Undead - Lightmeddler
Posted: August 29th, 2006, 9:50 pm
Name: Lightmeddler
Hero Model: Archmage
Hero Explaination:
Instead of doing my usual novel on a story no one really cares about, I thought I'd stick in what the hero does so everyone understands what I'm talking about.
The Lightmeddler's an undead hero. He's primarily a caster, as you can probably tell by the model, with a ranged attack, int-based, etc. He's got an odd-set of skills however. The Lightmeddler has two "sub-sets" of his skills, which I called "Illuminate" and "Blackout". Illuminate powers skills with light, Blackout with darkness: however this isn't in the traditional sense of "LOL LITE IS GEWD N DRK IZ BAD LOLOL!!!1". This is in the literal sense, playing around with complete illumination and complete darkness.
Everytime the Lightmeddler casts his innate, it switches his skills. He gets basically..12 skills then. However, the skills stay practically the same: most of the time the effects are either reversed or they have "differences" (not always opposites). Cooldowns carry over to spells even if they are switched.
Skills
• Innate:
Instant Cast
• Illuminate
• Shadowshift
Bit of a complex spell, lemme explain.
These two spells act as buffers for all the other skills the Lightmeddler has. When the Lightmeddler activates Illuminate, his staff glows and all his skills are immediately empowered with light-based effects (which changes what spells do). The same goes for Blackout, except his staff now emits a dark aura over a brighter one, and the spells are empowered with darkness-based effects.
As well as that, light/dark powered spells have "proficiencies" at their respective times of day. Whilst they day/night don't change the skill itself, it morphs some of the effects in the spell (adds, removes or amplifies them).
Both are interchangable, and when you cast one it replaces the other. It costs 10% of the Lightmeddler’s maximum mana to cast the spell (just so that it won’t be ridiculous with a Lightmeddler pummeling effects back and forth) but this could easily be altered if it’s seen uhm..inefficient or not worthy of working.
Wasn’t that hard really. Oh yeah, and Illuminate/Blackout also causes all spells to have an immediate one-second cooldown UNLESS the spell is already on a cooldown, in which case it continues it’s previous cooldown.
• Skill A:
• Starwell
Channeling
Channels a large star above a unit. The star expands per second channeled, and lasts 6 (50/60/70/80/90/100% damage, 6 seconds of channeling meaning full damage). At the end of channeling, or whenever channeling is halted, the star falls and explodes, dealing damage in a large area of effect and dazes them (-% move/attack) for a short period of time.
Damage should probably be Int. based.
DAY: Dazes units in a large area and gives them a small % chance to be stunned.
• Blackout
Channeling
Over 4 seconds, the LM creates a large cloud of darkness which encases the hero. Over the 4 seconds, the targeted hero will become spastic and will run in random directions in an area around where he was standing (area increases per level).
Deals minimal Int. based damage.
Another fact is that for every unit the enemy hero hits while under the influence of this spell, he will recieve an additional amount of damage based on his Str. (higher Str. higher damage).
If the spell is interupted all effects immediatly stop, as well one should note that the movement speed while under the effects of this spell are greatly increased and do not last after the spell is done.
NIGHT: At the end of the spell, reduces the hero's attack rate for a short period of time.
• Skill B:
• Lightbeam
Line-based Instant Cast
Fires off a ray of light in a line (obviously). The light burns units, dealing a small amount of Int. based damage and leaves a buff/trigger "Burned" on the unit. Under the effects of Burned, the target unit recieves damage over time per attack recieved (he is attacked by an archer > recieves damage + 10% of that over 5 seconds).
DAY: Reduces the hit-rate of units in a line.
• Nightshade
AoE Target (Medium)
Instant
Fires off a large explosion of dark-energy. Debuffs units, reducing their armor for a short period of time. As well, all units caught in the blast will be buffed by "Nightshade" which gives a random % chance per second for a "Shadow" to spontaneously pop into existance and begin attacking the unit. Shadow's themselves have a ranged attack and last only a few seconds, and will attack the unit they spawned off of. They can be dispelled, though normal attacks have a very low % chance to hit them.
NIGHT: Increases the life-time of Shadows by 15%.
• Skill C:
• Radiance
Self-cast
Creates a shield of light around the Lightmeddler. The shield increases the movement and attack speed (%) of nearby units (not the LM). As well, whenever the LM is hit by an attack (ranged or melee), a ray of light will penetrate the agressor firing off a counter-attack which deals a small amount of Str. based damage.
The shield drains mana per second and slows the LM's movement/attack speed (%) as long as the shield is kept up.
NIGHT: The increased attack speed and movement speed (%) only occur doing the night.
• Night Armor
Targetable
Instills a powerful enchantment upon an enemy unit, infusing the enemies armor with a terrible curse. While under the effects of Night Armor, the unit will suffer increased damage % per attack and spell damage (%) per attack. However, Night Armor is similar to Rune Shell in the sense it has "life". When the "life" of Night Armor runs out, the spell is no longer in effect.
Also note that if the target unit is under the effects of Shadowpain as well as Night Armor, the unit will have an increased % chance per second to summon forth a Shadow.
DAY: The damage amplified (%) is increased slightly during the day.
• Skill D:
• Ignition
Targetable (Cast-Time)
Magnifies a beam of light from the sun and directs it at a unit. Has a cast-time prior to firing off the spell. When shot, the spell sets a single unit on fire, dealing damage to the unit over time (damage multipliers explained in post-script). Whenever the enflammed unit comes in contact with a normal unit, there is a % chance the normal unit will catch on fire too. The % to set on fire is also amplified if the unit is already affected by burns.
The damage multiplier is a damage over time one. If the unit is a normal unit, the damage multiplier is based on the Str. of the Lightmeddler. If the unit happens to be a hero, the damage is based on the str. of the enemy hero. Therefore, the higher the str. of the enemy hero, the more damage the enemy hero recieves per second.
DAY: Can only be used during the day.
• Manifest Darkness
AoE Target (Small)
Channeling
Creates a huge cloud of darkness around the hero, which eventually morphs into a large elemental-esque monster. The monster is controllable by the LM player. Although it cannot move, it has a very long attack range, and can hit multiple units with it's attack.
It also has a number of abilities which I will update on a later day (feel free to suggest). Works somewhat like the AA's Fam., only it cannot move, must be channeled and can be dispelled.
Whilst the LM is invulnurable because "Darkness" (as I will call it) forms a protective barrier around him, Darkness himself is vulnurable to attacks. The spell should last only 20-60 seconds (max) and in the event that Darkness dies, the LM will become vulnurable, but unable to act for a few seconds (1-3).
If he finishes casting the spell "Darkness" dissipiates and there is no negative effect.
NIGHT: Can only be used during the night.
DARKNESS ABILITIES
(LD@) = Learned at
• LD@Lv. 1: Aura of Fear
Activatable
Drains mana per second while activated. Aura of Fear lowers the attack damage (%) of nearby units, as well as increasing their movement speed (%). Every second, there is a small % chance that a unit under the effects of the Aura of Fear will "run-away", turning tail and running around the area in random directions for x seconds (similar to the Sorrow Liege's fear spell).
• LD@Lv. 2 :Shadowray
Line-based Instant Cast
Unleashs a ray of line-damage, which reduces the armor of all units caught in the line and deals damage based on the Int. of the Lightmeddler.
If the LM also has Nightshade, x-y number of Shadows will spawn (depending on the number of units hit in the line) for z seconds.
• LD@Lv. 4: Darkness
Activatable
Semi-passive skill. When activated, Darkness expands: stretching the Darkness cloud over a large area of effect. Under the effects of the cloud nearby allied units will be turned invisible, and will stay that way so long as they remain under the cloud (but do become visible when they attack). All allied units also have a % chance to dodge an attack under Darkness.
If the unit also has the "Blackout" skill, there is a chance per second that while under the Darkness cloud, enemy units will be blinded (highly reduced hit-rate [%]) for a short period of time.
• LD@Lv. 6: Dark Dimension
On-death Passive
When Darkness dies he leaves behind a small "black-hole"-esque unit. The unit pulls in all nearby units towards the center of the black-hole. After a few seconds, the Black-hole implodes, damaging all units in accordance with how far they are from the black-hole.
As well as that, all nearby units are randomly teleported to an area around the black-hole. The farther away the unit is, the larger the possible area of being transported-to is. Both allied and enemy units are affected by the transport, but not the damage.
If the LM has the spell Night Armor (and has it equipped), all heroes affected by the spell will be targeted with Night Armor, however 50% of the armor's health will be drained.
• Ultimate:
• Warp Time
Cast-Time No-Target spell
Time Warp is simple. It changes the time of day, citing the polar opposite of the current time (if it is 6:36 AM it becomes 6:36 PM). However, with a change in day there also comes a number of negative effects. All units, allied and enemy around the LM when he uses Time Warp will suffer heavily reduced movement speed and attack speed, and the LM will be stunned for a short period of time.
I'll add more stuff later. Comments, suggestions, etc. please. Took me awaile to write, so thanks for the read. I'll add talents as well later.
Hero Model: Archmage
Hero Explaination:
Instead of doing my usual novel on a story no one really cares about, I thought I'd stick in what the hero does so everyone understands what I'm talking about.
The Lightmeddler's an undead hero. He's primarily a caster, as you can probably tell by the model, with a ranged attack, int-based, etc. He's got an odd-set of skills however. The Lightmeddler has two "sub-sets" of his skills, which I called "Illuminate" and "Blackout". Illuminate powers skills with light, Blackout with darkness: however this isn't in the traditional sense of "LOL LITE IS GEWD N DRK IZ BAD LOLOL!!!1". This is in the literal sense, playing around with complete illumination and complete darkness.
Everytime the Lightmeddler casts his innate, it switches his skills. He gets basically..12 skills then. However, the skills stay practically the same: most of the time the effects are either reversed or they have "differences" (not always opposites). Cooldowns carry over to spells even if they are switched.
Skills
• Innate:
Instant Cast
• Illuminate
• Shadowshift
Bit of a complex spell, lemme explain.
These two spells act as buffers for all the other skills the Lightmeddler has. When the Lightmeddler activates Illuminate, his staff glows and all his skills are immediately empowered with light-based effects (which changes what spells do). The same goes for Blackout, except his staff now emits a dark aura over a brighter one, and the spells are empowered with darkness-based effects.
As well as that, light/dark powered spells have "proficiencies" at their respective times of day. Whilst they day/night don't change the skill itself, it morphs some of the effects in the spell (adds, removes or amplifies them).
Both are interchangable, and when you cast one it replaces the other. It costs 10% of the Lightmeddler’s maximum mana to cast the spell (just so that it won’t be ridiculous with a Lightmeddler pummeling effects back and forth) but this could easily be altered if it’s seen uhm..inefficient or not worthy of working.
Wasn’t that hard really. Oh yeah, and Illuminate/Blackout also causes all spells to have an immediate one-second cooldown UNLESS the spell is already on a cooldown, in which case it continues it’s previous cooldown.
• Skill A:
• Starwell
Channeling
Channels a large star above a unit. The star expands per second channeled, and lasts 6 (50/60/70/80/90/100% damage, 6 seconds of channeling meaning full damage). At the end of channeling, or whenever channeling is halted, the star falls and explodes, dealing damage in a large area of effect and dazes them (-% move/attack) for a short period of time.
Damage should probably be Int. based.
DAY: Dazes units in a large area and gives them a small % chance to be stunned.
• Blackout
Channeling
Over 4 seconds, the LM creates a large cloud of darkness which encases the hero. Over the 4 seconds, the targeted hero will become spastic and will run in random directions in an area around where he was standing (area increases per level).
Deals minimal Int. based damage.
Another fact is that for every unit the enemy hero hits while under the influence of this spell, he will recieve an additional amount of damage based on his Str. (higher Str. higher damage).
If the spell is interupted all effects immediatly stop, as well one should note that the movement speed while under the effects of this spell are greatly increased and do not last after the spell is done.
NIGHT: At the end of the spell, reduces the hero's attack rate for a short period of time.
• Skill B:
• Lightbeam
Line-based Instant Cast
Fires off a ray of light in a line (obviously). The light burns units, dealing a small amount of Int. based damage and leaves a buff/trigger "Burned" on the unit. Under the effects of Burned, the target unit recieves damage over time per attack recieved (he is attacked by an archer > recieves damage + 10% of that over 5 seconds).
DAY: Reduces the hit-rate of units in a line.
• Nightshade
AoE Target (Medium)
Instant
Fires off a large explosion of dark-energy. Debuffs units, reducing their armor for a short period of time. As well, all units caught in the blast will be buffed by "Nightshade" which gives a random % chance per second for a "Shadow" to spontaneously pop into existance and begin attacking the unit. Shadow's themselves have a ranged attack and last only a few seconds, and will attack the unit they spawned off of. They can be dispelled, though normal attacks have a very low % chance to hit them.
NIGHT: Increases the life-time of Shadows by 15%.
• Skill C:
• Radiance
Self-cast
Creates a shield of light around the Lightmeddler. The shield increases the movement and attack speed (%) of nearby units (not the LM). As well, whenever the LM is hit by an attack (ranged or melee), a ray of light will penetrate the agressor firing off a counter-attack which deals a small amount of Str. based damage.
The shield drains mana per second and slows the LM's movement/attack speed (%) as long as the shield is kept up.
NIGHT: The increased attack speed and movement speed (%) only occur doing the night.
• Night Armor
Targetable
Instills a powerful enchantment upon an enemy unit, infusing the enemies armor with a terrible curse. While under the effects of Night Armor, the unit will suffer increased damage % per attack and spell damage (%) per attack. However, Night Armor is similar to Rune Shell in the sense it has "life". When the "life" of Night Armor runs out, the spell is no longer in effect.
Also note that if the target unit is under the effects of Shadowpain as well as Night Armor, the unit will have an increased % chance per second to summon forth a Shadow.
DAY: The damage amplified (%) is increased slightly during the day.
• Skill D:
• Ignition
Targetable (Cast-Time)
Magnifies a beam of light from the sun and directs it at a unit. Has a cast-time prior to firing off the spell. When shot, the spell sets a single unit on fire, dealing damage to the unit over time (damage multipliers explained in post-script). Whenever the enflammed unit comes in contact with a normal unit, there is a % chance the normal unit will catch on fire too. The % to set on fire is also amplified if the unit is already affected by burns.
The damage multiplier is a damage over time one. If the unit is a normal unit, the damage multiplier is based on the Str. of the Lightmeddler. If the unit happens to be a hero, the damage is based on the str. of the enemy hero. Therefore, the higher the str. of the enemy hero, the more damage the enemy hero recieves per second.
DAY: Can only be used during the day.
• Manifest Darkness
AoE Target (Small)
Channeling
Creates a huge cloud of darkness around the hero, which eventually morphs into a large elemental-esque monster. The monster is controllable by the LM player. Although it cannot move, it has a very long attack range, and can hit multiple units with it's attack.
It also has a number of abilities which I will update on a later day (feel free to suggest). Works somewhat like the AA's Fam., only it cannot move, must be channeled and can be dispelled.
Whilst the LM is invulnurable because "Darkness" (as I will call it) forms a protective barrier around him, Darkness himself is vulnurable to attacks. The spell should last only 20-60 seconds (max) and in the event that Darkness dies, the LM will become vulnurable, but unable to act for a few seconds (1-3).
If he finishes casting the spell "Darkness" dissipiates and there is no negative effect.
NIGHT: Can only be used during the night.
DARKNESS ABILITIES
(LD@) = Learned at
• LD@Lv. 1: Aura of Fear
Activatable
Drains mana per second while activated. Aura of Fear lowers the attack damage (%) of nearby units, as well as increasing their movement speed (%). Every second, there is a small % chance that a unit under the effects of the Aura of Fear will "run-away", turning tail and running around the area in random directions for x seconds (similar to the Sorrow Liege's fear spell).
• LD@Lv. 2 :Shadowray
Line-based Instant Cast
Unleashs a ray of line-damage, which reduces the armor of all units caught in the line and deals damage based on the Int. of the Lightmeddler.
If the LM also has Nightshade, x-y number of Shadows will spawn (depending on the number of units hit in the line) for z seconds.
• LD@Lv. 4: Darkness
Activatable
Semi-passive skill. When activated, Darkness expands: stretching the Darkness cloud over a large area of effect. Under the effects of the cloud nearby allied units will be turned invisible, and will stay that way so long as they remain under the cloud (but do become visible when they attack). All allied units also have a % chance to dodge an attack under Darkness.
If the unit also has the "Blackout" skill, there is a chance per second that while under the Darkness cloud, enemy units will be blinded (highly reduced hit-rate [%]) for a short period of time.
• LD@Lv. 6: Dark Dimension
On-death Passive
When Darkness dies he leaves behind a small "black-hole"-esque unit. The unit pulls in all nearby units towards the center of the black-hole. After a few seconds, the Black-hole implodes, damaging all units in accordance with how far they are from the black-hole.
As well as that, all nearby units are randomly teleported to an area around the black-hole. The farther away the unit is, the larger the possible area of being transported-to is. Both allied and enemy units are affected by the transport, but not the damage.
If the LM has the spell Night Armor (and has it equipped), all heroes affected by the spell will be targeted with Night Armor, however 50% of the armor's health will be drained.
• Ultimate:
• Warp Time
Cast-Time No-Target spell
Time Warp is simple. It changes the time of day, citing the polar opposite of the current time (if it is 6:36 AM it becomes 6:36 PM). However, with a change in day there also comes a number of negative effects. All units, allied and enemy around the LM when he uses Time Warp will suffer heavily reduced movement speed and attack speed, and the LM will be stunned for a short period of time.
I'll add more stuff later. Comments, suggestions, etc. please. Took me awaile to write, so thanks for the read. I'll add talents as well later.