Arcane Wyrm


Arcane Wyrms are not very sociable, but not many people are willing to converse with flying snakes anyway, so no one knows their many secrets. Where did they come from? Where did they grow up? How did they become heroes?

Some lovers of mysteries and riddles tell stories of an ancient tribe of these wonderful creatures. Others say that the Arcane Wyrms are a result of mutations, a consequence of uncontrolled resurrections of the first heroes. Still others speak of the deliberate transformation of a brilliant scientist who yearned for special powers. And still others suggest a senseless accident in the use of new, developing technology. Of course, some just argue that these creatures are specimens of the Odd.

This particular scaled giant appeared among the Dokhts during the bloody War for the Foggy Woods, and he offered his services to the most powerful lord. His superhuman abilities are helpful for any force, and the Imperium warmly welcomed the strange visitor, even though the technocrats have long distrusted magic. But it was impossible to deny the magical essence of the Arcane Wyrm; even the high-browed wise men from the capital's Academy came to marvel at the hero's abilities.

The interest was shared by the horned snake, who was not adverse to studying his allies. And the explosive developments in the new society seemed good food for thought. The Arcane Wyrm argues that human potential is greatest in the art of warfare. Perhaps he participates in war only to learn more about these soft-bodied, two-legged creatures who are at once so aggressive, uncompromising, and yet...human.

The Arcane Wyrm's catalyst is a piece of his own shell, chipped by the Prime bullet that marked the creature's first encounter with humans. Fortunately, the Arcane Wyrm had enough sense not to show aggression, and the archers, who had the sense to conquer their fears, responded appropriately to the unusual creature's greeting.



Magic damage dealt to enemies near the Arcane Wyrm is increased.

Arcane Web

Inflicts significant magical damage. If this spell kills the enemy, it is immediately recharged and again ready to use. Learning the Spell Trap talent allows the hero to deal additional damage to any enemy that tries to use any talent after being affected by Spell Trap. In addition, the enemy's Speed and Agility are significantly reduced for several seconds.

Ethereal Form

Entering Ethereal Form, the hero gains the ability to pass through living creatures, restoring its Energy by this ethereal contact. If this talent is used on the Native Terrain, the energy gain will be greater. The Spasm talent allows the hero to cause even more damage to the enemy which it contacts in Ethereal Form. If the hero learns Ethereal Phantom, its Speed while in Ethereal Form is increased.

Ethereal Shield

In a few seconds, the hero surrounds itself with a magical shield that absorbs a significant amount of damage received. However, this absorbed damage reduces the hero's Energy. After removing the shield on Native Terrain, the hero regains Health proportional to its maximum Energy.

Spirit Trap

The hero hurls its Energy at his target, causing colossal damage over a short period of time. If this talent kills an enemy hero, the Arcane Wyrm gets a permanent Energy bonus. After the hero learns Energy Resonance, the damage dealt by Spirit Trap is increased. The size of this increase depends on the difference between the maximum Energy of the hero and its target.


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