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Special Abilities (Dreadgate)

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 vitality points as Talent points.
Agitate Opponent must recycle 1 card from hand when this unit enters the battlefield.
Agile Can maneuver to 1 adjacent space when attacked for 1 Talent Point.
Alert Has full defense power while engaged.
Autonomy Can enter the battlefield without a Legend present by recalling cards from hand; use Influence Points if Legend is in play.
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 if (unit type) is also on the battlefield.
Conceit Can steal stat points from adjacent friendly units. Stats return to normal if either moves away from adjacent space.
Daunt Enemy units may not use Autonomy while this unit is on the battlefield.
Deft Cannot become occupied.
Disarm If damage is dealt by this unit, that unit loses any items it has equipped. Those return to owner's hand.
Distract Instant - 1 Talent Point - occupy a select enemy unit.
Donor Can donate vitality points to help deploy another unit (in lieu of Influence Points).
Double Tap If damage is dealt to a unit, it can attack a second unit.
Expedite Draw a card whenever this unit attacks.
Feral Gain +1 attack for every creature unit on the battlefield, friendly or otherwise.
Flank Can jump an adjacent unit to end up on the opposite side. This is considered a speed of 1. Gain +2 attack power if you attack the jumped unit in the same turn.
Flying Can only be attacked with range unless grounded. May fly over other units (but not occupying 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.
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, it is exiled and does not go to the boneyard.
Medic Gives 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 Gateway.
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 An adjacent machine or barricade unit recoups 1 vitality per turn, but may not exceed the number listed on its card.
Retreat If this unit's vitality reaches 1, it returns to its owner's hand.
Rush Can attack immediately upon entering the battlefield.
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 Any enemy unit entering the battlefield within range of this unit's attack suffers 1 automatic damage when it is deployed.
Spectral Can only be killed by relic weapons or spell talents.
Stay 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, that unit cannot maneuver, attack, or 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 When dealt damage in combat, equal damage is dealt to the attacker in return.
Upgrade Adjacent friendly units gain +1 attack range.
Wielder Permanently equipped with a relic weapon.