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** Almost literal bats in Three, few traps can accurately target flying enemies. Thankfully they only turn up in the [[PostEndGameContent Post Game]] and DLC.

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* SugarWiki/AwesomeMusic: The battle themes will get you pumped to make orcs die, especially [[https://www.youtube.com/watch?v=xBrfeEg979I this one]].

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* SugarWiki/AwesomeMusic: The battle themes will get you pumped to make orcs die, especially [[https://www.youtube.com/watch?v=xBrfeEg979I this one]].com/watch?v=uCrZUnKOa0o the first battle theme, called "Castlemania"]].






** Gnoll Hunters. Hunters are stupidly fast and they hit ''hard'', to make matters worse they slow anything they touch which makes running away virtually impossible once they hit you and they're tougher than the regular orcs too. Hunters also actively target Guardians and they can kill Archers and Dwarves in mere ''two to three hits''. Even Paladins are quickly downed by these things.
** Gnoll Grenadiers will harass you from a distance with much less powerful bombs, but the damage will add up very fast and there's the fact the bombs can break Barricades if you ignore him. Grenadiers will happily kill ranks of Archers and Dwarves as well if left alone.
** If you're going for a five-skull ranking (which requires that you let [[HoldTheLine NOTHING]] through the rift), [[FragileSpeedster Kobolds can quickly become this.]] They hopelessly outrun most traps and Paladins. You'd better hope the archers stop them if you're not around to do it yourself, or spend a ton of cash laying down Grinders and Brimstone (and then keep an eye out anyway to make sure the little buggers don't overwhelm them with sheer numbers).

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** Gnoll Hunters. Hunters are stupidly fast and they fast, hit ''hard'', ''hard'' to make matters worse they slow anything they touch which makes running away virtually impossible once they hit you and they're tougher than the regular orcs too. Hunters also actively target Guardians and they can kill Archers and Dwarves in mere ''two to three hits''. Even Paladins are quickly downed by these things.
** Gnoll Grenadiers will harass you from a distance with much less powerful bombs, but the damage will add up very fast and there's the fact the bombs can break Barricades if you ignore him.them. Grenadiers will happily kill ranks of Archers and Dwarves as well if left alone.
** If you're going for a five-skull ranking (which requires that you let [[HoldTheLine NOTHING]] nothing]] through the rift), [[FragileSpeedster Kobolds can quickly become this.]] They hopelessly outrun most traps and Paladins. You'd better hope the archers stop them if you're not around to do it yourself, or spend a ton of cash laying down Grinders and Brimstone (and then keep an eye out anyway to make sure the little buggers don't overwhelm them with sheer numbers).



* GameBreaker: Multiple upgraded Swinging Maces with Tar Pits on the floor. Fill every possible chokepoint with the combination of these two traps, and the only enemies you will ever need to kill personally are the occasional ogres who manage to get through. You might well go through entire levels where you literally never have to fire a shot (besides for the first waves, during which you're still setting up your corridor of death).
** Spore traps can literally break the game, since they automatically convert any enemy who steps on them to your side. If you last long enough to coat a large enough area with these traps, you can literally convert an entire wave of orcs to fight for you, which can render Endless mode trivial.
** The third game gives us, incredibly, an ''upgrade'' to the aforementioned Swinging Maces + Tar Pits combo with the advent of the Laser Ceiling. Not only do the lasers cover a wider area with the proper upgrade, but they spew continuous magical death, making it that much harder for things to slip by. At baseline, [[DemonicSpiders Kobolds]] will die en masse to them, including...nay, ''especially'' those godawful [[OneHitPointWonder Sappers]] and with damage upgrades, they will chew through even ogres in a matter of seconds. Set up some archers to pelt them as they struggle through the LaserHallway, and absolutely nothing will get through.

to:

* GameBreaker: GameBreaker:
**
Multiple upgraded Swinging Maces with Tar Pits on the floor. Fill every possible chokepoint with the combination of these two traps, and the only enemies you will ever need to kill personally are the occasional ogres who manage to get through. You might well go through entire levels where you literally never have to fire a shot (besides for the first waves, during which you're still setting up your corridor of death).
** Spore traps can literally break the game, since they automatically convert any enemy who steps on them to your side.side -- even Brawn Hilda, an enemy type that typically is immune to mind control. If you last long enough to coat a large enough area with these traps, you can literally convert an entire wave of orcs to fight for you, which can render Endless mode trivial.
** The third game gives us, incredibly, us an ''upgrade'' upgrade to the aforementioned Swinging Maces + Tar Pits combo with the advent of the Laser Ceiling. Not only do the lasers cover a wider area with the proper upgrade, but they spew continuous magical death, making it that much harder for things to slip by. At baseline, [[DemonicSpiders Kobolds]] will die en masse to them, including...nay, ''especially'' especially those godawful [[OneHitPointWonder Sappers]] and Sappers]]; with damage upgrades, they will chew through even ogres in a matter of seconds. Set up some archers to pelt them as they struggle through the LaserHallway, and absolutely nothing will get through.



** Frost Ogres. While Fire Ogres can be dealt relatively quickly with the Ice Amulet, Frost Ogres are bulky enough to soak lots of Fire Bracer's spells (enough to deplete your mana gauge) and basically forces you to either be very careful with them or bring something else to deal with them.
** The Fire Babies. They are slow, do little damage, and [[OneHitKill die in one hit]], but they fly, they are small and hard to target, and they come in big numbers. They are not much a threat on their own, but their flight means they have to be dealt with sooner rather than later, distracting the player from other threats they might be focusing on. Fortunately, the [[ChainLightning Lightning Ring]] takes them down efficiently.
*** In the sequel you can have access to the Dwarven Missile Launcher which has an anti-air flak secondary fire. Needless to say it's ''extremely'' satisfying to get rid of these pests with it.
** The sequel adds bats of different elemental types, [[NoSell immune to their own element]]. They almost always forces the player to pick Archer Guardians or something specific to counter them as they can very well fly over your traps or bombard you when you don't expect making a bad situation worse.
** Earth Lords in the sequel are a hassle to deal with since once they die they split into two Earth Elementals ''which then'' splits into two Earthlings each. You might waste way more time to handle this thing than you feel like you should.

to:

** Frost Ogres. While Fire Ogres can be dealt tackled relatively quickly with the Ice Amulet, Frost Ogres are bulky enough to soak lots of Fire Bracer's spells (enough to deplete your mana gauge) and basically forces you to either be very careful with them or bring something else to deal with them.
** The Fire Babies. They are slow, do little damage, and [[OneHitKill die in one hit]], but they fly, they are small and hard to target, and they come in big numbers. They are not much a threat on their own, but their flight means they have to be dealt with sooner rather than later, distracting the player from other threats they might be focusing on. Fortunately, the [[ChainLightning Lightning Ring]] takes them down efficiently. \n*** In They are easier to deal with in the sequel you can have access thanks to the Dwarven Missile Launcher weapon, which has provides the player with an anti-air flak secondary fire. Needless to say it's ''extremely'' satisfying to get rid of these pests with it.
fire.
** The sequel adds bats of different elemental types, [[NoSell all immune to their own element]]. They almost always forces force the player to pick Archer Guardians or something specific to counter them as they can very well fly over your traps or bombard you when you don't expect unexpectedly, making a bad situation worse.
** Earth Lords in the sequel are a hassle to deal with since once they die die, they split into two Earth Elementals ''which then'' splits into two Earthlings each. You might waste way more time to handle this thing than Later waves in Endless mode often include as many as 4 Earth Lords in one wave, and depending on your trap and weapon load-out you feel like you should.always have to let out at least one of them.
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Added DiffLines:

** The third game gives us, incredibly, an ''upgrade'' to the aforementioned Swinging Maces + Tar Pits combo with the advent of the Laser Ceiling. Not only do the lasers cover a wider area with the proper upgrade, but they spew continuous magical death, making it that much harder for things to slip by. At baseline, [[DemonicSpiders Kobolds]] will die en masse to them, including...nay, ''especially'' those godawful [[OneHitPointWonder Sappers]] and with damage upgrades, they will chew through even ogres in a matter of seconds. Set up some archers to pelt them as they struggle through the LaserHallway, and absolutely nothing will get through.
Is there an issue? Send a MessageReason:
None


* TheComputerIsACheatingBastard: The enemies are only supposed to attack barricades if there is no other path to get to the rift. On occasion, the game will bug and enemies will destroy barricades despite there being a clear path for them to go around. This is likely a minor feature that triggers in the event of a pathfinding AIBreaker.

to:

* TheComputerIsACheatingBastard: The enemies are only supposed to attack barricades if there is no other path to get to the rift. On occasion, the game will bug and enemies will destroy barricades despite there being a clear path for them to go around. This is likely a minor feature that triggers in the event of a pathfinding AIBreaker.
Is there an issue? Send a MessageReason:
None


* AwesomeMusic: The battle themes will get you pumped to make orcs die, especially [[https://www.youtube.com/watch?v=xBrfeEg979I this one]].

to:

* AwesomeMusic: SugarWiki/AwesomeMusic: The battle themes will get you pumped to make orcs die, especially [[https://www.youtube.com/watch?v=xBrfeEg979I this one]].
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** Kobold Sappers. Say hello to an enemy that is fast like a Kobold Runner, hits for a third of your health, comes in large numbers and that will happily nuke the shit our of your Barricades and/or Guardians!
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** Earth Lords in the sequel are a hassle to deal with since once they die they split into two Earth Elementals ''which then'' splits into two Earthlings each. You might waste way more time to handle this thing than you feel like you should.

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** The Fire Babies. They are slow, do little damage, and [[OneHitKill die in one hit]], but they fly, they are small and hard to target, and they come in big numbers. They are not much a threat on their own, but their flight means they have to be dealt with sooner rather than later, distracting the player from other threats they might be focusing on. Fortunately, the [[ChainLightning Lightening Ring]] takes them down efficiently.

to:

** Frost Ogres. While Fire Ogres can be dealt relatively quickly with the Ice Amulet, Frost Ogres are bulky enough to soak lots of Fire Bracer's spells (enough to deplete your mana gauge) and basically forces you to either be very careful with them or bring something else to deal with them.
** The Fire Babies. They are slow, do little damage, and [[OneHitKill die in one hit]], but they fly, they are small and hard to target, and they come in big numbers. They are not much a threat on their own, but their flight means they have to be dealt with sooner rather than later, distracting the player from other threats they might be focusing on. Fortunately, the [[ChainLightning Lightening Lightning Ring]] takes them down efficiently. efficiently.
*** In the sequel you can have access to the Dwarven Missile Launcher which has an anti-air flak secondary fire. Needless to say it's ''extremely'' satisfying to get rid of these pests with it.
Is there an issue? Send a MessageReason:
None


** Gnoll Hunters. Hunters are stupidly fast and hits ''hard'', to make matters worse they slow anything they touch which makes running away virtually impossible once they hit you and they're tougher than the regular orcs too. Hunters also actively target Guardians and they can kill Archers and Dwarves in mere ''two to three hits''. Even Paladins are quickly downed by these things.

to:

** Gnoll Hunters. Hunters are stupidly fast and hits they hit ''hard'', to make matters worse they slow anything they touch which makes running away virtually impossible once they hit you and they're tougher than the regular orcs too. Hunters also actively target Guardians and they can kill Archers and Dwarves in mere ''two to three hits''. Even Paladins are quickly downed by these things.

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** It's in the job description for Gnoll Hunters, who directly attack ''[[OhCrap you]]'' instead of going for the rift.

to:

** It's in the job description for Gnoll Hunters, who directly attack ''[[OhCrap you]]'' instead of going for Hunters. Hunters are stupidly fast and hits ''hard'', to make matters worse they slow anything they touch which makes running away virtually impossible once they hit you and they're tougher than the rift.regular orcs too. Hunters also actively target Guardians and they can kill Archers and Dwarves in mere ''two to three hits''. Even Paladins are quickly downed by these things.
** Gnoll Grenadiers will harass you from a distance with much less powerful bombs, but the damage will add up very fast and there's the fact the bombs can break Barricades if you ignore him. Grenadiers will happily kill ranks of Archers and Dwarves as well if left alone.



** Cyclops Mages are a tremendous headache since they attack from a very long range with homing projectiles which not only hurts a lot but also locks your mana regeneration for a few precious seconds. Unlike Gnolls they don't get any special sound to announce their entrance in the map, but you'll learn to be on your toes whenever you fight two of these things.



** The sequel adds bats of different elemental types, [[NoSell immune to their own element]]. The lightening ones are especially so as they chain damage to ground targets, automatically hit, and are immune to lightening in return. However, the sequel also adds additional options for taking down fliers, so this is not quite as bad as it sounds.

to:

** The sequel adds bats of different elemental types, [[NoSell immune to their own element]]. The lightening ones are especially so They almost always forces the player to pick Archer Guardians or something specific to counter them as they chain damage to ground targets, automatically hit, and are immune to lightening in return. However, the sequel also adds additional options for taking down fliers, so this is not quite as can very well fly over your traps or bombard you when you don't expect making a bad as it sounds.situation worse.
Is there an issue? Send a MessageReason:
None


* GameBreaker: Multiple upgraded Swinging Maces with Tar Pits on the floor. Fill every possible chockepoint with the combination of these two traps, and the only enemies you will ever need to kill personally are the occasional ogres who manage to get through. You might well go through entire levels where you literally never have to fire a shot (besides for the first waves, during which you're still setting up your corridor of death).

to:

* GameBreaker: Multiple upgraded Swinging Maces with Tar Pits on the floor. Fill every possible chockepoint chokepoint with the combination of these two traps, and the only enemies you will ever need to kill personally are the occasional ogres who manage to get through. You might well go through entire levels where you literally never have to fire a shot (besides for the first waves, during which you're still setting up your corridor of death).
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Spore traps can literally break the game, since they automatically convert any enemy who steps on them to your side. If you last long enough to coat a large enough area with these traps, you can literally convert an entire wave of orcs to fight for you, which can render Endless mode trivial.

Added: 552

Changed: 594

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Like, ew. Don't go making up trope names, especially by ramming two different ones together, when the singular trope will do just as fine.


* DemonicSpiders: It's in the job description for Gnoll Hunters, who directly attack ''[[OhCrap you]]'' instead of going for the rift.

to:

* DemonicSpiders: DemonicSpiders:
**
It's in the job description for Gnoll Hunters, who directly attack ''[[OhCrap you]]'' instead of going for the rift.



* GoddamnedBats: The Fire Babies. They are slow, do little damage, and [[OneHitKill die in one hit]], but they fly, they are small and hard to target, and they come in big numbers. They are not much a threat on their own, but their flight means they have to be dealt with sooner rather than later, distracting the player from other threats they might be focusing on. Fortunately, the [[ChainLightning Lightening Ring]] takes them down efficiently.

to:

* GoddamnedBats: GoddamnedBats:
**
The Fire Babies. They are slow, do little damage, and [[OneHitKill die in one hit]], but they fly, they are small and hard to target, and they come in big numbers. They are not much a threat on their own, but their flight means they have to be dealt with sooner rather than later, distracting the player from other threats they might be focusing on. Fortunately, the [[ChainLightning Lightening Ring]] takes them down efficiently.



* [[GoodBadBugs Good Bad unintentional]] ArtificialStupidity: Gnoll Grenadiers can't tell which floor their target is on, which can lead to them throwing bombs into thin air one floor below your archers/what have you. Perfect if you have other dangerous enemies to take care of who won't be a threat to your guardians.

to:

* [[GoodBadBugs Good Bad unintentional]] ArtificialStupidity: GoodBadBugs: Gnoll Grenadiers can't tell which floor their target is on, which can lead to them throwing bombs into thin air one floor below your archers/what have you. Perfect if you have other dangerous enemies to take care of who won't be a threat to your guardians.
Is there an issue? Send a MessageReason:
Moved from main page

Added DiffLines:

* GameBreaker: Multiple upgraded Swinging Maces with Tar Pits on the floor. Fill every possible chockepoint with the combination of these two traps, and the only enemies you will ever need to kill personally are the occasional ogres who manage to get through. You might well go through entire levels where you literally never have to fire a shot (besides for the first waves, during which you're still setting up your corridor of death).
Is there an issue? Send a MessageReason:
None


* CrowningMomentOfHeartwarming: After a wave of enemies you can get this line from the Apprentice: "That one's for you old man!"



* FunnyMoments: The Apprentice dancing when he completes a level. Never mind the gravity of the situation - he's loving every moment taking his enemies down.

Added: 318

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* FunnyMoments: The Apprentice dancing when he completes a level. Never mind the gravity of the situation- he's loving every moment taking his enemies down.

to:

* FunnyMoments: The Apprentice dancing when he completes a level. Never mind the gravity of the situation- situation - he's loving every moment taking his enemies down.



** The sequel adds bats of different elemental types, [[NoSell immune to their own element]]. The lightening ones are especially so as they chain damage to ground targets, automatically hit, and are immune to lightening in return. However, the sequel also adds additional options for taking down fliers, so this is not quite as bad as it sounds.

to:

** The sequel adds bats of different elemental types, [[NoSell immune to their own element]]. The lightening ones are especially so as they chain damage to ground targets, automatically hit, and are immune to lightening in return. However, the sequel also adds additional options for taking down fliers, so this is not quite as bad as it sounds.sounds.
* [[GoodBadBugs Good Bad unintentional]] ArtificialStupidity: Gnoll Grenadiers can't tell which floor their target is on, which can lead to them throwing bombs into thin air one floor below your archers/what have you. Perfect if you have other dangerous enemies to take care of who won't be a threat to your guardians.
Is there an issue? Send a MessageReason:
None


* GoddamnedBats: The Fire Babies. They are slow, do little damage, and [[OneHitKill die in one hit]], but they fly, they are small and hard to target, and they come in big numbers. They are not much a threat on their own, but their flight means they have to be dealt with sooner rather than later, distracting the player from other threats they might be focusing on. Fortunately, the [[ChainLightening Lightening Ring]] takes them down efficiently.

to:

* GoddamnedBats: The Fire Babies. They are slow, do little damage, and [[OneHitKill die in one hit]], but they fly, they are small and hard to target, and they come in big numbers. They are not much a threat on their own, but their flight means they have to be dealt with sooner rather than later, distracting the player from other threats they might be focusing on. Fortunately, the [[ChainLightening [[ChainLightning Lightening Ring]] takes them down efficiently.

Added: 347

Changed: 85

Is there an issue? Send a MessageReason:
None


* GoddamnedBats: The Fire Babies. They are slow, do little damage, and [[OneHitKill die in one hit]], but they fly, they are small and hard to target, and they come in big numbers. They are not much a threat on their own, but their flight means they have to be dealt with sooner rather than later, distracting the player from other threats they might be focusing on.

to:

* GoddamnedBats: The Fire Babies. They are slow, do little damage, and [[OneHitKill die in one hit]], but they fly, they are small and hard to target, and they come in big numbers. They are not much a threat on their own, but their flight means they have to be dealt with sooner rather than later, distracting the player from other threats they might be focusing on. Fortunately, the [[ChainLightening Lightening Ring]] takes them down efficiently.
** The sequel adds bats of different elemental types, [[NoSell immune to their own element]]. The lightening ones are especially so as they chain damage to ground targets, automatically hit, and are immune to lightening in return. However, the sequel also adds additional options for taking down fliers, so this is not quite as bad as it sounds.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** In the sequel, post ''Family Ties'' [[DownloadableContent Booster Pack]], [[TheMedic Hobgoblin Healers]] become this whenever they are paired in a wave with [[MightyGlacier a large damage sponge creature]], such as an ogre (or worse.) Desperately burning down its huge reserve of HitPoints, getting close to finishing it off, only to have it restored back to full health by a couple of Hobgoblin Healers you never noticed approaching from behind who are hanging out on the safe end of your DeathCourse...
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* CatharsisFactor: Giant tightly packed army of orcs, meet fireball. Or ChainLightning. Or an entire hallway of traps. Or a giant pendulum mace. Or smashing ceiling. Or acid pits. Or...

to:

* CatharsisFactor: Giant tightly packed army of orcs, meet fireball.[[{{Fireballs}} Fireball]]. Or ChainLightning. Or [[DeathCourse an entire hallway of traps. traps]]. Or a [[SpikeBallsOfDoom giant pendulum mace. mace]]. Or [[SmashingHallwayTrapsOfDoom smashing ceiling. ceiling]]. Or [[AcidPool acid pits.pits]]. Or...
Is there an issue? Send a MessageReason:
None


* TheComputerIsACheatingBastard: The enemies are only supposed to attack barricades if there is no other path to get to the rift. On occasion, the game will bug and enemies will destroy barricades despite there being a clear path for them to go around.

to:

* TheComputerIsACheatingBastard: The enemies are only supposed to attack barricades if there is no other path to get to the rift. On occasion, the game will bug and enemies will destroy barricades despite there being a clear path for them to go around. This is likely a minor feature that triggers in the event of a pathfinding AIBreaker.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* TheComputerIsACheatingBastard: The enemies are only supposed to attack barricades if there is no other path to get to the rift. On occasion, the game will bug and enemies will destroy barricades despite there being a clear path for them to go around.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* CrowningMomentOfHeartwarming: After a wave of enemies you can get this line from the Apprentice: "That one's for you old man!"

Changed: 165

Is there an issue? Send a MessageReason:
None


** If you're going for a five-skull ranking (which requires that you let [[HoldTheLine NOTHING]] through the rift), [[FragileSpeedster Kobolds can quickly become this.]] They hopelessly outrun most traps and Paladins. You'd better hope the archers stop them if you're not around to do it yourself.

to:

** If you're going for a five-skull ranking (which requires that you let [[HoldTheLine NOTHING]] through the rift), [[FragileSpeedster Kobolds can quickly become this.]] They hopelessly outrun most traps and Paladins. You'd better hope the archers stop them if you're not around to do it yourself.yourself, or spend a ton of cash laying down Grinders and Brimstone (and then keep an eye out anyway to make sure the little buggers don't overwhelm them with sheer numbers).
Is there an issue? Send a MessageReason:
None


* FunnyMoments: The Apprentice dancing when he completes a level. Never mind the gravity of the situation- he's loving every moment taking his enemies down.

to:

* FunnyMoments: The Apprentice dancing when he completes a level. Never mind the gravity of the situation- he's loving every moment taking his enemies down.down.
* GoddamnedBats: The Fire Babies. They are slow, do little damage, and [[OneHitKill die in one hit]], but they fly, they are small and hard to target, and they come in big numbers. They are not much a threat on their own, but their flight means they have to be dealt with sooner rather than later, distracting the player from other threats they might be focusing on.
Is there an issue? Send a MessageReason:
None


* AwesomeMusic: The battle themes will get you pumped to make orcs die, especially [[http://www.youtube.com/watch?v=xBrfeEg979I this one]].



** If you're going for a five-skull ranking (which requires that you let [[HoldTheLine NOTHING]] through the rift), [[FragileSpeedster Kobolds can quickly become this.]] They hopelessly outrun most traps and Paladins. You'd better hope the archers stop them if you're not around to do it yourself.

to:

** If you're going for a five-skull ranking (which requires that you let [[HoldTheLine NOTHING]] through the rift), [[FragileSpeedster Kobolds can quickly become this.]] They hopelessly outrun most traps and Paladins. You'd better hope the archers stop them if you're not around to do it yourself.yourself.
* FunnyMoments: The Apprentice dancing when he completes a level. Never mind the gravity of the situation- he's loving every moment taking his enemies down.
Is there an issue? Send a MessageReason:
None


* DemonicSpiders: It's in the job description for Gnoll hunters, who directly attack ''you'' and your guardians instead of going for the rift.

to:

* DemonicSpiders: It's in the job description for Gnoll hunters, Hunters, who directly attack ''you'' and your guardians ''[[OhCrap you]]'' instead of going for the rift.
Is there an issue? Send a MessageReason:
None


* DemonicSpiders: It's in the job description for Gnoll hunters, who directly attack ''you'' and your guardians instead of going for the rift.

to:

* DemonicSpiders: It's in the job description for Gnoll hunters, who directly attack ''you'' and your guardians instead of going for the rift.rift.
** If you're going for a five-skull ranking (which requires that you let [[HoldTheLine NOTHING]] through the rift), [[FragileSpeedster Kobolds can quickly become this.]] They hopelessly outrun most traps and Paladins. You'd better hope the archers stop them if you're not around to do it yourself.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* CatharsisFactor: Giant tightly packed army of orcs, meet fireball. Or ChainLightning. Or an entire hallway of traps. Or a giant pendulum mace. Or smashing ceiling. Or acid pits. Or...

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