Dwarf Stage 1: Mines of Mirotehn
- [+] SPOILER
- General!
You command a portion of the forces of the great Dwarven city of Mirotehn. We mine the riches deep beneath the mountains, and trade with our relatives in the Elf-lands and Linirea. It has been a long time since any of us have gone to war, as most threats have been destroyed far before they reach the city. But now, our miners report that the earth itself has been working against them, as many of them have perished in cave-ins, which don't happen often. A few weeks after the incidents began to occur, a miner reported rock-like creatures heading up to the surface through the mines. We must defend the innocents, and destroy this ominous force!
Map:
Key:
A- Strategic Point
Unlocks
-Level 1 Towers
-Heroes
Recurring Enemies: None
New Enemies: Slatlis, Coaler
Level Events
Wave 1:
Stalis
HP: 105
Damage: 2-4
Armor: None
Speed: Medium
Lives Taken: 1
Death Animation: The whole being hardens, and then shatters into many pieces.
Abilities:
Harden: Every 5 seconds, gain 10% physical armor. Stacks up to 90%.
While appearing weak on the outside, this entity hardens its wet skin into hard armor.
Appearance: A weak, mud-like enemy, with no discernible legs and arms to punch with. As it moves, its skin will harden into cracked clay armor. It has glowing red eyes.
Tips: The Harden ability makes mages all the more useful against this enemy.
Wave 2:
Deploy Reinforcements
Deploy reinforcements to block enemies for a short period of time.
Cooldown: 10 seconds
There are 4 optional skins, 2 males and 2 females. They wear
HP: 40
Damage: 1-2
Armor: None
Wave 3:
Coaler
HP: 70
Damage: 5 AoE fire damage, per second for 5 seconds. Stacks.
Armor: None
Speed: Fast
Lives Taken: 1
Death Animation: The Coaler glows red, and the flame on its head burns blue as it burns to ashes.
This small glowing rock burns with bright flame, dying to burn those who oppose it.
Appearance: A small glowing rock of coal, with a red flame glowing on its head.
Tips: A wave of these can deal large amounts of damage to barracks, but will die easily to AoE towers.
Wave 4:
Hero at Your Command: Tihkinor, the Miner (Tea-ki-nor)
HP: 350 (+25) [600]
Melee Damage: 4-6 (+1,+1) [14-16] (Attacks with pickaxe)
Armor: 50%
Respawn: 20 seconds
Tihkinor is an average miner, forever hunting for riches. In search of said riches, he has joined the army to defend the Chiefdom.
Wave 5:
Hero Spell: Quarry (60 seconds)
Tihkinor employs a fancy high-tech quarry to mine the ground in search of riches. It will give you 50 gold, and all the moved dirt will form a wall that takes 500 hp's worth of enemies to push through.
Wave 6:
God Spell: Sandstorm and Quake
Sandstorm (80 seconds)
Obscures vision for enemies, making them take 20% more damage and deal 100% less ranged damage, along with 50% less melee damage.
Quake (80 seconds)
Creates a quake, which stuns enemies for 3 seconds and deals a medium amount of true damage.
Achievements
Fossil Fuel: Defeat 300 Coalers.
From Mud and Back: Defeat 50 Stalis before they can improve armor.
Dwarf Stage 2: The Port of Arethun
- [+] SPOILER
- We have chased the stone creatures from our mines, to the Port of Arethun. This port is where we recieved most of our trade, but as we emerge from the tunnel, we find that most of it has been burned, likely by the small coal-like creatures. A few merchant ships still prowl the waters, but they may not be entirely merchants... Before we have had a chance to rally our disorganized forces, the Stone Giants attacked! Defend the Chiefdom's lands from the Stone hordes!
Map:
Key:
A- Strategic Point
B- Temple
C- Merchant Ship: On all even numbered waves, a merchant ship will sail to that spot, and for 40 gold you can buy cannonfire. (About 35-65 damage)
Unlocks
-Solar Ray
-Level 2 Towers
Recurring Enemies: Stalis, Coaler
New Enemies: Quartzling
Level Events
Wave 1:
Burner Beam
This dwarven super-weapon uses the sun's power to unleash devastating blasts of light! (Cooldown: 80 seconds)
The usage on this is different from other spells. Instead of a tap and destruction, the beam follows your finger for 5 seconds, dealing a healthy amount of true damage per second. If you do nothing after tapping, it'll just stay in place.
Wave 3:
Quartzling
HP: 100
Damage: 5-8
Magic Resist: 20%
Speed: Fast
Lives Taken: 1
Death Animation: Explodes in a shower of crystals.
Abilities:
-Flying
-Crystal Storm: Shoots 3 damaging crystals at soldiers. (Every 2 seconds)
This paradoxical hunk of crystal can not only float, but also fire shards of crystal at our men!
Appearance: The quartzling is comprised mainly of clear crystal, with an orb at the center which glows with red light. A ring of sharp crystals orbit around it.
Tips:
A weak flying enemy, but capable of attacking soldiers, and it comes quite frequently as air support.
Achievements
Crystal V. Crystal: Shoot down 150 Quartzlings with a level 1-3 mage.
Dwarf Stage 3: The Dragon's Spine
- [+] SPOILER
- We have left Arethun, and begun to cross the Dragon's Spine to answer a distress call from miners in the Goldtip Peaks. It has been a long and hard crossing, for these islands were named the Dragon's Spine for a reason, that being that it resembles the spine of a massive dragon. We would have crossed by ship, but many of the ships of the Dwarven Navy have been burned by the Stone Giants.
While crossing the most dangerous part of the island chain, we have been attacked. Luckily, there are a few barges remaining in case of defeat.
Map:
Key:
A- Rope Bridge: Enemies can only pass single-file. Soldiers can't be placed on them.
B- Barge: A tower can be placed on each of the barges.
Unlocks
-Level 3 Towers
Recurring Enemies: Stalis, Coaler, Quartzling
New Enemies: Pummelice
Level Events
Wave 5:
Pummelice
HP: 300
Damage: 12-17
Speed: Medium
Lives Taken: 2
Death Animation: Falls to ground in a flash of light.
Abilities:
-Float: If struck by a magic attack, the Pummelice can fly. For every 20 damage, it will fly for 3 seconds. It will automatically descend to fight barracks.
Harnessing magic, the Pummelice not only packs quite a punch, but the ability to fly!
Appearance: A large humanoid, with lots of pores. Its eyes are dark red, and its pores will glow white when floating.
Tips: Barracks are a necessity, and archers are preferable.
Achievements
I'm on a Boat!: Place towers on a barge.
Dwarf Stage 4: Goldtip Peaks
- [+] SPOILER
- After the hard battle on the Spine, we have come to the Goldtip Peaks. As implied by the name, many a dwarf mines gold here to fund the Chiefdom. However, much of the gold had either been stolen by the giants or others seeking to profit. These are our mines, General, and we must defend them.
We have hired the Deepearth Miners, a specialized group of dwarves who spend almost their entire lives deep underground, mining the mineral deepstone, which has special properties.
Map:
Key:
A- Gold Vein: Each vein can be mined for 75 gold. 5 Veins are present.
Note: Stalis' can now turn into a mud puddle, which doesn't have their special, but is immune to non-artillery attacks. Will go back to normal form when fighting.
Unlocks
-Deepearth Miners
Deepearth Miners
Damage: 3-8 (Smashes with hammer every 1.25 seconds, dealing AoE damage.)
HP: 300
Armor: High
Respawn: 12 seconds
Cost: 275
Appearance: A large dark-blue-black crystal structure, with a mineshaft leading into it. Like miner towers of mine past, dwarves will come up to the surface in minecarts to respawn. The miners have hammers of the same dark color.
Description: Deepearth Miners mine deepstone in caverns hundreds of meters below the surface, for its magical properties.
Skills:
-Deepstone (Innate)
All attacks and abilities deal 15% more damage to enemies with magic resistance.
-Deepmithril Grendade (Active, 14 seconds) (200/200/200)
Mixing Deepstone and Mithril results in a unstable concoction. The dwarf takes a lump of mithril and deepstone and combines them to create a glowing black substance, which is then thrown for 60/90/120 true damage.
-Quake (Active, 11 seconds) (200)
Slams the hammer on the ground, creating a fissure which deals 130 physical damage and a stun for 1 second.
-Deepstone Infusion (Passive) (300/150/150)
Boosts the Innate ability by 5% per level, and adds 10% magic resist per level.
Quotes:
"The earth will rise to the challenge!"
"Fire in the hole!"
"For the deep!"
Recurring Enemies: Stalis, Coaler, Quartzling, Pummelice
New Enemies: Bassualt, Fusione
Level Events
Wave 4:
Bassault
HP: 490
Damage: 13-34 (Smashes with a Hexagonal arm)
Speed: Medium
Armor: 40%
Lives Taken: 2
Death Animation: Becomes a black pile of lava.
Abilities:
-Steam Cloud: Can create a steam cloud every 15 seconds. Each cloud lasts for 20 seconds. The overall effect blocks your vision for the time, and prevents non-magical ranged attacks from entering or leaving the cloud.
This hexagonal creature can create thick clouds of mist to obscure vision.
Appearance: Still a humanoid, but made mostly out of hexagonal columns. Small holes in its arms will eject steam to form steam cloud.
Tips: Mages are best, as they ignore the effects of steam cloud.
Wave 10:
Fusione
HP: 670
Damage: 10-14
Speed: Medium
Lives Taken: 3
Death Animation: Falls apart into its component pieces.
Abilities:
-Conglomerate: Absorb 40% of the damage of fallen Stone Giants, their armor/magic resist, and their special abilties. Stacks indefinetely.
This giant will combine itself with pieces of old giants, creating a new monster capable of using the powers of both.
Appearance: A large lumpy humanoid type thing, kind of like a stone Abomination. It will pick up small pieces of rock left on the ground by other Giants, and put them on itself.
Tips: Insta-killing works best, but dealing lots of DPS before it can reach other giants also works.
Achievements
Shiny!: Mine all the Gold Veins
Earthshaker: Initiate 250 quakes.
Lord of the Deep: Beat a level with your only level 4 tower being a Deepearth Miner barracks.
Dwarf Stage 5: Datrun Taiga
- [+] SPOILER
- The giants have been defeated, and our scientists having begun tracing their unique biological signals to a relatively unknown temple in the north. However, to get there, we must cross the frigid permafrost of the Datrun Taiga.
Luckily, the R & D department back in Mirotehn has gotten back online and begun to send us shipments of materials and new equipment.
Map:
Key:
N/A
Unlocks
-Level 4 Archer: Sentry Turret
Sentry Turret
Damage: 21-32
Fire Rate: Very Fast
Range: Average
Cost: 230
Appearance: Before you call OP, read the special. The tower itself has a single turret, like the other dwarven archers, but this has a laser attached to its side. This will fire a tracking laser at the targeted enemy. When idle, the laser will occasionally "blink".
Description: Armed with one of the most advanced AI's, the Sentry is capable of steady fire against a single enemy, but loses effectiveness against large hordes.
Skills:
-Focusing (Innate)
Will target an enemy, and then fire at them. However, this target is lost when the enemy goes out of range or is killed, and it takes the tower 1.5 seconds to retarget.
-Overclock (Passive) (200/200/200)
L1- Boost damage by 4 points.
L2- Boost fire rate.
L3- Negates Focusing
However, with each upgrade, per second, the tower has a 0.5% chance to break and stop firing (from overheating), and it requires 30/60/90 gold to fix it.
-Bullet Storm (Active, 15 seconds) (250/200/200)
Fires a storm of bullets, which deals 3-10 damage per bullet. Fires 10/15/20 bullets at a rate of 10 bullets per second. Suspends normal attack for this period.
Quotes:
"Ya-ta-ta-ta-ta-tah"
"Target locked."
"Face a hail of bullets!"
Recurring Enemies: Stalis, Coaler, Quartzling, Pummelice, Bassault, Fusione
New Enemies: None
Achievements
2fast4u Have a Sentry retarget 5 times in a row without firing.
Bullet Hail Have 3 Bullet Storms active at once.
Dwarf Stage 6: Temple of the Earth
- [+] SPOILER
- We have made it to the origin temple of the Stone Giants. Here, someone, we don't know who, is trying to perform a strange ritual upon a cluster of large white diamonds. We must stop them!
Our engineers have found a way to use the crystals found around the temple to create a powerful weapon known as the CARVR.
Map:
Key:
A. Crystal: Each of the crystals has its own special effect. It all depends on what dies near it. If 10/20 of such and such enemy dies near a certain crystal, an effect will activate:
20 Stalis (Blue Crystal) Freezes 3 nearby soldiers for 4 seconds, with a 10% chance to kill them when they are unfrozen.
20 Coaler (Red Crystal) Releases a pulse of flame which deals 100 burn damage over 5 seconds to nearby soldiers.
20 Quartzling (Yellow Crystal) Shoots a bolt of lightning which will chain between soldiers, dealing 30 damage to each, and chaining up to 10 times.
10 Pummelice (Blue Crystal) Freezes the ground, freezing nearby enemies and creating a field of ice.
10 Bassault (Red Crystal) Shoots a pulse of bright red flame at the highest damage tower within range, reducing its range by 1 levels, and reducing damage output by 20%.
10 Fusione (Yellow Crystal) Creates a ball of lightning, and then shoots it up into the air. It will land at the point with the most soldiers, dealing 80 AoE true damage and then beelining for the highest HP troop on the map, dealing 100 true damage to any soldiers it hits on the way, and to the target.
Unlocks
-Level 4 Mage: CARVR
CARVR (Crystalline Auto-Rotating Vitrification Ray) (I like acronyms)
Damage: 33-46 per beam
Fire Rate: Very Slow
Range: Long
Cost: 320
Appearance: A slightly larger turret houses a large white crystal that glows with different colors. The firing piece now has 3, mini-hydraulic controlled "arms".
Description: A specialized crystalline weapon that can focus energy into 3 different beams to target enemies with a burning light.
Skills:
-Pierce (Innate)
-Triple Beam (Innate)
Each "arm" targets a different enemy. If only one/two enemies are available, then the beams will target the same enemy. For each additional beam targeted on an enemy, +5 points of damage are added.
-Plasmatic Core (Passive) (300/300/300)
Adds a burn to the tower, dealing 5(7{9})/8(10{12})/11(12{15}) damage for 3 seconds. Doesn't stack.
-Crystalline Overload (Active, 20 seconds) (350/200/200)
Overloads the crystal with energy, and then releases it, creating a dome of white light that deals 100/200/300 magical damage to all enemies in range. The tower will not fire during this period, but Plasmatic Core can improve the damage by 5% per level.
Quotes:
"Warning. Overload imminent."
"Generating..."
*a deep hum*
Recurring Enemies: Stalis, Coaler, Quartzling, Pummelice, Bassault, Fusione
New Enemies: Frosteel
Wave 10:
Frosteel
HP: 290
Damage: 10-19 (Stabs with leg every second.)
Speed: Medium
Magic Resist: 30%
Lives Taken: 1
Death Animation: Shatters.
Abilities:
-Skate: Moves 20% faster on ice.
-Frost: May freeze enemies for 2 seconds on each attack.
A strange being of frost and ice, that apparently is an expert at ice skating of all things.
Appearance: What would happen if the Protoss Starcraft II Stalker was made of ice? This answers that.
Tips: A simple enemy, and not hard to deal with.
Boss Wave:
Diamanthus
HP: 9000
Damage: 20-70 AoE (Punches)
Speed: Slow
Magic Resist: 60%
Lives Taken: 20
Death Animation: Shatters into diamond dust, save for one nice large diamond.
Abilities:
-Crystal Absorption: Will use the powers of the level's crystals.
-Store of Magic: Any magic damage resisted will be used in the next attack.
-Teleport: If 1000 magic damage is absorbed, may teleport a few paces down the path.
Once only a giant crystal, Diamanthus has been animated, and will destroy all that his master commands.
Appearance: Similar to Durax, but much bigger and made of a pure white crystal. It has three gems, a ruby, sapphire, and topaz as eyes.
Tips: Mages suck against this guy. I hope you can figure the rest out. He can move to either exit.
Achievements
Sabre Kill 100 enemies with 3 beams from a CARVR.
Meltdown Use Crytalline Overload 100 times.
Girl's Best Friend Defeat Diamanthus.
Jon Snow Kill 500 ice enemies.
Dwarf Stage 7: Hyporeal Ice Sheet
- [+] SPOILER
- Ice. Ice. And more ice.
This can only describe one thing, the massive Hyporeal Ice Sheet, stretching over countless feet/meters (insert localization). The sheet is massive, and though we know that Linirea lies eastwards, none of the exploration parties we have sent over the sheet have returned. It is possible that they were trapped in a blizzard, or even attacked by these strange Ice creatures.
We have begun to receive our materials through tunnels from the capital, as an overland or sea voyage would be too costly. The machines used to dig these tunnels could be easily "appropriated" for war, though...
Map:
Key:
Lighter Track areas: Ice Patch: Speeds up some enemies.
Unlocks
-Level 4 Artillery: T.R.I.T.E.
TRITE (Torpedo for Rock, Ice, and Tunnel Excavation) (I still like acronyms)
Damage: 44-87
Fire Rate: Very Slow
Range: Great
Cost: 375
Appearance: A kind of factory-like building, where torpedoes are manufactured on a conveyor, lifted by a robot arm, and dropped into the ground. As they move, they create broken ground.
Description: Originally used to dig tunnels, these torpedoes have been primed with explosive and dig at faster rates than ever before. The enemy won't know what hit them!
Skills:
-Collapse (Innate)
Slows enemies by 50% when hit, and may sink larger enemies (900 HP+) into the ground for a second.
-Tunnel Probe (Passive) (300/300/300)
When enemies come into range, summons the nearest group of 1/2/3 soldiers to combat them. Takes 4/3/2 seconds. The soldiers are treated as dead by their parent tower.
-Buster Drill (Active, 20 seconds) (350/200/200)
Creates an area the size of Eldritch Doom, which lasts for 1/1.5/2 seconds, and insta-kills any slowed enemies inside it.
Quotes:
"Digga tunna dig dig a tunna"
"Mining vessel ready for activation."
"It IS a trap!"
Recurring Enemies: Stalis, Quartzling, Pummelice, Frosteel
New Enemies: Hyporus, Frostborn
Wave 5:
Hyporus
HP: 670
Damage: 20-45 (Slashes, or stabs with a finishing blow)
Speed: Slow
Lives Taken: 2
Death Animation: Shatters.
Abilities:
-Frost Explosion: On death, creates a short-lived (6 seconds) Ice Patch.
-Hypothermia: When it kills a soldier, the soldier becomes a Frostborn. Doesn't work against the other barracks tower.
This monstrosity can turn our own soldiers into beings of ice, and send them against us!
Appearance: A humanoid ice-crystal being, with a large armblade, like Durax's.
Tips: Keep away from barracks at all costs. Due to its low speed but high damage, it can engage multiple times in the range of one barracks, spawning upwards of 4 Frostborn.
Wave 5:
Frostborn
HP: 100 + Original Unit Max HP (250)
Damage: 10 + Original unit damage (9-16)
Speed: Medium
Magic Resist: 20%
Armor: 20%
Lives Taken: 1
Death Animation: Shatters
Abilities:
-Hypothermia: Only spawned from soldiers, reinforcements, or heroes.
-Skate: Moves 50% faster on ice.
Born from soldiers, the Frostborn are a force to be reckoned with, at least en masse.
Appearance: Has a small, humanoid body, with long pointy legs and a pointed head. It holds a blade of ice.
Tips: It isn't a hard enemy to defeat, but if you let something high-health die against it, that doesn't bode well.
Achievements
Metro Dig 1000 tunnels using Tunnel Probe
You just activated my trap card Kill 200 enemies with Buster Drill
Dwarf Stage 8: Frozen Lake
- [+] SPOILER
- We have trekked further through this desolate wasteland, and to our surprise, we found what appeared to be a signal fire close to a cave in the ice. We entered, and found, to our surprise, a group of dwarves. They say they were part of an expeditionary party sent to explore the icy wastes many years ago, and have their own kind in many, many years. They offered to help us on our quest, and even though their weaponry is outdated, their skills have been fine-tuned from years in these wastes.
We trek further, to find the strangest thing. A lake, in the middle of the ice sheet, miraculously partially unfrozen! But, it seems that our enemy has sent forces to combat us over this unfrozen terrain. Luckily, we have managed to develop a chokepoint around the lake, thanks to a new piece of Capital tech. General, help defend the lake!
Map:
Key:
A- Ice: Speeds up some enemies
B- Dragon Egg: Hatch the dragon by firing a Burner Beam at it. See bottom of the level for further details.
C- Lake: May be crossed by Chillers
Unlocks
-Level 4 Archer: Arquebusier Tower
-Level 4 Mage: Freeze Ray
Arquebusier Tower
Damage: 32-44
Fire Rate: Slow
Range: Extreme
Cost: 275
Appearance: A little like a Musketeer Garrison, at least in terms of the tower. However, the dwarves inside are fully decked out in snow gear. Their weapons are also similar.
Description: Dwarven marksmen skilled with an arquebus, especially against fast targets.
Skills:
-Volley (Innate)
+15% damage per speed tier. (32-44 v. Very Slow, 42-57 v. Average, 51-70 v. Very Fast)
-Volley Shot (Passive) (300/250)
Fires 2/4 more shots, each parallel to the original.
-Energoop (Active, 24 seconds) (350/200/200)
Fires a goopy shot which leaves an area of brown sludge on the track, that lasts for 4 seconds. This speeds up enemies by 50% for 3 seconds. However, after the 3 seconds, the enemy’s speed is ¼ of normal, and it deals 25% less damage. Lasts for 4 seconds. In addition, the positive effect only works while in range of the Arquebusier. (Simulates a caffeine high, with the subsequent crash)
*If stunned, frozen, or otherwise stalled while the speed boost of Energoop (or other speed-boost abilities) is active, Volley will still take effect
Quotes:
"Bullseye!"
"Sniped!"
"Have some coffee!"
Freeze Ray
Damage: 49-67
Fire Rate: Very Slow
Range: Great
Cost: 300
Appearance: Another turret-like construction, however it has a more cylindrical firing piece, with a ball of ice being charged at the end. A large ice crystal works as a magic source.
Description: A special ray which fires chilling bolts of magic.
Skills:
-Ice Beam (Innate)
Freezes enemies for 1 second.
-Nitrogen Fog (Active, 16 seconds) (250/200/200)
Releases a fog of liquid nitrogen, which slows enemies by 20%/40%/60% and may freeze (20%/30%/40%) for 3 seconds. Lasts for 5 seconds.
-Ice Dome (Active, 24 seconds) (300/150/150)
Creates a dome of ice over the path. The dome is transparent, and energy weapons fired inside deal more damage, and an AoE. Lasts for 4/6/8 seconds. Archers and most Artillery (excluding T.R.I.T.E.) will not fire into the dome. Enemies inside are stuck until the effect is over. The dome is midway between Eldritch Doom and Burst Arrows.
Quotes:
"Frosty."
"Initialize cooling program."
"Dome protocol engaged."
Recurring Enemies: Quartzling, Frosteel, Hyporus, Frostborn
New Enemies: Chiller, Icefyre
Wave 7:
Chiller
HP: 990
Damage: 35-65
Speed: Slow
Magic Resistance: 40%
Lives Taken: 2
Death Animation: Shatters, releasing an orb of white light.
Abilities:
-Frost Explosion: On death, creates a short-lived (6 seconds) Ice Patch.
-Breath of Frost: Can freeze towers for 4 seconds. Doesn't work against the Freeze Ray.
-Snap Freeze: Can create a 4-second Ice Patch. Used on the lake to walk across.
A mage with heart of ice, that manipulates the ice itself.
Appearance: A humanoid ice-crystal being, with a cloak made of snow, glowing red eyes, a staff made of ice.
Tips: A pretty strong mage, with a plethora of abilities. Even though the Freeze Ray avoids the tower stall, it still can't deal much damage. Snap Freeze can be deadly near chokepoints or exits.
Wave 10:
Icefyre
HP: 1300
Damage: 60-100 ranged, 10-30 melee (Fires a bolt of icefyre/Stabs with leg)
Speed: Slow
Armor: 30%
Lives Taken: 2
Death Animation: Shatters
Abilities:
-Frostfyre: Fires a shot burns soldiers for 3 seconds at 5 dps. At the end, they have a 20% chance to turn into Frostborn. (Cooldown: 7 seconds)
-Frost Explosion: Upon death, creates a short-lived ice patch.
-Skate: Moves 30% faster on ice.
Almost a living mortar, the Icefyre manipulates freezing cold gas into mortar projectiles to fire at our men!
Appearance: Like a Frosteel, it supports itself on 4 limbs. On it's back, it has a spewing vent of icy gas, surrounded by 4 claw-like protrusions.
Tips: Frostfyre can be a real pain, freezing things and dealing high amounts of damage. Otherwise, a magical beating can work well.
Dragon
Hatch the dragon egg under the lake by firing a burner beam at it. It hatches into a dark blue dragonling, a water dragon. It is treated as a secondary hero. It starts at level 1, but can only be leveled up to 3. It gets a little bigger as you level it up.
However, hatching the egg removes the heat source keeping the lake unfrozen, and it quickly freezes over, revealing 4 new strategic points. While it is not explicit that the egg exists, it is slightly visible under the water.
HP: 50/90/130
Melee Damage: 6-13/NA/NA (Hits with talons)
Ranged Damage: NA/14-21/22-29 (Fires a small ball of water magic)
Magic Resist: 40%
Respawn: 15 seconds
At level 2, it gains the ability to fly and its ranged attack.
At level 3, it gains the Hydro Tail ability:
Hydro Tail lengthens the dragonling's tail with water, and the dragonling will then spin to swipe it along the ground at enemies, to deal 40-60 magical damage. Cooldown: 6 seconds. (If it touches a Chiller, the tail freezes, and deals physical damage)
Achievements
Cuppa Joe Speed up and kill 300 enemies using Energoop and an Arquebusier's Volley
Sloth Have 10 enemies debuffed by Energoop
Deep Freeze Freeze 20 enemies at once.
The Dome Trap at least 10 enemies in a dome and kill all of them while in the dome.
Chiller Night Defeat 50 Chillers while 1/2 of your towers are frozen.
How to Train Your Dragon Hatch a dragon.
Dwarf Stage 9: Icicle Path
In desperate need of shelter from the bitter cold, our explorer allies have shown us a network of caves under the icesheet they call the Icicle Path, so named for the massive amounts of icicles hanging from the roofs of the caverns. Even so, it is still bitter cold, and the enemy keeps making it more cold.
Lucky for us, the Capital has sent us a package full of technology which could help us fend off the enemies, though they may not be able to keep us warm.
Map:
Key:
A- Ice: Speeds up some enemies
B- Icicle: Place a unit here and an icicle will drop, dealing 20-50 AoE physical damage. An icicle respawns every 15 seconds.
C- Dragon Nest: Only unlocked if you hatched the egg on the last level. The dragonling roosts here, and can be used again by paying a grand total of 0 gold.
Unlocks
-Level 4 Barracks: Drone Lab
Drone Lab
Damage: 2-3 physical every 0.2 seconds {Shreds with extendable blades}
HP: 150
Armor: None
Respawn: 8 seconds
Cost: 300
Appearance: A lab-like structure, with a large antenna on the roof, and holes in the sides for the drones to exit from.
Description: Specialized flying drones with hidden blades to attack enemies.
Skills:
-Mark II (Passive) (200/200/200)
L1: Adds a ground-only ranged laser attack, dealing 4-8 damage, firing every second
L2: Can attack fliers
L3: Creates a force field which blocks 80 HP in ranged damage (i.e. melee bypasses field)
-Upload (Active, 20 seconds) (300/150/150)
Uploads an enemy into the mainframe, insta-killing them. The Drones gain 10%/20%/30% more effectiveness against that enemy from now on.
-Final Denotation (Passive) (300/100/100)
Explodes on death dealing 50/75/100 true damage. Adds damage based on how much negative damage the final strike did.
Quotes:
"I think, therefore I am."
"Power cell online. Guidance circuitry engaged."
"We bring your Emancipation."
Recurring Enemies: Quartzling, Frosteel, Hyporus, Frostborn, Chiller, Icefyre
New Enemies: Flake
Wave 4:
Flake
HP: 120
Damage: None
Speed: Fast
Magic Resistance: 40%
Lives Taken: 1
Death Animation: Shatters into diamond dust.
Abilities:
-Flying
-Freezing Rain: Can fire bolts of ice that stop units in their tracks for 2 seconds every 1.5 seconds.
Tiny living snowflakes that freeze foes in their tracks.
Appearance: If anything, a Flake looks like a Cryogonal from Pokemon. That is, it more-or-less looks like a snowflake, with glowing red eyes in this instance.
Tips: Weak on its own, but like the Screecher Bat, painful en masse.
Dragon Nest
The Dragon has its own tower for the people who want to challenge themselves. It starts at level 3, and goes up to 6.
HP: 130 (+35) [225]
Ranged Damage: 22-29 (+7, +7) [43-50] (Fires a small ball of water magic)
Magic Resist: 40%
Respawn: 15 seconds
At level 3, it gains the Hydro Tail ability:
Hydro Tail lengthens the dragonling's tail with water, and the dragonling will then spin to swipe it along the ground at enemies, to deal 20-40 magical damage. Cooldown: 6 seconds. (If it touches a Chiller, the tail freezes, and deals physical damage)
At level 4, it gains the Hurricane passive:
A blanket of storms surrounds the dragonling, deflecting 20% of ranged projectiles.
At level 5, Hydro Tail does 30-70 AoE damage.
Achievements
Emancipation Kill 1000 enemies with Upload
E=MC^2 Deal 5000 damage with Final Detonation
Freezing Rain Have 10 soldiers frozen at once due to Flakes
Typhoon Deflect 1500 ranged projectiles with Hurricane.