Guest Guest
| Subject: Suggestion Templates: Abilities Sun Feb 17, 2008 6:37 am | |
| If you are confused as to what ability your hero should have, I am posting them here right now. Btw, this was made cuz Zero says you people were not posting ability tooltips <_< and he wants to copypaste them for convenience's and speed's sake. I'll be going in this order: Hero Abilities, Unit Abilities, Items. And after that, Human, Orc, Undead, Night Elves, Naga, Creeps. Please note that this will take a long time and I'll not be able to post all until the end of this month or so. Human Heroes: - Spoiler:
Flame Strike: Creates a Pillar of Flame, dealing damage to all units within it. Banish: Banishes a unit, slowing it and causing spells to deal x2 damage to it. The Banished unit cannot attack, although it can cast spells, and is affected by spells. Can slow attack speed as well. Siphon Mana: Drains mana from a unit each second. You can modify this spell to drain life as well. Phoenix: Generic Unit Summon I don't need a tooltip for this. Blizzard: Deals damage over an area every once in a while, lasting for X waves. Channeling. Summon Water Elemental: See Phoenix Brillance Aura: Grants all nearby units ?% additional mana regeneration. Mass Teleport: Teleports X number of units and caster to targeted unit. Storm Bolt: Deals damage to the target and stuns. Thunderclap: Deals damage in an area, slowing all affected units by ?%. Bash: Gives a ?% chance to bash target and deal ? damage. You can make it a Crit as well, and also can use this skill to allow a character to never miss. Avatar: Grants the caster Spell Immunity, additional defence, attack damage, life and size (lol). Holy Light: Heals non-undead target units and damages undead target units. Divine Shield: Grants invulnerability for a limited duration. Devotion Aura: Grants additional aura to allies within an area. Resurrection: Revives a certain number of units.
Orc Heroes: - Spoiler:
Wind Walk: Grants invisiblilty to caster, increasing movement speed, and giving additional damage when breaking invisibility to attack. If the caster uses any other skill, item or attacks while under the effects of Wind Walk, the effect expires. Mirror Image: Creates multiple images of the caster. You can modify the amount of damage they receive and deal. Critical Strike: Gives a ?% chance to deal ? more damage. You can add an exact damage bonus, and can also tack on stun, as well as making the Hero never miss. Bladestorm: Gives Spell Immunity to caster and allows him/her to deal damage per second to nearby units. Chain Lightning: Deals damage to a target unit, and jumps to other units, each jump dealing ?% less damage. Summon Wolves: See Phoenix Far Sight: Gives vision over an area. Earthquake: Slows units with the area of effect and deals damage to buildings. Channeling. You cannot make this spell hurt units. Healing Wave: Heals a target unit, and jumps to other units, each jump healing ?% less health. Hex: Turns a unit into a critter for X seconds. You can change what it turns into. So you can technically turn a unit into a zombie, etc. Serpent Ward: See Phoenix, but allows caster to choose position. Big Bad Voodoo: Grants invulnerability to all nearby allies. Shockwave: Deals damage in a line. War Stomp: Deals damage to all nearby enemies, stunning them. Endurance Aura: Increases attack and movement speed. Reincarnation: Revives hero upon death with ? health.
Undead Heroes: - Spoiler:
Death Coil - Fires a projectile at a target unit. If the target is Undead and allied, it heals that target. If the target is non-Undead (i.e. alive) and an enemy, it damages that target for an amount equal to half of what the heal would be. Death Pact - Sacrifices an allied unit to heal yourself by an amount based on the unit's life. It is possible to modify the spell such that it leaves the unit alive. It is also possible to make this spell heal a % of your life, and also possible to have it restore your mana as well. Unholy Aura - Increases the movement speed and life regeneration of nearby friendly units. Animate Dead - Raises dead units in an area around the caster to fight for him. Units can be invulnerable. Or not. Frost Nova - Deals damage in an area around the target. Also slows unit in that area. Generally, it deals damage to the target, and then deals damage to an area around the target (i.e. it damages the target twice). Frost Armor - Increases the target unit's armor, and also slows any unit that attacks the buffed unit. Dark Ritual - Sacrifices an allied unit to restore your mana by an amount based on the unit's life. It is possible to modify the spell such that it leaves the unit alive. It is also possible to have this spell restore your life, and to have either/both amounts restored become a % of your health instead. Death and Decay - Reduces the HP of units in the target area by a % of their maximum HP. Vampiric Aura - Melee units affected by this aura will drain back a portion of the damage they deal, to be converted to health. This ability is not allowed. Carrion Swarm - Does damage in a line. Cone effect. (Skills with a cone effect start with a small AoE but end up with large splash at the last bit.) Sleep - Forces a unit to fall asleep for a certain period of time. The unit is invulnerable for a short period of time after it falls asleep. After that, you may attack the unit to wake it up. Inferno - Does splash damage in an area upon impact, stunning any affected units. Also summons a unit there. You can make it such that a unit isn't spawned. Thus this could be a good targeted AoE damage spell. Carrion Beetles - Spawns a carrion beetle from a corpse. Generally, there is a limit imposed on the amount of carrion beetles you can spawn. Impale - Deals damage in a line. Also lifts the enemy up, and stuns them. A unit that has been impaled CANNOT be stunned while it is impaled. It is possible to remove the height increase. Spiked Carapace - Increases the armor of the user, returns a portion of the melee damage received by the user, to the attacker. It is possible to use this skill to reduce the damage that your character takes (as well as the other effects here). This ability is not allowed. Locust Swarm - Summons a swarm of Locusts that follows around your hero. Locusts are invulnerable and usually very pesky.
Night Elf Heroes: - Spoiler:
Blink - Moves the Hero a set amount of distance towards the target point. Fan of Knives - Deals damage to a set amount of enemies around the caster. Shadow Strike - Poisons the target, slowing him and dealing damage over time. Vengeance - Generic summoning spell. Entangling Roots - Stops the target from moving and attacking, and also deals damage over time to it. The target can still cast spells. That's the difference from stun. Force of Nature - Summons a bunch of creatures when you target a bunch of trees with this spell. Generally, 1 tree = 1 summon. Thorns Aura - Any unit affected by this aura will return a portion of the damage they receive from melee attackers, back to the attackers. This ability is not allowed. Tranquility - Channeling. Heals units in an area around you over time. Evasion - Gives the Hero a chance to passively dodge attacks. Immolation - The Hero deals damage to any units around him. This is a skill that can be toggled on and off, and generally drains mana when it is on. Mana Burn - Burns a set amount of the target's mana, dealing damage equal to the mana burned. Metamorphosis - Transforms the Hero into another unit. Has a duration. Did you know that if you transform just as a projectile hits you, you dodge the projectile? (With Storm Bolt, the stun icon floats over your head but you neither take damage nor get stunned.) Scout - Generic summon spell. Searing Arrows - Adds a damage bonus on each attack. It can have an area of effect. Trueshot Aura - Increases damage of ranged units affected by this aura. Can be changed to affect melee-only or both. Can also be changed to add a set amount of damage instead of % damage. Starfall - Deals damage to units around you. Channeling.
Human Units (incomplete): - Spoiler:
Aerial Shackles - Targets a unit, and disables it. It cannot move or attack. Can be changed to affect ground units as well. Barrage - Allows the unit with this to have a few extra attacks that can affect other targets on each attack! Can be changed to target ground units as well. Zero doesn't allow this to be used as a Hero ability.
I'll stop here for now. If I have missed out any Human/Orc Hero abilities, please post them on this thread or PM me and I'll add them. If you think any tooltip is wrong, also post on this thread or PM me.
Last edited by HamAma on Sun Feb 24, 2008 1:40 am; edited 3 times in total |
|
ZeroX2)Fire Administrator
Number of posts : 578 Username : ZeroX2)Fire Registration date : 2008-01-24
| Subject: Re: Suggestion Templates: Abilities Sun Feb 17, 2008 7:28 am | |
| Please use the "Spoiler" tag, this is just too long.. | |
|
ZeroX2)Fire Administrator
Number of posts : 578 Username : ZeroX2)Fire Registration date : 2008-01-24
| Subject: Re: Suggestion Templates: Abilities Fri Feb 22, 2008 9:54 am | |
| *Wonders if LightburneR is never going to edit this * | |
|
Guest Guest
| Subject: Re: Suggestion Templates: Abilities Sun Feb 24, 2008 1:03 am | |
| No time.... exams are nearing! *Panick!!!* |
|
Sponsored content
| Subject: Re: Suggestion Templates: Abilities | |
| |
|