Difference between revisions of "Storm Factory"
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− | {{card|Storm_Factory.jpg|Mountain Folk| | + | {{card|Storm_Factory.jpg|Mountain Folk|MXX2|Rare}} |
− | {{building}} | + | {{building|0|4|0|2|0}} |
== Spell Effect == | == Spell Effect == | ||
− | All creatures within 4 spaces are moved X spaces away from Storm Factory. | + | [[image:dim.png]]{flux:X}: All creatures within 4 spaces are moved X spaces away from Storm Factory. |
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Storm Factory starts attempting to move creatures from the farthest away to the nearest. If there are creatures that are the same distance from Storm Factory, the Factory will move the creatures in order of creation. | Storm Factory starts attempting to move creatures from the farthest away to the nearest. If there are creatures that are the same distance from Storm Factory, the Factory will move the creatures in order of creation. | ||
− | Creatures are moved using the same principle as [[ | + | Creatures are moved using the same principle as [[Magnetite Beacon]] and [[Call from the Pit]], only in the opposite direction. |
− | [[Image: | + | [[Image:Storm_Factory_move.png|200px|thumb|left|First attempts to move in direction of green arrow. If that fails, attempts to move in direction of blue arrow, if present. If that fails or if there is no blue arrow, attempts to move in direction of red arrow.]] The image shows how movement occurs. |
If a creature is on a white hex, there are three possible moves. The first attempt is the closest hex. If that hex is occupied, it will try the next adjacent clockwise hex. If that hex is occupied, it will try the other hex. | If a creature is on a white hex, there are three possible moves. The first attempt is the closest hex. If that hex is occupied, it will try the next adjacent clockwise hex. If that hex is occupied, it will try the other hex. | ||
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The green arrow represents the first attempted direction of movement. The red arrow represents the last attempted direction of the movement. | The green arrow represents the first attempted direction of movement. The red arrow represents the last attempted direction of the movement. | ||
+ | |||
+ | |||
+ | --[[User:Keyser|Keyser]] 21:28, 17 September 2009 (UTC) | ||
+ | == More Questions? == | ||
+ | |||
+ | To ask questions about this card, please visit this [http://thefarwilds.com/forum/viewtopic.php?f=4&t=561 thread] |
Latest revision as of 15:51, 21 September 2009
Contents |
Building Stats
Stats | Domain Level | Flux Cost | Attributes | |
---|---|---|---|---|
Attack | 0 | {{{6}}} | {{{7}}} | {{{8}}} |
Hit Points | 4 | |||
Speed | 0 | |||
Vision | 2 | |||
Range | 0 |
Spell Effect
{flux:X}: All creatures within 4 spaces are moved X spaces away from Storm Factory.
Specifics of Operation
Storm Factory starts attempting to move creatures from the farthest away to the nearest. If there are creatures that are the same distance from Storm Factory, the Factory will move the creatures in order of creation.
Creatures are moved using the same principle as Magnetite Beacon and Call from the Pit, only in the opposite direction.
The image shows how movement occurs.If a creature is on a white hex, there are three possible moves. The first attempt is the closest hex. If that hex is occupied, it will try the next adjacent clockwise hex. If that hex is occupied, it will try the other hex.
If the creature is on a pink hex, there are two possible moves. The first attempt is the closest hex. If that hex is occupied, it will attempt to move the other adjacent hex.
If the creatures is on a green hex, there are two possible equidistant hexes. These are attempted in clockwise order.
The green arrow represents the first attempted direction of movement. The red arrow represents the last attempted direction of the movement.
--Keyser 21:28, 17 September 2009 (UTC)
More Questions?
To ask questions about this card, please visit this thread