Welcome to a world of wizards and monsters!Where, based off the popular Gemcraft flash series by Game In a Bottle, a number of wizards work together as part of the powerful Wizards Council to organize and direct... well, you.
While the games focus on powerful masters of gemcrafting magic, who battle with the Forgotten, this game is about some other wizards who are not concerned with the Forgotten, but just her shadows, as it is revealed near the end of GCL, where it says there are other wizards chasing down her minions.
You will progress by beating the monsters in a field.
There is a number of sections in a field. Enemies will move from one section to the next each round, in order to get to your orb. You may spend mana in order to create buildings and gems in each sector to stop them; there are other spells, too, but you are pretty focused on learning gemcrafting spells. Gems automatically eliminate enemies from the closest section to your orb that they can reach.
Each field is composed of a different number of sections. When you beat all the monsters in a field, you move your orb to the next field, and monsters in the previous field won't chase you.
The Orb: Your personal protective bubble. This is the last section, if monsters pass all the way through this section they will be banished to the beginning again, consuming your mana. If you should run out of mana to banish them with, they will destroy the orb, and your fellow wizards will teleport you out of the field, to an area they have already made safe, for you to craft a new orb.
Split path: There are two sections that can lead into this one. Any other section besides the Orb can be this kind of section.
Monster Nest: Extra monsters come out of this section. Putting gems in these sections can lead to the destruction of the nest, saving you the trouble of dealing with the extra monsters.
Beacon: These sections buff monsters or heal them. Buffs last 3 rounds, or longer depending on the size of the beacon.
Wide path: A wider path or a big square of pathable terrain. You can build walls to split this section into 2-5 sections, depending on the size.
Tomb: The opposite of a Nest, destroying the tomb releases extra monsters.
Empty section: There are no special structures here, but these usually have more space to build and upgrade structures.
Let's face it. You don't have the skills of the wizard from The Forgotten, you're not a greedy outlaw like the one from Gem of Eternity, and as much training as you've had, the wizard tests you've had aren't as intense as the one from Labyrinth. But you have a number of skills.
And your own unique story.
Name: What other people and wizards call you. Demons have their own name for you, but you probably don't want to know it.
Gem Specialties: Pick three special abilities (such as mana gathering, shocking, splash damage, or control). They do not have to be from the games, and I'll come up with how the ability works. You work better with people who work with some of the same kinds of gem.
Stats: You may put a + or - onto each, up to 3 of each on the stat, as long as there's NOT more + than -; you may not use more than six +s.
Mana Mastery makes it easier to gather and/or store mana.
Gem Forgery lets you make gems easier
Gem Clarity makes your gems more effective
Construction makes the construction of buildings or other structures quicker or easier
Monster Skill lets you banish or summon monsters cheaper and easier.
Other Magic for stuff not directly related to gemcraft magic.
Special Skill You each have a unique skill, gained by studying different areas of skill. Name a skill, any name, and I'll come up with it's effects.
Bio: Your current relations with the Council, and with some of the other wizards you're working with. And what led up to you being out here.
The costs of buildings increases for each one you build.
Towers: Gems can only fire at enemies when in a tower or trap. You can build a few towers in each section. Towers cannot be upgraded except in special circumstances.
Trenches: Chance to stop monsters from moving to the next segment. More effective then low-grade gems in traps, less effective than mid-to-high grade gem traps. Cannot be upgraded.
Traps: Can be fitted with gems like towers. Reduces range and damage of a gem (guaranteed to hit only monsters in that segment), increases the monsters hit by it and the effectiveness of gems. Doesn't work without a gem. Cannot be upgraded.
Walls: Can only be built in Wide Paths to break it into more sections. Cannot be upgraded. Multiple towers together can also be used as walls, but walls are cheaper.
Amplifiers: Something not available to you, but you might find on the battlefield left behind by other wizards. Gems put in amplifiers increase the power of other gems in the section. Studying these or wizards who can make them may lead to your ability to make them, later.
Shrines: You can make Bolt shrines. Shrines all have special abilities, bolt shrines being extra range and damage. You may find other shrines in various sections. By putting gems into shrines, the gems are consumed and the shrines are activated, attacking all monsters in range that round. Can be upgraded for more power, and faster recharge; and automatic activation.
Seal: Can seal giant monsters or shadows in them. Turns into a tomb when filled right up. Can be upgraded to increase capacity.
Mana Battery: Towers that aren't firing on enemies that are in range can charge it up. When filled, it instantly empties into your mana pool (giving you more mana). Upgrades increase capacity and charge gained per shot. Basic form holds 50 mana and turns 5% of damage into charge.
Not everyone in your group can craft all of these gems, but the Known Gems collection includes gems many of you can craft.
By combining the powers of different gems, you can create very powerful gems.
Slowing Ocean Blue. Monsters damaged but not destroyed by Slowing gems have a chance to take two turns to get through the next two sections (each). Higher grade gems have a higher chance and can keep monsters in the nextcurrent section or the one after for longer. Less effective on speedy monsters, but can prevent them from skipping sections.
Gamble Hawt Pink. Deals extra damage, but permanently increases the mana required to banish them.
Multiple Damage Lemon Yellow. Chance to deal x2 damage. When it reaches 100% chance at higher grades, then it has a chance to deal x3 damage, etc.
Splash Candie Apple Red. Each monster successfully struck in a section causes all monsters in that section to take X% of the damage dealt to the struck monster. The effects of the other components of the gem (EXCEPT Chain Hit or Lightning, if applicable) are applied, but only X%.
Chain Hit Lime Green. Each hit has a chance of dealing full damage to an extra monster. As with Multiple Damage, when it reaches 100%, it has a chance to hit a third monster. The full effect of other components in this gem (Even Splash and Lightning, if applicable) are dealt to struck monsters.
Shock Dodger Blue. Has a chance of stopping a monster in it's current section for several turns. Each hit decreases the chance of doing so. Equally effective on speedy monsters and others.
Poison Forest Green. Monsters are left poisoned, taking damage each round for 3 rounds. Stacks with burning.
Fire Scarlet. Monsters are left burning, taking damage each round for 3 rounds. Less effective than poison, but monsters in the same section as a burning monster also take a small amount of damage.
Chain Lightning Royal Blue. Has a higher chance of hitting multiple monsters than chain hit, with increasing damage, but does not carry the effects of other components.
Melting International Orange. Has a chance of instantly killing monsters, producing reduced mana for melted monsters. Does not work on Shadows. Higher grades have a higher chance and reduce mana earned less.
Freezing Celeste. With each hit it increases the damage monsters take from further hits.
Mana Leeching Dark Tangerine. Sends mana to your pool with each hit.
Poolbound Floral White. Increases the gem's damage output based on pool size. Increases the power of certain other components too, should they be present.
Bloodbound Leather Jacket Black. Yeah, that's a real shade of black, go figure. Periodically increases the gem's damage output based on the amount of damage dealt so far. Increases the power of certain other components too, should they be present.
Fusionbound Cocoa Brown. Increases the power of other gem components the more components there are.
Subvert Medium Orchid. ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??
More gems will be added as they are discovered or players sign up.
These abilities are very important to your progression. They are necessary to beat the Shadows while others hunt down the Forgotten.
Gem Bomb consumes the used gem, deals lots of damage at once to the monsters in a section.
Combine Gem lets you make dual or tri colored gems, and make higher rank gems. By combining two same ranked gems, you make one higher ranked gem. Creating a pure gem of a certain rank is a shortcut that is part of this ability. Upgrading a gem is another shortcut that increases a gem's rank.
Extend Mana Pool increases your mana gain rate and maximum mana, until you clear the field and move your orb.
Summon Monsters Whether to sabotage other players ("why would you do that?!" --John Kray) or to gain extra mana and resources, you can consume a gem to increase the number and strength of monsters in an upcoming wave.
Escape If you feel overwhelmed by the monsters in the field, you can get out. You will lose all your progress in the field, unless there's someone else in there too. If you escape, you will not be getting any rewards from the field or progressing to new fields - but it takes your orb with you and prevents you from having to rebuild it.
Early Wave Normally there are 5 turns between waves. You can gain extra mana by sending waves early, causing them to spawn at the spawn location immediately. The main mechanic of a RtD (Roll to Dodge) game is the d6 (six sided die). Every time an action takes place, a d6 is supposed to be rolled. Wellll... d6s are used, to calculate monster waves, to calculate the effectiveness of gems on monsters, to determine the effectiveness of various abilities, and for special abilities.
Other dice will be used as well, for damage calculation (such as a gem with a damage rating of 2-13 will use 1d12+1). But whenever a d6 is rolled, it follows the basic formula of Face Flop, Belly Flop, Cannon Ball, Swan Dive, Synchronized Triple Flip Dive, and Synchronized Belly Flop. This is for natural numbers only. If it is modified by a skill or equipment, it improves the results but does not change how they come about (1+4 is still an epic failure, but it's much easier of a pill to swallow then 1+1 or (heaven forbid) 1-2).
Also, since you're working together, either split up or working on the same field, you can talk telepathically together. Remember to color your chats, and to bold your actions. Let me know which sections you are building stuff in. Gems don't have to go onto the field immediately, as you have an inventory to hold them in.
When you are defeated, you have to repair your orb, meaning you go back to the wait list and another wizard shows up. You keep everything you've gained, but are out of the running until a certain number of other players have been defeated.
And finally, there are malevolent wizards that have sided with (or been possessed by) shadows. You will have to roll to dodge their special abilities, too.
Also, one last note, if you're working on the same field, you get bonuses for having similar gems, and penalties for not; and can combine your gems with each other once you've crafted them.
I will be taking 4 applicants. This is not on a first come first served basis, I will roll dice to pick the players who can join in. I will be adding everyone's gems to the list of gems seen so far, picked or not. Applicants who's gems include an "Eternity" gem will automatically be rejected, though. Sorry.
The fields are composed of approximately 12 to 25 sections, and 3 to 6 waves, for now.
playersPlayer: Scapheap
Name: Clair Harrier
Gem Specialties: Slow, Splash and Shock
Stats:
Mana Mastery ++
Gem Forgery ++
Gem Clarity +
Construction +
Monster Skill ---
Other Magic ---
Special Skill: Scouting: You know exactly how many waves there are and how many monsters in each in a field before you enter it. If there is more than one field available to enter, you know what you'll be facing in up to 4 of them.
Monsters are rerandomized after 3 turns if you pick a different field.
Scouting only takes effect on multiple fields outside of a field, and only affects the current field while in a field.
Bio: There a council? And who these three guys? And I got here by being born here in these backwaters. My parents teached me gemcraft. Their graves are out back if you want to see them.
Player: HFS
Name: Sofia Aurora
Gem Specialties: Multiple Damage, Chain Hit, Fire
Stats:
Mana Mastery: +
Gem Forgery: ++
Gem Clarity: +++
Construction: --
Monster Skill: --
Other Magic: --
Special Skill: Focus: Affects your d6 rolls. Natural 1s on a d6 become natural 2s, and natural 6s become natural 5s.
Bio: Sofia is decidedly not on good terms with the Council - not that she knows anything about it beyond its' existence. She was self-taught, and has a bad habit of performing rather dangerous experiments which, against all odds, usually turn out fairly well. Usually. She managed to accidentally teleport herself into the midst of the group with a failed experiment (which she blames on a brief lapse in focus). For the most part, she raised herself - save for her early years, where she was raised by a mother she never knew.
Player: CoolRune206
Name: Rune
Gem Specialties: Chain Lightning, Melting, Freezing
Stats:
Mana Mastery ++
Gem Forgery +
Gem Clarity +
Construction -
Monster Skill -
Other Magic --
Special Skill: Elemental Magics: You can spend mana to directly damage enemies without use of gems or gembombs. The amount of damage dealt is proportionate to the mana spent, and you can spend any amount (that you have). Must specify which enemies you are using it on, and which variety. Comes in 4 varieties:
Fire: Affects all enemies in a section, doing less damage then the other 3. Specify section instead of monsters.
Wind: Forces damaged enemies into the previous section, if it does over half their health.
Water: Removes monster armor before doing damage.
Earth: Does extra damage.
Bio: He is a man with much amnesia. He only remembers his names, he remembers that he knows how to use gems for fighting, and that he really. REALLY. REALLY. REALLY. Hates Monsters
Player: Mastahcheese
Name: Cromwell Jackson
Gem Specialties: Mana Leeching, Poolbound, Poison
Stats:
Mana Mastery: +
Gem Forgery:
Gem Clarity: +
Construction: -
Monster Skill: -
Other Magic:
Special Skill: Virus: Gembombs, shrines, and traps cause damaged monsters to take on a damage over time effect similar to poison; this effect stacks with poison and other damage over time effects.
Trenches cause affected monsters to be afflicted with this effect as well, but it lasts three times as long.
Bio: He has no memory of anything. He trusts no one.
So, who's up?