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Showing posts with label Earth. Show all posts
Showing posts with label Earth. Show all posts

Sunday, April 27, 2014

Ability Glossary


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.

Friday, April 11, 2014

Minion Spotlight- Paladin

Think of this post as an extension to the previous blog highlighting the epic minion, Eldjötnar.  This week, we are going to discuss the Light Earth decks epic minion, the Paladin. As expected, the Paladin is the strongest card in the Light Earth deck and where Eldjötnar is clearly a brute and designed to kill fast. The Paladin is a tank and takes a fair amount of strategy to make him a force to be reckoned with.


The Paladin cost six defense dice to play and only has three attack and defense dice. The reason his cost is so high is because of his high amount of life points.  This Epic minion has eight life points and has the abilities Regenerate 1 and Camaraderie. Building up your team with Sentry's is the way to go with the Light Earth Deck because getting enough minions with Camaraderie out on the board with the Paladin will make your team nearly indestructible.  Building your team wrong, however, will lead to a quick end to your Paladin.


For those familiar with table top and other RPG’s, we know that the Paladin has been known as the "Holy Warrior" and tend to be rather tanky and strong. According to the literary cycle the Matter of France, paladins were warriors of Charlemagne's court.  They were also known as Twelve Peers represented by Christian valor. Our Paladin is a mixture of both ideas as they serve the realm of Light. They are honorable and serve the commanding Alchemist and their Homunculus.


Thanks for reading the latest post! Check out the improvements in the next alpha update and be sure to send your feedback. We are listening and fully support early customer engagement!


Just a reminder that we will be at the Midwest Gaming Classic this weekend April 12th and the 13th! For more Information on the Midwest Gaming Classic, check out the link here:



https://www.midwestgamingclassic.com/

Wednesday, December 5, 2012

Landslide Victory: Earth

The Earth is timeless. It has provided for all life since before recorded history, and it will remain long after the last of us has passed. It nourishes, protects, and provides. With such strength, it is little wonder that it is harnessed both to nurture and to destroy.

To choose Earth is to choose stability, strength, and endurance. While its adherents may lack some mobility, they make up for it in durability, and given time, can bring forth power sufficient to lay waste to their foes. As with Lightning, Earth too has special abilities it wields against its foes with impunity.
[caption id="attachment_112" align="alignnone" width="750"] Creatures of Earth are known for their extraordinary resilience.[/caption]
The most common of these abilities is, in fact, a pair utilizing inertia. Hulking minions use their added bulk to deflect blows and remain unharmed, gaining additional defense dice. Minions with Momentum use their mass as well, gaining attack dice to inflict punishing blows. In both cases, new bonus dice are added whenever an Earth spell is cast by their controlling Alchemist, and the bonus dice are permanently used at the first opportunity. In other words, once Hulking or Momentum dice are used, successful or not, they vanish and must be earned anew.

But Earth is not merely known for its mass; the bounty of life it supports has an energy all its own, and users of Earth learn to Replenish that energy. This allows a skilled alchemist to heal the wounds of their minions or even their homunculus, though this effect cannot make them stronger than they began.

More than just supporting life, however, Earth helps to Shelter it. Even if it cannot withstand the full fury of an assault, the resilience of these Earth minions helps to reduce damage taken from any source, dramatically increasing their longevity.
[caption id="attachment_113" align="alignnone" width="545"]
Though known for defense, do not underestimate Earth's offensive capabilities.[/caption]
As life grows upon the Earth and becomes more complex, occasionally something wondrous happens. Sentient beings can form incredible bonds of Camaradarie, their underlying connection bringing them great strength. In fact, the more of these comrades there are, the stronger each one of them becomes, striking terror into the hearts of their foes as the legion becomes unstoppable.

Unsurprisingly, creatures and beings aligned with Earth are found everywhere. Those that strive to protect others, those that make use of their surroundings, those that withstand the fury of their foes- all these exemplify Earth. If you, too, wish to endure and build your strength until none can stand against you, Earth will take you there.

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