** UNDER CONSTRUCTION **

Orcs Must Die - Unchained (Closed Beta)
Fast-Paced, Competitive Fortress Siege Action!
ORCS MUST DIE! UNCHAINED is a high-octane PvP action game in which you storm the opposing fortress together with your friends and defend your own base. Free to play on your PC!
Omschrijving
Unchained wordt een crossover tussen een Moba en een Towerdefense game.Het alom in Steam bekende Orcs Must Die 1 & 2 waren respectievelijk:
- (1) een single player game en
- (2) een 2-spelers co-op game
Om een voorbeeld te geven: een 2-lane map bestaat eigenlijk uit 4 lanes 2 attack lanes en 2 defence lanes, in de attack lanes moet je je minions (waarvan je de samenstelling zelf moet slotten in je warcamp waar ze uit spawnen) door de trap-kill-box van de tegenstander zien te krijgen, terwijl in de defence-lane je juist een trap-killbox op moet bouwen om de minions van de tegenstander tegen te houden.
Natuurlijk mag de humor en grappige voiceovers bekend uit het eerste en tweede deel van dit spel ook in Unchained niet ontbreken, het spel wordt dan ook ontwikkeld door dezelfde club als de eerdere 2 delen nl. Robot Entertainment.
Het speldoel is om 20 punten waard aan monsters aan de overkant door de 'rift' van de tegenstander te krijgen.
In de launcher zijn 3 soorten currency te vinden (deze currency soorten zijn account bound en resetten niet per match)
- Gold (premium currency)
- Skulls (deze currency moet je verdienen)
- Gibs (deze currency krijg je door kaarten in de card-grinder te stoppen)
- Gold (geheel losstaand van de launcher-gold premium currency) - hiermee kan je traps kopen en weaver upgrades (weavers maken je character sterker een beetje net als items in LOL/DOTA/Smite
- Leadership - hiermee kan je wavecards slotten in je warcamp, en ook je warcamp upgraden om hogere level cards te kunnen slotten
De redenering daarachter is dat scouten een te grote random factor zou introduceren omdat het verdedigen van je rift en leiding geven aan je troepen zorgen voor je inkomsten (ja, kills leveren ook zowel gold als leadership op)
Tijdens een match kan je hero niet level-up gaan waardoor het 'snowball' effect iets minder is dan in de klassieke Moba's, je kan echter wel via weavers je hero sterker maken, dus als je te ver achter komt te staan en je tegenstander te sterk wordt dan is het spel wel snel over.
Ook speelt het level van je warcamps en de sterkte van de geslotte waves een belangerijke factor, alsmede de geplaatste traps.
Dit zorgt ervoor dat het spel toch net iets langer spannend blijft dan klassieke Moba's bij tegenstanders die gewaagd aan elkaar zijn.
Officiële links
- Europese Publisher
- Pre-order
- Europese Forums
- U.S. Forums (Game developer Robot Entertainment)
- Twitch
- Steamgroup
Media
Gameplay How-To-Play:[YouTube: https://www.youtube.com/watch?v=vA6AUFI5vXA]
Hero's How-To-Play video's:
[YouTube: http://www.youtube.com/watch?v=b8oUoSJS17M]
Link naar playlist met how-to-play's van alle heroes: YouTube: How to Play - The War Mage (Orcs Must Die! Unchained)
Promotions
- Geforce closed beta key giveaway FINISHED
Hero's
Background
Ivy | A ranged support hero. Stay with minions or allied heroes, and remember to heal whenever you can spare the mana. | Order | "The Elves were the oldest allies of the Order, among the first to recognize the threat and the promise of power that the rifts held. For centuries, they provided legions of expert archers to man the rift fortresses. Ivy is a young elf, born in the chaos of the dying days of the old Order. Her father vanished without a trace in the dead world beyond the rifts when she was an infant, captured by the orcs when one of the first fortresses was overrun. Extremely talented with a bow, she also demonstrated a diverse and powerful affinity for rift magic at an early age. Too young to have joined the Order when the rifts were closed by the War Mage, she quickly enlisted in the new Order as soon as the call went out. Like most in the Order, Ivy has personal reasons to hate the orcs, but she has always approached her duties with grace and calm. She is one of the few mages to get along with everyone equally well; the Order is her family now. Though she never talks about it, she holds out hope that one day she might find her father alive somewhere beyond the rifts. " |
Ball and Chain | A great offensive hero. Her passive allows her to take a lot of damage, stomp allows her to negate traps, motivation allows her to push minions into the rift. | Unchained | "Female orcs are rarely seen - with good reason. Only one in every few hundred orc births is female. How the species manages to achieve positive annual population growth with such a gender ratio is a mystery (one best left unexplored). This much is certain: female orcs are larger, angrier, prone to fits of rage, and absolute terrors on and off the battlefield. For years, the individual known as Ball and Chain has been in the vanguard of Orc assaults on the rift fortresses. She has another name, but it is only known by her close family, and is only whispered in the quiet hours of the darkest nights for fear of drawing her attention. Orcs are generally monogamous but Ball and Chain has had at least a dozen mates. Four were said to have been squashed, three suffocated, and the rest simply vanished. Since her first appearance on the battlefield, Ball and Chain has collected the skulls of many war mages and personally led the forces of the Unchained on four seasonal campaigns of conquest. She bathes in the blood of slain enemies and never sleeps. She also enjoys crochet." |
Blackpaw | A mobile, high-damage melee hero. Get in, hit the enemy hard, then get out. | Unchained | "Blackpaw was the runt of a large litter born under a full moon. Gnolls regarded such cubs as 'spirit touched' - doomed to an early death and a quick transition to join their ancestors in the Hunting Grounds Beyond. Blackpaw would not only defy the odds and survive a traditionally brutal gnoll childhood, but would grow up to become one of the most effective Unchained assassins. Blackpaw demonstrated potential at an early age when he murdered his littermates while they nursed. Quickly taken away from his mother, he thrived under the harsh hunter training regimen, demonstrating both strength and stealth in equal measure. On his first foray to an Order fortress, he managed to scale a sheer wall and tear apart five elven archers in less than five seconds, single-handedly disrupting the Order defenses and clearing the way for a large group of orcs below. As he grew older, Blackpaw embraced the 'spirit touched' label as a point of pride. Claiming he was too strong for his ancestors to drag him to the Hunting Grounds Beyond, he bragged that he would drag his ancestors back into our world to serve him instead. Unchained who fight as Blackpaw's allies swear that they sometimes see ghostly forms at his side as the ferocious hunter rips through the ranks of the enemy." |
Bloodspike | A flexible melee hero. Stay close to your minions – your abilities need orcs and ogres nearby. | Unchained | "Orcs traditionally rise through the ranks of the Unchained through brutality, stubbornness, and bullying. Bloodspike is an ideal orc commander, and has also left a trail of dead rivals in his wake during his rise to power. As a young orc in training, Bloodspike was rumored to have played a role in the 'accidental' deaths of several classmates. On his first assault on a rift, he led the initial waves, but somehow managed to be exactly one half-step behind other orcs. He avoided triggering any traps until a concealed flip-trap hurled him back and away from the rift right at his moment of triumph. Having learned a valuable lesson at the cost of a few bruises, Bloodspike subsequently led multiple successful assaults on the rift fortresses, personally slaying two war mages. A master strategist, he pioneered the common Unchained tactic of sending in ogres at the vanguard of assaults to break through the Order traps and soak up archer fire." |
Hogarth | A powerful melee hero. Difficult to kill, so keep him in the thick of the battle. | Order | "Born on an ice-bound world where only the strongest survived childhood, Hogarth was the undisputed leader of his tribe - until the rifts opened and the Unchained poured through. Hogarth managed to survive the subsequent slaughter and would go on to wage a successful guerilla war from deep in the mountains. The Unchained sent army after army through the rifts, hoping to pacify the world and claim its valuable mineral deposits. But Hogarth disrupted the invasions for more than a decade, even finding the time to construct a series of enormous monuments from his growing collection of orc skulls. Eventually the Unchained abandoned their efforts and moved on to easier conquests - but Hogarth wasn't finished. He pursued the Unchained back through the rifts, tearing a swath of destruction through enemy supply lines, continuing to wage one-man war on those who had destroyed his tribe. At last, the renowned orc sniper Deadeye caught Hogarth unaware and in the open, putting a bolt straight through his right knee. Hogarth managed to wrench the bolt out and escaped, dragging his shattered leg to the safety of a hidden cave. There, unconscious and bleeding out, he was found and nursed back to health by the Order mage Ivy. In gratitude, Hogarth now fights for the Order, often leading the charge against his hated enemies." |
Kobold King | Slippery and devious. His natural speed and flee ability make him hard to kill. He almost never wants a fair fight. | Unchained | "Of all the species that fight for the Unchained, the lowly kobolds are both the least powerful and the least respected. Fragile, cowardly, and sneaky, kobolds are just barely smarter than animals. They do not speak any common or orc languages, instead chattering away in high-pitched rodentlike squeaks. They can only follow the most basic instructions - commands no more complex than 'go that way.' Before the rifts closed, their motivations for assisting the orcs were never fully understood. All of which makes the Kobold King a highly unusual individual. Arriving at the camp of the orc leaders in the dead world shortly after the War Mage shut the rifts, he wore a crude iron crown and a tattered cap made out of something that might once have been cloth, waving a dead branch for a scepter and squeaking angrily. Slowly, and with a lot of stick-figure drawing in the dirt, the 'king' made himself understood. For generations, kobolds had all been born sterile, but highly attuned to magic. Only passing directly through a rift made kobolds fertile (and in fact, instantly pregnant). When the rifts closed, the kobolds (who had a long history of parliamentary democracy) selected their very first king, investing in him full authority to find a way to reopen the rifts. The very survival of their species was at stake. Fortunately the rifts soon reopened. The Kobold King received all the credit, and, as the savior of his people, was allowed to keep his crown. Eager throngs of kobolds joined the Unchained, ready to swarm across the dead world and through the rifts. Soon, it was hoped, new litters of tiny kobold pups would be born in the gutters and sewers of countless worlds." |
Master | A strong, ranged mage and defender. Especially powerful in the rift rooms of the castle. His mana provides magical armor that reduces all types of incoming damage. | Order | "Records of the Master's childhood are lost to history, and he never discusses his past. All anyone living knows is that he was one of the most powerful but least personable mages of the old Order. After helping the War Mage and Sorceress reopen the rifts, the Master planned to enjoy a quiet retirement. But when he learned that the Unchained were preparing invasions not just his own world but countless other worlds, he reluctantly returned to fight for the Order one last time. The Master's relationship with his two former students remains strained. He is content to allow the War Mage and Sorceress to lead the new Order, preferring to remain in the background. But he is often critical of their decisions and especially scornful of the quality of some of the newer recruits, notably the Apprentice. He has found he has much in common with Ancestor, as they both like to grumble about the new generation of mages while fondly recalling the glory days of the old Order. Some have dismissed the Master as an old man past his prime. But on the battlefield, he remains at the top of his game. Few mages can channel the energy of the rifts with as much raw power and as little waste as the Master. Years of experience have taught him when to fight, when to retreat, and even when to fake his own death - a tactic he's honed to perfection through years of practice." |
Midnight | A stealthy melee hero. Ambush your opponents and keep the enemy team off-balance with sneak attacks. | Unchained | "Midnight is the third daughter of the king of a sentient catlike species that haunts the dense undergrowth of a deadly tropical jungle. In the tradition of her people, she was trained from childhood as a deadly assassin, the king’s right hand. A ruthlessly effective killer even before the rifts opened on her world, she found herself able to tap into magical power and achieve feats of agility and stealth unequalled among her kind. The invading orc armies recognized her talents, and promised to spare her people and her world if she would serve their cause. On her first mission against the Order, Midnight slipped behind a rank of enemy paladins and eliminated all five, clearing the path for a large group of kobolds and orcs. Overconfident, she then attempted to slip through the rift herself, only to be stunned by a hammer blow on the back of her head delivered by the minotaur blacksmith Temper. Captured and thrown in the fortress dungeons, she managed to escape after two days, slipping past the guards and back through to the Unchained lines. Her captivity affected her deeply; she will die before being caged again. Today, Midnight is among the most prolific and elusive of the Unchained assassins. Cautious, she sticks to the shadows, but always hunts for the minotaur that caught her unaware. |
Prospector | A short and feisty fellow, the Prospector is good at supporting his team with his tunnel. | Order | "One of several dwarves that struck it big during the Great Mineral Rush in the previous century, the Prospector has a nose for gold and an engineer's attention to detail. Unfortunately, he lacks all business sense. After squandering his first three fortunes, the Prospector met and married Brass, who has since carefully managed the pair's money and provides him with a generous allowance. Having spent most of his life alone and underground, the Prospector is a hard dwarf to like. However, he did form a close friendship with the War Mage when the two worked side by side in the dwarven mines. When magical rifts opened in the mines and destroyed the most valuable mineral veins, the Prospector was infuriated. After the orc invaders were beaten back, he offered his engineering services to the reformed Order and was put in charge of constructing the new rift fortresses. A lover of explosives and secrets, the Prospector has proven to be an invaluable asset in the fight against the Unchained. He has a knack of appearing right where the enemy least expects him to be, and his extensive knowledge of the tunnels and hidden chambers of the rift fortresses is unmatched." |
Sir Winston | Once one of the greatest Order paladins, now he fights for the Unchained. He wields a cursed arcane blade. | Unchained | "Sir Winston was once the greatest of the Paladin Corps, an army of powerful Order warriors. Eight of the paladins he trained were his own kin. No one gave as much of their life to the Order as Winston did. When the Order fell, Winston suffered many wounds in defense of the fortresses, barely escaping with his life. No injury cut as deep, however, as the loss of all eight of his brave sons. With the rifts closed, Winston fell into grief, mourning the passing of his boys in his lonely mountain fortress. When the rifts began to open again, and the call went out for paladins to help rebuild the Order, Winston refused to join. But then he learned that the Sorceress – the woman he held responsible for the death of his boys – was now welcomed as an ally by the War Mage. Enraged and distraught, Winston fled into the wilds, eventually stumbling through a newly-opened rift. Wandering the many worlds beyond, he searched for magic powerful enough to exact revenge on the mages of the Order. He found it in a mysterious blade that whispered to him in the darkness, promising to bring back his sons if he would only serve the Unchained. Now, wielding his terrible sword, Sir Winston fights against his former allies, always seeking to force a final confrontation with the Sorceress. |
Smolder | A high-damage ranged fire-based hero. | Unchained | "Smolder was a young Order apprentice when the rifts were closed. She had watched her master fall in battle with the orcs as he tried to hold one of the last fortresses single-handedly. Instead of attempting to save him, she took the opportunity to flee, vanishing into the wilderness until the rifts reopened and her powers returned. As a young mage, Smolder was raised on the tales of the betrayal of the Sorceress - how she abandoned the Order and travelled to the dead world to forge an empire. But instead of serving as a warning, the story of the Sorceress only inspired her. When the War Mage and Sorceress formed an alliance and called for new mages to rebuild the Order, Smolder saw opportunity in chaos. She slipped through the rifts and made contact with the Unchained, offering her services as an advisor. Bloodspike, smitten by her beauty, quickly accepted, and Smolder has been at his side ever since. Ambitious and quick to anger, Smolder is highly intelligent but not as subtle as the Sorceress, preferring force to persuasion. Her powers manifest as raw, uncontrolled energy that few other mages can withstand. Though she has sworn an oath to serve Bloodspike, she waits for an opportunity to seize power over the Unchained herself and rule as their queen, as the Sorceress once did." |
Sorceress | A ranged hero with some flexible tricks. Most effective when near traps, either on offense or defense. | Order | "Complex, brilliant, and tormented, the Sorceress experienced the ultimate fall from power. The tale of her subsequent redemption and rededication to the Order's purpose is the stuff of legend. Now, as co-leader of the reformed Order, she provides a focus and seriousness that perfectly balances her partner's reckless energy. While the War Mage has focused his efforts on ensuring the new rift fortresses are well-stocked with the best ales and the softest beds, the Sorceress has spent her time enlisting new mages. Unwilling to modify her inherently arrogant and overbearing nature, her standards for new recruits are high. Five promising candidates have perished attempting to navigate her gauntlet of tests for new mages. But the end result has been a clear success: a growing cadre of loyal, highly skilled mages now stand ready to face the Unchained. The Sorceress has stumbled along the way. Her jealous distaste for the Apprentice, the War Mage's favorite new pupil, initially blinded her to the Apprentice's unequalled natural skills, and she still regards the young woman as a rival. She harbors resentment toward her old teacher; though the Master no longer holds a position of power in the Order, the Sorceress feels that he favors the War Mage over her. At times, when plagued by insomnia on dark nights, the Sorceress is haunted by memories of the past - happier times when she ruled the orcs as their queen, her decisions were final, and she did not have to compromise with bumblers and fools. But so far, her own ambitions have been outweighed in her mind by the threat posed to all worlds by the Unchained. She remains a powerful and effective leader for the Order." |
Stinkeye | A ranged hero that requires some finesse. Totems assist both you and your allies. | Unchained | "As a species, the reclusive, solitary cyclops are highly attuned to rift magic. If they banded together they could rule the Unchained, but they lack ambition and drive. Content to serve in a supporting role, they have been loyal allies of the orcs for decades. When Stinkeye was first encountered on the battlefield, he seemed like a typical cyclops - lumbering, sluggish, able to cast powerful spells but lacking finesse and imagination. Yet time and time again, the Order mages underestimated him. In one famous encounter he outmaneuvered the Master, somehow appearing on a ledge above him and nearly knocking the old mage into a lava pit. On another occasion, he appeared to be attacking a fortress all alone but had in fact concealed a dozen kobold runners in his loincloth, releasing them only seconds from the rift. Stinkeye's unique totem-based magic is the perfect manifestation of the balance of laziness and guile in his personality. Through placing totems, he is able to project his power in multiple places at once, and is able to move and fight at a slower pace. It is impossible to rattle Stinkeye; when facing impossible odds or forced into a defensive position, he simply laughs, a coarse, chortling sound that inspires the Unchained to fight even harder." |
Temper | A sturdy, high-damage melee hero. Play aggressively and look for enemy heroes to target. | Order | """A century ago, a deadly bovine plague ravaged the minotaur species. The last remnants were taken in and sheltered by Order mages. The survivors are a hardy group, excellent warriors, and highly attuned to the magic of the rifts. Temper, as he is called, was orphaned as an infant then adopted by an Order mage. When he was a young bull of only four, a tantrum over a misplaced toy resulted in the fiery destruction of the mage's workshop and four surrounding city blocks. Instead of tossing the minotaur out on the street, the mage continued to tutor the furious youth whose extreme emotional swings could somehow channel the power of the rifts into destructive energy. Throughout his childhood, Temper struggled to keep his emotions in check. As a teenager, he found the simple, repetitive work of blacksmithing offered temporary relief. Pounding swords and shields into shape focused Temper's mind and caged the beast inside. When orcs killed the mage that raised him, Temper flew into a rage. Over three hundred orcs died that day - many to the minotaur's hammer, but some to crumbling masonry and some to chaotic bursts of magical flame. Temper had been unleashed. Today, Temper serves as the newly-reformed Order's chief blacksmith, and has learned how to control his fury." |
Warmage | A flexible ranged hero with a varied toolbox, including a stun and damage mitigation abilities. | Order | "Lazy, dim-witted, egocentric, lacking in subtlety - the War Mage's many faults are known to everyone. But no one doubts his heroism. Whether accidentally or by sheer bravado, he saved the world not just once, but twice - first closing the rifts to stop an overwhelming tide of orcs, then reopening them to bring magic back into the world. Since the Order's reformation, he has consistently led from the front, leaving the administration and details of management of the rift fortresses to the Sorceress. For most mages, the passage of time brings wisdom. The War Mage is an exception; if anything, he gets dumber as he gets older. Fortunately, his orc-killing skills have been honed to perfection and he continues to notch up hundreds of kills every week. The War Mage has a friendly ongoing rivalry with the Disciple (and a crush on her as well, much to the disgust of the Sorceress). While he has a higher number of orc kills than the Disciple, the other mages agree the Disciple has the edge on style and efficiency. Further, the Disciple takes great pleasure in reminding the War Mage that she was the victor when they fought each other. If the War Mage has a weakness, it is his soft spot for the Apprentice. As her teacher, he is patient and forgiving - perhaps far too forgiving, as he has yet to correct a single one of her many, many mistakes." |
Stats
Hero | Primary DMG type | Primary Attack DMG | Speed | Amor Arcane | Armor Fire | Armor Frost | Armor Lning | Amor Physical |
---|---|---|---|---|---|---|---|---|
Ivy | Physical | 36 | 750 | -25 | 0 | 0 | 0 | 25 |
Ball and Chain | Physical | 60 | 750 | 0 | -12.5 | -12.5 | 0 | 50 |
Blackpaw | Physical | 70 | 750 | 0 | 0 | 0 | -25 | 25 |
Bloodspike | Physical | 80 | 750 | 0 | -12.5 | -12.5 | 0 | 50 |
Hogarth | Frost | 36 | 750 | 25 | -25 | 50 | 25 | 50 |
Kobold King | Physical | 35 | 850 | -5 | -5 | 20 | -5 | -5 |
Master | Lightning | 50 | 650 | 0 | 0 | 0 | 25 | -25 |
Midnight | Physical | 88 | 750 | 0 | 0 | -25 | 0 | 25 |
Prospector | Physical | 50 | 750 | -25 | 0 | 0 | 0 | 50 |
Sir Winston | Arcane | 40 | 750 | 50 | 25 | 25 | -25 | 50 |
Smolder | Fire | 30 | 750 | 0 | 25 | -25 | 0 | 0 |
Sorceress | Arcane | 20 | 750 | 25 | 0 | 0 | -25 | 0 |
Stinkeye | Arcane | 27 | 750 | 25 | -25 | 0 | 0 | 0 |
Temper | Physical/Fire | 138 | 750 | 0 | 12.5 | -25 | 0 | 37.5 |
Warmage | Lightning | 25 | 750 | -25 | 0 | 0 | 25 | 0 |
[ Voor 100% gewijzigd door Artimunor op 20-08-2014 23:48 ]