Kingdom Rush: Legends (NEW PREMIUM HERO!)

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What will be the hybrid Spirit's signature damage-dealing move?

Strong universal strike, slow cooldown
2
22%
High single-target physical damage, slow cooldown
1
11%
Devastating true damage, slow cooldown
1
11%
Several weak strikes, mediocre cooldown
0
No votes
Mediocre area damage with mediocre cooldown
0
No votes
Weak hit with debuffs, mediocre cooldown
3
33%
Quick area damage with fast cooldown
1
11%
A special move unique to this hero
1
11%
 
Total votes : 9

Kingdom Rush: Legends (NEW PREMIUM HERO!)

by Uranato » Fri Jul 13, 2018 11:36 am

KINGDOM RUSH: LEGENDS


Kingdom Rush: Legends, inspired by Chronicles by Razor Leaf, is set a hundred years after the events in Frontiers. Legends takes place in an arid, mostly desert land far south of Hammerhold. Linirea and its allies have long been devastated by wars and epidemics, and its only descendants are ruled by you, the High King, the monarch of the kingdom of the Heirs of Denas, and the sole commander of its forces. In an age when magic is waning, the King struggles to cope with the now war-torn world which is filled with evil beings. The main campaign of Kingdom Rush: Legends revolves around a mysterious hammer which is said to be inlaid with an artifact which is rumored to hold the wrath of the Goddess of the Elves, a race which dwelled long ago in Aredhel, far north of where Legends takes place.

Comic Intro
Panel 1: Two guards stand just outside a dense forest.
Panel 2: One of them looks back out on a partly ruined fortress surrounded by a dry moat and an endless desert.
Panel 3: Suddenly, one of the guards is startled and slashed with a pincer-like object, and is pulled into the forest.
Panel 4: The other guard follows, and comes to a dead end in the darkness of the forest.
Panel 5: He looks back, and sees several insect-like silhouettes and bright, menacing eyes.

Level One: The Winding Trail

[+] SPOILER
Your Majesty! Our bitter enemies the Darksouls have ravaged all our holdings and destroyed our fortress. And in the midst of our war, several strange creatures have suddenly emerged from the dense western forests and attacked our men. We must stop them before they break into our stronghold and slaughter all our people!


Image

Waves: 7
Strategic Points: 8
Recurring Enemies: None
New Enemies: Mite, Irontick, Solifugid
Entrances: 1
Exits: 1

Events:

New Enemy - Wave 1

Mite
(Insectoid)

Mites, the most basic enemies in KRL, have brown exoskeletons and almost hand-like pincers. Their bodies are a bit scaly, and they have black fangs.

Half human, half insect, the fast Mites are always foraging for food.

Hitpoints: 35
Physical Damage: 2-4
- Strikes at enemies every 2 seconds.
Physical Armor: None (0%)
Magical Resistance: None (0%)
Speed: Fast
- Scurries forward quickly.
Lives: 1
Bounty: 5

Reinforcements - Wave 2

You can use Reinforcements which are available every 10 seconds. They and are free and can be placed anywhere on the path.

New Enemy - Wave 3

Irontick
(Insectoid)

Ironticks are slightly bigger than Mites. They have pale orange exoskeletons and black fangs and pincers. They cover their heads with silver helms and also wear silver shoulder pads.

Tough Insectoids that can cause their enemies to bleed, inflicting additional damage.

Hitpoints: 120
Physical Damage: 5-11
- Bites enemies every 1.5 second.
Physical Armor: Low (20%)
Magical Resistance: None (0%)
Speed: Medium
- Scuttles ahead at a medium pace.
Lives: 1
Bounty: 12
*Bleeding Bite: With every attack, the Irontick has 10% chance to impale the target, dealing 45 damage over 3 seconds.

Heroes - Wave 4

Heroes are powerful units at your command that can be used to engage tough enemies. They gain experience every time they attack enemies or use a ability, and can level up with enough experience.

At this point, the starting hero Pyllosulfan is unlocked. He starts out at level 1 (as do all other heroes in KRL - even the premiums) and has decent stats and skills. Also, Pyllosulfan has been buffed to prove more effective in the Insectoid levels.

Epidemic - Wave 5

Plague your enemies with a deadly pestilence! Epidemic causes heavy damage and slows enemies, but is best used for a big opportunity, as it has a long cooldown.

Substituting for Rain of Fire and Thunderbolt, Epidemic is a spell that causes heavy damage, slows enemies, silences them and also reduces their attack speed. As it's a bit more powerful than the two former spells, it has a longer cooldown, which also can't be reduced by upgrades.

Hero Spell - Wave 6
Every hero has a unique spell that can be used alongside Epidemic! Though they are weaker, they still give you quite a good advantage in battle.

Pyllosulfan's spell, Pesticide, is a deadly poison gas spell which is even more effective against Insectoids. It can be used when in a fix to clear choke points or cover leaks.

New Enemy - Wave 7

Solifugid
(Insectoid)

Solifugids are a bit bigger than Ironticks, and have light brown, furry exoskeletons and bright yellow fangs. They have beady eyes and ultra-sharp, black pincers.

Extremely fast and deadly, Solifugids can dart to their prey and slice them to pieces in no time.

Hitpoints: 170
Physical Damage: 25-35
- Slashes enemies every 1 second.
Physical Armor: None (0%)
Magical Resistance: None (0%)
Speed: Fast
- Darts ahead with a quick pace
Lives: 1
Bounty: 25
*Double Damage: With every attack, Solifugids have 20% chance to deal double damage.


Level Two: Jungle's Deep

[+] SPOILER
The attack at the Trail was just a distraction. The eerie creatures plundered our stronghold when we were busy fighting their forces up west. Half-human, half-insect, these savage creatures have multiplied alarmingly in a small amount of time, and are now planning to gather in the forest and launch a full-scale assault on our fortress!

We must stop them before they gather their strength and crush our kingdom!


Image

Waves: 8
Strategic Points: 9
Recurring Enemies: Mite, Irontick, Solifugid
New Enemies: Darkling, Cicada
Entrances: 2
Exits: 1
Spawn Points: 2

Events:

New Feature - Bushes - Wave 1

Bushes can spawn enemies right onto the path, and can be troublesome if you're not prepared.

Bushes in KRL are pretty basic. Like Graveyards and Trash Piles, they spawn basic enemies like Mites, Ironticks, Solifugids and occasionally some Darklings. They can be easily countered with a bit of preparation.

New Enemy - Wave 2

Darkling
(Insectoid)

Darklings are one of the fastest ground troop the Insectoids have to offer. They are black-bodied and have red eyes, black pincers and fangs, and are almost completely insect. Their legs are long and spread out.

Annoyingly fast Insectoids that can avoid soldiers, evade attacks and dart through defenses at incredible speed!

Hitpoints: 90
Physical Damage: 12-18
- Spews a yellowish cloud of venom at soldiers as it darts past them.
Physical Armor: None (0%)
Magical Resistance: Medium (45%)
Speed: Very Fast
- Darts ahead at incredible speed.
Lives: 1
Bounty: 7
*Unblockable: Darklings cannot be blocked by soldiers or heroes, but can still be hit by them.
*Evades Attacks: A Darkling has 80% chance of evading non-magic attacks without an AoE, if they are not stunned or frozen.

New Enemy - Wave 5

Cicada
(Insectoid)

Pale brown and black-colored flying insects with wings bordered with red, Cicadas are completely insect and have nothing human in them. They beat their wings very quickly and have long antennae. Their eyes are black and blue, with matching pincers.

With lightning speed, Cicadas zip through the air, causing great noise that stuns all soldiers below them.

Hitpoints: 55
Physical Damage: None
Physical Armor: None (0%)
Magical Resistance: None (0%)
Speed: Very Fast
- Zips through the air at lightning speed.
Lives: 1
Bounty: 8
*Stuns Soldiers: When the Cicada passes over a soldier or a group of soldiers, its noise will stun them for 1.5 seconds. Heroes are not affected.


Level Three: The Emerald Cross

[+] SPOILER
As we are pushed deeper and deeper into the unforbidding woods, our enemies showing no sign of retreat, we stumble into the feared Emerald Cross. This clearing was once known for the terrifying creatures it harbored, and we have also received some clue hinting the Darksoul Empire's part in the enragement of the Insectoids.

Your Majesty, we must hold off the oncoming Insectoid hordes and survive the Cross if we are to return to our fortress and mobilize our forces against the Darksoul threat!


Image

Waves: 10
Strategic Points: 13
Recurring Enemies: Mite, Irontick, Solifugid, Darkling, Cicada
New Enemies: Antlion, Arctiid, Goldenrod
Entrances: 2
Exits: 2
Spawn Points: 5

Events:

New Feature - Vines - Wave 1

Vines can be used by Insectoids to quickly avoid defenses and land in the middle of the map, taking you at unawares.

Vines are a step ahead of Bushes. Not only do they have that element of surprise, they also land enemies randomly, making it difficult to devise a choke point. Also, Vines can spawn all types of Insectoids except flying ones.

New Enemy - Wave 3

Antlion
(Insectoid)

Antlions are tough Insectoids, and stand a fair bit above the Ironticks. They have brown exoskeletons scarred with black, and matching brown mace-like pincers. Their fangs and eyes are black.

Tough-skinned Insectoid brawlers with crushing strength, they can burrow themselves while engaged in combat to increase their defense.

Hitpoints: 400
Physical Damage: 20-35
- Punches enemies every 1.5 second.
Physical Armor: Medium (40%)
Magical Resistance: None (0%)
Speed: Medium
- Takes heavy strides forward
Lives: 1
Bounty: 25
*Burrows in Combat: When engaged in melee, Antlions burrow themselves partially in the ground, increasing their physical armor to High (65%).
*Stuns Enemies: With every attack, Antlions have a 20% chance of stunning their enemies for 1.5 second.

New Enemy - Wave 5

Arctiid
(Insectoid)

Arctiids are four times the size of Cicadas. They have black exoskeletons banded with blue, and huge black pincers. Their wings are bordered with a deep yellow, with matching eyes and antennae.

Humongous flying Insectoids, the very noise they create can spawn scores of Cicadas!

Hitpoints: 450
Physical Damage: 35-55
- Damages enemies as it flies over them.
Physical Armor: Medium (50%)
Magical Resistance: None (0%)
Speed: Very Fast
- Zips through the air with a very fast speed.
Lives: 1
Bounty: 40
*Stuns Soldiers: When the Arctiid passes over soldiers or heroes, its noise will stun them for 2.5 seconds.
*Spawns Cicadas When a soldier or hero affected by the Arctiid's noise dies, it explodes and spawns two Cicadas.

New Enemy - Wave 8

Goldenrod
(Insectoid)

Goldenrods are the size of Antlions. They have white exoskeletons banded with yellow. Their fangs and eyes are golden, as their name suggests. Their pincers a pale white and somewhat blunt.

Venomous, savage biters, their deadly poison is feared throughout the realm.

Hitpoints: 320
Physical Damage: 20-40
- Bites enemies every 1.5 second.
Physical Armor: None (0%)
Magical Resistance: Low (20%)
Speed: Medium
- Scuttles ahead at a mediocre speed.
Lives: 1
Bounty: 45
*Venomous Bite: The Goldenrod's regular attacks induce venom in their enemies, dealing 30 damage per second for 5 seconds.
*Saps Up Victims: When a Goldenrod's enemy dies, it melts into a squishy golden liquid, which is then consumed by the Goldenrod, increasing its current and max HP by 40.


Level Four: Insect Valley

Coming soon!
Last edited by Uranato on Fri Mar 15, 2019 1:16 pm, edited 23 times in total.
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Kingdom Rush: Legends

by Uranato » Fri Jul 13, 2018 11:37 am

Towers :sheep:
Coming soon!
Last edited by Uranato on Fri Jul 13, 2018 11:50 am, edited 2 times in total.
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Kingdom Rush: Legends

by Uranato » Fri Jul 13, 2018 11:37 am

Heroes :hero:

Free Heroes

Pyllosulfan the Acid Hunter

The first hero of KRL, Pyllosulfan comes to battle clad in gray armor which is covered in glowing green runes and add-ons. He also wears yellowish green shin guards with glowing green carvings, and a yellow strap across his torso which has various switches and pockets. His face is covered in something which resembles a yellow gas mask, though less modern. He also carries a biggish tanker on his back, which is filled with a glowing, greenish liquid. A long, gray spray gun with a yellowish green handle has been strapped to the tanker. Also, Pyllosulfan carries another vial filled with the green liquid, three times the size of his basic ranged attack flasks, attached to his belt, which is pale yellow. Pyllosulfan's mask has eyes that glow yellow, and he also wears dark brown gloves. His weapon is a huge, broad sword which is bordered with pale yellow, and one edge of it is pretty spiky, like a chainsaw, while the other edge is smooth. The sword has a brown handle, similar to his gloves, with a green button in the middle of the hilt.

One of the best exterminators around, Pyllosulfan specialises in the use of poisonous fumes and deadly concoctions to decimate his foes. The Acid Hunter is the uncanny of the Kingdom's pest control squad!

STATS
Hitpoints: 195 [375] (+20 per level)
Physical Damage: 8-13 [17-31] (+1, +2 per level)
-Clobbers down his weapon every 2.2 seconds
Physical Damage: 4-8 [13-17] (+1, +2 every 3 levels)
-Throws a flask filled with a greenish liquid every 4 seconds. The attack also poisons enemies, dealing 10 true damage per second for 2 seconds.
Armor: 6% [60%] (+6% per level)
Speed: Fast
-Runs fairly quickly across the stage, the green liquid sloshing around in the tanker on his back.
Regeneration: 10% HP per second
Respawn: 18 seconds

SKILLS
  • Immune to Poison (innate): Due to his improved armor, Pyllosulfan receives no damage over time from poison attacks.
1. Razor Squash (12 second cooldown; 3/2/2 hero points)
1) Powers up his sword, which glows green, and strikes it at enemies, dealing 75 true damage in a very small area. Deals 30 extra damage to Insectoids.
2) The sword's damage is increased to 100, and deals 40 extra damage to Insectoids.
3) Damage is further increased to 125 and extra damage to Insectoids is increased to 50.

2. Acid Bolts (15 second cooldown; 2/2/2 hero points)
1) Fires 2 glowing green bolts from his offhand, each dealing 15-35 true damage.
2) The number of bolts is increased to 3.
3) The number of bolts is further increased to 4.

3. Noxious Fumes (15 second cooldown; 3/2/2 hero points)
1) Whips out his spray gun and attacks enemies with a yellowish gas cloud, dealing 35 true damage per second and reducing damage by 10% for 2 seconds. Damage dealt by the cloud and damage reduction is doubled for Insectoids.
2) The cloud now reduces damage by 25%.
3) Damage reduction is increased to 40%, and the debuff stays for 2 seconds more after the cloud has dissipated.

4. Venomous Puddle (25 second cooldown; 3/3/3 hero points)
1) Empties his big vial of green liquid on the ground, which forms a decent-sized puddle which deals 25 true damage per second, slows enemies by 40% and stays for 6 seconds.
2) The puddle now stays for 8 seconds and slows enemies by 45%.
3) Puddle duration is increased to 10 seconds and slowing effect to 50%.

Hero Spell: Pesticide (50 second cooldown; 5/3/3 hero points)
1) A pale green canister which has a crossed-out silhouette of an insect on it is dropped on the ground. The canister explodes and releases a pale yellow poison cloud, which stays for 20 seconds and deals 10 true damage per second.
2) The cloud now deals 20 true damage per second and silences and slows Insectoids by 25%, making them unable to use their poison.
3) Damage per second of the cloud is increased to 25.
4) Damage is further increased to 30.

Dwight the Bolt Spitter

Dwight, one of the most powerful damage dealers in KRL, is swathed in a brown cloak, which reaches up to his knees, and a similar hood. His mouth is covered in a black veil and his eyes, partly overshadowed by his hood, glow with a deep red color. His hood and cloak are bordered with black, and he also wears dark gray pants and dark brown gloves. A black, slightly curved sword is strapped to his black belt, which has a skull in its middle. Dwight also wears a brown cape and a black talisman with a carved black tooth and two carved black claws as ornaments. His main weapon is a sinister crossbow made of hard, jagged dark wood. Several iron nails are sticking out of the crossbow’s wood, and three shafts extend from it instead on the usual single shaft in crossbows. The shafts converge at one point. Dwight stands with his crossbow drawn when idle, and it remains slung on his back when he’s fighting in melee.

Feared as the Bolt Spitter after the name of his terrible weapon, Dwight is a master assassin and an ace of stealth and secrecy. An adept practitioner of dark magic, his bolts are deadly and his enemies few.

STATS
Hitpoints: 150 [240] (+10 per level)
Physical Damage: 10-15 [28-33] (+2, +2 per level)
-Slashes enemies every 0.6 second, when engaged in melee.
Physical Damage: 16-19 [34-56] (+2, +3 per level)
-Fires a volley of 2 crossbow bolts simultaneously at 2 different targets every 3 seconds.
Armor: 3% [30%] (+3% every level)
Speed: Very Fast
-Darts across the stage swiftly and silently.
Regeneration: 10% HP per second
Respawn: 15 seconds

SKILLS
  • Dodges Attacks (innate): Dwight has a 40% chance of dodging all non-magic attacks.
  • Unstable Bolts (innate): Each fired bolt has a 20% chance of missing its target.
1. Venom Soaked Weapons (passive; 2/2/2 hero points)
1) Imbues his weapons with a powerful venom, dealing 5 damage per second for 5 seconds.
2) Poison damage per second is increased to 10.
3) Poison damage is further increased to 15.

2. Bolt Gutter (passive; 2/2/2 hero points)
1) Increases the number of bolts fired per shot to 3.
2) Number of bolts is further increased to 4.
3) Bolts fired are further increased to 5.

3. Attack of Opportunity (passive; 3/2/2 hero points)
1) Each melee attack now has a 10% chance of being executed twice as an undercut, with a further 10% of permanently reducing the target’s armor by 5%.
2) Attack of Opportunity and armor reduction chances are increased to 20%.
3) Chances are further increased to 30%.

4. Shadow Plane (20 second cooldown; 6/3/3 hero points)
1) Walks the plane of shadows for 4 seconds, increasing dodge chance to 80% (also includes magic and area damage) and gaining the ability to teleport to far places.
2) Shadow Plane duration is increased to 6 seconds.
3) Duration is further increased to 8 seconds.

Hero Spell: Defilement (35 second cooldown; 6/1/1 hero points)
1) Curses an area for 3 seconds, which radiates a black aura emitting incorporeal skulls, reduces damage and speed of all affected enemies by 25% permanently, and also deals 25 true damage per second.
2) Damage and speed reduction is increased to 40%, enemies now also get their armor and magical resistance halved permanently.
3) Damage and speed reduction is increased to 45% and duration of the spell to 4 seconds.
4) Reduction and duration are increased to 50% and 5 seconds respectively.

Curunir the Worshipped Zealot

Curunir, the best mob controller in not only KRL but the whole series, is a physically frail hero who wears a long, bright blue cloak with high golden collars and a gold-rimmed blue cap, similar to an Arcane Wizard’s in shape. His cloak is bordered with golden and there is also a peculiar yellow rune which vaguely resembled a peasant’s pitchfork on the front of his torso. He also wears an even brighter blue cape, also bordered with golden. His eyes glow blue and his hands also occasionally glow blue with magical power. He wields a golden staff with elaborate etchings and a glowing blue orb sitting at the top, enclosed in a golden half-cage-like structure. The staff is mainly for show of apparent grandeur, as it doesn’t grant him any magical abilities. Curunir also has a light brown pouch attached to his side, which is filled with sapphires and gold pieces, and wears golden gauntlets. His followers take up a certain formation around him - with the two tanks up front, the four damage dealers guarding his flanks, and the two ranged combatants at the back.

The most inspiring leader in the Kingdom commanding entire mobs, Curunir has created a religion of his own! Although his true powers are unknown by any save his most faithful followers, the Zealot is worshipped, revered and hailed as a god.

STATS
Hitpoints: 80 [125] (+5 per level)
Physical Damage: 1-6 [6-15] (+1 per 2 levels, +1 per level)
-Strikes at enemies with his staff every 1.5 second
Armor: 0% [0%]
Speed: Medium
-Runs across the stage at a mediocre pace.
Regeneration: 5% HP per second
Respawn: 35 seconds

SKILLS
  • Inspiring Presence (innate): All allied units, including towers around Curunir have a 20% chance of dealing double damage with each hit and a 50% chance of resisting stuns.
1. Acolyte Training (5 second cooldown; 1/1/1 hero points)
1) Grants Curunir a ranged magical attack, firing a glowing blue bolt from his offhand which deals 8-24 magical damage.
2) Magical damage is increased to 16-48.
3) Damage is further increased to 25-75.

2. Fanatical Mob (passive; 8/6/6 hero points)
1) Curunir rallies a mob of 8 combatants to his cause, who fight for him until death and respawn every 8 seconds. The whole mob leaves when he dies.
2) The mob gets better equipment and training.
3) The mob is now even better equipped and trained.

Fanatical Mob I
The first upgrade spawns 2 Brutes, 4 Peasants, a Daggermonger and a Pyromaniac (the numbers in parentheses show values after Godlike Aura I upgrade.

Brute
Brutes are burly men who wear no armor except a torn brown, unbuttoned shirt and similar pants. They also wield a crude wooden club and a round leather shield with an iron rim, and wear wooden gauntlets.
Hitpoints: 120
Physical Damage: 6-9
-Swings his club every 1.8 [1.2] second.
Armor: Low (20%)

Peasant
Peasants are lightly armored, numerous men who wear a wooden bucket on their heads, faded gray pants and a brownish red, tattered peasant shirt. They also wear wooden gauntlets and wield iron pitchforks.
Hitpoints:90
Physical Damage: 8-15
-Clobbers his pitchfork on enemies every 1.5 [1] second.
Armor: Low (10%)

Daggermonger
Daggermongers are ranged combatants who wear pale brown pants, an iron belt and a white shirt. They also wear iron gauntlets and have a dagger pouch tied to their belts.
Hitpoints: 60
Physical Damage: 5-10
-Flings a dagger every 0.75 [0.5] second.
Physical Damage: 2-4
-Attacks with a rusty dagger every second, when engaged in melee.
Armor: None (0%)

Pyromaniac
Pyromaniacs wear a brown cape and a matching hood, bordered with pale red along with rusty iron belts. Attached to their belts are wooden sticks wrapped with white cloth at the top and in their hands are flaming wooden torches.
Hitpoints: 60
Physical Damage: 3-9
-Hurls a flaming torch every 2.25 [1.5] seconds and sets the target on fire, dealing 5 damage per second for 3 seconds.
Physical Damage: 2-4
-Attacks with a rusty dagger every second, when engaged in melee.
Armor: None (0%)

Fanatical Mob II
The mob is upgraded to spawn 2 Warmongers, 4 Rioteers an Archer and a Firemonger.

Warmonger
Warmongers, a step up from Brutes, are even more bulky, and wear a huge brass shoulder pad over their offhand, which has two big spikes. They also wear tough brass gauntlets, and their hair is tied in a goatee. They wear brown pants with a red cloth belt, and also a red cloth strap across their torso, to which are attached several small daggers. They wield huge, crude silver broadswords.
Hitpoints: 160
Physical Damage: 8-12
-Slashes heavily with his broadsword every 1.8 [1.2] second.
Armor: Medium (40%)

Rioteer
Rioteers wear white leather armor and brown pants with a red cloth belt. They also wear red bandannas and a red piece of cloth over their mouths. They wield curved, pale silver swords and brass gauntlets.
Hitpoints:120
Physical Damage: 10-24
-Slashes at enemies every 1.5 [1] second.
Armor: Low (25%)

Archer
Archers wear olive green body armor along with a small, segmented wooden breastplate, pale olive green pants and red cloth belts. Their heads are covered with a brown helmet with a rusty iron rim, and on their belts are slung wooden quivers filled with arrows. They wield simple wooden bows
Hitpoints: 80
Physical Damage: 14-28
-Fires a wooden arrow every 1.5 [1] second.
Physical Damage: 4-8
-Attacks with a curved dagger every second, when engaged in melee.
Armor: Low (5%)

Firemonger
Firemongers wear a brown cloak, a similar hood with red borders, brown pants and a red cloth belt. Their mouths are covered with a white cloth, which is in turn covered with a black wire mesh. They have pouches filled with pale green Molotov bottles tied to their belt. They wield a Molotov in each hand.
Hitpoints: 80
Physical Damage: 6-18
-Throws a Molotov bottle 2.25 [1.5] seconds and sets the target on fire, dealing 10 damage per second for 3 seconds.
Physical Damage: 4-8
-Attacks with a curved dagger every second, when engaged in melee.
Armor: Low (5%)

Fanatical Mob III
The mob now consists of 2 Macemen, 4 Pikemen, a Longbowman and a Crossbowman.

Maceman
Macemen are slightly less bulky than Brutes, but are fully covered from head to toe in pale black armor, with a black knight helm with a spike on top, a black breastplate with blue borders, spiked black shoulder pads, darks black gauntlets and matching belts. They wield strong black, spiked maces and wear grayish blue capes.
Hitpoints: 200
Physical Damage: 14-21
-Wallops enemies with his mace every 1.8 [1.2] second.
Armor: High (65%)

Pikemen
Pikemen are also armored in pale black, but their armor is a little less heavy and less segmented. They also don’t have spikes on their shoulder pads, and their heads are covered with a black helmet along with black cheek plates, with faces uncovered unlike the Macemen. They wield long silver pikes and also wear pale blue capes.
Hitpoints:150
Physical Damage: 18-40
-Stabs enemies with his pike every 1.5 [1] second.
Armor: Medium (40%)

Longbowman
Longbowmen wear silver, rimmed helmets with a smaller spike on top, silver breastplates, a grooved silver belt and brownish silver pants. They also wear silver gauntlets and have an iron quiver slung on their backs, which is filled with arrows. They wield elaborate metallic longbows.
Hitpoints: 100
Physical Damage: 25-50
-Fires a steel arrow every 1.5 [1] second.
Physical Damage: 6-12
-Attacks with a long, straight dagger every second, when engaged in melee.
Armor: Low (10%)

Crosbowman
Crossbowmen wear a dark brown cloak and hood, along with an even darker belt. Their faces are overshadowed by their hoods, and they also wear dark brown leather breastplates. In their hands are cruel black crossbows and tied to their belts are black pouches filled with poisoned black arrows. They also wear brownish black capes.
Hitpoints: 100
Physical Damage: 10-30
-Fires a crossbow bolt every 2.25 [1.5] second and poisons the targets, dealing 15 damage per second for 5 seconds.
Physical Damage: 6-12
-Attacks with a long, straight dagger every second, when engaged in melee.
Armor: Low (15%)

3. Godlike Aura (passive; 2/2/2 hero points)
1) Allied troops around Curunir hit 33% faster.
2) Allies now also have a 5% chance per hit of stunning enemies for 1 second.
3) Allies receive a regeneration of 10 HP per second.

4. Riot Stirrer (passive; 3/1/1 hero points)
1) When Curunir dies, the mob charges down the path instead of leaving.
2) The charging mob receives a 50% damage boost.
3) The mob now has a 5% chance of piercing the enemy’s armor.

Hero Spell: Stampede (25 second cooldown; 2/2/2 hero points)
1) Summons a huge, angry mob which charges and tramples a substantial distance down the path, dealing 15-25 damage and also stunning enemies hit for 2 seconds.
2) The mob’s damage is increased to 30-50 and stun duration to 3 seconds.
3) Damage is now increased to 42-70 and stun to 4 seconds.
4) Damage and stun duration are increased to 54-90 and 5 seconds respectively.

Premium Heroes

Faradon the Blade Master

Faradon, arguably the best duelist in the whole KR series, is strong and bulky, and completely covered in shining silver armor from head to foot, He wears a steel helm which covers his face completely, is segmented vertically into two parts, has two spikes curved downwards at its side and two straight spikes pointing sideways above the curved spikes. The helm also has a metal cap on top, above which is a straight steel spike pointing upwards. His eyes glow a light bluish green and he also has six spikes on his helm over his mouth, three on each side. Faradon is armored in spotless steel armor, also segmented like his helm, and an iron collar his several spikes on it. Through his armor runs a slightly tilted horizontal steel strap, attached to which are several curved silver knives. He also wears a steel belt with a shield in the middle and curved steel spikes at its side, spiked steel elbow guards, and steel knee guards with a steel spike each curved downwards. His forearm and upper arm are adorned with iron bands with a steel spike each. The Blade Master wields two huge, shining silver swords, and also has two more swords strapped in a cross-shape to his back. He also has a sharp steel spear attached to his belt. At each side of his armor there is a huge steel spike curved downwards.

Forged in the deepest armories of the Iron Empire and tempered with the finest weapons and the strongest plates, Faradon is the best of the best when it comes to dueling. He is rumored to have taken on the toughest of foes on his own!

STATS
Hitpoints: 280 [550] (+30 per level)
Physical Damage: 7-28 [16-46] (+1, +2 per level)
-Strikes at enemies every 2 seconds, alternating between his swords.
Armor: 5% [50%] (+5% per level)
Speed: Medium
-Marches heavily across the stage.
Regeneration: 15% HP per second
Respawn: 26 seconds

SKILLS
  • Blade Mastery (innate): Faradon strikes twice on each hit after fighting the same target for 5 seconds, and his damage doubles after 5 more seconds.
1. Blade Carnage (10 second cooldown; 3/1/1 hero points)
1) Strikes 4 times in quick succession alternating between each of his weapons.
2) Number of strikes is increased to 5.
3) Number of strikes is further increased to 6.

2. Iron Cocoon (passive; 1/1/1 hero points)
1) Toughens his armor, increasing it to 60%.
2) Armor is increased to 70%.
3) Armor is further increased to 80%.

3. Armor Rend (20 second cooldown; 4/3/3 hero points)
1) Skewers an enemy with his spear, dealing 190 damage and reducing its armor by 25% for 20 seconds.
2) Armor reduction is increased to 50%.
3) Reduction is further increased to 75%.

4. Steely Vengeance (passive; 2/2/2 hero points)
1) When an enemy deals 150 damage to Faradon, he strikes it heavily with his sword in revenge, dealing 200 damage.
2) Damage received is reduced to 125 and damage dealt is increased to 300.
3) Damage received is reduced to 100 and dealt to 400.

Hero Spell: Glaiveheads (40 second cooldown; 4/4/4 hero points)
1) Releases 2 Glaiveheads, round metal rings with two glaive blades on each side, which deal 20-30 damage each and ricochet up to 5 times to random enemies or the same enemy if others aren’t available.
2) Releases 3 Glaiveheads, each dealing 30-40 damage.
3) Number of Glaiveheads is increased to 4 and damage to 40-50.
4) Number and damage are increased to 5 and 50-60 respectively.
Last edited by Uranato on Sat Mar 16, 2019 5:45 am, edited 43 times in total.
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Kingdom Rush: Legends

by Uranato » Fri Jul 13, 2018 11:38 am

Enemies :skull:

Insectoids

The most basic enemies of KRL, Instectoids are pretty weak so that they may work as starting enemies. But in later mini campaign levels, they will get a lot more powerful and nasty. Insectoids are basically insects, but the front part of their bodies are vaguely humanoid, and they also have two 'pincer-hands' along with their six (or eight) insect-like legs. Their faces are also vaguely human-like, and they have fangs, insect-like eyes, antennae etc.

Mite
(Insectoid)

Mites, the most basic enemies in KRL, have brown exoskeletons and almost hand-like pincers. Their bodies are a bit scaly, and they have black fangs.

Half human, half insect, the fast Mites are always foraging for food.

Hitpoints: 35
Physical Damage: 2-4
- Strikes at enemies every 2 seconds.
Physical Armor: None (0%)
Magical Resistance: None (0%)
Speed: Fast
- Scurries forward quickly.
Lives: 1
Bounty: 5
First Appearance: The Winding Trail

Irontick
(Insectoid)

Ironticks are slightly bigger than Mites. They have pale orange exoskeletons and black fangs and pincers. They cover their heads with silver helms and also wear silver shoulder pads.

Tough Insectoids that can cause their enemies to bleed, inflicting additional damage.

Hitpoints: 120
Physical Damage: 5-11
- Bites enemies every 1.5 second.
Physical Armor: Low (20%)
Magical Resistance: None (0%)
Speed: Medium
- Scuttles ahead at a medium pace
Lives: 1
Bounty: 12
First Appearance: The Winding Trail
*Bleeding Bite: With every attack, the Irontick has 10% chance to impale the target, dealing 45 damage over 3 seconds.

Solifugid
(Insectoid)

Solifugids are a bit bigger than Ironticks, and have light brown, furry exoskeletons and bright yellow fangs. They have beady eyes and ultra-sharp, black pincers.

Extremely fast and deadly, Solifugids can dart to their prey and slice them to pieces in no time.

Hitpoints: 170
Physical Damage: 25-35
- Slashes enemies every 1 second.
Physical Armor: None (0%)
Magical Resistance: None (0%)
Speed: Fast
- Darts ahead with a quick pace
Lives: 1
Bounty: 25
First Appearance: The Winding Trail
*Double Damage: With every attack, Solifugids have 20% chance to deal double damage.

Darkling
(Insectoid)

Darklings are one of the fastest ground troop the Insectoids have to offer. They are black-bodied and have red eyes, black pincers and fangs, and are almost completely insect. Their legs are long and spread out.

Annoyingly fast Insectoids that can avoid soldiers, evade attacks and dart through defenses at incredible speed!

Hitpoints: 90
Physical Damage: 12-18
- Spews a yellowish cloud of venom at soldiers as it darts past them.
Physical Armor: None (0%)
Magical Resistance: Medium (45%)
Speed: Very Fast
- Darts ahead at incredible speed.
Lives: 1
Bounty: 7
First Appearance: Jungle's Deep
*Unblockable: Darklings cannot be blocked by soldiers or heroes, but can still be hit by them.
*Evades Attacks: A Darkling has 80% chance of evading non-magic attacks without an AoE, if they are not stunned or frozen.

Cicada
(Insectoid)

Pale brown and black-colored flying insects with wings bordered with red, Cicadas are completely insect and have nothing human in them. They beat their wings very quickly and have long antennae. Their eyes are black and blue, with matching pincers.

With lightning speed, Cicadas zip through the air, causing great noise that stuns all soldiers below them.

Hitpoints: 55
Physical Damage: None
Physical Armor: None (0%)
Magical Resistance: None (0%)
Speed: Very Fast
- Zips through the air at lightning speed.
Lives: 1
Bounty: 8
First Appearance: Jungle's Deep
*Stuns Soldiers: When the Cicada passes over a soldier or a group of soldiers, its noise will stun them for 1.5 seconds. Heroes are not affected.

Antlion
(Insectoid)

Antlions are tough Insectoids, and stand a fair bit above the Ironticks. They have brown exoskeletons scarred with black, and matching brown mace-like pincers. Their fangs and eyes are black.

Tough-skinned Insectoid brawlers with crushing strength, they can burrow themselves while engaged in combat to increase their defense.

Hitpoints: 400
Physical Damage: 20-35
- Punches enemies every 1.5 second.
Physical Armor: Medium (40%)
Magical Resistance: None (0%)
Speed: Medium
- Takes heavy strides forward
Lives: 1
Bounty: 25
First Appearance: The Emerald Cross
*Burrows in Combat: When engaged in melee, Antlions burrow themselves partially in the ground, increasing their physical armor to High (65%).
*Stuns Enemies: With every attack, Antlions have a 20% chance of stunning their enemies for 1.5 second.

Arctiid
(Insectoid)

Arctiids are four times the size of Cicadas. They have black exoskeletons banded with blue, and huge black pincers. Their wings are bordered with a deep yellow, with matching eyes and antennae.

Humongous flying Insectoids, the very noise they create can spawn scores of Cicadas!

Hitpoints: 450
Physical Damage: 35-55
- Damages enemies as it flies over them.
Physical Armor: Medium (50%)
Magical Resistance: None (0%)
Speed: Very Fast
- Zips through the air with a very fast speed.
Lives: 1
Bounty: 40
First Appearance: The Emerald Cross
*Stuns Soldiers: When the Arctiid passes over soldiers or heroes, its noise will stun them for 2.5 seconds.
*Spawns Cicadas When a soldier or hero affected by the Arctiid's noise dies, it explodes and spawns two Cicadas.

Goldenrod
(Insectoid)

Goldenrods are the size of Antlions. They have white exoskeletons banded with yellow. Their fangs and eyes are golden, as their name suggests. Their pincers a pale white and somewhat blunt.

Venomous, savage biters, their deadly poison is feared throughout the realm.

Hitpoints: 320
Physical Damage: 20-40
- Bites enemies every 1.5 second.
Physical Armor: None (0%)
Magical Resistance: Low (20%)
Speed: Medium
- Scuttles ahead at a mediocre speed.
Lives: 1
Bounty: 45
First Appearance: The Emerald Cross
*Venomous Bite: The Goldenrod's regular attacks induce venom in their enemies, dealing 30 damage per second for 5 seconds.
*Saps Up Victims: When a Goldenrod's enemy dies, it melts into a squishy golden liquid, which is then consumed by the Goldenrod, increasing its current and max HP by 40.

Bosses :veznan:
Coming soon!
Last edited by Uranato on Mon Mar 04, 2019 5:24 am, edited 11 times in total.
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Kingdom Rush: Legends

by Uranato » Fri Jul 13, 2018 11:39 am

Game Mechanics :star:
Coming soon!
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Re: Kingdom Rush: Legends

by RaZoR LeAf » Fri Jul 13, 2018 8:27 pm

Yaaaaaaassssss!!! So excited to have another epic fanfic in the works! Everything looks great so far, I can't wait to see what else you have to follow :yey: :yey:
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Re: Kingdom Rush: Legends

by AerisDraco » Fri Jul 13, 2018 11:48 pm

Nice.
KRA is now complete.
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Re: Kingdom Rush: Legends

by Uranato » Sat Jul 14, 2018 4:43 am

Epic? Compared to Chronicles, this is nothing. Anyways, I'll post an update featuring the second level and three new enemies either in three hours from now or at 3:30 pm UTC.
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Re: Kingdom Rush: Legends

by RaZoR LeAf » Sat Jul 14, 2018 9:11 am

Uranato wrote:Epic? Compared to Chronicles, this is nothing. Anyways, I'll post an update featuring the second level and three new enemies either in three hours from now or at 3:30 pm UTC.


If I told you Chronicles was only about a third done you'd have a fit, but still you're making a big effort and I’m super happy to see another big design start.
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Re: Kingdom Rush: Legends

by Uranato » Sat Jul 14, 2018 9:59 am

Thanks a lot for the compliment! I've already finished designing the second level, and I'll post it by 3:30 pm UTC.
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Re: Kingdom Rush: Legends

by Uranato » Sat Jul 14, 2018 4:14 pm

Update:
  • Level Two - Jungle's Deep
  • Two new enemies
  • A new feature - bushes

Coming soon:
  • Level Three
  • The first hero
  • Three new enemies
Last edited by Uranato on Wed Aug 22, 2018 7:39 am, edited 1 time in total.
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Re: Kingdom Rush: Legends

by Uranato » Wed Aug 22, 2018 7:39 am

Update:
  • Level Three - The Emerald Cross
  • Three new enemies
  • A new feature - vines
  • A poll for the first premium hero

Coming soon:
  • Level Four - Insect Valley
  • The first hero - The Acid Hunter
  • Three new enemies
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Re: Kingdom Rush: Legends

by Uranato » Thu Aug 23, 2018 6:40 am

Small Update

I've added the level map for the Emerald Cross.

Also, for the premium hero poll, once a faction (Humanoid, Creature, Demon, Spirit or Mech) reaches 10 votes, I'll proceed onto the aesthetics of the hero.
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Re: Kingdom Rush: Legends

by Uranato » Sat Feb 02, 2019 3:30 pm

The first free hero - Pyllosulfan!

Amazingly deft against Insectoids, Pyllosulfan is a great starting hero and a match for either Gerald, Alric or Veruk!
Last edited by Uranato on Fri Feb 08, 2019 9:48 am, edited 1 time in total.
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Re: Kingdom Rush: Legends (NEW HERO!)

by Uranato » Sun Feb 03, 2019 3:40 pm

The Hero poll has ended!

The first premium, in accordance with public interest, would be a Spirit!

Also, stay tuned for the second free hero, a devastating long-range killer with mastery in the crossbow skills!
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Re: Kingdom Rush: Legends (NEW HERO!)

by Uranato » Sat Feb 23, 2019 7:52 am

Small Update
Pyllosulfan has been slightly buffed. Also, stay tuned for the second free hero - the Bolt Spitter, along with 3 premiums coming soon!
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Re: Kingdom Rush: Legends (NEW HERO!)

by Uranato » Thu Feb 28, 2019 3:32 pm

New Hero!

Dwight the Bolt Spitter, arguably the best free damage dealer in the KR series, is out to decimate your foes!
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Re: Kingdom Rush: Legends (NEW HERO!)

by RaZoR LeAf » Thu Feb 28, 2019 4:28 pm

Pyllosulfan

I love the idea of an exterminator, especially since your early level enemies are primarily bugs. It's a pretty clever concept and not something you'd immediately think of existing in a medieval period.

I think having his first skill deal double damage to Insects is a bit over powered. As I already stated, he's the first hero, a free hero and all the first enemies are insects. It would make him a valuable asset and quickly overbalance him against the first enemies. The actual damage of the skill seems fine though.

Looking at the rest of his skills, I get that Poison deals true damage as standard, but for all his skill to deal it is a little over powered. It basically means that there is no enemy in the game that can resist him, even with 99% armour he will still deal full damage. Noxious Fumes deals 140 damage in 4 seconds (280 for an insect). Venomous Puddle deals 250 damage over 10 seconds which is just a little more than your un-upgraded hero Spell. At full power your spell deals 600 true damage over 10 seconds.

If you look at Asra's spell, it deals around 300 damage to a single enemy caught in the small hit area, in just a few seconds. That's to a single enemy that takes the entire hit, if there are more enemies the damage is spread out as it's per arrow rather than in an area of effect like a cloud.

He's a good character, but I think the damage he deals is a lot higher than it should be. He could maybe do with losing one of the attacks in favour of a passive ability. Maybe Venomous Puddle could be replaced with something that's similar, but heals himself and other units in an area of effect.

Dwight

He comes across as very much like Asra does in Vengeance. That's not a bad thing, but you should be careful not to share too many similarities lest you just remake the same character.

The Venom tips for instance, at the basic level should just be a chance of poisoning, rather then immediately every attack causes poison. Keep the damage of the poison the same at all levels, but increase the chance from say 20/40/60%. That way it's not constantly dealing lots of damage with every basic attack. At level 10, he could deal a maximum of 56*3 basic damage (if it was a single target), plus an extra 45 for the poison, a total of 213. 325 if he's firing 5 bolts.

Your Hero Spell on the other hand seems underpowered, especially when compared to Pyllosulfan's. It's only dealing 60 damage over 12 seconds, and in a single area where enemies can enter and exit it. They're not going to take much damage at all unless they are being stalled, which makes it rely a lot on Barracks. However the speed and dps debut is a nice touch.I'd have it rather than a lingering area, just affect enemies that are struck by it. So they are reduced in speed for however long, slow their attacks and take damage. Make it for 6 seconds, and double the damage, and make it so that the reductions are permanent instead of going away.
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Re: Kingdom Rush: Legends (NEW HERO!)

by Uranato » Fri Mar 01, 2019 8:22 am

Pyllosulfan was meant to be a poison-based hero with weak stats but strong active skills, but I think I focused so much on poison that I forgot it would make him too powerful against armored enemies. I want to keep him as an active-skill hero, so I would decrease his basic stats and damage dealt from poison to make him more balanced.

For Dwight, I actually came up for the idea of this hero much before Vengeance came out. I only posted it later after tweaking his stats and skills. I got the inspiration for Dwight from a certain 'Rogue' unit in a separate game I played quite a few years ago. The Rogues' top-grade weapons were called Bolt Spitters, so that's where the name came from.

For Dwight's damage, I would like to state that he can only shoot one arrow when attacking a single enemy. He can only shoot 3/4/5 arrows when faced with a horde of enemies. Also, his poison doesn't stack, meaning that it can only deal 15 DPS to enemies even if they're hit by multiple rounds of bolts. For his Hero Spell, it was intended to be a strong debuff spell. The damage was only kind of a side-effect. I'll reduce the time and make the debuffs stronger and permanent.

Thanks a lot for the tips and helping me with balancing!
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Re: Kingdom Rush: Legends (NEW HERO!)

by Uranato » Sun Mar 03, 2019 5:00 am

Debuff Update
1) Pyllosulfan's basic attacks drastically weakened.
2) Razor Squash now deals normal damage.
3) Noxious Fumes damage cut by half.
4) Dwight's basic attacks are now doubly slow.
5) Bolt Gutter no longet grants area damage.
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