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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.
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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 |
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