Template:AbilityTable

From Heroes of Might and Magic: Olden Era Official Wiki
Revision as of 23:25, 28 June 2026 by N (talk | contribs)


Base template: Template:AbilityTable/base

Note: New WIP formatting with a ribbon for active ability tier, cost and cooldown is implemented, but not yet supported on the side of data retrieval. See notes below and comments in the code.

Use

{{AbilityTable
|type=
|type_desc=
|type_icon=
|morale_min=
|morale_max=
|luck_min=
|luck_max=
|necromancable=
|attack_type=
|attack_type_desc=
|attack_type_icon=
|move_type=
|passive1=
|passive1_desc=
|passive1_icon=
|passive2=
|passive2_desc=
|passive2_icon=
|passive3=
|passive3_desc=
|passive3_icon=
|passive4=
|passive4_desc=
|passive4_icon=
|passive5=
|passive5_desc=
|passive5_icon=
|passive6=
|passive6_desc=
|passive6_icon=
|active1=
|active1_desc=
|active1_icon=
|focus1=
|active2=
|active2_desc=
|active2_icon=
|focus2=
|active3=
|active3_desc=
|active3_icon=
|focus3=
|active4=
|active4_desc=
|active4_icon=
|focus4=
|alt_attack1=
|alt_attack1_desc=
|alt_attack1_icon=
|alt_attack2=
|alt_attack2_desc=
|alt_attack2_icon=
|alt_attack3=
|alt_attack3_desc=
|alt_attack3_icon=
|active_tier_text=
|focus_cost_text=
|cooldown_text=
|newribbon=
}}

Notes (temporarily here until formatting and cargo updates are completed):

  • Turn on active ability ribbon by setting |newribbon=1. Currently supports only Focus Cost, not Ability Tier or Cooldowns, and not yet ready for general use.
  • |active_tier_text and |cooldown_text are terms for labels for ability Tier, Cost and Cooldown. The whole Teir and Cooldown sections of the ribbon aren't displayed at all without provided label text, and if displayed, won't have any data in them yet.
  • Provide |focus_cost_text, for example |focus_cost_text=Cost, for active ability focus costs to have a label. This works both with and without ribbon mode.

Examples

  • creature with active abilities, old format:
Creature Type
Magic Creature
-3 to 3Morale Range
|
-5 to 5Luck Range
|
YesCounts for Necromancy?
A beast or beast‑like creature. Jadame’s beasts often have fantastical powers; denizens of other planes, even more so.

Morale range: –3 to 3.
Luck range: –5 to 5.

Fallen Magic Creatures count towards the power of Necromancy reanimation after battle.
Attack Type
Melee Attack
Can only attack adjacent enemies. Provokes counterattacks.
Passive Ability
Absolute Resistance
Immune to all Magic Damage.
Active Ability
Summoning Rite: Executor
3 Focus Charge(s)
Once per battle, summons a stack of Abyssal Executors in place of a friendly corpse.
The summon has 50% HP of the corpse’s original stack and can’t have more than [ current amount of summoners ] units. These creatures are permanent and remain after the battle.

Does not affect Undead, Embodiments, or Constructs
Active Ability
Will of the Abyss
3 Focus Charge(s)
Enables this creature to take 1 more turn(s) immediately after its first turn.

Does not end the turn.
Active Ability
Control Mind
3 Focus Charge(s)
Target enemy creature loses all its possible turns and passes.

Does not affect Embodiments or Constructs


  • creature with no active abilities:
Creature Type
Living
-5 to 5Morale Range
|
-3 to 5Luck Range
|
YesCounts for Necromancy?
A fully sentient inhabitant of Jadame.

Morale range: –5 to 5.
Luck range: –3 to 3.

Fallen Living creatures count towards the power of Necromancy reanimation after battle.
Attack Type
Melee Attack
Can only attack adjacent enemies. Provokes counterattacks.
Movement Type
Blink
Teleports directly to destination hex, ignoring obstacles and traps.
Passive Ability
Weak Spot
Lucky Strikes deal +100% Damage, and the maximum possible Luck is increased to 5.
Alternative Attack
Fighting Style: Hit and Run
This creature will return to its original position after attacking, but deal –50% Damage.

Does not spend Focus Charges.


  • creature with active abilities, new format with |newribbon=1 and |focus_cost_text=Cost
Creature Type
Hive Spawn
-5 to 5Morale Range
|
-5 to 5Luck Range
|
YesCounts for Necromancy?
A part of a hivemind that serves a powerful lord from beyond.

Morale range: –5 to 5.
Luck range: –5 to 5.

Fallen Hive Spawn count towards the power of Necromancy reanimation after battle.
Attack Type
Melee Attack
Can only attack adjacent enemies. Enemies do not counterattack.
Passive Ability
Hivemind: Vanguard
At the start of battle, for each other unique Hive creature in the army, this creature’s Attack increases by 1. Whenever this creature kills an enemy, it generates 5 Focus Point(s).
Passive Ability
Soul Assimilator
At the beginning of a battle, gains bonuses for each faction represented in the enemy’s army:

• Temple: +25% Attack
• Necropolis: +25% Defense
• Grove: +3 Luck and Morale
• Dungeon: +20% Damage
• Schism: +10% HP
• Neutral: +2 Speed
Passive Ability
Beelzebub’s Agenda
The hero deals +25% Magic Damage. This effect does not stack.
Passive Ability
Squash the Weak!
The lower the target’s tier, the more Damage this creature deals to it: +3% Damage per tier of difference.
Passive Ability
Swift Strike
Enemies do not counterattack.
Active Ability
Blasphemous Adoration
|
Cost: 1 Focus Charge(s)
|
:
Quadruples this creature’s “Soul Assimilator” effects until the end of the next round.

Does not end the turn.


  • creature with active abilities, old format but with |focus_cost_text=Cost
Creature Type
Construct
NeutralMorale
|
NeutralLuck
|
NoCounts for Necromancy?
Inert matter that has been reanimated with magic or other means.

Morale: Always neutral.
Luck: Always neutral.

Fallen Constructs do NOT count towards the power of Necromancy reanimation after battle.
Attack Type
Ranged Attack
Can attack enemies at any range. Replaced with a weaker Melee attack if an enemy is adjacent. –50% Melee Damage.
Passive Ability
Duelist
Receives no penalty in Melee range, dealing full Damage.
Passive Ability
Sharpshooter
Ranged attacks deal full Ranged Damage at any range.
Passive Ability
Magic Defense IV
Takes –90% Magic Damage.
Alternative Attack
Melee Attack
Performs an alternative Melee attack.
Active Ability
Time Loop
Cost: 2 Focus Charge(s)
Places an invisible trap. When an enemy ground creature steps on it, the creature is transported back to its starting point and forced to end turn.
Duration: 2 rounds.