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AdmiralAckbar
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Location: Macedonia, The Former Yugoslav Republic of
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Whale, whale, whale!
posted 2/21/2015 7:54:14 PM

Aaaand several personal issues and a month later.

Master Roshi:

Character: Ku'urg The Zaal Dragon
HP: 889
MP: 187
MS: 320
Role: Tank / Crowd Controller / Roamer
Range: 270 (melee) (largest melee range)

Q - Subterranean dive / Resurface cost:20/20/20/20/20 Type: Target ground / AoE instant effect CD: 20 seconds

Ku'urg like most Zaal dragons, doesn't actually fly, but burrows in the ground. He uses his ability to burrow during which he receives a 20% movement speed bonus on all levels, receives stealth and 25%/50%/75%/100%/125% health regeneration from all sources excluding allied direct spells (Auras are ok.).

Ku'urg receives different bonuses from all of his other abilities when he is underground. When topside he losses these bonuses.

Resurface:
Ku'urg can then reemerge from the depths wherever he is positioned while underground after which he slightly knocks back and dazes (99% slow on movement speed and can't attack) enemies in close proximity of the exit point for 2 seconds. He also does 100/125/150/175/200 physical damage to anyone caught in the radius of 300 units. Ku'urg receives bonus 1/2/3/4/5 armor and 1%/2%/3%/4%/5% spell resistance for every chosen hit.

W - Acid Reflux / Acid Trail cost: 40/38/36/34/32 secondary cost: 12 mana/s Primary Type: line skill shot Range: 1000 units Secondary Type: Active ability Primary CD: 14 seconds

Ku'urg spits an acidic ball of goo which sticks to the first unit hit. The unit is damaged for 50/90/130/170/210 magic damage, is slowed by 18%/22%/26%/30%/34% for 2 seconds and has it's armor reduced by 30% for 6 seconds.

Acid trail:

While underground Ku'urg's body secrets the a dangerous acidic venom that rises to the surface, stays around for 6 seconds and does 20/24/28/32/36 magical damage per second. The damage is increased by 2% for every second spent on Ku'urg's acidic trail. The trail is invisible, unless using stealth detectors. Even so, the trail is non-removable. The movement speed bonus gained from Q is lost when Acid Trail is active. Ku'urg has vision of all of the acidic trail, including people standing on it.

E - Stonespine Tail / Spike Storm cost: 50/65/80/95/110 secondary cost: 80/90/100/110/120 Primary Type: line AoE skill shot Range: 1200 units Secondary Type: Active AoE CD: 10 seconds

Stonespine tail is a line skill shot that spreads in a cone for the last 400 units or upon hitting an enemy target. The shot spreads, hitting all enemies in the cone for 80/125/180/245/300 physical damage and slowing all units hit for 20% movement speed for 1.5 seconds or 50/90/130/170/210 damage if the shot hit an enemy target before reaching it's maximum range. If any enemy was hit before the shot ended the hit enemy is slowed for 45% for 2 seconds, whereas targets hit by the spread shot aren't slowed.

Spike Storm is an AoE ability that Ku'urg uses when underground. It starts as a circle from Ku'urg's position spreading outward for 600 units. Enemies hit by the spikes are damaged for 45/75/105/135/165 phyiscal damage and due to a toxin these enemies receive a damage debuff of 15% unless they are hitting Ku'urg. If Ku'urg has not leveled his W at all, this damage debuff is not applied. Ku'urg gains 3% evasion for every enemy hit to a maximum of 30%.

R - Earth Dragon's Domain cost: 100/120/140/160/180 Type: line AoE skill shot Range: 1500 units CD: 90 seconds

Ku'urg slams the ground with all his force and sends out a tectonic wave of earth spikes. The spikes move in a large line, damage enemies hit for 90/160/230/300/350 magical damage, knock them up for 1 second and stun them for 0.9 seconds after the land back on the ground. After reaching their maximum range the spikes diverge into a semi circle back towards Ku'urg's position. After the divergence they erect a tall wall of stone that stays there for 7 seconds and cannot be moved through unless with the usage of blinks or teleporation. The wall is erected on all terrain with the exception of Towers. If the wall has a Tower within its path the wall will not be erected on the spot of the tower, but will be after it. Ku'urg receives a bonus 10% to both attack damage and attack speed for 9 seconds based on how many Chosen were trapped in the semi-circle. He also receives a 2% damage reduction for every Chosen knocked up by the initial line.


Alright so I guess that's it. Took me ages to write that. I have a good idea for the all the MOBA hero types, it's just that lately I've been feeling a bit under the weather and it's really a pain just existing. Ku'urg is a Zaal dragon, an earth dragon basically, no wings, just a lot of rock smashing and tunnel vision.

Ah darn, forgot to put the abilities into bold and now this miess of a blob text is a pain to edit Q_Q

   
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I've let this insanity drag on too long
posted 1/22/2015 2:53:16 AM

2. Aleks (ich)

Character: Rahn'nar (not an official name, something he says a lot without much sense, assumed name)
Title: The Insane Berserker
HP: 689
MP: 387
MS: 280
Role: Carry/Fighter/Moar Meaty! (Tank)/Criminally Insane/ Really Really Insane/Murderer
Range: 150 (melee)
Primary weapon: Cleetus the Cleaver
Secondary: Bertha the Basher
Rahn'nar has a lower attack speed at start than most Chosen, for good reason.

Q - Meat the Parents cost:40/40/40/40/40 Type: Target ground AoE Range: 800 CD: 17 seconds
The mind of a human being has always been both fascinating and frightening to examine. Sadly for Rahn only the latter can be said. No one can really say what it was that made Rahn believe he was born from the love affair of two weapons, namely Bertha and Cleetus. Sadly Rahn was raised by them (actually the voices in his head speaking through his weapons) and his life has been somewhat of a rollercoaster in many ways, even literal, than one.

Rahn uses his tempered & insane driven body to jump in a certain range to a certain location, slashing & bashing in front of him with Cleetus and Bertha. For every enemy Chosen hit, Rahn receives a large attack speed bonus, if he hits an enemy creep however he gets a smaller bonus. This bonus stacks up to 16 times and lasts for 9 seconds, the creep bonus is 8 stacks and lasts 6 seconds (stacked separately).

The duration is increased by 2 seconds for each Chosen at a max of 10 seconds. The duration of the creep bonus is also extended by the hit Chosen bonus.
Attack speed bonus for each Chosen: 12%/16%/20%/24%/28%, attack speed for each creep: 1%/1.5%/2%/2.5%/3% Damage on impact:68/124/168/202/224

W - Misanthropy Type: Passive Range: 1200
Rahn'nar's isolationism has driven him to hate and despise other meaty talky things, especially humans, with all their talk and blah blah blah and no killing and murdering. In fact every time he sees something meaty, he can't help but get a tingly tangly feeling to just slice them apart. This is no exception for Chosen ones.

Rahn receives a 0.20%/0.40%/0.60%/0.80%/1% boost to his movement for every % HP the enemy Chosen within range are missing to a max of 100%. In addition whenever enemy Chosen are bellow 40% HP Rahn receives a health regeneration bonus of 2/4/6/8/10 HP/S.

E - Mash and Grab cost: 80/80/80/80/80 mana Range: 380 Type: AoE CD: 12 seconds
Rahn'nar, despite his overbearing insanity and countless mental diseases, has learned a few things about fighting meaty things. He has noticed that almost all meaty things like using different things as weapons.

Rahn has discovered a way to make them sorry they ever hit Rahn.

Rahn spins in a maniacal fury as he attempts to disarm his opponents as well as damaging them for 60/80/100/120/140. Rahn's resistance to damage is increased by 1%/2%/3%/4%/5% for every Chosen hit for a duration of 4 seconds. Disarm chance is 20%/25%/30%/35%/40% (Disarmed units have base 50 damage and cannot attack from range. They can still cast abilities that are not related to auto attacks).

R - ... Cost:120/120/120/120/120 Type: Self-cast CD: 120/110/100/90/80

Throughout his maniacal exploits Rahn has encountered a great deal of strange and utterly destructive things. One such thing was a large toxic swamp used as a dumping site for all matter of dangerous and failed experiments, chemical and alchemical concoctions for a great many institutions who dabbled in both chemistry, alchemy and even diabolism. No one knows how Rahn survived the encounter with this horrid abominable swamp, but something inside him changed, monstrously so.

Casting this ability gives Rahn full stacks(both types) of Meat the Parents.
33% chance to cast: MAULL!!! MAIMM!!! MURDERRRR!!!
Effects: 15% chance to stun enemy on-hit for 1.2 seconds, all auto attacks slow targets for 20% movement speed for 3 seconds, gain 50% of your current attack damage.
Duration: 10 seconds

33% chance to cast: MAGIKK!!! MISERYY!!! MELT AWAYYY!!!
Effects: deal 25% of your current attack damage as elemental magic on hit, gain a passive aura that reduces the healing effects on enemy units by 50% and gain a passive aura that does 100 elemental damage to all enemy units each second in a 500 unit radius.
Duration: 10 seconds

33% chance to cast: MALICEE!!! MURKKK!!! MONSTERSSS!!!
Effects: deal 60 abyssal damage on every third strike, gain 20% evasion chance and 8% to spawn a Wraith. Wraiths only do elemental damage and receive 50% of Rahn's attack damage and attack speed, 50% of his maximum HP and 50% of his current speed. Their attacks sap 35 mana on hit and their elemtanl damage increases by 10% for every 10% Mana the enemy is missing. Number of Wraiths: 5 maximum. Each Wraith follows Rahn and attacks only enemy Chosen within a medium range.

Each Wraith will attack only 1 Chosen, unless none are present, in which case the additional Wraiths will only do 20% damage to the Chosen they've targeted and without the mana sap (only first one has mana sap).
Duration: 10 seconds

1% chance to cast: MOAARRRRRRRRRRRRRRRRR!!!
Götterdämmerung...
Effects: Simultaneously casts all 3 abilities. Misanthropy's bonus is doubled and the Meat the Parents bonus doesn't start ticking until MOAARRRRRRRRRRRRRRRRR!!! wears off.

   
   1 comment 
 


One down
posted 1/16/2015 10:05:04 PM

1. Tom

Name: Payne
Title: The Master Hunter
HP: 583 (starting)
MP: 346
MS: 320
Role: Carry/Fighter/Ganker/Ranged
Range: 530
Primary weapon: Special HR 350Z Customized (shotgun rifle with decent range)
Secondary weapon: Pair of Zyrium steel hunting knives (Sharktooth pattern)

Q - Take 'em down cost: 30/40/50/60/70 mana Range: 950 Type: Line impact skill CD: 14 seconds

Payne has trained fiercely in the wilderness and has excelled in many forms of inflicting misery upon his foes, but nothing for him is sweeter than taking down his opponent by damaging his/her legs.

Payne throws his Zyrium knife at the enemy's lower body aiming for the legs. If the hit connects the target is hit for 80/120/160/200/240 is slowed by 45% percent for 3 seocnds and is debuffed by a bleed damage dealing 12/18/24/30/36 damage over a period of 5 seconds(1 second = 1 tick). If Payne lands a melee blow to the target he retrieves his knife and the cooldown is reduced by 5 seconds.

W - Take a sip cost: 20/25/30/35/40 Type: Self-target CD: 20 seconds

Payne relishes good spirits regardless of type, however there's nothing he loves more than his special brew.

Alcohol mixed in with herbs and the blood of some ravenous beast Payne hunted down makes for an especially powerful concoction. The concoction gives Payne heightened senses for a few seconds, at least until the alcohol kicks in. Payne can hit 3 consecutive attacks on any target as long as it is in range of him for 90% of his total damage every single time. Unfortunately for the next 4 seconds after the attack Payne gains a 23% chance to miss his target completely. (Items with true strike remove this debuff)

E - A lil' gift cost: 60/80/100/120/140 Type: Point-target trap Range: 500 CD: 35 seconds

Payne wouldn't be Payne without some pain to inflict for maximum devastation. Payne throws a Zyrium steel Vuraskan Spider trap on the group. Named for it's shape and size, the VS trap is designed to pin down any enemy of any size when triggered. Designed with a fault-proof mechanism the trap snaps the victim at its legs with lighting speed dealing 180/205/230/255/280 damage over 4 seconds and ensnaring them for 0.8/1.1/1.4/1.7/2 seconds.

Payne can place 2/3/4/5/6 traps maximum at any time. The trap take 3 seconds to arm and becomes invisible 10 seconds after it is placed on the ground. The trap also applies a small buff for 9 seconds which allows the target to pass through all the other traps without being snared. The dot however is refreshed each time the victim steps on it.

R - There's something on yer face! Cost: 20/20/20/20/20 mana & 30%/28%/26%/24%/22% current HP Type: Point target Range: 900 CD:60 seconds

IT WAS PAYNE!
Intense training at hunting has given Payne the ability to jump on his enemy's face and slice and dice them with his specialized knives. Payne retrieves any knives he may have thrown at the enemy prior to casting the ability.

He does 32%/34%/36%/38%/40% of his opponent's maximum health as damage and slows them down by 90% for 2 seconds. If Payne happens to kill the target with this skill the skill's cooldown is cut in half (No pun intended). Costs are still applied. Payne loses his health when he jumps, his target loses its when he lands.


So here it is. Tom's own character, Payne. If you've read this whole text and you find a mistake feel free to point it out and I'll fix it. As for a bit more lore on the characters, they usually have it with their abilities, in a way that you can almost imagine what kind of fiends they are. If by any chance you want some kind of backstory for the characters go hire a writer, I'm sure he can do it easily with what I've provided.

The rest of the characters will be coming soon™. If you want a tl;dr version of abilities I can do that too just send me a PM stating that, I'll just let Tom struggle a bit with reading. If you don't send the PM before I do yours, sadly I won't cut it short. You'll have to read. (Admiral Ackbar <--- not even sorry)

If by any weird chance you happen to want to know more about some of the items or universe concerning these so-called Chosen, feel free to ask. I can be a bit creative with that I think.

Also all damage is physical unless stated otherwise (physical / elemental / abyssal)

mfw I lost this whole text

   
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Post here aaaaaaand
posted 1/13/2015 7:21:56 AM

GET A FREE T-SHIRT WITH EACH PURCHASE. ONLY $99.99.

Kidding, post here and I'll do a moderate to decent amount of effort in actually doing an average job, maybe, at making a special character for you in the style of QWER MOBAs such as LoL and DOTA 2.

The standard practice will be I give you 4 abilities, some base stats such as movement speed, hp, and mana. Some of them will be passives, passive-actives or actives. They'll vary based on who they can target. To avoid copyright infringement we'll designate these characters as Chosen (to get ebola).

Might as well mention, there will be no balance whatsoever, so I'll just go wild with the abilities out of which, some will be op as ****. I promise to balance out and fix most of the issues with these abilities in a patch coming soon™.

If you really insist I might even make up a small non-lore friendly lore that will be grumpy unless fed cookies

****'s censored yo!

   
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Real fear
posted 9/6/2014 2:09:27 PM

A rather scary part about living life isn't figuring out that home isn't a good place, it's realising that home is about as good as it gets.
That being said, finding a good place can be hard, but it gives a whole new aspect to the appreciation of such a place.

   
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