by tmn loveblue » Sat Mar 29, 2014 1:25 pm
LOCATION
The Southern jungle on the world map, below the campaign path, heading deeper into below Lost Jungle, before crossing upwards over the main campaign path.
INTRODUCTION
General, you have been assigned to lead a group of scout troops to investigate local claims of wierd screams coming from the jungle in the South. Missing has occured, and there have been sighting of unspecified figures moving among the trees. We must not take any risk, General, if it is true that a force of darkness is rising, you must put a stop to it.
Level 1: Podunk
Troops have been sent to the villages of Podunk, a swampy spot at the jungle edge, at the first report of missing, an old farmer in an isolated hut. They have confirmed existence of creatures not native to these lands, furthermore, the beings have started organizing attacks on the station troops.
PATHS:
x3 Entrances
- x1 Northeastern Entrance
- x1 Northwestern Entrance
- x1 Surprise Entrance (East)
x2 Exit
- x2 Southern Exit
x12 Strategic Points
x1 Watchtower
*Position: middle of map
+ Damage: 10-30 (crossbow)
+ Fire rate: Average
+ Range: Great
+ Specials:
- Hail of Arrows: 200/200/200
Unlease 5/10/15 arrows onto an area with radius 1.5m/3m/5m. Cooldown: 10s.
- Semi-auto: 200
Increase fire rate to Fast.
TERRAIN FEATURES:
- This level is set during dusk time, the background fades to shades of purple and blue throughout the course of the level.
- Huts: Besides the regular jungle scenery, along the path features several huts similar to those in Ma'qra Urdu. Outside of huts see campfires.
- Watchtower x1
- Surprise Entrance x1 (Eastern; open from wave 8 by an Arerchnid)
ENEMIES
Savage Hunter.
Infected, Werepig, Infesyte, Shadow, Arerchnid.
Infected
The corpses made alive, they are infested with diseases and death.
Appearance: Walking dead bleeding a green liquid, with red eyes and sharp claws.
Health: 230.
Armor: None.
Magic Resistance: None.
Attack: 6-18 (melee, physical). Slash.
Movement: (speed) Medium
Bounty: 9.
Special: Spill black liquid for 1-30 Poison Damage every 2 attacks.
Live(s) cost: 1.
*Appear in dense groups.
Werepig
Mutated domestic animals of farmers in the area.
Appearance: Footmen-sized pigs with green eyes, muscles and broadened smiles, dripping glowing green liquid on the path as they move.
Health: 180
Damage: 4-6 (melee, fast)
Armor: None.
Magic Resistance: None.
Movement: Fast.
Bounty: 5.
Special: 30% dodge chance.
Live(s) cost: 2.
*Appear in packs of 4-6.
Infesyte
Bloodthirsty beings of darkness, they spread plague and feed on flesh.
Appearance: Serpent-like creatures with grayish blue skin, legs, scorpion pointed tails and fangs.
Health: 380/460/560.
Armor: None.
Magic Resistance: Low, 25%
Attack: 27-46 Poison Damage (melee, fast). Bite and wipe with tail while spitting poison.
Movement: Fast.
Bounty: 25.
Special: Hug and crush troops of under 100 health.
Live(s) cost: 3.
*Usually hunt alone, but many can line up for flesh.
Shadow
Aroused shade, beings of pure terror.
Appearance: Smoky figures with screaming faces, leaving gray trail on the ground when moving.
Health: 130/170/220.
Armor: (see Special).
Magic Resistance: Medium, 65%.
Attack: Reduce the maximum health of nearby soldiers and heroes by 50% and prevent healing. Do not stack with other Shadows' effect.
Movement: Slow.
Bounty: 12.
Special: Immune to archers and take 50% less damage from artilleries. Take full damage from soldiers and heroes.
Live(s) cost: 1.
*Can spawn from shades along the path, usually 2-3 spawn at once with a distance from each other.
Arerchnid
Large, hairy arachnids with reddish scratches throughout its body and a pair of retractable pinners in its jaws.
Health: 950/1250/1430
Armor: Low (30%).
Magic Resistance: Low (30%).
Attack: 25-50 (melee, physical). Attack with both pinners for fast attack speed.
Movement: Slow.
Bounty: 110.
Special: None.
Live(s) cost: 6.
WAVES
Savage Hunters approach from Northeastern Entrance in the first 5 waves, while Infecteds and Werepigs come from the other path. Then Infecteds arrive from both paths, then introduce Infesytes. At wave 8, an Arerchnid breaks through the trees, creating an Eastern Entrance whilst also make an introduction of its species. From wave 9 and later, there are no more Savage Hunters, and new enemies come in different orders and numbers from 3 entrances. Shadows are introduced at wave 11.
Level 2: Shriekers' Woods
Onslaughts in Podunk have eased, but those horror is still lurking. General, you must send our bravest warriors into the jungle to find out the root of this awakening, actions have to be taken quickly before the next attack occurs.
PATHS
x3 Entrances
- x1 Northeastern Entrance
- x1 Eastern Entrance
- x1 Surprise Entrance (Southeast)
x2 Exits
- x1 Southwestern Exit
- x1 Surprise Exit (West)
TERRAIN FEATURES
- Dusk: This level is set during dusk, and fade to night with progress of the level.
- Torch: Along the path see lamp poles lit by fire, lighting areas of 6m radius. When an enemy comes within 1.5m of any pole, the fire goes out, leaving an area in darkness, obscurring vision and heal enemies by 2HP/s. Click on the lamp shows 2 options:
+ Relit: (30 gold) Relight the lamp, allow it to burn for 20s undisturbed.
+ Oil: (15 gold) Add oil to the lamp, allow it to burn for 15s undisturbed.
* Savage Hunters, Tricksters, Infected, Werepigs and Infesytes do not blackout the lamps.
- Southeastern Surprise Entrance and Western Surprise Exit, opened at wave 10 by a Screamer.
- Humming: Sounds created are echoed 2-4 times with lower volume and creepy tone.
- Shrieks: Wierd noises randomly arise from the jungle surrounding.
ENEMIES
Savage Hunter, Trickster.
Infected, Werepig, Infesyte, Shadow, Arerchnid.
Screamer, Black Widow, Dreamcrawl.
Screamer
Mass of tormented souls in the Devil's grip.
Appearance: Misty cloaks with glowing white eyes.
Health: 550/680/790.
Armor: None.
Magic Resistance: None.
Attack: 38-52 True Damage.
Movement: Medium.
Bounty: 80.
Special: When not engaged in melee, drain life from nearby troops, and heal by half the damage dealt. When engage in melee, chow down and wrap a soldier in its cloak, dealing double damage and heal by that amount, but cannot use ranged attack.
Live(s) cost: 3. Plus 1 with each melee kill.
Black Widow
Terror of travelers, it makes its kills either by ferocious bites or its lethal poison.
Appearance: Large Black Widow spiders, three quarters the size of a Matriach.
Health: 770/880/999.
Armor: Low (10%).
Magic Resistance: Low (23%).
Attack: 58-76 (Poison, medium).
Movement: Medium.
Bounty: 90.
Special: Poisonous bites. Poison troops with each bite for 5 Poison Damage per second, can stack up to 30 Poison Damage per second.
Live(s) cost: 5.
Dreamcrawl
Insect-like creatures that spread the Plague with their vicious bites.
Appearance: A small, nutty bug colored shiny brown and gray.
Health: 120/140/160
Armor: Low, 10%.
Magic Resistance: Low, 15%.
Attack: 4-20 (physical, fast). Bite quickly.
Movement: Fast.
Bounty: 10.
Special: When killing, leap and facehug, turning its victim into an Infected. 30% chance to dodge tower shots.
Live(s) cost: 1.
WAVES
Similar to that of Podunk, where the Savages come first, then new
enemies.
Level 3: Blackout Moon
Our men head deeper into the jungle still, tracking the creatures into territories unknown. Casualties have been immense, and they are getting more powerful as we go further in. Even the Savages come nowhere near here, but we must proceed, General, or darkness will spread its reign over Linirea.
PATHS
x4 Entrances, circling from North southwards into an empty yard.
x1 Exit, South.
x1 Magic Rock
Recruit Druids
Druids are powerful sorcerers who has fought beasts like these for ages before our time. They come to our aid in this battle, to help us repel the terror coming.
Appearance: A small stonic arena with four spikes at corners.
Price: 175/one Druid. Maximum 3 Druids can be active at a time.
Druid Stats
Appearance: Bald men in blue robe with lines of gold.
Health: 320.
Armor: None.
Magic Resistance: High, 80%.
Attack: Charge a blue lightning every 2.5s for 40-60 Magic Damage in a small area. Draw a sparkling blue sword and strike for 25-55 True Damage in melee.
Spell:
- Chain Lightning: Charge a bolt that chain to 1/2 extra enemy every 10s. Price: 220/180.
- Healing Charm: Heal one nearby ally for 20/40/60 health every 8s. Price: 120/75/75.
- Divine Strike: Call a massive energy strike down a spot of radius 1.5m, dealing 60/90/150 True Damage for every active Druid. Cooldown: 20s. Price: 150/250/300.
TERRAIN FEATURES
- Blood Moon: Shades of darker blue fall over objects in this stage. There are no more torches, and all enemies heal by 2HP/s, all the time.
- Scared birds: Occasionally, a bird rupts out of the shades of leaves and fly for the skies with an agonizing cry.
- Shrieks: (see Shriekers' Woods).
- Magic Rock: An ancient artifact, buried underground. Whenever a Druid is recruited, a bright white portal appears in the middle of the arena, and fades after a Druid passed and ran for the battlefield.
ENEMIES
Infected, Werepig, Infesyte, Shadow, Arerchnid, Black Widow, Screamer, Dreamcrawl.
Bloodbeast, Shadow Mage
Bloodbeast
Predators of the Demon plane, they now rampage the jungle in search for prey, including human.
Appearance: Large and pale-skinned werewolf-like creatures, with tentacles on the back and arteries red on each arms.
Health: 800/950/1020
Armor: None.
Magic Resistance: High, 75%.
Attack: 45-79 (melee, physical, fast). Slice and bite in a succession. Attack have 5% chance to decapitate troops under 300 health.
Movement: Fast. Moving on 4 limbs.
Bounty: 50.
Special: (see Attack).
Shadow Mage
Twisted sorcerers originally planned to use forbidden dark arts to bring other-dimensional Demons into the human plane in conquest for power, but ended up being consumed by the darkness they have summoned.
Appearance: Hooded, black robe with symbols of red and cape that flows in the wind.
Health: 800/930/1050.
Armor: Low, 10%.
Magic Resistance: Medium, 50%.
Attack:
- (ranged) 55-95 True Damage, very slow. Strike with glowing black lightning.
- (melee) 25-70 Magic Damage.
Movement: Slow.
Bounty: 75.
Special:
- Black Curse: Charge a black bolt that take away all armor of a troop for 15s. Cooldown: 20s.
- Summon: Stand stationary for 7s to channel magic into a portal with 400 health that summon one Infesyte/Dreamcrawl/Bloodbeast every 3s.
WAVES
During the first few waves, returning enemies come regularly. Introduce Bloodbeast at wave 8, and Shadow Mage at wave 11.
Level 4: Temple of Ethereal Evil
General, we have arrive at the ancient spot, where early civilizations worshipped their demonic deities. An unstoppable might of Darkness has risen here, and it will end here! For Linirea!
PATHS
x14 Strategic Points
x5 Entrances
- x1 Northern Entrance
- x1 Northeastern Entrance
- x1 Northwestern Entrance
- x2 Surprise Entrances (open at wave 10)
+ x1 Western, open by an Arerchnid.
+ x1 Eastern, open by a Black Widow.
x2 Exits
- x2 Southern Exits
The paths go in a bottle neck shape, with the first 3 entrances being the main and secondary doorways of the Temple. The three paths are concurrent at a spot in the lower half of the map, where the 2 surprise entrances would poke right in. Outside of the Temple sees an open yard with two large rocks lending against the wall. Units can be placed anywhere on the yard, but enemies will only follow preset paths.
ENEMIES
Infected, Werepig, Infesytes, Screamer.
Jungle Spider, Matriarch, Arerchnid, Black Widow.
Shadow Mage, Dreamcrawl, Bloodbeast, Demonete, Death, Death's Shred.
Demonete
Ancient species of the Demon plane, they were once deities worshipped by early civilizations.
Appearance: Massive mass of blood-dripping limbs and faces, moving on bubbling magic.
Health: 2456/2847/3265.
Armor: None.
Magic Resistance: Medium (60%).
Attack: 97-134 (area, magic, slow), fire a lightning bright magic bolt. 86-143 (melee, physical, slow).
Movement: Slow.
Bounty: 155.
Live(s) cost: 7.
Special: Long range attack (radius = 8m).
*Mini-boss
Death
Ancient as Reality, this energetic being resides in the Demon Realm. It knows everyone, hunts everyone, and eventually kills everyone. Its physical form cannot be vanquished, but can be blocked from entering this plane.
Appearance: Large shadowy mass of whirling tentacles.
Health: Infinite
Armor & Magic Resistance: None.
Attack: Wipe with tentacles for 200-500 True Damage, fast attack speed. Send tentacles through the ground to attack from afar for 100-250 True Damage before going for the kill.
Movement: Slow.
Live(s) cost: All lives.
Special:
- Arch streams of shadow to create Death's Shreds.
- During the battle, erupt tentacles from the ground to instakill troops and disable towers (Barracks are not affected). Tentacles have 200 health and are treated as normal enemies. Disbled towers would only shoot at the tentacles wrapping them.
*Boss
Death's Shred
Appearance: Similar to Death, but 10% smaller.
Health: 2650.
Armor & Magic Resistance: None.
Attack: Instakill soldiers in combat.
Movement: Slow.
Bounty: 90.
Live(s) cost: 20.
Special: Spawn by Death.
- When Death first enter the battle field, it spawns 4 Shreds onto the left and right paths, 2 on each.
- Upon approaching the southern edge of screen, Death plows its way through the trees, and spawns 2 Shreds onto the two exits.
- Killed Shreds would be respawn after 10s at a spot northwards to
Death.
*Mini-boss
TERRAIN FEATURES
- The details are designed in a way, which makes players feel that they are small compare to everything.
- Blood Moon: (see Blackout Moon)
- Torch: 2 torches sit outside each of the main 3 entrances (total number is 6 torches), with similar mechanic to ones in Shriekers' Woods.
- x1 Old Creature
Stage-specific Hero
Beings once guard the Earth against demonic threats. Now they come back to aid us in this fight.
Appearance: A ball of light with an aura and tentacles.
Health: 450.
Armor: Immune.
Magic Resistance: None.
Attack: 75-135 Magic Damage, very slow, ranged; fire a white bolt. 40-60 Magic Damage, fast, melee; attack with tentacles.
Movement: Slow.
Respawn: 25s.
- x2 Magic Rock
Unlike the Magic Rock in Blackout Moon, these rocks lend against the wall of the Temple. After the 14th wave, both and the wall would glow with runes, and the middle entrance lights up, signaling the enter of Death.
Each of them have 4500 health and no armor, and must be destroyed to end the stage. When both is destroyed on time, Death would crumbles and disappears.
Last edited by
tmn loveblue on Sat Apr 19, 2014 9:52 am, edited 16 times in total.