Asker of Questions (Maegil). Alpha Male. Analysis, Research, Building, Oratory, Teaching. 5 Health. F7
Beatrix Purnima (S34N1C). Alpha Female. Smart, Green Thumb, Hand-to-Hand, Fast, Diplomatic. 5 Health. F7. Starvation 1
Easter Sunday (vishdafish). Alpha Male. Ranged Weapons, Stealth, Poison, Trapping, Crafting. 6 Health. F6. Starvation 1
Imic (Imic). Alpha Male. Building, Born Leader, Dreams Big, Creative, Strong. 8 Health. F7. Starvation 1
Elfa (Elvish Miner). Female Child Prodigy. Teaching, Smart, Hard Worker, Caretaker, Cautious 2 Health, F6
Sandy Questions. Female Child. Research, Diplomatic. 1 Health, E7
Tal Questions. Male Child. Analysis, Fast. 1 Health, F6
Libra Questions. Female Child. Runt, Cautious. 1 Health, F6. Starvation 1
*Rule Update*I have decided that children do not have the authority to exile characters.
The character list has been moved to be near the top of the update just under the map. This change has been done for the purpose of GM convenience.
Information on a new stat called "Equipment" has been added to the first post. View the Stats and Caste spoiler for more info.
*Note*Having suffered from Stirk's nonsense in Alchemech Blessed, I have decided that I do not want to punish other players for Imic's neglect of this game by neither making any kind of response or clarifying they are no longer interested in playing. That being said, I am going to put him on auto-starve mode until the problem resolves itself one way or another.
*Tip*Attempting to take resources from the communal inventory when another character would take those resources has a chance to fail.
Turn 26Upkeep: All six units of food are eaten. Imic, Easter Sunday and Beatrix Purnima take 2 starvation damage.
Easter Sunday attempts to move to F7, but only has enough movement to make it to F6!
Beatrix Purnima harvests the farmland at F7 using the farming tool to collect 4 love berries and 1 giant love berry. Research on Fur Clothing has been completed. All four children have been given names.
Elfa moves to F6 to collect 1 Unnamed Mushroom. Elfa consumes 2 food to restore 1 health, though this is perhaps not the most appropriate time to do so. Research begins on Improved Foraging.
Asker of questions uses 1 unnamed Yellow Plant to maintain the fire because no damage has been done to a Fluffit nest. Love Berries are set to be rationed at a time when your civilization most assuredly cannot afford to ration them. Asker then harvests the Paddy field, and is able to obtain 3 waterleaf this time. It is made apparant that no method of building repair has been researched. Asker of Questions takes 2 starvation damage in place of Libra.
Alexander Questions attacks the Palisade at F7, dealing 2 damage to it and taking 4 damage. Alexander has passed away, and the Palisade has been destroyed. Perhaps a building made entirely of bloody thorns was not a very safe place for newborn children after all!
Sandy Questions wanders off to E7 and collects 2 Unnamed Yellow Plants.
Tal Questions moves to F6 and uses 1 Vine Grabber plate to create 1 Gathering Tool for Mushrooms.
Libra Questions moves to F6 and gathers 1 Unnamed Mushroom.
Agriculture: The building "Farmland" may be created on a tile. A size 0 farmland can be created for 5 labor, and its size can be increased by 1 at the expense of 2 labor and 2 plants. Not all plants can be grown and the farmland can only accommodate one type. Each size on the farmland allows up to 1 plant to be harvested from it per turn by civilians who spend time working it. Much more reliable than foraging.
Arrows: The item "Basic Arrows" can be created with 1 wood and 2 labor. One is expended when attacking with a bow. Expect to get several of them when this is crafted.
Bait: Any food can be added to a pit trap to act as bait to increase the liklihood of something getting trapped.
Basic Tools: The tool "Gathering Tool" may be created at a cost of 1 labor and 1 building material. When the tool is created, one resource is designated. Using the tool increases labor by 1 when attempting to gather that material. Does not stack with most other tools.
Basic Torch: The weapon "Torch" may be created at the cost of 1 wood on a tile that contains a campfire. The wielder of this item may choose to create fire on the tile they are on. Fire inflicts an unknown amount of damage to targets, and can cause Fear. This item may be used to remove the labor cost when building a campfire. Each turn this item has a chance of breaking. Note that it can be dangerous to its wielder. (Basic Torch does not require labor to make)
Better Tools: A hand crafted tool may be upgraded at the cost of 1 item and 1 labor. This may or may not give it an additional effect. This tech will only work once per tool.
Bow: the weapon "Bow" may be created at a cost of 1 labor, 2 building material and 1 string. Not all materials will create a functional weapon. A bow may be used to make a ranged attack in an adjacent tile.
Broadhead Arrow: The item "Broadhead Arrows" can be created with 1 wood, 1 material and 3 labor. Expect to get several when crafting.
Carpentry: The building "House" may be created on a tile at the cost of 5 labor and 10 wood. Most animals will have difficulty accessing the contents of a house, and resting in a house will restore 1 additional health.
Carpentry Tool: The tool "Carpentry Tool" may be created at the cost of 1 labor and 2 wood building material. Provides +1 labor when constructing buildings with wood.
Child Care: The penalty for giving instructions to children is moderately reduced if the one giving instructions is a genetic parent.
Child Care: The parent of a child civilian may take starvation damage in place of that child if it is on the same tile. This ability must be declared on the turn prior to starvation damage triggering. Damage taken from this tech is based on the Childs starvation level, not the parents.
Clay The building material "Hardened Clay" may be created at a Campfire at the cost of 1 labor.
Cooking: Cooking may now be attempted on a tile with a Campfire by expending one or more items as well as at least 1 labor. Results will vary wildly.
Farming: A "Farming tool" may be created at the cost of 2 labor and 2 building materials. Farming tools increase labor when performing a farming action by 2. Does not stack with most other tools.
Fertility: the item "Fertilizer" may be made with 1 plant and 1 labor, or 2 labor in a area with an abundance of plants. Fertilizer can repair 2 points of damage to farmland, or contribute 2 points of labor to its construction. Also has a chance to cause positive effects to occur when working the farm. The plant used to make it does not need to be edible.
Fire: The building "Campfire" may be created at a cost of 2 labor and 2 wood. Each turn the Campfire requires a maintenance cost of 1 burnable material in order to continue functioning. If a campfire stops burning it will be destroyed. Note that someone must declare what material is being used to keep the fire burning on literally every single turn to keep it going. Resting at a campfire will restore an additional point of health, and fire has a chance to cause fear to non-intelligent creatures. This fear may bypass fear immunity.
Fishing Rod: The tool "Fishing Rod" may be created at a cost of 3 labor and 1 building material. This tool can be used to obtain otherwise unattainable items from water sources; but it is otherwise less effective than foraging.
Fur Clothing: The equipment "Fur Clothing" may be created at the cost of 2 labor, 2 Fur Material and 1 String. This item grants protection from cold, and may have other effects depending on material. Takes up 1 equipment spot.
Glass: The material "Glass" may be created using using 1 sand, 2 labor and 1 glowroot at a campfire. This method will produce low quality glass which will shatter on impact.
Healing: A civilian may consume an additional food in a turn to restore its health by 1.
Herbology: A "Salve" may be created at the cost of 1 labor, 2 herbs and 1 water. The water cost is not applicable on a tile that has water. The effect of the salve varies on the item used to make it. Note that the communal inventory cannot directly store liquids such as salves.
Hoe: The tool "Hoe" may be created at a cost of 1 labor and 2 building materials. Equipping a hoe will give you a x2 labor multiplier when creating farmland. Does not stack with most other tools.
Housing: The building "House" may be created on a tile at the cost of 5 labor and 15 building material. Most animals will have difficulty accessing the contents of a house, and resting in a house will restore 1 additional health.
Irrigation: The building "Paddy field" may be made on a tile with natural water. A size 0 Paddy Field may be created at a cost of 8 labor, and its size can be increased by 1 at the expense of 2 labor and 2 plants. Not all plants can be grown and the Paddy Field can only accommodate one type. Each size on the Paddy Field allows up to 1 plant to be harvested from it per turn by civilians who spend time working it. The Paddy Field can be used to cultivate plants that require large amounts of water.
Knife: The weapon "Knife" may be created at the cost of 1 labor, 1 building material and 1 sharp material. A knife will increase final melee damage by 1 and may have other utilities.
Masonry: Stone may be collected from most tiles; especially mountainous regions. This works like a foraging action; though it is less efficient than other kinds of foraging. When used as a building material, stone is highly durable.
Masonry: When constructing a building on a rocky tile such as a mountain, 2 labor may be used in place of 1 masonry.
Palisade: The building "Palisade" may be created on a tile at the cost of 2 labor and 3 building material. Attacking this building without a tool deals retalliation damage to the attacker based on the materials used. Cannot be used to wall off large areas.
Pit Trap Cover: The building "Pit Trap" may be upgraded with a "Pit Trap Cover" at a cost of 1 labor and 1 string per building size. (ex: A size 3 pit trap costs 3 string and 3 labor). A Pit Trap Cover will make the pit hard to detect.
Rationing: A material may now be marked as "Rationed". A rationed item will not be consumed even if it would cause starvation. This can have negative effects on morale, but can preserve high value food items or prevent higher starvation levels later.
Rope: The building material "Rope" may be created at the cost of 4 string and 1 labor. Has miscellaneous uses.
Shields: The weapon "Shield" may be created at a cost of 2 labor and 2 building material. Additional material may optionally be used. If a shield is used in combat there is a chance that the item will take damage instead of the wielder. If you forget to specifically declare you are using the shield that chance drops to 0%
Shovel: The tool "Shovel" may now be created at a cost of 1 labor and 2 building material. Equipping a shovel gives an x2 labor multiplier when digging. Does not stack with most other tools.
Spiked Shield: A spiked shield may be made using 2 labor, 1 string and 1 material. This weapon functions the same as shield, but it also can inflict damage to the attacker based on the material used to make the item.
Stone Axe: The tool "Stone Axe" has been created at the cost of 1 labor, 1 building material and 1 masonry. This tool allows for the gathering of "Logs" from a forested tile.
Stone Flail: The weapon "Stone Flail" may be created at a cost of 1 labor, 1 building material, 1 string and 1 masonry. This weapon increases base damage by 1 and may have other utility.
String: The material "Simple String" may be created at the cost of 1 labor and any plant. Items created with Simple String may break under stress. Not all Simple Strings are of equal quality.
Trap Design: The building "Pit Trap" may be created on a tile. The labor cost to create a pit trap is [building size]*[building size]. (EX: A size 3 trap would cost 9 labor). Not effective on all creatures, and completely ineffective if the trap is smaller than the target.
Trap Design: The building "Snare Trap" may be created on a tile at the cost of 2 labor, 1 string and 1 building material. A snare trap can stop a creature from moving, but is only as strong as the material used to make it.[/b]
Spiked Shield: 25/?? (Easter Sunday)
Millstone: 10/? (Imic)
Wall section: 20/?? (Asker of Questions)
Improved Foraging: 3/?? (Elfa)
D5: Unfamiliar area. Falling Rock hazard.
D6: Unfamiliar area. ??, flowers
D7: Unfamiliar area. Trees, Beast lair.
E5: Familiar Cliff Area
E6: Familiar Plains Area, Small Prey
E7: Familiar Plains Area, River, Predator Sighting, Tall Plants, Flying creatures, Size 3 Pitfall Trap(7 Labor to size 4) with Size 3 Pit Trap Cover (---) baited with 1 poisoned fluffit meat.
E8: Familiar Hybrid area, waterfall, River, predator Nest, Herbs, sand
E9: Unfamiliar area, caves, Cannot move to D9 from here
F5: Familiar Waterfall
F6: Ygdrassil, Mushrooms
F7: Familiar Grassland Area, River, Berries, Thorns, Herbs, Glowroot, Fluffit Nest
Size 5 Farmland (+). (2 Labor, 2 Love Berry until size 6), Size 2 Paddy Field (++). (2 labor and 2 Waterleaf until size 3).
F8: Unfamiliar area. Contains a plateau.
F9: Unfamiliar area. Sand, Cannot move to F8 from here.
G5: Familiar Cliff Area, Rocks
G6: Familiar Forest Area, Fruit, Thieving Animals, Red Herb
G7: Familiar Desert Area, River, Stones
Yider: A large yellow hexapod with a long and thick neck, and sharp claws and teeth. It is also about twice your size. This creature is known to avoid hunting dangerous prey, and can be scared off by a co-ordinated assault. Known to have over 37 health.
Vine Grabber: A plant that latches onto prey. Not a serious threat, unless something else is in the area. Expected to have 3 or less health.
Monkey: A small green colored creature with a long tail. Known for climbing trees and stealing food.
Fluffit: Small fluffy grey colored creatures. Expected to have 3 or less health. Damage output is low.
Prowly: A dark green creature slightly smaller than your species. Known to have over 7 health.
1 Gathering Tool: Love Berry (+1 labor for gathering Love Berries)
1 Gathering Tool: Golden Fruit (+1 labor for gathering Golden Fruit)
1 Gathering Tool: Fallen Branch (+1 labor for gathering Branches)
1 Gathering Tool: Waterleaf (+1 labor for gathering Waterleaf)
1 Gathering Tool: Bloody Thorns (+1 labor for gathering Bloody Thorns)
1 Gathering Tool: Unnamed Mushroom (+1 labor for gathering Mushrooms-F6)
1 Farming Tool (+2 Labor for farming actions)
1 Hoe (x2 labor for farmland creation)
1 Carpentry Tool (+1 labor when constructing buildings out of wood)
1 Stone Axe (Can be used to collect Logs)
1 Bow (Can attack one tile away)
1 Bow (+-) (Can attack one tile away)
1 Fertilizer: See the Fertility tech.
7 Goldenwood Arrows: Expended when using a bow. Deals +1 damage to animals not represented by a target.
1 Simple String: (Material. Low Quality)
4 Love Berry: (food)(Rationed) A red colored berry.
1 Giant Love Berry: (food x2) A red colored berry. Grows regular love berries if used in farmland creation.
0 Unnamed Green Berry: (food) A green colored berry.
3 Waterleaf: (food) A dark green plant that grows in water.
0 Giant Waterleaf: (food x2) A dark green plant that grows in water. Grows regular Waterleaf when planted.
0 Golden Fruit: (food) A yellow fruit.
2 Unnamed Mushrooms: (food) A light brown colored mushroom
0 Unnamed Plant Tissue: (food) An edible part of a carnivorous plant
0 Unnamed Blue Herb: (food) A blue herb
0 Unnamed Red Herb: (food) A red herb
0 Unnamed Blue Flower: (food) A blue flower
0 Fluffit Meat: (food) Meat from a Fluffit
0 Yggdrasil Branches: Fallen branches from the giant tree.
0 Golden Branch: Fallen branch from a tree. The name of this item is slightly less misleading.
3 Bloody Thorns: A plant that causes harm on contact.
6 Glowroot: A plant that glows.
0 Ropevine: A plant that can function as a string as it is.
2 Unnamed Yellow Plant: A tall yellow plant. Not edible. Also not a string. Not wood either.
2 Unnamed nut: A large circular plant product with a tough outer shell.
1 Vine Grabber plate: A flat and durable plant product. Not edible.
0 Mudstone: A brown colored stone. Functions as masonry.
1 Unnamed Brown Stone: A brown colored stone. Functions as masonry.
1 Unnamed Clay: Too soft to function as masonry
9 Fluffit Fluff: Grey fluffy matter.
5 Log: A wood building material with high quality. Too heavy for the communal inventory. Weight 3.