would only be playable by THW users, lol. It would be hard to start a team of fellow ORPG players trying to play this game, since in order to have a hero, they'll have to register here, and stuff, when you could just play other ORPG maps where there are no complicated things like this. Plus, leakers would only have to tell their "special codes" for their heroes to other people, and they'll be able to use that to.
 
Level 11
Joined
Jul 9, 2009
Messages
926
well, of course I was already thinking of all the possible flaws before even starting to plan this map. For the part where you have to register, I will be making some base heroes which dont need registration but of course heroes who are registered will be more unique and will receive more advantages. And for the leakers, it is their disadvantage because the purpose of the registration is to have a unique hero which will be different for all the others. so there :)

EDIT:
@Hexcellion, thank you for pointing out flaws by the way. +rep
 
Level 6
Joined
Feb 8, 2012
Messages
251
huh? a heroes to combine? item and a skills?
whoa cool...
but i don't exactly get the meaning of heroes to combine...
and the item list...
if you want to make a secret hero for me,i gonna choose a strength hero having a stunner skill like bash,echo fissure,pulverize,and a echo slam...
you know what is pulverize and the bash for right?
i just gonna explain the echo fissure and echo slam...
the echo fissure is the hero is using the weapon to hit the ground and the ground is crack and appear a fissure like raigor in dota...
the echo slam is the hero is still using the weapon and hitting the ground if the monster is too few the damage is weak but if the monster is so many the damage is so many too still like raigor in dota...
i want the model is tauren earthshaker....
for the item maybe not too imba i let you to decide the item for my hero...
 
Level 12
Joined
Dec 20, 2011
Messages
884
But, having a more powerful, and geared hero would piss the guys you're playing with. And, if you're going through with this system, then I suggest changing the codes for the "secret" heroes every update or remove them once the user gets his hero, and saves it for the sake of cheaters hacking your map, then getting all the "secret" heroes they could get. You should also add the possible weapons, armors, accessories, misc, and other items that you would add in the map, so that brainstorming would be easier. I suggest that you stick with 5 items though, and make the last slot for potion(s) or other shit. Btw, any screenshots? I'd like to see how the terrain is, and how the gameplay looks.
 
Level 6
Joined
Feb 8, 2012
Messages
251
huh every update the code gonna be different?
oh common we can even give to them the codes if they're in the max level and a message will appear "a code for open a secret hero -019p9xXXXX
and the item make he item level from low level to high level and it's dependent from how strong dungeon you are take that equipment...
make a save/load system,PVP,upgrading equipment system and etc...
 
Level 12
Joined
Dec 20, 2011
Messages
884
huh every update the code gonna be different?
oh common we can even give to them the codes if they're in the max level and a message will appear "a code for open a secret hero -019p9xXXXX
and the item make he item level from low level to high level and it's dependent from how strong dungeon you are take that equipment...
make a save/load system,PVP,upgrading system and etc...

To avoid hackers obtaining such codes, and leaks happening.
 
Level 11
Joined
Jul 9, 2009
Messages
926
I already have an Idea for the quest and it wont consume the inventory slots.

And again for the complication of the codes, even if they get the code of the hero, they wont be able to access it as long as they dont know the pin of the hero n. It is a second character barrier which will be very hard to crack because you, the owner of the hero yourself will be the one to tell the specific pin code not by typing but arrow keys/escape button combinations. And for players getting pissed off with a guy with a more stronger character, they would of course ask the guy how he got that character. So that guy has 2 choices, tell about the registration or dont tell it. If he does not tell it, Of course I already have that covered and I will put information about the unique hero registration in quest bars, the loading screen and of course in game messages. So I got all the flaws covered before I even started planning this map.

For the screenshots and terrain, I have not yet started it as I am still starting with the heroes, because every hero will also have different quests ;)

For the code changing part, I would do it once in a while but I have to ask the owner of the hero if he wants his hero codes changed. He will just give me his old code (something around for example -load Dragonfly 092zYTrFF) and I will optimize it to something like -load DragonFly for the new version which will make your hero have all the equipment you previously had into one optimized code. Of course you would still have to enter the pin code :)

For the items, yes weapons are not the only one equipabble but accessory, armor, Essence, gloves and boots.

EDIT:
@zlowly, Sorry I did not notice your post about your hero, I will try as best as I can to make the hero as near as what you would want it to be. and for the abilities, your hero can have 11 Abilities. An ability can be more effective depending if the unit has a buff (from another hero) or if he is under an aura of another character. :D For the items, it is optional, if you would want your character to have an equipment where he can be the only one to use that item. Each character can equip at least 3 types of weapon.

EDIT2:
Added zlowly's hero to the 1st post. (Not yet finished)
 
Last edited:
Level 12
Joined
Dec 20, 2011
Messages
884
Here's mine:



character.gif


Hexcellion
Warmage

icon.JPG


Prime Attribute - Intelligence
Strength - 11 + 1.25
Agility - 14 + 1.40
Intelligence - 25 + 2.35

Base HP : 140
HP Regeneration : 0.20
Base MP : 160
MP Regeneration : 0.50

Sight Radius :
Day : 1250
Night : 1250

Equipabble Weapons :
Glaives, Staves, Blades

Abilities:

None.



Since you know of the right format for the heroes, I'll leave the editing to you. I'll just give my hero(es) info then it'll be up to you to either balance it or add them to your map.

Edit2: I changed the hero itself, everything about it.
 
Last edited:
Level 11
Joined
Jul 9, 2009
Messages
926
Wow, you knew the correct format for heroes. thanks :)

Updates:
- Added Hexcellion's Hero to the 1st post
- Changed Earth Bender's Weapon "Cuffs" to "Totems"
 
Level 11
Joined
Jul 9, 2009
Messages
926
Good job on that then. How about for the abilities of your heroes ??

Update:
- Added Level 1 Ability of Tauren Bender "Totem Smash" to the 1st post.
 
Level 6
Joined
Feb 8, 2012
Messages
251
maybe you should add a something like equipment duration so you using a equipment and equipment gonna broke if you not repair the duration gonna reduce all the time when you are going with your own journey...
 
Level 11
Joined
Jul 9, 2009
Messages
926
Because it is your suggestion, Ok! I am going to add the item durability system :)
 
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There is an extra inventory, (which is a unit) that can carry miscellaneous items. The thing that would replenish the durability of the weapon would be an item, somewhere around [Weapon Powder] or [Cleansing Liquid].

@Hexcellion, seems like you did not notice my last question. What would be the abilities of your hero ?
 
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Oh, I did not notice that, lol.


The warmage, is an adept arcane magic user, and a warrior at the same time. He is able to be a knight, and a magician, making him a good asset. He is able to use sharp-carved blades, rune-imbued staves, and has mastered the ancient art of glaive-throwing, combining it with the Blood Elves' arcane magic. And, by binding his magical powers to his glaive, he is able to cause immense damage, making him a feared one in the battlefield.


Btw, I suggest that you make skills not increase in level, since they're already stat-based. More stats = stronger skill, so adding levels would be too much imho.


Enchanted Glaives (Passive) - The warmage's experience in using glaives, makes him able to hit his opponents' vital parts, and deal severe damage to them. (Gives % chance to deal 2.5x int in damage every time he attacks an enemy.)
 

Chaosy

Tutorial Reviewer
Level 40
Joined
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Messages
13,183
about go back to blacksmithing he can sell a repair kit <3

anyway here is my hero

sqgl5i.jpg


Darkgrom
Necromancer

icons_15010_btn.jpg

Prime Attribute - Intelligence
Strength - 11 + 1.10
Agility - 14 + 1.50
Intelligence 25 + 2.40

Base HP : 140
HP Regeneration : 0.15
Base MP : 160
MP Regeneration : 0.40

Sight Radius :
Day : 1250
Night : 1100

Equipabble Weapons :
Staves
Dagger
one handed mace
(i hope those weapons exist)

Abilities: am i supposed to fil this?


 
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Level 11
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@DarkGrom, you can choose up to 3 equipabble weapon and, you cant choose a custom model for your hero yet. You will only be able to have a custom model once you win in one of my events when the map is out :)

@Hexcelion, The heroes will gain skills once they reach a certain level. so for example when your hero is level one, he will gain bash, when your hero hits level 3 he will gain sprint. :)
 
Level 12
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@Hexcelion, The heroes will gain skills once they reach a certain level. so for example when your hero is level one, he will gain bash, when your hero hits level 3 he will gain sprint. :)

I see. So they upgrade when you reach a certain level? So, at what levels do you gain skills? 1, 5, 10, 15, 20, 25, 30, 35, 40, 50, 60? I'll try to update my skills after your reply.
 
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1/3/7/11/15/19/23/27/31/35/39. :)
and the level 3 ability wont replace your level 1 ability once they reach level 3 :)
 
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1/3/7/11/15/19/23/27/31/35/39. :)

I see. Btw, here's the upgrades for my Enchanted Glaives skill:

Enchanted Glaives level 2 = 18% chance 3.5x int
Enchanted Glaives level 3 = 22% chance 4x int
Enchanted Glaives level 4 = 26% chance 4.5x int
Enchanted Glaives level 5 = 30% chance 5x int

Up to you to change the values. I used this order for their levels: per level = +4% chance and .5x int
 
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@Darkgrom, yes you are able to make the spells for your hero but dont make it too strong

@Hexcellion, Now that you mentioned it, skills would be better if they become stronger per level, and you will still learn the new ability also per level. Or, maybe I would make an item that upgrades the level of your ability. Which one do you prefer ?
 
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ok then, for every ten levels your skill would upgrade and its values will increase.

@Darkgrom, I will put your character to the 1st post later. :)

EDIT:
Update
- Darkgrom - Necromancer added to the 1st post.
 
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Level 11
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Any spell abilities you want to add to your character ??

EDIT:
Update
- Added Tauren Bender's Level 3 Ability "Increase Strength" to 1st Post.
 
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Level 12
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Level 3 Spell: Arcane Bolt - The warmage creates a small ball made from his arcane magic, dealing 1/16 of the warmage's mana.
Level 7 Spell: Arcane Missile - The warmage creates a missile made of arcane, dealing 300 damage and stunning the targeted unit for 2 seconds.

Some items:

Arcanist Staff - An arcane-imbued staff used by arcanists, shamans, and sorcerers, which empower their arcane arts. Gives +20 intelligence, +10 damage, and 0.50% mana regeneration.
Nature's Guide - A staff which was made powerful by the nature's aura, and the creatures looming in it. Gives +10 intelligence, +5 damage, and 0.25% mana regeneration.
 
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All Items/Abilities accepted.
For the Arcane Missile, maybe damage + X.XX Attribute?
Will get to work right away.
 
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Update:
- Finished Hexcellion's Level 3 "Arcane Bolt" and Level 7 "Arcane Missile" Ability, Abilities added to the 1st post.
 
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Saif, how 'bout making skills not upgradeable? No levels, nor upgrades, since they're already powerful, they become powerful as your stats grow, so adding levels to them, would require severe balancing. If you agree to this, then remake my Arcane Bolt. Make it deal 1/8 or 1/4 of his mana as damage.
 
BloodElf300 - Hunter



BloodElf300
Hunter



Prime Attribute - Agility
Strength - 15 + 1.50
Agility - 24 + 2.20
Intelligence - 10 + 1.45

Base HP : 140
HP Regeneration : 0.50
Base MP : 160
MP Regeneration : 0.50

Sight Radius :
Day : 1250
Night : 1250

Equipabble Weapons :
Bow, Quiver, Spear

Abilities:

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Enchanted Bow(Level 1)
Increases Hunter's damage by 45%.

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Multishot(Level 3)
Shoots multiple units.

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Poison Arrows(Level 7)
These special arrows contains deadly poison. If an enemy is attacked by deadly arrows, will lose 10 HP per second for 20 seconds.


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Speed of Light(Level 10)
Hunter's agility is increased by 7.
 
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Chaosy

Tutorial Reviewer
Level 40
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My abilitys;
icons_10422_btn.jpg

Conjure darkflame
Puts all nearby enemy units into dark flames deals X damage every 3 seonds

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Summon demon
Summons a powerful demon and darkgrom puts a small bit of his soul into it, while the demon is alive the necromancer cant die.

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Dark ritual
Gives the necromancer and his demon a chance to summon a minor demon this new demon grants the greater demon bonus attack damage.

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Chosen of Gul'dan
Gul'dan lend some of his powers to the necromancer this will put his demon into enrage increases his armor and hp greatly, also the warlock will have a chance to throw a shadow bolt on a random target every 2 second during this time
 
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