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Unit Statistics Window

The unit statistics window displays all of a unit's attributes, and allows enchantments or the entire unit to be dismissed out of combat.

Defense, or Icon Defense.png Armor, is a unit property indicated by a row of Icon Defense.png Shields in the unit statistics window. It signifies the unit's ability to block or reduce incoming Conventional Damage, such as caused by most Icon Melee Normal.png Melee Attacks, Ranged Attacks, and a variety of offensive spells. Each point of Icon Defense.png Defense has a base chance of Icon ToBlock.png 30% to block a point of the incoming raw Icon Damage.png damage, although a few effects may increase or reduce this chance.

Concept Edit

A unit's Icon Defense.png Defense score indicates its ability to block, dodge or otherwise avert incoming damage. Both armor and agility are factored into this score, so both nimble and well-armored targets may have a high Icon Defense.png Defense score. Naturally, in a world filled with magic, enchantments and Magical Items can also further enhance one's ability to defend themselves.

Conventional Damage Edit

Main article: Conventional Damage

Conventional Damage is the most common Damage Type in the game, and is dealt by Melee Attacks, Ranged Attacks, and Icon Ranged Magic.png direct damage spells like Icon Nature.pngIce Bolt or Icon Chaos.pngFire Bolt. Other sources include Icon Thrown.png Thrown Attacks, Icon Breath.png Breath Attacks, and occasionally a few others.

Conventional Damage is distinguishable from other types of damage because it forces the attacker to make an Attack Roll in order to determine the accuracy of the attack. This is done using a number of 10-sided dice equal to the Attack Strength. Each successful roll registers one "hit" on the target, and will potentially cause Icon Damage.png 1 point of Icon Damage.png damage if it goes unblocked.

Fortunately, Conventional Damage also allows the defender to make a Defense Roll, in an attempt to block, dodge or otherwise avert any successful hits from the attacker. This is also done using 10-sided dice, this time equal to the Icon Defense.png Defense score. However, each successful roll made by the defender will avert only Icon Damage.png 1 point of Icon Damage.png damage, so a unit requires a high Defense score to completely block any powerful or particularly-successful attack.

Defense Rolls Edit

Main article: Defense Roll

As noted above, each Icon Defense.png Shield allows the target unit to make a single roll which - if successful - will avert Icon Damage.png 1 point of Icon Damage.png damage to the unit. Therefore, a unit with Icon Defense.png 10 may use 10 separate dice - potentially averting up to Icon Damage.png 10. However, due to the random nature of these rolls, it is more likely that the unit will block somewhere between Icon Damage.png 0 and Icon Damage.png 10.

A unit's chance of success with each die is called the chance Icon ToBlock.png "To Block". By default, it is exactly Icon ToBlock.png 30%, and only a scant few effects can alter it. For each die, the program randomizes a number between 1 and 10. If it comes up equal to or lower than 3, the roll is considered "successful" and will block Icon Damage.png 1. If the roll comes up higher than 3, that particular roll is failed and will not block Icon Damage.png damage.

Example Edit

During a Physical Damage attack, the attacker registers 10 successful hits, or "raw" Icon Damage.png damage on some target. If no Defense Roll was allowed, that target would suffer exactly Icon Damage.png 10. Assuming that no special conditions apply however, the normal rules of Conventional Damage allow the target unit to make a Defense Roll. This particular target possesses a Defense score of Icon Defense.png 10, and has no modifiers to its Icon ToBlock.png Block chance.
The target therefore rolls 10 random numbers, each between 1 and 10. Any roll that comes up 3 or lower will negate exactly one hit. If, for example, three rolls are successful, then the number of incoming hits is reduced by 3. Therefore, the target will only suffer 10 - 3 = Icon Damage.png 7 points of Icon Damage.png damage.
If all 10 rolls are successful, the target unit suffers no damage - having averted all hits! Conversely, if all 10 rolls fail, the target will suffer all 10 hits, translated into Icon Damage.png 10 points of Icon Damage.png damage, the exact same result as if the Defense Roll was not made at all.

Multi-Figure Unit Defense Edit

A Icon MultiFigureUnit.png Multi-Figure unit may be able to make more Defense Rolls against a single attack. This occurs only when one of the Icon Figure.png figures in the unit is killed off during an attack - allowing the next Icon Figure.png figure to step up and make a whole new series of rolls.

The process goes as follows:

  1. The attacker makes the Attack Roll to determine its accuracy, resulting in a number of hits registered against the target unit, also called "raw", or unmitigated Icon Damage.png damage.
  2. The "lead" Icon Figure.png figure in the target unit makes a Defense Roll using an amount of dice equal to the number of Icon Defense.png Shields possessed by the unit.
  3. Any Icon Damage.png damage that has not been averted will hurt this specific Icon Figure.png figure.
  4. If sufficient Icon Damage.png damage has been caused to this Icon Figure.png figure, it will die. The next Icon Figure.png figure then steps up to the "lead" position, and will try and avert the remainder of the Icon Damage.png damage.
  5. This new "lead" Icon Figure.png figure now makes a new Defense Roll, again using an amount of dice equal to the number of Icon Defense.png Shields possessed by the unit.
  6. Any Icon Damage.png damage that has not been averted will now hurt this specific Icon Figure.png figure.
  7. And so on and so on, until all remaining Icon Damage.png damage has either been applied or averted.

In short: with each Icon Figure.png figure it loses, the unit can make more and more Icon ToBlock.png Defense Rolls, repeatedly reducing the incoming Icon Damage.png damage.

The common result of this process is that Icon MultiFigureUnit.png Multi-Figure units are significantly more durable than their Icon Defense.png Defense score might indicate. They can be quite hard to kill using a single, powerful attack - often requiring several attacks to destroy the entire unit. This gives them great survivability comparable to heavily-armored Icon SingleFigureUnit.png Single-Figure units. Of course, the caveat is that with each Icon Figure.png figure the unit loses, it also becomes much weaker offensively. This means that while the unit is more survivable, just a few lost Icon Figure.png figures can make it ineffective. It might survive overall, but will no longer contribute as much to the battle.

It also needs to be noted that the concept of the "lead" Icon Figure.png figure here is an abstraction. "Enough damage" actually always equals a healthy Icon Figure.png figure's maximum Icon Hits.png Hit Points, ignoring what is often referred to as the "top figure damage". In addition, the process continues regardless of whether there are any Icon Figure.png figures still standing when one goes down. That is, an infinite number of "imaginary" Icon Figure.png figures will continue "stepping up" and making a Defense Roll until all of the raw Icon Damage.png damage is resolved. Furthermore, this mechanic is not even unique to Icon MultiFigureUnit.png Multi-Figure units. Attacks against Icon SingleFigureUnit.png Single Figures also get additional Defense Rolls every time the remaining raw Icon Damage.png damage exceeds the unit's maximum Icon Hits.png Hit Point value.

Example Edit

A High Men Cavalry unit is being attacked. Lets assume that this unit is undamaged, meaning that it still has all Icon MultiFigureUnit.png 4 figures present. Each Icon Figure.png figure in this unit has Icon Hits.png 3 Hit Points. The unit's Defense score is Icon Defense.png 2.
The attacker gets 7 successes on the Attack Roll, scoring a total of 7 hits. Potentially, this should cause Icon Damage.png 7 to the High Men Cavalry, killing two of the Cavalrymen and slightly injuring another one.
The "lead" Icon Figure.png figure in the High Men Cavalry unit makes its Icon ToBlock.png Defense Roll. Since the unit has a Defense score of Icon Defense.png 2, this cavalryman may roll 2 separate dice. Each roll has a Icon ToBlock.png 30% chance to avert one hit.
The cavalryman rolls two numbers: 6 and 2. Only one of these rolls is lower than or equal to 3, so we can say that the cavalryman achieved one success on its Defense Roll. This means that the number of inflicted hits is reduced to 7 - 1 = 6.
Since the poor cavalryman only has Icon Hits.png 3, Icon Damage.png 3 Damage points are inflicted on him, killing him on the spot. The next cavalryman then steps up, ready to absorb the remaining Icon Damage.png 3.
This next cavalryman then gets to roll 2 Defense dice of his own! He rolls better than the previous man: 1 and 3. Both of these rolls are equal to or lower than 3, so he can be said to have made two successes on his Defense Roll, blocking exactly Icon Damage.png 2 of the remaining Damage Points. This leaves Icon Damage.png 1 Damage unblocked, which is now inflicted on this cavalryman.
Therefore, despite having a Defense score of only Icon Defense.png 2, the unit has rolled a total of 4 Defense dice. 2 were used by the first cavalryman, who failed to protect himself and died valiantly. The second cavalryman then got a fresh chance, using an additional 2 Defense dice and saving himself. Had this cavalryman also been killed, the next one would also have been able to use 2 Defense dice.
As a result of this mechanism, Icon MultiFigureUnit.png Multi-Figure units are often considered to be significantly more resilient than Icon SingleFigureUnit.png Single-Figure units. The more Icon Figure.png figures are present, the more Icon Damage.png damage can potentially be blocked from any attack, thus increasing the number of attacks required to destroy the whole unit.
On the other hand, each Cavalryman the unit loses will reduce its offensive strength by 25%. Therefore, although the High Men Cavalry unit survived this powerful attack relatively intact, it did lose Icon Figure.png 1 figure and with it a significant chunk of the unit's combat effectiveness.

Block Chance Modifiers Edit

As noted previously, there are only a few effects in the game that can alter a unit's chance Icon ToBlock.png To Block. The first one of these is the Ability Lucky Lucky ability. This is one of the racial traits of Halfling units, and is also a Random Ability for Heroes. It improves all rolls of a unit by +1, or +10%, with the exception of Attack Rolls made for Icon Ranged Magic.png Spell Damage. That is, it grants Icon ToHit.png +1 To Hit, Icon Resist.png +1 Resistance, and Icon ToBlock.png +1 To Block.

A similar effect is available in combat through the Icon Life.pngPrayer spell, that also improves all rolls by +1. This Combat Enchantment affects all friendly units. It also has a more powerful version called Icon Life.pngHigh Prayer. However, while this latter spell also gives other benefits, the roll improvements from the two are not cumulative. On the other hand, they do stack with Ability Lucky Lucky, which results in the highest possible block chance per die in the game: Icon ToBlock.png 50%.

There is also one way to reduce the chance Icon ToBlock.png To Block. This is only a conditional modifier however, and applies only during the resolution of certain attacks. Its source is the Icon Chaos.pngEldritch Weapon Unit Enchantment, which can only be cast on Normal Units and Heroes. Whenever the enchanted unit makes an attack that the game considers to be a "weapon attack", the effect is triggered, and the target temporarily loses Icon ToBlock.png 10%, cumulative with any other modifiers. The only Attack Types this works with are Icon Melee Normal.png Melee- and Counter Attacks, Icon Thrown.png Thrown Attacks, and Icon Ranged Bow.png Ranged Missile Attacks. Nothing else will activate the effect, and the penalty is strictly only present while resolving the attack that triggered it.

Invulnerability Edit

Icon Life.pngInvulnerability, and its Item Power version provide an effect that, while does not increase Defense directly, provides analogous Icon Damage.png damage reduction nonetheless. This effect is triggered every time the unit is allowed to make a Defense Roll. Regardless of the outcome of the roll, the enchantment reduces the incoming Icon Damage.png damage by an additional Icon Damage.png 2. Although it doesn't work against Doom Damage since no Defense Roll is possible there, the effect does trigger if the unit's Defense is otherwise reduced to Icon Defense.png 0. During Icon MultiFigureUnit.png Multi-Figure Defense, it also activates with every Defense Roll, not just the first one, making it one of the most potent defensive enchantments in the game.

Anti-Armor Damage Types Edit

Some attacks have an easier time getting through a target's Defense. That is, they possess a Damage Type, or modifier, that changes the resolution of Defense. There are three such Damage Types in the game, although one of these (Doom Damage) also alters the "Attack" stage of Conventional Damage mechanics, and is significantly different than the other two. Illusion Damage and Armor Piercing Damage simply reduce or eliminate the target's Icon Defense.png Defense score temporarily, just long enough for the attack to get through and severely hurt the target.

Illusion Damage Edit

Main article: Illusion Damage

Illusion Damage can be added to a Conventional Damage attack in one of two ways: Either the attacker has to possess the Ability Illusion Illusion ability, or it must be a Hero holding a Magical Weapon imbued with the Icon Sorcery.pngPhantasmal Item Power. The result is the same in both cases. In addition, the Icon Sorcery.pngPsionic Blast spell deals this type of Icon Damage.png damage by default.

Illusion: Icon Defense Lost 0
Sources: Ability Illusion Illusion ability: Unit Icon PhantomWarriors TransparentUnit Icon PhantomBeast TransparentHero Aerie
Phantasmal Item Power (Icon Sorcery.png6 - Icon Mana.png 1,500 - Axe, Mace, Sword, Bow, Staff, Wand)
Icon Sorcery.pngPsionic Blast

When an attack delivers Illusion Damage, it reduces the target's Defense to Icon Defense.png 0. As a result, even the most heavily-armored targets (i.e. targets with very high Icon Defense.png Defense) are helpless against this kind of attack, and will suffer as much Icon Damage.png damage as the attack manages to deliver successfully (based on the Attack Roll made by the attacker).

This effect can only be averted if the target possesses Ability IllusionsImmunity Illusions Immunity. This ability negates the effect of the Illusion Damage Type, meaning that the target is allowed to use its normal Icon Defense.png Defense score to avert the incoming Icon Damage.png damage.

Illusions Immunity: Icon Defense.png normal
Sources: Ability IllusionsImmunity Illusions Immunity ability: Unit Icon Angel TransparentUnit Icon Archangel TransparentUnit Icon SkyDrake TransparentUnit Icon Skeletons TransparentUnit Icon Zombies TransparentUnit Icon Ghouls TransparentUnit Icon Demon TransparentUnit Icon NightStalker TransparentUnit Icon Werewolves TransparentUnit Icon ShadowDemons TransparentUnit Icon Wraiths TransparentUnit Icon DeathKnights TransparentUnit Icon DemonLord Transparent
UnitEnchantment Undead Undead units (from the Unofficial Patch 1.50 onwards)
UnitEnchantment BlackChannels Black Channels (Unommon Icon Death.pngDeath Unit Enchantment - R Icon Research.png 500 - C Icon Mana.png 100 - U Icon Mana.png 1)
UnitEnchantment TrueSight True Sight (Uncommon Icon Life.pngLife Unit Enchantment - R Icon Research.png 300 - C Icon Mana.png 100 (20) - U Icon Mana.png 2)
ItemPower TrueSight True Sight Item Power (Icon Life.png6 - Icon Mana.png 500 - Jewelry only)
Works against: Illusion Damage attacks (all)

Armor Piercing Damage Edit

Main article: Armor Piercing Damage

Armor Piercing Damage is sometimes also called "Lightning Damage", because most lightning-based effects deliver it (particularly the Icon Chaos.pngLightning Bolt spell), but many units also possess the Ability ArmorPiercing Armor Piercing ability which does the same thing. That is, it temporarily halves the target's Icon Defense.png Defense, allowing the Icon Damage.png damage to get through more easily. In other words, the target may only use half as many dice for its Defense Roll as it normally would.

Armor Piercing: Icon Defense Lost halved
Sources: Ability ArmorPiercing Armor Piercing ability: Unit Icon ElvenLords TransparentUnit Icon HighMenPikemen TransparentUnit Icon Paladins TransparentUnit Icon NomadPikemen TransparentUnit Icon Griffins TransparentUnit Icon DeathKnights TransparentUnit Icon StormGiant TransparentHero MortuHero RolandHero Warrax
Ability LightningBreath Lightning Breath ability: Unit Icon SkyDrake Transparent
Lightning Item Power (Icon Chaos.png5 - Icon Mana.png 800 - Axe, Mace, Sword, Bow, Staff, Wand)
Icon Chaos.pngLightning Bolt, Icon Chaos.pngWarp Lightning, Icon Chaos.pngMagic Vortex (adjacent unit Icon Damage.png Damage)
Icon Chaos.pngChaos Rift, Icon Nature.pngCall Lightning

There is no unit ability, save for an immunity to another type of the Icon Damage.png damage being dealt, that will negate the effect of Armor Piercing Damage. Given that it cuts the target's Icon Defense.png Defense by exactly 50% (rounded down), it can be seen as more effective against heavily-armored targets than it is against lightly-armored units.

Doom Damage Edit

Main article: Doom Damage

Doom Damage alters the resolution of Conventional Damage to a greater extent than most other Damage Types. It completely removes the Attack- and Defense Rolls from the process. Instead, Attack Strength is translated directly into raw Icon Damage.png damage (all dice succeed automatically), and no reduction is possible. However, "nullifying immunities" still work, meaning that if the attack deals Icon Ranged Magic.png Spell Damage, it is still blocked entirely by Ability MagicImmunity Magic Immunity and Icon Life.pngRighteousness. Other than this however, nothing else can avert this Icon Damage.png damage.

Doom: Icon ToHit.png Automatic / Icon ToBlock.png None
Sources: Ability DoomGaze Doom Gaze ability: Unit Icon ChaosSpawn Transparent
Chaos Item Power (Icon Chaos.png6 - Icon Mana.png 2,000 - Axe, Mace, Sword, Bow, Staff)
(Attack Strength is halved)
Icon Chaos.pngDoom Bolt, Icon Chaos.pngMagic Vortex (same tile Icon Damage.png Damage), Icon Chaos.pngCall the Void
Ability DoomBoltSpell Doom Bolt Spell ability: Unit Icon Warlocks Transparent
UnitEnchantment BlackSleep Black Sleep (Common Icon Death.pngDeath Unit Curse - R Icon Research.png 100 - C Icon Mana.png 15)
(modifies all Conventional Damage attacks made against the affected unit)

Area Damage Edit

Main article: Area Damage

Area Damage is another Conventional Damage type that significantly modifies the resolution mechanics. It is delivered by a variety of spells and effects, most of which are available only to Icon Chaos.pngChaos Wizards. Its name stems from the fact that instead of executing a single attack against a target unit, it performs as many as there are Icon Figure.png figures in that unit. Each one gets its own Attack Roll, and must be defended against separately, with each Icon Figure.png figure making its own Defense Roll, using as many dice as the unit's Icon Defense.png Defense.

However, Area Damage has one serious limitation. It can ultimately only deal as much Icon Damage.png damage to each Icon Figure.png figure as they have actual Icon Hits.png Hit Points. That is, each "sub-attack" is targeted at a specific Icon Figure.png figure, and any Icon Damage.png damage above their current Icon Hits.png Hit Points is discarded instead of carrying on to hurt other Icon Figure.png figures. This means that in the outline above, the process always ends step #4, recording only the Icon Damage.png damage done up to that point. Naturally then, the worst case scenario is the Icon Figure.png figure dying, which yields Icon Damage.png damage equal to its Icon Hits.png Hit Points. Unlike non-Area Damage though, "top figure damage" does matter here. If the unit has a damaged Icon Figure.png figure, its current Icon Hits.png Hit Point total will be used, not the maximum.

Once each separate attack is evaluated, the game tallies up all of the unblocked hits to all Icon Figure.png figures in the unit, translates these hits into Icon Damage.png damage, and applies the Icon Damage.png damage to the unit as a whole - killing Icon Figure.png figures one by one in order. Because of this, the same amount of final Icon Damage.png damage will always have the same result, regardless of how the points were originally distributed among the Icon Figure.png figures.

Area: Icon ToHit.png & Icon ToBlock.png separate for each Icon Figure.png figure
Sources: Ability Immolation Immolation ability: Unit Icon DoomBat Transparent
UnitEnchantment Immolation Immolation (Uncommon Icon Chaos.pngChaos Unit Enchantment - R Icon Research.png 740 - C Icon Mana.png 150 (30) - U Icon Mana.png 2)
Icon Nature.pngIce Storm, Icon Chaos.pngFireball, Icon Chaos.pngFire Storm, Icon Chaos.pngFlame Strike, Icon Chaos.pngMeteor Storm, Icon Chaos.pngWall of Fire
Ability FireballSpell Fireball Spell ability: Unit Icon HighElfMagicians TransparentUnit Icon HighMenMagicians TransparentUnit Icon OrcMagicians TransparentUnit Icon BeastmenMagicians TransparentUnit Icon DraconianMagicians Transparent

Immunities Edit

Many units in the game possess abilities known as "Immunities", that are meant to make the unit possessing it much more resilient (or completely invulnerable) to one or more Damage Types or spells. When it comes to Conventional Damage, immunities have two different methods of action: they either negate the Icon Damage.png damage entirely ("nullifying" immunity), or simply raise the unit's Icon Defense.png Defense statistic by a large margin ("reductive" immunity). The former group contains only two effects (Ability MagicImmunity Magic Immunity and Icon Life.pngRighteousness), although both of them are actually also part of the latter group. That is, they nullify the Icon Damage.png damage if, and only if, it is Icon Ranged Magic.png Spell Damage. For Icon Life.pngRighteousness, it also has to come from the Icon Chaos.pngChaos or Icon Death.pngDeath Realms.

Reductive immunities instead raise the unit's Defense to Icon Defense.png 50 when they are triggered. This provides a rather high average Icon Damage.png damage reduction of 15, assuming there are no modifiers Icon ToBlock.png To Block in play. The only exception is Ability WeaponImmunity Weapon Immunity, which only raises Defense to Icon Defense.png 10. In either case though, nothing happens if the unit's Defense is already higher than what the immunity could provide; although this is nigh-impossible for the Icon Defense.png 50 ones.

Immunities also don't stack if more than one would apply. In this case Defense will normally be set to Icon Defense.png 50. However, the original game contains an unfortunate bug that is expressed in exactly this scenario. If an attack would trigger both Ability WeaponImmunity Weapon- and Ability MissileImmunity Missile Immunity, the weaker effect overrides the other, and the unit will only either get Icon Defense.png 10, or no increase if it has that much already. Insecticide fixes this problem, but introduces a new one instead, as Ability WeaponImmunity Weapon Immunity will now grant Icon Defense.png 50 against any non-Icon Melee Normal.png Melee attacks that trigger it. This bug is ultimately corrected in v1.51.

The following tables summarize each Icon Defense.png Defense-based immunity, including the Icon Defense.png Defense they give a unit when triggered, and the attacks that they work against.

Weapon Immunity: Icon Defense.png 10
Sources: Ability WeaponImmunity Weapon Immunity ability: Unit Icon AirElemental TransparentUnit Icon Demon TransparentUnit Icon Werewolves TransparentUnit Icon ShadowDemons TransparentUnit Icon Wraiths TransparentUnit Icon DeathKnights TransparentUnit Icon DemonLord Transparent
UnitEnchantment Invulnerability Invulnerability (Rare Icon Life.pngLife Unit Enchantment - R Icon Research.png 1,040 - C Icon Mana.png 200 (40) - U Icon Mana.png 5)
ItemPower Invulnerability Invulnerability Item Power (Icon Life.png5 - Icon Mana.png 1,200 - Chainmail, Platemail, Shield, Jewelry)
UnitEnchantment WraithForm Wraith Form (Rare Icon Death.pngDeath Unit Enchantment - R Icon Research.png 880 - C Icon Mana.png 150 (30) - U Icon Mana.png 3)
Wraithform Item Power (Icon Death.png4 - Icon Mana.png 1,200 - Chainmail, Platemail, Shield, Jewelry)
Works against: Icon Melee Normal.png Melee-, Icon Ranged Bow.png Ranged Missile-, Icon Ranged Boulder.png Ranged Boulder- and, from v1.40 onwards,
Icon Thrown.png Thrown Attacks made by Normal Units with Normal Weapons
Missile Immunity: Icon Defense.png 50
Sources: Ability MissileImmunity Missile Immunity ability: Unit Icon HighElfMagicians TransparentUnit Icon HighMenMagicians TransparentUnit Icon OrcMagicians TransparentUnit Icon BeastmenMagicians TransparentUnit Icon DraconianMagicians TransparentUnit Icon Warlocks TransparentUnit Icon Skeletons TransparentUnit Icon Demon Transparent
Hero AerieHero JaerHero MalleusHero MorganaHero RavashackHero TorinHero Yramrag
UnitEnchantment GuardianWind Guardian Wind (Common Icon Sorcery.pngSorcery Unit Enchantment - R Icon Research.png 80 - C Icon Mana.png 50 (10) - U Icon Mana.png 2)
ItemPower GuardianWind Guardian Wind Item Power (Icon Sorcery.png3 - Icon Mana.png 400 -
Staff, Wand, Chainmail, Platemail, Shield, Jewelry)
Works against: Icon Ranged Bow.png Ranged Missile Attacks (all)
Cold Immunity: Icon Defense.png 50
Sources: Ability ColdImmunity Cold Immunity ability: Unit Icon Skeletons TransparentUnit Icon Zombies TransparentUnit Icon Ghouls TransparentUnit Icon Demon TransparentUnit Icon NightStalker TransparentUnit Icon Werewolves TransparentUnit Icon ShadowDemons TransparentUnit Icon Wraiths TransparentUnit Icon DeathKnights TransparentUnit Icon DemonLord Transparent
UnitEnchantment Undead Undead units (from the Unofficial Patch 1.50 onwards)
UnitEnchantment BlackChannels Black Channels (Uncommon Icon Death.pngDeath Unit Enchantment - R Icon Research.png 500 - C Icon Mana.png 100 - U Icon Mana.png 1)
Works against: Icon Nature.pngIce Bolt, Icon Nature.pngIce Storm
Fire Immunity: Icon Defense.png 50
Sources: Ability FireImmunity Fire Immunity ability: Unit Icon FireElemental TransparentUnit Icon FireGiant TransparentUnit Icon Efreet Transparent
Works against: Ability FireBreath Fire Breath, Ability Immolation Immolation
Icon Chaos.pngFire Bolt, Icon Chaos.pngFireball, Icon Chaos.pngFlame Strike, Icon Chaos.pngWall of Fire, Icon Chaos.pngFire Storm, Icon Chaos.pngMeteor Storm
Magic Immunity: Icon Defense.png 50
Sources: Ability MagicImmunity Magic Immunity ability: Unit Icon Paladins TransparentUnit Icon SkyDrake TransparentHero MortuHero RolandHero Torin
UnitEnchantment MagicImmunity Magic Immunity (Rare Icon Sorcery.pngSorcery Unit Enchantment - R Icon Research.png 1,600 - C Icon Mana.png 250 (50) - U Icon Mana.png 5)
ItemPower MagicImmunity Magic Immunity Item Power (Icon Sorcery.png5 - Icon Mana.png 700 - any Magical Item)
Works against: Icon Ranged Magic.png Ranged Magical Attacks (all)
Ability FireBreath Fire Breath, Ability LightningBreath Lightning Breath, Conventional component of Gaze Attacks : Unit Icon Basilisk TransparentUnit Icon Gorgons TransparentUnit Icon NightStalker Transparent
Righteousness: Icon Defense.png 50
Sources: UnitEnchantment Righteousness Righteousness (Rare Icon Life.pngLife Unit Enchantment - R Icon Research.png 1,120 - C Icon Mana.png 200 (40) - U Icon Mana.png 2)
Works against: Icon Chaos.png / Icon Death.png Icon Ranged Magic.png Ranged Magical Attacks: Unit Icon HighElfMagicians TransparentUnit Icon HighMenMagicians TransparentUnit Icon OrcMagicians TransparentUnit Icon BeastmenMagicians TransparentUnit Icon DraconianMagicians TransparentUnit Icon DarkElfSpearmen TransparentUnit Icon DarkElfSwordsmen TransparentUnit Icon DarkElfHalberdiers TransparentUnit Icon DarkElfCavalry TransparentUnit Icon Warlocks TransparentUnit Icon Nightmares Transparent
Unit Icon StormGiant TransparentUnit Icon Efreet TransparentUnit Icon ShadowDemons TransparentUnit Icon DemonLord TransparentHero AureusHero MalleusHero MorganaHero ReywindHero YramragHero MysticXHero RavashackHero Warrax
Ability FireBreath Fire Breath, Ability LightningBreath Lightning Breath, Conventional component of Ability DeathGaze Death Gaze :Unit Icon NightStalker Transparent

Conditional Defense Edit

Damage Types and immunities are not the only mechanics that can alter a unit's Icon Defense.png Defense in a way that does not work all the time. There are a three more spells and a Unit Ability that exert a similar effect, and are only triggered against certain kinds of attacks.

Large Shields Edit

Main article: Large Shield

The Ability LargeShield Large Shield ability gives a unit a bonus of Icon Defense.png +2 Defense when struck by Conventional Damage, but only if that damage is not delivered by a Icon Melee Normal.png Melee Attack. This gives the unit holding the Large Shield better survivability against such attacks, so long as they deliver Physical Damage. Many Heroes can also get this ability, simply by equipping a Shield of any kind.

Large Shield: Icon Defense.png +2
Sources: Ability LargeShield Large Shield ability : Unit Icon BarbarianSwordsmen TransparentUnit Icon GnollSwordsmen TransparentUnit Icon HalflingSwordsmen TransparentUnit Icon HighElfSwordsmen TransparentUnit Icon HighMenSwordsmen TransparentUnit Icon KlackonSwordsmen TransparentUnit Icon LizardmenSwordsmen TransparentUnit Icon NomadSwordsmen TransparentUnit Icon OrcSwordsmen TransparentUnit Icon BeastmenSwordsmen TransparentUnit Icon DarkElfSwordsmen TransparentUnit Icon DraconianSwordsmen TransparentUnit Icon DwarfSwordsmen TransparentUnit Icon TrollSwordsmen TransparentUnit Icon Minotaurs Transparent
ItemSlot Shield Shield type Magical Item (any)
Works against: Icon Ranged Bow.png Ranged Missile-, Icon Ranged Magic.png Ranged Magical-, and Icon Ranged Boulder.png Ranged Boulder Attacks (all)
Ability Thrown Thrown, Ability FireBreath Fire Breath, Ability LightningBreath Lightning Breath,
Conventional component of Gaze Attacks : Unit Icon Basilisk TransparentUnit Icon Gorgons TransparentUnit Icon NightStalker Transparent
Conventional Icon Ranged Magic.png Spell Damage (all, including Ability Immolation Immolation)

Bless Edit

The Icon Life.pngBless enchantment protects its target against Conventional Damage associated with the Icon Chaos.pngChaos and Icon Death.pngDeath Realms. This is fairly straightforward for spells and Icon Melee Normal.png Melee Attacks, as their color is defined by the Realm of the spell or creature making the attack. For other Attack Types however, which Realm they belong to is preset, and does not depend on the attacking unit.

Although Icon Life.pngBless would technically work against Conventional Damage delivered by Icon Death.pngDeath spells, this omitted from the table below because there are simply no Icon Death.pngDeath spells in the official game that deal this type of Icon Damage.png Damage. They all deliver Special Damage, against which Icon Life.pngBless grants a Icon Resist.png Resistance bonus instead.

In addition to the spell and Item Power of the same name, Icon Life.pngBless is also available to Heroes that can equip Icon Melee Normal.png Melee weapons with the Icon Life.pngHoly Avenger Item Power, which also contains this effect.

Bless: Icon Defense.png +3
Sources: UnitEnchantment Bless Bless (Common Icon Life.pngLife Unit Enchantment - R Icon Research.png 20 - C Icon Mana.png 25 (5) - U Icon Mana.png 1)
ItemPower Bless Bless Item Power (Icon Life.png2 - Icon Mana.png 200 - Chainmail, Platemail, Shield, Jewelry)
Holy Avenger Item Power (Icon Life.png3 - Icon Mana.png 500 - Axe, Mace, Sword)
Works against: Icon Chaos.png / Icon Death.png Icon Melee Normal.png Melee Attacks:Unit Icon HellHounds TransparentUnit Icon FireElemental TransparentUnit Icon FireGiant TransparentUnit Icon Gargoyles TransparentUnit Icon DoomBat TransparentUnit Icon Chimeras TransparentUnit Icon ChaosSpawn TransparentUnit Icon Efreet TransparentUnit Icon Hydra TransparentUnit Icon GreatDrake TransparentUnit Icon Skeletons TransparentUnit Icon Zombies TransparentUnit Icon Ghouls TransparentUnit Icon Demon Transparent
Unit Icon NightStalker TransparentUnit Icon Werewolves TransparentUnit Icon ShadowDemons TransparentUnit Icon Wraiths TransparentUnit Icon DeathKnights TransparentUnit Icon DemonLord Transparent
UnitEnchantment Undead Undead and Icon Chaos.pngChaos Channeled units
Icon Chaos.png / Icon Death.png Icon Ranged Magic.png Ranged Magical Attacks: Unit Icon HighElfMagicians TransparentUnit Icon HighMenMagicians TransparentUnit Icon OrcMagicians TransparentUnit Icon BeastmenMagicians TransparentUnit Icon DraconianMagicians TransparentUnit Icon DarkElfSpearmen TransparentUnit Icon DarkElfSwordsmen TransparentUnit Icon DarkElfHalberdiers TransparentUnit Icon DarkElfCavalry TransparentUnit Icon Warlocks TransparentUnit Icon Nightmares Transparent
Unit Icon StormGiant TransparentUnit Icon Efreet TransparentUnit Icon ShadowDemons TransparentUnit Icon DemonLord TransparentHero AureusHero MalleusHero MorganaHero ReywindHero YramragHero MysticXHero RavashackHero Warrax
Ability FireBreath Fire Breath, Ability LightningBreath Lightning Breath, Conventional component of Ability DeathGaze Death Gaze :Unit Icon NightStalker Transparent
Icon Chaos.pngChaos Icon Ranged Magic.png Spell Damage (except Doom Damage)

Elemental Protection Edit

The Icon Nature.pngNature Realm has two Unit Enchantments that offer protection from "elemental" attacks. This is defined in the game as non-Icon Melee Normal.png Melee attacks associated with either Icon Chaos.pngChaos or Icon Nature.pngNature. The two enchantments are not cumulative with each other, and Icon Nature.pngElemental Armor always supercedes Icon Nature.pngResist Elements. Both are also available as Item Powers, and can be imbued onto all types of Magical Items.

Resist Elements: Icon Defense.png +3 - Elemental Armor: Icon Defense.png +10
Sources: UnitEnchantment ResistElements Resist Elements (Common Icon Nature.pngNature Unit Enchantment - R Icon Research.png 40 - C Icon Mana.png 25 (5) - U Icon Mana.png 1)
ItemPower ResistElements Resist Elements Item Power (Icon Nature.png2 - Icon Mana.png 100 - any Magical Item)
UnitEnchantment ElementalArmor Elemental Armor (Rare Icon Nature.pngNature Unit Enchantment - R Icon Research.png 880 - C Icon Mana.png 175 (35) - U Icon Mana.png 5)
ItemPower ElementalArmor Elemental Armor Item Power (Icon Nature.png4 - Icon Mana.png 500 - any Magical Item)
Works against: Icon Ranged Magic.png Ranged Magical Attacks (except those of the Hero Zaldron Sage and the Hero Aerie Illusionist)
Ability FireBreath Fire Breath, Ability LightningBreath Lightning Breath, Conventional component of Ability StoningGaze Stoning Gaze :Unit Icon Basilisk TransparentUnit Icon Gorgons Transparent
Icon Chaos.pngChaos / Icon Nature.pngNature Icon Ranged Magic.png Spell Damage (except Doom Damage and Icon Nature.pngCracks Call)

City Walls Edit

TownBuilding CityWalls City Walls are a unique Town Building in that they provide an almost purely combat oriented benefit, rather than an economical one. In addition to significantly changing the tactics likely to be employed by both the attacker and the defender during a Town siege, they also grant very tangible protection to the units inside.

Screenshot CityWalls Schema

This diagram shows the 4x4 Town Proper area and the 12 segments of the City Walls.
W = Wall
T = Tower
G = Gate

The walls surround a 4×4 tile area on the combat map commonly called the "town proper". On each corner is a tower tile that is impassable for units on either side, while a single dedicated section serves as the "gate" that allows walking through. The entire structure is illustrated by the image on the right.

Units standing adjacent to any of the wall or gate sections receive a bonus of Icon Defense.png +3 against nearly all attacks originating from outside the walled area. The only exception is Icon Ranged Magic.png Spell Damage, which is never affected. However, each section of the City Walls can be individually destroyed by the opponent during the battle. Should this happen, the Defense bonus of that particular section is immediately reduced to only Icon Defense.png +1. Regardless of its magnitude though, this protection is not exclusive to the defending side. If an attacking unit manages to outmaneuver the defenders and get inside the walls, they will enjoy the same benefit when attacked from the outside. It may also be worth noting that Icon Movement AirFlying and Ability NonCorporeal Non-Corporeal units, while able to bypass the walls themselves during their movement, do not negate any Defense bonus granted to their opponent.

Units stationed in the middle of the Town, that are not adjacent to the walls, also get Icon Defense.png +1. In this case though, it can only ever apply against Ranged Attacks, since these units are too far away to be engaged in Icon Melee Normal.png Melee from the outside. However, this bonus is increased to Icon Defense.png +3 in the unofficial Insecticide patch.

Finally, City Walls are also the source of an obscure bug that requires the Unofficial Patch 1.50 to fix. In nearly every battle that does not take place at a Town, units standing in the 4×4 area where the town proper would be actually gain the benefit of a destroyed City Wall section. This is even more pronounced in Insecticide, as units in the inner 2×2 square gain an overall Icon Defense.png +3 against all Ranged Attacks from the outside. Essentially, the combat map is treated as if City Walls were present, but all destroyed, except that there are no visuals to indicate this fact.

Unmitigated Changes Edit

Combat Unit Display MaxDefense

The combat unit display shows Defense as a numerical value with all unmitigated changes already factored in.

Defense can be both improved and lowered in many ways in the game, although the majority of these effects have limitations on the types of units they can affect. The base score is indicated as a row of bright Icon Defense.png Shield icons in the unit statistics window, and also includes improvements gained from Icon Experience.png Experience and Hero Abilities. Any other "universal" bonus that applies across the board will extend the row with golden icons (Icon Defense Gold). Reductions, on the other hand, darken, or grey out, some of these icons instead (Icon Defense Lost, Icon Defense Gold Lost), always starting with any enhancement icons. The sole exception is the effect of the Icon Death.pngBerserk spell, which removes the entire row of icons rather than darkening them out, effectively hiding the unit's original score.

A full list of the effects that unconditionally modify Defense is compiled in the table below. It is evident from it, that Heroes have the easiest time increasing this attribute, while Fantastic Units are more or less limited to "aura" effects and Icon Nature.pngNature spells. If enabled in the game's Settings, the combat unit display, shown in the upper right corner when mousing over a unit, displays Defense as a single numerical value, with all unconditional modifiers already included.

Effect Modifier Notes
Improvements
Experience 2 Veteran Level Icon Defense.png +1 Normal Units only, requires Icon Experience.png 60/20/0* Experience Points
Experience 4 Ultra-Elite Level Icon Defense.png +1 (total Icon Defense.png +2) Normal Units only, requires Icon Experience.png -/120/60* Experience Points
(only available with Warlord or Icon Life.pngCrusade)
Icon Melee Mithril Mithril Weapons Icon Defense.png +1 Normal Units only, TownBuilding AlchemistsGuild Alchemists' Guild + TerrainSpecial Mithril Mithril Ore
Icon Melee Adamantium Adamantium Weapons Icon Defense.png +2 Normal Units only, TownBuilding AlchemistsGuild Alchemists' Guild + TerrainSpecial Adamantium Adamantium Ore
UnitEnchantment StoneSkin Icon Nature.pngStone Skin Icon Defense.png +1 -
UnitEnchantment IronSkin Icon Nature.pngIron Skin Icon Defense.png +5 overrides Icon Nature.pngStone Skin
UnitEnchantment HolyArmor Icon Life.pngHoly Armor Icon Defense.png +2 Normal Units and Heroes only
UnitEnchantment ChaosChannels Defense Icon Chaos.pngChaos Channels Icon Defense.png +3 Normal Units and Heroes only, 1/3 chance for this effect
(also bugged and gives double bonus in v1.31)
UnitEnchantment BlackChannels Icon Death.pngBlack Channels Icon Defense.png +1 Normal Units, Heroes, and UnitEnchantment Undead Undead units only
(turns Normal Units and Heroes into Undead)
Reductions
CombatEnchantment BlackPrayer Icon Death.pngBlack Prayer Icon Defense.png -1 affects all enemy units
CombatEnchantment Darkness Icon Death.pngDarkness Icon Defense.png -1 affects all Icon Life.pngLife units
(Icon Death.pngCloud of Shadow and Icon Death.pngEternal Night share the same effect)
CombatEnchantment TrueLight Icon Life.pngTrue Light Icon Defense.png -1 affects all Icon Death.pngDeath units, including the UnitEnchantment Undead Undead
(Icon Life.pngHeavenly Light shares the same effect)
UnitEnchantment MindStorm Icon Sorcery.pngMind Storm Icon Defense.png -5 single target, not Icon Resist.png Resistable
(does not work against units with Ability IllusionsImmunity Illusions Immunity)
UnitEnchantment Vertigo Icon Sorcery.pngVertigo Icon Defense.png -1 single target, Icon Resist.png Resistable (no penalty)
UnitEnchantment WarpCreature Defensive Icon Chaos.pngWarp Creature Icon Defense.png Halved single target, Icon Resist.png Resistable (at Icon SpellSave.png -1), 1/3 chance
UnitEnchantment Berserk Icon Death.pngBerserk Set to Icon Defense.png 0 also doubles Icon Melee Normal.png Melee Strength
Auras
CombatEnchantment ChaosNodeBonusAura Icon Chaos.pngChaos Node Aura Icon Defense.png +2 affects all Icon Chaos.pngChaos and Icon Chaos.pngChaos Channeled units
CombatEnchantment NatureNodeBonusAura Icon Nature.pngNature Node Aura Icon Defense.png +2 affects all Icon Nature.pngNature units
CombatEnchantment SorceryNodeBonusAura Icon Sorcery.pngSorcery Node Aura Icon Defense.png +2 affects all Icon Sorcery.pngSorcery units
CombatEnchantment HighPrayer Icon Life.pngHigh Prayer Icon Defense.png +2 affects all friendly units
Ability HolyBonus Holy Bonus Icon Defense.png +1 or Icon Defense.png +2 affects all friendly units
CombatEnchantment Darkness Icon Death.pngDarkness Icon Defense.png +1 affects all Icon Death.pngDeath units, including the UnitEnchantment Undead Undead
(Icon Death.pngCloud of Shadow and Icon Death.pngEternal Night share the same effect)
CombatEnchantment TrueLight Icon Life.pngTrue Light Icon Defense.png +1 affects all Icon Life.pngLife units
(Icon Life.pngHeavenly Light shares the same effect)
Heroes
Experience 1 Myrmidon Level Icon Defense.png +1 requires Icon Experience.png 20/0/0* Experience Points
Experience 3 Commander Level Icon Defense.png +1 (total Icon Defense.png +2) requires Icon Experience.png 120/60/20* Experience Points
Experience 5 Lord Level Icon Defense.png +1 (total Icon Defense.png +3) requires Icon Experience.png 300/200/120* Experience Points
Experience 7 Super Hero Level Icon Defense.png +1 (total Icon Defense.png +4) requires Icon Experience.png 600/450/300* Experience Points
Ability Agility Agility Icon Defense.png +1 / level up to Icon Defense.png +9
Ability Agility Super Agility Icon Defense.png +1.5 / level up to Icon Defense.png +13
Item Mace 1 Mace up to Icon Defense.png +1 requires ItemSlot Sword, ItemSlot Bow, or ItemSlot SwordStaff equipment slot
Item Sword 1 Sword up to Icon Defense.png +3 requires ItemSlot Sword, ItemSlot Bow, or ItemSlot SwordStaff equipment slot
Item Bow 1 Bow up to Icon Defense.png +3 requires ItemSlot Bow equipment slot
Item Staff 1 Staff up to Icon Defense.png +3 requires ItemSlot Staff or ItemSlot SwordStaff equipment slot
Item Misc 1 Jewelry up to Icon Defense.png +4 requires ItemSlot Misc equipment slot
Item Shield 1 Shield up to Icon Defense.png +6 requires ItemSlot Shield equipment slot (also grants Ability LargeShield Large Shield)
Item Chain 1 Chainmail up to Icon Defense.png +7 requires ItemSlot Shield equipment slot
Item Plate 1 Platemail up to Icon Defense.png +8 requires ItemSlot Shield equipment slot
* - The Warlord Retort and the Icon Life.pngCrusade spell reduce Icon Experience.png XP requirements. The first number is the base value, the second is with either one of these effects, while the last is with both.

Order of Operations for Resolving Defense and Immunities Edit

This section covers the step-by-step order in which the game applies modifiers to Icon Defense.png Defense during a combat action. Details about these factors are explained above in this article, as well as on their own respective pages.

Step Attacker Defender Modifier
1 Base Icon Figure.png Figure  Icon Defense.png Defense;
  • Unmitigated changes
    (table above)
­
2 Any Ranged Attack
Any Breath Attack
Any Icon Ranged Magic.png Spell Damage
Add  Icon Defense.png +2
­
3 Icon Death.pngIcon Chaos.png Attack
Icon Death.pngIcon Chaos.png Icon Ranged Magic.png Spell Damage
Add  Icon Defense.png +3
­
4 Icon Nature.pngIcon Chaos.png Icon Ranged Magic.png Ranged Magical Attack
Icon Nature.pngIcon Chaos.png Icon Ranged Magic.png Spell Damage
Add  Icon Defense.png +10
­
5 Icon Nature.pngIcon Chaos.png Icon Ranged Magic.png Ranged Magical Attack
Icon Nature.pngIcon Chaos.png Icon Ranged Magic.png Spell Damage
Add  Icon Defense.png +3
­
6 Armor Piercing Damage Divide  Icon Defense.png by 2
(round down)
­
7 Non-magical Icon Melee Normal.png Melee Attack
Non-magical Icon Ranged Bow.png Ranged Missile
Raise to  Icon Defense.png 10
­
8 Icon Ranged Bow.png Ranged Missile Attack Raise to  Icon Defense.png 50
­
9 Fire / Cold Damage Raise to  Icon Defense.png 50
­
10 Any Icon Ranged Magic.png Ranged Magical Attack
Any Breath Attack
Raise to  Icon Defense.png 50
­
11 Icon Death.pngIcon Chaos.png Icon Ranged Magic.png Ranged Magical Attack
Icon Death.pngIcon Chaos.png Breath Attack
Raise to  Icon Defense.png 50
­
12 Illusion Damage Lower to  Icon Defense.png 0
­
13 Add  Icon Defense.png +3
(Icon Defense +1)
­
14 Icon Defense.png Defense
ignored
­
15 Doom Damage
Chaos (Item Power)
Icon Defense.png Defense
ignored

Examples and Quirks Edit

Events lower (thus later) in the order of operations will supersede the earlier ones. The procedure usually generates combat results that make perfect sense, but will also also yield some that are unexpected. Ranged attacks and counters, in particular, may be difficult to predict due to color associations. The following examples may help illustrate how these defensive buffs function.

Sprites use a Icon Nature.pngNature aligned ranged attack. Icon Nature.pngElemental Armor will trigger first, adding Icon Defense.png +10 to the target's score, and prevent Icon Nature.pngResist Elements from taking any effect.
The Swords' Ability LargeShield Large Shield will trigger, adding Icon Defense.png +2. Since Zaldron uses a Icon Sorcery.pngSorcery aligned ranged attack (despite the enchantment on the staff), Icon Nature.pngElemental Armor will fail to help against this color. Subsequently, the staff's Armor Piercing Damage boost is factored in, cutting the Swordsmen's Defense score, Large Shield bonus included, by half, back to Icon Defense.png 2.
Paladins have Ability MagicImmunity Magic Immunity, raising their Defense against the attack to Icon Defense.png 50. Subsequently, Aerie's Ability Illusion Illusion attack ability lowers their Defense to Icon Defense.png 0, since the Paladins are not immune to illusions. They are behind City Walls, though, and these factor in later than Illusion, so the Paladins' final Defense score is Icon Defense.png 3.
Ability MagicImmunity Magic Immunity applies first, raising the drake's Defense score to Icon Defense.png 50. It also possesses Ability IllusionsImmunity Illusions Immunity though, so its Defense is not lowered to Icon Defense.png 0. It remains Icon Defense.png 50.
Warrax faces a similar problem. First the drake's Defense score is raised by Icon Defense.png +2 by the power of the Node. His Ability ArmorPiercing Armor Piercing attack halves this (typically from Icon Defense.png 12 to Icon Defense.png 6). But this gets overwritten when Ability MagicImmunity Magic Immunity readjusts the drake's Defense to Icon Defense.png 50.
Reywind is one of the Heroes with a flex weapon slot. Whether this works depends on the type of weapon Reywind has equipped. If he wields a Staff, the enchantment applies to his ranged attack, the drake's Icon Defense.png 50 against ranged magic (as well as any other factors in play) will be completely ignored, and an exact level of Icon Damage.png Damage will be guaranteed. If he wields a melee weapon though, he would have to go into melee with the Sky Drake in order for this power to take effect.
Buggy behavior. Ability WeaponImmunity Weapon Immunity raises the Werewolves' Defense score to Icon Defense.png 10 against the volley. If it triggers, Weapon Immunity prevents the Ability MissileImmunity Missile Immunity granted by