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The Master Contest - Warden Season

01-03-2004, 07:52 PM#61
jigrael
hi, hi to all. Well heres my first entry. Hope you like it

Night Elf Redeemer: Fearless warrior, adept at hand to hand combat.(hehe, sorry-not good at writing)

Ability: Shadowmeld

hero skills, yes shes a hero(speed based hero):

Pray: recovers life little by little (not all of course, and its not an aura, works just for her)
Rampage; (+ speed,+atack,+d-fence)
Double Edge: (Damage the enemy in 2 blows but recoils 1/4 damage, steals half mana of the target)
Laceration: (A damm hard combo blow that will deal a lot of damage)

sorry my english :D
01-03-2004, 08:58 PM#62
Candy_Warlock
ah god... now i have no chance with my poisonous marker fume entry :(
took me like an hour with markers and fumes... gosh...

Guardian (changed name)

Ground Unit Melee

Abilities
-Demonic Weaponry- Grants the Valkyrie 5% life leech and an extra 10dmg.

-Speed of Darkness - passive- at night the valkyrie moves 125% fster.

750hp starts with 25-45dmg.

my official entry

Zoom (requires log in)

A front view sketch without his weapons.

Zoom (requires log in)

Story:

Guardians are a small order of male warriors entrusted with the guarding of the World Tree, their role was to protect it in secrecy but when the World Tree was destroyed they roamed the lands in search of remaining deamons. Guardians are granted demonic armours and weapons, they wear a mask that heavily limits their vision, so they have to depend much more on their other senses.
A few elites eventually become masters and take of their guardian masks and armour to take on the role of deamon hunter. Deamonic glyphes are then painted on their bodies and they are granted two deamon slayer blades and are blindfolded for the rest of their lives.
Although guardians are trained to become demon hunters, they are not shunned by their race, they are the night elf males that wish not to be stuck in a trance for centuries and wish to live with their female counterparts.
01-04-2004, 08:32 AM#63
Kain_M
Jac is a goddess -- I tried openCanvas.. it was so difficuly and I ended up scrapping all the work I did on it.. makes me appreciate your work with openCanvas.. amazing.

Anyways, without further ado, my heroine (uncolored):
Freyja. She's the Norse goddess of nature. And a great name for her. She's very wise and mature. In keeping with the Night Elf theme, she's at one with nature, heck, she IS nature. I picture her as a dark brown color, with green hair and vines and miscellaneous leaves scattered across her body, covering up certain areas and otherwise appearing at random.

Name: Freyja
Class: Force of Nature
Main Stat: Intelligence

Str:15
Agility:15
Int:25
All stats increase as normal upon level up.

In keeping with the theme I've named the first three abilities fitting for where she is from.

Morgendämmerung : Pixie's are the very essence of life. Freyja calls upon these pixies for help; with dire need she summons a great number of them to protect and help Freyja's allies.
(Basically this uses locust swarm, but instead of Locust's I figure you could stick in tiny wisp's and skin them different colors, lending to the feel of pixies)
Mana:100
Level1: Pixie's give random buff's to allies.
Level2: Pixie's give out stronger buff's to allies.
Level3: Pixie's give out the strongest buff's to allies.

(These buff's include things as +1 armor (going to +2 and +3), Health regen of 50 (going to 75 and 100), Mana regen of 50 (going to 75 and 100), Invulnerabily for 4 seconds (up to 8 and 12), Attack speed increase of 10% (going to 20% and 30%), and a damage increase of 5 (Up to 10 and 15)).

Abenddämmerung: Freyja has learned to be one with the earth, with this innate ability she is able to send her vines fluidly through the earth to impale nearby enemies.
(Basically an AoE entangle, but with a different animation.. I think if you skinned the worm's into greenish vines and scaled them down it'd accomplish this effect).
Mana:115
Level1:75 Damage AoE.
Level2:150 Damage AoE.
Level3:250 Damage AoE.




Götterdämmerung: In order to deal quick damage, Freyja is able to send her vine directly at an enemy. When hit, not only does it damage the target, it also plants a seed inside the enemy, and if killed when this seed is in the enemy, plants and flowers will sprout from the corpse, these plants regen health for any allied unit standing on top of it.
(Basically a skinned ability that looks green that can hit the enemy, an icon will appear on the character telling other players that this character has a plant inside of him, which when killed produces a blight-ish area -- but instead of the blight look creates grass and flowers, otherwise it has the same effect as blight).
Mana:100
Level1:50 Damage, 2 health/sec regen in 100 area for 10 seconds if target is killed within 10 seconds.
Level2:150 Damage, 4 health/sec regen in 150 area for 10 seconds if target is killed within 10 seconds.
Level3:250 Damage, 5 health/sec regen in 200 area for 10 seconds if target is killed within 15 seconds.



Four Seasons: Channeling the weather is one of Freyja's innate abilities. She is able to condense the four season's into a short time-frame without losing the potency of any.
Spring: Heals random unit's.. enemy or ally. (tree's, flowers, and grass appear at random areas).
Summer: Damages enemies. (Random fires sprouting up).
Autumn: Freyja and allies lose health with the waning weather.
Winter: Enemies are slowed and lose hp over time. (Ice appears on enemies and they begin to slow).
Mana:250
Level1: Summer:200 damage to enemies (Basically does damage to people who are hit by the fire). Autumn:-100 health for Freyja, 50 for allies. Winter: Enemies lose 10 hp/sec for 15 seconds and are slowed by a factor of 10. Spring: Allies and Enemies are healed for 75 health randomly.
Level2: Longer duration for each "Season" They currently last for 10 seconds each, they'd then last for 15.


Thats her skills. This next picture is of what I'd like her model to be and also goes well with Four Season's.

Basically two larger pixies float around her all the time, she appears to be picked up by them when she casts "Four Seasons." I think using Sphere you could create the two Pixies flying around her quite easily.


Well, that's my hero.. Hate it? Love it? Criticism?? Wish I could of had
a colored pic, but I'd just embarass myself.. thanks for reading!

http://img.villagephotos.com/p/2004-...00/Freyja3.jpg -- In case last pic. doesn't load.
01-06-2004, 08:59 PM#64
PsylisiaDragoon
Please tell me it's not over already, my entry was JUST finished. emote_confused

(warning, this is going to be a long one, so go to the bottom of the post if you want the image first) ;)

Title: NightShade

Name: Kelyn NightShade
Alternatives: Riana DeHastura, Serafina Dracolyth, Tempestiana, Khalidah DuskGlimmer, Midia SlitherShadow

Race: Female NightShade (Night Elf plus something 'dark')

Attribute: Agility
Short-Ranged combat (whip, her long legs or glaive while airborne) - range similar to that of Huntresses

Stats: <Tentative staring numbers added>
Starting STR: 15 (2 per level)
Starting INT: 10 (1.5 per level)
Starting AGIL: 20 (2.5 per level)
Attack damage starts at a decent level, not high or low.
Fast movement speed
Fast attack speed
Decent HP, Night-only HP regeneration is normal NE level
Good Armor
Decent MP, low MP regeneration

-----
Background:
Not all Night elves were associated with the militant Sentinels, the mellow Druids or the hardened Watchers. Amongst these other elves were a group of younger free-thinking females who sought to strengthen their own minds and bodies through training and their experiences with nature around them. Originally developing themselves as agile warriors, possibly to be assassins like the wardens of the Watchers, they let their open-mindedness take over and instead took the path to become mischevious explorers and thieves/rogues, adventurous and curious instead of simply 'following duty' to guard borders or prisoners...

...But their inquisitive mindsets led them to looking deeply into nature itself around them. They dared to explore the most secluded recesses of Felwood, seeking out the deepest secrets of the natural world, so recently pained by the Burning Legion and Illidan's attempts to sink the Frozen Throne, in hope to discover mysterious new links between the earth and the Night Elves...

...And they found those secrets amidst their search for adventure...hidden in the depths of the darkest elements of nature. The earth and forests sought vengeance for the ravagement they had endured. The female elves vanished into the darkness, 'taken' by Kalimdor itself...and re-emerged from the shadows 'changed' into defenders for the land itself.

They were corrupted into new forms, now half Night Elf and half of the shaded side of nature. Unlike the Demon Hunters and Satyrs who used and were (somewhat, for the DHs) corrupted by demonic energies, these women instead were 'purified' by Gaia itself instead of poisoned by evil. And unlike the Druids who formed a peaceful bond with the wilds, the NightShades' connection was more along the lines of being an altered weapon of nature itself.

Since they were open-minded and not content just to stay in their hidden Night Elven lands, they accepted the change and the request the woods themselves asked...it was indeed a big 'adventure' for them to try and make a difference in the world...no matter the cost. While Night Elf leaders such as Tyrande and Malfurion wished to remain out of matters that didn't concern their lands, the NightShades now had a purpose in keeping their presence known to the world...saving it.

-----
Skills: (just a warning, I could use help with exact mana cost/damage figures, these might be too high or too low for melee purposes)

Shadowmeld: inherent as NE female

Glide of the Dark Faerie: (1 level) - the NightShade finds a method to utilize those pseudo Faerie Dragon wings that have been grafted onto her form. Rapidly flapping them keeps her in the air for just long enough to surprise her adversaries.

A flying skill with a long cooldown (at least 2:30 minutes so she can rest her wings) and short duration (30 seconds at most) as it's really gliding. However, this skill requires more than just a skill point due to the gliding aspect of it. The Nightshade cannot take off from the ground. She must be propelled into the air or launch off of a high structure. What this means is either a Cyclone (from enemy or ally), Tornado or Impale (she will take the damage, but immediately be launched into the air) must be cast on or at her to start gliding. An alternative is for the skill to target structures tall enough for her to take off from. This includes level 2 and 3 town hall-equivalents, each race's 'high power' building [Gryphon Aviary, Tauren Totem, Boneyard (due to ethereal winds there), Chimera Roost] and possibly Ancient Protectors (thrown into the air) IF the town hall is level 2 or 3 (an NE racial advantage for her). Mana cost around 150, and is automatically drained from her MP if thrown into the air via Cyclone or the other spells. Her armor becomes Unarmored while she is gliding for weakness to being visible in the sky, but her attack becomes double-ranged (throws non-bouncing Huntress Glaives) and has a 10% of doing 2x damage due to the surprise of her attacking from above. Using the skill while airborne automatically grounds her to the nearest non-water/obstacle land. Any sort of stun (even those only hitting ground) also automatically grounds her.

Drakken's Foot: (3 levels) - her new affinity with darkness and shadows empowers the NightShade to enhance her martial arts with the strike of a black dragon. She vanishes into the shades with a huge burst of speed and later explodes out of concealment in a powerful roundhouse kick, her pale foot slicing through all surrounding enemies to deal slashing damage and later poisonous acids.

A short range teleport and damage skill. A range merely of a level 1 Blink at all levels, the Nightshade teleports through the shadows to a desired location and emerges with a spinning kick dealing damage in a small AOE. A secondary element of this is it can be used while Glide of the Dark Faerie is active. This results in two things: she's grounded at the target area and the damage is increased to the next level of skill for Drakken's Foot as she's impacting from above (for instance, using lvl 1 Drakken's Foot will deal lvl 2's effects if she's airborne). Mana cost of 125, effects per level:

Lvl 1 - 50 damage in small AOE
Lvl 2 - 100 damage in small AOE, inflicts POISON status on targets hit with 5 damage per second for 10/10 seconds
Lvl 3 - 150 damage in small AOE, inflicts SLOW POISON status on targets hit for 10 damage per second for 10/5 seconds
Special Lvl 4 for airborne Lvl 3 cast - 200 damage in small AOE, inflicts STUN for 10/3 seconds with POISON status for 15 damage per second 10/10 seconds

Blood for Nature: (3 levels) - The NightShade acts as the tool for the ravaged lands vengeance. She unleashes her slick serpentine companion at an unlucky enemy to crush and bite. While the victim's attention is intent on ridding itself from the wyrm's torment, the NightShade takes advantage and nimbly grabs and puts a painful hold on the enemy with her grafted vines and strong legs...and then comes the bite. She sinks her fangs deep into her opponent, making them feel the terror of tangling with nature's weapon, and drains their will to live. Their blood revitalizes the shadowy creature...but some is also deliberately spilled to the earth below and voraciously drunk by the ground itself. Nature appreciates the gift of life essence for the pain it has suffered and rewards her with a slight boost in regrowth to her allies.

A hero killer combined with a bit of healing. This one's complicated. First, the Nightshade throws her serpent onto an enemy at moderately long range. The victim has its movement slowed as damage is done over a short period of time (no more than 5 seconds). If the 5 seconds run out with no further action by the Nightshade, the snake drops off and returns to her. If she gets close and attacks the snake-bitten enemy while it's still on the enemy, then things get interesting. She 'climbs'/grabs onto the enemy and sinks those fangs into them, tearing a chunk of damage off the enemy and slowing them further as long as she's holding and draining. The enemy can't cast spells while being drained due to trying to throw her off. Half of the damage goes into the Nightshade's HP, the other half is dumped into the ground where, as long as she's draining, all allies in a moderate AOE get increased HP regeneration. One last element: while she's draining, enemies can attack the Nightshade and have a 50% chance of hitting the enemy she's sucking and 50% chance of hitting her. Can't be cast while airborne. Cost is 150 mana with a long cooldown, snake-bitten enemy's movement speed is lowered by 10%, Nightshade-bitten enemy's movement speed is lowered by 20% and the following effects per level:

Lvl 1 - Snake bites for 3 damage per second for 5 seconds, Nightshade drains 100 HP over 5 seconds, heals 50 HP to herself and gives 50% increased HP regen to allies in moderate AOE for those 5 seconds.
Lvl 2 - Snake bites for 5 damage per second for 5 seconds, Nightshade drains 200 HP over 5 seconds, heals 100 HP to herself and gives 100% increased HP regen to allies in moderate AOE for those 5 seconds.
Lvl 3 - Snake bites for 7 damage per second for 5 seconds, Nightshade drains 300 HP over 5 seconds, heals 150 HP to herself and gives 150% increased HP regen to allies in moderate AOE for those 5 seconds.

Shades of the Wild: (2 levels) - Embracing the ways of terrors found deepest in the Felwood shadows, the Nightshade's presence seems to draw the very darkness to follow her and her allies. Sometimes the most deadly things are those you can't see...

Either a passive or active aura in a moderate AOE, giving the Nightshade and surrounding friendly units a small chance to dodge ranged attacks. In addition, as enemies don't know exactly where the attacks are coming from, it gives ranged units a chance to do double damage on their shots (this includes the Nightshade herself as she has a short range similar to a Huntress). If an active aura, there is a penalty though: while it's active, all units have a (need a specific number) reduction in sight range unless Ultravision has been researched. If active, costs 35 mana to switch on or off. Lastly, the double damage can stack with the inherent 'critical strike' while she's airborne (2 separate 'rolls' are tried, not 4x damage).

Lvl 1 - 7% chance to dodge ranged attacks, 7% chance to do double damage on ranged attacks
Lvl 2 - 15% chance to dodge ranged attacks, 15% chance to do double damage on ranged attacks

[Ultimate]
Rage of the Shadow Cats: (1 level) - The heart-wrenching pain of the land beneath her feet finally eclipses her control. The Nightshade erupts into a ferocious rage akin to the most dextrous and dangerous felines hidden in the depths of nature. The earth feels every impact of her whip's barbs or her bare soles upon those who have harmed it...and relishes the life essence released through the Nightshade's vengeance, rewarding her with each subsequent 'gift'. Blinded by hate and pain, the instrument of nature's will grows stronger and fiercer in a flashing feline frenzy before the Nightshade's own self can regain control...and then receives one final present for her deeds.

For 30 seconds, the Nightshade's movement speed is increased by a set amount (maybe 50%) and attack speed is doubled. The vines grafted onto her form swing in a frenzy, causing 5 damage per second to nearby enemies. For the 'meat' of the spell, every successful attack she lands during the 30 seconds gives a +1 damage bonus to her. Killing a unit gives +5, killing a HERO gives +10. The bonuses accumulate so the longer the ultimate goes and the more attacks she lands, the stronger she is by its end. When the 30 seconds are over, her damage bonus is given to her as HP (1 damage for 1 HP conversion rate)...alternatively, the damage bonus could be given as LUMBER for melee purposes as a gift from nature. She can't cast either Drakken's Foot or Blood for Nature during the rage, but can be put into the air via spells still. Another possible penalty is her HP/MP regen drops to nothing while she's a mindless killer for the woods. Mana cost is 200 MP.

Wrap-up:
Mischievous corrupted/purified by nature female Night Elf with a gothic image (color-wise) and a rather wild/feral theme. Enwrapped by (waving, 'living') vines, dark faerie wings, fangs and claws(?), she's an instrument of the ravaged woods to defend the earth itself. Mixes her martial artist background with her new shadowy powers to act as both anti-hero and support for both her cause and adventure.

-----
Now for the concept art, currently a shaded pencil sketch:
[Warning: if the image/links don't work or show the wrong image, please try again in an hour, my server sometimes goes down or screws up]



Please try the following two links as well, the first shows a higher-res scan of the above image for details, the second shows an un-shaded version of the image:

Higher res shaded version
Linear version

As I haven't been able to sit down and color yet (and with the deadline 'now', might not get the chance), I'm giving a shaded pencil sketch of her for now. Just to explain the color scheme, her skin is extremely pale/pure white instead of the usual NE lavender/purple. Her features are all midnight black (that includes her hair, lips and nails) and the primary parts of her outfit are also black. Her eyes are a BRIGHT emerald. The wings are a transparent silver; her belt and crescent chaped earrings/glaive are also silver. Whip is a dark blue. The vines swirling around her body are dark green with silver thorns. The serpent is also a shade of green to camoflauge amidst the vines. Lastly, the runes/markings all over her form are a 'glowing' black (kinda). Somewhat gothic-themed amidst all the 'changes'.

I hope this got in in time (please). ;) Sorry for the loooong post/descript though.

Psy D
01-07-2004, 08:13 PM#65
Lil Blue Smurf
Well I will go ahead and post my idea, since people seem to be touching on it a bit, and I don't want to look like I steal anyones stuff. I have not done art yet for it, but will post some when I can.

Pixie Queen

The unit is fairly small, just larger than the size of the wisp.

The pixie queen is similar to a queen bee. She is the dominant pixie of her swarm and thus the others answer to her call. Pixies are very magical beings, just as humans are 70% percent water, pixies are 70% magic. The pixie is more of a support caster.

Unique Traits:

The pixie has only 5 hitpoints, but a larger amount of mana than any other wc3 unit. The reason is that the pixie not only uses the mana for abililities, but it is like their life force as well. Similar to the protoss shield, the pixie uses its mana to constantly heal itself, therefore it is in no danger of dying unless all of the mana is depleted.

Pixie is immune to any mana drain attacks. The pixies mana, as stated above, is more of a life force, and this gives it the unique attributes of not reacting as other units mana does.

The player using pixies must be careful not to over use the abilities or they put the pixie at risk of dying. Similar to how a fabeled wizard is greatly drained after casting spells, the pixie must be conservative.

Abilities:

The basic pixie attack is a magic attack. The pixie charges a ball of magic by rasing her hands above her head. When she flings it forward, throwing both arms and legs forward, it has a basic magic attack graphic.

Enchant: The pixie is able to give units a small boost in attack by enchanting it's weapons to make it both sharper and stronger. Auto-Cast. [edit](The reasoning behind this is that it is Earth Magic... metal is from the earth, she is able to refine the edge of a blade sharper than any blacksmith could, as well as organize the molecules into a a much more stable pattern, thus making it stronger.)

Mana Shield: The mana shield will add a large bonus to defense versus piercing/ranged by creating a barrier around a small group of units that slows projectiles just before impact.

Mushroom Ring: The pixie is able to create a ring of musrooms at the feet of an enemy. The effect is that the lesser pixies are aggrivated by the enemys presense in the ring and arrive to confuse the enemy into attacking it's companions. (The ring is created fairly quickly, by the time the last mushroom in the circle is created, the first one is disapearing. The pixie that come are represented by a kind of green upward spiral around the caster.)

The pixie joined with the night elves only recently in order to help defend against against those that are destroying the trees and their homes in them.

This is just a normal unit, but a Pixie hero of some kind could be made with addition of another skill or two, and some small changes to make it more unique.

[edit]I will post slightly more information, once I have a drawing for things to fit with. I will not post very specific information, such as the mana she/it has, the mana costs of things, etc. I think when people do so it is kind of useless. Everything has to be balanced in game, when I make a map with custom units, I do a very generic starting point then keep playing it over and over until it feels right. Some people might have a good ability to judge these things, but I have not played or created units long enough for anything like of mine to be useful. Thoses are just details anyways, this is just the concept.

The picture(s) will come shortly hopefully.
01-08-2004, 03:50 PM#66
Muoteck
Dracopteron

Story
Dracopterons are mysterios creatures living in north Kalimdor. They resemble dragons, but they have almost nothing in common and their body is covered with feathers. They are intelligent, but not as much as dragons . Their size is not impressive (theyre as big as drakes), but their speed and ability to hide makes them very dangerous.

They link with Nature is very strong and they suffered greatly during invasion of Burning Legion. They allied with Night Elves and will help them until Kalimdor is cleared from demonic corruption.

Movement & Combat
Dracopterons prefer to walk. Although they can fly, on the ground their abilities to hide are much greater. They use theirflying ability mostly to glide with high speed to places they couldnt reach on foot. Their main weapon are sharp claws and teeth, but they can also strike with kind of poisonous dragon breath, which deals damage over time and temporarily blocks life regneration. tail may also be dangerous, as feathers there are very sharp.

Stats:
HP: 800
Damage:
*30-40 - ground vs ground,
*20-22 - ground vs air, air vs ground
*55-65 - air vs air
Armor: 2 light
Abilities:
Shadowmeld (only on ground)
Glide - Jump over medium distance with high speed. Dracopteron can be attacked. When gliding it has 10% evasion rate and takes 250% damage from piercing attacks.
Tail swip - 10% chance to hit enemy standing behind in melee range for 10 hp during combat
Fly/walk (upgrade) - Dracopteron can become air or ground unit.
Toxic breath (upgrade) - enables missile attacks vs air units when Dracopteron is on the ground and vice versa.
01-09-2004, 07:58 AM#67
jigrael
I went mad its 3:38 am and I am drawing.
Well Im goin to re enter. Acording to the rules my other entry is invalid now.

Ok here it goes:

name: Sun´s Blade(hero) hehehe

it(or he?) has 2 forms ok? first the first:

Priest Form:

skills:
sun force(bonus damage and speed during mornig(sun duh))
Warrior mode(it duplicates the hp but mana regeneration goes 1/2)

abilities:
-Inner Fire(it increases the damage)
-Entangle
-Black Fire(slowly burn a unit 3 levels: 1(1/2 life remains) 2(1/4 life remains) 3(until death)
-solar beam(charges 10 secs. then the caster shots a ray from its shield that will kill everything in its way)
01-09-2004, 08:01 AM#68
jigrael
a pic of Solar Beam and the face:
01-09-2004, 08:09 AM#69
jigrael
part 3:

Warrior mode:

skills:
moon force(bonus damage+speed at nigth)
Priest form(ya know)

abilities:
-Moon song(recovers life)
-Slash(a powerfull blow that can stun the target)
-Frenzy(like bloodlust but it can only be applied on the caster)
-Mad Hate(60 secs. if caster is killed every unit al xxx(not resolved yet) range is killed instantly even if its friendly)


Well thats all hope you like it, and I am going to draw it better more detail and color and those stuff. Until 25 then 8))
01-15-2004, 07:33 PM#70
sansui
From the deep forests, comes the most feared creature of mankind, with his abilitys to take on the appearance of oppents, And ability to learn enemy skills. The Night elfs soon realised its true potential and are now using this Creature of destruction as their own weapon.

Abilitys

shapeshift:
takes the form of a target nonhero.

copy cat:
ability that takes on the ability of the last oppent that it killeds ability at random
01-16-2004, 01:40 AM#71
Moon_Lunatic
When the NIght elves could fight no longer, the Ancients felt they had to. As slow as they were, they found a leader that instructed them into battle. Since then, a while forest of tree warriors are led by this creature.

Tree Lord
------------
Str:25 (main)
Agl:10
Int:9

Skill one, Alternate Weapon Mana: 25 Cooldown: 30
Grabs and enemy (or ally) and uses it as a weapon. Weapon lasts for X number of attacks where X is the creatures Level.
Lv. 1 +5 . X dmg
Lv. 2 +7 . X dmg, +1 attack
Lv. 3 +10. X dmg, +1 additional attack
Enemies have a 40% chance to escape every attack.

Smashing Stump (passive)
With his giant size he's bound to hit something. Utilizing this power he can obliterate his foes.
Lv.1 12% chance to attack twice, x 1.5 dmg to buildings
Lv.2 20% chance to attack twice, x 2.0 dmg to buildings
Lv.3 28% chance to attack twice, x 2.5 dmg to buildings

Maiming Clutch Mana: 50 Cooldown: 15
The Tree Lord squeezes his opponents in between his fist crushing the bones of his enemy.
Lv.1 25 dmg, -.50% armor, - 20% move and attack speed, 10 sec
Lv.2 50 dmg, -.75% armor, - 30% move and attack speed, 15 sec
Lv.3 75 dmb, -.100% armor, -40% move and attack speed, 20 sec

Seed Aura (ultimate) Mana: 100 Duration: 60 sec Cooldown:120 sec
All units that die within the aura become Treefolklings. Radius:1000
[HP:295] Dmg: 45-69 siege (cooldown: 1.20)
Armor: 10 (fortified)

Root (free)
Sacrafices movement for range. (Range 500)
01-16-2004, 11:27 PM#72
Tiki
Revamped:


-----------------------------


Name: Vanagaer
Race: Elf
Gender: Male
Class: Omni Legionnaire (Hero)

Statistics:
Primary Statistic: Agility
Starting Statistics:
16 STR - 1.7 per lvl
22 AGI - 2.5 per lvl
19 INT - 1.7 per lvl
Attack [ Hero, Range(100), Speed(1.25) ]

Omni Strike -
[Stats: Command Strike, 3 Levels, Lasts 10 seconds ]
[Mana, Cooldown: 125,125,125 - 25,25,25 ]
Moving at incredible speeds, the hero rushes at an enemy unit and slashing at its throat with his Celestial Blade, dealing damage to the target. The Celestial energy runs through the enemies veins, also comsuming health over time (PS)

Level 1 - 100 damage, 10 damage a second.
Level 2 - 150 damage, 15 damage a second, 5% speed reduction.
Level 3 - 200 damage, 20 damage a second, 5% speed reduction, 5% attack reduction.

Plate Enchantment -
[Stats: Passive, 3 Levels ]
[Mana, Cooldown: Passive ]
By learning the ways of the elven smithery, he enchants his steel plates, with elven runes, symbols, and magic. This elven magicery imbues the armor with a spell shield which reduces the magic damage taken from spells (MD).

Level 1 - 15% reduce MD.
Level 2 - 20% reduce MD.
Level 3 - 25% reduce MD.

Celestial Aura -
[Stats: Aura, 3 Levels ]
[Mana, Cooldown: Passive ]
Calling upon the celestial energies of the moon and heavens, the Celestial energy causes allied units health to regain at an considerable rate (HR), while substantially increasing their movement speed (MS).

Level 1 - 50% increased HR, 10% increased MS.
Level 2 - 100% increased HR, 20% increased MS.
Level 3 - 160% increased HR, 30% increased MS.

Legion Battle Chant -
[Stats: Ultimate, Charge, 1 Level, Lasts 30 seconds ]
[Mana, Cooldown: 200, 45 ]
During the heat of battle, the Legionnaire releases a chant of strengthening words, which delivers a magical blow to himself temporarily boosting damage, health regeneration and armor.

Level 1 - 25% damage increase, 15 armor, 150% health regeneration.
01-18-2004, 09:30 PM#73
Tiki
an update on pic... sorry for all thes posts
01-19-2004, 12:48 AM#74
PsylisiaDragoon
Ah, I'd edit my previous post entry with this 'addition', but...it's too long. Really sorry about the length in that earlier message. The unit info will remain in that post.

Adding a second image here for my NightShade entry, consider this one the 'official' entry image (if only one image is counted...tho I see a few multi-image ones here). I'm leaving the first one up as supplemental material just cause it shows her entire body better.

New image here shows her Aerial Drakken's Foot (diving kick/stomp)...pardon the fact that she's looking at 'you' instead of the target. ;)



[EDIT: BTW, colors remain the same as they were described in the first post/image I did a few pages back]

Other sizes:
Higher Res shaded version
Linear/unshaded sketch version
Higher Res unshaded version

And, just another quick supplemental image, try the following link. It's (literally) a quick doodling just showing this unit concept in a front/side/back profile image:
Profiles

Oh well, not like I'm going to win anyway (I think either Moop or Jacinthe has it in the bag, personally ;) ) but I'll still try. Sorry again for the length issue.

Psy D
01-19-2004, 06:45 AM#75
WoWMaster
um... is the contest over yet? This is crap and i know it wont win, but what the hey.
Name: Half-NightElf marksman
ground unit, long rage attack,
Story: belonging to neither night elf nor human race, the marksman travels across the world, seaking treasure. Inheirets great bow skillz from elf, and greed from human. Has light purple-pinkish skin. hehehe