User Heroes 2
Posted: Thu May 21, 2015 1:24 pm
See here if you forget the rules. Now accepting second requests from previous users.
Order: (Fenrir, Flamemaster) Ninja, (Lord of all Evil, RZ Rider)
Users in () are inactive and not eligible for a hero once I start working on them again, but will be back on the list if they return.
Kowaghuz
Dwarf
Kowaghuz spent most of his life in the Dwarven city of Pendressi, a marvelous city where stones were carved to perfection to form entire buildings, built into the ground to become nigh immobile against threats. Underneath, houses were made, seemingly upside down, but in reality, the bottom floor was actually th lowest part of the house, where Kowaghuz usually stayed.
The Dwarved lived peaceful lives, safe from harm, until an unanticipated threat struck. An Earth Demon, shaking and shattering the ground as it traveled, wanted to challenge itself by taking down an entire civilization. It dug under the buildings, wrenching them from the ground and letting them topple over. Underneath, it shook the Dwarven homes, causing them to fall from under the ground, deep into the centre of the earth. The Dwarves evacuated immediately.
Kowaghuz ran with his parents, only to have the Earth Demon sweep by, swallowing them instantly. The creature moved on, paying no credence to Kowa and other nearby Dwarves who happened to barely miss it. However, Kowaghuz could not comprehend what had happened just then, and stood crying over the gap in the earth where his parents last stood. The remains consisted of his father's legendary hammer, rumored to crack any bone it came into contact with, and his shotgun, prohpecized to have been smithed by a legendary Dwarf in archaic times who gave it the power to create its own bullets. Kowa took them before fleeing, vowing to someday repair them to their glory and honor his father's legacy of a master warrior.
Over the years, Kowaghuz could never forget the tragedy that had befallen him. As he continued to try and find work, he eventually became too depressed to get ready for another day of the same smithing, cooking, handywork, and everything else he tried. He'd simply leave without a trace, never knowing if he was missed but always assuming he wasn't, and headed north once more.
He eventually came upon a kingdom of Elves and was captured. An outsider with far different structure than normal sentient creatures they had known, he was declared a beast and was treated like an animal. Kowa promised that he would prove his worth by serving in their army, using intelligent battle tactics and superior fighting skills that only a Dwarf could emply. He now works as an indentured servant to the Elves, with a glimmer of hope that he can finally be useful in the world. Liek if yuo cyr evrey tiem.
Kowa is a short Dwarf with balding hair and a long, scraggly beard. He has shining mithril armor, silver and blue and gleaming in sunlight areas like the Gnoll Hills and Soaring Ruins, and sparkling a darker cool color in Fae and Duredhel areas. He wields a hammer with a cross of metal across the rectangle, also shining in the light. On his back is a shotgun, with a thin middle and somewhat larger hole for bullets, and brown on the gripped portion.
HP: 500
Regen: 50
Melee: 25-50 Attacks with hammer once per second
Ranged: 50-100 Shoots with shotgun once per 2 seconds, firing a spray of bullets in a cone. Bullets have tiny AOEs, forcing the enemy to be really close to take full damage or far away to spread out the damage.
Armor: Medum (50%)
Speed: Average
Respawn: 20s
Skull Pierce: (4s) Smashes hammer on an enemy, dealing double damage stunning it for 1/2/3 seconds. (Jumps into the air and slams down the hammer upon the target in melee range. Effected by Dwarfka.)
Hammer Toss: (10s) Flings a disposable hammer at an enemy, dealing 40/60/80 damage and sending a shockwave that stuns nearby enemies for 1/2/3 seconds. (Shockwave deals no damage, but stuns flying enemies in its Fiery Nut-sized AOE.)
Dwarfka: (12s) Drowns sorrows in a bottle of imported Dwarven beer, increasing melee damage by 100/150/200% and giving a 10/20/30 health regeneration for 4/5/6 seconds. (Activated when facing any combination of enemies totalling more than 500 health, 60 average damage, both, or when his health drops below 10%.)
Big Bang: (Passive) When Kowa's shotgun is unused for at least 5 seconds, it overloads with bullets, causing the next shot fired to deal an extra 200/400/600% damage. (Signified by Kowa's shotgun vibrating violently on his back and glowing slightly orange.)
Dwarven Engineering: (Varies) Using fine Dwarven craftsmanship, automatically upgrades a tower for free every 60/50/40/30 seconds. (Selected tower's upgrade is random when given multiple options. If a lvl 4 upgrade branch is maxed out, it will upgrade the other or show a red X when no more upgrades are possible.)
Overall Playstyle:Kowaghuz has the most average stats possible, keeping a balance between ranged and melee damage and between tankiness and speed. His abilities are weak but recharge extremely fast, causing him to be able to affect enemies very often. He can stall an enemy by stunning it repeatedly in melee, barely being harmed by it at all while he attacks it. Passing enemies can be stunned as well by his AOE attack, leaving room for multiple enemies to be attacked by him and other allied units and towers. If the enemies he is dealing with are too powerful, some Dwarfka will do away with the stress and make him even more powerful, countering the damage done when enemies are not stunned. If that still doesn't work, he can hide away, regenerating health whilst his shotgun powers up, so that when he is ready again to fight, he can charge into battle with an extremely powerful attack. He well-roundedness between all fields of combat make him the perfect choice when no other option seems right.
Xstar
Vivimage
Xstar has no memories of his younger days, only as a young adult when he lived in a forest near a river. He knew only the animals there that bonded with him or sought to kill him. He never fought back, only ran to safety, using his magic to create distractions by conjuring clones of himself. He lived peacefully with the animals for a long time.
Eventually, change found its way into Xstar's life, when Twilight Elves came to tear down the forest and set up dark fortresses for their master. The animals became increasingly cornered into deeper parts of the woods as the trees were torn down and the waters were polluted. Bloodthirsty Elves came and took the animals' lives as well.
Xstar hid from them, refusing to interact with them. He longed for his companions to come back with deep, intense passion. The more and more he wanted them, he felt power growing within. He channeled that energy and created copies of the animals he once knew. He practiced these powers until he mastered them and could generate an army of his comrades.
Xstar led an attack against the demons, with his regenrating army of clones tearing through the buildings in the forest, putting the trees back together and sealing them with magic. With the same love his friends, Xstar used the hatred of these villains to trap their souls into the darkest spaces of his mind, where he would call upon their souls to serve him rather than the animals, who he freed to roam the forests once more.
He now protects the woodland Elves and their homes, seeing the same struggle against corruption from the Twilight Elves, and uses the enemy against itself to fight fire with fire.
HP: 280
Regen: 30
Melee: 5-10 Strikes with staff once per second
Ranged: 45-90 Magic Damage. Charges a ray for a second and blasts a blue beam at an enemy, dealing damage over the course of half a second. Takes 1.5 seconds in between each blast to recharge.
Resistances: None
Speed: Fast (Creates a magical sphere that forms in a clockwise direction, teleporting parts of him to a location as it covers each individual section of his body.)
Respawn: 15s
Secondary: Dealing the killing blow with an attack contributes power to his Hero Spell.
Carbon Copy: (15s) Creates identical clones of all nearby allies near him for 4/7/10 seconds that can collect souls. (Clones stand a little bit in front of allies, appearing as light blue apparitions. They can use the abilities of clones allies with the exception of any healing skills, as they cannot regain health. When they deal the killing blow to enemies, it contibutes to the Hero Spell.)
Soul Reaper: (18s) Summons a reaper apparition for 3/4/5 seconds that collects the souls of nearby slain enemies and deals 40/60/80 to 80/100/120 True Damage per strike. (Reaper has infinite HP and will block a single target. It attacks once per second dealing AOE damage like a Pillager. It does not need to land a killng blow to collect souls, merely be near enemies when they die.)
Gluttonous Manifestation: (16s) Summons a demon in a localized area for 2/4/6 seconds that deals 30/40/50 True Damage per second and collects the souls of enemies caught in its range. (Enemies do not need to be killed by the AOE, just killed while in the area. Range is the size of Fiery Nut.)
Undulant Seeker: (12s) Fires a magical spear that undulates between 2/3/4 enemies dealing 20/30/40 to 50/75/100 True Damage to each, collecting souls. (The spear is a large ghastly-blue magical comet that strikes down into an enemy, shooting back up into the sky before striking down at another target. Cannot hit the same enemy twice.)
Soul Abomination: (60s) Summons a golem of each collected soul, comprised of 25/50/75/100% of all damage and health gathered since its last use for 5/10/15/20 seconds. (Golems have a minimum of 200 HP and 10-20 damage. All attacks are AOE slams like that of an elemental and deal true damage every 2 seconds or are thrown blue projectiles that behave the same way. No armor, heal rate, or movement. The golems are the same apparition-blue of the other summons with various circles of differing sizes and shades of bright blue. Sometimes, the souls of powerful enemies can be seen whizzing around inside a circle.)
Overall Playstyle: With the ability to summon so many units and skills that attack multipe enemies, there is a large focus on crowd control. Get Xstar to a chokepoint or make one out of reinforcements so that he can clone them while his other skills finish the job. He can snipe enemies from far away while his soldiers block them, effectively dealing damage and stalling at the same time. His spell is best used rarely, or at least sparsely if the player is very active in getting souls for the golem. It's even possible to not use it for entire level until the boss wave for an extremely powerful minion, and the degree of that extremity comes from how much involvement Xstar has had thus far.
Simmonds
Cursed Sorcerer
In the school of mages for Sylvan Elves, students were required to pass a rigorous test explaining their knowledge of magical history and the functions of spells and their nature. Those who completed the exam were permitted into the school where they could begin a career as any wizard they wanted to be.
Simmonds studied night and day for his exam and completed with the best score in years, one of the only tests above 90%. He was gratuitously welcomed in. In the school he knew answers to every question and quickly earned a reputation for himself. Any confusion amongst other students resulted in them consulting Simmonds, always with great results.
Impending was the first semester testing season, and to practice, their teacher would have each student demonstrate a random spell. One by one, each aspiring wizard would launch lights into the air, levitate school utilities, alter their appearance, and such.
When it came to Simmonds's turn, his teacher told him, "For my best student, I will let you impress the class once more by performing an alteration of space and time: Teleporting my desk quill into my open palm!"
Simmonds knew how space was a complex area of magic, but he also knew that with the right willpower, it was possible to alter reality in a way by forcing one's mental desire for reality to be as such to be greater than reality itself. Only master mages could do so, but he knew he was a master mage. Simmonds made the image of his teacher's quill in his mind, visualizing it appearing in his teacher's palm, every fragment of it being right where it belonged...
Suddenly, he heard a scream. Simmonds focused back to reality to see his teacher's hand impaled by the quill, blood gushing out. After the chaos of running students and cries for someone to do something, someone went and did something by getting a healer to come and fix things.
Simmonds was sent back to his seat, and was never asked for help again. Determined to redeem himself, he practiced in his room during all of his free time, trying to get the teleportation spell right. However, he never managed to place any object perfectly where he envisioned it. Simmonds tried other spells, and couldn't manage those properly, either. Weeks went on, and the studious wizard could not manage to perfectly achieve any form of magic. His hope dwindled, and doubt filled the gaps.
Although he could recite the findings of space manipulation by the recently appraised scholar, Nivus, he couldn't even project a ray of light forward. Disheartened, Simmonds packed his belongings and made his way home. However, passing the gates, he noticed a tinge on the ground. A black mark that somehow burned his eyes like the sun was there, and he reached down to touch it, and was bombarded with scorching black light around him upon making contact.
Simmonds felt like he was floating in a weightless place, with absolutely nothing going on anywhere around him for an infinite distance. Glowing green eyes burned their image into his mind, and he felt their voice echo in his head.
"We have watched you, Simmonds. You deserve greatness but have been denied it, just as we have for eons. Accept our gift, and let greatness be yours, just as you deserve; as we all deserve."
A green pendant appeared in his mind, and Simmonds contemplated. He wondered about his future, without any ability to use magic. He had no future without it. He then thought of a life with magic, accomplishing great discoveries, making milestones in magic that would make him immortal in history. He thought of the pendant, and it glowed a brighter green. The glow intensified, consuming his mind, to the point where Simmonds had no room to think about anything other than the green pendant. It quickly grasped his mind, and was everywhere, and then there was nothing.
Simmonds felt the weight of his body again, and he opened his eyes. He looked down and saw the pendant resting on his chest. He tried to tug at it, but it was immobile. He ran to get help, but nobody else could see or sense the presence of it on him. Simmonds returned to his room, and laid down on his bed. He looked to the left and saw a glass of water on his desk. He was thirsty, and longed for it to be within reach. He blinked, a quick image of the glass in his hand, and suddenly he felt cold weight in his palm. He looked at his hand and saw the glass, dropping it in surprise. He grinned wildly, in awe of his new capabilities.
He reached down to touch the glass, and cut his finger. The point pinched his hand and squeezed all the way up to his arm, reaching his torso. He felt an especially sharp pain at his chest, and was thrown into darkness. There was nothing he could see or control, but he could feel his body moving, doing things, but he didn't know what. After an eternity he could see once more, and was on the ground, constrained by magical rope. The staff members of the school were looking over at him, bewildered.
They declared that he was a demon of some type, and banished him from the school. Simmonds lived on his on since then, unable to feel safe in society out of fear that worse could happen to him. He soon discovered that whenever he was wounded, the pendant would take control of him and ravage everything in sight.
After years in the forest, he was eventually discovered by the Sylvan Elves and taken back to their lands. He was locked away, seen as a threat by most, but by great wizards, a means of study. They argued with the Sylvan leaders, and decided they could let their captive into battle to examine how his powers worked and what they could do.
Simmonds now lives as nothing but an experiment to those who don't know him, but his battle companions pity but also respect him for his kindness, wisdom, and determination. He is one of the most fearsome mages of all time, but also one of the most unstable.
Simmonds is a tall mage in orange and red robes, flowing in the wind. (We need more flowy capes, Ironhide) He wields a very long, silver staff with branching metal rods twisting around an orange gem at the center, creating what appears to be almost an atomic symbol. His chiseled chin and small neard can be seen from the dark under his hood. In beast mode, he is a large grey creature with numerous long, sharp horns coming out of his head. He has thick musclular limbs and a ripped chest, along with powerful claws for hands.
HP: 300
Regen: 30
Melee: 9-15 Overhead beating with staff every second
Ranged: 56-91 Charges up for 1 second and launches 7 magic missiles into the nearest enemies, seeking new targets. Takes 1 second between attacks to start to charge.
Resistance: None
Speed: Can teleport, or will walk, the same way Magnus does but with a much smaller walk distance.
Respawn: 25s
Secondary: Beast Mode. When struck by an attack, Simmonds enters beast mode, gaining double current/max HP as well as losing his teleport and ranged attacks, but transferong his ranged damage to his melee damage as physical. He now attacks with his clawed hands at a rate of once per 1.2 seconds and uses slightly altered abilities. This mode lasts for 6 seconds and has a 12-second period in which he cannot reform into a beast.
Shockwave: (24s) Sends a magical shockwave worth 200/350/500 damage that explodes on the final target for 100/200/300 area magic damage. (The final target refers to the enemy who has enough health to not be killed by the magical blast. The damage the shockwave can deal decreases with each enemy struck, based on the health they lost from the attack. In beast mode, he dashes Kutsao-style from enemy to enemy, instakilling them but also decreasing the amount of damage that can be dealt to the last enemy. Armor is factored in now. Upon reaching the final target, he performs a spinning slash that deals the same damage as physical damage.)
Magnification: (10s) Powerful attack dealing 50/75/100 damage that increases in damage by 50/75/100% with each consecutive use on the same enemy. (Damage doubles each time, growing exponentially as long as it's on the same enemy. Simmonds automatically targets the same enemy in range each time if it has been hit before, taking precedence over enemy strength and location. In Beast Mode, this attack is a powerful chomp on a foe's neck rather than a ranged magical beam. The chomp causes the enemy to bleed.)
Inherent Death: (16s) Causes an enemy to take 5% of their life per second as damage to themselves and nearby foes for 3/5/7 seconds. (Used as a ranged curse as a mage that creates an orange and red flame around the target and nearby enemies. In Beast Mode, it is a powerful slash with both claws that causes the enemy to bleed, spreading the damage as physical damage in a larger radius, about the size of Eldritch Doom. The damage is dealt instantly to the target and all nearby enemies.)
Unleashed: (Passive) Every 50 damage taken increases the length of Beast Mode by 1 second with a maximum transformation time of 9/12/15 seconds. (Beast Mode still requires a 12 second cooldown time between transforming.)
Rising Sun: (45s) Bathes the map in sunlight or moonlight, increasing either the physical or magical attacks of all towers by 50% for 6/9/12/15 seconds. (Towers like Arcane Archers will benefit from the magic boost when using Burst Arrows.)
Overall Playstyle: Simmonds has the ability to counter any combination of enemies by switching from a ranged hero with magical attacks to a melee hero with physical attacks. When armoured enemies are no longer a large threat, letting him enter Beast Mode for awhile can end up being more beneficial, allowing him to more efficiently deal damage to specific foes. He also swaps speed for tankiness, so that he can stop an enemy from leaking rather than just watching it leave ss he blasts other foes. On top of this, he can create a huge game changer by buffing towers across the map with enhanced damage, with similar degrees of impact as Kahz or Saitam would have.
Saurian
Caller
When the great Saurian people invaded Linirea by Malagar's summoning, time become unstable, and fickle. Portals through time would occasionally open and close near the Saurians' lair hiden in the mountains. Lord Malagar instructed them not to interract with them. The Saurians served their master with loyalty, as he had promised to share with them the almighty power of the gem after his plans were carried out.
When Malagar was defeated and Umbra slain, the Saurians had lost the gem. Betrayed, they sent a lone Saurian into a time portal, to take the gem in the past at a point before Malagar had ever acquired it, and use it themselves in the present.
Travelling through the portal altered the lone warrior, giving him the ability to bring his fellow Saurian comrades through time to fight, though for a temporary amount of time. He did not discover this power soon enough, however, and was captured by the Elves, having a magical necklace placed upon him that prevented him from being too far from a Slyvan Elf at any time. The Elves came to know him simply as the Suarian, and thus became the name of his species.
Saurian discovered his ability to reach into time and call forth fellow Saurians when his life was in mortal danger. He fought with a sword of pure red energy that could cut through any armour, but he lacked protection of his own. As such, a Drider he battled with had poisoned him, leaving him unable to fight back for long. As he whittled away, Saurian thought of his allies from before, wishing that he could once more fight alongside them. His visions came true as another lizard appeared behind the mutated arachnid and stabbed it through the stomach. The warrior disappeared, and as Saurian wished for his return, he came back for a few seconds. He mastered this power and could create hordes of Saurians to fight alongside.
He worked for the Elves for many years and fought in many of their battles, and eventually made acquaintance with the wizard Vez'nan, who possessed the gem he sought. Saurian plotted to steal the gem from Vez'nan no matter the costs, but he had to find the right moment to strike. He could go charging into battle with an army of his brethren, but would not want their lives risked when it was unnecessary. Eventually, he will make his move and bring honour and the gem back to his time period.
Saurian is a taller than average lizardman wearing a cloak similar to the Savants. His retains the dark blue colour, but has a longer cape that flows like Eridan's; his is torn from battle. His hood is longer and goes over his head, though his snout peaks through and a scar can be seen on the side of his mouth. His is lightly equipped with straps of metal with glowing lights on them like the other Saurian equipment. He wields an energy sword that glows red like a Brute's whips, but is more stable and very long.
HP: 400
Regen: 25
Melee: 21-63 Slashes vertically once per second dealing True Damage
Armour: Low (20%)
Speed: Fast (Levitates and floats to a location)
Respawn: 20s
Conversion: (Passive) Uses the life energy of fallen enemies to create portals that summons a Saurian Warrior on the location for 5/10/15 seconds. (Saurian Warriors are like Broodguards, but their time travel has caused them to glow dark blue, like Saurian's cape. They have 160 HP, no armour, and deal 12-16 damage per second. There is no limit to how many can be present at once.)
Clean Cut: (21s) Leaps into the air and slashes an opponent for 10/15/20% of their health and 50/100/150 True Damage, turning them into a clone of himself if slain for 20 seconds. (Saurian leaps into the air for a second before dashing almost instantly to whichever enemy has the most health but would still die from the attack, slashing them horizontally. His clone has no abilities other than Conversion, and can be controlled like a Durax copy.)
Summon Sapper: (18s) Summons a Saurian Sapper to detonate an area with multiple enemies for 70/140/210 True Area Damage. (The Sapper has 60 HP and can be attacked by units, causing it to explode immediately upon death. Itmproceeds down the path like a Broodguard, gaining speed as it is harmed, and detonates in the presence of at least 3 enemies in the radius of an Eldritch Doom explosion)
Timelock: (28s) Saurian traps the enemies in front of him in time, preventing them from moving for 2 seconds with a 15/30/45% chance for them to be stuck for an additional 1/2/3 seconds. (Saurian sends a wave through his hand that traps each enemy. He stands still for a second as the wave travels, moving like Plague Carriers but for a shorter distance.)
Call the King: (120s) Summons the Lizard King for 5/10/15/20 seconds to bring destruction down the path. (Summons a massive portal that Xyzzy steps out of, but this time before he has his hammers. He instead uses Brute energy whips, but twice the size to be proportional. He is invincible [same HP as him as the boss for aesthetics but pretty much unkillable] and deals 60-120 True Damage with an AOE ability with a 10 second cooldown, just like a Brute. He walks at a slow pace down the lane he is summoned on, and will move backwards when he reaches the end.)
Overall Playstyle: Saurian benefits against many enemies at once, being able to summon more and more warriors. Keeping him mobile as action is occuring is key, as there's no point in keeping him near only a few remaining enemies, as the warriors summoned from theor deaths won't have anyone to fight. He is great for attacking a fresh horde of enemies, quickly getting a higher chance of killing them all as one dies to his blade. Even if he can't fight them all, his AOE and Clean Cut skill are both great for dealing damage, and can be saved up for a really big amount of enemies so that he can kill them without risking getting hurt, and then fight alongside his minions. Because of his fragility and inability to tackle situations where enemies are even semi-tough without help, his hero spell makes for a great tide-turner, ploughing through enemies and going toe-to-toe with even bosses, but must be used in true emergencies.
Draconian
Dragon Lord
In the antediluvian era of the Gods walking the mortal world, they nearly wiped themselves out of existence. A great war had begun, with deities fighting other deities, unstoppable forces cancelling each other out. The rage, envy, fear, and ither emotions of the Gods were so great that they took physical form, creating the dragons. The Gods eventually ended the war by undocumented means, and left the world with mortals and immortals alike to live amongst each other.
The very first and most powerful dragons were manifestations of these emotions we feel today, and lesser dragons were separate categories of these emotions. One dragon who was the first to figure this out also realized that he could share the essence of dragons with himself, embodying all emotions at once and amassing great power.
The dragon travelled across the world, finding other ancient dragons and creating pacts with them, acquiring a portion of their power, becoming the mightiest dragon of them all. This Dragon Lord has yet to acquire every emotion, but has found a unique power in the Denas family line to make dragons serve them and the kingdom they reside in. He has willingly joined forces with them in hopes of finding every dragon and becoming as powerful as possible, even if he is already the mightiest of the dragons.
Draconian is a large dragon with extremely reflective, shining silver scales and wings coated in light green, red, and blue shiny scales. His dragonbreath is a mixture of those colours, which are infused with the arcane power of the mind that he has control over.
HP: 560
Regen: 40
Ranged: 162-198 Launches a thin, bright beam from his mouth at a single target dealing True Damage. Attacks once per 2 seconds.
Resistances: None
Speed: Slow (Moves slower than Phoenix)
Respawn: 30s
Roar of Ferment: (16s) Draconian's roar causes enemies' rage to slowly kill them, draining 2% of their life per second for every attack they receive for 3/6/9 seconds. (Draconian sends a red shockwave from his mouth that strikes enemies in an AOE. Initially drains 2% life, and continues to multiply every time a tower or allied unit hurts them, stacking infinitely. This new percentage is drained each second until the effect wears off.)
Covetous Wings: (18s) Blasts out a shockwave underneath, dealing 40 area damage and adding the damage of all stricken enemies to his attacks and abilities for 3/5/7 seconds. (Activates when an enemy is directly underneath him, just like Phoenix's sacrifice. Area is about the same size, as well, and adds damage to skills that don't normally deal damage, excluding only the hero spell.)
Fog of Trepidation: (30s) Breathes a slowly-expanding cloud that lasts for 2/3/4 seconds that paralyzes enemies, during which foes who suffer more than 300/200/100 damage will lose an extra 20/25/30% of their health. (Can deal damage multiple times in order to continuously get the effect. Paralyzed enemies will be stunned for the remaining duration of the cloud. The original size of the fog is the same as Eldritch Doom and the expansion rate is enough to double the fog's size in 5 seconds.)
Ray of Doubt: (15s) Blasts a beam at an enemy, causing them to instantly die if they lose more than 20/15/10% of their health within 3/4/5 seconds. (Can target instakill-immune enemies and bosses to get an effect similar to Vindicator, dealing 2,000 damage)
Totem of Agony: (30s) Erects a crystallized totem for 4/6/8/10 seconds that makes all enemies share sorrow, taking an additional 20% damage for every enemy within range of the totem. (Stacks infinitely, and with Hunter's Mark. Totem AOE is the same as a totem of weakness from Frontiers)
Overall Playstyle: The Dragon Lord utilizes a plethora of abilities to make sure that enemies are slain no matter what. Keeping him near towers and/or troops that deal quick, small damage will allow him to focus on bigger enemies and deal massive damage to them. Although he lacks much versatility statistically, he has better DPS than the beta Faustus (123-183 damage) and far better skills. He is great for Endless Mode, as his percentage damage and instakills help greatly against groups of powerful enemies, easily dealing high damage against them. Focus him on enemies with high stats and move him over large groups of powerful foes to gain their damage, and he will be unrivaled inndamage output.
Thalia
Archon of Rage
The Archons were lesser deities that served the Gods in the Heavens. They would collect tributes from worshippers and act as assassins to heretics. Any work connecting with mortals and their dimension was deemed "dirty work" by the Gods that was left for the Archon servants to do.
Nearly every Archon served the Gods without question, as even these immortal beings knew their place amongst such powerful masters. However, one Archon named Thalia would not stand for it. She was the mightiest warrior of all the Archons, revered and feared for it. She did tasks that no other Archons could handle, always unwillingly. Her complaints were heard only by the others of her kin, but she vowed to someday escape to the mortal world and never return.
One day, Thalia brought back tributes to the Storm God, composed of heavy wheelbarrows of gold from a secluded kingdom of fortune. Thalia lugged the wheelbarrows all at once to the throne of the God and presented it to him. "Fool!" the God shouted, smacking the gold ovee into Thalia's face, "I have no use for gold. I am a God! Return this gold to the mortal realm at once, and return with readiness to receive punishment for your insolence."
Thalia swore at the God and took some of the Gold before dashing back to the mortal plane. The God sent armies of stormclouds across the continent she fled to, hoping to catch her and smite the treacherous slave. Thalia hid for what seemed like an eternity for her, as she was always impatient despite her immortality. Eventually, the clouds dispersed and the God gave up the search with a final roll of frustrated thunder.
When the Archon emerged from hiding, she was partially concerned. All these trips back and forth, yet she knew little of how to live in the mortal world. Her confidence soon took over and she marched into the nearest building: an inn. Thalia sat at a stool, as that was what many of the other humans there were doing. A man in an apron came up to her and asked, "What can I get cha to drink?"
Thalia brought out one of her bars of gold that she kept from the God and asked, "What can I get with this?"
Jaws dropped at the sight of the gold. The man told her, "Yer can have the whole inn if yer want. I'd never make that much in me lifetime with this business."
Thalia refused and decided not to get a drink. She sat for awhile, observing her surroundings. How fortunate these mortals were to not have to endure an eternity of servitude to the most arrogant beings in literally the whole universe. One mortal came up behind her, starting to say, "Hey there, I-" before Thalia's reflexes kicked in and she punched the guy, launching him through a wall. People got up and ran, screaming, and soldiers began heading over to the inn. Thalia got up to try to leave, but she was too late.
Rather than become an outcast even in the mortal world, the Archon silently gave up and allowed the guards to take her to the city for punishment. There, she had a trial, and the wounded man testified that she punched him so hard that he soared through a wall.
The judge took off her glasses and rubbed them as she contemplated the likelihood of this. "How," she began, "could anyone be strong enough to do that?"
Thalia was a built, strong woman, but she had Archon powers that augmented her strength beyond her physical capabilities. Nonetheless, she would not stand an insult in any scenario. "I certainly could! I could smack any of these soldiers through any wall!"
The judge prodded, "Really now? Can you? Well then, we shall see. You will face our strongest warrior, and if you best him in battle, you will be freed of imprisonment."
The man tried to object, but the judge interrupted him and explained, "I am the judge here, and we go by my rules. Just wait and see."
With that, an arena was set up, where Thalia was given a longsword and sheild, both as rusty as her armour. A gate opened up, and a tall, wide knight fully clad in silver stepped out. His huge greatsword rested on his right shoulder, and a massive greatsheild resided on his left side. Thalia had been given unfair odds, and she was furious. Her anger boiled her equipment, and it began to gleam a brilliant white, becoming Archon armour and a large white greatsword. She grinned evilly and proclaimed, "My sword's longer than yours." before charging into battle.
Thalia ran, sluggish from her heavy armour but mentally unstoppable. The knight, taken aback, tried to swing at her with his sword, but she swatted it away with her shield, flinging it out of the arena with inhumane strength. The knight cowered behind his shield as the Archon slashed at it unremittingly. Thalia would break the metal barrier soon, but not soon enough. Her power surged into her blade, coating it in white fire as she slashed, disintegrating the shield and bashing the knight with her hilt, knocking him over.
"Please, no more!" He begged.
"My only mercy will be giving you a quick death." Thalia declared as she raised her sword to pierce the fallen soldier.
"WAIT!" The judge cried out. She and a group of guards ran toward Thalia, seizing her and telling her to stop.
"You've shown that you are more than capable of what you are accused of. A deal is a deal, so you will not be sent to prison for your crime." The judge told her, making Thalia smile before the judge continued, "However, a crime is a crime. We will send a strong, able warrior such as yourself into service for the distant Elven army for as long as you live. Take her."
Rather than continue to fight, Thalia decided that she would go along with their plan. Perhaps she could escape when she reached the Elven lands. Unfortunately, they sent her by boat, and had her heavily constrained with many guards. They made it to the other continent within a week, and sailed away, leaving Thalia in the hands of the Elves.
Thalia grew to like the Elves. Being unable to age as well, they understood each other better. Even with her branding as a bellicose, deadly warrior of impulse and destruction, she was treated like a friend as long as she kept in line, and this time, Thalia made sure to do so.
Now, Thalia is proud to be a member of the Elven army, and is by far one of the most relentless and formidable soldiers there. Her rage is a tool for battle, allowing her to slay any foe with ease, and make her revered and feared in the mortal realms just like when she was a servant Archon, but this time, she enjoyed her vocation.
Thalia the Archon is a humanoid woman with white and red heavy armour. She has gladiator-like equipment, and her eyes are the only ones in the series to glow pure white, an intense white. Her majestically white greatsword is on par with Lynn's in terms of size, but she can wield it one-handedly and still have a shield. All of her battle items gleam from their holy powers, and her sword can be coated in many layers of thick, white flames that pierce the soul.
HP: 580
Regen: 20
Melee: 11-27 Attacks twice per second, with quick, curved slashes of her sword.
Armour: Medium (60%)
Speed: Slow
Respawn: 25s
Archfire: (16s) Thalia coats her sword in white Archon fire magic, causing her next 2/4/6 attacks to cleave an additional 10% of health from enemies. (Deals the 10% plus her normal melee damage. Can stack up to 12 attacks on her sword at once.)
Soul Fire: (Passive) Nearby slain enemies have a 20/35/50% chance of having their souls turned into an additional Archfire for Thalia's sword.
Archwinds: (21s) Creates a whirlpool of Archfire on the ground for 3/4/5 seconds, slowing enemies by 20/40/60% and negating 5% health per second. (Whirlpool is the size of Eldritch Slash and is able to harm flying enemies. Can be used on enemies from a distance.)
Ashes of Rage: (24s) Thalia stabs the ground, stunning enemies in a small range for 2 seconds and pulling it out, causing an explosion in a larger range that burns off 20/30/40% of the health of stricken enemies. (Stun range is about the size of Fiery Nut, and the explosion is triple that amount. If any Archfires are active on Thalia's sword, the explosion will be coated in white fire instead of being a red dome, and each Archfire will add an extra 5% to the explosion's health reduction.)
Path of the Archon: (80s) Sends 3 Archon warriors forward along the path with 2/4/6/8 attacks that each take 10% health from the enemies they attack. (Similar to Bruce's lions, they travel down the path and attack the first enemies they see. However, they each attack in swirling motions once per second, keeping the targeted enemy stopped until they die, and can move on to more enemies if they die before all of the strikes have been used up. The warriors each take up one third of the path.)
Overall Playstyle: Thalia is the pinnacle of both high and low damage. She is useless against weaker enemies, despite her AOE abilities, but untrammeled against large foes. She is the best hero for Endless Mode, as her damage grows with the enemies, and she is durable enough to survive quite a few strong blows. Stacking her Archfires to instakill groups of enemies with her explosion attack can result in the single most powerful attack in the game. With all of her attack power and quick skills, she can stay in battle as long as enemies don't damage her too much. Her heal rate is very low along with a morbid respawn time, making it vital to try and keep her safe from harm when her health runs low. With a versatile Hero Spell that stacks up to a double instakill and more, she gives Reg'son a run for his money.
Quendil (SairiRM)
Rogue Assassin
A common knight in the Elven army, Quendil didn't have the physical prowess of his comrades. He was quick and sly, thinking and moving on his feet to outperform the enemy even when he lacked comparable strength. Although he was a formidable force in battle, Quendil was looked down on by his fellow warriors, and he loathed it.
Quendil petitioned for warriors to be given choice of equipment, so that more fragile fighters such as himself could still battle with equally powerful weaponry as the burlier warriors, but there were too few who shared his issue or could smypathize with him. Fed up, Quendil decided to desert the army and find his own way.
Out in the grasslands, he was lost, but he had the confidence that things would at least be better than the military, no matter how it turned out. He came across a large cave hidden beneath a massive waterfall, and ventured in. Corpses littered the ground, their armour and weapons shattered and the rotting bodies positioned in agonizing states of mercy-begging. Sweat beads as numerous as the dead soldiers formed on Quendil's forehead as his imagination built nightmares that could he waiting at the end of this cave.
When Quendil got the end, his entire body quivering, he saw one extraordinary corpse, with faded white robes amd dual daggers, still stabbing another soldier, but fallen over and with 2 arrows in his neck. A note by the corpse read,
"I have slain the rogue assassin Irias at last, but am grim when I write that none of my comrades on this expedition survived the hunt for the hunter, myself included. I write this note in my last dying breaths, and I hope that someday these words will prevent the reawakening of a vile evil. Let it be known that he, Irias, possessed a grim evil in his hands known as the Grimblades, dual daggers that would wrench apart the soul of the bearer whose blood they touched bit by agonizing bit. Of whom that may read this, I neg of you to never let those Grimblades fall into the hands of any living being able to wield them, for they bring nothing but death and sorrow."
"-Idrali of the Green Wardens"
Curiosity exceeded caution, and Quendil took the blades from the corpse. He felt no evil within them, only power. He was fully revived with energy that outclassed anything he had felt before then. He quickly returned to Aredhel with his newfound discovery.
The expeditions of the Green Wardens to hunt down Irias were lost from documentation, and none of the warriors knew of the Grimblades. As such, they welcomed the finding of his new weaponry, and Quendil was allowed to don a white robe for more manouevrability rather than defence, and he now slays him foes with ease. Quendil hopes to someday bring his unorthodox fighting style to Linirea when some of the Elves migrate with Princess Alleria, but for now, he is his own warrior with greater killing skills than any other Elf.
HP: 440
Regen: 55
Melee: 4-16 Attacks once per 0.25s with daggers
Armour: None
Speed: Very Fast (Moves like Reg'son but attacks faster)
Respawn: 15s
Grimblades: (Passive) Every attack and ability has an innate 2/4/6% chance to deal critical damage, havling enemy HP.
(Criticals to minibosses and bosses deal 10% of their max HP as damage. Twilight Golems are between this, losing 25% health. When Grimblades activate, they glow black as the attack is executed, and shows a black slash quickly carve out from top to bottom on the enemy, frozen in fear aimilar to Vindicator with a single slash.)
Backstabbing Fiend: (Passive) When attacking an enemy already fighting an ally, Quendil can backstab them for 50/100/150% extra damage per attack with increased critical damage.
(Criticals deal 20% of a boss or miniboss's max HP and 75% to regular foes.)
Pierce the Veil (Passive) Every time an enemy is struck more than 10 times total by Quendil, it takes an additional 25/50/75% damage from him.
(Stacks infinitely for every 10 attacks, and works in combination with backstabbing.)
Onslaught: (25s) Leaps unto an enemy's back and performs 10 slashes per second for 1/2/3 seconds.
(Must be facing the enemy from behind to attack. Whilst slashing them, they can move forward and melee other units when they encounter them. Quendil is invulnerable to ranged attacks and AOE. Stacks with Backstabbing Fiend if used on an enemy currently in combat.)
Daggerfall: (50s) Rains down 4/8/12/16 daggers that automatically seek the nearest targets and backstab them for 10 damage each and a 10/15/20/25% critical chance.
(Daggers can strike the same enemy multiple times. Normal damage ignores armour.)
Overall Playstyle: Quendil is a frail hero with a pure focus on offensive usage. He has many passives that can all stack together to deal massive, constantly growing damage to a single target in a very short amount of time. Not only this, but he works extremely well with reinforcements, becoming invulnerable to the enemy by attacking from behind or leaping into them and delivering a barrage of attacks, all stacking up to massive amounts of quick yet also highly-damaging blows. Enemies who have just too much health will be instantly slain by him so that he can move on to the next foe, ready to tear it apart as well. He is the ultimate killer, moreso than Reg'son, at the price of more frailty that can be countered by smart, observant players. Finally, his hero spell is enough to take down a boss instantly if just 10 daggers get criticals, making him able to destroy any enemy type. His luck-oriented aspects aren't a worry, as he grows in power no matter what, making it possible to not get a single instakill, and still be very powerful. He's the first melee hero who can make it through an entire level without taking any damage while still causing melee harm to other foes.
Deycom (RaZoR leAf)
Sarcasm Elemental
There once was a man who had an unrivaled wit. From a young age, his ability to make people laugh had a serendipity to it, inspiring him to continue to make fun of things and be sardonic. However, as he grew older, his sense of humor was unappreciated by those around him, as some were too snooty to take any form of criticism, even light-hearted jokes. He grew to hate them as they continued to further hate him.
One day, he came across a powerful wizard walking into Aredhel to trade some of his rare goods. The wizard showed him a necklace enchanted with a symbol of a bird, which granted the ability to fly to those who wore it. He explained to Deycom, "This Bird Necklace is enchanted with the soul of a bird, thus granting the wearer of it the ability to fly, like a bird. Only the spirit of a flying animal, such as a bird, would be able to enchant the necklace with the powers of flight, and as such, I filled this Bird Necklace with the spirits of all the birds I could find and destroy, infusing the souls of the birds into what is now the Bird Necklace."
"Wait," Deycom exclaimed, "go back a bit. Which animal is this necklace infused with?"
"Birds! Not just a bird, either, but many birds! I hunted these birds to acquire their souls, as bird souls have the magical power of flight, which is perfect for the Bird Becklace because..."
The wizard went on and on, with Deycom continuing to encourage him to explain to the finest detail just why birds mattered to the necklace. Eventually, the mage caught on, and was infuriated and indignant.
"Petty mongrel! Have you nothing better to do than waste my time for your amusement?!?"
"Nope, this is the highlight of my day so far."
"Waste of life! I will make you regret your words for an eternity!"
The wizard blasted Deycom with magical bolts, transforming him. Deycom felt himself being lifted from the ground, but somehow still weighted down. He felt lighter but at the same time much heavier.
"You are an abomination of the insults constantly spewing from your wretched mouth! A monster, a manifestation, the physical embodiment of sarcasm! Live the rest of your life as an outcast in this world!"
The wizard left Deycom where he was, helpless in his new form, and disappeared from Deycom's sight. The transformed being looked into the water and saw his reflection, a humanoid creature made of dark grey, moving orbs of light. He looked at each one and felt a different kind of insulted, as if he had been ridiculed without anything actually happening. These were the abstractions of his previous sarcastic remarks, made real.
Days went by with Deycom trying to figure out his situation. He lurked in the nearby forests, avoiding any sentient beings he came across. Fortunately, he had no need of eating or drinking, so he could avoid risking getting caught by chasing after animals. He wanted to avoid any people because they would surely see a monstrosity and kill it.
Deycom was right, as one day, Elven hunters came by to look for food, and they came across the elemental while he was carving rocks, trying to pass the time. They looked at his form and felt an evil from it, some sort of contempt emanating from the creature. It was an obviously evil monster and had to by slain.
An arrow whistled by and struck one of the orbs, bursting it. Deycom turned around and was prepared to fight, but he didn't want to even for self defense. He was once one of them. The passivity released from him, and the Elven hunters felt tickled, and started laughing joyously. They got the urge to no longer fight him, but their common sense told them that he could be mind controlling them, and tried to fight him again.
He was torn between fighting them and leaving them be, and his own thoughts fused into their minds, among them feel confused and disoriented. He shouted, "Stay back!" sending a wave of fear over the hunters.
"I don't want to fight you." Deycom backed up to a tree as he spoke.
The hunters didn't want to fight anymore, either, and they instead took him back to the castle under their protection, assuring the other villagers that he was good. Back at Aredhel, the Eldritch mages discovered that he was an embodiment of his own personality, and had the power to physically use his feelings to affect others. He was the perfect weapon for war, and before he knew it, he was thrown into the battlefield.
Deycom was scared for only moments, as he found his powers to be greatly effective against the enemies, and he has them under his control. He could share laughs with his allies at the expense of the enemy, making his work enjoyable rather than a chore. To this day, Deycom fights with words, which speak louder than actions in his case.
HP: 450
Regen: 45
Melee: 22-33 Jabs once per second; physical damage
Armor: None
Speed: Slow
Respawn: 25s
Ridicule: (15s) Deycom turns an enemy's strength into something to be ashamed of, inverting its resistance for 3/5/7 seconds.
(Enemies who have, for example, 50% physical resistance will now be 50% more vulnerable to physical attacks. Applies to both resistance types, and is used as a ranged attack. Shown by a blue glow at enemy feet.)
Context Sensitive: (18s) Deycom knows the enemy well, and makes sure his allies do as well, permanently making the enemy take 10/20/30% more damage.
(Shown by a golden glow at the enemies feet, which matches the Hunter's Mark)
Comparison: (21s) Shows that enemies are equally worthless, making them all share each other's debuffs for an additional 3/4/5 seconds.
(Shown by red glows underneath all enemies in the area.)
Punchline: (16s) Delivers the final insult to foes, causing 100/200/300 physical or magical damage based on the targets resistances, and spreading to up to 2/3/4 foes.
(Used in Melee that spreads to additional enemies near the target. Deals physical to a target with magic resistance and vice versa, but can't change damage types to chained enemies; they all take the same damage as the initial target in melee.)
Rumor: (40s) Spreads a rumor of a certain enemy type, making enemies near the targeted enemy's type become hostile toward them for 4/6/8/10 seconds.
(Applies to all enemies of the type, not just the targeted foe.)
Overall Playstyle: Deycom focuses on weakening all of his enemies, making them extremely vulnerable to damage before unleashing his one damaging skill, which can destroy foes instantly. Like a good joke, it needs to be set up and used at the right time for maximum efficiency, and similar to Lynn, he weakens enemies to his Punchline ability with his other skills, but to a greater extent and with the ability to do more harm to enemy groups than a single target. The longer you wait, the more debuff skills will finish cooking down and the more damage can be done to the enemies. His hero spell is a great way to cause chaos among the enemy, when all of the setting up and preparations are waiting after all being used, helping to buy more time for the skills to recharge as enemies fight each other, unknowing of the insults that await them.
Order: (Fenrir, Flamemaster) Ninja, (Lord of all Evil, RZ Rider)
Users in () are inactive and not eligible for a hero once I start working on them again, but will be back on the list if they return.
Kowaghuz
Dwarf
Kowaghuz spent most of his life in the Dwarven city of Pendressi, a marvelous city where stones were carved to perfection to form entire buildings, built into the ground to become nigh immobile against threats. Underneath, houses were made, seemingly upside down, but in reality, the bottom floor was actually th lowest part of the house, where Kowaghuz usually stayed.
The Dwarved lived peaceful lives, safe from harm, until an unanticipated threat struck. An Earth Demon, shaking and shattering the ground as it traveled, wanted to challenge itself by taking down an entire civilization. It dug under the buildings, wrenching them from the ground and letting them topple over. Underneath, it shook the Dwarven homes, causing them to fall from under the ground, deep into the centre of the earth. The Dwarves evacuated immediately.
Kowaghuz ran with his parents, only to have the Earth Demon sweep by, swallowing them instantly. The creature moved on, paying no credence to Kowa and other nearby Dwarves who happened to barely miss it. However, Kowaghuz could not comprehend what had happened just then, and stood crying over the gap in the earth where his parents last stood. The remains consisted of his father's legendary hammer, rumored to crack any bone it came into contact with, and his shotgun, prohpecized to have been smithed by a legendary Dwarf in archaic times who gave it the power to create its own bullets. Kowa took them before fleeing, vowing to someday repair them to their glory and honor his father's legacy of a master warrior.
Over the years, Kowaghuz could never forget the tragedy that had befallen him. As he continued to try and find work, he eventually became too depressed to get ready for another day of the same smithing, cooking, handywork, and everything else he tried. He'd simply leave without a trace, never knowing if he was missed but always assuming he wasn't, and headed north once more.
He eventually came upon a kingdom of Elves and was captured. An outsider with far different structure than normal sentient creatures they had known, he was declared a beast and was treated like an animal. Kowa promised that he would prove his worth by serving in their army, using intelligent battle tactics and superior fighting skills that only a Dwarf could emply. He now works as an indentured servant to the Elves, with a glimmer of hope that he can finally be useful in the world. Liek if yuo cyr evrey tiem.
Kowa is a short Dwarf with balding hair and a long, scraggly beard. He has shining mithril armor, silver and blue and gleaming in sunlight areas like the Gnoll Hills and Soaring Ruins, and sparkling a darker cool color in Fae and Duredhel areas. He wields a hammer with a cross of metal across the rectangle, also shining in the light. On his back is a shotgun, with a thin middle and somewhat larger hole for bullets, and brown on the gripped portion.
HP: 500
Regen: 50
Melee: 25-50 Attacks with hammer once per second
Ranged: 50-100 Shoots with shotgun once per 2 seconds, firing a spray of bullets in a cone. Bullets have tiny AOEs, forcing the enemy to be really close to take full damage or far away to spread out the damage.
Armor: Medum (50%)
Speed: Average
Respawn: 20s
Skull Pierce: (4s) Smashes hammer on an enemy, dealing double damage stunning it for 1/2/3 seconds. (Jumps into the air and slams down the hammer upon the target in melee range. Effected by Dwarfka.)
Hammer Toss: (10s) Flings a disposable hammer at an enemy, dealing 40/60/80 damage and sending a shockwave that stuns nearby enemies for 1/2/3 seconds. (Shockwave deals no damage, but stuns flying enemies in its Fiery Nut-sized AOE.)
Dwarfka: (12s) Drowns sorrows in a bottle of imported Dwarven beer, increasing melee damage by 100/150/200% and giving a 10/20/30 health regeneration for 4/5/6 seconds. (Activated when facing any combination of enemies totalling more than 500 health, 60 average damage, both, or when his health drops below 10%.)
Big Bang: (Passive) When Kowa's shotgun is unused for at least 5 seconds, it overloads with bullets, causing the next shot fired to deal an extra 200/400/600% damage. (Signified by Kowa's shotgun vibrating violently on his back and glowing slightly orange.)
Dwarven Engineering: (Varies) Using fine Dwarven craftsmanship, automatically upgrades a tower for free every 60/50/40/30 seconds. (Selected tower's upgrade is random when given multiple options. If a lvl 4 upgrade branch is maxed out, it will upgrade the other or show a red X when no more upgrades are possible.)
Overall Playstyle:Kowaghuz has the most average stats possible, keeping a balance between ranged and melee damage and between tankiness and speed. His abilities are weak but recharge extremely fast, causing him to be able to affect enemies very often. He can stall an enemy by stunning it repeatedly in melee, barely being harmed by it at all while he attacks it. Passing enemies can be stunned as well by his AOE attack, leaving room for multiple enemies to be attacked by him and other allied units and towers. If the enemies he is dealing with are too powerful, some Dwarfka will do away with the stress and make him even more powerful, countering the damage done when enemies are not stunned. If that still doesn't work, he can hide away, regenerating health whilst his shotgun powers up, so that when he is ready again to fight, he can charge into battle with an extremely powerful attack. He well-roundedness between all fields of combat make him the perfect choice when no other option seems right.
Xstar
Vivimage
Xstar has no memories of his younger days, only as a young adult when he lived in a forest near a river. He knew only the animals there that bonded with him or sought to kill him. He never fought back, only ran to safety, using his magic to create distractions by conjuring clones of himself. He lived peacefully with the animals for a long time.
Eventually, change found its way into Xstar's life, when Twilight Elves came to tear down the forest and set up dark fortresses for their master. The animals became increasingly cornered into deeper parts of the woods as the trees were torn down and the waters were polluted. Bloodthirsty Elves came and took the animals' lives as well.
Xstar hid from them, refusing to interact with them. He longed for his companions to come back with deep, intense passion. The more and more he wanted them, he felt power growing within. He channeled that energy and created copies of the animals he once knew. He practiced these powers until he mastered them and could generate an army of his comrades.
Xstar led an attack against the demons, with his regenrating army of clones tearing through the buildings in the forest, putting the trees back together and sealing them with magic. With the same love his friends, Xstar used the hatred of these villains to trap their souls into the darkest spaces of his mind, where he would call upon their souls to serve him rather than the animals, who he freed to roam the forests once more.
He now protects the woodland Elves and their homes, seeing the same struggle against corruption from the Twilight Elves, and uses the enemy against itself to fight fire with fire.
HP: 280
Regen: 30
Melee: 5-10 Strikes with staff once per second
Ranged: 45-90 Magic Damage. Charges a ray for a second and blasts a blue beam at an enemy, dealing damage over the course of half a second. Takes 1.5 seconds in between each blast to recharge.
Resistances: None
Speed: Fast (Creates a magical sphere that forms in a clockwise direction, teleporting parts of him to a location as it covers each individual section of his body.)
Respawn: 15s
Secondary: Dealing the killing blow with an attack contributes power to his Hero Spell.
Carbon Copy: (15s) Creates identical clones of all nearby allies near him for 4/7/10 seconds that can collect souls. (Clones stand a little bit in front of allies, appearing as light blue apparitions. They can use the abilities of clones allies with the exception of any healing skills, as they cannot regain health. When they deal the killing blow to enemies, it contibutes to the Hero Spell.)
Soul Reaper: (18s) Summons a reaper apparition for 3/4/5 seconds that collects the souls of nearby slain enemies and deals 40/60/80 to 80/100/120 True Damage per strike. (Reaper has infinite HP and will block a single target. It attacks once per second dealing AOE damage like a Pillager. It does not need to land a killng blow to collect souls, merely be near enemies when they die.)
Gluttonous Manifestation: (16s) Summons a demon in a localized area for 2/4/6 seconds that deals 30/40/50 True Damage per second and collects the souls of enemies caught in its range. (Enemies do not need to be killed by the AOE, just killed while in the area. Range is the size of Fiery Nut.)
Undulant Seeker: (12s) Fires a magical spear that undulates between 2/3/4 enemies dealing 20/30/40 to 50/75/100 True Damage to each, collecting souls. (The spear is a large ghastly-blue magical comet that strikes down into an enemy, shooting back up into the sky before striking down at another target. Cannot hit the same enemy twice.)
Soul Abomination: (60s) Summons a golem of each collected soul, comprised of 25/50/75/100% of all damage and health gathered since its last use for 5/10/15/20 seconds. (Golems have a minimum of 200 HP and 10-20 damage. All attacks are AOE slams like that of an elemental and deal true damage every 2 seconds or are thrown blue projectiles that behave the same way. No armor, heal rate, or movement. The golems are the same apparition-blue of the other summons with various circles of differing sizes and shades of bright blue. Sometimes, the souls of powerful enemies can be seen whizzing around inside a circle.)
Overall Playstyle: With the ability to summon so many units and skills that attack multipe enemies, there is a large focus on crowd control. Get Xstar to a chokepoint or make one out of reinforcements so that he can clone them while his other skills finish the job. He can snipe enemies from far away while his soldiers block them, effectively dealing damage and stalling at the same time. His spell is best used rarely, or at least sparsely if the player is very active in getting souls for the golem. It's even possible to not use it for entire level until the boss wave for an extremely powerful minion, and the degree of that extremity comes from how much involvement Xstar has had thus far.
Simmonds
Cursed Sorcerer
In the school of mages for Sylvan Elves, students were required to pass a rigorous test explaining their knowledge of magical history and the functions of spells and their nature. Those who completed the exam were permitted into the school where they could begin a career as any wizard they wanted to be.
Simmonds studied night and day for his exam and completed with the best score in years, one of the only tests above 90%. He was gratuitously welcomed in. In the school he knew answers to every question and quickly earned a reputation for himself. Any confusion amongst other students resulted in them consulting Simmonds, always with great results.
Impending was the first semester testing season, and to practice, their teacher would have each student demonstrate a random spell. One by one, each aspiring wizard would launch lights into the air, levitate school utilities, alter their appearance, and such.
When it came to Simmonds's turn, his teacher told him, "For my best student, I will let you impress the class once more by performing an alteration of space and time: Teleporting my desk quill into my open palm!"
Simmonds knew how space was a complex area of magic, but he also knew that with the right willpower, it was possible to alter reality in a way by forcing one's mental desire for reality to be as such to be greater than reality itself. Only master mages could do so, but he knew he was a master mage. Simmonds made the image of his teacher's quill in his mind, visualizing it appearing in his teacher's palm, every fragment of it being right where it belonged...
Suddenly, he heard a scream. Simmonds focused back to reality to see his teacher's hand impaled by the quill, blood gushing out. After the chaos of running students and cries for someone to do something, someone went and did something by getting a healer to come and fix things.
Simmonds was sent back to his seat, and was never asked for help again. Determined to redeem himself, he practiced in his room during all of his free time, trying to get the teleportation spell right. However, he never managed to place any object perfectly where he envisioned it. Simmonds tried other spells, and couldn't manage those properly, either. Weeks went on, and the studious wizard could not manage to perfectly achieve any form of magic. His hope dwindled, and doubt filled the gaps.
Although he could recite the findings of space manipulation by the recently appraised scholar, Nivus, he couldn't even project a ray of light forward. Disheartened, Simmonds packed his belongings and made his way home. However, passing the gates, he noticed a tinge on the ground. A black mark that somehow burned his eyes like the sun was there, and he reached down to touch it, and was bombarded with scorching black light around him upon making contact.
Simmonds felt like he was floating in a weightless place, with absolutely nothing going on anywhere around him for an infinite distance. Glowing green eyes burned their image into his mind, and he felt their voice echo in his head.
"We have watched you, Simmonds. You deserve greatness but have been denied it, just as we have for eons. Accept our gift, and let greatness be yours, just as you deserve; as we all deserve."
A green pendant appeared in his mind, and Simmonds contemplated. He wondered about his future, without any ability to use magic. He had no future without it. He then thought of a life with magic, accomplishing great discoveries, making milestones in magic that would make him immortal in history. He thought of the pendant, and it glowed a brighter green. The glow intensified, consuming his mind, to the point where Simmonds had no room to think about anything other than the green pendant. It quickly grasped his mind, and was everywhere, and then there was nothing.
Simmonds felt the weight of his body again, and he opened his eyes. He looked down and saw the pendant resting on his chest. He tried to tug at it, but it was immobile. He ran to get help, but nobody else could see or sense the presence of it on him. Simmonds returned to his room, and laid down on his bed. He looked to the left and saw a glass of water on his desk. He was thirsty, and longed for it to be within reach. He blinked, a quick image of the glass in his hand, and suddenly he felt cold weight in his palm. He looked at his hand and saw the glass, dropping it in surprise. He grinned wildly, in awe of his new capabilities.
He reached down to touch the glass, and cut his finger. The point pinched his hand and squeezed all the way up to his arm, reaching his torso. He felt an especially sharp pain at his chest, and was thrown into darkness. There was nothing he could see or control, but he could feel his body moving, doing things, but he didn't know what. After an eternity he could see once more, and was on the ground, constrained by magical rope. The staff members of the school were looking over at him, bewildered.
They declared that he was a demon of some type, and banished him from the school. Simmonds lived on his on since then, unable to feel safe in society out of fear that worse could happen to him. He soon discovered that whenever he was wounded, the pendant would take control of him and ravage everything in sight.
After years in the forest, he was eventually discovered by the Sylvan Elves and taken back to their lands. He was locked away, seen as a threat by most, but by great wizards, a means of study. They argued with the Sylvan leaders, and decided they could let their captive into battle to examine how his powers worked and what they could do.
Simmonds now lives as nothing but an experiment to those who don't know him, but his battle companions pity but also respect him for his kindness, wisdom, and determination. He is one of the most fearsome mages of all time, but also one of the most unstable.
Simmonds is a tall mage in orange and red robes, flowing in the wind. (We need more flowy capes, Ironhide) He wields a very long, silver staff with branching metal rods twisting around an orange gem at the center, creating what appears to be almost an atomic symbol. His chiseled chin and small neard can be seen from the dark under his hood. In beast mode, he is a large grey creature with numerous long, sharp horns coming out of his head. He has thick musclular limbs and a ripped chest, along with powerful claws for hands.
HP: 300
Regen: 30
Melee: 9-15 Overhead beating with staff every second
Ranged: 56-91 Charges up for 1 second and launches 7 magic missiles into the nearest enemies, seeking new targets. Takes 1 second between attacks to start to charge.
Resistance: None
Speed: Can teleport, or will walk, the same way Magnus does but with a much smaller walk distance.
Respawn: 25s
Secondary: Beast Mode. When struck by an attack, Simmonds enters beast mode, gaining double current/max HP as well as losing his teleport and ranged attacks, but transferong his ranged damage to his melee damage as physical. He now attacks with his clawed hands at a rate of once per 1.2 seconds and uses slightly altered abilities. This mode lasts for 6 seconds and has a 12-second period in which he cannot reform into a beast.
Shockwave: (24s) Sends a magical shockwave worth 200/350/500 damage that explodes on the final target for 100/200/300 area magic damage. (The final target refers to the enemy who has enough health to not be killed by the magical blast. The damage the shockwave can deal decreases with each enemy struck, based on the health they lost from the attack. In beast mode, he dashes Kutsao-style from enemy to enemy, instakilling them but also decreasing the amount of damage that can be dealt to the last enemy. Armor is factored in now. Upon reaching the final target, he performs a spinning slash that deals the same damage as physical damage.)
Magnification: (10s) Powerful attack dealing 50/75/100 damage that increases in damage by 50/75/100% with each consecutive use on the same enemy. (Damage doubles each time, growing exponentially as long as it's on the same enemy. Simmonds automatically targets the same enemy in range each time if it has been hit before, taking precedence over enemy strength and location. In Beast Mode, this attack is a powerful chomp on a foe's neck rather than a ranged magical beam. The chomp causes the enemy to bleed.)
Inherent Death: (16s) Causes an enemy to take 5% of their life per second as damage to themselves and nearby foes for 3/5/7 seconds. (Used as a ranged curse as a mage that creates an orange and red flame around the target and nearby enemies. In Beast Mode, it is a powerful slash with both claws that causes the enemy to bleed, spreading the damage as physical damage in a larger radius, about the size of Eldritch Doom. The damage is dealt instantly to the target and all nearby enemies.)
Unleashed: (Passive) Every 50 damage taken increases the length of Beast Mode by 1 second with a maximum transformation time of 9/12/15 seconds. (Beast Mode still requires a 12 second cooldown time between transforming.)
Rising Sun: (45s) Bathes the map in sunlight or moonlight, increasing either the physical or magical attacks of all towers by 50% for 6/9/12/15 seconds. (Towers like Arcane Archers will benefit from the magic boost when using Burst Arrows.)
Overall Playstyle: Simmonds has the ability to counter any combination of enemies by switching from a ranged hero with magical attacks to a melee hero with physical attacks. When armoured enemies are no longer a large threat, letting him enter Beast Mode for awhile can end up being more beneficial, allowing him to more efficiently deal damage to specific foes. He also swaps speed for tankiness, so that he can stop an enemy from leaking rather than just watching it leave ss he blasts other foes. On top of this, he can create a huge game changer by buffing towers across the map with enhanced damage, with similar degrees of impact as Kahz or Saitam would have.
Saurian
Caller
When the great Saurian people invaded Linirea by Malagar's summoning, time become unstable, and fickle. Portals through time would occasionally open and close near the Saurians' lair hiden in the mountains. Lord Malagar instructed them not to interract with them. The Saurians served their master with loyalty, as he had promised to share with them the almighty power of the gem after his plans were carried out.
When Malagar was defeated and Umbra slain, the Saurians had lost the gem. Betrayed, they sent a lone Saurian into a time portal, to take the gem in the past at a point before Malagar had ever acquired it, and use it themselves in the present.
Travelling through the portal altered the lone warrior, giving him the ability to bring his fellow Saurian comrades through time to fight, though for a temporary amount of time. He did not discover this power soon enough, however, and was captured by the Elves, having a magical necklace placed upon him that prevented him from being too far from a Slyvan Elf at any time. The Elves came to know him simply as the Suarian, and thus became the name of his species.
Saurian discovered his ability to reach into time and call forth fellow Saurians when his life was in mortal danger. He fought with a sword of pure red energy that could cut through any armour, but he lacked protection of his own. As such, a Drider he battled with had poisoned him, leaving him unable to fight back for long. As he whittled away, Saurian thought of his allies from before, wishing that he could once more fight alongside them. His visions came true as another lizard appeared behind the mutated arachnid and stabbed it through the stomach. The warrior disappeared, and as Saurian wished for his return, he came back for a few seconds. He mastered this power and could create hordes of Saurians to fight alongside.
He worked for the Elves for many years and fought in many of their battles, and eventually made acquaintance with the wizard Vez'nan, who possessed the gem he sought. Saurian plotted to steal the gem from Vez'nan no matter the costs, but he had to find the right moment to strike. He could go charging into battle with an army of his brethren, but would not want their lives risked when it was unnecessary. Eventually, he will make his move and bring honour and the gem back to his time period.
Saurian is a taller than average lizardman wearing a cloak similar to the Savants. His retains the dark blue colour, but has a longer cape that flows like Eridan's; his is torn from battle. His hood is longer and goes over his head, though his snout peaks through and a scar can be seen on the side of his mouth. His is lightly equipped with straps of metal with glowing lights on them like the other Saurian equipment. He wields an energy sword that glows red like a Brute's whips, but is more stable and very long.
HP: 400
Regen: 25
Melee: 21-63 Slashes vertically once per second dealing True Damage
Armour: Low (20%)
Speed: Fast (Levitates and floats to a location)
Respawn: 20s
Conversion: (Passive) Uses the life energy of fallen enemies to create portals that summons a Saurian Warrior on the location for 5/10/15 seconds. (Saurian Warriors are like Broodguards, but their time travel has caused them to glow dark blue, like Saurian's cape. They have 160 HP, no armour, and deal 12-16 damage per second. There is no limit to how many can be present at once.)
Clean Cut: (21s) Leaps into the air and slashes an opponent for 10/15/20% of their health and 50/100/150 True Damage, turning them into a clone of himself if slain for 20 seconds. (Saurian leaps into the air for a second before dashing almost instantly to whichever enemy has the most health but would still die from the attack, slashing them horizontally. His clone has no abilities other than Conversion, and can be controlled like a Durax copy.)
Summon Sapper: (18s) Summons a Saurian Sapper to detonate an area with multiple enemies for 70/140/210 True Area Damage. (The Sapper has 60 HP and can be attacked by units, causing it to explode immediately upon death. Itmproceeds down the path like a Broodguard, gaining speed as it is harmed, and detonates in the presence of at least 3 enemies in the radius of an Eldritch Doom explosion)
Timelock: (28s) Saurian traps the enemies in front of him in time, preventing them from moving for 2 seconds with a 15/30/45% chance for them to be stuck for an additional 1/2/3 seconds. (Saurian sends a wave through his hand that traps each enemy. He stands still for a second as the wave travels, moving like Plague Carriers but for a shorter distance.)
Call the King: (120s) Summons the Lizard King for 5/10/15/20 seconds to bring destruction down the path. (Summons a massive portal that Xyzzy steps out of, but this time before he has his hammers. He instead uses Brute energy whips, but twice the size to be proportional. He is invincible [same HP as him as the boss for aesthetics but pretty much unkillable] and deals 60-120 True Damage with an AOE ability with a 10 second cooldown, just like a Brute. He walks at a slow pace down the lane he is summoned on, and will move backwards when he reaches the end.)
Overall Playstyle: Saurian benefits against many enemies at once, being able to summon more and more warriors. Keeping him mobile as action is occuring is key, as there's no point in keeping him near only a few remaining enemies, as the warriors summoned from theor deaths won't have anyone to fight. He is great for attacking a fresh horde of enemies, quickly getting a higher chance of killing them all as one dies to his blade. Even if he can't fight them all, his AOE and Clean Cut skill are both great for dealing damage, and can be saved up for a really big amount of enemies so that he can kill them without risking getting hurt, and then fight alongside his minions. Because of his fragility and inability to tackle situations where enemies are even semi-tough without help, his hero spell makes for a great tide-turner, ploughing through enemies and going toe-to-toe with even bosses, but must be used in true emergencies.
Draconian
Dragon Lord
In the antediluvian era of the Gods walking the mortal world, they nearly wiped themselves out of existence. A great war had begun, with deities fighting other deities, unstoppable forces cancelling each other out. The rage, envy, fear, and ither emotions of the Gods were so great that they took physical form, creating the dragons. The Gods eventually ended the war by undocumented means, and left the world with mortals and immortals alike to live amongst each other.
The very first and most powerful dragons were manifestations of these emotions we feel today, and lesser dragons were separate categories of these emotions. One dragon who was the first to figure this out also realized that he could share the essence of dragons with himself, embodying all emotions at once and amassing great power.
The dragon travelled across the world, finding other ancient dragons and creating pacts with them, acquiring a portion of their power, becoming the mightiest dragon of them all. This Dragon Lord has yet to acquire every emotion, but has found a unique power in the Denas family line to make dragons serve them and the kingdom they reside in. He has willingly joined forces with them in hopes of finding every dragon and becoming as powerful as possible, even if he is already the mightiest of the dragons.
Draconian is a large dragon with extremely reflective, shining silver scales and wings coated in light green, red, and blue shiny scales. His dragonbreath is a mixture of those colours, which are infused with the arcane power of the mind that he has control over.
HP: 560
Regen: 40
Ranged: 162-198 Launches a thin, bright beam from his mouth at a single target dealing True Damage. Attacks once per 2 seconds.
Resistances: None
Speed: Slow (Moves slower than Phoenix)
Respawn: 30s
Roar of Ferment: (16s) Draconian's roar causes enemies' rage to slowly kill them, draining 2% of their life per second for every attack they receive for 3/6/9 seconds. (Draconian sends a red shockwave from his mouth that strikes enemies in an AOE. Initially drains 2% life, and continues to multiply every time a tower or allied unit hurts them, stacking infinitely. This new percentage is drained each second until the effect wears off.)
Covetous Wings: (18s) Blasts out a shockwave underneath, dealing 40 area damage and adding the damage of all stricken enemies to his attacks and abilities for 3/5/7 seconds. (Activates when an enemy is directly underneath him, just like Phoenix's sacrifice. Area is about the same size, as well, and adds damage to skills that don't normally deal damage, excluding only the hero spell.)
Fog of Trepidation: (30s) Breathes a slowly-expanding cloud that lasts for 2/3/4 seconds that paralyzes enemies, during which foes who suffer more than 300/200/100 damage will lose an extra 20/25/30% of their health. (Can deal damage multiple times in order to continuously get the effect. Paralyzed enemies will be stunned for the remaining duration of the cloud. The original size of the fog is the same as Eldritch Doom and the expansion rate is enough to double the fog's size in 5 seconds.)
Ray of Doubt: (15s) Blasts a beam at an enemy, causing them to instantly die if they lose more than 20/15/10% of their health within 3/4/5 seconds. (Can target instakill-immune enemies and bosses to get an effect similar to Vindicator, dealing 2,000 damage)
Totem of Agony: (30s) Erects a crystallized totem for 4/6/8/10 seconds that makes all enemies share sorrow, taking an additional 20% damage for every enemy within range of the totem. (Stacks infinitely, and with Hunter's Mark. Totem AOE is the same as a totem of weakness from Frontiers)
Overall Playstyle: The Dragon Lord utilizes a plethora of abilities to make sure that enemies are slain no matter what. Keeping him near towers and/or troops that deal quick, small damage will allow him to focus on bigger enemies and deal massive damage to them. Although he lacks much versatility statistically, he has better DPS than the beta Faustus (123-183 damage) and far better skills. He is great for Endless Mode, as his percentage damage and instakills help greatly against groups of powerful enemies, easily dealing high damage against them. Focus him on enemies with high stats and move him over large groups of powerful foes to gain their damage, and he will be unrivaled inndamage output.
Thalia
Archon of Rage
The Archons were lesser deities that served the Gods in the Heavens. They would collect tributes from worshippers and act as assassins to heretics. Any work connecting with mortals and their dimension was deemed "dirty work" by the Gods that was left for the Archon servants to do.
Nearly every Archon served the Gods without question, as even these immortal beings knew their place amongst such powerful masters. However, one Archon named Thalia would not stand for it. She was the mightiest warrior of all the Archons, revered and feared for it. She did tasks that no other Archons could handle, always unwillingly. Her complaints were heard only by the others of her kin, but she vowed to someday escape to the mortal world and never return.
One day, Thalia brought back tributes to the Storm God, composed of heavy wheelbarrows of gold from a secluded kingdom of fortune. Thalia lugged the wheelbarrows all at once to the throne of the God and presented it to him. "Fool!" the God shouted, smacking the gold ovee into Thalia's face, "I have no use for gold. I am a God! Return this gold to the mortal realm at once, and return with readiness to receive punishment for your insolence."
Thalia swore at the God and took some of the Gold before dashing back to the mortal plane. The God sent armies of stormclouds across the continent she fled to, hoping to catch her and smite the treacherous slave. Thalia hid for what seemed like an eternity for her, as she was always impatient despite her immortality. Eventually, the clouds dispersed and the God gave up the search with a final roll of frustrated thunder.
When the Archon emerged from hiding, she was partially concerned. All these trips back and forth, yet she knew little of how to live in the mortal world. Her confidence soon took over and she marched into the nearest building: an inn. Thalia sat at a stool, as that was what many of the other humans there were doing. A man in an apron came up to her and asked, "What can I get cha to drink?"
Thalia brought out one of her bars of gold that she kept from the God and asked, "What can I get with this?"
Jaws dropped at the sight of the gold. The man told her, "Yer can have the whole inn if yer want. I'd never make that much in me lifetime with this business."
Thalia refused and decided not to get a drink. She sat for awhile, observing her surroundings. How fortunate these mortals were to not have to endure an eternity of servitude to the most arrogant beings in literally the whole universe. One mortal came up behind her, starting to say, "Hey there, I-" before Thalia's reflexes kicked in and she punched the guy, launching him through a wall. People got up and ran, screaming, and soldiers began heading over to the inn. Thalia got up to try to leave, but she was too late.
Rather than become an outcast even in the mortal world, the Archon silently gave up and allowed the guards to take her to the city for punishment. There, she had a trial, and the wounded man testified that she punched him so hard that he soared through a wall.
The judge took off her glasses and rubbed them as she contemplated the likelihood of this. "How," she began, "could anyone be strong enough to do that?"
Thalia was a built, strong woman, but she had Archon powers that augmented her strength beyond her physical capabilities. Nonetheless, she would not stand an insult in any scenario. "I certainly could! I could smack any of these soldiers through any wall!"
The judge prodded, "Really now? Can you? Well then, we shall see. You will face our strongest warrior, and if you best him in battle, you will be freed of imprisonment."
The man tried to object, but the judge interrupted him and explained, "I am the judge here, and we go by my rules. Just wait and see."
With that, an arena was set up, where Thalia was given a longsword and sheild, both as rusty as her armour. A gate opened up, and a tall, wide knight fully clad in silver stepped out. His huge greatsword rested on his right shoulder, and a massive greatsheild resided on his left side. Thalia had been given unfair odds, and she was furious. Her anger boiled her equipment, and it began to gleam a brilliant white, becoming Archon armour and a large white greatsword. She grinned evilly and proclaimed, "My sword's longer than yours." before charging into battle.
Thalia ran, sluggish from her heavy armour but mentally unstoppable. The knight, taken aback, tried to swing at her with his sword, but she swatted it away with her shield, flinging it out of the arena with inhumane strength. The knight cowered behind his shield as the Archon slashed at it unremittingly. Thalia would break the metal barrier soon, but not soon enough. Her power surged into her blade, coating it in white fire as she slashed, disintegrating the shield and bashing the knight with her hilt, knocking him over.
"Please, no more!" He begged.
"My only mercy will be giving you a quick death." Thalia declared as she raised her sword to pierce the fallen soldier.
"WAIT!" The judge cried out. She and a group of guards ran toward Thalia, seizing her and telling her to stop.
"You've shown that you are more than capable of what you are accused of. A deal is a deal, so you will not be sent to prison for your crime." The judge told her, making Thalia smile before the judge continued, "However, a crime is a crime. We will send a strong, able warrior such as yourself into service for the distant Elven army for as long as you live. Take her."
Rather than continue to fight, Thalia decided that she would go along with their plan. Perhaps she could escape when she reached the Elven lands. Unfortunately, they sent her by boat, and had her heavily constrained with many guards. They made it to the other continent within a week, and sailed away, leaving Thalia in the hands of the Elves.
Thalia grew to like the Elves. Being unable to age as well, they understood each other better. Even with her branding as a bellicose, deadly warrior of impulse and destruction, she was treated like a friend as long as she kept in line, and this time, Thalia made sure to do so.
Now, Thalia is proud to be a member of the Elven army, and is by far one of the most relentless and formidable soldiers there. Her rage is a tool for battle, allowing her to slay any foe with ease, and make her revered and feared in the mortal realms just like when she was a servant Archon, but this time, she enjoyed her vocation.
Thalia the Archon is a humanoid woman with white and red heavy armour. She has gladiator-like equipment, and her eyes are the only ones in the series to glow pure white, an intense white. Her majestically white greatsword is on par with Lynn's in terms of size, but she can wield it one-handedly and still have a shield. All of her battle items gleam from their holy powers, and her sword can be coated in many layers of thick, white flames that pierce the soul.
HP: 580
Regen: 20
Melee: 11-27 Attacks twice per second, with quick, curved slashes of her sword.
Armour: Medium (60%)
Speed: Slow
Respawn: 25s
Archfire: (16s) Thalia coats her sword in white Archon fire magic, causing her next 2/4/6 attacks to cleave an additional 10% of health from enemies. (Deals the 10% plus her normal melee damage. Can stack up to 12 attacks on her sword at once.)
Soul Fire: (Passive) Nearby slain enemies have a 20/35/50% chance of having their souls turned into an additional Archfire for Thalia's sword.
Archwinds: (21s) Creates a whirlpool of Archfire on the ground for 3/4/5 seconds, slowing enemies by 20/40/60% and negating 5% health per second. (Whirlpool is the size of Eldritch Slash and is able to harm flying enemies. Can be used on enemies from a distance.)
Ashes of Rage: (24s) Thalia stabs the ground, stunning enemies in a small range for 2 seconds and pulling it out, causing an explosion in a larger range that burns off 20/30/40% of the health of stricken enemies. (Stun range is about the size of Fiery Nut, and the explosion is triple that amount. If any Archfires are active on Thalia's sword, the explosion will be coated in white fire instead of being a red dome, and each Archfire will add an extra 5% to the explosion's health reduction.)
Path of the Archon: (80s) Sends 3 Archon warriors forward along the path with 2/4/6/8 attacks that each take 10% health from the enemies they attack. (Similar to Bruce's lions, they travel down the path and attack the first enemies they see. However, they each attack in swirling motions once per second, keeping the targeted enemy stopped until they die, and can move on to more enemies if they die before all of the strikes have been used up. The warriors each take up one third of the path.)
Overall Playstyle: Thalia is the pinnacle of both high and low damage. She is useless against weaker enemies, despite her AOE abilities, but untrammeled against large foes. She is the best hero for Endless Mode, as her damage grows with the enemies, and she is durable enough to survive quite a few strong blows. Stacking her Archfires to instakill groups of enemies with her explosion attack can result in the single most powerful attack in the game. With all of her attack power and quick skills, she can stay in battle as long as enemies don't damage her too much. Her heal rate is very low along with a morbid respawn time, making it vital to try and keep her safe from harm when her health runs low. With a versatile Hero Spell that stacks up to a double instakill and more, she gives Reg'son a run for his money.
Quendil (SairiRM)
Rogue Assassin
A common knight in the Elven army, Quendil didn't have the physical prowess of his comrades. He was quick and sly, thinking and moving on his feet to outperform the enemy even when he lacked comparable strength. Although he was a formidable force in battle, Quendil was looked down on by his fellow warriors, and he loathed it.
Quendil petitioned for warriors to be given choice of equipment, so that more fragile fighters such as himself could still battle with equally powerful weaponry as the burlier warriors, but there were too few who shared his issue or could smypathize with him. Fed up, Quendil decided to desert the army and find his own way.
Out in the grasslands, he was lost, but he had the confidence that things would at least be better than the military, no matter how it turned out. He came across a large cave hidden beneath a massive waterfall, and ventured in. Corpses littered the ground, their armour and weapons shattered and the rotting bodies positioned in agonizing states of mercy-begging. Sweat beads as numerous as the dead soldiers formed on Quendil's forehead as his imagination built nightmares that could he waiting at the end of this cave.
When Quendil got the end, his entire body quivering, he saw one extraordinary corpse, with faded white robes amd dual daggers, still stabbing another soldier, but fallen over and with 2 arrows in his neck. A note by the corpse read,
"I have slain the rogue assassin Irias at last, but am grim when I write that none of my comrades on this expedition survived the hunt for the hunter, myself included. I write this note in my last dying breaths, and I hope that someday these words will prevent the reawakening of a vile evil. Let it be known that he, Irias, possessed a grim evil in his hands known as the Grimblades, dual daggers that would wrench apart the soul of the bearer whose blood they touched bit by agonizing bit. Of whom that may read this, I neg of you to never let those Grimblades fall into the hands of any living being able to wield them, for they bring nothing but death and sorrow."
"-Idrali of the Green Wardens"
Curiosity exceeded caution, and Quendil took the blades from the corpse. He felt no evil within them, only power. He was fully revived with energy that outclassed anything he had felt before then. He quickly returned to Aredhel with his newfound discovery.
The expeditions of the Green Wardens to hunt down Irias were lost from documentation, and none of the warriors knew of the Grimblades. As such, they welcomed the finding of his new weaponry, and Quendil was allowed to don a white robe for more manouevrability rather than defence, and he now slays him foes with ease. Quendil hopes to someday bring his unorthodox fighting style to Linirea when some of the Elves migrate with Princess Alleria, but for now, he is his own warrior with greater killing skills than any other Elf.
HP: 440
Regen: 55
Melee: 4-16 Attacks once per 0.25s with daggers
Armour: None
Speed: Very Fast (Moves like Reg'son but attacks faster)
Respawn: 15s
Grimblades: (Passive) Every attack and ability has an innate 2/4/6% chance to deal critical damage, havling enemy HP.
(Criticals to minibosses and bosses deal 10% of their max HP as damage. Twilight Golems are between this, losing 25% health. When Grimblades activate, they glow black as the attack is executed, and shows a black slash quickly carve out from top to bottom on the enemy, frozen in fear aimilar to Vindicator with a single slash.)
Backstabbing Fiend: (Passive) When attacking an enemy already fighting an ally, Quendil can backstab them for 50/100/150% extra damage per attack with increased critical damage.
(Criticals deal 20% of a boss or miniboss's max HP and 75% to regular foes.)
Pierce the Veil (Passive) Every time an enemy is struck more than 10 times total by Quendil, it takes an additional 25/50/75% damage from him.
(Stacks infinitely for every 10 attacks, and works in combination with backstabbing.)
Onslaught: (25s) Leaps unto an enemy's back and performs 10 slashes per second for 1/2/3 seconds.
(Must be facing the enemy from behind to attack. Whilst slashing them, they can move forward and melee other units when they encounter them. Quendil is invulnerable to ranged attacks and AOE. Stacks with Backstabbing Fiend if used on an enemy currently in combat.)
Daggerfall: (50s) Rains down 4/8/12/16 daggers that automatically seek the nearest targets and backstab them for 10 damage each and a 10/15/20/25% critical chance.
(Daggers can strike the same enemy multiple times. Normal damage ignores armour.)
Overall Playstyle: Quendil is a frail hero with a pure focus on offensive usage. He has many passives that can all stack together to deal massive, constantly growing damage to a single target in a very short amount of time. Not only this, but he works extremely well with reinforcements, becoming invulnerable to the enemy by attacking from behind or leaping into them and delivering a barrage of attacks, all stacking up to massive amounts of quick yet also highly-damaging blows. Enemies who have just too much health will be instantly slain by him so that he can move on to the next foe, ready to tear it apart as well. He is the ultimate killer, moreso than Reg'son, at the price of more frailty that can be countered by smart, observant players. Finally, his hero spell is enough to take down a boss instantly if just 10 daggers get criticals, making him able to destroy any enemy type. His luck-oriented aspects aren't a worry, as he grows in power no matter what, making it possible to not get a single instakill, and still be very powerful. He's the first melee hero who can make it through an entire level without taking any damage while still causing melee harm to other foes.
Deycom (RaZoR leAf)
Sarcasm Elemental
There once was a man who had an unrivaled wit. From a young age, his ability to make people laugh had a serendipity to it, inspiring him to continue to make fun of things and be sardonic. However, as he grew older, his sense of humor was unappreciated by those around him, as some were too snooty to take any form of criticism, even light-hearted jokes. He grew to hate them as they continued to further hate him.
One day, he came across a powerful wizard walking into Aredhel to trade some of his rare goods. The wizard showed him a necklace enchanted with a symbol of a bird, which granted the ability to fly to those who wore it. He explained to Deycom, "This Bird Necklace is enchanted with the soul of a bird, thus granting the wearer of it the ability to fly, like a bird. Only the spirit of a flying animal, such as a bird, would be able to enchant the necklace with the powers of flight, and as such, I filled this Bird Necklace with the spirits of all the birds I could find and destroy, infusing the souls of the birds into what is now the Bird Necklace."
"Wait," Deycom exclaimed, "go back a bit. Which animal is this necklace infused with?"
"Birds! Not just a bird, either, but many birds! I hunted these birds to acquire their souls, as bird souls have the magical power of flight, which is perfect for the Bird Becklace because..."
The wizard went on and on, with Deycom continuing to encourage him to explain to the finest detail just why birds mattered to the necklace. Eventually, the mage caught on, and was infuriated and indignant.
"Petty mongrel! Have you nothing better to do than waste my time for your amusement?!?"
"Nope, this is the highlight of my day so far."
"Waste of life! I will make you regret your words for an eternity!"
The wizard blasted Deycom with magical bolts, transforming him. Deycom felt himself being lifted from the ground, but somehow still weighted down. He felt lighter but at the same time much heavier.
"You are an abomination of the insults constantly spewing from your wretched mouth! A monster, a manifestation, the physical embodiment of sarcasm! Live the rest of your life as an outcast in this world!"
The wizard left Deycom where he was, helpless in his new form, and disappeared from Deycom's sight. The transformed being looked into the water and saw his reflection, a humanoid creature made of dark grey, moving orbs of light. He looked at each one and felt a different kind of insulted, as if he had been ridiculed without anything actually happening. These were the abstractions of his previous sarcastic remarks, made real.
Days went by with Deycom trying to figure out his situation. He lurked in the nearby forests, avoiding any sentient beings he came across. Fortunately, he had no need of eating or drinking, so he could avoid risking getting caught by chasing after animals. He wanted to avoid any people because they would surely see a monstrosity and kill it.
Deycom was right, as one day, Elven hunters came by to look for food, and they came across the elemental while he was carving rocks, trying to pass the time. They looked at his form and felt an evil from it, some sort of contempt emanating from the creature. It was an obviously evil monster and had to by slain.
An arrow whistled by and struck one of the orbs, bursting it. Deycom turned around and was prepared to fight, but he didn't want to even for self defense. He was once one of them. The passivity released from him, and the Elven hunters felt tickled, and started laughing joyously. They got the urge to no longer fight him, but their common sense told them that he could be mind controlling them, and tried to fight him again.
He was torn between fighting them and leaving them be, and his own thoughts fused into their minds, among them feel confused and disoriented. He shouted, "Stay back!" sending a wave of fear over the hunters.
"I don't want to fight you." Deycom backed up to a tree as he spoke.
The hunters didn't want to fight anymore, either, and they instead took him back to the castle under their protection, assuring the other villagers that he was good. Back at Aredhel, the Eldritch mages discovered that he was an embodiment of his own personality, and had the power to physically use his feelings to affect others. He was the perfect weapon for war, and before he knew it, he was thrown into the battlefield.
Deycom was scared for only moments, as he found his powers to be greatly effective against the enemies, and he has them under his control. He could share laughs with his allies at the expense of the enemy, making his work enjoyable rather than a chore. To this day, Deycom fights with words, which speak louder than actions in his case.
HP: 450
Regen: 45
Melee: 22-33 Jabs once per second; physical damage
Armor: None
Speed: Slow
Respawn: 25s
Ridicule: (15s) Deycom turns an enemy's strength into something to be ashamed of, inverting its resistance for 3/5/7 seconds.
(Enemies who have, for example, 50% physical resistance will now be 50% more vulnerable to physical attacks. Applies to both resistance types, and is used as a ranged attack. Shown by a blue glow at enemy feet.)
Context Sensitive: (18s) Deycom knows the enemy well, and makes sure his allies do as well, permanently making the enemy take 10/20/30% more damage.
(Shown by a golden glow at the enemies feet, which matches the Hunter's Mark)
Comparison: (21s) Shows that enemies are equally worthless, making them all share each other's debuffs for an additional 3/4/5 seconds.
(Shown by red glows underneath all enemies in the area.)
Punchline: (16s) Delivers the final insult to foes, causing 100/200/300 physical or magical damage based on the targets resistances, and spreading to up to 2/3/4 foes.
(Used in Melee that spreads to additional enemies near the target. Deals physical to a target with magic resistance and vice versa, but can't change damage types to chained enemies; they all take the same damage as the initial target in melee.)
Rumor: (40s) Spreads a rumor of a certain enemy type, making enemies near the targeted enemy's type become hostile toward them for 4/6/8/10 seconds.
(Applies to all enemies of the type, not just the targeted foe.)
Overall Playstyle: Deycom focuses on weakening all of his enemies, making them extremely vulnerable to damage before unleashing his one damaging skill, which can destroy foes instantly. Like a good joke, it needs to be set up and used at the right time for maximum efficiency, and similar to Lynn, he weakens enemies to his Punchline ability with his other skills, but to a greater extent and with the ability to do more harm to enemy groups than a single target. The longer you wait, the more debuff skills will finish cooking down and the more damage can be done to the enemies. His hero spell is a great way to cause chaos among the enemy, when all of the setting up and preparations are waiting after all being used, helping to buy more time for the skills to recharge as enemies fight each other, unknowing of the insults that await them.