KRA Elf Campaign
Posted: Sun Dec 06, 2015 7:54 pm
Main Topic: viewtopic.php?f=15&t=9912
Elf Stage 1: Defense of Duredhel
Elf Stage 2: The Hollow Hills
Elf Stage 3: Springsonal Crossing
Elf Stage 4: Warrened Hills
Elf Stage 5: Wall of the Moors
Elf Stage 6: Raven's Edge
Elf Stage 7: Traveler's Isle
Elf Stage 8: Jungletop
Elf Stage 9: Isola Village
We have managed to communicate with the hunter elves, and they tell us that they come from a village of exiled elves. They tell us that if we aid the village, they may help us further. As we do not know our way through these dense wild lands, we have had no choice but to accept their offer. They lead us to their home, named Isola Village. Many strange elves with powers considered rumors dwell here.
However, more of these strange creatures have begun to attack, and the earth itself has begun to shift and quake. This does not bode well. General, we must defend our new allies!
Map:
Key:
A- Tribal Council: Pay 100 gold to gain access to the Tribal Council. It places totems, which have effects, every 12 seconds. Like the Sunray Tower, pay 100-300 gold to bring the cooldown down by 2 seconds each time.
Totems: (Last for 7 seconds)
-Time Totem: Slows enemies by 40%.
-Poison Totem: Poisons @ 10 dps for 4 seconds.
-Shatter Totem: Reduces armor or magic resist by 2% per second in range of totem.
Unlocks
-Level 4 Barracks: Changeling Elves
-Level 4 Mage: Moonwatcher
Changeling Elves
Damage: 11-16 (Slashes every second)
HP: 240
Armor: None
Respawn: 16 seconds
Cost: 300
Appearance: A large rune tower, like the kind in the intro comic for Rockhenge, carved with green runes. It is surrounded by greenery. When they spawn, Elves will simply turn visible, as if they were camouflaged. The Elves wield strange curved blades, are cloaked in dark colors. Their skin is light green.
Description: Strange Elves wielding powers once thought mythical.
Skills:
-Regeneration (Innate)
Has a passive regen of 5 HP per second.
-Infuse (Innate)
If it is combat with an enemy that dies, the Elf has a 10% chance to gain a power from the enemy. (Only works for positive powers)
-Nightmare (Active, 12 seconds) (300/200/200)
Shifts into a nightmarish form, stunning 1/2/3 enemies for 2 seconds. After the stun concludes, the enemy may get either a 10%/20%/30% reduction to speed or 20%/40%/60% reduction to attack.
-Animalistic Impulse (Passive) (350/250/250)
When a Changeling dies, it becomes a wolf:
HP: 100
Damage: 2-5
At level 2, it gains improved regen (5 HP/s), and at level 3, it gains a rapid scratch attack (like Flurry), dealing 4 strikes, and recharging in 6 seconds.
-Replace (Active, 24 seconds) (300/250/250)
Replaces an enemy up to 2/4/6 meters away, insta-killing them. Then, the soldier will blend in with the enemy group until it reaches its comrades, and then execute a surprise attack, slashing in a circle around themselves. The soldier does gain the (positive) powers of the enemy it replaced, as well as its model.
Quotes:
"We are the shadows in the dark..."
"We are the ones who don't get caught..."
"My dream, your nightmare!"
Moonwatcher
Damage: 35-67
Fire Rate: Slow
Range: Long
Cost: 300
Appearance: A large circular platform forms the base of the tower. It is decorated with a symbol for each of the 8 phases of the moon. A light under the mage indicates what phase it is in. The mage wears a pointed hat, decorated with astrological symbols, and wears short robes. In their firing animation, they dance as they summon moonbeams.
Description: Mystics that manipulate lunar energy to affect their foes.
Skills:
-Moonlight (Innate)
Has a small AoE. (Less than an Artillery)
-Blue Moon (Active, 20 seconds) (200/200/200)
The top of the tower glows blue, and in the range of the tower, the chance for percentage specials (of any kind) is increased by 10%/20%/30%. (Except for Neurotoxin) Lasts for 5 seconds.
-Phaseshift (Passive) (300/200/200)
Shift the phase of the tower through a small button, where the rally point would be. Different effects per phase:
Full: Heals soldiers, turns Changelings into Wolves w/ appropriate upgrade*. Reduces damage to 20-52. Heals 10-20 per shot in the AoE of Moonlight.
New: Doubles effect of all slows and stuns. Reduces range to Average.
Gibbous: Boosts recharge of the specials of nearby towers by 2 seconds. 1 tower per shot. Single-target damage. (Fires an extra projectile which hits a tower)
Crescent: Fires 3 projectiles (split damage, still AoE) in an arc. Reduces speed.
Gibbous & Crescent are at Level 1.
New at Level 2.
And Full at Level 3.
*In this form, titled Werewolf form, the Changelings' original HP and damage are added to those of the wolf.
Quotes:
"Luna guide us."
"Once in a blue moon."
"The cycle continues."
Recurring Enemies: Elder Gnoll, Stinger, Swarm, Sapvine, Rafflesaria
New Enemies: Terratoise, Petraqua
Wave 7:
Terratoise
HP: 1000
Damage: 30-60 AoE physical (Slams the ground, every 2 seconds)
Speed: Slow
Armor: 75%
Lives Taken: 2
Death Animation: Falls limp, releasing floating blue particles/Grows much larger and develops large spines on its shell, turning into a Petraqua.
Abilities:
Heavy: Any towers that can target it will prioritize it over other enemies.
Petraqua: When passing into a cloud of particles, begins the second death animation.
This large land turtle is quite armored, and must be taken down quickly.
Appearance: A large tortoise, with a very dark shell, and very thick legs.
Tips: Remember how I said it would get worse? This is how. Heavy magic damage is absolutely necessary, and AoE if possible.
Wave 7:
Petraqua
HP: 2400
Damage: 100-150 (Swipes with a flipper, very slowly, every 3 seconds)
Armor: 90%
Speed: Very Slow
Lives Taken: 5
Death Animation: The body inside the shell quickly turns to dust, before the shell itself collapses.
Abilities:
-Hold: Instead of walking past a Petraqua, enemies will instead stand on its back, regaining 3 hp/s. Terratoises and Rafflesarias don't do this. Enemies on the back are still affected by some specials though.
-Prioritize: Highest-priority enemy. Over Terratoise even.
-Immune to Replace and Heartpiercer
This gigantic turtle "swims" through land as though it were water.
Appearance: A gigantic turtle, with massive fins, and lots of spines on its back.
Tips: Just about as tanky as you can possibly get. (That isn't a miniboss)
Achievements
Infusion: Have all 3 members of a Changeling Elves barracks get 2 specials each.
Benedict Arnold: Kill 1000 enemies with Replace.
Lunar Calendar: Have 10 Moonwatchers each equipped with 1 of the Phases. (2 Moonwatchers per phase)
Moonblast: Deal 10000 damage through Moonlight.
Roundworld: Matrix 10 enemies held on the back of a Petraqua.
Elf Stage 1: Defense of Duredhel
Elf Stage 2: The Hollow Hills
Elf Stage 3: Springsonal Crossing
Elf Stage 4: Warrened Hills
Elf Stage 5: Wall of the Moors
Elf Stage 6: Raven's Edge
Elf Stage 7: Traveler's Isle
Elf Stage 8: Jungletop
Elf Stage 9: Isola Village
We have managed to communicate with the hunter elves, and they tell us that they come from a village of exiled elves. They tell us that if we aid the village, they may help us further. As we do not know our way through these dense wild lands, we have had no choice but to accept their offer. They lead us to their home, named Isola Village. Many strange elves with powers considered rumors dwell here.
However, more of these strange creatures have begun to attack, and the earth itself has begun to shift and quake. This does not bode well. General, we must defend our new allies!
Map:
Key:
A- Tribal Council: Pay 100 gold to gain access to the Tribal Council. It places totems, which have effects, every 12 seconds. Like the Sunray Tower, pay 100-300 gold to bring the cooldown down by 2 seconds each time.
Totems: (Last for 7 seconds)
-Time Totem: Slows enemies by 40%.
-Poison Totem: Poisons @ 10 dps for 4 seconds.
-Shatter Totem: Reduces armor or magic resist by 2% per second in range of totem.
Unlocks
-Level 4 Barracks: Changeling Elves
-Level 4 Mage: Moonwatcher
Changeling Elves
Damage: 11-16 (Slashes every second)
HP: 240
Armor: None
Respawn: 16 seconds
Cost: 300
Appearance: A large rune tower, like the kind in the intro comic for Rockhenge, carved with green runes. It is surrounded by greenery. When they spawn, Elves will simply turn visible, as if they were camouflaged. The Elves wield strange curved blades, are cloaked in dark colors. Their skin is light green.
Description: Strange Elves wielding powers once thought mythical.
Skills:
-Regeneration (Innate)
Has a passive regen of 5 HP per second.
-Infuse (Innate)
If it is combat with an enemy that dies, the Elf has a 10% chance to gain a power from the enemy. (Only works for positive powers)
-Nightmare (Active, 12 seconds) (300/200/200)
Shifts into a nightmarish form, stunning 1/2/3 enemies for 2 seconds. After the stun concludes, the enemy may get either a 10%/20%/30% reduction to speed or 20%/40%/60% reduction to attack.
-Animalistic Impulse (Passive) (350/250/250)
When a Changeling dies, it becomes a wolf:
HP: 100
Damage: 2-5
At level 2, it gains improved regen (5 HP/s), and at level 3, it gains a rapid scratch attack (like Flurry), dealing 4 strikes, and recharging in 6 seconds.
-Replace (Active, 24 seconds) (300/250/250)
Replaces an enemy up to 2/4/6 meters away, insta-killing them. Then, the soldier will blend in with the enemy group until it reaches its comrades, and then execute a surprise attack, slashing in a circle around themselves. The soldier does gain the (positive) powers of the enemy it replaced, as well as its model.
Quotes:
"We are the shadows in the dark..."
"We are the ones who don't get caught..."
"My dream, your nightmare!"
Moonwatcher
Damage: 35-67
Fire Rate: Slow
Range: Long
Cost: 300
Appearance: A large circular platform forms the base of the tower. It is decorated with a symbol for each of the 8 phases of the moon. A light under the mage indicates what phase it is in. The mage wears a pointed hat, decorated with astrological symbols, and wears short robes. In their firing animation, they dance as they summon moonbeams.
Description: Mystics that manipulate lunar energy to affect their foes.
Skills:
-Moonlight (Innate)
Has a small AoE. (Less than an Artillery)
-Blue Moon (Active, 20 seconds) (200/200/200)
The top of the tower glows blue, and in the range of the tower, the chance for percentage specials (of any kind) is increased by 10%/20%/30%. (Except for Neurotoxin) Lasts for 5 seconds.
-Phaseshift (Passive) (300/200/200)
Shift the phase of the tower through a small button, where the rally point would be. Different effects per phase:
Full: Heals soldiers, turns Changelings into Wolves w/ appropriate upgrade*. Reduces damage to 20-52. Heals 10-20 per shot in the AoE of Moonlight.
New: Doubles effect of all slows and stuns. Reduces range to Average.
Gibbous: Boosts recharge of the specials of nearby towers by 2 seconds. 1 tower per shot. Single-target damage. (Fires an extra projectile which hits a tower)
Crescent: Fires 3 projectiles (split damage, still AoE) in an arc. Reduces speed.
Gibbous & Crescent are at Level 1.
New at Level 2.
And Full at Level 3.
*In this form, titled Werewolf form, the Changelings' original HP and damage are added to those of the wolf.
Quotes:
"Luna guide us."
"Once in a blue moon."
"The cycle continues."
Recurring Enemies: Elder Gnoll, Stinger, Swarm, Sapvine, Rafflesaria
New Enemies: Terratoise, Petraqua
Wave 7:
Terratoise
HP: 1000
Damage: 30-60 AoE physical (Slams the ground, every 2 seconds)
Speed: Slow
Armor: 75%
Lives Taken: 2
Death Animation: Falls limp, releasing floating blue particles/Grows much larger and develops large spines on its shell, turning into a Petraqua.
Abilities:
Heavy: Any towers that can target it will prioritize it over other enemies.
Petraqua: When passing into a cloud of particles, begins the second death animation.
This large land turtle is quite armored, and must be taken down quickly.
Appearance: A large tortoise, with a very dark shell, and very thick legs.
Tips: Remember how I said it would get worse? This is how. Heavy magic damage is absolutely necessary, and AoE if possible.
Wave 7:
Petraqua
HP: 2400
Damage: 100-150 (Swipes with a flipper, very slowly, every 3 seconds)
Armor: 90%
Speed: Very Slow
Lives Taken: 5
Death Animation: The body inside the shell quickly turns to dust, before the shell itself collapses.
Abilities:
-Hold: Instead of walking past a Petraqua, enemies will instead stand on its back, regaining 3 hp/s. Terratoises and Rafflesarias don't do this. Enemies on the back are still affected by some specials though.
-Prioritize: Highest-priority enemy. Over Terratoise even.
-Immune to Replace and Heartpiercer
This gigantic turtle "swims" through land as though it were water.
Appearance: A gigantic turtle, with massive fins, and lots of spines on its back.
Tips: Just about as tanky as you can possibly get. (That isn't a miniboss)
Achievements
Infusion: Have all 3 members of a Changeling Elves barracks get 2 specials each.
Benedict Arnold: Kill 1000 enemies with Replace.
Lunar Calendar: Have 10 Moonwatchers each equipped with 1 of the Phases. (2 Moonwatchers per phase)
Moonblast: Deal 10000 damage through Moonlight.
Roundworld: Matrix 10 enemies held on the back of a Petraqua.