Skylords Reborn
(added details)
No edit summary
(6 intermediate revisions by 2 users not shown)
Line 3: Line 3:
 
All abilities come in four types, or "modes" which dictate how it behaves and is operated.
 
All abilities come in four types, or "modes" which dictate how it behaves and is operated.
   
===Passive Ability===
+
=== Passive Ability ===
 
[[File:Card Icon Passive.png|thumb|left]]
 
[[File:AbilityIcon_Passive.png|thumb|left]]
 
 
Passive abilities activate and persist automatically, without needing interference from a player. Sometimes these passives only come into effect when another ability is used.
 
Passive abilities activate and persist automatically, without needing interference from a player. Sometimes these passives only come into effect when another ability is used.
   
===Auto-Cast Ability===
+
=== Auto-Cast Ability ===
 
[[File:Card Icon Autocast.png|thumb|left]]
 
[[File:AbilityIcon_AutoCast.png|thumb|left]]
 
 
Auto-Cast abilities are activated automatically when a target of suitable nature is in range. These abilities usually have a cooldown and are usually ranged attacks, with some exceptions.
 
Auto-Cast abilities are activated automatically when a target of suitable nature is in range. These abilities usually have a cooldown and are usually ranged attacks, with some exceptions.
The [[Kobold Engineer|Kobold Engineer's]] architect ability will be used on friendly structures, rather than enemy creatures.
+
The {{ci|Kobold Engineer}} for example: Can only use its architect ability on friendly structures, rather than enemy creatures.
   
===Activatable Ability===
+
=== Activatable Ability ===
 
[[File:Card Icon Active.png|thumb|left]]
 
[[File:AbilityIcon_Activatable.png|thumb|left]]
 
 
Activatable abilities require manual activation to take effect, rather than being performed automatically. They are one of the most common ability types, present on most creature cards.
 
Activatable abilities require manual activation to take effect, rather than being performed automatically. They are one of the most common ability types, present on most creature cards.
 
These abilities often cost power to activate, requiring strategic use for power efficiency.
 
These abilities often cost power to activate, requiring strategic use for power efficiency.
   
===Toggled Ability===
+
=== Toggled Ability ===
 
[[File:Card Icon Toggle.png|thumb|left]]
 
[[File:AbilityIcon_Toggled.png|thumb|left]]
 
 
Toggled Abilities are similar to Activatable abilities, but they instead change the units mode which affects its behavior and may activate other abilities. A prime example are creatures with the Root ability, which immobilizes them but changes their attack to a much stronger but slower form.
 
Toggled Abilities are similar to Activatable abilities, but they instead change the units mode which affects its behavior and may activate other abilities. A prime example are creatures with the Root ability, which immobilizes them but changes their attack to a much stronger but slower form.
  +
[[Category:Gameplay]]

Revision as of 09:30, 16 April 2020

Abilities are what make cards stand out from the mundane, to be unique and interesting rather than dull and bland. Whether being an offensive attack ability or an augmentive special ability, they define what the cards are and what they are capable of doing.

All abilities come in four types, or "modes" which dictate how it behaves and is operated.

Passive Ability

Card Icon Passive

Passive abilities activate and persist automatically, without needing interference from a player. Sometimes these passives only come into effect when another ability is used.

Auto-Cast Ability

Card Icon Autocast

Auto-Cast abilities are activated automatically when a target of suitable nature is in range. These abilities usually have a cooldown and are usually ranged attacks, with some exceptions. The Kobold Engineer Card Icon Kobold Engineer for example: Can only use its architect ability on friendly structures, rather than enemy creatures.

Activatable Ability

Card Icon Active

Activatable abilities require manual activation to take effect, rather than being performed automatically. They are one of the most common ability types, present on most creature cards. These abilities often cost power to activate, requiring strategic use for power efficiency.

Toggled Ability

Card Icon Toggle

Toggled Abilities are similar to Activatable abilities, but they instead change the units mode which affects its behavior and may activate other abilities. A prime example are creatures with the Root ability, which immobilizes them but changes their attack to a much stronger but slower form.