Kingdom Rush: Chronicles

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Kingdom Rush: Chronicles

by RaZoR LeAf » Mon Aug 24, 2015 9:30 pm

Kingdom Rush: Chronicles


KRC is my take on a prequel game. It's set in the distant past, approximately 100 years before Origins, in a land to the north of the map of Linirea seen in the first KR. It follows the story of the dwarf race, and more importantly, the origin of the mysterious 'Hammer of Ages'.

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Story

The Heartless Mountain, home to two races; the proud Dwarves and the wise Hawcara; stands high in the sky and casts a watchful eye down upon the lands beneath it. Whilst a great feast is being held in the inner sanctum of the Dwarf city, a raiding party of Serpents strikes, forcing the Dwarves and Hawcara to flee the caves and escape to the mountainside. In the confusion and panic, a shadowy figure appears and steals the ancient 'Hammer of Ages', an artefact passed down from one Dwarf Chief to the next. Hoping to retrieve their stolen treasure whilst at the same time keeping their people safe, the Dwarven General leads an army of soldiers, archers, mages and miners (artillery) against the serpents and whatever else stands between them.


Level One - Mountain King's Chamber
[+] SPOILER
Comic Intro

Panel One-Three - A great banquet is taking place. Dwarves of all shapes and sizes are drinking and eating, and they are joined by a humanoid bird species (the Hawcara) who are enjoying the moment alongside them.

Panel Four - A pair of dwarf guards are in front of a cavern entrance, but they suddenly become startled (panel change animation) and are pulled into the cave.

Panel Five - The cave entrance is dark, but lots of serpentine eyes start to appear in the darkness.

Good tidings will have to wait General, our annual great feast is under siege! Both us and our honoured guests the Hawcara have been interrupted and attacked by a nest of serpents! These shadow dwelling creatures were long thought to have driven from the mountain, but their numbers now suggest otherwise. You must lead us against them before they flood the entire city and overwhelm our people.


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Waves: 6
Strategic Points: 12
Recurring Enemies: None
New Enemies: Sidewinder, Copperhead
Entrances: 2 standard
Exits: 1
Additional Features: None

Events: Towers|Level 1 Towers, Upgrades|Reinforcements, Hero|Guido, Upgrades|Spell, Hero|Hero Spell


Events

Towers Unlocked

Barracks Tower Dwarven Turret
Archer Tower Wingblade Archer
Magic Tower Hawcara Hatchery
Artillery Tower Siege Slingshot

New Enemy - Wave 1

Sidewinder
"A cunning serpent from the deep caves, that steals Hawcara eggs to feed. Speed is its only advantage."

Reinforcements Arrive - Wave 2

You can now summon troops to help you on the battlefield. Reinforcements are free and can be called every ten seconds and placed anywhere on the active map. You can upgrade Reinforcements with stars earned from completing levels.

Reinforcements in this game are Dwarves obviously, but they have little armour and wield tools like hammers or tiny little knives.

New Enemy - Wave 3

Copperhead
"Savage serpents with metal caps to protect their heads. They attack quickly and without remorse."

Hero at your Command - Wave 4

Heroes are elite units that can face strong enemies and support your forces. Heroes gain experience every time they damage an enemy or use an ability.

At this point the first free hero Guido is unlocked and made available. He starts out at level 1, with no additional skills other than his basic level Hero Spell (which is unlocked at wave six)

Special Unlocked - Wave 5

Hail Stones
Drop harsh frozen rain down upon your enemies. Hail is best saved for an emergency or great opportunity , since it has a long cool-down period.

Replacing Rain of Fire and Thunderbolt is Hail Stones, which is something of a combination of both. It has the high damage and path scouring of Rain of Fire, combined with the slowing effects of Thunderbolt.

Special Unlocked - Wave 6

Hero Spell
Each Hero gives you a unique spell! Guido's Hero Spell 'Big Bomb Time' drops a large explosive into the path that lets you decide when to detonate. Hero Spells can be upgraded from the Hero Room.

Achievements

PEER GYNT - Beat 'Mountain King's Chamber' with three stars.


Level Two - The Great Hall
[+] SPOILER
There are already too many serpents for us to handle, they have overrun our defences and are slithering into every nook and crevice of our great city! Our only option to to evacuate our people to the coastline below the mountain where the snakes will dare not follow. Everyone will gather at the Great hall, and we will mount a great stand off and give our people time to flee. Take what essentials you can grab, we won't be coming back for some time. Even our greatest treasures will have to stay where they are.


Image

Waves: 7
Strategic Points: 11
Recurring Enemies: Sidewinder, Copperhead
New Enemies: Cottonmouth
Entrances: 2 standard
Exits: 2
Additional Features: None

Events: Towers|Level 2 Towers, Hero|Armour, Plot|Advance


Events

Level Two Towers Unlocked

Barracks Tower Dwarven Marquess
Archer Tower Wingblade Ranger
Magic Tower Hawcara Nest
Artillery Tower Siege Catapult

New Enemy - Wave 3

Cottonmouth
"Aggressive serpents that take battles to the next step. Once engaged in a fight they become even more dangerous."

Special Unlocked - Wave 6

Heroes can gain extra protection by equipping armour. There are five types of armour that can be equipped, and each one will give a boost or drop in stats. Collect enough of one type, and you may unlock an extra special ability!

Armour can be acquired in many different ways. Check the Hero Room for tips.

Plot - End of Level Animation

At the end of the level a tremor shakes the cave, and two dark shadowy snakes both slither from the entrances but converge on the stone hammer in the middle of the screen. They merge into one shadowy cloaked being, with shining blue eyes. The figure reaches around the hammer and lifts it up into the air. It laughs maliciously, then it and the hammer disappear.

Level Rewards

Satin Shield
[Body Armour] (Bronze)
A smooth bracer that repels any corrosive liquid. Venom slides right off it, as does week old stew.
Defence +5% | EXP Gain +2% | Move Speed -1%

Achievements

WHACKING DAY - Defeat 200 serpents with basic Artillery Towers

ACCESSORISE - Acquire your first piece of Armour


Level Three - Hidden Garden
[+] SPOILER
"General, unless my eyes tricked me, a creature rose up out of shadow and took the Hammer of Ages out from under our noses! Was this serpent attack a distraction just to get to it, or mere coincidence? The Hammer is one of our greatest treasures, passed down by our ancestors who first used it to smite the fire demon that once inhabited this very mountain. What possible reason could anyone want it for?

The investigation will have to wait, the hidden gardens where we grow our crops, safe from the outside world is slowly being devoured by hungry serpents. Hold off the incoming foes whilst the workers reap what they can."


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Waves: 10
Recurring Enemies: Sidewinder, Copperhead, Cottonmouth
New Enemies: Visayan, Mamba
Entrances: 2 standard
Exits: 1
Additional Features: None

Events: Towers|Level 3 Towers


Events

Level 3 Towers Unlocked

Barracks Tower Dwarven Redoubt
Archer Tower Wingblade Hunter
Magic Tower Hawcara Eyrie
Artillery Tower Siege Trebuchet

New Enemy - Wave 3

Visayan
"It curls up to defend itself, but at the same time spits venom at nearby targets."

New Enemy - Wave 7

Mamba
"Incredibly fast, it will evade many attacks in order to get to its goal."

Interactive Features

This level sees the first appearance of the games main "Collectable". Very much like the "Find the three alien hunters" from Frontiers, where you click on an alien across three levels to get an achievement, this time you have a massive amount of things to click on. Namely, fruit and vegetables. Here are ten patches of ground where things are growing. Clicking on them when there is produce showing and you will harvest it (a full sized image of the produce will appear and then the patch will go blank). The thing is, produce may only grow under certain circumstances, or at certain times. So you may have to play on Iron or Heroic to find a certain produce, or perhaps something only grows in the winter and needs a bit of top soil freezing to get growing, etc.

In this level however, all ten patches of produce (Ruby Cucumber, Moonlight Parsnip, Sunlight Parsnip, Forbidden Corn, Dark Carrot, Fall Potato, Red Tomato, Black-Eyed Bean, Big Cabbage, Purple Marrow) will grow and be harvestable within the confines of the level. Giving you the first related achievement, Harvest Moon.

Level Rewards

None as of yet.

Achievements

HARVEST MOON - Harvest 10 crops


Level Four - Hawcaran Embassy
[+] SPOILER
A scout from up ahead has returned to tell us that the Hawcaran Ambassador is trapped in the embassy room. The Hawcara have stayed by our side so far to get our people out of the mountain safely, we must return that favour by ensuring that they too get out safely. Once in the outside air, they can flee to their city atop the highest peak. Luckily for us, the operators of the Boleadoras are remaining to protect both their ambassador and us. Their impeccable battle strategies will aid us in the battles to come.


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Waves: 13
Recurring Enemies: Sidewinder, Copperhead, Cottonmouth, Visayan, Mamba
New Enemies: Bungarus, Krisopelea
Entrances: 3 standard, 2 spawning
Exits: 2
Additional Features:

Events: Hero|Maxwell, Towers|Level 4 Archer

Events

Towers Unlocked

Archer Tower Boleadoras

New Enemy - Wave 4

Bungarus
"A golden serpent with a unique aura. Magical attacks slide of its scales like raindrops."

New Enemy - Wave 9

Krisopelea
"Terrifying winged serpents. Their multicoloured feathers allow them to sneak into Hawcaran nests unnoticed."

Interactive Features

None as of yet

Level Rewards

None as of yet

Achievements

STOP THE PIGEON Launch 500 nets

BOOMERANG BOLAS Hit 4 enemies in a row with a single Bolas.


Level Five - Rygost's Bridge
[+] SPOILER
"We heave reached Rygost's Bridge. The impossible task of building a bridge across the deep mountain pit was only accomplished by our greatest hero, Rygost the Bold. Now we must rush across it, avoiding the attacks from the peak that surround it, as it is our only means of getting to the bottom of the mountain."


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Waves: 15
Recurring Enemies: Sidewinder, Copperhead, Cottonmouth, Visayan, Mamba, Bungarus, Krisopelea
New Enemies: King Cobra, Dysecdysis
Entrances: 3 standard, 1 spawning
Exits: 1
Additional Features:

Events: Towers|Level 4 Mage, Towers|Level 4 Barracks


Events

Towers Unlocked

Magic Tower Strigowl Atheneum
Barracks Tower Dwarfen Matriarchy

New Enemy - Wave Four

King Cobra
"The highest ranking of the basic serpents, it acts as a defender to all others that gather to its side."

New Enemy - Wave Eight

Dysecdysis
"A devious serpent that will discard its own skin in order to distract opponents and make a quick getaway."

Interactive Features

Sun Burnt Berries - Play the level on Iron Challenge to find white flowers and tiny red berries growing around Rygost's statue. Tap for another produce collect.

Level Rewards

None

Achievements

KINGDOM OF BRUNEL - Three star "Rygost's Bridge" without any Barracks

NECRONOMICON - Curse 1000 enemies with the Book of Shadows

SIBYLLINE - Deal 10,000 damage with the Book of Light

THUMBS UP - Grab 500 enemies with Hand Mines

HUMP AND BUMB - Knock back and slay 400 enemies


Level Six - The Long Way Down
[+] SPOILER
"This is it General, the last path down the side of the mountain, and away from the Serpents. Chances are our mysterious thief also came this way, and if we intend to catch up, will must escape this maze of rocks and hidden caves. Stories tell of a dwarf that became so greedy for gold that he became a serpent himself. It is said that his lair is somewhere nearby.

These are just old stories for scaring children, but up until recently, serpents in this number were just a myth too. We should be extra cautious. Luckily, a few of our old mining units have been salvaged from the edge of the caverns, and put to good use defending our final escape."


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Waves: 16 + Boss Wave
Recurring Enemies: Sidewinder, Copperhead, Cottonmouth, Visayan, Mamba, Bungarus, Krisopelea, King Cobra, Dysecdysis
New Enemies: Rattler, Lacelion, Budoodle, Octerra, Sumatrana
New Boss: Fafnir
Entrances: 3 standard, 2 spawning, 2 hidden
Exits: 1
Additional Features: Poisonous clouds

Events: Towers|Level 4 Artillery, Boss

Events

Towers Unlocked

Artillery Tower RAMREX (Rotating Auto-Miner for Rock, Earth and eXcavation)

New Enemy - Wave 4

Rattler
"An inspiring image, the Rattlers 'song' is a great encouragement to all serpents who hear it."

New Enemy - Wave 9

On wave nine, rocks covering the cave entrances will crumble away and new enemies will emerge.

Lacelion
"Speedy flying insects that buzz by your towers and soldiers. They will drop eggs that quickly hatch into Budoodles."

Budoodle
"Lacelion spawn that sit in the ground and create sinking sand pits. They will make quick work of soldiers."

From this point on, new waves will spawn from the cave, and a poisonous cloud will be present, infecting any units placed in its field.

New Enemy - Wave 13

Octerra
"Strange creatures that swim through solid land as they do through the seas. They trap prey in their many arms and pull them below the surface."

Boss Encounter

Fafnir
"A deadly gold hoarding serpent with poisonous breath and a bad personality to boot."

Sumatrana
"Small serpents loaded with venom, that spread poison when they die."

Interactive Features

Noxious Durian - Play the level on Heroic and the offensive smelling fruit will be growing on the bushes outside Fafnir's cave, now that there is no poisonous cloud.

When Fafnir is defeated, play on Iron or Heroic to find the poisonous cloud at the cave entrance has gone, and is replaced by a pair of shiny black boots and a coat stand with a coat and hat on, suggesting that someone has skinned him to make a fashion statement. You can tap on them to get a piece of armour.

Level Rewards

Snake Skin Boots
[Accessory] (Bronze)
Made from the skin of an evil serpent. Though highly fashionable, some may disagree with the ethics of wearing a previous foe
HP +5% | Move Speed +2% | Regen -1%

Wið Dweorh
[Accessory] (Silver)
An old charm said to help the sleepless. Dwarves cannot abide by it, as the rare metal burns their skin.
HP +14% | D.P.S. +8% | Move Speed -4%

Achievements

BADOOM BOOM BASS Deal a total of 10,000 damage with explosive bolts

ARCHAEOLOGIST Dig up 1000 burrowing enemies

SNAKES ON A PLAIN Defeat the poisonous serpent Fafnir



Level Seven - Southern Dunes
[+] SPOILER
Comic Intro

Panel 1 (Frames 1—3) A host of Dwarves and Hawcara (including a Strigowl and a Matriarch) tumble down the mountain and come to rest in an exhausted pile on the sand at the base.

Panel 2 (Frame 1) - A bunch of Aquatic enemies, a Octerra and several other (currently un-encountered) enemies surround the good guys and intimidate them with scary faces and weapons.

Panel 2 (Frame 2) - Suddenly all their faces look scared.

Panel 3 (Frames 1-3) - A massive wave of water washes over them, and they are swept away but the dwarf pile remains.

Panel 4 - Two Mermen and a Mermaid stand/sit at the waters edge, they are partly waving and greeting the dwarves, part tuned for war.

Panel 5 (Frames 1-3) - Panel 4 appears again but it zooms in on part of the coastline in the distance behind the mermen. On it stands the shadowy figure, watching menacingly, and the Hammer of Ages floating beside it in a glowing energy bubble.


"The Serpents are far behind us now, we've made it to the coastline where they are prey to the creatures here as much as we were to them. That said, we are not out of danger yet. Already our men and women have been corralled by denizens of the deep. Creatures and beings that have emerged from the darkest depths of the White Sea to pillage the land and take what they want from our already limited supplies. Their presence hampers any chances we have of catching up to the shadow thief.

Fortunately, luck my yet be on our side. These foul creatures are not the only thing to have come from the depths. The marine people of Aquaris are defending their home reefs against the foreign invaders, and are willing to lend us their magical prowess in return for some Dwarven brute force. It's a deal we can't afford to ignore."


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Waves: 16
Recurring Enemies: Dysecdysis, Bungarus, Lacelion, Budoodle, Octerra
New Enemies: Starspinner, Ministar, Phantark, Polypomb
Entrances: 2 standard, 3 hidden
Exits: 1
Additional Features: None

Events: Terrain| Tidal Motion, Towers|Level 4 Mage, Hero|Syrenka, Premium Hero|Harvelle,


Events

Towers Unlocked

Magic Tower Atlantae Tridacna

New Enemy - Wave 2

Starspinner
"A rapid spinning starfish, with razor sharp tips. When threatened, it splits in two"

Ministar
"Two stars are better than one!"

New Enemy - Wave 7

Phantark
"A ghostly shark that swims through the air. Even in the afterlife, it remains a swift and deadly hunter."


New Enemy - Wave 11

Polypomb
"A bubble of explosive held inside the body of a polyp. This jellyfish will go out with a bang."

Interactive Features

Terrain

Tidal Motion is introduced in this level, albeit briefly. You can see from the two pictures of the level, that it begins with the water encroaching on the path. After eight waves, the water recedes and uncovers an additional path (with three spawn points) as well as two more strategy points. As this is just the first level featuring it, it doesn't do much. In later levels, Tidal Motion will move the water both in and out every few waves, covering paths in water and changing certain enemy directions and covering strategy points.

Towers that are built on those spots will be partially submerged, reducing their range and attack speed by 30%. The only tower not affected by Tidal Motion is the Atlantae Tridacna. Aquatic enemies will continue to move along paths covered by water, some having extra or altered abilities as a result of being submerged. Heroes that move on the path can wade through the submerged path but at 50% less speed than normal (as will teleporting heroes that move short distances on the path).

Achievements

BUBBLE BOBBLE Pop 200 enemies inside bubbles

FINDING NEMO Grow 500 coral reefs


Level Eight - Beachhead Basin
[+] SPOILER
"The Aquarians have secured a place at our side by helping us, and so we will also fulfil our end of the deal by helping them. As we head north towards the narrowest point in the oceans delta their generals have told us about the creatures that have crawled out of the darkest depths of the sea and attacked their cities. Much like the serpents, these creatures were thought to have disappeared long ago, but something has drawn them out of the past and riled them for war.

Now that we have been able to reorganise ourselves and gather our strengths, we have found a few elder dwarfs amongst the survivors that are part of the great Raijun Brotherhood. Though old, they are still a formidable foe and they have taken up their weapons once again to provide the dwarf muscle we are so very lacking."


Image Image

Waves: 16
Recurring Enemies: Lacelion, Budoodle, Octerra, Starspinner, Ministar, Phantark, Polypomb
New Enemies: Reephiin, Shield Crab, Sandmight, Orb Spinner
Entrances: 4 standard, 1 spawning
Exits: 2
Additional Features:

Events: Towers|Level 4 Barracks

Events

Towers Unlocked

Barracks Tower Raijun Brotherhood

New Enemy - Wave 3

Reephiin
"Aquatic serpents that are all but invisible in the sea. They use their environmental camouflage to hunt for prey."

New Enemy - Wave 7

Shield Crab
"A strong crab carrying a heavy shell that protects it from heavy damage. Once it looses the shell, it makes a mad dash for safety."

New Enemy - Wave 9

Sandmight
"A seemingly weak scuttle bug that has an amazing control over sand it can build constructs to attack with."

New Enemy - Wave 13

Orb Spinner
"A small bug with huge horns that tower above its body. Between the tips of the horns, it spins magic into powerful attacks."

Interactive Features

Soft Sand Kelp - Pick up some of the seaweed that's washed on shore to add some oceanic produce to your catalogue.

Level Rewards

None

Achievements

RAIJUN STORM Boost defences for 60 minutes

HEY BROTHER Unite brothers 200 times


Level Nine - The Narrow Pass
[+] SPOILER
"General we've come to what is known as the Narrow Pass. It is the highest point of the river's delta that flows into the ocean, and our best place to cross over to the far side of the coast. As part of going to the far side of the coast, we have to ensure we are fully equipped for ever may occur. Metalsmith Forges have been erected to build the best weapons for our troops.

The Aquarians, however, are worried. Something has them spooked, a sense of impending dread. Something is coming, something old, something.. abyssal."


Image Image

Waves: 16
Recurring Enemies: Octerra, Starspinner, Ministar, Phantark, Polypomb, Reephiin, Shield Crab, Sandmight, Orb Spinner
New Enemies: Goldgill, Whitetail
Entrances: 5 standard, 1 spawning
Exits: 2
Additional Features: 1 spawn point

Events: Towers|Level 4 Artillery

Events

Towers Unlocked

Artillery Tower Metalsmith Forge

New Enemy - Wave 7

Goldgill
"An elite soldier of the Deep Devils. Armed with a heavy sword it slices and dices its foes."

New Enemy - Wave 13

Whitetail
"The Deep Devils healer, it uses powerful magic to both heal and inflict damage."

Interactive Features

Over the course of the level, between tides in and out, ten starfish will appear around the level. Pick up all of them on the same level play, to earn an achievement.

Level Rewards

None

Achievements

DISCO INFERNO - Roast 1000 enemies with hot liquid iron

SMOKE AND MIRRORS - Nullify 500 enemies beneath a smoke screen

ASTRAL ALIGNMENT - Find all Starkissed Sunfish


Level Ten - Sandhorn Stretch
[+] SPOILER
"We've made it to the other side, but it's time for our new allies to share the secret of our newest enemies. They are not just wild oceanic creatures as we were led to believe, but a race of 'Deep Devils' that have long opposed the peaceful nation of Aquaria. These Deep Devils worship ancient and evil deities that lust for dominance over not just the oceans but all lands the water touches. Whilst our trust has been tested, we remain determined.

As a gesture of reparation, the Aquarian's have sent forth their most formidable warriors, the Tide Breakers. Sacrificing speed for accuracy, their aquatic attacks are second to nothing. United, we will stand against the Deep Devils and make the seas safe once more."


Image Image

Waves: 16
Recurring Enemies: Phantark, Shield Crab, Sandmight, Orb Spinner, Goldgill, Whitetail
New Enemies: Greyscale, Silverfrill
Entrances: 4 standard, 1 spawning, 2 hidden
Exits: 2
Additional Features: None

Events: Towers|Level 4 Archer


Events

Towers Unlocked

Archer Tower Tide Breakers

New Enemy - Wave 5

Greyscale
"A Deep Devil mage. It produces a brilliant light that turns living things to stone."

New Enemy - Wave 11

Silverfrill
"A fast and fiendish swordsman, that weaves through battle attacking as quickly as it dodges."

Interactive Features

There is an 'X Marks the Spot' on the map left behind by an unknown party. Tap it repeatedly to uncover a chest. Tap the chest to open it and find Neptune's Trident.

Level Rewards

Neptune's Trident
[Weapon] (Silver)
Neptune lost her trident after a long battle in the oceans depths. We found it on the beach.
Attack +12% | Regen +6% | Range -3%

Achievements

HARPOON'S AWAY Throw 500 Jet Lances

VAYA CON DIOS Have the Wave Rider kill 1000 enemies

WEEPING ANGELS Have 700 units turned to stone



Level Eleven - Ocean's Edge

[+] SPOILER
"We have reached the edge of the ocean. In the distance the peak of the Heartless Mountain is visible, and it fills our own hearts with sorrow to be so far from our homes. The Aquarians are closer to their own city than they have been for a long time, and the Deep Devils that have been attacking it are on their way to greet us. Together we stand united against the threat in the hopes that vanquishing this foul foe will lead us closer to our goal and the recovery of our sacred treasure."


Image Image Image

Waves: 16 + Boss Wave
Recurring Enemies: Phantark, Shield Crab, Sandmight, Orb Spinner, Squidclops, Squidhead, Goldgill, Greyscale, Whitetail
New Enemies: Triton, Nautilot
Entrances: 6 standard, 1 spawning, 2 hidden
Exits: 2
Additional Features: Kelp Forest Garrison Tower (purple spot on map)

Events: Friendly Tower|Kelp Forest Garrison, Boss

Events

Friendly Tower

Kelp Forest Garrison

Boss Encounter

Triton
"Son of the sea god Regnos, he sided with the Deep Devils to overthrow his father and was punished as a result."

Nautilot
"A manifestation of Triton's fury and rage. They fear him more than they fear you."

Interactive Features

Revisit the level on Iron or Heroic to find Triton's Conch trumpet buried in the sand in the middle where he spawned. it is surrounded by various colourful shells. Tapping on it does nothing, however, when the area floods and it floats on the surface, tapping it will play a few notes of "Under the Sea".

Level Rewards

Orichalcum Charm
Forged from the Aquarian's rarest metal, it honours the sea god Regnos. It is as dark as the sea and as bright as the moon
HP +21% | DPS +12% | Regen -6%
Acquired: Defeat Triton in less than 40/50/60 seconds

Achievements

BRING ON THE TRUMPETS - Defeat Triton

QUA PATET ORBIS - Have one of each Garrison soldier survive the boss battle.



Level Twelve - Salt Flats
[+] SPOILER
Comic Intro

Panel 1 - The United dwarf, Hawcarra and Aquaria march up the beach towards a white hillside.

Panel 2 - (Frames 1-3) A cave entrance stands atop the hill. The shadowy creature with the Hammer in a ball of energy disappears into the cave.

Panel 3 - The view switches to inside the cave looking out as the forces all peer into the darkness

Panel 4 (wide) (Frames 1-5) - In the darkness a 'BOOM'ing gets bigger and brighter, when suddenly several red eyes and white fangs appear.

"We have reached the farthest point of what is known to Dwarf, Hawcarra and Aquarian. Where we go now is unknown territory, but we have seen the creature that stole the hammer descended into the ice caves. Beneath our feet the ocean has dried up and there is naught but the clearest white salt. There is a chill in the air, rising up from the caves as salt turns to ice. A fearsome chanting is echoing in the deep caverns, something has been riled by the shadowy thief, and it will not react kindly to our additional presence."


Image

Waves: 15
Recurring Enemies: Silverfrill, Goldgill
New Enemies: Jötuun Strider, Jötuun Ritualist, Jötuun Drauger, Jötuun Savage, Jötuun Wyrm
Entrances: 4 standard, 2 spawning
Exits: 3
Additional Features:

Events: Hero|Big Al

Events

New Enemy - Wave 1

Jötuun Strider
"Jötuun soldiers that force their way past anything that gets in their way."

New Enemy - Wave 3

Jötuun Ritualist
"Dark willed sorcerers that deal in anger, hate and suffering."

New Enemy - Wave 7

Jötuun Drauger
"The dead reanimated. It’s body cannot be cut by regular weapons."

New Enemy - Wave 8

Jötuun Savage
"When under threat, the Savage enters a state of pure chaos and is not to be taken lightly.."

New Enemy - Wave 12

Jötuun Wyrm
"They move in swarms and feed in a frenzy. They can strip flesh to the bone in seconds."

Interactive Features

Tap the frozen lizard 50 times to free Big Al the fourth free hero.


Level Thirteen - Frozen Depths
[+] SPOILER
"The fearsome Jötuun are making our movement through the ice caves difficult. They are not allied with our enemy, but their refusal to allow us passage has put us at odds with them. Their abilities are unlike anything we have seen before, as if they are gaining strength from some unseen force.

Our troops are beginning to waver in this frightfully cold place. This may be the end of the line.."


Image

Waves: 16
Recurring Enemies: Jötuun Strider, Jötuun Ritualist, Jötuun Drauger, Jötuun Savage, Jötuun Wyrm
New Enemies: Jötuun Drake, Jötuun Alchemist, Jötuun Golem, Jötuun Herald, Jötuun Titan
Entrances: 3 standard, 1 spawning
Exits: 1
Additional Features: None

Events

New Enemy - Wave 4

Jötuun Drake
"An ice dragon that carries Jötuun into battle. It flies high when it’s rider dismounts."

New Enemy - Wave 7

Jötuun Alchemist
"Experts at creating false beings, they craft homunculi using their own life force"

New Enemy - Wave 7

Jötuun Golem
"A false life, there is no soul inside the shell. It answers to the will of its creator.."

New Enemy - Wave 12

Jötuun Herald
"A sorceress of great prowess. Her healing arts are as formidable as her magical attacks."

New Enemy - Wave 14

Jötuun Titan
"A Giant amongst giants. Created in the image of the Jötuun god it feared as much as it is respected."


Level Fourteen - Into The Pit
[+] SPOILER
"Further and further we go, into dungeons deep and caverns old. Is there no light at the end of this forsaken tunnel? A dark pit awaits us, from which our villain has entered and our opposition pours like a torrent of endless rain. The closer we get to the dark pit, the more familiarity we feel. Our allies do not sense it as much, but each Dwarf here constantly looks back over their shoulder as if they have crossed this path once before."


Image

Waves:
Recurring Enemies: Jötuun Strider, Jötuun Ritualist, Jötuun Drauger, Jötuun Savage, Jötuun Wyrm, Jötuun Drake, Jötuun Alchemist, Jötuun Golem, Jötuun Herald, Jötuun Titan
New Enemies: None
Entrances: 3 standard, 3 spawning
Exits: 3
Additional Features: None

Events: None

Interactive Features

Snow Chard grows in small patches around the level, grab it to add it to your Produce.

Level Rewards

If you've collected all the produce so far, grabbing Snow Chard will reward you with this Weapon.

Mantis Cutter
[Weapon] (Silver)
A long scythe with a jagged edge. It's used mainly to cut crops, but cuts snakes just as well
Attack +10% | Range +6% | EXP Gain -3%

Achievements

None


Level Fifteen - Edge of Forever

Comic Intro

Panel 1 - The shadow figure has the Hammer of Ages suspended in an orange bubble. Behind it are various dwarves, Hawcarra and Aquarian.

Panel 2 - (Frames 1-3) A close up on the thiefs face, its eyes glow white, then suddenly flare to fiery red.

Panel 3 - (Frames 1-4) The shadow expands outwards, forming the shape of a creature that appears part dragon, park serpent. It grows in sizes and towers above the army.

Panel 4 - (Frames 1-3) The creature roars "You've followed me to your doom!", "I'll finally have my revenge!"

Panel 5 - The Hammer of Ages in the bubble starts shaking, and pink lightning starts sparking from it and striking the bubble.

Intro Boss Quote - "You filthy dwarves killed my master! I'll make it so you were never even born!"

"We have arrived in the great cavern beneath the ice sheets. Our enemy has nowhere left to go. The thief has revealed its true identity, and intends to exact its revenge for a long held grudge. We don't know what exactly it is talking about, but now we must face the fight of our lives against this powerful foe. With our allies at our backs, faith in our skills and strength in our hearts we are sure to prevail.

Baruk Khazâd!"


Image Image

Waves: 17 + Boss Wave
Recurring Enemies: Jötuun Strider, Jötuun Ritualist, Jötuun Drauger, Jötuun Savage, Jötuun Wyrm, Jötuun Drake, Jötuun Alchemist, Jötuun Golem, Jötuun Herald, Jötuun Titan
New Enemies: Hydrakus, Temporal Shade
Entrances: 7 standard (Main Waves) / 3 standard, 4 spawning (Boss Wave)
Exits: 2
Additional Features: None

Events: Boss, Endgame


Events

Boss Taunts

Like all final bosses, Hydrakus stands in one place, throwing out taunts and attacking troops. It will randomly breath fire at units or towers, burning them (see Afflictions in Game Mechanics for more on Tower Afflictions). As the level progresses, its attacks become more frequent.

"You killed my father, prepare to die"
"I am burninating all the peoples!"
"Revenge is a dish best served cold"
"What is best in life? To crush your enemies!"
"I like children. For breakfast!"
"Revenge?! I WILL SHOW YOU REVENGE!"
"I will strike down upon thee with great vengeance and furious anger"
"You will take NOTHING from me, dwarves!"
"Slip into silent slumber!"
"When I'm done, you wont even be history!"
"Think of me and burn!"


Boss Encounter

Hydrakus
[Demon]
"So many heads, so little brains. The mastermind behind the theft of the Hammer of Ages."
HP: 8000/12000/15000
Damage: 60-120
Armour rating: None
Magic resistance: None
Speed: Slow
Gold: n/a
Lives taken: 20

- Boss
- Fire Breath
- Poisonous Breath
- Petrify Breath
- Destructive Power
- Summons Temporal Shades

Hydrakus is the final boss, the true form of the shadowy figure that first stole the Hammer of Ages back in The Great Hall. It's part Serpent, part Dragon, part Deep Devil and a whole lot of fangs. When the last enemy of Wave 17 is defeated, control will be lost for a cutscene. The Hammer of Ages that has been floating near Hydrakus will burst out of its bubble and float above the boss. Lightning will spark from it and strike several of the purple crystalline structures in the cave. Around those structures small portals will appear where the cave behind it looks either pink-brown or blue-green.

"I'll go back and destroy your entire race, starting with you!"

After activating the Hammers time warping ability, Hydrakus takes on the similar MO of both Umbra and the Spider Goddess. Moving slowly around the map, but also jumping back to its home area to directly attack towers and to taunt you more.

Hydrakus has four types of attacks, it gains each one every time it looses a quarter of its HP. Initially it will move from its platform along the path, continuing to spit fireballs, biting at troops, and summoning Temporal Shades to the field from the portals. After its first quarter HP has gone it flies back to the platform and grows a second head; which doubles its base attack, restores 500 HP, increases its speed and sprays poisonous gas over the field. It goes back onto the path, choosing a different route this time, randomly spewing poisonous gas again.

Another chunk of HP and its back to the platform it goes. A new head, tripled attack, 500 HP back, speed up and this time starts petrifying things. Units, Towers and Spells alike, they'll get randomly frozen. Back to the path again, spewing all the attacks and biting its way through troops. Until it reaches its final HP chunk. Four heads, four times the attack, top speed, 500HP restored and on to the final walk of shame. Only this time, Hydrakus can destroy your towers and it'll start off by immediately destroying a random three.


Temporal Shade
[Elemental]
"A shadow of the what once was, or what has yet to come."
HP: 330/365/400
Damage: 100-150
Armour rating: None
Magic resistance: None
Speed: Medium
Gold: 5
Lives taken: 1

Minions summoned by Hydrakus, they are shadows that emerge from the rifts in time. There are four different shapes, but even they are vague as to what they really are. A humanoid form, an phantom-like form, a beast form and a flying bug form. These forms are all the same enemy, they just look different, and in the case of the flying bug form, it is NOT considered a flying enemy and can be hurt by Artillery. The shades aren't powerful, but as the battle goes on more and more of them will be spawned. As they give poor reward for their defeat, the balance against defeating them is not weighed in your favour.

Plot - End of Level Animation

Once you finally knock Hydrakus down to zero HP, it'll fly back to the platform and grow its fifth and final head. Only this head will be one too many. The floor beneath it cracks from the weight and it falls to its death, pulling half of the cavern with it. Upon its defeat, the Hammer of Ages will begin to shake and the portals will pulse erratically. A portal will grow around the Hammer itself and the screen will flash white, before fading to black and running the end credits.

Achievements

HAMMER TO FALL - Complete the main campaign

Credits

Kingdom Rush Owned by
Álvaro Azofra, Pablo Realini, Gonzalo Sande

All Kingdom Rush themes, designs and basis property of
Ironhide Game Studios

Lead Designer
RaZoR LeAf

Story Writer
RaZoR LeAf

Text Writer
RaZoR LeAf

Artists
RaZoR LeAf

Beta Testing
aka top commenters

Big Bad Bug, Aeris Draco, Ninja, The Kingmaker

Special Thanks To
Youtube, Google, Wikipedia, Norse Mythology, Intravenous Morphine, Alcohol

Post-Credits

There is no post credit comic, instead you are redirected back to the map screen. At the marker for Level Fifteen you will find two portals, one on either side of the marker. Tapping on one gives you a choice: Backwards or Forwards? Whichever you choose, the other will be locked out. For the sake of story continuity, you choose BACKWARDS.
Last edited by RaZoR LeAf on Sat Feb 13, 2016 4:00 pm, edited 13 times in total.
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Re: Kingdom Rush: Chronicles

by RaZoR LeAf » Mon Aug 24, 2015 9:30 pm

Towers

Barracks

I : Dwarven Turret
Image

Description A square turret flying red flags. The Dwarves wear aprons and wield small hand tool hammers.
About "Trains Dwarf soldiers that block and engage with enemy troops."
Build Cost 70

Health 50
Damage 2-5
Armour None
Respawn 10 seconds


II : Dwarven Marquess
Image

Description A tower like a Rook from a chess board. The three dwarfs stand outside, they are lightly armoured and welding average hammers.
About "Armoured Dwarves that are trained to handle the toughest of weapons and the roughest conditions."
Build Cost 110

Health 100
Damage 4-8
Armour Low
Respawn 12 seconds


III : Dwarven Redoubt
Image

Description A Redoubt. The dwarves have helmets, and carry war-hammers.
About "Dwarven weapon masters construct their own weapons and armour. They don't back down from a fight, no matter the odds."
Build Cost 150

Health 150
Damage 9-14
Armour Medium
Respawn 14 seconds

Spoken Quotes
"Khazâd ai-mênu!" (The Dwarves are upon you!)
"You have my axe!"
"Blunt the knives, bend the forks!"
"Baruk Khazâd!" (Axes of the Dwarves)
"Du bekâr!" (To arms!)


IV : Dwarven Matriarchy

Image

Description A pyramid like structure of stones of various shapes and sizes, making a cave with small entrance. the stones are covered in green vines that have flowered, whilst a few trees have taken root on top of the structure. It spawns three female dwarves, who are short and stout like their oft seen male counterparts, but obviously have no beards (duh). They have braided or ponytailed hair and are armed with small bracers and single bladed axes

About Powerful dwarven women with only one thing on their mind. Protect the weak, defend the young.
Build Cost 240

Unit HP The HP of the units
Unit Armour Medium
Unit Damage 11-16
Unit Respawn How fast new soldiers are spawned


Hand Mine

Image A snake in the hand..

Written Description Old earth mischief that traps all that cross its path

Cost Per Upgrade 300/150/150

Explanation Hand-mines are giant fists of clay and rock that emerge from the ground and grab enemies. Their range is a little outside that of the rally point of the tower, meaning they can stall enemies a little longer before they reach the units, which is the point of ultimately the point of the tower, defence over offence. The cool down is quite short, 8 seconds between a new hand mine emerging. The mine pops up, grabs an enemy and holds it for 1/2/3 seconds dealing 30 true-damage per second. They won't grab flying enemies, but will do double damage to underground enemies, and also push them above the surface for the period they hold them.


Counter Balance

Image Shields together

Written Description A strong shield bump that knocks enemies off balance

Cost Per Upgrade200/200/200

Explanation Counter Balance is a defensive and offensive attack in one. For the first defensive part, the enemy is hit with a shield, bumping them back a step and temporarily disengaging them from the unit and then is followed up by an offensive attack whilst they are disengaged dealing 18-28/25-38/35-48 damage. If the enemy is still alive, they will automatically re-engage the same unit.


United We Stand

Image Divided we fall

Written DescriptionThe battle cry of the Matriarchy empowers all those who hear it.

Cost Per Upgrade300

Explanation When purchased, any unit that dies, lets out a battle cry that rouses the remaining two into standing against the incoming horde. When a unit dies, it boosts the attack, defence and HP regeneration of the other two by 40% for 6 seconds. This only occurs when there are three units in play, and one dies leaving two. 30 second cool-down.

Spoken Quotes
"Sisters are doing it for themselves!"
"Need a hand?"
"Bump and Grind!"
"We are a part of the rhythm nation"
"Free your mind and join us"
"I got all my sisters with me"

IV : Raijun Brotherhood

Image

Description The skull of a large creature (wolf-like) with an array of sharp bone appendages fraying out behind it. Bright rope and rags hang from the spines. The dwarves are widely built and carry large spears like lances. There are only two dwarves that look identical.

About Warriors who share a brothers bond. They fight in perfect unison inflicting as much damage as they can.
Build Cost 280

Unit HP 320
Unit Armour Low
Unit Damage 26-38
Unit Re-Spawn 14 seconds

Fraternity

Image Together as One

Written Description Two brothers united as one, let nothing come between them.

Cost Per Upgrade 300

Explanation Fraternity links to two brothers together as one. Their HP becomes combined into one bar, so that even if one is on the verge of dying, so long as the other is still alive, they will both live.


Raijun Scale

Image Rough and tough

Written Description Tougher than steel and twice as repellant, it hardens in the cool air

Cost Per Upgrade 300/150/150

Explanation The reason Raijun are so hard to hunt is that their armour becomes stronger whilst they are idle. As a result, Raijun soldiers gain a 5% increase in defence for every 7/5/3 seconds they are idle. They maintain this boost for 10 seconds after moving for the first time, then go back to gaining after their boost has fully depleted.


Rally

Image Work hard, train hard

Written Description The Brotherhood train harder and faster than before, returning to battle ready to fight.

Cost Per Upgrade 200/200/200

Explanation Reduces unit re-spawn cool-down time to 12/10/8 seconds

Spoken Quotes
"The boys are black in town"
"He ain't heavy, he's my brother."
"Blood is thicker than water."
"Brother, I will hear you call."
"In union there is strength"
"Strength and honour"

Archer

I : Wingblade Archer
Description A metal nest (a bit like this) but on the sides there are long sharp feathers in red, blue and white.
About "Trained Hawcaran archers, the Wingblades strike from a distance with pin point accuracy."
Build Cost 70

Fire Rate Average
Damage 4-6
Range Short


II : Wingblade Ranger
Description The nest is surrounded by more feathers and a bigger display at the back like a plumage.
About "A trained Wingblade has fast reflexes and excellent eyesight. They attack swiftly and without remorse."
Build Cost 110

Fire Rate Average
Damage 8-12
Range Average


II : Wingblade Hunter
Description The nest and plumage are grander again, with a symbol of two crossed arrows at the front of the nest.
About "The Wingblade Hunters can spot a target from many miles away. They are true masters of the bow."
Build Cost 160

Fire Rate Fast
Damage 11-16
Range Long

Spoken Quotes
"Stay on target."
"The wind beneath my wings."
"Distance is not a problem."
""
""


IV : Boleadoras
Description A flat circular platform held up by a gnarled tree. Standing on it are two Wingblade Archers, carrying Bolas over their shoulders. When they attack, they swing the bolas, and throw them at enemies.

About The Hawcaran are prey to many a winged creature, so they defend their skies with a fast attacking Bolas launcher.
Build Cost 230

Fire Rate Average
Damage 22-35
Range Long


Net Launcher

Image Nab 'em, jab 'em, tab 'em, grab 'em

Written Description High velocity nets snare foes, inhibiting their ability to move properly.

Cost Per Upgrade250/250/250

Explanation A net Launcher is added to the side of the tower, which throws a large net at groups of enemies. Similar to the Barbarian Hall's attack, it slows enemies by 30% but rather than it being individual enemies, it will target 1/3/5 enemies at once. It also has an added bonus of pulling flying enemies down to the ground, effectively removing the immunities they gain from being flying (such as the Artillery evasion)


Bounce Back

Image Back, back and back again

Written Description Bolas with extra spring in their step, have a chance of hitting more than one target

Cost Per Upgrade 200/100/100

Explanation It's pretty simple a skill. Bounce Back increases the likelihood of a single Bolas chaining into another enemy. The chance increases by 10/20/30% with each upgrade, so the final result is a 60% chance of it happening. It can also strike an additional 1 enemy with each upgrade, resulting in a total of 4 enemies in a single chain. The 60% chance affects each strike individually.

Spoken Quotes
"Watch the skies!"
"Strength in numbers"
"Ready the nets!"
""
""
""

IV : Tide Breakers

Description The tower is similar in structure to a basic Archer tower from the first Kingdom Rush, though this tower is made entirely of one substance, some kind of pinkish-orange sand. The sand castle is adorned with various shells and small species of coral and anemones. Two Tide Hunters are situated where the original archers were. They have a similar appearance to the Tridacna's mage.


About An elite squadron of ocean hunters, the Tide Breakers cannot be challenged when it comes to long range hunting in the seas.
Build Cost 300

Fire Rate Slow
Damage 40-60
Range Average

Jet Lance

Image Hydrokinesis

Written Description A harpoon thrown in a high speed jet of water ensures a clean strike

Cost Per Upgrade 250/150/150

Explanation A TB throws a harpoon boosting it with water and increasing its speed by 40/50/60% and the chance of it dealing an insta-kill to 5/10/15%


Wave Rider

Image High tide

Written Description The best Tide Breaker rides the sea to target the deadliest of foes

Cost Per Upgrade 300/200/200

Explanation A lone Tide Breaker stands on a pillar of water. The pillar extends above the height of the tower and can be moved around the tower with a recon point. The TB has his own small range but focuses on the highest HP enemy he can. This guy uses a bow like Syrenka, so is not affected by the Jet Stream skill. Each stage increases his range by 20/30%.

Damage 30-60
Range Short
Speed Average

Spoken Quotes
"Surf's Up!"
"Imperius Rex!"
"Ride the waves!"
"Bodacious!"
"We come unseen!"
"Fear causes hesitation."

Mage

I : Hawcara Hatchery
Image

Description A small mountain with a nest and three eggs in it. One of the eggs has hatched and has a Hawcaran chick sitting in it. The chick spits a small ball of green magic.
About "Hawcara Hatchlings cast armour piercing bolts that slow the enemy"
Build Cost 100

Fire Rate Slow
Damage 10-15
Range Short


II : Hawcara Nest
Image

Description The nest now has a few colourful feathers poking out of it, and a second egg has hatched. Both chicks spit balls of magic.
About "Hawcaran Nests accommodate more chicks and extend the reach of their magic."
Build Cost 170

Fire Rate Slow
Damage 21-32
Range Average


III : Hawcara Eyrie
Image

Description The nest now has all three eggs hatched, and the remains of the eggs at the foot of the little mountain. The three chicks all spit balls of magic in turn, with each bolt targeting one enemy at a time.
About "Eyries train the most powerful Hawcaran mages, all three working together to overwhelm their foes."
Build Cost 230

Fire Rate Average
Damage 40-68
Range Long

Spoken Quotes
"Ka-kaw!"
"The bird, IS the word!"
"Fight or flight?"
"We'll ruffle some feathers!"
"Mine mine mine!"


IV : Strigowl Atheneum

Image

Description Similar to a Roman or Greek temple structure, with pillars a flat dais atop them and an arch in the back. An Owl-like Hawcara stands in a green robe, with his wings at his side, in front of a large tome that floats in front of him. When attacking, the tome opens and the Owl's wings rise up over the book, causing green magic to fly out of the pages.

About 'The wisest Hawcara are steeped in the ancient magic passed down by the Strigowl Atheneum. Learning the language of magic can take a lifetime of study.'
Build Cost 300

Fire Rate Slow
Damage 50-130
Range Average


Book of Shadows

Image Yes, really.

Written Description The Book of Shadows dictates who will live and who will die.

Cost Per Upgrade 250/250/250

Explanation The 'Book of Shadows' upgrade marks enemies with a symbol, causing them to take 30% extra damage from that point on. The skill is non-stackable, so it can only affect an enemy once. Upgrades will target 2/3/4 enemies at once. Cool-down of 12 seconds. When this upgrade is bought, an open black book appears on the right side of the owl.


Book of Light

Image Only through sacrifice, will we ever know freedom.

Written Description The Book of Souls marks those who are just, and those with sin

Cost Per Upgrade 300/300

Explanation The 'Book of Light' creates a magic circle on the path, that activates 1.5 seconds after an enemy passes over it, dealing 250 magical area damage to all those within the confines of the circle. The delay in activating means it has a chance for other enemies to get into it, rather than being right on the edge of the blast, plus it will activate when flying enemies pass overhead. The symbol will remain active on the path for 30 seconds. there is a 18 second cool-down for creating a circle, but no more than two are allowed on the map at a time. A new circle will still be 18 seconds after one has decayed. The upgrade allows for the second circle to be made. When this upgrade is bought, an open white book appears on the left side of the owl.

Build Quotes
"True wisdom comes to each of us"
"Power is knowledge"
"To wit, is to woo."
"They will never take our freedom."
"Oh really!?"
""

IV : Atlantae Tridacna
Description An open clam surrounded by bright colourful coral and sea plants. Water and waves crash gently against the edges of the clam and a mermaid sits on a pearl in the centre of the clam. She carries a trident, which shoots streams of blue magic (similar to the Necromancer Tower attack).

About The Tridacna houses a powerful sea sorceress with the untamed power of the sea at her command.
Build Cost350

Fire Rate Average
Damage 30-90
Range Great


Bubble Up

Image *pop*

Written Description Trap foes in bubble of water and foam

Cost Per Upgrade 250/250/250

Explanation Bubble Up captures passing enemies in bubbles, lifting them up off the path and stopping them from performing any actions for 5 seconds. Up to 3/4/5 enemies can be picked up at once and whilst trapped they take 90/110/130 damage over the time spent in the bubble. If they die before that time is up, the bubble pops.


Reef Barrier

Image The great reef rises

Written Description The life-force of the sea comes to your aid

Cost Per Upgrade 270/270/270

Explanation Reef Barrier is very much a version of the Eerie Gardener of the Forest Keepers. An area; usually close to enemies approaching the tower; will spawn a coral reef that slows enemies by 10/20/30% and deals 50/100/150 over 4/6/8 seconds to them as they move through it. If the path is submerged, then the reef stays active for an additional second (5/7/9).

Build Quotes
"The sea is ours!"
"Forever blowing bubbles"
"Bring up the barrier!"
""
""
""

Artillery

I : Siege Slingshot
Description A small slingshot, something like the one that angry birds are flung out of. A dwarf pulls it back, whilst another pushes a stone into the 'saddle' and then it's released to attack.
About "Dwarf Slingshotters can toss heavy boulders and rain chaos on their targets below."
Build Cost 125

Fire Rate Slow
Damage 7-12
Range Average


II : Siege Catapult
Description A wooden catapults. One dwarf loads it up, the other pulls a lever that flings it, and then tightens it back into place.
About "Catapults launch heavy stones over great distances, the higher they are the harder they fall."
Build Cost 220

Fire Rate Slow
Damage 18-32
Range Average


III : Siege Trebuchet
Description A metal trebuchet. One large dwarf hangs on as a counterweight, whilst the other pushes new boulders in every time it settles back into position.
About "Capable of reaching high into the sky, there is nothing more frightening that high speed flying boulders."
Build Cost 320

Fire Rate Average
Damage 30-55
Range Long

Spoken Quotes
"Look out below!"
"What goes up, must come down!"
"Swing low, sweet catapult!"
"Tabriki! Takarraki!" (Cracks! Splits!)
"We're a stone's throw away!"


IV : RAMREX Rotating Auto-Miner for Rock, Earth and eXcavation
Description A large harpoon gun mounted on a circular platform that rotates and fires large metal bolts. Steam hisses out of the mechanism every time a bolt is loosed.

About RAMREX' high pressure firing mechanism can rip stone apart in seconds. It can excavate an entire cave in just a few hours.
Build Cost 370

Fire Rate Slow
Damage 55-110
Range Great

Bad-A-Boom

Image Break 'em down!

Written Description Mining bolts with an explosive tip will collapse all but the sturdiest of rock faces.

Cost Per Upgrade 350/250/250

Explanation Attacks become explosive when they hit their targets, dealing additional increasing the damage dealt by the tower by 10/20/30%. This also affects X-Cavate. Percentage is incremental (10+20+30)


X-Cavate

Image Did the earth move for you?

Written DescriptionWhen it comes to clearing land, only the high speed, silver tipped spikes of the Excavation Field Gun will do.

Cost Per Upgrade300/150/150

Explanation X-Cavate is a little like the main attack of the DWAARP, in that it affects everything within the towers range, by shooting lots of tiny little spikes up out of the ground. Any enemy that is within the range of the tower will be dealt 25-45/45-60/60-85 damage and stunned for 2 seconds. This attack will also push any burrowing enemies up to the surface for the duration of the attack and stun.

Spoken Quotes
"There's gold in them there hills!"
"Ubzar ni kâmin!" (Deeper into the earth)
"Big Bad-A-Boom!"
"I predict an earthquake up in here"
"It came from below!"

IV : Artillery Tower

IV : Metalsmith Forge
Description A black furnace with an open forge glowing red hot. Smoke pours out of the top and red embers spit out of the flames. A channel runs out of the bottom where liquid metal flows towards two dwarves. One is tipping buckets of liquid iron into a mould, the other is hammering a sword against an anvil.
About Whilst the Metalsmiths practice the fine art of weapon making, their furnace is prone to wild outbursts.
Build Cost 300

Fire Rate Very Fast
Damage 14-22
Range Short

Hot Stuff

Image Goodness gracious!

Written Description Why burn hot, when you can burn hotter!

Cost Per Upgrade 250/200/200

Explanation Hot Stuff causes the fire heating the forge to burn hotter and whiter. The flames around it will flare up, and the output from the tower will increase by 10/20/30%. With each upgrade, the colour of the molten bombs changes from glowing orange to almost bright white


Smoke Screen

Image Where there's fire..

Written Description Smoke Bomb! *fwoosh*

Cost Per Upgrade 300/250

Explanation After being bought, a Smoke Screen will billow out of the furnace after 12 seconds and cover a small area of the path. Any enemy that comes under the smoke screen will have its abilities completely nullified. That includes any armour immunities (including Flying Artillery immunity), special skills and ranged attacks. Once an enemy passes out of the smoke, they regain their abilities immediately. The smoke screen remains on the path for five seconds before blowing away. The second upgrade increases the range of the cloud and reduced cool-down to 10 seconds.

Spoken Quotes

"Great balls of fire!"
"It's time to burn!"
"I'm smelting!"
"Urus ni buzra!" (Fire in the deep)
"Looking for some Hot Stuff?"
"Welcome to the party pal!"


Special Towers

Kelp Forest Garrison

Description The KFG is a Mercenary Tower much like the SCUMM Bar or Legionnaires Camp from Frontiers. Here you can purchase one of three Aquarian units to aid you. They have their strengths and weaknesses, it's up to you which ones you pick but you can only have a maximum of three. If they die, you have to repurchase them.

Written Description A small outpost hidden within a tall forest of gold and green kelp. Many Aquarians train here.

Recruits Seleucun Swordsman, Atargati Sorceress, Taka Ashi Rider
Limit 3

Seleucun Swordsman

Description ​An Aquarian male, most like a Tide Runner in appearance but somewhat armoured up and wielding two short daggers. The Seleucun Swordsman is a basic swordsman akin to the Corsair. They're cheap and quick attackers.

Written Description A Tiderunner those chose the sword. Calmly and carefully they wield their blades.

Fee 60
HP 250
Armour None
Damage 15-30

Spoken Quotes
"The tide is against you"
"Do you fear death?"
"Imperius Rex!"
"We come unseen!"

Atargati Sorceress

Description A Mermaid like that seen in the Atlantae Tridacna tower, however she has a normal set of legs and is adorned in the same kind of armour as the Swordsman. She carries a staff bearing a pale blue orb. She sends out ranged magical attacks but also heals her fellow Aquarians by 50 HP.

Written Description A powerful Mage who commands the primal forces of the ocean.

Fee 90
HP 100
Armour None
Damage 14-25 (magic)

Spoken Quotes
"The tide is against you"
"Time passes, people move."
"Malfaiteur en Tombeau."
"Water does not resist."

Taka Ashi Rider

Description Another Aquarian much like the Seleucun Swordsman. this one however is saddled upon a Shield Crab. The crab is coloured blue and white to fit more with the Tiderunner colour scheme. It's the crab that does damage here, with slow heavy attacks.

Written Description ​Riding tame Shield Crabs into battle, they lead the front lines of the army.

Fee 120
HP 200
Armour None
Damage 25-45

Spoken Quotes
"The tide is against you."​
"One hundred years before the mast."
"Imperius Rex!"
"Kingler, Use Crush Claw!"


Free Heroes

Guido the Pyrotechnician

A dwarf hero, focusing on ranged fire/explosive attacks. His primary attack form is with his gun, like Bolin he shoots and does some ok damage, nothing spectacular but a little better than arrows. He does more damage in melee combat, where he can also attack enemies in range with lots of area damaging attacks.

Guido is an inventor. He dabbles with fire, explosives and creates all kinds of devices that the dwarves use for both mining and warfare. With his massive siege gun he calls 'Bertha', a dragon styled jetpack and a full belt of explosives and sticks of dynamite he is more than ready to take on the wild forces that move against the Dwarf Nation.

Flamethrower (Active) [1/2/3]
Guido sprays a wide area with red hot flames, burning any enemies caught in the arc for 20/30/40 damage over 4/5/6 seconds.

Cluster Bomb (Active) [2/2/2]
A large bomb is thrown into the air, which explodes and drops 3/5/7 smaller bombs down which each deal 20-50 damage

Rocket Rider (Active) [2/3/4]
Guido wears a jetpack, that will activate and lift him off the ground for 3/5/7 seconds. It doesn't make him fly, but without the need to walk he moves at twice the speed he does on ground and can pass over otherwise uncrossable areas (water, chasms, lava, etc).

Hot Potato (Active) [2/2/2]
Guido tosses a bomb of some kind at enemies, dealing 20-40/30-60/40-80 area damage. With each upgrade, his range increases by an additional 10%.

HS: Big Bomb Time (Active) [3/3/3]
Guido drops a massive bomb into the path. It has a timer on it that counts down over 20 seconds, but tapping it after it has been placed will speed up the fuse and cause it to explode early. When it does explode, it deals 50-100/110-220/190-340 area damage.

Lv____HP_____Range___Melee____Armour___Re-spawn
1_____370____3-6_____10-17_____None_____15s
2_____390____4-7_____12-20_____None_____15s
3_____410____5-8_____14-23_____None_____15s
4_____430____6-9_____16-26_____None_____15s
5_____450____7-10____18-29_____None_____15s
6_____470____8-11____20-32_____Low______15s
7_____490____10-13___22-35_____Low______15s
8_____510____12-15___24-38_____Low______15s
9_____530____14-18___26-41_____Low______15s
10____550____16-20___28-44_____Low______15s

Body Armour Satin Shield, Chainmail Chomp, Mechanics Goggles, Dark Suit, Mythril Robe, S.H.I.E.L.D., Svalinn, Infinite Glove, Faukes Face
Weapons Wissarmie, Moogle Mallet, Jagged Blade, Titan Mitt, Golden Axe, Firebrand, Volcannon, Hammer of Ages, Vorpal Sword
Accessories Snake Skin Boots, Thunder Stone, Phantark Tooth, Cintamani Stone, Orichalcum Charm, One Ring, Master Ball, Philosophers Stone, Vodou Doll, Pegasus Boots, Demon Claw

Set Items Mechanics Googles | Moogle Mallet | Orichalcum Charm

Set Bonus Place two bombs on Hero Spell use
Set Stats Defence +7% | Attack +6% | HP +21% | Move Speed + 2% | DPS + 16% | Regen -6% | Range -2% | EXP Gain +2%

"Boom shake, shake, shake the room!"
"I'm living in a power keg and giving off sparks!"
"Think of me and burn"
"I'm a fire-starter!"
"Did nobody tell you not to play with fire?"
"This is Bertha. She's my favourite gun."
(death) "It's been a blast."
(death) "I'm burnt out."

Voice Actor Gerard Butler

Maxwell the Thunderpunk

Maxwell is a free Dwarf hero, not available at the very start of the game, but unlocked quite soon after. An inventor much like the first hero Guido he is a steam punk style character, with lots of gadgets and gizmos that generate electricity or create magnetic fields. On his back he has a large device similar to that of a Tesla coil.

It seems genius runs in the family. Younger brother to Guido, Maxwell chose to focus on the raw power generated during a storm as his field of expertise. Harnessing thunder and lightening, he uses it to bond metals together in a way no other smith can match. his creative methods have left Maxwell something of a curiosity to his fellows, but once he demonstrates his abilities, no-one will doubt him again.

Streamer Arc (Passive) [2/2/2]
The tesla coil on his back constantly stores energy over 30/25/20 seconds. When it is full, it sends an arc of electricity that strikes 2/3/4 enemies in a chain dealing 45-90/60-120/75-150 true damage each.

Biot-Savart (Passive) [1/1/1]
A magnetic field is permanently active around Maxwell, and slows enemies that pass by him by 20/30/40%, and also dealing 4/8/12 damage per second whilst in range. Affects flying enemies and invisible enemies, but not burrowing enemies.

Gravimetric Mine (Active) [2/3/4]
Mines dropped on the ground activate when enemies walk over them. It causes all enemies in its range to get pulled into the spot of the mine and remain there for 3/4/5 seconds unable to move. Maxwell can leave 4 mines active at once, with a 6 second cool down between mine throws. The mines will remain unactivated for 40 seconds before breaking apart.

Franklin (Active) [1/2/3]
Maxwell attaches a kite to a tower in his range. The kite gives the tower an electrical charge for 3/5/7 seconds and causes all it's attacks to do an additional 50% damage.

HS: Ion Drop (Active) [3/4/5]
A massive bolt of lightning strikes the ground hitting all enemies beneath it for 300-600 area damage. It also leaves an area of wild energy on the path that remains for 4/6/8 seconds and deals 15 damage per second to any remaining enemy that walks over it.

Lv____HP_____Melee____Armour___Re-spawn
1_____310____18-12_____Low_______18s
2_____330____20-24_____Low_______18s
3_____350____22-26_____Low_______18s
4_____370____24-28_____Low_______18s
5_____390____26-30_____Low_______18s
6_____410____28-32_____Medium____18s
7_____430____30-36_____Medium____18s
8_____450____32-39_____Medium____18s
9_____470____34-42_____Medium____18s
10____490____36-44_____Medium____18s

Body Armour Satin Shield, Chainmail Chomp, Mechanics Goggles, Dark Suit, Mythril Robe, S.H.I.E.L.D., Svalinn, Cosmic Disc, Infinite Glove, Faukes Face
Weapons Wissarmie, Moogle Mallet, Jagged Blade, Titan Mitt, Golden Axe, Stormhand, Volcannon, Hammer of Ages, Vorpal Sword
Accessories Snake Skin Boots, Thunder Stone, Phantark Tooth, Cintamani Stone, One Ring, Master Ball, Philosophers Stone, Vodou Doll, Pegasus Boots, Demon Claw

Set Items Dark Suit | Golden Axe | Thunderstone

Set Bonus ???
Set Stats Defence +14% | Attack + 14% | HP +7% | Move Speed +4% | Regen -6% | Range +4% | Evade +20% | EXP Gain +8%

"Na na na na na na na na."
"Danger! Danger! High Voltage!"
"The power, I'm supplying. It's electrifying"
"Thunder and lightning, very very frightening."
"I have a magnetic personality."
"I seem to be attracted to trouble."
(death) "Shocking."
(death) "What a buzz kill!"

Voice Actor David Tennant


Syrenka the Mermage

A maiden of the sea, she comes from a long line of oceanic sorceresses who instead of trying to tame the sea, ride upon its fury and allow it's rage to fuel their magic. With that kind of force behind her, she channels it through a weapon that she can use both on land and beneath the waves. Though she lives beneath the waves, her magic allows her to walk above the surface like a land dweller so she can defend her kingdom from below and above.

Waterlogged (Passive) [2/2/2]
So long as Syrenka is submerged, she gains an additional 1-2/2-3/3-4 point boost to her magic attacks.

Siren Song (Passive) [1/1/1]
Reduces the enemies magic resistance and armour for 3/6/9 seconds

Soul Sever (Active) [2/2/2]
Syrenka fires a magical bolt that is tuned to her own life force. The bolt targets an enemy nearest the exit and deals damage equal to 50/100/150% her current HP (half, equal and 1.5 times). Any damage dealt that exceeds the enemies HP, is restored to her own.

Sea Servents (Act/Pas) [1/1/1]
Syrenka calls 1/2/3 servants of the sea to her aid. Crabs if she is on land, or fish if in water. They circle around her and engage enemies that come near her. They have limited HP and no attack strength, but re-spawn 20 seconds after they are defeated.

HS: Maelstrom (Active) [2/3/4]
A Maelstrom; aka a large whirlpool; appears at the target site. Enemies that are caught within it take 40/60/80/100 damage every 2/3/4/5 seconds and cannot move for the entire time they are trapped there. Enemies that move over the maelstrom will also get caught in it. The size of the Maelstrom increases by 10% for each upgrade, and the closer to the centre the enemies are the more damage they will take, based on a 10% increase on the base damage, over four portions to the size of the area (so 10% on the edge, up to 40% in dead centre). The attack will also stun bosses.


Lv____HP____Melee___Magic___Armour___Re-spawn
1_____220____1-2_____10-35___Low______15s
2_____230____2-4_____12-40___Low______15s
3_____250____3-6_____14-45___Low______15s
4_____270____4-8_____16-50___Low______15s
5_____290____6-12____18-55___Low______15s
6_____310____7-14____20-60___Medium___15s
7_____320____8-15____22-65___Medium___15s
8_____340____9-16____24-70___Medium___15s
9_____360____12-20___26-75___Medium___15s
10____380____14-22___28-80___Medium___15s

Body Armour Ribs Cage, Falcon Cloak, Frost Crown, Golden Fleece, Naiad's Gown, Rainbow Veil, Chronos' Robe, Cloak of Invisibility, Fauke's Face
Weapons Jagged Blade, Wizard's Staff, Neptune's Trident, Rod of Asclepius, Dragoon Lance, Hammer of Ages, Kusanaga Blades, Vorpal Sword
Accessories Mana Flask, Rose Barette, Mythril Anklet, Phantark Tooth, Wid Dweorh, Rorrim Mirror, Dragon Tooth Necklace, Orichalcum Charm, Philosophers Stone, Arcana Major, Resurrection Stone, Demon Claw

Set Items Naiad's Gown | Neptune's Trident | Rose Barette

Set Bonus Afflictions are reflected back on to the enemy that used it, or to nearby enemies if they are immune.
Set Stats Defence +19% | Attack +12% | HP +7% | DPS -8% | Regen +10% | Range 9% | Immune to Afflictions


QUOTES
"Life's so much better, down where it's wetter!"
"Just keep swimming."
"Who are you calling little!"
"I'll make fish food out of you!"
"The ocean is a dangerous place. For you."
(death) "I'm on my way to Davy Jones."
(death) "Shipwrecked!"

Voice Actor Jewel Staite


Big Al

When their caves began to grow colder, the cold-blooded Saurians were forced to migrate south to warmer climates, but one little guy was left behind. Though he grew to tolerate the drop in temperature, eventually he succumbed to the extreme cold and became frozen inside a block of ice. Centuries later, the ice is broken by the dwarves and he is woken from his long time in hibernation. His mind addled by all that time alone and asleep, he's not the Saurian he was, but is indebted to the Dwarves and stands beside them on their quest. They name him Big Al, to account for him towering over the dwarves. Due to centuries trapped in ice, Al's natural regeneration isn't what it used to be, and he struggles to recover his lost energy with the slowest regen rate across the entire series.


Jurassic Intent (Passive) [Hero Points]
The natural willpower of the Saurian, to never go down fighting means that as Big Al gets weaker, his attack power increases. For every 10% of the HP he loses his base attack power goes up by 1-1/2-2/3-3. If he is healed through outside means, this attack power lessens.

Gila Claw (Active) [Hero Points]
Every attack Big Al makes has a 20/25/30% chance to cause a poison affliction on an enemy. The poison does 20 damage over 3/4/5 seconds

Jacobson's Strike (Active) [Hero Points]
Big Al's heightened senses allow him to pierce enemy armour with a single strike dealing 50/100/200 true damage. Cool-down 12 seconds.

Hot Footing (Passive) [Hero Points]
When a Big Al's HP is down to its last 25% his movement speed and DPS increase by 10/20/30%.

HS: ​Ancient Ferocity (Active) [Hero Points]
Al unleashes all his rage and animal instinct into an unbridled attack, dealing 2000 in one swift attack. If his attack kills an enemy, he instantly moves on to the next, and the next until the 2000 points of damage are dealt. The attack ignores armour. Each upgrade lowers the cool-down to 120/90/60/40


STATS

Lv____HP____Melee____Armour___Re-spawn
1_____320___16-47____None_____20s
2_____340___17-49____None_____20s
3_____360___18-51____None_____20s
4_____380___19-53____None_____20s
5_____400___20-55____None_____20s
6_____420___21-57____None_____20s
7_____440___22-59____None_____20s
8_____460___23-61____None_____20s
9_____480___24-63____None_____20s
10____500___25-65____None_____20s


Body Armour Ribs Cage, Falcon Cloak, Dragon Skull, Golden Fleece, Mythril Robe, Naiad's Gown, Aegis, S.H.I.E.L.D., Svalinn, Rainbow Veil, Cosmic Disc
Weapons Moogle Mallet, Jagged Blade, Mantis Cutter, Titan Mitt, Golden Axe, Stormhand, Firebrand, Buster Blade, Tartarus, Volcannon, Hammer of Ages, Vorpal Sword
Accessories Mana Flask, Thunder Stone, Phantark Tooth, Wið Dweorh, Phoenix Feather, Dragon Tooth Necklace, One Ring, Philosopher's Stone, Demon Claw

Set Items Ribs Cage | Titan Mitt | Dragon Tooth Necklace

Set Bonus Armour boosted from None to Medium
Set Stats Defence +7% | Attack +14% | HP +19% | Move Speed 12% | Range -6% | EXP Gain -6%


QUOTES

Poor Al doesn't know how to speak the same language as his companions, and can only communicate with strange phonetic sounds.

"Boom boom, acka-lacka-lacka boom!"
"Ski-bi dibby dib yo da dub dub"
"Skrrra pap pap ka ka ka skibidi pap pap!"
"Ooh da ba dee da ba di'"
"Ah ha ha ah ha ha ah ha ha... blblblblblblbl!"
"Do wah diddy, diddy dum, diddy doo!"
(death) "Fraka-kaka-kaka-kaka-kow!"
(death) "Ra Ra Ahh Ahh Ahh, Ro Ma Ro Ma Ma"




Premium Heroes

Harvelle the Valkyrie

Cost: $4.99

A beacon of light and justice, Harvelle is the stalwart Valkyrie, a warrior woman who has dedicated her life to defending the weak and destroying those who would do others harm. She carries a blade forged in a sun, imbued with a magic so powerful only the pure of heart can wield it.


Faithful Steed (Passive)[1/2/3]
Harvelle rides into battle on the back of a winged horse. Whilst on the horse her defence is increased by 30% and her movement speed is Very Fast. She dismounts after she looses 30/40/50% of her HP. Her steed returns when she respawns.

Master Sword (Active) [2/2/2]
Wielding a magical blade imbued with the power of good, Harvelle deals 25-38/30-45/35-52 damage to every enemy she catches in the middle of a spin attack.

Golden Apple (Active)[2/2/2]
Harvelle carries with her a number of Golden Apples plucked from Yggdrasil itself. Eating an apple will restore 80/160/240 health. It is only used when her HP drops below 50% (and loses her steed).

The Fallen (Active)[2/3/4]
Any unit that dies within Harvelle's (considerable) range is granted a further 3/5/7 seconds of life, with 50% extra attack and defence, before they die properly and the respawn rate begins again. This skill does work on secondary heroes, but the boost is only 30%.

HS: Wagner Baby! (3/4/5)
One/Two/Three/Four other Valkries, similar in appearance to Harvelle but lesser in rank, cross from one side of the screen to the other, at random points, but all meeting at the same time at the point at which the hero spell is aimed. They each deal 300 area damage to the target point, but will also cause 50 damage to any enemy that is caught up in their path as they cross the screen.


Lv____HP_____Melee____Armour___Re-spawn
1_____500____11-15____Medium___25s
2_____520____13-17____Medium___25s
3_____540____15-19____Medium___25s
4_____560____17-21____Medium___25s
5_____580____19-22____Medium___25s
6_____610____21-25____Medium___25s
7_____630____23-27____Medium___25s
8_____650____25-29____Medium___25s
9_____670____27-31____High______25s
10____690____30-34____High______25s

Harvelle's melee damage is 50/50 magic and physical.

Body Armour Satin Shield, Falcon Cloak, Frost Crown, Dragon Skull, Golden Fleece, Mythril Robe, Naiad's Gown, Rainbow Veil, Chronos' Robe, Cloak of Invisibility, Cosmic Disc, Fauke's Face
Weapons Wissarmie, Jagged Blade, Wizard's Staff, Mantis Cutter, Neptune's Trident, Rod of Asclepius, Stormhand, Dragoon Lance, Hammer of Ages, Kusanaga Blades, Alder Wand, Forbidden Spell, Vorpal Sword
Accessories Mana Flask, Rose Barette, Thunder Stone, Mythril Anklet, Wid Dweorh, Rorrim Mirror, Cintamani Stone, Master Ball, Philosopher's Stone, Arcana Major, Resurrection Stone, Vodou Doll, Pegasus Boots, Demon Claw

Set Items Falcon Cloak | Dragoon Lance | Cintamani Stone

Set Bonus ???
Set Stats Defence +10% | Attack +22% | HP +18% | Move Speed +15% | Range +10% | EXP Gain -10%

"Tonight we dine in Valhalla!"
"You fight bravely, but without honour."
"Valhalla awaits!"
"Rage, against the dying of the light!"
"I can ease you of your pain."
(death) "I'll see you in Hel!"
(death) "I go to be with my sisters."

Voice Actor Gina Torres

Elora the Sorceress

Cost: $2.99

A sorceress from a distant land who commands ice and cold. The cold may have slowed her ageing, but it has done nothing to dampen her merciless will. Though good-natured, she will freeze and shatter all those who cross her.


Permafrost (Active) [//] CD 8s
Freezes the path under nearby enemies slowing them by 50%. Each upgrade increases the distance of the freeze by 20/20%

Ice Storm (Active) [//] CD 10s
Calls forth 3/5/8 sharp icicles that shower down over opponents dealing 20-30/25-35/30-40 damage each

Do You Want To Build A Snowman? (Active) [//]
Elora summons a unit out of snow, a yeti-like snowman that engages enemies with an AoE attack.

HP: 500/600/700
Attack: 40-60/50-70/60-80
Armour: None/Low/Low

Ice Slide (Passive) [//]
When Elora moves she does so on a wave of ice and snow. When she does, she leaves a low haze on the path that remains for 0.5/1/1.5 seconds. Any enemy that is caught under it or moves into it has their defence reduces by 20/30/40% for 3 seconds.

HS: Avalanche (Active) [//]
A huge lump of snow lands on the path, burying enemies under it. It causes 13/15/20/25 damage per second for the 3/5/7/9 seconds it remains on the map. Normal enemies will be trapped under the snow, whereas mini-bosses will be slowed by 75% and bosses by 50%.


Lv____HP____Melee___Magic___Armour___Re-spawn
1_____300___1-2_____15-40____Low_______15s
2_____320___2-4_____17-45____Low_______15s
3_____340___4-6_____19-52____Low_______15s
4_____360___6-8_____21-59____Low_______15s
5_____380___8-11____24-68____Low_______15s
6_____400___10-13___27-77____Low_______15s
7_____420___12-16___30-88____Medium____15s
8_____440___14-19___33-99____Medium____15s
9_____460___16-22___36-109___Medium____15s
10____480___18-25___39-120___Medium____15s

All of Elora's magic attacks have a 30% chance of freezing enemies for 2 seconds.

Body Armour Satin Shield, Falcon Cloak, Frost Crown, Golden Fleece, Mythril Robe, Naiad's Gown, Svalinn, Rainbow Veil, Cloak of Invisibility, Infinite Glove, Fauke's Face
Weapons Wizard's Staff, Neptune's Trident, Rod of Asclepius, Dragoon Lance, Hammer of Ages, Alder Wand, Forbidden Spell, Vorpal Sword
Accessories Mana Flask, Rose Barette, Mythril Anklet, Rorrim Mirror, Phoenix Feather, Orichalcum Charm, Philosopher's Stone, Arcana Major, Pegasus Boots, Demon Claw

Set Items Frost Crown | Rod of Ascelpius | Philosopher's Stone

Set Bonus ???
Set Stats Defence +12% | Attack +16% | HP +24% | DPS +6% | Regen +26% | Range -11% | EXP Gain -5% | Healing Aura

"Winter is coming."
"The cold never bothered me anyway."
"Ice, ice baby"
"It's chilling time!"
"Cool!"
"Ice to see you!"
(death) "Nooo!"
(death) "I'm melting! What a world!"

Voice Actor Original Voice Actor
Last edited by RaZoR LeAf on Sun Feb 21, 2016 7:29 pm, edited 14 times in total.
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Re: Kingdom Rush: Chronicles

by RaZoR LeAf » Mon Aug 24, 2015 9:30 pm

Enemies

Serpents

Serpents are the first enemy type encountered in the game. Like Goblins, Desert Tribes and Gnolls before them, they're pretty simple, but have a few nasty surprises up their.. uh.. sleeves? Though there are no pictures yet, picture each Serpent as a standard snake, but the front of their body is more upright and they have two arms.

Sidewinder
[Serpent]
"A cunning serpent from the deep caves, that steals Hawcara eggs to feed. Speed is its only advantage."
HP: 25/30/45
Damage: 3-5
Armour rating: None
Magic resistance: None
Speed: Fast
Gold: 6
Lives taken: 1

Sidewinders are the first, most basic enemy you encounter. They are the equivalent of goblins; weak, armour-less and no threat to anyone.


Copperhead
[Serpent]
"Savage serpents with metal caps to protect their heads. They attack quickly and without remorse."
HP: 55/75/95
Damage: 4-8
Armour rating: Low
Magic resistance: None
Speed: Medium
Gold: 9
Lives taken: 1

Copperheads are pretty much a snake with a brown metal helmet, as basic as that sounds. They're not much better than Sidewinders, except for the increased armour and lower speed.


Cottonmouth
[Serpent]
"Aggressive serpents that take battles to the next step. Once engaged in a fight they become even more dangerous."
HP: 100/175/225
Damage: 9-18 (12-22)
Armour rating: Medium
Magic resistance: None
Speed: Medium
Gold: 20
Lives taken: 1

- Attack increases when engaged in melee combat

Cottonmouths are pretty ruthless. They're pretty hefty at absorbing damage early in the game, but their main skill comes from engaging in battle. Once their engaged with a soldier or hero their attack increases when they are at 50% health, and they become much more deadly.

Visayan
[Serpent]
"It curls up to defend itself, but at the same time spits venom at nearby targets."
HP: 400/600/800
Damage: 10-15
Armour rating: Low (Medium)
Magic resistance: None
Speed: Medium
Gold: 45
Lives taken: 1

- Defence increases when coiled
- Spits venom at units

The Visayan is based on two different snakes, the Samar Cobra (aka the Visayan Cobra (Visayan was a cooler name) and the Agkistrodon piscivorus). It has pretty good defence when moving, but it will stop to attack units from a distance and spit venom at them. When it stops, it curls up and its defence goes up a stage. Its venom will also kill units quite quickly, making it tough to kill and a quick killer at the same time.


Mamba
[Serpent]
"Incredibly fast, it will evade many attacks in order to get to its goal."
HP: 650/750/850
Damage: 12-20
Armour rating: None
Magic resistance: Low
Speed: Very Fast
Gold: 50
Lives taken: 1

- Evades 50% of tower attacks unless in melee combat

You do not want a pack of Mamba on your hands. They are faster than anything you have dealt with and they will dodge half of what you throw at them. Barracks are the only thing that will help you deal with these things.


Bungarus
[Serpent]
"A golden serpent with a unique aura. Magical attacks slide of its scales like raindrops."
HP: 540/620/700
Damage: 12-15
Armour rating: None
Magic resistance: Medium
Speed: Medium
Gold: 80
Lives taken: 1

- Venomous bite

Not an especially powerful snake, bit it is magic resistant and has a venomous bite. Unlike the Visayan it does not attack from range, it engages units directly and has a bite than inflicts a fast acting poison that will quickly overwhelm units.



Krisopelea
[Serpent]
"Terrifying winged serpents. Their multicoloured feathers allow them to sneak into Hawcaran nests unnoticed."
HP: 100/120/160
Damage: None
Armour rating: None
Magic resistance: Low
Speed: Fast
Gold: 8
Lives taken: 1

- Flying

Krisopelea is based on the Chrysopelea, aka the "flying snake". It can't really fly, but I am short any flying enemies and needed something to put in. Like Gargoyles, they are very weak, but they do have some magical resistance. This snake has colourful feathered wings, and will be the 'lower form' of a serpent enemy that won't appear until the post campaign Serpent levels, when things get a bit more legendary.


King Cobra
[Serpent]
"The highest ranking of the basic serpents, it acts as a defender to all others that gather to its side."
HP: 1300/1500/1900
Damage: 30-60
Armour rating: High
Magic resistance: None
Speed: Slow
Gold: 80
Lives taken: 3

- Focuses attacks

The King Cobra is the top dog of the most simple snakes (i.e. the ones not based on legendary or mythological creatures that are upcoming). When a King Cobra is on the field, it causes all tower attacks to focus on itself, meaning that only barracks can focus on the other serpents that are being protected by it.

Dysecdysis
[Serpent]
"A devious serpent that will discard its own skin in order to distract opponents and make a quick getaway."
HP: 300/375/450
Damage: 20-25
Armour rating: High (None)
Magic resistance: None (Medium)
Speed: Slow (Fast)
Gold: 20
Lives taken: 2 (1)

- Sheds skin when attacked

"Dysecdysis" is an abnormal shedding of the skin. In this case, it rings true. This nasty little serpent has two forms. The first is its spawning form, a high armoured, slow moving serpent that tanks physical attacks. But, do enough damage to it, and it drops its skin and shoots off like a bat out of hell. Once it's loose, it drops the armour in favour of magic resistance, and ramps up the speed. The worst part is, the shed skin remains on the path and still acts as a target for your towers, albeit a short term one as it only has a meagre 70 HP.

Rattler
[Serpent]
"An inspiring image, the Rattlers 'song' is a great encouragement to all serpents who hear it."
HP: 600/750/900
Damage: 15-32
Armour rating: None
Magic resistance: Medium
Speed: Slow
Gold: 30
Lives taken: 2

- Speeds up allies

The sod. The Rattler will stop, rattle its tail, and give a temporary speed boost to all serpents in its immediate range. It's not got much else going for it, but this ability alone makes it a pain, especially without any kind of silencing or slow attacks available yet.

Sumatrana
[Serpent]
"Small serpents loaded with venom, that spread poison when they die."
HP: 200/300/400
Damage: 14-20
Armour rating: None
Magic resistance: None
Speed: Medium
Gold: 10
Lives taken: 1

- Spreads poison on death
- Spawned by Fafnir

Sumatrana are spawned by Fafnir, in his clouds of poisonous gas. It's pretty weak, but when it dies it does so in a cloud of poison, causing fair damage over time.

Reephiin
[Serpent]
"Aquatic serpents that are all but invisible in the sea. They use their environmental camouflage to hunt for prey."
HP: 280/310/340
Damage: 30-50
Armour rating: None
Magic resistance: Low
Speed: Medium
Gold: 24
Lives taken: 1

- Submerged: Invisible

If you thought that was it for snakes, you were wrong. Land snakes perhaps, but water snakes.. Nu-uh, they're here. Reephiin (the ii is not a typo) are Sea Snakes, and have a sneaky submerged ability. Once they're in water they dive down to swim and become invisible. You never know what path they may take, because until they get out of the water you won't see them. If they're in a wave that starts submerged, well you best be prepared for when they appear!


Bad Bugs

Bad Bugs don't belong to any specific area. They can be found in most environments but are secondary to the main enemies of that area.

Lacelion
[Bad Bug]
"Speedy flying insects that buzz by your towers and soldiers. They will drop eggs that quickly hatch into Budoodles."
HP: 310/350/390
Damage: None
Armour rating: None
Magic resistance: None
Speed: Fast
Gold: 40
Lives taken: 2

- Flying
- Spawns Budoodles

The Lacelion is the first encounter of an enemy group that has no specific location. They're bugs, they're everywhere (except inside caves obviously). Lacelions are the big bug that spawn lesser bugs. Whilst flying, and when they are near a barracks tower they will drop an egg that quickly hatches into a Budoodle. Nasty little things.


Budoodle
[Bad Bug]
"Lacelion spawn that sit in the ground and create sinking sand pits. They will make quick work of soldiers."
HP: 80/90/100
Damage: 6-10
Armour rating: Low
Magic resistance: None
Speed: None
Gold: 2
Lives taken: 0

- Immobile
- Draws units

Budoodles don't often appear in the main campaign on their own, they mostly appear when spawned by Lacelions. Budoodles don't move, they're completely static enemies, that are dropped right over soldier units. Once hatched, they will quickly begin to pull all units within their range, towards the centre of their little pit and attack soldiers that fall in. Not all that deadly, but distracting enough for your barracks and heroes.

Sandmight
[Bad bug]
"A seemingly weak scuttle bug that has an amazing control over sand it can build constructs to attack with."
HP: 200/350/500 / 1800/3000/4200
Damage:
Armour rating: Low/High
Magic resistance: None
Speed: Very Fast/Slow
Gold: 0/20
Lives taken: 1/5

Sandmight are small scurrying bugs with long legs and pincers. They're not much to look at, but once they've taken their initial amount of damage they burrow underground for a few seconds and the floor beneath seems to rumble. From the path emerges a sand shaped construct with a huge hulking body and the legs and pincers sticking out.

Orb Spinner
[Bad Bug]
"A small bug with huge horns that tower above its body. Between the tips of the horns, it spins magic into powerful attacks."
HP:1000/1200/1400
Damage: 35-90 (AoE)
Armour rating: None
Magic resistance: Medium
Speed: Medium
Gold: 90
Lives taken: 2

- Magical area attack
- Submerged: Magic is spun faster

Based on a Long Horned Orb Weaver, the Orb Spinner will pool magic and knit it into a powerful ball of energy which is then launches at troops that are nearby. It will hold the orb until troops are within its range and immediately starts creating a new one, which takes 5 seconds. Even when engaged it will still knit and launch the magic attack.


Deep Devils

The primary antagonists of the second area. As it's on the sea, they are all based on sea creatures of some shape or form. Almost all of these enemies have special abilities that are activated when they are partially submerged in the high tide.

Octerra
[Deep Devil]
"Strange creatures that swim through solid land as they do through the seas. They trap prey in their many arms and pull them below the surface."
HP:460/490/520
Damage: 15-22
Armour rating: None
Magic resistance: None
Speed: Fast
Gold: 8
Lives taken: 1

- Burrowing
- Submerged: No effect

The Octerra is our first crossover enemy into the second group that appear at the bottom of the mountain. Octerra bring with them two previous enemy abilities. They burrow, so they can't be attacked until they are engaged, but once that happens, they reach out of the ground and slash at units with their tentacles, whilst also exposing themselves to attack.

Starspinner
[Deep Devil]
"A rapid spinning starfish, with razor sharp tips. When threatened, it splits in two"
HP: 300/400/500
Damage: 5-9
Armour rating: Low
Magic resistance: None
Speed: Fast
Gold: 0
Lives taken: 2

- Splits in two
- Submerged: No effect

Starspinners are very fast, and they will blur past your towers if unprepared. Luckily, they don't put up much of a fight even if they are razor sharp. Their main skill, is that when they lose all their HP, they split into two smaller stars that separately make their way to the exit.

Ministar
[Deep Devil]
"Two stars are better than one!"
HP: 150/200/250
Damage: 2-4
Armour rating: None
Magic resistance: None
Speed: Very Fast
Gold: 6
Lives taken: 1

- Submerged: No effect

The split in half form of the Starspinner. It's faster, but has lost any magic defences it originally had.


Phantark
[Deep Devil]
"A ghostly shark that swims through the air. Even in the afterlife, it remains a swift and deadly hunter."
HP: 680/720/760
Damage: 35-60
Armour rating: Total
Magic resistance: None
Speed: Medium
Gold: 45
Lives taken: 2

- Immune to everything but magic
- Submerged: Moves faster

The Ghost Shark is a partially skeletal shark that hovers above the ground (but is not considered a flying enemy). Like many ghost enemies through the series, it is immune to anything but Magic attacks. It will attack soldiers if they come near it, by biting them and thrashing around to kill them. They'll stay one place attacking the same unit until it dies, so take advantage of its lack of movement.


Polypomb
[Deep Devil]
"A bubble of explosive held inside the body of a polyp. This jellyfish will go out with a bang."
HP: 300/350/400
Damage: 20-40
Armour rating: Low
Magic resistance: None
Speed: Slow
Gold: 20
Lives taken: 1

- Explodes on death
- Submerged: Explosion +50% damage, -50% range

A big blobby jellyfish, but it's main body is actual a comical bomb with a fuse. It's kind of a cute, bob-bomb meets blooper kind of thing. Its the first jellyfish, there are a few more. The Polypomb's explosive range is decreased if submerged, but it does become more powerful an explosion.


Shield Crab
[Deep Devil]
"A strong crab carrying a heavy shell that protects it from heavy damage. Once it looses the shell, it makes a mad dash for safety."
HP: 2000/2250/2500
Damage: 22-44
Armour rating: Very High
Magic resistance: None
Speed: Slow
Gold: 30
Lives taken: 3

- Submerged: HP Regenerates

The Shield Crab is a slow hermit crab but carries a massive shell to ward off all but magical attacks. When submerged it's HP will quickly regenerate, but once its HP has been reduced to 25%, the shell breaks and the soft bodied crab quickly scuttles towards the nearest exit, it's armour having been reduced to nothing.


Goldgill
[Deep Devil]
"An elite soldier of the Deep Devils. Armed with a heavy sword it slices and dices its foes."
HP: 700/900/1100
Damage: 55-80
Armour rating: Medium
Magic resistance: None
Speed: Medium
Gold: 30
Lives taken: 1

- Submerged: Speed increases

Surprise! It's the Deep Devils again! The Goldgill is a formidable foe, though it attacks slowly, it deals heavy damage by swinging its broadsword around. The Goldgill is based on a Piranha, as its head and back are black, but has golden specks on it and a golden belly.


Whitetail
[Deep Devil]
"The Deep Devils healer, it uses powerful magic to both heal and inflict damage."
HP: 580 650 / 740
Damage: 16-32
Armour rating: None
Magic resistance: Medium
Speed: Medium
Gold: 50
Lives taken: 2

- Healing aura
- Poisonous aura
- Submerged: Heals/Poisons at a greater rate

The Whitetail is a fast-moving magic user that can heal enemy units in a large AoE, but also inflict poison in the same radius. Based on a stingray, the Whitetail is feminine in appearance, to better suit the 'white mage' trope, with the wide sails of the stingray, hanging to the sides like a robe and the tail arched up and hovering over the head more akin to a scorpion's tail.

Greyscale
[Deep Devil]
"A Deep Devil mage. It produces a brilliant light that turns living things to stone."
HP: 800 / 850 / 900
Damage: 35-55
Armour rating: None
Magic resistance: High
Speed: Slow
Gold: 65
Lives taken: 2

- Submerged: Widened area of effect

The Greyscale uses magic to stall towers and units. The orb on the staff it carries, as well as the one that hangs from its head (it's an Angler Fish) glow simultaneously and any tower or unit in its range become Petrified. Petrification is a new status that can affect any structure or unit (except heroes) and freezes them so they are unable to battle. For units, it also strips away 3/4 of their total HP, so it will kill a weak unit but a full HP unit will just survive. Petrification lasts for 6 seconds.


Silverfrill
[Deep Devil]
"A fast and fiendish swordsman, that weaves through battle attacking as quickly as it dodges."
HP: 300 / 360 / 420
Damage: 35-50
Armour rating: Low
Magic resistance: None
Speed: Fast
Gold: 25
Lives taken: 1

- Melee evade increases as HP depletes
- Submerged: Greater evade

The Silvertail is the Goldgill's counterpart. Both are sword wielders, but where the Goldgill is a brute force attacker, the Silvertail is fast and nimble, attacking lightly but quickly. A Silvertail is not only able to perform a series of quick attacks in no time at all, but will also evade melee damage by increasing percentage the weaker they get.

Nautilot
[Deep Devil]
"A manifestation of Triton's fury and rage. They fear him more than they fear you."
HP: 150/250/350
Damage: None
Armour rating: None
Magic resistance: None
Speed: Fast
Gold: 20
Lives taken: 1

- Spawned by Triton
- Unblockable

There's not a lot to say about the Nautilot. It's a small squid-like creature that moves very quickly and can't be blocked by units. They are very weak, but move in close-knit groups of four or more, making them difficult to catch if your towers are pointed elsewhere.

Jötnar

The Jötnar all have a similar appearance. They are giants by nature, so stand a fair bit above the Dwarf soldiers (by comparison they are about the size and shape of the hero Thor in the first Kingdom Rush). Blue skin and red eyes with white hair, and white fur clothing a lot like Bolverk wears.

Jötuun Strider
[Jötnar]
"Jötuun soldiers that force their way past anything that gets in their way."
HP: 230 / 255 / 280
Damage: 14-22
Armour rating: None
Magic resistance: None
Speed: Fast
Gold: 22
Lives taken: 1

- Charges past units

The Jötuun Strider is the basic warrior of the Jötnar. Relatively small in stature compared to the other giants, and a faster runner as a result. The Strider moves fast and will barrel past any soldier units on the path by curling up and slamming into them, damaging them as it goes past.

Jötuun Ritualist
[Jötnar]
"Dark willed sorcerers that deal in anger, hate and suffering."
HP: 550 / 660 / 770
Damage: 18-30
Armour rating: None
Magic resistance: Medium
Speed: Medium
Gold: 45
Lives taken: 1

- Rage aura
- Ranged magic attack

The Ritualist wields the old magics of the Jötuun. It projects a Rage aura around itself, that causes all Jötuun nearby to go into an enraged state (including flying enemies). This increases their attack and movement speed by 25%. The Ritualist has a ranged magic attack too. It is not a fearsome enemy by itself, but it is usually flanked by more powerful Jötuun that protect it from damage.

Jötuun Drauger
[Jötnar]
"The dead reanimated. It’s body cannot be cut by regular weapons."
HP: 730 / 840 / 950
Damage: 25-45
Armour rating: None
Magic resistance: Low
Speed: Slow
Gold: 20
Lives taken: 1

- Immune to weapons (Archer, Melee damage)
- Vulnerable to fire

The Drauger is something of a strange one. It's undead, but not quite a zombie or a ghost. The Drauger has a unique immunity to weapons, so it takes no damage from melee units (except heroes) or from Archer Towers. However, it has one large weakness, in that it is very susceptible to fire attacks. If hit with fire, it will burn, and continue to lose HP until it dies.

Jötuun Savage
[Jötnar]
"When under threat, the Savage enters a state of pure chaos and is not to be taken lightly.."
HP: 950 / 1000 / 1050
Damage: 45-65
Armour rating: Low
Magic resistance: None
Speed: Medium
Gold: 65
Lives taken: 2

- Beserker form

The Savage is a formidable enemy. When its HP drops below 25% it will change into its Beserker form, gaining a boost in attack, defence and regeneration.

Jötuun Wyrm
[Jötnar]
"They move in swarms and feed in a frenzy. They can strip flesh to the bone in seconds."
HP: 90 / 100 / 110
Damage: 15-20
Armour rating: None
Magic resistance: Low
Speed: Very Fast
Gold: 15
Lives taken: 1

- Flying
- Descends to eat units

Vicious little dragon spawn that move quickly. If they are near units, they will swoop down to take bites out of the troops, healing themselves equal to the damage they inflict. As they travel in large numbers, they can do a lot of damage to gathered troops. That said, they offer very little in terms of HP and defence.

Jötuun Drake
[Jötnar]
"An ice dragon that carries Jötuun into battle. It flies high when it’s rider dismounts."
HP: 400 / 500 / 600
Damage: None
Armour rating: High/Medium
Magic resistance: None
Speed: Slow/Medium
Gold: 80/60
Lives taken: 3/2

- Mounted
- Ascends when unmounted

The Drake is most often seen acting as a mount for other Jötuun. The Strider, Ritualist, Savage, and Herald can all enter the fray riding on a Drake however they cannot use their skills whilst on it. They will dismount when the Drake takes 75% damage, at which point they continue on at full strength as they would normally whilst the Drake ascends and becomes a Flying enemy. It also gains a boost in movement speed but drops its defence a little. Drakes will always be dismounted before they encounter melee units. Instant-killing a mounted Drake will earn more money than a dismounted one.

Jötuun Alchemist
[Jötnar]
"Experts at creating false beings, they craft homunculi using their own life force"
HP: 780 / 870 / 960
Damage: 44-78
Armour rating: High
Magic resistance: High
Speed: Medium
Gold: 90
Lives taken: 1

- Summons Jötuun Golem
- Shares Armour/Resistance with Jötuun Golem

At first glance the Jötuun Alchemist looks like a powerhouse of defence. It has a unique ability that sheds either its magical resistance or armour depending on what type of attack strikes it first (if it's hit by a magic attack, it looses its physical armour). Instead of that shed stat disappearing, the Alchemist summons two Jötuun Golems with the next stage down of that type of armour. If they are hit by a True Damage attack, they will just lose HP and not create a Golem.

Jötuun Golem
[Jötnar]
"A false life, there is no soul inside the shell. It answers to the will of its creator.."
HP: 900 / 1100 / 1300
Damage: 50-150
Armour rating: Medium
Magic resistance: Medium
Speed: Slow
Gold: 50
Lives taken: 3

The Jötuun Golem are slower than their makers, but a lot more powerful. They will have either magic resistance or armour depending on what stat their maker (the Alchemist) sacrifices to make them.

Jötuun Herald
[Jötnar]
"A sorceress of great prowess. Her healing arts are as formidable as her magical attacks."
HP: 1200 / 1600 / 2000
Damage: 55-65
Armour rating: None
Magic resistance: High
Speed: Medium
Gold: 65
Lives taken: 2

- Healing aura
- Ranged magic attack

The Herald wields the new magics of the Jötuun. Like the Ritualist she projects an aura, however, this one is to heal. It provides regeneration to any Jötuun enemy in her range. She also possesses a powerful ranged magic attack, on par with the hero Vez'nan.

Jötuun Titan
[Jötnar]
"A Giant amongst giants. Created in the image of the Jötuun god it feared as much as it is respected."
HP: 3810 / 4160 / 4510
Damage: 80-150
Armour rating: None
Magic resistance: None
Speed: Slow
Gold: 200
Lives taken: 5

- Area attack
- Stun attack

The baddest foe you have encountered. It is not to be underestimated.

Unknown

Temporal Shade
[Elemental]
"A shadow of the what once was, or what has yet to come."
HP: 330/365/400
Damage: 100-150
Armour rating: None
Magic resistance: None
Speed: Medium
Gold: 5
Lives taken: 1

Minions summoned by Hydrakus, they are shadows that emerge from the rifts in time. There are four different shapes, but even they are vague as to what they really are. A humanoid form, a phantom-like form, a beast form and a flying bug form. These forms are all the same enemy, they just look different, and in the case of the flying bug form, it is NOT considered a flying enemy and can be hurt by Artillery. The shades aren't powerful, but as the battle goes on more and more of them will be spawned. As they give poor reward for their defeat, the balance between defeating them is not weighed in your favour.


Bosses

Fafnir
[Serpent]
"A deadly gold hoarding serpent with poisonous breath and a bad personality to boot."
HP: 6500/8000/9500
Damage: 280-450
Armour rating: None
Magic resistance: None
Speed: Medium
Gold: 0
Lives taken: 20

- Boss
- Expels poisonous clouds
- Spawns Sumatrana

Fafnir used to be a dwarf (so they say) but became so greedy and lustful for gold and treasures that he turned into a serpent. Like most first bosses, Fafnir isn't a massive challenge unless you are unprepared. His first act upon entering the battle is to spit poison at your gold metre, reducing it by 500. If you have less than 500, it will drop to 0. Once moving, he will stop every size seconds to breath a massive cloud of poison down the path. From that cloud will spawn three Sumatrana, and every other breath will also randomly cover up one of three things: Your ability to summon reinforcements, use a hero spell, or use Big Freeze. The cool-down on this is six seconds, so it happens on every other breath (12 seconds apart).

Triton
[Deep Devil]
"Son of the sea god Regnos, he sided with the Deep Devils to overthrow his father and was punished as a result."
HP: 7000 / 10000 / 13000
Damage: 380-600
Armour rating: None
Magic resistance: None
Speed:
Gold: 0
Lives taken: 20

- Boss
- Created tidal waves
- Inhibits Spells
- Spawns Nautilots

Triton makes a reappearance from my first ever contest entry back in 2103, albeit with some much-needed changes. Triton is an Aquarian in basic appearance, much like the Tide Runners. However, his size is greatly increased and one side of him is mutated to be like that of the Deep Devils. Think along the lines of the crew of the Flying Dutchmen.

When the boss wave starts, the level becomes flooded even further, where both paths and strategic points are destroyed. Any towers on those plots will become unusable and soldier units stationed there will die. Triton will spawn from the top of the screen, swim down to the centre then vanish under the waves. He will then reappear in the top right path and make his way down to the bottom left exit. Triton carries with him a Conch Shell Trumpet. He will stop every few seconds to blow the horn, which summons Nautilots from the top of the screen which will move quickly through the water and then cross over and head for the exits when they reach the path.

Triton can also summons waves that will wash over troops on the path damaging them all at once, and can also inhibit your use of your Hero Spell, Big Freeze or Summon Reinforcements. When you defeat Triton, a whirlpool will appear below him and he will be swallowed by it.


Hydrakus
[Demon]
"So many heads, so little brains. The mastermind behind the theft of the Hammer of Ages."
HP: 8000/12000/15000
Damage: 60-250
Armour rating: None
Magic resistance: None
Speed: Slow
Gold: n/a
Lives taken: 20

- Boss
- Fire Breath
- Poisonous Breath
- Petrify Breath
- Destructive Power
- Summons Temporal Shades

Hydrakus is the final boss, the true form of the shadowy figure that first stole the Hammer of Ages back in The Great Hall. It's part Serpent, part Dragon, part Deep Devil and a whole lot of fangs. When the last enemy of Wave 17 is defeated, control will be lost for a cutscene. The Hammer of Ages that has been floating near Hydrakus will burst out of its bubble and float above the boss. Lightning will spark from it and strike several of the purple crystalline structures in the cave. Around those structures, small portals will appear where the cave behind it looks either pink-brown or blue-green.

"I'll go back and destroy your entire race, starting with you!"

After activating the Hammers time warping ability, Hydrakus takes on the similar MO of both Umbra and the Spider Goddess. Moving slowly around the map, but also jumping back to its home area to directly attack towers and to taunt you more.

Hydrakus has four types of attacks, it gains each one every time it loses a quarter of its HP. Initially, it will move from its platform along the path, continuing to spit fireballs, biting at troops, and summoning Temporal Shades to the field from the portals. After its first quarter HP has gone it flies back to the platform and grows a second head; which doubles its base attack (120-250), restores 500 HP, increases its speed and sprays poisonous gas over the field. It goes back onto the path, choosing a different route this time, randomly spewing poisonous gas again.

Another chunk of HP and its back to the platform it goes. A new head, tripled attack (180-250), 500 HP back, speed up and this time starts petrifying things. Units, Towers and Spells alike, they'll get randomly frozen. Back to the path again, spewing all the attacks and biting its way through troops. Until it reaches its final HP chunk. Four heads, four times the attack (240-250), top speed, 500HP restored and on to the final walk of shame. Only this time, Hydrakus can destroy your towers and it'll start off by immediately destroying a random three.
Last edited by RaZoR LeAf on Sun Jan 17, 2016 11:28 pm, edited 9 times in total.
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Re: Kingdom Rush: Chronicles

by RaZoR LeAf » Mon Aug 24, 2015 9:31 pm

Game Mechanics

Upgrades

ARCHER TOWER

FLETCHLING (1 stars)
Increases Archer attack power by 20%

HAWK EYE (1 stars)
Increases Archers range by 20%

BOW STRING (2 stars)
Archer towers and abilities cost 10% less

HUNTING ARTES (2 stars)
Archers deal maximum damage against unarmoured enemies

BOMB ARROWS (3 stars)
Archers have a 10% chance of exploding on contact dealing twice the damage


BARRACKS TOWER

TO ARMS! (1 stars)
Increases rally speed

REAL ESTATE (1 stars)
Barrack Towers return 90% of their cost when re-sold

CHAIN MAIL (2 stars)
Barrack soldiers have better armour

HEALING ARTES (2 stars)
Barracks re-spawn time reduced by 3 seconds

PICKPOCKET (3 stars)
All Barrack units have a 10% chance of stealing 25% enemies total gold


MAGIC TOWER

SPELL CASTING (1 stars)
Increases Magic Tower range by 20%

ACADEMIA (1 stars)
Increases Magic Tower attack by 20%

TOIL AND TROUBLE (2 stars)
Reduces cost of all special abilities by 10%

MYSTIC ARTES (2 stars)
Attacks have a 40% chance of piercing magical armour

STONE TOUCH (3 stars)
All magic attacks have a 10% chance of casting Petrify on enemies


ARTILLERY TOWER

DIGDOGGER (1 stars)
Increases Artillery range by 20%

CHOCKS AWAY (1 stars)
Increases Artillery attack by 20%

GOLD DIGGER (2 stars)
Artillery Towers skills cost 25% less

MINING ARTES (3 stars)
Artillery attacks do not suffer from a reduction of splash damage

SCORCHIO (3 stars)
All artillery attacks have a 10% chance of burning the ground for 3 seconds


REINFORCEMENTS

BLACKSMITH (2 stars)
Dwarf Smiths have a little extra health and better attack

IRON APRON (3 stars)
Dwarf Smiths gain better armour and higher attack

DWARFWEISER (3 stars)
Reduces Reinforcement cool-down by 3 seconds

HAMMER BROS (3 stars)
Units gain a ranged attack in the form of small hammers

RECRUITMENT DRIVE (4 stars)
Adds a third unit to Reinforcements


HAIL STONE

Hail initially starts with 8 hailstones that rain down and strike enemies

SHARP SLEET (2 stars)
Adds an additional 4 hail stones (total of 12)

COLD SHOULDER (2 stars)
Adds an additional 4 hailstones (total of 16) and freezes the ground for 4 seconds, reducing enemy speed by 10%

SNAP FREEZE (3 stars)
Reduces cooldown by 10 seconds (70 seconds), frozen ground lasts 4 seconds longer, the radius of freeze increases

ABSOLUTE ZERO (3 stars)
Adds an additional 4 hailstones (total of 20), freeze increases by 4 seconds, range by 10%. Increased chance of freezing enemies

SHATTER POINT (3 stars)
Causes hail to fall randomly across the map. Blizzard effect on the map may randomly freeze enemies anywhere in play. Cooldown reduced by a further 10 seconds (60 seconds)


Elf Trade Outpost

"Mae govannen"

The Elf Trade Outpost is this games version of the Gnome Shop. Gnomes haven't ventured beyond the confines of the Enchanted Forest yet. Why would they, it's a pretty cushy place. But the Elves are explorers, having ridden Gryphons to far off places to scout them for possible habitation. One such Elf has made her way to this distant land and has set herself up selling trades from far away. You may recognise a few ;)

Venom Vine Mine (50 gems)
A ball of green leaves with a purple fruit that looks like a bomb. It is buried in the path and when enemies walk over it, it explodes with a cloud of purple spores that inflict a fast-acting poison on any enemies caught in its radius. Up to four can be dropped at once, but they will explode on their own after 2 minutes.

Bloodsydian Stone (150 gems)
A blood red shard of crystal that provides a boost to the attack power of any units and towers within its activation range, doubling their output. The effect lasts for 25 seconds. The stone has a 5% chance of halving attack power instead of improving it.

Faery Dragon Egg (300 gems)
A blue egg with purple lines on it. The Egg hatches on the path freeing a Faery Dragon, which attacks all enemies that cross its path, trapping them in a crystal cage for 2 seconds at a time.

Sentinel Totem (500 gems)
Places a magical totem on the path which in turn launches a sentinel. A self-aware ball of energy that shoots bolts of magic at any enemy in its considerable range. Each bolt does 120-180 damage. Up to three totems can be active at once, and they remain active for 1 minute.

Fairy Bottle (750 gems)
Three coloured lights in a bottle (pink, green and blue). Release these fairies onto the path and for a short time, you will have three angry fae ready to fight anything they come across. They're not super strong, but they will engage enemies in a fight if they stray close enough. If a fairy dies in battle, it will give up its heart for you, adding it to your own (total of three hearts, one from each fairy). If the fairy kills its enemy, then it will become overjoyed and give up two hearts instead of just one (maximum of two from each fairy, six total).

Chaotic Matter (999 gems)
An explosion trapped within a glass orb. Breaking the glass unleashes a level wide storm that kills all non-boss enemies currently on the screen.

Afflictions

Poison
Big Al (Hero), Visayan (Enemy), Bunaras (Enemy), Sumanrana (Enemy), Fafnir (Boss), Whitetail (Enemy), Hydrakus (Boss), Venom Vine Mine (Shop),

Poison deals True Damage over a set amount of time. The damage is small, but incurred at the same amount per second and can quickly mount. Poison clears up before killing a target, and can be cured by healing abilities (not regen). Inorganic creatures, or creatures that are naturally venomous themselves are usually immune to the effects of poison.

Towers cannot be poisoned.

Poison appears as a bubbling effect over units. Its colour can vary depending on the source of the pison, but is mot commonly green.

Stun / Freeze
Boleadoras (Tower), Elora (Hero), Faery Dragon Egg (Shop),

Stun stops a unit from moving, attacking and using any abilities for a short period of time. A stunned unit doesn't take any additional damage, but they are unable to evade or block attacks. Frozen units are affected the same as stunned units, though they appear trapped in ice rather than just fazed. A stun can last anywhere from 3-6 seconds.

A stunned tower is unable to attack or provide assistance until the stun lifts on its own.

Stun appears as a spinning circle above the unit/tower. Freeze appears as ice surrounding the afflicted.

Slow
Maxwell (Hero),

Slow reduces the movement speed and attack speed of units. Unlike most afflictions, Slow will stack as there can be numerous different ways for it to be induced.

A slowed tower attacks or deploys at a reduced rate.

Slow appears as a purple aura beneath units or at the base of towers, with arrows moving down over and over

Burn
Guido (Hero), Hydrakus (Boss),

Burn deal True Damage over a set amount of time. It works in the same way as Poison damage save for a few variances. A burnt enemy can be extinguished by exposure to water, ice or powerful winds, but will stay burnt even if healed. A burn has a 10% chance of spreading to another nearby unit if close enough. Inorganic or aquatic creatures are immune to burns.

A burnt tower will perform as normal, but cannot be interacted with until the burn subsides.

Burn appears as a flame on the units body, or around the base of a tower.

Petrification
Greyscale (Enemy), Gorgon (Enemy), Hydrakus (Boss), Stone Touch (Upgrade)

Petrification can affect any unit (except primary heroes) and freezes them so they are unable to battle. It also strips away 3/4 of their total HP, so it will kill a weak unit but a full HP unit will just survive. A petrified unit gains a massive boost in physical armour as they are now made of stone. Petrification lasts for 6 seconds, after which the defence boost is lost.

A petrified tower is unable to attack or provide assistance until the affliction fades on its own.

Petrification appears as the unit or tower becoming completely dark grey in colour.


Curse
???

Cursed units have their armour or resistance halved, and have their special abilities silenced.

A cursed tower is unable to use any of its abilities and is also cut off from any Star Upgrades that have been applied to it.

Curse appears as a black flame that floats above the unit (not to be confused with Burn, which appears on the unit body)


Terrain

Tidal Motion
Southern Dunes, Beachhead Basin, The Narrow Pass, Sandhorn Stretch, Oceans Edge

Tidal Motion is the key terrain feature of the five mid-game levels which all take place near the sea. All the levels contained partially submerged paths, where the enemy route moves from dry land over the water's edge. Tidal Motion moves the water further in or out every few waves.

A submerged area of the map is subject to different mechanics than any part that is left alone.
  • Submerged towers have a small decrease in range and attack speed. Only Aquarian towers (Atlantae Tridacna and Tide Hunters) are unaffected.
  • Deep Devil enemies may have additional abilities or buffed stats when they are submerged.
  • Unit movement speed in submerged areas is reduced. As with towers, Aquarian heroes (Syrenka) and units (Kelp Forest Garrison) are unaffected. Certain types of armour can negate this debuff.

Armour

There are three different types of armour: Body Armour, Weapons and Accessories. Each of the types has a primary stat which it is solely responsible for, and four out of five secondary stats. I'll provide a little diagram again to explain better:

Image


  • Defence affects armour; though only physical, as magical armour is rarely featured on units at all. It determines how much damage a hero takes from an enemy attack.
  • Attack will have an effect regardless of the attacks being melee, ranged or magic. This has the added bonus of giving ranged and magic heroes a boost to their weak melee attack stat.
  • Hit Points increases the survivability of a hero, how long it lasts on the field when taking damage.
  • Move(ment) Speed affects how fast a hero is able to move around the screen. It remains to be seen if this has any effect on teleporting heroes.
  • D.P.S or Damage Per Second affects attack speed, rather than the attack stat itself. A hero will be able to perform attacks faster than they would normally, doing more damage over time. This will only affect their standard attacks, and not the cool-down of their abilities.
  • Regeneration will increase the speed at which a hero regains HP.
  • Range affects how far a ranged attack will reach, and the catchment area for a hero to notice an enemy and engage with it, or engage an ability. The latter allows heroes without a specific ranged attack to still take advantage of the attribute.
  • EXP Gain will give a boost to how fast a hero gains EXP. Obviously once a hero reaches level 10, this attribute becomes useless, but it would provide a hell of a useful boost for a slow levelling hero.

There is a Tertiary field, that accounts for Attributes. Such as immunities to poisoning, burn, stun, freeze, etc. lowered cool-downs on Hero Spells, added effects like causing poisoning or burns. Not all the attribute possibilities have been decided yet, and not all items will have them.

There are five Grades to the items. The lower the grade, the easier it is to obtain. Bronze, Silver, Gold, Diamond and Onyx. Onyx items are particularly special, as they are obtained through great overwhelming tasks and are so powerful they unbalance the game. Onyx items are basically 'a bit of fun' and cannot be used in Endless Levels.

Three pieces of armour can come together to form a Set Piece. A full set can grant additional attributes, new skills or new attacks. They are spread across the grades, so a full set will not always be the best equipment, so you have to decide if you want an additional skill over better stats.

The last thing is how each item is obtained. They come in many forms. Some are unlocked with a new hero automatically, they can be found in levels by locating interactive portions, defeating a certain amount of enemies, defeating bosses, etc. A full list of how each item is obtained has yet to be made.

Body Armour
[+] SPOILER
Bronze

Satin Shield
A smooth bracer that repels any corrosive liquid. Venom slides right off it, as does week old stew.
Defence +5% | EXP Gain +2% | Move Speed -1%
Attribute: Immunity to Poison attacks
Set Part:
Acquired: Awarded automatically as Armour is unlocked

Chainmail Chomp
Black linked mail held together by a row of sharp white teeth. Its bite is worse that its bark.
Defence +6% | Range +2% | DPS -1%
Attribute:
Set Part:
Acquired:

Mechanic's Goggles
When a bright flame is burning, you need to protect your eyes. Just don't wear them when its dark.
Defence +7% | DPS +4% | Range -2%
Attribute:
Set Part: Guido
Acquired:

Ribs Cage
An ancient race of reptiles used old bone cages to hold fresh prey. This cage is a perfect fit.
Defence +7% | Move Speed +4% | EXP Gain -2%
Attribute:
Set Part: Big Al
Acquired:

Silver

Falcon Cloak
Hawcarran elders donate one feather towards this great cloak. To wear it, is a great honour.
Defence +10% | Move Speed +6% | EXP Gain -3%
Attribute:
Set Part: Harvelle
Acquired: Complete a Campaign level using only Hawcarran towers and heroes

Frost Crown
A crown that spirals in frozen fractals. Once owned by a Queen of Ice, but she let it go.
Defence +12% | DPS +6% | Range -3%
Attribute:
Set Part: Elora
Acquired:

Dark Suit
Dark clothes that become one with the shadows. Wearing this makes you feel like a Ninja.
Defence +14% | EXP Gain +8% | Move Speed -4%
Attribute: Increases evade by 20%
Set Part: Maxwell
Acquired:

Dragon Skull
Found by an enchanter in the Cave of Caerbannog. Some say it looks more like a Rabbit than a Dragon.
Defence +14% | Range +8% | DPS -3%
Attribute:
Set Part:
Acquired:

Gold

Golden Fleece
Weaved from wool and golden thread. The shine of the precious metal inspires honour and respect.
Defence +16% | DPS +10% | Range -5%
Attribute:
Set Part:
Acquired:

Mythril Robe
Light as a feather, and hard as dragon's scales. Mythril can repel even the most penetrating of attacks.
Defence +18% | Move Speed +10% | EXP Gain -5%
Attribute: Prevents Insta-kills
Set Part:
Acquired:

Naiad's Gown
Made from water itself. It flows over the body keeping it cool and refreshed at all times.
Defence +19% | Range +12% | DPS -6%
Attribute: Immunity to bad attributes (Poison, Burn, Stun)
Set Part: Syrenka
Acquired:

Aegis
A shield worn by a great god of thunder. Its size makes it too big and heavy for most to carry.
Defence +21% | EXP Gain +12% | Move Speed -6%
Attribute:
Set Part:
Acquired:

Diamond

S.H.I.E.L.D.
A defensive protocol laid out by the Strategic Hawcarren Intervention, Espionage and Logistic Division. Whatever that is.
Defence +20% | DPS +14% | Range -7%
Attribute:
Set Part:
Acquired:

Svalinn
An ancient dwarf made shield, carved from mythril and imbued with an icy touch. Even the sun hides from it.
Defence +22% | EXP Gain +12% | DPS -7%
Attribute:
Set Part:
Acquired:

Rainbow Veil
It's said to be crafted from light itself, a message sewn in reads 'To Roy G Biv. Thanks for everything'.
Defence +24% | Range +16% | Move Speed -8%
Attribute: Player (not hero) gains an 'Undetermined' buff
Set Part: "Unrevealed Hero"
Acquired: Play '?' seven times in a row

Chronos' Robe
Worn by the God of Time himself. From one angle it appears brand new, from another ancient and ragged. It exists in all periods.
Defence +25% | Move Speed +16% | EXP -8%
Attribute: Hero gains 'Undetermined' passive ability
Set Part:
Acquired: 3-star 'The Present' campaign

Onyx

Cloak of Invisibility
It's completely invisible! How do you find it to put it on? Am I wearing it right now? Can you see me!?
Defence +30% | Range +18% | DPS -9%
Attribute: Increases evade by 50%
Set Part:
Acquired: Kill 5 million ???

Cosmic Disc
The night sky is reflected in this shield, that swallows light but radiates with the glow of an eternity of stars,
Defence +40% | EXP Gain +18% | Move Speed -9%
Attribute:
Set Part:
Acquired: Rare find from killing "Unrevealed Boss"

Fauke's Face
The face of an anonymous ne'er-do-well. Sometimes good, sometimes bad, enemies will think you are on their side.
Defence +50% | DPS +20% | EXP Gain -10%
Attribute: Share the benefits of enemy buffs
Set Part:
Acquired: Rare find from killing "Unrevealed Boss"

Infinite Glove
A golden gauntlet with six gems embedded in it. Wearing it grants mastery over everything that exists.
Defence +60% | Move Speed +20% | Range -10%
Attribute: All build costs are zero, no spell cool-down
Set Part:
Acquired: Obtain all other Body Armours


Weapons
[+] SPOILER
Bronze

Wissarmie
A small silver blade with a bright red hilt. You can also use it to open bottles or trim your beard
Attack +5% | Move Speed +2% | Range -1%
Attribute:
Set Part:
Acquired:

Moogle Mallet
This child's toy may be soft, but it still packs a mighty wallop. Squeak squeak!
Attack +6% | Exp Gain +2% | Move Speed -1%
Attribute:
Set Part: Guido
Acquired:

Jagged Blade
This blade has a serrated effect, like teeth of a wild animal. Instead of cutting, it tears things up.
Attack +7% | Regen +4% | EXP Gain -2%
Attribute:
Set Part:
Acquired:

Wizard's Staff
An old wooden staff with a jewel encased at the top. It glows an ethereal purple light.
Attack +7% | Range +4% | Regen -2%
Attribute:
Set Part:
Acquired: Complete a campaign level using only magic attacks

Silver

Mantis Cutter
A long scythe with a jagged edge. It's used mainly to cut crops, but cuts snakes just as well.
Attack +10% | Range +6% | EXP Gain -3%
Attribute:
Set Part:
Acquired: Harvest 14 crops

Neptune's Trident
Neptune lost her trident after a long battle in the oceans depths. We found it on the beach.
Attack +12% | Regen +6% | Range -3%
Attribute:
Set Part: Syrenka
Acquired: Find the Treasure Chest in 'Sandhorn Stretch'

Titan Mitt
The lone glove of a long dead titan. It's too big for a dwarf, but would fit a giant pretty well.
Attack +14% | EXP Gain +8% | Move Speed -5%
Attribute: 10% chance of dealing double damage with melee attacks
Set Part: "Unrevealed Hero"
Acquired:

Golden Axe
Wielded by a great dwarf warrior against a powerful Serpent lord. It is a symbol of peace and prosperity.
Attack +14% | Move Speed +8% | Regen -5%
Attribute:
Set Part: Maxwell
Acquired: 3-Star all 'Dwarf Mountain' levels on Normal

Gold

Rod of Asclepius
The serpent's staff heals those who stand within its range. Not made of actual serpents.
Attack +16% | Regen +10% | EXP Gain -5%
Attribute: Heals units in range by 5HP/3S
Set Part:
Acquired:

Stormhand
Stored within these gauntlets is the rage of a thousand storms. Thunder roars with every punch.
Attack +18% | Move Speed +10% | Range -5%
Attribute: 20% chance of stunning enemies
Set Part:
Acquired:

Firebrand
Forged in a well of molten rock, the very heart of a volcano burns within the blade.
Attack +19% | Range +12% | Regen -6%
Attribute: 20% chance of burning enemies
Set Part:
Acquired:

Buster Blade
A sword that fell from the clouds. It's blade is so big and heavy there are few who can carry it.
Attack +21% | EXP Gain +12% | Move Speed -6%
Attribute:
Set Part: "Unrevealed Hero"
Acquired:

Diamond

Tartarus
A deadly axe, once carried by the leader of a war like race long ago wiped out by a rival faction.
Attack +20% | Regen +14% | Range -7%
Attribute: 5% chance of dealing an insta-kill during melee
Set Part:
Acquired:

Dragoon Lance
Diamond tipped, it can pierce any armour. Only a warrior who honours truth and justice can wield it.
Attack +22% | Move Speed +14% | EXP Gain -7%
Attribute:
Set Part: Harvelle
Acquired:

Volcannon
A feat of dwarves engineering. Part ballistic, part explosive, it fires balls of stone or steel.
Attack +24% | Range +16% | Move Speed -8%
Attribute: Player (not hero) gains an 'Undetermined' buff
Set Part:
Acquired:

Hammer of Ages
The greatest treasure of the Dwarves. It is able to break down the walls of time. Also regular walls.
Attack +25% | EXP Gain +16% | Regen -8%
Attribute: Hero gains a 'Ground Slam' active ability
Set Part: None
Acquired: 3-Star 'The Past' campaign

Onyx

Kusanaga Blades
Attack +30% | Move Speed +18% | EXP Gain -9%
Attribute: None
Set Part: None
Acquired: Kill 5 million serpents

Alder Wand
Said to be the greatest wand ever. Forged by Death itself, none can defeat it in a magical fight.
Attack +40% | Range +18% | Regen -9%
Attribute: Increases magic damage by 80%
Set Part: None
Acquired: Rare find from killing "Unrevealed Boss"

Forbidden Spell
A dark spell taken from a forbidden book of magic. Those who dare speak its words, face a fate worse than death.
Attack +50% | EXP Gain +20% | Range -10%
Attribute: Magic attacks instantly explode enemies
Set Part: None
Acquired: Rare find from killing "Unrevealed Boss"

Vorpal Sword
A weapon so powerful it shifts between this reality and the next. The blade destroys anything it touches
Attack +60% | Regen +20% | Move Speed -10%
Attribute: 100% insta-kill in melee
Set Part: None
Acquired: Obtain all other weapons


Accessories
[+] SPOILER
Bronze

Snake Skin Boots
Made from the skin of an evil serpent. Though highly fashionable, some may disagree with the ethics of wearing a previous foe
HP +5% | Move Speed +2% | Regen -1%
Attributes: None
Set Part: None
Acquired: Revisit Fafnir's remains on Heroic or Iron mode

Mana Flask
A flask made from the finest dwarven pottery. It's design has been passed down, despite dwarves having no magical ability
HP +6% | DPS +2% | Move Speed -1%
Attribute:
Set Part:
Acquired: Read all the the tips in the Encyclopaedia

Rose Barrette
A hair pin shaped like a red rose. It identifies the wearer as beautiful, but not without thorns of her own
HP +7 | Regen +4% | DPS -2%
Attribute:
Set Part: Syrenka
Acquired:

Thunder Stone
A bolt of lightning trapped in a piece of rock. It may hold the key to rapid growth in creatures who live in the storms.
HP +7% | Range +4% | Regen -2%
Attribute:
Set Part: Maxwell
Acquired:

Silver

Mythril Anklet
Forged from the same metal that is worn as armour, the anklet is more of a fashion statement that a reliable defence
HP +10% | DPS +6% | Move Speed -3%
Attribute:
Set Part:
Acquired:

Phantark Tooth
"As rare as a Phantark's Tooth" is what the Aquarians say. If that's truly the case then this should bring good luck.
HP +12% | Move Speed +6% | Range -3%
Attribute: Provides immunity to the speed reduction of shallow water
Set Part:
Acquired: Have your Hero kill 100 Phantarks

Wið Dweorh
An old charm said to help the sleepless. Dwarves cannot abide by it, as the rare metal burns their skin.
HP +14% | DPS +8% | Move Speed -4%
Attributes:Reduces re-spawn cool-down by 20%
Set Part: None
Acquired: Suffer a defeat against Fafnir

Rorrim Mirror
To look upon it's visage is to see your true nature. Seeing is believing, and believing is all you really need
HP +14% | Regen +8% | DPS -4%
Attribute:
Set Part: "Unrevealed Hero"
Acquired: Complete a symmetrical level with a perfectly symmetrical tower layout

Gold

Phoenix Feather
​A brilliant red and gold feather unlike anything seen before. It feels warm to the touch and never seems to get old.
HP +16% | Regen +10% | DPS -5%
Attribute: 10% chance of instant re-spawn
Set Part:
Acquired:

Cintamani Stone
A stone that grants wishes to its holder. Wishing for infinite wishes however, doesn't work.
HP +18% | Range +10% | Move Speed -5%
Attribute:
Set Part: Harvelle
Acquired:

Dragon Tooth Necklace
A chain of teeth, taken from the remains of defeated dragons.
HP +19% | Move Speed +12% | Range -6%
Attribute:
Set Part: "Unrevealed Hero"
Acquired:

Orichalcum Charm
​Forged from the Aquarian's rarest metal, it honours the sea god Regnos. It is as dark as the sea and as bright as the moon
HP +21% | DPS +12% | Regen -6%
Attribute:
Set Part: Guido
Acquired:

Diamond

One Ring
​A precious ring forged in a volcano. Though it grants tremendous power, it slowly drives the wearer insane. We wants it…
HP +20% | Range +14% | Regen -7%
Attribute:
Set Part:
Acquired:

Master Ball
​Legends state that within this strange contraption a powerful creature awaits. If you listen carefully, you can hear it whispering 'mew'...
HP +22% | Move Speed +14% | DPS -7%
Attribute:
Set Part:
Acquired:

Philosopher's Stone
Dwarven alchemists have long sought it, for it can turn basic rock into brilliant gold. How it is made though, remains a closely guarded secret.
HP +24% | Regen +16% | Range -8%
Attribute: Increase gold earned by 25%
Set Part: Elora
Acquired:

Arcana Major
​A powerful magic embedded in a set of picture cards. A true magic user can use it to predict the future
HP +25% | DPS +16% | Move Speed -8%
Attribute: Hero gains 'Undetermined' active/passive ability
Set Part:
Acquired: 3-star 'The Future' campaign

Onyx

Resurrection Stone

HP +30% | Regen +18% | DPS -9%
Attribute: Reduces re-spawn cool-down by 80%
Set Part:
Acquired: Kill 5 million ???

Vodou Doll

HP +40% | Range +18% | Regen -9%
Attribute:
Set Part:
Acquired: Rare find from killing "Unrevealed Boss"

Pegasus Boots

HP +50% | Move Speed +20% | Range -10%
Attribute:
Set Part:
Acquired: Rare find from killing "Unrevealed Boss"

Demon Claw

HP +60% | DPS +20% | Move Speed -10%
Attribute:
Set Part:
Acquired: Collect all other Accessories



Harvesting Produce

Level Three - Hidden Garden

Ruby Cucumber
Moonlight Parsnip
Sunlight Parsnip
Forbidden Corn
Dark Carrot
Fall Potato
Red Tomato
Black-Eyed Bean
Big Cabbage
Purple Marrow

Level Five - Rygost's Bridge

Sun Burnt Berries

Level Six - The Long Way Down

Noxious Durian

Level Eight - Beachhead Basin

Soft Sand Kelp

Level Fourteen - Into The Pit

Snow Chard

Unit Names

Dwarf ♂ - Barracks Towers, Raijun Brotherhood, Reinforcements

Alf, Andvari, Aurvang, Austri, Bifur, Bofur, Bolin, Bombur, Dain, Dori, Duf, Dvalin, Fili, Fith, Fundin, Ginnar, Gloin, Hlevang, Hor, Hornbori, Jari, Kili, Loni, Nain, Niping, Nithi, Nori, Nyr, Ori, Regin, Rurin, Skirfir, Suthri, Sviur, Thekk, Thorin, Thrain, Tyrian, Vigg, Vindalf, Virfir, Vit, Yngvi

Dwarf ♀ - Dwarfen Matriarchy, Reinforcements

Alda, Alma, Ashildr, Asvor, Bera, Bjalla, Brynja, Dania, Dinna, Dis, Durita, Edda, Ester, Fi, Fipa, Groa, Gylta, Halda, Hildur, Inna, Jovina, Kaia, Lilja, Loa, Magga, Mina, Nomi, Oda, Pella, Ragna, Runa, Saldis, Sissal, Siv, Tira, Ulla, Una, Valdis, Visi, Yrsa

Aquarian ♂ - Kelp Forest Garrison

Abe, Attuma, Byrrah, Critias, Dagon, Everett, Hermos, Mikau, Namor, Nemo, Neptune, Norris, Ombric, Timaeus, Verne, Weisinger

Aquarian ♀ - Kelp Forest Garrison

Ariel, Katara, Korra, Llyra, Lorelei, Mami Wata, Marina, Mazu, Misty, Ponyo, Ruto, Undine


Achievements

GENERAL

WHACKING DAY - Defeat 200 serpents with basic Artillery Towers

ACCESSORISE - Acquire your first piece of Armour

HARVEST MOON - Harvest 10 crops

DAY AFTER TOMORROW - Kill 1000 enemies with Hail Stones

HAMMER TO FALL - Complete the main campaign

BEJEWELLED - Collect 100,000 Gems in total

PRECIOUS!! - Amass 10,000 Gems

TWINKLE TWINKLE - Collect 15 Stars

SHOOTING STAR - Collect 30 Stars

STAR MAN - Collect 50 Stars

STAR LORD - Collect 100 Stars

GUARDIAN OF THE GALAXY Collect all the Stars

WEEPING ANGELS Have 700 units turned to stone


LEVEL RELATED

PEER GYNT - Beat 'Mountain King's Hall' with three stars.

KINGDOM OF BRUNEL - Three star "Rygost's Bridge" without any Barracks

SNAKES ON A PLAIN Defeat the poisonous serpent, Fafnir

ASTRAL ALIGNMENT Find all Starkissed Sunfish

BRING ON THE TRUMPETS Defeat the prince of the Deep Devils', Triton


TOWER RELATED

STOP THE PIGEON Launch 500 nets

BOOMERANG BOLAS Hit 4 enemies in a row with a single Bolas.

NECRONOMICON - Curse 1000 enemies with the Book of Shadows

SIBYLLINE - Deal 10,000 damage with the Book of Light

THUMBS UP - Grab 500 enemies with Hand Mines

HUMP AND BUMB - Knock back and slay 400 enemies

BADOOM BOOM BASS Deal a total of 10,000 damage with explosive bolts

ARCHAEOLOGIST Dig up 1000 burrowing enemies

BUBBLE BOBBLE Pop 200 enemies inside bubbles

FINDING NEMO Grow 500 coral reefs

RAIJUN STORM Boost defences for 60 minutes

HEY BROTHER Unite brothers 200 times

DISCO INFERNO - Roast 1000 enemies with hot liquid iron

SMOKE AND MIRRORS - Nullify 500 enemies beneath a smoke screen

HARPOON'S AWAY Throw 500 Jet Lances

VAYA CON DIOS Have the Wave Rider kill 1000 enemies

QUA PATET ORBIS Have one of each Kelp Forest Garrison soldier survive the boss battle.


HERO RELATED

YOU'RE SIMPLY THE BEST - Raise any hero to level 10

WE ARE THE CHAMPIONS - Raise all free heroes to level 10

DEATHLY HALLOWS - Become the master of Death



Trivia and Lore

The Hammer of Ages
[+] SPOILER
Dwarf legend tells of the forging of the Hammer of Ages. Thousands of generations ago, when the dwarves were first searching for a home they were hunted by a race of demons. The greatest amongst them would devour entire families and all was thought lost. When they faced their final hour, help mysteriously arrived. A group of strangers from a distant land came to them wielding magics and weapons they could not fathom. They smote the demon king, ending its reign of terror and saving the dwarves. The strangers gave a rare metal to the dwarves and from it was forged the Hammer of Ages. The strangers vanished from the land, and no trace of them was ever found. It is believed that they will return to aid the dwarves once again, should insurmountable odds ever be faced.

The Hawcarra

Coming Soon…

Fafnir and the Serpents
[+] SPOILER
When the ancient dwarves first began to remodel the mountain and explore the lands, they came across a horde of wealth. Gold and jewels of various shapes and sizes. The owner of this wealth was never found, but the dwarves were enamoured by it. With no concept of money, they were more interested in the metallic properties of the gold and the physical strength of the gems. Whilst studying it, many dwarves grew ill. Some would have physical sickness, whilst others would become aggressive and began to covet the gold. The elders blamed the gold and gems, believing it to be cursed. All remaining samples of the treasure were thrown back into the cave they came from, and most of the dwarves recovered. A few fled the cities to stay with the gold.

Holed up in the dark, with no food and the only water seeping from rainstorms outside, the dwarves began to change. Obsessed only with the gold, they barely moved and soon lost the use of their legs. Their eyes narrowed from the lack of light and their bodies changed to adapt to their docile life. Amongst these monstrous mutated dwarves came one with a greater strength than the others. Fafnir took charge of them all, whilst claiming the most gold for himself. As time passed, other creatures would find their way in to the cave and become cursed by the gold, slowly turning into the strange legless creatures. Undying, they eventually changed completely into serpents who lusted for blood as much as they did their precious gold and gems.

The serpents amassed an attack on the dwarf city and would have overwhelmed them if not for the help of the Hawcarra (whom which the serpents were not aware of). The serpents were defeat, and the dwarves sealed up the cave of gold completely, ensuring none would ever have access to it again. Unbeknownst to them, Fafnir remained in the cave, guarding the gold horse. It is there we would wait for thousands of years, for one to awaken not only him, but the thousands of serpent eggs waiting to reclaim the mountain.

The Deep Devils
[+] SPOILER
Two gods of the sea came together to create a race in their image. Regnos, God of the Surface created humanoids with fish like bodies that could walk on the surface or beneath the sea. Leviathan, God of the Deep made humanoids that could survive in the deepest depths of the ocean and only briefly on land, being more like fish than otherwise. The two races lived together in peace, in coral cities that sat equally between the surface and the depths.

Though both gods were benevolent, Leviathan grew jealous of Regnos, who dwelled on the surface and lived in the light and warmth of the sun and likewise did his people grow to hate the more attractive and life loving children of Regnos. Leviathan eventually turned on the Aquarians, attacking their cities and killing many. His children too turned on their friends and families. The civil war was short-lived, as Regnos intervened. The Surface god sacrificed his physical form to destroy Leviathan and cast the others out of the sea to waters far distant. The Aquarians built shrines for their god to protect the waters, whenever they moved to a new site. They knew at some point that the Leviathan would return.

Meanwhile, those cast out race took a new name for themselves, calling their race the Dagon, or the Deep Devils. They waited patiently for the time when Leviathan would be strong enough to be reborn and retake the seas.


Tower Quotes

Quotes omitted from this list have no particular meaning or reference

"Khazâd ai-mênu!" Means 'The Dwarves are upon you!' in Khuzdul, the language of the Dwarves in Lord of the Rings
"You have my axe!" - Said by Gimli during the meeting at Rivendale in Lord of the Rings: Fellowship of the Rings
"Blunt the knives, bend the forks" - Taken from the song sung by the Dwarves visiting Bilbo Baggins in The Hobbit: An Unexpected Journey
"Baruk Khazâd" - Means 'Axes of the Dwarves' in Khuzdul, the language of the Dwarves in Lord of the Rings
"Du bekâr!" - Means 'To arms!' in Khuzdul, the language of the Dwarves in Lord of the Rings

"Sisters are doing it for themselves!" - The title of a song by Eurythmics
"Bump and Grind!" - A term meaning rough movement (I was not referencing the R Kelly song)
"We are a part of the rhythm nation" - A line from the song Rhythm Nation by Janet Jackson
"Free your mind and join us" - A line from the song Rhythm is a Dancer by SNAP
"I got all my sisters with me" - A line from the song We Are Family by Sister Sledge

"The boys are back in town" - The title of a song by Thin Lizzie
"He ain't heavy, he's my brother." - The title of a song by The Hollies
"Blood is thicker than water." - A term meaning family loyalty is stronger than any other
"Brother, I will hear you call." - A line from the song Hey Brother by Avicii
"In union there is strength" - A quote by Aesop
"Strength and honour" - A line spoken repeatedly in the film Gladiator

"Stay on target." - Said by Gold Five in Star Wars: A New Hope
"The wind beneath my wings." - A line from the song Wind Beneath My Wings by Bette Midler

"Imperius Rex!" - A battlecry/catchphrase of Namor from Marvel Comics
"We come unseen!" - The motto of the Royal Navy
"Fear causes hesitation." - Said by Bohdi in the film Point Break

"The bird, IS the word!" - A reference to the song Surfin Bird by The Trashmen
"Fight or flight?" - A term referring to the response to perceived danger.
"Mine mine mine!" - The common tongue of the Seagulls in the film Finding Nemo

"True wisdom comes to each of us" - A quote by Socrates
"Power is knowledge" - A reversal of the term 'Knowledge is power'
"They will never take our freedom." - A line said by William Wallace in the film Braveheart
"Oh really!?" - Taken from the meme O RLY?

"Forever blowing bubbles" - A line taken from the song I'm Forever Blowing Bubbles

"Swing low, sweet catapult!" - A reworded line taken from the song Swing Low, Sweet Chariot
"Tabriki! Takarraki!" - Means 'Cracks! Splits!' in Khuzdul, the language of the Dwarves in Lord of the Rings

"There's gold in them there hills!" - Said by Mulberry Sellers in the book The American Claimant by Mark Twain
"Ubzar ni kâmin!" - Means 'Deeper into the earth!' in Khuzdul, the language of the Dwarves in Lord of the Rings
"Big Bad-A-Boom!" - Said by Leelo in the film Fifth Element
"I predict an earthquake up in here" - A line from the song Earthquake by Labrinth

"Great balls of fire!" - A line from the song Great Balls of Fire by Jerry Lee Lewis
"It's time to burn!" - The title of a song by Storm
"I'm smelting!" - A quest in World of Warcraft (though originally from this picture)
"Urus ni buzra!" - Means 'Fire in the deep!' in Khuzdul, the language of the Dwarves in Lord of the Rings
"Looking for some Hot Stuff?" - A line from the song Hot Stuff by Donna Summer
"Welcome to the party pal!" - Said by John McClane in the film Die Hard

"Do you fear death?" - - Said by Davy Jones in the film Pirates of the Caribbean: Dead Man's Chest
"Time passes, people move." - Said by Sheik when met in the Ice Cavern in the game Legend of Zelda: Ocarina of Time
"Malfaiteur en Tombeau." - Means 'Across all the seas' in French. Said by Tia Dalma in the film Pirates of the Caribbean: At World's End
"Water does not resist." - A line from the book The Penelopiad by Margaret Atwood
"One hundred years before the mast." - Said by Davy Jones in the film Pirates of the Caribbean: Dead Man's Chest
"Kingler, Use Crush Claw!" - Kingler is a crab like pokemon, Crush Claw is an attack it uses with one of its huge pincers


Hero Quotes

"Boom shake, shake, shake the room!" - A line from the song Boom! Shake the Room by DJ Jazzy Jeff
"I'm living in a power keg and giving off sparks!" - A line from the song Total Eclipse of the Heart by Bonnie Tyler
"Think of me and burn" - A line from the song The Rhythm of the Night by Corona
"I'm a fire-starter!" - A line from the song Fire Starter by The Prodigy
"This is Bertha. She's my favourite gun." - A reference to the Kingdom Rush Tower Big Bertha

"Na na na na na na na na." - The wordless chanting from the intro to the song Thunderstruck by AC/DC
"Danger! Danger! High Voltage!" - A line from the song Danger! High Voltage by Electric Six
"The power, I'm supplying. It's electrifying" - A line from the song You’re The One That I Want from the film Grease
"Thunder and lightning, very very frightening." - A line from the song Bohemian Rhapsody by Queen

"Life's so much better, down where it's wetter!" - A line from the song Under the Sea from the film The Little Mermaid
"Just keep swimming." - The catchphrase of Dory from the film Finding Nemo
"Who are you calling little!" - A reference to the story of The a Little Mermaid

"Tonight we dine in Valhalla!" - A reworded line from the film 300. The original phrase was ‘Tonight we dine in Hell!’
"Rage, against the dying of the light!" - a line from the poem Do Not Go Gentle Into That Good Night by Dylan Thomas
"I can ease you of your pain." - A line from the song The Rhythm of the Night by Corona

"Winter is coming." - A phrase said by several characters in the TV series Game of Thrones
"The cold never bothered me anyway." - A line from the song Let it Go from the film Frozen
"Ice, ice baby" - The title of a song by Vanilla Ice
"It's chilling time!" - A reworded version of the phrase 'It's Clobberin Time' spoken by the character The Thing from Marvel Comics
"Ice to see you!" - A line said by the character Mr Freeze in the film Batman & Robin
(death) "I'm melting! What a world!" - A line said by the Wicked Witch in the film The Wizard of Oz

Armour Easter Eggs

Chainmail Chomp - Based on a Chain Chomp form the Mario game series
Frost Crown - ‘She let it go’ refers to the character Elsa from the film Frozen
Dragon Skull - The Killer Rabbit of Caerbannog is from the film Monty Python and the Holy Grail
Golden Fleece - The Golden Fleece is from the myth of Jason and the Argonauts
Mythril Robe - Mythril is an unbreakable metal from the Lord of the Rings franchise
Naiad's Gown - Naiad's are water spirits from Greek mythology
Aegis - The Aegis is a shield carried by the Greek god Zeus
S.H.I.E.L.D. - Refers to the organisation from the Marvel comics
Svalinn - A legendary shield from Norse mythology that 'stands before the sun'
Rainbow Veil - Refers to the acronym ROYGBIV for remembering the colours of the rainbow
Chronos' Robe - Chronos is the personification of time
Cloak of Invisibility - Refers to the artefact of the same name form the Harry Potter franchise
Fauke's Face - Refers to the mask of Guy Fawkes worn by V in the film V For Vendetta
Infinite Glove - Refers to the Infinity Gauntlet from the Marvel Comics

Wissarmie - The name is a shortened form of Swiss Army Knife, and it’s red hilt refers to its appearance
Moogle Mallet - Moogles are a common race from the game series Final Fantasy
Neptune's Trident - Neptune is a Greek sea-god
Titan's Mitt - The Titan's Mitt is an item from the game Legend of Zelda: A Link to the Past
Golden Axe - The title of a arcade game that featured a playable dwarf character
Rod of Asclepius - Named of the greek god of medicine, the snake entwined staff is a symbol of medicine today.
Stormhand - A reworked name for the skill learnt by Luigi In Mario & Luigi: Superstar Saga. The original skill is called 'Thunderhand'
Firebrand - Named for the skill learnt by Mario In Mario & Luigi: Superstar Saga
Buster Blade - The Buster Sword is the choice weapon of the character Cloud in the Final Fantasy franchise
Tartarus - A part of the underworld in Greek mythology
Kusanaga Blades - The Kusanagi is a legendary Japanese sword
Alder Wand - Refers to the artefact of the same name form the Harry Potter franchise
Vorpal Sword - Refered to in the poem Jabberwocky by Lewis Carroll

Thunder Stone - An item that cause evolution of electric type Pokemon
Wið Dweorh - An Anglo-Saxon charm to aid sleep. It's name translates to 'against a dwarf'
Cintamani Stone - A wish fulfilling stone from Hindu mythology
Orichalcum Charm - A precious metal said to be mined in Atlantis
One Ring - An artefact of power from the Lord of the Rings franchise
Master Ball - The rarest pokeball in the Pokemon game series
Philosopher's Stone - A legendary alchemical substance able to turn metal into gold
Arcana Major - The name given to the suit cards in a Tarot deck
Resurrection Stone - Refers to the artefact of the same name form the Harry Potter franchise
Vodou Doll - An effigy of a person used in magical Voodoo traditions
Pegasus Boots - Refers to the item of the same name from various 2D Legend of Zelda games

Name Easter Eggs

All male Dwarf names are taken from the Prose Edda book, from which much of Norse Mythology is told. They were not taken from Lord of the Rings, Tolkein himself took them from this reference. The only exception is Tyrion which is taken from the series Game of Thrones.

The female Dwarf names are taken from a fantasy website, as there are none mentioned in any main source. The only exception here is Pella which is taken from the webcomic Looking For Group.

The Kelp Forest garrison names are from:

Abe - Abe Sapien, a character from the Hellboy Comics
Attuma - A character from the Marvel Comics
Byrrah - A character from the Marvel Comics
Critias - A dialogue of Plato recounting the story of Atlantis. Second part of a trilogy
Dagon - A Canaanite fish-deity. Appears in a number of HP Lovecraft books
Everett - Bill Everett, a comic book writer who helped create the character Namor for Marvel
Hermos - A dialogue of Plato recounting the story of Atlantis. Third part of a trilogy. Originally called Hermocrates, the name Hermos is used here in conjunction with the Three Legendary Dragons from the anime Yu-Gi-Oh
Mikau - A Zora character from the game Legend of Zelda: Majora's Mask
Namor - A character from the Marvel Comics
Nemo - Captain Nemo, a character from 20,000 Leagues Under the Sea
Neptune - A Greek sea-god.
Norris - Paul Norris, a comic book writer who helped create the character Aquaman for Marvel
Ombric - A character from the book series Rise of the Guardians
Timaeus - A dialogue of Plato recounting the story of Atlantis. First part of a trilogy
Verne - Jules Verne, author of 20,000 Leagues Under the Sea
Weisinger - Mort Weisinger, a comic book writer who helped create the character Aquaman for Marvel

Ariel - A character from the Disney film A Little Mermaid
Katara - A character from the cartoon Avatar: The Last Airbender
Korra - A character from the cartoon Avatar: The Legend of Korra
Llyra - A character from the Marvel Comics
Lorelei - A female water spirit
Mami Wata - An African water-deity
Marina - A character from the TV series Stingray
Mazu - A Chinese sea-goddess
Misty - A character from the anime/game Pokemon
Ponyo - A character from the film Ponyo
Ruto - A Zora character from Legend of Zelda: Ocarina of Time
Undine - An elemental being associated with water
Last edited by RaZoR LeAf on Sun Feb 21, 2016 11:44 am, edited 11 times in total.
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Re: Kingdom Rush: Chronicles

by The Kingmaker » Mon Aug 24, 2015 9:33 pm

Whoa, with Sig change and everything, especially your previous endeavours, I'm looking forward to this.
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Re: Kingdom Rush: Chronicles

by Big Bad Bug » Mon Aug 24, 2015 11:24 pm

Alright, let's get this party started! :yey:

This level of detail is amazing, and I'll have to integrate a lot more into my stuff just to keep up. ;) The pictures are especially nice to have, as level layout descriptions are immensely tiresome to read no matter how hard you try to describe it decently. Were those troublesome to create, and was the difficulty of making them enough that they may not appear for every level?

I really like the starting towers, especially the artillery. 3 quotes per tower, as hard as it is to make quotes, may not be all that much since they do get really repetitive already, as seen in the previous games. Still, it's good. The only actual dislike I have is how they follow the same balancing as towers from the other games, meaning that level 1 mages are really useless and completely cost ineffective, while artillery is really good at starting level. The equivocal numbers is referentially better for everyone, of course, but just the balance of the mages remains a problem throughout because of this.

The freeze mechanic is, I'm assuming, a replacement spell for ROF, in which case, I like the contrast a lot. Forcing players to have to time it for situations where enemies can be dealt a lot of harm is great, as it fundamentally keeps the concept of waiting for an opportune moment to use the spell for great effectiveness, but those opportune moments will appear in different scenarios. It does have 2 foreseeable issues that would appear only if the game retains the likeness that it already appears to have with the other KR games, which are as following:

1) Freezing enemies gives more time to stop leaking foes. ROF was a terrible method of stopping quick enemies at low health from surviving at the last moment, and the fact that it took time to reach its target made it even harder to be effective that way. Here, you can freeze enemies and let reinforcements recharge or give your hero time to reach the enemies and kill them with much more ease, thus negating the strategic demand in every level.

2) AOE is even more useful than before now. Freezing a group of foes and letting new enemies pile up is a phenomenal, pretty much overpowered, way to deal thousands of damage with a Hero Spell and any potential hero/tower AOE specials. KRO wasn't imbalanced and repetitive because the archers' and mages' single-target damage was so good, it was because they easily replaced Druids with their AOE capabilities. The original KR also had a lot of repetitious usage of the Tesla for its amazing Overcharge upgrade, damaging tons of enemies with every attack.

Both problems can be avoided if the game is just balanced much differently, but in case it's not, I thought that I'd point that out. :)

I adore, above all else, the emphasis on lore for the universe, which brings something new that other games definitely have been lacking in. Stuff about the Dwarves, this mysterious avian race that somehow couldn't make it into the events of any of the other games, and whatever else awaits is really good and well done. Other than mentioning that Dwarves are loud twice in the section with your own thoughts (was that for a joke?), it is truly quintessential. Well done thus far! :hero:
Last edited by Big Bad Bug on Thu Aug 27, 2015 11:47 pm, edited 1 time in total.
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Re: Kingdom Rush: Chronicles

by Fenrir » Tue Aug 25, 2015 12:08 am

I've been waiting for chronicles ever since I first saw guido.
Really excited :yey:
WAZZZZZUP!!!
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Re: Kingdom Rush: Chronicles

by truteal » Tue Aug 25, 2015 12:24 am

Very nice
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Re: Kingdom Rush: Chronicles

by Oof_Shunt » Tue Aug 25, 2015 12:49 am

Yea this is awesome. The dwarf/hawcara synergy ... the new freeze ... the loads of detail ... this would be legit. Why the name 'Chronicles'?
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Re: Kingdom Rush: Chronicles

by AerisDraco » Tue Aug 25, 2015 12:58 am

Amazing.
KRA is now complete.
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Re: Kingdom Rush: Chronicles

by Zonoro13 » Tue Aug 25, 2015 1:26 am

Hype is real.
In the beginning there was nothing, which exploded.
Build a man a fire, and he'll be warm for a day. Set a man on fire, and he'll be warm for the rest of his life.
-Terry Pratchett

Is this the latest dank meme? -Pencil
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Re: Kingdom Rush: Chronicles

by phillipriv9 » Tue Aug 25, 2015 1:50 am

Why is everyone so hyped, this won't ever get be an actual game unfortunately.
1 there I put something here
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Re: Kingdom Rush: Chronicles

by Ninja » Tue Aug 25, 2015 2:38 am

This is very cool!That's all I have to say.It's cool. :D :hero:
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Re: Kingdom Rush: Chronicles

by Juice Box » Tue Aug 25, 2015 7:16 am

phillipriv9 wrote:Why is everyone so hyped, this won't ever get be an actual game unfortunately.


Lies and deceit. Obviously, Razor Leaf here is our great and glorious prophet, and he has spoilerified for us the upcoming KR:C, which will come out in 2017. All logical arguments against this are obviously futile as I am a girl and therefore correct.
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Re: Kingdom Rush: Chronicles

by Ninja » Tue Aug 25, 2015 3:43 pm

Ninja wrote:This is very cool!That's all I have to say.It's cool. :D :hero:


Actually,I have a few things to say.
I was kinda' hoping Dwarven barracks would
be more damage focused than durability focused. :|

I really like Big Freeze and how it's like the opposite of
ROF & Thunderbolt.I also like how it depends on the skill
of the player to deal massive damage.It's really great
that it's so perfect for catching leaks too. :D

It's kinda' weird that baby Hacawrans shoot out magic
projectiles and mature Hacawrans shoot projectiles that
deal physical damage,though. :|

The rest of it is all good. :D
Overall,I really like the idea and it's very well made! :yey:
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Re: Kingdom Rush: Chronicles

by RaZoR LeAf » Tue Aug 25, 2015 4:33 pm

phillipriv9 wrote:Why is everyone so hyped, this won't ever get be an actual game unfortunately.


Nothing in the fanfic forum will. What's your point?

Ninja wrote:
Ninja wrote:This is very cool!That's all I have to say.It's cool. :D :hero:


Actually,I have a few things to say.
I was kinda' hoping Dwarven barracks would
be more damage focused than durability focused. :|


The higher tier towers will be better.

It's kinda' weird that baby Hacawrans shoot out magic
projectiles and mature Hacawrans shoot projectiles that
deal physical damage,though. :|


Hawcarans have lots of skills, some are raised to do magic, some are raised to hunt. The basic towers, they're just little squawking birds who can't control their magic, so it comes out in their cries.
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Re: Kingdom Rush: Chronicles

by Ninja » Tue Aug 25, 2015 4:36 pm

Ah..I see.Very interesting.
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Re: Kingdom Rush: Chronicles

by RaZoR LeAf » Thu Aug 27, 2015 8:20 pm

All posts updated with Level 02 - The Great Hall

BBB - I haven't ignored your post, I just need to be able to write a proper reply to your analyses, which are really awesome and appreciated. Balance is never my strong point.
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Re: Kingdom Rush: Chronicles

by Ninja » Thu Aug 27, 2015 8:34 pm

Cottonmouths don't seem that bad,is their attack speed fast or what? :?

The armor is a very cool idea. :D Too bad it can't be visual. :(
Also,what do mean by saying the Satin Shield reduces poison damage by 50%? :?:

Overall,it's a cool level :) ,but it's kinda' confusing. :?

P.S.Make sure you change your sig to accommodate the new level. ;)
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Re: Kingdom Rush: Chronicles

by The Kingmaker » Thu Aug 27, 2015 9:08 pm

Some of the armour sounds a bit pay-to-win but beyond that is good.
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