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<br/><br/><br/>[[File:Creature_ability_immune_to_prime.png|left]]'''''Immune to Prime:''' Djinns being pure primordial spirits, they are immune to Prime Magic.'' | <br/><br/><br/>[[File:Creature_ability_immune_to_prime.png|left]]'''''Immune to Prime:''' Djinns being pure primordial spirits, they are immune to Prime Magic.'' | ||
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− | | '''DJINN CHANNELER''' [ [http://www.heroesofmightandmagic.com/heroes7/File:Creature_academy_djinn_channeler_artwork.jpg concept] | video ]<br/>Djinn Channelers are valuable allies for the Wizards, as their mystical knowledge and natural affinity for the currents of magic can strongly influence the scope of a Wizard’s abilities, but also cause nasty magical effects to the Wizard’s enemies. | + | | '''DJINN CHANNELER''' [ [http://www.heroesofmightandmagic.com/heroes7/File:Creature_academy_djinn_channeler_artwork.jpg concept] | video ]<br/>Djinn Channelers are valuable allies for the Wizards, as their mystical knowledge and natural affinity for the currents of magic can not only strongly influence the scope of a Wizard’s abilities, but also cause nasty magical effects to the Wizard’s enemies. |
<br/><br/>[[File:Creature_ability_mana_drain.png|left]]'''''Mana Drain:''' Djinns are able to drain mana from their enemies, and channel it to their master, a valuable power for wizards.'' | <br/><br/>[[File:Creature_ability_mana_drain.png|left]]'''''Mana Drain:''' Djinns are able to drain mana from their enemies, and channel it to their master, a valuable power for wizards.'' | ||
<br/><br/><br/>[[File:Creature_ability_immune_to_prime.png|left]]'''''Immune to Prime:''' Djinns being pure primordial spirits, they are immune to Prime Magic.'' | <br/><br/><br/>[[File:Creature_ability_immune_to_prime.png|left]]'''''Immune to Prime:''' Djinns being pure primordial spirits, they are immune to Prime Magic.'' |
Contents |
CABIR [ concept | video ] Cabirs are minor spirits of Fire that Wizards summon to help in their arcane forges and laboratories. While not very intelligent, Cabirs are obedient, enthusiastic, and have a natural control over all things fiery. They are tasked with helping building and repairing the Constructs, like Golems and Titans. Immune to Fire: Beings spirits of fire, Cabirs are totally impervious to fire.They actually like being bathed in it. Vunlerable to Water: The counterpart to being a spirit of fire is that you tend not to like water. Soldering Hands: Cabirs can melt the toughest materials with their bare hands, and that’s how they repair constructs. |
MASTER CABIR [ concept | video ] Cabirs that have distinguished themselves in the Wizards’ service – by their skill or their intelligence – may be awarded the rank of Master Cabir. They have a deep knowledge of Constructs and are often found overseeing their maintenance. Immune to Fire: Beings spirits of fire, Cabirs are totally impervious to fire.They actually like being bathed in it. Vunlerable to Water: The counterpart to being a spirit of fire is that you tend not to like water. Soldering Hands: Cabirs can melt the toughest materials with their bare hands, and that’s how they repair constructs. |
GARGOYLE [ concept | video ] Gargoyles are statues of flying creatures animated by magic. Wizards treat these constructs with care, due to their ability to fly and the tactical advantage they can grant. To ensure their longevity on the battlefield, Wizards often imbue them with powerful arcane wards, shielding them from enemy spells. Construct: Gargoyles are not alive, they cannot be healed or resurrected, but they can be repaired... Magic Immunity: The Gargoyles are so well designed that they are totally impervious to magic, a great defense against other Wizards’ armies. |
OBSIDIAN GARGOYLE [ concept | video ] One of the flaws of the first generation of Gargoyles was their relative fragility and slowness, making them easy targets. The very substance of the Obsidian Gargoyles is far more durable, and their conception allows them to fly longer distances as well. Construct: Gargoyles are not alive, they cannot be healed or resurrected, but they can be repaired... Magic Immunity: The Gargoyles are so well designed that they are totally impervious to magic, a great defense against other Wizards’ armies. |
GOLEM [ concept | video ] Golems are magical constructs that are used as primary battle units by the Silver Cities. Golems come in all sizes and shapes depending on who built them but they are generally humanoid, heavy, and relentless. Construct: Golems are not alive, they cannot be healed or resurrected, but they can be repaired... Unfettered: Golems can’t seem to be stopped or slowed, they just move forward. |
SANDSTONE GOLEM [ concept | video ] Golems have flaws, the most obvious being their sluggish and lumbering nature. Therefore, the Wizards have spent a lot of time looking for ways to make Golems lighter and more agile. Their latest experiments have parts made of ceramic arenite, commonly known as “sandstone”. While Sandstone Golems are no Elven dancers, they are noticeably nimbler than their predecessors. Construct: Golems are not alive, they cannot be healed or resurrected, but they can be repaired... Unfettered: Golems can’t seem to be stopped or slowed, they just move forward. |
DJINN [ concept | video ] Djinns are humanoid spirits from the Plane of Magic, and are considered to be reflections of the power and brilliance of Sar-Elam. Depending on where, when, and how the Djinn is evoked, it may have a male or a female form. Mana Drain: Djinns are able to drain mana from their enemies, and channel it to their master, a valuable power for wizards. Immune to Prime: Djinns being pure primordial spirits, they are immune to Prime Magic. |
DJINN CHANNELER [ concept | video ] Djinn Channelers are valuable allies for the Wizards, as their mystical knowledge and natural affinity for the currents of magic can not only strongly influence the scope of a Wizard’s abilities, but also cause nasty magical effects to the Wizard’s enemies. Mana Drain: Djinns are able to drain mana from their enemies, and channel it to their master, a valuable power for wizards. Immune to Prime: Djinns being pure primordial spirits, they are immune to Prime Magic. Magic Touch: The Djinn Channeler’s touch is so magical that it triggers random magical effects on their targets, making them more susceptible to further spells or magical attacks. |
RAKSHASA [ concept | video ] Rakshasas are half-human, half-feline Beastmen. Combining their feral speed and reflexes with a superior training in swordsmanship and the gift of enchanted weapons from their Wizard masters, the Rakshasas are arguably the single most dangerous hand-to-hand fighting creature on the surface of Ashan. No Retaliation: Rakshasas are so fast and accurate that their attack is simply not possible to counter. |
RAKSHASA RAJA [ concept | video ] The formidable Rakshasa Rajas are magically-empowered. Most are granted an extra pair of arms covered with protective tattoos, and the most powerful are imbued with the essence of ancient Air spirits, making them even more swift and agile. No Retaliation: Rakshasas are so fast and accurate that their attack is simply not possible to counter. Sweep: Rakshasa Rajas are able to strike multiples enemies at the same time, using their additional arms! |
APPRENTICE [ concept | video ] Joining one of the Academies of Magic is free, but students – regardless of age – are requested to take part to a four-year Tour of Duty in the Wizard armies. During their first two years, they have the rank of Apprentice. Piercing Shot: The prime magic projectile casted by Apprentices can pierce through multiple enemy lines, causing tremendous damage when well positioned. |
DISCIPLE [ concept | video ] During the last two years of their Tour of Duty, students gain the rank of Disciples. They must manage the new Apprentices, while being under the authority of a Master themselves. An elder Wizard or Blademage, the Master teaches his Disciples the art of magical warfare. Piercing Shot: The prime magic projectile casted by Apprentices can pierce through multiple enemy lines, causing tremendous damage when well positioned. Nova: Disciples can channel the energy of their magical attack into a bursting bolt that damages an entire area of the battlefield, making them very efficient against turtling troops. |
ARCANE EAGLE [ concept | video ] In his treatise “On the Nature of the Spirit World”, the great scholar Sar-Aggreth made a tentative classification of Spirits. He noticed that greater Spirits often took the form of majestic birds. It is therefore no surprise that when Wizards of House Anima tried to materialize the most powerful energies of the Plane of Magic, the resulting beings looked like majestic eagles of pure mana. Arcane Wings: The Arcane Eagle is such a concentrated source of magic that anything close to it is saturated with magic, suffering from magical negative effects permanently. |
SIMURGH [ concept | video ] Long believed to be a mere legend among the students of the arcane, the Simurgh was eventually discovered in the surreal landscape of the Plane of Magic. It took a long time (and many disastrous failures) before the Wizards were able to understand the nature of this powerful being and bend it to their wills. Arcane Wings: The Arcane Eagle is such a concentrated source of magic that anything close to it is saturated with magic, suffering from magical negative effects permanently. Magic Catalyst: Simurghs are the ultimate magical tool for a Wizard, they serve as amplifier for their spells, making their master even more powerful spellcasters than they are by themselves. |
COLOSSUS [ concept | video ] The first Titans were created by the Shantiris during the Ancient Age as immense statues, built of precious minerals and metals, of which the most important was starsilver. Wizards have long been trying to recreate these gigantic and complex Constructs: their first tries, Colossi, are not quite as powerful as the Titans of old, but they are impressive nonetheless. Construct: Colossi and Titans are not alive, they cannot be healed or resurrected, but they are repairable... Magic Absorption: Colossi and Titans have the incredible ability to absorb part of the power of magical attacks or spells and use it to improve their own attacks. |
TITAN [ concept | video ] The few Shantiri Titans that have survived to the present day are almost objects of worship; they are carefully protected and studied by the Wizards who use them to create lesser imitations, which are still exceedingly powerful in battle. Their size and weight allow them to trample their enemies, and their earth-shaking fists can also channel devastating bolts of raw magic. Construct: Colossi and Titans are not alive, they cannot be healed or resurrected, but they are repairable... Magic Absorption: Colossi and Titans have the incredible ability to absorb part of the power of magical attacks or spells and use it to improve their own attacks. |
HEALING TENT [ concept | video ] Wizards would rather stay at a safe distance from the battlefield, letting their servants do the fighting for them. That doesn’t mean they’ll let said servants die without lifting a finger to help them: the healers and alchemists of the Healing Tent are there to tend the wounded. Sometimes, Wizard generals also affect Cabirs to the Tent, so that damaged Constructs can be repaired as well. |
PYRAMID [ concept | video ] Built with conductor materials and rare crystals, Pyramids are Arcane Foci conceived to channel and redirect magical energies. Originally conceived to help Wizards during difficult rituals, their role on the battlefield is mainly to hurl deadly magic missiles at the enemy troops. |
GREAT PYRAMID [ concept | video ] It needs a major display of spellpower to bring down a castle’s fortifications. The Great Pyramid, a bigger and more complex type of Arcane Focus, is meant to provide such destructive capabilities. |