KRA Revival - Elf Campaign

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KRA Revival - Elf Campaign

by AerisDraco » Fri Feb 01, 2019 2:26 pm

Main Topic

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:

Image
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:

Image
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:

Image
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:

Image
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:

Image
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:

Image
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:

Image
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:

Image
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:

Image
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:

Image
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:

Image
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:

Image
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.

Image
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:

Image
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.

Image
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.

Image
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:

Image
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.
KRA is now complete.
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Re: KRA Revival - Elf Campaign

by AerisDraco » Fri Feb 01, 2019 2:27 pm

Towers and Heroes

Archers

I: Ambush Arbor

Damage: 5-7
Fire Rate: Average
Range: Short
Cost: 70

Design: A single arbor in a similar tree, but with has camouflage gear, so you can't see the elf when it isn't firing. To fire, it'll pop up and begin shooting.

Description: Ambush arbors specialize in hiding and striking enemies when they least expect it.

Build Quotes:
"Let the shadows guide my arrow!"
"Remain still and silent."
"Easy prey."

Sneak Attack [Innate]
Effect: Deal 2x damage on the first shot against a single enemy. Only applies once to each enemy, per tower.


II: Camo Arbor

Damage: 8-12
Fire Rate: Fast
Range: Average
Cost: 115

Design: The tree looks larger, and a little more gnarled, and the elf inside now wields magic to cloak themselves.

Description: Camo arbors practice a specialized form of camouflage magic to avoid being seen.

Sneak Attack [Innate]
Effect: Deal 2.5x damage on the first shot against a single enemy. Only applies once to each enemy, per tower.


III: Guerilla Arbor

Damage: 11-16
Fire Rate: Fast
Range: Long
Cost: 170

Design: The tree is now definitely larger, and the archer will pop out of random holes in it, instead of in one place.

Description: The guerilla arbor manipulates their environment to provide a better hiding space.

Sneak Attack [Innate]
Effect: Deal 3x damage on the first shot against a single enemy. Only applies once to each enemy, per tower.


IV: Elven Ballista

Damage: 30-45
Fire Rate: Slow (1.9 seconds)
Range: Great
Cost: 275

Design: The Ballista mainly looks and functions as a Bastion on a turret. It only fires one star at a time.

Description: One of the few elven war machines, the Ballista fires spinning metal stars.

Build Quote: "Blades of justice!"


Skills

Specialized Targeting [Innate]
Effect: Has differing attacks for targeting flying or ground units.
When targeting ground, a large star is fired, which then spins on the ground for add. damage over 3 seconds (10 dps).
When targeting air, a small star is fired, which allows the Bastion to fire at an average rate (1.3 seconds) when targeting air units.

Multi-Lock (300/250/250) [Passive]
Image

Written Quote: "Fan of knives."
Spoken Quote: "Razor sharp!"

Effect: Allows the Ballista to use both its air and ground weaponry simultaneously. Level 2 increases the damage of the air mode by 15, while Level 3 increases the fire rate of the ground mode to every 1.6 seconds.


Vortex (300/100/100) [Passive]
Image

Written Quote: "Eye of the storm."
Spoken Quote: "Cyclone warning!"

Effect: Each ground star creates a vortex, which sucks flying enemies down, making them take 20%/40%/60% damage from the Ballista's ground stars, and making them targetable by artillery. The enemy is depicted as spinning down toward the star. A max of 3 enemies per star. If Multi-Lock is upgraded and a flier is in a vortex, both stars fire and hit.


IV: Dart Gun Arbor

Damage: 18-31
Fire Rate: Fast (0.6 seconds)
Range: Long
Cost: 250

Design: A single Elven hunter, with a blowpipe to fire darts from. The tower is a large tree, again camouflaged with tree leaves and the like. The elf wears dark, dark green, almost black, and face paint. Though the eyes are not visible, red cat-eye ovals surround them.

Description: Dart-Gun Arbors fire their blowdarts expertly to bring the hurt on enemies.

Build Quote: "The Hunt follows."


Skills

Nuerotoxin (300/100/100) [Passive]
Image

Written Quote: "High-order toxicity."
Spoken Quote: "This is your brain on drugs."

Effect: Poisons for 5/10/15 damage per second, lasts for 4 seconds.
Every 2 seconds, has a:
-50% chance to affect leg nerves, slowing by 15%
-a 40% chance to affect arm nerves, reducing damage by 20%
-and a 10% chance to affect the brain, putting them into a coma (stunning) for 3 seconds.
An enemy can only be afflicted by the toxin's non-poison effects a maximum of twice per effect. Poison damage does not stack.


Ring of Darts (200/200/200) [Active, 12 seconds]
Image

Written Quote: "Pew pew."
Spoken Quote: "I will find my mark."

Effect: Shoots 8/16/24 darts around itself.


Barracks

I: Fencer Garrison

HP: 50
Damage: 2-5
Armor: 20%
Respawn: 14 seconds
Cost: 80

Design: A twilight elf garrison wielding a dual-ended blade, similar to Twilight Harassers.

Description: Members of twilight elf garrisons carry dual-ended blades for maximum destruction.

Build Quotes:
"May our blades bring us victory!"
"For the Queen!"
"Offence is the best defence!"


II: Duelist Garrison

HP: 110
Damage: 4-9
Armor: 30%
Respawn: 14 seconds
Cost: 120

Design: The elves seem a little stronger, and wield dual Avenger machetes, slightly sized down.

Description: An elven dueler is highly skilled at special sword maneuvers with their two machetes.


III: Gladiator Garrison

HP: 150
Damage: 9-13
Armor: 40%
Respawn: 14 seconds
Cost: 160

Design: Now dressed with actual battle armor, the elves have the same swords, but now have a spear to throw strapped to their back.

Description: The twilight gladiator not only wields strong swords, but a spear for ranged combat, and good armor.

[b]Spear Throw [Innate]
Effect: Can attack from range every 1.75 seconds. Deals 10-15 damage.


IV: Paxeian Monks

HP: 200
Damage: 6-9 (Punches every 0.75 seconds)
Respawn: 12 seconds
Cost: 200

Design: A far eastern-styled temple, which spawns elven monks. The monks wear dark green and blue robes, and wield no weapons.

Description: The Paxeian Monks are expert fighters, be they weaponless or not.

Build Quote: "Hi-yah!"


Skills

Block [Innate]
Effect: Has a 30% chance to block an enemies' strike. Does not stop bosses.

Brick Break (200/150/150) [Active, 9 seconds]
Image

Written Quote: "Barrier breached."
Spoken Quote: "I am the fist of the gods!"

Effect: Performs a strike which destroys 10%/20%/30% of an enemies' physical armor.

Meditate (350) [Active, 15 seconds]
Image

Written Quote: "Balance to the body and soul."
Spoken Quote: "Ohmmmmmm..."

Effect: Can meditate when not in combat, giving a boost after 1.5 seconds to max HP (+30), damage (+2,+2), or armor (10% armor and magic resist). (Max add. HP is 120, Max add. damage is +8, Max add. armor is 40%)

Bladestaff (250/250/250) [Passive]
Image

Written Quote: "Watch closely."
Spoken Quote: "Your path ends here."

Effect: At level 1, boost damage to 9-12. At level 2, Monks can perform a sweep along the ground, stunning for 0.5 seconds. Used every 5 attacks, or 3.75 seconds. At level 3, boost damage to 12-15 and lower the sweep CD to 2.25 seconds, or every 3 attacks.


IV: Changeling Elves

HP: 240
Damage: 11-16 (Slashes every second)
Armor: 25%
Respawn: 16 seconds
Cost: 260

Design: A large rune tower, like the kind in the intro comic for Rockhenge, carved with green runes. It is surrounded by greenery. When they spawn, Elves will simply turn visible, as if they were camouflaged. The Elves wield strange curved blades, are cloaked in dark colors. Their skin is light green.

Description: Strange Elves wielding powers once thought mythical.

Build Quote: "We are the shadows in the dark..."


Skills

Regeneration [Innate]
Effect: Has a passive regen of 5 HP per second.

Infuse [Innate]
Effect: If an Elf is combat with an enemy that dies, the Elf has a 20% chance to gain a power from the enemy.
Bonus list:
Elder Gnoll: +20% attack damage when alone.
Dazzadise: Reduces attack damage of enemies by 7.5% per attack.
Sapvine: Attacks slow enemies' attack speed by 30% for 3 seconds.
Terratoise: Gains 25% armor.
Petraqua: Immune to non-boss OHKOs.
Umbrelf: Gains access to the Monk's Block.
Drider Queen: Attacks poison at 5 d/s for 5 seconds. Does not stack.
Silkling: Can charge attacks while idle, dealing up to 3x damage on one hit after 5 seconds of idle.
Hunterling: Can jump at enemies, healing for 10% of HP on hit. Usable every 10 seconds.
Spawnling: Spawns two smaller Changeling Clones, each with 50 HP and the half the attack of a normal Changeling.

Nightmare (300/200/200) [Active, 14 seconds]
Image

Written Quote: "A dark void awaits."
Spoken Quote: "My dream, your nightmare!"

Effect: Shifts into a nightmarish form, stunning 1/2/3 enemies for 2 seconds. After the stun concludes, the enemy may get either a 10%/20%/30% reduction to speed or 20%/40%/60% reduction to attack. Cooldown is individual per Changeling.

Animalistic Impulse (350/250/250) [Passive]
Image

Written Quote: "Shapes are fluid."
Spoken Quote: The Changeling howls.

Effect: When a Changeling dies, it becomes a wolf with 100 HP and 2-5 damage.
At level 2, it gains improved regen (10 HP/s), and at level 3, it gains a rapid scratch attack (like Flurry), dealing 4 strikes, and recharging in 6 seconds.
Elves will still respawn, however no more than 3 Wolves per barracks can appear.

Replace (300/150/150) [Active, 24/22/20 seconds]
Image

Written Quote: "We are the ones who don't get caught..."
Spoken Quote: "Your body is mine."

Effect: Replaces an enemy up to 2/4/6 meters away, insta-killing them. Then, the soldier will blend in with the enemy group as a shadowy version of the replaced enemy until the soldier reaches its comrades, and then execute a surprise attack, slashing around themselves, dealing 50 AoE damage, dropping their appearance. The soldier does gain the powers of the enemy it replaced, see Infuse. Will not insta-kill massive enemies.


I: Apprentice's Spire

Damage: 6-11
Fire Rate: Slow
Range: Average
Cost: 100

Design: A blue-cloaked elf stands on a small platform at the top of a tower, which is partially destroyed. To attack, the Mage summons a white ball of energy.

Description: An Apprentice is unskilled in magic, but their potential is quite large.

Build Quote:
"Justice shall come to all."
"Magic should not be taken lightly."
"Sight beyond sight."


II: Disciple's Spire

Damage: 16-28
Fire Rate: Slow
Range: Long
Cost: 160

Design: The tower is now more destroyed, and translucent blue magic can be seen holding it up. The disciple's robes are now silver and blue.

Description: A Disciple has the ability to maintain control over more magic at once, but some potential still remains locked.

Store of Magic [Innate]
Effect: Stores 2 bolts.


III: Master's Spire

Damage: 32-48
Fire Rate: Average
Range: Great
Cost: 240

Design: Only a few stones at the bottom remain of the tower. Blue magic still forms a tower like structure however. The robes of the Master are now blue and gold.

Description: Unlocking their full potential, Master mages can manipulate vast quantities of magic at once, and will use it to bring justice to those who deserve it.

Store of Magic [Innate]
Effect: Stores 3 bolts.


IV: The Awakened

Damage: 99-120
Fire Rate: Very Slow (3.25 seconds)
Range: Great
Cost: 325

Design: An octagonal tower, with a single blindfolded mage hovering on top. The tower seems to be entirely comprised of silver magic, so it is almost transparent. The mage has long blond hair, who simply waves a hand to attack. The beams used are bright blue.

Description: An Awakened mage is so powerful that they have to limit their power, else they risk tearing a hole in space-time.

Build Quote: "I am become Death."


Skills

Pierce [Innate]
Effect: May pierce.

Overload [Innate]
Effect: When attacking, the Awakened unleashes a semi-circle of energy in the opposite direction of its attack, dealing AoE damage in an Average range for 1/3 damage.

Matrix (300/250/250) [Active, 18 seconds]
Image

Written Quote: "Stop."
Spoken Quote: "Power overwhelming."

Effect: Traps a single enemy for 4/6/8 seconds, dealing 10 d/s. This trap pauses any active effects, such as poison. Upon conclusion of the effect, a wave radiates from the target, trapping nearby enemies for half the duration (2/3/4 seconds). This continues until the trap duration is below 1 second.


Aether (250/200/200) [Active, 18 seconds]
Image

Written Quote: "Burning light."
Spoken Quote: "I will your destruction."

Effect: Marks a target enemy with a golden rune. After 0.5 seconds, a ring of golden flame erupts from the enemy, moving out to about the width of the path. This deals 10/20/30 damage, but gains +10 damage for every enemy damaged by the ring. Can damage enemies affected by Matrix.

IV: Moonwatcher

Damage: 35-67
Fire Rate: Slow (1.5 seconds)
Range: Long
Cost: 275

Design: A large circular platform forms the base of the tower. It is decorated with a symbol for each of the 8 phases of the moon. A light under the mage indicates what phase it is in. The mage wears a pointed hat, decorated with astrological symbols, and wears short robes. In their firing animation, they dance as they summon moonbeams.

Description: Mystics that manipulate lunar energy to affect their foes.

Build Quote: "Luna guide us."


Skills

Moonlight [Innate]
Effect: Has a small AoE. (Less than an Artillery)

Blue Moon (200/200/200) [Active, 15 seconds]
Image

Written Quote: "A rare sight indeed."
Spoken Quote: "Once in a blue moon."

Effect: The top of the tower glows blue, and in the range of the tower, the chance for specials with a chance of triggering is increased by 10%/20%/30%. For towers, this means the Monk's Block, Changeling's Infuse, and the Lancer's Grounding Spear and Strong Arms. Does not affect Nuerotoxin. Lasts for 5 seconds.

Phaseshift (300/200/200) [Passive]
Image

Written Quote: "29 days."
Spoken Quote: "The cycle continues."

Effect: Shift the phase of the tower through a small button, where the rally point would be. Different effects per phase:
Level 1 unlocks the Gibbous and Crescent Moons, while Half Moon is the standard phase. New Moon is unlocked at L2, and Full Moon at L3.
Gibbous Moon boosts recharge of the specials of nearby towers by 3 seconds. 1 tower per shot. Single-target damage. Fires an extra projectile which hits a tower.
Crescent Moon fires 3 projectiles (14-26 damage, still AoE) in an arc. Reduces fire rate to 2.0 seconds.
New Moon doubles effect of all slows and stuns that affect targeted enemies. Reduces range to Average.
Full Moon heals soldiers. Reduces damage to 20-52. Heals 20-40 per shot in the AoE of Moonlight. In addition, turns Changelings into werewolves if upgraded with Animalistic Impulse. This adds their original HP/damage to the wolf.



I: Burster Druid

Damage: 5-15
Fire Rate: Very Slow
Range: Short
Cost: 125

Design: A druid again, standing on a similar stone platform. However, when he throws a rock, he throws it one handed and then claps his palms together, smashing the rock in midair to deliver sharp fragments to those below.

Description: A druid trained to create showers of deadly rock fragments.[/b]

Build Quote:
"Nothing's stuck in stone."
"Tremble before me!"
"Smash!"

Frag Stone [Innate]
Effect: Deals damage in a wider AoE than other artillery.


II: Breaker Druid

Damage: 10-25
Fire Rate: Slow
Range: Average
Cost: 220

Design: All firing mechanics are the same, however the druid has a moss green cape and rock gloves.

Description: A Breaker Druid can destroy larger rocks, leading to more damage to foes.[/b]

Frag Stone [Innate]
Effect: Deals damage in a wider AoE than other artillery.


III: Fragmenter Druid

Damage: 25-45
Fire Rate: Slow
Range: Long
Cost: 320

Design: Now, the druid will throw a rock, and simply snap his fingers to shatter it. The Druid also has a crown of sorts.

Description: A fragmenter druid now has a much easier time destroying rocks, and so can fire them faster.[/b]

Frag Stone [Innate]
Effect: Deals damage in a wider AoE than other artillery.


IV: Lithic Lancer

Damage: 60-80 (single-target)
Fire Rate: Slow (1.75 seconds)
Range: Great
Cost: 360

Design: A druid with a long green cape, braided white beard, and two long horns that are relatively straight vertically, but are wave-like in shape horizontally. Instead of summoning and throwing rocks, there is a constantly regenerating pile of rock. The druid hits a small rock next to him, and then picks up a newly-formed lance from that pile, throwing it.

Description: A druid specially trained in the art of throwing gigantic lances.[/b]

Build Quote: "No, I don't ride a horse."


Skills

Strong Arms [Innate]
Effect: May target air, and pierce foes. Has a 20% chance to throw two lances at once.

Grounding Spear (200/200/200) [Passive]
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Written Quote: "Stay put!"
Spoken Quote: "You shall not move!"

Effect: The Lancer has a 10%/20%/30% chance to throw a lance which stuns the targeted enemy for 1 second. Does not affect flying units.


Heartpiercer (300/150/150) [Active, 14 seconds]
Image

Written Quote: "Now you bleed!"
Spoken Quote: "Speared through the heart!"

Effect: Deals 100/200/300 bleed damage over 5 seconds, and has a 40/60/80% chance to insta-kill.


IV: Nature Druid

Damage: 60-90
Fire Rate: Very Slow (2.2 seconds)
Range: Great
Cost: 380

Design: A druid standing in a small platform of a tall tree. They have long green hair, and hold a staff made of vines. They tap the ground to make the staff extend and attack enemies.

Description: Masters of nature, manipulating it to serve their ends.[/b]

Build Quote: "By the Wilds."


Skills

Strangling Vines [Innate]
Effect: Attacks reduce speed by 10% for 2 seconds. Stacks between towers, to a max of 50%. Each stack resets duration.

Treant (200/200/200) [Active, 10 seconds]
Image


Written Quote: "Treants, not tree-ants."
Spoken Quote: "Nature protects."

Effect: Summons a treant to guard an area. Each treant lasts for 10/15/20 seconds.
Stats:
HP: 90/180/270
Damage: 10-12 (Every second)


Drain Vitality (250/250/250) [Active, 12 seconds]
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Written Quote: "Return to the earth."
Spoken Quote: "The enemy are the weeds to be rooted out."

Effect: Drains the life of one enemy, dealing 50/150/250 damage and increasing the lifespan of treants by 10/15/20 seconds (divided among active Treants).







Elf Hero: Nyl'san, the Cursed Blade

A deadly Twilight warrior, Nyl'san wields the cursed weapon know as the Kna'ula.

Hero Portrait: Has the general Twilight Elf characteristics, like long silver hair and purplish skin, but has glowing orange eyes, as well as holding a blade of the Kna'ula in one hand below his head.
Appearance: Wears an outfit almost like a jumpsuit, but not quite. It has a long black cloak part, and it terminates slightly after the knee. The Kna'ula are visible as two connected silver blades.

HP: 230 (+15) [365]
Melee Damage: 4-7 (+1,+1) [13-16] (Slashes in an X-shape every 0.75 seconds)
Speed: Fast
Respawn: 15 seconds

Amulet of Calamity (Innate)
For every second spent in combat, gains +0.5% dodge chance, stacking up to 80%. Bonus is lost on death.

Soul Drain (2/2/2) (Passive)
Gains +1 damage per 3/2/1 enemies killed. Stacks cap at +20 damage. Bonus is lost on death.
-Soulstorm: Gains an active component, dealing 5-10 magic damage (+5 for each enemy killed, capping at 120-125 damage) every 10 seconds.
-Absorption: 10% of an enemy's damage is added to Nyl'san's if he kills them. Stack cap increase to +30 damage.

Curse (2/1/1) (Active, 15 seconds)
Curses an enemy, reducing magic resist by 20%/40%/60%. Also deals 10 d/s for 10 seconds.
-Curse of Decay: Reduces speed by 3% for every second of poison.
-Curse of Destruction: Curse destroys 40% of physical armor.

Dance of Death (3/2/2) (Active, 22 seconds)
Binds 2/3/4 enemies, dealing 20-50 damage to each, and lowering their move speed to that of the slowest. If any of the enemies die, the remaining bound enemies take 5 d/s. Lasts for 8 seconds.
-Quartered: Bound enemies are stopped for 4 seconds, with the damage increased to 15 d/s.
-Bound in Death: Enemies killed while bound reduce the CD by 5 seconds.

Caput (3/2/2) (Active, 22 seconds)
Insta-kills an enemy with under 500/750/1000 HP.
-Blade Sweep: The damage dealt to IK an enemy is applied in an AoE around Nyl'san.
-Goliath-Killer: Can insta-kill enemies with less than 1500 HP.

Soul Mirror (3/4/5) (Hero Spell, 60 seconds)
Splits Nyl'san into a light and dark copy, each able to use all skills and each dealing 30%/45%/60%/75% damage. If Nyl'san is dead, instantly spawns the light copy and reduces the respawn of the dark copy by 3/6/9/12 seconds. Re-merges after 40 seconds.
-Balance: Split is permanent. Light copy now deals magical damage, but each only deals 60% of Nyl'san's original damage.
-Reforged: Attack speed increased to 0.25 seconds for 5 seconds after re-merging.


Elf Hero: Phantasma, the Psychic

A psychic of incaculable power, Phantasma wields the powers of the mind to their greatest extent.

Hero Portrait: Phantasma stands, with her eyes closed, and baring a smile. She has her arms to her sides, and wears her purple-cloak outfit. Her hair is both light gold and silver, about equal parts for both. However, the portrait is slightly tilted, and cracks appear in it, as if it were a mirror.
Appearance: Her hair is clearly visible, long, with kind-of braids. Her outfit is purple, with a few eye designs on it.

HP: 250 (+10) [340]
Melee Damage: 3-9 (+1,+1) [12-18] (Slaps an enemy every second)
Ranged Damage: 24-33 (+1, +2) [33-51] (Creates a small purple explosion on an enemy every 1.8 seconds)
Speed: Medium
Respawn: 25 seconds

Sanity (Innate)
Any enemy attacked by Phantasma now has a Sanity meter beneath their HP. It is a blue bar, equivalent to their max HP. Each attack from Phantasma reduces Sanity by 40. If the sanity reaches 0 before HP, the enemy is permanently stunned. Doesn't affect bosses.

Mind Blast (3/3/3) (Active, 18 seconds)
Deals 100-150 (+25 per ability level) magic damage and reduces their Sanity by double the damage.
-Potent Blast: Mind Blast is recasted if either HP or Sanity reach 0 as a result of it.
-Mind Bomb: Reduces damage to 75-125, but Mind Blast now deals full damage in an AoE.

Hallucinate (2/2/2) (Active, 15 seconds)
Makes an enemy hallucinate, dealing 20%/30%/40% less damage and sometimes walk backwards. Reduces Sanity by 20 for every attack during its duration. Lasts for 4 seconds.
-Synesthesia: Enemies now walk backwards for the full duration of the effect. Increases duration to 5 seconds.
-Powerful Hallucinations: Enemies now will randomly attack invisible "soldiers". (Essentially a stun effect, with a 50% chance per second.)

Astral Form (3/2/1) (Passive)
Increases move speed to Teleport. For 3/4/5 seconds after teleporting, Phantasma is in an Astral Form, which only takes damage from magic attacks, and deals 5%/10%/15% more magic and Sanity damage. However, she cannot block in this form.
-Astral Projection: Astral Form is permanent.
-Starry Blast: Deals 30 magical AoE damage upon teleporting. Damage is not increased by Astral Form's % buff.

Insanity (1/2/3) (Passive)
Increases the effects of lowering Sanity.
When at 2/3 of max Sanity, enemies have a 15% chance per second to walk backward for a second. Unlocked at L1.
When at 1/3 of max Sanity, enemies have a 15% chance per second to atttack nearby allies. Unlocked at L2.
When Sanity reaches 0, enemies explode, dealing magical AoE damage equivalent to their remaining HP. Unlocked at L3.
-Becoming Insane: Phantasma's basic attacks now deal triple Sanity damage.
-Madness: Enemies below 1/2 Sanity deal 15 sanity d/s to nearby enemies. Can not stack.

Psytracer (3/3/3) (Hero Spell, 50 seconds)
5/10/15/20 pinkish tracer rounds fly out of the ground, dealing 50-75 magic and Sanity damage per round to nearby enemies.
-Psyblasts: Each Psytracer round now deals AoE damage.
-Psyfury: Every 10 points of damage inflicted with Psytracer increases Phantasma's next attack damage by 3%.


Elf Hero: Aeira, the Cripple

Born with a crippling disease, Aeira has trained hard with the Awakened to provide herself with the means to live. Her power is so strong it visually manifests in a golden aura around her, which she can bend at her will.

HP: 200 (+20) [380]
Melee Damage: 5-17 (+1, +2) [14-35] (Holds her hands together, and creates a golden orb before smashing it to the ground, dealing splash magic damage, every 1.4 seconds)
Ranged Damage: 8-10 (+1, +1) [17-19] {Fires a short-ranged, constant beam of light which deals magic damage every second. The longer it is used, the further its range will grow.}
Speed: Teleport
Respawn: 25 seconds

Crippled (Innate)
Aeira takes a constant 2 damage per second, and does not heal naturally. However, attacking both stops the constant damage and heals her for 50% of the damage dealt. Moving also halts the damage.

Purify (2/2/2) (Passive)
Aeira's aura prevents nearby soldiers from getting negative status effects, such as burns or attack reduction. At level 2, prevents enemies from getting positive effects. At level 3, buffs the power of soldier boosting skills or spells by 50%.
-Ascension: Soldiers now deal double damage, but the additional damage is magic damage.
-One in the Light: Each status prevented heals Aeira for 100 HP.

Space Warp (2/2/2) (Active, 20 seconds)
Sucks in all nearby enemies, and proceeds to fire 2/4/6 rapid melee shots.
-Black Hole: Negates magic resistance of affected enemies for 10 seconds.
-Void Cloud: Space Warp summons a Void Cloud, which fires lightning at nearby enemies, dealing 30-50 damage every second. Lasts for 5 seconds.

Time Warp (2/2/2) (Active, 30 seconds)
Decreases the recharge of skills in an large area (extreme range) by 4/6/8 seconds, and speeds up Barracks training time by 50% for 3/4/5 seconds.
-Accelerate: Time Warp reduces both tower CDs and Aeira's non Time Warp CDs by 10 seconds.
-Time Stop: Enemies within the range are stopped for 3 seconds.

Continuum Fracture (2/2/2) (Active, 18 seconds)
Fractures the space-time continuum around an enemy, dealing 100/150/200 true damage and stripping an opponent's armor or magic resist. Has a 20% chance to strip one special.
-Broken: Continuum Fracture hurls the target backwards and stuns them for 3 seconds.
-Spreading Fracture: Continuum Fracture hits multiple targets.

Warrior of Gold (4/4/4) (Hero Spell, 35/30/25/20 seconds)
Becomes a warrior of Gold. In the animation, the black skin turns gold, before flaking away, and she basically creates herself a suit of shining armor. She gains 20 melee attack damage, but loses her ranged attack. She also gains 40% magic resist and armor, but now moves at a slow speed. Furthermore, she no longer takes damage from her innate, but still heals from it.
Acts as an alternate, where Aeira switches forms each time it is used.
-Conservation: CD reduced to 5 seconds.
-Impact: When switching into Warrior form, heals nearby soldiers to full. When switching to Cripple form, poisons nearby enemies at a permanent 15 d/s.


Elf Hero: Jarnik, the Wild Hunter

An Island Elf with dark powers, skilled in the arts of hunting.

HP: 315 (+15) [450]
Melee Damage: 7-16 (+1,+1) [16-25] (Slices with a blade every 0.9 seconds)
Speed: Medium
Respawn: 20 seconds

Hunter (Innate)
Deals +15% damage per enemy nearby, to a maximum of 4 enemies. Enemies beyond this reduce damage by 12%. Heals for 5% (+5% per nearby enemy to a max of 4) of basic attack damage dealt.

Wild Blade (2/2/2) (Active, 9 seconds)
Empowers the next basic attack to deal AoE damage. For every enemy hit, to a maximum of 4, Jarnik's next attack after this deals +50%/+100%/+150% damage (Max +600%).
-Executioner: Damage buff per enemy increased to +300% (Max 1200%).
-Blade of the Hunter: The boosted attack hits in an AoE. Wild Blade now also boosts the next 2 attacks.

Draining Toxin (2/2/2) (Active, 16 seconds)
Poisons nearby enemies for 100 damage over 5 seconds. Every 40 damage dealt, to a max of 400, reduces Jarvik's CDs by 0.5 seconds. (Max -5 seconds)
-Deathly Toxin: Every enemy killed by Draining Toxin, up to 4, reduces Draining Toxin's CD by 3 seconds.
-Healing Toxin: Every 40 damage dealt, to a max of 400, heals Jarvik for 20 HP.

Sun and Moon (2/2/2) (Active, 20 seconds)
Jumps between up to 4 targets, dealing basic attack damage to each. The 1st and 3rd attacks burn for 10/20/30 d/s for 8 seconds, while the 2nd and 4th attacks freeze for 1/2/3 seconds. Each enemy near Jarnik increases the duration of either effect by 1 second, to a maximum of 4 seconds.
-Blazing Sun: All attacks burn rather than freeze. Jarvik has a 10% chance on basic attacks to apply a burn. Duration effect increase remains.
-Frozen Moon: All attacks freeze rather than burn. Jarvik has a 10% chance on basic attacks to apply a freeze. Duration effect increase remains.

Binding Vines (2/2/2) (Active, 15 seconds)
Roots nearby enemies for 8 seconds, divided among rooted enemies. Deals 100/200/300 damage, also divided among rooted enemies.
-Entanglement: Applies an 80% slow to enemies after being rooted, divided among rooted enemies. Lasts for 4 seconds.
-Vine Cocoon: Rooting 4 or less enemies increases root duration by 4 seconds.

Wild Hunt (4/4/4) (Hero Spell, 110 seconds)
Summons a hunting party to the target area. Summons 1/2/3/4 hunters. Each has a skillset identical to Jarvik's, however they only deal 50% damage. They have 250 HP each, and last up to 20 seconds.
-Wild Armor: Hunters gain +15% armor per enemy nearby, to a maximum of 60%.
-King of the Hunt: Spawning the Wild Hunt close to Jarvik improves their duration to 30 seconds. This also reduces Jarvik's CDs by 2 seconds while the Wild Hunt is active.
KRA is now complete.
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Re: KRA Revival - Elf Campaign

by AerisDraco » Fri Feb 01, 2019 2:29 pm

Enemies

Gnolls

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.


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.


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 it goes without fighting for 10 seconds, transform all nearby basic gnolls (Biter, Striker, Leecher) 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.


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: Not much to say.


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: Layers crack off, before declining into nothing.

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.


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.


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.


Island Creatures


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.


Birvis

Small birds which camouflage against the terrains.

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" animations.


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.


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.


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)


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.


Spiders


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.



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.


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.


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.


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.


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.
KRA is now complete.
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Re: KRA Revival - Elf Campaign

by AerisDraco » Fri Feb 01, 2019 2:29 pm

Spells & Upgrades



Spells

Thunderbolt
Blast your enemies with deadly arcs of lightning! (Cooldown: 80 seconds)

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.



Upgrades


Towers

Archers

Skilled Hunter: Increases attack speed by 15%. 1 star.
Cloak: Increases the first-hit bonus by 1x. T4 Archers gain a 1st hit bonus. 1 star.
Falcon-Feathers: Increases range by 25%. 2 stars.
Smokescreen: Throws a bomb every 5 seconds, which slows enemies by 25% in a small area for 2 seconds. Stacks. 2 stars.
Rending Arrows: Arrows deal +1 damage per 10% max HP that an enemy has lost. 3 stars.


Barracks

Stronger Warriors: Increases HP and armor by 10%. 1 star.
Night's Armor: All barracks gain 30% magic resistance. 1 star.
Call to Arms: Reduces respawn by 3 seconds. 2 stars.
Heavenly Power: Barracks elves can fire bolts of magic every 1.5 seconds, which deal 1-3 damage (+1/+2 per god level, to 10-21). 2 stars.
Shadowjump: Barracks gain a 30% dodge chance. Elves may teleport to nearby enemies to engage them. 3 stars.


Mages

Channeling Ritual: Increases range by 15%. 1 star.
Runic Magic: When a barracks is close to a mage (adjacent points), both towers gain 25% damage. 1 star.
Alchemy: Enemies killed by mages grant an extra 10% gold. 2 stars.
Polarized Orbs: Deals 50% extra damage to magic resistant enemies. 2 stars.
Justice: Mages deal 5% more damage to enemies for each allied unit an enemy has killed. Stacks up to 50%. 3 stars.


Artillery (Druids)

Buffer Druids: Increases damage by 15%. 1 star.
Charged Rocks: Rocks have a 10% chance to deal an additional 20-30 true damage. 1 star.
Fast Throws: Increases attack speed by 25%. 2 stars.
Accelerated Summon: Reduces L1-4 druid construction costs by 10%. 3 stars.
Crusher Gauntlets: Rocks deal full AoE damage to flying enemies. Increases damage by 15%. 3 stars.


Thunderbolt

Lightning Rod: Fires +2 strikes. All strikes deal 10% more damage. 2 stars.
Thunderclap: Stuns enemies for 1 second in a close AoE of each strike. Does not stack. 2 stars.
Superheated Plasma: Fires +2 Strikes. All strikes deal an additive 20% more damage, up to 30%. 3 stars.
Static Charge: Towers close to a lightning strike gain +15% damage for 10 seconds. 3 stars.
Supercell: Fires strikes all over the track. +3 strikes. Now stuns for 1.5 seconds. 3 stars.


Reinforcements

Cloak of Storms: Gains a 30% dodge chance. 2 stars.
Boots of the Wind: Reinforcements can be moved, like Durax’s Crystallites. 3 stars.
Chakram: Throws a chakram. Usable in melee. 3 stars.
Zephyr: Reinforcements gain +25% move speed, +25% attack speed, and their cooldown is reduced by 5 seconds. 3 stars.
Sky Warrior: Reinforcements gain a tornado attack, which deals some damage and pushes enemies backward. Also gains 25% HP. 4 stars.


Elynie, Goddess of Life and Emotions

Tier 1
This unlocks the God Spell, and is thus the baseline ability.
Drawback: -1% damage per enemy killed, up to 25%. Lasts for 15 seconds. Additional kills past the initial kill increase the duration by 3 seconds.

Tier 2
  • Beyond The Grave I: 33% chance for dead soldiers/reinforcements to revive as ghosts, which deal 5 d/s near themselves for 60 seconds.
  • Rise Again I: When killed, enemy units have a 4% chance to revive for you, with 50% HP and damage.

Tier 3
  • Trust: Trust Powder grants +5% damage to a tower for each nearby tower. Lasts 60 seconds. Requires Beyond The Grave I.
  • Beyond The Grave II: 66% chance for dead soldiers/reinforcements to revive as ghosts, which deal 5 d/s near themselves for 60 seconds. Requires Beyond The Grave I.
  • Emotional Support I: +33% damage for Barracks. Requires Rise Again I.

Tier 4
  • Anger: +10% HP/damage for barracks per ally killed. Can stack, condition lasts up to 10 seconds, effect is permanent. Requires Trust.
  • Beyond The Grave III: 100% chance for dead soldiers/reinforcements to revive as ghosts, which deal 5 d/s near themselves for 60 seconds. Requires Beyond The Grave II or Trust.
  • Life Finds A Way: Cancels out Elynie's Drawback. Requires Beyond The Grave II or Emotional Support I.
  • Emotional Support II: +66% damage for Barracks. Requires Emotional Support I.

Tier 5
  • Submission: Kills enemies in combat with soldiers in the area. Requires Anger.
  • Grief: Each enemy in the target area, when killed, grants a -5% damage penalty to all enemies. Stacks infinitely. Requires Anger or Beyond The Grave III.
  • Devotion: Applies a 1.2x multiplier to all Worship gained. Requires Beyond The Grave III.
  • Rise Again II: When killed, enemy units have a 8% chance to revive for you, with 60% HP and damage. Requires Life Finds A Way or Emotional Support II.
  • Emotional Support III: +100% damage for Barracks. Requires Emotional Support II.


Ederus, God of Magic, Knowledge, and Desire

Tier 1
This unlocks the God Spell, and is thus the baseline ability.
Drawback: +10% to upgrade costs.

Tier 2
  • Guardian Shield I: Soldiers become invulnerable for 2.5 seconds upon taking fatal damage.
  • All-Knowing I: 10% for an attack to ignore an enemy's ability.

Tier 3
  • Crystal Focus: Increases damage to 600 true damage. Requires Guardian Shield I.
  • Guardian Shield II: Soldiers become invulnerable for 5 seconds upon taking fatal damage. Requires Guardian Shield I.
  • Forbidden Knowledge I: +8% damage for Mages. Requires All-Knowing I.

Tier 4
  • Timelock: Enemies that survive a Magic Trap are slowed by 75% for 8 seconds. Requires Crystal Focus.
  • Guardian Shield III: Soldiers become invulnerable for 7.5 seconds upon taking fatal damage. Requires Guardian Shield II or Crystal Focus.
  • Want Not: Cancels out Ederus's Drawback. Requires Guardian Shield II or Forbidden Knowledge I.
  • Forbidden Knowledge II: +16% damage for Mages. Requires Forbidden Knowledge I.

Tier 5
  • Conduit: Kills made by Magic Trap reduce Thunderbolt's CD by 2 seconds. The vice versa also applies. Requires Timelock.
  • Living Bomb: Enemies that survive a Magic Trap explode 3 seconds later, dealing 50-75 AoE damage. Requires Timelock or Guardian Shield III.
  • Devotion: Applies a 1.2x multiplier to all Worship gained. Requires Guardian Shield III.
  • All-Knowing II: 25% for an attack to ignore an enemy's ability. Requires Bravery or Forbidden Knowledge II.
  • Forbidden Knowledge III: +24% damage for Mages. Requires Forbidden Knowledge II.
KRA is now complete.
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Re: KRA Revival - Elf Campaign

by AerisDraco » Fri Feb 01, 2019 2:44 pm

Change Log

Towers
-Elven Bastion renamed to Elven Ballista, added an anti-air attack
-Elven Ballista Splinter Blade replaced with Multi-Lock
-Lithic Lancer Strong Arms moved to innate ability
-Lithic Lancer gains Grounding Spear
-Awakened Overload, Matrix, and Aether redesigned
-Dart Gun Arbor Hunting Party replaced with Ring of Darts

Enemies
-The introductions of some enemies have been moved
-New Gnolls: Leecher, Bloodboil
-New Island Creatures: Spawslug, Birvis, Dazzadise

Levels
-Stage 5 Wall mildly redesigned
KRA is now complete.
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