|Spell Rarity||Very Rare|
|Upkeep Cost||20 per turn|
|# of figures||1|
|Melee Attack per figure||25|
|Defense per figure||12|
|Hit Points per figure||45|
+30% To HitPoison Touch 15
The Fantastic Unit Edit
Physical Description Edit
A Great Wyrm is Master of Magic's equivalent to the fantasy staple of a Green Dragon - though it shares more in common with tunneling monstrosities like the Purple Worm or Sandworm. It is a long-bodied draconian creature, many times the size of a human being, clad entirely in thick green scales.
The bulk of the Wyrm's body is hidden underneath the ground. Only its head and neck protrude above the ground in order to attack its prey. It is unknown whether the Great Wyrm has any extremities underneath the ground.
Attack Properties Edit
The Great Wyrm is one of the most powerful and useful Melee attackers in the entire game. Its bite delivers a 25 strength attack, which is coupled with a +30% To Hit bonus to give an average of 15 points of Damage per attack. On its own this is easily enough to kill a lightly-armored Hero with one strike, or destroy an entire unit of experienced high-tier Normal Units.
Furthermore, the Great Wyrm's bite is the single most Poisonous attack in the game, with a strength of 15. This means that whenever it does Melee combat with an enemy target, that target has to make 15 separate Resistance rolls. Each failed roll inflicts an extra 1 point of Damage on the unit! Depending on the target's Resistance score, this can potentially boost the Great Wyrm's average damage output per attack to almost 30 points! Only units with 10 or higher, and units with Poison Immunity, can be guaranteed to avoid suffering this extra damage.
Defensive Properties Edit
The Great Wyrm's tough scales and incredibly thick skin offer it a full 12 worth of protection, better than any other normal or summoned unit. On top of that, it can absorb a massive 45 before going down. In straight-up melee, it is more than a match for all but the most experienced heroes or heavily enchanted units.
Other Properties Edit
Perhaps the most important quality of the Great Wyrm is its Merging ability. For the cost of 1 Movement Point, it can move to any tile on the battlefield. Thus, with its total movement allowance of 3, the Wyrm can move adjacent to any unit, attack it at a cost of 1.5 movement points, and then use the remaining .5 movement points to retreat to safety. In this manner, it can engage enemy ground units in almost whatever order it wants. Only Ranged Attack units, or units who themselves can Teleport around the battlefield at will, may engage it regardless of its position.
Note that on the overland map, the Great Wyrm cannot use Merging. However, its 3 movement allowance still exceeds that of most other units.
Finally, the Great Wyrm possesses a Resistance score of 12, rendering it immune to many Curses and ill effects that do not impose a Resistance penalty. Even those that do will still have reduced chance of causing the creature any harm.
Basic Tactics Edit
As stated above, in battle the Great Wyrm retains plenty of options. It can wipe out weaker enemy units one-by-one: moving adjacent to an enemy unit, destroying or seriously injuring it with its powerful poisonous bite, and then moving far away to avoid retaliations during the enemy's turn. It can try taking out the enemy's ranged units first (to prevent them from targeting it at a distance), then focus on bringing down the remaining enemy units at its own leisure.
Exceptionally strong enemies who do not possess high Resistance or Poison Immunity can also be destroyed very effectively, and the Great Wyrm's high Hit Points may keep it in battle despite fierce opposition.
Enemy Great Wyrms Edit
Any encounter with a Great Wyrm will likely end with the loss of the weakest ground units of any army (even if they are very strong units!), as the Wyrm simply tunnels up and takes them out first. Inexperienced or ill-equipped Heroes and Champions seem to be a favored target for this creature.
The primary method of taking down a Great Wyrm involves the exploitation of Flying ranged attackers and/or direct damage spells; these can whittle it down while avoiding its terrifying melee attack. Of course, Great Wyrms are usually accompanied by another Nature monster type; several of the possibilities (especially Colossi) are quite effective against fliers on their own, and all bets are off if you're up against the Giant Spiders/Great Wyrm combo.
Ability Overview Edit
- 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.
- During its turn, this unit may instantly move to any unoccupied tile on the battlefield, using up only 1 Movement Point (or 0.5, if it only has that many points left).
- There is no limit to the number of times the unit may Merge in a single turn - as long as it has any Movement Points remaining.
Poison Touch 15 Edit
- During this unit's Melee Attack, each figure will also make a Touch Attack against the target, delivering 15 points of Poison Damage per attack.
- The target unit must make 15 consecutive Resistance rolls against each Poison Attack. For each roll the target fails, it receives 1 point of Damage.
- The Poison Damage is dealt simultaneously with the exchange of Melee Damage between the two units.
- The Poisoning also occurs when this unit Counter Attacks against an enemy assailant.
- This effect does nothing against targets possessing the Poison Immunity ability.
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 Great Wyrm in play, it is necessary to pay an Upkeep Cost of 20 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 Great Wyrm 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 Great Wyrm 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 Great Wyrm 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 Nature spell, Great Wyrm 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.
Great Wyrm 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 Great Wyrm during the game. The chance for this spell to appear for research increases with the number of Nature 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.
Great Wyrm has a base Research Cost of 5,000.
With at least 3 Spellbooks, the Great Wyrm 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.