Abilities (Magic Spells)
Last updated
Last updated
Every class in Champignons of Arborethia comes with a dedicated, so-called signature ability. This ability is class specific and can not be changed. However, future versions of the game will allow equipping a specific Champ with multiple additional abilities.
Abilities can be seen as magic spells and consume Mana when casted. Every ability will have a specific Mana cost assigned that is shown in the Fight screen in a little blue circle.
This spell costs 1 Mana to be casted.
Mana is a limited resource that works with the similar key mechanics as HP:
Every character has a certain number of Mana. Per default, every character will receive 3 Mana. Mana is shown as blue bars in the Character Menu and in the Fight Screen
The Mana amount is ported over to the next fight. Means if 1 out of 3 Mana was consumed in Fight #1 of the day, the char will only have 2 out of 3 Mana available for the next fight. It's therefore important to think about the best timing to use an ability. The current Mana amount can be seen by counting the blue Mana bars or mouseover the bar.
Mana will reset every day to it's base amount
Mana is consumed when an ability is casted (number depending on the ability)
Unlike HP,
the char does not regenerate Mana after fight
Mana is not dividable, therefore has no comma values
Mana can not be refreshed during the day yet (like Heal)
Class specific Abilities
The signature abilities per class all have one thing in common: They do not directly deal damage to the enemies. They will apply so-called Effects to either your char or the enemy that might have the result of dealing damage.
Alchemist
Obstruct the opponent's vision with a cloud of spores. Reduces their accuracy by 75% for 3 instances.
1
Hunter
Hit the bullseye and thereby stun your opponent for two instances.
1
Jester
Confuse your opponent. The opponent will hit a random target with their next two attacks/casts.
1
Lumberjack
Utilize the remaining leftover wood to upgrade your defense. 75% of the opponent's attack is directly reflected back at them for 2 instances.
1
Priest
Boost the regeneration of a friend by 15% for 3 instances.
1
Warrior
Shatter the opponent's armor with your mighty strike. Reduces the opponent's Defense by 100% for 3 instances. The impact is so powerful the opponent is stunned for 1 instance.
1
Spells are unlocked by equipping a Spellbook. Spellbooks are NFTs that can either be crafted in-game via the Forging menu or acquired through the marketplace.
Unlike class abilities, which always cost 1 mana, spell mana costs vary depending on their strength and strategic impact. Equipping a Spellbook adds its associated spell to your combat loadout, expanding your tactical options.
The table below lists all currently available spells along with their key details:
Target dodges the next 2 physical attacks.
2
Target can't be targeted by the enemy for two rounds
3
Target receives 2 death markers.
2
Target gets disarmed for 2 rounds.
1
Target receives can't heal debuff and 25% attack damage reduction for 2 rounds.
1
Target receives double the casters armor value as attack damage.
2
Target receives bleed debuff and 30% armor reduction for 3 rounds.
2
Target guaranteed hits his next 2 attacks.
1
Target gets his mana fully refilled.
2
Targets spell costs are increase by 2 mana for 3 rounds.
2
Target applies poison debuff on attack and has 10% increased accuracy for 2 rounds.
1
Target receives can't heal and poisoned debuff for 2 rounds.
1
Removes all buffs from the target.
2
Target can't receive addtional death marks and as 20% armor increase for 3 rounds.
3
Target has 100% armor reduction and receives 100% of the casters attack damage.
1
Target does double damage for the next 2 hits.
3
Target receives can't heal and bleed debuff for 2 rounds.
2
Spore Cloud
Paralyzing Arrow
Confuse
Spike Shield
Regenerate
Break
Windcoat
Fade away
Sword of Damocles
Disarm
Moral break
Shield Bash
Slay
Marksmanship
Restore
Sabotage
Venomous spit
Anti cure
Purge
Royal blessing
Shield break
Overpower
Heavy bleeding