Author: ! Chicago - Old Days (2002)#3407
Elves, dragons, giants. In a world of such magic, is there not wizardry?
After running out of invisibility potions, the Alchemistres came clean about the fact that they even exist to the entirety of the Square. They have only 2 types of units… but that’s okay! Because they have lots of types of potions, which allow them to do dangerous things to their foes. Set their fields on fire! Poison them! Take a page out of the Polaris’ book and freeze them solid! Or, if you want something more positive, heal yourself, give yourself abilities of other units, or just give yourself more speed! Now you’re thinking with Alchemistry.
The Alchemistres are weak, as they only have access to 4 units, 2 of which are super units.
These are the only units they have access to:
name | cost | health | attack | defence | range | movement | skills |
---|---|---|---|---|---|---|---|
Warrior | 2 | 10 | 2 | 2 | 1 | 1 | Dash, Fortify |
Shade | N/A | low | 2 | 1 | 1 | 3 | Invisible, Dash |
Basilisk | ? | ? | ? | ? | 1 | 1 | Eat, Tail |
Invisible
Eat
Tail
Their strength comes in Potions, which can only be placed on any tile in the Alchemistre territory, and 1 tile away from any tile of said territory. These potions can be used to upgrade your units and grievously harm others.
They may only throw potions 2 tiles away from their territory, or anywhere within it.
Potions are the main form of Alchemistran offense, either causing grievous harm to enemies by altering tiles or units, or buffing Alchemistran units.
Fire potion, make 2x2 tile of fire. You step on it and you get damaged 5 times over every other turn. No, the alchems aren’t immune. Fire tile dies after 3 turns.
Poison potion. Affects units in a 2x2 space. Makes all affected take 1 damage every time they attack someone, move, or have the alchems turn end. Poison ends after 3 turns as normal.
See polaris, but slightly nerfed.
Using this expensive potion, all 3x3 tiles in its range become yours. Useful for messing with enemy borders, and also gives some breathing space for potion throwing.
When you learn this tech, any enemy resources will leave an outline of where they were.
Using divitae, you can steal them back, with an extra +1 population or +1 star for whales. Navalon incompatible.
Take any skill from any other unit and put it on yours. Certain ones cost more stars.
+5 strength to any unit of choice
+3 movement speed to any unit of choice
Note: there is a tech that allows for “negative” version of these potions. So that would mean -3 movement speed, -5 strength, delete a skill. The potions would be named “Celeritas Negans” for negative, “Celeritas Positive” for positive (as an example).
You will have a different “Potions” tab with your tech tree tab, next turn tab, etc.
You are allowed to throw a single potion every turn, unless you get the tech that allows for increased potion capacity, in which case you can bump it up to 2, 4, and 5.
Instead of producing units other than your basic warrior, you can produce potions.
Their ambience is wind noises, crows cawing and sometimes the bubbling of potions.
Ground - Brown like Yadakk
Mountain - Large stone spires
Fruit - Pomegranates
Native animal - Wingless hydras
Trees - Spiraling beanstalks