KRA Human Campaign

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KRA Human Campaign

by AerisDraco » Sun Dec 06, 2015 7:48 pm

Main Topic: viewtopic.php?f=15&t=9912

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:

Image

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:

Image

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:

Image

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:

Image

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:

Image

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:

Image

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:

Image

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:

Image

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:

Image

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:

Image

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.
Last edited by AerisDraco on Mon Mar 07, 2016 2:02 am, edited 13 times in total.
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Re: KRA Human Campaign

by AerisDraco » Sun Dec 06, 2015 7:49 pm

Towers and Heroes

Archers

[+] SPOILER
Bowman Fort

Damage: 3-5
Fire Rate: Slow
Range: Long
Cost: 70

Appearance: A single bowman residing in a castle-like turret, with a large bow a few times their size.

Description: These specialized archers are trained to target enemies from long distances.

Skills:
None.

Quotes:
"My sight is that of the falcon!"
"May my bow rain death!"
"Distance nor wind matters. only the mind."

Eagleye Fort

Damage: 6-12
Fire Rate: Average
Range: Great
Cost: 110

Appearance: Two people now reside in the tower. The tower is now taller, with one person firing and the other spotting with a telescope.

Description: A pair of soldiers, trained to spot and fire at targets massive distances away.

Skills:
None.

Sniper Fort

Damage: 8-17
Fire Rate: Average
Range: Extreme
Cost: 160

Appearance: The tower itself doesn't really change, but the archer now wields a compound bow.

Description: Now armed with a fancy compound bow, far away targets will never be a problem.

Skills:
None.

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."

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!"



Barracks

[+] SPOILER
Conscript Camp

Damage: 1-3
HP: 50
Armor: None
Respawn: 8 seconds
Cost: 80

Appearance: A simple tent-like structure, with a banner in front. The banner depicts a single sword. A change from previous games is that the soldiers might have a different skin tone and hair color from each other.

Description: Newly drafted men, freshly trained and ready to fight!

Skills:
None.

Quotes:
"Ten-hut!"
"Ready for action, sir!"
"Glory to the Queen!"

Infantry Camp

Damage: 3-6
HP: 90
Armor: Low
Respawn: 8 seconds
Cost: 140

Appearance: The tent is now a little bigger, with two banners in front. A single sword is still depicted on the banner. The soldiers still have no helmets, but now wear light mail armor.

Description: Infantry are better trained then conscripts, to better handle threats to the kingdom.

Skills:
None.

Commando Camp

Damage: 6-9
HP: 130
Armor: Low
Respawn: 8 seconds
Cost: 180

Appearance: The soldiers are now equipped in full armor, and with shields. The tent is a lot larger, the kind that would go over a pavilion. The banner is now hung from the top of the tent, and bears a single sword over a shield.

Description: Commandos have been selected out of the ranks of the conscripts as the best, and therefore have the best training and equipment.

Skills:
-Fields 4 soldiers.

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..."

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."



Mages

[+] SPOILER
Ember-tosser Mage

Damage: 8-14
Fire Rate: Slow
Range: Short
Cost: 110

Appearance: A red and gold cloaked mage, with fiery red hair stands on top of a tower. The tower is a bed of coals, and the mage is barefooted. To attack, they summon a small ball of fire.

Description: A low-ranking fire mage, who summons small fireballs to throw at enemies.

Skills:
Burn: Burn at 2 dps for 4 seconds. Stacks.

Quotes:
"Kindle the fire."
"Let it burn!"
"Flame on!"

Flamewielder Mage

Damage: 14-27
Fire Rate: Average
Range: Average
Cost: 180

Appearance: The mage looks the same, but the tower now has a ring of braziers around the top, and they are lit. The mage will now summon one fireball, prepare to throw, and at the same time summon another. This cycle repeats in the firing animation.

Description: A fire mage moderately skilled in the arts of fire-wielding.

Skills:
Burn: Burn at 3 dps for 4 seconds. Stacks.

Firebender Mage

Damage: 28-34
Fire Rate: Fast
Range: Average
Cost: 260

Appearance: The mage looks the same, but now, the braziers are replaced with the entire top of the tower being lit in blue-green flame. To attack, the mage will hold their hand out towards an enemy, and a fireball will move from the circle of flame toward the enemy.

Description: The best of the fire mages feel no pain from flame, no matter how hot.

Skills:
Burn: Burn at 4 dps for 4 seconds. Stacks.

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!"

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)



Artillery

[+] SPOILER
Catapult Tower

Damage: 9-18
Fire Rate: Very Slow
Range: Average
Cost: 125

Appearance: A simple catapult, armed with a large rock and serviced by two humans.

Description: The siege catapults have been a reliable tool since the Kingdom's foundation.

Skills:
None.

"Steady!"
"Bigger is better!"
"Under siege? We can help!"

Arbalest Tower

Damage: 22-44
Fire Rate: Very Slow
Range: Average
Cost: 220

Appearance: This catapult is now powered by torsion, so it fires bigger rocks.

Description: A torsion catapult is able to fire heavier payloads further because of its propulsion system.

Skills:
None.

Trebuchet Tower

Damage: 30-65
Fire Rate: Very Slow
Range: Long
Cost: 320

Appearance: The trebuchet uses a massive hunk of metal as a counterweight, and the rock is also bigger.

Description: One of the largest of normal siege engines, the trebuchet will smash your enemies!

Skills:
None.

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!"

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!"



Human Hero: Scipio, the Legionnaire

A famous legionnaire, Scipio fights at your side for the glory of the kingdom, and of course his own.

Scipio wears normal legion armor, with a large red plume, and wields a giant sword.

HP: 400 (+15) [535]
Melee: 4-8 (+1, +2) [13-26] {Stabs every second}
Armor: 40%
Speed: Medium
Respawn: 15 seconds

Skills:

Double-Edge (Passive)
Scipio gains a 10%/20%/30% chance to deal double damage on each strike.

Shield Wall (Active, 25 seconds)
Forms a shield wall with nearby barracks, able to hold back 1/2/3 enemies per soldier, or until 500/750/1000 hp damage is dealt to the wall.

Thrust (Active, 5 seconds)
Thrusts forward for 15/25/35 physical AoE damage in a straight line.

Heavy Slam (Active, 12 seconds)
Deals 75 physical damage and a stun for 2/3/4 seconds to the enemy in combat.

Summon Legion (Hero Spell, 35 seconds)
Summons 2/3/4/5 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 legionnaire present.

Greatsword Strike (Requires Level 2 and Double-Edge*) (16 seconds)
Raises his sword over his head and strikes for 90/140/190 true damage.

Arrows of Flame (Requires Level 4) (24 seconds)
Fires a rain of flaming arrows which deal 40/80/120 physical AoE and a burn at 2 dps for 4 seconds.

Glory of Linirea (Requires Level 6) (Passive)
Scipio's presence makes nearby towers deal 10%/15%/20% more damage and cost 5% less to upgrade.

Ballista Shot (Requires Level 8 and Arrows of Flame) (Hero Spell, 45 seconds)
Fires 1/2/3/4 bolts from a ballista, dealing 50-120/100-170/150-220 true damage in an area, similar to the Pirate Cap.

Fort (Requires Level 10 and Glory of Linirea) (Activated Support, 50 seconds)
Here we come to a new type of Hero skill, the activated support. It is a support skill, but you get to activate it and choose where to enact it. To use it, tap on the portrait and a small menu will pop out of the side of the portrait. Then tap the skill and use it. It's almost a hero spell, but always a support.
Scipio transforms a nearby barracks into a fort, which draws enemies in, taking a total of 1/2/3 lives.


Human Hero: Nyssa, the Arcane Witch (Beat Stonecliff Ambush)

Nyssa is an anomaly. One of the few Arcane Witches, she has to keep her spellwork far ahead of her compatriots, just to get the same grades. Determined to prove herself, she has joined our army on its long trek, and with her powerful witchwork, our enemies will fall!

Nyssa wears the long robes of an Arcane Wizard, with a long, purple-crystal-tipped staff, as well as golden script all over her robes. She wears a large purple hat.

HP: 280 (+10) [370]
Melee: 1-4 (+1, +1) [10-13] {Hits with staff every 1.2 seconds}
Ranged: 30-47 (+2, +3) [48-74] {Charges up a ray over 1.5 seconds, and then discharges it over the course of 1 second}
Armor: None
Speed: Teleport
Respawn: 20 seconds

Skills:

Occult Shield (Passive)
Adds 20%/25%/30% armor/magic resist. Depending on the last attack, there is a 50% chance that the shield modifies itself to better resist the attack.

Teleport (Activated Support, 50/45/40 seconds)
Can be targeted to either the path or towers. If targeted on the path, enemies get teleported backwards, as in the Arcane Wizard's special. If targeted to a tower, the tower can be moved to a different location, though it takes a second and Nyssa can't attack during this time.

Orb of Power (Active, 17 seconds)
Throws an orb which deals 50-85/65-100/80-115 AoE damage. In addition, the orb has a chance to levitate ground enemies and trap fliers, making them take 30% more magic damage for 4 seconds. Deals 20 physical damage to ground enemies upon drop.

Cryptic Crystal (Active, 15 seconds)
Studies a crystal for a second, and modifies her next 1/2/3 attacks to deal the most damage based on the enemies' resistances. Has a 20%/30%/40% chance to decrease her other cooldowns by 5 seconds.

Mystic Shadows (Hero Spell, 50 seconds)
Summons 1/2/3/4 Shadows, which run beneath the ground (evident as a purple blob) and then attack enemies from below, dealing 125-225/150-225/175-275/200-300 magic damage, and trapping enemies for 1 second.

Death Ray (Requires Level 2) (30/28/26 seconds)
You should know.

Arcane Storm (Requires Level 4) (24 seconds)
Summons 1/2/3 Arcane Storms anywhere on the map, which then "rain" magic, dealing 7/9/11 magical dps to any enemies caught inside. Radius is midway between short and average ranges. Each storm lasts for 12 seconds. Also slows enemies and their attack speed in the storm by 20%.

Enigma Poison (Requires Level 6 and Cryptic Crystal) (Active, 20 seconds)
Afflicts an enemy with a strange poison for 5 seconds. Every second, it has an equal chance to:
-Deal 5/10/15 true damage
-Reduce resistance by 3%/6%/9%
-Reduce attck by 2/4/6 points

Thaumic Alteration (Requires Level 8 and Occult Shield) (Passive)
Alters attacks to deal an additional 10/20/30 damage, whose type automatically deals the most damage to an enemy.

Planeshift (Requires Level 10 and Teleport) (Hero Spell, 65 seconds)
Creates a large sphere-like zone, in which all towers attack 10%/20%/30% faster and soldiers deal 50% more damage. All enemies in the field are weakened by 10%. Anything in the field can't leave, and towers inside cannot attack those outside, and vice versa. The field goes away after 10 seconds, or when all enemies inside are killed.

Human Hero: Whisper, the Ninja (Beat Silveroak Edge)

A shadow.
A void.
A darkness.
They are the absence, they are the whispers in the dark.


A ninja in dark, dark blue, and armed with shuriken. They have a single silver katana strapped to their back.

HP: 100 (+10) [190]
Melee: 4-8 (+1, +1) [13-17] {Slices, as if inexperienced, with a katana}
Ranged: 10-18 (+1, +1) [19-36] {Throws a single shuriken, and then teleports in a cloud of smoke about a meter away in any direction.}
Armor: None
Speed: Fast
Respawn: 10 seconds

Skills:

Way of the Ninja (Innate)
Permanently invisible. May be found by mages, with a 5% chance per second near Whisper. Each mage will detect in a range of 2.5 meters.

Stealth (Passive)
Reduces detection chance by 1% more per level.

Smoke Bomb (Active, 14 seconds)
Casts a smoke bomb, stunning a small/medium/large group of enemies for 3 seconds. (About 1.5/2/2.5 meter diameter)

Starstorm (Active, 8 seconds)
Fires 2/4/6 stars in rapid succession to the nearest enemy. The teleport while ranged still works.

Bounce Strike (Active, 8 seconds)
Jumps between 3/5/7 enemies, dealing 5-15 damage to each.

Trap (Hero Spell, 25 seconds)
Throws a net which traps enemies in an AoE. Lasts for 4/6/8 seconds.

Fear (Requires Level 2) (Passive)
For every strike on an enemy from Whisper, the enemy gets a 1%/2%/3% debuff to speed. Stacks up to 60%.

Conflagration (Requires Level 4 and Smoke Bomb) (16 seconds)
Throws a bomb which creates a patch of burning flame. Burns for 10/20/30 damage over 5 seconds.

Shroud (Requires Level 6 and Stealth) (Activated Support, 35/30/25 seconds)
Cloaks a tower, making it invisible. This makes them deal 50% more damage on the first strike. Lasts for 40 seconds.

Shadow Double (Requires Level 8) (Hero Spell, 40 seconds)
Summons 1/2/3 Shadow Doubles, which takes up residence on nearby towers or on the side of the path and fire 24 stars (2 per throw). The stars deal 1/3 the damage of Whisper's current ranged damage. However, if Starstorm is equipped, they'll throw the stars at an improved rate (4/6/8 per throw). The cooldown starts once they disappear.

Assassinate (Requires Level 10 and Fear) (Passive)
Whisper gains a new black bar underneath his XP on his hero portrait. This bar fills up at a rate of 1/2/3 points per second cloaked. If Whisper is discovered, it reverts to zero. The bar has 100 points. Once it reaches full, he'll insta-kill the nearest enemy.
Last edited by AerisDraco on Mon Jan 18, 2016 7:38 pm, edited 6 times in total.
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Re: KRA Human Campaign

by AerisDraco » Sun Dec 06, 2015 7:49 pm

Enemies

Goblinoids

Goblin Chopper

HP: 80
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.
Appearances: Levels 1-7

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.


Orc Enforcer

HP: 130
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.
Appearances: Levels 1-7

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.


Worg Piercer

HP: 90
Damage: 12-18 AoE (Fires quills every 0.75 seconds)
Magic Resist: 30%
Speed: Fast
Lives Taken: 1
Death Animation: Turns to dust.
Appearances: Levels 2-8?
Abilties:
-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.


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.


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.


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.


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.


Swamp Tribes

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.


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.


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.


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.


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.


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.
Last edited by AerisDraco on Sun Dec 06, 2015 8:04 pm, edited 1 time in total.
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Re: KRA Human Campaign

by AerisDraco » Sun Dec 06, 2015 7:49 pm

Spells, Upgrades, and Other Menu Stuff

Upgrades

Archers:
[+] SPOILER
Barrage: Increases speed. (1 star)
Composite Bow: Increases range. (1 star)
Perfect Hit: Increased chance to get higher damage numbers. (2 stars)
Powerful Shots: Arrows fired from a range of at least Great have a 10% chance to shatter/reduce armor by 10%. (2 stars)
Flechette Arrows: Arrows that miss their targets explode into a rain of flechettes to deal AoE damage. (3 stars) {Each flechette deals around 3-6 damage}


Barracks:
[+] SPOILER
Better Training: Increases HP. (1 star)
Propaganda: Reduces basic barracks construction costs. (1 star)
Testudo: -30% damage from ranged attacks. (2 stars)
Defenders of the Faith: Deals 5% more damage per god tier. (2 stars)
Berserker: When at 15 HP or lower, gains a 50% damage buff and 20% attack speed buff. (3 stars)


Mage:
[+] SPOILER
White-Hot: Increases burn damage by 1 point. (1 star)
Greek Fire: Increases range. (1 star)
Sticky Fire: Burns last for 2 more seconds. (2 stars)
Comet’s Power: Increases damage. (2 stars)
Embers: Fires stick to the ground for 2 seconds, burning enemies that step on them. (3 stars) {Only directly on them, an AoE smaller than artillery}


Artillery
[+] SPOILER
Recoil: Slows enemies by 50% for a moment in a very small (maybe 1 foot) range around the tower when it fires. (1 star)
Bigger Rocks: Increases damage. (1 star)
Flexible Wood: Increase range. (2 stars)
Siege Warfare: Deals 50% more damage versus targets with 1500+ max HP. (3 stars)
Crystalline Rocks: Each rock fired has a 5% chance to have 5 gold inside, which can be picked up by Reinforcements or Heroes. (3 stars)


Rain of Fire
[+] SPOILER
Smoky Plume: Creates an area of smoke on the ground which slows enemies by 20%. Also adds 2 meteors. (2 stars)
Scorched Earth: Does the same as the other scorched earth upgrades. (2 stars)
Inferno: Doubles damage and duration of scorched earth. Also adds meteors. (3 stars)
Meteor Shower: Fires meteors at random locations in addition to the target. (3 stars)
Tunguska: The main target is vaporized by a giant meteorite. Deals lots of damage, and pushes enemies close to it away. (3 stars)


Reinforcements
[+] SPOILER
Queensmen: Boosted health and damage. (2 stars)
Wolfram Gear: Gains a boost to armor. Also boosts damage. (3 stars)
Bleeding Blade: May cause bleeding. (3 stars) {2 dps for 4 seconds}
Combat Shield: Reinforcements can enter a defensive mode. (3 stars) {This mode is utilized to defend against ranged attacks. In this state, they gain extra armor, and reduced damage (30%) from ranged attacks.}
Crossbow: Gains a fast-firing ranged attack. (4 stars) {Each bolt deals 2-7 damage, and it fires every 0.75 seconds.}



Gods

Regnos, God of the Sea and Rivers

God Spell
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. (The effect will not activate if you swipe toward the exits.)

Drawback
Deals 50% less damage versus Swamp Tribes enemies.

Upgrades
L1: Spring Tide: The Big Wave pushes enemies further, about 5 strategic points.
L2: +5% damage for Heroes
L3: -3% speed for all enemies
L4: Storm Surge: The Big Wave pushes even further, about 6.5 strategic points, and deals additional damage.
L5: +8% damage for Heroes
L6: -6% speed for all enemies
L7: High Pressure: The Wave gains a large boost to damage.
L8: +10% damage for Heroes
L9: -9% speed for all enemies
L10: Tsunami: The Wave pushes for about 7 strategic points, but can now overlap into different lanes. (As in, swipe leftwards towards the entrance, and even if enemies on a nearby path are headed diagonally downwards, they will still be pushed back.)


Sagate, Goddess of Wisdom and Balance

God Spell
(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.*
The effects are stacked on top of each with each upgrade.

Drawback
The damage variance of all allied towers, units, spells, etc. is halved. (Closer damage range, but less damage)

Upgrades
L1: Armor Balance: All armor and magic resistance is evenly redistributed among all enemies.
L2: +10% damage for Reinforcements
L3: 3% chance for attacks to modify themselves to deal the most damage to an enemy based on armor/resistance.
L4: Health Balance: Any soldiers that are fighting have the health of themselves and the enemy they are fighting evenly redistributed. Basically Pokemon's Pain Split with more units.
L5: +20% damage for Reinforcements
L6: 6% chance for attacks to modify themselves to deal the most damage to an enemy based on armor/resistance.
L7: Damage Balance: The damage of all enemies is evenly redistributed.
L8: +30% damage for Reinforcements
L9: 9% chance for attacks to modify themselves to deal the most damage to an enemy based on armor/resistance.
L10: Bounty Balance: The bounty of all enemies below the average bounty is increased to that average.
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Re: KRA Human Campaign

by AerisDraco » Sat Jan 09, 2016 8:33 pm

Update 2.1
-Added Level 7
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Re: KRA Human Campaign

by The Kingmaker » Sat Jan 09, 2016 9:36 pm

Those Sylvan Trackers seem like what I want in a tower - although I am uncertain of what their first power does.

The gatherer enemy seems interesting, but both it and its flying counterpart "gather blood" and the glider gathers blood for a tower. Is this akin to a Scourger?
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Re: KRA Human Campaign

by AerisDraco » Sat Jan 09, 2016 10:11 pm

Hunter's Will?
For each second under the "Track" Innate, an enemy has a chance to come to your side, a little akin to Rags, for 4 seconds, before continuing on the path. If they have come to your side at least once, they have an increased chance in following occasions.

No. I'll publish a complete list of what powers they gain from a tower under this spoiler:

[+] SPOILER
1-3 Archers: None
1-3 Barracks: None
1-3 Mages: Fire damage equivalent to that mage
1-3 Artillery: AoE damage
Slingshot: Becomes ranged, can chain attacks
Sunsfire: Can call 1 Solar Ray every 10 seconds.
Gunslinger: Ranged attack, +Speed (rides on a horse, which has a solidified blood tone)
Onager: AoE damage, can deal fire or poison damage
Tracker: Can convince soldiers to come to their side for 4 seconds (1% per second in combat)


Also, no reviews on level 6?...
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Re: KRA Human Campaign

by RZRider » Sat Jan 09, 2016 10:35 pm

The boss is great. I think the next form is rather pointless since it is a measly 200 health but at the end of the track it may Make a difference.
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Re: KRA Human Campaign

by Ninja » Sat Jan 09, 2016 11:56 pm

The Trackers are awesome, albeit unbalanced, leaning towards the OP side of the power level spectrum. The chances for convincing an enemy to come to our side should be 3/6/9% per second, or something akin to that; 5/1/15% is too much. Their innate ability is OP, being basically a no cooldown, no cost, half as powerful Hunter's Mark. That's OP. I think either 20 or 25% should do fine for how much extra damage it makes them deal. The second ability is also OP, as a spirit will always be present as soon as the ability is activated, and most of the time there'll be two at once. The duration of the spirit should be decreased to something like 20 seconds, so that it will be gone before the ability creates another. As it is now, this tower can be liberally spammed for extremely high damage plus a ton of slowing (among other OP effects) from spirits all over the place. ;)

I don't have much to say about the enemies. They're cool, they have unoriginal names, and the gold bounty isn't listed for either of them. That's all. Beyond that, I really like the level layout, but may I ask how the hidden path is introduced?

Also, about level(s) 6, I *might* review them/it when I have more time. It's easier to review the levels when there aren't so many coming out at once. Could you just put out one level at a time from now on, and wait for us to review it before releasing another? That would make it much easier to critique your work. ;)
Last edited by Ninja on Sun Jan 10, 2016 1:13 am, edited 1 time in total.
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Re: KRA Human Campaign

by AerisDraco » Sun Jan 10, 2016 12:42 am

Track: It isn't better than Hunter's Mark, as it only doubles damage from one tower. I may decrease damage to 40% though.

Hunter's Will: I probably will reduce the chance.

Cursed Arrow: I'll probably reduce the time.

Hidden Path: Revealed with the introduction of Gatherers.

Level 6: I actually made that level a month ago. You guys just didn't rate it.
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Re: KRA Human Campaign

by RZRider » Sun Jan 10, 2016 12:50 am

I was waiting for someone else to rate it becuase I am not the best at it
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Re: KRA Human Campaign

by Ninja » Sun Jan 10, 2016 1:18 am

AerisDraco wrote:Track: It isn't better than Hunter's Mark, as it only doubles damage from one tower. I may decrease damage to 40% though.

Hunter's Will: I probably will reduce the chance.

Cursed Arrow: I'll probably reduce the time.

Hidden Path: Revealed with the introduction of Gatherers.

Level 6: I actually made that level a month ago. You guys just didn't rate it.


Track: I know it isn't better. But it is free, with no cooldown, and it's almost as good as HM. That makes it OP. Emphasis on the free part.

Hidden Path: How do they reveal it? Do they cut down the trees with their knives, or destroy all at once with a spell?

Level 6: I know it was a month, it was just too much to think about all at once, as it was 3 levels at once. That's why I didn't rate it. The problem was that I was overwhelmed with too much info. ;)
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Re: KRA Human Campaign

by RZRider » Sun Jan 10, 2016 1:27 am

Aeris how did you make the maps. The they are quite impressive
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Re: KRA Human Campaign

by Ninja » Sun Jan 10, 2016 1:29 am

RZRider wrote:Aeris how did you make the maps. The they are quite impressive


MS paint.
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Re: KRA Human Campaign

by AerisDraco » Sun Jan 10, 2016 1:52 am

MS Paint is definitely the best drawing software. Trust me.

The Gatherers slash the jungle apart.

I reduced the percent.

As for updates, I have an Elven one to come out this week. I feel that, generally, updates will come once month, spread over a week. Maybe I'll do Monday, Wednesday, and Friday next time I have levels ready. Sound good?
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Re: KRA Human Campaign

by Ninja » Sun Jan 10, 2016 2:24 am

AerisDraco wrote:As for updates, I have an Elven one to come out this week. I feel that, generally, updates will come once month, spread over a week. Maybe I'll do Monday, Wednesday, and Friday next time I have levels ready. Sound good?


Yeah, that'd be good. :)
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Re: KRA Human Campaign

by AerisDraco » Sun Jan 10, 2016 2:26 am

:P Though, I have the Elven update ready...

(If you really want you can check it out now)
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Re: KRA Human Campaign

by Ninja » Sun Jan 10, 2016 3:14 am

AerisDraco wrote::P Though, I have the Elven update ready...

(If you really want you can check it out now)


Nah, I'll wait. My brain's fried from playing Super Smash Bros. (Wii U) all day ATM. :P
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Re: KRA Human Campaign

by AerisDraco » Sun Jan 10, 2016 3:19 am

Aww yeahhh

What's your main? I main Toon LInk, because I'm a scrub.
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Re: KRA Human Campaign

by Ninja » Sun Jan 10, 2016 3:23 am

AerisDraco wrote:Aww yeahhh

What's your main? I main Toon LInk, because I'm a scrub.


Charizard, Luigi, and Greninja are tied for my main. Captain Falcon is my secondary. :)
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