The shades are gigantic black gelatinous pyramids whose only physical feature is a giant fanged mouth. The shades are in truth the gatekeepers to the dimensional rift that seperates the Akari (Also known as the 9th legion) from this universe. To represent this, if all 10 Shades were to be raised to full power, the dimensional door would open and the Akari would emerge. In game terms, the Shades are all considered characters. The level of a shade is represented by the mass of the shade. A shade is full grown when it reaches 5th level. Unlike other heroes, shades cannot be bought, but must be spawned from other shades. To spawn a shade, one of the existing shades must give up a level, then they create a level one shade of your choice. To regain levels, a shade must expand through sacrifice. It takes 1,000 sacrifices per level to raise a shade. For example, a 1st level shade takes 1,000 sacrifices to raise its level. 1st and 2nd level shades are the smallest of the shades, and are therefore the only ones that can be carried through space. 3rd level shades and higher cannot move from their planets and count as governors in all respects exept that they cannot gain levels from increasing loyalty. There are no Thrall governors as they are a weakminded race wholly dependent upon the Shades. It is also important to note that there can only be one shade of 3rd level or higher on any given planet. Therefore, to open the gateway, you will need to acquire 10 planets and hold them long enough to upgrade your shades. If you have all ten shades upgraded to 5th level, the gateway will be open and you will be able to purchase Akari at an extremely cheap price. This will give you the most powerful force in the universe. If one of the shades is destroyed, the gateway will shut and you will no longer be able to purchase Akari. Shades have no physical powers to protect themselves, although they are relatively hard to destroy. In a ground assult, a shade is considered to have an attack and defence of 0 and a hp equal to 20 x level. In addition, the shades each possess their own particular set of powers which improve as they gain in level. Some of the shades powers are automatic, which means they are always active. A shade can only use one non automatic power a turn. The powers are furthermore divided into local and extended. Local powers can only be used to affect the immediate solar system of the shade. Extended can be used anywhere within the universe.
The Ten Shades
- Zeus: (The King) Zeus is a much more effective ruler than any of the other Shades. Zeus gathers increases his planetary income by 10% per level. In addition, as governor Zeus counts as a noble of level equal to 3 x his level
- Posiedon: (The Navigator): Posiedon can target a local fleet, giving them +1 movement for an amount of turns equal to his level. At fifth level posiedon can create space storms which block interstellar travel. These storms have a 20% chance of forming and thereafter posiedon has a 75% chance of maintaining it. The storm may be created along any interstellar pathway.
- Hades (The gatekeeper) Hades, unlike most shades, has only one power. He is able to create a small rift which summons small amounts of Akari. Every turn Hades produces 1 Akari per level he has attained.
- Hephestus: (The forger): Any ships withing Hephestus' local range gain +1 hp per level of Hephestus.
- Aros: (The Imp): As a first or second level shade, Aros has such powers of movement that he may propell himself through space without the need of another ship. Aros is vulnerable however and counts as having a speed of 4, and 1 hp. While traveling, Aros is cloaked. Aros grants cloacking to any friendly ships he is travelling with or any friendly ships that are in orbit around his planet.
- Athena: (The defender) Athena acts as a detector, this is an automatic and local power. At 3rd level, Athena can extend this power to one fleet for one turn using her power. At fifth level, Athena can gaze at a planet and has a 50% chance of gathering information. This gathering information acts as a successful espionage action. This espionage action can only be one which gathers information and has no physical effect.
- Artemis: (The Huntress): Artemis has a sight range of up to one light year per level. Any ships within Artemis' sight are known to her and their number are reported. Artemis cannot see cloaked ships. At third level, Artemis' sight can analyze troops within transports and troops on other planets. At fifth level, Artemis' sight can analayze the statistics of one unit type per turn that is within Artemis' sight.
- Aphrodite: (The Temptress): Aphrodite counts as a spy equal to her level. In addition to any other action Aphrodite takes, Aphrodite may do one protective spy action. At third level, Aphrodite can plant false rumors in the imperial court with a 33% chance of success. This acts as a rumor planted upon the main Galactica page. At fifth level, Aphrodite can target specific players and has a 20% chance of planting a false spy report in a specific enemy headquarters. Athena must declare what specifically will be said. The spy reports cannot be anything physical (a fleet is there, a planet is taken, etc.) but must instead be rumors of intent (There is rumor of a coming golgoth assult upon the humans, etc.)
- Apollo: (The Channler): On a green planet, Apollo increases that planets income by 50% instead of by 10%. At fifth level, Apollo can increase the power of the sun of a solar system which he is in. While Apollo is there, all green planets in the system have their production doubled.
- Ares: (The Warrior): Ares can fire bolts of psionic power at his enemies. These bolts can only affect a fleet within one light year of a fleet Ares is acompanying or ships in orbit around Ares' planet. Ares's bolts do 15 dmg per level to any enemy fleets within his range. At 5th level, Ares can hit ground units on the same planet as him, gound storms do 50 dmg to the opposing army. This power's range is limited to Ares' own planet.