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.
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.
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.
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)
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)
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)
The Stone Tower is a damage-absorber. Set it between a valuable unit and hostile fire to block incoming shots.
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.
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)
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.
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.
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.
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.
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.
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.
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.
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:
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 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.
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.
These benefits are nearly identical to the Outpost, a key
unit in multiplayer play.
Hit
Find out about using the Temple for:
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.
These benefits are nearly identical to the Outpost, a key
unit in multiplayer play.
Hit
Find out about using the Temple for:
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.
These benefits are nearly identical to the Outpost, a key
unit in multiplayer play.
Hit
Find out about using the Temple for:
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 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.
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.
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
The Priest's Powers of Construction
Sacrificing a Priest for new Knowledge
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.
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.
Sun Disc Thrower
Alignment:
Class:
Hits:
Range:
Damage:
Cost in Storm Power:
Energy to Build:
"Sun Disc Throwers decapitate the clumsy." -Major Tomas Rultoff.
Whirlibase
Alignment:
Class:
Hits:
Range:
Damage:
Cost in Storm Power:
Energy to Build:
Only a roof of gold could contain the blinding light of the Whirligig's creation.
Whirligig
Alignment:
Class:
Hits:
Range:
Damage:
Cost in Storm Power:
Energy to Build:
"This device is lofted on its own impossibility, and so it destroys by the powers of negation." -Jakob Hammersholt,
inventor of the Whirligig.
Wind Generator
Alignment:
Class:
Hits:
Range:
Damage:
Cost in Storm Power:
Energy to Build:
"With a hundred Wind Generators, you could power a hurricane." -Def Ilderless, Nimbian sage.
Rain Generator
Alignment:
Class:
Hits:
Range:
Damage:
Cost in Storm Power:
Energy to Build:
"In the Beyond, there is one sound that is always present: the faraway music of falling water." -Book of
Nimbus
Thunder Generator
Alignment:
Class:
Hits:
Range:
Damage:
Cost in Storm Power:
Energy to Build:
"As night fell around us
We tended to our fallen cohorts
By the strobing Generator's glow."
-from The Anthem of Thunder RidgeStone Tower
Alignment:
Class:
Hits:
Range:
Damage:
Cost in Storm Power:
Energy to Build:
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.
Bulwark
Alignment:
Class:
Hits:
Range:
Damage:
Cost in Storm Power:
Energy to Build:
"How is a Bulwark like your mother?" -last words of Bernie Lovell, Nimbian comic.
Bridge
"We don't build bridges to make peace." -General Jan Masaryk
Empty Storm Geyser
Alignment:
Class:
Hits:
Range:
Damage:
Cost in Storm Power:
Energy to Build:
The coagulation of the Geyser into Crystal form is like watching white fire turn to ice.
Sun Workshop
Alignment:
Class:
Hits:
Range:
Damage:
Cost in Storm Power:
Energy to Build:
"The Nimbian aptitude for complex mechanics is simply unsurpassed." - Nimbian Mechanic
Wind Workshop
Alignment:
Class:
Hits:
Range:
Damage:
Cost in Storm Power:
Energy to Build:
"The Nimbian aptitude for complex mechanics is simply unsurpassed." - Nimbian Mechanic
Rain Workshop
Alignment:
Class:
Hits:
Range:
Damage:
Cost in Storm Power:
Energy to Build:
"The Nimbian aptitude for complex mechanics is simply unsurpassed." - Nimbian Mechanic
Thunder Workshop
Alignment:
Class:
Hits:
Range:
Damage:
Cost in Storm Power:
Energy to Build:
"The Nimbian aptitude for complex mechanics is simply unsurpassed." - Nimbian Mechanic
Residence
Alignment:
Class:
Hits:
Range:
Damage:
Cost in Storm Power:
Energy to Build:
"I wouldn't mind living above ground, but battle crossfire tends to burn your house down." -Damon
Runyon, regular guy
Balloon
Alignment:
Class:
Hits:
Range:
Damage:
Cost in Storm Power:
Energy to Build:
"Step 1: Find the unpunctured hide of a young Air Whale...."
from Balloon Building by Halldor LaxnessSpells
"They add a little spice to the carnage." -Oltor Hammershold, Nimbian battle-cook.
Point Blast
Point Blast
Alignment:
Class:
Hits:
Range:
Damage:
Cost in Storm Power:
Energy to Build:
"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:
Class:
Hits:
Range:
Damage:
Cost in Storm Power:
Energy to Build:
"Ideal for day-to-day pandemonium." -Telsen Rott,
A Spell that destroys anything destructible in its range.
Decimation
Alignment:
Class:
Hits:
Range:
Damage:
Cost in Storm Power:
Energy to Build:
"Run. Faster." -Captain Knut Hamsun, Nimbian casualty.
A Spell that destroys anything destructible in its range.
Heal
Alignment:
Class:
Hits:
Range:
Damage:
Cost in Storm Power:
Energy to Build:
"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:
Class:
Hits:
Range:
Damage:
Cost in Storm Power:
Energy to Build:
"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:
Class:
Hits:
Range:
Damage:
Cost in Storm Power:
Energy to Build:
"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:
Class:
Hits:
Range:
Damage:
Cost in Storm Power:
Energy to Build:
"The mortar itself takes on a hellish willfulness." -Hule Gundersun, Master Mason
Treason
Alignment:
Class:
Hits:
Range:
Damage:
Cost in Storm Power:
Energy to Build:
"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:
Class:
Hits:
Range:
Damage:
Cost in Storm Power:
Energy to Build:
"In other cultures, the plowing is not so dangerous." -Pavel Milyukov, Nimbian farmer
Storm Geyser
Alignment:
Class:
Hits:
Range:
Damage:
Cost in Storm Power:
Energy to Build:
The coagulation of the Geyser into Crystal form is like watching white fire turn to ice.
Wind Temple
Alignment:
Class:
Hits:
Range:
Damage:
Cost in Storm Power:
Energy to Build:
The blood of holy men is the elixir of destiny.
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.
Acquiring Storm Power
Making Golems
Generating Energy
Rain Temple
Alignment:
Class:
Hits:
Range:
Damage:
Cost in Storm Power:
Energy to Build:
The blood of holy men is the elixir of destiny.
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.
Acquiring Storm Power
Making Golems
Generating Energy
Thunder Temple
Alignment:
Class:
Hits:
Range:
Damage:
Cost in Storm Power:
Energy to Build:
The blood of holy men is the elixir of destiny.
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.
Acquiring Storm Power
Making Golems
Generating Energy
Outpost
Alignment:
Class:
Hits:
Range:
Damage:
Cost in Storm Power:
Energy to Build:
You can almost feel the power as it takes over the island! - Sar Quinset
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.
Sun Cannon
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"Two things in life cannot be ignored: one is a cannon, the other is a cannon-ball." -Commander Petrik
'Bombard' Lombard
Ice Cannon
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Like a friendly snow-ball fight, with razor-sharp icicles.
Thunder Cannon
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"Expect to go permanently deaf." - first line of The Tenth Thunder Artillery Handbook
Golem
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"Golems are dumb, clumsy, humorless, and they smell bad.
And in wartime, they are the best friends you'll ever have." -Major Tane RussoBulf
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"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
Sun Barricade
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"Between Nimbus and the Beyond stands an infinite, burning barrier." -Book of Nimbus.
Sail Skater
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The best pilots know the breezes by the names they call each other.
Dust Devil
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"Amid the howling of a Dust Devil, a doomed man hears it scream his name." -Nimbian proverb
Devil Maker
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"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.
Crossbow
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"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
Air Ship
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"In Nimbus there is nothing more graceful or fine." -Gilden Fraj, Nimbian Poet
Wind Tower
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The universe is ninety-nine percent sky and one percent island.
In the sky, the Wind rules.Man o'War Pool
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The recipe is a very ancient one, primarily requiring fermented rain and poison
spores. No stirring is required.
Man o'War
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"I train my men to slaughter each other at the very sight of it." -Deisen Trow, Leader of the Band of Seerin
Acid Barricade
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"Even water can sometimes burn like fire." -Book of Nimbus
Cloud Floater
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Every year there is a grueling contest among the thickest rain clouds for the honor of powering the
Floaters. Most dissipate. A handful survive.
Ice Tower
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The first step to getting water to flow uphill, is enticing ice to melt backwards.
Vander Tower
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If you throw a raw Bulf egg into the air in front of a Vander Tower, it'll hit the ground hard-boiled.
Arc Spire
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"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
Growing Ice Tower
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The first step to getting water to flow uphill, is enticing ice to melt backwards.
Storm Crystal
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The coagulation of the Geyser into Crystal form is like watching white fire turn to ice.
Crystal Crab
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"Perhaps it is merely a machine, but it's a mean one." -Bertram Freilig, first Nimbian run over by a
Crystal Crab
High Priest
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"Who among you will face the Fury?
Who will know of holiness and fear?
And who will be destroyed?" -Book of NimbusAltar
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"It is a window onto the greatest of all glory,
and into the deepest of all oblivion." -Askeld Urvonnus, High Priest of NimbusAltar
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"It is a window onto the greatest of all glory,
and into the deepest of all oblivion." -Askeld Urvonnus, High Priest of NimbusDevastation
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"Ideal for day-to-day pandemonium." -Telsen Rott,
A Spell that destroys anything destructible in its range.