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Special Abilities (Dreadgate): Difference between revisions

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[[Category:Dreadgate]]
[[Category:Rules and Gameplay]]
[[Category:Rules and Gameplay]]
[[Category:Terminology]]
[[Category:Dreadgate Terminology]]
[[Category:Keywords]]
[[Category:Dreadgate Keywords]]

Latest revision as of 23:05, 1 August 2024

Below is a list of all the special abilities used in Glyphmaster's Gateway. A special ability is a word or phrase (usually one or two words) that appears in a card's text section to indicate a card's special talent or trait. Each craft has 6 unique special abilities and shares 2 with another color. Some are shared by all colors, such as spectral and flying.

Current

Keyword Used by Text
Adept Can spend its own vitality points as Talent points.
Agitate Opponent must recycle 1 card from hand when CARD NAME enters the battlefield and every time it attacks.
Agile Can maneuver to 1 unoccupied adjacent space when attacked for 1 Talent Point.
Alert Has full defense power while occupied.
Assassin Can attack in any direction. Attacks outside the listed attack direction have -2 attack power.
Autonomy Can enter the battlefield by paying either Influence or Talent points, or by recycling cards or a combination of any of these.
Berserk Can attack multiple times in a turn.
Blast Deal X explosive damage to ranged attack, where X is the number of Talent Points spent.
Blight Units attacked by (card name) become occupied. They remain so during their owner's next turn.
Bond Gain +1 defense power for every (unit type) also on the battlefield.
Conceit Can steal stat points (attack, defense, speed, range) from adjacent friendly units. Stats return to normal if either moves away from adjacent space.
Daunt Enemy units of the same type as CARD NAME cannot occupy an adjacent space from it.
Deft Cannot become occupied.
Disarm If damage is dealt by CARD NAME, any equipped items on the damaged unit return to owner’s hand.
Disenchant Remove select enchant talent.
Dispatch When CARD NAME enters the battlefield, send the lowest powered friendly unit through the Dreadgate.
Distract Instant - 2 Talent Points - cause a select enemy unit to become occupied.
Donor Can donate vitality points to help deploy another unit (in lieu of Influence Points).
Double Tap If damage is dealt by this unit, this unit can attack a second unit.
Expedite Draw a card whenever this unit attacks.
Feral Gain +1 attack power for every creature unit on the battlefield, friendly or otherwise.
Flank Can jump an adjacent unit. Gain +2 attack power if you also attack the flanked unit in the same turn.
Flying Can only be attacked with range unless grounded. May fly over other units but not occupy their space. Must be grounded to enter the Gateway.
Guard Can block an attack for an adjacent friendly unit. If acting as a guard, damage dealt will go to this unit instead of the attacked one.
Harrier Gain +2 to attack power when attacking occupied units.
Intercept Deals 1 automatic damage when attacked before regular combat is factored.
Leech This unit's cost is paid in friendly vitality points instead of Influence Points.
Lethal Deals 1 automatic damage during attacks before regular combat is factored.
Loaded The first item this unit equips costs only 1 gold.
Martyr This unit may sacrifice all or some of its vitality to pay for Influence or Talent points. If it dies from this, it returns to the bottom of its owner's deck.
Medic Heals up to 3 vitality to friendly units when entering the battlefield. Cannot exceed a unit's listed vitality. Owner chooses distribution.
Mercenary This unit's cost is paid in gold instead of Influence Points.
Miser Spend 1 less gold cost to equip this unit.
Nimble Can maneuver immediately upon entering the battlefield.
Pacify Cannot be attacked by Creature Units.
Poison Units engaging in combat with this unit suffer poison damage. They lose 1 vitality per owner's turn until dead or it enters the Dreadgate.
Push Can maneuver and attack for 1 action, but only if it does both.
Reload Can perform ranged attacks multiple times in a turn.
Repair Once per turn an adjacent machine or barricade unit to (card name) recoups 1 vitality, not to exceed its listed value.
Retreat If this unit has only 1 vitality remaining, it returns to its owner's hand. It returns to play fully healed.
Rush Can attack immediately upon entering the battlefield.
Sadistic When an enemy unit takes damage, CARD NAME gains 1 vitality. Spend 2 vitality to draw a card.
Shatter Sacrifice this unit to destroy an enemy machine unit or barricade.
Siphon Drains 1 vitality from any adjacent unit per round on its owner's turn.
Sniper Enemy units entering the battlefield in attack range of CARD NAME suffer 1 automatic damage, regardless of direction.
Soul Poach Gain 1 vitality any time any unit dies on the battlefield. Can exceed CARD NAME'S listed vitality.
Spectral Can only be damaged by relic weapons, spell talents, magical creatures, or other spectrals.
Stay Instant. Pay 3 Talent Points to prevent a unit from entering the Gateway. That unit returns to its previous space.
Subdue Can occupy an enemy unit's space. While there, both units becomes occupied unless this unit is killed or moves. Neither can equip items.
Swift Can maneuver multiple times in a turn.
Tantrum Deal 2 automatic damage to select unit upon defeat when leaving the battlefield to the boneyard.
Toxic If CARD NAME deals damage through combat, it deals an additional 1 spell damage to another unit in play.
Upgrade Adjacent friendly units gain +1 attack range.
Uplift Friendly units listed as 1/1/1/1 friendly units gain +1 to attack and defense while CARD NAME is in play.
Wielder Permanently equipped with a relic weapon.