Sun Disc Thrower

Alignment: Sun
Class: Shooter
Hits: 400
Range: 8
Damage: 10
Cost in Storm Power: 200~[IfortGump.3]
Energy to Build: ~[I103.7]
"Sun Disc Throwers decapitate the clumsy." -Major Tomas Rultoff.

The Sun Disc Thrower fires in any direction at short range. It is crucial for defense against air attack.

A massive rotor arm flings the exploding saucers with perfect precision.

Whirlibase

Alignment: Sun
Class: Air Attack Base
Hits: 200
Range: 30
Damage: n/a
Cost in Storm Power: 400~[IfortGump.3]
Energy to Build: ~[I103.7]~[I103.7]
Only a roof of gold could contain the blinding light of the Whirligig's creation.

The Whirlibase builds and refuels Whirligigs--airborne attackers.

If you destroy it, its Whirligig will have no place to refuel. Each time a Whirligig is destroyed, its home base will make a new one.

Note: Nothing can ever be targeted by more than three Aerial Attackers at once.

Whirligig

Alignment: Sun
Class: Aerial Attack
Hits: 25
Range: 30
Damage: 10
Cost in Storm Power: n/a
Energy to Build: None
"This device is lofted on its own impossibility, and so it destroys by the powers of negation." -Jakob Hammersholt, inventor of the Whirligig.

The Whirligigs fly into enemy territory, wreaking havoc on enemy units from above.

Generated by Whirlibases, they go from target to target until something knocks them out of the sky, but they need to refuel once every minute. A Whirligig cannot be used for cargo.

Rule to remember: A Whirligig will never target a Transport.

Note: Nothing can ever be targeted by more than three Aerial Attackers at once, and Ground Transports are only targeted by one Aerial Attacker at a time.

Wind Generator

Alignment: Wind
Class: Source of Energy
Hits: 800
Range: n/a
Damage: n/a
Cost in Storm Power: 400~[IfortGump.3]
Energy to Build: ~[I103.7]
"With a hundred Wind Generators, you could power a hurricane." -Def Ilderless, Nimbian sage.

A Wind Generator spreads Wind Energy in a radius around it.

The symbol for Wind Energy is .

Left-click to see the Energy it produces.

You'll need Wind Generators to build Wind-aligned units in battle.

Cause it to Meltdown to lightly damage all units nearby and break through bridges. (Multiplayer Only)

Rain Generator

Alignment: Rain
Class: Source of Energy
Hits: 800
Range: n/a
Damage: n/a
Cost in Storm Power: 400~[IfortGump.3]
Energy to Build: ~[I103.7]
"In the Beyond, there is one sound that is always present: the faraway music of falling water." -Book of Nimbus

A Rain Generator spreads Rain Energy in a radius around it.

The symbol for Rain Energy is .

Left-click to see the Energy it produces.

You'll need Rain Generators to build Rain-aligned units in battle.

Cause it to Meltdown to lightly damage all units nearby and break through bridges. (Multiplayer Only)

Thunder Generator

Alignment: Thunder
Class: Source of Energy
Hits: 800
Range: n/a
Damage: n/a
Cost in Storm Power: 400~[IfortGump.3]
Energy to Build: ~[I103.7]
"As night fell around us
We tended to our fallen cohorts
By the strobing Generator's glow."
-from The Anthem of Thunder Ridge

A Thunder Generator spreads Thunder Energy in a radius around it.

The symbol for Thunder Energy is .

Left-click to see the Energy it produces.

You'll need Thunder Generators to build Thunder-aligned units in battle.

Cause it to Meltdown to lightly damage all units nearby and break through bridges. (Multiplayer Only)

Stone Tower

Alignment: Sun
Class: Defense
Hits: 2000
Range: n/a
Damage: n/a
Cost in Storm Power: 300~[IfortGump.3]
Energy to Build: ~[I103.7]
Stone Towers are built from the outside in. Their builders give their strength and courage to the Tower, so much so that in every third layer of bricks is the body of a brave man.

The Stone Tower is a damage-absorber. Set it between a valuable unit and hostile fire to block incoming shots.

Bulwark

Alignment: Thunder
Class: Defense
Hits: 5000
Range: n/a
Damage: n/a
Cost in Storm Power: 800~[IfortGump.3]
Energy to Build: ~[I103.6]~[I103.7]
"How is a Bulwark like your mother?" -last words of Bernie Lovell, Nimbian comic.

The Bulwark is a damage-absorber. Set it between a valuable unit and hostile fire. The attacking unit will retarget to attack the Bulwark.

The Bulwark is the toughest building in Nimbus. It is utterly invulnerable to air assault, and very sturdy against ground fire. The Bulwark sucks up damage like a sponge, but it is not cheap.

Bridge

"We don't build bridges to make peace." -General Jan Masaryk

In the Pyrosphere (i.e. in battle), you will build bridges out from the edges of your island.

When you build a Temple, bridge pieces will appear in the Production Window at the upper-left of your screen. When a bridge piece first appears in the Production Window it is cracked, but if the piece remains in the Window for a few seconds it becomes more solid. The implications and subtleties of using cracked bridge pieces versus solid ones will become clear as you experiment with each in battle.

Left-click to pick a bridge up, right-click to rotate it 90 degrees, and left-click again to lay it down in the world. A bridge piece will go red if it's not legal to lay it down in a particular place.

Use bridges to connect to resources, to assault enemy islands, and to create territory where you can lay your units. Remember that stationary units are placed at the end of bridges, never directly on them!

Rules to remember: There must be a continuous attachment from the Temple on your island to the bridge you are laying down. Also, bridges cannot be attached to an island if an Edge Farm stands in the way.

If you wish to break through enemy bridge, causing Generators to Meltdown is a good way! (Multiplayer Only)

Empty Storm Geyser

Alignment: Sun
Class: Source of Storm Power
Hits: Invulnerable
Range: n/a
Damage: n/a
Cost in Storm Power: 2000~[IfortGump.3]
Energy to Build: None
The coagulation of the Geyser into Crystal form is like watching white fire turn to ice.

Storm Geysers provide you with Storm Power in the form of Storm Crystals which your Transports can collect for you.

Several Geyser islands appear at the opening of each battle, and more will be generated throughout the battle as Storm Power continues to be hurled up from the Fury battle below. Every time something is destroyed, part of its energy falls into this battle of the Furies, and reappears as Geyser islands.

If you send a Ground or Aerial Transport out to a Geyser, the Transport will set itself into a loop collecting Storm Crystals until the Geyser is depleted.

Sun Workshop

Alignment: Sun
Class: Production
Hits: 2000
Range: n/a
Damage: n/a
Cost in Storm Power: 800~[IfortGump.3]
Energy to Build: None
"The Nimbian aptitude for complex mechanics is simply unsurpassed." - Nimbian Mechanic

Workshops build your units for battle.

You'll build Workshops in battle to construct combat units based on the Knowledge that you've gained from Sacrificing High Priests. This Knowledge carries over from battle to battle so that your diversity and power of units can increase over time.

Each Workshop can build only a few units so choose carefully!

On a new, Level I Workshop you'll have two "Production Slots." When you choose a new Knowledge to build, you are filling up one of the slots. Once you've chosen what a Workshop will build, you can't change it.

But, you get one additional slot each time you Upgrade a Workshop. In order to Upgrade you must pay a certain amount of Storm Power.

When a Workshop creates a unit, a Storm Power Stream streaks from the Workshop to the build site. When it combines with the proper Energy the unit will be created on the spot. However, if the Workshop is destroyed you will lose the ability to build anything that Workshop was making until you build another Workshop to replace it.

Wind Workshop

Alignment: Wind
Class: Production
Hits: 4000
Range: n/a
Damage: n/a
Cost in Storm Power: 1000~[IfortGump.3]
Energy to Build: None
"The Nimbian aptitude for complex mechanics is simply unsurpassed." - Nimbian Mechanic

Workshops build your units for battle.

You'll build Workshops in battle to construct combat units based on the Knowledge that you've gained from Sacrificing High Priests. This Knowledge carries over from battle to battle so that your diversity and power of units can increase over time.

Each Workshop can build only a few units so choose carefully!

On a new, Level I Workshop you'll have two "Production Slots." When you choose a new Knowledge to build, you are filling up one of the slots. Once you've chosen what a Workshop will build, you can't change it.

But, you get one additional slot each time you Upgrade a Workshop. In order to Upgrade you must pay a certain amount of Storm Power.

When a Workshop creates a unit, a Storm Power Stream streaks from the Workshop to the build site. When it combines with the proper Energy the unit will be created on the spot. However, if the Workshop is destroyed you will lose the ability to build anything that Workshop was making until you build another Workshop to replace it.

Rain Workshop

Alignment: Rain
Class: Production
Hits: 4000
Range: n/a
Damage: n/a
Cost in Storm Power: 1000~[IfortGump.3]
Energy to Build: None
"The Nimbian aptitude for complex mechanics is simply unsurpassed." - Nimbian Mechanic

Workshops build your units for battle.

You'll build Workshops in battle to construct combat units based on the Knowledge that you've gained from Sacrificing High Priests. This Knowledge carries over from battle to battle so that your diversity and power of units can increase over time.

Each Workshop can build only a few units so choose carefully!

On a new, Level I Workshop you'll have two "Production Slots." When you choose a new Knowledge to build, you are filling up one of the slots. Once you've chosen what a Workshop will build, you can't change it.

But, you get one additional slot each time you Upgrade a Workshop. In order to Upgrade you must pay a certain amount of Storm Power.

When a Workshop creates a unit, a Storm Power Stream streaks from the Workshop to the build site. When it combines with the proper Energy the unit will be created on the spot. However, if the Workshop is destroyed you will lose the ability to build anything that Workshop was making until you build another Workshop to replace it.

Thunder Workshop

Alignment: Thunder
Class: Production
Hits: 4000
Range: n/a
Damage: n/a
Cost in Storm Power: 1000~[IfortGump.3]
Energy to Build: None
"The Nimbian aptitude for complex mechanics is simply unsurpassed." - Nimbian Mechanic

Workshops build your units for battle.

You'll build Workshops in battle to construct combat units based on the Knowledge that you've gained from Sacrificing High Priests. This Knowledge carries over from battle to battle so that your diversity and power of units can increase over time.

Each Workshop can build only a few units so choose carefully!

On a new, Level I Workshop you'll have two "Production Slots." When you choose a new Knowledge to build, you are filling up one of the slots. Once you've chosen what a Workshop will build, you can't change it.

But, you get one additional slot each time you Upgrade a Workshop. In order to Upgrade you must pay a certain amount of Storm Power.

When a Workshop creates a unit, a Storm Power Stream streaks from the Workshop to the build site. When it combines with the proper Energy the unit will be created on the spot. However, if the Workshop is destroyed you will lose the ability to build anything that Workshop was making until you build another Workshop to replace it.

Residence

Alignment: None
Class: Residence
Hits: Invulnerable
Range: n/a
Damage: n/a
Cost in Storm Power: n/a
Energy to Build: None
"I wouldn't mind living above ground, but battle crossfire tends to burn your house down." -Damon Runyon, regular guy

Nimbians live in submerged houses below the chaos of battle. You cannot move or destroy a residence. And you can't build on top of it.

Balloon

Alignment: Sun
Class: Aerial Transport
Hits: 50
Range: n/a
Damage: n/a
Cost in Storm Power: 600~[IfortGump.3]
Energy to Build: ~[I103.7]~[I103.7]
"Step 1: Find the unpunctured hide of a young Air Whale...."
from Balloon Building by Halldor Laxness

The Balloon is an Aerial Transport ideal for gathering Storm Power, for capturing High Priests, and for collecting and casting Spells.

Because the Balloon is airborne, it doesn't need bridges to move around, but be careful: a few enemy hits will pop it like a soap bubble.

Remember: Transports cannot carry both a Priest and a Storm Crystal at the same time.

Spells

"They add a little spice to the carnage." -Oltor Hammershold, Nimbian battle-cook.

Transports can acquire and cast Spells that have special effects in the world.

Spells manifest in the world as Obelisks. Left-click your Transport and then position the cursor over an Obelisk. Left-click again when the hand-cursor appears, and now your Transport will travel to the Obelisk and acquire a Spell. Each transport can possess one Spell. An icon for that Spell will then appear overlaid on the Transport.

Once a Transport has acquired a Spell, it can cast the Spell an unlimited number of times, provided the player has sufficient Storm Power. The Transport keeps that Spell until destroyed, or until he acquires another Spell--displacing the previous one. Left-click on the Transport to see the range of the Spell. Right-click on the Transport to cast the Spell.

Once you cast the Spell, your Transport will halt in place until the Spell is cast. This will take a couple of seconds.

Spells are more common in multiplayer mode than in the Campaign.

Spells do not affect the caster.

The various kinds of Spells:
Point Blast Devastation Decimation Bridge Harden Heal Invisibility Paralysis Treason

Point Blast

Alignment: None
Class: Offensive Spell
Hits: Invulnerable
Range: 1
Damage: special
Cost in Storm Power: 300~[IfortGump.3]
Energy to Build: n/a
"I don't think 'cute' is the word you're looking for." -Ervin Grots, Apprentice


A Spell that destroys everything destructible in its range.

Devastation

Alignment: None
Class: Offensive Spell
Hits: Invulnerable
Range: 3
Damage: special
Cost in Storm Power: 400~[IfortGump.3]
Energy to Build: n/a
"Ideal for day-to-day pandemonium." -Telsen Rott,


A
Spell that destroys anything destructible in its range.

Decimation

Alignment: None
Class: Offensive Spell
Hits: Invulnerable
Range: 7
Damage: special
Cost in Storm Power: 800~[IfortGump.3]
Energy to Build: n/a
"Run. Faster." -Captain Knut Hamsun, Nimbian casualty.


A
Spell that destroys anything destructible in its range.

Heal

Alignment: None
Class: Defensive Spell
Hits: Invulnerable
Range: 9
Damage: special
Cost in Storm Power: 200~[IfortGump.3]
Energy to Build: n/a
"And your illness was illusion.
And your fever was a dream." -Book of Nimbus


A
Spell that brings all units in its range to full hit-points. It also heals Paralysis, and, because of the iridescence of its healing magic, it negates Invisibility.

Invisibility

Alignment: None
Class: Defensive Spell
Hits: Invulnerable
Range: 7
Damage: special
Cost in Storm Power: 1000~[IfortGump.3]
Energy to Build: n/a
"It's not that you do not see, but merely that your eyes do not perceive." -Luffor Haginit, Nimbian Logician


A
Spell that temporarily turns all units invisible in its range. Note that nothing can be targeted or picked up while it is invisible. Invisible blockers will still block, but anything else previously targeted becomes un-targeted when it becomes invisible.

Paralysis

Alignment: None
Class: Defensive Spell
Hits: Invulnerable
Range: 7
Damage: special
Cost in Storm Power: 1000~[IfortGump.3]
Energy to Build: n/a
"A stalemate with the ether itself." -Dag Haverlink, Nimbian Gamesman


A
Spell that stops all movement and shooting in its range. Any affected Transports will not be able to cast their Spells. Paralyzed units can be distinguished by the Spell icon next to them.

Bridge Harden

Alignment: None
Class: Defensive Spell
Hits: Invulnerable
Range: 7
Damage: special
Cost in Storm Power: 150~[IfortGump.3]
Energy to Build: n/a
"The mortar itself takes on a hellish willfulness." -Hule Gundersun, Master Mason


A
Spell that makes bridges indestructible in its range.

Treason

Alignment: None
Class: Offsensive Spell
Hits: Invulnerable
Range: 7
Damage: special
Cost in Storm Power: 2000~[IfortGump.3]
Energy to Build: n/a
"The most delightful victory over any foe is to persuade his right hand to hack off his left." -General Greig Hamlinken


A
Spell that gives you the ownership of all units in its range, including bridges and all non-Priest Transports.

Edge Farm

Alignment: Sun
Class: Defense
Hits: Invulnerable
Range: n/a
Damage: n/a
Cost in Storm Power: n/a
Energy to Build: None
"In other cultures, the plowing is not so dangerous." -Pavel Milyukov, Nimbian farmer

No bridge may be attached where an Edge Farm grows, so enemy boarding attempts are foiled there --but this may also foil your attempts to build bridges out from your own island.

The inhabitants of the islands grow their food around the island's perimeter, leaving interior space open for development.

Storm Geyser

Alignment: Sun
Class: Source of Storm Power
Hits: Invulnerable
Range: n/a
Damage: n/a
Cost in Storm Power: 3000~[IfortGump.3]
Energy to Build: None
The coagulation of the Geyser into Crystal form is like watching white fire turn to ice.

Storm Geysers provide you with Storm Power in the form of Storm Crystals which your Transports can collect for you.

Several Geyser islands appear at the opening of each battle, and more will be generated throughout the battle as Storm Power continues to be hurled up from the Fury battle below. Every time something is destroyed, part of its energy falls into this battle of the Furies, and reappears as Geyser islands.

If you send a Ground or Aerial Transport out to a Geyser, the Transport will set itself into a loop collecting Storm Crystals until the Geyser is depleted.

Wind Temple

Alignment: Wind
Class: Energy
Hits: 5000
Range: n/a
Damage: n/a
Cost in Storm Power: 5000~[IfortGump.3]
Energy to Build: None
The blood of holy men is the elixir of destiny.

Rain Temple Wind Temple Thunder Temple

The Temple is the ultimate center of Energy on each island. Temples take one of three forms, as listed above.

As long as your Temple is standing, your Priest will heal during battle. They also confer the following benefits:

1. You may build bridges off of the island containing the Temple.
2. The island is warded against enemy construction. No enemy may build on it.
3. Transports may return Storm Crystals to the Temple to turn them to Storm Power.

These benefits are nearly identical to the Outpost, a key unit in multiplayer play.

Hit F4 to jump to your Temple during game play.

Find out about using the Temple for:
Acquiring Storm Power Making Golems Generating Energy

Rain Temple

Alignment: Rain
Class: Energy
Hits: 5000
Range: n/a
Damage: n/a
Cost in Storm Power: 5000~[IfortGump.3]
Energy to Build: None
The blood of holy men is the elixir of destiny.

Rain Temple Wind Temple Thunder Temple

The Temple is the ultimate center of Energy on each island. Temples take one of three forms, as listed above.

As long as your Temple is standing, your Priest will heal during battle. They also confer the following benefits:

1. You may build bridges off of the island containing the Temple.
2. The island is warded against enemy construction. No enemy may build on it.
3. Transports may return Storm Crystals to the Temple to turn them to Storm Power.

These benefits are nearly identical to the Outpost, a key unit in multiplayer play.

Hit F4 to jump to your Temple during game play.

Find out about using the Temple for:
Acquiring Storm Power Making Golems Generating Energy

Thunder Temple

Alignment: Thunder
Class: Energy
Hits: 5000
Range: n/a
Damage: n/a
Cost in Storm Power: 5000~[IfortGump.3]
Energy to Build: None
The blood of holy men is the elixir of destiny.

Rain Temple Wind Temple Thunder Temple

The Temple is the ultimate center of Energy on each island. Temples take one of three forms, as listed above.

As long as your Temple is standing, your Priest will heal during battle. They also confer the following benefits:

1. You may build bridges off of the island containing the Temple.
2. The island is warded against enemy construction. No enemy may build on it.
3. Transports may return Storm Crystals to the Temple to turn them to Storm Power.

These benefits are nearly identical to the Outpost, a key unit in multiplayer play.

Hit F4 to jump to your Temple during game play.

Find out about using the Temple for:
Acquiring Storm Power Making Golems Generating Energy

Outpost

Alignment: Sun
Class: Production
Hits: 2000
Range: n/a
Damage: n/a
Cost in Storm Power: 600~[IfortGump.3]
Energy to Build: ~[I103.7]
You can almost feel the power as it takes over the island! - Sar Quinset

Outposts give you control over an island in Multiplayer play.

Use your Priest to create Outposts on islands in multiplayer games and take them over. When an Outpost is created you gain four benefits:

1. You may build bridges off of the island containing the Outpost.
2. The island is warded against enemy construction. No enemy may build on it.
3. Transports may return Storm Crystals to the Outpost to turn them to Storm Power.
4. Units can be teleported directly from an Outpost, rather than having to travel the entire distance from your Workshops.

The rule for island domination is: The player with the most Outposts on an island dominates. If two players build simultaneously, the island may still remain unowned until one player creates another Outpost there.

Outposts are only available in multiplayer games.

Sun Cannon

Alignment: Sun
Class: Shooter
Hits: 600
Range: 20
Damage: 14
Cost in Storm Power: 400~[IfortGump.3]
Energy to Build: ~[I103.7]
"Two things in life cannot be ignored: one is a cannon, the other is a cannon-ball." -Commander Petrik 'Bombard' Lombard

The Sun Cannon shoots straight north, south, east, or west.

It inflicts more damage per shot than the Sun Disc Thrower, and it can suffer more damage than a Sun Disc Thrower, too, but fires less often. The Cannon will rotate itself to target an enemy.

Ice Cannon

Alignment: Rain
Class: Shooter
Hits: 600
Range: 28
Damage: 20
Cost in Storm Power: 600~[IfortGump.3]
Energy to Build: ~[I103.5]~[I103.7]
Like a friendly snow-ball fight, with razor-sharp icicles.

The Ice Cannon is a Shooter, ideal for targeting clustered enemy ground units.

It inflicts light damage. You must orient it in the direction you wish it to shoot. But on the upside, its artillery fire splinters into shrapnel on impact, damaging other nearby targets: strategize appropriately.

As you're preparing to build it, right-click to rotate the Ice Cannon north, south, east or west.

Thunder Cannon

Alignment: Thunder
Class: Shooter
Hits: 1000
Range: 42
Damage: 40
Cost in Storm Power: 1200~[IfortGump.3]
Energy to Build: ~[I103.6]~[I103.7]
"Expect to go permanently deaf." - first line of The Tenth Thunder Artillery Handbook

The Thunder Cannon is the meanest Shooter in Nimbus: long-range, inflicts heavy damage, and can take a beating.

It doesn't fire as often as other Shooters, and it can only fire north, south, east, or west, and you must orient it in the direction you wish it to fire.

As you're preparing to build it, right-click to rotate the unit.

Golem

Alignment: Sun
Class: Ground Transport
Hits: 50
Range: n/a
Damage: n/a
Cost in Storm Power: 400~[IfortGump.3]
Energy to Build: ~[I103.7]
"Golems are dumb, clumsy, humorless, and they smell bad.
And in wartime, they are the best friends you'll ever have." -Major Tane Russo

The Golem is a Ground Transport which carries cargo. He's ideal for gathering Storm Power, for capturing High Priests, and for collecting and casting Spells.

A supernatural servant generated by the Temple for your aid. A personal gift from the Furies.

Be aware: Golem are dumb, and they will walk straight off a bridge if it is broken. All other Transports stop before falling to their deaths.

Remember: Transports cannot carry both a Priest and a Storm Crystal at the same time.

Bulf

Alignment: Thunder
Class: Ground Transport
Hits: 800
Range: n/a
Damage: n/a
Cost in Storm Power: 600~[IfortGump.3]
Energy to Build: ~[I103.6]
"In its natural habitat the Bulf grows no larger than a cannonball, but on a strict diet of nickel and limestone, he explodes to a hundred times that size." -field journal, J. T. Kierken

The Bulf is a Ground Transport ideal for gathering Storm Power, for capturing High Priests, and for collecting and casting Spells.

It is the toughest Transport in Nimbus, but quite slow.

Remember: Transports cannot carry both a Priest and a Storm Crystal at the same time.

Sun Barricade

Alignment: Sun
Class: Defense
Hits: 1400
Range: 50
Damage: n/a
Cost in Storm Power: 200~[IfortGump.3]
Energy to Build: ~[I103.7]
"Between Nimbus and the Beyond stands an infinite, burning barrier." -Book of Nimbus.

The Barricade keeps out enemy fire.

If you set up two Barricade posts along straight horizontal or vertical lines, you'll create a force field between them that keeps out troublesome enemy fire, but lets your own Shooters fire right through.

Sail Skater

Alignment: Wind
Class: Ground Transport
Hits: 100
Range: n/a
Damage: n/a
Cost in Storm Power: 600~[IfortGump.3]
Energy to Build: ~[I103.4]
The best pilots know the breezes by the names they call each other.

The Sail Skater is a Ground Transport ideal for gathering Storm Power, for capturing High Priests, and for collecting and casting Spells.

The Sail Skater is the speediest of the Ground Transports.

Remember: Transports cannot carry both a Priest and a Storm Crystal at the same time.

Dust Devil

Alignment: Wind
Class: Aerial Attack
Hits: Invulnerable
Range: 30
Damage: 12
Cost in Storm Power: n/a
Energy to Build: None
"Amid the howling of a Dust Devil, a doomed man hears it scream his name." -Nimbian proverb

The Dust Devils fly into enemy territory, wreaking havoc from above.

It cracks bridge when it passes. The Dust Devil always lasts for ten seconds, and regenerates from its Devil Maker every twenty seconds. It cannot be used for cargo.

Note: Nothing can ever be targeted by more than three Aerial Attackers at once, and Ground Transports are only targeted by one Aerial Attacker at a time.

Devil Maker

Alignment: Wind
Class: Air Attack Base
Hits: 600
Range: 30
Damage: n/a
Cost in Storm Power: 800~[IfortGump.3]
Energy to Build: ~[I103.4]~[I103.4]~[I103.7]
"Another impasse in the Devil Maker experiments: today, it counter-spun the entire island like a top, flinging pets and small children over the edge and into the abyss. I must reconsider the design." -journal entry, Dr. Dere Dulkus.

The Devil Maker generates ornery Dust Devils--Aerial Attackers.

If you destroy it, the Dust Devils wind down. Each time a Dust Devil is destroyed, its home base will make a new one.

Note: Nothing can ever be targeted by more than three Aerial Attackers at once.

Crossbow

Alignment: Wind
Class: Shooter
Hits: 400
Range: 16
Damage: 30
Cost in Storm Power: 500~[IfortGump.3]
Energy to Build: ~[I103.4]~[I103.7]
"Bolts should weigh a hundred pounds and be well-balanced. You will know your bowstring has perfect tension when you hear the Nimbian winds resonate it at F-sharp above Middle C." from The Sixth Archer's Handbook

The Crossbow is a self-aiming Shooter.

As you're preparing to build it, right-click to aim it in one of four directions. The Crossbow will target the closest unit in an arc. Crucial to fending off attacks by air, the Crossbow packs a precise wallop.

Air Ship

Alignment: Wind
Class: Aerial Transport
Hits: 800
Range: n/a
Damage: n/a
Cost in Storm Power: 1200~[IfortGump.3]
Energy to Build: ~[I103.4]~[I103.4]~[I103.7]
"In Nimbus there is nothing more graceful or fine." -Gilden Fraj, Nimbian Poet

The Air Ship is an Aerial Transport ideal for gathering Storm Power, for capturing High Priests, and for collecting and casting Spells.

Compared to the Balloon, it is much sturdier, and faster.

Because the Air Ship is airborne, it doesn't need bridges to move around.

Remember: Transports cannot carry both a Priest and a Storm Crystal at the same time.

Wind Tower

Alignment: Wind
Class: Defense
Hits: 600
Range: n/a
Damage: n/a
Cost in Storm Power: 800~[IfortGump.3]
Energy to Build: ~[I103.4]~[I103.7]
The universe is ninety-nine percent sky and one percent island.
In the sky, the Wind rules.

The Wind Tower is a damage absorber. Place it between a valuable unit and enemy fire. The attacking unit will retarget to attack the Wind Tower.

On three sides it takes normal damage, but on its curved back it is utterly invulnerable. It is still vulnerable to air assault.

As you're preparing to build it, right-click to face the invulnerable side north, south, east or west.

Man o'War Pool

Alignment: Rain
Class: Air Attack Base
Hits: 200
Range: 28
Damage: n/a
Cost in Storm Power: 600~[IfortGump.3]
Energy to Build: ~[I103.5]~[I103.5]~[I103.7]
The recipe is a very ancient one, primarily requiring fermented rain and poison spores. No stirring is required.

The Man o' War Pool cranks out Man o' War--Aerial Attackers.

Each time a Man o' War is destroyed, its home Pool will make a new one.

Note: Nothing can ever be targeted by more than three Aerial Attackers at once.

Man o'War

Alignment: Rain
Class: Aerial Attack
Hits: 200
Range: 28
Damage: 20
Cost in Storm Power: n/a
Energy to Build: None
"I train my men to slaughter each other at the very sight of it." -Deisen Trow, Leader of the Band of Seerin

Generated by Man o' War Pool, the Man o' War flies into enemy territory, wreaking havoc from above.

Each one lives for one minute, tearing up everything below it. If it kills something the Storm Power released nourishes the Man o' War and it will survive for another minute.

The Man o' War prefers to attack Ground Transports, but if none are available it will strike at the nearest unit.

Each Man o' War is about twice as tough as a Balloon. It cannot be used for cargo.

Note: Nothing can ever be targeted by more than three Aerial Attackers at once, and Ground Transports are only targeted by one Aerial Attacker at a time.

Acid Barricade

Alignment: Rain
Class: Defense
Hits: 1400
Range: 50
Damage: n/a
Cost in Storm Power: 400~[IfortGump.3]
Energy to Build: ~[I103.5]
"Even water can sometimes burn like fire." -Book of Nimbus

The Acid Barricade provides the tightest protection of any barricade.

If you line up two Acid Barricade posts along straight horizontal or vertical lines, an acidic barrier is created. The Barricade dissolves every enemy unit that comes between the posts.

The Acid Barricade does not protect against enemy fire.

Cloud Floater

Alignment: Rain
Class: Aerial Transport
Hits: 200
Range: n/a
Damage: n/a
Cost in Storm Power: 1000~[IfortGump.3]
Energy to Build: ~[I103.5]~[I103.5]~[I103.7]
Every year there is a grueling contest among the thickest rain clouds for the honor of powering the Floaters. Most dissipate. A handful survive.

The Cloud Floater is an Aerial Transport ideal for gathering Storm Power, for capturing High Priests, and for collecting and casting Spells.

The Floater is quite sturdy, but it is expensive. The Cloud Floater is very difficult to hit due to its insubstantial nature, and enemy shots seldom actually hit it.

Because it is airborne, it doesn't need bridges to move around.

Remember: Transports cannot carry both a Priest and a Storm Crystal at the same time.

Ice Tower

Alignment: Rain
Class: Defense
Hits: 800
Range: n/a
Damage: n/a
Cost in Storm Power: 600~[IfortGump.3]
Energy to Build: ~[I103.5]~[I103.7]
The first step to getting water to flow uphill, is enticing ice to melt backwards.

The Ice Tower is a damage absorber. Set it between a valuable unit and hostile fire. The attacking unit will retarget to attack the Ice Tower.

As a damage absorber, the Ice Tower is relatively weak, but it regenerates by itself if destroyed.

If built on a floating island, an Offensive Spell can destroy its island and kill the Ice Tower permanently.

Vander Tower

Alignment: Thunder
Class: Shooter
Hits: 400
Range: 15
Damage: 20
Cost in Storm Power: 600~[IfortGump.3]
Energy to Build: ~[I103.6]~[I103.6]~[I103.7]
If you throw a raw Bulf egg into the air in front of a Vander Tower, it'll hit the ground hard-boiled.

The Vander Tower is a short range Shooter that only targets air-borne attackers or airborne Transports.

The Vander Tower builds a charge and then releases it in a shock of violent energy. It fires in any direction.

Arc Spire

Alignment: Thunder
Class: Defense
Hits: 1600
Range: 35
Damage: 50
Cost in Storm Power: 400~[IfortGump.3]
Energy to Build: ~[I103.6]~[I103.7]
"If a captain sees an Arc Spire ahead and doesn't turn his vessel around for home, it means that he is either very brave, very stupid, or has absolutely nothing to lose." -Air Admiral Heike Kamerlingh

The Arc Spires form barricades. Set up two Spires and a deadly pulse courses between them.

The Arc Spire's charge will be drawn across any enemy unit between its poles.

Growing Ice Tower

Alignment: Rain

Hits: Invulnerable
Range: n/a
Damage: n/a
Cost in Storm Power: n/a
Energy to Build: None
The first step to getting water to flow uphill, is enticing ice to melt backwards.

The Ice Tower is a damage absorber. Set it between a valuable unit and hostile fire. The attacking unit will retarget to attack the Ice Tower.

As a damage absorber, the Ice Tower is relatively weak, but it regenerates by itself if destroyed.

If built on a floating island, an Offensive Spell can destroy its island and kill the Ice Tower permanently.

Storm Crystal

Alignment: None
Class: Source of Storm Power
Hits: Invulnerable
Range: n/a
Damage: n/a
Cost in Storm Power: 200~[IfortGump.3]
Energy to Build: None
The coagulation of the Geyser into Crystal form is like watching white fire turn to ice.

Storm Crystals are condensed Storm Power hurled up by Storm Geysers.

If you send a Ground or Aerial Transport out to a Geyser, it will set itself into a loop collecting Storm Crystals until the Geyser is depleted.

Crystal Crab

Alignment: Rain
Class: Ground Transport
Hits: 180
Range: n/a
Damage: n/a
Cost in Storm Power: 600~[IfortGump.3]
Energy to Build: ~[I103.5]~[I103.7]
"Perhaps it is merely a machine, but it's a mean one." -Bertram Freilig, first Nimbian run over by a Crystal Crab

The Crystal Crab is a Ground Transport ideal for gathering Storm Power, for capturing High Priests, and for collecting and casting Spells.

It is sturdy, and quick. If it encounters another Transport, it will stun it, and steal what it's carrying, whether Priest or Storm Crystal--but only if the Crab itself is in motion at the time.

It is also smart enough to move to a safer location if the bridge underneath it becomes dangerous.

Remember: Transports cannot carry both a Priest and a Storm Crystal at the same time.

High Priest

Alignment: None
Class: High Priest
Hits: 100
Range: n/a
Damage: n/a
Cost in Storm Power: n/a
Energy to Build: None
"Who among you will face the Fury?
Who will know of holiness and fear?
And who will be destroyed?" -Book of Nimbus

Your High Priest is the ultimate vessel of Knowledge and power from the Furies. Your Priest can build special buildings and Altars, and also performs Sacrifices of other Priests to the Furies.

A Priest can only be destroyed on an Altar. He cannot be killed by battle units, only incapacitated. Furthermore, if the Priest has a Temple his wounds will gradually heal during battle.

Priests are also able to "Pray" in order to acquire the Devastation Spell which they are then able to cast for 100. Right-click your Priest and choose "Pray" to see how this works. (Multiplayer Only)

Hit F5 to jump to your High Priest during game play.

The Priest's Powers of Construction Sacrificing a Priest for new Knowledge

Altar

Alignment: None
Class: Altar
Hits: 1500
Range: n/a
Damage: n/a
Cost in Storm Power: 500~[IfortGump.3]
Energy to Build: None
"It is a window onto the greatest of all glory,
and into the deepest of all oblivion." -Askeld Urvonnus, High Priest of Nimbus

Use your Altar to Sacrifice captured Furies.

Your Priest can build an Altar. Each Altar has five runes - Sun, Wind, Rain, Thunder and Storm - which must be filled in order to complete a Sacrifice. As each rune is filled, one of the supporting bridges leaves the center and when all five are gone, the enemy Priest plunges into the abyss.

In the Campaign when you Sacrifice all the enemy Priests, the mission will usually end successfully.

In Multiplayer mode Sacrificing has a different meaning. You Sacrifice to get Knowledge from the Furies. In order to get higher level units, you must Upgrade your Altar (by Sacrificing). The Upgraded Altar (there is a level two and a level three Altar) will stay with your island from game to game. (Note that you will not be able to Upgrade an Altar that is not on your home island.) Your Altar's level must match the level of the unit you're trying to get from the Furies. Here is a table of every unit and its level.

Note that when an Altar is destroyed, a captive Priest will go free.

Click here for to learn How To Capture and Sacrifice a Priest.

Altar

Alignment: None
Class: Altar
Hits: Invulnerable
Range: n/a
Damage: n/a
Cost in Storm Power: 500~[IfortGump.3]
Energy to Build: None
"It is a window onto the greatest of all glory,
and into the deepest of all oblivion." -Askeld Urvonnus, High Priest of Nimbus

Use your Altar to Sacrifice captured Furies.

Your Priest can build an Altar. Each Altar has five runes - Sun, Wind, Rain, Thunder and Storm - which must be filled in order to complete a Sacrifice. As each rune is filled, one of the supporting bridges leaves the center and when all five are gone, the enemy Priest plunges into the abyss.

In the Campaign when you Sacrifice all the enemy Priests, the mission will usually end successfully.

In Multiplayer mode Sacrificing has a different meaning. You Sacrifice to get Knowledge from the Furies. In order to get higher level units, you must Upgrade your Altar (by Sacrificing). The Upgraded Altar (there is a level two and a level three Altar) will stay with your island from game to game. (Note that you will not be able to Upgrade an Altar that is not on your home island.) Your Altar's level must match the level of the unit you're trying to get from the Furies. Here is a table of every unit and its level.

Note that when an Altar is destroyed, a captive Priest will go free.

Click here for to learn How To Capture and Sacrifice a Priest.

Devastation

Alignment: None
Class: Offensive Spell
Hits: Invulnerable
Range: 3
Damage: special
Cost in Storm Power: 100~[IfortGump.3]
Energy to Build: n/a
"Ideal for day-to-day pandemonium." -Telsen Rott,


A
Spell that destroys anything destructible in its range.