|# of figures||1|
|Melee Attack per figure||12|
|Defense per figure||4|
|Hit Points per figure||10|
The Fire Elemental is the cheapest, but also the weakest of all Elementals. It has no special attack properties, and is mainly a low/mid-tier Melee Attack unit. Nonetheless, the Fire Elemental has several useful immunities, and its low cost means you can bolster your ranks with several such creatures when required.
The Fantastic Unit Edit
Physical Description Edit
The Fire Elemental is a essentially a large, hovering ball of flame which can be ordered around the battlefield. It is comprised entirely of fire and held together by magic.
Attack Properties Edit
The Fire Elemental possesses only a Melee Attack, with the low-mid-range rating of 12. It has no additional inherent attack bonuses and thus delivers 3.6 points of Damage on average with each attack it makes.
This attack somewhat dangerous to low-level Normal Units, but does not pose too much of a threat for experienced or well-armored units.
Note: Although the Fire Elemental is implied to be made entirely of fire, its Melee Attack delivers regular Melee Damage - not Fire Damage. Therefore, units with Fire Immunity and/or Magic Immunity do not receive a bonus to their Defense score when fighting this creature.
Defensive Properties Edit
The Fire Elemental has a rather-low Defense score of 4. It will thus block about 1.2 points of Damage from enemy attacks, on average.
The Fire Elemental only has 10 Hit Points, though this is not too bad considering its low Casting Cost. It can take more damage than a low-level Normal Units, but again its low Defense score means that damage will pile up rather quickly during combat.
On the other hand, Fire Elementals possess three different immunities that could come in handy: Stoning Immunity renders it invulnerable to Stoning Gaze, Stoning Touch and Petrify. Poison Immunity means it is not hurt by a Poison Touch attack. Finally, the Fire Elemental is obviously Immune to Fire, which allows it to ignore any Fire Damage dealt to it in combat or via spells.
Other Properties Edit
Fire Elementals are quite slow, moving at only 1. Therefore, they are usually meant to assault the enemy head-on, hoping that enemy Ranged Attack units do not dispatch the Elemental before it reaches the enemy lines. Complex maneuvers are difficult at best.
Basic Tactics Edit
The Fire Elemental is a suicide unit. It is brought into combat to bolster one's forces, take and deal Damage, and give its life to weaken the enemy or protect other friendly troops. It will always be destroyed at the end of the battle anyway, so there is rarely any reason to worry about the Fire Elemental's well-being during combat.
If you have the Mana to do so, consider summoning plenty of these creatures to keep the enemy busy while other units maneuver on the battlefield. Otherwise, place the Fire Elementals as a physical barrier between the enemy and your troops, or advance towards the enemy lines and hope for the best.
Summoning plenty of Fire Elementals can turn the balance of forces on its head, making a hopeless battle winnable or an evenly-matched battle easily won. Naturally this is assuming that the enemy does not possess any high-level units which can crush Fire Elementals easily.
Enemy Fire Elementals Edit
Although Wizards may only use Fire Elementals for the duration of a single battle, these Fantastic Creatures will sometimes be encountered as permanent guardians in Chaos Nodes and other encounter areas. Furthermore, they may be part of Rampaging Monster groups coming to attack your cities. Fire Elementals are often encountered either alone or in large groups, and are rarely accompanied by other Chaos creatures.
Fire Elementals are usually easy to dispatch, unless you rely heavily on units using Fire Damage, Stoning Damage or Poison Damage - which the Fire Elemental will simply shrug off. Often enough a few Normal Units can engage and destroy a Fire Elemental rather easily.
Ability Overview Edit
- This unit cannot be hurt by Poison Damage. It will automatically pass any Resistance roll to avert such damage.
- 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.
- This unit cannot be petrified, whether by Stoning Damage attacks or the Petrify spell. It ignores the Stoning effect entirely.
The Summoning Spell Edit
Fire Elemental may only be cast during combat, for the base Casting Cost of 20. The spell must be targeted at any unoccupied battlefield tile, and only on your half of the battlefield. Upon casting, the new Fire Elemental unit will appear in the targeted tile.
The new unit is created with full Movement Points, and may move and/or attack immediately as necessary.
The Fire Elemental will always be destroyed at the end of combat, if it hasn't already been destroyed by that point. There is no way to "preserve" it for use on the overland map. As such, the unit also has no Upkeep Costs.
Permanent Summoning Trick Edit
Disclaimer: This trick appears to violate the game designers' intent, and it cannot be guaranteed that its use won't destabilize the game.
If you MUST have a Fire Elemental for your army garrisoned in one of your towns, you can enter a battle with the intention of losing (not winning). You will need to know the Sorcery spell Word of Recall and the Chaos spell Fire Elemental. Enter a battle and summon the Fire Elemental or Fire Elementals that you want for your army. Use the Word of Recall on your Fire Elemental or Fire Elementals. You can continue the battle to the maximum number of turns, flee the battle (with the risk of losing any units that you have in the battle), or use Word of Recall on any remaining units. Using Word of Recall brings your units back to the Summoning Circle and you now have a Fire Elemental that requires 4 per turn Upkeep Cost. This does not work if you win the battle.
As a Common Chaos spell, Fire Elemental may become available to any Wizard who possesses at least one Chaos Spellbook. However, its availability during the game is not guaranteed unless the Wizard acquires at least 7 Spellbooks.
Customized Wizards possessing up to 10 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 11 Spellbooks are guaranteed to have this spell available for casting as soon as the game begins.
Wizards with 6 or fewer Spellbooks who have not chosen Fire Elemental as a guaranteed spell have a random chance of being able to Research it. The chance for this spell to appear increases with the number of Chaos Spellbooks the Wizard possesses or obtains during gameplay. With 7-10 Spellbooks, the spell is guaranteed to appear for Research if it is not already available for casting.
Fire Elemental has a base Research Cost of 250.
With at least 1 Spellbook, the Fire Elemental 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.