NETSTORM-->> hints by The Avatar taken from The Book of Nimbus -->>1 Complete Guide to Rules and Tactics Nimbians are a prideful yet obedient people; you will find leading them a pleasure. They do not, however, take kindly to fools. To gain their respect you must learn to direct them properly. Read this carefully, for in it are the seeds of victory. ->1.1 The History of Nimbus: On the surface of the planet Nimbus, far below the Nimbian's islands, the Three Furies, Wind, Rain, and Thunder, wage a vicious battle for control of the blue-green planet. Long ago, the destructive Energy of their war blasted huge chunks of the planet's surface into the atmosphere. There, in the cloud-strewn skies of Nimbus, the islands are held captive by the planet's strong gravity. Once the Nimbians were granted flight Knowledge they moved to the sky islands to avoid the carnage from the Furies' conflict. Resources, however, are scarce, and the Nimbians must fight for the land to farm their crops and the power to fuel their machines. At the heart of the Nimbian's battle are the High Priests of Nimbus, who possess incredible Knowledge of magic and machinery. Their Sacrifice (to the Furies) is the modus operandi of Nimbian conflict. ->1.2 Winning: The goal of all Nimbian tribes is to capture enemy High Priests, and Sacrifice them to the Furies. Only through this Sacrifice can your tribe gain new Knowledge that will allow them to rule the skies of Nimbus. ->1.3 Combat in the Skies of Nimbus: Behavior of Battle Units Nimbian soldiers are well trained and fully understand how to employ their weapons. It is not necessary, or even possible, to direct each Battle unit's attack against the enemy. As commander of a Nimbian tribe, you merely direct the placement of your weapons, each of which has a specific rate of fire, direction of fire, and firing range. The Nimbians targeting the weapons will then decide which enemy to engage. ->1.4 The Three Spheres of Nimbus: Three spheres coexist in the realm of Nimbus: The Deusphere, the Pyrosphere, and the Serenisphere. These are not realms of the mind, but rather physical sites, disparate in location as well as function. Although Nimbians battle in only one, the Pyrosphere, events in the other spheres affect those battles mightily. -Deusphere: Here, the three Furies wage their eternal battle for supremacy. This violent sphere, which includes the lower planet of Nimbus, is inaccessible to the gamer. -Pyrosphere: The sphere in which Nimbians fight for control of their floating islands. In this sphere you will fight your battles against other gamers or the computer. -Serenisphere: As the name implies, the Serenisphere is a peaceful realm. It is here that Nimbians rest between skirmishes, and where you may challenge other gamers to battle. See the Multiplayer section for more details. ->1.5 The Furies: "The shot of a thousand cannons is but a whisper in the Furies' ear." --Jon Helkinsen, High Priest The Three Furies (Wind, Rain, and Thunder) strive to dominate Nimbus. Each has strengths and weaknesses, each has wonderfully different Knowledge to offer. You may choose to align yourself with one or more in each battle. -Thunder: Thunder is the most violent of the three Furies. Its units are resilient, and pack a vicious punch. -Wind: The units of wind, while lacking the brute force of Thunder, are nevertheless potent. What Wind lacks in raw power, it makes up for in speed. -Rain: Not as strong as Thunder, nor as quick as Wind, the rejuvenating force of Rain can be devastating, making its units difficult to vanquish. ->1.6 The Nimbians: "To win, you must know and fear your enemy. To begin, you must know and fear yourself." --General Panette Jorkon Nimbians are violent by necessity. Resources are scarce in the skies above Nimbus, and to gain land for Edge Farms, or Storm Geysers for Storm Power, the Nimbians must fight. To fight effectively Nimbians must conquer their neighbors, and capture High Priests to Sacrifice, in hopes that the Furies will grant Knowledge that will help them defeat their enemies. ->1.7 Terminology: Although Nimbian culture is similar to ours, several of their terms carry subtle connotations you must understand before you can use them effectively. This is, by no means, an inclusive list, but here are some common terms used by the Nimbians: -Building: This term encompasses Temples, Workshops, Altars, and Outposts. -Unit: This term describes anything (except buildings or bridges) created or placed in NetStorm. -Battle Unit: A sub-category of the term "unit", encompassing all units that are placed in the Battle window for purposes of waging war or defending. Thunder Cannons, Whirligigs, and Bulwarks are examples. -Transport: A sub-category of the term "unit", encompassing all units that collect Storm Crystals, capture enemy High Priests, and learn Spells. High Priests perform the functions of Transports, but are much more powerful than the average Transport, since Priests have the ability to construct buildings, Pray, and Sacrifice enemy Priests. Also, High Priests cannot capture other High Priests. -Generator: A sub-category of the term "unit", encompassing all units that produce Energy. Each Generator produces one unit of Energy specific to the Generator's alignment (Wind, Rain, or Thunder). -Energy: A source of power, given off by Temples and Generators, allowing the existence of units in the sky-battlefields of Nimbus. There are three types of Energy: Wind, Rain, and Thunder. Sun Energy is another way of saying any type of Energy. -Storm Geyser: Created by the conflict between the Furies, Storm Geysers create Storm Crystals, which are harvested by Nimbians for Storm Power. -Storm Power: Once harvested (in the form of Storm Crystals, created from Storm Geysers), Storm Power is used by Nimbians in the creation of all things. -Neutral Islands: Islands, only present in multiplayer games, that are located in the center of the sky-battlefield. Players may build units and buildings on, and connect bridges to, a Neutral Island at any time. If you build an Outpost on a Neutral Island, you will be allowed to build bridges off of that island and prevent enemy units from building on that island. Some Neutral Islands also contain Obelisks, which Transports can read to learn Spells (see The Handbook of Nimbian for details). -Home Island: The island on which you begin each scenario or multiplayer battle. >1.8 Energy: "As night fell about us We tended our fallen cohorts By the strobing Gen'rator's glow" --From the Anthem of Thunder Ridge A Temple produces one unit of Energy, as does each Generator. This Energy pulses from the source, in a fixed-range circle, and feeds any unit built within the circle. Left-clicking on a Temple or Generator will display the limits of its Energy influence. To place units, you need Energy. Each of the Furies produces a unique Energy, and specifically-aligned Battle units need their Fury's particular Energy, or else they cannot be placed. For instance, to build a Thunder Cannon, (a Thunder Fury Battle unit), two units of Thunder Energy and one unit of Sun Energy are required. That is to say, to build the Thunder Cannon it must be constructed in a place where three different Energy sources overlap. Note: Although unit construction requires Energy, their operation does not. Once placed, Battle units will fight, Transports will transport, and Generators will generate until destroyed regardless of whether there are Energy sources nearby. ->1.9 The Sun: Sun Energy is another way of saying any Energy, and may be supplied by any Generator. Hence, Sun units (which require Sun Energy) can feed off any type of Generator. ->1.10 Storm Power: The coagulation of the Geyser into Crystal form is like watching white fire turnto ice... a very powerful ice. Nimbians need Storm Power to construct units, cast Spells, and upgrade Workshops. Your Storm Power reserves are displayed in the upper left corner of the Production window. Storm Power is the "money" of Nimbus. There are four ways to accumulate Storm Power: 1.You may harvest Storm Crystals from Storm Geysers (the Crystals will automatically be converted into Storm Power in your Temple or Outpost). 2.You may reap it as reward for destroying enemy units. 3.You may gain it when you salvage your own units. 4.You may pick up a loose Storm Crystal dropped by enemy Transports (if the Transport is destroyed, for instance). ->1.11 Harvesting Storm Power "Yes, Master." --Golem Any Transport can harvest Storm Crystals from Storm Geysers. To do so left-click on the transport then left-click on the Storm Geyser. Be advised, if the Transport is a Ground Transport there must be a series of bridges connecting your Home Island to the Storm Geyser before the Transport can harvest. Aerial Transports (such as Air Ships), do not need bridges in order to harvest Storm Crystals. Consult The Handbook of Nimbian for a complete list of Transports. Once the Transport has harvested the Storm Crystal, it will return to your Home Island's Temple where the Crystal will be converted to Storm Power. Note: In multiplayer games, Storm Crystals can be brought to Outposts as well as Temples. Note: Transports are loyal and dedicated units. Once you have ordered them to begin collecting Storm Crystals, they will always go to the nearest available Storm Geyser, and always bring the Crystals to the nearest Temple or Outpost. Note: Right-clicking on a Storm Geyser will display the amount of Storm Crystals remaining in the Geyser. Geysers initially contain 2000 units of Storm Power, however, this amount may be altered in multiplayer games (see the Multiplayer section for details). ->1.12 Collecting Storm Power Rewards "To the Furies, destruction is creation. Death is the fuel of Life." --Einar Lexette, High Priest of the Nimbians War pleases the Furies, and they will reward the destruction of an enemy unit or building with 25% of the unit's original Storm Power value. (The 25% value may be adjusted by the Battlemaster in multiplayer games.) Note: You may also garner 25% of your own unit's cost by salvaging the unit, assuming that the unit is healthy. ->1.13 About the Buildings of Nimbus The High Priest alone can construct buildings. To construct a building, right-click on the Priest and select Construct. Choose the building you wish to raise from the list provided (Temple, Workshop, Altar, or Outpost). If you do not have enough Storm Power to construct a building, the cost will be listed in red in the Priest's Construct sub-menu. Once you have selected the building, your cursor will change into a reddened silhouette of the building. Move the silhouette to a vacant spot and adjust until it becomes a full color depiction of the structure, then left-click to place. Your Priest will walk to that spot, and in a few seconds your building will be ready. Note: The area you wish to place your building must be free of any obstacles, such as other units. ->1.14 Temples The most important building in Nimbus is the Temple, which serves four primary purposes: 1.The Temple gives you ownership of the island on which it is built, preventing enemies from building anything on that island. 2.The Temple provides regenerating health to your Priest if he is injured. 3.The Temple gives you the power to create bridges and Golems. If your Temple is destroyed you will not be able to create these fundamental units. 4.The Temple converts Storm Crystals into Storm Power. Transports bring Storm Crystals back to your Temple for processing. ->1.15 Workshops The next most important building in Nimbus is the Workshop, which is the means by which Nimbians put their Knowledge of units to tangible use. ->1.16 Unit Production To create a unit (other than the Golem or a bridge piece), you must first put the Knowledge for the unit into production. To do so right-click on your Workshop, select Put Knowledge into Production>, and choose which Knowledge you wish to produce. Each Workshop can only produce units indigenous to itself. In other words, a Thunder Workshop can only produce Thunder units, a Rain Workshop can only produce Rain units. You can, however, build different Workshops on the same island (e.g. Wind and Rain). Note: Sun Workshops are the exception to the rule. Although they can only produce Sun Battle units and Sun Transports, they may also build Generators from any of the Furies. Once placed into production, a unit will pop into the Production window. Left-click on the unit to pick it up. The cursor will become a red silhouette of the unit. Move the silhouette over the Battle window until it changes to a full color depiction of the unit (indicating that the space onto which you are placing the unit is a legitimate one). Then left-click to place it. Note: "Legitimate" placement comes from having the available space to place the unit, sufficient Storm Power to build the unit, and the proper Energy influencing the space. If any of the three are missing, the unit cannot be constructed. Note: Units may only be built on islands you own, off of the ends of friendly bridges, or on Neutral Islands. Buildings, by virtue of their tremendous weight, can only be constructed on islands (not off of the ends of bridges). ->1.17 The Stream of Power Once a unit is placed, it must receive Storm Power before becoming fully activated. Each time a unit is placed, a "stream" of Storm Power is emitted from the Workshop; the stream will zig and zag until it reaches its destination (the unit). Only then will the unit respond to its environment. The stream of Storm Power is what prevents the building of units on islands (or bridges) that are not connected to the Home Island: without a proper bridge connection, the stream cannot reach its destination! ->1.18 Upgrading Workshops Level I Workshops have two production slots, and can maintain only two units in production. Level II Workshops have three production slots. Level III Workshops have four production slots. You may, in addition, build as many Workshops as space and your Storm Power reserves allow, giving you access to even more production slots. To upgrade your Workshop, right-click on the Workshop, then left-click on Upgrade. In a moment your Workshop will be upgraded and the cost will be deducted from your Storm Power. You may only upgrade each Workshop twice (to Level II, and then again to Level III). Note: Sun Workshops are less expensive to upgrade than the more sophisticated Wind, Rain, and Thunder Workshops. ->1.19 Knowledge "There is no greater power than Knowledge." --Suxan Budette, Nimbian Primal Teacher "You ever see what a Thunder Cannon can do?" --Nek Turkon, incredulous Pupil of Suxan Burdette, and Son of Gunner JonTurkon Knowledge, or the lack of it, is the key to victory in the skies of Nimbus. The Furies, who take great pleasure in pain, destruction, and suffering, reward the Sacrifice of captured High Priests with Knowledge of even more ruthless weaponry and machines. ->1.20 Capturing High Priests "As you command." --Unknown Nimbian High Priest To capture an enemy High Priest you must first immobilize him. A High Priest is immobilized whenever he is struck by a Battle unit's projectile or Transport's Spell with enough force to stun him. Note: Bringing a Priest's health bar down to the half-way point will stun him. Once stunned, Priests automatically throw a protective shield (a glowing ring) around themselves. Although this prevents a Priest from being destroyed, it also prevents them from moving, making them ripe for capture. Note: You must move quickly to capture a Priest. If he has a Temple, he will draw Energy from it and regenerate his health. Once you have stunned an enemy High Priest, select one of your Transports and move the cursor over the stunned Priest. Left-click when the cursor changes to a hand. Your Transport will approach the Priest, capture him, and notify you. Note: Priests draw life force from any Transport that carries them. If the transport carrying a High Priest drops him or is destroyed, the Priest is set free, fully healed and unparalyzed. ->1.21 Rescuing High Priests Remember that if your High Priest is captured, the game is not over. You can rescue your Priest by destroying the Transport that is carrying him, or even by destroying the enemy Altar in mid-Sacrifice. If your Priest (or an enemy Priest for that matter) gets a bridge blown out from underneath him, the Priest will not fall down into the Deusphere, but will "float" in the clouds until rescued. To rescue a floating Priest, build a new bridge underneath him, and he will settle down on the bridge. If his health meter is strong, you can then walk him back to safety. In addition, you can use an Aerial Transport to capture an enemy floating Priest. ->1.22 Sacrificing High Priests Before you can Sacrifice an enemy Priest, you must build an Altar. Right-click on your Priest. Select Construct, then Build Altar. Then place the Altar on an open area on either your Home Island, captured enemy island, or a Neutral Island. Once the Altar is finished, select the Transport that is carrying the enemy High Priest, then left-click on the center of the Altar. The Transport will secure the Priest to the Altar and depart. To begin the Sacrifice, select your own Priest and move the cursor over the Altar. When the cursor changes into the Nimbian ceremonial dagger, left-click again. In a multiplayer game, you will now select the Knowledge you wish to gain from the Sacrifice. In the single player campaign, your Knowledge is determined for you. Now your Priest will slowly circle the Altar, inscribing the five runes: Wind, Sun, Rain, Thunder, and Storm. After the ritual is complete, the enemy Priest will be consumed, and Knowledge will be yours. Note: Although you may gain Knowledge of a unit through Sacrifice, you must first put that Knowledge into production in the correct Workshop before you can build the unit. From the View menu, select View Knowledge (F6) to scan your current Knowledge base (or right-click on your Temple or Priest and select View Knowledge). ->1.23 Upgrading Altars (Multiplayer Only) Gaining access to Knowledge of one of the more advanced units requires the Sacrifice of two or even three enemy Priests. To gain access to level II and III units, you must upgrade your Altar. In multiplayer games, when left-clicking the dagger cursor on your Altar, you will be given the option to choose from available level I units, or to Upgrade Altar. If you choose Upgrade Altar, the enemy Priest will be absorbed into the Altar, and the Altar will not be destroyed, but rather will remain with you (even into future battles). The next time you choose to Sacrifice an enemy Priest upon this Altar, level II units will be available to you. You may choose to upgrade yet again, and then gain access to level III units. Once you choose Knowledge of a new unit, the Altar will be destroyed, and you will have to start over with a new Altar. Note: You may only upgrade an Altar on your Home Island. ->1.24 Building Bridges "Let the islands lean against the bridge, and the bridges lean against the air." --Unknown Nimbians are master bridgers whose trestles link miles of islands, Storm Geysers, and unit emplacements. The bridges are constructed of a special wood that has been magically lightened in the Temple, then set aside to harden. Effective bridge construction is crucial to developing a strong flow of Storm Power. To lay a bridge, left-click on the bridge piece you desire in the Production window. As with Battle units and buildings, your cursor will change into a reddened silhouette of the bridge selected. Move the bridge to the location (in the Battle window) you wish to place it. Right-clicking will rotate the bridge. When you have the bridge positioned in a "legal" spot, a full colored depiction of the bridge will replace the red silhouette, and left-clicking will now result in placement of the bridge. ->1.25 The Ten Commandments of Bridge-Laying 1.In order to connect to a Storm Geyser, enemy island, or Neutral Island, the end of the bridge must extend exactly to the island. You cannot over- or under-shoot. 2.If a bridge is not connected to anything, it will crack from its own weight, and eventually crumble. (There is only so much magic you can put into a piece of wood.) 3.Once a bridge is placed, it is replaced immediately in the Production window by another randomly selected bridge. 4.Initially, bridges in the Production window appear cracked, but if not immediately used, they will quickly harden. 5.You may not build bridges off your island (or connect to another island) when an Edge Farm (the green vegetation) is in the way. 6.Once connected to a Storm Geyser, the Storm Geyser becomes "yours", and you can build additional bridges off of that geyser. While enemies can still harvest from the geyser, they will not be able to build bridges off of it. 7.Bridge and Geyser ownership is indicated by color. 8.You may connect to the open ends of enemy bridges (and use them for walking Transports), but you may not build new bridges or units off of an enemy bridge. 9.You may only build bridges off of an enemy or Neutral island after first erecting an Outpost on that island. 10.You may not place a bridge off of an enemy unit. +Plus three hints... 1.Hint: If none of the bridges present in the Production window meet your current needs, use them in a different location. Doing so will clear the Production window, paving the way for new, possibly more useful, bridges. 2.Hint: Nimbian carpenters have found that bridges can also be used to block an opponent's progress in battle. If a player is about to connect to your island, for example, lay bridges across his intended path, blocking his approach. 3.Hint: Building bridges directly towards a Storm Geyser is not the best method. Instead, build so that your bridges passes it on one side. Then make the final connection. Try it! -->>2 A Summary of Commands: ->2.1 Mouse Moving the Cursor to the edge of the screen scrolls in that direction. (Full-screen mode only.) ->2.2 Mouse Buttons* -Left-click (in Production window): Picks up any unit that is there, and holds it in your cursor. -Left-click (in Battle window): Selects the object on which you clicked, showing the Health Bar, if appropriate. -Left-click (while holding a unit in the cursor): Places (or attempts to place) that unit. -Left-click (in the MiniMap): Centers the main view on the spot where you clicked. If you click, hold, and drag, you can quick-scroll around then entire sky-battlefield. -Right-click (in Battle or Production window): Brings up an options box, showing options for the selected object, including an About option which gives detailed information on the object. -Right-click (while holding a unit in the cursor): Rotates the unit, if it is a bridge or single-directional Battle unit, such as the Thunder Cannon, Wind Tower, or Crossbow. *If you have a Microsoft Intellimouse, pressing the center "wheel" button will scroll the screen toward the mouse cursor. ->2.3 Keyboard -Alt: Scrolls the screen toward the mouse cursor. -Esc: Toggles the menu on and off. -Shift: Allows you to scroll in a straight horizontal or vertical line (Alt-Shift if in a window mode). -Shift-Left-Click: Allows you to select multiple Transports. -Shift-1 through 0: Saves the current screen position to the particular number. -1 through 0: Centers the view on the screen position last saved to the particular number. -Tab: Cycles through the last five units created (not bridges), centering the view on each one. -F1: General Help. -F2: Hides buildings and Geysers, so you can see behind them (toggle). -F3: Shows the Chat window (toggle). -F4 (or H): Centers the view on your Home Temple. -F5 (or P): Centers the view on your High Priest. -F6: Shows the current Knowledge which you have acquired. -F7: Toggles the artwork that denotes ownership over islands. -F8: Displays current mission objectives. -F9: Displays a list of players in the current game and their status. -Shift-F9 or Pause: Pauses the game. -Ctrl-F5 (or N): Cycles through all of your Transports, selecting (left-clicking) each as it goes. -Q, W, A, and S: Equivalent to picking up the bridge piece from the corresponding position (to the letters' keyboard position) in the Production window. Add Z and X for six-slot multiplayer games. -->>3 Epistle to the New High Priest The fact that you have this Great Book open before you means that the High Priest of your islandÑa divine friend to your peopleÑhas been captured in battle and slaughtered by another tribe of Nimbus. Let your people mourn and wail for him, as they surely will. For you, however, the time of mourning must now be finished. For you have been chosen to replace him, and there is much that you must learn, and very little time. The topics that follow will clarify your tasks and duties in detail, but certain things must be explained immediately. Let the details wait for a calmer time, if ever it comes. You have been chosen from among your people to serve them, even until your very death. If you are reading this now, then you have come safely through your initiation. Undoubtedly you are afraid and confused, and your body is weak. Be assured that you will recoverÑthat you will soon be even stronger than before. Now your training in the Priesthood of Nimbus begins. Know that in a time before memory the floating islands of Nimbus were one: one sphere of land, one tribe of people, and that our hearts were free of hatred, as they can never be again. Know that under that one land, there grew an invisible darkness and storm. The Furies whose brotherhood was balanced and strong collapsed into ferocious jealousies and rage. Thunder who is powerful and proud craved the agility and speed of his brother Wind who longed, in turn, for the rejuvenating powers of Rain. And the envy spiraled. And the storm under the land rumbled and grew. It was this battle, which rages still, that tattered our land, tore it into bits, and hurled the pieces into the sky: Nimbus as we know it now. Know that the Furies have divided us. The wise ancients say that the Furies will unite us again in the end times. Until then, we must fight for the precious resources that these islands supply us. We must descend from the peaceful Serenisphere, down into the Pyrosphere where these battles rage. If we do not fight, we do not survive. But make no mistake: survival is secondary to glory. We are fighting to rule these skies, to dominate our enemy tribes, and to unite Nimbus again under one mighty hand. Know that henceforward you are in mortal danger. Your spilled blood is precious to other Priests, as theirs will be precious to you. It is only by the release of their blood that the Furies will grant you the Knowledge of wondrous and powerful forms of warfare. Your people will need them to dominate your ravenous foes. Let your knife dig deep into the hearts of these men. Let your Altar wrench from their souls the bloody destiny of your people. Know that this sacred Temple, these stately Workshops, and all the parts of this miraculous machinery of war are now parts of yourself. And these magical bridges that weave it together are like the veins that run between your own organs. When a Workshop is destroyed it will seem that your arm is being hacked from your body. When a bridge falls down through the clouds and into the abyss, you will feel that you are falling with it. And when your Whirligigs or your Thunder Cannons score victories for your people, you will feel the glory of that victory surging toward your heart like a heat. Know that one day, you may meet your end on the Altar of your foes. If that hour should come, another will be chosen. He will suffer as you have suffered, and he will carry on your work, just as you now take up the torch of those who have come before you. Look to the vast tribute people now pay to your slain predecessor. Someday that tribute and glory will be yours. Go forth, High Priest of Nimbus, into your destiny. -->>4 The Handbook of Nimbian Weaponry and Magic Nimbians take pride in two things above all others: their technology, and its devastating effect on their enemies. However, despite your soldiers' familiarity with their implements of war, you too must understand the use of Nimbian weaponry if you are to lead your tribe to victory. ->4.1 Classification The term “unit” refers to any object in NetStorm (excluding buildings and bridges) that can be created in the Battle window. Units are broken into three categories: -Battle Units: Units that are directly involved in inflicting, or absorbing (intentionally) punishment. Thunder Cannons, Whirligigs, and Bulwarks are examples. Battle units are further divided into three classes: -Shooters: Such as ground cannons. -Aerial Attackers: Things that attack from the air. -Blockers: Defensive units that absorb damage. -Generators: Units that produce Energy. Each Generator produces one unit of Energy specific to the Generator (e.g. Wind, Rain, or Thunder). -Transports: Units that may collect Storm Crystals, capture enemy High Priests, and learn Spells. Transports are further divided into two classes: -Ground Transports: Must use bridges and land. -Aerial Transports: May float over the clouds, and can thus travel anywhere. ->4.2 Alignments Each unit or building (with the exceptions of the Altar, High Priest, and Outpost), is aligned with one of the Furies: Wind, Thunder, Rain, or the omnipresent Sun. The alignment of a unit determines which type of Energy is required to construct the unit. Alignment also determines the unit's behavior. ->4.3 Levels In NetStorm, the quantity of Energy units required to construct a unit determines the level of the unit. For instance, a Level One Bulf requires one unit of Thunder Energy, whereas a Level Two Whirlibase requires two units of Sun Energy, and a Level Three Thunder Cannon requires two units of Thunder Energy and one unit of Sun Energy. ->4.4 Attributes The following is a brief description of some attributes used in describing units: -Hits: The number of hit points it takes to destroy the unit. For instance it takes 400 hit points to destroy the Sun Disc Thrower. -Range: The range, in tiles, that a unit can shoot (if it shoots), target (if it targets), or fly (if it flies). -Damage: The amount of hit points each hit from the unit inflicts. -Cost in Storm Power: The Storm Power needed to produce the unit. -Energy to Build: The amount and type of Energy units needed to construct the unit. ->4.5 Units 4.5.1 Units of the Sun 4.5.1.1 The Golem As omniscient as the Sun itself, Sun units are found in nearly all Nimbian arsenals. Although not as powerful as the Fury-specific units, they are inexpensive and quickly produced. The Golem is a personal gift from the Furies generated by the Temple. As a Ground Transport, he's ideal for gathering Storm Power, capturing High Priests, collecting and casting Spells. Golem, Level I Hits: 50 Range: n/a Damage: n/a Cost in Storm Power: 400sp Energy to Build: 1 Sun Unit “Golems are dumb, clumsy, humorless, and smelly. However, in wartime, theyare the best friends you'll ever have.” --Major Tane Russo 4.5.1.2 The Baloon The Balloon is an Aerial Transport ideal for gathering Storm Power, capturing High Priests, collecting and casting Spells. Because the Balloon is airborne, it does not need bridges to move, but be careful: a few hits will pop it like a soap bubble. Balloon, Level II Hits: 50 Range: n/a Damage: n/a Cost in Storm Power: 600sp Energy to Build: 2 Sun Units "Step 1: Find the unpunctured hide of a young Air Whale...." --From Balloon Building by Halldor Lexette 4.5.1.3 The Sun Disk Thrower The Sun Disc Thrower is a short ranged weapon that fires in any direction, and is crucial for defense against airborne attackers. Sun Disc Thrower, Level I Hits: 400 Range: 8 Damage: 10 Cost in Storm Power: 200sp Energy to Build: 1 Sun Unit "Sun Disc Throwers decapitate the clumsy." -Major Tomas Rultoff. 4.5.1.4 The Whirlibase The Whirlibase builds and refuels Whirligigs: airborne attackers. Once destroyed, its Whirligig has no place to refuel, and will soon crash. The Whirlibase's range represents the distance at which the base will detect an enemy and send a Whirligig to destroy it. Whirlibase, Level II Hits: 200 Range: 30 Damage: n/a Cost in Storm Power: 400sp Energy to Build: 2 Sun Units “Only a roof of gold could contain the blinding light of the Whirligig's creation.” --Unknown 4.5.1.5 The Whirligigs Whirligigs fly into enemy territory, wreaking havoc from above. They destroy target after target until something shoots them down. However, they need to refuel once every minute. Each time a Whirligig is destroyed, its home base makes a new one. Although potent weapons, A Whirligig cannot be used for cargo. Note: A Whirligig will never target a Transport. Whirligig, Level II Hits: 10 Range: 30 Damage: 10 Cost in Storm Power: n/a Energy to Build: None “This device is lofted on its own impossibility, and so it destroys by the powersof negation.” --Jakob Hammersholt, Inventor of the Whirligig 4.5.1.6 The Stone Tower The Stone Tower is a defensive unit; set it between a valuable unit and hostile fire to block incoming shots. Stone Tower, Level I Hits: 2000 Range: n/a Damage: n/a Cost in Storm Power: 300sp Energy to Build: 1 Sun Unit “Stone Towers are built from the outside in. The builders give their strength andcourage to the Tower, placing the body of a brave man in every third layer ofbricks.” --Yed Nuren, Nimbian Brick Layer 4.5.1.7 The Sun Cannon The Sun Cannon shoots straight north, south, east, or west. It inflicts more damage per shot than the Sun Disc Thrower, and can absorb more damage, too. Unfortunately, it fires less often. The Cannon will rotate itself to target an enemy. Sun Cannon, Level I Hits: 600 Range: 20 Damage: 14 Cost in Storm Power: 400sp Energy to Build: 1 Sun Unit “Two things in life cannot be ignored: one is a cannon, the other is a cannon ball.” — Commander Petrik “Bombard” Lombard 4.5.1.8 The Barricade The Barricade repels enemy fire. Two Barricade posts set along straight horizontal or vertical lines will create a force field between them that repels incoming fire. Your own units, however, can still shoot through. The Range represents the maximum distance the Barricade posts may be separated before the force field fails. Sun Barricade, Level III Hits: 800 Range: 50 Damage: n/a Cost in Storm Power: 600sp Energy to Build: 3 Sun Units “Between Nimbus and the Beyond stands an infinite, burning barrier.” --Book of Nimbus. 4.5.1.9 Sun Workshop Workshops build the units of battle. Each Workshop can only build a few units, and they must be aligned with the Workshop, so choose carefully. Unfortunately, if a Workshop is destroyed you will lose the ability to build anything that Workshop was currently producing, until you build another Workshop to replace it. When a Workshop creates a unit, a Storm Power Stream streaks from the Workshop to the build site. When the Power Stream combines with the proper Energy the unit will be immediately created. Sun Workshop, Level I (upgradable to III) Hits: 2000 Range: n/a Damage: n/a Cost in Storm Power: 800sp Energy to Build: None “The Nimbian aptitude for complex mechanics is simply unsurpassed.” --Nimbian Mechanic 4.5.2 The Forces of Wind Quick as a fleeting thought, but powerful as a dream, the forces of Wind are a deadly foe. Well suited to those who prefer slashing attacks, Wind units are the quickest in the sky. 4.5.2.1 The Wind Generator A Wind Generator spreads Wind Energy in a circle centered on the Generator. Left-click the Generator to see the range of its Energy. Wind Generators are required to build Wind-aligned units in battle. Wind Generator, Level I Hits: 800 Range: n/a Damage: n/a Cost in Storm Power: 400sp Energy to Build: 1 Sun Unit “With a hundred Wind Generators, you could power a hurricane.” --Def Ilderless, Nimbian Sage 4.5.2.2 The Sail Skater The Sail Skater is a Ground Transport ideal for gathering Storm Power, capturing High Priests, collecting and casting Spells. The Sail Skater is the quickest Ground Transport. Sail Skater, Level I Hits: 100 Range: n/a Damage: n/a Cost in Storm Power: 600sp Energy to Build: 1 Wind Unit “The best pilots know the breezes by the names they call each other.” --Utchuck Yager, Sail Skater Test Pilot 4.5.2.3 The Air Ship The Air Ship is an Aerial Transport ideal for gathering Storm Power, capturing High Priests, collecting and casting Spells. It is much sturdier and faster than a Balloon. Air Ship, Level III Hits: 800 Range: n/a Damage: n/a Cost in Storm Power: 1200sp Energy to Build: 2 Wind Units and 1 Sun Unit “In Nimbus there is nothing more graceful or fine.” --Gilden Fraj, Nimbian Poet 4.5.2.4 The Devil Maker The Devil Maker generates ornery Dust Devils, which are airborne attackers. Each time a Dust Devil winds down, this base will make a new one. The Devil Maker's range represents the distance at which the unit will detect an enemy and send a Dust Devil to destroy it. Devil Maker, Level III Hits: 600 Range: 30 Damage: n/a Cost in Storm Power: 800sp Energy to Build: 2 Wind Units and 1 Sun Unit “Another impasse in the Devil Maker experiments: today, it counter-spun theentire island like a top, flinging pets and small children over the edge and into theabyss. I must reconsider the design.” --Journal Entry, Dr. Dere Dulkus 4.5.2.5 The Dust Devils The Dust Devils churn into enemy territory, attacking units, and cracking any un-cracked bridges. The Dust Devil lasts for ten seconds, and regenerates from its Devil Maker every twenty seconds. It cannot be used as a Transport. Dust Devil Hits: Invulnerable Range: 30 Damage: 20 Cost in Storm Power: n/a --Energy to Build: None “Amid the howling of a Dust Devil, a doomed man hears it scream his name.” --Nimbian Proverb 4.5.2.6 The Crossbow The Crossbow is a self-aiming shooter. When placing, right-click to aim north, south, east, or west. The Crossbow will target the closest unit in a 60-degree arc. It's a valuable air defense weapon that packs a real wallop. Crossbow, Level II Hits: 400 Range: 16 Damage: 30 Cost in Storm Power: 500sp Energy to Build: 1 Wind Unit and 1 Sun Unit “Bolts should weigh a hundred pounds and be well-balanced. You will know yourbowstring's tension is perfect when the Nimbian winds pass through it at F-sharpabove Middle C.” --From the Sixth Archer's Handbook 4.5.2.7 The Wind Tower The Wind Tower is a defensive unit. Place it between a friendly unit and enemy fire. The attacking unit will attack the Wind Tower. On three sides it takes normal damage, but on one side (the curved face) it is invulnerable. As you're preparing to place it, right-click to face the invulnerable side north, south, east or west. It is still susceptible to air attack. Wind Tower, Level II Hits: 600 Range: n/a Damage: n/a Cost in Storm Power: 800sp Energy to Build: 1 Wind Unit and 1 Sun Unit “The universe is ninety-nine percent sky and one percent island. In the sky, theWind rules.” --Unknown 4.5.2.8 Wind Workshop Workshops build the units of battle. Each Workshop can only build a few units, and they must be aligned with the Workshop, so choose carefully. Unfortunately, if a Workshop is destroyed you will lose the ability to build anything that Workshop was currently producing, until you build another Workshop to replace it. When a Workshop creates a unit, a Storm Power Stream streaks from the Workshop to the build site. When the Power Stream combines with the proper Energy the unit will be immediately created. Wind Workshops produce Wind units. They have twice the hit points of Sun Workshops and are slightly more expensive. Wind Workshop, Level I (upgradable to III) Hits: 4000 Range: n/a Damage: n/a Cost in Storm Power: 1000sp Energy to Build: None 4.5.2.9 Wind Temple The Temple is the ultimate center of Energy on each island. The Temple provides one unit of it's namesake Energy in a circle centered on itself. Wind Temple, Level I Alignment: Wind Class: Influence Hits: 5000 Range: n/a Damage: n/a Cost in Storm Power: 5000sp Energy to Build: None “The blood of holy men is the elixir of destiny.” --Book of Nimbus 4.5.3 Rain's Minions Although possessing neither the brute power of Thunder, nor the speed of Wind, the forces of Rain are nevertheless as persistent as life itself. Many of Rain's units, such as the Man Ôo War and Ice Tower, regenerate themselves, and many an unwary adversary has been swamped by Rain's nagging perseverance. 4.5.3.1 The Rain Generator A Rain Generator spreads Rain Energy in a circle centered on the Generator. Left-click the Generator to see the range of its Energy. Rain Generators are required to build Rain-aligned units in battle. Rain Generator, Level I Hits: 800 Range: n/a Damage: n/a Cost in Storm Power: 400sp Energy to Build: 1 Sun Unit “In the Beyond, there is one sound that is always present: the faraway music offalling water.” --Book of Nimbus 4.5.3.2 The Cloud Floater The Cloud Floater is an Aerial Transport ideal for gathering Storm Power, capturing High Priests, and collecting and casting Spells. The Floater is sturdy, but expensive. Because of its vapor-like nature the Cloud Floater is difficult to hit, and only one shot in twenty will connect. Cloud Floater, Level III Hits: 200 Range: n/a Damage: n/a Cost in Storm Power: 1000sp Energy to Build: 2 Rain Units and 1 Sun Unit “Every year there is a grueling contest among the thickest rain clouds for thehonor of powering the Floaters. Most dissipate. A handful survive.” --Unknown 4.5.3.3 The Ice Cannon The Ice Cannon is a shooter, ideal for targeting clustered enemy ground units. Although it inflicts light damage, its artillery fire splinters into shrapnel on impact, damaging other nearby targets. When placing you must orient it, by right clicking, in the direction you wish to shoot. Ice Cannon, Level II Hits: 600 Range: 28 Damage: 20 Cost in Storm Power: 600sp Energy to Build: 1 Rain Unit and 1 Sun Unit “Like a friendly snow-ball fight, with razor-sharp icicles.” --Gerhard Burgar, Gunner First Class 4.5.3.4 The Man o' War Pool The Man o' War Pool spawns Man o' Wars, which ride the moist winds of Nimbus. Each time a Man o' War is destroyed, its home Pool will make a new one. Man o' War Pool, Level II Hits: 200 Range: 28 Damage: n/a Cost in Storm Power: 400sp Energy to Build: 1 Rain Unit and 1 Sun Unit “The recipe is a very ancient one, primarily requiring fermented rain and poisonspores. No stirring is required.” --Einar Lexette, Nimbian High Priest 4.5.3.5 The Man o' War The Man o' War drifts into enemy territory, destroying all below it. Each of the squid-like creatures lives for only one minute. However, if it destroys a unit, the Storm Power released nourishes the Man o' War, and it will continue for another minute. The Man o' War prefers to attack Ground Transports, but if none are available it will strike the nearest unit. Each Man o' War is about twice as tough as a Balloon. They cannot be used as Transports. Man o' War Hits: 200 Range: 28 Damage: 20 Cost in Storm Power: n/a Energy to Build: None "I train my men to slaughter each other at the very sight of it." --Deisen Trow, Leader of the Band of Seerin 4.5.3.6 The Acid Barricade The Acid Barricade provides a lethal protection. An acidic barrier is created by aligning two Acid Barricade posts along straight horizontal or vertical lines. The Barricade dissolves every enemy unit that comes between the posts. Acid Barricade, Level I Hits: 800 Range: 50 Damage: n/a Cost in Storm Power: 400sp Energy to Build: 1 Rain Unit "Even water can sometimes burn like fire." --Book of Nimbus 4.5.3.7 The Ice Tower The Ice Tower is a defensive unit. Place it between a friendly unit and enemy fire. The attacking unit will attack the Ice Tower. The Ice Tower is weaker than other defensive units, such as the Bulwark and Stone Tower, but it regenerates by itself if destroyed. If built on a floating island, an Offensive Spell can destroy its island and eliminate the Ice Tower permanently. Ice Tower, Level II Hits: 800 Range: n/a Damage: n/a Cost in Storm Power: 400sp Energy to Build: 1 Rain Unit and 1 Sun Unit “The first step in getting water to flow uphill is enticing ice to melt backwards.” --Jake Stepson, Nimbian Carpenter 4.5.3.8 The Crystal Crab The Crystal Crab is a Ground Transport ideal for gathering Storm Power, capturing High Priests, and collecting and casting Spells. It is sturdy, and quick. If the Crab meets another Transport, it will stun it and steal what it's carrying. Crystal Crab, Level II Hits: 180 Range: n/a Damage: n/a Cost in Storm Power: 600sp Energy to Build: 1 Rain Unit and 1 Sun Unit "Perhaps it's merely a machine, but it's a mean one." --Bertram Freilig, First Nimbian Run Over by a Crystal Crab 4.5.3.9 Rain Workshop Workshops build the units of battle. Each Workshop can only build a few units, and they must be aligned with the Workshop, so choose carefully. Unfortunately, if a Workshop is destroyed you will lose the ability to build anything that Workshop was currently producing, until you build another Workshop to replace it. When a Workshop creates a unit, a Storm Power Stream streaks from the Workshop to the build site. When the Power Stream combines with the proper Energy the unit will be immediately created. Rain Workshops produce Rain units. They have twice the hit points of Sun Workshops and are slightly more expensive. Rain Workshop, Level I (upgradable to III) Hits: 4000 Range: n/a Damage: n/a Cost in Storm Power: 1000sp Energy to Build: None 4.5.3.10 Rain Temple The Temple is the ultimate center of Energy on each island. The Temple provides one unit of it's namesake Energy in a circle centered on itself. Rain Temple, Level I Hits: 5000 Range: n/a Damage: n/a Cost in Storm Power: 5000sp Energy to Build: None “In these hallowed halls resides the Knowledge of triumph.” --Unknown Sage 4.5.4 Thunder's Tools of Destruction Neither quick, nor crafty, Thunder's units are nevertheless the most powerful in the skies of Nimbus. Ideally suited for direct assaults, Thunder's armies are perfect for aggressive generals. A Thunder Generator spreads Thunder Energy in a circle centered on the Generator. Left-click the Generator to see the range of its Energy. Thunder Generators are required to build Thunder-aligned units in battle. 4.5.4.1 Thunder Generator Thunder Generator, Level I Hits: 800 Range: n/a Damage: n/a Cost in Storm Power: 400sp Energy to Build: 1 Sun Unit "As night fell around us We tended to our fallen cohorts By the Gen'rator'sstrobe and glow." --From the Anthem of Thunder Ridge 4.5.4.2 The Bulf The Bulf is a Ground Transport ideal for gathering Storm Power, capturing High Priests, collecting and casting Spells. It is the toughest Transport in Nimbus, but quite slow. Bulf, Level I Hits: 1200 Range: n/a Damage: n/a Cost in Storm Power: 600sp Energy to Build: 1 Thunder Unit "In its natural habitat the Bulf grows no larger than a cannonball, but on a strictdiet of nickel and limestone, he explodes to a hundred times that size." --Field Journal, J. T. Kierken 4.5.4.3 The Bulwark The Bulwark is a defensive unit; set it between a valuable unit and hostile fire to block incoming shots. The Bulwark is the toughest building in Nimbus. It is invincible when attacked from the air, and a formidable target for ground fire. However, it is not cheap. Bulwark, Level II Hits: 5000 Range: n/a Damage: n/a Cost in Storm Power: 800sp Energy to Build: 1 Thunder Unit and 1 Sun Unit "How is a Bulwark like your mother?" --Last Words of Bernie Lovell, Nimbian Comic 4.5.4.4 The Thunder Cannon The Thunder Cannon is the meanest weapon in Nimbus. It has long-range, inflicts heavy damage, and can take a beating. On the down side, it does not fire as often as other weapons, and can only fire in one direction (north, south, east, or west). As you place it you must orient it (by right-clicking) to the direction you wish to fire. Thunder Cannon, Level II Hits: 1000 Range: 42 Damage: 40 Cost in Storm Power: 1200sp Energy to Build: 1 Thunder Unit and 1 Sun Unit "Expect to go permanently deaf." --First Line of the Tenth Thunder Artillery Handbook 4.5.4.5 The Vander Tower The Vander Tower is a short range weapon that targets air-borne attackers or airborne Transports. The Vander Tower builds a charge and then releases it in a shock of violent energy. It fires in any direction. Vander Tower, Level III Hits: 400 Range: 15 Damage: 20 Cost in Storm Power: 600sp Energy to Build: 2 Thunder Units and 1 Sun Unit “If you throw a raw Bulf egg into the air in front of a Vander Tower, it'll hit theground hard-boiled.” --Tok Nocow, Nimbian Chef 4.5.4.6 The Arc Spire The Arc Spires form barricades. Set up two Spires and a deadly pulse courses between them. The maximum distance from Arc Spire to Arc Spire is less than other Barricades, but it only damages enemy units. Arc Spire, Level II Hits: 1400 Range: 35 Damage: 50 Cost in Storm Power: 400sp Energy to Build: 1 Thunder Unit and 1 Sun Unit "If a captain sees an Arc Spire ahead and doesn't turn his vessel around forhome, it means that he is either very brave, very stupid, or has absolutelynothing to lose." --Air Admiral Heike Kamerlingh 4.5.4.7 Thunder Workshop Workshops build the units of battle. Each Workshop can only build a few units, and they must be aligned with the Workshop, so choose carefully. Unfortunately, if a Workshop is destroyed you will lose the ability to build anything that Workshop was currently producing, until you build another Workshop to replace it. When a Workshop creates a unit, a Storm Power Stream streaks from the Workshop to the build site. When the Power Stream combines with the proper Energy the unit will be immediately created. Thunder Workshops produce Thunder units. They have twice the hit points of Sun Workshops and are slightly more expensive. Thunder Workshop, Level I (upgradable to III) Hits: 4000 Range: n/a Damage: n/a Cost in Storm Power: 1000sp Energy to Build: None 4.5.4.8 Thunder Temple The Temple is the ultimate center of Energy on each island. The Temple provides one unit of its namesake Energy in a centered on itself. Thunder Temple, Level I Hits: 5000 Range: n/a Damage: n/a Cost in Storm Power: 5000sp Energy to Build: None “Through this building the Furies lay waste to all we love.” --Rod Tynken, Temple Steward 4.5.5 Non-Aligned Units The High Priest is the ultimate vessel of Knowledge and power from the Furies. Your Priest can build special buildings and Altars, and also performs Sacrifices to the Furies. For more information on the High Priest, see A Complete Guide to Rules and Tactics. 4.5.6 The High Priest High Priest Hits: 100 Range: n/a Damage: n/a Cost in Storm Power: n/a Energy to Build: None "Who among you will face the Fury? Who will know of holiness and fear? Andwho will be destroyed?" --Book of Nimbus “As you Command.” --Nimbian High Priest 4.5.7 The Outpost Use your Priest to create Outposts on islands in multiplayer games. The Outpost gives you control of the island. When an Outpost is created you gain four benefits: 1.) You may build bridges off of the island containing the Outpost. 2.) The island is warded against enemy construction: no enemy may build on it. 3.) Transports may return Storm Crystals to the Outpost to turn them to Storm Power. 4.) Outposts serve as Storm Power sources, speeding the construction of units farther away from the workshop. Outpost, Level I Hits: 2000 Range: n/a Damage: n/a Cost in Storm Power: 600 Energy to Build: 1 Sun Unit “You can almost feel the power as it takes over the island!.” --Sar Quinset 4.5.8 The Altar On the Altar enemy High Priests are Sacrificed to the Furies. Each Altar has five runes - Sun, Wind, Rain, Thunder and Storm - which must be filled by your High Priest in order to complete a Sacrifice. As each rune is filled, one of the supporting bridges dissolves. When all five are gone, the enemy Priest plunges into the abyss. If an Altar is destroyed in mid-sacrifice, the captured Priest will be freed. Altar, Level I (upgradable to III, in Multiplayer) Hits: 1500 Range: n/a Damage: n/a Cost in Storm Power: 500sp Energy to Build: None "It is a window onto the greatest of all glory, and into the deepest of all oblivion." --Askeld Urvonnus, High Priest of Nimbus 4.5.9 The Bridges Use bridges to connect to resources, to assault enemy islands, and to create territory where you can lay your units. Remember that stationary units are placed at the end of bridges, never on them. "We don't build bridges to make peace." --General Jan Masaryk 4.5.10 Residence Nimbians live in submerged houses below the chaos of battle. You cannot move or destroy a residence, nor can you build on top of it. "I wouldn't mind living above ground, but battle crossfire tends to burn your house down." --Damon Runyon, Regular Guy 4.5.11 The Edge Farm The inhabitants of the islands grow their food on the island's perimeter, leaving interior space open for development. Bridges may not be attached where an Edge Farm grows. "In other cultures, the plowing is not so dangerous." --Pavel Milyukov, Nimbian Farmer 4.5.12 Storm Geysers Storm Geysers spew Storm Crystals which Transports collect for you and return to Temples (or Outposts) for processing. Several Geyser islands appear at the opening of each battle, and more will be generated as Storm Power is hurled up from the Furies' battle below. Unless set otherwise during multiplayer confrontations, each Storm Geyser contains 2000 units of Storm Power. Note: A Ground or Aerial Transport sent to collect Storm Crystals from a Geyser will continue to collect Storm Crystals until the Geyser is depleted. “The coagulation of the Geyser into Crystal form is like watching white fire turnto ice.” --Unknown 4.5.13 Storm Crystals Storm Crystals are condensed Storm Power discharged by Storm Geysers. They look like huge diamonds when laying on the ground. Each Crystal can be converted into 200 units of Storm Power. “They are heavier than you'd think.” --Yon Nite, Nimbian High Priest 4.5.14 Spells "They add a little spice to the carnage.” --Oltor Hammershold, Nimbian Battle Cook Transports acquire and cast Spells that produce spectacular effects. Spells are contained in Obelisks. When a Transport touches an Obelisk (by moving on top of it) it learns the Spell, and an icon for that Spell will then appear overlaid on the Transport. Each transport can possess one Spell. Once a Transport has acquired a Spell it keeps that Spell until destroyed, and can cast the Spell an unlimited number of times, provided the player has sufficient Storm Power. Note: If you right-click on your High Priest, you can Pray for the Devastation Spell. After a short period of prayer, the Spell will be available to the Priest at a lower cost than to a Transport. Left-click on the Transport to see the range of the Spell. Right-click on the Transport to cast the Spell. Once you cast the Spell, your Transport will halt until the Spell is cast. This will take a couple of seconds. Spells do not affect the caster. The following are the Spells in NetStorm: 4.5.14.1 Point Blast A Spell that damages anything in its short range. Point Blast Range: 1 Damage: special Cost in Storm Power: 300sp "I don't think “cute” is the word you're looking for." --Ervin Grots, Apprentice 4.5.14.2 Devastation A Spell that damages anything in its medium range. Devastation Range: 3 Damage: special Cost in Storm Power: 400sp "Ideal for day-to-day pandemonium." --Telsen Rott 4.5.14.3 Decimation A Spell that damages anything in its long range. Decimation Range: 7 Damage: special Cost in Storm Power: 800sp "Run. Faster." --Captain Knut Hamsun, Nimbian Casualty 4.5.14.4 Heal A Spell that brings all units in its range to full hit-points. It also heals Paralysis, and, because of the iridescence of its healing magic, negates Invisibility. Heal Range: 9 Damage: None Cost in Storm Power: 200sp "And your illness was illusion. And your fever was a dream." --Book of Nimbus 4.5.14.5 Invisibility The Spell temporarily renders all units within range invisible. Note, invisible units cannot be targeted or picked up. Invisible defensive units (e.g. Stone Towers, Ice Towers, etc.) will still block, but anything else previously targeted becomes un-targeted when rendered invisible. Invisibility Range: 7 Damage: None Cost in Storm Power: 1000sp "It's not that you do not see, but merely that your eyes do not perceive." --Luffor Haginit, Nimbian Logician 4.5.14.6 Paralysis Temporarily stops all movement and shooting in its range. Any affected Transports cannot cast their Spells. Paralyzed units can be distinguished by the paralysis symbol. Paralysis Range: 7 Damage: special Cost in Storm Power: 1000sp "A stalemate with the ether itself." --Dag Haverlink, Nimbian Gamesman 4.5.14.7 Bridge Harden The Spell renders in-range bridges indestructible. Bridge Harden Range: 7 Damage: None Cost in Storm Power: 150sp "The mortar itself takes on a hellish willfulness." --Hule Gundersun, Master Mason 4.5.14.8 Treason Gives the caster ownership of all units in its range, including all non-Priest Transports. Treason Range: 7 Damage: special Cost in Storm Power: 2000sp "The most delightful victory over any foe is to persuade his right hand to hack off his left." Written by The Avatar (Philip) from Braila/Romania my e-mail is antonm@flex.ro