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Much of their biotechnological knowledge was gained by reverse engineering the Wraith. Polaris scientists discovered how to utilize polarons a type of high-energy particle to create practically massless torpedoes which cause great damage.

They have also harnessed nuclear fusion and antimatter annihilation as reliable, high yield power sources. The Polaris have six separate castes, set up so that the skills of an individual can be best utilized by the caste he or she becomes a member of.

The six castes are as follows:. Despite being spread over 30 systems including two giant ringworlds , the Polaris are fewer in number than the Aurorans or Federation.

In the Polaris Preamble included in the EV Nova documentation, the former Nil'kemorya leader Iusia expresses his regret for having to fight a civil war to end a conflict between the castes.

That war resulted in the deaths of three million Polarans, or slightly less than one percent of the Polaran population. Going by those numbers, it can be assumed that the Polaris population is a little more than million, about the population of the United States of America today. The low Polaris population compared to the Aurorans or the Federation is made up by their advanced levels of technology. The Vell-os are a telepathic race. They were led out to space, united by their telepathic powers by the Indian prince Vell-os in around A.

The Vell-os don't exactly have "ships". What they fly are simply psychic projections made by the Vell-os inside. They classify humans and Vell-os who have telepathic abilities into six ranks, or "T"s.

The lowest rank possible is T6 all normal humans are at this level with no actual telepathic ability , and starting with actual telepathic powers at T5 , continues downward until T0 , the highest rank a telepath can ever achieve.

No Vell-os in recorded history has reached the rank of T0. The Vell-os were originally part of the Colonial Council which preceded the Federation but seceded when they protested the Colonial fleet trying to invade the Polaris. Following a devastating war with the Colonial Council, they were enslaved by the Bureau of Internal Investigation, a shadowy group which effectively runs the Federation.

The Federation later evacuated the enslaved Vell-os to Federation space and proceeded to raze every inhabited Vell-os world via intense orbital bombardment, leaving dead planets with dangerously high radiation that will endure for millennia. The leaders of the Vell-os ruling council, the Krypt-tokh , escaped enslavement by fusing their bodies with their nanite-producing organs, becoming immense, immortal, telepathic space-roaming beings which ply the ruins of Vell-os space.

The Krypt await the liberation of the Vell-os race as foretold in the so-called " Korell Prophecy. Reduced to a life of slavery, if the player plays the Polaris or Auroran storyline they get to free the Vell-os, or they can play part of this race, eventually freeing the Vell-os from the wicked enslavement of Commander Krane, the head of the Bureau. The Vell-os cannot buy any 'normal' armaments apart from Marine Platoons. They do, however, have natural senses that make up for this. They have a hostility sense analogous to an IFF Decoder , a physical size sense gravimetric sensors , an ability to distract sensors missile jamming , an ability to divide minds able to create Vell-os Darts as fighters , the Vell-os Area Map gives the player information about the surrounding systems and four psionic "weaves" that are powerful weapons, as described below.

Vell-os 'ships' are not ships in the common sense. The psionic power of the Vell-os pilot forms the shell of the vessel. The ship is also powered by the pilot's mind, and all defenses come from the pilot. In essence, the ship is literally an extension of the pilot within. Vell-os 'ships' are usually very fast, with high shields and very low armor.

Pirates represent the criminal side of the universe. There are many different branches of the common Pirates that mercilessly plunder and kill ships. In the game, they can actually disable and steal your goods and money, and leave you stranded in open space. There are the common and normal Pirates, who are strong and dangerous raiders who either wish to kill traders, or to disable them and steal their money and goods.

They are most prominent in the north of Federation space, as this space is policed little. Next are the Marauders , who are small raiders and pirates who plunder in a small scale, and are usually nothing to worry about to well armed merchants. Their ships are usually normal civilian ships, slightly upgraded, although sometimes a Starbridge or Valkyrie joins in the fleet.

The Marauders are independent raiders who have no real leader or government, and therefore make very easy foes, though they should not be underestimated. The Marauders are weaker than the 'normal' Pirates, though they attack within Federation space. They are also universally despised, even by other Pirate factions, so they will be attacked by any warship or interceptor of any faction in a system.

The Association of Free Traders is a proud but dwindling organisation, and they are not usually classified as Pirates. They are actually guardians of Federation space, and their main enemy is the Associated Guild of Free Traders. They have created their own class of ships, which are civilian ships that have been thoroughly upgraded and tweaked, and fitted with a vast array of weaponry and Pirate technology.

They also have ships that they built themselves, like the Manticore and the Pirate Carrier. The once-proud Association met its decline in power after a very strong Bureau fleet helped by the Guild of Free Traders attacked the Association. The Bureau invited the Association leader, Morgan , to a peace-treaty, which turned out to be an ambush, helped by the Guild of Free Traders.

The main ship of the Association, the Unrelenting a very powerful Pirate Carrier was destroyed along with other capital ships. Morgan, his crew and his wife met their death there, and the leadership of the Association has been replaced by Olaf Greyshoulders. The Association has ever since been an enemy of the Bureau of Internal Investigation, though they are not in open war with the Federation. The Guild of Free Traders are the most worrisome and dangerous group of Pirates.

They have their own government, and their current leader is McGowan. They are far more organized, and frequently smuggle illegal drugs and other goods. They have many secret bases scattered in Federation space, and commonly do strikes and raids among traders and merchants. They do not use civilian ships, and instead they use Association ships that are heavily upgraded. The other Pirate branch consists of the Auroran Houseless warriors.

They are equivalent to the common Pirates in the Federation, and have similar strength and methods. Their fleet consists of Auroran civilian ships, gun ships and fighters. They normally attack in the center of Auroran space, and have their own base hidden inside an asteroid field.

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