Creature abilities: Academy

Academy - Mages Views: 85 Last Edited
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Shooter Abilities
Shooter

This creature can inflict damage remotely. When distance to target is longer than half the arena, the target suffers only half the normal damage. Shooter cannot use ranged attack when blocked by enemy creature. If there's no Ammo Cart in the army, the number of shots is limited by available ammo.

Flyer Abilities

This creature can move on to any free tile on the battlefield during its turn, regardless of the obstacles in the way.

Caster Abilities

This creature can use a set of magical spells similar to those cast by heroes. Mana reserve is limited but always set to maximum at the beginning of combat. Spellpower depends on the number of creatures (activated ability).

Enrage Abilities
Enrage

This creature's Offence property increases during combat when any friendly unit dies (except resurrected creatures or creatures summoned to battlefield by magic).

Mechanical Abilities
Mechanical

This creature is not alive (like all Golems) and its morale is always neutral. It cannot be affected by Poison-, Blind- or Mind-related magic. These creatures cannot be resurrected or healed by First Aid Tent.

Random Caster Abilities
Random Caster

Creature casts a random spell at the selected target. Spells can be cast at both friendly (positive effect spells) and enemy (negative effect spells) creatures (activated ability).

Elemental Abilities
Elemental

This creature is not alive and cannot be affected by Poison-, Blind- or Mind-related magic. Nor can it be resurrected or healed with First Aid Tent.

Call Lightning Abilities
Call Lightning

Creature fires a lightning bolt causing magical damage to selected target. Can be used for ranged attack when regular shooting attack is impossible or will only cause reduced damage (activated ability).

Random Blessing Abilities
Random Blessing

This creature can cast a random Blessing or Curse at the selected target. Spells can be cast at both friendly (positive effect spells) and enemy (negative effect spells) creatures (activated ability).

Repair Abilities
Repair

This creature can repair friendly mechanical creatures (Golems) and war machines once per combat (activated ability).

Aura of Fire Vulnerability

This creature suffers increased damage from Fire-based spells; this effect is extended to all neighboring stacks, including friendly ones.

Aura of Ice Vulnerability

This creature suffers increased damage from Ice-based spells; this effect is extended to all neighboring stacks, including friendly ones.

Aura of Lightning Vulnerability

This creature suffers increased damage from lighting-based spells; this effect is extended to all neighboring stacks, including friendly ones.

Stormcaller Abilities
Stormcaller

This creature can create a local thundercloud in the selected area of the field. All units in this area take some electrical damage every turn. Shooters also get a penalty to their ranged attacks. The damage and the penalty depend on the number of creatures that created this thundercloud (activated ability).

Magnetism Abilities
Magnetism

Finding itself under the effect area of a Destruction Magic spell together with any other stacks, this creature will absorb some of the damage that would normally go to the other units affected by this spell. Half of this absorbed damage will be converted to hit points for the Golems (doesn't apply to the Armageddon spell).

Enchanted Armor Abilities
Enchanted Armor

This creature is absolutely immune to all kinds of magic except those that inflict direct physical damage. Any spells that deal magical damage heals half of its damage HP (with resurrection).

Wheel of Fortune Abilities
Wheel of Fortune

Three times per combat, this creature can randomly increase the Luck value of a chosen friendly stack or decrease it on a chosen enemy stack (activated ability).

Sabotage Abilities
Sabotage

This creature can switch off any Mechanical enemy for the duration of one turn, if the target's total HP is lower than this creature's (activated ability).