----------- --- Elf --- ----------- *********************** *** Pad Size Levels *** *********************** the elf has a pad of X by Y pad spaces as determined primarily by your current pad size level; before each board, you must decide which non-Level items and abilities to bring onto the board with you; each such item or ability occupies one space on your pad by default; you may buy abilities and items more than once to add an additional copy of it to your pad 0g Pad Size Level 0 - 1 x 2 = 2 Spaces 4g Pad Size Level 1 - 2 x 2 = 4 Spaces 9g Pad Size Level 2 - 3 x 2 = 6 Spaces 13g Pad Size Level 3 - 3 x 3 = 9 Spaces 16g Pad Size Level 4 - 4 x 3 = 12 Spaces 22g Pad Size Level 5 - 4 x 4 = 16 Spaces ******************** *** Quick Levels *** ******************** you have some number of action squares that are on the pad, as determined primarily by your current quick level; before each board, you can decide where on your pad each action square should start; on any turn, you may only use the items/abilities that your action squares are currently on; by default you may only use each of those items/abilities once; multiple action squares may not occupy the same pad space and may not be moved through each other; if a pad space has a double action square on it, you may use that item/ability twice instead of once; if an item/ability occupies more than one pad space, all of them must be activated at once to use the item/ability 0g Quick Level 0 - 1 action square 2g Quick Level 1 - 2 action squares 6g Quick Level 2 - 3 action squares 10g Quick Level 3 - 4 action squares 15g Quick Level 4 - 5 action squares 21g Quick Level 5 - 6 action squares 40g Quick Level 6 - 7 action squares 8g Double Action Square One - lose 2 action squares and gain 1 double action square; prerequisite: Quick Level 2; this may only be purchased once 17g Double Action Square Two - lose 2 action squares and gain 1 double action square; prerequisites: Quick Level 5, Double Action Square One; this may only be purchased once ************************** *** Versatility Levels *** ************************** at the beginning of each of your turns, before you use any items/abilities, you may move your action squares; the number of moves you may make is primarily determined by your versatility level; multiple action squares may not occupy the same pad space and may not be moved through each other; the versatility level also determines the max number of action square moves you may use on one action square each turn; 0g Versatility Level 0 - 1 action square move, max 1 per square 2g Versatility Level 1 - 2 action square move, max 1 per square 4g Versatility Level 2 - 3 action square move, max 1 per square 7g Versatility Level 3 - 4 action square move, max 2 per square ******************** *** Magic Levels *** ******************** 0g Magic Level 0 - 4 MP 2g Magic Level 1 - 6 MP 5g Magic Level 2 - 9 MP 12g Magic Level 3 - 11 MP ******************** *** Speed Levels *** ******************** you may not use Elf abilities to move more than the given number of spaces per turn 0g Speed Level 0 - max 1 move per turn 3g Speed Level 1 - max 2 moves per turn 6g Speed Level 2 - max 3 moves per turn 12g Speed Level 3 - max 4 moves per turn *************** *** Weapons *** *************** each weapon occupies one space on your pad; you may not have action squares on more than 2 hands of weapons at a time; any weapons that do not have action squares on them are considered to be in storage 0g Dagger - uses 1 hand; activate: 1 damage, 1 range, melee type 2g Sabre - uses 1 hand; activate: 3 damage, 1 range, melee type 7g Axe - uses 2 hands; activate: 4 damage, 1 range (1 diagonal), melee type 13g Bow - uses 2 hands; activate: 3 damage, infinite range LOS, ranged type 8g Spear - uses 1 hand; activate: 3 damage 1 push back, 1 range, melee type; activate: 4 damage, infinity range, ranged type, transfer this weapon to your out-of-level inventory 13g Rune Sword - uses 1 hand; activate: 3 damage, 1 range, melee type; activate: 5 damage, 1 range (1 diagonals), melee type, you may only use this effect while rune is active for you; activate: 2 damage, infinite range LOS, magical type, you may only use this effect while rune is active for you ***************** *** Abilities *** ***************** remember, you may buy an ability more than once in order to add an additional copy of it to your pad 0g Move - activate: move 1 space 3g Sting - activate: 2 damage, infinite range 4g Evasion - activate: you may activate this simultaneously with up to 3 other or the same evasion pad spaces, you gain evasion X / 6 until the end of your next turn, where X is the total number of evasion pad activations at this time 3g Heal - activate: target character gains 1 HP, must target characters, X is the total number of heal spaces on your pad, if X = 1 1 range, if X = 2 2 range, if X = 3 3 range, if X = 4 3 range LOS, if X = 5 infinity range, and if X = 6 or more infinity range LOS, if X = 3 or more this may target yourself once per turn, if X = 5 or more target character gains an additional HP 13g Hyper - occupies 2 adjacent pad spaces; activate: gain 1 hyper point; you lose all your hyper points if one of the action squares this was last activated by moves; activate: 10 hyper points, you are now hyper until the end of your next 3 full turns; while hyper: you are flying, you can see all hidden characters and things on the board, all damage to you is reduced by 1 per attack magically, you may activate one action square an extra time each turn, each time you use an item/ability you deal 2 x X electrical magical damage to all squares at X range (3 diagonals) where X is the number of pad spaces the inventory item the effect was used from occupies plus the number of MP it used if it was a spell ************** *** Spells *** ************** 4g Wind - activate, 1 MP: 5 pushback, 8 range 5g Tree - activate, 1 MP: 2 range LOS, place a 5 HP tree barrier on target space, may and must target empty spaces 8g Fireball - activate, 3 MP: 5 damage 2 pushback, 2 damage at 1 radius, 1 damage at 2 radius, infinite range 12g Lightning Bolt - activate, 2 MP: choose any space, that space takes 2 damage 10g Vision - activate, 1 MP: you can see all hidden characters and things on the board and all invisible characters within infinite range LOS 9g Teleport Other - activate, 3 MP: 5 range LOS, must target characters, teleport target character to a random space with telefrag; target character may change their destination by up to 1 space (1 diagonal) of their choice **************** *** Crystals *** **************** all crystals start with 0 charges and gain 'Out' charges at the beginning of each board if they are not on your pad or In charges if they are on your pad, a crystal may not have more than its max charges, 9g Flame Crystal - 7 max charges; 1 In; 1 Out; activate, 1 charge: 8 damage, infinite range, fire type 12g Ice Crystal - 8 max charges; 2 In; 1 Out; activate, 2 charges: 1 damage, 9 range, if the target is a character target character skips their next 6 turns and cannot be damaged or attacked until the end of their turn after, water type 10g Rune Crystal - 12 max charges; 4 In; 1 Out; activate, 4 charges, rune is active for you until the end of your next 3 full turns; while rune is active for you all of your attacks are magical type and gain 1 range and LOS, and all your non-melee attacks deal 1 additional damage; activate: your Rune Swords deal 1 additional damage until the end of the turn 12g Invisibility Crystal - 8 max charges; 2 In; 1 Out; activate, 2 charges: you are invisible 15g Teleport Crystal - 5 max charges; 1 In; 2 Out; activate: 2 charges, teleport to a random space 16g Morph Crystal - 32 max charges; 4 In; 2 Out; activate: 16 charges, lose the rest of your current turn, until the end of the level you are an elven dragon with your normal HP and max HP but no abilities from or relating to your pad, you have these abilities instead: gain 4 actions per turn; you may attack as many times as you want per turn; all damage to you from attacks is reduced by 1 per attack if it is non-magical and 2 per attack if it is magical; 1 action: 4 damage, 3 range, melee type; 1 action: 5 damage, 1 range, melee type; 2 actions, 5 damage, burn 3, 5 range, ranged type; 1 action, 1 pushback, 2 range, 2 self pushback; 1 action, move 1 space; 1 action, you are now flying; you stop flying as soon as you are no longer an elven dragon; 1 action, you are no longer flying; you may choose to skip your next normal turn in order to take a 'split second' turn any time before your next normal turn instead, after you take your split second turn, resume whoever's turn it was, you may not do this again if you are already going to be skipping your next normal turn ****************** *** Summonings *** ****************** if the action squares used to activate a summoning are used or moved the summoning is destroyed 4g Koala - activate, 2 MP: summon a koala with abilities: 4 HP; gains 2 actions per turn; 1 action, move 1 space; 1 action, 2 damage, 1 range, melee type, this effect may only be used once per turn; may carry gold 6g Pixy - activate, 4 MP: summon a Pixy with abilities: 3 HP; 6 MP; gains 1 action per turn; evasion 1/2; this may be attacked through; spend 1 action: move up to 2 spaces; spend 1 action: 1 damage, 1 range, melee; spend 1 action, 1 MP: 3 damage, infinite range; spend 1 action, 2 MP: 3 damage 1 pushback, 1 damage at 1 radius, infinite range 8g Dryad - activate, 3 MP: you may only summon dryads onto trees, the tree a dryad is summoned onto is its tree, summon a dryad with abilities: 6 HP; 8 MP; gain 2 actions per turn; may occupy the same spaces as trees; if this's tree is destroyed this is destroyed; if this is on the same square as a tree barrier it gains evasion 1/2; spend 1 action: move up to 2 spaces; spend 1 action, 2 damage, 1 range, melee type; spend 1 MP: this's tree attacks for 3 damage, 2 range LOS, melee type; spend 1 action, 3 MP: infinity range LOS, this effect may only target characters, you gain control of target character during target character's next turn but may not use any one-use items; may carry gold 9g Tiger - occupies 2 adjacent pad spaces; activate, 3 MP: summon a tiger with abilities: 8 HP; gain 4 actions per turn; spend 1 action: move a space; spend 1 action: 2 damage, 2 range, melee type 14g Sprite - occupies 2 adjacent pad spaces; activate, 5 MP: summon a sprite with abilities: 4 HP; 10 MP; evasion 1/2; gains 2 actions per turn; spend 1 action: move up to 2 spaces; spend 1 action: 1 damage, 1 range, melee type; spend 1 action, 1 MP: 3 damage, infinite range; spend 3 MP: 4 damage, infinity range LOS, any time; spend 1 action, X MP, 4 range LOS, may only target other characters, target character gains 2 x X HP, X may not be greater than 3 18g Griffin - occupies 3 contiguous pad spaces; activate, 5 MP: summon a griffin with abilities: 12 HP; gain 4 actions per turn; this may carry other characters (see Wyvern:Saddle); is not flying when first summoned; while not flying this may use these abilities: spend 1 action: move 1 space; spend 1 action: 3 damage, 3 range, melee type; spend 1 action: 4 damage, 1 range, melee type; spend 1 action: this is now flying; while flying this has these abilities: gains 1 fewer action per turn; spend 1 action: move up to 2 spaces; spend 1 action: 3 damage, 1 range, this may be attacked by melee weapons until the end of your next turn; spend 1 action: this is no longer flying; evasion 1/3