|Spell Rarity||Very Rare|
|Upkeep Cost||15 per turn|
|# of figures||1|
|Melee Attack per figure||20|
|Ranged Attack per figure||10|
|Defense per figure||10|
|Hit Points per figure||20|
+30% To HitLife Steal -5
|As of Master of Magic v1.31, Demon Lord is known to be malfunctioning in at least one way. Please read the Known Bugs section below.|
Fantastic Unit featured in Master of Magic. Demon Lords belong to the Death Realm, and may be summoned using a Summoning Spell of the same name.
Demon Lords employ a very wide array of abilities. They have a good Magical Ranged Attack which they can use 8 times per battle, and a much stronger Melee Attack with subsidiary effects - including Life Steal and its ability to raise Undead creatures. Demon Lords possess the wide variety of common Death creature immunities, including an extra Weapon Immunity, and a very-high Resistance score to block other spells and effects. They also Fly and are somewhat fast-moving for Death creatures.
In dangerous situations, Demon Lords can boost their army's ranks by summoning up to 3 Demons, who may last until the end of the battle.
The Fantastic Unit Edit
Physical Description Edit
Demon Lords are grotesque abominations from the lower bowels of hell. The Demon Lord has an obese, dark-pink humanoid body, and a terrifying face resembling a cross between an insect and a pig. Two great wings keep the creature aloft, though its body is probably also supported by magical energy. The creature is several times larger than a man.
Attack Properties Edit
The Demon Lord has one of the strongest Melee Attacks of any Death creature, which is augmented by two powerful Special Attacks. It also has a weaker, but nonetheless deadly Magical Ranged Attack.
The Melee Attack itself has a strength of 20. With a massive +30% To Hit bonus, the Demon Lord can be expected to deliver about 12 points of Damage per attack - easily enough to get through any armor and contend with enemy high-tier units.
This Melee Attack is preceded by a Cause Fear attack, which can prevent the enemy from retaliating. Furthermore, the Demon Lord can inflict extra damage, and even heal itself in the process, thanks to a Life Steal attack. Both are explained in greater detail below.
In each battle the Demon Lord may use up to 8 Ranged Attacks. Each of these attacks has a strength of 10 which, combined with the same +30% To Hit bonus inflicts about 6 points of Damage on average. Though weaker than the creature's Melee Attack, it is still quite deadly to most units on the battlefield.
Cause Fear Edit
- When the Demon Lord engages an enemy unit in Melee combat, it delivers a Fear-based Gaze Attack.
- The game rolls a number between 1 and 10 for each figure in the enemy unit. Any figure that rolls higher than its unit's Resistance score may not deliver any Melee Damage back at the Demon Lord. The enemy might be able to deliver its own Special Attacks though, if it has any, except for Touch Attacks or First Strike.
- Units with Magic Immunity or Death Immunity are impervious to Cause Fear, and do not need to make Resistance rolls to survive it. Furthermore, because the gaze inflicts no Resistance penalty, units with 10 or higher will never fail their Resistance rolls against this attack.
Life Steal Edit
| This article/section is missing crucial information and may require additional research to answer the following questions:|
- Main article: Life Steal
- When the Demon Lord makes a Melee Attack, Counter Attack or Ranged Attack it will also execute a Life Steal attack.
- Essentially, this attack forces the target to roll a random number between 1 and 10. Life Steal then delivers an amount of extra Damage to the target based on the number rolled and the target's Resistance score, using this formula:
Damage Delivered = Random Roll - (Target's Resistance - 5)
- The -5 here is a penalty to Resistance applied by Life Steal itself. Results equal to or lower than 0 are ignored - delivering no damage to the target.
- Simultaneously, the Demon Lord itself is healed by (what seems to be) an amount of Hit Points equal to half the damage done to the target. So if the target suffered 10 Damage Points from Life Steal, the Demon Lord gains 5 Hit Points.
- Furthermore, there seems to be some mechanism in place that allows the Demon Lord to gain a temporary Hit Point bonus (i.e. increasing its maximum number of Hit Points). These extra Hit Points may or may not be filled immediately. The bonus points disappear after combat, whether they were filled or not. It appears that the Demon Lord can only gain one bonus Hit Point each time it uses Life Steal, regardless of how many Hit Points were stolen from the enemy.
- Close range Life Steal seems to be a Touch Attack, meaning that it takes place at the same time as Melee Damage is exchanged between the Demon Lord and its target. Thus, a successful Life Steal will heal the Demon Lord as it takes damage from its enemy, if at all, and enemy figures killed off by Life Steal can still deliver damage back at the Demon Lord.
- Finally, if the primary source of Damage that kills any enemy unit is the Demon Lord's Life Steal, and the Demon Lord's army goes on to win the battle, that enemy unit will probably come back as an Undead creature after the battle - under the control of the Demon Lord's master! Read more on this below.
Creating Undead Edit
| This article/section is missing crucial information and may require additional research to answer the following questions:|
- A very important "side-effect" of the Demon Lord's Life Steal attack is that it is capable of turning the target into an Undead unit - raising dead enemy units to serve the Demon Lord's master after the battle is over.
- This occurs only if the Demon Lord has inflicted a significant amount of Damage to an enemy unit during a battle using their Life Steal attack. The Demon Lord's normal Melee Damage does not create Undead units.
- It is generally agreed that the Demon Lord needs to inflict at least 50% of the unit's total (maximum) health with one or more Life Steal attacks in order to raise that unit as Undead, though sometimes even 90% isn't enough. Note that it is possible to raise a unit even if it was killed by something other than the Demon Lord, as long as the Demon Lord caused the majority of Damage to that unit, and as long as most of this Damage was caused by Life Steal.
- Also, the Demon Lord's army must win the battle in order to raise any dead units. Once the battle is over, you'll be treated to an animation showing the Demon Lord raising the corpses of their fallen enemies.
- The raised unit is identical to the unit that was killed - except it now has the Undead property, which grants it several immunities, associates it with the Death realm, and prevents the unit from healing naturally or gaining any further Experience. The unit is now under the command of the Demon Lord's owner.
- Fantastic Units brought back as Undead will have their Upkeep Costs multiplied by 1.5, making them expensive to maintain. Undead Normal Units, however, have no upkeep costs at all.
- Note that Heroes may not be raised as Undead under any circumstances, regardless of what killed them. Also, it seems that monsters summoned only for the duration of a battle (such as Fire Elementals or Phantom Beasts) will never come back as Undead.
- Finally, in order for an enemy unit to be raised as Undead, the Demon Lord's army must have no more than 8 units in it after the battle - i.e. having enough room for the new Undead unit.
Defensive Properties Edit
The Demon Lord has one of the highest Defense ratings of any Fantastic Unit, at 10. This makes it very hard for enemy units with low Melee Attack scores to do any damage to it, since it can block about 3 Points of Damage from any attack, on average.
Even damage that gets through isn't much of a problem, because the Demon Lord has 20 Hit Points, allowing it to take plenty of damage before being destroyed. Proper application of the Life Steal attack can keep the Demon Lord healthy even during heavy combat.
The Demon Lord possesses all 4 immunities common to all Death units: Poison Immunity, Illusions Immunity, Cold Immunity and Death Immunity. This renders it invulnerable to many Curses and Special Attacks.
On top of this the Demon Lord has Weapon Immunity, which temporarily raises its Defense score to 10 whenever attacked by an enemy unit using Normal Weapons. Of course, since the Demon Lord's natural Defense score is already 10, this may or may not actually have any use. It might be useful if the Demon Lord's Defense score is magically reduced by enemy spells, though this has not yet been confirmed.
Finally, for cases where the above immunities do not apply, the Demon Lord possesses one of the highest Resistance scores of any creature, at 12. Spells that can get through its immunities will still have great difficulty affecting the creature, and have no chance of success at all unless they also inflict a Resistance penalty of at least -3!
Other Properties Edit
The Demon Lord is a Flying unit, though not a terribly fast one. Rapid movement allows it to maneuver fairly well, which is useful primarily for picking good targets to attack and avoiding others. Normally however the Demon Lord should not be required to maneuver much during battles at all.
As with most other Death creatures, the Demon Lord does not heal naturally every overland turn. It also cannot be healed using Life magic spells. As explained above, the primary method of healing a Demon Lord is in Melee Combat where its Life Steal ability can restore lost health. The other method is through the use of the Nature spell Regeneration.
Summoning Demons Edit
The Demon Lord has a limited spell-casting ability which allows it to summon up to three units of Demons during combat. This is done by clicking the "Spell" button while the Demon Lord is selected, and requires the creature to have at least 0.5 Movement Points remaining. Summoning a Demon always ends the Demon Lord's turn.
Demons are fairly basic, though still powerful creatures. A Demon is a Single-Figure unit, with Flying ability and a powerful Melee Attack. It also possesses both Weapon Immunity and Missile Immunity, along with all the other common Death creature immunities detailed above.
Demons are summoned to a random location on the battlefield, within the Demon Lord's army's half of the field but usually close to the center of the map.
Summoned Demons last only until the end of the battle, and will never return to the overland map once the battle is over (if they even survive that long).
Basic Tactics Edit
It is often prudent to have it summon all 3 Demons early on, as these can dominate smaller enemy units easily and do not cost you anything. Of course, this is only important if the Demon Lord's Ranged Attack is not a better option - though the Demons present new targets for the enemy to attack, diverting damage away from the Demon Lord himself.
If push comes to shove, the Demon Lord can charge forward and engage enemy units in Melee combat. It is quite devastating in this capacity. If the enemy army is comprised mainly or completely of low-threat units, the Demon Lord should actually try to engage them all in Melee, to replenish its own Hit Points and to try and create Undead units from the corpses of the enemies.
Enemy Demon Lords Edit
Demon Lords are very rare, especially when compared to other Death units. As neutral units they are occasionally found in high-level Encounters such as Towers of Wizardry. Most often the encounter will include a single Demon Lord surrounded by low-level Death creatures, especially Ghouls.
Your first problem when engaging such a creature is likely the Demons it will summon - each of them is quite dangerous on its own. After they are dispatched, strong Melee Attackers are usually required to bring the Demon Lord down, as lighter units may fail to get through its heavy Defense score.
Remember that the vast majority of Curses and Special Attacks will completely fail to affect the Demon Lord due to its high Resistance score. Again this means relying on heavy Melee Attack units to engage the Demon Lord. Lighter units may simply allow the Demon Lord to use Life Steal and undo any damage you've managed to do to it so far in the battle!
Ability Overview Edit
- This unit may use a Magical Ranged Attack instead of a Melee Attack 8 times in each battle. Once the unit's ammo is expended, it must resort to Melee Attacks.
- This unit has an extra 30% chance to hit its target with every attack. This improves its statistical chance to inflict more Damage with each attack it makes.
- This unit may summon up to 3 separate units of Demons during each battle. This costs no Mana, but ends the unit's turn immediately.
- A summoned Demon appears in a random tile somewhere on the Demon Lord's half of the battlefield, but usually close to the center of the map.
- A Demon lasts only until the end of the battle (if it survives that long). It is then destroyed automatically.
- This unit cannot be hurt by Poison Damage. It will automatically pass any Resistance roll to avert such damage.
- Normal Units and Heroes attacking this unit with a Normal Melee Attack temporarily increase its Defense score to 10.
- Illusion Damage inflicted on this unit does not bypass its armor. The unit gets to make its Defense rolls as normal.
- During combat, this unit will spot all enemy Invisible creatures regardless of how close they are. Those creatures become semi-visible on the screen, and may be targeted freely like any other unit.
- This unit is completely immune to many Curses from the Sorcery realm. It either may not be targeted by such curses at all, or is simply not affected by them.
- This unit cannot be affected by any spell or ability that delivers Cold Damage. It will simply not receive any Damage from such sources.
- This unit cannot be affected by any spell or ability that causes death or fear, including most of the combat spells from the Death Realm.
- When this unit makes a Melee Attack against an enemy target, it first makes a Cause Fear attack.
- Each figure in the enemy unit must Resist (with no penalty) or be unable to deliver any Melee Damage to the Chaos Spawn.
- This is a Touch Attack, taking effect just before Melee Damage is dealt by either unit. However, it occurs after Breath Attacks, Thrown Attacks, and Gaze Attacks (if any).
- Cause Fear is also used when the unit is Counter Attacking against an enemy assailant.
- This effect does nothing against targets possessing the Death Immunity ability.
Life Steal -5 Edit
- When this unit makes a Melee Attack or Counter Attack, it also delivers a Touch Attack that can suck the life out of its target.
- The target makes a random roll between 1 and 10. This is then compared to the target's Resistance score, at a penalty of -5. The target then suffers an amount of Damage equal to the difference between these numbers.
- The Life Stealing unit is healed by a number of Hit Points equal to the amount of Damage caused by Life Steal. It may also gain bonus Hit Points that will last until the end of the battle.
- If Life Steal deals the majority of damage to an enemy unit during combat, the enemy unit may return to life as an Undead unit after the battle. This reanimated unit is now controlled by the owner of the Life Stealer.
- Raising undead units only occurs if the Life Stealer's army wins the battle, and only if there is room to absorb the new unit(s) in this army.
The Summoning Spell Edit
The new unit is created with full Movement Points, and may move and/or attack immediately as necessary.
To keep the Demon Lord in play, it is necessary to pay an Upkeep Cost of 15 per turn. This is drawn automatically from the caster's Mana pool each turn. Failure to pay the required costs due to lack of Mana in the pool will lead to the Demon Lord being immediately destroyed, along with any Unit Enchantments currently affecting it.
If the unit is destroyed in combat, then it is gone from the world entirely, and there is no further need to pay its Upkeep Costs.
You can also dismiss the Demon Lord voluntarily. To do this, right-click the unit's icon and then press the red "Dismiss" button on the bottom right corner of the unit's details panel. A dismissed unit is gone forever, but of course you can always cast the Demon Lord spell again to get a fresh new one. The primary reason to dismiss a Fantastic Creature would be to remove its Upkeep Cost (conserving Mana as a result).
As a Very Rare Death spell, Demon Lord may become available to any Wizard who possesses at least 3 Spellbooks. However, its availability during the game is not guaranteed unless the Wizard acquires at least 10 Spellbooks.
Demon Lord may not be acquired at the start of the campaign regardless of how many Spellbooks the wizard possesses. It must either be Researched during the game, or acquired through other means.
Wizards with 3 to 9 Spellbooks have a random chance of being able to Research Demon Lord during the game. The chance for this spell to appear for research increases with the number of Death Spellbooks the Wizard possesses or obtains during gameplay. With 10 or 11 Spellbooks, the spell is guaranteed to appear for Research at some point, if it is not already available for casting.
Demon Lord has a base Research Cost of 6,000. It is the most expensive Death Magic spell to research.
With at least 3 Spellbooks, the Demon Lord spell may be acquired as a reward for winning encounters in creature Lairs, Towers, et cetera, or when conquering the Fortress of a rival wizard who has already researched this spell.
Known Bugs Edit
In version 1.31 Fear attacks are malfunctioning. This bug only affects the Demon Lord's Melee Attack.
If the Demon Lord is initiating the attack, two things will happen: 1. Each defending enemy figure has to make a Resistance roll. A figure won't execute its melee attack when failing its roll. So far so good. 2. The Demon Lord won't execute its melee attack, if any defending figure is failing its roll.
This can have a tremendous effect, if the Demon Lord is fighting a low-resistance Multi-Figure unit. Let's take Regular Pikemen for example. They consist of 8 figures and have a Resistance score of 6. There's a 98.3 % chance that at least one Pikemen figure will fail its roll. In this case the Demon Lord won't do any damage. As a result, the Pikemen will kill the Demon Lord most likely in melee combat.
However, Cause Fear hasn't any effect if the Demon Lord is counterattacking. In this case, all attacking enemy figures will be able to execute their attacks and the Demon Lord will also make its counterattack. So if possible, let the enemy initiate the attack. This isn't always possible since the Demon Lord is a flying unit.
Note, that this bug is fixed in the unofficial 1.40 Insecticide patch.