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Fire Giant

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Fire Giant
Summon FireGiant
Realm Icon Chaos.pngChaos
Spell Properties
Spell Rarity Uncommon
Casting Cost Icon Mana.png 150
Upkeep Cost Icon Mana.png 3 per turn
Research Cost Icon Research.png 350
Unit Properties
# of figures Icon SingleFigureUnit.png 1
Moves Icon Movement Ground2
Melee Attack per figure Icon Melee Normal.png 10
Ranged Attack per figure Icon Ranged Boulder.png 10
Defense per figure Icon Defense.png 5
Resistance Icon Resist.png 7
Hit Points per figure Icon Hits.png 15
Unit Abilities

Ability Quiver Ranged Attack x2

Ability ToHit +10% To Hit

Ability Mountaineer Mountaineer

Ability WallCrusher Wall Crusher

Ability FireImmunity Fire Immunity
Tactical FireGiant
The Fire Giant is a type of Fantastic Unit featured in Master of Magic. Fire Giants belong to the Icon Chaos.pngChaos Realm, and may be summoned using a Summoning Spell of the same name. Despite being physically weakest among Giants, the Fire Giant still packs both a respectable Icon Melee Normal.png Melee Attack and Icon Ranged Boulder.png Ranged Boulder Attack, and is quite tough for an Uncommon Creature. It can Crush through City Walls, quickly lead other troops through Mountains, and is completely immune to Fire Damage.

The Fantastic Unit Edit

Physical Description Edit

The Fire Giant is a large creature, significantly taller than a man, and wearing a distinctive golden plate armor. A large, golden, "Greek-style" helmet covers the giant's face, but his strong arms and legs, unprotected by the armor, give away this creature's humanoid origins. The Fire Giant is armed with a large shield and a dangerous-looking sword fit for his size.

The Fire Giant is a Icon SingleFigureUnit.png Single-Figure Unit.

Attack Properties Edit

The Fire Giant possesses reasonable Melee Attack properties, as well as an admirable boulder-lobbing Ranged Attack. These attack properties put it about on par with a mid-tier Normal Unit, though few normal units can attack both in Melee and Ranged with the same strength.

The Fire Giant's Melee Attack has a strength of Icon Melee Normal.png 10. Thanks to an inherent Icon ToHit.png +10% bonus, the average damage caused by this attack is Icon Damage.png 4 per attack.

The Fire Giant's Ranged Attack has the same strength, at Icon Ranged Boulder.png 10. This boulder attack cannot be deflected by such spells that protect enemy units against missiles. The Fire Giant's ranged attack also enjoys the unit's Icon ToHit.png +10% bonus, delivering Icon Damage.png 4 points of Damage on average. The Fire Giant may use this attack only twice per battle before having to switch to Melee Attacks.

Note that both attacks enjoy the benefits of the Wall Crusher ability. The Fire Giant can target individual City Wall sections, and has a certain chance to destroy them. If it uses a Ranged Attack for this, its chance of destroying the wall section is 25%. If it uses a Melee Attack, the chance is 50%. In both cases, if an enemy unit is standing adjacent to and inside the targeted wall section, the Fire Giant's attack targets both the wall and the enemy unit. Any wall section destroyed by this attack will remain destroyed for the rest of the battle - but will be entirely fixed when the next battle begins.

Defensive Properties Edit

Despite being clad in plate armor, the Fire Giant only has a rather average Defense score of Icon Defense.png 5. It will block about Icon Damage.png 1.5 points of Damage from any direct attack, on average. Damage that does get through will still have to chip away at the Giant's respectable Icon Hits.png 15 before he can be brought down.

The Fire Giant's Resistance score is Icon Resist.png 7, which makes him reasonably-well protected against spells and combat maledictions, though he is still quite vulnerable to such effects when they incur a Resistance penalty.

On the other hand, the Fire Giant possesses the Fire Immunity ability. This protects the Giant from any attacks that deliver Fire Damage. This can be useful when fighting other Icon Chaos.pngChaos creatures or Icon Chaos.pngChaos-wielding wizards.

Other Properties Edit

As with other Giants, the Fire Giant's long stride carries it at Icon Movement Ground2 across both the overland map and the battlefield. This allows the Fire Giant to charge at enemy units during battle, or keep its distance while flinging his Ranged Attacks at them.

On the overland map, the Fire Giant also employs his Mountaineer ability to allow moving into Hill, Mountain and Volcano tiles at the cost of only 1 Movement Point. In fact, any units stacked with the Fire Giant will also enjoy this rapid movement, allowing the Fire Giant to lead other troops through this normally-difficult terrain. On the other hand, the Fire Giant and its stack must pay 3 Movement Points when entering any Grassland tile.

Basic Tactics Edit

Fire Giants will usually start a battle by lobbing boulders at their enemies, and then quickly switch to a head-on charge. Although not as strong as other Giants, the Fire Giant can dish out a good deal of damage in both Ranged and Melee combat, and can take a respectable amount of damage himself.

Fire Giants are quite useful for siege battles, as they can knock down Wall Sections with ease. Furthermore, a Wall of Fire, usually a serious hazard in town combat, poses no threat to the Fire Giant thanks to his Fire Immunity.

Fire Giants are also excellent pathfinders when it comes to crossing Mountains. If you want to explore quickly in mountainous terrain, or mount a swift assault through this type of area, a single Fire Giant can lead an entire army through it in no time.

Overall, for all the reasons outlined above, Fire Giants seem to be an excellent weapon to use against other Icon Chaos.pngChaos-wielding wizards, especially thanks to their immunity to Fire Damage. They can also be useful in large groups comprised of nothing but Fire Giants, though they don't stand up too well to the higher-level units of any Realm.

Enemy Fire Giants Edit

Fire Giants sometimes appear as neutral monsters in mid-level encounters, though they are rarer than most other Icon Chaos.pngChaos creatures in these situations. In such cases they are commonly supported by smaller Icon Chaos.pngChaos creatures, such as Hell Hounds. If not alone, Fire Giants will usually appear in groups of two or three at most.

Though they are quite fierce in combat, Fire Giants should not pose any real problem to a sufficiently-large army. They may cause some Icon Damage.png Damage with their initial Ranged Attacks, but in Melee combat they are just big mid-level creatures. Try to block them from reaching your soft Ranged Attack units, and you should do fine.

However, Fire Giants may pose a problem for wizards who use Icon Chaos.pngChaos magic, thanks to their Fire Immunity. Try to engage them with units that don't deal Fire Damage, and stick to Unit Curses or direct-damage spells that deal normal damage (such as Lightning Bolt). If a Fire Giant shows up for a siege battle, take it out first before it starts destroying your City Walls.

Ability Overview Edit

Ability Quiver Ranged Attack x2 Edit

  • This unit may use a Icon Ranged Boulder.png Ranged Boulder Attack instead of a Melee Attack 2 times in each battle. Once the unit's ammo is expended, it must resort to Melee Attacks.

Ability ToHit +10% To Hit Edit

  • This unit has an extra Icon ToHit.png 10% chance to hit its target with every attack. This improves its statistical chance to inflict more Icon Damage.png Damage with each attack it makes.

Ability Mountaineer Mountaineer Edit

  • This unit may move through any Hills, Mountain or Volcano tile at a rate of 1 Movement Point per tile.
  • When this unit is stacked with other units, the entire stack may move through these tiles at a rate of 1 Movement Point per tile.
  • On the other hand, traveling into Grassland tiles costs this unit and its stack exactly 3 Movement Points.

Ability WallCrusher Wall Crusher Edit

  • This unit can make Melee Attacks and/or Ranged Attacks (as available) against City Walls. Each attack has a certain chance to destroy the targeted wall section for the remainder of the battle.
  • A Ranged Attack has a 25% chance of destroying the targeted wall section. A Melee Attack has a 50% chance of destroying the targeted wall section.
  • If an enemy unit is standing behind the wall when it is attacked, the Wall Crusher unit attacks that unit as well. Defense bonuses to the target unit depend on whether or not the wall is destroyed during this attack.
  • This ability can only destroy City Walls. Other, magical wall types are not affected.

Ability FireImmunity Fire Immunity Edit

  • 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

Usage Edit

Fire Giant may only be cast on the overland map, for the base Casting Cost of Icon Mana.png 150. Upon casting, the new Fire Giant unit will appear in the town currently containing the caster's Summoning Circle.

The new unit is created with full Movement Points, and may move and/or attack immediately as necessary.

To keep the Fire Giant in play, it is necessary to pay an Upkeep Cost of Icon Mana.png 3 per turn. This is drawn automatically from the caster's Mana pool each turn. Failure to pay the required costs due to lack of Icon Mana.png Mana in the pool will lead to the Fire Giant 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 Fire Giant 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 Fire Giant spell again to get a fresh new one. The primary reason to dismiss a Fantastic Creature would be to remove its Upkeep Cost (conserving Icon Mana.png Mana as a result).

Acquisition Edit

As an Uncommon Icon Chaos.pngChaos spell, Fire Giant may become available to any Wizard who possesses at least one Icon Chaos.pngChaos Spellbook. However, its availability during the game is almost never guaranteed.

Customized Wizards possessing Icon Chaos.png11 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 who possess at least Icon Chaos.png8 Spellbooks, or Wizards with Icon Chaos.png11 Spellbooks who did not select Fire Giant as a guaranteed spell, will be able to Research this spell at some point during their campaign. Wizards with fewer than Icon Chaos.png8 Spellbooks have a random chance of being able to Research it. The chance for this spell to appear increases with the number of Icon Chaos.pngChaos Spellbooks the Wizard possesses or obtains during gameplay.

Fire Giant has a base Research Cost of Icon Research.png 350.

With at least Icon Chaos.png1 Spellbook, the Fire Giant 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.

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