Before joining, I started coming up with this, roughly around seeing Chronicles by RaZoR, and I have finally got around to posting this. I'm trying to be balanced, but if something does seem unbalanced I will have a look at it, and if it is I apologise
Anyways, this game is set around a year after the events of Frontiers. The Elves have previously made peace with the Twilight Elves, and after news spread of the Tear of Elynie's supposed reappearance in the North, they have travelled to the Farbakk Reach in search for information. However, an attack on their arrival leads to an epic journey to find the Tear and reclaim it with hopes to cleanse the corruption, ending it's threat (hopefully) for good!
Here is the map of the campaign. When you start, only the Strahta Levels are shown, the rest being under a thick magic fog which reveals the next terrain area (Footless Desert, Dread Tower) until after the mini-campaign, where the rest of the bonus levels are accessible. This map will be updated whenever I introduce new content until the map is finished.
Campaign
Stage 1 - Landing Post
- [+] SPOILER
- Comic Intro
Panel 1: A great fleet of Gryphons pulling flying chariots is seen above Linirea
Panel 2: The elf hero Lyo speaks from his Gryphon with a twilight elf archer (Mailyn) in the chariot.
Lyo: "We should be able to find information about the Tear easily!"
Panel 3: An elven outpost of two north of the Landing Post watches the fleet with their backs to the mountain.
Lyo: "Our northern kin I am well acquainted with."
Panel 4: The two elves are knocked unconscious with rocks by shadowy figures from behind.
Mailyn: "Still, we do not know what to expect..."
Lyo: "Nonsense! These lands have been safe for years!"Greetings General! I hope you had a good flight, since things look to be getting worse: a gang of Wolfkin have ambushed our camp. This clan of men with animalistic heritage have not attacked the elves since the days before Veznan, but they seem to be prepared for war. We must establish a defence and fast!
Waves: 6
Strategic Points: 12
Recurring Enemies: N/A/E
New Enemies: Wolfkin Minor, Wolfkin Soldier
Entrances: 1
Exits: 1
Additional Features: None
Events: Lv1 Towers, Wolfkin Minor/Reinforcements/Wolfkin Soldier/Lyo the Gryphon Rider/Lightning/Hero Spell
Events
Wave 1
Tower And Objective Debrief
New Enemy - Wolfkin Minor
"Descendants of a mythical wolf, these warriors hunt in packs."
*Average Speed *Low Health
Wave 2
Reinforcements are Unlocked!
Wave 3
New Enemy - Wolfkin Soldier
"The brunt of the Wolfkin army, they are trained in combat since they are born."
*Light Armor *Slow Speed
Wave 4
Lyo the Gryphon Rider
Lyo is the first of 5 free heroes, and starts at level 1 as usual.
Wave 5
Lightning Spell Unlocked!
Wave 6
Hero Spell... Unlocked!
As you see, the usual.
Stage 2 - Strahta Outskirts
- [+] SPOILER
- It seems we have arrived at a fell time. The Wolfkin have taken the town of Strahta before we arrived! Most the citizens evacuated before the attack, but we must protect those who haven't yet!
For the Queen!
Waves: 8
Strategic Point: 14
Recurring Enemies: Wolfkin Minor, Wolfkin Soldier
New Enemies: Doggi, War Doggi, Wolfkin Enforcer
Entrances: 2
Exits: 1
Additional Features: None
Events: Lvl 2 Towers/Doggi/-/War Doggi/-/Wolfkin Enforcer/-/
Events
Wave 1
Level 2 Towers Debrief
Wave 2
New Enemy - Doggi Pronounced Doe-gi
"These wolves from the reach are known for their tan colour."
*Very Fast *Can Dodge Melee Attacks
Wave 4
New Enemy - War Doggi
"Doggi bred for only one purpose - war and death."
*Very Fast *Can Dodge Melee Attacks *Magic Resistance
Wave 6
New Enemy - Wolfkin Enforcer
"Wolfkin who are set to force captives to build weapons for them."
*Light Armor *Area Attack *Speeds Up Allies *Slow Speed
Stage 3 - Strahta Central
- [+] SPOILER
- We have finally arrived at the town central, but alas the fiends have the Kitsune royal family held hostage atop the Ceremonial Stone. The Kitsunes have long been the allies of our northern kin, so we must rescue them while reinforcements arrive!
Waves: 10
Strategic Points: 16
Recurring Enemies: Wolfkin Minor, Wolfkin Soldier, Doggi, War Doggi, Wolfkin Enforcer
New Enemies: Wolfkin Raider, Wolfkin Berserker
Entrances: 4
Exits: 1
Additional Features: Kitsune Royal Family (On the Ceremonial Rock)
Events: Lvl 3 Towers/Wolfkin Raider/-/-/-/Wolfkin Berserker, Can Rescue Royal Family/-/-/-/
Events
Wave 1
Level 3 Towers Debrief
Wave 2
New Enemy - Wolfkin Raider
"Large built Wolfkin who can tank lots of damage"
*High HP *Slow
Wave 6
New Enemy - Wolfkin Berserker
"More wolf-like than their kin, they live and die for the hunt."
*Very Fast *Attack Buff
You can also save the Royal Family from this point, since the berserker up there leaves to jump off the peak and attack. Send reinforcements or a flying hero to kill the guards. They reward you with basically what is an archmage tower from the top of the peak in the form of the king, Isao IV.
Achievements
Circle of Life: Save the Kitsune Royal Family
Comic Outro
Panel 1: Lyo and Mailyn are seen conversing with King Isao and a elf from the Boomerang Den about the Tear of Elyrie.
Panel 2: The King Responds to the question.
Panel 3: The Response zoomed in, a Dark Figure surrounded with fire is seen smiling and holding the Tear, while the alien hand is twitching in pain.
Stage 4 - Ihyllm Bridge
- [+] SPOILER
- The news we received from the boomeranger's guild may hold explanation to these events, General! A mysterious empath has been seen heading for the Footless Desert with the Tear of Elyrie!
We have tracked him to the River Ihyllm. With the guild's assistance and the Kitsune Elementals behind us, we should catch up soon!
Waves: 14
Strategic Points: 14
Recurring Enemies: Wolfkin Minor, Wolfkin Soldier, Doggi, War Doggi, Wolfkin Enforcer, Wolfkin Berserker
New Enemies: Gargoyle, Doggi Rider
Entrances: 4/6
Exits: 2
Additional Features: None
Beforehand Unlocked Yuki Kohaku the Kitsune Magi
Events: Boomerang Den and Kitsune Elemental Towers/-/-/-/Gargoyle/Doggi Rider, New Entrances/-/-/-/-/-/-/-/
Events
Wave 1
New Tower - Boomerang Den
"Trained elves that hit three targets to hit really hard."
New Tower - Kitsune Elementalist
"Kitsune trained with a variety of tricks for your enemies."
Wave 5
New Enemy - Gargoyle
"Vile winged creatures that can fly past barracks and druids."
*Flying *Average Speed
Wave 6
New Enemy - Doggi Rider
"Elite Wolfkin Soldiers who only part with their doggi in death!"
*Very Fast *Magic Resistance *Can Dismount
Two Doggi Riders jump from the rocks by the river and leap on the bridge. These paths are used by Doggi, War Doggi and Doggi Riders in the next waves.
Achievements
The Great River: Help the ship find treasure!
Stage 5 - Farbakk Plains
- [+] SPOILER
- After the barricade on the bridge, we have followed the trail to this field. The trees here seem to have magical properties similar to the supplies we have currently.
General, our naturist faction have spoken to the local wildlife, and the enemy has supposedly set an ambush up ahead. We must be wary...
Waves: 15
Strategic Points: 9
Recurring Enemies: Wolfkin Minor, Wolfkin Soldier, Doggi, War Doggi, Wolfkin Enforcer, Wolfkin Berserker, Gargoyle, Doggi Rider
Entrances: 3
Exits: 1
Additional Features: 3 Bushes, 4 Windwave Trees
Events: Naturist Hideout, Windwave Trees/-/-/Bushes Activate/-/-/-/-/-/-/-/-/-/-/
Events
Wave 1
New Tower - Naturist Hideout
"Elven elite who have refined a connection with nature"
New Plant - Windwave Trees
"Magical Trees imbued with the essence of winds"
Blows enemies back to out of the tree's range for 3 seconds.
Wave 4
Wolfkin Minors and Doggi start spawning from the three bushes randomly. These do not yield gold on their death.
Stage 6 - Footless Gate
- [+] SPOILER
- We have now arrived at the Footless Gate, General. The valley is silent, and a approaching booming comes from within the passage...
Waves: 15
Strategic Points: 14
Recurring Enemies: Wolfkin Minor, Wolfkin Soldier, Doggi, War Doggi, Wolfkin Enforcer, Wolfkin Berserker, Gargoyle, Doggi Rider
New Enemies: Wolfkin Ram, Son of Fenrir
Boss: Fenrir
Entrances: 2/3
Exits: 1
Additional Features: None
Events: Boulder-Druid Flats/-/-/-/-/-/-/-/-/-/Wolfkin Ram, New Path/-/-/-/
Events
Wave 1
New Tower - Boulder-Druid Flats
"Druids trained in the way of chucking massive boulders"
Wave 11
New Enemy - Wolfkin Ram
"Battle rams made by captives to siege strongholds"
*Slow Speed *Medium Health *Area Attack
Three rams knock open the gates and continue on with a few Wolfkin. Very little Wolfkin will come out of this path apart from Doggi.
After Wave 15
A deafening howl comes from the valley as a large white wolf lands at the gate's entrance
New Enemy - Son of Fenrir
"Sons of the great wolf, born to kill."
*Magic Resistance *Very Fast
Boss - Fenrir
"Mother of the Wolfkin. Was relatively peaceful until recently enraged."
*Low Magic Resistance *Very Fast
After lowering her health by a quarter, she leaps to the left entrance, then the right entrance, then finally the gate. Sons of Fenrir will appear from the gate.
Stage 7 - Footless Dunes
- [+] SPOILER
- Comic Intro
Panel 1: Elven soldiers walk along the dunes
Panel 2: One of them turns around with fear...
Panel 3: ...as they are surrounded by unknown figures!We have stepped onto the Footless Desert, General. The troops are quaking with fear. People say that these lands were left barren due to a curse that makes the dead walk...our twilight archers should be more than useful here.
Waves: 15
Strategic Points: 14
Recurring Enemies: Doggi, War Doggi, Gargoyle
New Enemies: Fallen, Red Ghoul, Dune Devil
Entrances: 7/9
Exits: 1
Additional Features: None
Beforehand Unlocked Mailyn the Twilight Archer
Events: Shardshot Archers/Fallen/-/Red Ghoul/-/-/-/Dune Devil, New Paths/-/-/-/-/-/-/
Events
Wave 1
New Tower - Shardshot Archers
"Twilight archers whose arrows split upon impact."
Wave 2
New Enemy - Fallen
"The fallen dead of the dunes, cursed to wander for blood..."
*Slow Speed *Damage increases upon kill
Wave 4
New Enemy - Red Ghoul
"The dune's demonic looking counterpart to the flesh eating Ghouls."
*Fast *Cannibalises Victims
Wave 8
New Enemy - Dune Devil
"Fast spinning undead who deflect all ranged shots."
*Fast *Immune to melee while moving
Dune Devils will only spawn on the two new paths that cross over the sand-covered parts.
Stage 8 - Blood Falls
- [+] SPOILER
- These lands truly have been cursed! As we trudge on General, troops are reporting waterfalls of blood ahead of us.
The troops are growing wary. With the ghosts of our soldiers and local survivors, we should prepare our defences here.
Waves: 15
Strategic Points: 14
Recurring Enemies: Fallen, Red Ghoul, Dune Devil, Gargoyle
New Enemies: Crawler, Hemomancer, Blood Brute
Entrances: 4/6
Exits: 2
Additional Features: 4 Blood Pools, Wasteland Fort
The wasteland fort is a tower with a ranged attack with upgrades to include melee troops and an RPG to deal mass damage.
Events: Haunted Hall/-/Crawler/-/-/Hemomancer, New Paths/-/-/Blood Brute/-/-/-/-/-/
Events
Wave 1
New Tower - Haunted Hall
"Spawns elven ghosts willing to die again for the Queen"
Wave 3
New Enemy - Crawler
"Corpses who crawl along the ground, leaping at their prey."
*Slow *Leap at units
Wave 6
New Enemy - Hemomancer
"Wicked sorcerers who manipulate blood to attack and heal"
*Slow *Magic Resistance *Uses enemies blood to heal allies
Enemies will now start spawning from the blood pools and from the revealed caves behind the blood falls
Wave 9
New Enemy - Blood Brute
"Large corpses filled with blood."
*High Health *Spawns Blood when killed
Stage 9 - Banner Pass
- [+] SPOILER
- After the ambush at Blood Falls, the Arachnomancers in our company have finished their preparations and should be able to fight by our side. As we pass through a land filled with banners of a fallen kingdom, we should be prepared for what monsters lay ahead, General.
Waves: 15
Strategic Points: 14
Recurring Enemies: Fallen, Red Ghoul, Dune Devil, Crawler, Hemomancer, Blood Brute, Gargoyle
New Enemies: Fallen Knight, Blood Knight
Entrances: 5/6
Exits: 1
Additional Features: 2 Blood Pools
Events: Arachnomancer Stone/-/Fallen Knight/-/New Paths/Blood Knight/-/-/-/-/-/-/-/-/
Events
Wave 1
New Tower - Arachnomancer Stone
"Twilight Sorcerers that breed and control spiders"
Wave 3
New Enemy - Fallen Knights
"Knights of a kingdom long gone, cursed to wander"
*High Armor *Slow
Wave 6
New Enemy - Blood Knights
"Murderous savages among the cursed, these knights hunt for blood."
*Armor *Medium Speed *Can cause bleeding
Stage 10 - Detahz Chasm
- [+] SPOILER
- General! We are nearing Detahz Chasm, famous for running through the whole of the Footless Desert and near to the edge! We are getting near to an exit to this horrid place! But first, we must cross the Detahz bridge, and the foul beat of drums are near...
Waves: 15
Strategic Points: 18
Recurring Enemies: Doggi, War Doggi, Fallen, Red Ghoul, Dune Devil, Crawler, Hemomancer, Blood Brute, Fallen Knight, Blood Knight, Gargoyle
New Enemies: Vulture Riders, Cursed Drummer
Entrances: 3/5
Exits: 3
Additional Features: 2 Blood Vines
Beforehand Unlocked Nanetta the Gnomish Fighter
Events: Twilight Sorcerers/-/-/Vulture Riders/-/New Paths/-/Cursed Drummer/-/-/-/-/-/-/
Events
Wave 1
New Tower - Twilight Sorcerers
"Sorcerers Deal Both magic and melee damage and have a plethora of tricks."
New Plant - Blood Vines
"Red foliage with life to spare"
Shakes upon touch, forcing all enemies on them to fall.
Wave 4
New Enemy - Vulture Riders
"Vile birds that drop their dead riders, increasing speed"
*Flying *Ranged Attack *Releases Mount
Wave 6
Fallen, Crawlers and Blood Knights start climbing up the blood vines.
Wave 8
New Enemy - Cursed Drummer
"Carries a cursed drum that bolsters allies"
*Magic Resistance *Boosts allies' attack
Stage 11 - Serpentine Gates
- [+] SPOILER
- General! We have arrived at a dark, tall tower which has not appeared on our maps! This must be from powerful magic, therefore meaning that this is where the empath is hiding. However, the gates are shut from the inside, so we will have to fight!
Waves: 15
Strategic Points: 16
Recurring Enemies: Doggi, War Doggi, Wolfkin Enforcer, Wolfkin Berserker, Doggi Rider, Fallen, Red Ghoul, Dune Devil, Crawler, Hemomancer, Blood Brute, Fallen Knight, Blood Knight, Vulture Riders, Cursed Drummer, Gargoyle
New Enemies: Iron Guard, Iron General, Gate Construct
Boss: Ruby Guardian
Entrances: 4
Exits: 2
Additional Features: 4 Blood Pools
Events: /-/-/-/Iron Guard/-/-/Iron General/-/-/-/-/-/-/
Events
Wave 4
New Enemy - Iron Guard
"Guards of an old era with magical armor"
*Low armor *Magic Resistance *Armor Lowers in combat
Wave 7
New Enemy - Iron General
"Fallen Commanders of the battlefield, boosting moral."
*Medium Armor *Magic Resistance *Armor lowers in combat *Deal True Damage if among Iron Guards
After Wave 15
The snake eyes glow and summon in a red ghostly construct with dark metal armor
New Enemy - Gate Construct
"Constructs created to guard the gate to the dark tower."
*High Armor
Boss - Ruby Guardian
"The Guardian of the dark tower. Can alter its body's density."
*Immune to Melee until damaged
It will start off only able to be damaged by magic or true damage. After 100 damage each time it will be stunned for ten seconds and normal attacks will harm it for 20 seconds until it reforms its armor. Gate Constructs will appear out of the 'fire' on the gates.
Once you finish this level, the dark tower will appear on the map.
Stage 12 - Meeting Hall
- [+] SPOILER
- Comic Intro
Panel 1: Archer and Kitsune Elemental are looking around the meeting hall commenting on;
Panel 2: An unstable, red crystal that is zapping an Arachnomancer's Spider
Panel 3: The portals to
Panel 4: As they look elsewhere, the portal starts flickering red, a demon hand reaching through...WIP
Waves: 15
Strategy Points: 17
Recurring Enemies: Fallen, Hemomancer, Fallen Knight, Iron Guard, Iron Construct, Gargoyle
New Enemies: Demon Spawn, Demon Lord, Demon Hound, Demon Imp
Entrances: 8
Exits: 3
Additional Features: 2 Crystal Towers
These unstable crystals zap any 3 random units on the paths surrounding. Spend 300 to stablise to target enemies only.
Beforehand unlocked "Hero" the "Community Made One"
Events: -/Demon Spawn/-/Demon Lord, Demon Hound/-/-/-/Demon Imp/-/-/-/-/-/-/-
Events
Wave 2
New Enemy -Demon Spawn
"Terrible infernal creatures that explode when they die, damaging nearby soldiers."
*Magic Resistance *Medium Speed *Infernal Combustion
Wave 4
New Enemy -Demon Lord
"They lead their fiendish armies into battle, protecting their minions with infernal shields."
*Infernal Combustion *Shields Allies
New Enemy -Demon Hound
"Vicious terrible creatures, they serve as hunting dogs for the demon lords."
*Fast *Infernal Combustion
Wave 8
New Enemy -Demon Imp
"Flying mischievous infernal creatures that are often seen in the company of gargoyles."
*Flying *Infernal Combustion
Stage 13 - Prison Quarter
- [+] SPOILER
- WIP (Prisoners, Break them out)
Waves: 20
Strategy Points: 14
Recurring Enemies: Doggi, War Doggi, Gargoyle, Demon Spawn, Demon Lord, Demon Hound, Demon Imp
New Enemies: Witch Hag, Demon Legion, Flareon, Infernal Mage, Infernal Archmage
Entrances: 6/8
Exits: 1
Additional Features: 2 Hag Cauldrons (With Witch Hags), 3 Witch Guilds
The Witch's on the cauldron's are the standard KR witches, the witch guilds are only named that because I wouldn't class them as mages. They do medium magic damage and can be upgraded to polymorph enemies and throw a poison potion
Events: -/-/-/Demon Legion/-/-/Flareon/-/Cauldrons Start Releasing Enemies, Witch Hag/-/-/Infernal Mage/-/Infernal Archmage/-/-/-/-/-/-
Events
Wave 4
New Enemy - Demon Legion
"Evil spawn from the abyss...Their name is Legion, for they can become many..."
*Infernal Combustion *High Armor *Duplicates
Wave 7
New Enemy - Flareon
"These vile creatures can hurl devastating balls of fire, and they always attack in groups."
*Infernal Combustion *High Magic Resistance *Ranged Attack
Wave 9
The Witch Hags at the cauldrons finish their potion, creating a gateway which acts as new entrances for Witch Hags, and then start flying.
New Enemy - Witch Hag
"These eerie black robed women fly on their brooms casting wicked spells."
*Flying *Toad's Curse *High Magic Resistance
Wave 12
New Enemy - Infernal Mage
"The Infernal Mages devout their immortal lives to serving their Demon Lords with their pyromancy."
*Infernal Combustion *High Magic Resistance *Magic Attack
Wave 14
New Enemy - Infernal Archmage
"The highest of the Infernal order turn their foes to fine ashes with ease."
*Infernal Combustion *Medium Magic Resistance, *Magic Attack *Reduce Enemy Armor
Stage 14 - Summoning Chambers
- [+] SPOILER
- WIP ALSO.
Waves: 30
Strategy Points: 16
Recurring Enemies: EVERY ENEMY (Typically: Wolfkin from top left & bottom right, Undead bottom left & top right, Demons from centre)
New Enemies: Demon Guards, Hellon Tridents, Gulaemon
Entrances: 12
Exits: 4
Additional Features: 2 Pyromancer Stones, 2 Dwarven Artillery, 2 Paladin Halls, 2 Pirate Quickshots
Events: -/-/-/-/-/-/Demon Guard/-/-/-/-/-/-/-/-/Hellon Tridents/-/-/-/-/Gulaemon/-/-/-/-/-/-/-/-/-
Events
Wave 7
New Enemy - Demon Guard
"Heavily trained demons meant to guard royalty, their explosion is much larger."
*Slow *Medium Armor *Medium Magic Resistance *Infernal Nova
Wave 16
New Enemy - Hellon Tridents
"Demons who have perfected their art of trident warfare."
*Ranged Attack *Medium Magic Resistance *Infernal Combustion
Wave 21
New Enemy - Gulaemon
"Oversized demons with limited flight ability, able to withstand a lot of punishment."
*High Health *Bursts of Flight *Infernal Combustion
Stage 15 - Dread Summit
- [+] SPOILER
- WIP. Final Battle. Tear used to summon large portal to demon realm. Bad guy was a demon all along (doesn't look it, acts like he's in the right, e.c.t.)
Waves: 20
Strategy Points: 16
Recurring Enemies: All enemies so far (Demons from the portal, witches from the top middle, anything else from portals, animals from bottom 2)
New Enemies: None
Boss: (Demon Empath)
Entrances: 11
Exits: 1
Additional Features: 2 Witch Guilds, (Demon Empath)
Now, (Demon Empath) has some generally annoying abilities to hinder you. He can: make units upset, slowing their attack speed; make enemies faster; and terrify towers, disabling them
Events: -/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-
Events
After Wave 20
(Demon Empath) seems like he is in a mixture of boredom/terror, and gets up to attack.
Boss - (Demon Empath)
"Leader of a group of demons. Believes in justice, just very unfortunately misguided."
*Disables towers *Tower Destruction *Insta-kill
(Demon Empath) has 3 stages: for stage one, he moves to the left then to the right and retains his ability to disable towers; in stage two he goes to the top and goes the other way, gaining the ability to occasionally destroy towers; in the final stage his armor and resistance drop to low but he is a little faster and gains an insta-kill attack
Comic Outro
WIP (Basically, capture (Demon Empath), found in prison with a teacher, the heroes and the King celebrate them obtaining the Tear of Elynie.
Mini Campaign
Stage 16 - Coming Soon
Bonus Levels
Stage 22 - Coming Soon
Endless Levels
Endless 1 - Open for Suggestions