Towers and HeroesArchers- [+] SPOILER
- Ambush Arbor
Damage: 5-7
Fire Rate: Average
Range: Short
Cost: 75
Appearance: A single arbor in a similar tree, but this one has camouflage gear, so you can't see the elf when it isn't firing. To fire, it'll pop up and begin shooting.
Description: Ambush arbors specialize in hiding and striking enemies when they least expect it.
Skills:
-Deal 2x damage on the first shot against a single enemy. Only applies once to each enemy, per tower.
Quotes:
"Let the shadows guide my arrow!"
"Remain silent and still."
"Silence!"
Camo Arbor
Damage: 8-12
Fire Rate: Fast
Range: Average
Cost: 115
Appearance: The tree looks larger, and a little more gnarled, and the elf inside now wields magic to cloak themselves.
Description: Camo arbors practice a specialized form of camouflage magic to avoid being seen.
Skills:
-Deal 2.5x damage on the first shot against a single enemy. Only applies once to each enemy, per tower.
Guerilla Arbor
Damage: 11-16
Fire Rate: Fast
Range: Long
Cost: 170
Appearance: The tree is now definitely larger, and the archer will pop out of random holes in it, instead of in one place.
Description: The guerilla arbor manipulates their environment to provide a better hiding space.
Skills:
-Deal 3x damage on the first shot against a single enemy. Only applies once to each enemy, per tower.
Elven Bastion
Damage: 10-15
Fire Rate: Slow
Range: Great
Cost: 275
Appearance: Also very similar to another tower, the Bastion looks and functions as a Bastion on a turret. Turret bastions are the best bastions. It only fires one star at a time.
Description: One of the few elven war machines, the Bastion fires giant spinning metal stars.
Skills:
-Razor Stars (Innate)
Deals damage per second. Each star lasts for 3 seconds. Cannot target flying enemies.
-Splinter Blade (Passive) (250/150/150)
As elves are inexperienced with war machines, the glaive blades have 20% chance to splinter and hit enemies, dealing 10-15/15-20/20-25 extra damage and reducing attack by 5%. Stacks.
-Vortex (Passive) (300/150/150)
Each star creates a vortex, which sucks flying enemies down, and makes them take 20%/40%/60% damage from the bastion's stars, and make them targetable by artillery. The enemy is depicted as spinning down toward the star. A max of 3 enemies per star.
Quotes:
"Razor sharp"
"Blades of justice!"
"Cyclone warning!"
Dart-Gun Arbor
Damage: 18-31
Fire Rate: Fast
Range: Long
Cost: 230
Appearance: A single Elven hunter, with a blowpipe to fire darts from. The tower is a large tree, again camouflaged with tree leaves and the like. The elf wears dark, dark green, almost black, and face paint. Though the eyes are not visible, red cat-eye ovals surround them.
Description: Dart-Gun Arbors fire their blowdarts expertly to bring the hurt on enemies.
Skills:
-Nuerotoxin (Passive) (300/100/100)
Deals 3/4/5 dps per second, lasts for 4 seconds. Every 2 seconds, has a 50% chance to affect leg nerves, slowing by 15%; a 40% chance to affect arms, reducing damage by 20%; and a 10% chance to affect head, putting them into a coma for 3 seconds. An enemy can only be afflicted by the toxin's non-poison effects a maximum of 4 times. Does not stack.
-Hunting Party (15 seconds) (250/200/200)
Summons 1/2/3 hunters, who quickly dash from enemy to enemy, dealing 10-12/13-15/16-18 damage. They bounce like Energy Glaive, but stop after they reach the end of the chain. They then become soldiers with the same damage, but only 60 HP. The hunters stay for a maximum of 10 seconds.
Quotes:
"I love the smell... ...of burning flesh" (A bit graphic maybe)
"The Hunt follows."
"Face my blades!" (Hunter)
Barracks- [+] SPOILER
- Fencer Garrison
Damage: 2-5
HP: 50
Armor: Low
Respawn: 14 seconds
Cost: 80
Appearance: A twilight elf garrison wielding a dual-ended blade, similar to Twilight Harassers.
Description: Members of twilight elf garrisons carry dual-ended blades for maximum destruction.
Skills:
None.
Quote:
"May our blades bring us victory!"
"For the Queen!"
"Offence is the best defence!"
Dueler Garrison
Damage: 4-9
HP: 110
Armor: Low
Respawn: 14 seconds
Cost: 140
Appearance: The elves seem a little stronger, and wield dual Avenger machetes, slightly sized down.
Description: An elven dueler is highly skilled at special sword maneuvers with its two machetes.
Skills:
None.
Gladiator Garrison
Damage: 9-13
HP: 150
Armor: Medium
Respawn: 14 seconds
Cost: 170
Appearance: Now dressed with actual battle armor, the elves have the same swords, but now have a spear to throw strapped to their back.
Description: The twilight gladiator not only wields strong swords, but a spear for ranged combat, and good armor.
Skills:
-Spear Throw
Monk Temple
Damage: 6-9 (Punches every 0.75 seconds)
HP: 200
Armor: None
Respawn: 14 seconds
Cost: 275
Appearance: A shaolin or buddhist temple, which spawns elven monks. The monks wear dark green and blue robes, and wield no weapons.
Description: The Paxeian Monks are expert fighters, be they weaponless or not. Normally, they are pacifists, but they have decided to help the kingdom.
Skills:
-Block (Innate)
Has a 30% chance to block an enemies' strike.
-Brick Break (Active, 9 seconds) (200/150/150)
Performs a strike which destroys 10%/20%/30% of an enemies' physical armor.
-Meditate (Active, 18 seconds) (350)
Can meditate when not in combat, giving a boost after 2 seconds to max HP (+40), damage (+2,+2), or reduce cooldown by 2 seconds for an active ability. (Max add. HP is 280, Max add. damage is +18, +18)
-Bladestaff (Passive) (250/250/250)
L1: Boosts damage to 12-15.
L2: Can perform a sweep along the ground, stunning for 0.5 seconds. Used every 5 attacks, or 3.75 seconds.
L3: Reduces damage to 7-10, but now attacks twice, effectively boosting damage to 14-20.
Quotes:
"Ohmmmmmm"
"Hi-yah!"
"War is a terrible thing."
Changeling Elves
Damage: 11-16 (Slashes every second)
HP: 240
Armor: None
Respawn: 16 seconds
Cost: 300
Appearance: A large rune tower, like the kind in the intro comic for Rockhenge, carved with green runes. It is surrounded by greenery. When they spawn, Elves will simply turn visible, as if they were camouflaged. The Elves wield strange curved blades, are cloaked in dark colors. Their skin is light green.
Description: Strange Elves wielding powers once thought mythical.
Skills:
-Regeneration (Innate)
Has a passive regen of 5 HP per second.
-Infuse (Innate)
If it is combat with an enemy that dies, the Elf has a 10% chance to gain a power from the enemy. (Only works for positive powers)
-Nightmare (Active, 12 seconds) (300/200/200)
Shifts into a nightmarish form, stunning 1/2/3 enemies for 2 seconds. After the stun concludes, the enemy may get either a 10%/20%/30% reduction to speed or 20%/40%/60% reduction to attack.
-Animalistic Impulse (Passive) (350/250/250)
When a Changeling dies, it becomes a wolf:
HP: 100
Damage: 2-5
At level 2, it gains improved regen (5 HP/s), and at level 3, it gains a rapid scratch attack (like Flurry), dealing 4 strikes, and recharging in 6 seconds.
-Replace (Active, 24 seconds) (300/250/250)
Replaces an enemy up to 2/4/6 meters away, insta-killing them. Then, the soldier will blend in with the enemy group until it reaches its comrades, and then execute a surprise attack, slashing in a circle around themselves. The soldier does gain the (positive) powers of the enemy it replaced, as well as its model.
Quotes:
"We are the shadows in the dark..."
"We are the ones who don't get caught..."
"My dream, your nightmare!"
Mages- [+] SPOILER
- Apprentice's Spire
Damage: 6-11
Fire Rate: Slow
Range: Short
Cost: 100
Appearance: A blue-cloaked elf stands on a small platform at the top of a tower, which is partially destroyed. To attack, the Mage summons a white ball of energy.
Description: An Apprentice is unskilled in magic, but their potential is quite large.
Skills:
None.
Quotes:
"Justice shalt come to all."
"Magic should not be taken lightly."
"Sight beyond sight."
Disciple's Spire
Damage: 16-28
Fire Rate: Slow
Range: Long
Cost: 170
Appearance: The tower is now more destroyed, and translucent blue magic can be seen holding it up. The disciple's robes are now silver and blue.
Description: A Disciple has the ability to maintain control over more magic at once, but some potential still remains locked.
Skills:
-Stores 2 bolts.
Master's Spire
Damage: 32-48
Fire Rate: Average
Range: Great
Cost: 240
Appearance: Only a few stones at the bottom remain of the tower. Blue magic still forms a tower like structure however. The robes of the Master are now blue and gold.
Description: Unlocking their full potential, Master mages can manipulate vast quantities of magic at once, and will use it to bring justice to those who deserve it.
Skills:
-Stores 3 bolts.
The Awakened
Damage: 18-28
Fire Rate: Very Slow
Range: Great
Cost: 320
Appearance: An octagonal tower, with a single blindfolded mage hovering on top. The tower seems to be entirely comprised of silver magic, so it is almost transparent. The mage has long blond hair, who simply waves a hand to attack. The beams used are bright blue.
Description: An Awakened mage is so powerful that they have to limit their power, else they risk tearing a hole in space-time.
Skills:
-Pierce (Innate)
May pierce.
-Limit (Innate)
Fires 8 beams, each at a 45 degree angle from each other, to the edge of its range. The tower's turret is fixed.
-Matrix (18 seconds) (300/250/250)
Traps 1/2/3 enemies in a matrix of blue energy, dealing 100-200 damage, reducing damage by 10%/20%/30%, and silencing for 2/3/4 additional seconds.
-Aether (20 seconds) (250/200/200)
A golden rune on the tower's top glows, creating an aura of golden light around nearby soldiers, giving them a “life” aura, which deals 6/8/10 dps per second near soldiers for enemies. Lasts for 8/10/12 seconds.
Quotes:
"Power overwhelming."
"I am become Death."
"Awake, and rise."
Moonwatcher
Damage: 35-67
Fire Rate: Slow
Range: Long
Cost: 300
Appearance: A large circular platform forms the base of the tower. It is decorated with a symbol for each of the 8 phases of the moon. A light under the mage indicates what phase it is in. The mage wears a pointed hat, decorated with astrological symbols, and wears short robes. In their firing animation, they dance as they summon moonbeams.
Description: Mystics that manipulate lunar energy to affect their foes.
Skills:
-Moonlight (Innate)
Has a small AoE. (Less than an Artillery)
-Blue Moon (Active, 20 seconds) (200/200/200)
The top of the tower glows blue, and in the range of the tower, the chance for percentage specials (of any kind) is increased by 10%/20%/30%. (Except for Neurotoxin) Lasts for 5 seconds.
-Phaseshift (Passive) (300/200/200)
Shift the phase of the tower through a small button, where the rally point would be. Different effects per phase:
Full: Heals soldiers, turns Changelings into Wolves w/ appropriate upgrade*. Reduces damage to 20-52. Heals 10-20 per shot in the AoE of Moonlight.
New: Doubles effect of all slows and stuns. Reduces range to Average.
Gibbous: Boosts recharge of the specials of nearby towers by 2 seconds. 1 tower per shot. Single-target damage. (Fires an extra projectile which hits a tower)
Crescent: Fires 3 projectiles (split damage, still AoE) in an arc. Reduces speed.
Gibbous & Crescent are at Level 1.
New at Level 2.
And Full at Level 3.
*In this form, titled Werewolf form, the Changelings' original HP and damage are added to those of the wolf.
Quotes:
"Luna guide us."
"Once in a blue moon."
"The cycle continues."
Artillery- [+] SPOILER
- Burster Druid
Damage: 8-13
Fire Rate: Very Slow
Range: Short
Cost: 125
Appearance: A druid again, standing on a similar stone platform. However, when he throws a rock, he throws it one handed and then claps his palms together, smashing the rock in midair to deliver sharp fragments to those below.
Description: A druid trained to create showers of deadly rock fragments.
Skills:
-Large AoE
Quotes:
"Nothing's stuck in stone."
"Quiver and quake!"
"Tremble before me!"
Breaker Druid
Damage: 16-27
Fire Rate: Slow
Range: Average
Cost: 230
Appearance: All firing mechanics are the same, however the druid has the moss green cape and rock gloves.
Description: A breaker druid can destroy harder rocks, leading to more damage to foes.
Skills:
-Large AoE
Fragmenter Druid
Damage: 20-38
Fire Rate: Slow
Range: Average
Cost: 325
Appearance: Now, the druid will throw a rock, and simply snap his fingers to shatter it.
Description: A fragmenter druid now has a much easier time destroying rocks, and so can fire them faster.
Skills:
-Large AoE
Lithic Lancer
Damage: 45-73 (single-target)
Fire Rate: Slow
Range: Great
Cost: 375
Appearance: A druid with a long green cape, braided white beard, and two long horns that are relatively straight vertically, but are wave-like in shape horizontally. Instead of summoning and throwing rocks, there is a constantly regenerating pile of rock. The druid hits a small rock next to him, and then picks up a newly-formed lance from that pile, throwing it.
Description: A druid specially trained in the art of throwing gigantic lances.
Skills:
-Pierce (Innate)
May pierce.
-Strong Arms (Passive) (200/200/200)
L1: Range increase to Extreme.
L2: May target flying enemies.
L3: Has a 15% chance to throw 2 lances at once.
-Heartpiercer (18 seconds) (350/150/150)
Deals 100/200/300 bleed damage over 5 seconds, and has a 40% chance to insta-kill.
Quotes: (Not very good ones...)
"Speared through the heart!"
"Lancer STRONK"
"Hah!"
Elf Hero: Nyl'san, the Cursed Blade A deadly Twilight warrior, Nyl'san wields the cursed weapon know as the Kna'ula. Hero Portrait: Has the general Twilight Elf characteristics, like long silver hair and purplish skin, but has glowing orange eyes, as well as holding a blade of the Kna'ula in one hand below his head.
Appearance: Wears an outfit almost like a jumpsuit, but not quite. It has a long black cloak part, and it terminates slightly after the knee. The Kna'ula are visible as two connected silver blades.
HP: 230 (+15) [365]
Melee: 11-15 (+1, +3) [20-42] {Deals a x-shaped slash every second}
Armor: None
Speed: Fast
Respawn: 15 seconds
Skills:
Soul Drain (Passive)
For every enemy Nyl'san kills, gain +1 damage. The cap is 10/15/20. If he goes w/o killing for 10/15/20 seconds, the boost disappears.
Curse (Active, 15 seconds)
Curses an enemy, making them take 30% more damage from magic attacks and a poison at 3/4/5 dps for 5 seconds. The magic damage increase part stacks.
Blade Sweep (Active, 4 seconds)
Sweeps a single blade around himself, dealing 10-25/20-35/30-45 physical AoE in a circle.
Entangle (Active, 8 seconds)
Only works on enemies at least a meter away. Nyl'san uses his blades to wrap an enemy up, drag them to him, and stab for 75 damage. Can reach 2/3/4 meters away.
Shadow's Blade (Hero Spell, 45 seconds)
Summons a shadow copy to attack a single enemy, striking 4/5/6/7 times for 30-40 true damage apiece, lifting them in the air, and then slamming them down for 100 AoE physical.
Caput (Requires Level 2) (Active, 18 seconds)
Instakills a single enemy with under 500/750/1000 max HP by cutting off its head.
Soulstorm (Requires Level 4 and Soul Drain) (Passive)
When Nyl'san dies, release an explosion of souls, one for each enemy he has killed, which then track enemies and deal 25-50 true damage.
Dance of Death (Requires Level 6 and Blade Sweep) (Active, 28 seconds)
Dances between 3/4/5 enemies, dealing 50-120 physical to each and binding them to each other, making them move at the speed of the slowest member. If an enemy dies while bound, it begins to deal 3 dps to all other bound enemies.
Soul Poison (Requires Level 8 and Curse) (Activated Support, 35 seconds)
Poisons the soul of a soldier turning them into a weird ghost-type thing. This "soldier" has 100% armor, and will haunt an enemy, dealing 4/8/12 dps until they die.
Soul Mirror (Requires Level 10) (Hero Spell, 50 seconds)
Splits Nyl'san into two versions, dark and light, both of which are able to use the other skills. The light copy dies (Soulstorm affects this) after 40 seconds. If Nyl'san is dead, then it simply summons the light copy, and takes 5 seconds off the respawn of the dark copy.
Elf Hero: Phantasma, the Psychic (Beat Springsonal Crossing)
A psychic of incaculable power, Phantasma wields the powers of the mind to their greatest extent. Hero Portrait: Phantasma stands, with her eyes closed, and baring a smile. She has her arms to her sides, and wears her purple-cloak outfit. Her hair is both light gold and silver, about equal parts for both. However, the portrait is slightly tilted, and cracks appear in it, as if it were a mirror.
Appearance: Her hair is clearly visible, long, with kind-of braids. Her outfit is purple, with a few eye designs on it.
HP: 150 (+10) [240]
Melee: 3-9 (+1, +1) [12-18] {Creates an AoE pulse every 1.3 seconds}
Ranged: 24-33 (+1, +2) [33-51] {Creates a small purple explosion on an enemy every 1.8 seconds}
Speed: Medium
Respawn: 25 seconds
Skills:
Astral Form (Passive)
Moves at teleport speed, takes damage solely from magical attacks, and deals 3%/7%/10% more magic damage. But, cannot block enemies.
Cloak (Active, 15 seconds)
Cloaks 1/2/3 soldiers, making them invisible to ranged attack and deal 1.5x/2.5x/3.5x damage on the first strike.
Mind Blast (Active, 24 seconds)
A simple AoE attack that deals 100-150/110-170/120-190 damage.
Hallucination (Active, 20 seconds)
Makes an enemy hallucinate, dealing 20%/30%/40% less damage and sometimes walk backwards. Lasts for 4 seconds.
Infusion (Hero Spell, 50 seconds)
Takes the minds of 2/3/4 enemies and puts them in a soldier. The soldier gains 20% of the damage of the enemies, and can use their abilities. What remains of the enemies is one speed tier slower and deals 30% less damage.
Transfer (Requires Level 2 and Astral Form) (Passive)
When dead, a nearby random tower gains 20%/30%/40% of her damage. Declines to 10% when she respawns, but is permanent.
Gravpulse (Requires Level 4) (Active, 14 seconds)
Creates a pulse which slows ground enemies by 20%/30%/40%, and makes flying enemies descend so they can be targeted by artillery. Lasts for 3 seconds.
Psylink (Requires Level 6 and Mind Blast) (Activated Support, 40 seconds)
Creates a link between her and a tower. This enables the tower to target wherever she is, and it deals 30% more damage when she is damaged. Lasts for 15 seconds. In the attack animation, the tower aims toward the general direction of an enemy, fires, and the projectile disappears through a portal to strike.
Insanity (Requires Level 8 and Hallucination) (Active, 12 seconds)
Decreases the sanity bar of an enemy by 100/200/300 points. Present as a blue bar, the total points are equal to max HP. At 2/3 sanity, has a chance to move backward. At 1/3 sanity, has a chance to attack enemies. And at 0, blows up for the total HP left as true AoE damage.
Psytracer (Requires Level 10) (Hero Spell, 50 seconds)
5/10/15 pinkish tracer rounds come out of the ground and hit nearby enemies. These deal 50-100 damage and reduce the sanity meter by the same amount.
Elf Hero: Aeira, the Cripple (Beat Traveler's Isle)
Born with a crippling disease, Aeira has trained hard with the Awakened to provide herself with the means to live. Her power is so strong it visually manifests in a golden aura around her, which she can bend at her will.Hero Portrait: Aeira mostly wears the light-blue robes of the Awakened, however, she hold her hand in front of her face. While she does wear gloves, you can clearly see that parts of her skin are black and almost rocky in texture. The same for her face, but her eyes glow with an intense golden light. Her hair is blond, short-cut, and with black streaks.
Appearance: She wears light-blue robes, along with golden gloves. Her golden aura can be clearly seen.
HP: 200 (+20) [380]
Melee: 5-17 (+1, +2) [14-35] {Holds her hands together, and creates a golden orb before smashing it to the ground, dealing splash magic damage, every 1.4 seconds}
Ranged: 10-15 (+2, +2) [28-33] {Fires a short-ranged, constant beam of light which deals magic damage every second. The longer it is used, the further its range will grow.}
Speed: Teleport
Respawn: 30 seconds
Skills:
Supercharge (Passive)
If she dies, she spreads her disease. Enemies in an AoE begin to take 10/20/30 dps permanently. If they are a ranged magic attacker, they may shield themselves from the damage, but by sacrificing their ranged magic.
X-Ray (Active, 20 seconds)
Allows nearby soldiers and towers to see the specials of 2/3/4 nearby enemies, and gain immunity to the specials if they affect them.
Space Warp (Active, 20 seconds)
Sucks in all nearby enemies, and proceeds to fire 2/4/6 rapid melee shots.
Light Elemental (Active, 15 seconds)
From a killed enemy, summons a light elemental. Its health, damage, and time on the field are directly proportional to an enemies' stats.
HP: 30%/50%/70% of kill
Damage: 50%/75%/100% of kill
Time: Overkill damage dealt to the enemy by Aeira.
Warrior of Gold (Hero Spell, 35/30/25 seconds)
Becomes a warrior of Gold. In the animation, the black skin turns gold, before flaking away, and she basically creates herself a suit of shining armor. She gains 20 melee attack damage, but loses her ranged attack. She also gains 40% magic resist and armor. However, she can't use Supercharge in this form. Works as an alternate, which changes form every time it is used.
Purify (Requires Level 2) (Passive)
Aeira's aura prevents nearby soldiers from getting negative status effects. At level 2, prevents enemies from getting positive effects. At level 3, buffs the power of soldier boosting moves by 20%.
Continuum Fracture (Requires Level 4) (Active, 18 seconds)
Fractures the space-time continuum around an enemy, dealing 100/150/200 true damage and stripping an opponent's armor or magic resist. Has a small chance to strip one special.
Solar Wind (Requires Level 6) (Active, 14 seconds)
Accelerates at high speed toward a group of 4+ enemies, dealing 100-200/150-250/200-300 physical AoE. Moving so fast leaves behind a fiery trail which deals 5/10/15 dps to any enemy that walks in it for 4 seconds.
Spotlight (Requires Level 8 and Warrior of Gold) (Hero Spell, 45 seconds)
Purifies a tower, turning it gold and white in color scheme. The tower now deals true damage and can target fliers if it couldn't. Barracks get 2.5x damage. Lasts for 10/15/20 seconds.
Time Warp (Requires Level 10 and Space Warp) (Activated Support, 30 seconds)
Decreases the recharge of skills in an large area (extreme range) by 4/6/8 seconds, and speeds up Barracks training time by 20% for 3/4/5 seconds.