Think of this post as an extension of last weeks post featuring our Quick Start Tutorial. This week, we have decided to share with you our ability glossary that details all of the special abilities our cards will have. Like our tutorial, we are working on adding the ability glossary to Visions of Zosimos to allow players to quickly remind themselves of the abilities we have created.
This ability glossary contains the Light Earth, Dark Fire and neutral abilities. As an added bonus, we have included the Void abilities as well to tease you in anticipation for our upcoming Beta!
X = number on the card
X(Y) = Damage(Turns)
Regenerate X
- Passive healing: for as long as the effect lasts, this creature gains X Life Points at the start of each subsequent turn of it’s owner.
- The ability that uses this may or may not allow the gain to exceed the original total.
Mend X
- Active healing: the target creature gains X Life Points.
- The ability that uses this may or may not allow the gain to exceed the original total.
EARTH-------------
Momentum
- Gain bonus attack dice: upon casting Earth spells or enchantments, this creature gains a 1A bonus. Bonus dice are lost once used, and are used first before normal dice.
- This ability and corresponding bonus dice are removed if creature gains Hulking.
Hulking
- Gain bonus defense dice: upon casting Earth spells or enchantments, this creature gains a 1D bonus. Bonus dice are lost once used, and are used first before normal dice.
- This ability and corresponding bonus dice are removed if creature gains Momentum.
Shelter X
- Physical damage resilience: reduce any incoming Physical (done with Body dice) Life damage by X.
Camaraderie
- Strength in numbers: For a number n creatures you control on the board which have Camaraderie, each will have an extra (n-1)A/(n-1)D dice. These are normal dice not bonus dice, but they are gained or lost accordingly as Camarades are added or removed from the board to always match to total number of Camarades.
- Ex:
- 1 Camarade on board → 0 extra dice.
- 2 Camarade on board → extra 1A/1D dice for both.
- 3 Camarade on board → extra 2A/2D dice for all.
- ...
Vision X
- Reveals hidden ambush cards within X tiles of the user.
FIRE-------------
Burn X(Y)- Permanent Life damage over time: At start of each of the target's next Y turns, the target takes X damage. Sometimes passive, where upon dealing damage it inflicts Burn on the target.
Scorch X(Y)- Temporary Dice damage immediately: The target takes an immediate -X penalty to Attack and Defense pools. This effect lasts for Y turns, at the end of which the amount of damage that was actually done by Scorch (which could be less than X) gets restored. Homunculi take this penalty equally to all pools. Sometimes passive, where upon dealing damage it inflicts Scorch on the target.
Strike X- Lowers opponents’s defenses: When a creature with this attacks, up to X successful defense rolls of the defender are disregarded.
Raze- Destroys terrain. Creatures can use this actively to destroy the terrain they stand on, or it may be used on the target of a spell, enchantment, or ambush.
Maim X- Increases attacking power: Gains an additional X dice for attacking from behind, in addition to the normal bonus of Back-Stab.
VOID-------------
Consume X- Passive Minion, Unit gains XA and XD each time it defeats an enemy unit in combat. Not a new ability; similar planned for Spawn of Fenris
Decay- Passive Minion, unit loses 1A and 1D per round (minimum 0A or 0D), duration infinite.
Degenerate- Afflicted unit takes 1 damage at the beginning of its Draw Phase every round, duration infinite.
Plague X- Passive Minion, upon unit's death each unit in radius 1 takes X damage.
Contaminate X- Passive Minion, upon unit's death each unit in radius 1 loses XA and XD, permanently.
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