Spring 6, Year 2Hikari sandashi: S
Geos: T
Nute: E
Bob: T
Maple Sylphseed: T
WaterDancer: T
Elf Zombie (T): 43/50
Bird Ghoul (E): 2/2
Bob decides to continue chomping on the nasty rat husk to inflict 2 damage. His wild shape is forcibly cancelled by all of the nasty, but at least the rat is dealt with now.
Nute travels to the northeast and breathes some weed spores. There is a ghoulified bird here!
WaterDancer uses Rapids, to attack the elf zombie with water to deal 2 damage.
Geos returns to his little hole and uses shift earth. He didn't get to the rocks this turn because he had to pull out the dirt from the previous collapse. This seems like it might not be the best place to get rocks from.
Unable to tame the now un-undead rat, Hikari travels to the south. There is no skeletal goat to be found here however.
Maple Sylphseed does not have an ability that would modify the ability of someone else. The closest thing would be Charm, which is specifically based on the caster's appearance.
It seems unlikely that it would matter anyway. The Elf Zombie clearly lacks the rational ability to be susceptible to such tricks. It twists its body in an unnatural manner, turning to look at the tree. It grabs the sides of its head with both of its hands, quivers, and makes a loud gurgling noise...
A few poisonous spores start to float about at tile T.
Clarification: To clarify, an if statement is valid in Hikari's action. It is not allowed to say "Attempt to do X if it would succeed, otherwise do Y" but it is allowed to say "Attempt to do X and do Y if it does not succeed". The idea is that you cannot know if an action would succeed or not if you don't try and lack knowledge of the circumstances.
Small Stone Wall: A section of wall designed to limit access to tile T from the north. This project will require a lot more work and a lot more rocks.
Dirt Wall: A wall of dirt nine centimeters high around the tree. It is easy to climb over the wall if you are already next to the tree. It is reinforced with a few small stones. There is a hole at its base.
Geode Crystals: Left over from a Geode Bomb. Not much of a threat any longer. Arranged in a line south of the tree, embedded partially in the ground. The highest level of Geode Crystal is 2.
Trench: A trench made with the intention of connecting the river to the tree.
Tunnel: A hole dug at an angle that goes all the way down to subsoil. Clay can be obtained from this hole. Stones can be obtained from this hole.
Best Bush "Mostly": An average looking bush Located at E. Its effective level is 1.
Best Bush's Best Bush: More than a little strange how this happened. Its effective level is 1.
Compost: Can be found in the Soil subcategory for the tree, and acts as an above average quality soil.
Starlight Grenades: See the Starlight Grenade ability. In Hikari Sandashi's possession. 1 at power 2.0, 1 at power 1.0
Spore weeds: Light amount. Power 1.0 at tile T.
Weed Spores: Power 1.0 at tile E and at tile T.
Triankrular Wreck: It has glass bits, metal bits, black liquid, smoke and who knows what else?
Fox: 12/15. With Hikari.
Name: Geos
Tier: Adolescent
Health: 11/20
Status: Normal
Power Multiplier: 2
Skillset: Earth, Terraforming, Evolution/Adaption
Abilities: Geode Bomb, Shift Earth, Adapt (Minor)
Name: Nute
Tier: Newborn
Health: 5/5
Status: Normal
Power Multiplier: 1
Skillset: Noxious Breath, Farming, Alchemy
Abilities: Stink-mouth, Weed Spores, Best-Bush, Compost
Name: Hikari Sandashi
Tier: Adolescent
Health: 8/20
Status: Normal
Power Multiplier: 2
Skillset: Electricity, Animals, Star
Abilities: Spreading Jolt, Friend of Nature, Focus Firelight, Starlight Grenade
Name: Bob
Tier: Newborn
Health: 4/5
Status: Normal
Power Multiplier: 1
Skillset: Entropy, Transmutation, Growth
Abilities: Inevitable Decay, Wild Shape, Growth
Name: Maple Sylphseed
Tier: Newborn
Health: 5/5
Status: Normal
Power Multiplier: 1
Skillset: Song, Illusion Magic, Nature Magic
Abilities: Lesser Songwriting, Illusion Magic, Nature Magic
Name: WaterDancer
Tier: Newborn
Health: 5/5
Status: Normal
Power Multiplier: 1
Skillset: Water, Healing, Mutation
Abilities: Rapids, Healing Soak, Water Living Adjustment
Health: 49/49
Height: 47cm
Leaves: Sparse
Roots: Long-ish
Status: Normal
Mana: 17
Soil: Normal
Humidity: Normal
Temperature: Mild
Other
Empower Spell: 1 mana - For this turn only, a selected ability is cast with double its effective power multiplier with a reduced failure rate.
Wildseed Magic: 2 mana - For this turn only, one ability may be used which you do not even have. That ability must be suited for an unlocked skillset.
Heal: 1 mana - Heals 5 health for one Dryad, or 2 health for one Non-Dryad. This effect will harm undead for the amount it would otherwise heal. (Not effective on the tree itself)
Revive (Tier 1): 3 mana - Revives a dead Dryad which is tier 1. The Dryad cannot act on the same turn as their revival.
Revive (Tier 2): 8 mana - Revives a dead Dryad which is tier 2. The Dryad cannot act on the same turn as their revival. The Dryad will have low health on revival.
New Dryad: 13 mana - Spawns a new Dryad from the waitlist. Cost increases with each purchase.
New Dryad Champion: 161 mana - Spawns a new Dryad from the waitlist. The summoned dryad will be one tier higher than usual. The +1 tier will be considered a "free upgrade" which does not influence the cost of future upgrades. This ability ignores waitlist priorities and picks a truly random player from the waitlist.
Unison Spell (2): FIRST ONE IS FREE mana - Purchases an ability that requires the actions of two Dryads to perform. This ability will pertain to one of the Skillsets from two different dryads, and combines their effective power multiplier. To get the cost of this spell, you must determine how much it would cost to purchase a spell of the specified skillset for both Dryads and add it to the Unison Spell mana cost. This can be used alongside a random spell purchase, but the whole spell will be random if even one Dryad chooses to do so. This increases the spell cost of the next spell as per normal, and is rendered useless if one of the Dryads is out of commission.
Replace Dryad: 0 mana - Replaces a Dryad with one from the waitlist. WARNING: This will sacrifice any upgrades purchased for the Dryad. Intended for the purpose of replacing inactive players.
Tier Retention - Adolescent: 12 mana - When a dryad with a tier of Adolescent or lower is replaced by any method, the new dryad may choose to retain the Dryad's tier. If the capstone was purchased, it must be included in the inheritance. This effect can also work for a tier 3 or higher Dryad, but only the second tier will be retained by this ability (with a tier 2 capstone replacing a tier 3+ one if applicable). This option will be available for all future Dryad replacements.
Geos
Tier Incese: 30 mana - Increase your health and power multiplier, and unlock new upgrade options.
Adolescent Capstone: 1 mana - Permanently locks this characters abilities, preventing it from ever purchasing new upgrades. Grants a permanent +20 Health and +2 Power multiplier, and gives a one time full heal to the Dryad.
Selected Spell: Earth 6 mana - Create a new spell of your choice for this skillset
Selected Spell: Terraforming 6 mana - Create a new spell of your choice for this skillset
Selected Spell: Evolution/Adaption 6 mana - Create a new spell of your choice for this skillset
Random Spell: 3 mana - Gain a random spell for a random unlocked skillset. Costs half the amount of the most expensive option. Mana will be refunded if a cheaper spell is picked, but you need to have enough mana for the most expensive one to purchase this option.
Common Dryad spell: 5 mana - Unlocks a random ability for the "Common Dryad" skillset. The "Common Dryad" skillset remains locked; this is a one time purchase.
Unlock Secret Skillset: 8 mana - Reveals your secret skillset and enables the purchasing of spells for it. Mutually exclusive with certain future upgrade choices, and cannot be purchased if it is no longer a secret.
Hikari Sandashi
Tier Increase: 30 mana - Increase your health and power multiplier, and unlock new upgrade options.
Adolescent Capstone: 1 mana - Permanently locks this characters abilities, preventing it from ever purchasing new upgrades. Grants a permanent +20 Health and +2 Power multiplier, and gives a one time full heal to the Dryad.
Selected Spell: Electricity 6 mana - Create a new spell of your choice for this skillset
Selected Spell: Animals 6 mana - Create a new spell of your choice for this skillset
Selected Spell: Star 12 mana - Create a new spell of your choice for this skillset
Random Spell: 6 mana - Gain a random spell for a random unlocked skillset. Costs half the amount of the most expensive option. Mana will be refunded if a cheaper spell is picked, but you need to have enough mana for the most expensive one to purchase this option.
Common Dryad spell: 5 mana - Unlocks a random ability for the "Common Dryad" skillset. The "Common Dryad" skillset remains locked; this is a one time purchase.
Unlock Secret Skillset: 8 mana - Reveals your secret skillset and enables the purchasing of spells for it. Mutually exclusive with certain future upgrade choices, and cannot be purchased if it is no longer a secret.
Nute
Tier Increase: 8 mana - Increase your health and power multiplier, and unlock new upgrade options.
Selected Spell: Noxious Breath 12 mana - Create a new spell of your choice for this skillset
Selected Spell: Farming 6 mana - Create a new spell of your choice for this skillset
Selected Spell: Alchemy 6 mana - Create a new spell of your choice for this skillset
Random Spell: 6 mana - Gain a random spell for a random unlocked skillset. Costs half the amount of the most expensive option. Mana will be refunded if a cheaper spell is picked, but you need to have enough mana for the most expensive one to purchase this option.
Bob
Tier Increase: 8 mana - Increase your health and power multiplier, and unlock new upgrade options.
Selected Spell: Entropy 6 mana - Create a new spell of your choice for this skillset
Selected Spell: Transmutation 6 mana - Create a new spell of your choice for this skillset
Selected Spell: Growth 6 mana - Create a new spell of your choice for this skillset
Random Spell: 3 mana - Gain a random spell for a random unlocked skillset. Costs half the amount of the most expensive option. Mana will be refunded if a cheaper spell is picked, but you need to have enough mana for the most expensive one to purchase this option.
Maple Sylphseed
Tier Increase: 8 mana - Increase your health and power multiplier, and unlock new upgrade options.
Selected Spell: Song 6 mana - Create a new spell of your choice for this skillset
Selected Spell: Illusion Magic 6 mana - Create a new spell of your choice for this skillset
Selected Spell: Nature Magic 6 mana - Create a new spell of your choice for this skillset
Random Spell: 3 mana - Gain a random spell for a random unlocked skillset. Costs half the amount of the most expensive option. Mana will be refunded if a cheaper spell is picked, but you need to have enough mana for the most expensive one to purchase this option.
WaterDancer
Tier Increase: 8 mana - Increase your health and power multiplier, and unlock new upgrade options.
Selected Spell: Water 6 mana - Create a new spell of your choice for this skillset
Selected Spell: Healing 6 mana - Create a new spell of your choice for this skillset
Selected Spell: Mutation 6 mana - Create a new spell of your choice for this skillset
Random Spell: 3 mana - Gain a random spell for a random unlocked skillset. Costs half the amount of the most expensive option. Mana will be refunded if a cheaper spell is picked, but you need to have enough mana for the most expensive one to purchase this option.