|Upkeep Cost||8 per turn|
|# of figures||4|
|Melee Attack per figure||4|
|Defense per figure||3|
|Hit Points per figure||3|
+10% To HitStoning Touch -3
The Fantastic Unit Edit
Physical Description Edit
A Cockatrice is a bizarre abomination: It has the head of a rooster (or "cockerel") and the greenish reptilian body of a small dragon, complete with a pair of dragon-like wings.
Attack Properties Edit
The Cockatrices are relatively weak in Melee in terms of their combat stats. Each Cockatrice attacks with 4, and although they have a +10% To Hit bonus, this still only gives them an average of 1.6 points of Damage per figure with every attack. This puts them on par with low/mid-tier Normal Units produced regularly from Towns.
However, the true power of the Cockatrices comes from their exceptionally-powerful Stoning Touch -3 ability. Whenever the unit engages in Melee combat with an enemy unit, the enemy unit must roll against Resistance at a penalty of -3 once per figure in the unit of Cockatrices. Each failed roll destroys one figure in the defending unit, regardless of how healthy or strong it is!
Thus, a unit of Cockatrices can occasionally take out significantly stronger targets, particularly single figure units. Only units with Stoning Immunity, Magic Immunity, or a Resistance score of 13+ are safe from this Stoning Touch.
Note however that Stoning Touch only takes effect when Melee damage is being dealt by the Cockatrices. Therefore, any units petrified by the effect will still be able to hurt the Cockatrices before dying, and units with First Strike, a Breath Attack, Gaze Attack, or Thrown Attack might prevent damage by killing one or more figures before it can attack.
Defensive Properties Edit
Cockatrices are defensively weak - roughly on par with low/mid-tier Normal Units. Their Defense rating is only 3, and each Cockatrice has only 3, meaning that they can easily be destroyed during combat.
Other Properties Edit
One important advantage of Cockatrices is their ability to Fly, at a pace of 2. This allows them to maneuver easily across a battlefield without fear of being attacked by most enemy Walking units.
Due to their low combat stats, Cockatrices rarely survive for a very long period of time - and so are best used as suicide troops to try and petrify the strongest enemy units.
The birds themselves are often destroyed in such attempts, because petrification occurs simultaneously with Melee combat - the Cockatrices still suffer damage from the enemy's Counter Attack, if any, even if the enemy was petrified during the attack.
Enemy Cockatrices Edit
Any battle against one or more units of Cockatrices is dangerous, and may result in the loss of Heroes or other strong units due to failing their Resistance rolls against the powerful Stoning Touch attack.
Units with higher Resistance values or Stoning Immunity are recommended in such situations. Masses of Low-tier units can also be thrown at Cockatrices because their defensive stats are so low - but these low-tier units will probably be destroyed in the process.
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 first delivers a Stoning Damage Touch Attack.
- The target unit must make one Resistance roll at a penalty of -3 per figure in the attacking unit; for each failure, one figure in the target unit is destroyed immediately.
- This is a Touch Attack, which means it takes place simultaneously with combat. Therefore, any figures that are destroyed by this power will still be able to deal their melee damage.
- The Stoning also occurs when the unit Counter Attacks against an enemy assailant.
- This effect does nothing against targets possessing the Stoning Immunity ability.
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 Cockatrices in play, it is necessary to pay an Upkeep Cost of 8 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 Cockatrices 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 Cockatrices 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 Cockatrices 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 Cockatrices 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 Nature Spellbooks the Wizard possesses or obtains during gameplay.
Cockatrices has a base Research Cost of 620.
With at least 1 Spellbook, the Cockatrices 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.