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* FriendlyFireproof: Played straight. Many AoE spells are present in the game (most notably, Frostcall and Volley from the mage and the archer respectively) do massive AoE damage but do not harm any allies.

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* FriendlyFireproof: Played straight. Many AoE [=AoE=] spells are present in the game (most notably, Frostcall and Volley from the mage and the archer respectively) do massive AoE [=AoE=] damage but do not harm any allies.



* HelmetsAreHardlyHeroic: Averted. Helmets grant various buffs to players but are only obtained via obtaining large amounts of prestige (via PvP).

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* HelmetsAreHardlyHeroic: Averted. Helmets grant various buffs to players but are only obtained via obtaining large amounts of prestige (via PvP).[=PvP=]).
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* BearsAreBadNews: Since the 0.5.0 update, Bears spawn in the wild as enemies in Faviel.
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* BeefGate: You can try and attack higher level enemies, but enemies of a certain level higher than you take far, far less damage than normal and also have a much lower EXP yield.
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*** Cranial Punctures (long duration) which increases critical rate.

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*** Cranial Punctures (long duration) (passive) which increases critical rate.



*** Poison Arrows (short duration) which allows Precise shots to apply a poison debuff that slows enemies down.

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*** Poison Arrows (short duration) (passive) which allows Precise shots to apply a poison debuff that slows enemies down.
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* KingMook: Each faction has one, in the form of the Vanguard King, Balius and the Bloodlust Leader, Koloss. They are enormous NPCs many times larger than the players, with the ability to instantly kill whoever attacks them while shrugging off damage. Nevertheless, the opposing factions try to bring them down regardless, and rarely do so successfully.

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* KingMook: Each faction has one, in the form of the Vanguard King, Balius and the Bloodlust Leader, Koloss. They are enormous NPCs [=NPCs=] many times larger than the players, with the ability to instantly kill whoever attacks them while shrugging off damage. Nevertheless, the opposing factions try to bring them down regardless, and rarely do so successfully.
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moving to trivia page


* WhatCouldHaveBeen: The 0.40 update changed many things related to the world:
** Colossal Reconstruction was a Warrior skill that used to be in the game: it had the effect of increasing your block and allowing you to heal after blocking. It was removed and it's functionality given to the Bulwark skill.
** Taunt used to be able to stun opponents outright: this was removed and separated into a new skil: Relentless Cry. Now Taunt only applies a slowing debuff.
** Bulwark used to increase damage dealt to enemies: this was given to the new Enrage skill while Bulwark inherited the effect of the removed Colossal Reconstruction (as stated above).
** Shatterspine and the Crystal Giants were Lvl 45 mobs that resided at the castle in the centre of the map. They were removed and replaced with a miniboss named Nightshade in order to theme the centre to the upcoming Gloomfury Worldboss event. Shatterspine was previously the strongest mob in the game eign the Faviel Worldboss.

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**
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** Archers (which have the most passive buffs at three)
*** Serpent Arrows (passive), which allows Precise Shots to hit other targets for less damage.
*** Invigorate (short duration), which massively increases damage.
*** Temporal Dilation (long duration) which increases haste.
*** Cranial Punctures (long duration) which increases critical rate.
*** Pathfinding (short duration) which temporarily increases speed.
*** Poison Arrows (short duration) which allows Precise shots to apply a poison debuff that slows enemies down.
*** Dash (technically short duration) is technically not a buff since it only allows the user to instantly use Precise Shot. However, if the user does not use the Precise Shot, they gain a decent speed buff.


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* WhatCouldHaveBeen: The 0.40 update changed many things related to the world:
** Colossal Reconstruction was a Warrior skill that used to be in the game: it had the effect of increasing your block and allowing you to heal after blocking. It was removed and it's functionality given to the Bulwark skill.
** Taunt used to be able to stun opponents outright: this was removed and separated into a new skil: Relentless Cry. Now Taunt only applies a slowing debuff.
** Bulwark used to increase damage dealt to enemies: this was given to the new Enrage skill while Bulwark inherited the effect of the removed Colossal Reconstruction (as stated above).
** Shatterspine and the Crystal Giants were Lvl 45 mobs that resided at the castle in the centre of the map. They were removed and replaced with a miniboss named Nightshade in order to theme the centre to the upcoming Gloomfury Worldboss event. Shatterspine was previously the strongest mob in the game eign the Faviel Worldboss.

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* StatusBuff: There are many buffs from all classes.
** Shamans, being revamped as a dedicated support class, have the most spells that support players.

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* StatusBuff: There are many buffs from all classes.
** Shamans, being revamped
classes. They can be classified as short duration (lasts for a dedicated support class, have short time), long duration (lasts for a long time) and passive (lasts as long as the most skill is active).
** Shamans:
*** Revitalize (short duration) adds a heal-over-time effect and buffs the effect of Mend.
*** Mimir's Well (short duration) gives allies additional MP over time.
*** Canine Howl (short duration) increases haste of allies, allowing them to cast
spells that support players.faster.
** Mages:
*** Arctic Aura (long duration), which increase critical rates.
*** Enchantment (long duration), which increases damage.
*** Hypothermic Frenzy (short duration) which increases damage and haste.
*** Ice Shield (long duration), which prevents a certain number of attacks from damaging you.
** Warriors:
*** Crusader's Courage (long duration), which increases defense and MP regeneration.
*** Unholy Warcry (long duration), which increase damage and HP.
*** Enrage (short duration), which massively increases damage.
*** Bulwark (short duration), which massively increases block and allows you to heal when blocking attacks.
*** Armour Reinforcement (passive), which passively increases defense but also aggro (meaning monsters will more likely attack you.)
**
***
***
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** Shamans, being revamped as a dedicated support class, have the most spells that support players.
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!! Horde of tropes incoming for the Beta Period:
* ColorCodedForYourConvenience: Since player of different classes have very similar appearances, Vanguard players are marked with the blue healthbars, Bloodlust with red, and monsters have orange ones.
** Classes are also colourcoded: Warriors are tan, archers are green, mages are cyan and shamans are navy bue.
* CriticalHit: Present. Their rate can be increased by all classes by wearing better equipment to boost their critical hit rates (indicated by the Crit stat they buffs, or by buffing intelligence and/or dexterity, which buff critical hit rates)
* DemBones: Skeletons appear throughout the three Hordes.io realms and of varying levels and powers: ranging from Lvl 10 skeletons in Guardstone to Lvl 44 Mossy Skeletons in Faviel.
* FriendlyFireproof: Played straight. Many AoE spells are present in the game (most notably, Frostcall and Volley from the mage and the archer respectively) do massive AoE damage but do not harm any allies.
* {{Golem}}: Golems appear throughout the three Hordes.io realms and of varying levels and powers: ranging from Lvl 5 in Guardstone to Lvl 44 Mossy Skeleton Golems in Faviel.
* {{Hammerspace}}: Downplayed. Here, your inventory size is 21 slots at the start, and can be expanded further by getting Bags. The most basic one, Linen Pouch, provides 8 slots, while level 82 Moss Enigma provides you with 41.
* HelmetsAreHardlyHeroic: Averted. Helmets grant various buffs to players but are only obtained via obtaining large amounts of prestige (via PvP).
** Similarly, monsters that have helmets usually have larger health pools.
* AnIcePerson: Nine out of the eleven Mage skills are ice-based spells.
* KingMook: Each faction has one, in the form of the Vanguard King, Balius and the Bloodlust Leader, Koloss. They are enormous NPCs many times larger than the players, with the ability to instantly kill whoever attacks them while shrugging off damage. Nevertheless, the opposing factions try to bring them down regardless, and rarely do so successfully.
** To an extent, the Warlord/Royal Guard and the Warden. The former have a massive ''200,000'' HP while the latter is modified to take much less damage than anything else in the game.
* LifeDrain: The Vampiric Arrow spell of the Archer will heal HP upon damaging the opponent.
* LuckilyMyShieldWillProtectMe: Warriors can wear shields, which depending on their stats may or may not advert this trope.
* MagicStaff: The Mages use these for their spellcasting, and upgrading them improves not only their damage, but also [[CriticalHit critical chance]], [=MP=] pool and [=MP=] regeneration. They start with the Level 1 "[[WithThisHerring Broken Twig]]", and can ascend up to the level 41 Imbued Staff. (Higher tier and stronger items exist in the game code but they are impossible to obtain).
* {{Multishot}}: The Archer's second skill is Volley, which fires out a large stream of arrows to hit all nearby enemies.
* {{Mummy}}: A level 30 monster in Headless. An ancient, much larger version exists which is found in the Devil's Archipelago region of Headless.
* NoArcInArchery: Played straight.
* NoPlotNoProblem: The players are free to think up the lore for the factions themselves.
* RegeneratingHealth: Every player starts off with 0.4 of a point regenerating per second. This can be enhanced further by wearing better armor.
* SpinAttack: Warrior's Whirlwind.
* SprintShoes: Wearing boots with higher level raises your speed, along with whatever stats the boot possesses.
* StatusBuff: There are many buffs from all classes.
* TeleportSpam: Mages have a teleport spell.
* YouAllLookFamiliar: Every player is a square block with cartoon arms and legs attached to it. So is every single monster, unless they happen to be a slime, a spider or a golem.
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The thing is MASSIVELY outdated since it only covers tropes for the alpha period, so consider the addition of new tropes and the entire page i ngeneral to be a WIP


!! Horde of tropes incoming:

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!! Horde of tropes incoming:incoming for the Alpha Period:

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* AnIcePerson: Three out of four Mage skills are ice-based spells.


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* AnIcePerson: Three out of four Mage skills are ice-based spells.
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* AnIcePerson: Three out of four mage skills are ice-based spells.
* BearsAreBadNews: Level 20 t0 22 monsters are named Bears, Rabid Bears and [[MamaBear Mother Bears]].

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* AnIcePerson: Three out of four mage Mage skills are ice-based spells.
* BearsAreBadNews: Level 20 t0 to 22 monsters are named Bears, Rabid Bears and [[MamaBear Mother Bears]].
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* MagicStaff: The Mages use these for their spellcasting, and upgrading them improves not only their damage, but also [[CriticalHit critical chance]], [=MP=] pool and [=MP=] regeneration. They start with the Level 1 "[[WithThisHerring Broken Twig]]", and can ascend up to the level 95 [[NamesToRunAwayFromReallyFast Deathweaver]].
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/hordes_io_reality.png]]
''[[https://hordes.io/ Hordes.io]]'' is a 2017 WebGame, which essentially aims to be a browser-based MassivelyMultiplayerOnlineRolePlayingGame. It uses 3D graphics, which is relatively rare for an IoGame, though practically every entity is a a block with some limbs attached to it.

It features four character classes, and two factions, Vanguard and Bloodlust, with the players asked to choose one at the start in the manner of ''VideoGame/WorldOfWarcraft'' and its Alliance vs. Horde.

!! Horde of tropes incoming:

* AnIcePerson: Three out of four mage skills are ice-based spells.
* BearsAreBadNews: Level 20 t0 22 monsters are named Bears, Rabid Bears and [[MamaBear Mother Bears]].
* ColorCodedForYourConvenience: Since everyone has a very similar appearance, Vanguard players are marked with the blue healthbars, Bloodlust with red, and monsters have orange ones.
* CriticalHit: Present. Their rate can be increased by all classes by wearing better gloves, while Archers can also equip better quivers to do that.
* DemBones: Skeletons and Skeleton Rangers are level 18 and level 19 monsters. Then, Skeleton Knights, Skeleton Lancers and Skeleton Lords suddenly reappear as the names for level 70 to level 72 enemies.
* FriendlyFireproof: Played straight. Frostcall is the most damaging area of effect attack in the game, for instance, but it does nothing to the allied players.
* {{Golem}}: Monsters from level 60 to level 63 are named Earth Golem, Ice Golem, Crystal Golem and Lava Golem.
* {{Hammerspace}}: Downplayed. Here, your inventory size is 21 slots at the start, and can be expanded further by getting Bags. The most basic one, Linen Pouch, provides 8 slots, while level 82 Moss Enigma provides you with 41.
* HelmetsAreHardlyHeroic: Averted. Helmets are purely cosmetic, and they can only be bought with Fame, which is obtained through defeating the players of the other faction, so having a helmet, let alone an expensive one like a crown, is a mark of heroism.
** Similarly, monsters that have helmets are "knights" that are stronger, but yield 8X experience. Golden helmet and a golden crown mark out Golden Knights and Golden Kings, which give 20X and 100X experience, but are correspondingly difficult.
* KingMook: Each faction has one, in the form of the Vanguard King and Bloodlust Leader. They are just enormous blocks many times larger than the players. Nevertheless, the opposing factions try to bring them down regardless, and often do it successfully.
* LifeDrain: Both Archer's Leeching Arrow and Warrior's Deep Cut will heal them for a portion of damage they inflict on the enemy.
* LuckilyMyShieldWillProtectMe: Warriors and Shamans can wear shields, though they are purely there to boost your Defence, HP and Health Regen. Still, it improves their durability over Archers and Mages. The former instead carry Quivers to boost their critical rate, while Mages have mana-regenerating Talismans instead.
* {{Multishot}}: The Archer's second skill is Volley, though it simply increases their fire rate to automatic firearm speeds for a while.
* {{Mummy}}: A level 29 monster.
* NoArcInArchery: Played straight.
* NoPlotNoProblem: The players are free to think up the lore for the factions themselves.
* RatStomp: Here rats are actually not the weakest monster "class": the level 11 to 13 are named Rats, Gnarly Rats and Toxic Rats, respectively. The first few levels are mostly Slimes and animate rocks. Ironically, Raccoons are level 9, and so are considered weaker somehow.
* RegeneratingHealth: Every player starts off with 0.4 of a point regenerating per second. This can be enhanced further by wearing better armor.
* SpinAttack: Warrior's Whirlwind. It also slows them down by 30% when used, so it is mainly useful for PvE, as the other players will usually dodge it. However, it may still work if the target was slowed down by Shaman's Decay and/or Mage's Ice Bolt, let alone Frost Call.
* SprintShoes: Wearing boots with higher level raises your speed, along with Defence and HP.
* StatusBuff: Shamans can buff the speed of all the allies around them with Wind Rush
* TeleportSpam: Mage's only non-ice spell is a teleport.
* YouAllLookFamiliar: Every player is a square block with cartoon arms and legs attached to it. So is every single monster, unless they happen to be a slime.
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