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Showing posts with label Fire. Show all posts
Showing posts with label Fire. 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 4, 2014

Minion Spotlight- Eldjötnar

When designing minion cards, we make sure all are balanced based on their rarity, costs, health and countless prototyping sessions. The goal is to make sure each card has a purpose and is not too powerful or too weak. Currently In our Dark Fire minion list, Fire Imp is one of the weakest minions and Eldjötnar is the strongest.


Eldjötnar is so strong, that we made him one of the rarest cards; the level of Epic. He has five life points, six attack and three defense. Not only is it going to hurt when he hits you, but you will suffer from his passive ability Burn 2/2 (two points of damage for two turns).  Eldjötnar will cost you eight attack dice to play and you can only play one at a time, unlike other minions.


The Eldjötnar is based off of the Norse Mythology creatures known as the jötunn, which roughly translates to giants. The eldjötnar are a specific class of jötunn ruled by Surtr, the black one.  They are known as the fire jötunn and their role in Ragnarok is to kill the gods, bringing fire and destruction to the world. It is said they live in Muspelheim, the realm of fire, which is one of nine worlds. The lore of this mythical beast makes it a perfect minion for the Dark Fire deck. It’s destiny is to destroy the world and It's sheer size is intimidating to other players.


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 April 12th and the 13th! For more Information on the Midwest Gaming Classic, check out the link here:



https://www.midwestgamingclassic.com/


 

Monday, January 7, 2013

Return to Ashes: Fire

Fire is an element of creation. It brings light, and therefore life to every corner of the world. Much of the universe was created with Fire, and even now it remains the basis of nearly every form of life we yet know.

But that is not what most remember.

Fire is known as a force of violent change. Some call it destruction, but it is not true annihilation; rather it is a process of changing the form of both matter and energy. It is this which shows the element’s power. Those aligned with Fire bring this powerful force to bear, leaving piles of ashes and scorched earth in their wake.
[caption id="attachment_122" align="alignnone" width="593"]Creatures of fire bring sweeping change and raw power to the battlefield. Creatures of fire bring sweeping change and raw power to the battlefield.[/caption]
What all remember is that fires Burn. Over time, the raw element strips away flesh and spirit alike, leaving grievous wounds. Though it grows no hotter as it consumes its fuel, the reaction lingers, and many cannot help but succumb to the flames.

When that energy is concentrated enough, it can Strike through even the most sturdy of defenses, dealing damage with no chance of rebuke. In this case the energy dissipates soon after contact, but the damage done is often considerable.

While these are the most obvious applications of Fire’s energy, there are more subtle ones. Though no less dangerous, skilled practitioners can Scorch their foes, leaving them wounded and weak. Although these wounds will heal in time, such a wound leaves a foe more vulnerable and easier to dispatch.

However, if an adherent of Fire makes up a lack of skill with raw power, some can Raze whole territories to the ground, stripping them of their elemental alignments and leaving them bare. Those who face fire would do well to harvest their terrain’s elemental energy quickly, lest they lose it in a conflagration.
[caption id="attachment_123" align="alignright" width="256"]Between ambition and desire for change, denizens of the lower Hells are often aligned with Fire.
Between ambition and desire for change, denizens of the lower Hells are often aligned with Fire.[/caption]
The hardest skill for a student of Fire to master, is how to cause the change to spread. Best seen in Wildfire, those with enough talent can cause other applications of this power to jump from target to target on contact, potentially leaving crippling wounds or fatal injuries. Fortunately for its foes, few Alchemists have the ability to invoke this terrible power, and fewer still can use it well.

Beings aligned with Fire are as numerous as can be expected; the passion of even a single creature can incite fervor in others, though for some this does not last. For those who seek change, those with high ambitions, or those who simply seek power, Fire has great potential. What they say about using Fire remains true, however- if you grow careless, you too shall burn.

Interested in learning more about Visions of Zosimos? Join our facebook page and follow us on twitter for a chance to win a beta key and more!