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These challenges make me want to play OMD2 again.
Try them out and let us know how you fared.
Also, please add some new challenges of your own!
(suggested by im not weird)
Only weapons and trinkets allowed!
In nightmare mode, the team is allowed one sort of passive trap per map (coinforge, dummy, void wall).
(suggested by Nauri)
In the final wave you are only allowed to have guardians and passive traps such as tar, coinforge, dummy on the map, and you are only allowed to further build these. Also, you are by then no longer allowed to use any weapons or trinkets actively. Your guardians will have to fight off this wave alone.
Only the following items are allowed:
Vampiric gauntlet, bone amulet, fear trinket, rift defender trinket, mana rush trinket, healing trinket, mana well, healing well, push trap, spike wall trap (the one from the Booster pack), spring trap, void wall, mushroom spore trap.
Allowed are only 2 weapons: alchemist satchel, teleportation ring with freeze effect, 3 trinkets: trap reset, mana rush, rift defender, 8 traps: coin forge, steam trap, tar, ice vent, web spinner, floor portal, healing well & mana well.
"FROSTBITE"
(needs: Sorceress heroine / preferably DLC items)
The required loadout is as follows:
- Transformation Ring Weapon
- Ghost Jar Trinket
- Defender Trinket
- Healing Trinket
- Mana Rush Trinket
- Guardian Trinket
- Mana Well Wall Trap
- Coinforge Floor Trap
- Barricade Floor Trap
- Archer Guardian Floor Trap
(If you play this challenge in Co-op mode, one of the players may use the Miner hero but then his weapon has to be the Ice Amulet.)
(If you don't have the DLC items [Ghost Jar & Guardian Trinket] you may instead bring the Rift Defender Trinket and the Trap Rest Trinket.)
https://steamcommunity.com/sharedfiles/filedetails/?id=2574866825
(OMD! 2 played OMD! 3 style...)
You may bring any items you like,
but there are certain limitations to the way you are allowed to use them.
(This is to make the gameplay more action-packed and the balancing akin to "Orcs Must Die! 3".)
Here is the catch:
These LIMITATIONS apply to the following ITEMS:
- The equip mana regain (unique upgrade) for the CROSSBOW is forbidden.
- To actively use the MANA RUSH trinket is forbidden.
- To equip the skeleton/zombie (unique) upgrade for the VOID WALL is forbidden.
- To equip the take less damage (unique) upgrade for the DWARVEN HAMMER is forbidden.
- To equip the DECOY reappearance (unique) upgrade is forbidden.
- To actively use the BONE AMULET (summon golem) is forbidden.
- To equip the FLAME BRACELET (unique) stun upgrade is forbidden.
- To actively use the RIFT DEFENDER trinket is forbidden.
- To equip the (unique) fire upgrade for the ARROW WALL is forbidden.
- To equip the (unique) ceiling space upgrade for the ICE VENT is forbidden.
- To equip the (unique) knock-back upgrade for the DWARVES is forbidden.
- To use the storm cloud (secondary) attack with the LIGHNING RING is forbidden.
- To equip the fire arrow (unique) upgrade for the ARCHER GUARDIAN is forbidden.
- To equip the chill (unique) upgrade for the STEAM TRAP is forbidden.
VIRTUAL COST of ITEMS:
Whenever you place ANY of the following items you need to have AT LEAST the following amount of currency available. Deduce this virtual cost from your budget to see if you can place any more of these items at this point. You are not allowed to spend more than this reduced VIRTUAL BUDGET on any of these items, and you will HAVE TO spend ALL the remaining currency of your current REAL budget on other (non-virtually budgeted) traps IMMEDIATELY after placing your virtual cost traps.
- TAR has a virtual cost of 750.
- ICE VENT has a virtual cost of 750.
- STEAM TRAP has a virtual cost of 650.
DLC LIMITATIONS:
- To use the GUARDIAN TRINKET actively is fobidden.
- NET SPINNER (DLC) has a virtual cost of 1500.