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Area Damage is a collective term used on this wiki to describe types of Physical Damage that affect all Icon Figure.png Figures in a unit at once, rather than trying to deal damage to them one by one. There are only two such Damage Types in the game: Immolation Damage (the Area version of Fire Damage), and Blizzard Damage (the Area version of Cold Damage).

Like Physical Damage, Area Damage is primarily designed to cause actual Icon Damage.png Damage Points to the target. It also involves Icon ToHit.png To Hit and Icon Defense.png Defense rolls by the attacker and target respectively, similar to how all Physical Damage is delivered. However, Area Damage is unique in that it will simultaneously strike each and every Icon Figure.png figure in the target unit - resulting in a damage distribution process that is fundamentally different from that of Physical Damage.

The end result is that Area Damage becomes stronger the more Icon Figure.png figures there are in the target unit. Against Icon SingleFigureUnit.png Single Figure units, Area Damage behaves exactly like Physical Damage.

Concept Edit

All Physical Damage is dealt in a very strict process, intended to cause Icon Damage.png Damage Points to the target unit. This process involves the attacker making Icon ToHit.png To Hit rolls to determine the accuracy of the attack, and the defender making Icon ToBlock.png Defense rolls to determine how much of this damage is blocked. When Area Damage is directed against a Icon SingleFigureUnit.png Single-Figure unit, it works exactly like Physical Damage with a damage cap.

However, things change radically whenever Area Damage strikes a Icon MultiFigureUnit.png Multi-Figure unit. Where Physical Damage will strike only the "lead" Icon Figure.png Figure in that unit and apply excess damage one by one to further Icon Figure.png Figures, Area Damage will strike each and every figure simultaneously. In other words, it will make separate Icon ToHit.png To Hit rolls against each Icon Figure.png Figure in the target unit, and each figure gets to make its own Icon ToBlock.png Defense rolls to try and avert the hits registered specifically against itself.

The end result is that the more Icon Figure.png figures there are in the target unit, the more Icon Damage.png Damage the unit will suffer on average.

The Mechanism Edit

When used against a Icon SingleFigureUnit.png Single-Figure unit, Area Damage is completely identical to Physical Damage, with one exception: its Icon Damage.png Damage is limited to the current Icon Hits.png Hit Points of the unit, and can never be greater than that.

When Area Damage strikes a Icon MultiFigureUnit.png Multi-Figure unit, it acts as a separate Physical Damage attack initiated individually against each Icon Figure.png Figure in the unit. All Icon Figure.png Figures get to apply their Icon Defense.png Defense to reduce their own damage. Unlike in Physical Damage, however, there is no "excess" Icon Damage.png Damage. That is, no Icon Figure.png Figure can take more Icon Damage.png Damage than its current Icon Hits.png Hit Point total.

Process Overview Edit

When Area Damage hits a Icon MultiFigureUnit.png Multi-Figure unit, the following process takes place:

  1. The game calculates the strength of the Area Damage inflicted on the unit.
  2. The attack makes a set number of Icon ToHit.png To Hit rolls against the first Icon Figure.png figure in the target unit equal to the Attack Strength. Each successful roll registers a hit against the Icon Figure.png figure.
  3. The first Icon Figure.png figure makes a set number of Icon ToBlock.png To Block rolls equal to the unit's Icon Defense.png Defense score. Each successful roll reduces the number of registered hits by 1.
  4. If the remaining Icon Damage.png Damage is greater than the current Icon Hits.png Hit Points of the Icon Figure.png figure, it gets reduced to this amount. This also takes into account Icon Damage.png Damage previously suffered by the "lead" Icon Figure.png figure, if any.
  5. Steps 2-4 are repeated for all subsequent Icon Figure.png figures.
  6. The game tallies together the number of registered hits that were not successfully blocked, which are then translated into Icon Damage.png Damage, and applied to the unit as a whole.
  7. The game recalculates the amount of remaining Icon Figure.png figures and "lead" Icon Figure.png figure Icon Damage.png Damage, as appropriate.

Each of these steps is explained separately below.

Attack Strength Edit

To start the process of inflicting Area Damage, the game must first determine the strength of the attack. This will set out the magnitude of the attack performed against each Icon Figure.png figure. The Attack Strength is always determined by the source of the Area Damage, and is generally indicated both in the in-game tooltips and on the relevant articles on this wiki.

For example, the Ability Immolation Immolation ability always delivers Area Damage with an Attack Strength of 4, while Icon Chaos.pngWall of Fire's Area Damage has an Attack Strength of 5. With the Icon Chaos.pngFireball spell, the Attack Strength is based on how much Icon Mana.png Mana is invested into the spell: casting it with no extra Icon Mana.png Mana will yield an Attack Strength of 5, while spending the maximum amount of extra Icon Mana.png Mana results in an Attack Strength of 25 instead.

To Hit Rolls Edit

Once the Attack Strength has been set, the game makes this many Icon ToHit.png To Hit rolls against every Icon Figure.png Figure in the target unit to determine how many hits are registered against each of these Icon Figure.png figures. Area Damage always uses the base 3-in-10 chance Icon ToHit.png To Hit regardless of its source. Thus, each roll has a 30% chance to succeed.

Defense Rolls Edit

Each of the target Icon Figure.png figures gets to make number of Icon ToBlock.png Defense rolls equal to their unit's Icon Defense.png Defense score. For example, if the unit unit has Icon Defense.png 5, each Icon Figure.png figure in that unit may make 5 Icon ToBlock.png Defense rolls. The results will be used to separately reduce the amount of successful hits registered against every individual Icon Figure.png figure.

The base chance to succeed these rolls is the same as for the attacks: 3-in-10, or 30%. However, any Icon ToBlock.png To Block modifiers (e.g. Icon Life.pngPrayer or Ability Lucky Lucky) that the unit has do apply to these rolls. Spells and abilities that increase Icon Defense.png Defense against certain types of attacks or magic may also apply (e.g. Ability LargeShield Large Shield, Icon Nature.pngElemental Armor).

Each Icon Figure.png figure can only block successful hits that were directed at itself. A Icon Figure.png figure cannot block hits registered against another Icon Figure.png figure. In fact, if no hits were registered against a particular figure, that Icon Figure.png figure's Icon ToBlock.png Defense rolls are meaningless - even if other figures in the unit were successfully hit.

Calculate Unblocked Hits Edit

In the two previous steps, the game calculated how many hits were successfully registered against each Icon Figure.png Figure, and how many successful blocks were made by each figure. These are now subtracted from one another, to get the number of "unblocked" hits against each figure:

Unblocked Hits = Successful Hits - Successful Blocks.

This number is limited to a certain range:

  • The number of unblocked hits cannot be less than 0.
  • The number of unblocked hits directed at any Icon Figure.png figure cannot be higher than that Icon Figure.png figure's current Icon Hits.png Hit Points.

This gives a number between 0 and the figure's current Icon Hits.png Health. Note that this takes into account the injuries already sustained by a "lead" figure from previous combat, so the maximum number of unblocked hits allowed against a severely-injured figure is lower than that allowed against a healthy figure. Also remember that only the "lead" figure in a unit can be injured - all other figures (if any) are assumed to be at full Icon Hits.png health at all times.

Damage Distribution Edit

Finally, the program pools together the number of unblocked hits inflicted on each figure in the unit. This is the total Icon Damage.png Damage done by the Area Damage attack. For example, if we have Icon Figure.png 4 Figures, and each figure suffered 2 unblocked hits, we have a total of 8 unblocked hits - translated into exactly Icon Damage.png 8 points of damage.

These Icon Damage.png Damage Points are then applied to the unit as a whole. The current total Icon Hits.png Hit Points of the unit as a whole (which is the sum of the individual Icon Figure.png figures' Icon Hits.png Hit Point totals) is reduced by the amount of Icon Damage.png Damage done. If this yields Icon Damage.png 0, the unit is destroyed. Otherwise, the game recalculates the amount of remaining Icon Figure.png figures based on the Icon Hits.png Hit Point total of the unit and the maximum health of an individual Icon Figure.png figure, consaidering that there can only ever be one damaged Icon Figure.png figure in a unit.

Thus, each full Icon Figure.png figure's worth of Icon Hits.png Hit Points (as listed on the Unit Panel) from the above total will result in one completely unhurt Icon Figure.png figure, and any remaining fraction thereof will mean that there is an additional damaged "lead" figure.

Examples Edit

The process of Area Damage delivery can be somewhat confusing. The examples below should illustrate what goes on during an Area Damage attack, using various parameters.

Example #1 Edit

A Icon MultiFigureUnit.png 4-figure unit of High Men Cavalry is targeted by a Icon Chaos.pngFireball spell. Each cavalryman has Icon Defense.png 2 and Icon Hits.png 3. The Icon Chaos.pngFireball is cast with some extra Icon Mana.png Mana, giving it an Attack Strength of Icon Ranged Magic.png 12.
Because the High Men Cavalry unit is a Icon MultiFigureUnit.png Multi-Figure unit, the Icon Chaos.pngFireball spell will strike each individual Cavalryman with a strength 12 attack. Thus, the game makes 12 Icon ToHit.png To Hit rolls against each of them. Therefore, each Cavalryman will end up with between 0 and 12 registered hits.
Next, each individual Cavalryman may make 2 Icon ToBlock.png Defense Rolls rolls (as per the unit's defense score of Icon Defense.png 2) to try and avert any hits directed at it. Each successful roll will block one hit.
The table below shows one example distribution of hits and blocks, which will be used in this example to explain what happens:
Registered
Hits
Successful
Defense Rolls
Unblocked
Hits (-> Damage)
Unit Icon HighMenCavalry Transparent Cavalryman #1 4 1 Icon Damage.png 3
Unit Icon HighMenCavalry Transparent Cavalryman #2 3 1 Icon Damage.png 2
Unit Icon HighMenCavalry Transparent Cavalryman #3 2 2 Icon Damage.png 0
Unit Icon HighMenCavalry Transparent Cavalryman #4 5 0 Icon Damage.png 5 -> Icon Damage.png 3
For the first 3 Cavalrymen, the Icon Damage.png Damage calculation is straightforward, as the unblocked hits are all less than or equal to the Icon Hits.png Hit Points of an individual Icon Figure.png figure. On the other hand, this is not the case for Cavalryman #4, who is looking to take 5 unblocked hits. However, because he only has a total of Icon Hits.png 3, the amount of damage is correspondingly reduced to Icon Damage.png 3. This yields a grand total of Icon Damage.png 8, which is then applied to the unit as a whole:
  1. Since the unit is at full health, it has a total of (4 x Icon Hits.png 3 = ) Icon Hits.png 12.
  2. Icon Hits.png 12 - Icon Damage.png 8 = Icon Hits.png 4, thus, the unit as a whole will have Icon Hits.png 4 Hit Points left.
  3. Because each figure has a maximum of Icon Hits.png 3, the unit will have one unhurt Icon Figure.png figure (4 div 3 = 1), and a "lead" figure with only Icon Hits.png 1 Hit Point remaining (4 - (1 * 3) = 1).

Example #2 Edit

A Icon Figure.png 6-figure unit of High Elf Halberdiers attempts to cross a Icon Chaos.pngWall of Fire, triggering an Area Damage attack. Each Halberdier has Icon Defense.png 3 and Icon Hits.png 1. The basic strength of the Icon Chaos.pngWall of Fire's attack is Icon Ranged Magic.png 5, as set by the rules of that spell.
Because the High Elf Halberdiers unit is a Icon MultiFigureUnit.png Multi-Figure unit, the Icon Chaos.pngWall of Fire will actually strike each individual Halberdier with a strength 5 attack. Thus, the game makes 5 Icon ToHit.png To Hit rolls against each of them. Therefore, each Halberdier will end up with between 0 and 5 registered hits.
Next, each each Halberdier may make 3 Icon ToBlock.png Defense Rolls rolls (as per the unit's defense score of Icon Defense.png 3) to try and avert any hits directed at it. Each successful roll will block one hit.
The table below shows one example distribution of hits and blocks, which will be used in this example to explain what happens:
Registered
Hits
Successful
Defense Rolls
Unblocked
Hits (-> Damage)
Unit Icon HighElfHalberdiers Transparent Halberdier #1 3 1 Icon Damage.png 2 -> Icon Damage.png 1
Unit Icon HighElfHalberdiers Transparent Halberdier #2 1 1 Icon Damage.png 0
Unit Icon HighElfHalberdiers Transparent Halberdier #3 1 2 Icon Damage.png 0
Unit Icon HighElfHalberdiers Transparent Halberdier #4 0 1 Icon Damage.png 0
Unit Icon HighElfHalberdiers Transparent Halberdier #5 3 0 Icon Damage.png 3 -> Icon Damage.png 1
Unit Icon HighElfHalberdiers Transparent Halberdier #6 2 1 Icon Damage.png 1
This time, there are two Icon Figure.png figures with more unblocked hits than their Icon Hits.png 1 Hit Points. Correspondingly, both of these attacks are reduced to doing only Icon Damage.png 1 damage. Thus, after tallying up, we have a grand total of Icon Damage.png 3, which is then applied to the unit as a whole:
  1. Since the unit is at full health, it has a total of (6 x Icon Hits.png 1 = ) Icon Hits.png 6.
  2. Icon Hits.png 6 - Icon Damage.png 3 = Icon Hits.png 3, thus, the unit as a whole will have Icon Hits.png 3 Hit Points left.
  3. Because each figure has a maximum of Icon Hits.png 1, the unit will have Icon MultiFigureUnit.png 3 figures remaining (3 div 1 = 3).

Example #3 Edit

A Icon Nature.pngStone Giant unit, containing only a Icon SingleFigureUnit.png single Giant, attacks an enemy unit possessing the Ability Immolation Immolation ability. The Stone Giant has Icon Defense.png 8 Defense and Icon Hits.png 20 Hit Points. The Ability Immolation Immolation ability delivers a Icon Ranged Magic.png 4 strength Area Damage attack when triggered, as set by the rules of that ability.
Because the Stone Giant is a Icon SingleFigureUnit.png Single-Figure unit, only one attack will be made against it. Thus, the game makes 4 Icon ToHit.png To Hit rolls, registering between 0 and 4 hits on the Giant. The Giant may then make 8 Icon ToBlock.png Defense rolls (as per the unit's defense score of Icon Defense.png 8) to try and block any hits. The total number of unblocked hits is then applied as Icon Damage.png Damage to the Giant.
This is obviously a much simpler case than the above examples. Since the Stone Giant's Icon Defense.png Defense is so high, the attack will likely cause no damage to it at all.
This illustrates how Area Damage is significantly less powerful against Icon SingleFigureUnit.png Single-Figure units. Sure, one could cast a fully-powered Icon Chaos.pngFireball spell on this Stone Giant, and may even inflict serious damage to it, but this would require investing a very large amount of Icon Mana.png Mana into the spell. Conversely, a rather cheap Icon Chaos.pngFire Bolt or Icon Nature.pngIce Bolt could cause significantly more damage to the Giant - but would be less useful against Icon MultiFigureUnit.png Multi-Figure units like the Cavalrymen in example #1.

Area Damage Sub-Types Edit

Area Damage is just a term used on this wiki to refer to two Damage Types that behave almost exactly the same. They are Immolation Damage and Blizzard Damage.

The only difference between the two is the type of Physical Damage they are based on, and thus the immunity triggered by them, should the target possess any.

Immolation Damage Edit

Main article: Immolation Damage

Immolation Damage is a fairly common Damage Type. Not only can it be delivered through a Touch Attack (thanks to the Ability Immolation Immolation ability and the spell of the same name), but many Icon Chaos.pngChaos Realm spells will also deliver this type of damage. Immolation Damage behaves as explained above in this article, with two additions.

If the target possesses Ability FireImmunity Fire Immunity, Immolation Damage will trigger that immunity. This results in the target's Defense score being raised to Icon Defense.png 50 for the purposes of blocking this damage.

Immolation Damage will also trigger a target's Ability MagicImmunity Magic Immunity, if present. This causes the target to be completely immune to the Immolation Damage attack, and will suffer no damage from it.

Blizzard Damage Edit

Main article: Blizzard Damage

Blizzard Damage is an extremely rare Damage Type, delivered only by the single Icon Nature.pngNature Realm spell called Icon Nature.pngIce Storm. Blizzard Damage behaves as explained above in this article, with two additions.

If the target possesses Ability ColdImmunity Cold Immunity, Blizzard Damage will trigger that immunity. This results in the target's Defense score being raised to Icon Defense.png 50 for purposes of blocking this damage.

Blizzard Damage will also trigger a target's Ability MagicImmunity Magic Immunity, if present. This causes the target to be immune to the Blizzard Damage attack, and will suffer no damage from it.

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