Special Tower Ideas here:

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Special Tower Ideas here:

by billakoz16 » Sat Dec 13, 2014 3:54 pm

Discountinued until my exams end :(.
1)Shaman's Tower
Description:"This Shaman originates from an elder clan destroyed by the dark forces ,seeking revenge for his family, he will fight for you if you provide him with what he needs."
[+] SPOILER
Appearance: A tribal shaman standing on the top of a small tower throwing darts.
Cost(repair):75g
Stats:
Damage:1-4
Speed:Fast
Range:Average
Upgrades:
]1 Blood Magic
Each dart now deals 3-8/8-12/12-16 damage and has a 20%/30%/40% chance of causing bleeding.
Cost:250/150/150
]2 Slowing Darts
Each dart now slows the enemy by 10%/20%/30% for 2/3/4 seconds.
Cost:100/100/100
]3 Cursed Darts
Each dart now has a 25%/35%/50% chance of wearing down target enemy's magic armor by 1 tier and a 15%/20%/30% chance of silencing him
Cost:200/100/100

Similar to: Tribal Axethrowers combined with Rangers Hideout


2)Hoplite's Hall
Description:"These warriors originate from a distance land and are known to fight with incredible skill and even defiance of danger, they will join us, if we provide them the gold they need to buy equipment."
[+] SPOILER
Appearance: A greek-style Barracks with Spartan-like hoplites.
Cost(repair):350g
Stats:
Health:200
Damage:8-12
Armor:low
Magic Resistance:none
Respawn Time:24 seconds
Limit: 3
Passives:
)Phalanx:+1 armor tier if all three are alive.
)Missile Blockage:They all take 50% less damage from physical ranged attacks.
Upgrades:
]1 Shield Push
Hoplites can preform a 15/12/8 second's cooldown shield push that has a 40%/60%/80% chance of stunning the enemy for 3 seconds.
Cost:150/100/100
]2 Improved Armor
Hoplites now have medium/high armor.
Cost:200/200
]3 Spear Precision
Hoplites now deal 12-16/16-20/20-24 damage and have a 20%/40%/60% chance of ignoring target enemy's armor with each strike.
Cost:250/200/200

Similar to: Assasin's guild combined with Holy Order


3)Dwarven Mining Facility
Description:"The Dwarven Mine in this area could prove a great sourec of income, for a price of gold and iron."
[+] SPOILER
Appearance: A mine that maybe has some animation of dwarves mining.
Cost(repair):None(It is prebuilt and functional)
Stats:
Damage: None (only via upgraded abilities)
Speed: None (Not firing)
Special ability: generates 100 gold at the beginning of each wave.It has to be clicked in order for the gold to be collected
Upgrades:
]1More miners
The towers now gives 150/200/300 gold with it's special.
Cost:300/300/300
]2Mine Guards
The mine summons 1/2/3 dwarves with the following stats
|Damage:2-3
|Health: 75/100/125 HP
|Armor: Low
|Magic Armor: Low
|Respawn time: 10 seconds
Cost:150/150/150
]3 Collapsing Shafts
Every 25/23/20 seconds the ground will collapse underneath a random group of enemies somewhere on the map causing 100/200/300 true damage to each.
Cost:250/200/200

Similar to: Nothing. It would be a great KR innovation. Maybe a bit like the DWAARP in KR:F in terms of lore.


4)Gnomish Mechanical Facility
Description:"The latest word in gnomish research, these small creature offered to upgrade our towers, if we help them.."
[+] SPOILER
Appearance: A factory/lab styled building.
Cost(repair): None (It is prebuilt and functional)
Stats:
Damage: None (only via upgraded abilities)
Speed: None (Not firing)
Special ability: increases all artillery damage and explosion radius by 15% at the beginning of each wave until the next wave is summoned when it restarts.It has to be clicked in order for the bonus to be activated.If no artillery tower at presence then nothing happens.
]1 Mirror Tower
A mirror tower is built on top of the facility with a gnome arming it. Every 15/13/10 seconds it will set the strongest enemy on fire for 5 seconds with a consecrated light ray and deals 150/250/350 damage .
Cost:250/150/150
]2 Armor Piercing nano-technology.
Every Archer tower has a 15%/25%/40% chance of ignoring the armor of target enemy and causing it to degrade by 1 tier.
Cost:200/100/100
]3 Improved mechanics
The damage and explosion radius of each artillery tower is increased by 20%/25%/35%
Cost:250/150/150

Similar to: Kind of reminiscent of a tower for Hacksaw.


Important Note (About Towers #[3,4]):
[+] SPOILER
The positions of those two (3,4) VERY SPECIAL towers is that #3 will be in the Western and #4 in the Eastern corner A small path will be leading to them that some enemies will follow these 2 paths that will lead them to shortcuts (they will be pretty high and close to the entrance too). Now the thing is that if 10 or more enemies pass through the tower's respective shortcut then the tower will be permanently destroyed and replaced with an unsellable ruin also only 1 tower slot has some reach in each of the paths. So a player will really have to invest if he wants to keep one of these towers alive and it would be really hard, but possible to keep both of them working up to the end of the level (An achievement should be given if the level is beaten with both alive) as they barely defend themselves and their upgrades are more general.
Spending money to improve the mines income rate is a bit strange. Doing it early on will get the most out of it but you will need to survive through the first waves with a low budget AND keep the tower alive long enough to pay up. If you build it relatively late it will get you a nice small bonus, a bit like betting that you can keep it alive.


5)Stone Golem's Quarters
Description:"These ancient carvens host Golems, we could hire them to aid us in battle or at least throw some rocks."
[+] SPOILER
Appereance: A great semi-carved Boulder that has a stone door. Stone golems can be trained there, these stone giants are similar to the hero Grawl
Cost(repair):None.It becomes functional after the the fourth wave.
Stats:
Health:500
Damage:16-18
Armor:medium
Magic Resistance:low
Respawn Time:30 seconds
Special:Area Attack
Limit: 1
Upgrades:
]1 Stone Golems
You summon 1 respawnable stone golem that have the stats mentioned above and a 3%/5%/10% chance of stunning all target enemies for 1 second with each attack.
Cost:350/300/300
]2 Rolling Boulder
A golem pushes a rolling boulder from on top the cavern* which deals 120-180 damage to every enemy down the length of the path until it reaches the ledge from where it will fall in the abyss.
Cost:250{reusable}

Similar to: A tower for Grawl. A bit like the dark forge.
Note*:The level will be a cavern-styled area with a cliff slightly higher than the area where this special tower will be staged.


6)Warlock's Guild
Description:[i]"Mages and Apprentices of all sorts rest in here, they will join our course if we supply them."
[+] SPOILER
Appearance: A ruined wooden house that when repaired has a smoking wizard outside and another one standing on the wall that will shake his stuff when abilities 1 or 2 are used to indicate activation. The other 4 will be standing on top a bit cluttered with one a bit higher form the other three and shooting purple rays ( kind of like arcane towers). They will be all dressed in robes.
Cost(repair):[b]100g
Stats:
Magic Damage:40-50
Speed:Slow
Range:Long
Upgrades:
]1 Magic Mist
The nearby area gets covered in mist for 5 seconds reducing all units speed by 80% but making you unable to see there.
Cost:200{reusable}
]2 Magic Disablement
For 10 seconds, every magic bolt ignores target's magic armor and silences him for 3 seconds.
Cost:150{reusable}
]3 Warlocks
Adds 1/2/3 warlocks on top of the tower, each of them independently shoot a blue magic bolt of damage 8-10/10-12/12-14.
Cost:150/100/100

Similar to: kind of like Arcane Mage + Archmage but only some elements.


7)Sellsword's Guild
Description:"Here you can find swords that cost a few copper coins and greedy Vikings that ask for more, but first we have to remake the building habitable"
[+] SPOILER
Appearance: A ruined brick house that when repaired has a swordsman trainer outside and another one standing on the wall that will yell when you recruit someone are used to indicate activation.An archer will stand on top.
Cost(repair):100g
Stats:
Damage:6-8
Speed:Average
Range:Long
Limit: 5
Upgrades:
]1 Swordsman
A skillful swordsman will join your cause.He holds of well against most creatures but he is somewhat unreliable against heavier opponents.His stats are:
|Damage:15-20
|Health: 150
|Armor: Medium
|Magic Armor: None
Cost:75{rerecruitable}
]2 Crossbowman
You recruit a hardy crossbowman that is also useful on the front line.He has the following stats:
|Damage:15-25(10-12)
|Health: 100
|Armor: Low
|Magic Armor: None
Cost:100{rerecruitable}
]3 Viking
You recruit a fearless viking with a greatly damaging axe. He has the following stats:
|Damage:16-40
|Health: 200
|Armor: None
|Magic Armor: Low
|Special: Has a 10% chance to deal triple damage with each strike.
Cost:125{rerecruitable}

Similar to: SCUMM but trains more versatile troops.

Note:The crossbowman have 15-25 projectile and (10-12) melee damage values and shoot as fast as reinforcements.


8)Academy of Wizardry and Witchcraft
Description:"This Academy is home to the most powerful wizards of the realm, but they are sadly not here."
[+] SPOILER
Appearance: A castle-like building,Wizard styled that will be very reminiscent of Hogwarts.
Cost(repair):None.The tower is unlocked in wave 7of the level.
Stats:
Magic Damage:12-16
Speed:Average
Range:Average
Upgrades:
]1 Professional Apprentices
All mage tower's abilities cooldowns are now cut by 20%/35%/50% of the original.
Cost:300/250/250
]2 Magical Shield
For 2/4/6 seconds, every soldier in the map is invulnerable. This ability activates every 25/23/20 seconds.
Cost:200/150/150
]3 Statue Warriors
The academy deploys a living statue to aid to the battle with the following stats:
|Damage:12-15
|Health: 200 HP
|Armor: High
|Magic Armor: High
|Limit: 3
|Damage:12-15
|Special:You can only set a rally point before summoning them or when none is alive as they are immovable
Cost:175{rerecruitable}

Notes: Magical shield and statues are tanky and the Prof will make all lvl 4 mages much more powerful including this. Perfect for players who like the rare Barracks+Mage combo as now this tower all maxed up will wield in invanurable soldiers every 3/7 seconds. Powerfull stuff (it costs a lot though), maybe a bit up.


9)Outpost
Description:"This Ancient outpost is great for defensive purposes and arleady fortified, several of our allies and our own captains ask to command it's defense, whom should we choose?"
[+] SPOILER
Appearance: A small wooden treehouse-outpost.
Cost(repair):None
Stats:
Damage:Depends on the Garrison
Speed:Average
Range:Long
Upgrades(the upgrades are not exactly upgrades but rather a selection you must make as you can only select one garrison, much like the menu where you chose what tower to built at any strategic point):
]1 Shaman's Garrison
Shoot's a small series of three black missiles that hit one enemy each having a 25% of cursing him by cutting his attack and magic armor by 75% for 6 seconds.
Cost:None
]2 Magician's Garrison
A great magician will fire raw energy (10-100 magic damage to the target 5% of instakill) ,arcane beams (20-30 magic damage to each of the two enemies it chains 20% of teleporting them back a bit) and Boulders (Area effect attack of 30-35 damage and 80% chance of stunning by 0.5 seconds) to the enemies randomly but it's speed becomes slow.
]3 Scout's Garrison
The scouts will once in a while mark the strongest enemy in range and only attack him with their shortbows dealing 16-20 damage with 10% chance of armor penetration with each shot. Any tower that is about to use an ability and has a marked enemy in it's range will use it on him.Marked enemies are symbolized by a little red dot on top of their head.A marked enemy that will leave the scout's extreme range will be unmarked after 3 seconds.
Cost:None
]4 Elvish Longbowman's Garrison
An elf that shoots arrows that deal 10-12 damage and have a 3-8% bonus damage each time they hit the same target with a maximum of 150% extra damage. The speed becomes Fast and the range Very Long.
Cost:None


10)War Drums
[+] SPOILER
Description:"Only a chosen one can make the ancient Drums sond again."
Appearance: A small area with three drums and 2 drumsticks left on them
Cost(repair):None
Stats:
Damage:None(Not firing)
Speed:None
Range:Long
Upgrades:
]1 Drums of war
This ability does not cost anything to cast but when it is cast the hero will move to the location of the drums and the buffs will start applying when he starts playing* them until the hero moves out of the current drums.
Every tower in range gains:
-Artillery: +25% damage
-Archers: +30% range
-Wizards: +25% speed
-Barracks: +40% damage +1 armor level

Similar to: Nothing really, maybe like the boost from Khaz
Note:I imagine a lat game map with 3 of those things spread in point where they would have good effect.
*(I expect some interesting animation like the dragons playing with their tail and Giants with bare hands, maybe wizards just stand there and the drums play)


11)Time Wizards Order
Description:"Time travelers are dangerous but they have chosen to give their lives for freedom alongside us."
WIP

12)Gnomish Aircraft Facility
Description:"The Gnomes have finally created the aircrafts they always dreamed of, now we can except supply lines coming regularly to help us last as long as we can."
[+] SPOILER
Appearance: A Gear/mechanical styled old <<airport>> for Da--Vinci like airplanes a bit more modern but still wooden.
Cost(repair): None (It is prebuilt and functional)
Stats:
Damage: None (Not firing)
Speed: None (Not firing)
Range:Extreme
Special ability:Sends aircrafts to the air. If a hero is ordered to travel somewhere taht would take him more than 4 seconds an aircraft will fly him over their at ~that time as it will leave the station, reach him and drop him off to then return to the station.

1] Supply drop
After 12-24 seconds an aircraft will leave the tower flying slightly above the flying enemies and leave a package for a hero or other units to collect somewhere on the map.
The package will indicate by it's icon what it contains which may be:
Medical Supplies: Instantly heal all soldiers, each by 60%-80% of their current health and the Hero by 50% of his full health also the hero gain a passive +2% regeneration and +5% of the normal maximum health.
Ammunition: All tower abilities recharge the cooldown time by 80% of the max and have their cool downs reduced by 30% for the next 60 seconds also a passive -2% recharge timers to all tower abilities.
News Form Reinforcing Troops: Reinforce instantly cooldowns for the next 2 uses in the next 30 seconds and the cooldown of the spell and all barracks towers is reduced by 40% for the next 50 seconds also a passive -2% barracks respawn and reinforcments summon timer.
Relic: Hero gains +60% damage, +40% attack speed -50% cooldown timers for the next 60 seconds and +20% damage and -15% cooldown timers for the next 180 seconds also a passive -5% cooldown timers.
Cost:50+[n(previous price)*x (the variable).]{reusable}

]2 Bomb Carriers
After 2-6 seconds an aircraft will leave the tower flying slightly above the flying enemies and unleash three bombs:
Oil Bomb: This bomb is thrown first at the point where enemies are closer to the end. It deals 25-50 true damage while also lighting the ground on fire and causing the oil leak to slow enemies by 80% of their speed while also setting them ablaze for 5 seconds this all lasts 8 seconds, the duration of the oil pool and the true damage is passively increased by 5% on every use.
Poison Bomb: This bomb is thrown second and to the strongest enemy on the map who is closer to the end but always prioritizing marked ones it deals 100-200 damage and this damage is five times if the small explosion hits only him and then applies fast poison that deals 5 damage per 0.5 seconds for 10 seconds, the direct damage of this bomb is passively increased by 3% for the rest of the game.
Mass Destruction Bomb: This bomb is thrown last at the point of the higher enemy concentration and does 50-150 damage to each enemy while it gains +5% of the normal for every other enemy it hits in it's radius. It deals same damage in the whole of the blast, the radius of the bomb is passively increased by 5% for the rest of the game.
Cost:200+[n(previous price)*x (the variable).]{reusable}

]3 Spotting Ace
An aircraft will leave the Facility and travel around for 10 seconds spotting the most powerful enemy every second starting from those closer to the end. When marked the enemy will receive 25% more damage by all towers, 80% more damage from all air attacks including attacks of flying heroes and all towers will have an extra 50% of critical damage per hit and the duration will be passivly increased by 30% of the max
Cost:250+[n(previous price)*x (the variable).]{reusable}


Similar to:...
Notes:This tower is meant to be on the center of an endless map hence the passive and the + increasing prices which means that every time after use this ability will increase in cost by multiplying it's current to the variable. You can actually spam the bombers and suppliers right after the last air unit has lifted so if you saved up for a moment but you still want the passive boost to stack. Still having trouble with the variable x though.


13)Golden Vanguard
Description:"These loyal Warriors would die for the king with no second thought, their fierce loyalty will help us."
[+] SPOILER
Appearance: A short tower with a golden top. The Royal Guards are like bulky taller paladins in gold and platinum.
Cost(repair):None(It is prebuilt)
Stats:
Health:300
Damage:20-24
Armor:High
Magic Resistance:None
Respawn Time:20 seconds
Limit: 3
Upgrades:
]1 Mighty Shield
Royal Guards now have a special shield that grants them 30%/60%/90% less damage from missiles as long as they are not blocking an enemy also they gain Low/Medium/High magic resistance.
Cost:150/150/150
]2 Gold Plated Armor
Royal Guards now have Great armor.
Cost:250
]3 Heroic Last Stand
A Dying Royal Guard will stay alive for 1/2/3 more seconds receiving all damage that would be dealt to any other troops in a small area around him.
Cost:200/200/200

Similar to: Knight's Templar combined with Holy Order
Inspired by wailwail. Thanks mate.


14)Disk Keepers Order
Description:"This ancient artifact is guarded by it's keepers. They decided to side with us, thankfully."
[+] SPOILER
Description:"The Disk Keepers are an ancient order of wizards dedicated guardians of the disk, the altar of the goddess of luck ."
Appearance: The disk is a great stone circle in the center of the level that joins the two entering paths with the three exiting ones and it's divided into 6 equal section the 5 of which will have enemies passing through them. In the middle of the disk there is a ''druid-like'' stone building with a wheel on the roof like the target in archer tower, the wheel of fortune mentioned in the 1st ability, when the ability is activated a wizard exits the building and spins the arrow of the wheel which spins for 5 seconds after stopping in 1 of the 10 places it could stop. The wheel is divided into 10 equal parts all grey except the top and the bottom, the top has the symbol of money the bottom a skull.
Cost(repair):None(unlocked upon wave 5)
Stats:
Damage:None (Not firing)
Speed:None (Not firing)
Range:Long(Exactly the surface of the disk)
Passive: Every 80-160 seconds all the sections but one of the disk will collapse, instantly killing every enemy and/or unit that stands on them (not flying) they will raise again after 1 second.
Upgrades:
]1 Spin the Wheel of Fortune
The arrow in the wheel of fortune is spanned (as described above)and if the arrow lands on the top section (10%) then the player wins 1000g, if it does land on the bottom (10%) one then all enemies receive 200-800 damage (10%), if it lands in any other (80%) then no effect occurs.
Cost:150 {reusable every 80 seconds}
]2 Random Spell
A keeper exits the building and does one of the six spells in the area of the disk:
-Freeze:Everything inside the disk freezes for 6 seconds, even the missiles and the enemies that just enter it.=1
-Excoriating:All enemies inside the disk lose 20% of their health current every second, lasts for 4 seconds=2
-Healing:All of you units and/or hero that are inside the disk heal by 80% of their full health.=3
-Sealing:All enemies inside the disk become sealed in place unable to move, attack or use an ability for 12 seconds,however no other enemies that enter it become sealed.=4
-Poison Fume:All enemies get poisoned for as long as they are inside the disk that stays in effect for 8 seconds.=5
-Explosion:An explosion that causes 200-400 damage to all enemies inside the disk.=6

The spell used will also inform you about the part of the disc which will stay in tact during the next collapse by the =x
Cost:150{reusable every 20 seconds}
]Golem of Destiny
|Damage:60-100
|Ranged Damage:20-30
|Range:Small
|Firing Speed:Slow
|Movement Speed:Very Slow
|Health: 2500 HP
|Armor: Medium
|Magic Armor: High
|Limit: 1
|Special:Both ranged and melee attacks have AoE
Cost:100{rerecruitable}

Related achievements:
Foresight: Have your Golem of Destiny survive 240 seconds.
Reverse Russian Roulette:Have a hero survive a collapse.
Lucky Charm: Win both reward in the Wheel of Fortune during one game.

Notes. You can keep your golem alive by changing it's rally point to the safe bit at exactly the moment of the collapse but it's tricky to pull out.

Similar to: Nothing


15)Hai-Chi Dojo
Description:"Martial artist and mediators, these are powerful warriors and will join us only for the bare necessity of their humble lives, they are however very difficult to keep alive."
[+] SPOILER
Appearance: A Temple like the one in Kung Fu panta.Fighters look like Master Yi's :P but less flashy.
Cost(repair):None(It is prebuilt)
Stats:
Health:400
Damage:24-26
Armor:Medium
Magic Resistance:Medium
Passive:Focus, each attack beyond the first to an enemy will wield 1 focus point. every focus points gives 5% of dodging an enemy attack and + 3-4 attack damage . When he reengages the same type of enemy he keeps all his focus for 1 more attack until it resets to the passive amount. Also he will gain armor penetration of 1 tier when he reaches 6 focus points, 2 tiers for 10 focus points and 3 tiers for full cap of 16.
Respawn Time:40 seconds
Limit: 3
Upgrades:
]1 Focused Mind
Focus can now stack up to 6/10/16 focus points and starts with 1/2/3 always remaining passive.
Cost:150/150/150
]2 Spirit Guard
Fighters now can have 1/2/3 blue guard spirits spining in a circle around them, a fighter gains a guard spirit every time he kills an enemy with full focus. When a fighter with all of his spirit guards dies, the cooldown is reduced to 30/20/10 seconds but loses them all. Each spirit guard that remains will grant + 6%/8%/10% attack speed to all fighters.
Cost:300/300/300
]3 Enlightenment
When a fighter remains stable (idle or fighting with an enemy) for more than 3/2/1 seconds he gains 8/12/16 hp per second regeneration and Great magic armor. When he reengages with a new enemy or is moved the enlightenment timer is immediately reset and the effect interupted.
Cost:250/150/150

Similar to:Holy order + (but low cooldowns+respawns) incredibly skilled duelers


16)Mysticism Monastery
Description:"Monks in these places can do much more than pray for victory, they will defend their Holy land if we gave them riches to dedicate to their Gods."
[+] SPOILER
Appearance: A small monastery. like the ones in the Holy Mountain in Greece. The Monks are dressed in brown robes held by a robe and wield a stick/lance.
Cost(repair):None(It is prebuilt)
Stats:
Health:120
Damage:10-12
Armor:None
Magic Resistance:None
Respawn Time:20 seconds
Limit: 5
Upgrades:
]1 Countermind
The monks have a 15%/35%/50% chance of dealing a strong,blow that deals double magical damage every time they get hurt by a melee enemy, can be used only once per enemy.
Cost:250/250/250
]2 Curse to the Heathens
When first engaging with an enemy a monk curses him, silencing him and lowering his armor and magic resistance by 1/2/3 tiers.
Cost:200/200/200
]3 Disciplined Mind
A Monk can't be cursed/debuffed he still can be poisoned
Cost:150

Similar to: Well they completely inviolate mobs of weak enemies and their buffers (e.g. shamans) so...


17)Light Wizards
Description:"These light wizards will join us if we pay them respects...and gold"
[+] SPOILER
Appearance: Basically a white arcane tower with a white robed wizard and a crystal floating on top of him drom where the attacks come which are wrcane-like beams.
Cost(repair):300g
Stats:
Magic Damage:76-140
Speed:Very Slow
Range:Great
Upgrades:
]1 Prism
The next attack is divided into 7 rays with each dealing 30-40 every 30/25/20 seconds.
Cost:350/200/200
]2 Facing Mirrors
When Idle the tower will start charging the attack using facing mirrors, adding a 4%/7%/10% bonus every second maxing at 120%/160%/200%, when combined with the prism the ray will be dived into seven equal rays.
Cost:250/250/250
]3 Sparkles
Every attack has a 20%/25%/30% chance to leave behind sparkles that slow the enemies that walk over them and slightly lower magical armor(-0.5 magic resistance). They last 3/4/5 seconds and their effect can stuck
Cost:300/100/100

Notes:Arcane wizards in other games with more support abilities.


18)Robotics Workshop
Description:"These automatons are expensive to constract but useful."
[+] SPOILER
Appearance:The telsa like tower deploys: Steampunky robots, with a little antena with a blue->red(upon death) light.
Cost(repair):None(It is prebuilt)
Stats:
Health:120
Damage:8-12
Armor:Great
Magic Resistance:None
Respawn Time:20 seconds
Attack Speed:slow]
Movement Speed:[slow]
Limit: [b]3

Upgrades:
]1 Overclocking
The robots now deal 14-20/20-28/28-36 damage and have fast attack and movement speed for 8/12/16 seconds but then have a 30%/60%/90% chance of dying instantly.
Cost:300/300/300
]2 Auto Destruction
Upon death the Automatons explode dealing 150/200/250 damage in a medium area, the explosion is more powerful at the center.
Cost:250/200/200
]3 Factory Line
The respawn timer changes to 16/13/10 seconds
Cost:300/250/250

Similar to:...-_-


19)Herbal Garden
Description:"These Gardens were once used by the druids for utility against their enemies, if we clear the overgrowth, we might just do the same"
[+] SPOILER
Appearance:This building will be divided into 4 sections, a cobblestone+sticks hat and 3 patches of soil for planting, they will each display their crop when it's growing up until harvest.
Cost(repair):100g
Stats:
Damage:None(not firing)
Fire Rate:None(not firing)
Range:Long
Upgrades:
]1 Plant Goldenrod
A goldenrod flower is planted, after 20 seconds it can be harvested where upon it will give all units in range a regeneration of +3% current life per second for 20 seconds, +15% maximum health per second and all towers are granted 1 additional fire rate tier.
Cost:275{reusable}
]2 Plant Venus Traps
A giant Venus trap is planted, after 30 seconds it can be harvested, once harvested, three of them will be randomly planted inside the tower's range, they will stay in the field for 14 seconds and then decay, but if they catch an enemy (that is an enemy tries to fight them) they will be destroyed and replaced with a Sapling Creature, which will fight and block indefinitely with the following stats.
|Damage:10-20
|Movement Speed:None (rooted in place)
|Health:300 HP
|Armor: Low
|Magic Armor: Low
|Special:Every Healing/Regenerating ability has [b]x2 efficiency on them, Natural regeneration of 2 life per second, Great magic armor when under goldenrod effect[/b]
Cost:[b]250/250/250[/b]
]3 Plant Seedshooter
After 60 seconds of growing, they can be harvested. when that happens then 3 seedshooter will be planted on your current rally point, which will fight with the following stats:
|Damage:None{can't fight in melee range}
|Ranged Damage:5-10
|Range:High
|Firing Speed:High
|Movement Speed:None{rooted in place}
|Health: 50 HP
|Armor: None
|Magic Armor: Low
|Limit: 3
|Special:Every Healing/Regenerating ability has [b]x2 efficiency on them, Natural regeneration of 2 life per second, Great magic armor when under goldenrod effect.[/b]
Cost:300{reusable}
Notes:Arcane wizards in other games with more support abilities.


20)Forest Wardens Tower
Description:"This tower was once home to the greatest hunting guild in the realm, who are scatered but still loyal to the kingdom,we could repair it and return them to their former glory"
[+] SPOILER
Appearance: A medium sized tower made out of reinforced wood.On top stand three archers
Cost(repair):160g
Stats:
Damage:2-6(per archer)
Fire Rate:Fast
Range:Medium
Upgrades:
]1 Spike Traps
Four spike traps will be scattered in the tower's range, they will instantly deal 50-300 damage to any enemy who falls in them. They have a 10% chance of instantly killing unarmored enemies
Cost:250{reusable}
]2 Forest Hunter
|Damage:5-8
|Ranged Damage:15-20
|Range:High
|Firing Speed:High
|Movement Speed:Fast
|Health: 120 HP
|Armor: Low
|Magic Armor: None
|Limit: 6{shared with:''Forest Trapper''}
|Special: They will mark a target once every 60 seconds, the target will receive 50% more damage from all archer towers for the following 12 seconds
Cost:100
]3 Forest Trapper
|[size=85]Damage:12-16

|Ranged Damage:6-12
|Range:Medium
|Firing Speed:Low
|Movement Speed:Fast
|Health: 120 HP
|Armor: Low
|Magic Armor: None
|[size=85]Limit: 6
{shared with:''Forest Hunter''}
|Special:Every 60 seconds they will lay a bear trap ahead of them, this trap will damage an enemy by 12-16 true damage and cause bleeding of 5hp per second and stun for 6 seconds.
Cost:200


21)Plantlife Energetic Henge
Description:"The druids that live in this enchanted forest command the magic plants, they will help us destroy those who dear march into their holy lands and gather mana for us."
WIP

22)Mana Pool
Description:"The magical energy of this area can be gathered here and used against the enemy."
WIP

23)Mana Fountain
Description:"This ancient creation generates mana from the souls of the enemies it captures."
WIP

24)Shamanic Energy Conduit
Description:"Mana can be used here to activate shamanic rituals."
WIP

25)Mana Life Essence Converter
Description:"Mana can be converted to life essence, granting hordes of spirit soldiers."
WIP

26)Mana Arcane Portal
Description:"Mana can be used here to access ancient arcana."
WIP

27) Necromancer Dragons.
Description:"During an ancient battle, some dragons where cursed with undeath, the dragons that live here have overcome their curse spiritually but not physically."
[+] SPOILER
Appearance: A great icespike made into a tower with the great rune of frost in it's front, if it is bought, 2 icebenders dressed with heavy,thick robes of metal bindings and wool, when the tower attacks it gleams in a purple magic.
Cost(repair):500g
Stats:
Magic Damage:40-120
Fire Rate:Very Slow
Range:Medium
Passive:Every attack applies 1 stack of Frost to a cap of 5.Each will slow the enemy down by 10% of his current movement speed and makes the tower's critical strike chance towards him 5% higher. Every time an enemy with 5 frost stacks is hit by the towers attack he becomes stunned for 10 seconds and every frost tower's ability/attack is a critical strike towards him. All critical strikes of the tower deal true damage and make the fire rate of the tower Medium for the next attack.
Upgrades:
]1 Gathering Cold
Every attack has a 15%/25%/35% chance of being super frost and applying 5 frost stacks instead of one and a 5%/10%/15% of being a critical strike.
Cost:350/300/300
]2 Freezing Splash
Every attack of the tower will have a small splash dealing 15%/25%/35% of the attack as physical damage around it and applying 1 frost stack to all enemies hit if it is super frost.
Cost:300/250/250
]3 Constant Breeze
Every enemy that enters the tower range gains a frost stack and then he will gain a new one every 30/25/20 seconds.The frost stun passive has it's duration increased to 12/14/16 seconds.
Cost:300/300/300

WIP

Notes:Perfect if you can somehow increase it's critical strike chance...


28)Iceguard
Description:"Many believe that the iceguard protects the holy lands of the outermost North, the truth is that it protects the people form the ancient creatures that sleep there, they will help us, for a price"
[+] SPOILER
Appearance: A great icespike made into a tower with the great rune of frost in it's front, if it is bought, 2 icebenders dressed with heavy,thick robes of metal bindings and wool, when the tower attacks it gleams in a purple magic.
Cost(repair):500g
Stats:
Magic Damage:40-120
Fire Rate:Very Slow
Range:Medium
Passive:Every attack applies 1 stack of Frost to a cap of 5.Each will slow the enemy down by 10% of his current movement speed and makes the tower's critical strike chance towards him 5% higher. Every time an enemy with 5 frost stacks is hit by the towers attack he becomes stunned for 10 seconds and every frost tower's ability/attack is a critical strike towards him. All critical strikes of the tower deal true damage and make the fire rate of the tower Medium for the next attack.
Upgrades:
]1 Gathering Cold
Every attack has a 15%/25%/35% chance of being super frost and applying 5 frost stacks instead of one and a 5%/10%/15% of being a critical strike.
Cost:350/300/300
]2 Freezing Splash
Every attack of the tower will have a small splash dealing 15%/25%/35% of the attack as physical damage around it and applying 1 frost stack to all enemies hit if it is super frost.
Cost:300/250/250
]3 Constant Breeze
Every enemy that enters the tower range gains a frost stack and then he will gain a new one every 30/25/20 seconds.The frost stun passive has it's duration increased to 12/14/16 seconds.
Cost:300/300/300

Notes:Perfect if you can somehow increase it's critical strike chance...


29)Shrine of the Eternal Fire (Phoenix)
Description:"R."
WIP

30) Fairy Recruitment Center (Catha)
Description:"Even fairies have their one mercenaries, and they are especially pricey."
WIP

31) Signal Tower
Description:"Communication is everything on the Battlefield, and here stands an ancient enchanted beacon. Our rangers could ensure that we make the best of this asset."
WIP

32) Elephant Rider's Tent
Description:"These warriors come straight from the edges of the Savannas, and are deadly as much as expensive."
WIP
Last edited by billakoz16 on Thu May 28, 2015 11:33 pm, edited 55 times in total.
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Re: Special Tower Ideas here:

by Big Bad Bug » Sat Dec 13, 2014 7:42 pm

Precision is spelled incorrectly.

Why does the shaman throw knives, and why are they so UP? Give him something cool to use. It's hard to measure the strength of a tower if it's made for a specific level, but I get the feeling that slowing knives is incredibly OP.

The Hoplites are cool, but it isn't stated how long the stun lasts for. Then other skills are pretty simple, so I'm not quite sure why they were worth writing down and posting. At least, though, they are balanced.
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Re: Special Tower Ideas here:

by Zonoro13 » Sat Dec 13, 2014 7:51 pm

Well, the Frontiers artillery upgrade for stuns doesn't say the duration either. The game doesn't give heal rate or exact spawn time for heroes and units, or exact bonus damage or range for star upgrades in general. As long as it has the same level of detail as the games themselves, I'm fine with it.
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Re: Special Tower Ideas here:

by billakoz16 » Sat Dec 13, 2014 10:52 pm

The stun is for 3 seconds. The slowing darts (changed from knives) had wrong values which have been corrected.
Last edited by billakoz16 on Sun Dec 14, 2014 8:32 pm, edited 1 time in total.
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Re: Special Tower Ideas here:

by billakoz16 » Sat Dec 13, 2014 11:00 pm

Towers on the first post.
Last edited by billakoz16 on Sun Dec 28, 2014 11:28 am, edited 10 times in total.
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Re: Special Tower Ideas here:

by Zonoro13 » Sat Dec 13, 2014 11:01 pm

There's no need to post the same thing in multiple places.
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Re: Special Tower Ideas here:

by billakoz16 » Sat Dec 13, 2014 11:02 pm

Do you like the idea of the secondary objective of investing in these two towers to keep them alive. Pleas tell me your opinion.
Last edited by billakoz16 on Sun Dec 14, 2014 1:20 pm, edited 2 times in total.
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Re: Special Tower Ideas here:

by billakoz16 » Sat Dec 13, 2014 11:03 pm

Zonoro13 wrote:There's no need to post the same thing in multiple places.

I actually first made this and then saw that it arleady exists so..yeah.
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Re: Special Tower Ideas here:

by Zonoro13 » Sat Dec 13, 2014 11:05 pm

Ah, the famed double post. You can edit it to save space in the thread.
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Re: Special Tower Ideas here:

by blu3 » Sat Dec 13, 2014 11:11 pm

infamed is more like it
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Re: Special Tower Ideas here:

by tmn loveblue » Sun Dec 14, 2014 12:14 am

The towers' concept are very cool. While some of them are balance, namely the gnomish lab and the Hoplites, other are UP, especially the Shaman with knives of only 1-4 damage. It seems like he is one for special effects, not killing.
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Re: Special Tower Ideas here:

by billakoz16 » Sun Dec 14, 2014 1:35 pm

tmn loveblue wrote:The towers' concept are very cool. While some of them are balance, namely the gnomish lab and the Hoplites, other are UP, especially the Shaman with knives of only 1-4 damage. It seems like he is one for special effects, not killing.

Actually yes, that's the point. I imagine this towers as being on a point of consecrations wearing down magical armor and slowing enemies so they gather in groups and are vanurable to artillery fire.
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Re: Special Tower Ideas here:

by billakoz16 » Sun Dec 14, 2014 1:38 pm

Also the gnomish lab (which i beefed up a lot) is supposed to be under constant strain (the most difficult to defend) so it will require the player to most likely invest more on the tower that reaches into it's path and maybe put a hero there or keep spamming reinforcments. The level is supposed to give you good bonuses but for the two towers to be standing after the end, you will need extreme skills and devotion into mastering it (achievement material)
Last edited by billakoz16 on Sun Dec 28, 2014 11:24 am, edited 1 time in total.
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Re: Special Tower Ideas here:

by billakoz16 » Mon Dec 15, 2014 3:39 pm

All the towers moved at the first post.
Last edited by billakoz16 on Sun Dec 28, 2014 11:31 am, edited 4 times in total.
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Re: Special Tower Ideas here:

by billakoz16 » Mon Dec 15, 2014 6:15 pm

Post 1# contain's all towers, about time.
Last edited by billakoz16 on Sun Dec 28, 2014 11:36 am, edited 7 times in total.
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Re: Special Tower Ideas here:

by Zonoro13 » Mon Dec 15, 2014 8:11 pm

Stone Golems are quite overpowered. Look at Sylvan Elves: they have no armor, 1/5 of the health, and most importantly, don't respawn. Mercenaries that respawn seems kind of unfair to me. Also, "You summon 1/2/3 respawnable stone golems that have the stats mentioned above and a 3%/5%/10%" makes no sense: 3/5/10% chance of what?

The Warlock's are pretty cool, I like the third ability a lot.
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Re: Special Tower Ideas here:

by billakoz16 » Mon Dec 15, 2014 9:37 pm

Chance of stunning each enemy for 1 sec (I forgot to finish the sentence lol), also I upped the cost quite a lot and it is a 30 seconds respawn timer sooo...
Anyway thank you for the feedback, what is your favourite 1-6 tower. Which of the abilities do you prefer? Is there something that seems unbalanced. ( I have edited all the towers severly so I would recommend checking the numerical values again (bold letters) if you are intrested.
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Re: Special Tower Ideas here:

by Zonoro13 » Mon Dec 15, 2014 9:41 pm

billakoz16 wrote:Chance of stunning each enemy for 1 sec (I forgot to finish the sentence lol), also I upped the cost quite a lot and it is a 30 seconds respawn timer sooo...
Anyway thank you for the feedback, what is your favourite 1-6 tower. Which of the abilities do you prefer? Is there something that seems unbalanced. ( I have edited all the towers severly so I would recommend checking the numerical values again (bold letters) if you are intrested.

I like Hoplites and Warlocks best.
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Re: Special Tower Ideas here:

by billakoz16 » Tue Dec 16, 2014 6:02 am

A little birdy or rather one of the king's guards told me to move up all the towers for his majesty.
Last edited by billakoz16 on Sun Dec 28, 2014 11:39 am, edited 5 times in total.
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Re: Special Tower Ideas here:

by tmn loveblue » Tue Dec 16, 2014 10:59 am

The Swordman upgrade is probably mistaken for something else. Its effect has no relation to its name.
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