by tmn loveblue » Tue Jun 24, 2014 12:30 pm
COMIC SCRIPT
Some men were fishing on their boat on calm, blue seawater. While they were pulling up their net, one pointed and shouted to the other something about the skies. They look at a great black cloud of thunderstorms hovering above their boat. One minute ago it was not there. Then, a single lightning sped hurrily at the small wood boat.
Level 1: Sandy Shoal
INTRODUCTION
Weather seems to be turning against us, General. Fishermen of villages near the sea have suffered many strange storms recently, and we must venture to figure out why. Recruiting some local warrior will help when things get rough, General.
PATHS & MAP
There are two entrances, one on the middle north, and the other on the middle west side of the screen. The two join into one to lead into an exit to the right side of the map, on the middle of the east side. The northwest corner of the screen is entirely sea, colored light blue like those in Rising Tides. The rest of the map is bright sand of beaches.
x15-20 Strategic Points
x1 Warrior Hut
- Position: Middle of the patch of sand to the northeastern corner
- Train Tiki Brute, a strong guardian of these coasts. He is armed with two thick axes
Health: 480
Armor: None
Damage: 15-40, swing vertically with two axes.
Heal rate: 50 HP/s
- Price: 250 gold
- Skills (can be bought after unlocked the Tiki Brute, and not lost when he dies):
Axe Fling: 100/150/150
Tiki can throw one of his axes every 7s, dealing 10-50/20-80/30-100 physical damage to one enemy.
Animation: The axe is thrown directly at the target instead of arch through the air like axes of Barbarians.
Herbal First Aid: 100/100/100
When Tiki is below 50/75/100 health, 150/125/100 gold can be paid to heal him back to full health instantly.
- Quote: ...
SPECIAL TERRAIN FEATURES
- Storm and Tidal Waves: At wave 10, the skies begin to get dark and it starts to rain heavily, puddles are formed on the ground. The sea then turns wavy, slapping onto shore, close to the path. In this weather condition, non-aquatic units are slowed down by 5% in movement and attack speed. Every 10s, a lightning strike anywhere on the battlefield, may or may not hit soldiers.
ENEMIES
- Recurring Enemies: Desert Thug, Dune Raider, Immortal, Desert Archer, Giant Scorpion, Executioner, Fallen, Giant Wasp.
- New Enemies: Siren, Crucior, River Imp.
Siren
The spirits of the water roam the shore for unsuspected humans.
Health: 420
Magic Resistance: None
Damage: 18-35 magic damage
Movement: Medium
Bounty: 35
Lives taken: 2
Special:
* Heal at 1 HP per 1/3 s when near water bodies
Strategy: They comes in very thick groups so Battle Mecha is invaluable in draining their high health. Troops would fall quickly to them unless you use Templars or Assassins with high Dodge chance.
Crucior
Bloodthirsty warriors of the desert tribes, armed with devastating whiplashes.
Health: 1500
Armor: Medium, 50%. He swears a helmet like those of Marauders.
Damage:
- Charge whiplash forth for 50-100 True Damage to all soldiers in a straight line.
- Swing whiplash horizontally for 45-65 AoE True Damage
Movement: Medium
Bounty: 60
Lives taken: 3
Special:
* Attack cause bleeding of 5-30 damage
* Assassins cannot dodge the second attack (horizontally swing) while Kutsao can dodge half the damage.
Strategy: Since Assassins cannot dodge the attack, they would be killed very quickly in melee. Stall them with Alric, Grawl, Blackthorne or Templars with Toughness upgrade. Use high level wizards to wear them down. They usually come along a large group of foes so artilleries can inflict collateral damage.
River Imp
Mischievous creatures, who enjoy tricking and ripping apart trespassers.
They looks like giant moles with large claws and 2 tiny pairs of dragonfly wings.
Health: 890
Armor: None
Damage: 80-98 physical damage, slow attack speed.
Movement: Hover above the ground at a medium pace
Bounty: 50
Lives taken: 2
Special:
* Hover: Immune to Scorched Earth, Furnace Blast and Pestilence
* Eat soldiers, heal at 1 HP per half second when in melee. Maximum health increase for the same amount
Strategy: Blocking them could result in them falling behind enemy lines and not targeted while they eat your soldiers alive. Assassins stalling them for long periods can cause their HP to skyrocket. Defeat them quickly by Barrage or Archmage before they come near your soldiers.
WAVES & STRATEGY
Desert enemies come from the north entrance, while aquatic beings rise from the sea onto the path.
Introduce Siren at wave 2; River Imp at wave 7; Crucior at wave 10
Level 2: The Nas'de Prison
After the clash in Gold Coast, we head northwards across mountains to the ruins of the once-fearsome prison of Nas'de. Thousand of men were held and brutally killed here during the War of Valardul, some say their spirits still wander these mysterious yet beautiful landscape. Beware with each of our step, not to disturb the disturbed souls.
TERRAIN FEATURES
- To the upper left corner, there is a dilapidated building of yellow bricks. It extends over half of the upper and left edge, and reaches close to the center of the screen, near which its sole, dark entrance is located. The level is featured with yellow sand and green jungle landscape, mixing with each other, so this should be a spot near the edge of the jungle. Denser jungle can be seen on the upper right corner, while the bottom edge is transferring to desert. There are small water bodies curve from bottom right, left and upper left corner, run roughly parallel to the path for a short distance.
x3 Entrances
+ x1 Desert (Middle Western)
+ x1 Prison Gate (the building's gate)
+ x1 Jungle (Corner Northeast)
x3 Exits, similar to Ha'Kraj Plateau.
- Trees: Some trees sway when clicked or wiped, result in falling leaves.
ENEMIES
- Recurring Enemies: Dune Raider, Immortal, Desert Archer, Giant Scorpion, Executioner, Crucior, Fallen, Sand Wraith, Giant Wasp, Wasp Queen; Savage Warrior, Savage Hunter, Witch Doctor, Earth Shaman, Spirit Shaman, Poukai Rider, Poukai.
- New Enemies: Siege Tower, Savage Sabertooth, War Shaman.
Siege Tower
The devastating craft of bandits and thugs guilds, able to blow armies to dust and shatter the mightiest of walls.
Looks like a rook in the game of chess, move on metal wheels, with large blades at ground level in front controlled by roller, and 3 cannons strapped onto the front side. On top there is a fat man wearing armor controlling the machine, and a barrel of boiling amber behind.
Health: 1,450
Armor: High, 80%
Damage:
- Ranged: Fire 3 cannonballs from the 3 cannons installed on the front side of the tower, deal 50-110 area artillery damage.
- Melee: Swipe vertical rapidly with blades for 40-60 physical damage, at the rate of an Orge and hit all soldiers blocking.
- Melee: Pour amber every 7s, instakill every unit blocking except for Templars and heroes, against whom it deals 100 area True Damage. Undodgeable.
Movement: Slow
Bounty: 120
Lives taken: 6
Special:
* Cannot be bled or poisoned or stunned
* Immune to basic archers and artillries
Strategy: High level mages are essential to beat them. Templars or strong melee heroes can hold them off for a while. Since they usually come along with huge mobs of enemies, the Mecha can harm them as well as other foes. However DWAARPs lack the DPS to kill them, while Necromancers' skeletal minions are vulnerable to the ranged attack.
Savage Sabertooth
Mighty savages with very strong muscles. They fight without the need for weapons, but that does not decrease their potentials.
Health: 720/800/880
Armor: None
Damage: Swing arms and punches very quickly for 20-30 physical damage, attack at the rate of 0.6s.
Movement: Medium
Bounty: 40
Lives taken: 3
Special:
* Cannot be stunned
* Speed increases when injured
Strategy: They are fast and dangerous foes with a lot of health, left alone they can speed through your defence in a short while. Assassins can stall them for a while, but they attack so quickly that Assassins cannot dodge all of their attacks, thus making Templars a more reliable option. Melee heroes can kill them fairly easily, too.
War Shaman
Tribal mages that harness dark magic to disintegrate foes and aid their breathrens in battle.
They holds staffs that glow red on top. Their body and feet and eyes also glow red, and nearby savages have a red aura underfoot.
Health: 480/520/560
Armor: None
Damage:
- Every 5s in melee, calls a red lightning down the area in front of him, which deals 200-500 area True Damage.
- Normally attack with staff for 14-28 physical damage.
Movement: Medium
Bounty: 50
Lives taken: 6
Special:
* Devastating area attack
* Aura that increases base damage of nearby Savages by 40%
Strategy: High priority targets, they are not very difficult to kill if you have enough firepower, as they always travel in front of the crowd. Totem of Spirit should be used to disable the armor aura of Earth and Spirit Shamans, and Totem of Weakness can help killing them quicker. Battle Mecha also works well with high base damage and slowing effect of Oil Spill. However, Barrack soldiers will be killed easily, and may cause other Savages to move past they, making towers target the less dangerous Savages instead of the War Shamans.
WAVES
Waves start with large numbers of Desert Thugs (wave 1) and Dune Raiders (wave 2-5). Immortals come shortly after (wave 6-7), in the same time Sirens rise from bodies of water (wave 6-20) and some Savage Warriors come from the jungle (wave 6-20). Savage Hunters, Savage Sabertooths and Sand Wraiths appear from wave 8, Cruciors at wave 9, War Shaman at wave 11, Siege Tower at wave 12. Especially, Fallens come out in mass from the prison gate at increasing number (wave 1-20).
Nomad Raids: Desert Thugs and Dune Raiders served as meat shields, make way for stronger Immortals and Cruciors behind. Siege Tower is always the last to come, and stay in the middle of the crowd to shoot at soldiers from a distance. In wave 18 two Siege Towers come at the same time.
Savage Organized Attacks: A few (5-10) Savage Warriors, Sabertooths or Hunters would go first and spaced from each other, then War Shaman followed by Earth and Spirit Shamans, then lots of Savages and Poukai Riders. In wave 10 there is a large number of Savage Sabertooth and Poukai Riders but no other Savages.
Notes: The DWAARP and its skills is invaluable in this level. Furnace Blast can kill or severely wound most enemies, while Core Drill would disable the War Shaman and Siege Tower threat. It is also good to stop the flood of Fallens from the prison.
Level 3: Hazard Mire
Dangers are rising, it has never been seen before that Savages can cooperate with desert tribes to fight against us. Lead your men into the jungle to find out the cause of this alarming issue, be wary of heavy resistance. The Savages could rely on rough boggy terrain here to launch ambushes and surprise assaults.
TERRAIN FEATURES
- The level is featured with many, many high trees, near the stools of which lies wet and muddy ground, water forms puddle here and there, and it seems like there has just been rain. The sun can be seen shining through leaves from the top left corner of the screen.
- Quicksand: Like the fire pits in Pit of Fire and Pandaemonium, the ground here can crack open at different spots every 28s started from wave 5, creating patches of quicksand for 7-8s that slows soldiers and heroes on it by 30-50%. If a soldier stands on it for 4.5s or more, the quicksand can engulf the soldier. Heroes are also affected, but only if they stand on the quicksand for a full 7s.
- Bone Masses: Despite the beautiful landscape described above, near certain trees there are small piles of human bones, with few skulls hanging on the branches by rope and arm bones lies on the ground.
ENEMIES
- Recurring Enemies: Savage Warrior, Savage Hunter, Savage Sabertooth, Witch Doctor, Earth Shaman, Spirit Shaman, War Shaman, Blood Trickster, Savage Zombie, Poukai Rider, Poukai, Gorrillon, Jungle Spider, Jungle Matriarch, Jungle Hatchling, Giant Wasp, Wasp Queen.
- New Enemies: Wise Chieftain, Chosen One, Giant Crocodile...
Wise Chieftain
The leaders of Savages enhance the fighting spirits of their warriors in battle. They can also wield magic to disable foes and provide support.
A large brute-like Savage with his arms, hands and body decorated by human and animal bones. He has the feel of magic surrounding him.
Health: 880/1,000/1,250
Armor: None
Damage: Attack with a small blade for 15-35 physical damage
Movement: Medium
Bounty: 90
Lives taken: 3
Special:
* Art of the Undead: When go near bone piles, raise Skeletons from the ground at a rapid rate, up to 6 can be raised. Normally he also summon Skeletons, but fairly slowly. Any nearby skeletal unit turn into his ally. (Death Riders can stop Skeleton Knights from switching side, but not Skeletons)
* Sacrifice Ritual: (14s cooldown) Hit a soldier with a celestial dagger, instakill the unit and cause one of thse effects:
- add 10 damage to base damage of himself and nearby Savages permanently.
- add 50 life to his and nearby Savages' current and maximum health.
* Charge: Give an order to Savages and Savage Sabertooths to move forward with high speed at enemies. (Speed buff to Fast - equal to Savage Hunters) Savages within long range are affected. Only used when one of the Shamans accompany him is killed. (duration: 4s)
* Chosen Ones following him is revived indefinitely when within a long radius from him (equal to an Abomination explosion).
Strategy: He is high priority target, but always travel in groups of Shamans so it is hard to target him. Make sure you kill the War Shaman first so that Chosen Ones become less of a threat, and use Battle Mechas along with Totems to wound him. Archmages and Crossbow Forts with Barrage would provide enough firepower to clear out the Shamans in front, while Mechas' Waste Disposal is good in stopping Charge.
Totem of Spirit can disable Art of the Undead, but not other skills.
Core Drill would target War Shaman first, then Wise Chieftain.
Chosen One
Elite Savages who have earned the privilege of serving the wisemen of the tribe. Their exceptional stats are further improved by dark magic of the tribal mages.
Savage Warriors with wierd decorations of bones and mask-paint, and a red glow in their eyes, surround their bodies and underfoot.
Health: 400
Armor: High (increase to Great near Earth Shamans)
Magic Resistance: High (increase to Great near Spirit Shamans)
Damage: 20-40 physical damage
Movement: Medium
Bounty: 40 (grant 1 gold every time they are killed but revived by Chieftain, and full 40 gold when they are not revived)
Lives taken: 3 (2 without Chieftain alive)
Special:
* Cannibalism
* Up to 3 can follow one Wise Chieftain
* Revived by Wise Chieftain
Strategy: They are fast and dangerous units, served mostly as bodyguards for Wise Chieftain. Use Totem of Weakness and Waste Disposal to disable them. Killing the Wise Chieftain would reduce these threats greatly.
Giant Crocodile
Health: 570
Armor: Medium
Damage: 40-55 physical damage
Movement: Very Fast under water, Fast on land
Bounty: 50
Lives taken: 2
Special:
* Follow rivers, enter path at specific spots
* Cannibalism
* Counted as Savage
STRATEGY
Make sure there are sufficient firepower to take care of the huge waves of Savages that come. The enemies in each wave vary greatly in types and arrangement.
Tribal Axethrowers are good due to large clusters that usually caused by Barrack choke points, so are Battle Mechas. Furnace Blast or Pestilence can be used to halve the health of whole floods, however skeletons created by Necromancers are mostly useless. It is also possible to use Critical Mass and Twisters for crowd control.
Level 4: The Final Eden
After several days of cross-jungle marching, your men have made their way to the Savages' last stand. Whatever secrets eluding have been hidden here, protected in the heart of the jungle. This shall be the fight once and for all, to sweep away the Savage threat and the rising dark might that has caused all the previous troubles. Give them all we got, so that with every soldier fall, three times the Savages would die.
TERRAIN FEATURES
There is one circle made of bricks on the middle of the level, height of which slightly higher than ground. 7 paths concurrent at the building, 4 on the north are entrances, 3 to the south are exits. On the circle there are symbols and lines that slowly glow light blue as the level progresses. This is where the final boss arrive when the level ends.
ENEMIES
- Recurring Enemies: All Savages, Spiders, Parasytes, Reapers and Giant Crocodiles.
- New Enemies: Savage Worshipper, Savage Berserker
- Boss: Lord Temperanus
Savage Worshipper
The tribal priests know the way to the ancient gods.
Appearance: They wear robe and have an aura of bobbling light under their feet.
Health: 450
Armor & Magic Resistance: None (increase to Immune near Shamans)
Damage: 7-14 physical damage
Movement: Slow
Bounty: 65
Lives taken: 1
Special:
* Each Worshipper have a unique ability to cure their brethren and themselves of one of the following effects: Fire, Poison/Plague, Ice, Stun, and very rarely, Weakness Curse/Damage Reduction
* When any Savages cross the exit while a Worshipper is nearby, it takes twice the lives. Do not stack and do not work when the Worshipper already passed the exit.
Savage Berserker
Deformed Savage Warriors, who loyally serve their deity. They have a lustful crave for blood.
Appearance: Their bodies are mutilated and reformed by magic, blood oozes from joints on their limbs and ribcages. Their skin is black, eyes are red, arms clutching deadly spiked spears.
Health: 350
Armor & Magic Resistance: None (increase to Medium near Shamans)
Damage: 20-68 physical damage
Movement: Very Fast
Bounty: 35
Lives taken: 3
Special:
* They jump down onto the path at random spot, then proceed to run vigorously along. Their speed increase as they sight a soldier.
* Cannibalism, heal by 80 life
* Self-heal by 2 points every 1/2s
BOSS: Lord Temperanus
The Ancient Elemental God, rise the claim his throne once more.
Appearance: A massive deity of rock, flora and magical energy.
Health: 12,400
Damage: 230-440 area physical damage
Movement: Slow
Bounty: N/A
Lives taken: 20
Special:
* When it arrives, the skies darken and lightning flash. Trees bend and corrupt, leaves turn black. Its attack has the animation of electrical discharge.
* When summoned after wave 20, it moves towards your hero immediately.
* Every 10s it shoot a lightning out of its eyes towards your hero for 200-400 area True Damage
* It attacks your troops even when they are moving. If your hero is one of the dragons, it would swing its arm airborne and does not deal area damage to ground troops.
* When your hero is killed, it proceeds towards the exit closest to it.
Last edited by
tmn loveblue on Wed Jul 30, 2014 4:16 pm, edited 23 times in total.