The First Field
Long Journey, Short Memories... and destructive potential?
Turn 5
Scapheap [5+
1-
1] You create a
grade 1 multicolored gem with 162 components. How it's grade 1 WITH MULTIPLE COMPONENTS, you can't tell, but all the components are so diluted it just increases it's damage a little. (75 mana + 40 from Rune used)
HFS [5-
2] You create a trap for very little mana. Very little. (20 mana + 20 from Rune used)
Rune You filter more mana to your allies. (60 consumed)
Mastahcheese [5+
1-
6] Spikes of energy cause another miscast. Everyone is trying to get you!
The gems are fused directly to your orb! The resulting gem will always be with you when you move between fields, can be fused or upgraded, and causes monsters to cost extra to banish! It remains extra clear... (50 mana consumed)
The monsters arive. [5; 8, 9, 11, 9, 8; 51, 46, 46, 47, 60; no point to rolling other component] 5 of them are rained down upon by the gem above them, leaving piles of ash. The sixth uses it's extremely nimble spindly spider legs to dodge every shot, and even the shocks of energy leaping from it's fellow monsters' piles of ash. It lowers it's armored dog-like sniffer to the ground, following the trail.
Orb
Space for 1 tower and 1 trap/trench
Cromwell's Orb Grade 2 gem[/b] worth 62
Hits 1d8 monsters + any that are banished.
Range 2
Deals 2d2+2 damage to each monster hit
Absorbs 4 mana per hit
Damaged monsters heal 2 damage per turn for 3 turns.
Section 1 -> Orb
Space for 2 towers
Section 2 -> 1
Prebuilt Tower
Grade 4 Quadruple Gem worth 913 mana
Hits 4d4 monsters, deals 5d5+2 damage to each
Range 3
50% chance it takes 2 turns to go through next section
Deal 3% damage to all monsters in section. (does not carry other components)
22% chance on hit to strike another monster (carries other components)
Struck monsters are frozen, taking 7% extra damage in further hits (stacks)
Deals 50% extra gembomb damage
Section 3 -> 2
Space for 1 tower and 1 trap/trench
Section 4 -> 3
Split Path
Tower: Built by Sofia and Clair
+2 to monsters hit
Section 5a -> 4
Space for 1 tower
Section 5b -> 4
Section 6a -> 5a
1 mana shard (contains 250 mana)
Contains large hill, stops monsters for 3 turns
Monsters here take +20% damage from gems
Section 6b
MASSIVE FISSURE blocks all monsters
Section 7a -> 6a
Monsters spawn here
Space for 3 towers
1 Trap, no gem.
Section 7b
1 mana shard (contains 250 mana)
Monsters spawn here
Space for 2 towers and 1 trap/trench
7a
2/2 hp, 4 armor
Next wave in 5 turns (Start early?)
Clair [6+
2-
1][1+
2-
1]*3 50+500=
420/420 mana
Stuns self by accident, cannot create anything this turn.
Sofia [3+
1][4+
2]*3 105+195=
300/480 mana
Could probably make a grade 3 gem with some left over
Rune [4+
2+
1][1+
1+
1]*3 115+240=
355/450 mana
Is experiencing some mana lag. Could make a grade 3 or so gem, at -3 clarity.
Cromwell [4+
1-
6][5-
6] 10+130=
140/300 mana
Could make a grade 2 gem this turn, with some left over.
Player Statuses:420/420 mana
Grade 1 Multicolor gem worth 115 mana
162 components
Hits 2d3 monsters, deals 2d3+1 damage
Range 2
Too many components dilute eachother. Higher base damage as a result.
Scouting
Wave 3: Swarm (2 hp, 1 armor, 9 monsters)
Wave 4: Normal (11 hp, 6 armor, 8 monsters)
Teamwork Bonuses
Sofia: +1
Rune: +1
Cromwell: -3
300/480 mana
Teamwork Bonuses
Clair: +1
Rune: +1
Cromwell: -2
355/450 mana
Grade 4 Dual Gem worth 700 mana
Hits 4d4 monsters, deals 5d5 damage to each
Range 3
50% chance it takes 2 turns to go through next section
24% chance on hit to strike an additional monster (carries other components)
Struck monsters are frozen, taking 20% extra damage in further hits (stacks)
Pile of Gemdust
can only be used for gembombs
Deals 2d2 to 3d6 monsters in a section
Teamwork Bonuses
Clair: +1
Sofia: +1
Cromwell: -1
140/300 mana
Orb is Gem
Teamwork Bonuses
Clair: -3
Sofia: -2
Rune: -1