Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted November 28, 2010 02:54 PM |
bonus applied by alcibiades on 01 Dec 2010. |
Edited by Jiriki9 at 20:19, 27 Dec 2010.
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Ability Creation - Ability List
Hey guys, I thought I'd just sum up - and order a bit - all abilities in the Ability Creation Thread. Please use THAT thread for posting new abilities or changes, this shall be only a list!!! Thank you
By now, the list has grown and I have decided to also take in abilities from other threads, as long as the creators accept it
For inspiration and, according abilities by me (for I'm the only one I can speak for) for free use in your H6-versions and contests.
The name of the creator of an ability is underneath it behind a'~'
and in italics).
List of people who, by their word, agree to free use of their abilities:
!!!Note: If you use the abilities, please mention the creator, or at least that you got it from this list!!! Thank You!
~Fauch
~Jiriki9
~Nightterror
~Radar
~Moonlith
~Adrius
~Jabanoss
~Xerox
Thansk to all of them!
Active Battle Abilities:
Anti-Magic Zone: This creature can create a 4x4 wide Anti-Magic Zone, reducing spelldamage taken by 75% for all the heroes creatures that stay inside it. Lasts for 3 turns or untill 1000 damage has been absorped.
~Xerox
Arcane Shot: This creature can fire off an instant shot that causes 150% of normal magical damage and dispells one spell effect.
~Xerox
Bear Form: This creature can shapeshift into bear form, increasing minium/maximun damage dealt by 3, defense by +180%, and health points by +25%. In bear form the creature gains various new abilities, fitting its tanking style.
~Xerox
Blizzard: This creature can make ice shards pelt an large circle area doing 288 Frost damage over 4 turns in it.
In addition, the creatures within the Blizzard will be chilled, reducing iniative and movement speed by 15% for 2 turns when they step outside of it (within the Blizzard it lasts untill the effect is over).
~Xerox
Camouflage: Stack looses a turn,but it can't be attacked oraffected by direct-damage spells
~Xerox
Curse of Time: An ability which can be used instead of attacking which drastically lower the targets hitpoints (works similar to Aging that ghost dragons had in H3)
~jabanoss
Darkness: Creature creates a 3x3 area of darkness where the creatures inside are immune to shots from outside.
~Asheera
Death Blast: Activated ability, once per combat. Instead of attacking, this creature can perform a special attack upon a target within a range of five squares. Death Blast deals 30*n damage, n being the total number of creatures in the stack performing the Death Blast, and punishes the target stack with random four of the following curses: Exhaustion, Cancellation, Decay, Suffering, Sorrow and Misfortune. Does not affect undead creatures. This attack is magical in nature, making it capable of damaging incorperal creatures.
~Moonlith
Death Grip:This creature can harness the unholy energy that surrounds and binds all matter, drawing the target towards it and forcing the enemy to attack the death knight for 3 turns.
~Xerox
Drive-Away-Dive: Like Battle Dive, but the creature using this ability does not fly to a randomly position, the attacked creature has to move away and the creature takes it position.
~Jiriki9
Earth Shield: This creature can protect itself or an with an earthen shield, reducing spelldamage taken by 30% and causing attacks to heal the shielded target for 150 of its health points. This effect can only occur once every few seconds. Overhealing can result in ressurections, and the scales with heroes spellpower. The spell has 6 charges.
~Xerox
Enchant: Activated Ability, the creature enchants its weapon, allowing it to ignore all spells and abilities protecting the enemy. The effect lasts for 3 turns.
~Adrius
Encourage: Activated Ability, once per battle. When used, this ability increases all other friendly creatures' initiative, speed and attack.
~Jiriki9
Energy Drain: The creature can drain 33% of a target's initiative while increasing its own Initiative by 33% as well. Duration is 2 turns.
~Asheera
Entice: Activated ability. Instead of attacking, this creature may choose to entice a target, having a 50% chance of hypnotizing it for one turn. When succesfull, the targetted creature will attack the nearest creature of its own army upon its turn. Doesn't work on Undead, Elemental or Mechanical creatures.
~Moonlith
Fire Line: Activated ability, once per combat. This creature can choose a straight line originating from itself, dealing elemental Fire damage to all creatures on that line (including friendly ones). The line reaches 7 squares in horizontal or vertical directions, or 6 squares in diagonal directions. Total damage equals (t-5)*n*15, where n= the number of creatures performing this ability and t= the tier level of creatures performing this ability.
~Moonlith
Garrote: Tis creature can garrote the enemy, causing 150% of normal damage + the same amount of damage dealt over 4 turns. Must be stealthed.
~Xerox
Hates <XYZ>: Deals 150% damage against <XYZ>, but when it has a chance to act against <XYZ> it will do so and disobey any other orders.
<XYZ> can be: any creature type, a faction, a certain type of creature, a creature with a certain ability, etc.
~Xerox
Haunt: This creature can send a ghostly soul into the target, dealing 64 to 75 (scales with heroes spellpower) magical damage and increasing the effect of all dark magic on the target by 20% for 3 turns. When the Haunt spell ends or is dispelled, the soul returns to you, healing you for 100% of the damage it did to the target.
~Xerox
Illusion: Creature can use this ability to create 3 other fake targets of itself. The illusions aren't able to deal any damage and die instantly, but they can still block enemy shooters, etc. When the ability is used, three more creatures of the same type appear adjacent to this creature, and the original creature is then exchanged randomly with one of the illusions (there's also a chance that it won't be exchanged), so that the enemy won't know which is real and which is fake. Only the player that commands these creatures is able to see the fake ones as semi-transparent.
~Asheera
Life Pain: Creature can sacrifice its own health to damage its enemy remotely, damage dealt is equal to damage taken. If the stack has more hitpoints than its target, its target will die immediately and the stack will lose equal amount of hitpoints. Conversely, the stack will be reduced to the last creature with one hitpoint while the target take equal amount of damage.
~Isabel
Lightwell: This creature can create a Lightwell, healing anyone for 900 damage over 3 turns who clicks on it. Lasts for 3 turns or untill 10 charges. Overhealing might ressurect some creatures.
~Xerox
Loves/Adores/Admires <XYZ>: If a stack of <XYZ> fights in the same side as this creature, it gains a bonus on moral and initiative. On the other hand, it deals only 50% damage against <XYZ>.
<XYZ> can be: any creature type, a faction, a certain type of creature, a creature with a certain ability, etc.
~Jiriki9
Malicious Dive: Like a normal dive attack, but it also ignores half of the targets defense and decreases the initiative of the hitten creature.
~Jiriki9
Mark Target: Activated ability. Wasting only 75% of its accumulated initiative, this creature will attack the marked target upon its next turn dealing twice as much damage.
~Moonlith
Meditation: Creature can use a turn to regenerate all of its mana to full capacity.
~Asheera
Mimic: Activated Ability, this creature can mimic an activated ability last used by an enemy or a friendly creature. For example, Archangel uses Resurrection ability; The Phantom Mage uses Mimic and gets to use Resurrection on an allied unit. If an Archer’s Scatter Shot ability was used after the Archangel had used Resurrection however, Scatter Shot would’ve been the mimicked ability.
~Adrius
Mudslide: this creature can once per battle deform and flow over the eight squares in front of it, causing double damage to all creatures that happen to stand there. The surviving creatures suffer a -1 morale penalty for two turns from the horror of being buried alive. This creature then reforms in any squares available.
~Crepus
Net Thrower: Once per combat this creature can throw their net on an adjacent enemy unit. This unit then gets its ATB decreased by 0.5 (but no lower than zero) and its initiative set to three until it moves again. Before creature gets to move it can not retaliate.
~Crepus
Ogre Chanting: Activated ability, three times per combat. When activated, all friendly creatures receive a bonus to their Bloodrage, randomly +10, +15, or +20.
~Moonlith
Ogre Warsong: Activated ability, once per combat. When activated, all friendly creatures have a 50% chance of receiving an instant Morale bonus, increasing their accumulated initiative by 0,5. Additionally, Morale of all creatures is increased by +1 for the remainder of combat.
~Moonlith
Plague: Activated ability, this creature throws a bomb at a selected enemy. The bomb poisons the enemy and all creatures adjacent to it; the effect lasts for 2 turns per creature but can be renewed if the creature gets adjacent to another infected creature. For example, a plague bomb is thrown at an enemy squad, the enemy squad then runs forward and passes another stack, the stack is then infected. This effect can also trigger on your own units. The damage made is ½ of this creature's normal damage per turn. If the opponent isn’t careful, this poison can turn into a real mess…
~Adrius
Rescue: When activated, the creature flies away (like with nosedive). Next time a friendly unit would get attacked in meele, the Unit which performed Rescue carries the attacked unit to a free field out of the attackers range and lands next to it. (effect: The attack is prevented and the attacked unit's positon gets changed)
~Jiriki9
Rock drop: activated ability, can once per battle leave the scene, find a huge rock and drop it on enemy troops (damage is 30*(# of hunters)/(enemy defence)+ 5*(# of hunters) rounded up). The creature having this ability is a flyer.
~Crepus
Rumble: Activated ability. Once per combat creature can send a ripple through the earth that damages enemy War Machines and Castle Walls. Does not work in nautical battles.
~Crepus
Skirmish Assault: Activated ability. This creature may move up to 4 tiles, after which it will attack the nearest enemy creature (ranged) and deal 20% more damage to it. This creature must be able to perform a ranged attack from the target square. Additionally, this ability can only be used a maximum of 4 times.
~Moonlith
Spirit Link: The creature can link its spirit with another creature on the battlefield. Every time the linked creature receives some damage, it will receive only half, while the rest is transferred to this creature.
~Asheera
Stomp: activated ability, by sending a rattle in the earth beneath its feet, this creature can inflict a small amount of damage (approx. 40% of melee attack) to all enemies in the line of her attack. 50% chance of stunning each enemy, removing 0.3 initiative. Does not work on flyers, nor while on ships. Damages siege walls.
~Crepus
Summon vortex: The creature may spend one turn to put 2 vortex wherever he wants on the battlefield.
every creatures (even enemies) can now use the vortex to quickly travel through the battlefield (it's a 2 ways vortex)
~Fauch
Vampiric touch: once per combat, using this ability on friendly creature Spider Priestess grants it Vampirism spell applied (activated ability).
The Spell is casted without mastery and spellpower bonus, so 'damage dealt - life drained' ratio is always 2:1. Lasts for 2 turns.
~Radar
Weave Spell-net: Use this ability once per battle. The target unit is afterwards surrounded by a spell-net, making it completely immune against EVERY spell or magical ability - but also decreasing its initiative and making it impossible for the target to cast spells themself. The net lasts three rounds at least, unless it suffers more than 350magical damage, than it is destroyed immediately.
~Jiriki9
Passive Battle Abilities:
Adamant: creature is immune to fear and 50% resistant to Mind Spells. Only loses 0.25 ATB if affected by bad morale. Good morale gives 0.75 ATB.
~Crepus
Aggression: This creature attacks all enemy creatures who passes by when moving. For example, an enemy unit targets a location behind this one, it runs to it but passes by this creature, it gets attacked with 50% damage. The enemy creature’s movement is not cancelled.
~Adrius
Amphibious: This creature is Amphibious and gets a +1 bonus on attack and defense, and a +2 bonus on initiative on wet ground (Swamp, Shore, Ship,...), but it gets an malus of -1 attack, defense and initiative on dry grounds (roughlands, desert,...) and a malus of -2 on attack and defense as well as a malus of -5 on initiative and a malus of -5HP in extreme climatic situations (Volcanic or Arctic Landscape).
~Jiriki9
Ardent Defender: When 35% of this creature stack has been killed, all damage taken is reduced by 30%.
~Xerox
Armor Piercing Shot: The ranged attack of this creature ignores the targets defense.
~Jiriki9
Assassinate: When striking from Invisibility, this creature deals triple damage.
~Jiriki9
Attack of Ignorance: the creature attacked always loses all attack, defense, luck and morale bonus from its hero, as well as all abilities derived from those hero has (like Vitality, Soldiers Luck etc). Duration one turn.
~Crepus
Aura of Sickness: All adjacent enemy creatures have a 20% penalty to their hit points.
~Asheera
Aura of Weavemaster: This aura halfes the mana cost of spells cast by a friendly unit or hero and increases mana costs by 50% for enemy Creatures or Heroes.
~Jiriki9
Balloon: Flying + This creature can only be hit by ranged attacks or Flying units (because its allways flying), but it deals only ¼ of its damage to creatures without flying.
~Jiriki9
Berserk: Sometimes (randomly) this creatures take their own move, you can't controll them that turn but if they hit they always do a critical strike.
~Nightterror
Birds Tongue: When this creature is attacked by any kind of Bird (Without Rider!!!) there is a chanc of 50% that the bird does not attack and a chance of 5% that it changes allegiance and joins this creature's army.
~Jiriki9
Blessing of light: Instead of retaliating, this unit cast resurrection on itself when attacked.
~jabanoss
Block: Similiar to magical damage resistance but reduced damage from physical attacks.
~Homer171
Blood Addicted: When bloodlust is cast on a group of this creatures, they do not only gain more damage, they also gain a second attack and always hit with a cricital hit.
~Nightterror
Blood of Swiftness: This creature will always act first in combat.
~Rubycus
burning boulder: this creature throws large chunks of lava, causing damage in a 2x2 area. (could be an activated ability also)
~Crepus
Capture Souls: This creature can capture souls. When it kills any opponent with a soul (so no undead, mechanical, elemental,...) in melee battle, its attack and defense stats are increased a bit (hp of killed creature(s)/100). It cannot get more than +20 in these stats this way.
~Jiriki9
Chain shot: The ranged attack of this creature casts chain lightning.
~Fauch
Chariot Charge: When this creature attacks, it deals +50% damage per 3 squares (only three fully crossed aquares count) it crossed on its way to its target and it has a chance of <number of crossed squares>*5% to stun the enemy so they won't be able to retaliate and lose initiative (mechanical creatures are not affected).
~Jiriki9
Cheat Death: When this creature gets hit by an attack which would otherwise kill, it will instead reduce the creature stack to 30%. In addition, all damage taken will be reduced by up to 90% for one turn. This ability has a 3 turn cooldown.
~Xerox
Child of the light(Light unicorn): A random bless is cast on this creature each time it takes a turn.
~Fauch
Chivalry: This creature is unaffected by destructive spells and range attacks.
~Mamgaeater
Circle Throw: The creatures ranged attack flies in a circle, i.e., there are several possible fields which could be attacked. The damage is evenly divided on the hit enemies, if more than one are hit.
~Jiriki9
Cleanser: Every time this creature is attacked, Cleansing is cast on this creature and all adjacent creatures.
~Adrius
Clone: This creature casts clone on itself when it takes its first turn.
~Fauch
Cloning: This creature may create a friendly stack of his target when attacking.
~Fauch
Cocoon: When this creature attacks, it applies a 'cocoon' negative effect on the target stack. This effect has a 'power' variable that increases by 1 as the spider does damage equal to the hit points of the spider. It is cumulative as well. This effect can not be dispelled in any way. After the stack dies, some spiders spawn on its place based on the power of the effect placed before
~Asheera
Collider (Whitebear Rider): For each tile the creature moved before it attacks, it will push the target stack back for one tile.
~Isabel
Confuse magic: When this creature is present in combat, the enemy spells from one random chosen school of magic is decreased by one mastery level.
~Rubycus
Crushing blow: This creature has a chance to stun an opponent when attacking, making him lose his turn, and reducing its attack and defense for the turn. The more attack the creature have, the more powerful the ability is.
~Fauch
Dark Mark: Each time this creature deals damage to an enemy it is randomly cursed with decreased luck, morale, attack or defence (-2) for two turns. Cumulative with several attacks.
~Crepus
Defensive Position: This creature always retaliates before it is hit, like it had the Preparation perk and defended. Preparation perk has no effect on this creature.
~Asheera
Defensive stance: The defense of this creature is increased by 2 each time he gets attacked.
~Fauch
Deep Fog: There is deep fog around this creature, giving it and all adjacent creatures a chance to be missed by enemy attacks (basically gives Incorporeality to adjacent creatures and itself).
~Asheera
Destruction Field: When this creature has an enemy stack next to it and casts a destructive spell, the nearby enemy stack will also be hit, meaning that this creature can hit two or more stacks with one destructive spell.
~Adrius
Digger: This creature moves by digging underground, bypassing obstacles, creatures, and castlewalls. It needs to move a minimal of 5 tiles if it wishes to move, and the 2x2 tile adjecent to it, normally used to reach its destination when walking, is used to dig underground, dealing 50% of normal damage to that area (including friendly creatures). When this creature needs to move in order to attack an enemy creature it was not already adjecent to, thus resurfacing, the target creature cannot retaliate. Digging underground and resurfacing cause the battlefield to shake.
~Moonlith
Dispelling Strike: all beneficial spells cast on attacked creature have their active time decreased with 25%-75% and the level of the blessing is decreased by one (unless no mastery in casting) (Evil Eye, only on ranged attack)
~Crepus
Disrupt Magic: This creature does an additional 60% damage to undead, elementals, golems, gargoyles and titans.
~Crepus
Divine Influence: This creature’s Spellpower increases by 25% if it’s affected by any Light Magic, the effects are cumulative.
~Adrius
Divine intervention: This creature casts mass curse expert at the beginning of each of his turns.
~Fauch
Division: This creature may get cloned when attacked.
~Fauch
Double Casting: There is already double-strike and double-shot so why not double-spell?
~Homer171
Double Dive: When this creature uses a Dive ability, it dives at another randomly chosen enemy creature before it Dives at the target.
~Jiriki9
Dragonslayer: Output damage dealt by Dragon Knights to tier 7 creatures and Phoenixes is increased by 25%
~Radar
Dreamstate: This creature restores 25% of total mana every turn.
~Xerox
Eat Souls: This creature eats souls. When it kills any opponent with a soul (so no undead, mechanical, elemental,...) in melee battle, this creature has a 5% chance to convert 5% of the killed creatures(') hp to its own max-hp.
~Jiriki9
Elemental Toughness: At lava terrain Fire Elementals have increased attack, Earth Elementals defense is greater on ground/muddy terrain, Air Elementals speed/initiative is increased on cloudy terrain (new) or determined by quantity of objects in battle and Water Elementals health (or damage) is increased on sea battles. Also some creatures could get these native terrain bonuses like Efreets on lava terrain etc.
~Homer171
Emotionless: Creature can have a morale level no lower than -1 and no higher than +1. They are immune to all sorts of terror and fear, and have a 50% immunity against other mind magic.
~Crepus
Evade: This creature has a chance to reduce the damage he receives, and even to dodge completely an attack.
~Fauch
Executioner: If any enemy creature gets bad morale, this creature will immediately run up to it and attack it with 150% damage, providing that the creature is within range.)
~Adrius
Extreme Speed :
Attacks before being attacked, so it retaliates before the enemy actually attacks it.
~Nightterror
Fast and Furious: The creature is able to move/strike twice a turn, much like if Morale gave +1 ATB (Morale can still trigger, but only once, of course, after the second action
~Asheera
Fearless: A unit with fearless is immune to any enemy unit abilities or Hero Perks that are based on fear, as long as it has no negative moral. List of abilities: Cowardice, Fear Attack, Fearsome Strike, Frightful Aura, Sorrow(Spell), Banshee Howl(Necromancer), Fear my Roar(Warcry);
~Jiriki9
Fearsome Strike: Units of a lower tier don't retaliate.
~MattII
Feedback: When creature attacks an enemy with a blessing there’s a chance that blessing is removed and that the creature casting that blessing takes damage equalling 3x spell mana, as well as loses 0.2 ATP.
~Crepus
Fire Essence: Whenever elemental fire damage effects would damage this creature, instead of suffering damage, it restores health equal to 50% of the damage, and resurrects fallen troops in the stack
~Moonlith
Fire Trail: Creature leaves a fire trail when it moves on the battlefield, which deals some damage per creature in the stack. Each tile of the trail lasts for 1 turn, and it is renewed when the creature moves on a already fire trail tile.
~Asheera
First Strike Retaliation:
(maybe I'm wrong but canÄt remember it would allready be in this list or as "real" ability in H5)
The creature retaliates before the attacker does their attack.
~Jiriki9
Flame Soul: When this stack dies, it explodes into a Fireball effect with advanced Mastery. The Spellpower of this spell is the spellpower that would have been for the FULL stack.
~Asheera
Fool`s Luck: regardless of enemy luck, attacks against this creature can be unlucky.
I guess it would work well on 1st or 2nd tier creatures.
~Einomida
Frenzy: The attack of this creature is increased by 2 each time he gets attacked.
~Fauch
Frost Aura: Each time it takes a turn, this creature cast frost ring on itself.
~Fauch
Gigantic Creature: This creature occupies a 2x2 square, deals 20% more damage to small creatures upon melee attacks, and has a 50% chance of stunning small creatures upon melee attacks, preventing them from retaliating. Additionally, it is immune to moat effects, and the battlefield shakes whenever this creature moves or falls to its death.
~Moonlith
Glider: This unit allways glides through the air during a battle, which gives advantages and disadvantages: First, it can only be attacked by ranged attacks or by big creatures or those with flying. Second, this creature can neither wait nor defend. Third, this creature counts as Flying.
~Jiriki9
Guard Allies: Whenever an enemy creature, standing adjecent to this creature, attacks a friendly creature, who is capable of performing a retaliation attack, this creature will do so as well to this enemy creature.
~Moonlith
Hates undead: This creature deals 50% more damage to undead.
~Fauch
Haunting Presense: This creature starts invisible upon the battlefield. This effect disappears after three turns, or after attacking. In invisible state, this creature cannot be directly attacked, but is still affected by area attacks.
~Moonlith
Healer: At the start of its turn, this creature heals all adjecent friendly stacks for 40 + 3*n health, where n is the number of creatures in this stack. Health can exceed its maximum in which case dead creatures are resurrected.
~Moonlith
Hellraiser: Any damaging spells cast by this creature do 100% more damage. Additionally, damaging spells cast by friendly creatures or the hero do 20% more damage. Doesn't affect friendly creatures which also have this ability
~Moonlith
Holy Shield: This creature has an 20% to competly block of an non-magical attack. Deals normal damage + 20 holy damage each time the creature blocks an attack.
~Xerox
Horde Empathy: If there are at least two stacks of this level 1 or 2 creature on the board then every time one stack receives damage that kills at least one creature all other stacks move forward 0.1 in the ATB bar. If a stack is killed remaining stacks get a 0.5 increase in the ATB bar and their speed, morale and max. damage are increased by 1 for the rest of the combat (cumulative).
~Crepus
Ignore enemy Presence: This unit can use its ranged attack even if an enemy stands next to it.
~Jiriki9
Immortal: Each time it takes a turn, the spell animate dead has 20% chance to be cast on this creature.
~Fauch
Incorperal(Reworked version): This creature does not have a physical form, is immune to physical ranged attacks, and receives only half damage from melee attacks. Magic Attacks can harm this creature normally.
~Moonlith
Initial Rush: At the start of combat this creature gets a 0.3 increase in their ATB value, and on its first move it has speed 9.
~Crepus
Life Stain: Each subsequent strike on the same target will be 2 times more powerful.
~Isabel
Lightning Overload: After this creature casts the Lightning Bolt or Chain Lightning spell, there is a 50% chance for Lightning Bolt and a 25% chance for Chain Lightning that a second, similar spell on the same target will be cast at no cost but for half damage.
~Xerox
Lightning strike: This creature always cast lightning bolt when attacking.
~Fauch
Long Spear: The Unit attacks from a short distance (1 fld.), only creatures with long spears can counter.
~Jiriki9
Lucky: This creature has +2 luck/always positive luck?
~Fauch
Lucky Creature: This creature's Luck rating is never lower than 2.
~Moonlith
Magic Absorption: For each unit in the creature stack, spelldamage taken is reduced by 1. In addition, all resisted spells restore 20% of the creatures total mana.
~Xerox
Magic mirror: This creature benefits permanently from the spell magic mirror.
~Fauch
Magic Weapon: The melee attacks of this unit ignore the ability "Incorporeal".
~Jiriki9
Magical Hoves: This creature can't be slowed and they never get a penalty on harsh tilesets such as desert and snow landscapes.
~Nightterror
Mana drain: When attacking, this creature has 30% to suffer no retalation (stealing the retaliation), dispel every beneficial spells active on the victim, steal a mana point (an opportunity to cast a spell) and kill and additional number of creature, depending on the number of dragons.
~Fauch
Mana Regeneration: This creature regenerates 20% of its maximum mana each turn.
~Asheera
Mana Shield: When attacking this creature, its mana is used to absorb a portion of the damage. Every mana point absorbs 30 points of damage (so instead of reducing the stack's HP, you reduce its mana, if higher than 0 that is).
~Asheera
Martyr: When the creature is destroyed, your other creatures gets a +3 morale boost.
~Mamgaeater
Master Robber: Every critical hit made by this creature gives the hero + 100 gold.
~Nightterror
Melt Resistance: When striking, this creature has a certain chance (like Bash, etc) to lower the magic resistance or immunity of the enemy by 50% for three turns.
~Asheera
Miner: If a stack of this unit is positioned in a mine to defend it, it will also increase the mine's daily income. If its a gold mine, income will be increased by Tier*Creature_amount*10. If it's a ressource mine, the income will be increased by Tier*Creature_amount/20, allways rounded down, but at least it will be increased by 1.
~Jiriki9
Opportunist: This creature strikes any enemy who bypasses (if the enemy goes adjacent to this creature and doesn't stop, but continues to move, this creature makes an attack against it.
~Asheera
Parry: This creature has a certain chance (like creature abilities like Bash, etc) when being attacked, to parry the opponent's attack (and receive no damage) and then retaliate. This can happen ONLY when it has a retaliation available.
~Asheera
Parry (II): This creature has 30% chance to block an attack.
~Fauch
Patience: Whenever this creature waits or defends, it increases the damage for her next melee attack or retaliation by 25%.
~Jiriki9
Petrifying Gaze: In melee attacks there is a 50% chance enemy is petrified. Petrified creatures do not retaliate, their ATB is set to -0.5 and their initiative is set to 3 until their next move. Only works on living creatures. If enemy is healed then petrification is lifted (but ATB value remains where it currently is).
~Crepus
Piercing Bolts: This unit ignores a portion of the targets defense when attacking on range.
~jabanoss
Poisonous arrow: The ranged attack of this creature reduces the defense by 3. The effect is cumulative.
~Fauch
Prism: This creature is immune to the attacks of creatures using "Magic Attack", like Academy’s Mages. A creature using the ability "Magic Attack" to shoot through this creature gains a heavy increase to the attack’s damage. The damage increase is 25% and the attack will ignore 50% of the damaged creatures’ defence.
~Adrius
Protected: Dispel is cast on this creature every time it takes a turn (curses are dispelled).
~Fauch
Rage: This creature’s damage is increased by 3,5 % for every turn the enemy’s creatures and hero acts. For example, after 10 enemy turns the creature’s damage bonus is 35 %. If the damage bonus goes over 50% Frenzy is cast on the creature with Expert Mastery. The frenzy spell remains until the creature manages to kill an enemy stack, the damage bonus is then reduced to 30% again and the frenzy spell is cleansed. The frenzy spell cannot be cleansed in any other way.
~Adrius
Rampage: When this creature does a successful lucky strike, the damage of all creatures in heroes army will increase by 15% for the next two turns. Doesnt stack.
~Xerox
Random curse: This creature cast a random curse when attacking
~Fauch
Rapid Second Strike: Works with strike twice ability, second strike is delivered before enemy can retaliate.
~MattII
Rejuvenation: Taking Defense stance regenerates some/full health.
~Homer171
Revenge: This creature casts curse on any creature who attacks him (even if he doesn't retaliate).
~Fauch
Rifle: This creature bears a rifle into combat, that can only shoot all two turns, because it has to be reloaded in the meantime - everytime this unit does a ranged attack, it's initiative is halfed until it's next turn.
~Jiriki9
Scout: When a stack of this creature is in a hero's army, the opponent allways has to place his troops first (unles he allways has a creature with "Scout" in their army) and your hero can see the position of some his creatures at the begin of the abttle, depending on how big your Scout Stack is. (You see <Scout-Creature's tier>*<Scout-Creature amount>/25 enemy creature stacks) You can, however NOT yet see how much creatures your enemy has in the stacks, just an estimation (like on the adventure map: few, several, a pack, many,...)
~Jiriki9
Secure Area: Activated Ability. when used, the ability targets an area of 4*4 fields. The enemy can NOT see which area is targeted. Whenever an enemy creature moves from, through or into this area, it gets range-attacked by the securing creature and has no chance of range retaliation.
~Jiriki9
Secure Line: Activated Ability. when used, the ability targets a line of 6 squares (vertikal from the normal h5-point-of-view). The enemy can NOT see which squares are targeted. Whenever an enemy creature moves from, through or into this area, it gets range-attacked by the securing creature and has no chance of range retaliation.
~Jiriki9
Seering Steps: This creature leaves burning fields wherever it moves. The fields act the same as Firewall, remain for three turns, and deal elemental fire damage to any creature moving onto them. Damage dealt is 5 for every creature in the stack that set the field
~Moonlith
Shadow Cloak: This creature and all friendly creatures within 3 squares are invisible, as long as this creature does not attack. If it does, the Cloak does not work, until this creatures' next round.
~Jiriki9
Shadowhunters: Whenever this creature suffers damage from an enemy unit it will split its stack, providing that there is enough space on an adjacent tile. Once the splitting has occurred, both creatures lose the Shadowhunters ability and instead receive the Pack Hunter ability. This effect only triggers once per stack and the creatures are reunited after the battle.
~Adrius
Shakes earth: This creature casts earthquake when moving.
~Fauch
Shield: This creature benefits permanently from the shield spell.
~Fauch
Shoot and Strike: When this creature attacks an opponent in melee and still has shots left, it gets an extra ranged attack (low range) before its melee attack, dealing 50% of the normal ranged damage.
~Jiriki9
Shot from Above: When this creature shoots, it does not stand still, but first moves half of is movement, and then shots. When it does not have Strike and return, it than stays wher it is now on the battlefield, otherwise it returns. A shot from above can NEVER be countered.
...this ability definitely is only for flyers and mainly designed for Gliders (Balloons could also have it...)
~Jiriki9
Shrug Magic: Creature has an ability to possibly auto-cleanse each curse cast upon it. 20% chance per turn of permanent curses, for all time-based chance is (50 – 2*time left)% turns. Shrugging automatically occurs before creature moves, only one curse per turn can be shrugged.
~Crepus
Siege Unit: This creature can attack castle walls, dealing x - y damage per creature to them.
~Moonlith
Skeletal: This creature consists out of bones and thus receives only 50% damage from ranged attacks.
~Moonlith
Sky Glider: Like glider, but this creature can not be attacked by big creatures.
~Jiriki9
Slider (Marksman): This creature can choose to slide to an adjacent tile after being attacked by a melee creature (or after retailiation if possible).
~Isabel
Sloth: This creature cannot retaliate and creatures attacking it may attack an additional time.
~Mamgaeater
Sneaky Strike: When this creature was invisible at the beginning of its turn and is attacking, it deals twice the normal damage.
~Jiriki9
Sniper Training: This creatures damage increases by 2% for every tile the enemy is away from it. So if a enemy was 5 tiles away, then this shooters damage would increaase by 10% against it.
~Xerox
Soul Eater: This unit gains 10% health and mana per each unit killed,don't work on undead,mechanical and elemental units
~LizardWarrior
Spear Phalanx: This unit deals double damage to large units.
~jabanoss
Spiritual: This unit is not completely real in the physical world, therefore there is a chance of 50% that a physical enemy attack on this unit deals no damage and a 25% Chance that a physical attack by this unit deals no damage.
~Jiriki9
Stampede: For every tile walked before attacking, this creature deals 10% of its normal damage to any creatures standing adjecent (including its target) when it attacks its target.
~Moonlith
Stampede: Stampede allows them to trample over small core enemy units when they march toward their actual target, the more units in this stack, the bigger the stampede damage.
~Nightterror
Stone Gaze: This creature's melee attack has a 30% chance to turn up to 10% of enemy stack to stone (capped at the number of creatures in attacking stack) thereby killing it instantly. Only works on living creatures.
~Crepus
Strider (Wind Dancer): Enemy creatures cannot retailiate if this creature is hasted.
~Isabel
Supreme retaliation: This creature has a 50% chance to withstand enemy no retaliation ability, it also retaliates so fiercely that enemy defence is completely ignored.
~Crepus
Swift: This creature casts haste on itself each time it takes a turn.
~Fauch
Swift casting: Casting spell or using special abilities by this creature consumes no ATB value (unit gains bonus action).
~Radar
Tailstrike of rocks: All adjacent enemy creatures receive 5% earth damage done to the attacked creature and are stunned like the Bash ability. Main attacked target does not suffer this.
~Crepus
Tailstrike of Sparks: All adjacent enemy creatures receive 5% air damage done to the attacked creature and are stunned like the Master of Lightning ability. Main attacked target does not suffer this.
~Crepus
Taunting attack: this creature has a chance to cause the enemy to lose all of its defense, get an increase in initiative by 3 and forces that enemy to only attack this creature for three rounds, until this creature is dead or until enemy is directly attacked by other troop.
~Crepus
Tiny: This creatures occupies a 1x1 area on the battle grid. Units may move through this creature's square as though it were an open square.
~Blizzardboy
Touch of Gold: When this effect triggers creature does normal damage, but the last creature in enemy stack to receive damage turns to gold and dies. Hero immediately receives gold equalling 10x creature HP.
~Crepus
Tormented Retaliation: When this unit attacks a unit there is no retaliation against this unit, instead the closest ally of the target is attacked. If there is no ally then this unit is attacked as usual.
~jabanoss
Track Blood: Whenever an enemy creature suffers melee damage within 5 tiles of range, this creature will move towards it (if it can) and attack it for 50% of its normal damage, suffering no retaliation.
~Moonlith
Trample: This creature may move through one enemy stack instead of attacking. The stack is dealt damage as though it were attacked.
~Mamgaeater
Ultimate petrification: This creature may petrify his victim permanently when attacking.
~Fauch
Unblockable: Creature can shoot even when blocked, but not adjacent creatures.
~Asheera
Unity: Damage is spread evenly across the stack.NO unit will die before HP in the stack=to stack size. each creature needs 1 HP before creatures start to die.
~Knut_Are_M
Unstable: This creature may explode when attacking or being attacked.
~Fauch
Vampiric Embrace: 15% of damage dealt will be converted into healing for all troops in heroes army. The damage is splitted, but the most hurted stacks will be healed more then the ones with much health left. Overhealing might ressurect some creatures.
~Xerox
Wall Climbers: These units ignore castle moats and can climb across castle walls.
~jabanoss
Whip strike: The melee attack of this creature may paralyze the target for a turn.
~Fauch
Wild Beast: There is a 10% chance this creature, upon its turn, will attack the nearest creature regardless of who owns it.
~Moonlith
Wounding: When striking an enemy, this creature inflicts a magical deep wound. Because of this, the target will receive some damage every round. This damage is equal to 25% of the original damage. This effect has a permanent duration and cannot be cured or dispelled normally, but it will vanish once someone heals the target by any means (Resurrection spell, Raise Dead, First Aid Tent, Regeneration, Lay Hands, etc). This effect doesn't work on Mechanical and Elemental creatures.
~Asheera
Adventure Map Abilities:
Battle Scout: The enemy has to place their troops before you, and you'll see their position, yet no numbers, but only number ranges like on the Adventure Map (horde, throng, etc.). This works only when you have enough unity with this ability in your army.
~Jiriki9
Beast Rage: At the beginning of every day, there is a chance of 5% that this creature's stack deals 10% of its total hp as damage to your army, randomly divided on all other stacks in your army. This ability never damages this creature's stack itself.
~Jiriki9
Far-Range Transport: This ability can be activated in the adventure mode. This Creature and a chosen stack of units in the army of this creature are directly moved to any heroe, town or garrison within this creatures’ moving radius (differs from creature to creature). Can only be used in a certain interval (which also differs from creature to creature^^)
~Jiriki9
Night vision: hero sees two squares further on subterranean parts of the map if there is astack of this creature in the army.
~Crepus
Pathfinder: With a stack of this creature in his army, a hero gains +5% movement and suffers 5% less from difficult terrain.
~Jiriki9
Ransack: At the end of the combat, you gain an amount of gold according to the number of ransackers in your army and the number of ransackable creatures (mostly humanoids) in your enemies' army.
~Jiriki9
Scout: The hero can see 1/2/3 square/s further into the darkness when they have at least 5/10/20 of this units in their army.
~Jiriki9
Trade: Wood and Ore are cheaper to buy and get you more money when sold with this creatures in your army (0.1% per creature).
~Crepus
Combined:
Dark Channel: Can remove a Dark Magic curse from friendly troop and transfer it to enemy troop (activated, twice per battle). Heroes effective spellpower in casting Dark Magic is increased if there is a stack of this creature in the army. (Activated+Passive)
~Crepus
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