by Lord of all evil » Sat Aug 15, 2015 11:29 am
Hello everyone, this is my first campaign I'm creating, it's 6 levels long and takes place after the defeat of the twilight elves in Bittering Rancor. The theme is Fae Based and the battles take place in an area above the enchanted forest with a cross of enchanted forest and haunted wastes biomes. The campaign features 24 enemies, 1 miniboss and 3 bosses ( included in encyclopedia) and several level exclusive Easter egg enemies and tons of new mechanics and special features as well as 2 new heroes (both premium) . Will probably construct the campaign at one level per day but it is subject to delays. Constructive criticism after each level is approved. I can't really draw the levels, so I'll just describe them and you can try to imagine the levels' appearance. Comic introductory trailer coming soon...
COMIC INTRODUCTION:
A redcap creeps around the room which used to be Baj'Nimen's spell room. " How did the twilight elves unleash the dark powers ?" he says. He suddenly gazes upon a magical case containing a swirling black substance. " So this was the key to their destructive power." He continues, " Well now it's mine!". As soon as he grabs it the dark power devours him in a black mist. The comic then shows Duredhel from the outside with a Minas Morgul style beacon and dark clouds spiraling out of it and on two opposite cliffs on either side of the tower are a fungus breeder and a satyr hoplite looking up. On the final comic scene are two red eyes in the darkness.
HEROES:
LUNA THE SHADOWMASTER ( 4.99)
HP: 500 ( Level 10)
Damage : 15-20 (Magic)(Level 10)
Armour: Low ( Magic)
Respawn Time : 20 seconds
Alignment: ChaoticGood
Attack speed: Fast
Choice of Weapon: Melee- Magic bow staff, Range - Magic longbow
Movement speed: Fast
LORE:
A long time ago, during the beginnings of the rivalry between the elves and the twilight elves, there were a group of ancient mages who felt they belonged on neither side of the battle and fled deep into the faery forest. As they travelled deep into the forest they discovered ancient dark secrets that allowed them to move faster than the other elves and communicate with their shadows. They became the first few elves to master this dark artform, able to travel unseen through the forest and hunt down the beasts they stalked. During this time they made a peace treaty with the gnomes, to help them in time of need, if ever a battle should arise. However, when the village of Neverwonder was attacked, they never arrived. They remained deep in the shadows of the woods. Now one of them intends to redeem herself and fight alongside the Linerian alliance to protect the gnomes from the threat of the redcaps and the other things that strike in the darkness.
PRIMARY SKILLS:
Shadow walk (1/1/1): Luna turns invisible for (3/4/5) seconds and moves (2/2/3) times faster than normal. She cannot attack during this period, but is invulnerable to all damage.
Speed of shadow (1/2/3): Luna unleashes a flurry of swift strikes, attacking (5/8/10) times in just (1/2/3) seconds. She does not take any damage from the enemy she fights during the flurry.
Shadow copy (2/2/2): Creates (2/3/4) shadow copies of herself that attack for (4/8/10) seconds. The stats of the copies are as follows:
Shadow Luna:
HP: 180
Damage: 5-10
Armour: none
Attack speed: Fast
Shadow dash (3/3/3): Luna dashes up a (short/medium/long) way up the path dealing (20/40/60) damage to every enemy she passes across with a (5/10/15)% chance of doing it twice in a row before teleporting to her original position.
Shadow circle (4/4/4): Luna creates a (small/small/medium) sized circle in the ground that curses up to (2/3/4) enemies with a crippling (5/10/20) damage per second for (10/15/25) seconds while slowing and damaging all other enemies that cross the circle.
ORATHUS THE LICH LORD (6.99)
HP: 480 ( Level 10)
Damage: 40-55 (Magic) ( Level 10)
Armour: Low ( Magic)
Respawn time: 30 seconds
Alignment: GoodDark
Attack speed: Average
Choice of weapon: Melee - Skeletal hand, Range - Lich staff
Movement speed: Slow for Short/Medium distances, Turns into a phantom and flies quickly for long distances.
LORE:
As darkness descended upon the great continent, wizards who dabbled in dark arts or necromancy were deemed evil and could not join the Linerian Army. By law of Prince Denas and the Elf Advisor, they were to be sent away from Aredhel and live in exile in the woodland. These powerful dark wizards soon gained a better reputation in the faery lands as they could ward away evil creatures with their frightening, but powerful skills. They were called the Licheon people, which soon became known as the Lich people. While some of them were indeed evil and began to attack the land with their evil armies, some believed that this dark power could still be used for good. Now, as the greatest darkness in Linerian history has swept the land, it's comforting to know that protectors like Orathus and his dark army are still on our side.
PRIMARY SKILLS:
Skull Bolt ( 1/1/1): Orathus shoots a skull projectile from his staff that targets (1/2/3) of the strongest enemies, reducing all of their stats and buffs, except health by (15/30/45)% for 10 seconds.
Imp Attack (1/1/1): Orathus summons a pack of (3/5/7) dark imps that run up the path and pounce on enemies dealing 10 dps for 5 seconds before exploding for (10/20/30) area damage each.
Necromancy (2/2/2): Orathus turns all slain enemies around him into skeleton minions that have half the stats of the slain enemy and fight for (20/30/40) seconds before crumbling to dust.
Type of minion summoned:
Normal skeleton- Enemy has 100 HP or less
Skeleton Knight- Enemy has below 500 HP
Dark Rider- Enemy has below 1000 HP
Skeleton Monster- Enemy has above 1000 HP
Soul Storm (3/3/3): Orathus summons a green giant soul that explodes into the ground dealing (200/250/300) area damage and leaves a resulting pestilence dealing an extra (20/40/60) damage per second for (3/4/5) seconds.
Ultimate form (5/5/5): Orathus reads a passage from his spellbook, unleashing his dark army of (5/10/10) immortal minions and transforms into a huge, flightless, dark dragon for 30 seconds before dying.
Immortal Minion:
Damage: 20-30 (Physical)
Attack speed: Average
Dragon form:
HP: (500)(1000)(1500)
Damage: ( 50-70)(80-100)(100-120) (True)
Attack speed: (Slow)(Average) (Average)
Movement speed: ( Slow) (Average) (Fast)
Level 1: The Nevercity
General, a wanderer, lost in the valley between the Hollow Mountains and Fay Meadows, reports seeing a massive dark cloud and explosions happening from the tower of Duredhel. This appears very queer, as the Twilight Elves have all fled from Duskwood, towards the caves in the Soaring Ruins, where they now live in exile. We must be sure we have prevailed over the evil in that tower!
But more importantly, a messenger from the gnomish ruler has arrived, bringing news of an assault from the redcap army. The redcaps seldom gather in large numbers in an organized assault, and they appear to have some new, powerful weaponry. We must come to their aid, before the great gnome capital is overrun by the redcap hordes. The gnomes also fear that a plague of fear and evil is descending upon them and they claim to see other things lurking in the shadows.
The Nevercity, is the gnomish capital, perched upon the cliff overlooking the valley. The level takes place inside the city, there are 3 entrances, one in the East, which is a broken city gate, and one above and below, which appear on waves 3 and 5 when the city wall in the area collapses. The paths lead from the three entrances to a chokepoint near the East, which then breaks into two paths that go around the city centre, finally converging into a single path that leads to the exit. The area looks much like a cross between Hammerhold and Neverwonder, with no dust trails, but mushroom houses around the paths. In the centre is a large gnome garden.
Environment:
10 strategic points ( built around the dual path around the large gnome garden)
1 abandoned gnome house ( built behind strategic points, beside regular gnome houses)
1 large gnome garden ( built in the centre of the level)
Terrain features:
Large Gnome Garden: A large building covering the entire city centre, used to train gnome tricksters, which function like the gnomes in the gnome garden.
More gnomes (50 gold): Summons one gnome. (To a maximum of 10)
More tricks (200 gold): Functions exactly like the trick unlocking skill in the regular gnome garden.
Angry Raggy (350 gold): Summons a rag puppet fighter with 700 HP and 30-40 damage. (No upgrades)
Abandoned gnome house (Minigame): To begin the mini-game, click on the bathroom mirror of the abandoned gnome house, the candles will turn blood red and the mirror will shatter, releasing a trapped evil spirit created by the dark power. The spirit will do an evil laugh and disappear, then reappear next to gnomes around the map. You have to tap the spirit before it kills the gnomes, (if a gnome dies it turns into a redcap). There are 15 gnomes around the map, so you have to tap the spirit 15 times to kill it. The spirit will attack faster and more often as the game progresses. If you save all 15 gnomes you get 500 gold. If you save more than 7 you get 250 gold. If you save less than 7, you get nothing.
Enemies (Stats are for normal difficulty)
Recurring enemies: Redcap
Redcap Smasher (Wave 3):
The dark power has drastically increased the size and strength of redcaps to giant proportions.
HP: 450
Attack damage: 40-50
Armour: Low
Speed: Medium
*Area damage, Low regeneration
Vampire Gnome (Wave 5):
Larger humanoid floating redcaps, their bloodlust is admirable.
HP: 300
Attack damage: 25-35
Magic resistance: Low
Speed: Same as redcap
*Ranged sucking attack, similar to Vez'nan's soul absorb, dealing normal damage, Regenerate health every attack
Demonic Doll (Wave 7):
The dark curse has allowed redcap toymakers to summon demons to inspire fear and wither amongst soldiers.
HP: 500
Attack damage: 40-80
Magic resistance: Medium
Speed: Slow
*Ranged scream attack, Buffs allies health, Wither aura (causes soldiers armour and damage to fall over time),
Redcap Sorcerer (Wave 10):
Masters of dark magic, these warlocks call their brethren through the shadow, they look like tall, humanoid redcaps with longer hair and a dark cloak.
HP: 650
Attack damage: 30-50 (True)
Magic resistance: High
Speed: Medium
*Summon redcaps and smashers, has a longer range with staff
Enslaved Demon Bear (Wave 12):
The redcap toymakers have given their tiny brothers larger demon bear mounts, these teddy bears have a sad expression, are chained and coloured grey, they walk upright.
HP: 800
Attack damage: 40-80
Armour: Medium
Speed: Slow
*Area attack, redcap dismounts after bear dies
Giant Demon Bear (Wave 15, Final wave):
Redcap toymakers tried to stuff a lot of dark power into a teddy bear, maybe a little too much.....
Two redcap smashers drag each giant demon bear in chains at all enterances, the smashers do the fighting until the bears lose 100 HP, then the bears break free, kills the smashers and head for the exit, they are huge, have red eyes, sharp grinning teeth and large claws and walk upright, they are a slightly darker grey.
HP: 1500
Attack damage: 50-100
Armour: High
Speed: Very Slow (Chained), Faster (Released)
*Area attack, Damage buff aura to allies, Death aura, Wither aura, Occasionaly devours barracks units
Last edited by
Lord of all evil on Tue Jan 05, 2016 8:05 am, edited 12 times in total.