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A Defense Roll is a series of d10 rolls made to determine how much Icon Damage.png damage the target Icon Figure.png figure can reduce from an incoming attack. It may only be rolled once per Icon Figure.png figure per attack, but can occur multiple times as a result of a single attack; if it manages to Icon Damage.png damage multiple Icon Figure.png figures (i.e. does "excess" Icon Damage.png damage over what is required to kill the first Icon Figure.png figure).

The term "d10" originates from classic role-playing games, where "d" stands for "die" or "dice", and the number is used to denote the amount of sides on this dice. In computer gaming, a roll is a randomly generated number within certain confines (i.e. a roll of the metaphorical dice). Thus, a d10 roll is, in essence, a randomly generated integer between 1 and 10.

For a Defense Roll, the amount of "dice" rolled corresponds to the effective Icon Defense.png Defense score of the Icon Figure.png figure making it. This is determined on the spot, using the same statistic of the unit (that the Icon Figure.png figure is part of) as a baseline. Thus, a Icon Figure.png figure with an effective Icon Defense.png Defense of 5 would roll "5d10".

Each individual die is either a "success" or a "failure" based on the number it rolled, with the base chance of success being 30% (3-in-10). Icon Damage.png damage reduction is then measured by the amount of "successful" rolls out of the total, and is applied directly to the incoming Icon Damage.png damage.

The term Defense Roll is sometimes also used to refer to the individual dice cast during this process, e.g. by saying that a Icon Figure.png figure with Icon Defense.png 4 will make 4 Defense Rolls when subjected to Physical Damage. This article considers that entire series of rolls to be a single Defense Roll instead, in an attempt to simplify and include the calculation of effective Defense in the same process as "rolling the dice".

Concept Edit

Can the shining armor of the kinght deflect the claws and fangs of the hounds of hell? Will he raise his shield in time to defend against their breath of infernal flames? These are the kinds of questions that a Defense Roll is supposed to address. The answer may not be trivial, and it probably won't always be the same either. However, it is easy to see how certain factors, such as the knight's combat experience or quality of armor can have a direct influence on his chance of succeeding.

Unlike in some popular RPGs (e.g. Dungeons & Dragons or the d20 system games), Icon Defense.png Defense in Master of Magic is an active characteristic. That is, it is rolled for, every time it is used, instead of simply serving as a target number or damage modifier. Given the way it is rolled, each point of the attribute represents a separate chance at mitigating incoming damage. This effectively provides a linear function of damage reduction, that can encompass everything from armor and shields, through experience and dexterity, to all kinds of natural armor or magical protections.

Defense in MoM generally applies to all types of conventional damage, and Defense Rolls may be made against both Physical and Magical Damage. Icon Resist.png Resistance is instead used against effects that would outright kill or disable a creature, and a few other effects for which most physical protection would not be helpful at all (i.e. Poison and Life Stealing). This is in contrast to some other RPGs where Physical and Magical damage form two distinctive categories that have their own defensive attributes, as seen for example in the Final Fantasy series, or World of Warcraft.

Effect Edit

Defense Rolls may be performed as a reaction against all types of Physical- and Area Damage. They are always made by individual Icon Figure.png figures (as opposed to units), and their results directly reduce the incoming Icon Damage.png damage.

There are two criteria that must be met for a damaging attack to trigger a Defense Roll. First and foremost, the attack must allow for one to be made. This separates Doom Damage from Physical Damage, as this type does not allow for any Defense Rolls (nor does it require Attack Rolls). There are a handful of spells and abilities that deliver this kind of damage, and units under the effect of the Icon Death.pngBlack Sleep spell will always have any Physical Damage attack directed at them converted to this type instead. Damage transformed this way, along with damage done by Ability DoomGaze Doom Gaze and ItemPower Chaos Chaos Weapons, are not subject to Ability MagicImmunity Magic Immunity, Icon Life.pngRighteousness, or Icon Life.pngInvulnerability either; making them essentially unblockable. However, this does not apply to other sources of Doom Damage (i.e. spells), which are completely blocked by the first two of these defenses.

The second criteria for Defense Rolls is that the Icon Figure.png figure taking damage needs to have an effective Defense higher than Icon Defense.png 0. Unit Curses and similar spells aside, this criteria also has a Damage Type that is designed to nullify it: Illusion Damage. A Icon Figure.png figure struck by this type of damage will have its Defense reduced to Icon Defense.png 0 during the calculation of its effective Icon Defense.png Defense, unless the unit it is part of possesses Ability IllusionsImmunity Illusions Immunity. Due to the order in which conditional modifiers are applied to Icon Defense.png Defense, this Damage Type even overrides other immunities (more on this below). However, it has no effect on the bonus granted by City Walls, if any, which may still offer some protection even though the Icon Figure.png figure's own Defense is otherwise lowered to Icon Defense.png 0.

Effective Defense Edit

Main article: Defense

The baseline Icon Defense.png Defense of each Icon Figure.png figure in a unit is equal to the Icon Defense.png Defense attribute of the unit itself. This is displayed in various places in the game, both in and out of combat. However, there are often conditional modifiers to Icon Defense.png Defense, granted by spells or abilities, that only affect certain types of attacks, or only protect against certain types of damage. These modifiers are applied only during, and strictly only for the duration of, resolving these types of Icon Damage.png damage. Thus, they only really affect effective Icon Defense.png Defense.

Most immunities fall into this category, along with the Ability LargeShield Large Shield ability, a few protective Unit Enchantments, and even Armor Piercing and Illusion Damage. The order in which these modifiers are applied is always the same, and makes a lot of difference with respect to the final effective Icon Defense.png Defense score. The complete list and order of execution, with examples of specific quirks, can be found in the Order of Operations for Resolving Defense and Immunities section of the main article.

In short, defensive non-immunity effects are applied first, which are followed by Armor Piercing. Next are any immunities, including Icon Life.pngRighteousness, that raise Defense to Icon Defense.png 50. This may then be negated by Illusion Damage, after which comes the protection granted by City Walls, if any. Finally, the effect of Icon Death.pngBlack Sleep and ItemPower Chaos Chaos weapons is considered, which both circumvent the Defense Roll entirely when they apply.

Chance To Block Edit

Once effective Icon Defense.png Defense has been determined, the Icon Figure.png figure can proceed with making the Defense Roll. A number of "10-sided dice" are rolled equal to the effective Icon Defense.png Defense. Each die yields either a "success" or a "failure" based on the number rolled, with the amount of "successes" setting out the actual result of the Defense Roll.

The base chance for each die to succeed is 30%, or 3 in 10, which is termed on this wiki as the "Chance Icon ToBlock.png To Block". Similar to the chance Icon ToHit.png To Hit, the success chance of Icon Defense.png Defense dice can also be altered. However, unlike Hit chance, there are very few effects that can modify the chance Icon ToBlock.png To Block. 3, to be exact: the Ability Lucky Lucky ability, the Icon Life.pngPrayer spell (or its beefed-up version Icon Life.pngHigh Prayer), and the Icon Chaos.pngEldritch Weapon enchantment.

Lucky Edit

Ability Lucky Lucky is a racial ability of Halflings, and a random ability for Heroes. It improves all basic rolls made by the unit (or Icon Figure.png figures thereof) by 10%, that is: rolls Icon ToHit.png To Hit, rolls Icon ToBlock.png To Block, and Icon Resist.png Resistance rolls. Two of these are visible in the unit statistics window (as Icon ToHit.png +1 and Icon Resist.png +1 respectively), but the success chance of Defense Rolls only appears for players using the unofficial Insecticide patch or later. In the official 1.31 version of the game, this statistic is hidden from the player, although the base chance can be found in both the manual and the strategy guide, and the ability tooltip does give an accurate description of the bonus.

Prayer Edit

Icon Life.pngPrayer and Icon Life.pngHigh Prayer are both Combat Enchantments, that have a base Casting Cost of Icon Mana.png 30 and Icon Mana.png 60 respectively. They are not cumulative, the more expensive version simply adds more bonuses on top of those granted by the basic spell. Icon Life.pngPrayer grants the same benefit that Ability Lucky Lucky does (+10% on all basic rolls) to all friendly units on the battlefield. This is not the same effect as Ability Lucky Lucky though, and these do stack. In fact, the combination of these two effects yields the highest chance Icon ToBlock.png To Block achievable in the game: 50%.

Eldritch Weapon Edit

Icon Chaos.pngEldritch Weapon is a Unit Enchantment that may be cast on friendly units both in- and outside of combat. Instead of raising their own chance Icon ToBlock.png To Block however, this spell reduces the success chance of Defense Rolls made by targets attacked by the enchanted unit. This is the only effect in the game capable of lowering the chance Icon ToBlock.png To Block, and it does not work on every type of attack either.
Icon Chaos.pngEldritch Weapon will reduce the opponent's chance Icon ToBlock.png To Block by 10% when the enchanted unit makes either a Icon Melee Magic.png Melee Attack, Icon Thrown.png Thrown Attack, or Icon Ranged Bow.png Ranged Missile Attack. It does not work with any other type of attack, ability, or spells cast by the enchanted unit, but it does also affect any Counter Attacks it may make.

Modifying the success chance of Defense Rolls provides an effect that is obviously proportional to the actual Icon Defense.png Defense of a unit. This is also independent of, and cumulative with, any direct bonus or penalty to the Icon Defense.png Defense attribute itself. For example, an Ability Agility Agile Hero gains increased benefit from also being Ability Lucky Lucky, whereas a Icon Ranged Bow.png Ranged Missile attack has a higher chance of penetrating Ability MissileImmunity Missile Immunity if it is made by a unit enchanted with Icon Chaos.pngEldritch Weapon.

Defense Rolls and Damage Edit

It is not possible to discuss Defense Rolls completely separate from the process of dealing Icon Damage.png damage, as it is in the case of Attack Rolls. This is partly because if there is no Icon Damage.png damage, there is no need for a Defense Roll either; but more importantly, conventional Physical Damage is handled in a manner that calls for a new roll every time a certain amount of Icon Damage.png damage has been actually dealt.

Conventional Damage Edit

When an attack dealing regular (non-Area) Physical Damage strikes a unit, it deals Icon Damage.png damage to the Icon Figure.png figures of the unit one by one until the Icon Damage.png damage is exhausted. The unit (or Icon Figure.png figures thereof) being destroyed has no bearing on this process. It is entirely possible to kill a whole unit multiple times over with a single conventional damage attack. The resolution of this is normally as follows:

Stage Step Action
Attack 1 Determine (situational) Attack Strength.
2 Using this value, make an Attack Roll to determine raw (unmitigated) Icon Damage.png damage.
Defense 3 Calculate effective Icon Defense.png Defense.
4 Make a Defense Roll.
5 Subtract the result of the roll from the raw Icon Damage.png damage.
Excess 6 If the remainder is greater than the maximum Icon Hits.png Hit Points of the Icon Figure.png figure being attacked, another Icon Figure.png figure will also be hit. Store the maximum Icon Hits.png Hit Point value as actual Icon Damage.png damage (the first time this happens), or add it to the already accumulated number (on subsequent occasions). Reduce the raw Icon Damage.png damage by this maximum Icon Hits.png Hit Point value and jump back to step #4.
Resolve 7 Add any remainder (this will be less than or equal to the target Icon Figure.png figure's maximum Icon Hits.png Hit Points, and can also be zero) to any Icon Damage.png damage accumulated by step #6: this will be the total Icon Damage.png damage done to the target unit.
8 Apply the Icon Damage.png damage to the unit as a whole, and recalculate remaining Icon Figure.png figures based on unit health. This concludes the attack.

There are a few quirks of this system that may be worth taking note of. First, as mentioned earlier, the Icon Figure.png figure count of the defending unit is not considered anywhere during the above process. A new Defense Roll is made every time there is enough unmitigated Icon Damage.png damage left after the previous roll to kill a full Icon Figure.png figure. This applies even to Icon SingleFigureUnit.png Single-figure units.

Because the Icon Damage.png damage is not actually dealt until the end of the process, a defending unit may also keep making further reductions to it even if all of its Icon Figure.png figures are technically dead by that time. In fact, the entire process has no requirement for the defending unit to be still alive to begin with. Normally this would not matter, but there are several effects in the game that rely on a "majority damage type", and excess Icon Damage.png damage of one type or another may make or break these effects (more on this below). Icon Damage.png Damage dealt to a unit after it has already perished will count for all of these effects.

Second, conventional Icon Damage.png damage is dealt in what is essentially a reverse Icon Figure.png figure order, as the second (and any subsequent) Defense Roll is made after killing an unhurt Icon Figure.png figure, completely ignoring any Icon Damage.png damage suffered by a "lead" or "front" Icon Figure.png figure. This is somewhat counter-intuitive, as it makes displaying lead-figure Icon Damage.png damage relevant only in terms of the player being able to calculate the total remaining Icon Hits.png Hit Points of a unit.

Finally, despite attacks affecting Icon Figure.png figures one at a time, and them making Defense Rolls on a per-figure basis, the resulting Icon Damage.png damage is still applied to the unit as a whole, rather than actually slaying Icon Figure.png figures one by one. The remaining count is instead calculated at the end, from the precept that there can only ever be one damaged Icon Figure.png figure in a unit. In fact, Icon Damage.png damage taken is stored by the game for the unit, rather than the individual Icon Figure.png figures, although "top figure damage" does also get tracked.

Example Edit

To illustrate these perks, lets pit a unit of Minotaurs against a unit of dwarven Hammerhands. Lets say both groups are Icon ExpLevel 2.png Veterans. Minotaurs come in pairs (Icon MultiFigureUnit.png 2 figures), and their stats are Icon Melee Normal.png 13, Icon Defense.png 5, and Icon Hits.png 12. They also have an innate modifier of Icon ToHit.png +2 To Hit, which grants each dice of their Attack Rolls an extra +20% to succeed. Icon ExpLevel 2.png Veteran Hammerhands have Icon MultiFigureUnit.png 6 figures, Icon Melee Normal.png 9 Melee Strength, Icon Defense.png 5, and Icon Hits.png 4 per Icon Figure.png figure.
Neither combatant has any Special Attacks, which means they have to duke it out in melee combat. All Icon Damage.png damage will be dealt in the melee phase, and which unit goes first has no relevance on the outcome of this battle. Let's look at how each of their attacks are resolved in turn, starting with the Minotaurs.
Both Minotaur Icon Figure.png figures attack separately. The first one rolls its dice, and manages to succeed 10 out of its 13 rolls (remember, Minotaurs have a base 50% for their dice to succeed). This translates to 10 points of raw Icon Damage.png damage against the dwarves. The first Hammerhand rolls his 5 Icon Defense.png Defense dice, and scores 2 successes. This reduces the incoming Icon Damage.png damage to 8. Since this is higher than his Hit Point total of Icon Hits.png 4, the attack deals "excess" Icon Damage.png damage, and will hit another Icon Figure.png figure as well.
The computer stores the Icon Damage.png 4, which corresponds to the total Icon Hits.png Hit Points of the Hammerhand Icon Figure.png figure, and then subtracts it from the remaining raw Icon Damage.png damage, leaving another Icon Damage.png 4. This is what the next Hammerhand has to defend against. This dwarf is even luckier than the first, and manages to succeed 3 out of his 5 rolls. That blocks Icon Damage.png 3 out of the Icon Damage.png 4 points, leaving only a single Icon Damage.png point. This is now below the Hammerhands' Icon Hits.png Hit Points per Icon Figure.png figure value, meaning there is no further excess Icon Damage.png damage.
The game adds this Icon Damage.png 1 to the Icon Damage.png 4 stored earlier, and concludes the first Minotaur's attack as having caused Icon Damage.png 5 points of damage altogether. However, as this happens in a melee phase, the Icon Damage.png damage does not get applied immediately: the outcome of every attack needs to be determined first.
The second Minotaur is much less successful than the first: it only scores 5 successes on its Attack Roll. Again, a Hammerhand steps up to take the hit, but is even more unlucky than the Minotaur, and all of his Icon Defense.png Defense dice come up as failures. This means he will suffer all Icon Damage.png 5 points, or at least as much as he can, which is Icon Damage.png 4. The game stores that as actual Icon Damage.png damage, and subtracts it from the total. This reduces the remaining raw Icon Damage.png damage to 1, but as this is still excess, it gets directed towards another Icon Figure.png figure.
Yet another Hammerhand steps up to defend itself. This time, 3 out of the 5 Icon Defense.png Defense dice are successes, which means the dwarf could, in theory, reduce the remaining Icon Damage.png damage by 3. However, there is only Icon Damage.png 1 left. Unfortunately for the dwarves, this doesn't mean that the already stored Icon Damage.png damage is reduced: the extra 2 successes are simply discarded instead. Still, the excess Icon Damage.png damage is completely blocked, resulting in a total of Icon Damage.png 4 damage from the second Minotaur's attack.
It does not matter that the first Minotaur's attack caused Icon Damage.png damage that, when applied, would yield a "lead" Hammerhand Icon Figure.png figure that does not have its full Icon Hits.png Hit Points. In fact, this wouldn't matter even if the attacks occurred outside of a melee phase (i.e. if Icon Damage.png damage was fully applied between each attack). The second Defense Roll would still only trigger after the Hammerhands took Icon Damage.png 4, rather than any smaller value (Icon Damage.png 3 in this illustration). This should become even more clear during the Hammerhands' Counter Attack.
Speaking of which, it is now the dwarves' turn to swing back at the bull-men. Before looking at any dice rolls though, its worth considering something about the numbers. The Hammerhands have a Melee Strength of Icon Melee Normal.png 9, while the Minotaurs have a health of Icon Hits.png 12 per Icon Figure.png figure. Even if a dwarven Icon Figure.png figure realized its full Icon Damage.png damage potential, there would never be a second Defense Roll on the Minotaurs' part. The reason for this is simple: any subsequent Defense Roll (after the first) requires the attack to deal more raw Icon Damage.png damage than an unhurt Icon Figure.png figure's Icon Hits.png Hit Points. In this case, that would be Icon Damage.png 13+, which a single Hammerhand's attack can not achieve here, even if the opposing Minotaur failed its Defense Roll completely.
With that in mind, the Hammerhands make their 6 separate Attack Rolls, using 9 dice each. They roll fairly lucky, with success counts of 5, 2, 3, 4, 1, and 4. Each of these attacks triggers a single Defense Roll from the Minotaurs, using 5 dice to represent their Icon Defense.png 5. Their rolls are average, and generate, in order: 1, 0, 2, 3, 2, and 1 success. Subtracting these from the previous set, we get Icon Damage.png damage values of Icon Damage.png 4, Icon Damage.png 2, Icon Damage.png 1, Icon Damage.png 1, Icon Damage.png 0, and Icon Damage.png 3. Note that the fifth pair of rolls (1 - 2) would result in negative Icon Damage.png damage. In this case, the extra successes generated by the Defense Roll are discarded, as actual Icon Damage.png damage can never be lower than 0.
Finally, after every attack has been processed, Icon Damage.png damage can now be applied to both units. The Minotaurs' attacks yielded Icon Damage.png 5 + Icon Damage.png 4 = Icon Damage.png 9, this is inflicted on the Hammerhands. They have Icon Hits.png 4 each, for a total of Icon Hits.png 24, which means the unit will have Icon Hits.png 15 remaining. This is enough for 3 full health Icon Figure.png figures, and a fourth, "lead" Icon Figure.png figure with Icon Hits.png 3 (one Icon Damage.png darkened heart and 1 point of "Damage" shown in the unit statistics window).
At the same time, the dwarves' Icon Damage.png damage is tallied up, and applied to the Minotaurs. Icon Damage.png 4 + Icon Damage.png 2 + Icon Damage.png 1 + Icon Damage.png 1 + Icon Damage.png 0 + Icon Damage.png 3 = Icon Damage.png 11, just below the full health of a Minotaur Icon Figure.png figure. Thus, both bull-men remain standing. The unit statistics window will display Icon Damage.png 11, and respectively "Damage 11" when inspecting this unit. However, if another round of melee ensues, both Icon Figure.png figures may still attack with full efficiency.
Furthermore, even though the "lead" Minotaur now only has a single Icon Hits.png Hit Point left, there would still be no second Defense Roll against the dwarves' attacks in the following turn, despite the fact that it would now be possible for them to kill the first Minotaur Icon Figure.png figure in a single hit. Again, this is because the game always considers the defending Icon Figure.png figure to be an unhurt one. This remains true even for Icon SingleFigureUnit.png single-figure units that took Icon Damage.png damage previously, and is also the case for a damaged last Icon Figure.png figure of a Icon MultiFigureUnit.png Multi-figure unit.

Altering the sequence Edit

There are two effects that can alter the sequence described above. Both of these simply insert an extra step into the Icon Damage.png damage resolution process under certain circumstances.

Blur Edit

When this Combat Enchantment is active, friendly units will insert an extra step into the sequence whenever they take conventional Icon Damage.png damage as a result of an attack performed by an enemy unit. Between steps #2 and #3, Icon Sorcery.pngBlur will make an extra "roll" for every point of raw Icon Damage.png damage yielded by step #2. These rolls provide a flat 10% chance to negate each particular point of this Icon Damage.png damage. There is a catch, however: every time Icon Sorcery.pngBlur blocks a point of Icon Damage.png damage, it will skip the roll for the next point, meaning that it can, at most, negate 50% of the raw Icon Damage.png damage.
Icon Sorcery.pngBlur only applies against damaging attacks made by enemy units, and will not protect against either spells, or Icon Resist.png Resistance-based attacks. It also does not work against any source of Doom Damage.

Invulnerability Edit

A defending Icon Figure.png figure under the effect of this Unit Enchantment will perform an extra action after step #5: "reduce the raw Icon Damage.png damage by 2". Essentially, every Defense Roll made by the enchanted unit is treated as if it generated an extra 2 successes, which directly reduce the incoming Icon Damage.png damage. This works even if the Icon Figure.png figure has an effective Defense of Icon Defense.png 0, although it does not apply against attacks that do not allow a Defense Roll (i.e. it affects Illusion Damage but not Doom Damage).

Melee Sequence, Multi-Figure-, and Destroyed Units Edit

As mentioned above already, a unit does not necessarily need to be alive to take Icon Damage.png damage. Similarly, it can also keep mitigating (reducing) incoming Icon Damage.png damage even after all of its Icon Figure.png figures have perished. The most common scenario in which this happens is when the attacker is a Icon MultiFigureUnit.png Multi-figure unit. Once the attack has been initiated, all Icon Figure.png figures will perform one, and its highly unlikely that it will always be the last one delivering the finishing blow. For some reason, the developers decided not to implement any checks to see whether the defending unit has any Icon Figure.png figures left before processing Icon Damage.png damage. This results in unit destruction always occurring only at the very end of an attack sequence.

This also has a profound impact on the Melee Attack sequence, where units may be capable of performing multiple (possibly different) attacks within a single run of the sequence. Although checks are in place before each of these attacks to prevent a destroyed unit from delivering Icon Damage.png damage, there is nothing stopping a unit from suffering any. Thus, the sequence will be executed fully even if one of the combatants perishes halfway through. For example, a defending unit destroyed by a Icon Breath.png Breath Attack will still take (and defend against) the onslaught of Melee Damage that invariably follows.

Under normal circumstances, this would likely have no relevance, as the destroyed unit can't fight back and how dead it is at the end of the process should technically make no difference. However, as noted already, the game tracks multiple distinctive types of Icon Damage.png damage done to a unit, that determine the effectiveness of certain spells and abilities. There are 3 such Icon Damage.png damage types to be exact: regular damage, Irreversible Damage, and Lifestealing (or create undead) damage.

Two main types of effects rely on "majority damage", and both of them have to do with bringing back the dead: either alive, or as Undead. The first category includes effects such as the Ability Regeneration Regeneration ability and the Icon Life.pngRaise Dead spell, while the second revolves around the Ability CreateUndead Create Undead ability, and one of the added effects of Ability LifeSteal Life Steal and Icon Death.pngLife Drain.

The sole purpose of Irreversible Damage is to stop creatures from being brought back to life by any means. For a unit to come back from the dead at all, it must meet the criteria of having suffered less Irreversible Damage than either of the other types. If that is not the case, it is permanently dead, and none of the above effects will work on it. Other than this, Undead may be created from units that suffered at least as much Lifestealing Damage as regular Icon Damage.png damage, and units may regenerate or be raised from the dead otherwise. These are mutually exclusive, if the Icon Damage.png damage suffered was equal, no regeneration or resurrection will occur, even for units on the winning side of the battle: they can only come back as Undead (if appropriate).

Area Damage Edit

Area Damage is resolved with a simpler sequence. However, since it makes a separate attack against every Icon Figure.png figure in the target unit, steps #1 through #6 are performed that many times before any actual Icon Damage.png damage is dealt.

Stage Step Action
Attack 1 Determine (situational) Attack Strength.
2 Using this value, make an Attack Roll to determine raw (unmitigated) Icon Damage.png damage.
Defense 3 Calculate effective Icon Defense.png Defense.
4 Make a Defense Roll.
5 Subtract the result of the roll from the raw Icon Damage.png damage.
Excess 6 If the remainining Icon Damage.png damage is higher than the Icon Figure.png figure's current Icon Hits.png Hit Points, reduce it to that value. Store the actual Icon Damage.png damage for each Icon Figure.png figure.
Resolve 7 Add up the Icon Damage.png damage accumulated by step #6: this will be the Icon Damage.png damage done to the target unit.
8 Apply the Icon Damage.png damage to the unit as a whole, and recalculate remaining Icon Figure.png figures based on unit health. This concludes the attack.

The sequence for Area Damage is exactly the same as the conventional one up to the point of determining whether there is "excess" Icon Damage.png damage, and what to do with this. Here, it is discarded, whereas for conventional damage it initiates what could accurately be described as a new Icon Damage.png damage process (although one for which the raw Icon Damage.png damage is already set rather than rolled for, skipping steps #1 and #2).

Since all Area Damage is always considered to be Icon Ranged Magic.png spell damage (even that caused by the Ability Immolation Immolation ability), it will never trigger the extra step of Icon Sorcery.pngBlur. However, Icon Life.pngInvulnerability also equally affects Area Damage, and is executed with the same timing within each sequence (after step #5 for each Icon Figure.png figure).

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