|Upkeep Cost||10 per turn|
|# of figures||4|
|Melee Attack per figure||7|
|Defense per figure||5|
|Hit Points per figure||8|
+10% To HitFire Breath 4
The Fantastic Unit Edit
Physical Description Edit
Chimeras are bizarre creatures, consisting of a combination between several real-world animals. The creature has the body of a lion, but with three different heads: The head of a lion, the head of a goat, and the head of a snake, arranged side-by-side. Furthermore, the creature has two massive bat-like wings which keep it aloft.
This weird abomination also possesses the ability to breathe fire, though it is unknown which head exactly is responsible for this attack.
Attack Properties Edit
The Chimeras' primary Melee Attack is rather formidable, striking at a strength of 7 per live Chimera.
Furthermore, when the Chimeras perform a voluntary Melee Attack against their enemies, they will first deliver a Breath Attack that deals Fire Damage to their target. This Breath Attack has a strength of 4 per live Chimera, delivering about 1.2 on average for each of these attacks.
The Chimeras' Breath Attack damage is dealt before Melee Damage, so any enemy figure killed by it will not deliver any damage in retaliation. This allows the Chimeras to weaken their enemies before exchanging Melee Damage with them, thus potentially reducing damage to the Chimeras unit.
Defensive Properties Edit
The Chimeras possess a rather-average Defense score of 5 per Chimera. Therefore, a Chimera will block about 1.5 points of Damage on average from each incoming attack.
Other Properties Edit
Chimeras have an innate ability to Fly, and have a Movement Allowance of 2 both on the overland map and on the battlefield. They make good scouts, but most importantly can maneuver very well during combat.
This is exceptionally important because the Chimeras can only deliver their Breath Attack when they voluntarily attack an enemy unit - and not when Counter Attacking. Therefore, try to hit units on the edges of the enemy's line, annihilating them with the Breath Attack, and preventing other units from attacking your Chimeras.
Enemy Chimeras Edit
It is very hard to defend against Chimeras, as they can usually fly around to attack your weakest units first. If you can possibly help it, never let the Chimeras make a voluntary Melee Attack against your units, as that will deliver their Fire Breath attack as well. Try to maneuver your units so that you can attack the Chimeras on your own turn if possible.
Bringing in Fire Immune or Magic Immune units will help somewhat - though the Chimeras' normal Melee Attack is quite ferocious on its own. It is best to attack these creatures at range or with direct-damage spells.
Ability Overview Edit
- This unit has an extra 10% chance to hit its target with every attack. This improves its statistical chance to inflict more Damage with each attack it makes.
- Whenever this unit makes a Melee Attack against an enemy target, it also delivers a Fire Damage Breath Attack with a strength of 4 per figure.
- As a Breath Attack, this damage is delivered before the enemy gets the chance to retaliate. Any figures in the target unit that are killed by the attack do not get to deliver any Melee Damage.
- This Breath Attack does not occur when the unit is Counter Attacking against an enemy assailant.
- This effect does nothing against targets possessing the Magic Immunity or Fire Immunity abilities.
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 Chimeras in play, it is necessary to pay an Upkeep Cost of only 10 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 Chimeras being immediately destroyed, along with any Unit Enchantments currently affecting them.
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 Chimeras 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 Chimeras 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).
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 Chimeras 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 Chaos Spellbooks the Wizard possesses or obtains during gameplay.
Chimeras has a base Research Cost of 800.
With at least 1 Spellbook, the Chimeras 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.