|Upkeep Cost||15 per turn|
|# of figures||1|
|Melee Attack per figure||9|
|Ranged Attack per figure||9|
|Defense per figure||7|
|Hit Points per figure||12|
+20% To Hit
Caster ( 20)Fire Immunity
The Efreet has a reasonable Melee Attack and Magical Ranged Attack, but its primary advantages are its quick Flight and its ability to cast Chaos spells with its own Mana. It is also totally Immune to Fire.
The Fantastic Unit Edit
Physical Description Edit
An Efreet has the upper body of a large, fat, strong man, with a magical vortex instead of a lower body. The Efreet wears little above the waist - only a belt indicating the end of the its physical half and the start of its magical half. Its head is adorned with a small-horned hat.
Efreets are originally creatures from Arabian myths, and in many folklore stories they were malicious creatures capable of changing their form to trick their enemies.
Attack Properties Edit
For a high-tier Fantastic Creature, the Efreet's basic Melee Attack and Ranged Attack scores are both somewhat lacking - but in practice they are much stronger thanks to the creature's uncanny ability To Hit.
The Efreet's Melee Attack has a strength of 9. This is coupled with a high +20% To Hit bonus, but still gives the creature an average damage output of only 4.5 per attack.
The creature's Magical Ranged Attack is exactly as strong as its Melee Attack, at a strength of 9. This too enjoys the +20% bonus, thus having an average damage output of 4.5 per attack. As a Magical attack, it does not suffer from To Hit range penalties.
The Efreet uses its own Mana to execute Ranged Attacks. Therefore, it does not have a static ammunition limit, as explained below. Based on its Mana however, the maximum number of Ranged Attacks it may perform during combat is 6.
Defensive Properties Edit
The Efreet's Defense score is somewhat high for a Single-Figure unit, standing at 7. It will block about 2.1 points of Damage from any direct attack on average.
More impressive is the Efreet's Resistance score, which is 10. This essentially means that any Curse or ill effect that does not enforce a Resistance penalty on its target may not affect the Efreet at all.
The Efreet possesses the Caster ability with 20. In other words, it can spend up to 20 casting its own spells during combat, without spending any of its controlling Wizard's Mana.
A Efreet may cast any Chaos combat spells (regardless of how many are known to its controlling wizard!), as long as it has sufficient Mana to do so. With a pool of only 20, some spells are simply too expensive for it, but others may be cast a few times before the creature empties its Mana pool.
Casting any spell costs the Efreet all of its remaining movement points for the turn - however many there are left. Therefore, it can only cast one spell per turn, but may move freely before doing so. As long as it has at least 0.5 Movement Points remaining, it can cast a spell - and then its Movement Points are reduced to 0.
The Efreet's Mana is also used to feed its Magical Ranged Attacks, instead of a normal Ammunition count. Each attack eats up 3 out of the Efreet's own pool, thus allowing it to make up to 6 such attacks per battle (6* 3 = 18, with 2 extra Mana left over). The use of Mana instead of ammunition means that each Ranged Attack reduces the amount of Mana left for casting spells, and vice versa.
Other Properties Edit
The Efreet can move at a rate of 3 on the overland map and during combat. This allows it to easily evade enemy units (which is good because it is not particularly durable). This also allows it to maneuver to attack weaker enemy units, avoiding too much risk to itself.
The Efreet also possesses the Fire Immunity ability, making it a good unit for fighting enemy Chaos creatures and wizards using Chaos magic. It will suffer no damage from any attack that delivers Fire Damage.
Basic Tactics Edit
Efreets are quite fragile for their high Casting Cost, and do not inflict too much combat damage either. They should be kept away from strong enemy attackers, and should use their quick Flying ability to maneuver against weaker enemy units which present a smaller threat to them.
Fortunately, the Efreet's casting ability allows it to utilize various Chaos spells which can inflict significant damage on the enemy. Alternatively, use the Efreet's Ranged Attack to pelt the enemies with magical bolts at long range. Remember that these Ranged Attacks eat up the creature's Mana, so it's important to find the correct combination of Ranged Attacks vs. Spellcasting, as required by the situation.
Finally, Efreets make good units for fighting in Chaos Nodes, when fighting other Chaos creatures in general, and when fighting enemy wizards who like to use Chaos magic in combat. This is thanks to the Efreet's innate Fire Immunity.
Enemy Efreets Edit
Efreets are somewhat common as neutral monsters. They'll most likely appear in Chaos Nodes, accompanied by any kind of lower-level Chaos creatures. They will often be surrounded by Fire Elementals, and can summon more as necessary.
Ability Overview Edit
- This unit has an extra 20% 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 cast spells during combat, withdrawing Mana from its own personal Mana Pool to do so.
- Spellcasting takes up all of the unit's remaining Movement Points for the turn.
- The unit may spend up to 20 per battle. This Mana Pool is reset at the end of each battle - assuming the unit survives at all.
- If the unit is a Hero and is placed in the same Town as the Wizard's Fortress, half of these Caster points are added to the wizard's Spell Skill.
- This unit shrugs off any attack that delivers Fire Damage, including Fire Breath attacks, direct-damage spells like Fireball, or even the damage-dealing effect of Wall of Fire. These attacks do no damage to the unit.
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 Efreet 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 Efreet 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 Efreet 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 Efreet 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 Rare Chaos spell, Efreet may become available to any Wizard who possesses at least 2 Spellbooks. However, its availability during the game is not guaranteed unless the Wizard acquires at least 10 Spellbooks.
Customized Wizards possessing 11 Spellbooks at creation time may choose this spell as one of their default spells before starting the game, in which case the spell will already be researched and available for casting immediately on the first turn.
Wizards with 2 to 9 Spellbooks have a random chance of being able to Research Efreet during the game. The chance for this spell to appear for research increases with the number of Chaos 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.
Efreet has a base Research Cost of 1,300.
With at least 2 Spellbooks, the Efreet 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.