Actions:
Flame: Six income, upkeep everyone, pay 1 to Nirur. 4 SW. Reserve AP for counterattacking on the off chance someone attacks.
Nirur Torir: Move four tiles north, two tiles northwest.
Arahael: 6 west
Cript: I move S one and SW six times
Wolfy: Move south one and rest
Wolfy, you head into the thread and stop to catch your breath. Settling in, you decide to recuperate, and spend some time studying the curse that seems to inflict you. By the end of the day, you're not only feeling better as the lingering effects of the spell fade, but you've learned something - as an acolyte, you're not the type to let opportunities to study interesting effects pass you by, and it's serve you well here. Studying the effects of the curse have granted you an additional spell! Since you don't have a Combat Spell equipped, you currently have a free slot, so you can begin using the new spell immediately.Wolfy has gained a new spell!Wolfy gains 2xp.Adwarf's team acts first.(click to enlarge)
Basic Income: 3 Gold Per Round - Income per claimed thread: 3 Gold Per Round
Locations of Note (Explorable):
Temple to Armok: Swirly bit in the middle.
The Burnt Forest: Purple tree in middle of woods.
Goal: Secure the Temple OR Eliminate All Opposition (thereby securing the temple)
Fortress Tiles: +25% defense.
| Water tiles: Two light shades are shallow water, +2 mp to move out of that hex. Darker shade is deep water, impassable for all current characters. -10% evasion.
| Forest: +25% defense versus ranged attacks.
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Swamp: +1mp to move out of.
| Mountain: +25% defense versus melee. +2mp to move into. Counts as two hexes for purposes of ranged attacks, meaning they can't be fired over and the shooter must be adjacent to fire into them (but not out of them, which still works fine)
| Everything else is field, or the equivalent thereof.
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Forces:
Team Dwarf: Controls 1 Threads, 6 gold
Team Flame: Controls 1 Threads, 3 gold
| Commander Adwarf - 2 followers Scrappy, Disciplined Regular Farmer of the !!DWARVES!! 16hp - 0xp - 0 gold - 1 resist Pitchfork, Leather Attacks: Fork - Melee, 12-1, 75% Special: Recovers a point of health automatically each turn. Special: Units under your command gain a 15% boost to experience gained.
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| Worldmaster, Wealthy, Clever Modder Acolyte of the !!DWARVES!! 8 hp - 0xp - 26 gold - 1 resist Club, Leather Blast, Regeneration, Heal Attacks: Club - Melee, 3-1, 75% Blast - Ranged, 6-1, 100% Special: Once per turn, sacrifice a move point to regain 2 health.
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| darkpaladin - Bulky, Healthy Regular Farmer of the !!DWARVES!! Pitchfork, Leather 22 hp - 0xp - 0 gold - 1 resist Attacks: Fork - Melee, 13-1, 75%
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| Tiruin, Sharp, Scrappy, Lurker Hunter of the Elven Woods 12hp - 0xp - 2 gold - 0 resist Bow Attacks: First - melee, 2-1, 85% Bow - ranged, 4-2, 85% Special: +10% evasion Underground. Does not engage automatically. Can disengage for 2mp OR 1ap.
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| Gerald, the Wealthy, Clever, Regular Farmer of the !!DWARVES!! 16 hp - 0xp - 17 gold - 0 resist Pitchfork, Bow, Scale Attacks: Fork - Melee, 12-1, 75% Bow - Ranged, 4-1, 75%
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| Commander Flame - 2 Follower The Scholarly, Clever Lurker Hunter d'GM 12 hp - 0xp - 2 gold - 0 resistance Bow and Dagger Attacks: Dagger - 4-1, 75% Bow - `4-2, 75% Special: Your units gain an additional point of experience every time they use a spell, and you may purchase spells even if you are not an acolyte. If you are an acolyte, the cost of spells is reduced by half for you, and you may teach a spell you know to any one other acolyte at the beginning of each battle in which you command. Special: +10% evasion in forests. Does not engage automatically. Can disengage for 2mp OR 1ap. Special: Experience costs reduced by 20%. Only 8 experience required to next level.
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| Nirur - Sneaky, Wealthy Lurker Hunter of the Cutebolds Bow, Scale 12 hp - 0xp - 18 gold - 1 resist Attacks: Fists - Melee, 2 Bow - Ranged, 4-2, 75% Special: Does not engage automatically. Can disengage for 2mp OR 1ap.
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| Wolfy, Clever, Scrappy Modder Acolyte of the Elven Woods 8 hp - 2xp - 0 gold - 0 resist Pitchfork, Cloth Withering Curse, Blessing Attacks: Fork - Melee, 10-1, 75% Wither - Magical Ranged, 2-2, 75%. Inaccurate, as far as magical spells go. Targets hit by this spell, even if it does no damage, have their MP, AP, and Damage reduced to half (rounded up) until the end of their next turn.
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| Cript, Sharp, Quick Regular Farmer of the Cutebolds 16hp - 0xp - 1 gold - 1 resist Pitchfork, Leather Attacks: Fork - melee, 12-1, 85% Special: 1 more mp per turn
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| Arahael the Watcher, Sneaky, Sharp Lurker Hunter of The Wildlands 12 hp - 0xp - 0 gold - 0 resist Bow, Dagger Attacks: Dagger - Melee, 4-1, 85% Bow - Ranged, 4-2, 85% Special: +10% evasion in forests. Does not engage automatically. Can disengage for 2mp OR 1ap.
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