The Scorched Mountain
General! A shadow from the north envelops our land! The Dragon King has sent his servants to Aredhel, seeking their kin, Faustus!
Though he was meant to return to the Dragon Throne years ago, as all dragons do upon their coming-of-age, Faustus was hatched and raised here with us, so we told the dragon messengers that Faustus was staying here. Little did we know that he was the son of the Dragon King, and that we had gravely insulted him for taking his heir from him!
The Dragon King, in his rage and indignity, has now declared war upon all Elves of the continent, seeking to rid the world of all Elven kind! We must journey to the Scorched Mountain and confront the Dragon King before he beckons all the dragons of the world from their caves to his throne, where he will unleash an unstoppable force of the most powerful beings in the world upon us!
Full Size Map
Starting Gold: 1,350G
Total Waves: 15
Dragonlings and Drakes start off the level, followed by an early Hydra. More Drakes and Dragonlings followed by Thunderwyverns, then Hardscales, continue the mission. Finally, Hydras appear on both lanes, accompanied by all of the previous enemies.
Returning Enemies: None
New Enemies: Dragonling, Drake, Hardscale, Thunderwyvern, and Hydra
Dragonling
Spawn of elder dragons, who teach them to fly with their brethren. They have a spark in their mouths just starting to evolve into true dragonfire!
The size of Faery Dragons from the Crystal Lake, they are red-scaled tipped with black outlining their wings and spine, with green eyes.
HP: 375/450/525
Ranged: 8-12 Fire
-Shoots a fireball every 2.5 seconds.
Armour: None
Magic Resistance: None
Speed: Fast
Gold: 15
Lives: 1
*Flying
*Lands when wounded
-If dealt 200 or more damage within 2 seconds, the Dragonling will fall to the ground, stunned, for 2 seconds, having to get up and return to the sky afterwards, taking another 2 seconds.
Strategy: The main spam unit of the Dragon Faction, Dragonlings always appear in groups, ganging up on barracks soldiers to burn them. Upgraded barracks will help keep Dragonlings in place until your towers can shoot them down, while also helping to deal enough damage to shoot them down quickly. Arcane Archers with Burst Arrows are extremely helpful for knocking down large groups of Dragonlings-amassed in one spot from spewing flame at barracks-then finishing them off with a second Burst Arrow or another tower's AOE attack. Sylvan Curse is especially useful for wounding multiple Drakes for the Arch Druid Henge to then bombard with boulders.
Drake
Ferocious red dragons with black outlines and green eyes, they are the average of the sizes of Faery Dragons and Ashbite.
Wingless dragons who must prove themselves worthy of the Dragon King's rule or be exiled, they make up for their lack of flight in burning passion and strength, incinerating foes in their wake.
HP: 600/800/1,000
Melee: 20-30 Fire
-Breathes a stream of flame, dealing continuous damage per second over 3 seconds. Afterwards, the Drake must wait for 1.5 seconds to refuel its flame before attacking again.
Armour: None
Speed: Fast
Gold: 25
Lives: 1
*Breathes Fire
Strategy: Though they are simple enough enemies at a first glance, their role in the Dragon Faction is vital. While barracks stall Dragonlings by enduring their fire, a horde of Drakes can swoop in and burn through the player's defences, allowing Dragonlings and other Drakes to charge through the exit. Therefore, it is important to have Druids to not only handle grounded Dragonlings, but also keep Drakes in check by either blocking them with Runed Bears or stunning them with Clobber.
Hardscale
Matured dragons of Ashbite's size, they bear silvery grey scales lined with black that resist most anything. They have deep red eyes that sear through the screen and the player's soul.
Mature dragons with steel-coloured and equally durable scales, they can but choose not to fly out of sheer confidence.
HP: 1,500/1,800/2,100
Melee: 45-65 Physical
-Takes a big chomp every 1.5 seconds with its ferocious fangs.
Armour: Great (90%)
Magic Resistance: Great (90%)
Speed: Slow
Gold: 55
Lives: 2
*Breathes Fire
-(12s) A special flame attack that launches a wave of fire forward a short distance, similar to Plague Carriers but with less distance traveled. It automatically ignites all troops in its path for 4 seconds, dealing 100 damage total. Its use takes precedence over weaker burning effects.
*Diminishing Armour
-Every 20 damage taken of physical or magic reduces the respective resistance by 1%, allowing more damage to be dealt to more quickly remove more armour until the beast dies. At 25% intervals, scales peel off noticeably, showing the dark green skin underneath the dragon.
*Immune to Instakills
Strategy: True Damage may seem more effective due to their armour, but any damage type will lead to eventually weakening their armour so that they can be more easily slain. They nullify a variety of towers, so focusing on archers or mages will hasten their death. In groups, spells and other powerful abilities are the best bet at killing them.
Thunderwyvern
Fully-grown dragons the size of Ashbite, they have dark grey scales resembling thunderclouds and faded white outlines on their scales. They have black wing bones jutting out, disintegrated from lightning blasts over the millennia of their lives. Their eyes are pure lightning blue and white.
Vile matured dragons who can magically conjure lightning to charge through soldiers like twigs.
HP: 1,000/1,200/1,400
Melee: 30-40 Physical
-Chomps enemies every 1.5s
Armour: None
Speed: Medium
Gold: 35
Lives: 2
*Thunderblast
-(25s) Infuses itself with lightning afore blasting past enemies at quintuple speed for a second, shocking soldiers for 60 True Damage and stunning them for 2 seconds.
Strategy: Though Runed Bears can tank Drakes long enough for Elven barracks to hold back Dragonlings, Thunderwyverns will blast through and stun both lines of defence, opening up the path for more enemies. Since Burst Arrows will be used to counter Dragonlings, Slumber Arrows can stall Thunderwyverns longer so that towers can deal significant damage to them, hopefully before other enemies charge through. The length of the level and the numerous enemies who bait barracks usage before countering means that multiple bases should be set up along each path, stalling some enemies and picking off what they can to lighten the load on the next base.
Hydra
A tall creature with 5 heads of varying lengths. It has pale grey scales coating its necks and back, all the way down to its rattlesnake-like tail. Its heads resemble snakes, with long, thin fangs to match.
Rare mythical beasts of multiple heads, they regenerate their wounds more quickly than they receive them. A formidable foe!
HP: 4,000/4,500/5,000
Melee: 25-35 Physical
-Each of its 5 heads attacks every 2 seconds by lunging in and biting soldiers.
Armour: None
Speed: Slow
Gold: 150
Lives: 5
*Mini Boss (Immune to Instakills, stuns, and various other Afflictions)
*Regeneration
-Replenishes 60 HP per second. To counteract this, each head has an unseen HP bar of 600 and, when cut off, chips away an extra 10% of the beast's total health. Heads grow back every 10s.
Strategy: Though many enemies are spammed heavily to harass the player, this enemy punishes AOE-focused strategies. High damage is extremely important in order to counteract the regeneration. DPS is always nice for countering the regen, but burst damage can easily cut off a head as well,modelling significant damage. Hero abilities that focus on heavily damaging a single target are especially useful against them. Additionally, instant kill attacks will automatically cut off a head, dealing 600 damage plus 20% of the beast's max HP (1,000/1,050/1,100 total) instantly. Although slow, they are a severe threat and can push through solid defences with just a few other dragon kin by their side.
Level Features
1) Special Hero
The Elven dragon hunter, Finwer, joins the Elves on their journey to the Dragon King's throne, bringing his magical bow and erudite archery with him.
HP: 500
Regen: 50/s
Melee: 12-16 Physical
-Slashes with dual daggers every 0.75s
Ranged: 36-48 Physical
-Shoots from a steel longbow every 1.5s
Armour: 20% Physical
Speed: Same as Eridan
Respawn: 20s
Dragon-Slayer Bolt: (24s) Fires a golden arrow that strikes a dragon, freezing in shock for 2 seconds before it disintegrates.
Archer Rally: (Passive) Nearby allied troops with bows deal triple damage with arrows when near the hero. (Effects
Sacrificial Bolt: (30s) Converts 75% of his current HP into a shot that deals triple the health as True Damage in a large AOE shot.
Dragonwind Plateau
After following Finwer further up the mountain, we departed, for he would not dare to go any closer to the Dragon King's throne. We set up camp where the rocks and grass are much taller, a product of some ancient magic that lies within every dragon's soul, making nature itself take altered, larger forms to fit the larger-than-life power of the dragons.
We had hoped to find shelter, hiding in the grass and rocks, but to no avail.
Greater Dragonkin, with massive wings and soul-piercing eyes, loom above us, flying from the furthest mountains of the most clandestine continents, heeding to the Dragon King's call. We must hurry to find him before he gathers his unstoppable army. Although some of the troops are wary to affiliate with unknown powers, we may need to utilize a mysterious tower resting among the rocks, which seems to tug at the very soul the more one stares at it...
Starting Gold: 1,800
Waves: 16
The level starts with a few Everdragons, followed by a few combinations of Everdragons and other enemies. Then, each other new enemy is introduced the same way and has a few combinations with other enemies. Once all of the new enemies are introduced, the following waves use them in as many combinations of other enemies as possible.
Returning Enemies: Dragonling, Drake, Hardscale, Thunderwyvern, Hydra
New Enemies: Everdragon, Goldwing, Black Angel Dragon, Archdragon
Everdragon
Crimson-scaled dragons with vibrant green eyes, flowing with life. Their fangs are especially sharp and their flames are a bright green.
Unyielding beasts of fang and flame, they have the potential to use their draconic powers to bring themselves back from death.
HP: 600/720/840
Melee: 26-34 Physical
* Takes a strong chomp out of foes every 1.75s
Armour: None
Magic Resistance: Medium (40%)
Speed: Medium
Gold: 15 per life
Lives: 1
*Revival
-Upon death, has a 33% chance of reviving with full health. Can repeat this up to 3 times. Gives gold each time.
* Firebreath
-(12s) Can spew green fire at range that deals 50 True Damage over 5 seconds. Moves at half speed while using this skill.
Strategy: Creating choke points close to the start of the map ensures that these enemies can be slain as soon as possible, preventing them from reviving close to the exit and leaking. Instakills from Golden Longbows make short work of them, but other, resistant enemies will make the tower a less worthwhile investment, forcing careful placement of the tower where it will use Crimson Sentence the most. Upgraded Barracks help to stall these monsters in groups, especially Forest Keepers who can throw spears at them while they move slower while breathing fire that the Forest Keepers can counter with Circle of Life.
Goldwing
Grand-sized dragons with dark gray scales, lined with brilliant gold. They have the most lucid golden orange and yellow fire bresth and eyes, lighting up a large area around them with their brightness.
Tough dragons with brilliant gold wings and firebreath, with a shine that blinds the eyes of the weak who cannot fathom the power of a truly grand dragon.
HP: 1,920/2,400/2,880
Melee: None
Ranged: 35-55 Fire
* As it flies over enemies, it breathes a blinding golden fire that scorches all beneath the Goldwing.
Armour: High (75%)
Speed: Slow
Gold: 120
Lives: 2
* Flying
* Can be toppled
- If dealt 300 damage within 4 seconds, the dragon falls and loses its physical resistance, laying, vulnerable, for 5 seconds before returning to the air.
Strategy: Burst damage is good for landing the dragon, but high DPS is needed to actually slay the beast. Highly durable and deadly to soldiers, they need magic damage to be toppled, but physical damage is more valuable against the other, magic resistant enemies. Therefore, Burst Arrows are good for getting them to the critical point while normal arrows deal the rest of the damage to the dragon. Hunter's Mark is especially useful against them, stunning them more quickly and multiplying the damage done wuile the Goldwing is stunned.
Black Angel Dragon
Black dragons with inky feathers. They have bright, soulless eyes as white as their feathers are black. They spew a putrid green fog that poisons foes with a chance to be white and petrify soldiers, instantly killing them.
Long ago, when the Dragon King made a deal with the God Umbra to be the most powerful dragon forever, his most loyal followers were sacrificed and became mutants, living in more pain than the petrified statues that come from their poisonous breath.
HP: 1,000/1,250/1,500
Melee: None
Ranged: 6-12
* Spews a poisonous fog over 2.5 seconds that inflicts Poison, dealing 3 damage per 1/3 second for 5 seconds.
Armour: None
Magic Resistance: High (85%)
Speed: Medium
Gold: 45
Lives: 3
* Flying
* Inflicts Poison
* Chance to petrify
- 10% chance with each attack to spew a white fog that turns soldiers to stone, leaving them incapacitated for 3 seconds before they shatter, starting their respawn timers.
Strategy: One of, if not the most, dangerous flying enemies, they will stop to poison soldiers, then fly past to let their enemies rot beneath them. Dealing damage with ranged attacks is unfeasible because they have so much health and enough speed to bypass most towers. Forest Keepers have a unique use against them because Circle of Life will protect them from poison, allowing them to block the enemies for slightly longer, as well as deal damage with their Silver Oak Spears. During this time, archers or mages can bombard the Black Angel Dragons to hopefully kill them.
Archdragon
Massive dragons, the size of Sarelgaz, they have the deepest red eyes, the longest wings, and the whitest, thickest scales of all dragonkin. Their fangs are like pillars, sharpened to cut atoms, with scales thick enough to resist the nuclear explosions. They are the only dragons to have pupils, which are black snake-like slits, always staring. Whenever they use their breath attacks, the edges of the screen darken, with the rest lighting up to match the color of their breath.
The most draconic of all dragons, the Archdragons are born from the Dragon King's eggs, blessed with fragments of a God's power, and only know the meaning of fear from when they see it in the eyes and feel it in the hearts of lesser creatures.
HP: 6,000/7,500/9,000
Melee: 180-240 Physical
* Raises its head, then takes a swift bite with its massive fangs every 3 seconds
Armour: Medium (33%)
Magic Resistance: Medium (33%)
Speed: Very Slow (Like a quarter-HP Twilight Golem)
Gold: 800
Lives: 20
* Not-so-mini-boss (immune to most afflictions)
* Draconic Magic
- The Archdragons can (and will) cast all manner of spells, controlling nature itself. Every 10 seconds, they have a 33% chance to decide to cast a spell. When casting a spell, they hold out their most visible hand, channeling energy into an orb floating above it. The color of the orb matches the spell. These spells include:
~Red: Summons pillars of fire from the ground, disentegrating soldiers underneath if not moved in time.
~White: Spreads ice in an AOE, freezing towers for 5 seconds. They can be freed by tapping on the crystal prisons around them.
~Purple: Summons a storm cloud that blocks the player's vision of the area and shortens the range of towers and ranged units by 33%. The otherwise permanent clouds can be tapped away.
~Yellow: Creates a bright light that heals nearby dragons (except minibosses) by 15% health.
~Blue: Silences nearb towers, making them unable to use magical abilities for 4 seconds.
* Flight
- After engaging in melee combat, Archdragons have a 10% chance to choose to fly for 1-3 seconds, moving at the same speed but without being able to attack.
* Elemental Breath
- Every 20 seconds, Archdragons can use fire, ice, earth, or wind breath on opponents, their eyes glowing a color to match the element before unleashing the atrack.
~Fire: Glows yellow orange, shooting a dark red with white hot centre flame that deals 100 fire damage down the lane with the same range as Plague Carriers.
~Ice: Glows bluish white, breathing ice towards towers, halving their attack speed for 5 seconds. Can be thawed early by tapping.
~Earth: Glows green and roars, causing the earth to shake and shatrer underneath towers, making them unable to attack or be upgraded for 3 seconds.
~Wind: Glows purple, breathing out dark grey wind that forms into a tornado, trapping barracks soldiers, reinforcements, and heroes inside, pushing them down the path, as well as drawing in projectiles and dealing damage to the units inside. Lasts for 3 seconds.
Strategy: ...Wrath of Elynie?
Level Features
1) Dragon Soul Harvester
A huge, dead-green structure with an oval base. It has 8 equidistant curved bone-like spikes that get taller as they get closer to the center. In the center, a large, cracked-open, green egg hovers, which floats slightly higher and glows greener as more souls float into it. The souls turn green and form into bits of shell that attach to the shattered egg until it becomes whole again. The curved spines glow brighter just like the egg as more souls are gathered.
An ancient device built by the old dragon worshippers to bring back their old master should he ever die, using the stolen souls of lesser dragons.
HP: 650
Regen: 36
Ranged: 20-59 True Damage
Armor: None
Attack Rate: Slow
Move Speed: Slow
Respawn: 30s (Souls cannot be gathered until 30s after Bonehart is slain)
Tower Range: Great
The Dragon Soul Harvester gathers souls from dragons slain in its range. When 600G worth of dragons have been gathered, the egg will rise up high and crack, hatching a vivid green soul into the sky. Bones will rise from the ground and form into a draconic body, with the deadly voice of Bonehart thundering, "Never laugh at undead dragons!" Slain dragons still give gold to the player; the gold is just how the souls' power is measured.
After spawning Bonehart, he has a rally point that spans across the entire map. 3 upgrades are available for the player's use. All upgrades are permanent, even if Bonehart dies and has to come back.
Soul Starved: (Innate) Enemies slain by Bonehart or in the range of the tower will heal Bonehart by a percentage of his health based on the percentage of their gold out of 600. So, an enemy that gives 60 gold is 10% of 600 gold, so Bonehart heals by 65 HP when the enemy dies by his attack or in the range of the Dragon Soul Harvester.
Death From Above: (250/250/250G) Necromantic magic forms around Boneharts wings as he unleahses a mighty flap that sends a shockwave of magic dealing 40/80/120 True Damage in a massive AOE and inflicting the plague.
Disheartening: (500/150/150G) Bonehart opens up his ribcage, draining 33% of his HP to deal 250/375/500 AOE True Damage and harnessing twice as much soul power from slain foes.
Black Plague: (200/150/150G) Bonehart inflicts an enemy with the Black Plague, causing it to suffer 12/18/24 True Damage per second for 6 seconds, receive 50% more damage from all sources, and explode for 135/180/225 AOE True Damage when slain. 12 second cooldown.
Bonehart has all of the same quotes that he uses in Frontiers.
2) Hero: Hiccup
A young adult with brown hair and a thin, tall build. He isn't very strong, but he has a black dragon with green that makes uo for that. His dragon, Toothless, always flies above him, adding damage with his ranged attack, and attracting other enemies' ranged attacks to him instead of at Hiccup.
Hiccup's stats:
HP: 450
Regen: 30
Melee: 19-25 Physical
- Slashes with a sword every second
Ranged: 19-25 Physical
- Shoots a crossbow from a long range every 1.5 seconds.
Armor: Medium (45%)
Speed: Average (Eridan)
Respawn: 20s
Toothless' stats:
Innate: Flying
HP: 600
Regen: 90
Ranged: 40-55 True AOE
- Shoots a purple bolt of plasma every 2 seconds
Armor: None (0%)
Speed: Fast (Bolts across the screen, about 150% Faustus' speed)
Respawn: 20s
Mount: 20 seconds after ending
Toothless flies down to the ground, allows Hiccup to climb on his back, and returns to the sky, making them a single unit with augmented stats and ability power. Lasts for 30 seconds.
Mounted stats:
Innate: Flying
HP: 900
Regen: 120
Ranged: 40-55 True AOE + 19-25 Physical
Toothless fires a plasma bolt every 2 seconds. Hiccup, independently of this, shoots from his crossbow every 1.5 seconds.
Armor: Medium (45%)
Speed: Fast
Respawn: 20s
Dragon Tamer: 28 seconds
Hiccup has a 33% chance to permanently convert a dragon, and a 50% chance when mounted. If it fails when mounted, Toothless shoots a plasma ball that deals 200 AOE true damage and stuns for 3 seconds. Converted dragons follow Toothless when he is moved, but may take time to catch up with him. Only uses the plasma ball if a dragon is currently converted.
Blast of Frailty: 24 seconds after finishing.
Toothless shoots a beam of plasma following a single target for 5 seconds, dealing 50 AOE True Damage per second. When mounted, the damage increases by 25 each consecutive second and enemies lose 10% of their damage and armor, as well as have 1 second added to their skill cooldowns each second.
3) The Dragon King's Fury
After each wave, there is a chance that the Dragon King will roar with unfathomable rage, slowly turning the screen dark red and causing every tower, troop, and enemy to be disintegrated completely. Double gold will be granted for each enemy killed.
Additionally, an insane merchant will appear, inviting the player to sell the towers to him before everything is destroyed.
"Doomsday is upon us! Sell all that you can; I will buy it all! You won't find a better offer anywhere else!"
Level 3
A graying landscape, reddened by the burning sky near the top of the mountain to the Dragon Throne. Corpses litter the floor, some forming large piles in single areas, all of which are burning with blue flames or show signs of an explosion having burned off parts of them. Smouldering craters from dragon breath also take up parts of the map, with limbs and other body parts left blown around them, freshly singed after an impact.
Achievements
Level 1
- Get Tat Pizza: Tats will walk by nonchalantly while eating a pizza. Tapping him 8 times will cause him to explode into cheese and pizza sauce.
- A Small Loan of a Million Towers: Sell 5,000 gold worth of towers to the Mad Merchant.