Stage 1: Defense of Duredhel
- [+] SPOILER
- Comic Intro
Panel 1: "After the great war, we strove for peace."
*The signing of a Aredhel-Duredhel peace treaty is shown.*
Panel 2: "Old enemies became the best of friends."
*A Harasser and a Warden are shown laughing together.*
Panel 3: "Our bonds were reforged, stronger than ever before."
*The two are shown training for battle, together.*
Panel 4: "But it does not mean our trials are over!"
*Zoom out to an onslaught of approaching gnolls.*
General!
After their defeat in the last war, the Twilight Elves finally sued for peace with us. They promised to never fight against us again, and so far they have held their word. A few days ago, we received word that their capital, Duredhel, was under attack. As per the terms of the agreement, we had to promise to defend the other. So, General, we must prepare for battle once more, but with former enemies as allies, and more experience, we will surely prevail!
Map:
Link: https://cdn.discordapp.com/attachments/ ... 59/E01.png
Unlocks
-Level I Archer: Ambush Arbor
-Level I Barracks: Fencer Garrison
-Level I Mage: Apprentice's Spire
-Level I Artillery: Burster Druid
Recurring Enemies:
New Enemies: Gnoll Biter, Gnoll Striker
Level Events
-Wave 2: Deploy Reinforcements
-Wave 3: Thunderbolt
-Wave 5: Hero: Nyl'san, the Cursed Blade
-Wave 6: Hero Spell: Quarry
Thunderbolt
Blast your enemies with deadly arcs of lightning! (Cooldown: 80 seconds)
Gnoll Biter
This savage Gnoll has oversized teeth, prefect for chomping all that oppose them.
HP: 60
Damage: 5-9 (Bites every 1.5 seconds.)
Speed: Medium
Lives Taken: 1
Death Animation: Falls flat, chomping a large clump of dirt.
Appearance: Almost a Gnoll Reaver, however, it wields no club and has oversized teeth, similar to crocodilians, where they jut out at different angles. When attacking, the insides of their mouths have multiple rows of teeth.
Notes: A simple enemy, but with high damage.
Gnoll Striker
Strikers are bred for speed, to deliver explosive payloads to threats.
HP: 110
Damage: None
Speed: Medium
Lives Taken: 1
Abilities
-Explode: Explodes when it encounters a barracks or tower. Barracks take 100 AoE damage, while towers are stunned for 2 seconds.
Death Animation: The device glows red, and then it explodes.
Appearance: A small red-furred gnoll, with a silver, red-blinking bomb attached to its chest.
Notes: A horde of these can be a problem, but druids help. Long range is also important.
Achievements
Jaws of Defeat: Defeat 300 Biters.
Law of Narrative: Complete Stage 1.
Stage 2: The Hollow Hills
- [+] SPOILER
- General!
We have routed the gnolls from Duredhel! They have retreated to the hollow mountains, where the ground is littered with tunnels and caves. Many an explorer, be they elf or dwarf, has tried to explore this labyrinth, but invariably, they do not return... The position is easily defensible, with plenty of hiding spots from which to ambush. We fear the gnolls have gotten stronger, for behind the hills, we have seen strange flashes of red light. We must send this menace back to their hills once more.
For the Queen!
Map:
Link: https://cdn.discordapp.com/attachments/ ... 78/E02.png
Unlocks
-Level II Archer: Camo Arbor
-Level II Barracks: Duelist Garrison
-Level II Mage: Disciple's Spire
-Level II Artillery: Breaker Druid
Recurring Enemies: Gnoll Biter, Gnoll Striker
New Enemies: Mysena, Perilthon
Level Events
-Wave 1: Temple Worship Tutorial
-Wave 3: God Spells
Worship
When tapped on, the Temple has an option to send a barracks unit to the temple, removing them from the map and granting worship points, based on various factors. These points work as experience for the active god. Powers are upgraded from the menu.
God Spell: Elynie: Emotional Powder (80 seconds)
Elynie's spell, and its various upgrades, each have different sub-effects, that are cast on random parts of the battlefield.
The first tier grants 5 HP/regen per second for any affected units. Stacks infinitely.
God Spell: Ederus: Magic Trap (80 seconds)
Creates a rune on the ground. This takes 3 seconds to set up, but any enemies that step on it afterwards will make it explode for 400 true AoE damage. Max 3 runes at any one time.
Mysena
A dark magic construct, this beast has the strange ability to not only absorb, but also fire bolts of magic.
HP: 80
Damage: None
Magic Resist: 50%
Speed: Fast
Lives Taken: 1
Abilties
-Unblockable
-Deflect: All magic damage resisted is charged and fired as an equal damage bolt at the nearest soldier.
Death Animation: Turns to black smoke.
Appearance: While looking like a Hyena in form, it is purple, and parts of it shimmer with light. When hit with magic, its fur glows red and a bolt of red magic comes out of its mouth.
Notes: This fast enemy not only has magic resist, but will use higher-level mages against you.
Perilthon
A Perilthon is much stronger than a normal Perython, able to lift large loads into the air.
HP: 160
Damage: None
Speed: Fast
Lives Taken: 1
Abilities
-Flying
-Kidnap: Grabs a soldier, then proceeds to throw them, insta-killing them. They can be in combat, and the Monk's block doesn't affect it.
Death Animation: Same as the Perython.
Appearance: It looks like a normal Perython, but bigger, and with two sets of wings.
Notes: like a normal Perython, but bigger, and with two sets of wings.
Achievements
It Was Aliens: Have 30 soldiers abducted by Perilthons.
Stage 3: Springsonal Crossing
- [+] SPOILER
- General!
We have forded the main breadth of the Springsonal River. We only have to ford a minor tributary of the river before entering the Gnoll moors. We have recruited the local naiads to aid us in fording the river, which is somewhat surprising, given their capricious nature. However, we may have to ask for their help again, as a large Gnoll force approaches our position!
Map:
Link: https://cdn.discordapp.com/attachments/ ... 57/E03.png
Level Features
Naiads: By tapping on the dark spots of the river, you can pay 100 gold, making a naiad to jump out of the river onto the bridge and insta-killing 3 units. However, after doing this, they have a 5 second cooldown.
Unlocks
-Level III Archer: Guerilla Arbor
-Level III Barracks: Gladiator Garrison
-Level III Mage: Master's Spire
-Level III Artillery: Fragmenter Druid
Recurring Enemies: Gnoll Biter, Gnoll Striker, Mysena, Perilthon
New Enemies: Gnoll Leecher, Sangrite
Gnoll Leecher
By stealing the strength of others, the Leecher builds its own.
HP: 150
Damage: 10-15 (Hits with club every 1.25 seconds)
Speed: Medium
Lives Taken: 2
Abilities
-Leech: Steals HP and attack damage from nearby units, increasing its own. Cannot kill enemies. Drains 5% per second from all nearby.
Death Animation: Falls to the ground.
Appearance: A large yet skeletal Gnoll Gnawer, with a larger club and red highlights in its fur.
Notes: Target it down to prevent it from becoming a raid boss.
Sangrite
An improved version of a Blood Gnoll, the Sangrite can transform those it fights into its own.
HP: 230
Damage: 5-22 (Bites every second)
Magic Resist: 30%
Speed: Fast
Lives Taken: 1
Abilities
-Blood Poison: If not in combat for 10 seconds, transform all nearby Biters, Strikers, and Leechers into Sangrites.
Death Animation: Blows up into red crystal shards.
Appearance: It looks similar to a blood gnoll, but now, it has crystals in it, like the Blood Ogre, and it attacks by biting.
Notes: Use the highest-level archers possible, to ignore the magic resist and the Blood Poison.
Achievements
A Watery Grave: Kill 50 enemies with the Naiads.
Stage 4: The Warrened Moors
- [+] SPOILER
- These hills house the center of the Gnolls. They live beneath the surface, gathering in large numbers, and will fight for every last inch of ground. We must beware of any attacks from below. General, we must attack and rid the moors of this menace!
Luckily, Aredhel has sent us reinforcements in the form of the Paxeian Monks, who are skilled in combat, even when weaponless.
Map:
Link: https://cdn.discordapp.com/attachments/ ... 38/E04.png
Level Features
Warren: Each of the hidden entrances will occasionally spawn new Gnolls. Throwing rocks at them may stop the flow of Gnolls for a while.
Unlocks
-Level IV Barracks: Paxeian Monks
Recurring Enemies: Gnoll Biter, Gnoll Striker, Mysena, Perilthon, Gnoll Leecher, Sangrite
New Enemies: Gnoll Plaguer, Bloodboil
Gnoll Plaguer
A gnoll who can inflict a deadly disease on all who oppose it.
HP: 540
Damage: 15-21 (Hits with staff every 1.75 seconds)
Magic Resist: 40%
Speed: Slow
Lives Taken: 3
Abilities
-Summon: Summons a Mysena every 8 seconds.
-Blood Magic: Transforms nearby soldiers into Sangrites every 10 seconds.
Death Animation: Blows up, releasing a blue-white orb that quickly disappears.
Appearance: It looks a little like the blighter, but covered in red pustule-like things. Most of its face is covered, save for a lone yellow eye.
Notes: Very dangerous. Priority target.
Bloodboil
Gnolls that spark unquenchable rages in nearby gnolls.
HP: 750
Damage: 10-15 (Punches every second)
Speed: Slow
Lives Taken: 2
Abilities
-Rage: Increases the attack speed of all nearby gnolls by 15%. Double effect for Sangrites. Can stack with other Bloodboils.
Death Animation: Explodes, spurting bright red blood everywhere.
Appearance: A bit more ogre-like than the other Gnolls, with a wide frame and more red pustules.
Notes: Pretty powerful due to that stacking attack speed.
Achievements
Nirvana Have a Monk reach max meditation attack, HP, and armor. {Reward: Cap increased to +60 HP, +4/4 attack, and +60% armor.}
Black Belt Fully destroy the armor of 100 enemies with Brick Break. {Reward: Damage is doubled, destroys 40% of armor.}
Simmer Kill 50 Bloodboils before they can boost attack of other Gnolls.
Cave-In Block all Warren entrances in a given round.
Infested: Have 50 soldiers turned into Sangrites.
Stage 5: Wall of the Moors
- [+] SPOILER
- We have left the dangerous hills, and come to the Wall of the Moors. After the series of attacks after the rise of the Spider Goddess and the corruption of the Tear, Aredhel decided to strengthen the ruined Galadrian's Wall. Now an actual wall, it rises meters above the moors, defending the Kingdom from the Gnolls.
However, a horde of gnolls approaches the wall, one which may overwhelm it. General, we must not let the gnolls overrun the wall!
Map:
Link: https://cdn.discordapp.com/attachments/ ... 22/E05.png
Level Features
The Wall: Location of the exits. You can buy troops to put on it, such as archers, mages, or druids, and they gain +2 range levels. After wave 15, two Strikers will jump out of some bushes and blow up the wall, creating a large hole.
Unlocks
-Level IV Archer: Elven Ballista
Recurring Enemies: Gnoll Biter, Gnoll Striker, Mysena, Perilthon, Gnoll Leecher, Sangrite, Gnoll Plaguer, Bloodboil
New Enemies: Elder Gnoll
Elder Gnoll
Much more wild than its cousins on the mainland, the Elder Gnoll is a creature of instinct and destruction.
HP: 320
Damage: 20-34 (Slashes every 1.5 seconds)
Speed: Fast
Lives Taken: 1
Abilities
-Hunter: +20% attack damage when alone. May attack up to 3 soldiers on its own. That means soldiers will prioritize it 3 times before attacking others.
Death Animation: Falls to the ground.
Appearance: Shaped like the Blood Gnoll, with the same long clawed arms, but it has spikier fur.
Notes: Disgusting against barracks, especially when its allies have been killed.
Achievements
Razor Sharp Deal 8K damage with both modes of the Ballista. {Reward: Ballista now has an Extreme base range.}
Hurricane Hold 500 flying enemies with Vortex. {Reward: Vortex holds up to 5 enemies.}
Blood Shards Find the bloodsydian shards.
Helm's Deep Lose no lives on Stage 5.
Stage 6: Raven's Edge
- [+] SPOILER
- After the Gnolls overran the wall, we have retreated close to the port of the Grey Ravens. The woods in the surrounding area are a home to both possible friends and foes. While we have secured an alliance with a group of Druidic spearmen, we may also want to ask the local dryads for assistance.
General, a fleet of boats bearing Gnoll emblems has come to port, and the strange Elder Gnolls have been seen aboard. We must prevent these ships from infesting the kingdom with more Gnolls!
Map:
Link: https://cdn.discordapp.com/attachments/ ... 84/E06.png
Level Features
Dryad: Pay 100 gold at the forest to stun the enemies nearest to the forest for 2 seconds. Insta-kills if they have less than 100 HP.
Unlocks
-Level IV Druid: Lithic Lancer
Recurring Enemies: Gnoll Biter, Gnoll Striker, Mysena, Perilthon, Gnoll Leecher, Sangrite, Gnoll Plaguer, Bloodboil, Elder Gnoll
Level Events
Boss Wave
After defeating wave 15, Siana will emerge from the NE entrance, before walking to the SW entrance.
Siana
Siana has managed to acquire a strange locket which enhances its strength beyond measure.
HP: 8000
Damage: 150-280 (Hits a single unit with a massive claw every second.)
Speed: Medium
Lives Taken: 20
Abilities
-Blood Storm: Creates a +10% damage aura.
-Transfusion: Stabs the ground, creating a quake pattern along the ground. Any soldier/hero hit will instantly transform into a Sangrite, with the abilties of a Sangrite and the unit that it came from. Used every 10 seconds.
Death Animation: Siana's locket breaks, and Siana becomes surrounded by a shell of energy, before an explosion. The corpse of a Gnoll Biter resides on the ground, along with the locket's gem.
Appearance: A gigantic Sangrite, with giant crystals sticking out of its back, and instead of claws on one arm, a giant, ruby-red blade, attached to its arm. It wears a golden locket with a large red gem in the middle. It goes from the bottom right to the top left.
Notes: Barracks can be a blessing or curse. Its single-target damage can go badly for it, but Transfusion can get rid of the problem. Kiting is very useful.
Achievements
Hussar Have 4 Lithic Lancers at once. {Reward: Reduces cost to 340.}
Lockdown Ground 100 enemies with Grounding Spear. {Reward: Grounding Spear stuns for 1.5 seconds.}
Lost in the Woods Kill 100 enemies with the Dryads.
Sayonara! Kill Siana.
Stage 7: Traveler's Isle
- [+] SPOILER
- Comic Intro
Panel 1: "We may have defended our homeland..."
*A mass of dead gnolls surrounds a Monk, holding Siana's locket on the end of their bladestaff.*
Panel 2: "...but there are still innocents under threat."
*The Elven Army is shown traveling across the ocean, with the Observatory visible in the distance.*
Panel 3: "Battle is upon us..."
*The Army is shown defending the observatory.*
Panel 4: "...and we shall not falter!"
*A wave of Stingers and Elder Gnolls is shown approaching, with dark shapes behind them.*
After an arduous sea voyage, we have come to Traveler's Isle, home of the Observatory, the monastery of the Awakened, and the main trading point between us and the dwarves. However, it is known that the island's archipelago has many strange creatures lurking deep within it, and as we come ashore, the land between us and the Observatory is covered in fur and pieces of dead animals, indicating an enemy attack.
While the Awakened have defended their home for now, they need reinforcements! Defend the Observatory!
Map:
Link: https://cdn.discordapp.com/attachments/ ... 27/E07.png
Level Features
Observatory: Acts as an exit. Acts as an exit. Has an extreme range, and passively boosts the range/rally point range of towers on the upper path, fires arrows every second dealing 10-32 damage.
Similarly to Twilight Invasion, enemies go the right before re-emerging on the upper path.
Unlocks
-Level IV Mage: The Awakened
Recurring Enemies: Elder Gnoll
New Enemies: Stinger, Swarm, Spawslug
Stinger
A dangerous insect with a long-range sting.
HP: 110
Damage: 5-8 (Fires a stinger every second)
Armor: Fast
Speed: Medium
Lives Taken: 1
Abilities
-Poison: Fires poisonous stings dealing 20 dps over 2 seconds.
-Evolution: When it passes through a cloud of yellow particles, begin the second "death" animation.
-Flying
Death Animation: Explodes, releasing floating yellow particles. Particles persist for 10 seconds.
Death Animation: Outer shell begins to crack, before creating a Swarm.
Appearance: A simple wasp/bee, with a large stinger.
Notes:
Swarm
A deadly swarm of insects.
HP: 600
Damage: 10 d/s
Magic Resist: 50%
Speed: Fast
Lives Taken: 3
Abilities
-Swarm: Has 30 swarmlings (the individual bees in the swarm) at first. Per 10 swarmlings killed, loses one life. Each swarmling has 20 hp. If hit by AoE, up to 10 swarmlings take damage.
-Sting Ball: 10 swarmlings attack one soldier, dealing DPS.
-Flying
Death Animation: Each swarmling explodes.
Appearance: A swarm of insects.
Notes: If you can time an AoE attack, such as a Lvl 1-3 Druid attack, it can kill large portions of the swarm at once.
Spawlug
Strange slugs which can manipulate evolution.
HP: 250
Damage: 1-100 (Slaps every second.)
Speed: Slow
Lives Taken: 1
Abilities
-Strand Weaver: Evolves nearby units every 10 seconds.
Death Animation: Becomes a puddle of goo, releasing an orb of white light.
Appearance: A small green slug with long arms.
Notes: Not incredibly dangerous on its own, but auto-evolution can become very dangerous later. Also an obvious letter to Abathur.
Achievements
Power Overwhelming Deal 10K damage with Overload. {Reward: Overload now reaches to a Long range.}
Reloaded Matrix 400 enemies. {Reward: Matrix is recast 3 seconds after the original cast.}
Boom Help the green men get to space.
Spin Strands Have 100 evolutions forced by Spawslugs.
Protectors of the Innocent Do not leak a single enemy into the Observatory.
Stage 8: Jungletop
- [+] SPOILER
- We advance through the jungle, and to combat the terrors which stalk the ground below, we have begun to move slowly into the canopy of the massive rainforest. Yet our enemies still continue to assail us. Nothing is what it seems in this dark place...
However, we have stumbled across relief. A group of elves, similar to us and yet different, have joined our group. They seem to recognize we are of the same species, and defend us against the attackers, but they remain somewhat hostile.
Map:
Link: https://cdn.discordapp.com/attachments/ ... 12/E08.png
Level Features
Dart-Gun Arbor: The dark green strategic point is the location of the Dart-Gun Arbor ruins. Repair the tower (250) to gain access to the upgrade. The tower auto-repairs at wave 6, thus unlocking it for use.
Canopy Strategic Points: Boosts the range of non-barracks by 1. Barracks can't be placed here.
Vines: Secondary entrances. Stingers, Swarms, and Birvis may enter.
Unlocks
-Level IV Archer: Dart-Gun Arbor
Recurring Enemies: Elder Gnoll, Stinger, Swarm, Spawslug
New Enemies: Birvis, Dazzadise
Birvis
Small birds which camouflage against the terrain.
HP: 50
Damage: 1-2 (Slaps with feathers every 0.2 seconds)
Speed: Fast
Lives Taken: 1
Abilities
-Stealth: Permanently stealthed. Can be hit by AoE attacks, and engaged by heroes.
-Evolution: When it passes through a cloud of red particles, begin the second "death" animation.
Death Animation: Explodes in a cloud of feathers and red particles.
Death Animation: Grows larger, with brighter colors, wider wings, and longer tail feathers.
Appearance: A small, grounded bird with long tail feathers and bright colors.
Notes: Necessitates druids, but otherwise is very weak.
Dazzadise
The dazzling colors hide something more sinister...
HP: 600
Damage: 100-150 (Strikes with beak every 1.5 seconds)
Speed: Medium
Lives Taken: 2
Abilities
-Dazzling: Unleashes a blinding flash, stunning nearby towers for 2 seconds. 8 second CD.
-Feather Dance: Scatters feathers, reducing the damage of nearby units and towers by 10% for 8 seconds. Stacks. 4 second CD.
Death Animation: Explodes in a brighter cloud of feathers.
Appearance: A brighter and more extravagant bird.
Notes: High damage and tower disables/reductions can be quite annoying.
Achievements
Dart Frog Trigger all Neurotoxin effects 50 times. {Reward: Reduces base cost to 200.}
Porcupine Fire 10K darts. {Reward: Ring of Darts fires 32 darts.}
The Light! It Burns! Have 500 towers be dazzled by a Dazzadise.
Yggdrasil Fill all Canopy tower points.
Stage 9: Lonisanti Village
- [+] SPOILER
- We have managed to communicate with the hunter elves, and they tell us that they come from a village of exiled elves. They tell us that if we aid the village, they may help us further. As we do not know our way through these dense wild lands, we have had no choice but to accept their offer. They lead us to their home, named Lonisanti. Many strange elves with powers once considered rumors dwell here.
However, more of these strange creatures have begun to attack the village. We must aid in its defense!
Map:
Link: https://cdn.discordapp.com/attachments/ ... 12/E09.png
Level Features
Tribal Council: Pay 100 gold to gain access to the Tribal Council. It places totems, which have effects, every 12 seconds. Like the Sunray Tower, pay 100 gold to reduce the CD (2 seconds each time, to minimum of 6 seconds).
Totems: (Last for 8 seconds)
-Time Totem: Slows enemies by 40%.
-Poison Totem: Poisons @ 10 dps for 4 seconds.
-Shatter Totem: Reduces armor or magic resist by 2.5% per second in range of totem.
Unlocks
-Level IV Barracks: Changeling Elves
-Level IV Mage: Moonwatcher
Recurring Enemies: Stinger, Swarm, Spawslug, Birvis, Dazzadise
New Enemies: Sapvine, Rafflesaria
Sapvine
An entity of living vines, its barf is stronger than its bite.
HP: 800
Damage: 10-20 45-80 melee, 25-45 ranged (Bites/spits acid every second)
Magic Resist: 40%
Speed: Medium
Lives Taken: 2
Abilities
-Sap Splash: Ranged attack slows enemy attack speed by 50% for 3 seconds.
-Evolution: When passing into a cloud of green particles, begins the second death animation.
Death Animation: Falls limp, releasing floating green particles.
Death Animation: Mouth becomes wider and vines thicker before becoming a Rafflesaria.
Appearance: A being of plants, with a Snapvine-like head and vine-like octopus-style limbs.
Notes: High physical damage is recommended.
Rafflesaria
A gigantic flower that emits an odor so strong that our soldiers and even our enemies hate it.
HP: 1400
Damage: None
Magic Resistance: 50%
Speed: Slow
Lives Taken: 3
Abilities
-Corpse Stink: Cannot be fought by soldiers, heroes, or other units. Boosts the speed of nearby enemies by 20%. Doesn't affect other Rafflesaria.
Death Animation: Screeches, opening its mouth, before being dissolved by a black poison from the inside-out.
Appearance: It has a large, upwards-facing mouth, along with large black eyes. It has large, more spread out limbs than a Sapvine.
Notes: Even though it is slow, it has high health and resistance, and its ability can be deadly.
Achievements
Essence Collector Have a single Changeling with 4 additional powers. {Reward: Infusion chance increased to 30%.}
Benedict Arnold Kill 150 enemies with Replace. {Reward: Replace CD reduced by 4 seconds.}
Lunar Calendar Have 5 Moonwatchers with every phase at once. {Reward: Reduces Phase Shift costs by 100.}
Moonblast Deal 3K damage with Moonlight's AoE. {Reward: Moonlight creates a larger AoE.}
Amber Have 200 soldiers slowed by Sapvines.
The Conclave Create each totem 50 times.
Stage 10: Muddy Slopes
- [+] SPOILER
- Our allies have followed the scent trails of the mutated animals to a new island further along in the archipelago. The landing on the island is rough, due to the mud slopes that comprise the island's sides, but we believe this to be a good place to ambush the enemy. If all goes well, the mudslides that plague the area will wash away our enemies.
However, our Nature Druids warn against purposefully triggering mudslides, as they can also wash away our own.
Map:
Link: https://cdn.discordapp.com/attachments/ ... 96/E10.png
Level Features
Mudslides: Every few waves, a massive mudslide will sweep the paths, pushing enemies "down" to a lower path. Soldiers are instantly killed by this, and towers hit are slowed by 50% for 3 seconds, excluding Nature Druids.
Plant Barriers: Each plant barrier will block mudslides from affecting its path. Can be broken down for free to reveal a strategic point.
Unlocks
-Level IV Druid: Nature Druid
Recurring Enemies: Stinger, Swarm, Spawslug, Birvis, Dazzadise, Sapvine, Rafflesaria
New Enemies: Terratoise, Petraqua
Terratoise
This large land turtle is quite armored, and must be taken down quickly.
HP: 1000
Damage: 30-60 AoE physical (Slams the ground, every 2 seconds)
Armor: 75%
Speed: Slow
Lives Taken: 2
Abilities
-Prioritize: Terratoises are automatically prioritized as a target.
-Evolution: When passing into a cloud of green particles, begins the second death animation.
Death Animation: Falls limp, releasing floating blue particles.
Death Animation: Grows much larger and develops large spines on its shell, turning into a Petraqua.
Appearance: A large tortoise, with a very dark shell, and very thick legs.
Notes: Heavy magic damage is absolutely necessary, and AoE if possible.
Petraqua
This gigantic turtle "swims" through land as though it were water.
HP: 2400
Damage: 100-150 (Swipes with a flipper, very slowly, every 3 seconds)
Armor: 90%
Speed: Very Slow
Lives Taken: 4
Abilities
-Prioritize: Petraquas are automatically prioritized as the highest threat target.
-Protect: Enemies near a Petraqua gain 50% armor.
-Immune to Replace and Heartpiercer
Death Animation: The body inside the shell quickly turns to dust, before the shell itself collapses.
Appearance: A gigantic turtle, with massive fins, and lots of spines on its back.
Notes: Just about as tanky as you can possibly get. (That isn't a miniboss)
Achievements
Death Grip Slow 10K enemies with Strangling Vines. {Reward: Slow cap increased to 80%.}
I Am Groot Summon 500 Treants. {Reward: Increase Treant duration to 25 seconds.}
Erosion Let 200 enemies be swept away in a mudslide.
Infected Find the glowing mushroom.
Stage 11: Ancient Warden
- [+] SPOILER
- As we approach the crest of the island, our native allies express unease. Their culture harbors myths of a great destroyer or a massive entity that slumbers on the island, and they advise that we do our best to not wake it.
Unfortunately for us, that may not be an option, given that the enemy approaches!
Map:
Link: https://cdn.discordapp.com/attachments/ ... 01/E11.png
Recurring Enemies: Stinger, Swarm, Spawslug, Birvis, Dazzadise, Sapvine, Rafflesaria, Terratoise, Petraqua
Level Events
Boss Wave
The Ancient One emerges from its warren near the top of the level, before heading to the SE exit, walking between the paths.
The Ancient One
The oldest creature on the islands, grown incredibly strong over time.
HP: 12000
Damage: 200-250 (Slowly hits with giant claws, dealing AoE damage, every 1.5 seconds)
Speed: Slow
Lives Taken: 20
Abilities
-Evolution: Gains power when it steps into particle clouds:
-Yellow: +50 attack damage
-Red: +250 HP (healing)
-Green: +25% magic resist
-Blue: +25% armor
Death Animation: Explodes into a shower of meat and blood.
Appearance: A giant sloth-like entity, with massive claws and arms, sharp spikes everywhere, and 4 eyes.
Notes: Killing it quickly means it can't leverage its power, but that may be difficult.
Achievements
Primal Defeat the Ancient One.
Torrasque Revive the ultralisk.
Stage 12: Fog of Nightmares
- [+] SPOILER
- Comic Intro
Panel 1: "Our adventure has led us to an unknown land..."
*Elves step onto the shore, confused at how they sink a few centimeters into the ground.*
Panel 2: "A land of promise, and a land of ruin."
*An expedition is shown, investigating ruined structures.*
Panel 3: "May our gods protect us..."
*A scared party of elves is shown, trembling.*
Panel 4: "For this may be our greatest challenge yet!"
*Shadowed eyes are visible in the thick purple fog.*
We have recieved a distress call from the Linireans and Dwarves! They request our aid in exploring a newly-discovered island to the north, which seems to be covered in a deep fog. What nightmares may lurk within we cannot be sure, and of course it would be a show of good will to aid them.
Soon after landing, we have been beset on all sides by shadowed figures, but we've come too far to turn back now. We must defend the landing site!
Map:
Link: https://cdn.discordapp.com/attachments/ ... /E12-F.png
Level Features
The Fog: Obstructs vision.
Lanterns: Buy for 75 gold to extend vision through the fog.
Link: https://cdn.discordapp.com/attachments/ ... 60/E12.png
New Enemies: Silkling, Galeling, Drow, Drider Queen
Silkling
Mutated spiders which cast poisoned webs.
HP: 650
Damage: 10-15 (Slashes with long legs, every second.)
Magic Resist: 70%
Speed: Medium
Lives Taken: 2
Abilities
-Twisted Webs: After charging for 3 seconds (visible animation) casts webs over nearby soldiers. These webs deal 10 d/s for 5 seconds, and if they kill, the cocoons break to release more Silklings. 10 second cd.
Death Animation: Breaks into a carcass, releasing an orb of white light.
Appearance: A large spider, somewhat similar to a Webspitter, but with a darker purple coloration.
Notes: Webspitter 2 - Electric Bugaloo
Galeling
Flying spiders with control over wind.
HP: 400
Damage: None.
Magic Resist: 40%
Speed: Fast
Lives Taken: 2
Abilities
-Gale: Blasts galeforce winds into soldiers, slowing their attack speed by 50% for 4 seconds. 12 second CD.
-Cloudcall: When Gale is used, summon another Galeling behind it. (The Galeling appears to be brought in on a gust of wind)
-Chaff: Lets out distracting chaff, making it immune to Archer attacks for 5 seconds. 15 second CD.
Death Animation: Explodes in silky chaff, releasing a white orb.
Appearance: A small spider hanging by a balloon in the air. Its legs are connected via silky membrane, which it waves to summon gales.
Notes: Moving soldiers when they come near can save you a good deal of trouble.
Umbrelf
A fog-spawned copy of our soldiers, its very existence is an omen.
HP: 220
Damage: 9-13 (Slashes with a sword every 0.8 seconds.)
Speed: Fast
Armor: 20%
Lives Taken: 1
Abilities
-Umbral Block: Has a 25% chance to block any physical attack.
-Umbral Nightmare: Stuns nearby soldiers for 1.5 seconds, and reduces their attack by 25% for 10 seconds.
Death Animation: Breaks into shards.
Appearance: A dark copy of a Paxeian Monk, with red eyes and a sword. Their body is formed of a black fog.
Notes: Its physical resistance can be surprisingly high, so magic attacks are preferred.
Drider Queen
Massive monstrosities that can corrupt our soldiers into Umbrelfs.
HP: 700
Damage: 20-35 (Slashes every 1.25 seconds.)
Speed: Medium
Lives Taken: 2
Abilities
-Defile: Poisons barracks at 5 d/s for 5 seconds, turning them into Umbrelfs if they die.
-Broodmother: If a soldier is corrupted, have a 25% chance to spawn a parasite which latches onto the new Umbrelf. If not killed within 8 seconds, the Umbrelf turns into a new Drider Queen.
Death Animation: Turns into a carcass, releasing a ball of white light.
Appearance: A large drider, but overall more spider like than elf like, with multiple arms, long fangs, and multiple eyes.
Notes: More evil than a regular Drider.
Achievements
Light Up The Night Light all lanterns on Stages 12-14.
I Am Become Death An ill omen.
The Swarm Defeat 500 Spiders before they summon more.
Stage 13: Webwrath
- [+] SPOILER
- It seems that our old enemies, the Spiders, have returned once again. Of course, the influence of one of their queens led to the greatest tragedy in Elven history, and led to other terrible events in Linirea. It seems as though they seek revenge for the multitudes of them of which we have killed.
Additionally, our historians have discovered that, the Island's odd traits make it bear remarkable similarities to Isle of , which sank below the waves long ago. However, remnants of the grand civilization that once ruled these lands are discovered occasionally, and whatever tragedy befell them, may soon strike us, so be wary, General.
Map:
Link: https://cdn.discordapp.com/attachments/ ... /E13-F.png
Level Features
The Fog: Obstructs vision.
Lanterns: Buy for 75 gold to extend vision through the fog.
Link: https://cdn.discordapp.com/attachments/ ... 49/E13.png
Recurring Enemies: Silkling, Galeling, Drow, Drider Queen
New Enemies: Hunterling, Spawnling
Hunterling
Predatory spiders with a taste for magic and flesh.
HP: 850
Damage: 5-10 (Bites every 0.2 seconds in melee)
Magic Resist: 50%
Speed: Fast
Lives Taken: 2
Abilities
-Feed: Attacks mages by jumping at them, stunning the tower and removing the Hunterling from the map for 3 seconds. Heals for 25% HP upon conclusion. CD 12 seconds.
-Pheromones: If a soldier reaches <10% HP while a Hunterling is nearby, release pheromones reviving all nearby dead Hunterlings with 10% HP.
Death Animation: Falls to the ground, releasing an orb of white light.
Appearance: A black spider, similar in pattern to a Son of Mactans, but with a larger frame, and with both red and purple highlights.
Notes: When massed, Hunterlings can cause very dangerous chain reactions, so beware.
Spawnling
Tunneling spiders which consume the earth itself.
HP: 1100
Damage: 40-50 (Bites every 1.75 seconds)
Speed: Slow
Lives Taken: 2
Abilities
-Tunnel: Digs underground for 1.5 seconds, becoming immune to all attacks save for those of Nature Druids. CD: 8 seconds
-Earthspawn: Is immune to level 1-3 Druids. If a L1-3 Druid hits a Spawnling, it absorbs the rock and creates 2 Earthspawn with 150 HP {10-15 d/s} and a further immunity to basic artillery. Can only occur once every 4 seconds.
Death Animation: Sinks into the earth, releasing an orb of white light.
Appearance: Large dark green spider, with a rocky-textured abdomen.
Notes: A very important reason to upgrade your artillery.
Achievements
Hunter, Hunted Defeat 100 Hunterlings, without letting them revive other Hunterlings.
Stage 14: The Doom Shards
- [+] SPOILER
- It is a dark day, General. Our scouting parties report two massive black crystal shards ahead, with a single gem floating atop each. Furthermore, our priests say each crystal seems to have a... nimbus of sorts around it, a nimbus containing similar energies to our temples. The thought that our enemies may have access to the power of our gods is troublesome, to say the least.
The fog has begun to clear a tad as we head further inland, but the enemy attacks have only strengthened. Assaulted from all sides, morale has dropped to an all-time low. Despite this, we must prevail, for our allies and homeland are counting upon us, and thus our enemies shall fall before our arrows!
Map:
Link:
Level Features
The Fog: Obstructs vision.
Lanterns: Buy for 75 gold to extend vision through the fog.
Link: https://cdn.discordapp.com/attachments/ ... 20/E14.png
Recurring Enemies: Silkling, Galeling, Drow, Drider Queen, Hunterling, Spawnling
New Enemies: Lesser, Transcendant
Lesser
A Lesser Transcendant, it acts as a beacon to draw other Transcendants to this world.
HP: 900
Damage: 5-15 (Slashes every 0.25 seconds.)
Speed: Medium
Lives Taken: 3
Abilities
-Beacon: Boosts nearby Transcendants' speed to Fast for 4 seconds on death.
-Anchor: Heals nearby Transcendants for 500 HP on death.
-Transcend: Spawns automatically when a Silkling, Galeling, or Drider Queen is killed.
Death Animation: White light erupts from its chest, before exploding, leaving a pile of green goo.
Appearance: A blobby humanoid of white light, with black eyes. It has a number of rainbow shards sticking out of its back and acting as claws.
Notes: It all comes full circle.
Transcendant
Ascended creatures of a higher plane. While powerful, their anchor to this plane is not complete, and thus they are not at full power.
HP: 1800
Damage: 50-70 melee (Slashes with its sword every second); 100-150 ranged (Fires a single bolt of AoE true damage before entering melee)
Magic Resist: 100%
Speed: Slow
Lives Taken: 5
Abilities
-Unanchored: Starts at a magic immunity, losing 1.25% magic resist per 1% HP lost, and gaining 1.25% armor at the same rate.
-Psi Explosion: Explodes for 300 damage on death. Disables nearby special abilities for 3 seconds.
-Transcend: Spawns automatically when a Hunterling or Spawnling is killed. (In the Hunterling's case, it waits until the corpse fades)
Death Animation: White light erupts from its chest, before exploding, leaving a pile of green goo.
Appearance: A sharp angled humanoid of white light and with black eyes. It carries a sword of rainbow shards.
Notes: Both the Transcendant and the Lesser are incredibly dangerous enemies. Beginning with Transcend, more often that not, they spawn at the end of the track, and, when the faster Lessers are killed, the Transcendants gain the speed and heal, making them even more threatening. Of course, the Unanchored ability also means you need a varied defense, lowering the effective possible DPS.
Achievements
Plane of Mind Kill 500 Lessers or Transcendants.
Stage 15: Skyreach Tower
- [+] SPOILER
- We have come to the edge of the fog, only to find a massive shimmering tower reaching high into the heavens. The tower thrums with power, though of so many types that we cannot determine a single source. The ground quakes and glows, while the air has a constant haze to it. Whatever occult magics or technology are at the root of the tower, they pose a significant threat. The Transcendants gather at the base of the tower, and it appears as though their leaders have come to taunt us.
However, all is not lost, as we have encountered expeditions from the Humans and Dwarves, who promise to aid us in the conflict to come. Surely it will be written in the legends as one of the greatest battles.
For the Chiefdom!
Map:
Link: https://cdn.discordapp.com/attachments/ ... 26/E15.png
Level Features
Allied Strategic Points: Towers placed on these points correspond to towers from the other races' tower sets. Left is Human Towers, right is Dwarven Towers.
Recurring Enemies: Silkling, Galeling, Drow, Drider Queen, Hunterling, Spawnling, Lesser, Transcendant
Level Events
Boss Wave
The main leader, Xurakes, leaves their taunting point, before arriving on the telepad at the base of the tower. It starts to walk toward the southern exit, while the other two leaders emerge from the entrances, heading for the nearest exit.
Upon death, each leader has a death quote:
"My spirit returns to the aether." (Xurakes)
"Ascendence begins..." (Zivofis)
"Your doom shall be swift." (Qagejos)
Xurakes
Master of the Transcendants, who wields a magical staff.
HP: 2000
Damage: 100-150 (Hits with staff every second)
Magic Resist: 80%
Speed: Slow
Lives Taken: 20
Abilities
-Staff of Life: Drains 150 life from soldiers to heal all nearby enemies.
-Staff of Silence: Silences nearby towers for 8 seconds.
Both abilities have a 10 sec CD.
Death Animation: Delivers a death quote before exploding into green goo, but also releasing a green orb.
Appearance: A large Transcendant, with bright green eyes and shards. A crystalline staff is its main weapon.
Notes: Weak to archers and artillery, but still powerful.
Qagejos
A leader of the Transcendants, who wields a giant hammer.
HP: 2000
Damage: 100-150 (Hits with hammer every second)
Armor: 80%
Speed: Slow
Lives Taken: 20
Abilities
-Stormhammer: Calls down a lightning bolt, which strikes the hammer, reflecting and then hitting every close unit for 75 true damage.
-Quakehammer: Shakes the earth, reducing the range of nearby towers by one level. Lasts 5 seconds.
Both abilities have a 10 sec CD.
Death Animation: Delivers a death quote before exploding into green goo, but also releasing a red orb.
Appearance: A large Transcendant, with bright red eyes and shards. A crystalline hammer is its main weapon.
Notes: Weak to mages, but beware of Quakehammer, especially when using short-range towers.
Zivofis
A leader of the Transcendants, who dual wields massive swords.
HP: 2000
Damage: 100-150 (Hits with swords every second)
Armor: 40%
Magic Resist: 40%
Speed: Slow
Lives Taken: 20
Abilities
-Order by the Sword: Reduces the damage of a tower to 10-20 for 10 seconds.
-Cycle by the Sword: Upon casting, ignores the next 5 attacks or abilities.
Both abilities have a 10 sec CD.
Death Animation: Delivers a death quote before exploding into green goo, but also releasing a blue orb.
Appearance: A large Transcendant, with bright blue eyes and shards. Two crystalline swords are its main weapons.
Notes: Requires a balanced defense, and its abilities can be quite dangerous.
After killing the leaders, the orbs indicating their deaths fly into 3 niches on the side of the tower. It thrums with power, before unleashing a screen-filling white light, a la normal endings. When the dust settles, the true boss, Apotheosis, has appeared on the telepad.
While you may seem absolutely screwed, your god, with what little power remains in their hands, has summoned an Avatar to aid you in your fight.
Apotheosis
A god of infinite power, made flesh. Pray that we can survive.
HP: 18000/21000/24000
Damage: 100-200 against heroes every second; if fighting soldiers, Apotheosis will grab them, one at a time, and then crush them, smiling. This animation takes 1 second.
Speed: Slow
Lives Taken: Infinite
Appearance: A massive Transcendant, roughly 3 times the height of a tower, with 3 eyes - one red, one green, one blue. It has semi-angelic wings and a glowing white body.
Abilities
-Waterjet: Blasts a long range jet of water by holding out its hand. Deals 300-500 true AoE damage. 10 second CD.
-Neutralization: Clenches a fist, summoning a skin of water which grant an immunity to artillery for 3 seconds. 15 second CD.
-Chaos Field: Snaps its fingers, causing all damage from nearby towers to be minimized for 5 seconds. 20 second CD.
-HP Balance: Pinches the air, and then steals 50% of the current HP of all non-heroic units and heals from it. 25 second CD.
-Confusion: Holds out a flat palm, silences nearby towers for 6.5 seconds. 13 second CD.
-Death Aura: Death aura dealing 10 damage/second. Doubled versus non-heroes.
-Absorption: Crosses its arms, making it heal for 250 for every special ability cast against it in the next 3 seconds. 25 second CD.
-Shield Magic: Waves a single hand in front of its face, shielding it from Mages for 3 seconds. 15 second CD.
-Plaguefire: Stamps the ground, creating a fiery aura for all enemies, dealing 10 dps to all units around them. This effect can spread to soldiers and persist. 10 second CD.
-Lightning Rod: Plants its feet, before gaining 75% armor and magic resistance for 3 seconds. 15 second CD.
-Challenge: Beckons at a tower, placing the "Challenged" status. Unless the tower deals 300+ damage in the next 10 seconds, it will be destroyed. 25 second CD.
-Galeforce: Raises its hands, creating gusts of wind which grant an immunity to archers for 3 seconds. 15 second CD.
The Avatar
HP: 250
Damage: 50-100 (Punches every 2 seconds)
Respawn: 60 seconds
Ability: Push: Summons a smidgen of godly power, to push away the nearest units, including Apotheosis. 10 second CD.
The Avatar does not heal naturally, however, any Worship points gained after starting the boss battle will both heal it at a 40% conversion rate, and reduce its respawn, if dead, by 1 second per 25 points.
Furthermore, for every 3000/3500/4000 damage dealt, Apotheosis loses control of a set of powers.
For followers of Elynie, Apotheosis loses Elynie's, Ederus's, Regnos's, Cetuda's, Sagate's, and finally Zezzar's powers.
For followers of Ederus, Apotheosis loses Ederus's, Elynie's, Cetuda's, Regnos's, Zezzar's, and finally Sagate's powers.
Upon the fight's conclusion, Apotheosis explodes, releasing the screen-filling white light once more. And yet, despite the corpses of the other two leaders behind them, the main leader, Xurakes, lives, barely, and begins crawling toward the exit. The Avatar at this point has disappeared, but the leader is unblockable.
Fallen Xurakes
The last remains of the Apotheosis.
HP: 1000
Damage: None.
Speed: Slow
Lives Taken: 20
Abilities
-Unblockable
Death Animation: Collapses.
Appearance: A small, roughly humanoid form of green slime, with an aura of flickering light.
Achievements
Godslayer Defeat Apotheosis.
Red Stones Find the Philosopher's Stones.
For the Alliance! Upgrade towers on the special spots to L4.