KRA Dwarf Campaign

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KRA Dwarf Campaign

by AerisDraco » Sun Dec 06, 2015 7:56 pm

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

Dwarf Stage 1: Mines of Mirotehn

[+] SPOILER
General!

You command a portion of the forces of the great Dwarven city of Mirotehn. We mine the riches deep beneath the mountains, and trade with our relatives in the Elf-lands and Linirea. It has been a long time since any of us have gone to war, as most threats have been destroyed far before they reach the city. But now, our miners report that the earth itself has been working against them, as many of them have perished in cave-ins, which don't happen often. A few weeks after the incidents began to occur, a miner reported rock-like creatures heading up to the surface through the mines. We must defend the innocents, and destroy this ominous force!


Map:

Image

Key:
A- Strategic Point

Unlocks
-Level 1 Towers
-Heroes

Recurring Enemies: None
New Enemies: Slatlis, Coaler

Level Events
Wave 1:
Stalis

HP: 105
Damage: 2-4
Armor: None
Speed: Medium
Lives Taken: 1
Death Animation: The whole being hardens, and then shatters into many pieces.

Abilities:
Harden: Every 5 seconds, gain 10% physical armor. Stacks up to 90%.

While appearing weak on the outside, this entity hardens its wet skin into hard armor.

Appearance: A weak, mud-like enemy, with no discernible legs and arms to punch with. As it moves, its skin will harden into cracked clay armor. It has glowing red eyes.

Tips: The Harden ability makes mages all the more useful against this enemy.


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
HP: 40
Damage: 1-2
Armor: None


Wave 3:
Coaler

HP: 70
Damage: 5 AoE fire damage, per second for 5 seconds. Stacks.
Armor: None
Speed: Fast
Lives Taken: 1
Death Animation: The Coaler glows red, and the flame on its head burns blue as it burns to ashes.

This small glowing rock burns with bright flame, dying to burn those who oppose it.

Appearance: A small glowing rock of coal, with a red flame glowing on its head.

Tips: A wave of these can deal large amounts of damage to barracks, but will die easily to AoE towers.


Wave 4:
Hero at Your Command: Tihkinor, the Miner (Tea-ki-nor)

HP: 350 (+25) [600]
Melee Damage: 4-6 (+1,+1) [14-16] (Attacks with pickaxe)
Armor: 50%
Respawn: 20 seconds

Tihkinor is an average miner, forever hunting for riches. In search of said riches, he has joined the army to defend the Chiefdom.


Wave 5:
Hero Spell: Quarry (60 seconds)
Tihkinor employs a fancy high-tech quarry to mine the ground in search of riches. It will give you 50 gold, and all the moved dirt will form a wall that takes 500 hp's worth of enemies to push through.


Wave 6:
God Spell: Sandstorm and Quake
Sandstorm (80 seconds)
Obscures vision for enemies, making them take 20% more damage and deal 100% less ranged damage, along with 50% less melee damage.

Quake (80 seconds)
Creates a quake, which stuns enemies for 3 seconds and deals a medium amount of true damage.


Achievements
Fossil Fuel: Defeat 300 Coalers.
From Mud and Back: Defeat 50 Stalis before they can improve armor.



Dwarf Stage 2: The Port of Arethun

[+] SPOILER
We have chased the stone creatures from our mines, to the Port of Arethun. This port is where we recieved most of our trade, but as we emerge from the tunnel, we find that most of it has been burned, likely by the small coal-like creatures. A few merchant ships still prowl the waters, but they may not be entirely merchants... Before we have had a chance to rally our disorganized forces, the Stone Giants attacked! Defend the Chiefdom's lands from the Stone hordes!

Map:

Image

Key:
A- Strategic Point
B- Temple
C- Merchant Ship: On all even numbered waves, a merchant ship will sail to that spot, and for 40 gold you can buy cannonfire. (About 35-65 damage)

Unlocks
-Solar Ray
-Level 2 Towers

Recurring Enemies: Stalis, Coaler
New Enemies: Quartzling

Level Events
Wave 1:
Burner Beam
This dwarven super-weapon uses the sun's power to unleash devastating blasts of light! (Cooldown: 80 seconds)
The usage on this is different from other spells. Instead of a tap and destruction, the beam follows your finger for 5 seconds, dealing a healthy amount of true damage per second. If you do nothing after tapping, it'll just stay in place.

Wave 3:
Quartzling

HP: 100
Damage: 5-8
Magic Resist: 20%
Speed: Fast
Lives Taken: 1
Death Animation: Explodes in a shower of crystals.
Abilities:
-Flying
-Crystal Storm: Shoots 3 damaging crystals at soldiers. (Every 2 seconds)

This paradoxical hunk of crystal can not only float, but also fire shards of crystal at our men!

Appearance: The quartzling is comprised mainly of clear crystal, with an orb at the center which glows with red light. A ring of sharp crystals orbit around it.

Tips:
A weak flying enemy, but capable of attacking soldiers, and it comes quite frequently as air support.


Achievements
Crystal V. Crystal: Shoot down 150 Quartzlings with a level 1-3 mage.



Dwarf Stage 3: The Dragon's Spine

[+] SPOILER
We have left Arethun, and begun to cross the Dragon's Spine to answer a distress call from miners in the Goldtip Peaks. It has been a long and hard crossing, for these islands were named the Dragon's Spine for a reason, that being that it resembles the spine of a massive dragon. We would have crossed by ship, but many of the ships of the Dwarven Navy have been burned by the Stone Giants.

While crossing the most dangerous part of the island chain, we have been attacked. Luckily, there are a few barges remaining in case of defeat.


Map:

Image

Key:
A- Rope Bridge: Enemies can only pass single-file. Soldiers can't be placed on them.
B- Barge: A tower can be placed on each of the barges.

Unlocks
-Level 3 Towers

Recurring Enemies: Stalis, Coaler, Quartzling
New Enemies: Pummelice

Level Events

Wave 5:
Pummelice

HP: 300
Damage: 12-17
Speed: Medium
Lives Taken: 2
Death Animation: Falls to ground in a flash of light.
Abilities:
-Float: If struck by a magic attack, the Pummelice can fly. For every 20 damage, it will fly for 3 seconds. It will automatically descend to fight barracks.

Harnessing magic, the Pummelice not only packs quite a punch, but the ability to fly!

Appearance: A large humanoid, with lots of pores. Its eyes are dark red, and its pores will glow white when floating.

Tips: Barracks are a necessity, and archers are preferable.


Achievements
I'm on a Boat!: Place towers on a barge.



Dwarf Stage 4: Goldtip Peaks

[+] SPOILER
After the hard battle on the Spine, we have come to the Goldtip Peaks. As implied by the name, many a dwarf mines gold here to fund the Chiefdom. However, much of the gold had either been stolen by the giants or others seeking to profit. These are our mines, General, and we must defend them.

We have hired the Deepearth Miners, a specialized group of dwarves who spend almost their entire lives deep underground, mining the mineral deepstone, which has special properties.


Map:

Image

Key:
A- Gold Vein: Each vein can be mined for 75 gold. 5 Veins are present.

Note: Stalis' can now turn into a mud puddle, which doesn't have their special, but is immune to non-artillery attacks. Will go back to normal form when fighting.

Unlocks
-Deepearth Miners

Deepearth Miners

Damage: 3-8 (Smashes with hammer every 1.25 seconds, dealing AoE damage.)
HP: 300
Armor: High
Respawn: 12 seconds
Cost: 275

Appearance: A large dark-blue-black crystal structure, with a mineshaft leading into it. Like miner towers of mine past, dwarves will come up to the surface in minecarts to respawn. The miners have hammers of the same dark color.

Description: Deepearth Miners mine deepstone in caverns hundreds of meters below the surface, for its magical properties.

Skills:
-Deepstone (Innate)
All attacks and abilities deal 15% more damage to enemies with magic resistance.

-Deepmithril Grendade (Active, 14 seconds) (200/200/200)
Mixing Deepstone and Mithril results in a unstable concoction. The dwarf takes a lump of mithril and deepstone and combines them to create a glowing black substance, which is then thrown for 60/90/120 true damage.

-Quake (Active, 11 seconds) (200)
Slams the hammer on the ground, creating a fissure which deals 130 physical damage and a stun for 1 second.

-Deepstone Infusion (Passive) (300/150/150)
Boosts the Innate ability by 5% per level, and adds 10% magic resist per level.

Quotes:
"The earth will rise to the challenge!"
"Fire in the hole!"
"For the deep!"

Recurring Enemies: Stalis, Coaler, Quartzling, Pummelice
New Enemies: Bassualt, Fusione

Level Events

Wave 4:
Bassault

HP: 490
Damage: 13-34 (Smashes with a Hexagonal arm)
Speed: Medium
Armor: 40%
Lives Taken: 2
Death Animation: Becomes a black pile of lava.
Abilities:
-Steam Cloud: Can create a steam cloud every 15 seconds. Each cloud lasts for 20 seconds. The overall effect blocks your vision for the time, and prevents non-magical ranged attacks from entering or leaving the cloud.

This hexagonal creature can create thick clouds of mist to obscure vision.

Appearance: Still a humanoid, but made mostly out of hexagonal columns. Small holes in its arms will eject steam to form steam cloud.

Tips: Mages are best, as they ignore the effects of steam cloud.

Wave 10:
Fusione

HP: 670
Damage: 10-14
Speed: Medium
Lives Taken: 3
Death Animation: Falls apart into its component pieces.
Abilities:
-Conglomerate: Absorb 40% of the damage of fallen Stone Giants, their armor/magic resist, and their special abilties. Stacks indefinetely.

This giant will combine itself with pieces of old giants, creating a new monster capable of using the powers of both.

Appearance: A large lumpy humanoid type thing, kind of like a stone Abomination. It will pick up small pieces of rock left on the ground by other Giants, and put them on itself.

Tips: Insta-killing works best, but dealing lots of DPS before it can reach other giants also works.


Achievements
Shiny!: Mine all the Gold Veins
Earthshaker: Initiate 250 quakes.
Lord of the Deep: Beat a level with your only level 4 tower being a Deepearth Miner barracks.



Dwarf Stage 5: Datrun Taiga

[+] SPOILER
The giants have been defeated, and our scientists having begun tracing their unique biological signals to a relatively unknown temple in the north. However, to get there, we must cross the frigid permafrost of the Datrun Taiga.

Luckily, the R & D department back in Mirotehn has gotten back online and begun to send us shipments of materials and new equipment.


Map:

Image

Key:
N/A


Unlocks
-Level 4 Archer: Sentry Turret

Sentry Turret

Damage: 21-32
Fire Rate: Very Fast
Range: Average
Cost: 230

Appearance: Before you call OP, read the special. The tower itself has a single turret, like the other dwarven archers, but this has a laser attached to its side. This will fire a tracking laser at the targeted enemy. When idle, the laser will occasionally "blink".

Description: Armed with one of the most advanced AI's, the Sentry is capable of steady fire against a single enemy, but loses effectiveness against large hordes.

Skills:
-Focusing (Innate)
Will target an enemy, and then fire at them. However, this target is lost when the enemy goes out of range or is killed, and it takes the tower 1.5 seconds to retarget.

-Overclock (Passive) (200/200/200)
L1- Boost damage by 4 points.
L2- Boost fire rate.
L3- Negates Focusing
However, with each upgrade, per second, the tower has a 0.5% chance to break and stop firing (from overheating), and it requires 30/60/90 gold to fix it.

-Bullet Storm (Active, 15 seconds) (250/200/200)
Fires a storm of bullets, which deals 3-10 damage per bullet. Fires 10/15/20 bullets at a rate of 10 bullets per second. Suspends normal attack for this period.

Quotes:
"Ya-ta-ta-ta-ta-tah"
"Target locked."
"Face a hail of bullets!"


Recurring Enemies: Stalis, Coaler, Quartzling, Pummelice, Bassault, Fusione
New Enemies: None

Achievements
2fast4u Have a Sentry retarget 5 times in a row without firing.
Bullet Hail Have 3 Bullet Storms active at once.



Dwarf Stage 6: Temple of the Earth

[+] SPOILER
We have made it to the origin temple of the Stone Giants. Here, someone, we don't know who, is trying to perform a strange ritual upon a cluster of large white diamonds. We must stop them!

Our engineers have found a way to use the crystals found around the temple to create a powerful weapon known as the CARVR.


Map:

Image

Key:
A. Crystal: Each of the crystals has its own special effect. It all depends on what dies near it. If 10/20 of such and such enemy dies near a certain crystal, an effect will activate:
20 Stalis (Blue Crystal) Freezes 3 nearby soldiers for 4 seconds, with a 10% chance to kill them when they are unfrozen.
20 Coaler (Red Crystal) Releases a pulse of flame which deals 100 burn damage over 5 seconds to nearby soldiers.
20 Quartzling (Yellow Crystal) Shoots a bolt of lightning which will chain between soldiers, dealing 30 damage to each, and chaining up to 10 times.
10 Pummelice (Blue Crystal) Freezes the ground, freezing nearby enemies and creating a field of ice.
10 Bassault (Red Crystal) Shoots a pulse of bright red flame at the highest damage tower within range, reducing its range by 1 levels, and reducing damage output by 20%.
10 Fusione (Yellow Crystal) Creates a ball of lightning, and then shoots it up into the air. It will land at the point with the most soldiers, dealing 80 AoE true damage and then beelining for the highest HP troop on the map, dealing 100 true damage to any soldiers it hits on the way, and to the target.


Unlocks
-Level 4 Mage: CARVR

CARVR (Crystalline Auto-Rotating Vitrification Ray) (I like acronyms)

Damage: 33-46 per beam
Fire Rate: Very Slow
Range: Long
Cost: 320

Appearance: A slightly larger turret houses a large white crystal that glows with different colors. The firing piece now has 3, mini-hydraulic controlled "arms".

Description: A specialized crystalline weapon that can focus energy into 3 different beams to target enemies with a burning light.

Skills:
-Pierce (Innate)

-Triple Beam (Innate)
Each "arm" targets a different enemy. If only one/two enemies are available, then the beams will target the same enemy. For each additional beam targeted on an enemy, +5 points of damage are added.

-Plasmatic Core (Passive) (300/300/300)
Adds a burn to the tower, dealing 5(7{9})/8(10{12})/11(12{15}) damage for 3 seconds. Doesn't stack.

-Crystalline Overload (Active, 20 seconds) (350/200/200)
Overloads the crystal with energy, and then releases it, creating a dome of white light that deals 100/200/300 magical damage to all enemies in range. The tower will not fire during this period, but Plasmatic Core can improve the damage by 5% per level.

Quotes:
"Warning. Overload imminent."
"Generating..."
*a deep hum*

Recurring Enemies: Stalis, Coaler, Quartzling, Pummelice, Bassault, Fusione
New Enemies: Frosteel

Wave 10:
Frosteel

HP: 290
Damage: 10-19 (Stabs with leg every second.)
Speed: Medium
Magic Resist: 30%
Lives Taken: 1
Death Animation: Shatters.
Abilities:
-Skate: Moves 20% faster on ice.
-Frost: May freeze enemies for 2 seconds on each attack.

A strange being of frost and ice, that apparently is an expert at ice skating of all things.

Appearance: What would happen if the Protoss Starcraft II Stalker was made of ice? This answers that.

Tips: A simple enemy, and not hard to deal with.

Boss Wave:
Diamanthus

HP: 9000
Damage: 20-70 AoE (Punches)
Speed: Slow
Magic Resist: 60%
Lives Taken: 20
Death Animation: Shatters into diamond dust, save for one nice large diamond.
Abilities:
-Crystal Absorption: Will use the powers of the level's crystals.
-Store of Magic: Any magic damage resisted will be used in the next attack.
-Teleport: If 1000 magic damage is absorbed, may teleport a few paces down the path.

Once only a giant crystal, Diamanthus has been animated, and will destroy all that his master commands.

Appearance: Similar to Durax, but much bigger and made of a pure white crystal. It has three gems, a ruby, sapphire, and topaz as eyes.

Tips: Mages suck against this guy. I hope you can figure the rest out. He can move to either exit.

Achievements
Sabre Kill 100 enemies with 3 beams from a CARVR.
Meltdown Use Crytalline Overload 100 times.
Girl's Best Friend Defeat Diamanthus.
Jon Snow Kill 500 ice enemies.



Dwarf Stage 7: Hyporeal Ice Sheet

[+] SPOILER
Ice. Ice. And more ice.
This can only describe one thing, the massive Hyporeal Ice Sheet, stretching over countless feet/meters (insert localization). The sheet is massive, and though we know that Linirea lies eastwards, none of the exploration parties we have sent over the sheet have returned. It is possible that they were trapped in a blizzard, or even attacked by these strange Ice creatures.

We have begun to receive our materials through tunnels from the capital, as an overland or sea voyage would be too costly. The machines used to dig these tunnels could be easily "appropriated" for war, though...


Map:

Image

Key:
Lighter Track areas: Ice Patch: Speeds up some enemies.


Unlocks
-Level 4 Artillery: T.R.I.T.E.

TRITE (Torpedo for Rock, Ice, and Tunnel Excavation) (I still like acronyms)

Damage: 44-87
Fire Rate: Very Slow
Range: Great
Cost: 375

Appearance: A kind of factory-like building, where torpedoes are manufactured on a conveyor, lifted by a robot arm, and dropped into the ground. As they move, they create broken ground.

Description: Originally used to dig tunnels, these torpedoes have been primed with explosive and dig at faster rates than ever before. The enemy won't know what hit them!

Skills:
-Collapse (Innate)
Slows enemies by 50% when hit, and may sink larger enemies (900 HP+) into the ground for a second.

-Tunnel Probe (Passive) (300/300/300)
When enemies come into range, summons the nearest group of 1/2/3 soldiers to combat them. Takes 4/3/2 seconds. The soldiers are treated as dead by their parent tower.

-Buster Drill (Active, 20 seconds) (350/200/200)
Creates an area the size of Eldritch Doom, which lasts for 1/1.5/2 seconds, and insta-kills any slowed enemies inside it.

Quotes:
"Digga tunna dig dig a tunna"
"Mining vessel ready for activation."
"It IS a trap!"

Recurring Enemies: Stalis, Quartzling, Pummelice, Frosteel
New Enemies: Hyporus, Frostborn

Wave 5:
Hyporus

HP: 670
Damage: 20-45 (Slashes, or stabs with a finishing blow)
Speed: Slow
Lives Taken: 2
Death Animation: Shatters.
Abilities:
-Frost Explosion: On death, creates a short-lived (6 seconds) Ice Patch.
-Hypothermia: When it kills a soldier, the soldier becomes a Frostborn. Doesn't work against the other barracks tower.

This monstrosity can turn our own soldiers into beings of ice, and send them against us!

Appearance: A humanoid ice-crystal being, with a large armblade, like Durax's.

Tips: Keep away from barracks at all costs. Due to its low speed but high damage, it can engage multiple times in the range of one barracks, spawning upwards of 4 Frostborn.

Wave 5:
Frostborn

HP: 100 + Original Unit Max HP (250)
Damage: 10 + Original unit damage (9-16)
Speed: Medium
Magic Resist: 20%
Armor: 20%
Lives Taken: 1
Death Animation: Shatters
Abilities:
-Hypothermia: Only spawned from soldiers, reinforcements, or heroes.
-Skate: Moves 50% faster on ice.

Born from soldiers, the Frostborn are a force to be reckoned with, at least en masse.

Appearance: Has a small, humanoid body, with long pointy legs and a pointed head. It holds a blade of ice.

Tips: It isn't a hard enemy to defeat, but if you let something high-health die against it, that doesn't bode well.

Achievements
Metro Dig 1000 tunnels using Tunnel Probe
You just activated my trap card Kill 200 enemies with Buster Drill


Dwarf Stage 8: Frozen Lake

[+] SPOILER
We have trekked further through this desolate wasteland, and to our surprise, we found what appeared to be a signal fire close to a cave in the ice. We entered, and found, to our surprise, a group of dwarves. They say they were part of an expeditionary party sent to explore the icy wastes many years ago, and have their own kind in many, many years. They offered to help us on our quest, and even though their weaponry is outdated, their skills have been fine-tuned from years in these wastes.

We trek further, to find the strangest thing. A lake, in the middle of the ice sheet, miraculously partially unfrozen! But, it seems that our enemy has sent forces to combat us over this unfrozen terrain. Luckily, we have managed to develop a chokepoint around the lake, thanks to a new piece of Capital tech. General, help defend the lake!


Map:

Image

Key:
A- Ice: Speeds up some enemies
B- Dragon Egg: Hatch the dragon by firing a Burner Beam at it. See bottom of the level for further details.
C- Lake: May be crossed by Chillers


Unlocks
-Level 4 Archer: Arquebusier Tower
-Level 4 Mage: Freeze Ray

Arquebusier Tower

Damage: 32-44
Fire Rate: Slow
Range: Extreme
Cost: 275

Appearance: A little like a Musketeer Garrison, at least in terms of the tower. However, the dwarves inside are fully decked out in snow gear. Their weapons are also similar.

Description: Dwarven marksmen skilled with an arquebus, especially against fast targets.

Skills:
-Volley (Innate)
+15% damage per speed tier. (32-44 v. Very Slow, 42-57 v. Average, 51-70 v. Very Fast)

-Volley Shot (Passive) (300/250)
Fires 2/4 more shots, each parallel to the original.

-Energoop (Active, 24 seconds) (350/200/200)
Fires a goopy shot which leaves an area of brown sludge on the track, that lasts for 4 seconds. This speeds up enemies by 50% for 3 seconds. However, after the 3 seconds, the enemy’s speed is ¼ of normal, and it deals 25% less damage. Lasts for 4 seconds. In addition, the positive effect only works while in range of the Arquebusier. (Simulates a caffeine high, with the subsequent crash)
*If stunned, frozen, or otherwise stalled while the speed boost of Energoop (or other speed-boost abilities) is active, Volley will still take effect

Quotes:
"Bullseye!"
"Sniped!"
"Have some coffee!"

Freeze Ray

Damage: 49-67
Fire Rate: Very Slow
Range: Great
Cost: 300

Appearance: Another turret-like construction, however it has a more cylindrical firing piece, with a ball of ice being charged at the end. A large ice crystal works as a magic source.

Description: A special ray which fires chilling bolts of magic.

Skills:
-Ice Beam (Innate)
Freezes enemies for 1 second.

-Nitrogen Fog (Active, 16 seconds) (250/200/200)
Releases a fog of liquid nitrogen, which slows enemies by 20%/40%/60% and may freeze (20%/30%/40%) for 3 seconds. Lasts for 5 seconds.

-Ice Dome (Active, 24 seconds) (300/150/150)
Creates a dome of ice over the path. The dome is transparent, and energy weapons fired inside deal more damage, and an AoE. Lasts for 4/6/8 seconds. Archers and most Artillery (excluding T.R.I.T.E.) will not fire into the dome. Enemies inside are stuck until the effect is over. The dome is midway between Eldritch Doom and Burst Arrows.

Quotes:
"Frosty."
"Initialize cooling program."
"Dome protocol engaged."

Recurring Enemies: Quartzling, Frosteel, Hyporus, Frostborn
New Enemies: Chiller, Icefyre

Wave 7:
Chiller

HP: 990
Damage: 35-65
Speed: Slow
Magic Resistance: 40%
Lives Taken: 2
Death Animation: Shatters, releasing an orb of white light.
Abilities:
-Frost Explosion: On death, creates a short-lived (6 seconds) Ice Patch.
-Breath of Frost: Can freeze towers for 4 seconds. Doesn't work against the Freeze Ray.
-Snap Freeze: Can create a 4-second Ice Patch. Used on the lake to walk across.

A mage with heart of ice, that manipulates the ice itself.

Appearance: A humanoid ice-crystal being, with a cloak made of snow, glowing red eyes, a staff made of ice.

Tips: A pretty strong mage, with a plethora of abilities. Even though the Freeze Ray avoids the tower stall, it still can't deal much damage. Snap Freeze can be deadly near chokepoints or exits.

Wave 10:
Icefyre

HP: 1300
Damage: 60-100 ranged, 10-30 melee (Fires a bolt of icefyre/Stabs with leg)
Speed: Slow
Armor: 30%
Lives Taken: 2
Death Animation: Shatters
Abilities:
-Frostfyre: Fires a shot burns soldiers for 3 seconds at 5 dps. At the end, they have a 20% chance to turn into Frostborn. (Cooldown: 7 seconds)
-Frost Explosion: Upon death, creates a short-lived ice patch.
-Skate: Moves 30% faster on ice.

Almost a living mortar, the Icefyre manipulates freezing cold gas into mortar projectiles to fire at our men!

Appearance: Like a Frosteel, it supports itself on 4 limbs. On it's back, it has a spewing vent of icy gas, surrounded by 4 claw-like protrusions.

Tips: Frostfyre can be a real pain, freezing things and dealing high amounts of damage. Otherwise, a magical beating can work well.

Dragon
Hatch the dragon egg under the lake by firing a burner beam at it. It hatches into a dark blue dragonling, a water dragon. It is treated as a secondary hero. It starts at level 1, but can only be leveled up to 3. It gets a little bigger as you level it up.

However, hatching the egg removes the heat source keeping the lake unfrozen, and it quickly freezes over, revealing 4 new strategic points. While it is not explicit that the egg exists, it is slightly visible under the water.

Image

HP: 50/90/130
Melee Damage: 6-13/NA/NA (Hits with talons)
Ranged Damage: NA/14-21/22-29 (Fires a small ball of water magic)
Magic Resist: 40%
Respawn: 15 seconds

At level 2, it gains the ability to fly and its ranged attack.
At level 3, it gains the Hydro Tail ability:
Hydro Tail lengthens the dragonling's tail with water, and the dragonling will then spin to swipe it along the ground at enemies, to deal 40-60 magical damage. Cooldown: 6 seconds. (If it touches a Chiller, the tail freezes, and deals physical damage)

Achievements
Cuppa Joe Speed up and kill 300 enemies using Energoop and an Arquebusier's Volley
Sloth Have 10 enemies debuffed by Energoop
Deep Freeze Freeze 20 enemies at once.
The Dome Trap at least 10 enemies in a dome and kill all of them while in the dome.
Chiller Night Defeat 50 Chillers while 1/2 of your towers are frozen.
How to Train Your Dragon Hatch a dragon.


Dwarf Stage 9: Icicle Path

In desperate need of shelter from the bitter cold, our explorer allies have shown us a network of caves under the icesheet they call the Icicle Path, so named for the massive amounts of icicles hanging from the roofs of the caverns. Even so, it is still bitter cold, and the enemy keeps making it more cold.

Lucky for us, the Capital has sent us a package full of technology which could help us fend off the enemies, though they may not be able to keep us warm.


Map:

Image

Key:
A- Ice: Speeds up some enemies
B- Icicle: Place a unit here and an icicle will drop, dealing 20-50 AoE physical damage. An icicle respawns every 15 seconds.
C- Dragon Nest: Only unlocked if you hatched the egg on the last level. The dragonling roosts here, and can be used again by paying a grand total of 0 gold.


Unlocks
-Level 4 Barracks: Drone Lab

Drone Lab

Damage: 2-3 physical every 0.2 seconds {Shreds with extendable blades}
HP: 150
Armor: None
Respawn: 8 seconds
Cost: 300

Appearance: A lab-like structure, with a large antenna on the roof, and holes in the sides for the drones to exit from.

Description: Specialized flying drones with hidden blades to attack enemies.

Skills:
-Mark II (Passive) (200/200/200)
L1: Adds a ground-only ranged laser attack, dealing 4-8 damage, firing every second
L2: Can attack fliers
L3: Creates a force field which blocks 80 HP in ranged damage (i.e. melee bypasses field)

-Upload (Active, 20 seconds) (300/150/150)
Uploads an enemy into the mainframe, insta-killing them. The Drones gain 10%/20%/30% more effectiveness against that enemy from now on.

-Final Denotation (Passive) (300/100/100)
Explodes on death dealing 50/75/100 true damage. Adds damage based on how much negative damage the final strike did.

Quotes:
"I think, therefore I am."
"Power cell online. Guidance circuitry engaged."
"We bring your Emancipation."

Recurring Enemies: Quartzling, Frosteel, Hyporus, Frostborn, Chiller, Icefyre
New Enemies: Flake

Wave 4:
Flake

HP: 120
Damage: None
Speed: Fast
Magic Resistance: 40%
Lives Taken: 1
Death Animation: Shatters into diamond dust.
Abilities:
-Flying
-Freezing Rain: Can fire bolts of ice that stop units in their tracks for 2 seconds every 1.5 seconds.

Tiny living snowflakes that freeze foes in their tracks.

Appearance: If anything, a Flake looks like a Cryogonal from Pokemon. That is, it more-or-less looks like a snowflake, with glowing red eyes in this instance.

Tips: Weak on its own, but like the Screecher Bat, painful en masse.

Dragon Nest
The Dragon has its own tower for the people who want to challenge themselves. It starts at level 3, and goes up to 6.

HP: 130 (+35) [225]
Ranged Damage: 22-29 (+7, +7) [43-50] (Fires a small ball of water magic)
Magic Resist: 40%
Respawn: 15 seconds

At level 3, it gains the Hydro Tail ability:
Hydro Tail lengthens the dragonling's tail with water, and the dragonling will then spin to swipe it along the ground at enemies, to deal 20-40 magical damage. Cooldown: 6 seconds. (If it touches a Chiller, the tail freezes, and deals physical damage)
At level 4, it gains the Hurricane passive:
A blanket of storms surrounds the dragonling, deflecting 20% of ranged projectiles.
At level 5, Hydro Tail does 30-70 AoE damage.

Achievements
Emancipation Kill 1000 enemies with Upload
E=MC^2 Deal 5000 damage with Final Detonation
Freezing Rain Have 10 soldiers frozen at once due to Flakes
Typhoon Deflect 1500 ranged projectiles with Hurricane.
Last edited by AerisDraco on Fri Feb 26, 2016 12:30 am, edited 7 times in total.
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Re: KRA Dwarf Campaign

by AerisDraco » Sun Dec 06, 2015 7:59 pm

Towers and Heroes

Archers

[+] SPOILER
Salvo Turret

Damage: 1-4
Fire Rate: Fast
Range: Average
Cost: 70

Appearance: A machine-gun like turret, mounted on a simple tower structure. The barrel will rotate to target enemies. A dwarf sits in a small chair on top.

Description: This machine uses steam to fire metal bits at high speed.

Skills:
-10% crit chance

Quotes:
"Pew-pew."
"Cartridges loaded. Ready to fire."
"Tracking target."

Barrage Turret

Damage: 2-7
Fire Rate: Fast
Range: Long
Cost: 115

Appearance: The turret itself is unchanged. The dwarf now looks to be more comfortable, and is encased in a glass shield.

Description: This machine has a higher RPM, allowing bullets to be fired further then ever before!

Skills:
-15% crit chance

Fusillade Turret

Damage: 4-12
Fire Rate: Very Fast
Range: Great
Cost: 170

Appearance: Now, the turret has an automated tracking system, so the dwarf is no longer needed.

Description: This machine is equipped with a new Artificial Intelligence, so it no longer needs a engineer.

Skills:
-20% crit chance

Sentry Turret

Damage: 21-32
Fire Rate: Very Fast
Range: Average
Cost: 230

Appearance: Before you call OP, read the special. The tower itself has a single turret, like the other dwarven archers, but this has a laser attached to its side. This will fire a tracking laser at the targeted enemy. When idle, the laser will occasionally "blink".

Description: Armed with one of the most advanced AI's, the Sentry is capable of steady fire against a single enemy, but loses effectiveness against large hordes.

Skills:
-Focusing (Innate)
Will target an enemy, and then fire at them. However, this target is lost when the enemy goes out of range or is killed, and it takes the tower 1.5 seconds to retarget.

-Overclock (Passive) (200/200/200)
L1- Boost damage by 4 points.
L2- Boost fire rate.
L3- Negates Focusing
However, with each upgrade, per second, the tower has a 0.5% chance to break and stop firing (from overheating), and it requires 30/60/90 gold to fix it.

-Bullet Storm (Active, 15 seconds) (250/200/200)
Fires a storm of bullets, which deals 3-10 damage per bullet. Fires 10/15/20 bullets at a rate of 10 bullets per second. Suspends normal attack for this period.

Quotes:
"Ya-ta-ta-ta-ta-tah"
"Target locked."
"Face a hail of bullets!"

Arquebusier Tower

Damage: 32-44
Fire Rate: Slow
Range: Extreme
Cost: 275

Appearance: A little like a Musketeer Garrison, at least in terms of the tower. However, the dwarves inside are fully decked out in snow gear. Their weapons are also similar.

Description: Dwarven marksmen skilled with an arquebus, especially against fast targets.

Skills:
-Volley (Innate)
+15% damage per speed tier. (32-44 v. Very Slow, 42-57 v. Average, 51-70 v. Very Fast)

-Volley Shot (Passive) (300/250)
Fires 2/4 more shots, each parallel to the original.

-Energoop (Active, 24 seconds) (350/200/200)
Fires a goopy shot which leaves an area of brown sludge on the track, that lasts for 4 seconds. This speeds up enemies by 50% for 3 seconds. However, after the 3 seconds, the enemy’s speed is ¼ of normal, and it deals 25% less damage. Lasts for 4 seconds. In addition, the positive effect only works while in range of the Arquebusier. (Simulates a caffeine high, with the subsequent crash)
*If stunned, frozen, or otherwise stalled while the speed boost of Energoop (or other speed-boost abilities) is active, Volley will still take effect

Quotes:
"Bullseye!"
"Sniped!"
"Have some coffee!"



Barracks

[+] SPOILER
Protector Barracks

Damage: 1-2
HP: 70
Armor: Low
Respawn: 11 seconds
Cost: 80

Appearance: A simple workshop-like structure, with stone walls, and iron-barred windows. The dwarves come out through a simple outward opening door, and red light is visible through the windows.

Description: These soldiers are hard workers, who never back down from their task, be it the forge or war!

Skills:
None.

Quotes:
"Feel the steel."
"May the Chiefdom conquer!"
"The fire of the forge will guide us."

Champion Barracks

Damage: 2-4
HP: 120
Armor: Medium
Respawn: 11 seconds
Cost: 140

Appearance: The workshop is now bigger, with visible armor and weapon racks to the side. The dwarves now wield true swords.

Description: Now wielding specially-tempered swords and armor, the enemy will surely back down!

Skills:
None.

Guardian Barracks

Damage: 4-7
HP: 160
Armor: High
Respawn: 11 seconds
Cost: 170

Appearance: The guardians have heavy plate armor, along with large shields. Also, they wield hammers.

Description: A guardian has the best armor, and wields a hammer to smash the opponent into the ground.

Skills:
-AoE damage

Deepearth Miners

Damage: 3-8 (Smashes with hammer every 1.25 seconds, dealing AoE damage.)
HP: 300
Armor: High
Respawn: 12 seconds
Cost: 275

Appearance: A large dark-blue-black crystal structure, with a mineshaft leading into it. Like miner towers of mine past, dwarves will come up to the surface in minecarts to respawn. The miners have hammers of the same dark color.

Description: Deepearth Miners mine deepstone in caverns hundreds of meters below the surface, for its magical properties.

Skills:
-Deepstone (Innate)
All attacks and abilities deal 15% more damage to enemies with magic resistance.

-Deepmithril Grendade (Active, 14 seconds) (200/200/200)
Mixing Deepstone and Mithril results in a unstable concoction. The dwarf takes a lump of mithril and deepstone and combines them to create a glowing black substance, which is then thrown for 60/90/120 true damage.

-Quake (Active, 11 seconds) (200)
Slams the hammer on the ground, creating a fissure which deals 130 physical damage and a stun for 1 second.

-Deepstone Infusion (Passive) (300/150/150)
Boosts the Innate ability by 5% per level, and adds 10% magic resist per level.

Quotes:
"The earth will rise to the challenge!"
"Fire in the hole!"
"For the deep!"

Drone Lab

Damage: 2-3 physical every 0.2 seconds {Shreds with extendable blades}
HP: 150
Armor: None
Respawn: 8 seconds
Cost: 300

Appearance: A lab-like structure, with a large antenna on the roof, and holes in the sides for the drones to exit from.

Description: Specialized flying drones with hidden blades to attack enemies.

Skills:
-Mark II (Passive) (200/200/200)
L1: Adds a ground-only ranged laser attack, dealing 4-8 damage, firing every second
L2: Can attack fliers
L3: Creates a force field which blocks 80 HP in ranged damage (i.e. melee bypasses field)

-Upload (Active, 20 seconds) (300/150/150)
Uploads an enemy into the mainframe, insta-killing them. The Drones gain 10%/20%/30% more effectiveness against that enemy from now on.

-Final Denotation (Passive) (300/100/100)
Explodes on death dealing 50/75/100 true damage. Adds damage based on how much negative damage the final strike did.

Quotes:
"I think, therefore I am."
"Power cell online. Guidance circuitry engaged."
"We bring your Emancipation."



Mages

[+] SPOILER
Crystal Blaster

Damage: 10-18
Fire Rate: Slow
Range: Short
Cost: 110

Appearance: Another turret-like tower, but armed with crystals, to fire glowing pulses of red energy.

Description: A miracle of dwarven engineering, this device harnesses the energy of crystals to fire magical bolts.

Skills:
-Pierce (Deal damage to multiple enemies in a straight line.)

Quotes:
"Charging."
"Energy overload imminent."
"Initiating discharge."

Crystal Ray

Damage: 24-46
Fire Rate: Slow
Range: Average
Cost: 170

Appearance: Crystals now grow out of the ground next to the tower, and glow in synchronicity with the tower's actions.

Description: A better power source enables the machine to better harness crystal magic, and so fire it further with more power.

Skills:
-Pierce (Deal damage to multiple enemies in a straight line.)

Crystal Laser

Damage: 44-78
Fire Rate: Slow
Range: Long
Cost: 250

Appearance: Crystals have grown around the sides of the tower, so only the turret itself remains mobile.

Description: The dwarven Laser creates a ray more deadly than any other, save for the Arcane Wizard of Linirea.

Skills:
-Pierce (Deal damage to multiple enemies in a straight line.)

CARVR (Crystalline Auto-Rotating Vitrification Ray) (I like acronyms)

Damage: 33-46 per beam
Fire Rate: Very Slow
Range: Long
Cost: 320

Appearance: A slightly larger turret houses a large white crystal that glows with different colors. The firing piece now has 3, mini-hydraulic controlled "arms".

Description: A specialized crystalline weapon that can focus energy into 3 different beams to target enemies with a burning light.

Skills:
-Pierce (Innate)

-Triple Beam (Innate)
Each "arm" targets a different enemy. If only one/two enemies are available, then the beams will target the same enemy. For each additional beam targeted on an enemy, +5 points of damage are added.

-Plasmatic Core (Passive) (300/300/300)
Adds a burn to the tower, dealing 5(7{9})/8(10{12})/11(12{15}) damage for 3 seconds. Doesn't stack.

-Crystalline Overload (Active, 20 seconds) (350/200/200)
Overloads the crystal with energy, and then releases it, creating a dome of white light that deals 100/200/300 magical damage to all enemies in range. The tower will not fire during this period, but Plasmatic Core can improve the damage by 5% per level.

Quotes:
"Warning. Overload imminent."
"Generating..."
*a deep hum*

Freeze Ray

Damage: 49-67
Fire Rate: Very Slow
Range: Great
Cost: 300

Appearance: Another turret-like construction, however it has a more cylindrical firing piece, with a ball of ice being charged at the end. A large ice crystal works as a magic source.

Description: A special ray which fires chilling bolts of magic.

Skills:
-Ice Beam (Innate)
Freezes enemies for 1 second.

-Nitrogen Fog (Active, 16 seconds) (250/200/200)
Releases a fog of liquid nitrogen, which slows enemies by 20%/40%/60% and may freeze (20%/30%/40%) for 3 seconds. Lasts for 5 seconds.

-Ice Dome (Active, 24 seconds) (300/150/150)
Creates a dome of ice over the path. The dome is transparent, and energy weapons fired inside deal more damage, and an AoE. Lasts for 4/6/8 seconds. Archers and most Artillery (excluding T.R.I.T.E.) will not fire into the dome. Enemies inside are stuck until the effect is over. The dome is midway between Eldritch Doom and Burst Arrows.

Quotes:
"Frosty."
"Initialize cooling program."
"Dome protocol engaged."



Artillery

[+] SPOILER
Dwarven Mortar

Damage: 6-11
Fire Rate: Very Slow
Range: Average
Cost: 125

Appearance: A simple mortar, like most normal artillery.

Description: This mortar fires simple bombs on a high trajectory to deal damage.

Skills:
-None

Quotes:
"Gunpowder and iron!"
"We're the bomb!"
"Look out below!"

Dwarven Cannon

Damage: 14-28
Fire Rate: Very Slow
Range: Long
Cost: 220

Appearance: A simple cannon, made of iron and built to fire explosive cannonballs.

Description: A large cannon, which fires bombs on a straight trajectory toward targets.

Skills:
-None

Dwarven AA Gun

Damage: 18-33
Fire Rate: Slow
Range: Great
Cost: 330

Appearance: It's an AA gun, i.e., a long barrel, small projectiles, and a turret that can change altitude.

Description: A new dwarven weapon capable of blowing things out of the sky!

Skills:
-Can target flying

TRITE (Torpedo for Rock, Ice, and Tunnel Excavation) (I still like acronyms)

Damage: 44-87
Fire Rate: Very Slow
Range: Great
Cost: 375

Appearance: A kind of factory-like building, where torpedoes are manufactured on a conveyor, lifted by a robot arm, and dropped into the ground. As they move, they create broken ground.

Description: Originally used to dig tunnels, these torpedoes have been primed with explosive and dig at faster rates than ever before. The enemy won't know what hit them!

Skills:
-Collapse (Innate)
Slows enemies by 50% when hit, and may sink larger enemies (900 HP+) into the ground for a second.

-Tunnel Probe (Passive) (300/300/300)
When enemies come into range, summons the nearest group of 1/2/3 soldiers to combat them. Takes 4/3/2 seconds. The soldiers are treated as dead by their parent tower.

-Buster Drill (Active, 20 seconds) (350/200/200)
Creates an area the size of Eldritch Doom, which lasts for 1/1.5/2 seconds, and insta-kills any slowed enemies inside it.

Quotes:
"Digga tunna dig dig a tunna"
"Mining vessel ready for activation."
"It IS a trap!"



Dwarf Hero: Tihkinor, the Miner

Tihkinor is an average miner, forever hunting for riches. In search of said riches, he has joined the army to defend the Chiefdom.

Hero Portrait: Tihkinor holds his pick over his shoulder, and holds a gold nugget in the other hand. His eyes do not glow, instead just being normal eyes, but no iris colors. He has fiery red hair, and as most dwarves do, a beard. He has a yellow hat with white light on top.
Appearance: Almost the same as his hero portrait, minus the gold nugget.

HP: 350 (+25) [575]
Melee Damage: 4-6 (+1,+1) [13-15] (Attacks with pickaxe every 1.25 seconds)
Armor: 50%
Speed: Slow
Respawn: 20 seconds

Gold Rush (Passive)
Increases attack speed by 10%/20%/30% and bounty of killed enemies by 25%.

Dissolution (Active, 10 seconds)
Sprays the area ahead of him with water, slowing down all enemies that walk on it by 25%/50%/75%. Lasts for 2/3/4 seconds, and deal 5 dps to rock creatures. Also prevents Coalers from dealing damage and Stalis from hardening.

Nitro (Active, 16 seconds)
Throws a bomb dealing 50-75/85-110/120-145 true AoE damage.

Shovel Attack (9 seconds)
Who says a shovel isn't a good weapon? Tihkinor strikes an enemy on the head with a shovel, stunning them for 1/2/3 seconds, dealing normal damage.

Quarry (60 seconds)
Tihkinor employs a fancy high-tech quarry to mine the ground in search of riches. It will give you 50/75/100/125 gold, and all the moved dirt will form a wall that takes 500/750/1000/1250 hp's worth of enemies to push through. (That means enemies with a total combined MAX hp of x must be present to break through.)

Shiny (Requires Level 2) (Passive)
Increases the max amount of enemies Tihkinor can fight to 2/2/3 and draws enemies toward him. His normal attacks do not become AoE, he just attacks enemies sequentially. In addition, he gains a 10% boost to attack when fighting more than one enemy.

Rocketcart (Requires Level 4) (Active, 25 seconds)
Tihkinor hops into a rocket-powered minecart, and rides it into the nearest group of enemies. They take 100 true damage and a stun for 1/2/3 seconds. Tihkinor will then immediately engage in combat.

Oil Bomb (Requires Level 6 and Dissolution) (Hero Spell, 50 seconds)
Forms an oil pool over 3 meters which slows enemies by 35% while on it. Once an enemy steps on it, Tihkinor ignites it, and it begins to deal 4/8/12 dps to any enemies on it. Lasts for 30 seconds.

Prospect (Requires Level 8 and Shiny) (Activated Support, 50 seconds)
Prospects in a given area, with a chance to find nothing, a metal vein, or a gem vein. The metal vein grants you 100 gold, the gem vein grants you 200 gold and 50 gems.
Chances: (N/M/G)
L1: 70%/25%/5%
L2: 60%/30%/10%
L3: 50%/35%/15%

MineDrone MKI (Requires Level 10 and Rocketcart) (Active, 35/29/23 seconds)
Builds a drone which tunnels underground to an enemy, grabs them, and begins to transport them to the entrance. The enemy takes 7 dps from suffocation, and the probe moves at the speed of Tihkinor.


Dwarf Hero: Aenuron, the Runemaster

One of the last remaining dwarf runemasters, Aenuron summons runes of unmatched power.

Hero Portrait: A little shifted downwards for a hero portrait, Aenuron stands in long gray robes, and has glowing white eyes, along with gray, short-cut hair and beard. He has his arms crossed, while the Runes of Fluidity, Frost, Growth, Flame, and Light float above his head.
Appearance: The same robe and hair, with white gloves which will glow with the color of the rune being summoned.

HP: 240 (+15) [375]
Melee Damage: 4-9 (+1,+1) [13-18] (Draws a white rune every 1.75 seconds)
Ranged Damage: 14-19 (+1, +1) [23-30] (Same animation)
Armor: 20%
Speed: Slow
Respawn: 20 seconds

Rune of Fluidity (Passive)
Draws a blue rune on himself before entering melee, giving a dodge chance of 20%/40%/60%.

Rune of Frost (Active, 25 seconds)
Targets 1/2/3 enemies with a special type of frost. This frost freezes for 3 seconds, and every enemy next to a frozen one has a 20%/35%/50% chance to be frozen every second. This effect can go on endlessly. Can freeze a unfrozen enemy that was frozen. The rune is a ice-white.

Rune of Growth (Active, 15 seconds)
Draws a green rune on the ground, which then erupts as 1/2/3 vines that deal 30 damage per second and stall for 1/2/3 seconds.

Rune of Flame (Active, 18 seconds)
Summons a pillar of flame which deals 70/100/130 true damage and burns at 10 dps for 3/4/5 seconds. The rune is bright red.

Rune of Light (Hero Spell, 50 seconds)
Gives soldiers a special set of runes which have an equal chance to boost as follows: (The effects last for 20 seconds) (The rune is bright yellow)
-Set 1: Boost max HP by 100 points, boost armor by 15%, but reduce attack by 3 points.
-Set 2: Boost armor by 30%, boost attack by 2 points, but reduce max HP by 50 points.
-Set 3: Boost attack by 5 points, boost HP by 50 points, but reduce armor by 15%.

Rune of Fragment (Requires Level 2) (Active, 18 seconds)
Remember the last episode of Avatar: The Last Airbender, and that fancy rock fragmentation thing that destroys stuff? Yeah, this is kind of like that. Fires 4/8/12 rock pellets, each dealing 7-21 damage. The rune is brown.

Rune of Blades (Requires Level 4 and Rune of Flame) (Activated Support, 40 seconds)
Gives a boost to soldiers. Is permanent. The rune is orange.
-+3 damage
-+20% armor
-+30% attack speed

Rune of Storms (Requires Level 6 and Rune of Frost) (33 seconds)
Creates a thundercloud, which fires 2/4/6 bolts dealing 40-80 true damage. The rune is cyan.

Rune of Reversion (Requires Level 8 and Rune of Fluidity) (Hero Spell, 40 seconds)
Makes a single enemy smaller by 20%/40%/60%. This makes the enemy get a corresponding decrease in attack and max HP. The rune is black.

Rune of Flight (Requires Level 10) (Passive)
Increases Aenuron's speed to medium and then fast. On the final level, makes him a flying hero. The rune is purple.


Dwarf Hero: Timitua, the Engineer

Though her contraptions do sometimes fail, (and when they do, they fail spectacularly), when they work, Timintua has contributed some of the greatest marvels the Chiefdom has ever seen.

HP: 300 (+20) [480]
Melee Damage: 2-8 (+2,+2) [20-26] (Smashes with a sledgehammer (AoE) every 1.5 seconds)
Ranged Damage: 4-5 (+1, +2) [13-23] (Throws a building hammer every 1.25 seconds, can't target air)
Armor: 40%
Speed: Slow
Respawn: 25 seconds
Secondary: Failure: Sometimes, her specials will fail, and have the aforementioned spectacular fail. Each is mentioned directly in the special.

Pulse Rifle (Passive)
Gains a ranged magic attack (can target flying) dealing +6/+12/+18 over her current damage. Fires every 2.25 seconds.
Failure: Misloaded Capsule: Blows up, dealing 1/2 magic AoE damage. Takes 4.5 seconds to fix.

Skull Crush (Active, 10 seconds)
Smashes an enemy's skull with her sledgehammer. Deals x2/x3/x4 damage, and may slow at 50% or stun for 2 seconds.
Has no Failure.

Machine Gun Jetpack (Active, 20 seconds)
Puts on a Machine Gun Jetpack, flying up into the air while spraying bullets dealing 5-10 damage apiece. Fires 20/30/40 bullets, each lifting higher than the last. At level 2, may hit flying enemies, and level 3 has an increased AoE against them.
Failure: The Jetpack doesn't move up, instead moving Timintua sideways, in any direction, and dealing the AoE there.

Sentinel (Active, 15 seconds)
Deploys a Sentinel, a melee robot. Lasts for 30 seconds.
HP: 150/200/250
Damage: 5-10/15-20/25-30
Failure: The robot goes rogue for 5 seconds, then corrects itself for the remaining 25 seconds. It has 1 life.

Flyby (Hero Spell, 50 seconds)
Summons 1/2/3 drones, at least one on the tapped location, each firing 2 missiles, dealing 25-75 AoE physical damage. At level 3, the missiles have a plasma core, dealing true damage.
Failure: The drones simply smash into the ground, dealing 50-120 physical damage AoE. They crash in a random location.

Chain Shot (Requires Level 2) (Active, 18/15/12 seconds)
Fires a cannon which entangles an enemy in chain shot, slowing them by 50% for 6 seconds and dealing around 50 physical damage. May target flying enemies, also reduces attack speed.
Failure: May hit an ally, reducing attack speed and dealing the same damage. If no barracks are nearby, just blow up, wasting the special.

TRITE Transport (Requires Level 4) (Passive)
Makes Timintua gain a pseudo-teleport move, having the Collapse effect when she exits tunnels. Takes about 5/4/3 seconds to make cross-map jumps.
Failure: Transport fails midway, dealing some suffocation damage (about 8 per second) for 2 seconds as she tries to dig herself out.

Charge Shot (Requires Level 6) (20 seconds)
Charges a massive ball of static electricity before firing at nearby targets, dealing true damage. Starts at 50/75/100 true AoE, and gains 3 true damage per second, with a max charge of 15 seconds before firing.
Failure: Energy ball refuses to charge.

Emergency Evac (Requires Level 8 and Flyby) (Activated Support, 50/45/40 seconds)
Either tap on Timintua or other units, and a helicopter will come to pick them up. Over 3 seconds, it transports them to a new location, which is chosen by tapping again. The wind around the copter buffets enemies away from the exit. May smash flying enemies, dealing around 50 physical damage.
Failure: Deposits troops in a random location. (A little bolt of electricity leaps around the sides of the copter)

The Crawler (Requires Level 10 and ) (Hero Spell, 70 seconds)
Summons the massive Crawler machine. As implied, it slowly crawls along the path, at about 0.66 m/s. It sucks up any enemies it encounters, and at the end of the time period, it blows up, dealing damage equal to half of the max HP of the enemies sucked in. Lasts for 12/18/24 seconds, traveling 8/12/16 meters.
Failure: Fails to suck in enemies, but crushes ground enemies dealing 50-100 damage each.
Last edited by AerisDraco on Thu Jan 21, 2016 1:50 am, edited 2 times in total.
KRA is now complete.
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Re: KRA Dwarf Campaign

by AerisDraco » Sun Dec 06, 2015 8:00 pm

Enemies

Stone Giants


Stalis

HP: 110
Damage: 2-4
Armor: None
Speed: Medium
Lives Taken: 1
Death Animation: The whole being hardens, and then shatters into many pieces.

Abilities:
Harden: Every 5 seconds, gain 10% physical armor. Stacks up to 90%.

While appearing weak on the outside, this entity hardens its wet skin into hard armor.

Appearance: A weak, mud-like enemy, with no discernible legs and arms to punch with. As it moves, its skin will harden into cracked clay armor. It has glowing red eyes.

Tips: The Harden ability makes mages all the more useful against this enemy.


Coaler

HP: 70
Damage: 5 AoE fire damage, per second for 5 seconds. Stacks.
Armor: None
Speed: Fast
Lives Taken: 1
Death Animation: The Coaler glows red, and the flame on its head burns blue as it burns to ashes.

This small glowing rock burns with bright flame, dying to burn those who oppose it.

Appearance: A small glowing rock of coal, with a red flame glowing on its head.

Tips: A wave of these can deal large amounts of damage to barracks, but will die easily to AoE towers.


Quartzling

HP: 100
Damage: 5-8
Magic Resist: 20%
Speed: Fast
Lives Taken: 1
Death Animation: All of the crystals glow red, and it explodes.
Abilities:
-Flying
-Crystal Storm: Shoots 3 damaging crystals at soldiers. (Every 2 seconds)

This paradoxical hunk of crystal can not only float, but also fire shards of crystal at our men!

Appearance: The quartzling is comprised mainly of clear crystal, with an orb at the center which glows with red light. A ring of sharp crystals orbit around it.

Tips:
A weak flying enemy, but capable of attacking soldiers, and it comes quite frequently as air support.


Pummelice

HP: 300
Damage: 12-17
Speed: Medium
Lives Taken: 2
Death Animation: Falls to ground in a flash of light.
Abilities:
-Float: If struck by a magic attack, the Pummelice can fly. For every 20 damage, it will fly for 3 seconds. It will automatically descend to fight barracks.

Harnessing magic, the Pummelice not only packs quite a punch, but the ability to fly!

Appearance: A large humanoid, with lots of pores. Its eyes are dark red, and its pores will glow white when floating.

Tips: Barracks are a necessity, and archers are preferable.


Bassault

HP: 490
Damage: 13-34 (Smashes with a Hexagonal arm)
Speed: Medium
Armor: 40%
Lives Taken: 2
Death Animation: Becomes a black pile of lava.
Abilities:
-Steam Cloud: Can create a steam cloud every 15 seconds. Each cloud lasts for 20 seconds. The overall effect blocks your vision for the time, and prevents non-magical ranged attacks from entering or leaving the cloud.

This hexagonal creature can create thick clouds of mist to obscure vision.

Appearance: Still a humanoid, but made mostly out of hexagonal columns. Small holes in its arms will eject steam to form steam cloud.

Tips: Mages are best, as they ignore the effects of steam cloud.


Fusione

HP: 670
Damage: 10-14
Speed: Medium
Lives Taken: 3
Death Animation: Falls apart into its component pieces.
Abilities:
-Conglomerate: Absorb 40% of the damage of fallen Stone Giants, their armor/magic resist, and their special abilties. Stacks indefinetely.

This giant will combine itself with pieces of old giants, creating a new monster capable of using the powers of both.

Appearance: A large lumpy humanoid type thing, kind of like a stone Abomination. It will pick up small pieces of rock left on the ground by other Giants, and put them on itself.

Tips: Insta-killing works best, but dealing lots of DPS before it can reach other giants also works.


Diamanthus

HP: 9000
Damage: 20-70 AoE (Punches)
Speed: Slow
Magic Resist: 60%
Lives Taken: 20
Death Animation: Shatters into diamond dust, save for one nice large diamond.
Abilities:
-Crystal Absorption: Will use the powers of the level's crystals.
-Store of Magic: Any magic damage resisted will be used in the next attack.
-Teleport: If 1000 magic damage is absorbed, may teleport a few paces down the path.

Once only a giant crystal, Diamanthus has been animated, and will destroy all that his master commands.

Appearance: Similar to Durax, but much bigger and made of a pure white crystal. It has three gems, a ruby, sapphire, and topaz as eyes.

Tips: Mages suck against this guy. I hope you can figure the rest out. He can move to either exit.


Ice Creatures


Frosteel

HP: 290
Damage: 10-19 (Stabs with leg every second.)
Speed: Medium
Magic Resist: 30%
Lives Taken: 1
Death Animation: Shatters.
Abilities:
-Skate: Moves 20% faster on ice.
-Frost: May freeze enemies for 2 seconds on each attack.

A strange being of frost and ice, that apparently is an expert at ice skating of all things.

Appearance: What would happen if the Protoss Starcraft II Stalker was made of ice? This answers that.

Tips: A simple enemy, and not hard to deal with.


Hyporus

HP: 670
Damage: 20-45 (Slashes, or stabs with a finishing blow)
Speed: Slow
Lives Taken: 2
Death Animation: Shatters.
Abilities:
-Frost Explosion: On death, creates a short-lived (6 seconds) Ice Patch.
-Hypothermia: When it kills a soldier, the soldier becomes a Frostborn. Doesn't work against the Drone Lab.


Frostborn

HP: 100 + Original Unit Max HP (250)
Damage: 10 + Original unit damage (9-16)
Speed: Medium
Magic Resist: 20%
Armor: 20%
Lives Taken: 1
Death Animation: Shatters
Abilities:
-Hypothermia: Only spawned from soldiers, reinforcements, or heroes.
-Skate: Moves 50% faster on ice.

Born from soldiers, the Frostborn are a force to be reckoned with, at least en masse.

Appearance: Has a small, humanoid body, with long pointy legs and a pointed head. It holds a blade of ice.

Tips: It isn't a hard enemy to defeat, but if you let something high-health die against it, that doesn't bode well.


Chiller

HP: 990
Damage: 35-65
Speed: Slow
Magic Resistance: 40%
Lives Taken: 2
Death Animation: Shatters, releasing an orb of white light.
Abilities:
-Frost Explosion: On death, creates a short-lived (6 seconds) Ice Patch.
-Breath of Frost: Can freeze towers for 4 seconds. Doesn't work against the Freeze Ray.
-Snap Freeze: Can create a 4-second Ice Patch. Used on the lake to walk across.

A mage with heart of ice, that manipulates the ice itself.

Appearance: A humanoid ice-crystal being, with a cloak made of snow, glowing red eyes, a staff made of ice.

Tips: A pretty strong mage, with a plethora of abilities. Even though the Freeze Ray avoids the tower stall, it still can't deal much damage. Snap Freeze can be deadly near chokepoints or exits.
This monstrosity can turn our own soldiers into beings of ice, and send them against us!

Appearance: A humanoid ice-crystal being, with a large armblade, like Durax's.

Tips: Keep away from barracks at all costs. Due to its low speed but high damage, it can engage multiple times in the range of one barracks, spawning upwards of 4 Frostborn.


Icefyre

HP: 1300
Damage: 60-100 ranged, 10-30 melee (Fires a bolt of icefyre/Stabs with leg)
Speed: Slow
Armor: 30%
Lives Taken: 2
Death Animation: Shatters
Abilities:
-Frostfyre: Fires a shot burns soldiers for 3 seconds at 5 dps. At the end, they have a 20% chance to turn into Frostborn. (Cooldown: 7 seconds)
-Frost Explosion: Upon death, creates a short-lived ice patch.
-Skate: Moves 30% faster on ice.

Almost a living mortar, the Icefyre manipulates freezing cold gas into mortar projectiles to fire at our men!

Appearance: Like a Frosteel, it supports itself on 4 limbs. On it's back, it has a spewing vent of icy gas, surrounded by 4 claw-like protrusions.

Tips: Frostfyre can be a real pain, freezing things and dealing high amounts of damage. Otherwise, a magical beating can work well.


Flake

HP: 120
Damage: None
Speed: Fast
Magic Resistance: 40%
Lives Taken: 1
Death Animation: Shatters into diamond dust.
Abilities:
-Flying
-Freezing Rain: Can fire bolts of ice that stop units in their tracks for 2 seconds every 1.5 seconds.

Tiny living snowflakes that freeze foes in their tracks.

Appearance: If anything, a Flake looks like a Cryogonal from Pokemon. That is, it more-or-less looks like a snowflake, with glowing red eyes in this instance.

Tips: Weak on its own, but like the Screecher Bat, painful en masse.
Last edited by AerisDraco on Sun Dec 06, 2015 8:18 pm, edited 1 time in total.
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Re: KRA Dwarf Campaign

by AerisDraco » Sun Dec 06, 2015 8:01 pm

Spells, Upgrades, and More

Upgrades

Archers:
[+] SPOILER
Drill Tip: Increases damage. (1 star)
Mithril Bullets: Bullets have a 20% chance to pierce armor. (1 star)
Scoping Lens: Increases range. (2 stars)
Seeking Shots: Bullets have an increased chance to not miss. (2 stars)
Mag-Acceleration: Bullets may pierce through enemies. Also improves armor-piercing chance to 40%. (3 stars)


Barracks:
[+] SPOILER
Mithril Blades: Increases damage. (1 star)
Godly Forge: Takes 1 second off respawn time per 3 god tiers. (1 star)
Dragonscale Armor: Improves armor. (2 stars)
Weak Spot: Barracks have a 20% chance to find the weak spots in enemies’ armor, reducing it by 10%. (2 stars)
Phosphorous Flare: Barracks gain a special attack, which can remove the specials from an enemy for 4 seconds. Can be used every 15 seconds. (3 stars)


Mage:
[+] SPOILER
Purer Crystals: Increases damage. (1 star)
Tracker: The mage will actively try to create the best possible piercing beam. (1 star)
Improved Mining: Reduces basic mage construction costs. (2 stars)
Overcharge: Mage turrets deal an additional 10% damage if they have not been firing for at least 5 seconds. (2 stars)
Crystal Pulse: Every 30 kills, the mage tower releases an AoE pulse along its range dealing magic damage equivalent to half its current damage. Enemies killed by the wave do not count toward the kill total. (3 stars)


Artillery
[+] SPOILER
Rifled Artillery: Increases range. (1 star)
Unstable Compound: Increases damage. (1 star)
Bunker Buster: Artillery explosions ignore 50% of armor. (2 star)
Thermite Explosion: Explosions may burn enemies at 3 dps for 5 seconds. (3 stars)
Spiked Bombs: Bombs fire spikes when they explode, dealing some physical damage in a much larger area. Also increases damage versus flying enemies. (3 stars)


Burner Beam
[+] SPOILER
Improved Power Cells: Beam lasts for 2 more seconds. (2 stars)
Refraction: Has a much wider AoE. (2 stars)
Ultraviolet: Pierces any defensive measures enacted by the enemy. (Invis, Shields, etc.) (3 stars)
Fiber-Optics: Reduces recharge by 10 seconds, and the beam lasts for 3 additional seconds. (3 stars)
Prismatic Core: Fires beams all over the track, in addition to the main beam. (3 stars)


Reinforcements
[+] SPOILER
Steel Forgers: Steel forgers have better armor and health. (2 stars)
Anvil Keeper: Anvil Keepers wield heavy AoE hammers, and have more health. (3 stars)
Flashbang: Throws a short-ranged stun grenade. Stuns for 2 seconds. Recharge 10 seconds. (3 stars)
Sniper Rifle: Gains an extreme-ranged attack. Takes 1 second to get into a sniper’s crouch. (3 stars)
Cybernetic Upgrade: Boosts armor and damage. ½ time for crouching. (4 stars)



Gods

Cetuda, Goddess of Earth and Fire

God Spell
Optimism Powder (70 seconds)
Makes all soldiers in range gain 5 hp/s until they die.

Drawback
-0.5% damage dealt per enemy killed. Stacks up to 25%, and is individual per tower.

Upgrades
L1: Trust Powder: At another location, creates a powder which gives a 5% boost to HP per accompanying soldier.
L2: +20% damage for barracks.
L3: +15% damage v. Ice enemies
L4: Anger Powder: At another location, creates a powder which gives a 5% boost to damage per accompanying soldier killed.
L5: +35% damage for barracks.
L6: 20% chance for dead/sold soldiers to come back from the dead as ghosts, which provide a 20% boost in damage to all nearby towers.
L7: Grief Powder: At another location, creates a powder which makes enemies deal 5% less damage per killed accompanying enemies.
L8: +50% damage for barracks.
L9: 30% chance for dead/sold soldiers to come back from the dead as ghosts, which provide a 20% boost in damage to all nearby towers.
L10: Submission Powder: At another location, creates a powder which, if a soldier has 1/5 or more of the enemy's health that it is fighting, the enemy will kill itself.
*By holding the temple's spell activation button, you may cycle through the powders to the one you want your finger to prioritize.


Ederus, God of Magic, Knowledge, and Desire

God Spell
Magic Trap (75 seconds)
Sets a trap which deals 400 AoE true damage to any enemies that step on it. Has a detection range of Eldritch Doom, with a range of Burst Arrows. Signified by a blue rune on the earth. A max of 3 can be active at any one time.

Drawback
+10% to upgrade costs.

Upgrades
L1: Crystal Focus: Increases damage to 500 AoE true.
L2: +10% damage for Mages
L3: 5% chance for towers or units to ignore an enemy's special
L4: Overload: Any enemies killed by the spell erupt in a pillar of magic flame, which deals 20 damage per second for 4 seconds to any enemy that goes near them. Cannot chain further.
L5: +20% damage for Mages
L6: 10% chance for towers or units to ignore an enemy's special
L7: Timelock: Any enemies hit by the spell are slowed by 50% for 2 seconds.
L8: +30% damage for Mages
L9: 15% chance for towers or units to ignore an enemy's special
L10: Magic Cage: Traps any enemies that come into contact with it, and instead of releasing a giant pulse all at once, it traps enemies for 5 seconds, releasing one 125 damage AoE pulse every second.
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Re: KRA Dwarf Campaign

by AerisDraco » Tue Jan 12, 2016 10:18 pm

It's been 2 days, I can tell you about this now.
Update 2.1
-Level 7

Also still waiting for more Level 7 reviews, and a retroactive one for D6.
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Re: KRA Dwarf Campaign

by RZRider » Sun Jan 17, 2016 1:40 am

I think level 7 is a little bland.
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Re: KRA Dwarf Campaign

by AerisDraco » Sun Jan 17, 2016 3:18 am

Which part?
The level design?
The enemies?
T.R.I.T.E?
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Re: KRA Dwarf Campaign

by RZRider » Sun Jan 17, 2016 3:19 pm

Trite was cool and level design was amazing it just seems Lacking. The enemies are just bland
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Re: KRA Dwarf Campaign

by The Kingmaker » Sun Jan 17, 2016 3:54 pm

As with most of your towers, TRITE is inventive and innovative.

The first enemy seems pretty cool, but I would prefer if the enemy it spawns also occur in the level, and hopefully these new enemies have a playstyle based around these slow, small troops that arrive en masse, similar to husks.

The level seems ok, with the path and towers all good, but the lack of... really anything in the ice makes the level a little bland when you have to spend upwards of a quarter of an hour in such an area. To counter this all the Troll levels in KR had Sasquatch, Sundial Rays or something along those lines as spending time in a bland area, even if it is one of staggering natural beauty, is a turn off. The Hak'raj levels had Ice Age references and Frost Shrooms. Idk, the level needs something along the lines of Steve Rogers under the ice or something.
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Re: KRA Dwarf Campaign

by RZRider » Sun Jan 17, 2016 3:58 pm

I couldn't agree more
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Re: KRA Dwarf Campaign

by AerisDraco » Sun Jan 17, 2016 5:43 pm

TRITE: Good.
I'll add a clause to the Frostborn if they spawn from the entrance. The Frostborn are supposed to be a force to move ahead of the other, slower units and clear the way, especially if they came from the Deepearth Miners, as their HP and attack is added to the unit they came from.
As for easter eggs, I'm kinda trying to not add those yet.
If a level addition was needed, I had the idea to add a mechanic called Freezing Geysers, but forgot.
Also, if you want, hopefully you'd find this cool, the next level name is the Frozen Lake.
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Re: KRA Dwarf Campaign

by The Kingmaker » Sun Jan 17, 2016 6:12 pm

Frozen Lakes are cool, but they are even cooler when there staggering beauty is suddenly destroyed by a pair of dragons in an unexpected boss battle.

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Re: KRA Dwarf Campaign

by AerisDraco » Sun Jan 17, 2016 7:07 pm

No, no boss battle. Sorry.

Some neat enemies, I think.
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Re: KRA Dwarf Campaign

by AerisDraco » Thu Jan 21, 2016 2:19 am

Update 2.1.1:
New Hero, Timintua, the Engineer.
The failure mechanic is likely OP or UP, I'm not quite sure, either way, it probably isn't balanced.
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Re: KRA Dwarf Campaign

by AerisDraco » Sat Feb 20, 2016 9:54 pm

Poor Elves. I feel like they're getting the short end of the stick. Middle of the pack, so less reviews; not as cool levels...

Anyway, Update 2.2.0:
-Added Level 8, the Frozen Lake
-Changed the Dwarven spell to the Burner Beam. More creative.

I might want to change the update schedule again. Perhaps once a week, with one level, or a menu thing, or something else?
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Re: KRA Dwarf Campaign

by Ninja » Thu Feb 25, 2016 9:47 pm

L.8 Review:

First off, I think you're very trigger happy here with how many 4th tier towers you're cranking out in a row. There's been at least one 4th tier unlocked in every level since level 4. That isn't how KR games operate, and it isn't how this one should either. There's a reason why unlocks are spaced out evenly in KR; and it's because the game will lose its appeal very quickly if you unlock everything immediately because there will be nothing left to do in later levels but sit there and wait for them to just end already. ;)

Map:

Pretty cool, but a little confusing. Do Chillers spawn on the lake or leave the path to go onto it? Also, where did you put the information about Burner Beam? I looked around but couldn't find it.

Arquebusier:

Balanced stats, but increase Volley's percentage to 15%. Volley Shot is good, but I think that it would be balanced even without the damage decrease. Plus, upgrades in KR are never detrimental in any way. Energoop is balanced, but there's something that I don't like about its' aesthetics in comparison to the main tower's aesthetics.

Freeze Ray:

It should always freeze enemies, rather than freezing being chance triggered. Give it a Very Slow reload to balance that, though. Both powers are good, but Ice Dome should have a larger size that what is stated. Kinda UP this way.

Enemies:

Chillers are cool but please change Permafrost. 'Tis only a technicality, but that name isn't befitting of the short-lived nature of the ice the ability creates. (Also, I noticed that several enemies, including the Chiller, release orbs of light when killed. Is that the similarity between their death animations that you were talking about?)

Icefyres are interesting concepts, and they seem like cool enemies to face. You really like that spelling of fore, don't you? ;)

Dragon:

Very UP. A major stat boost is necessary here. Using your main spell and getting this piece of pure UPness would be very disappointing.
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Re: KRA Dwarf Campaign

by AerisDraco » Fri Feb 26, 2016 12:23 am

As for L4 towers, that's the way it is in KRF and KRO. KR is like that though.
[+] SPOILER
L4: Dunes of Despair & Redwood Stand (3 towers; always at least one Archer; Crossbow, Assassins, Arcane Archers)
L5: Buccaneer's Den & Royal Gardens (2 towers; DWAARP, Bladesingers)
L6: Gates of Nazeru & Gryphon Point (2 towers; Archmage, Wild Magus)
L7: Crimson Valley & Rockhenge (2 towers; Templar, Arch-Druid)
L8: Snapvine Bridge & Grimmsburg (3 towers; Axethrowers, Longbows, Keepers)
L9: Lost Jungle & Crystal Lake (2 towers; Necromancer, High Elf)
L10: Maq'wa Urqu & Neverwonder (2 towers; always Artillery; Mecha, Weirdwood)


Enemies will enter from the southern portion of the lake. Generally, they are Chillers and Icefyres.
Arquebusier: Okay. Though, for Energoop, is there a better, more "themey" way to create a speed boost? This is kind of like a stimulant that they brought with them on their journey in it's current state.
Freeze Ray: I suppose so. I'll make the Dome have the same range as Burst Arrows. (The complete effect)
Chiller: Fine. :roll:
Connection: Yes, that's a start. This is important in the 3rd part of the campaign. Also, any other overarching themes? There is one, I promise.
Icefyre: Yes, yes I do.
Dragon: I'll buff the stats, though I do have something in mind for it.
Burner Beam ref is on the second level.
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Re: KRA Dwarf Campaign

by RZRider » Fri Feb 26, 2016 12:42 am

You have to change solar Ray to burner beam where is shows what you unlock in that level.
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Re: KRA Dwarf Campaign

by Ninja » Fri Feb 26, 2016 1:23 am

RZRider wrote:You have to change solar Ray to burner beam where is shows what you unlock in that level.


He did. ;)
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Re: KRA Dwarf Campaign

by RZRider » Fri Feb 26, 2016 1:27 am

No he did not.
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