|Spell Rarity||Very Rare|
|Upkeep Cost||15 per turn|
|# of figures||1|
|Melee Attack per figure||25|
|Defense per figure||9|
|Hit Points per figure||45|
|+20% To Hit|
The Fantastic Unit Edit
Physical Description Edit
The Behemoth is a large reptilian creature, roughly resembling a Stegosaur. Larger than an elephant, it is clad from head to tail in thick red scales which provide it with heavy protection. A row of spiny plates protrude out its back, all the way down its spine and tail.
The Behemoth itself is essentially a much-more-powerful version of another Nature creature, the Basilisk.
Attack Properties Edit
The Behemoth's attack is purely a Melee Attack, and doesn't Petrify its victims like the Basilisk does, but it is nonetheless one of the most powerful Melee Attacks of any unit, at 25. Furthermore, it enjoys a very high +20% To Hit bonus, meaning that on average it will deliver no less than 12.5 points of Damage per attack. This is easily enough to severely injure a well-trained and well-equipped Champion, or kill an entire Normal Unit.
Defensive Properties Edit
The Behemoth's hide is also extremely thick, presenting a Defense rating of 9. This is one of the highest Defense scores of any Fantastic Unit, and will block an average of 2.7 points of Damage from any attack. Furthermore, behind that armor the Behemoth itself is exceptionally hardy: it has 45 Hit Points to absorb any damage that gets through. This is the second-highest toughness of any Fantastic Creature (a title it shares with the Great Wyrm), after the Hydra.
Other Properties Edit
To make matters worse (or better, depending on which side you're on), despite its size the Behemoth moves with great speed, at 2, both on the overland map as well as in combat. It charges up to the enemy lines, soaking Ranged damage (if any) as it goes, and then rips straight through enemy lines to get at the squishy units in the rear. Any enemy retaliation will be met with ferocious Counter Attacks.
In addition, with 10 Resistance, the Behemoth is virtually immune to several kinds of Curses and other ill effects. The only maledictions that stand a chance to get through this high Resistance score are those that inflict a penalty on Resistance rolls - and even those stand little chance of working.
Basic Tactics Edit
There are very few options for defeating a Behemoth. It must either be attacked with powerful spells and/or Heroes - or repeatedly assaulted with masses of powerful Normal Units and smaller Fantastic Creatures (many of whom will likely be slaughtered). Attacks that bypass armor can help significantly to bring this creature down, and slowing down its movement is another favoured tactic.
Naturally, Behemoths stand a good chance in one-on-one combat with most other top-level units, and can even defeat most of them easily in any straight fight.
Enemy Behemoths Edit
Behemoths do appear as neutral monsters, but are quite rare. They are almost entirely limited to guarding high-powered Nature Nodes, though in high difficulty settings several can appear in a single battle.
As explained above, assaulting even a single Behemoth may require a large and powerful army (or two!). Even a top-tier Fantastic Creature or Champion may take a few combat rounds slaying this beast. Large amounts of Ranged Attacks and direct-damage spells are probably the best assets against a Behemoth.
Ability Overview Edit
- This unit has an extra 20% chance to hit its target with every attack. This improves its statistical chance to inflict more Damage with each attack it makes.
The Summoning Spell Edit
The new unit is created with full Movement Points, and may move and/or attack immediately as necessary.
To keep the Behemoth in play, it is necessary to pay an Upkeep Cost of 15 per turn. This is drawn automatically from the caster's Mana pool each turn. Failure to pay the required costs due to lack of Mana in the pool will lead to the Behemoth being immediately destroyed, along with any Unit Enchantments currently affecting it.
If the unit is destroyed in combat, then it is gone from the world entirely, and there is no further need to pay its Upkeep Costs.
You can also dismiss the Behemoth voluntarily. To do this, right-click the unit's icon and then press the red "Dismiss" button on the bottom right corner of the unit's details panel. A dismissed unit is gone forever, but of course you can always cast the Behemoth spell again to get a fresh new one. The primary reason to dismiss a Fantastic Creature would be to remove its Upkeep Cost (conserving Mana as a result).
As a Very Rare Nature spell, Behemoth may become available to any Wizard who possesses at least 3 Spellbooks. However, its availability during the game is not guaranteed unless the Wizard acquires at least 10 Spellbooks.
Behemoth may not be acquired at the start of the campaign regardless of how many Spellbooks the wizard possesses. It must either be Researched during the game, or acquired through other means.
Wizards with 3 to 9 Spellbooks have a random chance of being able to Research Behemoth during the game. The chance for this spell to appear for research increases with the number of Nature Spellbooks the Wizard possesses or obtains during gameplay. With 10 or 11 Spellbooks, the spell is guaranteed to appear for Research at some point, if it is not already available for casting.
Behemoth has a base Research Cost of 2,000.
With at least 3 Spellbooks, the Behemoth spell may be acquired as a reward for winning encounters in creature Lairs, Towers, et cetera, or when conquering the Fortress of a rival wizard who has already researched this spell.