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Kingdoms of Immacus: Racial Abilities and Status Abilities

I wanted to take a break from progress reports and talk a little bit about some interesting abilities that make each race in Kingdoms of Immacus unique. In making the game, I wanted to make each race feel unique in looks, playstyle, and abilities. I wanted to go further than Magic the Gathering’s color theory of playstyle. Each race has a card face border that is not shared by any other and they also have playstyle mechanics not shared by other races, but today I wanted to talk about the abilities that separate them all. Each race has both a status ability and a racial ability some of which inspired from traditional RPGs.

Xizeks (Green)
The Xizek’s are a reptilian/insectoid race that has a hive mentality. Many bugs and reptiles are poisonous, and I wanted to capture the both a hive mind nature and poison with their abilities.

Status Ability:
“Poison (x)” – Deal (x) damage to affected follower each turn. This damage can kill a follower, but constructs are not affected.
“Noxious(x)”: The follower ability that gives the Poison(x) status aliment.

Racial Ability:
Hero Bond – Remove X damage from hero where X is the damage follower with ability does.

Ethereals (Purple)
The Ethereals are a spirit race. They are mischievous and lack a physical form.

Status Ability:
Confuse(x): For X turns flip a coin. If you lose, confused attacking unit (follower or construct) deals damage to another target of opponent’s choice.
“Mania(x)”: The follower ability that gives the Confuse(x) status aliment.

Racial Ability:
Phase: Flip follower (backside up) during your turn. Damage is wiped and they are no longer targetable. When flipped over again, follower is not Battle Ready (summoning sickness).

Astracites (Black)
The Astracites are a parasitic race that relies on taking over their hosts to survive and multiply.

Status Ability:
Blind(x): Affected for X turns. Flip a coin. If lose, attacking unit deals no damage.
“Infect(x)”: The follower ability that gives the Blind(x) status aliment.

Racial Ability:
Parasitism: If follower with ability kills another follower, gain control of them. Their stats are reduced to 1/1.

Crystalynns (Blue)
The Crystalynns are a bulky crystal/rock race that are primarily peace-loving, but also fight back if provoked.

Status Ability:
Stone(x): Follower cannot attack or use abilities for X turns.
“Petrify(x)”: The follower ability that gives the Stone(x) status aliment.

Racial Ability:
Crystalize(x): When being attacked, follower gains X armor until the end of turn. Not triggered more than once per turn.

Te’Kesh(Orange)
The Te’Kesh is a heavy magic using race. They are also pretty malicious, but their abilities focus on their magic affinity.

Status Ability:
Silence(x): Unit loses all abilities and modifiers for X turns.
“Muffle Magic(x)”: The follower ability that gives the Silence(x) status aliment.

Racial Ability:
Distort Time (Haste/Slow): When attacking or being attacked, follower can either do:
Haste—Gain attack priority the next turn.
Slow—Attacked or attacking unit that targets follower with ability gets lowest attacking priority the next turn.

Kravix (Red)
The Kravix is a race of fire dogs, and their abilities reflect their fire nature.

Status Ability:
Burn(x): Deal X damage each turn to a unit. Unit affected cannot die from burn.
“Flammable(X)”: The follower ability that gives the Burn(x) status aliment.

Racial Ability:
Combust(x): Deals X damage to attacker upon death.

Each status and racial ability attempt to give each race an additional layer of identity, which I hope will make players feel more emotionally connected to the race they decide to play.

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blog | by Dr. Radut