The powers

GENERAL

Each warrior has a case that has 2 magic magical powers. A complete team then has 14 powers which may be either card powers or damage bonuses or bonuses of protection under the selected category. When you create your team, you can choose for each of your warriors from magic armor, a magic object, a touch of magic weapon or weapon projectile magic.

The 80 powers of the game are materialized in playing card size, but are not collectible. On maps, you find the name of the creator of power but also the name of illustrator. Each equipment has two magical powers in a kind of category.

You are therefore provided 20 power cards in each category, to which we add the tables of random damage (throwing weapon and contact) and protection (armor) increased in the tables. Each power has a force (called FX). It goes from 0 to 3 knowing that the more the higher power is powerful.
Note that the apparitions that can bring about new creatures and more of your warriors or grouse, arriving through the combination of powers will be included in a future extension.

If you play in the league, you draw cards randomly powers of your warriors. If you play in tournament mode, you choose your own powers, trying to make the best combo. 
Powers





DETAIL OF POWER

Click to zoom the imageThis article is intended to explain in detail a power of 80 cards of the box size playing card is that of playing cards and are not collectible.

On the top left , you first name of power in this case is Invisible Ball.
Top right, you have a skull that is the power of power. This varies from 3 skulls for any powers not very powerful.

Then comes a black frame with text. It contains 6 criteria:
ENC: Activated. Specifies the location and timing of the match, the carrier may have this power to activate.
ZEF: area of effect. Indicates the location of effect of power. Also in this case, the condition is that the bearer of this power has the ball.
ACT: Activation of power. Indicates how the wearer activates this power.
OF: Turn off the power. Indicates if the holder of power may or may not disable the power itself.
ICU: Use. Specifies how many times during a match, the carrier can use this power.
RES : Resistance. Specifies if possible to resist the power. The criterion exists but has no place for this power.

Under a red background, you are then proposed a more detailed explanation of power accompanied by an illustration. In part the lower left are the initials of the author (in this case Sylvain Mayet) power and right to the initials of the author (in this case Yann Tisseron) as shown. Lower center, the business group that owns the power.


Click on the picture to enlarge 
Powers





WEAPONS OF CONTACT

    
In the form of a sword, these weapons will be used mostly in melee. If a fighter breaks his magic weapon, he loses all his powers.
The weapon contact your warrior may have:
  • Consider two maps powers.
  • Consider a power greater damage (at random) and a card power.

Powers





WEAPONS OF JET

    
Under the arc-shaped, these weapons will be used primarily to draw distance. If a fighter breaks his magic weapon, it loses its two powers.
The projectile weapon of your warrior may have:
  • Consider two maps powers.
  • Consider a power greater damage (at random) and a card power.

Powers





THE MAGIC ARMOR

    
They have essentially defensive powers. The power is on the whole armor, so if one part of it breaks, you do not lose the power provided. This will only happen if all the armor is broken. An armor will have up to two powers knew that the first is necessarily a power greater protection that applies to the 6 locations of the warrior.
The magic of your armor warrior may have:
  • Consider two maps powers.
  • Consider a power greater protection (at random) and a card power.

Powers





THE MAGIC OBJECT

    
their appearance is negligible (jewelry, paper pants ...), although sometimes a power of the object takes a material form for field use (pomegranate, banana skin ...). The powers are merged together. If the object is destroyed, the 2 powers are lost. The magical being that the media, the powers that generate things can be different hardware (3 grenades for example).
  • Draw two cards powers.

Powers







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