Enchanter: Difference between revisions

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{{Class Card Sheet
{{Class Card Sheet
|name1=Starting Gear and Passives
|name1=Starting Gear and Passives
|desc1=You start with 2200 gold.<br>
|desc1=You start with 2200 gold. Enchanters may items into Minions that are linked to you. You may put Items, Treasures, and Roleplay Cards into your Ability slots, and then summon them each as Minions at the start of combat. You do not gain the bonuses from these cards while they are in your Ability Slots.
Enchanters may animate Items into Minions that are linked to you. You may put Items, Treasures, and Roleplay Cards into your Ability slots, and then summon them each as Minions at the start of combat. You do not gain the bonuses from these cards while they are in your Ability slots.
|sta1=+5
|sta1=+5
|img1=
|img1=File:Enchanter Starting Gear and Passives.png


|name2=Amplify
|name2=Amplify
|desc2=Amplify the life force of a Target, transforming their tile to Large size until the end of combat. This transformation doubles the damage of Basic Attacks. If used on a defeated Enchanter Minion, then bring it back to life as well.
|desc2=Amplify the life force of a Target transforming their tile to Large size and until the end of combat. This transformation doubles the damage of Basic Attacks. If used on a defeated Enchanter Minion, the bring it back to life as well.
|int2=Yes
|spe2=Yes
|ran2=10
|sta2=1
|sta2=1
|img2=
|img2=File:Enchanter Amplify.png


|name3=Conjure Fortune
|name3=Conjure Fortune
|desc3=Transform air into gold invoking this powerful spell. You and your Allies are granted 500 gold and a random Treasure Item. Using this Spell out of combat will prevent you from using it in your next combat encounter.
|desc3=Transform air into gold by invoking this powerful spell. You and your Allies are granted 500 gold and a random Treasure Item. Using this Spell out of combat will prevent you from using it in your next combat encounter.
|int3=Yes
|spe3=Yes
|lim3=Yes
|sta3=5
|sta3=5
|img3=
|img3=File:Enchanter Conjure Fortune.png


|name4=Disenchant
|name4=Disenchant
|desc4=Release an explosion of Arcane power at a Target dealing 5 Damage. Any defeated Enchanter Minions adjacent to the Target are revived.
|desc4=Release an explosion of Arcane power at a Target dealing 5 Damage. Any defeated Enchanter Minions adjacent to the Target are revived.
|spe4=Yes
|ran4=10
|sta4=3
|sta4=3
|img4=
|img4=File:Enchanter Disenchant.png


|name5=Mesmerize
|name5=Mesmerize
|desc5=All Foes on the battlefield are put into a lifeless trance that lasts until they take damage or a few minutes pass. Stronger Foes may be resistant to this Spell and wake up from the trance early or even resist it completely.
|desc5=All Foes on the battlefield are put into a lifeless trance that asts until they take damage or a few minutes pass. Stronger Foes may be resistant to this Spell and wake up from the trance early or even resist it completely.
|int5=Yes
|spe5=Yes
|lim5=Yes
|sta5=5
|sta5=5
|img5=
|img5=File:Enchanter Mesmerize.png


|name6=Reanimation
|name6=Reanimation
|desc6=Revive all Enchanter Minions on the battlefield that have been defeated.
|desc6=Revive all Enchanter Minions on the battlefield that have been defeated.
|spe6=Yes
|sta6=3
|sta6=3
|img6=
|img6=File:Enchanter Reanimation.png


|name7=Swiftness Charm
|name7=Swiftness Charm
|desc7=Enchant the boots of your Allies, granting them greater swiftness. Grant you and your Allies an additional Move Action this round and you may move all Ally Minions up to 10 spaces.
|desc7=Enchant the boots of your Allies granting them greater swiftness. Grant you and your Allies an additional Move Action this round and you may move all Ally Minions up to 10 spaces.
|int7=Yes
|spe7=Yes
|sta7=1
|sta7=1
|img7=
|img7=File:Enchanter Swiftness Charm.png
 
}}
}}



Revision as of 00:00, 3 October 2016

The Enchanter class of URealms Live is a minion-based class, with the ability to turn any object into a minion, and spells that support their minions in combat.

Abilities

Name / Description Stamina Cost Image
Starting Gear and Passives +5
File:Enchanter Starting Gear and Passives.png
You start with 2200 gold. Enchanters may items into Minions that are linked to you. You may put Items, Treasures, and Roleplay Cards into your Ability slots, and then summon them each as Minions at the start of combat. You do not gain the bonuses from these cards while they are in your Ability Slots.
Amplify Yes 10 Yes 1
File:Enchanter Amplify.png
Amplify the life force of a Target transforming their tile to Large size and until the end of combat. This transformation doubles the damage of Basic Attacks. If used on a defeated Enchanter Minion, the bring it back to life as well.
Conjure Fortune Yes Yes Yes 5
File:Enchanter Conjure Fortune.png
Transform air into gold by invoking this powerful spell. You and your Allies are granted 500 gold and a random Treasure Item. Using this Spell out of combat will prevent you from using it in your next combat encounter.
Disenchant Yes 10 3
File:Enchanter Disenchant.png
Release an explosion of Arcane power at a Target dealing 5 Damage. Any defeated Enchanter Minions adjacent to the Target are revived.
Mesmerize Yes Yes Yes 5
File:Enchanter Mesmerize.png
All Foes on the battlefield are put into a lifeless trance that asts until they take damage or a few minutes pass. Stronger Foes may be resistant to this Spell and wake up from the trance early or even resist it completely.
Reanimation Yes 3
File:Enchanter Reanimation.png
Revive all Enchanter Minions on the battlefield that have been defeated.
Swiftness Charm Yes Yes 1
File:Enchanter Swiftness Charm.png
Enchant the boots of your Allies granting them greater swiftness. Grant you and your Allies an additional Move Action this round and you may move all Ally Minions up to 10 spaces.

Notable Enchanters

Trivia

  • Morgana Marie was the original character to be featured on the Enchanter's cards.