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| [[File:3DAmethystElyrion.png|centre]] | | [[File:3DRoseElyrion.png|centre]] |
| <div class="hoverbox"> | | <div class="hoverbox"> |
| ==Daily Trial Data== | | ==Daily Trial Data== |
| The Trial of the Day is given to the player by Ragnar in [[The Nexus]]. | | The Mission of the Day is given to the player by Ragnar in [[The Nexus]]. |
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| Daily trials consist of short little challenges, their rewards are the '''only way''' to progress in the [[Seasons#Seasonpass|Seasonpass]]. <br> | | Daily missions consist of short trials, their rewards are the '''only way''' to progress in the [[Seasons#Seasonpass|Season pass]]. <br> |
| Ragnar currently has 3 different daily trials available for the Silverlings: Trial of the Swift, Trial of the Flame and Trial of the Guardian. <br> | | Ragnar currently has 3 different trials available for the Silverlings: Trial of the Swift, Trial of the Flame and Trial of the Guardian. <br> |
| {| class="wikitable" | | {| class="wikitable" |
| |+ Trial order | | |+ Trial order |
| |- | | |- |
| ! Day !! Daily Trial | | ! Day !! Trial |
| |- | | |- |
| | Monday || Trial of the Diamond Flame | | | Monday || Trial of the Sapphire Flame |
| |- | | |- |
| | Tuesday || Trial of the Crystal Guardian | | | Tuesday || Trial of the Crystal Guardian |
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| | Wednesday || Trial of the Swift | | | Wednesday || Trial of the Swift |
| |- | | |- |
| | Thursday || Trial of the Emerald Flame | | | Thursday || Trial of the Verdant Flame |
| |- | | |- |
| | Friday || Trial of the Network Guardian | | | Friday || Trial of the Network Guardian |
| |- | | |- |
| | Saturday || Trial of the Amethyst Flame | | | Saturday || Trial of the Rose Flame |
| |- | | |- |
| | Sunday || Trial of the Matrix Guardian | | | Sunday || Trial of the Matrix Guardian |
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| 25,000 Seasonpass XP <br> | | 25,000 Seasonpass XP <br> |
| 2,000 Soul Points to all Classes <br> | | 2,000 Soul Points to all Classes <br> |
| | 1 Epic Mystery Key OR 1 Rare Mystery Key <br> |
| | 1 Uncommon Mystery Key <br> |
| | 1 Common Mystery Key <br> |
| +10% Loot Boost on Seasonal Characters until the next Cycle.<br> | | +10% Loot Boost on Seasonal Characters until the next Cycle.<br> |
| (''Complete Tower Defense with <49 Health lost or Temple Run within <2m30s and Echoes of the Past within <3m'') | | (''Requirements are found within individual Trial sections.'') |
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| <span style="color:#FFD700;">'''Gold'''</span> <br> | | <span style="color:#FFD700;">'''Gold'''</span> <br> |
| 20,000 Seasonpass XP <br> | | 20,000 Seasonpass XP <br> |
| 2,000 Soul Points to all Classes <br> | | 2,000 Soul Points to all Classes <br> |
| | 1 Epic Mystery Key OR 1 Rare Mystery Key <br> |
| | 1 Uncommon Mystery Key <br> |
| | 1 Common Mystery Key <br> |
| +10% Loot Boost on Seasonal Characters until the next Cycle.<br> | | +10% Loot Boost on Seasonal Characters until the next Cycle.<br> |
| (''Complete Tower Defense with <99 Health lost or Temple Run within <3m45s and Echoes of the Past within <4m30s'') | | (''Requirements are found within individual Trial sections.'') |
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| <span style="color:#9C9C9C;">'''Silver'''</span> <br> | | <span style="color:#9C9C9C;">'''Silver'''</span> <br> |
| 15,000 Seasonpass XP <br> | | 15,000 Seasonpass XP <br> |
| 1,500 Soul Points to all Classes <br> | | 1,500 Soul Points to all Classes <br> |
| | 1 Uncommon Mystery Key <br> |
| | 1 Common Mystery Key <br> |
| +5% Loot Boost on Seasonal Characters until the next Cycle.<br> | | +5% Loot Boost on Seasonal Characters until the next Cycle.<br> |
| (''Complete Tower Defense with <149 Health lost or Temple Run within <5m and Echoes of the Past within <5m45s'') | | (''Requirements are found within individual Trial sections.'') |
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| <span style="color:#CD7F32;">'''Bronze'''</span> <br> | | <span style="color:#CD7F32;">'''Bronze'''</span> <br> |
| 10,000 Seasonpass XP <br> | | 10,000 Seasonpass XP <br> |
| 1,000 Soul Points to all Classes <br> | | 1,000 Soul Points to all Classes <br> |
| | 1 Common Mystery Key <br> |
| +3% Loot Boost on Seasonal Characters until the next Cycle.<br> | | +3% Loot Boost on Seasonal Characters until the next Cycle.<br> |
| (''Participation Reward'') | | (''Participation Reward'') |
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| ===Objective=== | | ===Objective=== |
| In the '''Trial of the Swift''' you will make your way through a Temple as fast as possible to collect '''Treasure''' and bring it back to the '''Treasure Chest''' | | In the '''Trial of the Swift''', the player must make their way way through a Temple as fast as possible to collect Treasure and bring it back to the Treasure Chest at Spawn. |
| at ''Spawn''. <br> | |
| '''Treasure Piles''' are found at the end of each path, one on the ''left'' and one on the ''right''. <br>
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| However, there will be various '''obstacles''' to block your path, the obstacles and their behaviours are listed below. <br>
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| Upon getting hit by one of these obstacles you will get teleported back to ''Spawn'' and '''drop''' any ''undeposited Treasure''. <br>
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| Once both Treasures are collected the trial ends.
| | Treasure Piles are found at the end of each path, one on the left and one on the right. However, there will be various obstacles to block the player's path. Upon getting hit by one of these obstacles, the player will get teleported back to spawn and drop any undeposited Treasure. |
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| ===Rewards===
| | Once both treasures are collected, the trial ends. |
| (make table after 1.4) <br>
| |
| Platinum:2 minutes 30s <br>
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| Gold:3 minutes 45s <br>
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| Silver: 5 minutes <br>
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| Bronze: Participation
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| <div class="pre-dungeon"> | | <div class="pre-dungeon"> |
| ===Obstacles=== | | ===Obstacles=== |
| [[File:SpinningTop.png|180px]](Spinning Top) {{!}} Shoots from a Dispenser in the ''right'' path, moves across the hallway in a zig-zag pattern.
| | Spinning Top {{!}} Shoots from a Dispenser in the right path, moves across the hallway in a zig-zag pattern. |
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| [[File:Pistons.png|180px]](Pistons) {{!}} Emerge from the walls on both paths every x seconds, after reaching the max range of 2 blocks they retract.
| | Pistons {{!}} Emerge from the walls on both paths every few seconds. After reaching the max range of 2 blocks, they retract. |
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| [[File:SlidingWalls.png|180px]](Sliding Walls) {{!}} Come at the Silverling from a central point in both paths, '''pushes''' the Silverling backwards instead of teleporting back to the start.
| | Sliding Walls {{!}} They begin moving from a central point in both paths, and they push the player backwards instead of teleporting back to the start. |
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| [[File:DartTrap.png|180px]](Dart Trap) {{!}} Shoots a barrage of darts every x seconds, another version shoots constantly that you have to '''sneak''' under. Appears in both paths.
| | Dart Trap {{!}} Shoots a barrage of darts every few seconds. Another version shoots constantly that the player has to sneak under. Appears in both paths. |
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| [[File:Spikes.png|180px]](Spikes) {{!}} Cycles between 3 different patterns of spikes that emerge from the ground, appears in both paths.
| | Spikes {{!}} Cycles between 3 different patterns of spikes that emerge from the ground, appears in both paths. |
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| [[File:RotatingFlame.png|180px]](Rotating Flame) {{!}} A flame with some nasty hot bars attached to it that rotate, appears in the ''left'' path.
| | Rotating Flame {{!}} A flame with some hot beams attached to it that rotate, appears in the left path. |
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| [[File:BoulderFlame.png|180px]](Boulder Flame) {{!}} A flame that periodically summons some nasty boulders on the floor, appears in the ''right'' path.
| | Boulder Flame {{!}} A flame that periodically summons some boulders on the floor, appears in the right path. |
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| [[File:RingFlame.png|180px]](Ring Flame) {{!}} A flame that cycles between nasty ring patterns on the floor, appears in the ''right'' path.
| | Ring Flame {{!}} A flame that cycles between ring patterns on the floor, appears in the right path. |
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| </div> | | </div> |
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| |type=TrialoftheFlame | | |type=TrialoftheFlame |
| |text=Trial of the Flame | | |text=Trial of the Flame |
| |img=EchoesofthePast | | |img=3DSapphireElyrion |
| |content= | | |content= |
| <div class="hoverbox" id="Echoes of the Past"> | | <div class="hoverbox" id="Echoes of the Past"> |
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| ===Objective=== | | ===Objective=== |
| In the '''Trial of the Flame''' Elyrion has to be defeated. <br> | | In the '''Trial of the Flame''' Elyrion has to be defeated. This entity does not take normal damage; instead Elyrion slowy decays over time. Along with you a Glyph will spawn on the arena floor, standing on the Glyph speeds up Elyrion's decay. The closer you are to the glyph's centre, the faster Elyrion decays. If the player gets hit by a projectile, any additional decay from the glyph stops momentarily. |
| This entity does not take normal damage however, instead Elyrion slowy ''decays'' over time. <br> | |
| Along with you a '''Glyph''' will spawn in the arena, standing on the Glyph speeds up Elyrion's decay. <br> | |
| The closer you are to the Glyphs centre the faster Elyrion decays. <br> | |
| If you get hit by a projectile any additional decay from the Glyph stops. <br> | |
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| After 5 unique phases Elyrion is defeated and the trial ends. | | After 5 unique phases, Elyrion is defeated and the trial ends. |
| | |
| ===Rewards===
| |
| (make table after 1.4) <br>
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| Platinum:3 minutes <br>
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| Gold:4 minutes 30s <br>
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| Silver: 5 minutes 45s <br>
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| Bronze: Participation
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| ===Phases=== | | ===Phases=== |
| <tabber> | | <tabber> |
| Trial of the Diamond Flame= | | Trial of the Sapphire Flame= |
| [[File:3DDiamondElyrion.png|centre]] | | [[File:3DSapphireElyrion.png|centre|link=]] |
| <div class="pre-dungeon"> | | <div class="pre-dungeon"> |
| (Phase 1) {{!}} Projectiles spawn from the centre of the circle and travel outwards at a moderate speed. A blue flame will orbit near the outer edge of the allowed zone, spewing out projectiles in a similar fashion to the centre. The glyph rotates slightly closer to the centre, in the opposite direction. | | '''(Phase 1)''' {{!}} Light blue projectiles spawn from the centre of the circle and travel outwards at a moderate speed. A blue flame will orbit near the outer edge of the allowed zone, spewing out blue projectiles in all directions. The glyph rotates slightly closer to the centre, in the opposite direction. |
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| (Phase 2) {{!}} Projectiles of varying speeds pour out of a wall, travelling in straight lines towards the other end of the arena. The glyph will remain in the centre, moving from side to side. | | '''(Phase 2)''' {{!}} Projectiles of varying speeds pour out of a wall, travelling in straight lines towards the other end of the arena. The glyph will remain in the centre, moving from side to side. |
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| (Phase 3) {{!}} Projectiles spawn from outside of the circle and travel inwards. Rotating blue circles will appear in groups, turning red after some time. Only red circles will hit players. The glyph remains fixed at the centre of the arena, completely stationary. | | '''(Phase 3)''' {{!}} Projectiles spawn from the four cardinal directions travel inwards. Rotating blue circles will appear in groups, turning red after some time. Only red circles will hit players. The glyph remains fixed at the centre of the arena, completely stationary. |
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| (Phase 4) {{!}} A blue flame teleports repeatedly to the middle of one of the arena’s four walls, briefly indicated by purple particles. Upon arrival, a wave of projectiles pours out of the wall, traveling in a line towards the other end of the arena. Additionally, a few slower projectiles are spawned from corners of the wall. The glyph remains fixed at the centre of the arena. | | '''(Phase 4)''' {{!}} A blue flame teleports repeatedly to the middle of one of the arena’s four walls, briefly indicated by purple particles. Upon arrival, a wave of blue projectiles pours out of the wall, traveling in a line towards the other end of the arena. Additionally, a few slower, light blue projectiles are spawned from the four corners. The glyph remains fixed at the centre of the arena. |
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| (Phase 5) {{!}} Projectiles spawn from outside the circle and travel inwards. Rings of stationary projectiles spawn in groups, indicated by blue fire. The glyph orbits the centre of the circle, near the edge. | | '''(Phase 5)''' {{!}} Projectiles spawn from outside the circle and travel inwards. Rings of stationary projectiles spawn in groups, indicated by blue fire. The glyph orbits around the edge of the zone. |
| </div> | | </div> |
| |-| | | |-| |
| Trial of the Emerald Flame= | | Trial of the Verdant Flame= |
| [[File:3DEmeraldElyrion.png|centre]] | | [[File:3DVerdantElyrion.png|centre|link=]] |
| <div class="pre-dungeon"> | | <div class="pre-dungeon"> |
| (Phase 1) {{!}} Projectiles of varying directions spawn from two ends of the arena, travelling inwards. The glyph is stationary at the centre of the arena. | | '''(Phase 1)''' {{!}} Projectiles of varying directions spawn from two ends of the arena, travelling inwards. The glyph is stationary at the centre of the arena. |
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| (Phase 2) {{!}} A grid of green lines will appear, shortly followed by lines of projectiles that follow them. The glyph will move erratically, taking brief pauses at times. | | '''(Phase 2)''' {{!}} A grid of green lines will appear, shortly followed by lines of projectiles that follow them. The glyph will move erratically, taking brief pauses at times. |
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| (Phase 3) {{!}} Waves of projectiles travel inwards, accompanied with projectiles spawning within the circle, indicated by green lines. Each wave of projectiles will be either green or white. Green projectiles can be jumped over, while white projectiles must be crouched under. The glyph orbits the centre of the circle, roughly halfway to the edge. | | '''(Phase 3)''' {{!}} Waves of projectiles travel inwards, accompanied with projectiles spawning within the circle, indicated by green lines. Each wave of projectiles will be either green or white. Green projectiles can be jumped over, while white projectiles must be crouched under. The glyph orbits the centre of the circle, roughly halfway to the edge. In addition, three spots will randomly be chosen to shoot out five projectiles in all directions. |
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| (Phase 4) {{!}} Rows consisting of multiple lines of 4 projectiles travelling in a straight line spawn from alternating two adjacent walls. (e.g. North + West spawn, then East + South, and so on). The glyph orbits the centre of the arena. | | '''(Phase 4)''' {{!}} Rows consisting of multiple lines of four projectiles travelling in a straight line spawn from alternating two adjacent walls. (e.g. North + West spawn, then East + South, and so on). The glyph orbits the centre of the arena. |
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| (Phase 5) {{!}} A diagonal grid of green lines will appear, shortly followed by lines of projectiles that follow them. The glyph will move erratically, taking brief pauses at times. Essentially a more difficult version of this encounter’s Phase 3. | | '''(Phase 5)''' {{!}} A diagonal grid of green lines will appear, shortly followed by lines of projectiles that follow them. The glyph will move erratically, taking brief pauses at times. |
| </div> | | </div> |
| |-| | | |-| |
| Trial of the Amethyst Flame= | | Trial of the Rose Flame= |
| [[File:3DAmethystElyrion.png|centre]] | | [[File:3DRoseElyrion.png|centre|link=]] |
| <div class="pre-dungeon"> | | <div class="pre-dungeon"> |
| (Phase 1) {{!}} Projectiles spawn from outside the circle and travel inwards. An additional smaller zone circle that hits players within it spawns at the centre of the arena, leaving players effectively confined to a “donut” shape. A larger projectile that periodically emits 8 fast moving projectiles orbits the centre of the arena, just outside of the outer circle. The glyph orbits the centre of the arena near the edge of the outer circle, in the opposite direction of the larger projectile. | | '''(Phase 1)''' {{!}} Projectiles spawn from two walls of the arena and travel inwards. An additional smaller zone circle that hits players within it spawns at the centre of the arena, leaving players effectively confined to a “donut” shape. A larger projectile that periodically emits eight fast moving projectiles orbits the centre of the arena, just outside of the outer circle. The glyph orbits the centre of the arena near the edge of the outer circle, in the opposite direction of the larger projectile. |
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| (Phase 2) {{!}} Both zone circles disappear. A pink flame appears at the centre of the arena, spawning rings of projectiles that travel outwards. The glyph orbits the centre of the arena. | | '''(Phase 2)''' {{!}} Both zone circles disappear. A pink flame appears at the centre of the arena, spawning rings of projectiles that travel outwards. The glyph orbits the centre of the arena. |
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| (Phase 3) {{!}} Projectiles spawn from the centre of the circle and travel outwards, rebounding towards the centre upon travelling outside of the circle. The glyph orbits the centre of the arena, near the edge of the circle. | | '''(Phase 3)''' {{!}} Projectiles spawn from the centre of the circle and travel outwards, rebounding towards the centre upon travelling outside of the circle. The glyph orbits the centre of the arena, near the edge of the circle. |
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| (Phase 4) {{!}} Same as Phase 2, but with a zone circle. | | '''(Phase 4)''' {{!}} A pink flame appears at the centre of the arena, spawning rings of projectiles that travel outwards. A zone indicator spawns and the glyph orbits the edge of the indicator. |
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| (Phase 5) {{!}} Three pink projectiles loosely orbit the centre of the arena at varying distances. Periodically, these projectiles spawn a ring of fast moving red projectiles that travel outwards. The glyph orbits the centre of the arena, near the edge of the circle, in the opposite direction of the pink projectiles. | | '''(Phase 5)''' {{!}} Three pink projectiles loosely orbit the centre of the arena at varying distances. Periodically, these projectiles spawn a ring of fast moving red projectiles that travel outwards. The glyph orbits the edge of the indicator, in the opposite direction of the pink projectiles. |
| </div> | | </div> |
| </tabber> | | </tabber> |
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| |content= | | |content= |
| <div class="hoverbox" id="Kurvaros' Tower Defense"> | | <div class="hoverbox" id="Kurvaros' Tower Defense"> |
| | | ==Objective== |
| ===Objective===
| |
| Protect the objective from an oncoming horde. | | Protect the objective from an oncoming horde. |
| The objective has 100 Health and 3 Lives, when all lives are lost you '''lose'''. | | The objective has 100 Health and 3 Lives, when all lives are lost you lose. |
| To succeed in Tower Defense make sure to pick your Towers and Upgrades '''wisely'''. | | To succeed in Tower Defense make sure to pick your towers and upgrades wisely. |
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| (Crystal only) | | (Crystal only) |
| ''10 Waves'' of mobs will spawn from a randomised side, making their way to the Crystal.
| | 10 Waves of mobs will spawn from a randomised side, making their way to the Crystal. |
| The side(s) at which they invade is indicated. | | The side(s) at which they invade is indicated. |
| | |
| (Other two) | | (Other two) |
| <u>10 Waves</u> of mobs will spawn from a portal, they walk on a path towards the objective.
| | 10 Waves of mobs will spawn from a portal, they walk on a path towards the objective. |
| (all)
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| Each Wave is harder than the last.
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| Once every Wave is defeated you <b>win</b>.
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| | (All) |
| | Each wave is harder than the last. |
| | Once every wave is defeated, the player wins. |
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| Various ''Towers'' will be up for sale, mobs can only be damaged by Towers. | | Various towers will be up for sale, and mobs can only be damaged by towers. They can be upgraded after placing them next to the path by clicking on them. Coins will be used to make purchases. Coins are obtained from killing enemies and completing waves. Towers have various stats and abilities, like having long range or dealing AoE damage. |
| They can be upgraded after placing them next to the path by clicking on them. | |
| ''Coins'' will be used to make purchases. Coins are obtained from killing enemies
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| and completing waves. | |
| Towers have various stats and abilities, like having long range or AoE. | |
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| Every round the cost and stats of a tower are ''randomised''. | | Every round, the cost and stats of a tower are randomised. To view a Towers' stats and abilities, Left-Click it. This will open up its menu. |
| To view a Towers' stats and abilities, '''Left-Click''' on it. This will open up its dialog. | | </div> |
| | | <div class="hoverbox"> |
| ===Rewards===
| | ==Levels== |
| (make table after 1.4) <br>
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| Platinum:<49 Health lost <br>
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| Gold:<99 Health lost <br>
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| Silver:<149 Health lost <br>
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| Bronze: Participation
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| ===Levels===
| |
| <tabber> | | <tabber> |
| Trial of the Crystal Guardian= | | Trial of the Crystal Guardian= |
| <div class="pre-dungeon">
| |
| yo: gurt <br>
| |
| {| class="wikitable" | | {| class="wikitable" |
| |+ Invading Mobs | | |+ Invading Mobs |
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| | 10 || Astaroth, Nebula, Seraphim || 12, 12, 13 | | | 10 || Astaroth, Nebula, Seraphim || 12, 12, 13 |
| |} | | |} |
| </div>
| |
| |-| | | |-| |
| Trial of the Network Guardian= | | Trial of the Network Guardian= |
| <div class="pre-dungeon">
| |
| yo: gurt <br>
| |
| {| class="wikitable" | | {| class="wikitable" |
| |+ Invading Mobs | | |+ Invading Mobs |
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| | 10 || Astaroth, Nebula, Seraphim || 10, 15, 20 | | | 10 || Astaroth, Nebula, Seraphim || 10, 15, 20 |
| |} | | |} |
| </div>
| |
| |-| | | |-| |
| Trial of the Matrix Guardian= | | Trial of the Matrix Guardian= |
| <div class="pre-dungeon">
| |
| yo: gurt <br>
| |
| {| class="wikitable" | | {| class="wikitable" |
| |+ Invading Mobs | | |+ Invading Mobs |
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| | 10 || Astaroth, Nebula, Seraphim || 10, 15, 20 | | | 10 || Astaroth, Nebula, Seraphim || 10, 15, 20 |
| |} | | |} |
| | </tabber> |
| </div> | | </div> |
| </tabber> | | <div class="hoverbox"> |
| | | ==Stats== |
| ===Stats===
| |
| <tabber> | | <tabber> |
| Tower Stats= | | Tower Stats= |
| <div class="pre-dungeon"> | | <div class="pre-dungeon"> |
| To defend the objective you get access to various towers. <br> | | To defend the objective you get access to various towers. Their original purchase price is randomized; however, upgrading to T2 costs 75 Coins, and upgrading to T3 costs 150 Coins. Upgrading a Tower can be done by Shift-Clicking it after placing it down. |
| They can be bought for a base price of '''50 Coins''', upgraded to T2 for '''75 Coins''' and upgraded to T3 for '''150 Coins'''. <br>
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| Upgrading a Tower can be done by '''Shift-Clicking''' on it after placing it down. <br> | |
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| </div> | | </div> |
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| <br>
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| <div class="display-items"> | | <div class="display-items"> |
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| |T1_Cooldown= 0.75s | | |T1_Cooldown= 0.75s |
| |T1_Range= 9 | | |T1_Range= 9 |
| |T2_Damage= 40 | | |T2_Damage= 60 |
| |T2_Cooldown= 0.5s | | |T2_Cooldown= 0.5s |
| |T2_Range= 9.5 | | |T2_Range= 9.5 |
| |T3_Damage= 65 | | |T3_Damage= 95 |
| |T3_Cooldown= 0.3s | | |T3_Cooldown= 0.5s |
| |T3_Range= 10 | | |T3_Range= 10 |
| |T1_Ability= | | |T1_Ability= |
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| |T2_Desc= Shoots powerful orbs at the closest enemy. | | |T2_Desc= Shoots powerful orbs at the closest enemy. |
| |T3_Desc= Shoots powerful orbs at the closest enemy. | | |T3_Desc= Shoots powerful orbs at the closest enemy. |
| |T1_Damage= 14+1*6/1.2s | | |T1_Damage= 5*5/5s |
| |T1_Cooldown= 0.45s | | |T1_Cooldown= 0.4s |
| |T1_Range= 10 | | |T1_Range= 9.5 |
| |T2_Damage= 18+2*6/1.2s | | |T2_Damage= 6*9/8s |
| |T2_Cooldown= 0.4s | | |T2_Cooldown= 0.45s |
| |T2_Range= 10.5 | | |T2_Range= 10 |
| |T3_Damage= 8+3*8/1.6s | | |T3_Damage= 7.5*12/9s |
| |T3_Cooldown= 0.3s | | |T3_Cooldown= 0.3s |
| |T3_Range= 11 | | |T3_Range= 10.5 |
| |T1_Ability= | | |T1_Ability= |
| |T2_Ability= Burn enemies within 4 blocks of the tower. The burn does 10 damage. | | |T2_Ability= When each shot is fired, the tower will deal 8 damage in a 3 block radius around itself. |
| |T3_Ability= Burn enemies within 5 blocks of the tower. The burn does 10 damage. Also burns shot enemies, burn can spread to other nearby enemies within 3 blocks. | | |T3_Ability= When each shot is fired, the tower will deal 8 damage in a 3 block radius around itself. <br> |
| | On shot impact, the affected enemy will burn the nearest enemy to them dealing 3*12/9s damage. |
| }} | | }} |
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| |T2_Desc= Fires bombs at the closest enemy. | | |T2_Desc= Fires bombs at the closest enemy. |
| |T3_Desc= Fires bombs at the closest enemy. | | |T3_Desc= Fires bombs at the closest enemy. |
| |T1_Damage= 25 (2.5 AoE) | | |T1_Damage= 25 (2.5 Block Radius) |
| |T1_Cooldown= 0.6s | | |T1_Cooldown= 0.75s |
| |T1_Range= 6 | | |T1_Range= 7 |
| |T2_Damage= 35 (2.5 AoE) | | |T2_Damage= 40 (2.5 Block Radius) |
| |T2_Cooldown= 0.5s | | |T2_Cooldown= 0.75s |
| |T2_Range= 6 | | |T2_Range= 7 |
| |T3_Damage= 45 (3 AoE) | | |T3_Damage= 60 (3 Block Radius) |
| |T3_Cooldown= 0.4s | | |T3_Cooldown= 0.75s |
| |T3_Range= 6 | | |T3_Range= 7 |
| |T1_Ability= | | |T1_Ability= |
| |T2_Ability= The shot splits into 4, for 8 damage per with 1 AoE. | | |T2_Ability= On shot impact, the bomb splits into 4 smaller bombs that deal 10 damage in a 1 block radius. |
| |T3_Ability= The shot splits into 4 and burn the ground with 1 AoE, bombs deal 10 damage per with 1 AoE and the burn 5*6/1.5s. | | |T3_Ability= On shot impact, the bomb splits into 4 smaller bombs that deal 10 damage in a 1 block radius. <br> |
| | On shot impact of the smaller bombs, the shots split into 2 that deal an additional 5 damage in a 1 block radius. Additionally, each spawning a fire pool that deals 3.5*4 damage in a 1 block radius. |
| }} | | }} |
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| |T2_Desc= Fires concentrated beams that pierces through enemies. | | |T2_Desc= Fires concentrated beams that pierces through enemies. |
| |T3_Desc= Fires concentrated beams that pierces through enemies. | | |T3_Desc= Fires concentrated beams that pierces through enemies. |
| |T1_Damage= 50 | | |T1_Damage= 60 |
| |T1_Cooldown= 2.2s | | |T1_Cooldown= 2.2s |
| |T1_Range= 20 | | |T1_Range= 12 |
| |T2_Damage= 75 | | |T2_Damage= 120 |
| |T2_Cooldown= 2.1s | | |T2_Cooldown= 2.2s |
| |T2_Range= 20 | | |T2_Range= 12 |
| |T3_Damage= 100 | | |T3_Damage= 170 |
| |T3_Cooldown= 2s | | |T3_Cooldown= 2.2s |
| |T3_Range= 20 | | |T3_Range= 12 |
| |T1_Ability= | | |T1_Ability= Pierces through 1 enemy. |
| |T2_Ability= Now pierces, 10 damage max on pierced shots. | | |T2_Ability= Pierces through 2 enemies. |
| |T3_Ability= Now pierces, 10 damage max on pierced shots. After hitting an enemy the shot splits and chains onto the 3 closest enemies (5 AoE), dealing 10 damage and slowing for 0.75s. | | |T3_Ability= Pierces through 3 enemies. |
| }} | | }} |
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| |T1_Cooldown= 0.3s | | |T1_Cooldown= 0.3s |
| |T1_Range= 10 | | |T1_Range= 10 |
| |T2_Damage= 2.5*5 | | |T2_Damage= 5*5 |
| |T2_Cooldown= 0.25s | | |T2_Cooldown= 0.3s |
| |T2_Range= 10 | | |T2_Range= 10 |
| |T3_Damage= 3*5 | | |T3_Damage= 5*5 |
| |T3_Cooldown= 0.2s | | |T3_Cooldown= 0.3s |
| |T3_Range= 10 | | |T3_Range= 10 |
| |T1_Ability= | | |T1_Ability= |
| |T2_Ability= Every 5 seconds a barrage shoots at enemies with missiles for 2*4 damage 8 times. | | |T2_Ability= Whilst in combat, every 5 seconds the tower will shoot a ring of 4 shots around itself that each deal 7 damage, it does this for a total of 8 times within 2 seconds. |
| |T3_Ability= Every 5 seconds a barrage shoots at enemies with missiles for 2*5 damage 8 times. Also summon 8 Mini-Towers every 10s, despawning after 2s and dealing 8*1.5 damage 4 times. | | |T3_Ability= Whilst in combat, every 5 seconds the tower will shoot a ring of 4 shots around itself that each deal 7 damage, it does this for a total of 8 times within 2 seconds. <br> |
| | Whilst in combat, every 10 seconds the tower will shoot 4 traps that each shoot projectiles in a ring of 5 shots each dealing 5 damage, the traps do this for a total of 4 times within 2 seconds. |
| }} | | }} |
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| |title=Alchemist | | |title=Alchemist |
| |images=3DAlchemistT1.png,T1;3DAlchemistT2.png,T2;3DAlchemistT3.png,T3 | | |images=3DAlchemistT1.png,T1;3DAlchemistT2.png,T2;3DAlchemistT3.png,T3 |
| |T1_Desc= Throws vials of poison at enemies. | | |T1_Desc= Slows enemies and deals minor damage |
| |T2_Desc= Throws vials of poison at enemies. | | |T2_Desc= Slows enemies and deals minor damage |
| |T3_Desc= Throws vials of poison at enemies. | | |T3_Desc= Slows enemies and deals minor damage |
| |T1_Damage= 5*5/1.25s | | |T1_Damage= 5 |
| |T1_Cooldown= 0.6s | | |T1_Cooldown= 0.7s |
| |T1_Range= 10 | | |T1_Range= 9 |
| |T2_Damage= 7.5*6/1.5s | | |T2_Damage= 7.5 |
| |T2_Cooldown= 0.5s | | |T2_Cooldown= 0.6s |
| |T2_Range= 10 | | |T2_Range= 9 |
| |T3_Damage= 10*7/1.5s | | |T3_Damage= 18 |
| |T3_Cooldown= 0.4s | | |T3_Cooldown= 0.6s |
| |T3_Range= 10 | | |T3_Range= 9 |
| |T1_Ability= Slows poisoned enemies for 25% and 1.5s | | |T1_Ability= Slows poisoned enemies for 10% and 1.5s |
| |T2_Ability= Slows poisoned enemies for 50% and 1.5s. | | |T2_Ability= Slows poisoned enemies for 15% and 1.5s. |
| |T3_Ability= Slows poisoned enemies for 65% and 1.5s. Every 4 seconds the Alchemist launches 4 shots into the air that launch to the 2 closest enemies after reaching max range. The launched shots inflict poison upon enemies dealing 12*6/1.5s and slows them for 75% and 1.5s. | | |T3_Ability= Slows poisoned enemies for 20% and 1.5s. <br> |
| | Whilst in combat, every 4 seconds this tower will summon 4 projectiles that fly into the air then home into the nearest enemy, each dealing 6 damage. It can do this to 2 enemies at once. |
| }} | | }} |
| </div>
| |
| |-| | | |-| |
| Mob Stats= | | Mob Stats= |
| <div class="pre-dungeon">
| |
| I love orzek <br>
| |
| every kill in crystal tower defense is 5 gold <br>
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| every kill in track tower defense is 3 gold <br>
| |
| Nebulas also give attack cd reduction and dmg boost the cooldown of heal is shared for all these and its random which one it chooses
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| Heart particles -> heal 100 all things said before
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| Flame particles -> cdreduction 0.15s 1s between getting buffs lasts 1sA
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| Soul fire flame particle -> dmgamp mostly 20% but nebula itself gets 33.3% cuz 3 dmg and just gets 1 more dmg
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| All these buffs have 2.5 range
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| </div>
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| <br>
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| <div class="display-items"> | | <div class="display-items"> |
| {{ItemInfobox | | {{ItemInfobox |
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| |Crystal_Velocity= 1.8 | | |Crystal_Velocity= 1.8 |
| |Crystal_Health= 600 | | |Crystal_Health= 600 |
| |Regular_Ability= (Heal=100 can't heal self , healing cooldown 0.75s(how often CAN get healed) cooldown=<random.float.1.6to2>)
| |
| |Crystal_Ability= (Heal=100 can't heal self , healing cooldown 0.75s(how often CAN get healed) cooldown=<random.float.1.6to2>)
| |
| }} | | }} |
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