|Spell Type||Combat Enchantment|
|Combat Casting Cost||25|
|While active, inflicts a -10% damage penalty on every enemy unit.|
Blur is an Uncommon Combat Enchantment belonging to the Sorcery Magic realm. For 25 it may be cast during combat to give a lasting effect. It blurs the outline of all friendly units making them more difficult to hit. There is a 10% chance that each point of damage done to the target unit will miss. This happens before shields are applied. Any Melee Attack, Ranged Attack and Counter Attack is affected by Blur.
Note: This effect is weaker than inflicting a -10% To Hit penalty. For example consider a unit with a 50% hit chance ( +20% To Hit).
With -10% To Hit penalty, hit chance is reduced to 40% = 50% - 10%.
With Blur, hit chance is reduced to 45% = 0.9 * 50%.
Blur may be cast during combat for a rather high Casting Cost of 25. It will immediately affect all eligible enemy units.
After casting the spell, its icon will appear in the "Enchantments" window underneath the casting wizard's name. The spell will remain in effect until the end of battle, or until dispelled by the opponent. Since it does not carry on after the end of the battle, Blur has no Upkeep Cost.
Customized Wizards possessing 11 Spellbooks at creation time may choose this spell as one of their default spells before starting the game, in which case the spell will already be researched and available for casting immediately on the first turn.
Wizards who possess at least 8 Spellbooks, or Wizards with 11 Spellbooks who did not select Blur as a guaranteed spell, will be able to Research this spell at some point during their campaign. Wizards with fewer than 8 Spellbooks have a random chance of being able to Research it. The chance for this spell to appear increases with the number of Sorcery Spellbooks the Wizard possesses or obtains during gameplay.
Blur has a base Research Cost of 300.
With at least 1 Spellbook, the Blur 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.
Blur has a rather small effect for its cost. Prayer only costs 5 mana more, but typically provides at least twice the defense boost, plus offense and resistance boosts as well. However, Blur comes from a different realm and has less than half the research cost of Prayer. For that matter, the spell is accessible to Sorcerers with Death spellbooks in their profile (whereas they cannot use Prayer under any circumstances).
In an important battle where you have mana to burn, Blur is better than nothing.
Known Bugs Edit
Blur shows weird behaviour regarding units with Illusions Immunity. Probably, it was intended that enemy units with Illusions Immunity are not affected. Instead, enemy units are not affected when fighting against friendly units with Illusions Immunity.
If you are trying to conquer a Sorcery Node with Sky Drakes inside, then you can use Blur to reduce their hit percentage from 60% to 54%. However, don't use Blur, if your stack consists entirely of Sky Drakes.
Furthermore, although this is hard to notice without directly reading the code, for every point of damage successfully blocked, one point of damage is going to ignore the effect of the spell, meaning, even if -through extreme luck- all 10% rolls for blocking damage are successful, at most 50% of the damage can be prevented, rounded up. Note that due to a roll being actually skipped after each success, this effectively reduces the chances to block, making the spell have a less than 10% chance to block in all cases when there is more than 1 point of damage dealt.