KRA Revival - Dwarf Campaign

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KRA Revival - Dwarf Campaign

by AerisDraco » Fri Feb 01, 2019 2:23 pm

Main Topic

Stage 1: Mines of Mirotehn

[+] SPOILER
Comic Intro

Panel 1: "We, the Dwarves of the West, devote our lives to the earth."
*A great underground city of the Dwarves is shown.*

Panel 2: "Some mine the earth for its riches..."
*Dwarves deep in the mines are shown.*

Panel 3: "...while others experiment to better utilize it."
*A dwarven scientist is shown experimenting with crystals.*

Panel 4: "But sometimes, the earth fights back!"
*The shadows of stone giants are shown sneaking up on an unsuspecting miner.*



General!

You command a portion of the forces of the great Dwarven city of Mirotehn. We mine the riches deep beneath the mountains, and trade with our allies in the Elf-lands and Linirea. It has been a long time since any of us have gone to war, as most threats have been destroyed far before they reach the city. But now, our miners report that the earth itself has been working against them, many dying to severe cave-ins, and a string of suspicious disappearances deep in the mines. Only a few days prior did a lone survivor of an ambushed mining crew warn us that strange, rock-like creatures march toward us even now. We must defend the innocents, and destroy this ominous force!


Map:

Image
Link: https://cdn.discordapp.com/attachments/ ... 50/D01.png


Unlocks
-Level I Archer: Salvo Turret
-Level I Barracks: Protector Barracks
-Level I Mage: Crystal Blaster
-Level I Artillery: Dwarven Cannon

New Enemies: Stalis, Coaler

Level Events
-Wave 2: Deploy Reinforcements
-Wave 4: Hero: Tihkinor, the Miner
-Wave 5: Hero Spell: Quarry
-Wave 6: Spell: Burner Beam


Burner Beam
This dwarven super-weapon uses the sun's power to unleash devastating blasts of light! (Cooldown: 80 seconds)
The usage on this is different from other spells. Instead of a tap and destruction, the beam follows your finger for 5 seconds, dealing a healthy amount of true damage per second. If you do nothing after tapping, it'll just stay in place.


Stalis

While appearing weak on the outside, this entity hardens its wet skin into hard armor.

HP: 75
Damage: 2-4 (Punches slowly, every 1.5 seconds.)
Armor: None
Speed: Medium
Lives Taken: 1

Abilities
-Dry: Gains 6% physical armor every 5 seconds, stacking up to 90%.

Death Animation: Dissolves into a pile of goo.

Appearance: A weak, mud-like enemy, with no discernible legs and arms to punch with. As it moves, its skin will harden into cracked clay armor. It has glowing red eyes.

Notes: For a starter enemy, it can be decently difficult to deal with. Mages are key.


Coaler

This small glowing rock burns with bright flame, dying to burn those who oppose it.

HP: 60
Damage: 5 AoE fire damage, per second for 5 seconds. Stacks. (Creates an aoe flame ring every second.)
Speed: Medium
Lives Taken: 1

Death Animation: The Coaler glows red, and the flame on its head burns blue as it burns to ashes.

Appearance: A small glowing lump of coal, with stubby legs, and a red flame mimicking hair on its head.

Notes: A wave of these can deal large amounts of damage to barracks, but will die easily to AoE towers.


Achievements
Fossil Fuel: Defeat 300 Coalers.





Stage 2: Port of Arethun

[+] SPOILER
We have chased the stone creatures from our mines, to the Port of Arethun. This port is where we recieved most of our trade, but as we emerge from the tunnel, we find that most of it has been burned, likely by the small coal-like creatures. A few merchant ships still prowl the waters, though their allegiance may be... questionable. However, upon exiting the mines, we were ambushed by the creatures! Defend the Chiefdom's lands from the Stone hordes!

Map:

Image
Link: https://cdn.discordapp.com/attachments/ ... 42/D02.png


Level Features
Merchant Ship: On all even numbered waves, a merchant ship will sail to one of the docks, and for 40 gold you can buy cannonfire. (About 35-65 damage)


Unlocks
-Level II Archer: Barrage Turret
-Level II Barracks: Champion Barracks
-Level II Mage: Crystal Ray
-Level II Artillery: Dwarven Bazooka

Recurring Enemies: Stalis, Coaler
New Enemies: Quartzling, Obsidge

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: Cetuda: Fissure (80 seconds)
Opens a small fissure, insta-killing a few ground enemies in the area.

God Spell: Zezzar: Sandstorm (80 seconds)
Creates a sandstorm at the target area, dealing light damage (50-100) and slowing enemies that enter the area for 75%. Lasts for 8 seconds.


Quartzling

This paradoxical hunk of crystal can not only float, but also fire shards of crystal at our men!

HP: 90
Damage: 5-8 (Fires shards of crystal every second.)
Speed: Medium
Lives Taken: 1

Abilities:
-Flying

Death Animation: Explodes in a shower of crystals.

Appearance: The quartzling is comprised mainly of clear crystal, with an orb at the center which glows with red light. A ring of sharp crystals orbit around it.

Notes: A weak flying enemy, but capable of attacking soldiers, and it comes quite frequently as air support.


Obsidge

Fast for a creature of stone, the Obsidge's sharp blades must be watched.

HP: 130
Damage: 6-9 (Stabs every 1.2 seconds.)
Magic Resist: 20%
Speed: Fast
Lives Taken: 1

Death Animation: Shatters like glass.

Appearance: A four legged creature of obsidian glass, the Obsidge runs quickly on four legs, before fighting on two.

Notes: Fast and slightly resistant, its damage may be troublesome.


Achievements
Strength of Arms: Kill 50 enemies with cannonfire..




Stage 3: The Dragon's Spine

[+] SPOILER
We have left Arethun, and begun to cross the Dragon's Spine to answer a distress call from miners in the Goldtip Peaks. It has been a long and hard crossing, for these islands were named the Dragon's Spine for a reason. While a naval crossing would be easier, many of our ships were burned, and these waters are unforgiving to all but the most powerful ships.

We still fight off Stone Giant attacks from all sides, but this site seems a good place to establish a chokepoint. If we succeed, we can drive the Giants back from our homeland!


Map:

Image
Link: https://cdn.discordapp.com/attachments/ ... 39/D03.png


Unlocks
-Level III Archer: Fusillade Turret
-Level III Barracks: Guardian Barracks
-Level III Mage: Crystal Laser
-Level III Artillery: Dwarven Flak Gun

Recurring Enemies: Stalis, Coaler, Quartzling, Obsidge
New Enemies: Pummelice, Dustone


Pummelice

Harnessing magic, the Pummelice not only packs quite a punch, but the ability to fly!

HP: 280
Damage: 12-17 (Punches every 1.75 seconds)
Speed: Medium
Lives Taken: 1

Abilities
-Float: For every 20 magic damage taken, the Pummelice floats for 3 seconds, becoming a flying enemy. Automatically descends to fight barracks.

Death Animation: Falls to the ground.

Appearance: A large humanoid, with lots of pores. Its eyes are dark red, and its pores will glow white when floating.

Notes: Barracks are a necessity, and archers are preferable.


Dustone

An odd creature made of compacted sand, it somehow shrugs off most blows thrown at it.

HP: 530
Damage: 2-10 (Punches every second)
Speed: Slow
Lives Taken: 2

Abilities
-Cloudform: Scatters into dust upon taking a hit, lasting for 1.5 seconds. Invulnerable while in effect, can still move. Cannot use while in combat.

Death Animation: Scatters to the wind.

Appearance: A giant misshapen blob of sand with eyes.

Notes: Barracks are crucial, but failing that, high-level mages may do the trick.


Achievements
Sand Castles: Kill 150 Dustones.
Watch Your Step: Kill 100 enemies on a bridge on Stage 3.




Stage 4: Goldtip Peaks

[+] SPOILER
After the hard battle on the Spine, we have come to the Goldtip Peaks. As implied by the name, many a dwarf mines gold here to fund the Chiefdom. However, much of the gold had either been stolen by the giants or others seeking to profit. These are our mines, General, and we must defend them.

To aid us, we have hired the Deepearth Miners, a specialized group of dwarves who spend almost their entire lives deep underground, mining the mineral deepstone, which has special, anti-magic properties.


Map:

Image
Link: https://cdn.discordapp.com/attachments/ ... 65/D04.png


Level Features
Gold Vein: Tap to gain 75 gold.
Rock Pillar: Blocks vision.

Unlocks
-Level IV Barracks: Deepearth Miners

Recurring Enemies: Stalis, Coaler, Quartzling, Obsidge, Pummelice, Dustone
New Enemies: Fusione, Bandefen


Fusione

This giant will combine itself with pieces of old giants, creating a new monster capable of using the powers of both.

HP: 670
Damage: 20-30 (Punches every 2.25 seconds)
Speed: Slow
Lives Taken: 3

Abilities
-Conglomerate: Absorb 40% of the damage of fallen Stone Giants, their armor/magic resist, and their special abilties. Stacks indefinetely.

Death Animation: Falls apart into its components, releasing a white orb.

Appearance: Starts as a blobby humanoid, but steadily becomes larger and more sturdy, similar to an abomination.

Notes: Can be very dangerous when stacked.


Bandefen

Dangerous creatures with alternating layers of rocky armor.

HP: 420
Damage: 10-15 (Punches every second)
Magic Resist/Armor: Varies
Speed: Slow
Lives Taken: 1

Abilities
-Alternate: Has alternating layers of armor and magic resistance. Starts at 70% armor, after 70 HP is lost, changes to 60% magic resist. After the next 70 HP, changes to 50% armor, and so on and so forth. Increases speed as this occurs.

Death Animation: Layers crack off, before declining into nothing.

Appearance: Humanoid, with banded layers of rocky skin. Dark rock is armor, light rock is magic resistance.

Notes: Forces an alternating tower composition.


Achievements
Come On and Slam!: Stun 100 enemies with Quake. {Reward: Increases damage to 175.}
Punch Clock: Silence 100 enemies with Silencing Blow. {Reward: CD reduced to 10 seconds.}
A Cheap Tactic: Defeat 50 Fusiones before they can Conglomerate.
Shiny!: Mine all the Gold Veins.




Stage 5: Datrun Taiga

[+] SPOILER
The giants have been driven from our lands, and our scientists having begun tracing their unique biological signals northwards. However, to get there, we must cross the frigid permafrost of the Datrun Taiga. At the very least, we are glad the summer has come, so perhaps it won't be as cold.

While most of our labs remain in ruins, we can rely on the frontiersmen of this area to assist us in this endeavor. Though their technology is lacking, their accuracy is unmatched.


Map:

Image
Link: https://cdn.discordapp.com/attachments/ ... 05/D05.png


Unlocks
-Level IV Archer: Arquebusiers

Recurring Enemies: Stalis, Coaler, Quartzling, Obsidge, Pummelice, Dustone, Fusione, Bandefen
New Enemies: Natrum


Natrum

Dangerous, salty creatures that can create poisonous gas.

HP: 350
Damage: 1-5 (Sprays an aoe gas cloud every 1.5 seconds)
Magic Resist: 30%
Speed: Medium
Lives Taken: 2

Abilities
-Reaction: Attacks poison for 10 d/s for 3 seconds, and cause explosions dealing 25-75 aoe damage on death from poison or Natrum attacks.

Death Animation: Breaks into fine salt.

Appearance: An assemblage of salt cubes roughly resembling a humanoid.

Notes: Annoying attack.


Achievements
Light Brigade: Kill 250 fast enemies with Arquebusiers. {Reward: +30% damage per speed tier, to a max of 72-96.}
Great Wall: Block 5000 damage with Barricades. {Reward: Barricades gain 40% armor.}
Barrel Roll: Find the fox, toad, rabbit, and falcon.
Salty: Kill 300 Natrums.




Stage 6: The Crystal Fields

[+] SPOILER
We have arrived at a depression in the tundra, filled with many crystals of various shapes, sizes, and colors. Each seems to give off a natural resonance, which unfortunately interferes with our equipment to detect the Stone Giants. In the small periods which the devices do work, they indicate a massive force of Stone Giants gathering at the periphery, an ill omen indeed.
However, our engineers have found a way to use the crystals found around the temple to create a powerful weapon known as the CARVR. Perhaps its capabilities will be enough to turn the tide.


Map:

Image
Link: https://cdn.discordapp.com/attachments/ ... 97/D06.png


Level Features
When damage is dealt near the crystals, they create special effects. Activates for every 1K damage dealt near a crystal. All crystals prefer areas with high concentrations of units.
Blue: Freezes up to 10 nearby units for 3 seconds, with a 10% chance to kill when unfrozen.
Yellow: Shoots a lightning bolt that chains between up to 10 units, dealing 30 true damage to each.
Red: Creates a wall of flame, which burns up to 10 units that stand in it, for 20 dps for 5 seconds.

Unlocks
-Level IV Mage: C.A.R.V.R.

Recurring Enemies: Stalis, Coaler, Quartzling, Obsidge, Pummelice, Dustone, Fusione, Bandefen, Natrum

Level Events

Boss Wave
After defeating wave 15, the diamond crystal near the top of the screen will glow, before shattering, unveiling Diamanthus, the first boss. Diamanthus walks toward the southwesterly exit.


Diamanthus

A being of pure diamond, of incredible resilience. Shiny!

HP: 7500
Damage: 40-60 (Blasts with AoE eye beams, every second.)
Armor: 50%
Speed: Slow
Lives Taken: 20

Abilities
-Refraction: For every 5 points of magic damage taken, add +1 damage to Diamanthus' next attack.
-Absorption: Absorbs the crystals on the track as it passes, adding three new abilities:
-AoE flame stomp. Deals 10 d/s for 10 seconds. 10 second CD.
-AoE tower freeze. Freezes nearby towers for 3.5 seconds. 14 second cd.
-Single target lightning bolt, prioritizes heroes. 100-250 damage, 12 seconds.

Death Animation: Shatters, leaving a single, large white diamond.

Appearance: A massive diamond being, somewhat like Durax. Diamanthus has three eyes, one blue, one red, one yellow.

Notes: The boss poses a danger in the sense that it can quickly stack damage from taking magic hits, which are the only things that pierce its armor.


Achievements
SABR: Kill 100 enemies with all 3 CARVR beams. {Reward: +15 damage per add. beam focused on an enemy.}
Void Lens: Hit 50 enemies with a single Prismatic Lance. {Reward: Prismatic Lance now has infinite range.}
Thunder, Ice, and Fire: Lose 100 units to the Crystals.
Girl's Best Friend: Defeat Diamanthus.




Stage 7: Hyporeal Glacier

[+] SPOILER
Comic Intro

Panel 1: "The Hyporeal Glacier..."
*A dwarven expedition is shown, heading out on to the ice.*

Panel 2: "...better known as the Ice Wastes, or the Land of the Lost."
*A wide shot of the massive ice plain.*

Panel 3: "A chill wind sweeps over the land..."
*Two dwarves bundle up their winter gear.*

Panel 4: "...and who knows what it brings."
*A sword descends on the dwarves, and they see themselves in the blade the instant before it strikes.*


Ice. Ice. And more ice.
This can only describe one thing, the massive Hyporeal Ice Sheet, stretching over countless meters. The sheet is massive, and though we know that Linirea lies eastwards, none of the exploration parties we have sent over the sheet have returned. It is possible that they were trapped in a blizzard, or perhaps more sinister forces are at play. Despite this, we must brave the cold, as it holds mysteries for us to uncover, and in the process, we might be able to protect our homeland.

On the bright side, we have begun to receive our materials through tunnels from the capital, as an overland or sea voyage would be too costly. The machines used to dig these tunnels could be easily "appropriated" for war, though...


Map:

Image
Link: https://cdn.discordapp.com/attachments/ ... 21/D07.png


Level Features
Frost Geyser: Erupts occasionally, freezing soldiers for 2 seconds and creating a patch of ice, which lasts for 10 seconds.

Unlocks
-Level IV Artillery: S.P.A.D.E.

Recurring Enemies: Natrum
New Enemies: Frosteel, Drifter, Frostborn


Frosteel

Nimble yet powerful, each Frosteel has an icy skin as hard as steel.

HP: 325
Damage: 10-25 (Slashes with a sharp arm, every 1.2 seconds.)
Armor: 25%
Speed: Medium
Lives Taken: 1

Abilities
-Skate: Becomes fast and unblockable when on an Ice Patch.

Death Animation: Melts.

Appearance: A humanoid ice creature with sharp pointy feet and arms. Dark blue eyes.

Notes:


Drifter

Phantoms of those lost on the ice, Drifters inflict a chilling touch.

HP: 150
Damage: None.
Speed: Fast
Lives Taken: 1

Abilities
-Lost Soul: Unblockable. Soldiers touched lose a permanent 10% armor. Stacks.
-Ice Body: Gains 80% armor on Ice Patches.

Death Animation: Disappears in a wisp of frosty smoke.

Appearance: A wispy spirit with bright blue eyes and a trail in place of legs. Hovers slighly above the ground.

Notes: Can lead to some issues when you need your barracks to be durable, but otherwise not really an issue.


Frostborn

Twisted skeletons of those lost on the ice, they seek to consume, to restore their broken souls.

HP: 250
Damage: 15-20 (Stabs every second.)
Speed: Medium
Lives Taken: 1

Abilities
-Soul Lost: Soldiers in combat with a Frostborn lose 6.25% max HP per second, and the Frostborn heals for that amount.
-Ice Body: Gains 60% magic resist on Ice Patches.

Death Animation: Breaks into shards.

Appearance: A stout ice creature, with an inverse color scheme to the Drifter (light eyes and dark ice body). Carries an icy sword.

Notes: Very dangerous to barracks, but otherwise not too much of an issue.


Achievements
Trap Card: Kill 200 enemies with Buster Drill. {Reward: Buster Drill IK time is increased to 3 seconds.}
Metro: Dig 250 tunnels with Tunnel Probe. {Reward: Barracks instantly respawn when taken by Tunnel Probe.}
Don Penguini: Find the Kingpen.
Jon Snow: Kill 1000 Ice enemies.
On Thin Ice: Have 200 soldiers frozen by Frost Geyser eruptions.




Stage 8: The Frozen Lake

[+] SPOILER
We have trekked further through this desolate wasteland, and found what appears to be a lake, frozen over in the harsh cold. While it provides little to us, the area around it may be used as a chokepoint against these hideous ice creatures, especially now that the research industries in Mirotehn are back online, ready to supply us with automated Sentry Turrets. Furthermore, the ice of the lake has odd properties, which our engineers believe could be useful in weapons manufacturing.

Though the lake is frozen, our scanners indicate something is alive, underneath all the ice. How something could survive below the ice, we do not know, but we intend to find out.


Map:

Image
Link: https://cdn.discordapp.com/attachments/ ... 34/D08.png


Level Features
Dragon Egg: Hatched by firing a Burner Beam at it. The ice on the lake above it is clearer than the rest of the lake. (Couldn't quite play with transparency)

Once hatched, the dragon acts as a secondary hero. It can grow up to Level 3, gaining abilities KR-style.

HP: 40 (+40) [120]
Melee Damage: 6-13/NA/NA (Hits with talons every second)
Ranged Damage: NA/14-21/22-29 (Fires a small ball of water magic every second)
Magic Resist: 40%
Respawn: 15 seconds

At level 2, it gains the ability to fly and its ranged attack.
At level 3, it gains the Hydro Tail ability:
Hydro Tail lengthens the dragonling's tail with water, and the dragonling will then spin to swipe it along the ground at enemies, to deal 40-60 magical damage. Cooldown: 6 seconds.

Unlocks
-Level IV Archer: Sentry Turret
-Level IV Mage: Freeze Ray

Recurring Enemies: Natrum, Frosteel, Drifter, Frostborn
New Enemies: Hyporus, Flake


Hyporus

This monstrosity can turn our own soldiers into beings of ice, and send them against us!

HP: 700
Damage: 30-60 (Slashes every second. Stabs on a finishing blow.)
Speed: Slow
Lives Taken: 2

Abilities
-Frost Explosion: Creates a short-lived frost patch on death. Lasts 6 seconds.
-Hypothermia: When a Hyporus kills a unit, it spawns a Frostborn and a Drifter. Each has additional HP equivalent to 50% of the killed unit's total.


Death Animation: Shatters.

Appearance: A humanoid ice-crystal being, with a large armblade, like Durax's. Essentially a larger Frosteel, with red eyes.

Notes: While not especially strong on its own, a Hyporus has the potential to quickly spawn large enemy forces deep in your lines, so keeping it away from Barracks is essential.


Flake

Tiny living snowflakes that freeze foes in their tracks.

HP: 125
Damage: None.
Magic Resist: 40%
Speed: Fast
Lives Taken: 1

Abilities
-Flying
-Freezing Rain: Freezes a single soldier for 0.75 seconds every 1.5 seconds.

Death Animation: Shatters into diamond dust.

Appearance: A snowflake with glowing red eyes, like Cryogonal.

Notes: Weak on its own, but like the Screecher Bat, painful en masse.


Achievements
Bullet Hail: Kill 150 enemies with Bullet Storm. {Reward: Bullet Storm fires 30 bullets.}
2fast4u: Have a Sentry retarget 5 times in a row without firing. {Reward: Targeting time reduced to 0.75 seconds.}
Deep Freeze: Freeze 500 enemies with the Freeze Ray. {Reward: Freeze slows by 50% for 2 seconds upon conclusion of the freeze effect.}
Optometrist: Boost 1000 mage attacks with Focus Lens. {Reward: Attacks fired using a Focus Lens deal +25% damage.}
How To Train Your Dragon: Hatch a dragon.




Stage 9: Icicle Path

[+] SPOILER
In desperate need of shelter from the bitter cold, we have taken refuge in a network of caves under the icesheet, which our troops have begun to call the Icicle Path, so named for the massive amounts of icicles hanging from the roofs of the caverns. Even though the wind no longers hits us, it is still bitter cold, and the enemy keeps making it more cold.

Luckily for us, the Capital has sent us a package full of technology which could help us fend off the enemies, though they may not be able to keep us warm.


Map:

Image
Link: https://cdn.discordapp.com/attachments/ ... 42/D09.png


Level Features
Dragon Nest: If the Dragon was unlocked on Stage 8, it roosts here.
The Dragon now starts at L3, going up to L6. At L4, it unlocks the Hurricane passive, creating a blanket of storms around the Dragonling, deflecting 20% of ranged projectiles. At L5, Hydro Tail does 60-80 AoE damage.

Icicle: If an allied unit is moved under it, an icicle drops after 1 second, dealing 20-50 AoE physical damage. Icicles respawn every 15 seconds. Max 5 at one cluster.

Unlocks
-Level IV Barracks: Drone Lab

Recurring Enemies: Frosteel, Hyporus, Frostborn, Drifter, Flake
New Enemies: Chiller, Glaislide


Chiller

A mage with a heart of ice, manipulating it against us.

HP: 1000
Damage: 35-65 (Casts an icy blast from its hands every 1.5 seconds)
Speed: Slow
Lives Taken: 2

Abilities
-Frost Explosion: Creates a short-lived frost patch on death. Lasts 6 seconds.
-Breath of Frost: Freezes a tower for 3 seconds. Doesn't work on Freeze Rays. 12 second CD.
-Snap Freeze: Creates a 4-second Ice Patch. 10 second CD.

Death Animation: Shatters, releasing an orb of white light.

Appearance: A humanoid ice-crystal being, with a cloak made of snow, and glowing red eyes.

Notes: A pretty strong mage, with a plethora of abilities. Even though the Freeze Ray avoids the tower stall, it still can't deal much damage. Snap Freeze can be deadly near chokepoints or exits.


Glaislide

Big, slow-moving creatures with a penchant for sledding.

HP: 1800
Damage: 10-20 (Spits an ice ball, freezing a soldier for 1 second.)
Magic Resist: 60%
Speed: Slow
Lives Taken: 4

Abilities
-Slide: When it encounters an Ice Patch, it begins to boost speed by 25% every second. If it reaches a Fast speed, it will crush any non-flying units it hits.

Death Animation: Shatters in large chunks.

Appearance: A large glacier, with stubby legs and black-ice eyes.

Notes: Slide can be annoying if leveraged, but otherwise its just big and tanky.


Achievements
Emancipation: Kill 100 enemies with Upload. {Reward: Damage buff per level increased to +20%.}
Jacked Bots: Have 3 Drone Labs with Laser Batteries fully upgraded. {Reward: +10 HP and +1,+1 damage for Drones.}
Power of Icecrown: Find a cursed sword.
Chiller Night: Defeat 50 Chillers before they use their spells.
Glacial Melt: Defeat 100 Glaislides before they slide.
Death From Above: Lose 100 units to the Icicles.




Stage 10: Erebus

[+] SPOILER
Emerging from the icy tunnels, we've come across what appears to be an active volcano, against all reason. Indeed, not just active, but erupting!
One of our engineers has expertise in geology, and has volunteered to assist us in combating the possible effects of ash flows and what not.

In addition, Mirotehn has sent a crown jewel of our defensive arsenal - the Missile Battery. Its auto-acquiring properties will surely help us in the ash clouds from the icy mountain.


Map:

Image
Link: https://cdn.discordapp.com/attachments/ ... 30/D10.png


Level Features
Dragon Nest: If the Dragon was unlocked on Stage 8, it roosts here.
The Dragon now starts at L6, going up to L10. At L7, Hurricane deflects 40% of ranged projectiles. At L8, Hydro Tail does 80-100 AoE damage. At L10, Hurricane deflects 60% of ranged projectiles.

Ash Clouds: Every few waves, a massive ash flow will cover the screen, reducing range by two levels, attack speed by 50%, and instant-killing soldiers.
Seismographer: Buy upgrades at the Seismic Lab to lower the effects of Ash Clouds.

Unlocks
-Level IV Artillery: Missile Battery

Recurring Enemies: Frosteel, Hyporus, Frostborn, Drifter, Flake, Chiller, Glaislide
New Enemies: Frostfyre, Blizzion


Frostfyre

Almost a living mortar, the Icefyre manipulates freezing cold gas into mortar projectiles to fire at our men!

HP: 1250
Damage: 60-100 AoE ranged, 40-70 melee (Fires a bolt of ice every 2 seconds or stabs every second.)
Armor: 40%
Speed: Slow
Lives Taken: 3

Abilities
-Frostfyre: Ranged attacks deal 10 dps for 2 seconds.
-Frost Explosion: Creates a short-lived frost patch on death. Lasts 6 seconds.
-Skate: Becomes fast and unblockable when on an Ice Patch.

Death Animation: Shatters.

Appearance: Still of the living mortar design, it now drags the mortar behind it, with desiccated back legs and two powerful forward claws.

Notes: Frostfyre can be a real pain, freezing things and dealing high amounts of damage. Otherwise, a magical beating can work well.


Blizzion

A living storm cloud, dark and foreboding. It takes delight in torturing those below.

HP: 2000
Damage: None
Speed: Slow
Lives Taken: 3

Abilities
-Flying
-Freezing Rain: Freezes a single soldier for 3 seconds every 1.5 seconds. Deals 50 damage upon ending.
-Sleet: Deals 10 dps to soldiers beneath it. Will not move beyond barracks until all are dead.

Death Animation: The storm dissapates.

Appearance: An angry storm cloud. What more description is necessary?

Notes: Missile Batteries are much recommended, as Lock-On is incredibly strong against these guys.


Achievements
Missile Command: Have 6 Missile Batteries at once. {Reward: Reduces cost to 360.}
Darken The Skies: Have 60 missiles airborne at any one time. {Reward: Swarmer Missile splits into 25 missiles.}
Pompeii: Have 12 towers hit by the Ash Cloud.




Stage 11: Broken Floes

[+] SPOILER
Somehow, our travels have taken us to the edge of the ice sheet, where massive bergs of ice cleave off the greater mass of the glacier, before floating off to the southern seas. It is dangerous to fight here, yet the ice creatures have begun to engage us in combat.

Our meteorologists report that a storm seems to be brewing, of a size never before seen...


Map:

Image
Link: https://cdn.discordapp.com/attachments/ ... 55/D11.png


Recurring Enemies: Frosteel, Hyporus, Frostborn, Drifter, Flake, Chiller, Glaislide, Frostfyre, Blizzion

Level Events

Boss Wave
The Scourgesleet emerges from the northeast corner of the map, traveling towards the southwestern exit.

Scourgesleet

A winter storm of epic porportions, and there is no eye to this storm.

HP: 10000
Damage: None
Speed: Slow
Lives Taken: 20

Abilities
-Flying
-Sleet: Deals 25 dps to soldiers beneath it. Will not move beyond barracks until all are dead.
-Nucleic Creation: Spawns Frosteel every few seconds.
-Ice Cyclone: Creates small tornadoes that freeze soldiers for 5 seconds. 10 second CD. Each lasts for 5 seconds.

Death Animation: The storm blankets the whole screen, before dissapating.

Appearance: A massive storm cloud the width of the path, with icy shards orbiting its sides and a "crown" of the shards on its head.

Notes: Again, Missile Batteries are the best counter.


Achievements
Snow Day: Defeat the Scourgesleet.
Swimmin': Find a narwhal.




Stage 12: Fog of Nightmares

[+] SPOILER
Comic Intro

Panel 1: "Our adventure has led us to an unknown land..."
*Dwarves 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 dwarves 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 Elves and Linireans! They request our aid in exploring a newly-discovered island to the south, 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.

The troops that were first to land report that the very ground beneath their feet is... strange. As if walking through shallow water, if that is at all possible. However, they also report that shadowed figures surround us on all sides. But we've come too far to turn back now. We must defend the landing site!


Map:

Image
Link: https://cdn.discordapp.com/attachments/ ... /D12-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/ ... 29/D12.png


New Enemies: Firebreather, Shadestrider, Shadwarf, Acilrog


Firebreather

A Balrog with impressive control over fire.

HP: 750
Damage: 5-15 (Punches with a fiery fist, every second.)
Speed: Medium
Lives Taken: 2

Abilities
-Burn: Attacks inflict a burn for 5 seconds at 10 d/s.
-Blazing Inferno: Surrounds itself with an inferno, burning all nearby enemies. Permanently gains 10 armor for every enemy burned, up to 90%. 15 second CD.

Death Animation: Explodes, releasing an orb of white light.

Appearance: A medium sized Balrog, with a dark, rocky skin. Cracks with bright red lava are visible on its body, like a magma elemental.

Notes: Can get relatively tanky.


Shadestrider

Walking on a different plane, these dangerous Balrogs can bypass our defenses.

HP: 1050
Damage: 20-40 (Strikes with a black sword, every 1.4 seconds.)
Speed: Medium
Lives Taken: 2

Abilities
-Shadow Walk: Disappears into a shadow realm, bypassing soldiers and boosting speed to fast. Lasts 5 seconds, visible as a shadow on the ground. 15s CD.
-Shadow Armor: Gains 25% magic resist each time it exits Shadow Walk.

Death Animation: Explodes in black smoke, releasing a white orb.

Appearance: Another medium size Balrog, also with dark skin. However, its skin cracks are of a bright green, as are its eyes. It carries a black sword.

Notes: The stacking magic resist and the barracks ignore can be annoying, necessitating archers.


Shadwarf

A fog-spawned copy of our soldiers, its very existence is an omen.

HP: 250
Damage: 7-12 (Smashes with a hammer every 0.7 seconds.)
Speed: Medium
Armor: 60%
Lives Taken: 1

Abilities
-Shadow Fissure: Smashes the ground, opening up a fissure, which stuns barracks for 1 second and deals 150 physical damage. 10 second CD.
-Shadow Explosion: Explodes on death for 150 AoE damage.

Death Animation: Breaks into shards.

Appearance: A dark copy of a Deepstone Miner, with red eyes and a hammer. Their body is formed of a black fog.

Notes: Not an extreme issue, but annoying en-masse.


Acilrog

Balrogs which fire acid balls at our men, corrupting them into Shadwarfs.

HP: 900
Damage: 30-40 (Fires an acid ball every 1.5 seconds.)
Speed: Slow
Lives Taken: 2

Abilities
-Acid Armor: Grants 1% armor for every 5 damage dealt, including poison.
-Acidic Conversion: Poisons barracks at 5 d/s for 5 seconds, turning them into Shadwarfs if they die.


Death Animation: Dissolves, releasing a ball of white light.

Appearance: Like the other Balrogs, it has black, rocky skin. It has dull orange skin cracks, and bright red eyes.

Notes: Like the Dark Spitter, but more annoying.


Achievements
Armor Up: Defeat 500 Balrogs before they boost armor.
Shadowstopper: Defeat 100 Shadestriders before they Shadow Walk.
Light Up The Night: Light all lanterns on Stages 12-14.




Stage 13: Shadowrage

[+] SPOILER
It seems that our old enemies, the Balrogs, have returned once again. They once destroyed the dwarves residing on the Elven continent, and have always troubled us. Their mastery of shadow magic is very effective deep within our mines. Their rage is legendary, and its very mention strikes fear into the hearts of our men.

Additionally, our historians have discovered that, the Island's odd traits make it bear remarkable similarities to Isle of Zaagwen, which sank below the waves long ago. However, remnants of the grand civilization that once ruled these lands are discovered occasionally on the shores of our lands, indicating a catastophe may have destroyed them. Whatever tragedy befell them, may soon strike us, so be wary, General.


Map:

Image
Link: https://cdn.discordapp.com/attachments/ ... /D13-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/ ... 16/D13.png


Recurring Enemies: Firebreather, Shadestrider, Shadwarf, Acilrog
New Enemies: Mistweaver, Maiar


Mistweaver

Using a special fog, Mistweavers obstruct our operations and aid their allies.

HP: 1200
Damage: 10-20 (Hits every 0.5 seconds in melee)
Magic Resist: 50%
Speed: Medium
Lives Taken: 2

Abilities
-Mist Creates a fog on the path, which obstructs vision and heals allies inside for 15 HP/s. Lasts 10 seconds. CD 10 seconds.
-Resist Enemies gain 2% armor and magic resist for every second spent in a mist cloud.

Death Animation: Decays into mist, releasing an orb of white light.

Appearance: A Balrog with bright white skin cracks and cloud of mist surrounding it.

Notes: Like all proper Balrogs, the Mistweaver can boost magic resistance/armor. However, its mist is especially dangerous, since it benefits multiple enemies at once.


Maiar

Winged Balrogs, they cast shadows upon us from the sky.

HP: 800
Damage: None
Speed: Medium
Lives Taken: 2

Abilities
-Flying
-Darkened Light: Pauses, before creating 3 rings of blackness on the ground around it, in a target shape. Each ring stuns towers hit for 2/4/6 seconds, depending on the distance from the center. Boosts magic resist by 20% for each tower hit. CD: 12 seconds

Death Animation: Releases a pulse of black light before exploding, and then releasing an orb of white light.

Appearance: Flying Balrog, with feathery wings. Blue skin cracks and white eyes.

Notes: Darkened Light is a very dangerous if the Maiar manages to successfully use it, and as such, long-ranged snipers like the Arquebusier are a good counter.


Achievements
Thud!: Find an ill omen.




Stage 14: Shards of Power

[+] SPOILER
It is a dark day, General. Our scouting parties report two massive golden pedestals ahead, with a single gem floating atop each. Furthermore, each is surrounded by a nimbus of crystal shards, which seem to draw power from the gems. Our priests have begun to sense odd energies in the air around them, energies similar to those they themselves harness. 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 hammers!


Map:

Image
Link: https://cdn.discordapp.com/attachments/ ... /D14-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/ ... 31/D14.png


Recurring Enemies: Firebreather, Shadestrider, Shadwarf, "Spitter", Mistweaver, Maiar
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: Fast
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 Firebreather, Acilrog, or Maiar 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 Shadestrider or Mistweaver is killed.

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 Elves and Humans, who promise to aid us in the conflict to come. Surely it will be written in the sagas as one of the greatest battles.

For the Chiefdom!


Map:

Image
Link: https://cdn.discordapp.com/attachments/ ... 74/D15.png


Level Features
Allied Strategic Points: Towers placed on these points correspond to towers from the other races' tower sets. Left is Elven Towers, right is Human Towers.
Ruin Rifts: Any unit that stands atop these rifts takes 5 d/s, increasing up to 20 d/s the closer they are to the center.

Recurring Enemies: Firebreather, Shadestrider, Shadwarf, "Spitter", Mistweaver, Maiar, Lesser, Transcendant

Level Events


Boss Wave
The main leader, Qagejos, 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.


Qagejos

Master 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 150 true damage.
-Quakehammer: Shakes the earth, reducing the range and attack speed 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.


Xurakes

A leader 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 75 life from soldiers to heal all nearby enemies.
-Staff of Silence: Silences nearby towers for 5 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.


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.


Upon death, each leader has a death quote:
"Your doom shall be swift." (Qagejos)
"My spirit returns to the aether." (Xurakes)
"Ascendence begins..." (Zivofis)


You get an achievement, It's Over: Defeat the Transcendant leaders.



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, like most normal endings. When the dust settles, the true boss, Apotheosis, has appeared on the telepad.


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.


While you may seem absolutely screwed, your patron god, with what little power remains in their hands, has summoned an Avatar to aid you in your fight.

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 Cetuda, Apotheosis loses Cetuda's, Zezzar's, Ederus's, Sagate's, Elynie's, and finally Regnos's powers.
For followers of Zezzar, Apotheosis loses Zezzar's, Cetuda's, Sagate's, Ederus's, Regnos's, and finally Elynie'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, Qagejos, lives, barely, and begins crawling toward the exit. The Avatar at this point has disappeared, but the leader is unblockable.


Fallen Qagejos

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 - Dwarf Campaign

by AerisDraco » Fri Feb 01, 2019 2:23 pm

Towers and Heroes

Archers (Turrets)

I: Salvo Turret

Damage: 1-4
Fire Rate: Fast
Range: Average
Cost: 70

Design: A machine-gun like turret, mounted on a simple tower structure. The barrel will rotate to target enemies. A dwarf sits in a small chair on top.

Description: This machine uses steam to fire metal bits at high speed.

Build Quotes:
"Pew-pew." (Dwarf)
"Loaded, ready to fire." (AI)
"Tracking target." (AI)

Critical Hit [Innate]
Effect: 10% chance for double damage.


II: Barrage Turret

Damage: 2-7
Fire Rate: Fast
Range: Long
Cost: 115

Design: The turret itself is unchanged. The dwarf now looks to be more comfortable, and is encased in a glass shield.

Description: This machine has a more powerful firing mechanism, allowing bullets to be fired further then ever before!

Critical Hit [Innate]
Effect: 15% chance for double damage.


III: Fusillade Turret

Damage: 4-12
Fire Rate: Very Fast
Range: Great
Cost: 170

Design: Now, the turret has an automated tracking system, so the dwarf is no longer needed.

Description: This machine is equipped with a new AI, so it no longer needs a engineer.

Upgrade Quotes:
"Pew-pew." (AI)
"Loaded, ready to fire." (AI)
"Tracking target." (AI)

Critical Hit [Innate]
Effect: 20% chance for double damage.


IV: Arquebusier Tower

Damage: 32-44
Fire Rate: Slow (1.1 seconds)
Range: Extreme
Cost: 225

Design: A little like a combo between the Musketeer Garrison and the Dwarven Bastion. Their weapons are fairly simple.

Description: Dwarven marksmen skilled with an arquebus, especially against fast targets.

Build Quote: "Fire!"


Skills

Chargebreaker [Innate]
Effect: Deals +20% damage per speed tier. 32-44 for V. Slow, 38-53 for Slow, 45-64 for Medium, 54-77 for Fast.

Volley Shot (300/250) [Passive]
Image

Written Quote: "No dodging, no escape."
Spoken Quote: "No escape!"

Effect: Fires 2/4 more shots, each parallel to the original.


Barricade (200/200/200) [Passive]
Image

Written Quote: "Break like the waves."
Spoken Quote: "Hunker down!"

Effect: Creates a small barricade for each soldier in range of the tower. This blocks attacks, and has 75/150/225 HP. Each "respawns" 10 seconds after being destroyed.


IV: Sentry Turret

Damage: 21-32
Fire Rate: Very Fast (0.5 seconds)
Range: Long
Cost: 250

Design: The tower itself has a single turret, like the other dwarven archers, but this has a laser attached to its side. This will fire a tracking laser at the targeted enemy. When idle, the laser will occasionally "blink".

Description: Armed with one of the most advanced AI's, the Sentry is capable of steady fire against a single enemy, but loses effectiveness against large hordes.

Build Quote: "All systems nominal."


Skills

Focusing [Innate]
Effect: Will target an enemy, and then fire at them. However, this target is lost when the enemy goes out of range or is killed, and it takes the tower 1.25 seconds to retarget.

Overclock (200/200/200) [Passive]
Image

Written Quote: "Work harder, work faster."
Spoken Quote: "Commencing overdrive."

Effect: Boosts damage by 4 points at L1, boosts fire rate to every 0.3 seconds, and negates the retargeting of Focusing at L3. However, per second, the tower has a 0.33%/.66%/1% chance to break and stop firing (from overheating), and it requires 20/40/60 gold to fix it.


Bullet Storm (250/200/200) [Active, 15 seconds]
Image

Written Quote: "No man can outsmart bullet."
Spoken Quote: "Protocol Activation: Bullet Storm."

Effect: Fires a storm of bullets, dealing 5-13 damage per bullet. Fires 10/15/20 bullets at a rate of 10 bullets per second. Suspends normal attack and Focusing for this period. Single-target.


Barracks

I: Protector Barracks

HP: 70
Damage: 1-2
Armor: 20%
Respawn: 11 seconds
Cost: 80

Design: A simple workshop-like structure, with stone walls, and iron-barred windows. The dwarves come out through a simple outward opening door, and red light is visible through the windows. They wield small hammers.

Description: These soldiers are hard workers, who never back down from their task, be it the forge or war!

Build Quotes:
"Feel the steel."
"May the Chiefdom conquer!"
"By fire and forge!"


II: Champion Barracks

HP: 120
Damage: 2-4
Armor: 40%
Respawn: 11 seconds
Cost: 120

Design: The workshop is now bigger, with visible armor and weapon racks to the side. The dwarves now wield normal hammers.

Description: Now wielding specially-tempered weapons and armor, the enemy will surely back down!


III: Guardian Barracks

HP: 160
Damage: 4-7
Armor: 60%
Respawn: 11 seconds
Cost: 160

Design: The guardians have heavy plate armor, along with large shields. The dwarves now wield sledgehammers.

Description: A guardian has the best armor, and wields a sledgehammer to smash the opponent into the ground.

Sledgehammer [Innate]
Effect: Deals AoE damage.


IV: Deepearth Miners

HP: 300
Damage: 3-8 (Smashes with hammer every 1.25 seconds, dealing AoE damage.)
Armor: 60%
Respawn: 12 seconds
Cost: 230

Design: A large dark-blue-black crystal structure, with a mineshaft leading into it. Dwarves will come up to the surface in minecarts to respawn. The miners have hammers of the same dark color.

Description: Deepearth Miners mine deepstone in caverns hundreds of meters below the surface, a mineral for its magical properties.

Build Quote: "For the deep!"


Skills

Deepstone [Innate]
Effect: All attacks and abilities deal 15% more damage to enemies with magic resistance.

Silencing Blow (200/200/200) [Active, 14 seconds]
Image

Written Quote: "A heavy-handed blow."
Spoken Quote: "Knock 'em down!"

Effect: The next attack from a Miner silences their target, if applicable, for 2/4/6 seconds. Each Miner has an individual cooldown.

Quake (200) [Active, 11 seconds]
Image

Written Quote: "Magnitude 9."
Spoken Quote: "The earth will rise to the challenge!"

Effect: Slams the hammer on the ground, creating a fissure which deals 125 physical damage and stuns for 1 second.

Deepstone Infusion (300/150/150) [Passive]
Image

Written Quote: "More magic, more better."
Spoken Quote: "Shield me from danger!"

Effect: Deals 30%/45%/60% more damage to magic resistant enemies, and gains 10%/20%/30% magic resistance.


IV: Drone Lab

HP: 50
Damage: 2-3 (Shreds with extendable blades, dealing damage every 0.2 seconds)
Armor: 60%
Respawn: 6 seconds
Cost: 200

Design: A lab-like structure, with a large antenna on the roof, and holes in the sides for the drones to exit from.

Description: Specialized flying drones with hidden blades to attack enemies.

Build Quote: "We think, therefore we are."


Skills

Laser Batteries (200/200/200) [Passive]
Image

Written Quote: "Powered up."
Spoken Quote: "Refit complete."

Effect: At level one, adds a short-range ground-only laser attack, dealing 4-8 true damage every second. L2 allows it to attack fliers, and L3 significantly boosts fire rate the more drones that remain. (Reduced to 0.3 seconds if all three are alive, 0.6 if two are alive.)

Upload (300/150/150) [Active, 20 seconds]
Image

Written Quote: "The digital world."
Spoken Quote: "We bring your Emancipation."

Effect: Uploads an enemy into the mainframe, insta-killing them. The Drones deal 10%/20%/30% damage to enemies of that enemy type from now on. Cooldown is for the whole tower, and bonuses stack infinitely.

Final Detonation (300/100/100) [Passive]
Image

Written Quote: "BOOM!"
Spoken Quote: "Reactor status: critical."

Effect: Explodes on death dealing 50/75/100 true damage. Adds damage based on how much overkill damage the final strike did.


Mages (Lasers)

I: Crystal Blaster

Damage: 10-18
Fire Rate: Slow
Range: Short
Cost: 100

Design: Another turret-like tower, but armed with crystals, to fire glowing pulses of red energy.

Description: A miracle of dwarven engineering, this device harnesses the energy of crystals to fire magical bolts.

Build Quote:
"Initiating energy discharge."
"Charging."
"Eliminating."

Pierce [Innate]
Effect: Deal damage to multiple enemies in a straight line.


II: Crystal Ray

Damage: 24-46
Fire Rate: Slow
Range: Average
Cost: 160

Design: Crystals now grow out of the ground next to the tower, and glow in synchronicity with the tower's actions.

Description: A better power source enables the machine to better harness crystal magic, and so fire it further with more power.

Pierce [Innate]
Effect: Deal damage to multiple enemies in a straight line.


III: Crystal Laser

Damage: 44-78
Fire Rate: Slow
Range: Long
Cost: 240

Design: Crystals have grown around the sides of the tower, so only the turret itself remains mobile.

Description: The dwarven Laser creates a magical ray more deadly than any other, save for the Arcane Wizards of Linirea.

Pierce [Innate]
Effect: Deal damage to multiple enemies in a straight line.


IV: CARVR (Crystalline Auto-Rotating Vitrification Ray)

Damage: 33-46 per beam
Fire Rate: Very Slow (2.9 seconds)
Range: Long
Cost: 325

Design: A slightly larger turret houses a large white crystal that glows with different colors. The firing piece now has 3, mini-hydraulic controlled "arms".

Description: A specialized crystalline weapon that can focus energy into 3 different beams to target enemies with a burning light.

Build Quote: "Purification is at hand."


Skills

Triple Beam [Innate]
Effect: Each "arm" targets a different enemy. If only one/two enemies are available, then the beams will target the same enemy. For each additional beam targeted on an enemy, +5 points of damage are added. {Max damage is 109-148}

Plasmatic Core (300/300/300) [Passive]
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Written Quote: "Burn."
Spoken Quote: "Plasma reactor operational."

Effect: Adds a burn to the tower, dealing 5/8/11 damage for 3 seconds. For each add. beam, add +2 burn damage. Doesn't stack between towers.


Prismatic Lance (350/200/200) [Active, 25 seconds]
Image

Written Quote: "Wave motion gun."
Spoken Quote: "Sky-burner primed."

Effect: Charges each arm for 1 second (3 second charge period) before unleashing a beam that reaches extreme range, dealing 200-400/400-600/600-800 magic damage to any targets in its path. Beam persists for 1.25 seconds.


IV: Freeze Ray

Damage: 49-67
Fire Rate: Slow (1.6 seconds)
Range: Great
Cost: 300

Design: Another turret-like construction, however it has a more cylindrical firing piece, with a ball of ice being charged at the end. A large ice crystal works as a magic source.

Description: A special ray which fires chilling blasts of magic.

Build Quote: "Frosty."


Skills

Ice Beam [Innate]
Effect: Freezes enemies for 1 second.

Nitrogen Fog (250/200/200) [Active, 16 seconds]
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Written Quote: "A shroud of death."
Spoken Quote: "Initialize cooling program."

Effect: Releases a fog of liquid nitrogen, which slows enemies by 20%/40%/60% and may freeze (20%/30%/40% when entered) for 3 seconds. Lasts for 5 seconds.


Focusing Lens (300/150/150) [Active, 24 seconds]
Image

Written Quote: "Optical science at work."
Spoken Quote: "Lensing."

Effect: Creates a floating lens of ice over the path. Any mage towers targeting the area beneath will target the lens, making the attacks deal area damage. CARVRs will automatically attack with all three beams. Lasts for 4/6/8 seconds.


Artillery

I: Dwarven Cannon

Damage: 6-11
Fire Rate: Very Slow
Range: Average
Cost: 150

Design: A simple cannon, made of iron and built to fire explosive cannonballs.

Description: A large cannon, which fires bombs on a straight trajectory toward targets.

Build Quote:
"Gunpowder and iron!"
"We're the bomb!"
"Look out below!"


II: Dwarven Bazooka

Damage: 14-28
Fire Rate: Very Slow
Range: Long
Cost: 320

Design: A larger cannon, which fires shaped shells.

Description: Heavy ordnance in shaped shells, hitting targets from a longer distance.


III: Dwarven Flak Gun

Damage: 18-33
Fire Rate: Slow
Range: Great
Cost: 220

Design: Now with twin, longer barrels, the flak gun is more powerful.

Description: Twin barrels and shrapnel-filled bombs will drive the enemy into retreat!

Anti-Air Capability [Innate]
Effect: Can target flying enemies.


IV: SPADE (Self-Propelled Apparatus for Digging and Explosions)

Damage: 64-97
Fire Rate: Very Slow (2.3 seconds)
Range: Great
Cost: 400

Design: A kind of factory-like building, where torpedoes are manufactured on a conveyor, lifted by a robot arm, and dropped into the ground. As they move, they create broken ground.

Description: Originally used to dig tunnels, these torpedoes have been primed with explosive and dig at faster rates than ever before. The enemy won't know what hit them!

Build Quote: "The earth moves on my command!"


Skills

Collapse [Innate]
Effect: Slows enemies by 50% when hit, and may sink larger enemies (900 HP+) into the ground for a second.

Tunnel Probe (300/125/125) [Passive]
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Written Quote: "Rapid transport."
Spoken Quote: "Digga tunna."

Effect: When enemies come into range, summons the nearest group of soldiers to combat them. Takes 4/3/2 seconds. The soldiers are treated as dead by their parent tower, but respawn in 80%/60%/40% of the time of their regular respawn. Can only occur once every 10 seconds.


Buster Drill (350/200/200) [Active, 20 seconds]
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Written Quote: "Death from below."
Spoken Quote: "It IS a trap!"

Effect: Creates an area the size of Eldritch Doom, which lasts for 1/1.5/2 seconds, and insta-kills any Collapse-slowed enemies inside it.


IV: Missile Battery

Damage: 21-41
Fire Rate: Average (0.9 seconds)
Range: Extreme
Cost: 380

Design: A missile battery. What did you expect?

Description: Powerful long-range missiles that are very effective against air units.

Build Quote: "Deploy missiles!"


Skills

Heatseekers [Innate]
Effect: Missiles will track enemies, and retarget if the enemy is killed. Can target air.

Swarmer Missiles (150/100/100) [Active, 10 seconds]
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Written Quote: "Macross Missile Massacre"
Spoken Quote: "Black out the sun."

Effect: The next missile fired splits into 5/10/15 smaller missiles, each dealing 10-20 damage.


Lock-On (300/250/250) [Active, 30 seconds]
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Written Quote: "This is my big red button!"
Spoken Quote: "Locking on target."

Effect: Locks on to an enemy target. All nearby Missile Batteries will target the enemy, firing every 0.3 seconds until the enemy reaches 50%/35%/20% HP remaining. Does not affect bosses.






Dwarf Hero: Tihkinor, the Miner

Tihkinor is an average miner, forever hunting for riches. In search of said riches, he has joined the army to defend the Chiefdom.

Hero Portrait: Tihkinor holds his pick over his shoulder, and holds a gold nugget in the other hand. His eyes do not glow, instead just being normal eyes, but no iris colors. He has fiery red hair, and as most dwarves do, a beard. He has a yellow hat with white light on top.
Appearance: Almost the same as his hero portrait, minus the gold nugget.

HP: 350 (+25) [575]
Melee Damage: 4-6 (+1,+1) [13-15] (Attacks with pickaxe every 1.25 seconds)
Armor: 50%
Speed: Slow
Respawn: 20 seconds

Gold Rush (1/1/1) (Passive)
Increases attack speed by 10%/20%/30% and bounty of nearby killed enemies by 25%.
-Gold Standard: Cost of upgrading towers while Tihkinor is nearby is reduced by 25.
-Minecraft: Increases attack speed by an add. 30% and bounty by an add. 25%.

Dissolution (3/3/3) (Active, 10 seconds)
Sprays the area ahead of him with water, slowing down all enemies that walk on it by 25%/50%/75%. Lasts for 2/3/4 seconds, and deal 5 dps to rock creatures. Also prevents Coalers from dealing damage and Stalis from drying.
-Pressure Cut: Focuses a pressure cutter on enemies in Dissolution's AoE, dealing 50-75 true damage per enemy.
-Acidic Erosion: Slow is increased to 90%, and all enemies are damaged for 10 dps while affected.

Shovel Attack (2/2/2) (Active, 9 seconds)
Who says a shovel isn't a good weapon? Tihkinor strikes an enemy on the head with a shovel, stunning them for 1/2/3 seconds, dealing normal damage.
-Sledgehammer: Grants a 20% chance to stun on basic attacks for 1 second.
-Headcleaver: Shovel now hits multiple foes and deals double damage.

Shiny (2/2/2) (Passive)
Increases the max amount of enemies Tihkinor can fight to 2/2/3 and draws enemies toward him. His normal attacks do not become AoE, he just attacks enemies sequentially. In addition, he gains a 25%/50%/75% boost to attack when fighting more than one enemy.
-Bring It: Tihkinor's attacks become AoE and his attack boost is increased to 100% when in multiple-combat.
-Golden Armor: Tihkinor's presence blinds enemies in melee, preventing attacks for 2 seconds. Increases armor to 70%.

Quarry (5/5/5) (Hero Spell, 60 seconds)
Tihkinor employs a fancy quarry machine to mine the ground in search of riches. It will give you 50/75/100/125 gold, and all the moved dirt will form a wall that has 200/300/400/500 HP.
-Strip Mine: Wall gains 25% armor. Gold amount is increased to 150.
-Prospect: While the wall is active, Tihkinor, unless in combat, will prospect every second until combat is entered, having a 25% chance each time to find 25 gold. Lasts up to 8 seconds.


Dwarf Hero: Aenuron, the Runemaster

One of the last remaining dwarf runemasters, Aenuron summons runes of unmatched power.

Hero Portrait: A little shifted downwards for a hero portrait, Aenuron stands in long gray robes, and has glowing white eyes, along with gray, short-cut hair and beard. He has his arms crossed, while the Runes of Fluidity, Ice, Fragment, Flame, and Blades float above his head.
Appearance: The same robe and hair, with white gloves which will glow with the color of the rune being summoned.

HP: 240 (+15) [375]
Melee Damage: 4-9 (+1,+1) [13-18] (Draws a white rune every 1.75 seconds)
Ranged Damage: 14-19 (+1, +1) [23-30] (Same animation)
Armor: 20%
Speed: Slow
Respawn: 20 seconds

Rune of Fluidity (1/2/3) (Passive)
Draws a blue rune on himself before entering melee, giving a dodge chance of 20%/40%/60%.
-Rune of Shielding: Grants 40% magic resistance.
-Rune of Flight: Aenuron is now a flying hero. Loses all armor, dodge chance reduced to 40%.

Rune of Ice (4/1/1) (Active, 25 seconds)
Targets 1/2/3 enemies with a special type of frost. This frost freezes for 2 seconds, and every enemy next to a frozen one has a 20%/35%/50% chance to be frozen every second. This effect can go on endlessly. Can freeze a unfrozen enemy that was frozen. The rune is a ice-white.
-Rune of Shards: Enemies killed while Rune of Frost is in effect break into shards, freezing further enemies in an AoE.
-Rune of Freezing: Frost targets 4 enemies, and lasts for 3 seconds.

Rune of Flame (3/3/3) (Active, 15 seconds)
Draws a red rune on the ground, which, when stepped on, constantly explodes for 20-40 damage per second. Lasts for 3/5/7 seconds once triggered.
-Rune of Inferno: Fires constant streams of flame at nearby enemies, dealing AoE damage, instead of exploding.
-Rune of Plasma: Deals +10 damage per second and lasts for 10 seconds.

Rune of Fragment (2/2/2) (Active, 18 seconds)
Fires 4/8/12 rock pellets, each dealing 14-28 damage. The rune is brown.
-Rune of Blasting: Pellets deal 22-33 damage, and have a 25% chance to remove 10% armor, per pellet.
-Rune of Tectonics: Marks enemies with a brown rune. After 1 second, stabs with a rock from below, dealing 10-35 damage, and slowing by 50% for 3 seconds. Max 8 marks, marks can stack.

Rune of Blades (3/3/3) (Hero Spell, 70/60/50/40 seconds)
Gives a boost to soldiers in the target area. Is permanent. The rune is orange. Can grant +3 damage, +10% armor, or +15% attack speed. Can stack.
-Rune of Combat: All bonuses trigger at once.
-Rune of the Forge: Barracks affected have a 50% chance to apply a burn on attacks, dealing 10 dps for 3 seconds. Can stack.


Dwarf Hero: Timintua, the Engineer

Though her contraptions do sometimes fail, (and when they do, they fail spectacularly), when they work, Timintua has contributed some of the greatest marvels the Chiefdom has ever seen.

HP: 300 (+20) [480]
Melee Damage: 2-8 (+2,+2) [20-26] (Smashes with a sledgehammer (AoE) every 1.5 seconds)
Ranged Damage: 4-5 (+1, +2) [13-23] (Throws a building hammer every 1.25 seconds, can't target air)
Armor: 40%
Speed: Slow
Respawn: 25 seconds
Secondary: Failure: Sometimes (10%), her specials will fail, and have the aforementioned spectacular fail. Each is mentioned directly in the special.

Pulse Rifle (1/2/3) (Passive)
Gains a ranged magic attack (can target flying) dealing +6/+12/+18 over her current damage. Fires every 2.25 seconds.
Failure: Misloaded Capsule: Blows up, dealing 1/2 magic AoE damage. Takes 2.5 seconds to fix.
-Railgun: Ranged attack pierces and deals true damage.
-Pulse Cannon: Damage buff is reduced to +15. Fires 3 shots every 2.5 seconds.

Machine Gun Jetpack (2/2/2) (Active, 20 seconds)
Puts on a Machine Gun Jetpack, flying up into the air while spraying bullets dealing 5-10 damage apiece. Fires 20/30/40 bullets, each lifting higher than the last. At level 2, may hit flying enemies, and level 3 has an increased AoE against fliers. Each level also increases the AoE versus ground.
Failure: The Jetpack doesn't move up, instead moving Timintua sideways, in any direction, and dealing the AoE there.
-GSH-6-30: Sprays 60 bullets, and Timintua can move while it works successfully.
-Orion Program: Rather than bullets, fires 4 bombs inflicting 75-125 AoE damage in a medium area.

SPADE Transport (2/2/2) (Passive)
Makes Timintua gain a pseudo-teleport move, having the Collapse effect when she exits tunnels. Takes about 4 seconds to make cross-map jumps. Increases speed by 150%/200% at levels 2 and 3.
Failure: Transport fails midway, dealing some suffocation damage (50-100 true damage).
-Rapid Tunnel: Increases speed to 300%.
-Mine-Layer: Lays mines in the course of the teleport, dealing 10-20 damage each. Lays one mine per second underground.

Charge Shot (2/2/2) (10 seconds)
Charges a massive ball of static electricity before firing at nearby targets, dealing true damage. Starts at 50/75/100 true AoE, and gains 3/5/7 true damage per second, with a max charge of 10 seconds before firing.
Failure: Energy ball refuses to charge.
-Stable Blast: Charge Shot travels further based on charge time, and adds 10 true damage per charge second.
-Static Blast: Charge Shot moves slower and fires bolts for 10% of its damage at nearby units.

The Crawler (4/4/4) (Hero Spell, 70 seconds)
Summons the massive Crawler machine. As implied, it slowly crawls along the path, at about 0.66 m/s. It sucks up any enemies it encounters, and at the end of the time period, it blows up, dealing damage equal to half of the max HP of the enemies sucked in. Lasts for 9/15/21 seconds, traveling 6/10/14 meters.
Failure: Fails to suck in enemies, but crushes ground enemies dealing 50-100 damage each.
-Mega-Machine: Cannot fail. Final explosion damage increased to 80% of max HP.
-Constructor: Reduces tower costs in a nearby area by 0.5% per enemy damaged. Bonus resets on successive uses.


Dwarf Hero: Krypta, the Chemist

A radical scientist combining chemicals on the battlefield to create magnificent explosions!

HP: 155 (+15) [300]
Damage: 1-27 (+1, +4) [10-63] (Throws a beaker that deals AoE damage to enemies, every 2 seconds)
Speed: Medium
Respawn: 20 seconds

Chemical Reaction (Innate)
All skills have an interaction with every other skill. The combination is determined by whichever skills come off CD first. The damage dealt on a reaction requires both skills to be upgraded.
All of these reactions were painstakingly researched, and therefore are somewhat realistic.
Each of the reactions are listed in the Ascension Level area, and listed in the same area are the improvements granted by her Ascension Levels.

Hydrogen Grenade (3/3/3) (Active, 15 seconds) (H)
Throws a grenade which fills a small/average/large area with hydrogen. After 2 seconds, Krypta ignites it, dealing 40-80/80-120/120-160 damage over the area.

Carbon Armor (2/2/2) (Active, 16 seconds) (C)
Armors nearby barracks with carbon nanotubes, increasing their attack speed by 100%/200%/300% for 4 seconds. Also increases damage by 50%/100%/150%.

Oxygen Tank (1/1/1) (Active, 15/12/9 seconds) (O)
Purifies the area with pure oxygen, removing all DoT and other harmful effects from barracks or Krypta.

Liquid Nitrogen (3/3/3) (Active, 14 seconds) (N)
Throws a bottle of liquid nitrogen, freezing enemies in the target area for 2/4/6 seconds.

Chlorine Spill (3/3/3) (Hero Spell, 20 seconds) (Cl)
Spills chlorine on the path, dealing 80/160/240/360 damage over 10 seconds to affected enemies. Lasts for 6 seconds. In the case of this spell, Krpyta will throw whatever chemical is needed to combine into the chlorine spill, immediately ending the application of the DoT effect.

Chemical Reactions and Ascension Levels

Hydrazine Blast: H + N: Blasts a hydrazine flame, dealing 75-150/150-225/225-300 damage in a cone-shaped AoE. Ascension increases damage to 350-400 and increases the size of the AoE. Classified as a Hydrogen Ascension level.

Petrol Pool: H + C: Creates a pool of petroleum in a small/average/large area, then igniting it for 20-50/40-70/60-90 damage and 18/30/42 d/s for 5 seconds. Ascension increases initial damage to 120-150 damage and burn duration to 8 seconds. Classified as a Hydrogen Ascension level.

Water Generation: H + O: Instantly creates a large explosion, dealing 50-100/100-150/150-200 damage and slowing living enemies by 50% for 3 seconds. Ascension increases this to 200-300 damage and a 75% slow. Classified as a Oxygen Ascension level.

Hydrochloric Acid: H + Cl: Acid spill deals 20 d/s to any enemies in the area, and also deals 5% damage to armor per second spent in the area. Lasts for 2/4/6 seconds. Ascension increases duration to 9 seconds, and armor reduction to 10% per second. Classified as a Chlorine Ascension level.

Monoxide Cloud: C + O: Creates a small cloud of gas which lasts for 8/11/14 seconds. Deals 10/15/20 d/s to enemies in the cloud. If an enemy spends 8 seconds in the cloud, they die. Ascension decreases death time to 6 seconds. Classified as a Carbon Ascension level.

Nonpolar Dissolve: C + Cl: Converts the damage area of the Chlorine Spill into a nonpolar-dissolving substance, inflicting damage equal to 25%/50%/75% of their current HP over 10 seconds. Pool lasts up to 4 seconds. Ascension decreases damage window to 5 seconds, and increases pool duration to 8 seconds. Classified as a Carbon Ascension level.

Cyanide Pills: C + N: Throws 3/6/9 cyanide pills, reducing enemy speed by 11% every second, down to a -99% minimum. Enemies cannot heal once hit. Ascension throws 15 pills. Classified as a Nitrogen Ascension level.

Smog Cloud: O + N: Creates nitrous oxide, filling an area with a smoke which blocks all enemy ranged attacks. Lasts for 4/8/12 seconds. Ascension increases the size of the cloud dramatically. Classified as a Oxygen Ascension level.

Fumigate: O + Cl: Blasts 3/6/9 enemies with a toxic gas, removing all skills. Ascension affects an infinite amount of enemies in an average area. Classified as a Chlorine Ascension level.

Trichloride: N + Cl: Stuns nearby enemies for 2/3/4 seconds. After the duration, they will walk backward for 4/6/8 seconds. Ascension increases affected area significantly. Classified as a Nitrogen Ascension level.
KRA is now complete.
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Re: KRA Revival - Dwarf Campaign

by AerisDraco » Fri Feb 01, 2019 2:24 pm

Enemies

Stone Giants

Stalis

While appearing weak on the outside, this entity hardens its wet skin into hard armor.

HP: 75
Damage: 2-4 (Punches slowly, every 1.5 seconds.)
Armor: None
Speed: Medium
Lives Taken: 1

Abilities
-Dry: Gains 6% physical armor every 5 seconds, stacking up to 90%.

Death Animation: Dissolves into a pile of goo.

Appearance: A weak, mud-like enemy, with no discernible legs and arms to punch with. As it moves, its skin will harden into cracked clay armor. It has glowing red eyes.

Notes: For a starter enemy, it can be decently difficult to deal with. Mages are key.


Coaler

This small glowing rock burns with bright flame, dying to burn those who oppose it.

HP: 60
Damage: 5 AoE fire damage, per second for 5 seconds. Stacks. (Creates an aoe flame ring every second.)
Speed: Medium
Lives Taken: 1

Death Animation: The Coaler glows red, and the flame on its head burns blue as it burns to ashes.

Appearance: A small glowing lump of coal, with stubby legs, and a red flame mimicking hair on its head.

Notes: A wave of these can deal large amounts of damage to barracks, but will die easily to AoE towers.


Quartzling

This paradoxical hunk of crystal can not only float, but also fire shards of crystal at our men!

HP: 90
Damage: 5-8 (Fires shards of crystal every second.)
Speed: Medium
Lives Taken: 1

Abilities:
-Flying

Death Animation: Explodes in a shower of crystals.

Appearance: The quartzling is comprised mainly of clear crystal, with an orb at the center which glows with red light. A ring of sharp crystals orbit around it.

Notes: A weak flying enemy, but capable of attacking soldiers, and it comes quite frequently as air support.


Obsidge

Fast for a creature of stone, the Obsidge's sharp blades must be watched.

HP: 130
Damage: 6-9 (Stabs every 1.2 seconds.)
Magic Resist: 20%
Speed: Fast
Lives Taken: 1

Death Animation: Shatters like glass.

Appearance: A four legged creature of obsidian glass, the Obsidge runs quickly on four legs, before fighting on two.

Notes: Fast and slightly resistant, its damage may be troublesome.


Pummelice

Harnessing magic, the Pummelice not only packs quite a punch, but the ability to fly!

HP: 280
Damage: 12-17 (Punches every 1.75 seconds)
Speed: Medium
Lives Taken: 1

Abilities
-Float: For every 20 magic damage taken, the Pummelice floats for 3 seconds, becoming a flying enemy. Automatically descends to fight barracks.

Death Animation: Falls to the ground.

Appearance: A large humanoid, with lots of pores. Its eyes are dark red, and its pores will glow white when floating.

Notes: Barracks are a necessity, and archers are preferable.


Dustone

An odd creature made of compacted sand, it somehow shrugs off most blows thrown at it.

HP: 530
Damage: 2-10 (Punches every second)
Speed: Slow
Lives Taken: 2

Abilities
-Cloudform: Scatters into dust upon taking a hit, lasting for 1.5 seconds. Invulnerable while in effect, can still move. Cannot use while in combat.

Death Animation: Scatters to the wind.

Appearance: A giant misshapen blob of sand with eyes.

Notes: Barracks are crucial, but failing that, high-level mages may do the trick.


Fusione

This giant will combine itself with pieces of old giants, creating a new monster capable of using the powers of both.

HP: 670
Damage: 20-30 (Punches every 2.25 seconds)
Speed: Slow
Lives Taken: 3

Abilities
-Conglomerate: Absorb 40% of the damage of fallen Stone Giants, their armor/magic resist, and their special abilties. Stacks indefinetely.

Death Animation: Falls apart into its components, releasing a white orb.

Appearance: Starts as a blobby humanoid, but steadily becomes larger and more sturdy, similar to an abomination.

Notes: Can be very dangerous when stacked.


Bandefen

Dangerous creatures with alternating layers of rocky armor.

HP: 420
Damage: 10-15 (Punches every second)
Magic Resist/Armor: Varies
Speed: Slow
Lives Taken: 1

Abilities
-Alternate: Has alternating layers of armor and magic resistance. Starts at 70% armor, after 70 HP is lost, changes to 60% magic resist. After the next 70 HP, changes to 50% armor, and so on and so forth. Increases speed as this occurs.

Death Animation: Layers crack off, before declining into nothing.

Appearance: Humanoid, with banded layers of rocky skin. Dark rock is armor, light rock is magic resistance.

Notes: Forces an alternating tower composition.


Natrum

Dangerous, salty creatures that can create poisonous gas.

HP: 350
Damage: 1-5 (Sprays an aoe gas cloud every 1.5 seconds)
Magic Resist: 30%
Speed: Medium
Lives Taken: 2

Abilities
-Reaction: Attacks poison for 10 d/s for 3 seconds, and cause explosions dealing 25-75 aoe damage on death from poison or Natrum attacks.

Death Animation: Breaks into fine salt.

Appearance: An assemblage of salt cubes roughly resembling a humanoid.

Notes: Annoying attack.


Diamanthus

A being of pure diamond, of incredible resilience. Shiny!

HP: 7500
Damage: 40-60 (Blasts with AoE eye beams, every second.)
Armor: 50%
Speed: Slow
Lives Taken: 20

Abilities
-Refraction: For every 5 points of magic damage absorbed, add +1 damage to Diamanthus' next attack.
-Absorbtion: Absorbs the crystals on the track as it passes, adding three new abilities:
-AoE flame stomp. Deals 10 d/s for 10 seconds. 10 second CD.
-AoE tower freeze. Freezes nearby towers for 3.5 seconds. 14 second cd.
-Single target lightning bolt, prioritizes heroes. 100-250 damage, 12 seconds.

Death Animation: Shatters, leaving a single, large white diamond.

Appearance: A massive diamond being, somewhat like Durax. Diamanthus has three eyes, one blue, one red, one yellow.

Notes: For a starter enemy, it can be decently difficult to deal with. Mages are key.


Ice Creatures


Frosteel

Nimble yet powerful, each Frosteel has an icy skin as hard as steel.

HP: 325
Damage: 10-25 (Slashes with a sharp arm, every 1.2 seconds.)
Armor: 25%
Speed: Medium
Lives Taken: 1

Abilities
-Skate: Becomes fast and unblockable when on an Ice Patch.

Death Animation: Melts.

Appearance: A humanoid ice creature with sharp pointy feet and arms. Dark blue eyes.

Notes:


Drifter

Phantoms of those lost on the ice, Drifters inflict a chilling touch.

HP: 150
Damage: None.
Speed: Fast
Lives Taken: 1

Abilities
-Lost Soul: Unblockable. Soldiers touched lose a permanent 10% armor. Stacks.
-Ice Body: Gains 80% armor on Ice Patches.

Death Animation: Disappears in a wisp of frosty smoke.

Appearance: A wispy spirit with bright blue eyes and a trail in place of legs. Hovers slighly above the ground.

Notes: Can lead to some issues when you need your barracks to be durable, but otherwise not really an issue.


Frostborn

Twisted skeletons of those lost on the ice, they seek to consume, to restore their broken souls.

HP: 250
Damage: 15-20 (Stabs every second.)
Speed: Medium
Lives Taken: 1

Abilities
-Soul Lost: Soldiers in combat with a Frostborn lose 6.25% max HP per second, and the Frostborn heals for that amount.
-Ice Body: Gains 60% magic resist on Ice Patches.

Death Animation: Breaks into shards.

Appearance: A stout ice creature, with an inverse color scheme to the Drifter (light eyes and dark ice body). Carries an icy sword.

Notes:


Hyporus

This monstrosity can turn our own soldiers into beings of ice, and send them against us!

HP: 700
Damage: 30-60 (Slashes every second. Stabs on a finishing blow.)
Speed: Slow
Lives Taken: 2

Abilities
-Frost Explosion: Creates a short-lived frost patch on death. Lasts 6 seconds.
-Hypothermia: When a Hyporus kills a unit, it spawns a Frostborn and a Drifter. Each has additional HP equivalent to 50% of the killed unit's total.


Death Animation: Shatters.

Appearance: A humanoid ice-crystal being, with a large armblade, like Durax's. Essentially a larger Frosteel, with red eyes.

Notes: While not especially strong on its own, a Hyporus has the potential to quickly spawn large enemy forces deep in your lines, so keeping it away from Barracks is essential.


Flake

Tiny living snowflakes that freeze foes in their tracks.

HP: 125
Damage: None.
Magic Resist: 40%
Speed: Fast
Lives Taken: 1

Abilities
-Flying
-Freezing Rain: Freezes a single soldier for 0.75 seconds every 1.5 seconds.

Death Animation: Shatters into diamond dust.

Appearance: A snowflake with glowing red eyes, like Cryogonal.

Notes: Weak on its own, but like the Screecher Bat, painful en masse.


Chiller

A mage with a heart of ice, manipulating it against us.

HP: 1000
Damage: 35-65 (Casts an icy blast from its hands every 1.5 seconds)
Speed: Slow
Lives Taken: 2

Abilities
-Frost Explosion: Creates a short-lived frost patch on death. Lasts 6 seconds.
-Breath of Frost: Freezes a tower for 3 seconds. Doesn't work on Freeze Rays. 12 second CD.
-Snap Freeze: Creates a 4-second Ice Patch. 10 second CD.

Death Animation: Shatters, releasing an orb of white light.

Appearance: A humanoid ice-crystal being, with a cloak made of snow, and glowing red eyes.

Notes: A pretty strong mage, with a plethora of abilities. Even though the Freeze Ray avoids the tower stall, it still can't deal much damage. Snap Freeze can be deadly near chokepoints or exits.


Glaislide

Big, slow-moving creatures with a penchant for sledding.

HP: 1800
Damage: 10-20 (Spits an ice ball, freezing a soldier for 1 second.)
Magic Resist: 60%
Speed: Slow
Lives Taken: 4

Abilities
-Slide: When it encounters an Ice Patch, it begins to boost speed by 25% every second. If it reaches a Fast speed, it will crush any non-flying units it hits.

Death Animation: Shatters in large chunks.

Appearance: A large glacier, with stubby legs and black-ice eyes.

Notes: Slide can be annoying if leveraged, but otherwise its just big and tanky.


Frostfyre

Almost a living mortar, the Icefyre manipulates freezing cold gas into mortar projectiles to fire at our men!

HP: 1250
Damage: 60-100 AoE ranged, 40-70 melee (Fires a bolt of ice every 2 seconds or stabs every second.)
Armor: 40%
Speed: Slow
Lives Taken: 3

Abilities
-Frostfyre: Ranged attacks deal 10 dps for 2 seconds.
-Frost Explosion: Creates a short-lived frost patch on death. Lasts 6 seconds.
-Skate: Becomes fast and unblockable when on an Ice Patch.

Death Animation: Shatters.

Appearance: Still of the living mortar design, it now drags the mortar behind it, with desiccated back legs and two powerful forward claws.

Notes: Frostfyre can be a real pain, freezing things and dealing high amounts of damage. Otherwise, a magical beating can work well.


Blizzion

A living storm cloud, dark and foreboding. It takes delight in torturing those below.

HP: 2000
Damage: None
Speed: Slow
Lives Taken: 3

Abilities
-Flying
-Freezing Rain: Freezes a single soldier for 3 seconds every 1.5 seconds. Deals 50 damage upon ending.
-Sleet: Deals 10 dps to soldiers beneath it. Will not move beyond barracks until all are dead.

Death Animation: The storm dissapates.

Appearance: An angry storm cloud. What more description is necessary?

Notes: Missile Batteries are much recommended, as Lock-On is incredibly strong against these guys.


Scourgesleet

A winter storm of epic porportions, and there is no eye to this storm.

HP: 10000
Damage: None
Speed: Slow
Lives Taken: 20

Abilities
-Flying
-Sleet: Deals 25 dps to soldiers beneath it. Will not move beyond barracks until all are dead.
-Nucleic Creation: Spawns Frosteel every few seconds.
-Ice Cyclone: Creates small tornadoes that freeze soldiers for 5 seconds. 10 second CD. Each lasts for 5 seconds.

Death Animation: The storm blankets the whole screen, before dissapating.

Appearance: A massive storm cloud the width of the path, with icy shards orbiting its sides and a "crown" of the shards on its head.

Notes: Again, Missile Batteries are the best counter.


Balrogs


Firebreather

A Balrog with impressive control over fire.

HP: 750
Damage: 5-15 (Punches with a fiery fist, every second.)
Speed: Medium
Lives Taken: 2

Abilities
-Burn: Attacks inflict a burn for 5 seconds at 10 d/s.
-Blazing Inferno: Surrounds itself with an inferno, burning all nearby enemies. Permanently gains 10 armor for every enemy burned, up to 90%. 15 second CD.

Death Animation: Explodes, releasing an orb of white light.

Appearance: A medium sized Balrog, with a dark, rocky skin. Cracks with bright red lava are visible on its body, like a magma elemental.

Notes: Can get relatively tanky.


Shadestrider

Walking on a different plane, these dangerous Balrogs can bypass our defenses.

HP: 1050
Damage: 20-40 (Strikes with a black sword, every 1.4 seconds.)
Speed: Medium
Lives Taken: 2

Abilities
-Shadow Walk: Disappears into a shadow realm, bypassing soldiers and boosting speed to fast. Lasts 5 seconds, visible as a shadow on the ground. 15s CD.
-Shadow Armor: Gains 25% magic resist each time it exits Shadow Walk.

Death Animation: Explodes in black smoke, releasing a white orb.

Appearance: Another medium size Balrog, also with dark skin. However, its skin cracks are of a bright green, as are its eyes. It carries a black sword.

Notes: The stacking magic resist and the barracks ignore can be annoying, necessitating archers.


Shadwarf

A fog-spawned copy of our soldiers, its very existence is an omen.

HP: 250
Damage: 7-12 (Smashes with a hammer every 0.7 seconds.)
Speed: Medium
Armor: 60%
Lives Taken: 1

Abilities
-Shadow Fissure: Smashes the ground, opening up a fissure, which stuns barracks for 1 second and deals 150 physical damage. 10 second CD.
-Shadow Explosion: Explodes on death for 150 AoE damage.

Death Animation: Breaks into shards.

Appearance: A dark copy of a Deepstone Miner, with red eyes and a hammer. Their body is formed of a black fog.

Notes: Not an extreme issue, but annoying en-masse.


Acilrog

Balrogs which fire acid balls at our men, corrupting them into Shadwarfs.

HP: 900
Damage: 30-40 (Fires an acid ball every 1.5 seconds.)
Speed: Slow
Lives Taken: 2

Abilities
-Acid Armor: Grants 1% armor for every 5 damage dealt, including poison.
-Acidic Conversion: Poisons barracks at 5 d/s for 5 seconds, turning them into Shadwarfs if they die.


Death Animation: Dissolves, releasing a ball of white light.

Appearance: Like the other Balrogs, it has black, rocky skin. It has dull orange skin cracks, and bright red eyes.

Notes: Like the Dark Spitter, but more annoying.


Mistweaver

Using a special fog, Mistweavers obstruct our operations and aid their allies.

HP: 1200
Damage: 10-20 (Hits every 0.5 seconds in melee)
Magic Resist: 50%
Speed: Medium
Lives Taken: 2

Abilities
-Mist Creates a fog on the path, which obstructs vision and heals allies inside for 15 HP/s. Lasts 10 seconds. CD 10 seconds.
-Resist Enemies gain 2% armor and magic resist for every second spent in a mist cloud.

Death Animation: Decays into mist, releasing an orb of white light.

Appearance: A Balrog with bright white skin cracks and cloud of mist surrounding it.

Notes: Like all proper Balrogs, the Mistweaver can boost magic resistance/armor. However, its mist is especially dangerous, since it benefits multiple enemies at once.


Maiar

Winged Balrogs, they cast shadows upon us from the sky.

HP: 800
Damage: None
Speed: Medium
Lives Taken: 2

Abilities
-Flying
-Darkened Light: Pauses, before creating 3 rings of blackness on the ground around it, in a target shape. Each ring stuns towers hit for 2/4/6 seconds, depending on the distance from the center. Boosts magic resist by 20% for each tower hit. CD: 12 seconds

Death Animation: Releases a pulse of black light before exploding, and then releasing an orb of white light.

Appearance: Flying Balrog, with feathery wings. Blue skin cracks and white eyes.

Notes: Darkened Light is a very dangerous if the Maiar manages to successfully use it, and as such, long-ranged snipers like the Arquebusier are a good counter.


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: Fast
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 Firebreather, Acilrog, or Maiar 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 Shadestrider or Mistweaver is killed.

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.


Qagejos

Master 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 150 true damage.
-Quakehammer: Shakes the earth, reducing the range and attack speed 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.


Xurakes

A leader 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 75 life from soldiers to heal all nearby enemies.
-Staff of Silence: Silences nearby towers for 5 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.


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.

-Absorbtion: 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.



Notes: Good luck.


Fallen Qagejos

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 - Dwarf Campaign

by AerisDraco » Fri Feb 01, 2019 2:24 pm

Spells & Upgrades



Spells

Burner Beam
This dwarven super-weapon uses the sun's power to unleash devastating blasts of light! (Cooldown: 80 seconds)
The usage on this is different from other spells. Instead of a tap and destruction, the beam follows your finger for 5 seconds, dealing a healthy amount of true damage per second. If you do nothing after tapping, it'll just stay in place.

God Spell: Cetuda: Fissure (80 seconds)
Opens a small fissure, insta-killing a few ground enemies in the area.

God Spell: Zezzar: Sandstorm (80 seconds)
Creates a sandstorm at the target area, dealing light damage (50-100) and slowing enemies that enter the area for 75%. Lasts for 8 seconds.



Upgrades


Towers

Turrets
Drill Tip: Increases damage by 10%. 1 star.
Mithril Bullets: Grants a 20% chance to ignore armor. 1 star.
Scoping Lens: Increases range by 25%. 2 stars.
Seeking Shots: Bullets have a lower miss chance. 2 stars.
Mag-Accleration: Bullets can pierce. In addition, the armor-ignoring chance is increased to 40%. 3 stars.

Barracks
Mithril Blades: Increases damage by 25%. 1 star.
Anvil of the Gods: +5% armor per two god levels, to a max of +25%. 1 star.
Scale Mail: Increases HP by 20%. 2 stars.
Shattering Blow: Each attack has a 10% chance to reduce enemy armor by 10%. 2 stars.
Dwarfweiser: Functions equivalently to the Dwarf Hall's Dwarfweiser. 3 stars.

Crystal Lasers
Purified Crystals: Increases range by 15%. 1 star.
Targeting AI: Lasers actively attempt to create the best possible piercing beam. 1 star.
Automated Mining: Reduces L1-4 mage construction costs by 10%. 2 stars.
Overcharge: Deals 50% extra damage for one attack after not attacking for 3 seconds. 2 stars.
Crystal Pulse: Every 30 kills, the mage tower releases an AoE pulse along its range dealing magic damage equivalent to half its current damage. 3 stars.

Artillery
Rifled Artillery: Increases range by 15%. 1 star.
Unstabled Compound: Increase damage by 15%. 1 star.
Bunker Buster: Increases range by 25%. 2 stars.
Thermite Explosion: Explosions may burn enemies at 3 dps for 5 seconds. 3 stars.
Point Defense: Increases fire rate by 20% for each consecutive attack on an enemy. Stacks up to 60%. 3 stars.

Burner Beam
Fusion Reactor: Beam lasts an additional 3 seconds. 2 stars.
Alpha Decay: Pierces defensive measures enacted by the enemy (Shields, Invis., etc.). Deals some poison damage post-beam. 2 stars.
Refraction: Increases beam width by 25%. 3 stars.
Fiber-Optics: Reduces recharge by 10 seconds, and the beam lasts for 4 additional seconds. 3 stars.
Purification: Fires beams all over the track, in addition to the main beam. All beams will auto-acquire enemies if left alone. 3 stars.

Reinforcements
Steel Forgers: Steel forgers have better armor and health. 2 stars.
Anvil Keeper: Anvil Keepers wield heavy AoE hammers, and have more health. 3 stars.
Flashbang: Throws a short-ranged stun grenade. Stuns for 2 seconds. Recharges every 10 seconds, individual CDs. 3 stars.
Deflector Shields: Reinforcements have a quickly-regenerating shield. 3 stars.
Cybernetics: Boosts armor, damage, and shield HP. 4 stars.


Cetuda, Goddess of the Earth and Fire

Tier 1
This unlocks the God Spell, and is thus the baseline ability.
Drawback: Deals 40% reduced damage to flying enemies.

Tier 2
  • Forge Masters I: +20% HP for Barracks.
  • Fiery Strikes I: All allied units deal +20% damage to Ice enemies.

Tier 3
  • Epicenter: Fissure hits a larger area. Requires Forge Masters I.
  • Forge Masters II: +35% HP for Barracks. Requires Forge Masters I.
  • Metalworking Secrets I: +10% damage for Artilllery. Requires Fiery Strikes I.

Tier 4
  • Earthshaker: Fissure slows nearby alive enemies by 50% for 4 seconds. Requires Epicenter.
  • Forge Masters III: +50% HP for Barracks. Requires Forge Masters II or Epicenter.
  • Rise From The Earth: Cancels out Cetuda's Drawback. Requires Forge Masters II or Metalworking Secrets I.
  • Metalworking Secrets II: +20% damage for Artilllery. Requires Metalworking Secrets I.

Tier 5
  • Aftershock: Random fissures strike all over the map. Requires Earthshaker.
  • Magma Spouts: Fissure creates a well of magma after killing enemies, burning alive enemies for 250 damage over 5 seconds. Requires Earthshaker or Forge Masters III.
  • Devotion: Applies a 1.2x multiplier to all Worship gained. Requires Forge Masters III.
  • Fiery Strikes II: All allied units deal +40% damage to Ice enemies. Requires Rise From the Earth or Metalworking Secrets II.
  • Metalworking Secrets III: +30% damage for Artilllery. Requires Metalworking Secrets II.


Zezzar, God of Weather and Strength

Tier 1
This unlocks the God Spell, and is thus the baseline ability.
Drawback: Deals 25% less damage to enemies with an attack dealing more than 50 damage.

Tier 2
  • Strength in Numbers I: +10% attack speed for Barracks per nearby allied soldier.
  • Building Strength I: Each tower recieves a 0.5% damage buff for each minute spent on the battlefield. Doubled for barracks.

Tier 3
  • Blinding Cloud: Enemies cannot attack from range while affected by Sandstorm. Requires Strength in Numbers I.
  • Strength in Numbers II: +20% attack speed for Barracks per nearby allied soldier. Requires Strength in Numbers I.
  • Wind Shell I: +8% damage for Archers. Requires Building Strength I.

Tier 4
  • Choking Dust: Sandstorm deals 15 d/s while inside the cloud. Slow increased to 90%. Requires Blinding Cloud.
  • Strength in Numbers III: +30% attack speed for Barracks per nearby allied soldier. Requires Strength in Numbers II or Blinding Cloud.
  • Bravery: Cancels out Zezzar's Drawback. Requires Strength in Numbers II or Wind Shell I.
  • Wind Shell II: +16% damage for Archers. Requires Wind Shell I.

Tier 5
  • Dust Bowl: Random, smaller Sandstorms strike all over the map. Requires Choking Dust.
  • Persistent Dust: Sandstorm lasts for 12 seconds. Requires Choking Dust or Strength in Numbers III.
  • Devotion: Applies a 1.2x multiplier to all Worship gained. Requires Strength in Numbers III.
  • Building Strength II: Each tower recieves a 1% damage buff for each minute spent on the battlefield. Doubled for barracks. Requires Bravery or Wind Shell II.
  • Wind Shell III: +24% damage for Archers. Requires Wind Shell II.
KRA is now complete.
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Re: KRA Revival - Dwarf Campaign

by AerisDraco » Fri Feb 01, 2019 2:48 pm

Change Log

Towers
-Miner Grenade replaced with Silencing Blow
-Arquebusier moved to Stage 5; Sentry Turret moved to Stage 8
-Arquebusier Energoop replaced with Barricade
-CARVR Overload replaced with Prismatic Lance
-Freeze Ray Ice Dome replaced with Focusing Lens
-Drone Upgrade replaced with Laser Batteries

Enemies
-The introductions of some enemies have been moved
-New Stone Giants: Obsidge, Dustone, Natrum, Bandefen
-New Ice Creatures: Drifter, Glaislide

Levels
-Stage 3 Barges removed
-Stage 6 renamed to Crystal Fields
-Stage 6 level hazards better defined
-Stage 8 lake freezing mechanic removed
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