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Читы для NetStorm: Islands at War

Чит-файл для NetStorm: Islands at War

NetStorm:
Islands at War

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Разработчик:Titanic Entertainment
Издатель:Activision
Модель распространения:розничная продажа
Жанры:Strategy (Real-time) / Top-down
Multiplayer:(16) Internet

Даты выхода игры

вышла в 1997 г.

FAQ [ENG]

Информация актуальна для
Back to Main Menu

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. 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 About the 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 About the 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!


Back to Main Menu

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.

3.1 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.

3.2 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.

3.3 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.

3.4 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.

3.5 The Units

3.5.1 Units of the Sun

3.5.1.1 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

3.5.1.2 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

3.5.1.3 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.

3.5.1.4 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

3.5.1.5 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

3.5.1.6 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

3.5.1.7 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

3.5.1.8 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.

3.5.1.9 The 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

3.5.2 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.

3.5.2.1 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

3.5.2.2 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

3.5.2.3 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

3.5.2.4 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

3.5.2.5 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

3.5.2.6 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

3.5.2.7 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, the
Wind rules.” --Unknown

3.5.2.8 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

3.5.2.9 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

3.5.3 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 O'War and Ice Tower, regenerate themselves, and many an
unwary adversary has been swamped by Rain’s nagging perseverance.

3.5.3.1 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

3.5.3.2 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

3.5.3.3 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

3.5.3.4 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 poison
spores. No stirring is required.” --Einar Lexette, Nimbian High Priest

3.5.3.5 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

3.5.3.6 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

3.5.3.7 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

3.5.3.8 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

3.5.3.9 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

3.5.3.10 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

3.5.4 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.

3.5.4.1 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’s
strobe and glow." --From the Anthem of Thunder Ridge

3.5.4.2 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

3.5.4.3 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

3.5.4.4 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

3.5.4.5 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

3.5.4.6 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

3.5.4.7 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

3.5.4.8 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

3.5.5 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.

3.5.5.1 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

3.5.5.2 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

3.5.5.3 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

3.5.5.4 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

3.5.5.5 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

3.5.5.6 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

3.5.5.7 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

3.5.5.8 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

3.5.6 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:

3.5.6.1 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

3.5.6.2 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

3.5.6.3 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

3.5.6.4 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

3.5.6.5 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

3.5.6.6 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

3.5.6.7 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

3.5.6.8 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."

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