Campaign: Rise of Dragons

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Campaign: Rise of Dragons

by tmn loveblue » Sun Dec 14, 2014 3:30 am

Removed contents below. It is no longer considered part of the fanfiction campaign, and exists purely for historical purpose.

[+] SPOILER
First, some side stories:

Years ago, when Denas is yet to be King, there was no Holy Order. The Linirea Kingdom was defended by the Imperial Guards and Royal Knights. This campaign tells the story of how Prince Denas bring the Paladins to Linirea, by fighting alongside the Elven Warrior of Light in the war against the Twilight Elves, gaining their trust and the privilege of signing his men up for the Elves' training, giving birth to the first Paladins.

In this campaign, you get to use one new advanced Barrack:

New Advanced Barrack: Order of the Moon

** Recruit Moonlight Warriors, up to 2 per tower.

"The Warriors of Light are unyielding defenders of Elven Kingdom, rumored to be able to communicate with Goddess Elynie herself."

    HP: 180
    Armor: High
    Melee Magic Damage: 12-14
    Respawn: 14 seconds

Moonlight Warriors are slight elven soldiers armed with two long blades. Their bodies are wrapped in dancing light, giving with superb idle regeneration compare to other units.

Skills

#1. Shade Souls. [200/200/200]

    Summon a Shade Being to fight enemies. {Shade Beings shaped like light particles wrapped in darkness tentacles. They attack by wiping a light whiplash from their core}

      HP: 140
      Armor: Low
      Magic Resistance: High
      Damage: 2-5
      Respawn: 9 seconds {Spawn out of thin air}

"Redemption is never too late..."

#2. Spiritual Touch. [300/150/150]

    The light of the Warriors impact nearby enemies' souls to weaken them, reducing their speed by 30%/35%/45%, and magical resistance by 30%/55%/80%.

    * Also remove immunities to poison and fire, as well as increasing stun duration by 20%/35%/50%

    {This upgrade give light tentacles whirling around affected enemies, and on the ground near the Warriors}

"Seal breaking..."

#3. Divine Aurora. [250/150/150] [8 seconds]

    The Warriors emit 2/4/6 waves of energy, dealing 25-45 True Damage each and slow enemies down by 70% in the period.

    {The waves are shaped like water ripples on the ground, colored bright blue-white}

'The light blooms!"


This tower is only available in this campaign. Once you have beaten all of the levels in this campaign with 3 stars each, it becomes fully usable throughout other levels in the game.


Level 1: Slater Town

Mythical beasts crawl their way onto the peaceful villages of Slater, sitting just by the Starlight River. The bloodthirsty creatures claimed many innocent lives of the people and troops stationed there. It is vital that this matter be investigated immediately, and the demons be vanquished from the area.

MAP

This level has simple curvy paths moving around houses of people in the Slater Town. Bodies can be seen on the ground in pools of blood, and many dead elves were stacked up in a pile of corpses to the north-eastern corner of the map, where creatures can be seen feeding inside the flesh of the victims. Houses are left opened up, doors and windows ripped out of hinges, leaving the cold darkness inside with occasionally red, flickering eyes.

x3 Eastern Entrances
x1 Northern Entrance
x1 Surprise Entrance (Northwestern) - open at wave 9

x1 Western Exit
x1 Surprise Exit (Southern) - open at wave 6

The main path is intersected at 2 points, one by the 2 northernmost Eastern Entrances and 1 Northern Entrance, another by the remaining southern Eastern Entrance, and curves very far southwards, allowing enemies entering through the south Eastern Entrance to take a very short route to the nearby Surprise Southern Exit. The Surprise Northwestern Entrance provides a twist to the player's strategy when open near mid-game and send in flocks of shock troops to the main path, heading for the Western Exit.

ENEMIES

Recurring: Twilight Harasser; Twilight Avenger; Twilight Scourgers; Redcap; Sword Spider; Webspitter Spider.

New: Blade Flier; Eldar Fire-Breath; Eldar Duelist; Twilight Fencer.

The recurring twilight elves are coming only from the Surprise Entrance in large numbers. Their immense might shall rock the player's set up defense.

Spiders serve as first enemies, weak and numerous, followed by the new foes. Since this is mostly a warm up level, all are easy. At least the difficulty is less than Dusk Chateau.

Blade Flier

Bloody creatures as sharp as forged swords, taking down their preys by a thousand stabs from their own bodies.

Each Blade Flier is a flying combination of sharp metal shrapnel whirled together by reddish energy. It strolls along the air at a great speed until meet with a unit, which it will stab once, dealing damage, before resume flying. It may also occasionally attack other enemies that are not twilight elves, but deal less damage.

HP: 110
Armor: Low
Damage: 70 True Damage (30 True Damage to enemies)
Speed: Very Fast

* Blood Consumption: Draw blood from its victims on every attack, healing itself by 50 HP.
* Swarm: When 5+ Blade Fliers are in close proximity to each other, they form a Blade Swarm, gaining 30% speed.
* Cost 1 life.

Eldar Fire-Breath

Off-springs of dragons, yet to grow wings, but already their fangs crave boiling blood.

These enemies are very similar to Gnoll Reavers in terms of appearance: the same toad skin, curved shape and folded spine. Only, the Eldar Fire-Breaths breathe balls of fire at their victims, and their sharp teeth are far superior at ripping stuffs apart. They only attack from afar once before proceed into melee, unless their target is busily fighting with another one of their own, in which case many Eldar Fire-Breath can stack up at one spot blowing embers constantly at the soldier.

HP: 300
Armor: Low
Magic Resistance: None
Ranged Fire Damage: 20-30 (single-target damage, small AOE burn)
Melee Damage: 10-20 (either a fire breath for Fire Damage or a bite for physical damage)
Speed: Fast

* Burn victims (5 DPS over 5s)
* 50% resistance to Fire Damage.
* Cost 1 life.

Twilight Fencer

Elite twilight elves trained for hand-to-hand battles. They shy from no fights, and behead their enemies skillfully with sharp magical blades.

Twilight Fencers are lesser units under command of Avengers and Duelists, serve as shock troops for the twilight elves. They often appear in groups, surrounding their commanders.

HP: 375
Armor: Medium
Magic Resistance: Low
Damage: 25-55 Magic Damage
Speed: Medium

* Thirsty Blade: Gain +20% attack speed for each 5s in melee with the same unit. Stack up to +100% (double attack). Reset when stop combat.
* Cost 1 life.

Eldar Duelist

Master warriors of the twilight elves, capable of dispatching multiple victims in mere seconds.

An Eldar Duelist is equipped with a large blade burns in purple flame. On his back, tied a longbow and several arrows, which he uses to target units from a great distance.

HP: 780 (heal at a constant 2 HP/ 0.25s)
Armor: Medium
Magic Resistance: None
Melee Damage: 55-58
Ranged Damage: 80-102 Magic Damage
Speed: Medium

* Ranged attack: Retrieve his bow and shoot a flaming purple arrow at a victim from afar, dealing Magic Damage.
* Raging Slashes: [9 seconds] Shadowjump to up to 3 targets, slashing once to each, dealing a total of 144-266 True Damage, divided randomly.
* Battle Spirit: [10 seconds] Raise his sword, giving all nearby Twilight Harassers and Twilight Fencers a purple circling aura, +7 base damage and +20% attack speed for 5 seconds. Attack damage buff is stackable, but attack speed buff is not.
* Cost 2 lives.


Level 2: Black Ravine

"Making your way past the thickness of hostile forces surrounding Slater Town, it becomes obvious that the twilight elves are related to this surprise assault. Having found one of their campsites in the Black Ravine, you shall proceed to attack the area and hopefully gain some new knowledge about the issue, and the increasingly deadly creatures you are facing."

MAP

x4 Entrances
- x2 Northern, spaced from each other.
- x1 Western and x1 Eastern, one on each midpoint of the edges of the map.

x3 Exits
- All of them lie on the South edge, spaced apart.

Paths intersect at multiple different points, creating a small maze.

The ground is grayer than in the previous level, and there is a black stream running through the map horizontally, splitting the battlefield into two nearly equal parts. Trees are decayed and tainted black, so are leaf-less bushes on the ground. Strategic Points are somewhat far from one another, making it difficult to establish a solid choke point.

ENEMIES

Recurring Enemies: All enemies in the previous level, plus Twilight Heretic and Twilight Evoker.

New Enemies: White Blade, Eldar White-Fang, Eldar Flame-Wing, Elven Silhouette.

White Blade

"Enchanted floating swords brimming with powerful magic, these twisted creations lead the way for all massacres."

The White Blade is a large sword covered with blue sparkling energy. Similar to the Blade Fliers, it speeds into the battlefield, grouping Fliers together to maximize their deadliness. Having no mind of its own, this being knows only stabs and slashes.

The concept of this enemy is the necessity for it to hide behind Blade Fliers to achieve full potential, since their health count is rather low. When they are successfully amassed a group of Fliers, they are very dangerous due to fast flying speed, sometimes able to dodge the Burst Arrow of Arcane Archers.

HP: 220
Armor: Low
Damage: 130 True Damage
Speed: Very Fast (12% faster than Blade Fliers)

* Blade Swarm: Group other Blade Fliers as the White Blade flies pass, increasing their speed massively and boost their physical resistance by a minor amount.
* Lustful Hunt: In a Swarm, any kill achieved boosts the Swarm's speed by a small amount.

Eldar White-Fang

"Tougher, fiercer than their newborn brothers, these young dragons thirst to reinforce their fighting skills."

The White-Fang is larger and spikier than the weaker Fire-Breath, able to blow out stronger flames. Their role in battle is to open the path for their siblings to swarm in.

HP: 555
Armor: Medium
Magic Resistance: None
Ranged Fire Damage: 25-45 (single-target damage, small AOE burn)
Melee Damage: 15-35 (either a bite for Physical Damage, or a fire breath for Fire Damage and burn the victim)
Speed: Medium

* Flaming Breath: [8 seconds] Spew a burst of fire for 20-60 Fire Damage, igniting a small area over 6s, increasing speed of all dragons walking on it by 30%, dealing 3 DPS over 3s to non-dragon enemies and 5 DPS over 4s to soldiers. The fire sponges attacks, giving dragons immunity to Fire Damage and +25% armor.
* 50% resistance to Fire Damage
* Burn victims (5 DPS over 4s)
* Cost 1 life.

Eldar Flame-Wing

"Feared beasts with a nasty habit of lighting themselves on fire. They can disintegrate whole armies with their blazing breath."

The Flame-Wing is black, with tough spiky scales along its body. It enters the battlefield flying, covered in flames, which absorb damage done to the dragon. While it is slow, the sheer power this creature bring can shatter your defense if not countered carefully.

Its fire extinguishes itself after 8 seconds, but the Flame-Wing will relight itself up after 1s. When flying, its shadow lengthens over other enemies underneath, covering them, attracting towers' and heroes' fire towards the dragon.

HP: 2,600
Armor: Low (High when on fire)
Magic Resistance: Low
Ranged Fire Damage: 44-101 (x3; very slow fire rate)
Speed: Very Slow

* Flying
* Each attack fires triple fireballs at different targets, igniting the ground for 3s.
* Scorching Breath: [12 seconds] Swoop down once to spew searing flame over a medium-sized area, dealing 44-101 AOE Fire Damage and igniting the ground for 7s, boosting speed of all dragons walking on the area by 40%, while dealing 4 DPS over 4s to non-dragon enemies and 7 DPS over 4s to soldiers. Give dragons immunity to Fire Damage and +35% armor. Negate effect of White-Fangs' Flaming Breath.
* 100% resistance to Fire Damage.
* Burn victims (7 DPS over 6s)
* Cost 2 lives

Enemy Hero: Elven Silhouette

"A skillful warrior of the twilight elves, responsible for the protection of Black Ravine camp. She is cold-blooded, stoic in the fray. Her blades are silent like the wind, but as deadly as poisonous neurotoxins. People claim her to be beautiful, but none have seen her face without dying under her hand."

This unit looks like a standing shadow in dark tones of purple and blue, holding her long white sword over her shoulder when idle. To move, she glides through the air, slightly above the ground.

Stats

HP: 950-1,150 (8% heal rate)
Armor: Low-Medium
Magic Resistance: Low
Melee Damage: 12-34 to 14-63
Speed: As fast as the group of twilight elves/dragons she accompanies.
Respawn: 20 seconds. Spawn at the start of the North Entrance closer to the middle.

* Cost 20 lives.

During wave 6, 9, 12 and 15, the Elven Silhouette will accompanies any group of twilight units moving pass her 3s after she respawn. She can also travel on her own, in case the twilight elves have just gone without her. She will heal when not actively fighting or taking damage, and can regain HP even when moving. She often stand behind the line, reinforcing her troops with her spells, empowering their spirit and bind your soldiers. She gradually gains skills and raise her stats with after each defeat.

If not leading any twilight invasion, she stands at her spot, where no tower can reach, using her skills from afar or occasionally shadow-jump in to intervene the fight to aid her allies. She will commence fighting if your hero is sent to her, and can also cast ranged shade bolts occasionally to deal 77-124 AOE damage.

When killed, her shadow cover rapidly ceases, revealing white long hair and face, but then she abruptly turns into smoke and melts into the earth. If the death is final and there will be no more respawn, she cannot shifts into smoke, but is totally reveals as the shadow leaves her, before screaming and dying.

Skills

- Twilight Fire: [10 seconds] Raise her sword, burn all twilight units within a range with bright purple shady flames, dealing 4 DPS over 5s, boosting their speed by 50% and magic resistance by 30%. Dragons do not take damage from Twilight Fire, but still receive the buff. Heretics, Evokers, Scourgers and Flame-Wings are not affected.

- Twilight Souls: [passive] Give all twilight units within a range a purple glow under their feet, boosting their special abilities.

    + Twilight Harasser deals 25-35 damage and fire 2 more arrows on each volley.
    + Twilight Avenger receives a damage boost to their Blasting Curse, and increase in armor.
    + Twilight Scourger killed under this effect silence towers for 13 seconds.
    + All skills of the Twilight Heretic are improved.
    + Twilight Evokers deal 10-20 damage and gain a buff in healing.
    + All dragons heal at 3 HP/s.
    + Twilight Fencer attacks faster.
    + Twilight Duelist's buff is improved.

- Shade Blast: [10 seconds] Blast 2 towers with explosive shadow bolts, burn them in Eldritch Fire over 5s, allowing them to fire 30% faster but dealing only half damage.

- Eldritch Bloom: [12 seconds] Flowers of Night bloom on an area for 6s, begin sending soldiers into slumber with their hypnotizing scent. Nearby towers fire 20% slower.

Quote

When not moving, the Elven Silhouette can speaks with her own talk bubbles:

At the start of the level: "How intriguing." ; "Think you can beat us."

When remains in place: "Retreat now, I shall let some of you live." ; "You are testing our patience." ; "Not even a challenge."

When respawn: "I have returned." ; "Shadow reborn." ; "One more chance, one more chance my Lord..." ; "You made me angry!"

When killed: "No..." ; "I shall come back..." ; "Big mistake you made..."

At the start of the final wave: "Wow. Such strong willed. I am Impressed."

When killed for the final time: "No, this cannot be happening..."


Level 3: Springstream

After an exhausting victory over the twilight forces in Black Ravine, we pursue them over mountains and valleys to the River of Springsonal, where our units scout a massive base of twilight elves, backed into high stone cliff. Here a terrifying truth is unvealed: Somehow, the enemy are breeding dragons at a dangerously fast rate, explaining for the swarms of these creatures we have encountered. This is not to be disregarded, for once they have amassed enough of these beasts, on their realization of their domination dream, they can easily eliminate any life form ever exist in the Elven Kingdom.

MAP

x3 Entrances
- x1 Western Entrance
- x2 Eastern Entrance

x2 Exits
- x2 Southern Exits

On the topmost area of the map, a spring sends water spraying down a piece of land overgrown with plants, creating multiple streams crossing over paths. Any unit standing on top of these streams is healed by 60 HP every 5s.

The paths start near the midpoints of the two side edges of the map, concurrent, then proceed to the two exits.

ENEMIES

Recurring:
- All twilight elves, plus Twilight Fencer, Eldar Duelist.
- All dragons.
- Blade Flier, White Blade, Redcap, Cutthroat, Hoplite.
- Sword Spider, Webspitter Spider.

New: Twilight Siren, Sky Burner, Elder'Null the Shade Lord.


Twilight Siren

"Great twilight songstresses, who control the legendary water of life to either heal their allies or disintegrate their foes."

Twilight Sirens are very beautiful but also cold and cruel. They possess deadly sharp talons, which they only show out in melee while rapidly slashing your soldiers.

HP: 400 (6 HP/s regeneration)
Magic Resistance: High
Damage: 35-45
Speed: Medium

* Cost 1 life
* Holy Water: [12 seconds] The Siren raise pure, clean water from the ground around her, sending it to a group of twilight elves to heal all enemies in an area by 100 HP, or push it towards a group of soldiers to deal 100 damage to them with 15% chance of disintegration. Killed soldiers turn into white dust and blend into the water, healing the Siren by 15 HP for each death. When a Siren is using Holy Water, other Sirens nearby cannot use the ability.
* Sore Cut: Melee attacks have 15% chance to bleed victims, dealing 30 DPS over 3s.


Sky Burner

"The combined might of the twilight elven warriors and beasts of legend shall rule the sky."

Sky Burners are Eldar Duelists mounted on Eldar Flame-Wings. The Flame-Wing loses its Fire Jacket ability, but the Duelist gain an advantageous position to use his bow, as well as his magic.

HP: 2,500
Armor: Low
Magic Resistance: Low
Flame-Wing's Fire Damage: 100-110 area Fire Damage (very slow fire rate)
Duelist's Ranged Magic Damage: 64-120 (single target, very slow fire rate)
Speed: Very Slow

* Cost 3 lives
* Flying
* Cursed Arrow: [10 seconds] The Duelist blast a tower with a large flaming arrow, burning it with Eldritch Fire for 5s, allowing the tower to shoot 30% faster but dealing only 60% damage.
* Whenever the Flame-Wing uses Scorching Breath, the Duelist use his magic to either raise the dragon's magic resistance to Medium permanently, or to burn nearby twilight elves with Twilight Fire, giving them +30% speed and +50% damage but also deal 3 DPS over 5s.


BOSS: Elder'Null, the Shade Lord

Elder'Null is a huge, armored, seasoned twilight elven warrior. He has been through many wars, and gained tremendously amount of experience while sharpening his fighting skills. However, Elder'Null lost his hands in one especially ferocious battle versus the Elven Army. To continue fighting and leading the Twilight Elven Force, Elder'Null used magic to form two fists out of charmed rocks. These fists not only possess even more strength than the original fists they replace, they are also able to channel even stronger magic, further increasing Elder'Null's power. Thus, Elder'Null forsakes his old sword and shield, change to fight with his devastating bare, stone hands.

Elder'Null is a sized, armored Twilight Elf, towering slightly over the height of the Twilight Golem. When he appears, Elder'Null smashes outwards from the hill where the stream of healing water starts from. By doing so, Elder'Null disrupts the normal flow of the stream, causing water to flow out in all direction and begin to heal units spontaneously, by 50 HP each time. As the water covers almost all of the map, Twilight Sirens form out of the madly-running water while Elder'Null proceeds to the main path with a massive army of Twilight Avengers, Twilight Golems and tons of dragons, which has been amassing under the hill during the ongoing battle.

Elder'Null's hands are similar to parts of the Twilight Golem. He can use them to punch at your soldiers, or slam on them, dealing damage. While channeling spells, the magic on the fists burn stronger.

HP: 9,750
Armor: Medium (40%)
Damage: 225-412
Speed: Slow

* Boss
* Holy Water: [10 seconds] Elder'Null raises his hands, causing water near him to start rippling and glowing white, healing nearby Twilight Elves by 120 HP.
* Doom Spell: [5 seconds] Elder'Null claps his hands together, causing a burst of magic anywhere on the battlefield that deal 150 Magic Damage to all soldiers and 50 True Damage to all Twilight Elves. Also dispel any effect previously affecting surviving Twilight Elves and the ground in the area, such as Silencing, ground scorch of Fiery Nuts, burning ground, ...
* Fire Weave: [12 seconds] Burn up to three towers in an area with twilight fire, allowing them to shoot 30% faster but dealing only half damage.
* Earth Command: [7 seconds] Elder'Null lifts two rocks with magic from his hands, then turn to fling them at one or two group(s) of soldiers, dealing 100-200 area physical damage each. Just a moment before the impact, Twilight Elves in the area begin moving faster, so players, with a bit of attention, can notice and move units out of the AOE.

When Elder'Null is low on health, he begins channeling a spell into himself to boost his armor by 5% per second, up to Great (90%), and magic resistance by 2% per second, up to Medium (50%), while also deal 50% more damage. As Elder'Null dies, this spell, apparently a very unstable and dangerous one, become overloaded as the boss tries in vain to save himself with magic. Elder'Null begins to burn and parts of him explode out from within, and finally his whole body blows in a huge magical explosion that kill most units on the screen and destroy a random few of your towers. Just a small number of especially strong Twilight units survive, and you still need to kill them to end the stage.

Quotes spoken by Elder'Null:

At the start of the boss battle:

"Hhahahahahaha..."

"It has been fun seeing you struggling."

"But I am here to end it all...your suffering, once and for all."

"So, surrender to my army."


Then his army swarm out from the shadow behind Elder'Null.

Upon death:

"No...noo..."


After you have beaten Springstream, the plan of taking over the Elven Kingdom and invade other lands using dragons of the Twilight Elves are defeated. Technically, you have beaten them. However, the dragons remain, still strong and thirst for power, for a position between the races in the Elven Kingdom. They amass under one leader, and here they gather, at the legendary Dragon Throne, where the mighty Dragon Lords once rule. This is their home, this, is where dragons are strongest. So welcome to:

Endless Stage: The Dragon Throne

Evil Character: The Dragon Lord

The Dragon Lord sits on a throne backed to the mountain cliff, covered by huge trees weaved together into some kind of roof. The paths are made of hard stone and sand, running out of two large tunnels to the sides of the Dragon Lord, and the surrounding forest, which consist of many tall trees and thick undergrowth.

He is huge, towering the size of Nazeru, greenscaled and spiked, with muscular upper body and a large pair of wings. He holds a staff made out of beautifully carved wood, with a skull too large to be of human on top. The trunks of trees are magically bended to shape into a proper place for the Dragon Lord to put his feet of tough scales and sharp talons.

Spell

    Dracarys fires a Flamebolt from the Dragon Lord's staff, scorching a huge area, dealing Fire Damage and burn towers for 5 seconds, disabling any special skills and remove the option of selecting the burning towers.

    Scorch Stone sets a runed stone on the path, burning nearby troops and dragons while also boosting ground dragons' speed tremendously as they are burning. More than one Scorch Stone can be active simultaneously.

    Levitate levitates several boulders from near the Throne to fling at soldiers, dealing area physical damage to all units in the area, including dragons, or at towers to stun them, disabling any attacks for 5 seconds.

    Lance instantly kill one unit. If a dragon is killed, nearby dragons temporarily move faster and deal more damage.

Quotes

Start of battle:

    "So you come to seize your doom. Kneel now and I shall grant it painfully."

    "That won't stop my warriors."

    "I pity your foolishness. Nothing can save you."

Entrance of first wave:

    "Very brave. And so we shall begin."

During battle:

    "Looks like that Shade Lord nub has failed to please me."

    "Elynie is afraid of me."

    "Burn, mortals, burn."

    "You are a total failure! Be tramped under dragons' march!"

    "My horde is endless. This land shall be no more."

    "Pitiful."

    "Come on forth, glorious dragons! Let's set them on fire."

    "Taste dragon magic!"

When Gnome Shop is used:

    "Needing help?"

    "That only work for so long."

    "You do not have infinite inventory. Surrender now."


ENEMIES

All dragons, plus Bandersnatches.

New Enemies: Eldar Bluescales; Dragon Toothpick; Wind Cape the Dragon Mage; Blueshadow Lasher.

Eldar Bluescales

"Huge, full grown dragons capable of shredding any victims."

The Bluescales is blue, with spikes on its spine and limbs. It does not breathe fire, instead use pure strength to kill its preys with devastating bites and claw slices.

HP: 2,500
Armor: Low
Magic Resistance: High
Melee Damage: 30-70 area True Damage.
Speed: Slow

* Can fly or land to attack
* Have 10% chance to absorb magic attack to heal itself. This chance can be reduced to 0% with Arcane Archers.
* At 40% health or less, gain a special area attack in which the Bluescales spin its spiked wings, dealing quadruple damage.


Dragon Toothpick

"Dragon warriors ambushing preys from the skies."

The Dragon Toothpicks are forth troops of the Dragon Army. They are more humanoid than their comrades, carrying forks to stab their preys.

HP: 200
Melee Damage: 12-22
Speed: Fast

* Can breathe blue flames for 20-50 Fire Damage.
* Swoop down unexpectedly to attack victims, then proceed as normal ground troops.

MINIBOSS: Blueshadow Lasher

Blueshadow Lashers are huge humanoid dragons with a lot of upper body, armed with deadly dragon fire.

HP: 7,000
Melee Fire Damage: Spew a huge cone of flames for 100-200 Fire Damage to troops within a distance in front of it.
Speed: Very Slow

Up to two Blueshadow Lashers can appear at once if Wind Cape does not appear.

MINIBOSS: Wind Cape, the Dragon Mage

A loyal servant of the Dragon Lord, Wind Cape uses its deadly magic to slay anyone dare to challenge the might of the Dragon Army.

Wind Cape is a figure in blue-toned robe, surrounded by whirling blue flames. Its long dragon tail can be seen underneath. Wind Cape carries a staff taller than itself, using it to channel its spells.

HP: 5,500
Ranged Fire Damage: 200-250 (single target).
Melee Fire Damage: 300-350 (area damage).
Speed: Very Slow

Wind Cape has a very very slow health raise after each appearance. Instead, its damage drastically rise to compensate for the low durability. Alone, Wind Cape poses little threat, but covered by other enemies, it can quickly carve through your defense by annihilating your soldiers.

Wind Cape may or may not appear every 10 waves. Only one Wind Cape can appear at once, since this is a special character. If Wind Cape appears, then there may be a maximum of one Blueshadow Lasher accompany it in that wave.

Upon death, Wind Cape collapses and turn into an orb, flies back into the dragon base.

Quote, when appearing: "Mua-ha-ha."
Last edited by tmn loveblue on Wed Nov 27, 2019 3:23 pm, edited 35 times in total.
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Re: Origins Campaign: Path of the Paladins

by Zonoro13 » Sun Dec 14, 2014 2:46 pm

Does each shade soul upgrade gain another troop? I think the second Spiritual Touch upgrade is UP, it barely affects enemies.

Other than that these warriors are pretty cool, I like the third ability a lot.
In the beginning there was nothing, which exploded.
Build a man a fire, and he'll be warm for a day. Set a man on fire, and he'll be warm for the rest of his life.
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Re: Origins Campaign: Path of the Paladins

by Big Bad Bug » Sun Dec 14, 2014 4:07 pm

Awesome! All of their skills are great! :mrgreen: :mrgreen:
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Re: Origins Campaign: Path of the Paladins

by Simmonds91 » Sun Dec 14, 2014 7:39 pm

Ooo i love a good origin story, the skills arent bad either, i especially like shade souls, even if shades are kind of what umbra commands..... (Well shade elementals.. Same thing really)
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Re: Origins Campaign: Path of the Paladins

by Mr_Lamington_Wolf » Tue Dec 16, 2014 8:29 am

These guys are awesome
Being slight Elves would there also be an; Order of the Sun?

Oh and wanted to know whether anyone would like a wolf hero?
I'm a Canadian Wolf crossed with an Aussie Lamington and a German accent
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Re: Origins Campaign: Path of the Paladins

by tmn loveblue » Tue Dec 16, 2014 11:00 am

Captain_Awesome wrote:These guys are awesome
Being slight Elves would there also be an; Order of the Sun?

Oh and wanted to know whether anyone would like a wolf hero?


No, there won't be an Order of the Sun.

I'd like a wolf hero, but not here. Post it in your own thread.
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Re: Origins Campaign: Path of the Paladins

by tmn loveblue » Tue Dec 16, 2014 1:17 pm

Fixed balance issues in the second skill, Zonoro. How is it now?
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Re: Origins Campaign: Path of the Paladins

by Zonoro13 » Tue Dec 16, 2014 7:49 pm

tmn loveblue wrote:Fixed balance issues in the second skill, Zonoro. How is it now?

I think it's fine now.
In the beginning there was nothing, which exploded.
Build a man a fire, and he'll be warm for a day. Set a man on fire, and he'll be warm for the rest of his life.
-Terry Pratchett

Is this the latest dank meme? -Pencil
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Re: Origins Campaign: Path of the Paladins

by Big Bad Bug » Wed Dec 17, 2014 12:01 am

I think it should have 3 upgrades, and a less extreme growth between magic resistance. More upgrades makes it more interesting in this case, to me. :)

Can't wait for the anti-paladin (unholy?) enemies! ;)
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Re: Kingdom Rush Origins Campaign: Path of the Paladins

by tmn loveblue » Sat Dec 20, 2014 8:59 am

Updated with the enemies of the first levels, as well as the path design ;) Tell me what you guys think. Is there too few enemies?
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Re: Kingdom Rush Origins Campaign: Path of the Paladins

by Mr_Lamington_Wolf » Sat Dec 20, 2014 11:52 am

tmn loveblue wrote:Updated with the enemies of the first levels, as well as the path design ;) Tell me what you guys think. Is there too few enemies?


I think there is enough considering how tough they're on the first level
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Re: Kingdom Rush Origins Campaign: Path of the Paladins

by tmn loveblue » Sat Dec 20, 2014 12:02 pm

I mean too few types of enemies. You can always spam the number.
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Re: Kingdom Rush Origins Campaign: Path of the Paladins

by Mr_Lamington_Wolf » Sat Dec 20, 2014 12:07 pm

tmn loveblue wrote:I mean too few types of enemies. You can always spam the number.


Well in that case you should add 1 more enemy (sorta tough but not)
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Re: Kingdom Rush Origins Campaign: Path of the Paladins

by tmn loveblue » Sat Dec 20, 2014 12:16 pm

Alright, thanks
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Re: Kingdom Rush Origins Campaign: Path of the Paladins

by Big Bad Bug » Sat Dec 20, 2014 4:09 pm

I like the enemies a lot. The last one gives a hint to how Reg'son acquired his Eldritch Blades, and you know how I adore lore. ;)

Twilight Fencers seem a bit too similar to Harassers. You should give them better stats or a different ability. A hint to Reg'son's Vindicator would be nice, such as mutliple slashes with a similar animation and effect. :)
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Re: Kingdom Rush Origins Campaign: Path of the Paladins

by tmn loveblue » Sat Dec 20, 2014 4:13 pm

Thanks :mrgreen:

I thought of giving Fencers 425 HP, but in KRO enemies do not have massive health pool to wade through defense, instead them have speed and abilities to counter different tactics. I will buff their health a little and give them a new skill. Tell me your opinion.
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Re: Kingdom Rush Origins Campaign: Path of the Paladins

by Big Bad Bug » Sat Dec 20, 2014 7:33 pm

The new abilitu/passive effect reminds of me Seffe when I was making a nemesis for Reg'son. ;)

It's a good bonus, as it can counter FK regeneration, making Bladesingers the more specific barracks to use, without making it blatant. I imagine it would also stop Reg'son from constantly barraging one with Eldritch Blade slashes without taking secer harm himself, and also be great to counter Bravebark's and Xin's healing, too. :twisted:
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Re: Kingdom Rush Origins Campaign: Path of the Paladins

by tmn loveblue » Sun Dec 21, 2014 12:42 am

Other than Perfect Parry, nothing can stand the nightmare horde of Fencers for long :twisted: Glad you like it :D I'll try to update this today or tomorrow. Still working on the enemies and environmental aspect.
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Re: Kingdom Rush Origins Campaign: Path of the Paladins

by tmn loveblue » Tue Dec 23, 2014 11:05 am

Updated with one new enemy for the first level, the Blade Fliers. Its description can be found before the Eldar Fire-Breath's.
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Re: Kingdom Rush Origins Campaign: Path of the Paladins

by Big Bad Bug » Tue Dec 23, 2014 3:19 pm

Coolness! Can swarms stack with each other?
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