KRA Revival - Dwarf Campaign
Posted: Fri Feb 01, 2019 2:23 pm
by AerisDraco
Main Topic
Stage 1: Mines of Mirotehn
Stage 2: Port of Arethun
Stage 3: The Dragon's Spine
Stage 4: Goldtip Peaks
Stage 5: Datrun Taiga
Stage 6: The Crystal Fields
Stage 7: Hyporeal Glacier
Stage 8: The Frozen Lake
Stage 9: Icicle Path
Stage 10: Erebus
Stage 11: Broken Floes
Stage 12: Fog of Nightmares
Stage 13: Shadowrage
Stage 14: Shards of Power
Stage 15: Skyreach Tower
Stage 1: Mines of Mirotehn
- [+] SPOILER
- Comic Intro
Panel 1: "We, the Dwarves of the West, devote our lives to the earth."
*A great underground city of the Dwarves is shown.*
Panel 2: "Some mine the earth for its riches..."
*Dwarves deep in the mines are shown.*
Panel 3: "...while others experiment to better utilize it."
*A dwarven scientist is shown experimenting with crystals.*
Panel 4: "But sometimes, the earth fights back!"
*The shadows of stone giants are shown sneaking up on an unsuspecting miner.*
General!
You command a portion of the forces of the great Dwarven city of Mirotehn. We mine the riches deep beneath the mountains, and trade with our allies in the Elf-lands and Linirea. It has been a long time since any of us have gone to war, as most threats have been destroyed far before they reach the city. But now, our miners report that the earth itself has been working against them, many dying to severe cave-ins, and a string of suspicious disappearances deep in the mines. Only a few days prior did a lone survivor of an ambushed mining crew warn us that strange, rock-like creatures march toward us even now. We must defend the innocents, and destroy this ominous force!
Map:
Link: https://cdn.discordapp.com/attachments/ ... 50/D01.png
Unlocks
-Level I Archer: Salvo Turret
-Level I Barracks: Protector Barracks
-Level I Mage: Crystal Blaster
-Level I Artillery: Dwarven Cannon
New Enemies: Stalis, Coaler
Level Events
-Wave 2: Deploy Reinforcements
-Wave 4: Hero: Tihkinor, the Miner
-Wave 5: Hero Spell: Quarry
-Wave 6: Spell: Burner Beam
Burner Beam
This dwarven super-weapon uses the sun's power to unleash devastating blasts of light! (Cooldown: 80 seconds)
The usage on this is different from other spells. Instead of a tap and destruction, the beam follows your finger for 5 seconds, dealing a healthy amount of true damage per second. If you do nothing after tapping, it'll just stay in place.
Stalis
While appearing weak on the outside, this entity hardens its wet skin into hard armor.
HP: 75
Damage: 2-4 (Punches slowly, every 1.5 seconds.)
Armor: None
Speed: Medium
Lives Taken: 1
Abilities
-Dry: Gains 6% physical armor every 5 seconds, stacking up to 90%.
Death Animation: Dissolves into a pile of goo.
Appearance: A weak, mud-like enemy, with no discernible legs and arms to punch with. As it moves, its skin will harden into cracked clay armor. It has glowing red eyes.
Notes: For a starter enemy, it can be decently difficult to deal with. Mages are key.
Coaler
This small glowing rock burns with bright flame, dying to burn those who oppose it.
HP: 60
Damage: 5 AoE fire damage, per second for 5 seconds. Stacks. (Creates an aoe flame ring every second.)
Speed: Medium
Lives Taken: 1
Death Animation: The Coaler glows red, and the flame on its head burns blue as it burns to ashes.
Appearance: A small glowing lump of coal, with stubby legs, and a red flame mimicking hair on its head.
Notes: A wave of these can deal large amounts of damage to barracks, but will die easily to AoE towers.
Achievements
Fossil Fuel: Defeat 300 Coalers.
Stage 2: Port of Arethun
- [+] SPOILER
- We have chased the stone creatures from our mines, to the Port of Arethun. This port is where we recieved most of our trade, but as we emerge from the tunnel, we find that most of it has been burned, likely by the small coal-like creatures. A few merchant ships still prowl the waters, though their allegiance may be... questionable. However, upon exiting the mines, we were ambushed by the creatures! Defend the Chiefdom's lands from the Stone hordes!
Map:
Link: https://cdn.discordapp.com/attachments/ ... 42/D02.png
Level Features
Merchant Ship: On all even numbered waves, a merchant ship will sail to one of the docks, and for 40 gold you can buy cannonfire. (About 35-65 damage)
Unlocks
-Level II Archer: Barrage Turret
-Level II Barracks: Champion Barracks
-Level II Mage: Crystal Ray
-Level II Artillery: Dwarven Bazooka
Recurring Enemies: Stalis, Coaler
New Enemies: Quartzling, Obsidge
Level Events
-Wave 1: Temple Worship Tutorial
-Wave 3: God Spells
Worship
When tapped on, the Temple has an option to send a barracks unit to the temple, removing them from the map and granting worship points, based on various factors. These points work as experience for the active god. Powers are upgraded from the menu.
God Spell: Cetuda: Fissure (80 seconds)
Opens a small fissure, insta-killing a few ground enemies in the area.
God Spell: Zezzar: Sandstorm (80 seconds)
Creates a sandstorm at the target area, dealing light damage (50-100) and slowing enemies that enter the area for 75%. Lasts for 8 seconds.
Quartzling
This paradoxical hunk of crystal can not only float, but also fire shards of crystal at our men!
HP: 90
Damage: 5-8 (Fires shards of crystal every second.)
Speed: Medium
Lives Taken: 1
Abilities:
-Flying
Death Animation: Explodes in a shower of crystals.
Appearance: The quartzling is comprised mainly of clear crystal, with an orb at the center which glows with red light. A ring of sharp crystals orbit around it.
Notes: A weak flying enemy, but capable of attacking soldiers, and it comes quite frequently as air support.
Obsidge
Fast for a creature of stone, the Obsidge's sharp blades must be watched.
HP: 130
Damage: 6-9 (Stabs every 1.2 seconds.)
Magic Resist: 20%
Speed: Fast
Lives Taken: 1
Death Animation: Shatters like glass.
Appearance: A four legged creature of obsidian glass, the Obsidge runs quickly on four legs, before fighting on two.
Notes: Fast and slightly resistant, its damage may be troublesome.
Achievements
Strength of Arms: Kill 50 enemies with cannonfire..
Stage 3: The Dragon's Spine
- [+] SPOILER
- We have left Arethun, and begun to cross the Dragon's Spine to answer a distress call from miners in the Goldtip Peaks. It has been a long and hard crossing, for these islands were named the Dragon's Spine for a reason. While a naval crossing would be easier, many of our ships were burned, and these waters are unforgiving to all but the most powerful ships.
We still fight off Stone Giant attacks from all sides, but this site seems a good place to establish a chokepoint. If we succeed, we can drive the Giants back from our homeland!
Map:
Link: https://cdn.discordapp.com/attachments/ ... 39/D03.png
Unlocks
-Level III Archer: Fusillade Turret
-Level III Barracks: Guardian Barracks
-Level III Mage: Crystal Laser
-Level III Artillery: Dwarven Flak Gun
Recurring Enemies: Stalis, Coaler, Quartzling, Obsidge
New Enemies: Pummelice, Dustone
Pummelice
Harnessing magic, the Pummelice not only packs quite a punch, but the ability to fly!
HP: 280
Damage: 12-17 (Punches every 1.75 seconds)
Speed: Medium
Lives Taken: 1
Abilities
-Float: For every 20 magic damage taken, the Pummelice floats for 3 seconds, becoming a flying enemy. Automatically descends to fight barracks.
Death Animation: Falls to the ground.
Appearance: A large humanoid, with lots of pores. Its eyes are dark red, and its pores will glow white when floating.
Notes: Barracks are a necessity, and archers are preferable.
Dustone
An odd creature made of compacted sand, it somehow shrugs off most blows thrown at it.
HP: 530
Damage: 2-10 (Punches every second)
Speed: Slow
Lives Taken: 2
Abilities
-Cloudform: Scatters into dust upon taking a hit, lasting for 1.5 seconds. Invulnerable while in effect, can still move. Cannot use while in combat.
Death Animation: Scatters to the wind.
Appearance: A giant misshapen blob of sand with eyes.
Notes: Barracks are crucial, but failing that, high-level mages may do the trick.
Achievements
Sand Castles: Kill 150 Dustones.
Watch Your Step: Kill 100 enemies on a bridge on Stage 3.
Stage 4: Goldtip Peaks
- [+] SPOILER
- After the hard battle on the Spine, we have come to the Goldtip Peaks. As implied by the name, many a dwarf mines gold here to fund the Chiefdom. However, much of the gold had either been stolen by the giants or others seeking to profit. These are our mines, General, and we must defend them.
To aid us, we have hired the Deepearth Miners, a specialized group of dwarves who spend almost their entire lives deep underground, mining the mineral deepstone, which has special, anti-magic properties.
Map:
Link: https://cdn.discordapp.com/attachments/ ... 65/D04.png
Level Features
Gold Vein: Tap to gain 75 gold.
Rock Pillar: Blocks vision.
Unlocks
-Level IV Barracks: Deepearth Miners
Recurring Enemies: Stalis, Coaler, Quartzling, Obsidge, Pummelice, Dustone
New Enemies: Fusione, Bandefen
Fusione
This giant will combine itself with pieces of old giants, creating a new monster capable of using the powers of both.
HP: 670
Damage: 20-30 (Punches every 2.25 seconds)
Speed: Slow
Lives Taken: 3
Abilities
-Conglomerate: Absorb 40% of the damage of fallen Stone Giants, their armor/magic resist, and their special abilties. Stacks indefinetely.
Death Animation: Falls apart into its components, releasing a white orb.
Appearance: Starts as a blobby humanoid, but steadily becomes larger and more sturdy, similar to an abomination.
Notes: Can be very dangerous when stacked.
Bandefen
Dangerous creatures with alternating layers of rocky armor.
HP: 420
Damage: 10-15 (Punches every second)
Magic Resist/Armor: Varies
Speed: Slow
Lives Taken: 1
Abilities
-Alternate: Has alternating layers of armor and magic resistance. Starts at 70% armor, after 70 HP is lost, changes to 60% magic resist. After the next 70 HP, changes to 50% armor, and so on and so forth. Increases speed as this occurs.
Death Animation: Layers crack off, before declining into nothing.
Appearance: Humanoid, with banded layers of rocky skin. Dark rock is armor, light rock is magic resistance.
Notes: Forces an alternating tower composition.
Achievements
Come On and Slam!: Stun 100 enemies with Quake. {Reward: Increases damage to 175.}
Punch Clock: Silence 100 enemies with Silencing Blow. {Reward: CD reduced to 10 seconds.}
A Cheap Tactic: Defeat 50 Fusiones before they can Conglomerate.
Shiny!: Mine all the Gold Veins.
Stage 5: Datrun Taiga
- [+] SPOILER
- The giants have been driven from our lands, and our scientists having begun tracing their unique biological signals northwards. However, to get there, we must cross the frigid permafrost of the Datrun Taiga. At the very least, we are glad the summer has come, so perhaps it won't be as cold.
While most of our labs remain in ruins, we can rely on the frontiersmen of this area to assist us in this endeavor. Though their technology is lacking, their accuracy is unmatched.
Map:
Link: https://cdn.discordapp.com/attachments/ ... 05/D05.png
Unlocks
-Level IV Archer: Arquebusiers
Recurring Enemies: Stalis, Coaler, Quartzling, Obsidge, Pummelice, Dustone, Fusione, Bandefen
New Enemies: Natrum
Natrum
Dangerous, salty creatures that can create poisonous gas.
HP: 350
Damage: 1-5 (Sprays an aoe gas cloud every 1.5 seconds)
Magic Resist: 30%
Speed: Medium
Lives Taken: 2
Abilities
-Reaction: Attacks poison for 10 d/s for 3 seconds, and cause explosions dealing 25-75 aoe damage on death from poison or Natrum attacks.
Death Animation: Breaks into fine salt.
Appearance: An assemblage of salt cubes roughly resembling a humanoid.
Notes: Annoying attack.
Achievements
Light Brigade: Kill 250 fast enemies with Arquebusiers. {Reward: +30% damage per speed tier, to a max of 72-96.}
Great Wall: Block 5000 damage with Barricades. {Reward: Barricades gain 40% armor.}
Barrel Roll: Find the fox, toad, rabbit, and falcon.
Salty: Kill 300 Natrums.
Stage 6: The Crystal Fields
- [+] SPOILER
- We have arrived at a depression in the tundra, filled with many crystals of various shapes, sizes, and colors. Each seems to give off a natural resonance, which unfortunately interferes with our equipment to detect the Stone Giants. In the small periods which the devices do work, they indicate a massive force of Stone Giants gathering at the periphery, an ill omen indeed.
However, our engineers have found a way to use the crystals found around the temple to create a powerful weapon known as the CARVR. Perhaps its capabilities will be enough to turn the tide.
Map:
Link: https://cdn.discordapp.com/attachments/ ... 97/D06.png
Level Features
When damage is dealt near the crystals, they create special effects. Activates for every 1K damage dealt near a crystal. All crystals prefer areas with high concentrations of units.
Blue: Freezes up to 10 nearby units for 3 seconds, with a 10% chance to kill when unfrozen.
Yellow: Shoots a lightning bolt that chains between up to 10 units, dealing 30 true damage to each.
Red: Creates a wall of flame, which burns up to 10 units that stand in it, for 20 dps for 5 seconds.
Unlocks
-Level IV Mage: C.A.R.V.R.
Recurring Enemies: Stalis, Coaler, Quartzling, Obsidge, Pummelice, Dustone, Fusione, Bandefen, Natrum
Level Events
Boss Wave
After defeating wave 15, the diamond crystal near the top of the screen will glow, before shattering, unveiling Diamanthus, the first boss. Diamanthus walks toward the southwesterly exit.
Diamanthus
A being of pure diamond, of incredible resilience. Shiny!
HP: 7500
Damage: 40-60 (Blasts with AoE eye beams, every second.)
Armor: 50%
Speed: Slow
Lives Taken: 20
Abilities
-Refraction: For every 5 points of magic damage taken, add +1 damage to Diamanthus' next attack.
-Absorption: Absorbs the crystals on the track as it passes, adding three new abilities:
-AoE flame stomp. Deals 10 d/s for 10 seconds. 10 second CD.
-AoE tower freeze. Freezes nearby towers for 3.5 seconds. 14 second cd.
-Single target lightning bolt, prioritizes heroes. 100-250 damage, 12 seconds.
Death Animation: Shatters, leaving a single, large white diamond.
Appearance: A massive diamond being, somewhat like Durax. Diamanthus has three eyes, one blue, one red, one yellow.
Notes: The boss poses a danger in the sense that it can quickly stack damage from taking magic hits, which are the only things that pierce its armor.
Achievements
SABR: Kill 100 enemies with all 3 CARVR beams. {Reward: +15 damage per add. beam focused on an enemy.}
Void Lens: Hit 50 enemies with a single Prismatic Lance. {Reward: Prismatic Lance now has infinite range.}
Thunder, Ice, and Fire: Lose 100 units to the Crystals.
Girl's Best Friend: Defeat Diamanthus.
Stage 7: Hyporeal Glacier
- [+] SPOILER
- Comic Intro
Panel 1: "The Hyporeal Glacier..."
*A dwarven expedition is shown, heading out on to the ice.*
Panel 2: "...better known as the Ice Wastes, or the Land of the Lost."
*A wide shot of the massive ice plain.*
Panel 3: "A chill wind sweeps over the land..."
*Two dwarves bundle up their winter gear.*
Panel 4: "...and who knows what it brings."
*A sword descends on the dwarves, and they see themselves in the blade the instant before it strikes.*
Ice. Ice. And more ice.
This can only describe one thing, the massive Hyporeal Ice Sheet, stretching over countless meters. The sheet is massive, and though we know that Linirea lies eastwards, none of the exploration parties we have sent over the sheet have returned. It is possible that they were trapped in a blizzard, or perhaps more sinister forces are at play. Despite this, we must brave the cold, as it holds mysteries for us to uncover, and in the process, we might be able to protect our homeland.
On the bright side, we have begun to receive our materials through tunnels from the capital, as an overland or sea voyage would be too costly. The machines used to dig these tunnels could be easily "appropriated" for war, though...
Map:
Link: https://cdn.discordapp.com/attachments/ ... 21/D07.png
Level Features
Frost Geyser: Erupts occasionally, freezing soldiers for 2 seconds and creating a patch of ice, which lasts for 10 seconds.
Unlocks
-Level IV Artillery: S.P.A.D.E.
Recurring Enemies: Natrum
New Enemies: Frosteel, Drifter, Frostborn
Frosteel
Nimble yet powerful, each Frosteel has an icy skin as hard as steel.
HP: 325
Damage: 10-25 (Slashes with a sharp arm, every 1.2 seconds.)
Armor: 25%
Speed: Medium
Lives Taken: 1
Abilities
-Skate: Becomes fast and unblockable when on an Ice Patch.
Death Animation: Melts.
Appearance: A humanoid ice creature with sharp pointy feet and arms. Dark blue eyes.
Notes:
Drifter
Phantoms of those lost on the ice, Drifters inflict a chilling touch.
HP: 150
Damage: None.
Speed: Fast
Lives Taken: 1
Abilities
-Lost Soul: Unblockable. Soldiers touched lose a permanent 10% armor. Stacks.
-Ice Body: Gains 80% armor on Ice Patches.
Death Animation: Disappears in a wisp of frosty smoke.
Appearance: A wispy spirit with bright blue eyes and a trail in place of legs. Hovers slighly above the ground.
Notes: Can lead to some issues when you need your barracks to be durable, but otherwise not really an issue.
Frostborn
Twisted skeletons of those lost on the ice, they seek to consume, to restore their broken souls.
HP: 250
Damage: 15-20 (Stabs every second.)
Speed: Medium
Lives Taken: 1
Abilities
-Soul Lost: Soldiers in combat with a Frostborn lose 6.25% max HP per second, and the Frostborn heals for that amount.
-Ice Body: Gains 60% magic resist on Ice Patches.
Death Animation: Breaks into shards.
Appearance: A stout ice creature, with an inverse color scheme to the Drifter (light eyes and dark ice body). Carries an icy sword.
Notes: Very dangerous to barracks, but otherwise not too much of an issue.
Achievements
Trap Card: Kill 200 enemies with Buster Drill. {Reward: Buster Drill IK time is increased to 3 seconds.}
Metro: Dig 250 tunnels with Tunnel Probe. {Reward: Barracks instantly respawn when taken by Tunnel Probe.}
Don Penguini: Find the Kingpen.
Jon Snow: Kill 1000 Ice enemies.
On Thin Ice: Have 200 soldiers frozen by Frost Geyser eruptions.
Stage 8: The Frozen Lake
- [+] SPOILER
- We have trekked further through this desolate wasteland, and found what appears to be a lake, frozen over in the harsh cold. While it provides little to us, the area around it may be used as a chokepoint against these hideous ice creatures, especially now that the research industries in Mirotehn are back online, ready to supply us with automated Sentry Turrets. Furthermore, the ice of the lake has odd properties, which our engineers believe could be useful in weapons manufacturing.
Though the lake is frozen, our scanners indicate something is alive, underneath all the ice. How something could survive below the ice, we do not know, but we intend to find out.
Map:
Link: https://cdn.discordapp.com/attachments/ ... 34/D08.png
Level Features
Dragon Egg: Hatched by firing a Burner Beam at it. The ice on the lake above it is clearer than the rest of the lake. (Couldn't quite play with transparency)
Once hatched, the dragon acts as a secondary hero. It can grow up to Level 3, gaining abilities KR-style.
HP: 40 (+40) [120]
Melee Damage: 6-13/NA/NA (Hits with talons every second)
Ranged Damage: NA/14-21/22-29 (Fires a small ball of water magic every second)
Magic Resist: 40%
Respawn: 15 seconds
At level 2, it gains the ability to fly and its ranged attack.
At level 3, it gains the Hydro Tail ability:
Hydro Tail lengthens the dragonling's tail with water, and the dragonling will then spin to swipe it along the ground at enemies, to deal 40-60 magical damage. Cooldown: 6 seconds.
Unlocks
-Level IV Archer: Sentry Turret
-Level IV Mage: Freeze Ray
Recurring Enemies: Natrum, Frosteel, Drifter, Frostborn
New Enemies: Hyporus, Flake
Hyporus
This monstrosity can turn our own soldiers into beings of ice, and send them against us!
HP: 700
Damage: 30-60 (Slashes every second. Stabs on a finishing blow.)
Speed: Slow
Lives Taken: 2
Abilities
-Frost Explosion: Creates a short-lived frost patch on death. Lasts 6 seconds.
-Hypothermia: When a Hyporus kills a unit, it spawns a Frostborn and a Drifter. Each has additional HP equivalent to 50% of the killed unit's total.
Death Animation: Shatters.
Appearance: A humanoid ice-crystal being, with a large armblade, like Durax's. Essentially a larger Frosteel, with red eyes.
Notes: While not especially strong on its own, a Hyporus has the potential to quickly spawn large enemy forces deep in your lines, so keeping it away from Barracks is essential.
Flake
Tiny living snowflakes that freeze foes in their tracks.
HP: 125
Damage: None.
Magic Resist: 40%
Speed: Fast
Lives Taken: 1
Abilities
-Flying
-Freezing Rain: Freezes a single soldier for 0.75 seconds every 1.5 seconds.
Death Animation: Shatters into diamond dust.
Appearance: A snowflake with glowing red eyes, like Cryogonal.
Notes: Weak on its own, but like the Screecher Bat, painful en masse.
Achievements
Bullet Hail: Kill 150 enemies with Bullet Storm. {Reward: Bullet Storm fires 30 bullets.}
2fast4u: Have a Sentry retarget 5 times in a row without firing. {Reward: Targeting time reduced to 0.75 seconds.}
Deep Freeze: Freeze 500 enemies with the Freeze Ray. {Reward: Freeze slows by 50% for 2 seconds upon conclusion of the freeze effect.}
Optometrist: Boost 1000 mage attacks with Focus Lens. {Reward: Attacks fired using a Focus Lens deal +25% damage.}
How To Train Your Dragon: Hatch a dragon.
Stage 9: Icicle Path
- [+] SPOILER
- In desperate need of shelter from the bitter cold, we have taken refuge in a network of caves under the icesheet, which our troops have begun to call the Icicle Path, so named for the massive amounts of icicles hanging from the roofs of the caverns. Even though the wind no longers hits us, it is still bitter cold, and the enemy keeps making it more cold.
Luckily for us, the Capital has sent us a package full of technology which could help us fend off the enemies, though they may not be able to keep us warm.
Map:
Link: https://cdn.discordapp.com/attachments/ ... 42/D09.png
Level Features
Dragon Nest: If the Dragon was unlocked on Stage 8, it roosts here.
The Dragon now starts at L3, going up to L6. At L4, it unlocks the Hurricane passive, creating a blanket of storms around the Dragonling, deflecting 20% of ranged projectiles. At L5, Hydro Tail does 60-80 AoE damage.
Icicle: If an allied unit is moved under it, an icicle drops after 1 second, dealing 20-50 AoE physical damage. Icicles respawn every 15 seconds. Max 5 at one cluster.
Unlocks
-Level IV Barracks: Drone Lab
Recurring Enemies: Frosteel, Hyporus, Frostborn, Drifter, Flake
New Enemies: Chiller, Glaislide
Chiller
A mage with a heart of ice, manipulating it against us.
HP: 1000
Damage: 35-65 (Casts an icy blast from its hands every 1.5 seconds)
Speed: Slow
Lives Taken: 2
Abilities
-Frost Explosion: Creates a short-lived frost patch on death. Lasts 6 seconds.
-Breath of Frost: Freezes a tower for 3 seconds. Doesn't work on Freeze Rays. 12 second CD.
-Snap Freeze: Creates a 4-second Ice Patch. 10 second CD.
Death Animation: Shatters, releasing an orb of white light.
Appearance: A humanoid ice-crystal being, with a cloak made of snow, and glowing red eyes.
Notes: A pretty strong mage, with a plethora of abilities. Even though the Freeze Ray avoids the tower stall, it still can't deal much damage. Snap Freeze can be deadly near chokepoints or exits.
Glaislide
Big, slow-moving creatures with a penchant for sledding.
HP: 1800
Damage: 10-20 (Spits an ice ball, freezing a soldier for 1 second.)
Magic Resist: 60%
Speed: Slow
Lives Taken: 4
Abilities
-Slide: When it encounters an Ice Patch, it begins to boost speed by 25% every second. If it reaches a Fast speed, it will crush any non-flying units it hits.
Death Animation: Shatters in large chunks.
Appearance: A large glacier, with stubby legs and black-ice eyes.
Notes: Slide can be annoying if leveraged, but otherwise its just big and tanky.
Achievements
Emancipation: Kill 100 enemies with Upload. {Reward: Damage buff per level increased to +20%.}
Jacked Bots: Have 3 Drone Labs with Laser Batteries fully upgraded. {Reward: +10 HP and +1,+1 damage for Drones.}
Power of Icecrown: Find a cursed sword.
Chiller Night: Defeat 50 Chillers before they use their spells.
Glacial Melt: Defeat 100 Glaislides before they slide.
Death From Above: Lose 100 units to the Icicles.
Stage 10: Erebus
- [+] SPOILER
- Emerging from the icy tunnels, we've come across what appears to be an active volcano, against all reason. Indeed, not just active, but erupting!
One of our engineers has expertise in geology, and has volunteered to assist us in combating the possible effects of ash flows and what not.
In addition, Mirotehn has sent a crown jewel of our defensive arsenal - the Missile Battery. Its auto-acquiring properties will surely help us in the ash clouds from the icy mountain.
Map:
Link: https://cdn.discordapp.com/attachments/ ... 30/D10.png
Level Features
Dragon Nest: If the Dragon was unlocked on Stage 8, it roosts here.
The Dragon now starts at L6, going up to L10. At L7, Hurricane deflects 40% of ranged projectiles. At L8, Hydro Tail does 80-100 AoE damage. At L10, Hurricane deflects 60% of ranged projectiles.
Ash Clouds: Every few waves, a massive ash flow will cover the screen, reducing range by two levels, attack speed by 50%, and instant-killing soldiers.
Seismographer: Buy upgrades at the Seismic Lab to lower the effects of Ash Clouds.
Unlocks
-Level IV Artillery: Missile Battery
Recurring Enemies: Frosteel, Hyporus, Frostborn, Drifter, Flake, Chiller, Glaislide
New Enemies: Frostfyre, Blizzion
Frostfyre
Almost a living mortar, the Icefyre manipulates freezing cold gas into mortar projectiles to fire at our men!
HP: 1250
Damage: 60-100 AoE ranged, 40-70 melee (Fires a bolt of ice every 2 seconds or stabs every second.)
Armor: 40%
Speed: Slow
Lives Taken: 3
Abilities
-Frostfyre: Ranged attacks deal 10 dps for 2 seconds.
-Frost Explosion: Creates a short-lived frost patch on death. Lasts 6 seconds.
-Skate: Becomes fast and unblockable when on an Ice Patch.
Death Animation: Shatters.
Appearance: Still of the living mortar design, it now drags the mortar behind it, with desiccated back legs and two powerful forward claws.
Notes: Frostfyre can be a real pain, freezing things and dealing high amounts of damage. Otherwise, a magical beating can work well.
Blizzion
A living storm cloud, dark and foreboding. It takes delight in torturing those below.
HP: 2000
Damage: None
Speed: Slow
Lives Taken: 3
Abilities
-Flying
-Freezing Rain: Freezes a single soldier for 3 seconds every 1.5 seconds. Deals 50 damage upon ending.
-Sleet: Deals 10 dps to soldiers beneath it. Will not move beyond barracks until all are dead.
Death Animation: The storm dissapates.
Appearance: An angry storm cloud. What more description is necessary?
Notes: Missile Batteries are much recommended, as Lock-On is incredibly strong against these guys.
Achievements
Missile Command: Have 6 Missile Batteries at once. {Reward: Reduces cost to 360.}
Darken The Skies: Have 60 missiles airborne at any one time. {Reward: Swarmer Missile splits into 25 missiles.}
Pompeii: Have 12 towers hit by the Ash Cloud.
Stage 11: Broken Floes
- [+] SPOILER
- Somehow, our travels have taken us to the edge of the ice sheet, where massive bergs of ice cleave off the greater mass of the glacier, before floating off to the southern seas. It is dangerous to fight here, yet the ice creatures have begun to engage us in combat.
Our meteorologists report that a storm seems to be brewing, of a size never before seen...
Map:
Link: https://cdn.discordapp.com/attachments/ ... 55/D11.png
Recurring Enemies: Frosteel, Hyporus, Frostborn, Drifter, Flake, Chiller, Glaislide, Frostfyre, Blizzion
Level Events
Boss Wave
The Scourgesleet emerges from the northeast corner of the map, traveling towards the southwestern exit.
Scourgesleet
A winter storm of epic porportions, and there is no eye to this storm.
HP: 10000
Damage: None
Speed: Slow
Lives Taken: 20
Abilities
-Flying
-Sleet: Deals 25 dps to soldiers beneath it. Will not move beyond barracks until all are dead.
-Nucleic Creation: Spawns Frosteel every few seconds.
-Ice Cyclone: Creates small tornadoes that freeze soldiers for 5 seconds. 10 second CD. Each lasts for 5 seconds.
Death Animation: The storm blankets the whole screen, before dissapating.
Appearance: A massive storm cloud the width of the path, with icy shards orbiting its sides and a "crown" of the shards on its head.
Notes: Again, Missile Batteries are the best counter.
Achievements
Snow Day: Defeat the Scourgesleet.
Swimmin': Find a narwhal.
Stage 12: Fog of Nightmares
- [+] SPOILER
- Comic Intro
Panel 1: "Our adventure has led us to an unknown land..."
*Dwarves step onto the shore, confused at how they sink a few centimeters into the ground.*
Panel 2: "A land of promise, and a land of ruin."
*An expedition is shown, investigating ruined structures.*
Panel 3: "May our gods protect us..."
*A scared party of dwarves is shown, trembling.*
Panel 4: "For this may be our greatest challenge yet!"
*Shadowed eyes are visible in the thick purple fog.*
We have recieved a distress call from the Elves and Linireans! They request our aid in exploring a newly-discovered island to the south, which seems to be covered in a deep fog. What nightmares may lurk within we cannot be sure, and of course it would be a show of good will to aid them.
The troops that were first to land report that the very ground beneath their feet is... strange. As if walking through shallow water, if that is at all possible. However, they also report that shadowed figures surround us on all sides. But we've come too far to turn back now. We must defend the landing site!
Map:
Link: https://cdn.discordapp.com/attachments/ ... /D12-F.png
Level Features
The Fog: Obstructs vision.
Lanterns: Buy for 75 gold to extend vision through the fog.
Link: https://cdn.discordapp.com/attachments/ ... 29/D12.png
New Enemies: Firebreather, Shadestrider, Shadwarf, Acilrog
Firebreather
A Balrog with impressive control over fire.
HP: 750
Damage: 5-15 (Punches with a fiery fist, every second.)
Speed: Medium
Lives Taken: 2
Abilities
-Burn: Attacks inflict a burn for 5 seconds at 10 d/s.
-Blazing Inferno: Surrounds itself with an inferno, burning all nearby enemies. Permanently gains 10 armor for every enemy burned, up to 90%. 15 second CD.
Death Animation: Explodes, releasing an orb of white light.
Appearance: A medium sized Balrog, with a dark, rocky skin. Cracks with bright red lava are visible on its body, like a magma elemental.
Notes: Can get relatively tanky.
Shadestrider
Walking on a different plane, these dangerous Balrogs can bypass our defenses.
HP: 1050
Damage: 20-40 (Strikes with a black sword, every 1.4 seconds.)
Speed: Medium
Lives Taken: 2
Abilities
-Shadow Walk: Disappears into a shadow realm, bypassing soldiers and boosting speed to fast. Lasts 5 seconds, visible as a shadow on the ground. 15s CD.
-Shadow Armor: Gains 25% magic resist each time it exits Shadow Walk.
Death Animation: Explodes in black smoke, releasing a white orb.
Appearance: Another medium size Balrog, also with dark skin. However, its skin cracks are of a bright green, as are its eyes. It carries a black sword.
Notes: The stacking magic resist and the barracks ignore can be annoying, necessitating archers.
Shadwarf
A fog-spawned copy of our soldiers, its very existence is an omen.
HP: 250
Damage: 7-12 (Smashes with a hammer every 0.7 seconds.)
Speed: Medium
Armor: 60%
Lives Taken: 1
Abilities
-Shadow Fissure: Smashes the ground, opening up a fissure, which stuns barracks for 1 second and deals 150 physical damage. 10 second CD.
-Shadow Explosion: Explodes on death for 150 AoE damage.
Death Animation: Breaks into shards.
Appearance: A dark copy of a Deepstone Miner, with red eyes and a hammer. Their body is formed of a black fog.
Notes: Not an extreme issue, but annoying en-masse.
Acilrog
Balrogs which fire acid balls at our men, corrupting them into Shadwarfs.
HP: 900
Damage: 30-40 (Fires an acid ball every 1.5 seconds.)
Speed: Slow
Lives Taken: 2
Abilities
-Acid Armor: Grants 1% armor for every 5 damage dealt, including poison.
-Acidic Conversion: Poisons barracks at 5 d/s for 5 seconds, turning them into Shadwarfs if they die.
Death Animation: Dissolves, releasing a ball of white light.
Appearance: Like the other Balrogs, it has black, rocky skin. It has dull orange skin cracks, and bright red eyes.
Notes: Like the Dark Spitter, but more annoying.
Achievements
Armor Up: Defeat 500 Balrogs before they boost armor.
Shadowstopper: Defeat 100 Shadestriders before they Shadow Walk.
Light Up The Night: Light all lanterns on Stages 12-14.
Stage 13: Shadowrage
- [+] SPOILER
- It seems that our old enemies, the Balrogs, have returned once again. They once destroyed the dwarves residing on the Elven continent, and have always troubled us. Their mastery of shadow magic is very effective deep within our mines. Their rage is legendary, and its very mention strikes fear into the hearts of our men.
Additionally, our historians have discovered that, the Island's odd traits make it bear remarkable similarities to Isle of Zaagwen, which sank below the waves long ago. However, remnants of the grand civilization that once ruled these lands are discovered occasionally on the shores of our lands, indicating a catastophe may have destroyed them. Whatever tragedy befell them, may soon strike us, so be wary, General.
Map:
Link: https://cdn.discordapp.com/attachments/ ... /D13-F.png
Level Features
The Fog: Obstructs vision.
Lanterns: Buy for 75 gold to extend vision through the fog.
Link: https://cdn.discordapp.com/attachments/ ... 16/D13.png
Recurring Enemies: Firebreather, Shadestrider, Shadwarf, Acilrog
New Enemies: Mistweaver, Maiar
Mistweaver
Using a special fog, Mistweavers obstruct our operations and aid their allies.
HP: 1200
Damage: 10-20 (Hits every 0.5 seconds in melee)
Magic Resist: 50%
Speed: Medium
Lives Taken: 2
Abilities
-Mist Creates a fog on the path, which obstructs vision and heals allies inside for 15 HP/s. Lasts 10 seconds. CD 10 seconds.
-Resist Enemies gain 2% armor and magic resist for every second spent in a mist cloud.
Death Animation: Decays into mist, releasing an orb of white light.
Appearance: A Balrog with bright white skin cracks and cloud of mist surrounding it.
Notes: Like all proper Balrogs, the Mistweaver can boost magic resistance/armor. However, its mist is especially dangerous, since it benefits multiple enemies at once.
Maiar
Winged Balrogs, they cast shadows upon us from the sky.
HP: 800
Damage: None
Speed: Medium
Lives Taken: 2
Abilities
-Flying
-Darkened Light: Pauses, before creating 3 rings of blackness on the ground around it, in a target shape. Each ring stuns towers hit for 2/4/6 seconds, depending on the distance from the center. Boosts magic resist by 20% for each tower hit. CD: 12 seconds
Death Animation: Releases a pulse of black light before exploding, and then releasing an orb of white light.
Appearance: Flying Balrog, with feathery wings. Blue skin cracks and white eyes.
Notes: Darkened Light is a very dangerous if the Maiar manages to successfully use it, and as such, long-ranged snipers like the Arquebusier are a good counter.
Achievements
Thud!: Find an ill omen.
Stage 14: Shards of Power
- [+] SPOILER
- It is a dark day, General. Our scouting parties report two massive golden pedestals ahead, with a single gem floating atop each. Furthermore, each is surrounded by a nimbus of crystal shards, which seem to draw power from the gems. Our priests have begun to sense odd energies in the air around them, energies similar to those they themselves harness. The thought that our enemies may have access to the power of our gods is troublesome, to say the least.
The fog has begun to clear a tad as we head further inland, but the enemy attacks have only strengthened. Assaulted from all sides, morale has dropped to an all-time low. Despite this, we must prevail, for our allies and homeland are counting upon us, and thus our enemies shall fall before our hammers!
Map:
Link: https://cdn.discordapp.com/attachments/ ... /D14-F.png
Level Features
The Fog: Obstructs vision.
Lanterns: Buy for 75 gold to extend vision through the fog.
Link: https://cdn.discordapp.com/attachments/ ... 31/D14.png
Recurring Enemies: Firebreather, Shadestrider, Shadwarf, "Spitter", Mistweaver, Maiar
New Enemies: Lesser, Transcendant
Lesser
A Lesser Transcendant, it acts as a beacon to draw other Transcendants to this world.
HP: 900
Damage: 5-15 (Slashes every 0.25 seconds.)
Speed: Fast
Lives Taken: 3
Abilities
-Beacon: Boosts nearby Transcendants' speed to Fast for 4 seconds on death.
-Anchor: Heals nearby Transcendants for 500 HP on death.
-Transcend: Spawns automatically when a Firebreather, Acilrog, or Maiar is killed.
Death Animation: White light erupts from its chest, before exploding, leaving a pile of green goo.
Appearance: A blobby humanoid of white light, with black eyes. It has a number of rainbow shards sticking out of its back and acting as claws.
Notes: It all comes full circle.
Transcendant
Ascended creatures of a higher plane. While powerful, their anchor to this plane is not complete, and thus they are not at full power.
HP: 1800
Damage: 50-70 melee (Slashes with its sword every second); 100-150 ranged (Fires a single bolt of AoE true damage before entering melee)
Magic Resist: 100%
Speed: Slow
Lives Taken: 5
Abilities
-Unanchored: Starts at a magic immunity, losing 1.25% magic resist per 1% HP lost, and gaining 1.25% armor at the same rate.
-Psi Explosion: Explodes for 300 damage on death. Disables nearby special abilities for 3 seconds.
-Transcend: Spawns automatically when a Shadestrider or Mistweaver is killed.
Death Animation: White light erupts from its chest, before exploding, leaving a pile of green goo.
Appearance: A sharp angled humanoid of white light and with black eyes. It carries a sword of rainbow shards.
Notes: Both the Transcendant and the Lesser are incredibly dangerous enemies. Beginning with Transcend, more often that not, they spawn at the end of the track, and, when the faster Lessers are killed, the Transcendants gain the speed and heal, making them even more threatening. Of course, the Unanchored ability also means you need a varied defense, lowering the effective possible DPS.
Achievements
Plane of Mind: Kill 500 Lessers or Transcendants.
Stage 15: Skyreach Tower
- [+] SPOILER
- We have come to the edge of the fog, only to find a massive shimmering tower reaching high into the heavens. The tower thrums with power, though of so many types that we cannot determine a single source. The ground quakes and glows, while the air has a constant haze to it. Whatever occult magics or technology are at the root of the tower, they pose a significant threat. The Transcendants gather at the base of the tower, and it appears as though their leaders have come to taunt us.
However, all is not lost, as we have encountered expeditions from the Elves and Humans, who promise to aid us in the conflict to come. Surely it will be written in the sagas as one of the greatest battles.
For the Chiefdom!
Map:
Link: https://cdn.discordapp.com/attachments/ ... 74/D15.png
Level Features
Allied Strategic Points: Towers placed on these points correspond to towers from the other races' tower sets. Left is Elven Towers, right is Human Towers.
Ruin Rifts: Any unit that stands atop these rifts takes 5 d/s, increasing up to 20 d/s the closer they are to the center.
Recurring Enemies: Firebreather, Shadestrider, Shadwarf, "Spitter", Mistweaver, Maiar, Lesser, Transcendant
Level Events
Boss Wave
The main leader, Qagejos, leaves their taunting point, before arriving on the telepad at the base of the tower. It starts to walk toward the southern exit, while the other two leaders emerge from the entrances, heading for the nearest exit.
Qagejos
Master of the Transcendants, who wields a giant hammer.
HP: 2000
Damage: 100-150 (Hits with hammer every second)
Armor: 80%
Speed: Slow
Lives Taken: 20
Abilities
-Stormhammer: Calls down a lightning bolt, which strikes the hammer, reflecting and then hitting every close unit for 150 true damage.
-Quakehammer: Shakes the earth, reducing the range and attack speed of nearby towers by one level. Lasts 5 seconds.
Both abilities have a 10 sec CD.
Death Animation: Delivers a death quote before exploding into green goo, but also releasing a red orb.
Appearance: A large Transcendant, with bright red eyes and shards. A crystalline hammer is its main weapon.
Notes: Weak to mages, but beware of Quakehammer, especially when using short-range towers.
Xurakes
A leader of the Transcendants, who wields a magical staff.
HP: 2000
Damage: 100-150 (Hits with staff every second)
Magic Resist: 80%
Speed: Slow
Lives Taken: 20
Abilities
-Staff of Life: Drains 75 life from soldiers to heal all nearby enemies.
-Staff of Silence: Silences nearby towers for 5 seconds.
Both abilities have a 10 sec CD.
Death Animation: Delivers a death quote before exploding into green goo, but also releasing a green orb.
Appearance: A large Transcendant, with bright green eyes and shards. A crystalline staff is its main weapon.
Notes: Weak to archers and artillery, but still powerful.
Zivofis
A leader of the Transcendants, who dual wields massive swords.
HP: 2000
Damage: 100-150 (Hits with swords every second)
Armor: 40%
Magic Resist: 40%
Speed: Slow
Lives Taken: 20
Abilities
-Order by the Sword: Reduces the damage of a tower to 10-20 for 10 seconds.
-Cycle by the Sword: Upon casting, ignores the next 5 attacks or abilities.
Both abilities have a 10 sec CD.
Death Animation: Delivers a death quote before exploding into green goo, but also releasing a blue orb.
Appearance: A large Transcendant, with bright blue eyes and shards. Two crystalline swords are its main weapons.
Notes: Requires a balanced defense, and its abilities can be quite dangerous.
Upon death, each leader has a death quote:
"Your doom shall be swift." (Qagejos)
"My spirit returns to the aether." (Xurakes)
"Ascendence begins..." (Zivofis)
You get an achievement, It's Over: Defeat the Transcendant leaders.
After killing the leaders, the orbs indicating their deaths fly into 3 niches on the side of the tower. It thrums with power, before unleashing a screen-filling white light, like most normal endings. When the dust settles, the true boss, Apotheosis, has appeared on the telepad.
Apotheosis
A god of infinite power, made flesh. Pray that we can survive.
HP: 18000/21000/24000
Damage: 100-200 against heroes every second; if fighting soldiers, Apotheosis will grab them, one at a time, and then crush them, smiling. This animation takes 1 second.
Speed: Slow
Lives Taken: Infinite
Appearance: A massive Transcendant, roughly 3 times the height of a tower, with 3 eyes - one red, one green, one blue. It has semi-angelic wings and a glowing white body.
Abilities
-Waterjet: Blasts a long range jet of water by holding out its hand. Deals 300-500 true AoE damage. 10 second CD.
-Neutralization: Clenches a fist, summoning a skin of water which grant an immunity to artillery for 3 seconds. 15 second CD.
-Chaos Field: Snaps its fingers, causing all damage from nearby towers to be minimized for 5 seconds. 20 second CD.
-HP Balance: Pinches the air, and then steals 50% of the current HP of all non-heroic units and heals from it. 25 second CD.
-Confusion: Holds out a flat palm, silences nearby towers for 6.5 seconds. 13 second CD.
-Death Aura: Death aura dealing 10 damage/second. Doubled versus non-heroes.
-Absorption: Crosses its arms, making it heal for 250 for every special ability cast against it in the next 3 seconds. 25 second CD.
-Shield Magic: Waves a single hand in front of its face, shielding it from Mages for 3 seconds. 15 second CD.
-Plaguefire: Stamps the ground, creating a fiery aura for all enemies, dealing 10 dps to all units around them. This effect can spread to soldiers and persist. 10 second CD.
-Lightning Rod: Plants its feet, before gaining 75% armor and magic resistance for 3 seconds. 15 second CD.
-Challenge: Beckons at a tower, placing the "Challenged" status. Unless the tower deals 300+ damage in the next 10 seconds, it will be destroyed. 25 second CD.
-Galeforce: Raises its hands, creating gusts of wind which grant an immunity to archers for 3 seconds. 15 second CD.
While you may seem absolutely screwed, your patron god, with what little power remains in their hands, has summoned an Avatar to aid you in your fight.
The Avatar
HP: 250
Damage: 50-100 (Punches every 2 seconds)
Respawn: 60 seconds
Ability: Push: Summons a smidgen of godly power, to push away the nearest units, including Apotheosis. 10 second CD.
The Avatar does not heal naturally, however, any Worship points gained after starting the boss battle will both heal it at a 40% conversion rate, and reduce its respawn, if dead, by 1 second per 25 points.
Furthermore, for every 3000/3500/4000 damage dealt, Apotheosis loses control of a set of powers.
For followers of Cetuda, Apotheosis loses Cetuda's, Zezzar's, Ederus's, Sagate's, Elynie's, and finally Regnos's powers.
For followers of Zezzar, Apotheosis loses Zezzar's, Cetuda's, Sagate's, Ederus's, Regnos's, and finally Elynie's powers.
Upon the fight's conclusion, Apotheosis explodes, releasing the screen-filling white light once more. And yet, despite the corpses of the other two leaders behind them, the main leader, Qagejos, lives, barely, and begins crawling toward the exit. The Avatar at this point has disappeared, but the leader is unblockable.
Fallen Qagejos
The last remains of the Apotheosis.
HP: 1000
Damage: None.
Speed: Slow
Lives Taken: 20
Abilities
-Unblockable
Death Animation: Collapses.
Appearance: A small, roughly humanoid form of green slime, with an aura of flickering light.
Achievements
Godslayer: Defeat Apotheosis.
Red Stones: Find the Philosopher's Stones.
For the Alliance!: Upgrade towers on the special spots to L4.