A Compendium of modified Runes & Rune Ideas

Discussion in 'Rune Ideas and Suggestions' started by Prami, Feb 28, 2014.

  1. Prami

    Prami I need me some PIE!

    This top space section is reserved for abilities & ability reworks that can be described using little space.
    "Restricted Assistance"
    If this champion is the target of a friendly ability, that ability's cooldown is increased by X.
     
    Last edited: Feb 28, 2014
  2. Prami

    Prami I need me some PIE!

    Zealot of the Marsh
    Faction: Forglar Swamp
    Race: Boghopper
    Class: Warrior Rogue
    Size: Small
    Artwork: Reserved
    Sprite: Reserved
    Flavor Text: loyalty to our brethren, faith in our cause, and dominion of Forglar. Our words will not reach them while the Circadians whisper in the other ear. It is our responsibility to teach them. - Zealot of the Marsh
    Nora Cost: 74
    Champion Stats:
    Damage: 11
    Speed: 7
    Range: 1
    Defense: 1
    Hit Points: 41
    Champion Abilities:
    Attack: Physical- This unit makes a Physical attack at its Range. This is a basic attack.
    Amphibious- This champion ignores restrictions and penalties imposed by Water.
    Marsh Loyalty- Target Boghopper champion is healed for 10 hp and gains Loyalty, this champion loses 10 HP. After this ability has been used twice, this ability is removed and this champion gains Cooperation . (AP3, CD3, RNG 1-3)
    Mobility- This champion may disengage the turn it becomes Engaged and disengages for 0 AP.
    Dodge 1- Next time target champion within 11 spaces makes a ranged attack against this unit, that attack automatically misses. This effect is hidden until triggered. This effect does not trigger if this unit is Paralyzed or Stunned. (You may target this unit to Dodge the next ranged attack from any champion.)
    Leap 2- This champion is relocated to target space 2-3 spaces away (if this champion is engaged, this ability costs +1 AP to activate).
    Zealotry/Racism- This champion gains +5 DMG, +2 DEF, and +10 HP as long as all deployed units that you own share a race with it.
    Champion Upgrades:
    Brutality- This unit gains Multiattack 2 (This champion's AP cost for making a basic attack is reduced by 2, to a minimum of 2 AP) when a champion that shares a race with it is within 3 spaces.
    Protective- When a champion you own with the same race as this one is attacked, this champion becomes Enraged 2 (This unit has +5 DMG) for 2 turns.
    Block 1- Next time target champion within 7 spaces makes a close-combat attack against this unit, that attack automatically misses. This effect is hidden until triggered. This effect does not trigger if this unit is Paralyzed or Stunned. (You may target this unit to Block the next close-combat attack from any champion.)
    Leap 3- This champion is relocated to target space 2-4 spaces away (if this champion is engaged, this ability costs +1 AP to activate).
    Champion Notes:
    Added a "Cooperation" clause to "Marsh Loyalty" & replaced the Cooperation upgrade with "Protective".
    Added condition "Zealotry/Racism" to base.
    Added "Mobility" & "Dodge 1" to base.
    Removed "Dodge 1" from upgrades, replaced with "Block 1".
    Marsh Loyalty - Increased HP gain/loss from 8 to 10.
    Reduced base HP from 45 to 41.
    Thoughts:
    Would be a pretty weak champion by itself. With one or two Boghoppers by it's side & "Zealotry/Racism" active, he could be a pretty hearty tank, otherwise he could fill a support role with "Marsh Loyalty". I wanted to do something that showed the Darkmarsh's hostility towards the Circadians, and "Marsh Loyalty" sort of sprang from that.
     
    Last edited: Feb 28, 2014
  3. Prami

    Prami I need me some PIE!

    Darkmarsh Apprentice
    Faction: Forglar Swamp
    Race: Boghopper
    Class: Wizard
    Size: Small
    Artwork: Reserved
    Sprite: Reserved
    Flavor Text: They're practically Tads! So young and inexperienced that they don't even know what power they're holding inside them, yet... - Darkmarsh Sorcerer.
    Nora Cost: 68
    Champion Stats:
    Damage: 9
    Speed: 5
    Range: 1-2
    Defense: 1
    Hit Points: 39
    Champion Abilities:
    Attack: Physical- This unit makes a Physical attack at its Range. This is a basic attack.
    Amphibious- This champion ignores restrictions and penalties imposed by Water.
    Spell Concealer- When this champion makes a successful basic attack, the next spell cast by an opposing player has it's Nora cost increased by 3. this champion has +1 DMG for every 5 Nora increased this way. this ability stacks
    Magic Form- This ability begins play on cooldown. This champion is Cleansed, loses this ability, Fire Form, and inexperienced. It then gains +5 Hp, +1 DMG, Impairing Vision, Resistance Magical 2, and it's attack becomes Magical (range 3-6). CD 4 AP 3
    Fire Form- This ability begins play on cooldown. This champion is Cleansed, loses this ability, Magic Form, and inexperienced. It then gains +8 Hp, +2 DMG, Multiattack (1), Resistance Fire 2, and it's attack becomes Fire (range 1-3). CD 4 AP 3
    Leap 2- This champion is relocated to target space 2-3 spaces away (if this champion is engaged, this ability costs +1 AP to activate).
    Inexperienced- This champion misses every third basic attack it makes.
    Champion Upgrades:
    Stat Bonus: Health 1- This champion has +4 HP.
    Stat Bonus: Health 2- This champion has +6 HP.
    Stat Bonus: Speed 1- This champion gains +1 SPD.
    Leap 3- This champion is relocated to target space 2-4 spaces away (if this champion is engaged, this ability costs +1 AP to activate).
    Champion Notes:
    Magic Form - Removed Multiattack 1, Added Resistance Magical 2
    Fire Form - Changed Multi-Attack 2 to Multiattack 1, Added Resistance Fire 2
    Removed Resistance Fire 2 & Resistance Magical 2 from upgrades
    Added Stat Bonus Speed 1, and Stat Bonus Health 1 to upgrades
    Thoughts:
    Spell concealer means that you're adding up Nora for opponents to use (denying them Nora), but also forcing them to use the "increased Nora cost spells", since they temporally give you DMG. The drawback (inexperienced) is there to fit the flavor, and also to balance out the unit until it changes form. They would hold great mid & late game potential, once they are able to get full use out of Spell Concealer, with increased range & Multi-Attack.
     
    Last edited: Feb 28, 2014
  4. Prami

    Prami I need me some PIE!

    Darkmarsh Hexer
    Faction: Forglar Swamp
    Race: Boghopper
    Class: Shaman
    Size: Small
    Artwork: A group of young Bohoppers seated on a low tree branch. One Swings her legs back and forth, another has his head back, giggling with glee. Just below, a lone enemy has picked up a Nora globe, a dark aura washes over it, enveloping him. He looks around frantically, confused, frightened.
    Sprite: Three Boghoppers grouped together, should look chaotic. One over a magic circle, one playing with a ball of dark-light, and the last maybe doing nothing at all. All with separately timed animations.
    Flavor Text: look at them. just look at them! They aren't even using dark magic as a weapon anymore. It seems like it's become their entertainment. They've forgotten what we're fighting against. - Kartch, Finlord.
    Nora Cost: 79
    Champion Stats:
    Damage: 9
    Speed: 6
    Range: 3-5
    Defense: 1
    Hit Points: 43
    Champion Abilities:
    Attack: Magical- This unit makes a Magic attack at its Range. This is a basic attack.
    Amphibious- This champion ignores restrictions and penalties imposed by Water.
    Nora Curse- Whenever a champion within this units RNG picks up a Nora globe, it becomes hexed 3, and randomly gains Frightened 3, Pacified 3, Blind 3, or Incorporeal 3.
    Dark Acolyte- This champion is healed for 2 hp every-time a champion becomes Hexed or Cursed.
    Numerous- This champion takes double damage from area of effect spells and half damage from ranged attacks. It counts as 3 champions for purposes of Bulwark and Surge abilities.
    Ally: Forsaken Waste- While there are other friendly Forsaken Wastes champions in play, this champion gets +7 HP and +2 DMG. Forsaken champions gain 1 AP when this unit comes into play.
    Hex 1- This champion makes a Loss of Life attack for 4 life against target champion within 4 spaces. When a champion loses 1 or more life from this attack, it becomes Hexed 3 (This unit's DMG is reduced by 60%). This effect does not stack.
    Leap 2- This champion is relocated to target space 2-3 spaces away (if this champion is engaged, this ability costs +1 AP to activate).
    Abuse Charged 2- When an opposing champion makes an attack against this champion, this unit gains 2 charges.
    Liability- All friendly champions within 4 spaces of this champion have -2 DEF.
    Champion Upgrades:
    Counterspell Mastery- When an opponent casts a spell, if this unit has at least 6 charges, this champion loses all charges and the spell fails.
    Hex 2- This champion makes a Loss of Life attack for 8 life against target champion within 6 spaces. When a champion loses 1 or more life from this attack, it becomes Hexed 3 (This unit's DMG is reduced by 60%). This effect does not stack.
    Supercharged 1- This unit gains 1 charge at the start of its turn.
    Charged: Hex 3- Spend 4 Charges. This champion makes a Loss of Life attack for 8 life against target champion within 6 spaces. When a champion loses 1 or more life from this attack, it becomes Hexed 3 (This unit's DMG is reduced by 60%). This effect does not stack.
    Champion Notes:
    Added Ally: FW to base
    Changed the trigger clause in Dark Acolyte from LoL to Hexed
    Added Cursed as a trigger for Dark Acolyte
    Lowered Health from 46 to 43
    Changed RNG of Nora Curse from 6 to Attack RNG
    Lowered Nora cost from 82 to 79
    Added the ability Numerous to base
    Lowered Hex 2 to Hex 1 on base
    Lowered Hex 3 to Hex 2 on upgrades
    Lowered Leap 3 to Leap 2 on base
    Champion too complicated, must reduce abilities
    Thoughts:
    This would fit into a lot of FW/FS splits. Nora Curse Would be hexing everybody, friend and foe alike if you're not careful. Nora globes would suddenly become a major obstacle. There would be some interaction between Nora Curse & Dark Acolyte, but probably not enough to make it OP. It would be powerful at mid range but only every other turn, & Liability would mean you won't want to crowd units around it. Picking up your own globes and getting your own champions hexed would (probably) be a negative thing, but you could push enemy units into them and watch the fun. There would still be enough chance of getting a beneficial effect (Incorporeal could save a dying unit) to not completely discourage picking up globes.
     
    Last edited: Mar 2, 2014
  5. Prami

    Prami I need me some PIE!

    Name, Flavor Text, and many other ideas taken from Xiron's original post.
    Sporegill Monstrosity
    Faction: K'thir Forest, Forglar Swamp
    Race: Plant
    Class: None
    Size: Large
    Artwork: A giant Sporegill with a cap only slightly wider than it's huge body, and dozens of smaller caps protruding around it's base, their stems invisible against it's huge form. Fat and round, bloated like it's about to burst (or puff), and then suddenly deflate without it's gasses to support it.
    Sprite: A giant Sporegill with a green mist twinkling, lingering, along the ground away from it's base. A fine mist of spores fills the air, seeming to expand and retract as the monstrosity breaths.
    Flavor Text: No one knows for sure what caused the relatively peaceful Sporegills to mutate into such angry denizens of the forest. What is clear, however, is that they are quite deadly.
    Nora Cost: 82
    Champion Stats:
    Damage: 13
    Speed: 5
    Range: 1-3
    Defense: 3
    Hit Points: 55
    Champion Abilities:
    Amphibious- This champion ignores restrictions and penalties imposed by Water.

    Attack: Poison- This unit makes a Poison attack at its Range. This is a basic attack.
    Immunity: Poison- Poison damage that would be dealt to this unit is prevented. This unit may not become Poisoned.
    Poison Cloud 1- Target a location within 2 spaces. All spaces within a range of 2 of that target are covered in a poison cloud until end of the next turn. When a champion enters the poison cloud, it takes 6 Poison damage and becomes Poisoned 2. This damage ignores DEF. CD: 3, AP: 3.
    Apathy- This champion has Ponderous (This champion's AP cost for attacks and attack abilities with an AP cost of 1 or higher is increased by 1.), and Lethargic (At the beginning of every 6 turns, this champion is in play, it gains Lumbering (This champion's AP cost for each movement is increased by 1).
    Exude- The first time this unit is successfully damaged by an attack each turn, spaces within 2 spaces of this unit become Poison Cloud (Whenever a champion enters one of these spaces, it takes 6 damage and becomes Poisoned 2). The first time this unit makes a basic attack each turn, an AoE2 Poison Cloud centered on the target champion is created.
    Sporedrop: Mass- When this unit is destroyed, no nora globe is dropped and 4 level 3 Sporedrop relics are deployed in the location this unit occupied.
    When this champion is deployed, it spends the first 4 turns as a Mushroom relic with 15 HP, Immobile (This unit cannot move) and Damage Shield - Poison 2 (When this unit is attacked, if the attack is a close-combat attack, the attacking unit takes 4 Poison damage. This damage ignores DEF). When this unit dies, it becomes the same mushroom relic.

    Death Nova: Poison 3- When this unit is destroyed, it deals 14 Poison damage to each champion and Relic within 2 spaces, and deals half that much damage to any Shrine within 2 spaces. This damage ignores DEF.
    Champion Upgrades:
    Poison Eater- When this unit would take Poison damage, it instead recovers HP equal to half the damage that would have been dealt. This unit cannot be Poisoned.
    Hallucinogenic- When this unit successfully attacks a champion or is successfully attacked by a champion, that champion gains Wandering (At the beginning of your turn this unit moves 2 spaces randomly towards your enemies Shrine or Avatar. This unit cannot spend AP on movement) for 3 turns.
    Surge Poisoned- This unit has +1 DMG for each champion that is Poisoned.
    Poison Cloud 2- Target a location within 3 spaces. All spaces within a range of 2 of that target are covered in a poison cloud until end of the next turn. When a champion enters the poison cloud, it takes 6 Poison damage and becomes Poisoned 2. This damage ignores DEF. CD: 3, AP: 3.
    Champion Notes:
    EDIT 1.) Added Ponderous to base. Consolidated Ponderous & Lethargic in new condition "Apathy"
    EDIT 2.) Added Wandering clause to "Exude". Removed clause
    EDIT 3.) Changed speed from 5 to 6, to make it possible to us a basic attack and poison cloud on the same turn. Was too powerful in FF KF
    EDIT 4.) Removed Damage Shield: Poison 3 from base (redundant with Exude).
    EDIT 5.) Added Poison Cloud 2 to base. Reduced to rank 1
    EDIT 6.) Added Amphibious to base.
    EDIT 7.) Changed Sporedrop: Mass to indicate relic form instead of champion.
    EDIT 8.) Consolidated Poison Bomber & Exude as Exude.
    EDIT 9.) Transferred Death Nova: Poison 3 from upgrades to base & replaced the upgrade with Hallucinogenic.
    EDIT 10.) Reduced (Upgrade) Poison cloud 3 to rank 2.
    Thoughts:
    I was thinking of a puffball mushroom when i made this, though the flavor text & description are of a more traditional kind. Would be deadly to melee & mid range units, but vulnerable to long range attacks, and deadly to your own units too, if they lack poison immunity. Would be able to make 2 clouds per turn at a CD of 3, but would otherwise only be able to get off 1 AOE per turn. Poison Cloud & Poison Eater would allow for some healing, but Exude couldn't be used this way, since it wouldn't last into the movement Faze. An uncoordinated attack against this champion would make it a living bomb. The 4 turn delay on Sporegills, should keep the ability from being OP. Speed is it's most limiting factor, as at full AP it could barely make 2 attacks.

    I feel that Hallucinogenic should be changed to affect attacking champions within a certain range, or melee only. It doesn't make much sense for an arrow strike to drug the archer & it feels strange in actual use. It would make the ability applicable beyond the handful of champions that have it now.
     
    Last edited: Mar 2, 2014
    balootwo likes this.
  6. GabrielQ

    GabrielQ I need me some PIE!

    You cannot take xirone's ideas and modify them, even with the credits, it's unethical.
     
  7. Prami

    Prami I need me some PIE!

    I used it as a palate, and i did it ages ago; two forums ago to be precise. It's why I've had so much trouble finding the entries. If i didn't think my variation was sufficiently unique, then i wouldn't have posted it. I kept the name and the flavor text because i liked them. If Xirone has an objection to this, he can post it here.
     
  8. Senshu

    Senshu Administrator Octopi

    The suggestions have been noted.

    GabrielQ, thank you for voicing your concern, but with the old forums going down any archiving over here is welcomed. With that said, there is nothing wrong with someone posting their own renditions of others suggestions, games are an iterative process. If it does come out there is flat out plagiarism then we will address it according.
     
    Prami likes this.
  9. Prami

    Prami I need me some PIE!

    On that note, Restrictive Assistance isn't mine. It was suggested in response to a thread i made in the old old forums. I don't remember who suggested it, or where exactly to find it.
     
  10. Xirone

    Xirone I need me some PIE!

    I have no problem with people liking ideas of mine and then changing them as they see fit (it means people are reading my ideas, right?). Prami gave me enough credit for the inspiration. Coincidentally, I thought my version was too complicated and so didn't bring that one over to the new forums (it would also need 2 in-game sprites). In case anyone was wondering what the original was, though....

    Sporegill Monstrosity
    Race: Mutant, Plant, Class: None, Size: Large, Rarity: Exotic
    Artwork: A monstrous mass of angry vegetation is coming out of the ground. Serving as a lure, this creature has a purple-hued Sporegill on the crown of its head.
    Sprite (Earthed Form): A simple purple-hued Sporegill.
    Sprite (Unearthed Form): A twisted and ferocious hulking mass of vines, fungi, and roots with a gaping mouth and the above mentioned purple-hued Sporegill on the crown of its head.
    Flavor Text: No one knows for sure what caused the relatively peaceful Sporegills to mutate into such angry denizens of the forest. What is clear, however, is that they are quite deadly.
    Nora Cost: ???

    Champion Stats:
    DMG: 8, SPD: 5, RNG: 2-5, DEF: 4, HP: 55

    Champion Abilities:
    Attack: Poison- This unit makes a Poison attack at its Range. This is a basic attack.
    Damage Shield: Poison 3- When this unit is attacked, if the attack is a close-combat attack, the attacking unit takes 6 Poison damage. This damage ignores DEF.
    Fascinate- At the beginning of your turns, any enemy champion without Iron Will within 5 spaces of this unit is moved 2 spaces directly towards this unit.
    Gain Resistance Poison- All friendly champions without the Poison Eater ability receive the Resistance - Poison 2 (When this unit takes Poison damage, that damage is reduced by 35% (rounded up)) ability when this champion is in play.
    Immunity: Poison- Poison damage that would be dealt to this unit is prevented. This unit may not become Poisoned.
    Poison Bomber- The first time this unit makes a basic attack each turn, an AOE-2 Poison Cloud centered on the attacked champion is created.
    Unearth: This champion loses Fascinate, Poison Bomber, and Unearth and has its range reduced to 1-2. This champion then gains Attack: Physical, Absorb, Enrage 3, Lumbering, Swallow Hole, and Earth (This champion loses Attack: Physical, Absorb, Enrage 3, Lumbering, Swallow Hole, and Earth. This champion then gains Fascinate, Poison Bomber, and Unearth and has its range increased to 2-5). This ability begins on cooldown. CD: 3, AP: 2

    Champion Upgrades:
    Ally- Forglar Swamp- While there are other friendly Forglar Swamp champions in play, this champion gets +7 HP and +2 DMG. Forglar champions gain 1 AP when this unit comes into play.
    Defensive Turtle- The first time this champion's HP falls below 50% of its max HP, it becomes Turtled 1, then this ability is removed.
    Perseverance- Whenever this champion's health falls below 1, it loses Perseverance and it is Cleansed, it's current health is set to 1, gains Invulnerable, Impenetrable, and Shielded until the end of that turn.
    Plant Regeneration 3- While occupying Grass, Vegetation, Dirt, or Water, this champion has Regeneration 3 (At the beginning of your turn, this unit gains 6 HP).

    Champion Notes:
    Note 1: This champion has two very different playstyles. Sporegill Monstrosity comes into play Earthed. In its Earthed Form, it serves as a lure which can also dish out some nice control-based damge with Poison Bomber (which is essentially an ability based version of the Ol' Sok equip). The Earthed Form is this champion's mobile form. When this champion unearths, he becomes a monster capable of swallowing champions whole (but gains Lumbering). This champion's upgrades are meant to increase its survivability (with Defensive Turtle and Perseverance creating an interesting combo if both selected).
     
    Last edited: Feb 28, 2014
    Prami likes this.
  11. Prami

    Prami I need me some PIE!

    I'm curious, what do you think about my variation?
     

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