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Unit Statistics Window

The unit statistics window displays all of a unit's attributes, and allows enchantments or the entire unit to be dismissed out of combat.

Attack Strength is the measure of potential Icon Damage.png damage that an attack can inflict. For “single target” attacks (i.e. conventional Physical Damage) this is generally the maximum amount of Icon Damage.png damage that the attack can inflict overall. For Area Damage, it is the maximum amount of Icon Damage.png damage that may be inflicted upon each individual Icon Figure.png figure of a target unit, although this is also limited by the current Icon Hits.png hit points of those figures.

The strength of an attack is usually defined by the rules governing that attack (e.g. for Melee Attacks the Attack Strength is equal to the Icon Melee Normal.png Melee attribute of the unit making the attack). In turn, the Attack Strength determines the number of attack dice used during an Attack Roll.

Combat Unit Display

The combat unit display shows the attributes (including Melee and Ranged Attack Strength) of the unit that the mouse is pointing at.

The Attack Strengths of a unit’s basic attacks (Melee and Ranged) are indicated by rows of icons in the unit statistics window. For Special Attacks granted by a Unit Ability (Ability Thrown Thrown, Ability FireBreath Fire Breath, Ability LightningBreath Lightning Breath, Ability DoomGaze Doom Gaze), the Attack Strength is shown instead as a number after the ability name. For spells and other effects, the Attack Strength is generally only listed in the description or help text.

Concept Edit

Imagine a fearsome minotaur swinging its great axe, a huge red dragon exhaling fire, and a humble spearman thrusting his weapon forward. How likely is it that all three are going to cause the same amount of destruction? Not very likely. Are they even comparable? Possibly, but damage is a compound function of many factors that is not easy to condense into a single statistic. On the other hand, potential damage may be much more simpler to define. In the above example, for instance, it should be fairly easy to determine an order from highest to lowest damage potential.

Granted, not all situations in a fantasy themed game will be this clear-cut. Still, the concept is sound, and can be easily implemented as the first step of a damage calculation mechanism. This is exactly what the developers of many games, including Master of Magic, have decided to do. As such, in this particular game, every form of attack starts off with defining the Attack Strength, the attribute nominated to represent potential damage.

In most games simulating combat situations, and especially in turn-based games, each action, or attack, takes a certain amount of time to perform. The actual amount need not be defined, it is only necessary to be able to draw comparisons. To follow with the example, the spearman may eventually be able to bring down a tree with his thrusts, it will just take him forever to do so. Therefore, the Attack Strength should ideally reflect the damage that can be done in a specific time frame.

Barring some special factors, this usually means that the system can be simplified such that the Attack Strength represents primarily the size of the weapon being used (or that of a body part, in the case of otherworldly creatures). This notion is generally followed by Master of Magic, with factors such as weapon quality and experience of the wielder being applied as separate bonuses.

Effect Edit

Attribute Icon Colors

Attribute icons are colored to represent enhancements and reductions.

Attack Strength serves a singular purpose in the game: it determines the amount of dice used for Attack Rolls. It is generally made up of two parts: a base strength, that is set out by the rules, and an enhancement component, that comprises of situational modifiers. A prime example of this would be Combat Instant damage spells that can be infused at the time of casting, resulting in a situationally higher Attack Strength based on the extra Icon Mana.png Mana spent.

The system used for a unit’s Attack Strength is slightly more ambiguous, as some modifiers (most prominently those conferred by Icon Experience.png Experience Levels and Hero Abilities) are displayed as part of the base Attack Strength. This can be observed because the unit statistics window actually uses separate icons for representing enhancements and reductions to a unit’s Attack Strength and other combat attributes. These icons have a golden background (Icon Melee Normal Gold) to represent a bonus, dark grey background (Icon Melee Normal Lost) for a penalty, and darkened gold (Icon Melee Normal Gold Lost) for a combination of the two.

As noted already, Attack Strengths related to a unit’s basic attacks (Melee, Ranged) are represented by a row of corresponding icons in the unit statistics window; and a single icon preceded by the numerical value in the combat unit display (upper right corner when mousing over a unit in battle). For abilities granting Special Attacks (Ability Thrown Thrown Attacks, Ability FireBreath and Ability LightningBreath Breath Attacks, Ability DoomGaze Doom Gaze), the Attack Strength is represented by a number following the icon and name of the ability. Finally, for other effects, such as spells and the Ability Immolation Immolation ability, the Attack Strength is part of the description or help text of the effect.

Attack Rolls Edit

An Attack Roll is a series of "d10 rolls" (random numbers between 1 and 10) used to determine the "raw" (before mitigation) Icon Damage.png damage of an individual attack. It is generally the second step of the process for dealing damage, which is then followed by determining effective Icon Defense.png Defense and performing Icon ToBlock.png Defense Rolls.

Each “die” of an Attack Roll has a base 30% chance to succeed, however, only spell damage (for which the success chance can not be modified), and the attacks of inexperienced or low-tier units actually use this value in practice. Otherwise, it is influenced by another unit statistic called Icon ToHit.png To Hit, which modifies each die’s chance to succeed in 10% increments.

The result of an Attack Roll is the sum of successes. This is always a number between 0 and the Attack Strength, which is then carried over to the next step of damage resolution (mitigation).

Icon MultiFigureUnit.png Multi-figure units and Area Damage spells perform multiple attacks at the same time, and each of these is handled as a completely separate procedure. It is important to realize that this means that the target is allowed separate Icon ToBlock.png Defense Rolls against each individual attacking Icon Figure.png figure, and that each target Icon Figure.png figure defends separately versus Area Damage. The same is true for Special Attacks and Icon Sorcery.pngHasted units: rather than adding the Attack Strengths together (or doubling them), separate attacks are performed with the component strengths, even if the attacks were to occur in the exact same combat stage. This maintains the linearity of the damage reduction granted by Icon Defense.png Armor.

0 Base Attack Strength Edit

Catapults Dont Melee

Catapults can never deal Melee Damage...

There are a few units in the game (mostly Settlers and war machines) that have zero base melee Attack Strength. Furthermore, all units that do not possess a Ranged Attack (or have exhausted all of their Ability Ammunition ammunition) technically abide by the same rules with respect to Ranged Attack Strength.

These units are unable to conduct the indicated attack in battle. It may seem that they can (for example the Melee Attack command may still be given), but the unit will deal no damage or deliver any added effects (i.e. Touch Attacks) with the 0 strength attack. The distinction is mainly relevant for the AI, as it will never move or attack with such a unit, to the point of even ignoring some Special Attacks that could still work (e.g. Icon Chaos.pngChaos Channels Settlers with UnitEnchantment ChaosChannels FireBreath Fire Breath, Icon Chaos.pngChaos Spawn or Barbarian Spearmen with Icon Death.pngWeakness).

Helpless Catapult

... and Catapults that ran out of ammo have no Attack Strength of any kind.

In addition, when a unit’s base Attack Strength is 0, this results in the attribute not receiving any benefit from any effect that would normally increase it. For effects that provide a composite bonus (i.e. enhance multiple attributes at the same time, such as Icon Melee Mithril.png mithril weapons or Icon Death.pngBlack Channels), the rest of the effect will still apply, only the part improving the 0 base Attack Strength is ignored.

This means that no matter how many enhancements are stacked onto a 0 base Attack Strength, or how high their bonuses are, the unit will still not be able to do damage with the corresponding attack. It will simply skip the phase in which it would deal this damage, although in the case of Icon Melee Normal.png 0 Melee Attack Strength, some abilities may still deal damage elsewhere in the Melee sequence. This can be quite important for some types of Special Attacks (see the next section).

Reducing Attack Strength To 0 Edit

A different, but practically similar situation arises when a unit’s Attack Strength is reduced to 0 by magical means. The Icon Sorcery.pngMind Storm spell is most effective at accomplishing this; but Icon Death.pngBlack Prayer and Icon Death.pngWeakness can also play a part; and situationally Icon Life.pngTrue Light, Icon Death.pngDarkness, and their overland versions.

As with a base 0 Attack Strength, a modified 0 will also disable the damage dealing phase of the relevant attack sequence. This has a profound effect on units with certain types of Special Attacks, namely Touch Attacks and Gaze Attacks. So much so, that this has been marked as a bug and changed in the Unofficial Patch 1.50. As such, players using this patch (or a later one) can safely ignore the rest of this section.

Touch Attacks are a type of Special Attack that is affixed to other types of attacks. They are executed alongside those attacks for added effect, and are completely disabled if the relevant attack skips the phase in which it would deal damage. For instance, reducing the Icon Melee Normal.png Melee Attack Strength of Nightblades (a unit with an innate Ability PoisonTouch Poison Touch ability) to 0 effectively negates their poison attack as well. It will never be executed, even if the unit is forced into a melee Counter Attack.

This effect is even more severe for units with Gaze Attacks, which are short range attacks executed only as part of a Melee attack sequence. An undocumented feature of these attacks is that they are actually delivered as an added effect, usually to an otherwise hidden short range attack, that has an Attack Strength of 1 (more on this below). While this hidden attack is largely irrelevant in most situations, reducing it to 0 or less will essentially disable the entire Gaze Attack: the added effect will never trigger. The Icon Death.pngNight Stalker probably provides the best example of this situation, as its otherwise rather threatening Ability DeathGaze Death Gaze can be effectively negated by a Common Icon Life.pngTrue Light spell.

The main difference between a modified and a base 0 Attack Strength is the fact that a penalized attribute can still be enhanced back above 0, removing the obstacle that bars the use of both normal and Special Attacks. In the Night Stalker example above, casting Icon Death.pngDarkness would immediately restore the creature’s ability to use its Gaze Attack. This would not be the case for a base 0 Attack Strength.

Melee Strength Edit

Active Unit Window

The active unit window shows Attack Strength as a numerical value followed by the icon of the attack type.

By far the most common type of attack in the game is the Melee Attack. Nearly every unit in the game possesses a Melee Attack Strength (referred to in the Manual as simply Melee Strength), and this is listed as one of the unit’s main attributes in the unit statistics window.

Melee Attack Strength is generally represented as a row of sword icons, with the number of icons corresponding to the Attack Strength. The combat unit display in battles uses a condensed representation instead, showing only a single icon and the current strength as a numerical value preceding it.

The base icons themselves are different to represent the quality of the unit’s weapons. Furthermore, as previously mentioned, the unit statistics window also differentiates between base Attack Strength and enhancements, which results in a total of four different icons for each particular weapon quality.

Weapon quality is always set at the time the unit is created, and can not be modified afterwards. Mercenaries are always created with normal weapons, regardless of the capabilities of the hiring wizard or their capital city.

Normal Weapons Edit

The icons Icon Melee Normal, Icon Melee Normal Gold, Icon Melee Normal Lost, and Icon Melee Normal Gold Lost are used to represent normal weapons. This is the weapon quality that the rules are based on, and thus they have no special modifiers. The Ability WeaponImmunity Weapon Immunity effect provides enhanced protection against regular attacks made by Normal Units with this weapon quality. However, the attacks of Heroes and Fantastic Units bypass this immunity by default, despite being represented by the same icons. In fact, the Melee Attack Strength of Heroes and Summoned Units will never be represented by any other weapon quality icon. Normal Units turned into fantastic ones (e.g. via Icon Death.pngBlack Channels or Icon Chaos.pngChaos Channels), on the other hand, will keep the weapon quality they were originally created with.

Magical Weapons Edit

The icons Icon Melee Magic, Icon Melee Magic Gold, Icon Melee Magic Lost, and Icon Melee Magic Gold Lost represent magical weapons. These weapons have a hidden To Hit modifier of Icon ToHit.png +1 (not displayed in their statistics), which makes each dice of an Attack Roll 10% more likely to succeed. This will affect all attacks that are made with basic weapons (Icon Melee Magic.png Melee, Icon Ranged Bow.png Ranged Missile, Icon Ranged Boulder.png Ranged Boulder), but not special or magical attacks (Icon Ranged Magic.png Ranged Magical, Icon Thrown.png Thrown, or Icon Breath.png Fire Breath). The unofficial Insecticide patch changes this behaviour to add this hidden modifier to Icon Thrown.png Thrown attacks as well (also applies to the higher quality weapons), but not to the other two attack types.

Units created by a Wizard with the Alchemy retort, and units created in a town with an Alchemists' Guild, will possess magical weapons by default. However, this can be overridden by the special materials listed below.

Mithril Weapons Edit

The icons Icon Melee Mithril, Icon Melee Mithril Gold, Icon Melee Mithril Lost, and Icon Melee Mithril Gold Lost represent mithril arms and armor. In addition to providing the same (hidden) Icon ToHit.png To Hit bonus that magical weapons do (see above), mithril armaments also grant a +1 bonus to the unit’s Attack Strength and Icon Defense.png Defense. The Attack Strength benefit applies to all attacks made with weapons: it affects Icon Melee Mithril.png Melee, Icon Ranged Bow.png Missile, Icon Ranged Boulder.png Boulder, and Icon Thrown.png Thrown Attacks (for which there is still no Icon ToHit.png To Hit bonus in v1.31); but does not benefit Icon Ranged Magic.png Magical Ranged Attacks or Icon Breath.png Fire Breath. As noted in the previous sections, units with a 0 base Attack Strength will not receive the corresponding enhancement (but will still gain the increased Icon Defense.png Defense).

Two criteria need to be met for a unit to be created with mithril weaponry: the town in which it is produced must have an Alchemists' Guild; and its catchment area must contain a tile with the Mithril Ore resource. Furthermore, this bonus does not stack with the next one, Adamantium, and will instead be overwritten by it.

The option to use special materials for crafting the equipment of Normal Units is only available to those races that can build an Alchemists' Guild. No other unit can ever have Mithril or Adamantium weapons. On the other hand, magical weapons may be available to any race, as it is one of the perks granted by the Alchemy retort. The retort does not, however, function as an Alchemists Guild, and does not allow the use of special materials for weaponry even if the required resource is present near a Town.

The requirements for using these metals is checked at the time the unit’s production is finished. Thus, if the Alchemists Guild is destroyed in the meantime, the unit will be created with Icon Melee Normal.png normal weapons instead. The same thing will happen if the resource itself is destroyed (by Icon Chaos.pngRaise Volcano), Icon Nature.pngTransmuted (only applicable to Mithril Ore), or the tile containing it falls prey to Corruption. The destruction (by Icon Chaos.pngRaise Volcano) of resources is unfortunately irreversible in game version 1.31, which significantly increases their strategic value.

Adamantium Weapons Edit

The highest quality weapons in the game are made out of Adamantium, and are represented by the Icon Melee Adamantium, Icon Melee Adamantium Gold, Icon Melee Adamantium Lost, and Icon Melee Adamantium Gold Lost icons. They provide the same (hidden) Icon ToHit.png To Hit bonus as the previous two weapon types. In addition, just like Mithril, they also increase both the Attack Strength and Icon Defense.png Defense of their wielder, except the magnitude of these bonuses is +2 for Adamantium. In all other respects the enhancements are identical, and Adamantium overrides Mithril in those cases where both would be available.

The criteria for creating units with Adamantium equipment is also similar: the town in which the unit is created must have an Alchemists' Guild, and its catchment area must contain a tile with the Adamantium Ore resource. The rules regarding the removal of either criteria are also the same as described above.

Ranged Attack Strength Edit

Ranged Attacks are the second most common type of attack in the game. They are sub-divided into three categories, each with their own perks and conditional modifiers. Each of these (and the three Special Attacks below them) are mutually exclusive due to technical reasons (their strength and type are stored in the same variables by the game). Thus, no unit can have more than one type of ranged attack.

Ranged Attack strength is displayed as a separate attribute in the unit statistics window, with its own dedicated row of icons (or single icon and numeric value in the combat unit display). However, in battle, this is only visible as long as the unit still has Ability Ammunition Ammunition left to fire. Once it is exhausted, Ranged Attack Strength will disappear from the unit for the remainder of the battle, and the rules for 0 base Attack Strength apply (the unit can’t make any more ranged attacks).

Weapon quality is not represented in the ranged icons, it has to be deduced from the melee icons. Instead, the ranged icons depict the Ranged Attack Type, in addition to using the same modified backgrounds for base, enhanced, and weakened statistics, just like the other attribute icons. However, for weapon-based ranged attacks, weapon quality does apply, as noted in their sections below.

Ranged Attack Strength may be effectively negated by the Ability Invisibility Invisibility effect, as no Ranged Attacks can be performed against an Invisible unit unless the ranged attacker has Ability IllusionsImmunity Illusions Immunity. The same is true for armies besieging a town with Icon Death.pngWall of Darkness: no Ranged Attacks can be made against the units inside. In addition, the Ability LargeShield Large Shield ability increases a target’s Icon Defense.png Defense against all types of Ranged Attacks.

Ranged Missile Attacks Edit

Ranged Missile Attack Strength is represented by a row of the bow icons: Icon Ranged Bow, Icon Ranged Bow Gold, Icon Ranged Bow Lost, and Icon Ranged Bow Gold Lost. There is also one unit in the game (Halfling Slingers) for whom this Attack Strength is represented by the boulder icons instead (see the next section). However, the Slingers’ attacks abide by the rules for Ranged Missile attacks in every other respect.

Ranged Missile weapons benefit from all of the effects of the various weapon qualities, including increases to Attack Strength where applicable. However, Ranged Missile attacks also suffer Icon ToHit.png To Hit penalties if the attack distance is more than 2 tiles, and units with Ability MissileImmunity Missile Immunity defend against them as if they had Icon Defense.png 50.

Many spells and abilities that affect Melee Strength also affect Ranged Missile Attack Strength. On the other hand, the Icon Chaos.pngWarp Wood spell is designed specifically for use against Ranged Missile attackers: it destroys all of their Ability Ammunition Ammunition, thus nullifying their Ranged Attack Strength completely.

Ranged Boulder Attacks Edit

Ranged Boulder Attack Strength is represented by a row of the rock icons: Icon Ranged Boulder, Icon Ranged Boulder Gold, Icon Ranged Boulder Lost, and Icon Ranged Boulder Gold Lost. The Ranged Missile strength of Halfling Slingers is also confusingly represented by these icons, however, their attacks in fact use the rule set for Ranged Missiles (see above).

Ranged Boulder Attack Strength benefits from the enhancements granted by weapon quality, and these attacks suffer from Icon ToHit.png To Hit reductions for distance, just like Icon Ranged Bow.png Missile attacks. However, there are no immunities against this type of attack, and boulders are not subject to any spell affecting Ability Ammunition Ammunition either. Similarly, only a portion of the effects that apply to Attack Strength will affect Ranged Boulders, it is best to consult the relevant article or the table below to find out which ones do or do not.

Ranged Magical Attacks Edit

The longest range attacks in the game are performed by magic users. Ranged Magical Attack Strength is represented by a row of the fireball icons: Icon Ranged Magic, Icon Ranged Magic Gold, Icon Ranged Magic Lost, and Icon Ranged Magic Gold Lost. Throughout this wiki, the Icon Ranged Magic icon is also used to represent the Attack Strength of both spells, and certain abilities that execute spell-like attacks, all of which deal damage that is magical in nature.

Magical Ranged Attack Strength is not affected by weapon quality, but in turn the attacks suffer no penalties for range either. Most effects that increase Attack Strength are invalid with respect to Ranged Magical Attack Strength, making this the most difficult basic attack in the game to improve.

Units possessing Ability MagicImmunity Magic Immunity defend against Ranged Magical attacks as if they had Icon Defense.png 50. In addition, the spells Icon Nature.pngResist Elements and Icon Nature.pngElemental Armor grant a Icon Defense.png Defense bonus against all Ranged Magical attacks except for those performed by Zaldron the Sage and Aerie the Illusionist. Icon Life.pngBless and Icon Life.pngRighteousness also affect a large portion of these attacks, with the latter providing the same effect as Magic Immunity. To find out which attacks are affected, please see the article on Ranged Magical Attacks.

Finally, the Combat Enchantment Icon Death.pngMana Leak has an adverse effect on all units possessing Ranged Magical attacks, as it decreases their Ability Ammunition Ammunition by one (or Icon Mana.png Mana by 5) every turn it is in effect, until the units run out completely (and thus be unable to perform any more ranged attacks).

Short Range Attack Strength Edit

There are three groups of Unit Abilities in the game that either use Attack Rolls to determine their Icon Damage.png damage, or have such a component that the entire ability depends on. Thus, Attack Strength is a relevant factor for all of these abilities. Indeed, many effects that increase or decrease a unit’s Attack Strength also affect one or more of these abilities in a similar way. Each group is discussed below separately.

Thrown Attacks Edit

There are exactly 7 units in the game that possess the Ability Thrown Thrown ability. This enables these units to execute a short-range attack every time they initiate melee against an enemy unit. This only works during the Melee Attack sequence, and only when making voluntary attacks (i.e. is not executed during a Counter Attack). However, it does allow the unit to engage Icon Movement AirFlying opponents in melee, and does not use ammunition like regular Ranged Attacks.

The Attack Strength of the Thrown ability is listed as a numerical value after the name of the ability in the unit statistics window. Throughout this wiki, the Icon Thrown.png icon is also used to represent Thrown Attacks and their Attack Strength, in an attempt to signify the similarities between them and other attack types. Thrown attacks are not shown in the combat unit display in battle.

In the vanilla 1.31 game version, Thrown Attacks are partially affected by weapon quality: they do not get any Icon ToHit.png To Hit bonus, but do benefit from increases to Attack Strength (i.e. from Icon Melee Mithril.png Mithril and Icon Melee Adamantium.png Adamantium equipment). This is changed in the unofficial 1.40 and later patches; players using these will find that Thrown Attacks now receive the full benefits of weapon quality.

Many other effects also affect Thrown Attacks, but there are none that are tailored towards them specifically. However, it is worth noting that Heroes wielding an Axe are able to apply most of the weapon’s effects (with the exception of any Icon ToHit.png To Hit bonus, unless one of the unofficial patches is in use) to their Thrown Attacks in addition to their Melee Attacks. This does mean that any Attack Strength bonus granted by such an Axe will also apply to the Thrown ability, and is not the case if the Hero wields any other type of weapon.

Thrown Attacks are not affected by either Ability WeaponImmunity Weapon, Ability MissileImmunity Missile, or Ability MagicImmunity Magic Immunity. The only conditional effect that does offer some protection against them is the Ability LargeShield Large Shield ability (although in the 1.50 or later patches Weapon Immunity also protects against Thrown Attacks made without magical weapons).

Breath Attacks Edit

There are two different types of Breath Attacks in Master of Magic, granted by the abilities Ability FireBreath Fire Breath and Ability LightningBreath Lightning Breath respectively. 12 units possess one of these by default, but Fire Breath may also be conferred onto any normal unit by the Icon Chaos.pngChaos Channels spell. The only limitation is that the unit can not have a default ranged or breath attack already, and Fire Breath is only one of three effects that are chosen randomly. As noted below however, this type is Breath Attack is significantly different than the innate ones with respect to its Attack Strength.

The Attack Strength of any Breath Attack is displayed as a numeric value after the name of the ability in the unit statistics window. It is not shown at all in the combat unit display during battles. On this wiki the Icon Breath icon is also used to represent Breath Attacks, their respective Attack Strength, or modifiers thereof. The Icon Breath Lightning icon may also be used, however, there is only a single creature in the game that can ever have a Lightning Breath attack.

Breath Attacks are short range attacks that can only be performed by a unit when it is initiating a Melee Attack. They are not executed on Counter Attacks. However, there are otherwise no limits to their use, and they also enable Icon Movement GroundGround units to engage Icon Movement AirFlying enemies in melee combat.

Breath Attacks are not affected by weapon quality at all, and most effects that enhance Attack Strength are also invalid for them (with Icon Experience.png Experience Levels being the most notable exception in the case or Normal Units and Heroes). They are considered a magical source of damage, and units possessing the Icon Life.pngRighteousness or Ability MagicImmunity Magic Immunity effects defend against them as if they had Icon Defense.png 50. The conditional effects of Icon Life.pngBless, Icon Nature.pngResist Elements, Icon Nature.pngElemental Armor, and Ability LargeShield Large Shield also apply against all Breath Attacks.

Fire Breath additionally triggers a defender’s Ability FireImmunity Fire Immunity if it possesses this ability (granting it the same Icon Defense.png 50 that similar immunities do), however, Lightning Breath is not affected by this. In addition, Lightning Breath is Armor-Piercing, meaning that it halves the defender’s Icon Defense.png Defense score before the Icon ToBlock.png Defense Roll is made. This happens after other modifiers are taken into account, but before immunities: thus the Icon Defense.png 50 effects are unaffected, but in lieu of these, the total Icon Defense.png Defense is halved. City Walls, if any, also grant their full bonus despite this attribute.

Chaos Channels Fire Breath Edit

The UnitEnchantment ChaosChannels FireBreath Fire Breath granted by the Icon Chaos.pngChaos Channels spell is actually not identical to the innate ability possessed naturally by units. Although the mechanics of the attack are the same, the Attack Strength of this type of Breath Attack is not improved by any effect that would benefit regular Fire Breath.

In fact, in version 1.31 of the game, no modifiers to Attack Strength, whether positive or negative, will ever apply to this type of Breath Attack. However, Icon ToHit.png To Hit modifiers valid for Icon Breath.png Breath Attacks do work, and may still improve (or reduce) the average damage output.

In games without the unofficial 1.40 patch, this Fire Breath effect also overrides any natural Ability Thrown Thrown ability that the target may possess, which is almost always a bad trade-off.

Gaze Attacks Edit

Gaze Attacks are peculiar short range abilities that are either Icon Resist.png Resistance-based effects, or ignore the target’s defenses entirely. However, due to their technical implementation, they actually rely on a physical attack for their effects to trigger at all, much like the added effects of Touch Attacks. For the Icon Chaos.pngChaos Spawn, this can be accomplished by its Ability DoomGaze Doom Gaze; but for units with single gaze abilities, the developers have decided to add an otherwise hidden short range attack to achieve this.

Gaze Attacks may be performed during any kind of melee engagement, regardless of whether the unit is initiating or countering such an attack. However, the timing is slightly different between the two, and the attacking unit always gets to perform its short range attack (if any), before the defender can use its Gaze Attack(s).

Gaze Attacks can be used by Icon Movement GroundGround units to engage Icon Movement AirFlying opponents in melee, and have no limit on the amount of times they can be used in a battle. However, unlike every other Attack Type, they may not be performed twice during a single run of the attack sequence as a result of the Icon Sorcery.pngHaste spell.

There are only 4 units in the game that possess a Gaze Attack, and such an attack can not be added to other units via magic spells either. Icon Death.pngNight Stalkers have a Ability DeathGaze Death Gaze, Icon Nature.pngBasilisks and Icon Nature.pngGorgons have a Ability StoningGaze Stoning Gaze, and Icon Chaos.pngChaos Spawns have both of these with an additional Ability DoomGaze Doom Gaze. This last ability also enables the other gaze effects to be used as added effects with it, and has a base Attack Strength of 4. However, for all of the other units, Gaze Attacks are implemented through a hidden short range attack that has a base Attack Strength of only 1.

The existence of this undocumented attack has several consequences, the most important being that it provides a method to disable the associated gaze effect completely by way of reducing the ranged Attack Strength to 0. This is not necessarily an easy task though, as there are only a handful of effects that allow this value to be modified. This is also the reason why this attack goes mostly unnoticed, it is just as difficult to raise its strength, this circumstance being mostly limited to battles in, or around, Magic Nodes.

The Unofficial Patch 1.50 also removes this particular consequence. In games played with this patch, Gaze and Touch Attack effects are no longer disabled if the relevant Attack Strength is 0, which may make it significantly less useful to apply negative modifiers to this attribute.

There are only 3 spells capable of reducing a Gaze Attack Strength: Icon Sorcery.pngMind Storm (a single target spell that can not be cast on units with Ability IllusionsImmunity Illusions Immunity), Icon Death.pngBlack Prayer (a Combat Enchantment affecting all enemy units), and Icon Life.pngTrue Light (a Combat Enchantment hindering only Icon Death.pngDeath creatures). Night Stalkers may be affected by the last two spells, whereas the other Gaze Attack units can only fall prey to the first two effects. However, their hidden attacks may also be enhanced by Node Auras, which will never affect the Night Stalker.

It is also possible to create or encounter Undead versions of all Gaze Attack creatures except the Night Stalker. These monsters no longer benefit from their respective Node Auras (or Icon Chaos.pngChaos Surge in the case of Undead Chaos Spawns), and will instead be affected by the same spells and effects that work on Night Stalkers. In addition, they may also benefit from Icon Death.pngBlack Channels.

Enhancing the hidden attack of the Night Stalker or the Basilisk can only be marginally useful, as both of them are Icon SingleFigureUnit.png Single-figure units, and the achievable increase is minimal in comparison to their base damage. On the other hand, Gorgons have Icon MultiFigureUnit.png 4 Figures and a formidable Icon ToHit.png To Hit bonus to begin with, and the Chaos Spawn’s Ability DoomGaze Doom Gaze does damage that can not be blocked; both of which present opportunities for meaningful enhancement.

Node Auras (Icon Nature.pngNature for Basilisks and Gorgons, and Icon Chaos.pngChaos for Chaos Spawns) can increase the Attack Strength of both the hidden short range attacks and the Doom Gaze. The Global Enchantment Icon Chaos.pngChaos Surge also benefits the Doom Gaze. Finally, as mentioned above, Icon Death.pngBlack Channels may be used on the Undead versions of these units, along with Icon Death.pngDarkness and its overland equivalents. Unlike Node Auras, these spells are not limited to specific map tiles, and the combination of the two provides the same level of enhancement.

In terms of a target's conditional Icon Defense.png Defense modifiers, the hidden short range components are treated as equivalents to Icon Ranged Magic.png Magical Ranged Attacks associated with the Realm that the ability itself belongs to. Ability StoningGaze Stoning Gaze is Icon Nature.pngNature, Ability DeathGaze Death Gaze is Icon Death.pngDeath, and Ability DoomGaze Doom Gaze is Icon Chaos.pngChaos, albeit this last one is meaningless here as its Icon Damage.png damage can not be blocked or reduced by any effect, conditional or otherwise (unless the Attack Strength itself is reduced). Icon Nature.pngResist Elements and Icon Nature.pngElemental Armor work against the hidden component of Stoning Gaze; Icon Life.pngBless and Icon Life.pngRighteousness are triggered by that of Death Gaze; and Ability LargeShield Large Shield and Ability MagicImmunity Magic Immunity protect against both.

It should be noted here that the undocumented attack does not actually have to do Icon Damage.png damage for the Gaze Attacks to work, it must simply be capable of doing so by having an Attack Strength of at least 1. That is, of course, unless the patch mentioned above is in play, in which case the Gaze effect will trigger either way.

Another side effect of the hidden short range attack is that it can be used to deliver Touch Attacks. The Chaos Spawn even has a Ability PoisonTouch Poison Touch by default. Otherwise, the Icon Chaos.pngImmolation spell can be used on any of these units to empower them with an Area Damage Touch Attack. This plays onto the strength of Gaze Attacks as it is a Physical Damage component (i.e. Icon Defense.png Defense-based), that is also more effective against Icon MultiFigureUnit.png Multi-figure units, just like the Gaze Attack effects. However, this again does not apply with patch 1.50, as it disables the execution of the Ability Immolation Immolation effect on all types of ranged attacks (including short range).

Spell Attack Strength Edit

Direct damage spells are also considered a form of attack and follow the same rules for dealing their Icon Damage.png damage. Their Attack Strength is listed only in their descriptions, help texts, and documentation accompanying the game (a table is also provided below). On this wiki, the flaming ball icon of Magical Ranged Attacks (Icon Ranged Magic) is generally used to represent a spell’s Attack Strength.

Direct damage spells can be divided into two general groups based on whether they deal "single target" or Area Damage. Attack and Defense Rolls are handled differently by the two groups, and the meaning of Attack Strength is extended for Area Damage attacks.

Single Target Spells Edit

Single target damage spells follow the same principle as conventional melee and ranged attacks. That is, Icon Damage.png damage is applied to the Icon Figure.png Figures in the target unit one after another, with a new Icon ToBlock.png Defense Roll being made every time the unit loses a full Icon Figure.png Figure’s worth of Icon Hits.png Hit Points.

Many of these spells can be infused with extra Icon Mana.png Mana at the time of casting to drastically improve their Attack Strength. How much extra power can be gained depends on the spell, but the general formula is that 5 times the spell’s basic cost can be spent on casting it in total (i.e. 4 times the base cost can be used to enhance). However, not all direct damage spells convert Icon Mana.png Mana into Attack Strength at the same rate, as noted in the table below.

All direct damage spells are blocked by Ability MagicImmunity Magic Immunity, units possessing this ability from any source will never take any Icon Ranged Magic.png spell damage. The Icon Defense.png Defense bonus of the Ability LargeShield Large Shield ability also indiscriminately applies against all attacks made by spells. There are also further conditional effects that may or may not apply, usually depending on the realm of the offensive spell. On the other hand, some of these spells have an added effect (or tandem Damage Type), that may temporarily reduce or entirely negate the target’s Icon Defense.png Defense score while processing their damage.

Spell Type Target Cost Base Infuse Max Tandem Notes
Icon Life.pngStar Fires Combat
Instant
1 Unit Icon Mana.png 5 Icon Ranged Magic.png 15 No Icon Ranged Magic.png 15 None Only affects Icon Chaos.pngChaos and Icon Death.pngDeath targets
Icon Nature.pngCall Lightning Combat
Enchant
Random
enemies
Icon Mana.png 60 Icon Ranged Magic.png 8 No Icon Ranged Magic.png 40* Armor-
Piercing
- 3-5 bolts strike random enemies each turn
- Icon Defense.png Defense is halved
Icon Nature.pngIce Bolt Combat
Instant
1 Unit Icon Mana.png 10 Icon Ranged Magic.png 5 Icon Ranged Magic.png 1 /
Icon Mana.png 1
Icon Ranged Magic.png 45 None Cold Damage
Icon Sorcery.pngPsionic Blast Combat
Instant
1 Unit Icon Mana.png 10 Icon Ranged Magic.png 5 Icon Ranged Magic.png 1 /
Icon Mana.png 2
Icon Ranged Magic.png 25 Illusion No Icon Defense.png Defense unless Ability IllusionsImmunity Illusions Immunity
Icon Chaos.pngCall Chaos Combat
Instant
Random
enemies
Icon Mana.png 75 Icon Ranged Magic.png 15 No Icon Ranged Magic.png 15 None This is the Fire Bolt effect, Doom Bolt and
Warp Lightning match the identical spells
Icon Chaos.pngCall the Void Town
Instant
1 Town Icon Mana.png 500 Icon Ranged Magic.png 10 No Icon Ranged Magic.png 10 Doom
Damage
- Unblockable except by immunities
- All units in the town are hit
Icon Chaos.pngChaos Rift Town
Enchant
1 Town Icon Mana.png 300 Icon Ranged Magic.png 8 No Icon Ranged Magic.png 40* Armor-
Piercing
- 5 bolts strike random units each turn
- Icon Defense.png Defense is halved
Icon Chaos.pngDoom Bolt Combat
Instant
1 Unit Icon Mana.png 40 Icon Ranged Magic.png 10 No Icon Ranged Magic.png 10 Doom
Damage
Unblockable except by immunities
Icon Chaos.pngFire Bolt Combat
Instant
1 Unit Icon Mana.png 5 Icon Ranged Magic.png 5 Icon Ranged Magic.png 1 /
Icon Mana.png 1
Icon Ranged Magic.png 25 None Fire Damage
Icon Chaos.pngLightning Bolt Combat
Instant
1 Unit Icon Mana.png 10 Icon Ranged Magic.png 5 Icon Ranged Magic.png 1 /
Icon Mana.png 1
Icon Ranged Magic.png 45 Armor-
Piercing
Icon Defense.png Defense is halved
Icon Chaos.pngMagic Vortex (1) Combat
Special
Random
units
Icon Mana.png 50 Icon Ranged Magic.png 5 No Icon Ranged Magic.png 5 Doom
Damage
- When the Vortex moves over a unit
- Unblockable except by immunities
Icon Chaos.pngMagic Vortex (2) Combat
Special
Random
units
Icon Mana.png 50 Icon Ranged Magic.png 8 No Icon Ranged Magic.png 8 Armor-
Piercing
- 25% chance when the Vortex moves next to a unit
- Icon Defense.png Defense is halved
Icon Chaos.pngWarp Lightning Combat
Instant
1 Unit Icon Mana.png 35 Icon Ranged Magic.png 10 No Icon Ranged Magic.png 55* Armor-
Piercing
- 10 attacks from Icon Ranged Magic.png 10 down to Icon Ranged Magic.png 1
- Icon Defense.png Defense is halved
* - Total strength of multiple attacks. The highest single Attack Strength is the spell's listed Base strength.

Area Damage Spells Edit

Area Damage spells differ from the previous group mainly in that they do not deal damage in a linear fashion. Instead, an Area Damage attack uses its Attack Strength to make a separate Attack Roll against each and every Icon Figure.png Figure of the target unit. The full Attack Strength is used for each of these attacks, meaning that the potential damage for these spells is multiplied by the amount of Icon Figure.png Figures in the target unit. Naturally, Area Damage is quite dangerous to Icon MultiFigureUnit.png Multi-figure units.

There are some caveats, however. Area Damage can not inflict more Icon Damage.png damage on a single Icon Figure.png Figure than that Icon Figure.png Figure has Icon Hits.png Hit Points, including any Icon Damage.png damage previously suffered by it. This strictly limits the Icon Damage.png damage of these spells to the Icon Hits.png Hit Points of the target unit. The Icon Figure.png Figures also defend against the attacks individually, and each Icon Figure.png Figure can use the full Icon Defense.png Defense score of the unit, including all applicable modifiers.

There are only two types of Area Damage used by the game, and both have a respective immunity. Immolation Damage is the area version of Fire Damage, to which Ability FireImmunity Fire Immunity applies; while Blizzard Damage is the area version of Cold Damage, and triggers Ability ColdImmunity Cold Immunity. Both of these effects grant Icon Defense.png 50 against their respective damage type. In addition, both types fulfil the conditions for the protection granted by Icon Nature.pngResist Elements and Icon Nature.pngElemental Armor.

These spells also deliver magical damage, which is nullified completely by Ability MagicImmunity Magic Immunity. Against Immolation Damage, the Unit Enchantment Icon Life.pngRighteousness also provides the same effect. Both types can also be defended against with the Ability LargeShield Large Shield ability, but Icon Life.pngBless again only applies to Immolation Damage spells.

Finally, one of the spells delivering Immolation Damage, Icon Chaos.pngFireball, can also be infused with extra Icon Mana.png Mana to increase its Attack Strength, just like single target spells. All other Area Damage is of a fixed Attack Strength as noted in their descriptions and listed in the table below.

Spell Type Target Cost Strength Damage Notes
Icon Nature.pngIce Storm Instant Spell 1 Tile Icon Mana.png 200 Icon Ranged Magic.png 6 Cold -
Icon Chaos.pngFireball Combat Instant 1 Unit Icon Mana.png 15 - 75 Icon Ranged Magic.png 5 - 25 Fire Can be infused (gaining Icon Ranged Magic.png 1 per Icon Mana.png 3 spent)
Icon Chaos.pngFire Storm Instant Spell 1 Tile Icon Mana.png 250 Icon Ranged Magic.png 8 Fire -
Icon Chaos.pngFlame Strike Combat Instant All enemies Icon Mana.png 60 Icon Ranged Magic.png 15 Fire -
Icon Chaos.pngImmolation Unit Enchant 1 Unit Icon Mana.png 150 / 30 Icon Ranged Magic.png 4 Fire Triggered as a Touch Attack ability.
Icon Chaos.pngMeteor Storm Global Enchant All units Icon Mana.png 900 Icon Ranged Magic.png 4 Fire Every unit not in a Town is hit each turn.
Icon Chaos.pngWall of Fire Town Enchant 1 Town Icon Mana.png 150 / 30 Icon Ranged Magic.png 5 Fire Triggered by Icon Movement GroundWalking and Icon Melee Normal.png Melee through the wall.

Immolation Edit

Ability Immolation Immolation is a hybrid special ability that combines several mechanics to achieve a unique effect. It can be conferred onto any unit in the game using the Icon Chaos.pngImmolation spell. This grants the unit a special attack that is triggered the same way as a Touch Attack, meaning that it is affixed to any other type of attack that the unit makes (including other Special Attacks).

Immolation has a constant Attack Strength of 4 that can not be modified by any means, but at the same time it delivers an Area Damage attack instead of a conventional one. As such, the above section is fully applicable to describing this attack, and the Unit Enchantment is also listed there.

The unofficial 1.50 patch modifies Immolation such that it no longer triggers when executing Ranged Attacks, which also includes all three types of short range attacks. It is now only affixed exclusively to Melee Damage.

Table Of Attack Strength Modifiers Edit

Below is a comprehensive table of Attack Strength modifiers. Icons with a dark background are used to represent any bonus that is not obtainable in practice without modifying the game in one way or another. This is usually a result of a limitation on the affected targets and the abilities that they actually have. These effects are included mainly for those who wish to mod the game without changing the underlying mechanics.

For example, the Icon Life.pngTrue Light spell grants an Attack Strength bonus to every type of attack that an affected creature can make. However, it is only valid for units of the Icon Life.pngLife realm, and these creatures exclusively can only ever have Icon Melee Normal.png Melee Attacks in the original game. Because of this, the spell is only highlighted as providing a benefit for this single type of Attack Strength. However, since it would technically improve all others should a Icon Life.pngLife creature possess any, these are listed with a dark background instead.

Effect Magnitude Affects Notes
Experience
Experience 1 Regular +1 Icon Melee Normal Icon Ranged Bow Icon Ranged Boulder Icon Ranged Magic Icon Thrown Icon Breath Icon Gaze Lost Normal Units only, requires Icon Experience.png 20 Experience Points
Experience 3 Elite +1 (total +2) Icon Melee Normal Icon Ranged Bow Icon Ranged Boulder Icon Ranged Magic Icon Thrown Icon Breath Icon Gaze Lost Normal Units only, requires Icon Experience.png 120 Experience Points
Experience 5 Champion +1 (total +3) Icon Melee Normal Icon Ranged Bow Icon Ranged Boulder Icon Ranged Magic Icon Thrown Icon Breath Icon Gaze Lost Normal Units only, requires Warlord and Icon Life.pngCrusade
Experience 8 Hero Levels +1 (per level) Icon Melee Normal Icon Ranged Bow Icon Ranged Boulder Lost Icon Ranged Magic Icon Thrown Icon Breath Icon Gaze Lost Heroes only (cumulative)
Equipment
Icon Melee Mithril Mithril +1 Icon Melee Normal Icon Ranged Bow Icon Ranged Boulder Icon Thrown Normal Units only, Mithril Ore + Alchemists' Guild
Icon Melee Adamantium Adamantium +2 Icon Melee Normal Icon Ranged Bow Icon Ranged Boulder Icon Thrown Normal Units only, Adamantium Ore + Alchemists' Guild
Item Sword 1 Sword up to +3 Icon Melee Normal Heroes only, requires ItemSlot Sword, ItemSlot Bow, or ItemSlot SwordStaff equipment slot
Item Mace 1 Mace up to +4 Icon Melee Normal Heroes only, requires ItemSlot Sword, ItemSlot Bow, or ItemSlot SwordStaff equipment slot
Item Axe 1 Axe up to +6 Icon Melee Normal Icon Thrown Heroes only, requires ItemSlot Sword, ItemSlot Bow, or ItemSlot SwordStaff equipment slot
Item Bow 1 Bow up to +6 Icon Ranged Bow Heroes only, requires ItemSlot Bow equipment slot
Item Wand 1 Wand up to +2 Icon Ranged Magic Heroes only, requires ItemSlot Staff or ItemSlot SwordStaff equipment slot
Item Staff 1 Staff up to +6 Icon Ranged Magic Heroes only, requires ItemSlot Staff or ItemSlot SwordStaff equipment slot
ItemPower Sword Red Flaming Weapon +3 same as the weapon Heroes only (requires Icon Chaos.png2 books to enchant)
ItemPower Axe Green Giant Strength
Weapon
+1 same as the weapon - Heroes only (requires Icon Nature.png3 books to enchant),
- Sword/Mace/Axe only (stacks with the spell)
Item Misc 1 Jewelry up to +4 Icon Melee Normal Icon Ranged Bow Icon Ranged Boulder Lost Icon Ranged Magic Icon Thrown Icon Breath Icon Gaze Lost Heroes only, requires ItemSlot Misc equipment slot
Abilities
Ability HolyBonus Holy Bonus +1 or +2 Icon Melee Normal affects all friendly units
Ability Might Might +1 / level Icon Melee Normal Hero Ability
Ability Might Super Might +1.5 / level Icon Melee Normal Hero Ability, bonus is rounded down
Ability ArcanePower Arcane Power +1 / level Icon Ranged Magic Hero Ability
Ability ArcanePower Super Arcane Power +1.5 / level Icon Ranged Magic Hero Ability, bonus is rounded down
Ability Leadership Leadership +1 / 3 levels Icon Melee Normal - Hero Ability, bonus is rounded down
- affects all friendly Normal Units and Heroes
+1 / 6 levels Icon Ranged Bow Icon Ranged Boulder Icon Thrown Icon Breath Icon Gaze Lost
Ability Leadership Super Leadership +1 / 2 levels Icon Melee Normal - Hero Ability, bonus is rounded down
- affects all friendly Normal Units and Heroes
+1 / 4 levels Icon Ranged Bow Icon Ranged Boulder Icon Thrown Icon Breath Icon Gaze Lost
Unit Enchantments
UnitEnchantment Lionheart Icon Life.pngLionheart +3 Icon Melee Normal Icon Ranged Bow Icon Ranged Boulder Icon Thrown -
UnitEnchantment GiantStrength Icon Nature.pngGiant Strength +1 Icon Melee Normal Icon Thrown -
UnitEnchantment FlameBlade Icon Chaos.pngFlame Blade +2 Icon Melee Normal Icon Ranged Bow Icon Thrown Normal Units and Heroes only
UnitEnchantment Berserk Icon Death.pngBerserk doubled Icon Melee Normal -
UnitEnchantment BlackChannels Icon Death.pngBlack Channels +2 Icon Melee Normal - Normal Units, Heroes, and Undead units only
- Turns Normal Units and Heroes into Undead
+1 Icon Ranged Bow Icon Ranged Boulder Icon Ranged Magic Icon Thrown Icon Breath Ability DoomGaze
Combat and Global Enchantments, Node Auras
CombatEnchantment HighPrayer Icon Life.pngHigh Prayer +2 Icon Melee Normal affects all friendly units
CombatEnchantment TrueLight Icon Life.pngTrue Light +1 Icon Melee Normal Icon Ranged Bow Lost Icon Ranged Boulder Lost Icon Ranged Magic Lost Icon Thrown Lost Icon Breath Lost Icon Gaze Lost only benefits Icon Life.pngLife creatures
SpellIcon ChaosSurge Icon Chaos.pngChaos Surge +2 Icon Melee Normal Icon Ranged Bow Icon Ranged Boulder Icon Ranged Magic Icon Thrown Icon Breath Ability DoomGaze only benefits Icon Chaos.pngChaos (or Icon Chaos.pngChaos Channeled) units
CombatEnchantment MetalFires Icon Chaos.pngMetal Fires +1 Icon Melee Normal Icon Ranged Bow Icon Thrown - Normal Units and Heroes only
- does not stack with Icon Chaos.pngFlame Blade
CombatEnchantment Darkness Icon Death.pngDarkness +1 Icon Melee Normal Icon Ranged Bow Icon Ranged Boulder Icon Ranged Magic Icon Thrown Icon Breath Ability DoomGaze only benefits Icon Death.pngDeath creatures and Undead
CombatEnchantment ChaosNodeBonusAura Chaos Node Aura +2 Icon Melee Normal Icon Ranged Bow Icon Ranged Boulder Icon Ranged Magic Icon Thrown Icon Breath Ability DoomGaze only benefits Icon Chaos.pngChaos (or Icon Chaos.pngChaos Channeled) units
CombatEnchantment NatureNodeBonusAura Nature Node Aura +2 Icon Melee Normal Icon Ranged Bow Lost Icon Ranged Boulder Icon Ranged Magic Icon Thrown Lost Icon Breath Lost Ability DoomGaze only benefits Icon Nature.pngNature creatures
CombatEnchantment SorceryNodeBonusAura Soorcery Node Aura +2 Icon Melee Normal Icon Ranged Bow Lost Icon Ranged Boulder Lost Icon Ranged Magic Icon Thrown Lost Icon Breath Lightning Icon Gaze Lost only benefits Icon Sorcery.pngSorcery creatures
Negative Effects
CombatEnchantment TrueLight Icon Life.pngTrue Light -1 Icon Melee Normal Icon Ranged Bow Icon Ranged Boulder Icon Ranged Magic Icon Thrown Icon Breath Ability DoomGaze affects all opposing Icon Death.pngDeath and Undead units
UnitEnchantment MindStorm Icon Sorcery.pngMind Storm -5 Icon Melee Normal Icon Ranged Bow Icon Ranged Boulder Icon Ranged Magic Icon Thrown Icon Breath Ability DoomGaze - single target, Icon Resist.png non-resistable
- does not work against Ability IllusionsImmunity Illusions Immunity
UnitEnchantment Shatter Icon Chaos.pngShatter set to 1 Icon Melee Normal Icon Ranged Bow Icon Ranged Boulder Icon Ranged Magic Icon Thrown Icon Breath Icon Gaze Lost - single target, Icon Resist.png resistable (no penalty)
- only affects Normal Units or Heroes
UnitEnchantment WarpCreature Offensive Icon Chaos.pngWarp Creature halved Icon Melee Normal - single target, Icon Resist.png resistable (at Icon SpellSave.png -1)
- only 1 of 3 possible effects
SpellIcon WarpWood Icon Chaos.pngWarp Wood set to 0 Icon Ranged Bow single target, Icon Resist.png non-resistable
CombatEnchantment BlackPrayer Icon Death.pngBlack Prayer -1 Icon Melee Normal Icon Ranged Bow Icon Ranged Boulder Icon Ranged Magic Icon Thrown Icon Breath Ability DoomGaze affects all opposing units
CombatEnchantment Darkness Icon Death.pngDarkness -1 Icon Melee Normal Icon Ranged Bow Lost Icon Ranged Boulder Lost Icon Ranged Magic Lost Icon Thrown Lost Icon Breath Lost Icon Gaze Lost affects all opposing Icon Life.pngLife creatures
UnitEnchantment Weakness Icon Death.pngWeakness -2 Icon Melee Normal Icon Ranged Bow single target, Icon Resist.png resistable (at Icon SpellSave.png -2)

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