So, as promised, the Human campaign.
Human Stage 1: Hammerfall
- [+] SPOILER
- General!
Hammerhold is under attack once more! The goblinoid and orc hordes have returned to plague the kingdom, but they seem to be led by something... ...darker. Other parts of the kingdom, especially near Southport, have been reporting attacks by age-old foes. Our mages know naught of these strange forces and creatures among the armies, but they know that they are not to be trusted. Fortunately, the King has sent aid to help defend the city in case of attack. So, arm the catapults, ready the bows, and deploy the soldiers, for Linirea is under attack!
Map:
Key:
A- Strategic Point
B- Wall: Enemies that pass under will be invisible for a short time, like in Hushwood.
C- Catapults: Two prebuilt catapults reside atop the walls. They are unsellable.
Unlocks
-Level 1 Towers
-Heroes
-RoF
Recurring Enemies: None
New Enemies: Goblin Chopper, Orc Enforcer
Level Events
Wave 1:
Goblin Chopper
HP: 70
Damage: 5-10 (Swings sideways)
Armor: None
Speed: Medium
Lives Taken: 1
Death Animation: Falls on its face, with the axe twirling in the air and then hitting the ground.
These shock troops wield hatchets, which chop through wood and flesh alike with ease.
Appearance: A simple goblin, equipped with a bloody axe, like the Orc Champions.
Tips: While they do have high-ish HP and high damage, they are easy to defeat.
Wave 2:
Deploy Reinforcements
Deploy reinforcements to block enemies for a short period of time.
Cooldown: 10 seconds
There are 4 optional skins, 2 males and 2 females. They wear light mail armor and hold short daggers.
HP: 35
Melee: 1-3
Armor: None
Wave 3:
Orc Enforcer
HP: 120
Damage: 4-6 (Punches with both fists, dealing 4-6 per.)
Armor: 20%
Speed: Medium
Lives Taken: 1
Death Animation: Falls flat on the ground.
These lightly armored orcs have deadly brass knuckles, as to increase the power of their already strong punches.
Appearance: A large orc, midway between orc and ogre, equipped with simple armor and brass knuckles.
Tips: Mages are better, but it doesn't really matter.
Wave 4:
Hero at Your Command: Scipio, the Legionnaire
HP: 400 (+15) [550]
Melee Damage: 4-8 (+1, +2) [14-28] (Slashes with sword)
Armor: 40%
Respawn: 15 seconds
Scipio is a famous legionnaire, with armor and a large sword to fight with.
Wave 5:
Hero Spell: Summon Legion (35 seconds)
Summons 2 Legionaries with the following stats:
HP: 150
Damage: 5-7
Armor: 20%
Lasts for 30 seconds. They are armed in simple legion armor, gaining a 10% boost to armor for every other legionaire present.
Wave 6:
Rain of Fire
Unleash a rain of meteors upon your foe! (Cooldown: 80 seconds)
Achievements
Siege: Win Stage 1 using only the 2 prebuilt catapults.
Slash n' Burn: Burn 100 Choppers with Fire mages.
Human Stage 2: Zarafo Delta
- [+] SPOILER
- We have driven the hordes back to the Zarafo Delta! We have set up camp at the river, to wait for the rest of our supplies to prepare for the crossing. However, the enemy knows we are making camp, and have begun raiding parties. Our supply chain is being disrupted, and morale is running low. We must attack the enemy before their force can starve us!
The river is a dangerous place, especially during the springtime, when it floods. We must watch out for the deadly floods, even as we fight the goblinoid hordes.
Map:
Key:
A- Strategic Point
B- Bridges: Aesthetic
C- River: Floods on waves 5/8/10/12. The flood will slow down all units and towers by 50%. Can be countered by a Big Wave. Any units with under 100 HP have a 50% chance to be swept away.
D- Temple: See God Altar
Unlocks
-God Spell
-Level 2 Towers
Recurring Enemies: Goblin Chopper, Orc Enforcer
New Enemies: Worg Piercer
Level Events
Wave 1:
God Spell: Big Wave or Speed Balance
Activate the God Spell at the temple!
Big Wave (75 seconds)
Pushes enemies backwards for the length of 4 strategic points. The effect also deals a small amount of true damage to all enemies affected. Use by tapping a spot and swiping toward the entrances.
Speed Balance (70 seconds)
Balances the speed of all towers, making them fire at the speed of the fastest tower you currently have for 5 seconds. If a tower is upgraded to a faster speed during the time, it doesn't change the effect.
Wave 4:
Worg Piercer
HP: 90
Damage: 12-18 AoE (Fires quills every 0.75 seconds)
Magic Resist: 30%
Speed: Fast
Lives Taken: 1
Abilities:
-Quill Shot: Deal AoE damage and bleed damage at 3 dps for 5 seconds. Stacks.
These changed worgs have the ability to stiffen their fur and fire it at nearby enemies.
Appearance: A simple worg, but they have light-blue eyes and the ability to fire quills at nearby enemies.
Tips: Because of their AoE power, these worgs are dedicated anti-barracks. They are best killed with artillery to avoid the magic resist.
Achievements
Porcupine Have 10 soldiers survive 100 Piercer attacks each.
The Ark Have no soldiers get swept away.
Human Stage 3: Stonecliff Ambush
- [+] SPOILER
- The trek through the dangerous Stonecliff Mountains has begun. The trek is long and dangerous, littered with pitfalls and rockslides. Luckily, the king has sent a relief patrol that are scouts say is close by.
However, before we could reach the relief camp, the goblins initiated an ambush! General, you must help hold the front lines!
Map:
Key:
A- Rockslide: Occasionally, an Orc Enforcer will come to one of two small piles of rocks and begin lobbing them at your towers for 9 seconds. The Enforcer throws 3 rocks, each of which stun a tower for 4 seconds. Barracks are unaffected, except for respawning.
Unlocks
-Level 3 Towers
Recurring Enemies: Goblin Chopper, Orc Enforcer, Worg Piercer
New Enemies: Goblin Blazer, Goblin Alar
Level Events
Wave 3:
Goblin Blazer
HP: 150
Damage: 5 dps (Sprays flames)
Speed: Fast
Lives Taken: 1
Death Animation: Blows up.
Abilities:
-Fire Damage: Deals ranged true dps, and a burn at 5 dps for 3 seconds.
-Immune to fire damage
The most pyromaniacal Goblins are equipped with flamethrowers and sent into the heart of the fray.
Appearance: It looks similar to the Zapper, but it is dressed in a flamesuit and has a flamethrower.
Tips: A simple enemy, like the Burner, but buffed.
Wave 4:
Goblin Alar
HP: 140
Damage: None
Armor: 20%
Speed: Fast
Lives Taken: 1
Death Animation: Falls to the ground, turning to stone.
Abilities:
-Flying
-Deals 50 AoE damage on death
These mutated goblins have the ability to take flight.
Appearance: Remember how I said it would get weird? This is where it starts. The Alar is a simple flier, but it looks like a Goblin with wings. Nothing is wrong with that.
Tips: A slightly armored flier, it is still easy to kill.
Achievements
Between a Rock and a Hard Place: Have 50 towers stunned by a Rockslide.
451 Degrees: Have 451 soldiers burned by Blazers.
Human Stage 4: Argent Lakeside
- [+] SPOILER
- We have crossed the mountains, and come to the a safe spot, the an alpine lake called Argent Lake. This lake is the main source of water in the Mountains, and a crossing point for traders from Linirea and Hammerhold. The water will be too cold for the goblins to cross, and we can quickly cross the lake. We have also hired some friendly farmer youths, who are quite skilled with their slingshots.
But, it appears that the goblins have hired some black-market traders to take them across the lake and attack! General, push back the goblin horde!
Map:
Key:
A- Boat Entrance: Boats will enter, and drop off troops on the dock. Each boat holds 4 non-flying enemies. The boats can be destroyed if they take 400 damage, but only Slingshots on points B can hit them.
Note: As of this level, Orc Enforcers can now punch Catapult rocks to deal 1/2 damage. Unusable in melee.
Unlocks
-Level 4 Archer: Slingshot Squad
Slingshot Squad
Damage: 10-21
Fire Rate: Fast
Range: Average
Cost: 230
Appearance: Two slingshotters are in a large tree. They fire small stones from slingshots. The slingshotters are youths.
Description: These expert slingers can kill any enemy, large or small.
Skills:
-Skip (Innate)
Per shot, has 20% chance to skip to the next enemy in a line. This chance can repeat itself up to 5 times. Automatically bounces to boats.
-Birdshot (Active, 10 seconds) (250/250/250)
Fires a bird, which has a special ability. The chance for each is equal. Now, with this upgrade, a large catapult is present in the middle of the tower. Also applies to Bouldershot.
-Purple: Fires a bird which speeds up to largest enemy in range, dealing 100-140 damage.
-Orange: Splits into 3 birds which deal 30-55 damage each.
-White: Fires an explosive bird dealing 70-160 AoE damage.
-Boulderroll (Active, 17 seconds) (250/200/200)
Rolls a boulder onto the path, which rolls for 3/4/5 meters. Deals 10 dps to any enemies caught under it, and may be pushed further by a pair of reinforcements. Rolls at about 0.5 m/s.
Quotes:
"9 skips? New record!"
"This boulder is way too heavy!"
"Pigs suck."
Recurring Enemies: Goblin Chopper, Orc Enforcer, Worg Piercer, Goblin Blazer, Goblin Alar
New Enemies: Orc Shadowmancer
Level Events
Wave 8:
Orc Shadowmancer
HP: 460
Damage: 13-19
Speed: Medium
Magic Resist: 50%
Lives Taken: 1
Death Animation: Clutches its chest, falls, and splits apart, creating a glowing white-blue light, and then it disappears.
Abilities:
-Mist summon: Summons a mist which deals 5 dps to enemies and heals 5 dps for allies.
-Can summon allies: Summons a cloud which quickly disappears, revealing 2 choppers, 1 enforcer, or 1 blazer.
A shadow wielding shaman, who can manipulate shadows to summon allies or destroy enemies.
Appearance: A shaman who has a darker green skin then usual, and the mask is black. The staff is a dark metal pole, which the Orc shakes to summon a dark cloud.
Tips: A relatively annoying summoner, who is also a healer and a poisoner. Yay.
Achievements
Pajaros Enojados Fire 100 of each type of Slingshot Bird.
Goliath Have 10 giant (2000+ HP) enemies killed by a Slingshot Squad.
Human Stage 5: Ruined Farmlands
- [+] SPOILER
- After leaving Argent Lake, we have received words of an imminent siege on the town of Pagras, and the queen has requested our assistance. We must go fast, and arrive in time for battle. The path we take is direct through what once prime wheat-growing territory, but has been destroyed by the goblin hordes.
As we break camp, the scouts have sent word that a goblin patrol is harassing and beginning a scorched earth campaign on some farmers to the north. General, we must rush to their aid!
Map:
Key:
N/A
Unlocks
-Level 4 Mage: Sunsfire Mage
Sunsfire Mage
Damage: 32-57
Fire Rate: Average
Range: Long
Cost: 310
Appearance: The tower itself is very similar to the sorcerer mage, but has some differences, as these mages harness the sun's fire. The rock is blackened in places, and an orb like a small star hovers above the mage's head. The mage wears red-orange shimmering robes, and to attack, takes plasma from the orb, black hole style, and fires a fire comet.
Description: A branch of the Stormcloud Sorcerers, Sunsfire Mages concentrate the sun's heat to burn foes.
Skills:
-Fusion (Innate)
Deals 4 fire dps for 5 seconds. Any enemies killed by the fire damage spread the fire to nearby enemies. The effect can chain.
-Solar Ray (Active, 33 seconds) (350/250/250)
Fires a series of solar rays at enemies. These rays deal 10-100 true damage apiece, and if hit by 7+/6+/5+ rays, an enemy is insta-killed. The AoE of each is a little smaller than that of a normal artillery AoE, and 7 rays are fired at a time. Represented by a column of orange light streaming down from the sky.
-Solar Storm (Active, 18 seconds) (300/200/200)
Creates a solar storm, which strips enemies of 20%/30%/40% armor and deals 200-300 true damage.
Quotes:
"Pour some water on that sick burn!"
"Initiate glassing."
"Purge by fyre!"
Recurring Enemies: Goblin Chopper, Orc Enforcer, Worg Piercer, Goblin Blazer, Goblin Alar, Orc Shadowmancer
New Enemies: None
Achievements
Glass Kill 1000 enemies with Solar Ray.
Aurora Call 5 solar storms within 10 seconds of each other.
Human Stage 6: Siege of Pagras
- [+] SPOILER
- We have come to the now Goblinoid town of Pagras! The queen's messengers has sent us reports that the Goblinoids have taken the town as their own, but appear to have been trading (we think) with some mysterious benefactors. From the massive smoke clouds and abundance of depleted coal mines, we can only assume they are building a massive weapon.
Luckily, the Queen has sent us reinforcements in the form of the Siege Breakers, a specialized company of artillerymen dedicated to breaking a siege, and their chosen weapon, the giant Onager. In addition, we have hired some local outlaws to help with the initial attack. General, get ready!
Map:
Key:
A- Goblin Pillbox: Sprays rounds of machine gun fire from its turrets, dealing 10-15 damage every second. Fires for 5 seconds, and every 20 seconds.
B- Siege Breaker: A special unit, which can be commanded by tapping on it. It has 350 HP, 2-5 damage, and 60% armor. However, it can be used as a one-time buff on an artillery tower to upgrade by a level, for free. There are 2 of them.
C- Goblin Harpoon: A special Harpoon tower targets nearby units, firing a flaming harpoon which may disable them for 8 seconds. Fires every 32 seconds, but doesn't affect mages.
Unlocks
-Level 4 Barracks: Gunslinger Saloon
-Level 4 Artillery: Siege Onager
Gunslinger Saloon
Damage: 3-8 (Melee), 4-12 (Ranged)
HP: 200
Armor: None
Respawn: 10 seconds
Cost: 275
Appearance: An old-timey western saloon/bar. Three outlaws with appropriate gear are spawned.
Description: These scruffy outlaws are some of the toughest in the kingdom, armed with their pistols.
Skills:
-Pistol (Innate)
Is ranged. The pistol fires 3 shots at a time, and reloading takes 4 seconds. Stabs with a knife in melee every second, but will prioritize shooting if reloaded.
-Large Cartridge (Passive) (250/250/250)
Has 4/5/6 shots when firing, after reloading.
-Showdown (Active, 15 seconds) (300/100/100)
Stuns 1/2/3 enemies as all alive Gunslingers instantly reload and fire, and also stunning them for 0.5/1/1.5 seconds.
-Stickup (Active, 20 seconds) (300/200/200)
One Gunslinger jumps on a horse, and proceeds to "stickup" the enemy with the highest max HP in range. They gain 15%/30%/45% of the enemies' bounty, which is then given to you. You will still gain full bounty for killing said enemy, however the Gunslinger is treated as dead.
Quotes:
"This is a robbery!"
"See ya at high noon!"
"Darned thing... Not reloading..."
Siege Onager
Damage: 80-102
Fire Rate: Very Slow
Range: Extreme
Cost: 400
Appearance: A gigantic catapult, with torsion ropes as a power source. A boulder easily the size of a hero is loaded into it and fired high up into the air.
Description: The largest catapult concieved, the Siege Onager fires boulders the size of larger Goblins!
Skills:
-"Special" Shot (Active, 16 seconds) (250/200/200)
Fires either a corpse or flaming hunk of rock. When they land, they can either poison or burn nearby enemies at 5/10/15 dps for 5 seconds. At level 3, the poison can be spread by enemy-to-enemy contact, and if an enemy is killed by fire, they explode, dealing 100 AoE damage.
-Meteoric Strike (Active, 18 seconds) (350/200/200)
Fires a slightly smaller boulder much higher than usual, and then quickly aims and fires another, larger boulder at the location where the smaller will fall. They collide in midair, creating a massive explosion dealing 1x/1.5x/2x damage, and able to deal full AoE versus both ground and flying enemies. Enemies closer to the center will be stunned for a second.
Quotes:
"KA-BAM!"
"Be sieged!"
"From the earth, to the sky, and back again!"
Recurring Enemies: Goblin Chopper, Orc Enforcer, Worg Piercer, Goblin Blazer, Goblin Alar, Orc Shadowmancer
New Enemies: Wildling
Wave 10:
Wildling
HP: 310
Damage: 5-12 (Slashes twice with dual blades, every 0.75 seconds)
Speed: Fast
Lives Taken: 1
Death Animation: Vines erupt from the ground, encircle the body, and drag it underground.
Abilities:
-Blood for the Gods: Deals +3 more damage for every 10 points less than max HP a foe has. Stacks up to 30, but resets when fighting new enemies.
The Wildlings hunt for sacrifices to their gods, and will not falter, as their gods demand.
Appearance: Similar to the savage warrior, but it has a more pointed and angled mask, with long "horns" stretching past the back of its skull. It has two hidden knives in its hands, like the Assassins.
Tips: Deadly against high-health heroes and barracks.
Boos Wave:
Pry'Niak
HP: 7000/200
Damage: 100-150 (Punches the ground)
Speed: Slow/Fast
Armor: 60%/0%
Lives Taken: 20
Death Animation: The mech begins to explode and crumble, but Pry'Niak runs out before its final collapse/Pry'Niak falls to the ground, dead.
Abilities:
-Plasma Ball: Stands still for 2 seconds, forming a plasma ball with his mech hands. He then either throws it at a tower, disabling it for 8 seconds, or rolls it down a lane, dealing 300 true damage to any ground units. Used every 8 seconds.
-Unengageable: After escaping from the mech, Pry'Niak cannot be fought by melee units.
Newest lord of the Goblins, Pry'Niak is said to have... ...sponsors. He commands a, well, commanding mech.
Appearance: A large mecha, with giant arms, but no head. Pry'Niak is held inside a small, blue tinted glass orb in the chest area. When out of the mech, Pry'Niak is little more than an ordinary goblin, albeit with one of those fancy motion-capture suits.
Tips: A relatively simple boss, though Plasma Bowl can cause a kink in your strategy. He proceeds from the top entrance to the bottom exit.
Achievements
Bonnie and Clyde: Have 100 Gunslingers killed by Enforcers.
High Noon: Challenge 1000 enemies to a Showdown.
Meteor Shower: Have 3 Meteoric Strikes preformed at the same time.
The Plague: Make one corpse poison spread to 30 enemies.
Strike!: Defeat Pry'Niak.
Human Stage 7: Silveroak Edge
- [+] SPOILER
- Our queen has sent us westward, to the Silveroak Forest, home of the Linirean Elves. Her motives remain unclear, however, we suspect we are headed to the outpost of Sildhel. Even when with an army, the woods are dangerous, and with enemies around every corner, including a savage tribe that apparently lives even further west, we must keep our eyes open for threats.
A bit of good news, however. Our hunters have found some elven rangers skilled at finding and fighting the beasts that roam these woods. Some of the more local men do not trust them, calling them "wraiths of the forest" or "phantom archers", but we feel their talents could go to good use.
Map:
Key:
A yellow and black circle represents a hidden enemy exit. This one is revealed on Wave 4.
Unlocks
-Level 4 Archer: Sylvan Trackers
Sylvan Trackers
Damage: 26-49
Fire Rate: Slow
Range: Extreme
Cost: 275
Appearance: Two rangers inside a small tree, like the normal Rangers. However, near the ground, strange hollow trunks send out puffs of green gas, and the eyes of the Elves can be seen, and they glow bright green.
Description: Trackers deadly to human and beast alike.
Skills:
-Track (Innate)
Inflicts a status effect on enemies when they are hit. It makes them take 30% more damage from Tracker towers for 4 seconds. Present as a green glow.
-Hunter's Will (Passive) (250/250/250)
Tracked enemies have a 3%/6%/9% chance per second to come to your side for 4 add. seconds. If taken to your side more than once, the chance increases to 5%/10%/15%. When activated, the hunter's eyes flash white.
-Cursed Arrow (Active, 28/26/24 seconds) (350/250/250)
Insta-kills an enemy turning them into a spirit for 10/20/30 seconds. Each spirit broadcasts an aura, like a totem, in an AoE about the size of Burst Arrow.
-<150 HP = Slow nearby enemies by 20%.
-150-499 HP = Previous, and reduce damage by 10%
-500-999 HP = Previous, and silence
->1000 HP = Previous, and permanently reduce armor/magic resist by 20%
Quotes:
"Like a ghost..."
"Kneel before me!"
"Curses!"
Recurring Enemies: Goblin Chopper, Orc Enforcer, Worg Piercer, Goblin Alar, Wildling
New Enemies: Gatherer, Glider
Wave 4:
Gatherer
HP: 540
Damage: 10-18 (Slashes with long cleaver knife)
Speed: Medium
Lives Taken: 1
Death Animation: Falls onto the ground, impaled by its own knife, before being sucked under.
Abilities:
-Gather Blood: When fighting a soldier, and forever after, a Gatherer may use its abilities. Alternatively, out of combat, it can share the skills with Wildling.
They draw strength from blood, and take it from our soldiers.
Appearance: Wears a snake-headed mask, and holds a long knife. A bandoleer of blood vials/bottles is visible.
Tips: This enemy must be kept away from soldiers. Otherwise, it isn't hard to defeat.
Wave 8:
Glider
HP: 240
Damage: N/A
Speed: Fast
Lives Taken: 1
Death Animation: The glider wings fall apart, and the Gatherer jumps.
Abilities:
-Flying
-Jump: May jump to a tower after dying, and then gather blood from it. Prioritizes non-barracks.
-Gather Blood: Same as the Gatherer, just for other towers.
-Ground Mode: Becomes a Gatherer after taking blood.
Airborne Gatherers, deadly in packs.
Appearance: Same as the normal Gatherer, just with a pair of leaf wings attached to its back.
Tips: Other than insta-kills, which you hopefully wouldn't waste on a flier, there isn't much of way to counter it, other than to use towers with no innates and upgrades.
Achievements
Spectre: Have the entire path in range of at least 1 Sylvan Tracker.
Aura of the Dead: Have 4 max-level (read: 1000+ HP) enemy spirits in action at one time.
Bloody Monday: Have 1000 blood samples taken from your towers and soldiers.
Human Stage 8: Sildhel (Psy-ulh-dale)
- [+] SPOILER
- We have arrived at the (typically) glorious town of Sildhel! One of the only outposts of the proud elves, it still manages to have the "air" of an elven city, even in the middle of the deep forest. The elves always keep a guard on patrol in the city, however they are beginning to be overrun by Wild Tribe hordes. In fact, strange beings in dark cloaks, which seem to move without touching the ground, have begun to lead the army. This does not bode well.
Luckily, the elven Priests, who mostly work in healing the forest from the many threats to its integrity, both inside and outside, have decided to help our cause. While they are skilled in combat, they prefer the clerical arts to the ways of battle.
Map:
Key:
A. Sylvan Rangers: Looks like a combination of the aesthetics of the Sylvan Elves and the Ranger Barracks. Their troops also share the aesthetic.
HP: 160
Damage: 14-30
Armor: Low
Respawn: 12 seconds
B. Alrian (Secondary Hero)
HP: 250
Damage: 5-16 (Fires an arrow or slashes with a single sword)
Respawn: 15 seconds
Skills:
-Wild Fury: When in melee, Wild Fury basically does Flurry, striking 4 times rapidly. When targeting in ranged, stabs sword into the ground, summoning a cat that runs towards an enemy and the same damage, but in magic. Like the Gnoll Blighter's ranged attack. (Cooldown: 7 seconds)
Unlocks
-Level 4 Mage: Priest
Priest
Damage: 44-58
Fire Rate: Slow
Range: Long
Cost: 300
Appearance: A single Priest, with long white hair and a white with gold detail robe stands on a large hunk of marble-like rock. 7 crystals jut from it, one in each color of the rainbow. The Priest will chant, and hold their hand outwards to fire a white bolt of magic.
Description: Magic wielders of a holy order, they can restore vitality to our soldiers at the cost of that of the enemy.
Skills:
-Heal (Innate)
For each shot, the nearest soldier with the least health will get 40% of the attack's damage in health. Present as a green orb flies from the hit enemy to a soldier.
-Clerical Training (Passive) (200/200/200)
An additional 10%/20%/30% of damage dealt is given to soldiers.
-Holy Warrior (Passive) (300/200/200)
Summons a Holy Warrior. The Holy Warrior has different stats and aesthetics based on which god is chosen. (Regnos/Sagate)
Regnos' warrior is clad in blue-purple armor with silver highlights. The armor has smooth, flowing shapes.
Sagate's warrior is clad in translucent white armor with gold highlights. The armor has sharp shapes.
HP: 150 (200/250)/200 (250/300)
Damage: 16-32 (20-36/24-40)/8-14 (10-16/12-18) (Stabs with a sword)
Armor: 30%/0%
Magic Resist: 0%/30%
Respawn: 15 seconds
At level 3, Regnos' warrior gains a 30% dodge chance, and Sagate's grants an aura to nearby soldiers, boosting max HP by 10, and damage by 2 points.
Quotes:
"Be healed..."
"Strike with courage!"
"Ready for battle!" (Holy Warrior)
Recurring Enemies: Worg Piercer, Wildling, Gatherer, Glider
New Enemies: Dark Priest, Bloodsucker
Wave 8:
Dark Priest
HP: 1100
Damage: 22-56 (Fires a red magic bolt/three tentacle-like objects fly out of the staff and strike soldiers)
Speed: Slow
Magic Resist: 50%
Lives Taken: 3
Death Animation: The staff glows, before it begins to be consumed by red particles, along with the rest of the priest. A white orb is all that remains, which quickly disappears.
Abilities:
-Transform: Transforms an ally. Used every 6 seconds.
-Consume: Turns an soldier to red dust, gaining HP equivalent to 1/3 of the unit killed. Usable every 8 seconds.
An entity of strange magics, who changes its allies into monsters.
Appearance: Wears a cloak, with a red-gem tipped staff. Has a heron-headed mask.
Tips: The first real tough enemy to defeat. High HP, a healing method, magic resist, and another ability. Pound it with archer shots, preferably Tracker.
Wave 8:
Bloodsucker
HP: 580
Damage: N/A
Speed: Medium
Lives Taken: 2
Death Animation: Burns to ash.
Abilities:
-Flying
-Suck Blood: Attaches itself to a tower, and after one second, it stuns a tower for 4 seconds, and boosts its own speed for the same time period. Usable every 8 seconds.
-Fell Swoop: If it flies over a soldier with less than 30 HP, it will swoop down and insta-kill it.
-Transform: Transformed from the Glider. The animation is that the glider's wings grow longer and more bat-like, as well as its body growing shorter, so it becomes a giant bat.
A Transformed creature that hunts in shadows and preys upon the weak.
Appearance: A large bat, with leathery wings and a furry body. Large, protruding fangs are visible.
Tips: If a large group of these enemies are made/spawned, you have problems. They are moderately strong, but chiefly is their tower stun. It can cause problems, especially among low numbers of towers.
Achievements
Doctor! Doctor!: Heal 100 soldiers who have less than 5 HP.
Crusader: Have 4 Holy Warriors within a 2 meter circle.
Dr. Moreau: Let 1500 Wildlings, Gatherers, or Gliders get transformed into their animal forms.
Human Stage 9: Darkoak Swamp
- [+] SPOILER
- We have left the last safe haven of the forest, and have begun the trek into the Darkoak Swamp. Strange rituals are said to go on here, so we must beware. Even before we have made it a few miles/kilometers (localization), the swamp has claimed many lives. A dark mood has fallen upon the army.
However, as we continue, we stumbled upon the ruins of a fire, clearly not made by native hands. And then, people, wearing the armor of knights, emerged from between the dark trees. They claim to have been part of a lost expedition to the Swamp, sent by King Denas himself, and want to join the army. The new members have brought a bit of our morale back, but we must hope it is enough, for the Swamp Tribes approach again!
Map:
Key:
A. Swamp: Enemies will enter from the swamp. Unengageable by soldiers other than specialized D.E.C.K. units.
-The western swamp entrance leads almost directly to the southern exit.
-The northern entrance leads directly to the first chokepoint.
Unlocks
-Level 4 Barracks: D.E.C.K.
D.E.C.K. (Denas' Expeditionary Corps of Knights)
Damage: 7-15 (Slashes twice with dual machetes every 1.75 seconds)
HP: 280
Armor: 25%
Respawn: 12 seconds
Cost: 300
Appearance: A more rounded tent structure, with a lookout post on top. The soldiers spawned wield dual machetes, and are clad in light chainmail.
Description: These knights may not be the most honorable, but they are expert fighters in difficult terrain.
Skills:
-Whiparang (Passive) (200/100/100)
Equips a ranged weapon which either draws enemies closer to the soldier or hits multiple enemies. Changed through a button opposite the rally.
Whip: 9-14/12-17/15-20
Boomerang: 4-7/6-9/8-11
-Dirty Strike (Active, 7 seconds per soldier) (250/200/200)
Slices an enemy in the face, slowing their attack by 5/10%/15% permanently. Stacks up to 60%.
-Combat Retrofit (Passive) (200/100/100)
L1: Can fight in special terrains (like swamp)
L2: Gains 25% armor
L3: Ignores terrain hazards
Quotes:
"Bring it on. I dare ya!"
"There's no honor in blood."
"Hills? Shmills."
Recurring Enemies: Worg Piercer, Wildling, Gatherer, Glider, Dark Priest, Bloodsucker
New Enemies: Anaconda
Wave 5:
Anaconda
HP: 1300
Damage: 40-60 (Bites)
Speed: Fast
Lives Taken: 2
Death Animation: Eyes go to X's, before falling on its side.
Abilities:
-Transform: Transformed from the Gatherer. The animation is that the mask, which is made of bone, turns into the creature's face, and its body lengthens to become a giant snake.
-Eat: Insta-kills a unit, gaining their max HP in health, but moving at slow speed for 4 seconds. Recharge: 8 seconds (Can affect heroes)
A Transformed creature which can eat anything that opposes it.
Appearance: It's a snake. What do you expect?
Tips: While it has no resistances, it's speed combined with high health can make it pass through defenses quickly, and when it gets to a barracks, it can heal a lot, especially if it manages to kill a hero or a D.E.C. Knight.
Achievements
DECK OP!: Kill 1000 enemies who have had their attack reduced by max.
AT-K: Have DECK units fight in all terrains.
Dr. Moreau: Let 1500 Wildlings, Gatherers, or Gliders get transformed into their animal forms.
Human Stage 10: Ruins of Old
The trek through the swamp continues, with many men lost to the guerrilla attacks of the Swamp Tribes, especially their strange Transformed creatures. Our DEC Knights have reported that the main home of the Tribes lies not far southwest from here, but our men are tired and in need of rest, so we have stopped at a large temple in the middle of the swamp.
Our surveyors have scouted some of the temple, and found many blood-stained surfaces, along with the skeletons of other humans. However, the surveyors also brought back pieces of broken technology, which our machinists say they can make into a usable weapon. And just in time, as we have been surrounded by our enemies!
Map:
Key:
A. Swamp: Enemies will enter from the swamp. Unengageable by soldiers other than specialized D.E.C.K. units.
-The enemies will enter from the west, and go to either entrance, following the puddles to the north and south of the "lake" at the end of the river.
B. Temple: Send explorers (100 gold) into the temple to come back with treasure. Maybe.
-25% nothing
-25% 100 gems
-25% free level 1-3 upgrade
-25% 150 gold
Unlocks
-Level 4 Artillery: S.P.I.N.
S.P.I.N. (Stone Propelling Inertial eNgine)
Damage: 27-49
Fire Rate: Slow
Range: Average
Cost: 375
Appearance: A large tower, comprised of two main wooden logs, along with an axle at the top. A catapult arm is positioned on the axle, and a bunch of gears lead up from the bottom to it. Two machinists at the bottom load rocks into the catapult and spin a crank, which then turns the axle.
Description: A strange contraption which can fire rocks with increasing velocity over time.
Skills:
-Inertia (Innate)
If the engine is kept spinning (i.e. it keeps firing over multiple reload cycles) its speed and range increase. One level boost per 5/7/9 sequential shots.
-Sand Slug (Active, 18 seconds) (300/100/100)
Fires a projectile of sand, which explodes in the AoE of a Burst Arrow. The sand lasts for 4/7/10 seconds, and slows by 20%, while also reducing attack damage (while in the cloud) by 50%.
-Enhanced Tech (Passive) (200/200/200)
L1: Improves the range of up to 3 artillery towers around it by 1 level.
L2: Improves damage.
L3: Improves speed by 1 level.
Quotes:
"You spin me right round."
"POCKET SAND!"
"Look at it go!"
Recurring Enemies: Wildling, Gatherer, Glider, Dark Priest, Bloodsucker, Anaconda
New Enemies: Kebos
Wave 5:
Kebos (Kay-bos)
HP: 1650
Damage: 60-100 (Bites)
Speed: Average
Armor: 90%
Lives Taken: 2
Death Animation: Falls to the ground, dead.
Abilities:
-Transform: Transformed from the Wildling. The animation is that the mask falls off, as the face becomes crocodilian, and its body turns green, with scales. It drops the knives, but in turn gains large teeth.
-Bleed: May cause heavy bleeding (10 dps for 3 seconds) on each attack.
A Transformed creature, with very tough skin and a very strong bite.
Appearance: A humanoid crocodile, with a clearly croc-like head, and green skin.
Tips: While it has no abilities of note, remember that these things will be spawned relatively frequently if a Dark Priest is around, and it is no pushover, with heavy armor and high damage.
Achievements
Rocks, Rocks Everywhere: Have 4 max-Inertia boosted S.P.I.N. towers at once.
Use Sand Attack!: Create 150 sand clouds over the course of one level.
Endangered: Kill 250 Kebos with just magic attacks.
Dr. Moreau: Let 1500 Wildlings, Gatherers, or Gliders get transformed into their animal forms.