Hero Concept: The Alchemist-Spider

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Lore
In a village nestled near a spider-infested cavern, life was a constant struggle. Small spiders would frequently emerge from the cave to hunt, often biting peaceful villagers and leaving them afflicted by venomous sickness.
A talented alchemist happened to pass through the village. The desperate villagers pooled together everything of value they possessed and begged him to craft an antidote. To do so, he ventured into the spider cavern to collect venom samples.
He wandered the labyrinthine tunnels for hours, gathering samples from minor spiders—but the longer he stayed, the more disoriented he became. Lost and exhausted, he accidentally stumbled into the lair of the Spider Matriarch.
She immediately pounced on the alchemist, paralyzing him with her venom, dragging him deep into the cavern to devour him alive.
The moment her fangs pierced his flesh, a cataclysm of unprecedented scale shook the world. A surge of otherworldly magic flooded the cavern, incinerating all living things within.
To survive the magical conflagration, the alchemist and the Matriarch made a desperate choice: they fused their life forces into a single, unnatural being.
For years afterward, the two consciousnesses struggled to dominate the shared body. Though they grew to despise one another, survival forced them to maintain an uneasy symbiosis—each feeding the body with their own vitality.
Eventually, they sought out a sacred ritual with one goal: to beg a higher power to separate them once and for all.


Core Gameplay: Dual Forms
Hero exists in two distinct forms that can only be switched upon death:
Human Form - The Alchemist: Supportive, adaptive, potion-based combat
Spider Form – The Matriarch: Aggressive, mobile, venom-focused predator

Passive – Fractured Existence
Respawn time reduced by 50%
Shop items cost 25% less
Each form has its own separate inventory
Base stats are split in half between forms
Item effects are reduced by 50% (like curse/slowing hex)

Ultimate – Forced Unity (Active)
Massive cooldown
For a brief moment, the two warring souls set aside their hatred and merge into a single, harmonized entity
Player can switch between forms freely after a short (0.5s) animation
All penalties from Fractured Existence are removed:
Stats return to 100%
Item effects function at full strength
If Hero dies while in Forced Unity, he respawns with normal respawn time (no 50% bonus) and reverts to a single form


Human Form Abilities

1 Ability – Potion Crafting
The alchemist draws a flask and begins mixing ingredients. He has access to 9 unique ingredients, each potion can contain up to 3 ingredients (duplicates allowed).
Ingredients:
1. +5% spirit damage resistance
2. +5% bullet resistance
3. Instantly restores 100 HP
4. Grants 12 HP/sec regeneration for 10 seconds
5. +20% stamina regeneration for 8 seconds (3X of this ingredient instantly restores 2 stamina charges)
6. +20% status effect resistance (3X removes all debuffs on yourself)
7. +8 spirit power
8. +8% fire rate
9. +20% reload speed (3x makes next reload near-instantaneous)
Triple-match bonus: Using 3 identical ingredients amplifies the effect by 30–50%

After mixing 3 ingredients, the player chooses to either:
Consume the potion for full effect on self, OR
Throw it using the 2 ability

2 Ability – Flask Toss
Throw the crafted potion to a target location. On impact, it shatters and creates an area
Allies inside gain the weakened positive effect of the potion
Enemies inside suffer the inverted/weakened negative effect

Charge mechanic, Hold 2 to aim precisely
Hitting the ground creates a smaller AoE
Hitting an enemy or ally hero directly applies the full, unweakened effect of the potion to that target only

3 Ability – Adaptive Study
The alchemist focuses his intellect to analyze and adapt to a single enemy
Activate to bring up a target selection menu of all enemy heroes
Choose one target to begin a 15–30 second adaptation phase
Timer only progresses while Hero is not performing key actions (shooting, using abilities). Walking/running does not interrupt

Upon completion:
Chosen enemy deals 50% less damage to Hero
Their abilities affect him less strongly
Duration of their effects on him is reduced

Trade-off: All other enemies deal 10% more damage to Hero, and their abilities/items affect him more strongly


Spider Form Abilities

1 Ability – Matriarch Venom
Attacks apply venom
On minions: Deals spirit damage over time. Upon death, they spawn spiderlings that attack nearby enemies
On heroes: Also applies a movement slow and dash slow. Killing a hero spawns a larger swarm of spiderlings
Spiderlings stay within 5–10 meters of the Matriarch and automatically attack enemies that enter their range
Active use: Toggle to empower the next attack with enhanced venom injection (stronger slow + more damage per second)

2 Ability – Web Line
The Matriarch shoots a strand of web to a targeted point, allowing her to:
Swing or climb along the web
Attach to walls and ceilings for vertical mobility

Effects on others:
Enemies passing through webs are slowed
At 3–5 web stacks in one area, the Matriarch gains stealth (broken by attacking or taking damage)
Webs can be destroyed by dealing sufficient damage to them

3 Ability – Pounce & Devour
After a brief wind-up, the Matriarch jumps on a targeted enemy hero and latches on:
Deals rapid damage over time
Gains lifesteal from all damage sources while attached
Cannot parry while latched
The matriarch can be thrown off the hero if you hit him twice with a strong mile blow

Design Philosophy
Hero is built around meaningful sacrifice and transformation:
Death isn't just a setback—it's a strategic tool to shift roles mid-fight
The constant tension between two hostile souls creates emergent gameplay: Do I stay weak but respawn fast? Or risk it all for a moment of perfect unity?
Deep customization through potion crafting rewards creativity and adaptation
A hero not just played—but negotiated with


Ai was used only for text translation
 
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