Master of Magic Wiki
(Sources of- and Applying Damage)
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[[Damage Points]] represent the injuries sustained by a unit or {{Figure|figure}} at any given time. [[Damage Points]] are, essentially, lost [[Hit Points]]. They are represented in several diferent ways in the game, most prominently by the {{Damage|Darkened Heart}} icons that replace the {{Hits|Bright Hearts}} in the ''unit statistics window''.
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[[Damage Points]] represent the injuries sustained by a unit or {{Figure|figure}} at any given time. [[Damage Points]] are, essentially, lost [[Hit Points]]. They are represented in several diferent ways in the game, most prominently by the {{Damage|Darkened Heart}} icons that replace the {{Hits|Bright Hearts}} in the ''unit statistics window''. This icon also signifies both {{Damage|Damage Points}}, and {{Damage|damage}} in general throughout the wiki.
   
Units can suffer [[Damage Points]] in a multitude of ways, collectively termed "attacks". Should their amount equal or exceed the unit's {{Hits|Hit Points}}, that unit is completely destroyed. Thus, the primary way to kill a unit is to inflict a sufficient number of [[Damage Points]] on that unit. {{MFU|Multi Figure}} units further consist of multiple individual {{Figure|figures}}. At regular intervals of {{Damage|damage}} taken, they will lose one of these {{Figure|figures}}, weakening their offensive combat capabilities.
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Units can suffer [[Damage Points]] in a multitude of ways, collectively termed "attacks". Should their amount equal or exceed the unit's {{Hits|Hit Points}}, that unit is completely destroyed. Thus, the primary way to kill a unit is to inflict a sufficient number of [[Damage Points]] on that unit. {{MFU|Multi-Figure}} units further consist of multiple individual {{Figure|figures}}. At regular intervals of {{Damage|damage}} taken, they will lose one of these {{Figure|figures}}, weakening their offensive combat capabilities.
   
{{Damage|Damage}} can be healed in several ways, particularly by a process known as "natural healing", whereby the [[Damage Points]] sustained by the unit are reduced by a certain amount each overland turn. Units can also be healed artificially with magic, or thanks to the powerful [[File:Ability_Regeneration.png|23px|link=Regeneration]] [[Regeneration]] ability.
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{{Damage|Damage}} can be healed in several ways, particularly by a process known as "natural healing", whereby the [[Damage Points]] sustained by the unit are reduced by a certain amount at the beginning of each overland turn. Units can also be healed artificially with magic, or thanks to the powerful [[File:Ability_Regeneration.png|23px|link=Regeneration]] [[Regeneration]] ability.
   
 
== Concept ==
 
== Concept ==
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The amount of {{Figure|figures}} that are still standing in a unit is only indicated visually in the game. The only exception is the afore mentioned {{Chaos|link = Hydra}}, whose graphics remain the same, and its "head count" is shown as a number instead. For all other units, the {{Figure|figures}} need to be counted while looking at them in combat, or by checking their image in the ''unit statistics window''. While selecting units overland, their unit cards also display an overall health gauge, but this is often not enough to get an accurate {{Figure|figure}} count.
 
The amount of {{Figure|figures}} that are still standing in a unit is only indicated visually in the game. The only exception is the afore mentioned {{Chaos|link = Hydra}}, whose graphics remain the same, and its "head count" is shown as a number instead. For all other units, the {{Figure|figures}} need to be counted while looking at them in combat, or by checking their image in the ''unit statistics window''. While selecting units overland, their unit cards also display an overall health gauge, but this is often not enough to get an accurate {{Figure|figure}} count.
   
For {{SFU|Single Figure}} units, the loss of that {{Figure|figure}} naturally means the destruction of the unit itself. On the other hand, injuries do not affect these units' performance otherwise. The exact opposite is true for {{MFU|Multi Figure}} units. While for them, losing a {{Figure|figure}} does not mean the end of the unit, unless it was the last one; their offensive power does come directly from their numbers. Thus, the more {{Figure|figures}} that are lost, the less capable the unit becomes at inflicting [[Damage Points]] itself on the enemy. Granted, having a large amount of initial {{Figure|figures}} also reduces the impact of losing a single one.
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For {{SFU|Single Figure}} units, the loss of that {{Figure|figure}} naturally means the destruction of the unit itself. On the other hand, injuries do not affect these units' performance otherwise. The exact opposite is true for {{MFU|Multi-Figure}} units. While for them, losing a {{Figure|figure}} does not mean the end of the unit, unless it was the last one; their offensive power does come directly from their numbers. Thus, the more {{Figure|figures}} that are lost, the less capable the unit becomes at inflicting [[Damage Points]] itself on the enemy. Granted, having a large amount of initial {{Figure|figures}} also reduces the impact of losing a single one.
   
 
==== Example #1 ====
 
==== Example #1 ====
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== Sources of Damage ==
 
== Sources of Damage ==
   
{{Damage|Damage}} can be caused in a myriad of ways, but the most common way is through physical combat - in which one unit attempts to cause as many {{Damage|Damage Points}} to the opponent unit. [[Physical Damage]], the most common type of damage delivered by most attacks, is designed specifically to cause {{Damage|Damage Points}} to the target (the process is not discussed in detail in this article because it is simply too complex).
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{{Damage|Damage}} can be caused in a myriad of ways, collectively called ''attacks''. However, they generally use one of two common mechanics, that differ in both the way they are resolved, and the defensive attribute that might be used mitigate their {{Damage|damage}}.
   
 
=== Conventional Damage ===
All {{Damage|Damage}} in the game is caused by attacks, made by a unit or spell against another unit. The strength of the attack, its [[Attack Type]], and the [[Damage Type|type(s) of damage]] it delivers are all involved in determining how many {{Damage|Damage Points}} are inflicted upon the target. Nonetheless, the process of determining the amount of {{Damage|Damage}} caused to a target can differ radically between one attack and the next.
 
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:{{Main|Conventional Damage}}
   
The most common source of {{Damage|Damage}} is from attacks delivering [[Physical Damage]]. This includes all [[Melee Attack]]s, [[Ranged Attack]]s, [[Thrown Attack]]s, [[Breath Attack]]s, and a large number of "direct-damage" spells. When [[Physical Damage]] strikes a target, the game will make a series of {{To Hit|To Hit}} and {{To Block|To Block}} rolls to determine how many {{Damage|Damage Points}} the target will suffer as a result. The more successful the attack, or the less successful the target's defense efforts, the more {{Damage|Damage Points}} are inflicted on that target.
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Conventional attacks are by far the most common sources of [[Damage Points]]. [[Melee Attack]]s, [[Ranged Attack]]s, {{Thrown|Thrown Attacks}}, {{Breath|Breath Attacks}}, and even {{Ranged|magic|direct damage}} spells all use the same generic procedure the determine their {{Damage|damage}}. They start with an [[Attack Strength]], that sets out their ''damage potential''. An amount of 10-sided dice equal to this value are then used to find out how much of this potential is realized with that specific attack. This is called an [[Attack Roll]], and it introduces the concept of "raw", or "unmitigated" {{Damage|damage}}, sometimes also called "successful hits". This is {{Damage|damage}} that is not yet fully processed, and as such is typically not ready to be applied directly as [[Damage Points]].
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The reason for this is that in most cases, Conventional Damage can be reduced, or possibly avoided entirely, using the {{Defense|Defense}} attribute. This allows a defending unit to use their own set of 10-sided dice, equal in number to this statistic, to also perform a [[Defense Roll]]. Every die that is deemed "successful" here (the base chance of success is '''30%''' per die in both sets of rolls) will reduce the incoming "raw damage" by {{Damage|1 point}}. If the remainder is more than the unit's {{Hits|Hit Points}} per {{Figure|figure}} value, then that much is slated to be delivered, and a new [[Defense Roll]] can commence to further reduce whatever is left over. This can repeat as many times as necessary, until all the {{Damage|damage}} is accounted for. Only then is it final, and ready to be applied as actual [[Damage Points]]. However, as noted below, the process is still not entirely complete.
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=== Special Damage ===
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:{{Main|Special Damage}}
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The other major sources of {{Damage|damage}} are [[Special Attack]]s and {{Resist|Resistable}} spells. These are far less common than "[[Physical Damage]]". They are typically defended against with the {{Resist|Resistance}} statistic, although in a completely different manner. This mechanic also uses 10-sided dice. However, in this case, the target number is always the unit's attribute score. If the roll is equal to or lower than this, then it was successful. If it is above the score however, the check was a failure. This means that the higher the score, the better the chance that the unit "resists" these sources of {{Damage|damage}}. Many effects apply a temporary {{Resist|Resistance}} modifier however, to make the checks either easier or more difficult to pass.
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Most Special Damage attacks deal {{Figure|figure}}-based {{Damage|damage}}. That is, on a failed {{Resist|Resistance}} roll, the target unit suffers as many [[Damage Points]] as its {{Hits|Hit Points}} per {{Figure|figure}} value, effectively slaying one {{Figure|figure}}. How many {{Resist|Resistance}} checks are required depends on the attack. [[Touch Attack]]s, for instance, activate once for each {{Figure|figure}} delivering one. [[Gaze Attack]]s and spells, on the other hand, call for one roll for each standing {{Figure|figure}} in the ''target'' unit.
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There are also a few Special Damage attacks that affect units as a whole. [[Poison Damage]] forces the target to make one {{Resist|Resistance}} roll for every point of its strength, and inflicts {{Damage|1}} on the unit for each failed one. [[Life Stealing Damage]] causes as many [[Damage Points]] as the target fails a single {{Resist|Resistance}} check by. Finally, {{Chaos|link = Disintegrate}} and {{Nature|link = Cracks Call}} do not even allow for a roll. The former will automatically work so long as a unit ''can'' fail its check against it, while the latter has a flat 25% chance to succeed unless the target is {{Movement|f|Flying}} or [[File:Ability_NonCorporeal.png|23px|link=Non-Corporeal]] [[Non-Corporeal]]. Both inflict a fatal {{Damage|200}} [[Damage Points]], more than enough to destroy even the most powerful units in the game.
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== Applying Damage ==
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There are a few more quirks that may be worth remembering about [[Damage Points]]. First and foremost is that during battles, the game tracks ''three different types'' of [[Damage Points]], not just one. When exaclty are the points applied, and how much {{Damage|damage}} can be dealt to a single unit, are also not trivial questions to answer.
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=== Types of Damage Points ===
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On the overland map, the game only tracks [[Damage Points]] in general. However, in combat, there are also two more types that can be applied by certain spells and abilities. "Regular", or "normal" {{Damage|damage}} is the generic kind. This is the type dealt by the majority of attacks, and is the one tracked overland. Whenever a battle ends, the other two types are automatically converted into regular {{Damage|damage}}. That is, any effect that they may have will not be carried with the unit from battle to battle, and is only considered during the one fight that they are applied in.
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However, if either of their main effects do trigger, those are entirely permanent. This is because they only activate if the unit is destroyed during the battle. Essentially, these two types of [[Damage Points]] control whether the unit can be brought back from the dead.
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==== Create Undead Damage Points ====
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:Injuries caused by [[Life Stealing Damage]], and the {{Melee|Melee}}- and [[File:Ability_PoisonTouch.png|23px|link=Poison Touch]] [[Poison Touch]] attack of {{Death|link = Ghouls}}, has the power to bring slain units back as [[File:UnitEnchantment_Undead.png|23px|link=Undead]] [[Undead]] under the control of their attacker. This mechanic is implemented by using special [[Damage Points]] that are only applicable during combat. Should a unit be destroyed in a way that is considered to be primarily "Create Undead Damage", the effect activates, and has the following consequences:
 
:*The unit is no longer a valid target for the {{Life|link = Raise Dead}} spell.
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:*Even if the unit has the [[File:Ability_Regeneration.png|23px|link=Regeneration]] [[Regeneration]] ability, it will no longer return to life if its side wins the battle.
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:*If the unit's original owner loses the battle, it will rise as an [[File:UnitEnchantment_Undead.png|23px|link=Undead]] [[Undead]] unit, under the control of the victorious player. It should be noted though, that this specific effect does not work on [[Hero]]es and {{Death|link = Death}} units (including those that are already [[File:UnitEnchantment_Undead.png|23px|link=Undead]] [[Undead]]).
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:To trigger any of the above, the amount of "Create Undead" [[Damage Points]] must at least equal to the regular {{Damage|damage}} suffered by the unit, and must be at least one point ''higher'' than any Irreversible [[Damage Points]]. To assist with this though, if a unit has both "Create Undead" and regular [[Damage Points]] inflicted on it, then all combat healing effects are set to remove the regular {{Damage|damage}} first. However, that does not mean that "Create Undead Damage" can not be healed. For example, if a unit has suffered {{Damage|3}} "Create Undead" [[Damage Points]] and {{Damage|2}} points of regular {{Damage|damage}}, a {{Life|link = Healing}} spell cast on it will still remove all {{Damage|5}}.
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:"Create Undead Damage" also does not work against units that possess [[File:Ability_MagicImmunity.png|23px|link=Magic Immunity]] [[Magic Immunity]]. That is, all such [[Damage Points]] are automatically converted to regular {{Damage|damage}} before being applied. The [[Unofficial Patch 1.50]] also extends this mechanic to units with [[File:Ability_DeathImmunity.png|23px|link=Death Immunity]] [[Death Immunity]].
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==== Irreversible Damage Points ====
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:Some attacks cause injuries so severe that they can not be recovered from while in combat. No healing spells or effects, not even the [[File:Ability_Regeneration.png|23px|link=Regeneration]] [[Regeneration]] ability can remove these "Irreversible" [[Damage Points]] during the battle. Should the unit survive though, they can be healed normally afterward, as they are converted to regular {{Damage|damage}}. On the other hand, units that are destroyed primarily by {{Damage|damage}} like this are lost forever. This effect triggers if the amount of Irreversible [[Damage Points]] dealt to the unit are ''at least as much'' as both the regular and any "Create Undead Damage". That is, if it is the highest (or equal) out of the three types.
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:Units destroyed this way are no longer valid targets for either {{Life|link = Raise Dead}} or {{Death|link = Animate Dead}}. [[File:Ability_Regeneration.png|23px|link=Regeneration]] [[Regeneration]] will also not bring them back, even if their side wins the battle. Naturally, since the requirements conflict with those of "Create Undead Damage", that may not take effect either, and neither can the unit be affected by {{Death|link = Zombie Mastery}}. If a [[Hero]] is slain this way, not only do they become unavailable for {{Life|link = Resurrection}}, any [[Magical Item]]s they carry are also destroyed along with them, and can not be recovered after the battle. However, it still remains possible to summon [[Torin the Chosen]] again using the {{Life|link = Incarnation}} spell, and he does get to keep his level and abilities.
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:Irreversible {{Damage|damage}} is only available from [[Special Damage]] sources. Effects that cause petrification ([[File:Ability_StoningTouch.png|23px|link=Stoning Touch]] [[Stoning Touch]], [[File:Ability_StoningGaze.png|23px|link=Stoning Gaze]] [[Stoning Gaze]], the {{Nature|link = Petrify}} spell, and the {{Nature|link = Stoning (Item Power)|Stoning}} [[Item Power]]) always cause this type of {{Damage|damage}}, as do combat banishment effects ({{Life|link = Dispel Evil}}, {{Life|link = Holy Word}}, and {{Sorcery|link = Banish}}, the [[File:Ability_DispelEvil.png|23px|link=Dispel Evil]] [[Dispel Evil]] ability, and its corresponding Item Power {{Life|link = Holy Avenger (Item Power)|Holy Avenger}}). In addition to these, the {{Chaos|link = Destruction (Item Power)|Destruction}} Item Power; and the {{Death|link = Word of Death}}, {{Chaos|link = Disintegrate}}, and {{Nature|link = Cracks Call}} spells also all deal Irreversible [[Damage Points]], with this last two causing a fixed {{Damage|200}} each, instead of dealing {{Figure|figure}}-based {{Damage|damage}} like all of the other effects.
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=== Simultaneous Damage ===
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[[Damage Points]] are often not applied immediately after resolving an attack. Or, to be more precise, it is actually not all that common for an individual attack to to be performed by itself. This practically only happens when single target [[Conventional Damage]]-, or unit-based [[Special Damage]] spells are cast; or when {{SFU|Single Figure}} units perform [[Ranged Attack]]s with no "added effects".
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In all other scenarios, the target unit will be hit by multiple attacks at the same time. As a general rule of thumb, the game will always resolve ''all'' of these attacks before applying ''any'' of their {{Damage|damage}}. For example, when executing conventional attacks, all eligible {{Figure|figures}} in a {{MFU|Multi-Figure}} unit will perform that attack. However, no [[Damage Points]] are registered to the defender until all of these are resolved. The same is true for [[Special Attack]]s that are delivered as "added effects". The Special Damage is also evaluated before the Conventional is dealt.
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The situation is slightly different when two units engage in {{Melee|Melee}}. This is a multi-stage process by itself, and {{Damage|damage}} does get applied at the end of each of its phases. However, units are ''not'' destroyed here regardless of the amount [[Damage Points]] they took. The entire sequence is always played out as if both units were still present. Since slain {{Figure|figures}} can't perform any attacks, this does not matter in terms of {{Damage|damage}} caused to the surviving side, but it can make all the difference when considering the types and amounts of [[Damage Points]] done to the destroyed unit, as illustrated in the examples below.
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The [[Melee Attack#Melee Sequence|Melee Sequence]] is also typically finished with a mutual attack phase, where both combatants strike at each other simultaneously. In this stage, ''all'' {{Damage|damage}} from both sides, whether Conventional or Special, is delayed until every standing {{Figure|figure}} of each unit has concluded all of their available attacks. For example, two unhurt units of [[Nightblades]] fighting each other would make 12 individual {{Melee|Melee}} attacks and another 12 [[Poison Damage]] attacks before either of them suffers any {{Damage|damage}} from the other.
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=== Overkill Damage ===
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[[Damage Points]] are by no means limited to the total health of a unit. The game does not stop tracking or applying them just because there's already enough inflicted on a unit to destroy it. This is most prominent during {{Melee|Melee}} combat, where a unit that perishes to short-range attacks ({{Thrown|Thrown}}, {{Breath|Breath}}, or [[Gaze Attack|Gaze]]) will still be dealt {{Melee|Melee Damage}}. However, it also happens almost every other time a unit is destroyed, and can be very important to consider when trying to create [[File:UnitEnchantment_Undead.png|23px|link=Undead]] [[Undead]] units through [[Life Stealing Damage]]. The only exception is [[Area Damage]], which is incapable of inflicting more {{Damage|damage}} on a unit than it has remaining {{Hits|Hit Points}}.
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In any case though, [[Damage Points]] do have a hardcoded limit of {{Damage|200}} each, to prevent excessive amounts from wrapping around and actually reducing the {{Damage|damage}} inflicted. This is more than the double of the total {{Hits|Hit Points}} of a {{Chaos|link = Hydra}}, the unit that has by far the most {{Hits|Hit Points}} in the game (twice as much as any other contender).
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=== Examples ===
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The following examples should help understand most of the quirks of applying [[Damage Points]].
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==== Stoning Touch vs Gaze ====
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:A unit of {{Nature|link = Cockatrices}} is facing off a {{Nature|link = Basilisk}} in a {{Nature|link = Nature Node}} ('''+2''' to all stats for both units). Since neither has a [[Ranged Attack]], they have to duke it out in {{Melee|Melee}} combat. Both can attack the other, and who initiates the engagement has no impact on the outcome. The {{Nature|link = Basilisk}}'s [[File:Ability_StoningGaze.png|23px|link=Stoning Gaze]] [[Stoning Gaze]] goes first, as it always happens before mutual {{Melee|Melee}} in the sequence.
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:This is an ordinary [[Gaze Attack]], which means it is performed as an "added effect" to an otherwise hidden short-range attack that matches the [[Realm]] of the [[Special Attack]] itself. Because it is enhanced by the {{Nature|link = Nature Node}}, it has an [[Attack Strength]] of {{Ranged|magic|3}}. The {{Nature|link = Basilisk}} rolls 3, 4, and 9 which, counting in its universal {{To Hit|+1 To Hit}}, means it registers 2 "raw" points of {{Damage|damage}}. {{Nature|link = Cockatrices}} have a natural {{Defense|Defense}} score of {{Defense|3}}, which is also boosted to {{Defense|5}} because of the [[Node]]. They make their [[Defense Roll]], and get 2, 5, 6, 6, and 9. There are no modifiers {{To Block|To Block}} in play, so only one of these rolls is "successful", blocking {{Damage|1}}, and leaving the other {{Damage|1}} slated to be delivered.
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:Before that however, the Gaze effect takes place. It has an innate modifier of {{Save|-1}}, but again the Node Aura grants {{Resist|+2}}, bringing the {{Nature|link = Cockatrices}}' score to a total of {{Resist|8}} against the attack. Since Gaze Attacks require as many {{Resist|Resistance}} checks as the target unit has {{Figure|figures}} remaining, the {{Nature|link = Cockatrices}} have to make 4. The dice come up as 2, 3, 6, and 9. That's three successes and one failure, meaning that the attack will deal one {{Figure|figure}}'s worth of {{Hits|Hit Points}} in {{Damage|damage}}. In this case, this is {{Damage|3}}, as this attribute is ''not'' enhanced by the Node.
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:This concludes the Gaze Attack, and the short-range attack phase also ends with it. The {{Nature|link = Cockatrices}} take a total of {{Damage|1}} + {{Damage|3}} = {{Damage|4}}, which is now applied. They lose one {{Figure|figure}}, leaving them with {{MFU|3}} for the rest of the sequence. The extra {{Damage|1}} "top figure damage" does not have any effect on their performance.
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:Continuing to the actual {{Melee|Melee}} phase, the {{Nature|link = Basilisk}} has a modified Attack Strength of {{Melee|17}}. Rolling a fairly average series, it scores 7 "successful hits". The {{Nature|link = Cockatrices}} roll better than last time though, and with their 1, 3, 3, 6, and 10, manage to block {{Damage|3}}. However, the remaining {{Damage|4}} is still above their {{Hits|Hits}} per {{Figure|figure}} value, so the computer records {{Damage|3}} for delivery, and makes another Defense Roll against the remaining {{Damage|1}}. This time, the beasts roll 2, 3, 4, 7, and 8. Although this is enough to block {{Damage|2}}, it unfortunately can not affect {{Damage|damage}} already slated for delivery. That is, it blocks only the remaining {{Damage|1}}, with one success becoming effectively wasted. Thus, the total {{Damage|damage}} that the {{Nature|link = Cockatrices}} will take is {{Damage|3}}.
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:Before that can happen though, they also get to strike this time. With their remaining {{MFU|3}}, they perform 3 attacks at an enhanced {{Melee|6}} each, against the {{Nature|link = Basilisk}}'s also boosted {{Defense|6}}. Unlucky for them, even with their {{To Hit|+1}}, only one of them manages to get through, with {{Damage|2}} left after the {{Nature|link = Basilisk}}'s Defense Roll. Despite this however, all three of them also get to execute their [[File:Ability_StoningTouch.png|23px|link=Stoning Touch]] [[Stoning Touch]]. It is not required for their conventional attack to do {{Damage|damage}} for this to happen, it simply has to be ''capable'' of doing so (i.e. must have an Attack Strength of at least 1).
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:The {{Nature|link = Basilisk}} has a natural {{Resist|7}}, enhanced to {{Resist|9}} by the Node. However, the {{Nature|link = Cockatrices}} impose a penalty of {{Save|-3}} on their [[Touch Attack]], bringing this down to {{Resist|6}}. The {{Nature|link = Basilisk}} has to make 3 saves, one against each attacking {{Figure|figure}}'s Stoning Touch. It rolls a rather unlucky 6, 8, and 9, meaning it fails two out of the three rolls. Since it has {{Hits|30}} per {{Figure|figure}}, this means it will suffer a whopping {{Damage|60}}.
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:As all attacks are now resolved, {{Damage|damage}} can be applied to both units. The {{Nature|link = Cockatrices}} suffer {{Damage|3}}, and lose one more {{Figure|figure}}. They emerge from the battle with a total of {{Damage|7}} [[Damage Points]], out of which the ''unit statistics window'' will show '''1'''. The {{Nature|link = Basilisk}}, on the other hand, is completely annihilated, as it takes a total of {{Damage|62}} versus its {{Hits|Hit Points}} of {{Hits|30}}.
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:It may also be worth noting that a simple {{Nature|link = Resist Elements}} spell could have helped the {{Nature|link = Cockatrices}} avoid more than half of the {{Damage|damage}} they took. It would have made them immune to the Gaze effect entirely by raising their {{Resist|Resistance}} to {{Resist|11}}, while also providing an extra {{Defense|+3}} against the hidden [[Conventional Damage]] component.The same spell cast on the {{Nature|link = Basilisk}} would still only have resulted in {{Resist|9}}, meaning that over the course of multiple engagements with multiple enemy {{Figure|figures}}, it would still have had a fair chance of being slain.
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==== Multi-Gaze ====
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:[[Tauron]] is trying to crack open a [[Tower of Wizardry]] with his {{Chaos|link = Chaos Spawn}}, so he can get some [[Settlers]] over to the {{Power|Power}}-rich [[Myrror]]. His scouts report a {{Chaos|link = Hydra}} inside. Unfortunately, when he enters the battle, he is greeted by an additional 8 {{Chaos|link = Fire Elemental|Fire Elementals}} supporting the beast. This instantly foils his grand plan of {{Chaos|link = Fireball|Fireballing}} it into oblivion, as he will need to save his [[Spell Casting Skill]] to deal with the elementals.
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:Confident in the spawn though, he sends it forward, stopping just so that it can get the jump on the advancing {{Chaos|link = Hydra}}. The elementals can't attack the {{Movement|f|Flying}} spawn, so there's no need to worry about them for the time being. Sure enough, the 9-headed monstrosity steps right up to the {{Chaos|link = Chaos Spawn}}, and in so doing exhausts its [[Movement Allowance]]. Thus, the spawn can attack first without having to worry about any incoming [[File:Ability_FireBreath.png|23px|link=Fire Breath]] [[Fire Breath]].
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:Unlike the single [[Gaze Attack]]s of other creatures, the {{Chaos|link = Chaos Spawn}}'s "Multi-Gaze" does not require a hidden conventional attack to attach the gaze effect to. This is because the [[File:Ability_DoomGaze.png|23px|link=Doom Gaze]] [[Doom Gaze]] already delivers [[Conventional Damage]], which [[Special Damage]] attacks can be added to. So much so, that even the creature's [[File:Ability_PoisonTouch.png|23px|link=Poison Touch]] [[Poison Touch]] is triggered from it. That will not be considered in this example though, as it has no effect on any of the enemies here.
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:As the spawn is attacking, the [[Melee Attack#Melee Sequence|Melee Sequence]] starts with its Gaze Attacks. The Doom Gaze is easy to resolve, as it deals [[Doom Damage]], which requires neither [[Attack Roll|Attack]]-, nor [[Defense Roll]]s, and does a fixed amount of {{Damage|4}} [[Damage Points]] to the {{Chaos|link = Hydra}}. These can not be applied yet though, as along with this attack come two more gaze effects (and a [[Poison Damage]] attack that fails to do any {{Damage|damage}} because of the opponent's high {{Resist|Resistance}}).
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:First is the [[File:Ability_DeathGaze.png|23px|link=Death Gaze]] [[Death Gaze]]. While the {{Chaos|link = Hydra}} has a rather high {{Resist|11}}, the spawn also applies a penalty of {{Save|-4}} to this attack, bringing that down to only {{Resist|7}}. Having {{MFU|9 figures}} (each head counts as one), the {{Chaos|link = Hydra}} is in big trouble, and has to make 9 individual {{Resist|Resistance}} checks. It rolls fairly well: 1, 1, 3, 5, 6, 6, 7, 8, and 10. Only the last two of these are failures, meaning it will suffer two {{Figure|figure}}'s worth of {{Hits|Hit Points}} in {{Damage|damage}}. Since each of its heads has {{Hits|10}}, this is a total of {{Damage|20}} [[Damage Points]].
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:Before that can be finalized though, the {{Chaos|link = Chaos Spawn}} has yet another Gaze Attack: a [[File:Ability_StoningGaze.png|23px|link=Stoning Gaze]] [[Stoning Gaze]]. This also entails a penalty of {{Save|-4}}, so the {{Chaos|link = Hydra}} has the same {{Resist|7}} against it. However, because none of the above {{Damage|damage}} could be applied just yet, it is still considered to have all of its heads, or {{Figure|figures}}. Thus, it now has to make ''another 9'' {{Resist|Resistance}} checks. It rolls much worse this time: 1, 2, 4, 6, 7, 7, 8, 9, and 10. That's a total of 3 failures, translating into a full {{Damage|30}} [[Damage Points]].
  +
  +
:With the Multi-Gaze resolved, the short-range attack phase ends, and the {{Chaos|link = Hydra}} is dealt the entire {{Damage|4}} + {{Damage|20}} + {{Damage|30}} = {{Damage|54}} [[Damage Points]]. It loses 5 out of its 9 heads, with one more slightly damaged, but mutual {{Melee|Melee}} can now commence. Although the {{Chaos|link = Chaos Spawn}} also has the [[File:Ability_CauseFear.png|23px|link=Cause Fear]] [[Cause Fear]] ability, it has no {{Resist|Resistance}} modifier, and so the {{Chaos|link = Hydra}} shrugs it off just like the poison. The same thing happens with the spawn's actual {{Melee|Melee}} attack. It has an [[Attack Strength]] of only {{Melee|1}}, with no {{To Hit|To Hit}} modifiers, and fails to score a hit entirely with a single roll of 9.
  +
  +
:It is now the {{Chaos|link = Hydra}}'s turn to strike back. It has {{MFU|4 figures}} remaining, so it can attack 4 times with a strength of {{Melee|6}}. It also has {{To Hit|+1 To Hit}}, making it slightly more likely to do some {{Damage|damage}} against the spawn's {{Defense|6}}. It gets 2, 3, 2, and 4 successes on the Attack Rolls, while the {{Chaos|link = Chaos Spawn}} manages 3, 1, 2, and 1 on its Defense ones. The first head thus deals no {{Damage|damage}}, the second {{Damage|2}}, the third again none, while the last one does {{Damage|3}}, for a total of {{Damage|5}}. Since there are no more attacks, these {{Damage|5}} [[Damage Points]] are applied to the spawn, while the {{Chaos|link = Hydra}} does not get hurt this time.
  +
  +
:Tauron, trusting the monster's lack of intelligence, decides to use the remaining {{Movement|f|0.5}} of the {{Chaos|link = Chaos Spawn}} to withdraw instead of commencing with another attack, and the combat turn ends. The {{Chaos|link = Hydra}}, unfazed by its injuries, follows the retreating enemy, again sacrificing the advantage of its {{Breath|Breath Attack}}. It does regenerate {{Hits|1}} point since not all of the {{Damage|damage}} done to it was Irreversible. This reduces its total [[Damage Points]] to {{Damage|53}}, but does not allow for any of its heads to regrow.
  +
  +
:It is again the spawn's turn, and it moves in to attempt a finishing blow. Its Doom Gaze deals the same {{Damage|4}} unblockable [[Damage Points]]. However, this time, the {{Chaos|link = Hydra}} only has {{MFU|4 figures}} left for the other two Gaze Attacks. Unfortunately for the beast though, that's still two times four {{Resist|Resistance}} checks, as any {{Damage|damage}} done by one gaze will not be applied until both are resolved. It rolls 4, 6, 8, and 9 for the Death Gaze; and 2, 2, 4, and 8 for the Stoning Gaze. Alas, that's two failures on the first set, and one on the second, resulting in a total of {{Damage|4}} + {{Damage|20}} + {{Damage|10}} = {{Damage|34}} [[Damage Points]] dealt to it at the end of the short-range attack phase.
  +
  +
:Things look grim for the {{Chaos|link = Hydra}}. It has now suffered a total of {{Damage|87}} [[Damage Points]], and has only a single head remaining. Although it does avoid the spawn's {{Melee|Melee}} attack entirely again, it also fails to inflict any {{Damage|damage}} on it. Its single successful die gets blocked by the spawn's own one, ending this {{Melee|Melee}} round.
  +
  +
:Realizing that the {{Chaos|link = Hydra}} can no longer survive even just the Doom Gaze, Tauron orders the {{Chaos|link = Chaos Spawn}} to attack again this time, obliterating the monster. Even though it manages to {{Resist|Resist}} both of the other gazes, the total {{Damage|damage}} done to it is {{Damage|91}}, and its last head falls at the end of the short-range attack phase. As it has no more {{Figure|figures}} left, it can inflict no {{Melee|Melee Damage}} to the spawn, who survives the "duel" with {{Hits|10 Hit Points}} remaining. Aided by Tauron's entire Casting Skill, the elementals are now no match for it despite their numbers and immunities, leading to the swift capture of the Tower for the {{Chaos|link = Chaos}} [[Wizard]].
  +
  +
==== Undead Through Life Stealing ====
  +
  +
:[[Rjak]] has just arrived on [[Myrror]], conquering a [[Tower of Wizardry]] with his {{Death|link = Wraiths}}. Two turns later, while scouting the vicinity, he spots a small [[Dwarves|Dwarven]] [[Town]] nearby. Although his {{Death|link = Wraiths}} have sustained some {{Damage|damage}} in the previous fight, and are logging {{Damage|4}} [[Damage Points]], they are very strong against [[Normal Unit]]s, so he decides to attack the hamlet anyway. It is defended by 5 units of [[Halberdiers]]: two {{ExpLevel|veteran|Veterans}}, two {{ExpLevel|regular|Regulars}}, and a single {{ExpLevel|recruit|Recruit}}.
  +
  +
:Since the Dwarves don't have any [[Ranged Attack|Ranged]]- or short-range attacks, the {{Death|link = Wraiths}} are free to pick and choose their targets. To maximize the chances of gaining an [[File:UnitEnchantment_Undead.png|23px|link=Undead]] [[Undead]] garrison, Rjak starts the battle with {{Death|link = Black Prayer}}, inflicting penalties of {{Melee|-1}}, {{Defense|-1}}, and {{Save|-2}} on all of the Halberdiers. Since most of his other spells would only hinder his goal in this scenario, he dumps the rest of his [[Spell Casting Skill]] into a {{Death|link = Life Drain}} instead. It's just enough to fully empower the spell. He targets one of the {{ExpLevel|veteran|Veteran}} Dwarves, the same one he intends to attack first with the {{Death|link = Wraiths}}.
  +
  +
:[[Dwarf Halberdiers]] have a base {{Resist|Resistance}} score of {{Resist|8}}, the highest of any [[Races|Race]]. {{ExpLevel|veteran|Veterans}} also receive {{Resist|+2}} on top of this. However, {{Death|link = Black Prayer}} effectively cancels this out with its {{Save|-2}} penalty, and a fully powered {{Death|link = Life Drain}} carries a further {{Save|-8}}. This brings the Dwarves' overall {{Resist|Resistance}} against this attack down to {{Resist|0}}, meaning that they will take {{Damage|damage}} regardless of what they roll: they can not possibly succeed the check. Fortune does not favor them either, as the die comes up as a 7, and they take '''7''' - {{Resist|0}} = {{Damage|7}} points of "Create Undead Damage". As they have {{Hits|3 Hit Points}} per {{Figure|figure}}, they lose two of them to the spell.
  +
  +
:Now the {{Death|link = Wraiths}} attack them too. This is a {{Melee|Melee}} only fight, and the ghastly creatures attack 4 times with {{Melee|7}} strength and {{To Hit|+2 To Hit}}. Their [[Attack Roll]]s yield 2, 4, 3, and 4 raw {{Damage|damage}}. The Dwarves have a base {{Defense|Defense}} score of {{Defense|3}}, increased by {{Defense|+1}} from {{Exp|Experience}}, but also reduced by {{Defense|-1}} from {{Death|link = Black Prayer}}. Their first [[Defense Roll]] is 3 failures, and they take {{Damage|2}} regular [[Damage Points]]. The second series does get a success, so they take {{Damage|3}} this time. The third set is even better and gets 2, reducing the {{Damage|damage}} to a single point. However, the last roll is all failures again. Because they only have {{Hits|3}} per {{Figure|figure}} though, they can roll again after the first {{Damage|3}} of the original {{Damage|4}} have beed recorded for delivery. This time, they do get a success, blocking the remaining {{Damage|1}}.
  +
  +
:The total regular {{Damage|damage}} thus comes to {{Damage|2}} + {{Damage|3}} + {{Damage|1}} + {{Damage|3}} = {{Damage|9}}. Before it is applied though, there is still the matter of the {{Death|link = Wraiths}}' [[File:Ability_LifeSteal.png|23px|link=Life Steal]] [[Life Steal]]. This is a unit-based [[Special Damage]] [[Touch Attack]] that causes [[Life Stealing Damage]], similar to the above {{Death|link = Life Drain}} spell. However, these creatures' ability carries a fixed penatly of {{Save|-3}}, rather than an adjustable one. In addition however, they will be ''healed'' by the {{Damage|damage}} they inflict with it. The spell can also grant Casting Skill points to [[Wizard]]s, but that was ignored above, as it would not take effect during the battle anyway. If cast by [[Hero]]es though, {{Death|link = Life Drain}} does also heal them much the same way as the ability would.
  +
  +
:The Halberdiers have a final score of {{Resist|8}} + {{Resist|2}} - {{Resist|2}} - {{Resist|3}} = {{Resist|5}} against this Life Stealing attack, which is executed once for each attacking {{Figure|figure}}. In this case, that is {{MFU|4}}, so the Dwarves have to make 4 {{Resist|Resistance}} checks. They get fairly lucky with a 2, 4, 5, and 7. Three of these are successes, avoiding the {{Damage|damage}} entirely. The last one does inflict '''7''' - {{Resist|5}} = {{Damage|2}} though, removing {{Damage|2}} [[Damage Points]] from the {{Death|link = Wraiths}} in the process. With the previous {{Death|link = Life Drain}}, this brings the "Create Undead Damage" done to these Halberdiers up to {{Damage|9}}, and the total up to {{Damage|18}}. This is exactly as much as the total {{Hits|Hit Points}} of the unit, which means that they will be destroyed after their [[Counter Attack]].
  +
  +
:Dwarf Halberdiers start off with a {{Melee|Melee}} strength of {{Melee|4}}. This is improved by {{Melee|+1}} for {{ExpLevel|veteran|Veterans}}, but they also get a {{Melee|-1}} from {{Death|link = Black Prayer}}. Since two of their {{Figure|figures}} were lost to the {{Death|link = Life Drain}} spell beforehand, only {{MFU|4}} can actually attack. Their Attack Rolls are average, and generate 1, 1, 2, and 1 "raw" {{Damage|damage}}. Unfortunately for them though, these Dwarves only wield normal weapons. This causes the {{Death|link = Wraiths}}' [[File:Ability_WeaponImmunity.png|23px|link=Weapon Immunity]] [[Weapon Immunity]] to trigger, and the creatures' {{Defense|Defense}} is raised to {{Defense|10}} from its original {{Defense|6}}. They easily avoid all of the hits with success counts of 2, 3, 4, and 2 on their Defense Rolls.
  +
  +
:The first Halberdiers units is now destroyed. They took a total of {{Damage|9}} of both regular- and "Create Undead Damage", thanks to the {{Death|link = Life Drain}}. Because an equal amount of [[Damage Points]] ''does'' count for creating [[File:UnitEnchantment_Undead.png|23px|link=Undead]] Undead, these Dwarves ''will'' rise again to serve Rjak, provided he wins the battle. However, the numbers demonstrate fairly well that without the spell, the {{Death|link = Wraiths}} would not have accomplished the task on their own. Although they are in no real danger while fighting these Normal Units, the Dwarves high {{Resist|Resistance}} means they take much less Special- than Conventional Damage.
  +
  +
:The other {{ExpLevel|veteran|Veteran}} unit proves this point quite amply. In their first attack, the {{Death|link = Wraiths}} inflict {{Damage|9}} regular [[Damage Points]], and only {{Damage|6}} "Create Undead Damage". The Dwarves survive this attack, forcing the {{Death|link = Wraiths}} to attack again in order to eliminate them. However, this only increases the difference between the two types of [[Damage Points]]. This time, {{Damage|10}} points of regular {{Damage|damage}} are dealt, but only {{Damage|5}} "Create Undead Damage". This yields totals of {{Damage|19}} versus {{Damage|11}}, which is not even close to creating [[File:UnitEnchantment_Undead.png|23px|link=Undead]] Undead. On the other hand, the {{Death|link = Wraiths}} at least manage to get rid of all of their own [[Damage Points]], as the Dwarves offer little in the way of doing {{Damage|damage}} against them, more or less as expected.
  +
  +
:The chances of raising [[File:UnitEnchantment_Undead.png|23px|link=Undead]] Undead improve slightly against the {{ExpLevel|regular|Regular}} Halberdiers, but still not quite enough. These units have both {{Defense|Defense}} and {{Resist|Resistance}} one point lower than {{ExpLevel|veteran|Veterans}}, but the latter is still too high in comparison. The first one takes {{Damage|11}} regular- and {{Damage|9}} "Create Undead Damage"; while the second, again requiring two attacks to take out, receives {{Damage|22}} and {{Damage|16}}, still in favor of the regular {{Damage|damage}}.
  +
  +
:Finally, with the {{ExpLevel|recruit|Recruits}}, the chances start to at least even out. They have yet again one point less {{Resist|Resistance}} which, with the penalties from {{Death|link = Black Prayer}} and the {{Death|link = Wraiths}}' ability yields a final score of only {{Resist|3}}. This results in an expected average Life Stealing Damage of {{Damage|2.8}}, although the variance here is still quite high. With 4 attacks however, and the expected [[Physical Damage]] also being only an average {{Damage|2.9}} per {{Death|link = Wraiths|Wraith}}, the chances of whether the unit will turn or not are fairly close to equal, since the regular {{Damage|damage}} has to be ''higher'' for the unit to ''not'' turn.
  +
  +
:Rjak and the {{Death|link = Wraiths}} get lucky this time. With a single attack, the {{Death|link = Wraiths}} deliver {{Damage|11}} points of regular {{Damage|damage}}, but also {{Damage|12}} "Create Undead" [[Damage Points]] to the last Dwarf Halberdiers unit. Since this unit will also turn, Rjak gets a total of 2 [[File:UnitEnchantment_Undead.png|23px|link=Undead]] Undead units for his garrison, enough to reduce [[Unrest]] by 1 without having to produce any ''living'' units. The {{Death|link = Wraiths}} also emerge from the fight fully healed, as the {{ExpLevel|recruit|Recruit}} Halberdiers ultimately fail to inflict any {{Damage|damage}} on them. Even though they make 6 attacks, their [[Attack Strength]] of {{Melee|3}} proves to be no match for the {{Defense|10}} granted by [[File:Ability_WeaponImmunity.png|23px|link=Weapon Immunity]] Weapon Immunity. Should they have landed a point of {{Damage|damage}} though, the {{Death|link = Wraiths}} would have sustained it in the end.
   
Some attacks will instead deliver [[Immolation Damage]], [[Doom Damage]] or [[Poison Damage]]. These will also result in the target suffering a certain amount of {{Damage|Damage Points}}, though the process of calculating how much {{Damage|Damage}} is inflicted is significantly different from that of [[Physical Damage]] attacks. [[Immolation Damage]] involves a far-more-complex set of {{To Hit|To Hit}} and {{To Block|To Block}} rolls, [[Doom Damage]] involves no rolls whatsoever, and [[Poison Damage]] involves only {{Resist|Resistance}} rolls made by the target. The processes are explained in greater detail in the individual articles regarding these damage types.
 
   
The end result is, nonetheless, similar in all cases: the target of the attack will suffer a certain amount of {{Damage|Damage Points}}, which are summarily deducted from its current {{Hits|Health}} score.
 
   
 
== Healing Damage ==
 
== Healing Damage ==
Line 90: Line 221:
   
 
For a more thorough explanation, see the article on [[Hit Points]], where healing processes are explained in more detail.
 
For a more thorough explanation, see the article on [[Hit Points]], where healing processes are explained in more detail.
 
== Types of Damage Points ==
 
 
Internally, [[Damage Points]] are actually tracked in three separate pools: Normal, Create Undead, and Irreversible. This article primarily describes Normal damage points; the other two types behave slightly differently, as follows:
 
 
=== Create Undead Damage Points ===
 
 
The injury caused by [[Life Drain]], [[Life Steal]], and units with the [[Create Undead]] unit ability is of type Create Undead, not Normal. Any unit primarily killed by Create Undead Damage Points (total ≥ Normal and > Irreversible) suffers several special effects:
 
*The unit may not be brought back with {{Life|Raise Dead|link=Raise Dead}}.
 
*If the unit has [[Regeneration]], dies, and its owner wins the battle, it will not return to life, the way it normally would.
 
*If the unit dies and its owner loses the battle, it will return as an [[Undead]] unit, as described under [[Create Undead]].
 
 
If a unit is healed and has both Create Undead and Normal damage points, the Normal damage points are healed first. Units with Death Immunity take Normal damage from units with the Create Undead property.
 
 
=== Irreversible Damage Points ===
 
 
A number of abilities cause Irreversible damage, which also has its own special rules:
 
*Irreversible damage cannot be healed in combat, though it may be healed after combat.
 
*A unit primarily killed by Irreversible damage (total ≥ Normal and ≥ Create Undead) is permanently dead, and not subject to {{Life|link = Raise Dead}}, {{Life|link = Resurrection}}, [[Regeneration]], {{Death|link = Animate Dead}}, or {{Death|link = Zombie Mastery}}. The {{Life|link = Incarnation}} spell will, however, work for [[Torin the Chosen]].
 
*A hero primarily killed by Irreversible damage has his magic items destroyed, rather than leaving them available to be picked up by another hero.
 
 
The following effects cause Irreversible damage:
 
*[[File:Ability DispelEvil.png]] [[Dispel Evil]]
 
*[[File:Ability StoningTouch.png]] [[Stoning Touch]]
 
*[[File:Ability StoningGaze.png]] [[Stoning Gaze]]
 
*[[File:ItemPower Destruction.gif]] [[Destruction (Item Power)]]
 
*{{Life|link = Dispel Evil}}
 
*{{Life|link = Holy Word}}
 
*{{Death|link = Word of Death}}
 
*{{Sorcery|link = Banish}}
 
*{{Chaos|link = Disintegrate}} ({{Damage|200}})
 
*{{Nature|link = Cracks Call}} ({{Damage|200}})
 
*{{Nature|link = Petrify}}
 
Except as noted, {{damage|damage}} is equal to the {{Hits|hit points}} of {{Figure|figures}} destroyed.
 
 
=== Overkill Damage ===
 
 
Note that a unit ''can'' take more {{Damage|Damage}} than it has {{Hits|Hit Points}} -- counters are only removed at the ''end'' of casting a [[Combat Instant]] or applying a [[Ranged Attack]], or after each stage of the [[Melee Attack#Melee_Attack_Sequence|Melee Attack Sequence]], and until the unit is actually marked as destroyed it can keep on absorbing more damage. Thus, if you kill half of that unit of [[Shadow Demons]] with [[Dispel Evil]], and the other half by shooting at it, there's a good chance it will be able to regenerate, and if a unit of [[Death Knights]] attacks a unit of {{ExpLevel|2}}Regular [[High Men Swordsmen]], it will average {{Damage|18}} of [[Life Steal]], but will then do another {{Damage|20}} of normal damage, probably not resulting in any [[Undead]]. Note that since {{Chaos|link = Disintegrate}} and {{Nature|link = Cracks Call}} spells deal {{Damage|200}} of irreversible, any units killed by these spells won't be able to be brought back for sure.
 
 
[[Category:Game Concepts]]
 
[[Category:Game Concepts]]

Revision as of 11:41, 1 November 2018

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Damage Points represent the injuries sustained by a unit or Icon Figure figure at any given time. Damage Points are, essentially, lost Hit Points. They are represented in several diferent ways in the game, most prominently by the Icon Damage Darkened Heart icons that replace the Icon Hits Bright Hearts in the unit statistics window. This icon also signifies both Icon Damage Damage Points, and Icon Damage damage in general throughout the wiki.

Units can suffer Damage Points in a multitude of ways, collectively termed "attacks". Should their amount equal or exceed the unit's Icon Hits Hit Points, that unit is completely destroyed. Thus, the primary way to kill a unit is to inflict a sufficient number of Damage Points on that unit. Icon MultiFigureUnit Multi-Figure units further consist of multiple individual Icon Figure figures. At regular intervals of Icon Damage damage taken, they will lose one of these Icon Figure figures, weakening their offensive combat capabilities.

Icon Damage Damage can be healed in several ways, particularly by a process known as "natural healing", whereby the Damage Points sustained by the unit are reduced by a certain amount at the beginning of each overland turn. Units can also be healed artificially with magic, or thanks to the powerful Ability Regeneration Regeneration ability.

Concept

Damage is the loss of structural integrity. As such, it is often not measured itself beyond the amounts that directly result from attacks. Instead, most games choose to measure the integrity itself. On one end of the scale, in role-playing games there is the physiological-, or bodily integrity of creatures or characters. This is sometimes called simply "health" or "life" but, more often, the term used is Icon Hits Hit Points, or "HP". This originates from the fact that this attribute determines how many "hits" the character or creature can take before being incapacitated or slain. Which means it really measures the ability to take Damage in the first place.

On the other end of the scale are strategy games. After a certain point, the differences between the sturdiness of individual creatures or soldiers become just too insignificant when considering the power of hundreds or thousands of these entities. Sure, it may still be a listed attribute, but what really matters is the amount of troops that are still battle-ready. Here, Damage is typically a measure of the soldiers lost from a unit.

Whatever the scale though, most games place a higher emphasis on the remaining health or troop count, and this is what is stored or written down. Master of Magic does the exact opposite: it only actually records damage taken. In other words, Damage Points. Remaining Icon Hits Hit Points, as well as Icon Figure figure counts and "top figure damage", are always a function of this information, combined with the unit's base statistics and any applicable special effects.

Effect

Units in Master of Magic consist of individual entities called Icon Figure figures. Some, most notably Heroes, ships, war machines, and powerful summoned creatures, contain only a Icon SingleFigureUnit Single Figure. Others, like early Normal Units, and the more common Fantastic ones, have somewhere between 2 and 8. The 9 heads of the mighty Icon ChaosHydra are also considered to be Icon Figure figures for all intents and purposes. The maximum amount of Icon Figure figures in a unit is one of its base attributes. This will also be their initial count whenever the unit is recruited or summoned.

Each unit also has a separate statistic called Icon Hits Hit Points or, more accurately, Icon Hits Hits per Icon Figure figure. The total (starting) "health" of an entire unit is thus its Icon Hits Hits times its Icon Figure figure count. Naturally, for Icon SingleFigureUnit Single Figure units, such as Heroes, the Icon Figure figure health translates directly into unit health. In either case though, this value represents the amount of Damage Points it takes to slay or destroy the entire unit.

Every time Damage Points are inflicted on a unit, the game recalculates how many Icon Figure figures are left standing. First, it takes the above product representing the overall sturdiness of the unit. Then, it subtracts from that the total Icon Damage damage taken so far, including that of the last attack. If the result is 0 or lower, the unit is destroyed. Otherwise, the difference is divided by the Icon Hits Hit Point (per Icon Figure figure) value, and rounded up, to get the remaining Icon Figure figure count.

Top Figure Damage

For the purpose of dealing Damage Points, the process actually ends here. However, to display accurate information to the player, the game also stores one more variable, most commonly known as the "lead-", or "top figure damage". This is essentially the remainder of the total Damage Points divided by the Icon Hits Hit Points per Icon Figure figure. It is displayed in the unit statistics window first and foremost as a number, but it also determines the amount of Icon Hits Hit Point icons that are Icon Damage greyed out when inspecting the unit.

In terms of game mechanics though, this value has very little relevance. The only Damage Type that gives any consideration to it is Area Damage which, by design, is limited to deal at most as much Damage Points as a Icon Figure figure has current Icon Hits Hit Points. For other types of Conventional Damage, that allow multiple Icon ToBlock Defense Rolls as Icon Figure figures are slain, "top figure damage" is actually ignored entirely. The new rolls always take place when the Icon Damage damage exceeds the unit's Icon Hits Hits per Icon Figure figure instead. This may be worth remembering as it is somewhat counter-intuitive, and means that the sole purpose of displaying "top figure damage" is simply to give the player an opportunity to calculate a unit's total remaining Icon Hits Hit Points if they so wish. Every Icon Figure figure apart from the "lead" one always has full Icon Hits Hit Points.

Figure Loss

The amount of Icon Figure figures that are still standing in a unit is only indicated visually in the game. The only exception is the afore mentioned Icon ChaosHydra, whose graphics remain the same, and its "head count" is shown as a number instead. For all other units, the Icon Figure figures need to be counted while looking at them in combat, or by checking their image in the unit statistics window. While selecting units overland, their unit cards also display an overall health gauge, but this is often not enough to get an accurate Icon Figure figure count.

For Icon SingleFigureUnit Single Figure units, the loss of that Icon Figure figure naturally means the destruction of the unit itself. On the other hand, injuries do not affect these units' performance otherwise. The exact opposite is true for Icon MultiFigureUnit Multi-Figure units. While for them, losing a Icon Figure figure does not mean the end of the unit, unless it was the last one; their offensive power does come directly from their numbers. Thus, the more Icon Figure figures that are lost, the less capable the unit becomes at inflicting Damage Points itself on the enemy. Granted, having a large amount of initial Icon Figure figures also reduces the impact of losing a single one.

Example #1

A Icon NatureStone Giant is a Icon SingleFigureUnit Single Figure unit. It has Icon Hits 20 Hit Points per Icon Figure figure, so the unit as a whole also has Icon Hits 20 Hit Points. This means it can take up to Icon Damage 19 Damage Points before dying. However, none of that Icon Damage damage is going to hinder its combat performance in any way, although the risk of the giant falling to the next attack does keep steadily increasing as it is taking more and more Icon Damage damage. Once it suffers the Icon Damage 20th point though, the Icon Figure figure, and along with it, the entire unit, is destroyed.

Example #2

A fresh Icon ExpLevel 0 Recruit High Men Cavalry unit contains Icon MultiFigureUnit 4 figures and has a Icon Hits Hits per Icon Figure figure statistic of Icon Hits 3. The overall "health" of this unit is thus Icon Hits 3 × Icon MultiFigureUnit 4 = Icon Hits 12. Its base Attack Strength is Icon Melee Normal 4, which means that at full strength, it can execute 4 attacks at strength Icon Melee Normal 4 each. Taking Icon Damage 1 or Icon Damage 2 Damage Points will not change this situation, although the unit statistics window would reflect this both in its row of Icon Hits Hit Point icons, and separately as a "Damage" number.
Should the cavalrymen take a third point of Icon Damage damage, they will lose a Icon Figure figure. Although this seems trivial based on the fact that the unit has Icon Hits 3 per Icon Figure figure, the game actually goes through the following calculation instead:
ceil((Icon Hits 3 × Icon MultiFigureUnit 4 - Icon Damage 3) / Icon Hits 3) = Icon MultiFigureUnit 3 figures remain
At this point, the image displayed when opening the unit statistics window will now only show 3 cavalrymen. At the same time, a full Icon Hits 3 icons return, indicating that the "lead" Icon Figure figure has all of its Icon Hits Hit Points fully intact. However, should the unit engage in battle now, it can only make 3 attacks instead of 4, although its Attack Strength is still Icon Melee Normal 4. That is, it has lost 25% of its offensive capability.
The next two Damage Points repeat the first procedure, and no Icon Figure figures are lost (the above equation will still yield the same result). The only impact is the Icon Damage damage visible in the unit statistics window. Then, at Icon Damage 6, another Icon Figure figure dies, reducing the unit's effectiveness to a mere 50% of its original. This cycle then keeps repeating until finally, at Icon Damage 12, the last Icon Figure figure perishes, and the unit is destroyed.

Sources of Damage

Icon Damage Damage can be caused in a myriad of ways, collectively called attacks. However, they generally use one of two common mechanics, that differ in both the way they are resolved, and the defensive attribute that might be used mitigate their Icon Damage damage.

Conventional Damage

Main article: Conventional Damage

Conventional attacks are by far the most common sources of Damage Points. Melee Attacks, Ranged Attacks, Icon Thrown Thrown Attacks, Icon Breath Breath Attacks, and even Icon Ranged Magic direct damage spells all use the same generic procedure the determine their Icon Damage damage. They start with an Attack Strength, that sets out their damage potential. An amount of 10-sided dice equal to this value are then used to find out how much of this potential is realized with that specific attack. This is called an Attack Roll, and it introduces the concept of "raw", or "unmitigated" Icon Damage damage, sometimes also called "successful hits". This is Icon Damage damage that is not yet fully processed, and as such is typically not ready to be applied directly as Damage Points.

The reason for this is that in most cases, Conventional Damage can be reduced, or possibly avoided entirely, using the Icon Defense Defense attribute. This allows a defending unit to use their own set of 10-sided dice, equal in number to this statistic, to also perform a Defense Roll. Every die that is deemed "successful" here (the base chance of success is 30% per die in both sets of rolls) will reduce the incoming "raw damage" by Icon Damage 1 point. If the remainder is more than the unit's Icon Hits Hit Points per Icon Figure figure value, then that much is slated to be delivered, and a new Defense Roll can commence to further reduce whatever is left over. This can repeat as many times as necessary, until all the Icon Damage damage is accounted for. Only then is it final, and ready to be applied as actual Damage Points. However, as noted below, the process is still not entirely complete.

Special Damage

Main article: Special Damage

The other major sources of Icon Damage damage are Special Attacks and Icon Resist Resistable spells. These are far less common than "Physical Damage". They are typically defended against with the Icon Resist Resistance statistic, although in a completely different manner. This mechanic also uses 10-sided dice. However, in this case, the target number is always the unit's attribute score. If the roll is equal to or lower than this, then it was successful. If it is above the score however, the check was a failure. This means that the higher the score, the better the chance that the unit "resists" these sources of Icon Damage damage. Many effects apply a temporary Icon Resist Resistance modifier however, to make the checks either easier or more difficult to pass.

Most Special Damage attacks deal Icon Figure figure-based Icon Damage damage. That is, on a failed Icon Resist Resistance roll, the target unit suffers as many Damage Points as its Icon Hits Hit Points per Icon Figure figure value, effectively slaying one Icon Figure figure. How many Icon Resist Resistance checks are required depends on the attack. Touch Attacks, for instance, activate once for each Icon Figure figure delivering one. Gaze Attacks and spells, on the other hand, call for one roll for each standing Icon Figure figure in the target unit.

There are also a few Special Damage attacks that affect units as a whole. Poison Damage forces the target to make one Icon Resist Resistance roll for every point of its strength, and inflicts Icon Damage 1 on the unit for each failed one. Life Stealing Damage causes as many Damage Points as the target fails a single Icon Resist Resistance check by. Finally, Icon ChaosDisintegrate and Icon NatureCracks Call do not even allow for a roll. The former will automatically work so long as a unit can fail its check against it, while the latter has a flat 25% chance to succeed unless the target is Icon Movement AirFlying or Ability NonCorporeal Non-Corporeal. Both inflict a fatal Icon Damage 200 Damage Points, more than enough to destroy even the most powerful units in the game.

Applying Damage

There are a few more quirks that may be worth remembering about Damage Points. First and foremost is that during battles, the game tracks three different types of Damage Points, not just one. When exaclty are the points applied, and how much Icon Damage damage can be dealt to a single unit, are also not trivial questions to answer.

Types of Damage Points

On the overland map, the game only tracks Damage Points in general. However, in combat, there are also two more types that can be applied by certain spells and abilities. "Regular", or "normal" Icon Damage damage is the generic kind. This is the type dealt by the majority of attacks, and is the one tracked overland. Whenever a battle ends, the other two types are automatically converted into regular Icon Damage damage. That is, any effect that they may have will not be carried with the unit from battle to battle, and is only considered during the one fight that they are applied in.

However, if either of their main effects do trigger, those are entirely permanent. This is because they only activate if the unit is destroyed during the battle. Essentially, these two types of Damage Points control whether the unit can be brought back from the dead.

Create Undead Damage Points

Injuries caused by Life Stealing Damage, and the Icon Melee Normal Melee- and Ability PoisonTouch Poison Touch attack of Icon DeathGhouls, has the power to bring slain units back as UnitEnchantment Undead Undead under the control of their attacker. This mechanic is implemented by using special Damage Points that are only applicable during combat. Should a unit be destroyed in a way that is considered to be primarily "Create Undead Damage", the effect activates, and has the following consequences:
  • The unit is no longer a valid target for the Icon LifeRaise Dead spell.
  • Even if the unit has the Ability Regeneration Regeneration ability, it will no longer return to life if its side wins the battle.
  • If the unit's original owner loses the battle, it will rise as an UnitEnchantment Undead Undead unit, under the control of the victorious player. It should be noted though, that this specific effect does not work on Heroes and Icon DeathDeath units (including those that are already UnitEnchantment Undead Undead).
To trigger any of the above, the amount of "Create Undead" Damage Points must at least equal to the regular Icon Damage damage suffered by the unit, and must be at least one point higher than any Irreversible Damage Points. To assist with this though, if a unit has both "Create Undead" and regular Damage Points inflicted on it, then all combat healing effects are set to remove the regular Icon Damage damage first. However, that does not mean that "Create Undead Damage" can not be healed. For example, if a unit has suffered Icon Damage 3 "Create Undead" Damage Points and Icon Damage 2 points of regular Icon Damage damage, a Icon LifeHealing spell cast on it will still remove all Icon Damage 5.
"Create Undead Damage" also does not work against units that possess Ability MagicImmunity Magic Immunity. That is, all such Damage Points are automatically converted to regular Icon Damage damage before being applied. The Unofficial Patch 1.50 also extends this mechanic to units with Ability DeathImmunity Death Immunity.

Irreversible Damage Points

Some attacks cause injuries so severe that they can not be recovered from while in combat. No healing spells or effects, not even the Ability Regeneration Regeneration ability can remove these "Irreversible" Damage Points during the battle. Should the unit survive though, they can be healed normally afterward, as they are converted to regular Icon Damage damage. On the other hand, units that are destroyed primarily by Icon Damage damage like this are lost forever. This effect triggers if the amount of Irreversible Damage Points dealt to the unit are at least as much as both the regular and any "Create Undead Damage". That is, if it is the highest (or equal) out of the three types.
Units destroyed this way are no longer valid targets for either Icon LifeRaise Dead or Icon DeathAnimate Dead. Ability Regeneration Regeneration will also not bring them back, even if their side wins the battle. Naturally, since the requirements conflict with those of "Create Undead Damage", that may not take effect either, and neither can the unit be affected by Icon DeathZombie Mastery. If a Hero is slain this way, not only do they become unavailable for Icon LifeResurrection, any Magical Items they carry are also destroyed along with them, and can not be recovered after the battle. However, it still remains possible to summon Torin the Chosen again using the Icon LifeIncarnation spell, and he does get to keep his level and abilities.
Irreversible Icon Damage damage is only available from Special Damage sources. Effects that cause petrification (Ability StoningTouch Stoning Touch, Ability StoningGaze Stoning Gaze, the Icon NaturePetrify spell, and the Icon NatureStoning Item Power) always cause this type of Icon Damage damage, as do combat banishment effects (Icon LifeDispel Evil, Icon LifeHoly Word, and Icon SorceryBanish, the Ability DispelEvil Dispel Evil ability, and its corresponding Item Power Icon LifeHoly Avenger). In addition to these, the Icon ChaosDestruction Item Power; and the Icon DeathWord of Death, Icon ChaosDisintegrate, and Icon NatureCracks Call spells also all deal Irreversible Damage Points, with this last two causing a fixed Icon Damage 200 each, instead of dealing Icon Figure figure-based Icon Damage damage like all of the other effects.

Simultaneous Damage

Damage Points are often not applied immediately after resolving an attack. Or, to be more precise, it is actually not all that common for an individual attack to to be performed by itself. This practically only happens when single target Conventional Damage-, or unit-based Special Damage spells are cast; or when Icon SingleFigureUnit Single Figure units perform Ranged Attacks with no "added effects".

In all other scenarios, the target unit will be hit by multiple attacks at the same time. As a general rule of thumb, the game will always resolve all of these attacks before applying any of their Icon Damage damage. For example, when executing conventional attacks, all eligible Icon Figure figures in a Icon MultiFigureUnit Multi-Figure unit will perform that attack. However, no Damage Points are registered to the defender until all of these are resolved. The same is true for Special Attacks that are delivered as "added effects". The Special Damage is also evaluated before the Conventional is dealt.

The situation is slightly different when two units engage in Icon Melee Normal Melee. This is a multi-stage process by itself, and Icon Damage damage does get applied at the end of each of its phases. However, units are not destroyed here regardless of the amount Damage Points they took. The entire sequence is always played out as if both units were still present. Since slain Icon Figure figures can't perform any attacks, this does not matter in terms of Icon Damage damage caused to the surviving side, but it can make all the difference when considering the types and amounts of Damage Points done to the destroyed unit, as illustrated in the examples below.

The Melee Sequence is also typically finished with a mutual attack phase, where both combatants strike at each other simultaneously. In this stage, all Icon Damage damage from both sides, whether Conventional or Special, is delayed until every standing Icon Figure figure of each unit has concluded all of their available attacks. For example, two unhurt units of Nightblades fighting each other would make 12 individual Icon Melee Normal Melee attacks and another 12 Poison Damage attacks before either of them suffers any Icon Damage damage from the other.

Overkill Damage

Damage Points are by no means limited to the total health of a unit. The game does not stop tracking or applying them just because there's already enough inflicted on a unit to destroy it. This is most prominent during Icon Melee Normal Melee combat, where a unit that perishes to short-range attacks (Icon Thrown Thrown, Icon Breath Breath, or Gaze) will still be dealt Icon Melee Normal Melee Damage. However, it also happens almost every other time a unit is destroyed, and can be very important to consider when trying to create UnitEnchantment Undead Undead units through Life Stealing Damage. The only exception is Area Damage, which is incapable of inflicting more Icon Damage damage on a unit than it has remaining Icon Hits Hit Points.

In any case though, Damage Points do have a hardcoded limit of Icon Damage 200 each, to prevent excessive amounts from wrapping around and actually reducing the Icon Damage damage inflicted. This is more than the double of the total Icon Hits Hit Points of a Icon ChaosHydra, the unit that has by far the most Icon Hits Hit Points in the game (twice as much as any other contender).

Examples

The following examples should help understand most of the quirks of applying Damage Points.

Stoning Touch vs Gaze

A unit of Icon NatureCockatrices is facing off a Icon NatureBasilisk in a Icon NatureNature Node (+2 to all stats for both units). Since neither has a Ranged Attack, they have to duke it out in Icon Melee Normal Melee combat. Both can attack the other, and who initiates the engagement has no impact on the outcome. The Icon NatureBasilisk's Ability StoningGaze Stoning Gaze goes first, as it always happens before mutual Icon Melee Normal Melee in the sequence.
This is an ordinary Gaze Attack, which means it is performed as an "added effect" to an otherwise hidden short-range attack that matches the Realm of the Special Attack itself. Because it is enhanced by the Icon NatureNature Node, it has an Attack Strength of Icon Ranged Magic 3. The Icon NatureBasilisk rolls 3, 4, and 9 which, counting in its universal Icon ToHit +1 To Hit, means it registers 2 "raw" points of Icon Damage damage. Icon NatureCockatrices have a natural Icon Defense Defense score of Icon Defense 3, which is also boosted to Icon Defense 5 because of the Node. They make their Defense Roll, and get 2, 5, 6, 6, and 9. There are no modifiers Icon ToBlock To Block in play, so only one of these rolls is "successful", blocking Icon Damage 1, and leaving the other Icon Damage 1 slated to be delivered.
Before that however, the Gaze effect takes place. It has an innate modifier of Icon SpellSave -1, but again the Node Aura grants Icon Resist +2, bringing the Icon NatureCockatrices' score to a total of Icon Resist 8 against the attack. Since Gaze Attacks require as many Icon Resist Resistance checks as the target unit has Icon Figure figures remaining, the Icon NatureCockatrices have to make 4. The dice come up as 2, 3, 6, and 9. That's three successes and one failure, meaning that the attack will deal one Icon Figure figure's worth of Icon Hits Hit Points in Icon Damage damage. In this case, this is Icon Damage 3, as this attribute is not enhanced by the Node.
This concludes the Gaze Attack, and the short-range attack phase also ends with it. The Icon NatureCockatrices take a total of Icon Damage 1 + Icon Damage 3 = Icon Damage 4, which is now applied. They lose one Icon Figure figure, leaving them with Icon MultiFigureUnit 3 for the rest of the sequence. The extra Icon Damage 1 "top figure damage" does not have any effect on their performance.
Continuing to the actual Icon Melee Normal Melee phase, the Icon NatureBasilisk has a modified Attack Strength of Icon Melee Normal 17. Rolling a fairly average series, it scores 7 "successful hits". The Icon NatureCockatrices roll better than last time though, and with their 1, 3, 3, 6, and 10, manage to block Icon Damage 3. However, the remaining Icon Damage 4 is still above their Icon Hits Hits per Icon Figure figure value, so the computer records Icon Damage 3 for delivery, and makes another Defense Roll against the remaining Icon Damage 1. This time, the beasts roll 2, 3, 4, 7, and 8. Although this is enough to block Icon Damage 2, it unfortunately can not affect Icon Damage damage already slated for delivery. That is, it blocks only the remaining Icon Damage 1, with one success becoming effectively wasted. Thus, the total Icon Damage damage that the Icon NatureCockatrices will take is Icon Damage 3.
Before that can happen though, they also get to strike this time. With their remaining Icon MultiFigureUnit 3, they perform 3 attacks at an enhanced Icon Melee Normal 6 each, against the Icon NatureBasilisk's also boosted Icon Defense 6. Unlucky for them, even with their Icon ToHit +1, only one of them manages to get through, with Icon Damage 2 left after the Icon NatureBasilisk's Defense Roll. Despite this however, all three of them also get to execute their Ability StoningTouch Stoning Touch. It is not required for their conventional attack to do Icon Damage damage for this to happen, it simply has to be capable of doing so (i.e. must have an Attack Strength of at least 1).
The Icon NatureBasilisk has a natural Icon Resist 7, enhanced to Icon Resist 9 by the Node. However, the Icon NatureCockatrices impose a penalty of Icon SpellSave -3 on their Touch Attack, bringing this down to Icon Resist 6. The Icon NatureBasilisk has to make 3 saves, one against each attacking Icon Figure figure's Stoning Touch. It rolls a rather unlucky 6, 8, and 9, meaning it fails two out of the three rolls. Since it has Icon Hits 30 per Icon Figure figure, this means it will suffer a whopping Icon Damage 60.
As all attacks are now resolved, Icon Damage damage can be applied to both units. The Icon NatureCockatrices suffer Icon Damage 3, and lose one more Icon Figure figure. They emerge from the battle with a total of Icon Damage 7 Damage Points, out of which the unit statistics window will show 1. The Icon NatureBasilisk, on the other hand, is completely annihilated, as it takes a total of Icon Damage 62 versus its Icon Hits Hit Points of Icon Hits 30.
It may also be worth noting that a simple Icon NatureResist Elements spell could have helped the Icon NatureCockatrices avoid more than half of the Icon Damage damage they took. It would have made them immune to the Gaze effect entirely by raising their Icon Resist Resistance to Icon Resist 11, while also providing an extra Icon Defense +3 against the hidden Conventional Damage component.The same spell cast on the Icon NatureBasilisk would still only have resulted in Icon Resist 9, meaning that over the course of multiple engagements with multiple enemy Icon Figure figures, it would still have had a fair chance of being slain.

Multi-Gaze

Tauron is trying to crack open a Tower of Wizardry with his Icon ChaosChaos Spawn, so he can get some Settlers over to the Icon Power Power-rich Myrror. His scouts report a Icon ChaosHydra inside. Unfortunately, when he enters the battle, he is greeted by an additional 8 Icon ChaosFire Elementals supporting the beast. This instantly foils his grand plan of Icon ChaosFireballing it into oblivion, as he will need to save his Spell Casting Skill to deal with the elementals.
Confident in the spawn though, he sends it forward, stopping just so that it can get the jump on the advancing Icon ChaosHydra. The elementals can't attack the Icon Movement AirFlying spawn, so there's no need to worry about them for the time being. Sure enough, the 9-headed monstrosity steps right up to the Icon ChaosChaos Spawn, and in so doing exhausts its Movement Allowance. Thus, the spawn can attack first without having to worry about any incoming Ability FireBreath Fire Breath.
Unlike the single Gaze Attacks of other creatures, the Icon ChaosChaos Spawn's "Multi-Gaze" does not require a hidden conventional attack to attach the gaze effect to. This is because the Ability DoomGaze Doom Gaze already delivers Conventional Damage, which Special Damage attacks can be added to. So much so, that even the creature's Ability PoisonTouch Poison Touch is triggered from it. That will not be considered in this example though, as it has no effect on any of the enemies here.
As the spawn is attacking, the Melee Sequence starts with its Gaze Attacks. The Doom Gaze is easy to resolve, as it deals Doom Damage, which requires neither Attack-, nor Defense Rolls, and does a fixed amount of Icon Damage 4 Damage Points to the Icon ChaosHydra. These can not be applied yet though, as along with this attack come two more gaze effects (and a Poison Damage attack that fails to do any Icon Damage damage because of the opponent's high Icon Resist Resistance).
First is the Ability DeathGaze Death Gaze. While the Icon ChaosHydra has a rather high Icon Resist 11, the spawn also applies a penalty of Icon SpellSave -4 to this attack, bringing that down to only Icon Resist 7. Having Icon MultiFigureUnit 9 figures (each head counts as one), the Icon ChaosHydra is in big trouble, and has to make 9 individual Icon Resist Resistance checks. It rolls fairly well: 1, 1, 3, 5, 6, 6, 7, 8, and 10. Only the last two of these are failures, meaning it will suffer two Icon Figure figure's worth of Icon Hits Hit Points in Icon Damage damage. Since each of its heads has Icon Hits 10, this is a total of Icon Damage 20 Damage Points.
Before that can be finalized though, the Icon ChaosChaos Spawn has yet another Gaze Attack: a Ability StoningGaze Stoning Gaze. This also entails a penalty of Icon SpellSave -4, so the Icon ChaosHydra has the same Icon Resist 7 against it. However, because none of the above Icon Damage damage could be applied just yet, it is still considered to have all of its heads, or Icon Figure figures. Thus, it now has to make another 9 Icon Resist Resistance checks. It rolls much worse this time: 1, 2, 4, 6, 7, 7, 8, 9, and 10. That's a total of 3 failures, translating into a full Icon Damage 30 Damage Points.
With the Multi-Gaze resolved, the short-range attack phase ends, and the Icon ChaosHydra is dealt the entire Icon Damage 4 + Icon Damage 20 + Icon Damage 30 = Icon Damage 54 Damage Points. It loses 5 out of its 9 heads, with one more slightly damaged, but mutual Icon Melee Normal Melee can now commence. Although the Icon ChaosChaos Spawn also has the Ability CauseFear Cause Fear ability, it has no Icon Resist Resistance modifier, and so the Icon ChaosHydra shrugs it off just like the poison. The same thing happens with the spawn's actual Icon Melee Normal Melee attack. It has an Attack Strength of only Icon Melee Normal 1, with no Icon ToHit To Hit modifiers, and fails to score a hit entirely with a single roll of 9.
It is now the Icon ChaosHydra's turn to strike back. It has Icon MultiFigureUnit 4 figures remaining, so it can attack 4 times with a strength of Icon Melee Normal 6. It also has Icon ToHit +1 To Hit, making it slightly more likely to do some Icon Damage damage against the spawn's Icon Defense 6. It gets 2, 3, 2, and 4 successes on the Attack Rolls, while the Icon ChaosChaos Spawn manages 3, 1, 2, and 1 on its Defense ones. The first head thus deals no Icon Damage damage, the second Icon Damage 2, the third again none, while the last one does Icon Damage 3, for a total of Icon Damage 5. Since there are no more attacks, these Icon Damage 5 Damage Points are applied to the spawn, while the Icon ChaosHydra does not get hurt this time.
Tauron, trusting the monster's lack of intelligence, decides to use the remaining Icon Movement Air0.5 of the Icon ChaosChaos Spawn to withdraw instead of commencing with another attack, and the combat turn ends. The Icon ChaosHydra, unfazed by its injuries, follows the retreating enemy, again sacrificing the advantage of its Icon Breath Breath Attack. It does regenerate Icon Hits 1 point since not all of the Icon Damage damage done to it was Irreversible. This reduces its total Damage Points to Icon Damage 53, but does not allow for any of its heads to regrow.
It is again the spawn's turn, and it moves in to attempt a finishing blow. Its Doom Gaze deals the same Icon Damage 4 unblockable Damage Points. However, this time, the Icon ChaosHydra only has Icon MultiFigureUnit 4 figures left for the other two Gaze Attacks. Unfortunately for the beast though, that's still two times four Icon Resist Resistance checks, as any Icon Damage damage done by one gaze will not be applied until both are resolved. It rolls 4, 6, 8, and 9 for the Death Gaze; and 2, 2, 4, and 8 for the Stoning Gaze. Alas, that's two failures on the first set, and one on the second, resulting in a total of Icon Damage 4 + Icon Damage 20 + Icon Damage 10 = Icon Damage 34 Damage Points dealt to it at the end of the short-range attack phase.
Things look grim for the Icon ChaosHydra. It has now suffered a total of Icon Damage 87 Damage Points, and has only a single head remaining. Although it does avoid the spawn's Icon Melee Normal Melee attack entirely again, it also fails to inflict any Icon Damage damage on it. Its single successful die gets blocked by the spawn's own one, ending this Icon Melee Normal Melee round.
Realizing that the Icon ChaosHydra can no longer survive even just the Doom Gaze, Tauron orders the Icon ChaosChaos Spawn to attack again this time, obliterating the monster. Even though it manages to Icon Resist Resist both of the other gazes, the total Icon Damage damage done to it is Icon Damage 91, and its last head falls at the end of the short-range attack phase. As it has no more Icon Figure figures left, it can inflict no Icon Melee Normal Melee Damage to the spawn, who survives the "duel" with Icon Hits 10 Hit Points remaining. Aided by Tauron's entire Casting Skill, the elementals are now no match for it despite their numbers and immunities, leading to the swift capture of the Tower for the Icon ChaosChaos Wizard.

Undead Through Life Stealing

Rjak has just arrived on Myrror, conquering a Tower of Wizardry with his Icon DeathWraiths. Two turns later, while scouting the vicinity, he spots a small Dwarven Town nearby. Although his Icon DeathWraiths have sustained some Icon Damage damage in the previous fight, and are logging Icon Damage 4 Damage Points, they are very strong against Normal Units, so he decides to attack the hamlet anyway. It is defended by 5 units of Halberdiers: two Icon ExpLevel 2 Veterans, two Icon ExpLevel 1 Regulars, and a single Icon ExpLevel 0 Recruit.
Since the Dwarves don't have any Ranged- or short-range attacks, the Icon DeathWraiths are free to pick and choose their targets. To maximize the chances of gaining an UnitEnchantment Undead Undead garrison, Rjak starts the battle with Icon DeathBlack Prayer, inflicting penalties of Icon Melee Normal -1, Icon Defense -1, and Icon SpellSave -2 on all of the Halberdiers. Since most of his other spells would only hinder his goal in this scenario, he dumps the rest of his Spell Casting Skill into a Icon DeathLife Drain instead. It's just enough to fully empower the spell. He targets one of the Icon ExpLevel 2 Veteran Dwarves, the same one he intends to attack first with the Icon DeathWraiths.
Dwarf Halberdiers have a base Icon Resist Resistance score of Icon Resist 8, the highest of any Race. Icon ExpLevel 2 Veterans also receive Icon Resist +2 on top of this. However, Icon DeathBlack Prayer effectively cancels this out with its Icon SpellSave -2 penalty, and a fully powered Icon DeathLife Drain carries a further Icon SpellSave -8. This brings the Dwarves' overall Icon Resist Resistance against this attack down to Icon Resist 0, meaning that they will take Icon Damage damage regardless of what they roll: they can not possibly succeed the check. Fortune does not favor them either, as the die comes up as a 7, and they take 7 - Icon Resist 0 = Icon Damage 7 points of "Create Undead Damage". As they have Icon Hits 3 Hit Points per Icon Figure figure, they lose two of them to the spell.
Now the Icon DeathWraiths attack them too. This is a Icon Melee Normal Melee only fight, and the ghastly creatures attack 4 times with Icon Melee Normal 7 strength and Icon ToHit +2 To Hit. Their Attack Rolls yield 2, 4, 3, and 4 raw Icon Damage damage. The Dwarves have a base Icon Defense Defense score of Icon Defense 3, increased by Icon Defense +1 from Icon Experience Experience, but also reduced by Icon Defense -1 from Icon DeathBlack Prayer. Their first Defense Roll is 3 failures, and they take Icon Damage 2 regular Damage Points. The second series does get a success, so they take Icon Damage 3 this time. The third set is even better and gets 2, reducing the Icon Damage damage to a single point. However, the last roll is all failures again. Because they only have Icon Hits 3 per Icon Figure figure though, they can roll again after the first Icon Damage 3 of the original Icon Damage 4 have beed recorded for delivery. This time, they do get a success, blocking the remaining Icon Damage 1.
The total regular Icon Damage damage thus comes to Icon Damage 2 + Icon Damage 3 + Icon Damage 1 + Icon Damage 3 = Icon Damage 9. Before it is applied though, there is still the matter of the Icon DeathWraiths' Ability LifeSteal Life Steal. This is a unit-based Special Damage Touch Attack that causes Life Stealing Damage, similar to the above Icon DeathLife Drain spell. However, these creatures' ability carries a fixed penatly of Icon SpellSave -3, rather than an adjustable one. In addition however, they will be healed by the Icon Damage damage they inflict with it. The spell can also grant Casting Skill points to Wizards, but that was ignored above, as it would not take effect during the battle anyway. If cast by Heroes though, Icon DeathLife Drain does also heal them much the same way as the ability would.
The Halberdiers have a final score of Icon Resist 8 + Icon Resist 2 - Icon Resist 2 - Icon Resist 3 = Icon Resist 5 against this Life Stealing attack, which is executed once for each attacking Icon Figure figure. In this case, that is Icon MultiFigureUnit 4, so the Dwarves have to make 4 Icon Resist Resistance checks. They get fairly lucky with a 2, 4, 5, and 7. Three of these are successes, avoiding the Icon Damage damage entirely. The last one does inflict 7 - Icon Resist 5 = Icon Damage 2 though, removing Icon Damage 2 Damage Points from the Icon DeathWraiths in the process. With the previous Icon DeathLife Drain, this brings the "Create Undead Damage" done to these Halberdiers up to Icon Damage 9, and the total up to Icon Damage 18. This is exactly as much as the total Icon Hits Hit Points of the unit, which means that they will be destroyed after their Counter Attack.
Dwarf Halberdiers start off with a Icon Melee Normal Melee strength of Icon Melee Normal 4. This is improved by Icon Melee Normal +1 for Icon ExpLevel 2 Veterans, but they also get a Icon Melee Normal -1 from Icon DeathBlack Prayer. Since two of their Icon Figure figures were lost to the Icon DeathLife Drain spell beforehand, only Icon MultiFigureUnit 4 can actually attack. Their Attack Rolls are average, and generate 1, 1, 2, and 1 "raw" Icon Damage damage. Unfortunately for them though, these Dwarves only wield normal weapons. This causes the Icon DeathWraiths' Ability WeaponImmunity Weapon Immunity to trigger, and the creatures' Icon Defense Defense is raised to Icon Defense 10 from its original Icon Defense 6. They easily avoid all of the hits with success counts of 2, 3, 4, and 2 on their Defense Rolls.
The first Halberdiers units is now destroyed. They took a total of Icon Damage 9 of both regular- and "Create Undead Damage", thanks to the Icon DeathLife Drain. Because an equal amount of Damage Points does count for creating UnitEnchantment Undead Undead, these Dwarves will rise again to serve Rjak, provided he wins the battle. However, the numbers demonstrate fairly well that without the spell, the Icon DeathWraiths would not have accomplished the task on their own. Although they are in no real danger while fighting these Normal Units, the Dwarves high Icon Resist Resistance means they take much less Special- than Conventional Damage.
The other Icon ExpLevel 2 Veteran unit proves this point quite amply. In their first attack, the Icon DeathWraiths inflict Icon Damage 9 regular Damage Points, and only Icon Damage 6 "Create Undead Damage". The Dwarves survive this attack, forcing the Icon DeathWraiths to attack again in order to eliminate them. However, this only increases the difference between the two types of Damage Points. This time, Icon Damage 10 points of regular Icon Damage damage are dealt, but only Icon Damage 5 "Create Undead Damage". This yields totals of Icon Damage 19 versus Icon Damage 11, which is not even close to creating UnitEnchantment Undead Undead. On the other hand, the Icon DeathWraiths at least manage to get rid of all of their own Damage Points, as the Dwarves offer little in the way of doing Icon Damage damage against them, more or less as expected.
The chances of raising UnitEnchantment Undead Undead improve slightly against the Icon ExpLevel 1 Regular Halberdiers, but still not quite enough. These units have both Icon Defense Defense and Icon Resist Resistance one point lower than Icon ExpLevel 2 Veterans, but the latter is still too high in comparison. The first one takes Icon Damage 11 regular- and Icon Damage 9 "Create Undead Damage"; while the second, again requiring two attacks to take out, receives Icon Damage 22 and Icon Damage 16, still in favor of the regular Icon Damage damage.
Finally, with the Icon ExpLevel 0 Recruits, the chances start to at least even out. They have yet again one point less Icon Resist Resistance which, with the penalties from Icon DeathBlack Prayer and the Icon DeathWraiths' ability yields a final score of only Icon Resist 3. This results in an expected average Life Stealing Damage of Icon Damage 2.8, although the variance here is still quite high. With 4 attacks however, and the expected Physical Damage also being only an average Icon Damage 2.9 per Icon DeathWraith, the chances of whether the unit will turn or not are fairly close to equal, since the regular Icon Damage damage has to be higher for the unit to not turn.
Rjak and the Icon DeathWraiths get lucky this time. With a single attack, the Icon DeathWraiths deliver Icon Damage 11 points of regular Icon Damage damage, but also Icon Damage 12 "Create Undead" Damage Points to the last Dwarf Halberdiers unit. Since this unit will also turn, Rjak gets a total of 2 UnitEnchantment Undead Undead units for his garrison, enough to reduce Unrest by 1 without having to produce any living units. The Icon DeathWraiths also emerge from the fight fully healed, as the Icon ExpLevel 0 Recruit Halberdiers ultimately fail to inflict any Icon Damage damage on them. Even though they make 6 attacks, their Attack Strength of Icon Melee Normal 3 proves to be no match for the Icon Defense 10 granted by Ability WeaponImmunity Weapon Immunity. Should they have landed a point of Icon Damage damage though, the Icon DeathWraiths would have sustained it in the end.


Healing Damage

Finally, the vast majority of units are living creatures, capable of slowly recovering from injuries. Thus, the amount of Icon Damage Damage a unit is suffering from will gradually decrease over time as wounds are healed and/or as reinforcements rejoin that unit.

For some units, particularly the Fantastic Units associated with the Icon DeathDeath realm (including the Undead), any Icon Damage Damage they take is permanent: there is no way to undo injuries suffered by such a unit. As it participates in more and more combat, it will eventually suffer enough damage and will be destroyed.

However, for the great majority of units, Icon Damage Damage is a transient property: it will slowly diminish over time, and can be removed by use of various types of healing spells and effects.

First of all, all non-Icon DeathDeath units will lose a certain amount of Icon Damage Damage at the start of each overland turn. This is called "natural healing". The amount of Icon Damage Damage removed each turn is equal to at least 5% of the unit's total maximum Icon Hits Health, and increases if the unit is garrisoned in a Town, or if accompanied by a Healer unit. This means that any injured unit that's allowed to heal naturally will return to full health within no more than 20 turns, assuming it does not suffer additional Icon Damage Damage in the meanwhile.

Secondly, the Icon LifeLife Realm and Icon NatureNature Realm possess several spells that will instantly heal the injuries of a unit (or several units) by a certain amount. The Icon LifeLife Realm specializes in doing so during combat, while the Icon NatureNature realm has overland spells for the same purpose.

Finally, the Regeneration ability and spell allow a unit to regain Icon Hits 1 Hit Point automatically each turn during combat, and can completely heal a unit after a battle is over (including, as mentioned earlier, bringing dead units to life). As a result, Regeneration is one of the most coveted Unit Abilities in the game, and many Icon NatureNature wizards rely heavily on it to keep their units alive almost indefinitely.

Each of these methods of healing is discussed in greater detail on the article regarding Hit Points.

Regaining Figures

As Icon Damage Damage is healed, a Icon MultiFigureUnit Multi-Figure Unit will potentially regain any Icon Figure Figures it has lost, one by one, until eventually the unit returns to full strength (having as many Icon Figure Figures as it had when first created).

This is done on a figure-by-figure basis, in a process exactly inverse to how such a unit suffers Icon Damage Damage. The "lead" figure in the unit will always be the first to receive any healing. Once that figure is at full health, additional healing points will restore the next Icon Figure Figure to life, and heal it accordingly. Eventually, with sufficient healing, the unit will have regained all of its Icon Figure Figures this way, and will therefore have returned to full combat effectiveness.

For example, once again we'll take a High Men Cavalry unit, with Icon Figure 4 Figures and Icon Hits 3 Hit Points per figure. This time we'll assume that the unit has just lost Icon Figure 2 Figures in combat, and that figure #3 in the unit is slightly injured, currently suffering from Icon Damage 1. In total, we can say that this unit has Icon Damage 7 points of Damage - 3 for each dead Cavalryman, plus 1 for the injured cavalryman.
If we heal Icon Damage 1, that will go towards the injured cavalryman, who is now back to full health. The next healed point will actually restore one of the dead cavalrymen (who returns with Icon Hits 1), and subsequent healing will go towards bringing this cavalryman back to full health (Icon Hits 3). Once he's fully healthy, any additional healing will first restore the last missing cavalryman, and then work towards bringing him back to full health. At this point the unit has all 4 of its Icon Figure Figures back, with each figure being fully healthy (Icon Hits 3).

For a more thorough explanation, see the article on Hit Points, where healing processes are explained in more detail.