KRA Elf Campaign

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KRA Elf Campaign

by AerisDraco » Sun Dec 06, 2015 7:54 pm

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

Elf Stage 1: Defense of Duredhel

[+] SPOILER
General!

After their defeat in the last war, the Twilight Elves finally sued for peace with us. They promised to never fight against us again, and so far they have held their word. A few days ago, we received word that their capital, Duredhel, was under attack. As per the terms of the agreement, both had to promise to defend the other. So, General, we must prepare for battle once more, but with former enemies as allies, and more experience, we will surely prevail!


Map:

Image

Key:
A- Strategic Point

Unlocks
-Level 1 Towers
-Heroes

Recurring Enemies: None
New Enemies: Gnoll Biter, Gnoll Striker

Level Events
Wave 1:
Gnoll Biter

HP: 60
Damage: 5-11 (Bites)
Armor: None
Speed: Fast
Lives Taken: 1
Death Animation: Falls flat, chomping a large clump of dirt.

This savage Gnoll has oversized teeth, prefect for chomping all that oppose them.

Appearance: Almost a Gnoll Reaver, however, it wields no club and has oversized teeth, similar to crocodilians, where they jut out at different angles. When attacking, the insides of their mouths have multiple rows of teeth.

Tips: A simple enemy, but with high damage.


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 no armor but wield spears.
HP: 30
Damage: 2-4
Armor: None


Wave 3:
Gnoll Striker

HP: 110
Damage: N/A
Armor: None
Speed: Medium
Lives Taken: 1
Death Animation: The device glows red, and then it explodes.

Abilities:
-Explodes when it reaches a group of barracks, dealing 150 true damage. If no barracks are found, then it will hit a tower, stunning it for 5 seconds.

Strikers are bred for speed, to deliver explosive payloads to threats.

Appearance: A small red-furred gnoll, with a silver, red-blinking bomb attached to its chest.

Tips: A horde of these can be a problem, but druids help. In addition, these will foil an archer only strategy.


Wave 4:
Hero at Your Command: Nyl'san, the Cursed Blade

HP: 230 (+18) [410]
Melee Damage:
Armor: None
Respawn: 15 seconds

Nyl'san is a deadly warrior, wielding a cursed weapon known as the Kna'ula. (Now-la) This weapon is nunchuck-like, but with blades attached to both ends. Nyl'san himself has silver hair, like most Twilight Elves.


Wave 5:
Hero Spell: Shadow's Blade (45 seconds)
Attacks a single enemy, striking 4 times for 30-40 true damage apiece, lifting them in the air, and then slamming them down for 100 AoE physical.


Wave 6:
God Spell: Magic Trap or Emotion Powder
Magic Trap (70 seconds)
Sets a trap which deals 400 Aoe true damage to any enemies that step on it. Has a detection range of Eldritch Doom. Signified by a blue rune on the earth.

Emotion Powder: Optimism (70 seconds)
Makes all soldiers in range gain a 5 hp/s regen until they die.


Achievements
Jaws of Defeat: Defeat a Biter 2 meters before the exit.
Kamikaze: Have towers stunned by Strikers for 200 total seconds.



Elf Stage 2: The Hollow Hills

[+] SPOILER
General!
We have routed the gnolls from Duredhel! They have retreated to the hollow mountains, where the ground is littered with tunnels and caves. Many an explorer, be they elf or dwarf, has tried to explore this labyrinth, but invariably, they do not return... The position is easily defensible, with plenty of hiding spots from which to ambush. We fear the gnolls have gotten stronger, for behind the hills, we have seen strange flashes of green light. We must send this menace back to their hills once more.

For the Queen!


Map:

Image

Key:
A- Strategic Point
B- Temple

Unlocks
-Thunderbolt
-Level 2 Towers

Recurring Enemies: Gnoll Biter, Gnoll Striker
New Enemies: Mysena (My-sen-a)

Level Events
Wave 1:
Thunderbolt
Blast your enemies with deadly arcs of lightning! (Cooldown: 80 seconds)

Wave 3:
Mysena

HP: 80
Damage: None
Magic Resist: 50%
Speed: Fast
Lives Taken: 1
Abilities:
-Unblockable
-Deflect: All magic damage resisted is charged and fired as an equal damage bolt at the nearest soldier.

A dark magic construct, this beast has the strange ability to not only absorb, but also fire bolts of magic.

Appearance: While looking like a Hyena in form, it is purple, and parts of it shimmer with light. When hit with magic, its fur glows red and a bolt of red magic comes out of its mouth.

Tips:
This fast enemy not only has magic resist, but will use higher-level mages against you. However, it improves on the Hyena, because it can attack, if necessary.


Achievements
None.



Elf Stage 3: Springsonal Crossing

[+] SPOILER
General!
We have forded the main breadth of the Springsonal River. Little stands between use and the hills of the Gnolls. However, as we were crossing the main tributary of the river, the Gnolls attack!

Luckily, the river is inhabited by the sometimes friendly naiads, so we might be able to garner their help.


Map:

Image

Key:
A- Naiad Territory: By tapping on the river, you can pay 100 gold, and tap on one of the two bridges, for a naiad to jump out of the river and insta-kill 3 units. However, after doing this, they have a 5 second cooldown.

Unlocks
-Level 3 Towers

Recurring Enemies: Gnoll Biter, Gnoll Striker, Mysena
New Enemies: Sangrite

Level Events

Wave 6:
Sangrite

HP: 230
Damage: 5-32 (Bites)
Magic Resist: 30%
Speed: Fast
Lives Taken: 1
Abilities:
-Blood Poison: If in combat with an enemy for over 5 seconds, transmute them into a sangrite. If it goes without fighting for 10 seconds, transform all nearby gnolls into Sangrites.

An improved version of a Blood Gnoll, the Sangrite can transform those it fights into its own.

Appearance: Return of the Blood Gnoll! Actually, it is weaker in terms of stats, but it makes up for it with the ability. That makes it really annoying. It looks similar to a blood gnoll, but now, it has crystals in it, like the Blood Ogre, and it attacks by biting.

Tips: Use the highest-level archers possible, to ignore the magic resist and the Blood Poison.


Achievements
Infested: Have 100 soldiers turned into Sangrites.



Elf Stage 4: Warrened Hills

[+] SPOILER
We have reached one of the main regions of Gnoll activity. Here, they gather in large numbers beneath the surface, and will fight for every last inch of ground. General, we must attack and rid the moors of this menace!

Luckily, Aredhel has sent us reinforcements in the form of the Paxeian Monks, who are skilled in combat, even when weaponless.


Map:

Image

Key:
A- Warren: Spawns gnolls every wave. Will spawn either 2 Biters, 2 Strikers, or 2 Mysena.

Notes: 1/2 of all Biters spawned will burrow underground until put in melee, from which they will stay above ground.

Unlocks
-Level 4 Barracks: Monk Temple

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."

Recurring Enemies: Gnoll Biter, Gnoll Striker, Mysena, Sangrite
New Enemies: Perilthon, Gnoll Plaguer

Level Events

Wave 4:
Perilthon

HP: 190
Damage: None
Speed: Fast
Death Animation: Turns to dust.
Lives Taken: 1
Abilities:
-Flying
-Kidnap: Grabs a soldier, then proceeds to throw them, insta-killing them. They can be in combat, and the Monk's block doesn't affect it.

A Perilthon is much stronger than a normal Perython, able to lift large loads into the air.

Appearance: A slightly more annoying Perython, who can kill your soldiers easily. Pretty darn annoying, especially with a dual land and sky assault. It looks like a normal Perython, but bigger, and with two sets of wings.

Tips: Just a high DPS is good.

Wave 9:
Gnoll Plaguer

HP: 540
Damage: 15-21 (Hits with staff)
Magic Resist: 40%
Speed: Medium
Death Animation: Blows up, releasing a blue-white spirit that quickly disappears.
Lives Taken: 2
Abilities:
-Summon: Summons a Mysena every 5 seconds.
-Bloodmagic: Can turn soldiers into Sangrites.

A gnoll who can inflict a deadly disease on all who oppose it.

Appearance: An annoying summoner, especially with Bloodmagic. It looks a little like the blighter, but covered in red pustule-like things. Most of its face is covered, save for a lone yellow eye.

Tips: Not much to say.


Achievements
Infested: Have 100 soldiers turned into Sangrites.
Nirvana: Have 20 monks reach max HP and max add. damage with Meditate.
Black Belt: Perform 1000 Brick Break attacks.



Elf Stage 5: Wall of the Moors

[+] SPOILER
We have left the dangerous hills, and come to the Wall of the Moors. After the series of attacks after the rise of the Spider Goddess and the corruption of the Tear, Aredhel decided to strengthen the ruined Galadrian's Wall. Now an actual wall, it rises 8 meters above the moors, defending the Kingdom from the Gnolls.

However, it appears it has come under attack, and might fall to the Gnoll horde, as defenders were not expecting a horde of this magnitude. General, we must not let the gnolls overrun the wall!


Map:

Image

Key:
A- The Wall: Location of the exits, and heroes can be placed on it. In addition, you can buy troops to put on it, such as archers, mages, or druids, and they gain +2 range levels. However, they can't be upgraded, and you can have a max of 6. After wave 15, two Strikers will jump out of some bushes and blow up the wall, creating two large holes.


Unlocks
-Level 4 Archer: Elven Bastion

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!"


Recurring Enemies: Gnoll Biter, Gnoll Striker, Mysena, Sangrite, Perilthon, Gnoll Plaguer
New Enemies: None

Achievements
Razor Sharp Deal 10,000 damage with Razor Stars.
Hurricane Suck in 300 enemies with Vortex.



Elf Stage 6: Raven's Edge

[+] SPOILER
After the Gnolls overran the wall, we have retreated close to the port of the Grey Ravens. Many a creature lurks in these woods, especially some dryads. However, we have secured the backing of a group of druidic Lancers.

Also General, a fleet of boats bearing Gnoll emblems has come to port, and strange creatures have been seen aboard...


Map:

Image

Key:
A- Dryad: Pay 100 gold at one of the specified spots, and a Dryad will jump out, stunning an enemy for 3 seconds, and also insta-killing if they have under 100 hp.


Unlocks
-Level 4 Druid: Lithic Lancer

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!"


Recurring Enemies: Gnoll Biter, Gnoll Striker, Mysena, Sangrite, Perilthon, Gnoll Plaguer
New Enemies: Elder Gnoll

Wave 9:
Elder Gnoll

HP: 320
Damage: 20-34
Armor: None
Speed: Fast
Lives Taken: 1
Death Animation: Falls to the ground.

Abilities:
Hunter: +20% attack damage when alone. May attack up to 3 soldiers on its own. That means soldiers will prioritize it 3 times before attacking others.

Much more wild than its cousins on the mainland, the Elder Gnoll is a creature of instinct and destruction.

Appearance: Shaped like the Blood Gnoll, with the same long clawed arms, but it has spikier fur.

Tips: Disgusting against barracks, especially when its allies have been killed.

Boss Wave:
Siana

HP: 8000
Damage: 150-280 single-target
Armor: None
Speed: Medium
Lives Taken: 20
Death Animation: Siana's locket breaks, and Siana becomes surrounded by a shell of energy, before an explosion. The corpse of a Gnoll Biter resides on the ground, along with the locket's gem.

Abilities:
-Blood Storm: Revels in glory of kills, granting an +10% damage aura to nearby enemies.
-Transfusion: Stabs the ground, creating a quake pattern along the ground. Any soldier/hero hit will instantly transform into a Sangrite, with the abilties of a Sangrite and the unit that it came from. Used every 10 seconds.

Siana has managed to acquire a strange locket which enhances its strength beyond measure.

Appearance: A gigantic Sangrite, with giant crystals sticking out of its back, and instead of claws on one arm, a giant, ruby-red blade, attached to its arm. It wears a golden locket with a large red gem in the middle. It goes from the bottom right to the top left.

Tips: Barracks can be a blessing or curse. Its single-target damage can go badly for it, but Transfusion can get rid of the problem. Kiting is very useful.

Achievements
Lord of the Lance: Have 20 lances in the air at the same time.
Blood for the Earth: Deal 10,000 damage with Heartpiercer.
Sayonara!: Kill Siana.



Elf Stage 7: Traveler's Isle

[+] SPOILER
After an arduous sea voyage, we have come to Traveler's Isle, home of the Observatory, and the main trading point between us and the dwarves. However, it is known that the island has many strange creatures, and even strange elves. However, as we come ashore, the land between us and the Observatory is covered in fur and pieces of dead animals.

The Awakened have come! We have heard rumors of their incredible power, and it seems they have sufficiently defended the Observatory. For now...


Map:

Image

Key:
A- Observatory: Acts as an exit. Has an extreme range, which boosts the range/rally point range of towers in the range. In addition, when enemies are close, fires arrows every second dealing 10-32 damage.
B- Like the Twilight Invasion level, this path leads elsewhere on the map, in this case, to the top of the Observatory hill.
C- Towers with Great or Extreme ranges here can target enemies on the Observatory path.

Unlocks
-Level 4 Mage: The Awakened

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."


Recurring Enemies: Gnoll Biter, Mysena, Sangrite, Perilthon, Elder Gnoll
New Enemies: Stinger, Swarm

Wave 2:
Stinger

HP: 110
Damage: 5-8 (1 second)
Speed: Fast
Lives Taken: 1
Death Animation: Explodes, releasing floating yellow particles/Outer shell begins to crack, before creating a Swarm.

Abilities:
Sting Fire: Fires poisonous stings dealing 20 dps over 2 seconds.
Swarm: When passing into a cloud of particles, begins the second death animation.

A dangerous insect with a long-range sting.

Appearance: A simple wasp/bee, with a large stinger.

Tips: Not much really. It isn't hard.

Wave 2?:
Swarm

HP: 600
Damage: 10 dps
Magic Resist: 50%
Speed: Fast
Lives Taken: 3/2/1 (Depends on health)
Death Animation: Each swarmling explodes.

Abilities:
-Swarm: Has 30 swarmlings (the individual bees in the swarm) at first. Per 10 swarmlings killed, loses one life. Each swarmling has 20 hp. If hit by AoE, up to 10 swarmlings take damage.
-Swarm Strike: 10 swarmlings attack one soldier, dealing DPS.

A deadly swarm of insects.

Appearance: A swarm of insects.

Tips: If you can time an AoE attack, such as a Lvl 1-3 Druid attack, it can kill almost the whole swarm at once.

Achievements
7/8 -IGN: Hit enemies with 7 beams of a The Awakened tower at one time.
Reloaded: Trap the same enemy 3 times with Matrix.
Heart of the Swarm: Kill 100 Swarms with level 1-3 druids.


Elf Stage 8: Jungletop

[+] SPOILER
We advance through the jungle, and to combat the terrors which stalk the ground below, we have begun to move slowly into the canopy of the massive rainforest. Yet our enemies still continue to assail us. Indeed, even the vegetation seems to turn against us.

However, we have stumbled across relief. A group of elves, similar to us and yet different, have joined our group. They seem to recognize we are of the same species, and yet remain somewhat hostile...


Map:

Image

Key:
A- Dart-Gun Arbor: Repair for the cost of the tower (230) to gain access to the upgrade on the level.
B- Canopy Strategic Points: Barracks can't be placed here.
C- Vines: Smaller/flying enemies (Elder Gnolls, Stingers, and Swarms) will crawl/fly on/over these vines.

Pseudo-Unlocks
-Level 4 Archer: Dart-Gun Arbor

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)


Recurring Enemies: Elder Gnoll, Stinger, Swarm
New Enemies: Sapvine, Rafflesaria

Wave 5:
Sapvine

HP: 700
Damage: 45-80 melee, 25-45 ranged (Attacks every second)
Speed: Medium
Magic Resist: 40%
Lives Taken: 2
Death Animation: Falls limp, releasing floating red particles/Mouth becomes wider and vines thicker before becoming a Rafflesaria

Abilities:
Sap Splash: Ranged attack slows enemy attack speed by 50% for 3 seconds.
Rafflesaria: When passing into a cloud of particles, begins the second death animation.

An entity of living vines, its barf is as strong as its bite.

Appearance: A being of plants, with a Snapvine-like head and vine-like octopus-style limbs.

Tips: High physical damage is recommended.

Wave 5?:
Rafflesaria

HP: 1380
Damage: None
Magic Resist: 50%
Speed: Slow
Lives Taken: 2
Death Animation: Screeches, opening its mouth, before being dissolved by a black poison from the inside-out.

Abilities:
-Corpse Stink: Cannot be fought by soldiers, heroes, or other units. Boosts the speed of nearby enemies by 20%. Doesn't affect other Rafflesaria.

A gigantic flower that emits an odor so strong that our soldiers and even our enemies hate it.

Appearance: It has a large, upwards-facing mouth, along with large black eyes. It has large, more spread out limbs than a Sapvine.

Tips: Even though it is slow, it has high health and resistance, and its ability can be deadly.

Achievements
Dart Frog: Have 10 enemies affected by 1 of each of the effects of Neurotoxin.
Wild Hunt: Kill 100 tier-2 Archipelago enemies using Hunting Parties.
Amber: Have 1000 soldiers slowed by Sapvines.


Elf Stage 9: Isola Village

We have managed to communicate with the hunter elves, and they tell us that they come from a village of exiled elves. They tell us that if we aid the village, they may help us further. As we do not know our way through these dense wild lands, we have had no choice but to accept their offer. They lead us to their home, named Isola Village. Many strange elves with powers considered rumors dwell here.

However, more of these strange creatures have begun to attack, and the earth itself has begun to shift and quake. This does not bode well. General, we must defend our new allies!


Map:

Image

Key:
A- Tribal Council: Pay 100 gold to gain access to the Tribal Council. It places totems, which have effects, every 12 seconds. Like the Sunray Tower, pay 100-300 gold to bring the cooldown down by 2 seconds each time.
Totems: (Last for 7 seconds)
-Time Totem: Slows enemies by 40%.
-Poison Totem: Poisons @ 10 dps for 4 seconds.
-Shatter Totem: Reduces armor or magic resist by 2% per second in range of totem.

Unlocks
-Level 4 Barracks: Changeling Elves
-Level 4 Mage: Moonwatcher

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!"

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."


Recurring Enemies: Elder Gnoll, Stinger, Swarm, Sapvine, Rafflesaria
New Enemies: Terratoise, Petraqua
Wave 7:
Terratoise

HP: 1000
Damage: 30-60 AoE physical (Slams the ground, every 2 seconds)
Speed: Slow
Armor: 75%
Lives Taken: 2
Death Animation: Falls limp, releasing floating blue particles/Grows much larger and develops large spines on its shell, turning into a Petraqua.

Abilities:
Heavy: Any towers that can target it will prioritize it over other enemies.
Petraqua: When passing into a cloud of particles, begins the second death animation.

This large land turtle is quite armored, and must be taken down quickly.

Appearance: A large tortoise, with a very dark shell, and very thick legs.

Tips: Remember how I said it would get worse? This is how. Heavy magic damage is absolutely necessary, and AoE if possible.

Wave 7:
Petraqua

HP: 2400
Damage: 100-150 (Swipes with a flipper, very slowly, every 3 seconds)
Armor: 90%
Speed: Very Slow
Lives Taken: 5
Death Animation: The body inside the shell quickly turns to dust, before the shell itself collapses.

Abilities:
-Hold: Instead of walking past a Petraqua, enemies will instead stand on its back, regaining 3 hp/s. Terratoises and Rafflesarias don't do this. Enemies on the back are still affected by some specials though.
-Prioritize: Highest-priority enemy. Over Terratoise even.
-Immune to Replace and Heartpiercer

This gigantic turtle "swims" through land as though it were water.

Appearance: A gigantic turtle, with massive fins, and lots of spines on its back.

Tips: Just about as tanky as you can possibly get. (That isn't a miniboss)

Achievements
Infusion: Have all 3 members of a Changeling Elves barracks get 2 specials each.
Benedict Arnold: Kill 1000 enemies with Replace.
Lunar Calendar: Have 10 Moonwatchers each equipped with 1 of the Phases. (2 Moonwatchers per phase)
Moonblast: Deal 10000 damage through Moonlight.
Roundworld: Matrix 10 enemies held on the back of a Petraqua.
Last edited by AerisDraco on Mon Mar 07, 2016 2:07 am, edited 8 times in total.
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Re: KRA Elf Campaign

by AerisDraco » Sun Dec 06, 2015 7:58 pm

Towers and Heroes

Archers

[+] 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.
Last edited by AerisDraco on Fri Jan 29, 2016 1:41 pm, edited 7 times in total.
KRA is now complete.
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Re: KRA Elf Campaign

by AerisDraco » Sun Dec 06, 2015 7:58 pm

Enemies

Gnolls

Gnoll Biter

HP: 60
Damage: 5-11 (Bites)
Armor: None
Speed: Fast
Lives Taken: 1
Death Animation: Falls flat, chomping a large clump of dirt.

This savage Gnoll has oversized teeth, prefect for chomping all that oppose them.

Appearance: Almost a Gnoll Reaver, however, it wields no club and has oversized teeth, similar to crocodilians, where they jut out at different angles. When attacking, the insides of their mouths have multiple rows of teeth.

Tips: A simple enemy, but with high damage.


Gnoll Striker

HP: 120
Damage: N/A
Armor: None
Speed: Medium
Lives Taken: 1
Death Animation: The device glows red, and then it explodes.

Abilities:
-Explodes when it reaches a group of barracks, dealing 150 true damage. If no barracks are found, then it will hit a tower, stunning it for 5 seconds.

Strikers are bred for speed, to deliver explosive payloads to threats.

Appearance: A small red-furred gnoll, with a silver, red-blinking bomb attached to its chest.

Tips: A horde of these can be a problem, but druids help. In addition, these will foil an archer only strategy.

Mysena

HP: 80
Damage: None
Magic Resist: 50%
Speed: Fast
Lives Taken: 1
Death Animation: The magic in the creature dissolves it.
Abilities:
-Unblockable
-Deflect: All magic damage resisted is charged and fired as an equal damage bolt at the nearest soldier.

A dark magic construct, this beast has the strange ability to not only absorb, but also fire bolts of magic.

Appearance: While looking like a Hyena in form, it is purple, and parts of it shimmer with light. When hit with magic, its fur glows red and a bolt of red magic comes out of its mouth.

Tips:
This fast enemy not only has magic resist, but will use higher-level mages against you. However, it improves on the Hyena, because it can attack, if necessary.

Sangrite

HP: 230
Damage: 5-32 (Bites)
Magic Resist: 30%
Speed: Fast
Lives Taken: 1
Abilities:
-Blood Poison: If in combat with an enemy for over 5 seconds, transmute them into a sangrite. If it goes without fighting for 10 seconds, transform all nearby gnolls into Sangrites.

An improved version of a Blood Gnoll, the Sangrite can transform those it fights into its own.

Appearance: Return of the Blood Gnoll! Actually, it is weaker in terms of stats, but it makes up for it with the ability. That makes it really annoying. It looks similar to a blood gnoll, but now, it has crystals in it, like the Blood Ogre, and it attacks by biting.

Tips: Use the highest-level archers possible, to ignore the magic resist and the Blood Poison.

Perilthon

HP: 190
Damage: None
Speed: Fast
Death Animation: Turns to dust.
Lives Taken: 1
Abilities:
-Flying
-Kidnap: Grabs a soldier, then proceeds to throw them, insta-killing them. They can be in combat, and the Monk's block doesn't affect it.

A Perilthon is much stronger than a normal Perython, able to lift large loads into the air.

Appearance: A slightly more annoying Perython, who can kill your soldiers easily. Pretty darn annoying, especially with a dual land and sky assault. It looks like a normal Perython, but bigger, and with two sets of wings.

Tips: Just a high DPS is good.

Gnoll Plaguer

HP: 540
Damage: 15-21 (Hits with staff)
Magic Resist: 40%
Speed: Medium
Death Animation: Blows up, releasing a blue-white spirit that quickly disappears.
Lives Taken: 2
Abilities:
-Summon: Summons a Mysena every 5 seconds.
-Bloodmagic: Can turn soldiers into Sangrites.

A gnoll who can inflict a deadly disease on all who oppose it.

Appearance: An annoying summoner, especially with Bloodmagic. It looks a little like the blighter, but covered in red pustule-like things. Most of its face is covered, save for a lone yellow eye.

Tips: Not much to say.

Siana

HP: 8000
Damage: 150-280 single-target
Armor: None
Speed: Medium
Lives Taken: 20
Death Animation: Siana's locket breaks, and Siana becomes surrounded by a shell of energy, before an explosion. The corpse of a Gnoll Biter resides on the ground, along with the locket's gem.

Abilities:
-Blood Storm: Revels in glory of kills, granting an +10% damage aura to nearby enemies.
-Transfusion: Stabs the ground, creating a quake pattern along the ground. Any soldier/hero hit will instantly transform into a Sangrite, with the abilties of a Sangrite and the unit that it came from. Used every 10 seconds.

Siana has managed to acquire a strange locket which enhances its strength beyond measure.

Appearance: A gigantic Sangrite, with giant crystals sticking out of its back, and instead of claws on one arm, a giant, ruby-red blade, attached to its arm. It wears a golden locket with a large red gem in the middle. It goes from the bottom right to the top left.

Tips: Barracks can be a blessing or curse. Its single-target damage can go badly for it, but Transfusion can get rid of the problem. Kiting is very useful.

Jungle Creatures

Elder Gnoll

HP: 320
Damage: 20-34
Armor: None
Speed: Fast
Lives Taken: 1
Death Animation: Falls to the ground.

Abilities:
Hunter: +20% attack damage when alone. May attack up to 3 soldiers on its own. That means soldiers will prioritize it 3 times before attacking others.

Much more wild than its cousins on the mainland, the Elder Gnoll is a creature of instinct and destruction.

Appearance: Shaped like the Blood Gnoll, with the same long clawed arms, but it has spikier fur.

Tips: Disgusting against barracks, especially when its allies have been killed.

Stinger

HP: 110
Damage: 5-8 (1 second)
Speed: Fast
Lives Taken: 1
Death Animation: Explodes, releasing floating yellow particles/Outer shell begins to crack, before creating a Swarm.

Abilities:
Sting Fire: Fires poisonous stings dealing 20 dps over 2 seconds.
Swarm: When passing into a cloud of particles, begins the second death animation.

A dangerous insect with a long-range sting.

Appearance: A simple wasp/bee, with a large stinger.

Tips: Not much really. It isn't hard.

Swarm

HP: 600
Damage: 10 dps
Magic Resist: 50%
Speed: Fast
Lives Taken: 3/2/1 (Depends on health)
Death Animation: Each swarmling explodes.

Abilities:
-Swarm: Has 30 swarmlings (the individual bees in the swarm) at first. Per 10 swarmlings killed, loses one life. Each swarmling has 20 hp. If hit by AoE, up to swarmlings takes damage.
-Swarm Strike: 10 swarmlings attack one soldier, dealing DPS.

A deadly swarm of insects.

Appearance: A swarm of insects.

Tips: If you can time an AoE attack, such as a Lvl 1-3 Druid attack, it can kill almost the whole swarm at once.

Sapvine

HP: 700
Damage: 45-80 melee, 25-45 ranged (Attacks every second)
Speed: Medium
Magic Resist: 40%
Lives Taken: 2
Death Animation: Falls limp, releasing floating red particles/Mouth becomes wider and vines thicker before becoming a Rafflesaria

Abilities:
Sap Splash: Ranged attack slows enemy attack speed by 50% for 3 seconds.
Rafflesaria: When passing into a cloud of particles, begins the second death animation.

An entity of living vines, its barf is as strong as its bite.

Appearance: A being of plants, with a Snapvine-like head and vine-like octopus-style limbs.

Tips: High physical damage is recommended.

Rafflesaria

HP: 1380
Damage: None
Magic Resist: 50%
Speed: Slow
Lives Taken: 2
Death Animation: Screeches, opening its mouth, before being dissolved by a black poison from the inside-out.

Abilities:
-Corpse Stink: Cannot be fought by soldiers, heroes, or other units. Boosts the speed of nearby enemies by 20%. Doesn't affect other Rafflesaria.

A gigantic flower that emits an odor so strong that our soldiers and even our enemies hate it.

Appearance: It has a large, upwards-facing mouth, along with large black eyes. It has large, more spread out limbs than a Sapvine.

Tips: Even though it is slow, it has high health and resistance, and its ability can be deadly.

Terratoise

HP: 1000
Damage: 30-60 AoE physical (Slams the ground, every 2 seconds)
Speed: Slow
Armor: 75%
Lives Taken: 2
Death Animation: Falls limp, releasing floating blue particles/Grows much larger and develops large spines on its shell, turning into a Petraqua.

Abilities:
Heavy: Any towers that can target it will prioritize it over other enemies.
Petraqua: When passing into a cloud of particles, begins the second death animation.

This large land turtle is quite armored, and must be taken down quickly.

Appearance: A large tortoise, with a very dark shell, and very thick legs.

Tips: Remember how I said it would get worse? This is how. Heavy magic damage is absolutely necessary, and AoE if possible.

Petraqua

HP: 2400
Damage: 100-150 (Swipes with a flipper, very slowly, every 3 seconds)
Armor: 90%
Speed: Very Slow
Lives Taken: 5
Death Animation: The body inside the shell quickly turns to dust, before the shell itself collapses.

Abilities:
-Hold: Instead of walking past a Petraqua, enemies will instead stand on its back, regaining 3 hp/s. Terratoises and Rafflesarias don't do this. Enemies on the back are still affected by some specials though.
-Prioritize: Highest-priority enemy. Over Terratoise even.
-Immune to Replace and Heartpiercer

This gigantic turtle "swims" through land as though it were water.

Appearance: A gigantic turtle, with massive fins, and lots of spines on its back.

Tips: Just about as tanky as you can possibly get. (That isn't a miniboss)
Last edited by AerisDraco on Sun Dec 06, 2015 8:16 pm, edited 1 time in total.
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Re: KRA Elf Campaign

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

Spells, Upgrades, and More

Upgrades

Archers:
[+] SPOILER
Skilled Hunter: Increases speed. (1 star)
Cloak: Increases first-hit passive by 1x. (1 star)
Falcon-Feathers: Increases range. (2 stars)
Smokescreen: Throws a bomb every 10 shots, which slows enemies by 10% in a small AoE for a second. (2 stars)
Rending Arrows: Archers deal +1 damage based on the percentage of enemy health remaining. (3 stars) {+1 damage for each 10% of max HP lost}


Barracks:
[+] SPOILER
Stronger Warriors: Slightly increases HP and armor. (1 star) {Colloquially resilience}
Night’s Armor: Gains 40% magic resistance. (1 star)
Call to Arms: Reduces respawn by 2 seconds. (2 stars)
Heavenly Power: Barracks elves can fire bolts of magic every 3 seconds, which deal increasing damage based on god tier. (2 stars) {1-2 damage at L1, +1 damage per level}
Shadowjump: Barracks elves gain a chance to dodge (30%). In addition, if an enemy has passed a barracks, but is still in range of the barracks, and an elf has respawned, the elf will teleport to engage the enemy. (3 stars)


Mage:
[+] SPOILER
Channel: Increases damage. (1 star)
Runic Magic: Barracks next to mages gain 10% damage. (1 star)
Alchemy: Enemies killed by mages grant 10% more gold. (2 stars)
Polarized Orbs: Bolts have a small chance to split in two, with each still dealing full damage. Fills up two charge slots if available. (2 stars) {L4 mages just gain more damage}
Justice: Mages deal 5% more damage to enemies for each allied unit an enemy has killed. Stacks up to 40%. (3 stars)


Artillery
[+] SPOILER
Buffer Druids: Increases range. (1 star)
Charged Rocks: Enemies may take a little true damage when hit with Artillery. (1 star)
Enhanced Ritual: Increases speed. (2 stars)
Accelerated Summon: -10% cost for all Artillery towers. (3 stars)
Crusher Gauntlets: Rocks deal full AoE damage to flying enemies. (3 stars)


Thunderbolt
[+] SPOILER
Lightning Rod: 1+ strike, more damage (2 stars)
St. Elmo’s Fire: In the close AoE of a lightning bolt, any projectiles or weapons will be ionized, making them deal extra true damage for a short time. (2 stars)
Superheated Plasma: 2+ strikes, more damage (3 stars)
Ball Lightning: Creates a ball of lightning, which moves toward the largest onscreen enemy, but will explode after 10 seconds. Deals true damage to enemies that touch it. (3 stars)
Supercell: Throws random strikes at other locations, +1 base site strike (3 stars)


Reinforcements
[+] SPOILER
Cloak of Storms: Gains a 30% dodge chance. (2 stars)
Boots of the Wind: Reinforcements can be moved, like Durax’s Crystallites. (3 stars)
Chakram: Throws a chakram. Usable in melee. (3 stars)
Zephyr: Reinforcements gain increased armor and speed. (3 stars)
Sky-Lord: Reinforcements gain a tornado attack, which deals some damage and pushes enemies backward. Also gains a little HP. (4 stars)



Gods

Elynie, Goddess of Life and Emotions

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: 10% chance for dead/sold soldiers to come back from the dead as ghosts, which provide a 20% boost in damage to all nearby towers.
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.
Last edited by AerisDraco on Sat Feb 13, 2016 3:48 pm, edited 1 time in total.
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Re: KRA Elf Campaign

by AerisDraco » Sun Jan 10, 2016 1:12 pm

Update 2.0:
Level 7
Also, a few updates to the menu sections above this post.
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Re: KRA Elf Campaign

by The Kingmaker » Sun Jan 10, 2016 3:28 pm

Lithic lancer is such a cool name for a thing...
The boss seems relatively interesting to tie up Sangrite enemies, however I don't like them as much as the Goblin mech boss.

That was 6 retroactively, I'll alter this post with 7 in a day or so
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Re: KRA Elf Campaign

by AerisDraco » Sun Jan 10, 2016 3:44 pm

So nice and alliterative.

BTW, does anyone have any ideas story/plot-wise? I already have one planned out, but I want to see how close you guys might be.
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Re: KRA Elf Campaign

by AerisDraco » Wed Jan 20, 2016 3:11 am

Update 2.1.1:
New Hero: Aeira, the Cripple.

Focuses on support and true damage. Hopefully not too OP.
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Re: KRA Elf Campaign

by Ninja » Thu Jan 21, 2016 11:17 pm

Level 7 review:

I really like the level's design. It's very cool. But shouldn't towers with extreme or great range placed on the tower plot to the right of the observatory also be able to target the observatory path? That spot seems to be about the same distance away as the other two.

The Awakened Mage is a very good idea, but it may be a little OP. The 8 beams thing is very cool, but the base attack of each beam is just too much. 18-25 damage would probably be better. Also, by "fixed turret", do you mean that the Awakened can only target enemies in front of it or something else? It's abilities are good, but if Matrix silences permanently, then it's CD should be increased to 20 seconds like the other one. I like the tower's quotes, but you forgot to add ending punctuation to the first two.

The enemies are cool, but their execution is a little weird. Not to say that it's bad, it's just that the Stinger's death summons seems to be stronger than the actual thing. Again, it's not really a problem, just a bit odd to me.

And now for the hero:

Her stats are good, (I like that her melee attack deals splash damage, that's cool.) but you forgot to add that her ranged attack deal magic/true damage. (I think it's supposed to anyways. It would be kinda' weird otherwise.)

I'll review each ability in order. I'll also number them to avoid confusion.

1. Supercharge seems a bit weak. No one will want her to die to give that damage out because of that long respawn. I'd say that 15/30/45 DPS would be a better trade-off for such a long respawn.
2. X-ray is good.
3. The CD for Space Warp should be increased to 20 seconds.
4. The time that each elemental stays on the field would be much too short. Aeria wouldn't deal that much overkill damage to them anyway. Remove the division by two and it'll be good.
5. This is a very cool power, but I think the CD should be decreased to 20 seconds so that form change is readily available when you need it.
6. It would work better as an innate ability, to be honest.
7. The CD is too long. 18 seconds would be better.
8. This deals AoE damage, right? You forgot to mention that. It would be pretty weird if it didn't. Also, what group of enemies does she fly toward? Is it random, does she target the largest one, or something else?
9. The CD for this is far too long. 40 seconds would be much better.
10. This should affect the entire screen.
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Re: KRA Elf Campaign

by AerisDraco » Thu Jan 21, 2016 11:43 pm

By fixed, I mean the 8 beams are always in the same position, like an asterisk or star. The beams don't rotate to track enemies.

The dust summon is a major mechanic for this area, the Archipelago.

1. Okay.
2. Okay.
3. Okay.
4. Okay.
5. Okay.
6. I should make that better; also I forgot to have upgrades :P
7. Okay.
8. Yes, it does. She targets the nearest group of +4 enemies.
9. Okay.
10. Yeah, maybe.
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Re: KRA Elf Campaign

by Ninja » Fri Jan 22, 2016 12:08 am

AerisDraco wrote:By fixed, I mean the 8 beams are always in the same position, like an asterisk or star. The beams don't rotate to track enemies.


Oh, that's cool. :)

Also, you need to update all the secondary comments with the new stuff.
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Re: KRA Elf Campaign

by AerisDraco » Fri Jan 22, 2016 12:19 am

Secondaries?
You mean all of the changes you mentioned? I did that.
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Re: KRA Elf Campaign

by RZRider » Fri Jan 22, 2016 12:23 am

I think he means the other post full of stuff.
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Re: KRA Elf Campaign

by Ninja » Fri Jan 22, 2016 12:54 am

AerisDraco wrote:Secondaries?
You mean all of the changes you mentioned? I did that.


No, I mean the posts directly beneath the OP. Sorry for not being clear.
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Re: KRA Elf Campaign

by AerisDraco » Fri Jan 22, 2016 12:56 am

Yeah...
I'll get around to it...
...eventually.

The chief problems are that A. I'm lazy and B. I would rather make/type ideas.
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Re: KRA Elf Campaign

by Ninja » Fri Jan 22, 2016 12:58 am

AerisDraco wrote:Yeah...
I'll get around to it...
...eventually.

The chief problems are that A. I'm lazy and B. I would rather make/type ideas.


Yeah, I'm pretty lazy too. That's another reason why I didn't review your earlier. :P
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Re: KRA Elf Campaign

by AerisDraco » Wed Feb 17, 2016 11:33 am

Update 2.2.0:
-Added Level 8: Jungletop
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Re: KRA Elf Campaign

by AerisDraco » Fri Feb 19, 2016 11:03 pm

I would like to have reviews on this before I post the Dwarven level.
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Re: KRA Elf Campaign

by Ninja » Wed Feb 24, 2016 9:40 pm

Level 8 Review:

As for the map, I like it. I don't see why the DA Arbor would cost 230 gold on this level, though. Isn't it already placed there? If not, is it in repairable ruins, like many other secondary towers? Canopy Strategic Points should make towers in them deal 50% more damage on their first versus each enemy like the basic Arbor towers. And for the vines, do you mean that enemies will crawl down them onto the path, or skip a large portion of the path by climbing over them and back onto the path on the other side?

DA Arbor:

Balanced stats. Neurotoxin is also well balanced and cool. Hunting Party seems UP to me. Either a shorter CD (Say, 15s.) or higher damage/HP would definitely help.

Enemies:

Sapvines are cool, but their description is a little misleading. It says that their barf is as strong as their bit, when it is much weaker in reality. ;)

Rafflesaria are disgustingly beautiful; that's a spectacular ability. :D
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Re: KRA Elf Campaign

by AerisDraco » Wed Feb 24, 2016 10:19 pm

Map:
-The Arbor is a repairable ruins. Kind of like how the Rangers are unlocked mid-way into the Silveroak Forest stage. However, this is much easier to access, as by this point in the campaign, you probably start with that much money.
-I'll buff the Canopy points a little.
-The vines are entrances, basically.
Arbor:
-Originally, Neurotoxin had infinite effects. This was decided to be OP as heck.
-I'll decrease the cooldown.
Enemies:
-Maybe I'll improved ranged damage a little.
- :yey: I took pride in the Rafflesia reference.
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