|Spell Rarity||Very Rare|
|Spell Type||Combat Enchantment|
|Combat Casting Cost||60|
All friendly units on the battlefield receive the following bonuses:
High Prayer is a Very Rare Combat Enchantment belonging to the Life Magic realm. For 60 it may be cast during combat to give a lasting effect similar to a combination between two other Life Combat Enchantments called True Light and Prayer - but stronger. It grants no less than 5 different bonuses to all friendly units on the battlefield, including +2, +2, +3, +10%, and +10%.
The effect lasts only until the end of the battle (or until dispelled). Therefore it has no Upkeep Costs to be paid.
High Prayer raises the morale of all friendly units on the battlefield, encouraging them to perform better in almost every respect. As a result, units will strike harder and more truly with their attacks, dodge incoming damage more deftly, and become very resilient in the face of curses and combat maledictions.
Melee Attack Bonus Edit
This increases the unit's damage potential by a small amount, and will also increase its average damage output.
Note that the unit's To Hit bonus also increases (see more on this below), further augmenting the unit's ability to do damage with its Melee Attack.
To Hit Bonus Edit
What this means is that when a friendly creature makes attack rolls to see how many hits it inflicted on its target, each point of Melee Attack strength or Ranged Attack strength has a 10% better chance of landing a hit.
A To Hit bonus does not increase the maximum potential damage output of the unit (though High Prayer also does that separately, as explained above) - but allows the unit to inflict more damage on average (closer to its maximum potential damage).
- We have a Hero with a Melee Attack score of 10. He does not have any To Hit bonuses, which puts his To Hit score at 30% like most other units.
- The maximum amount of damage this Hero can inflict is 10, but on average he will inflict only 10 * 30% = 3 points of damage with each Melee Attack he makes.
- With High Prayer, the Hero's Melee Attack score is increased to 12, and his To Hit score is raised to 40%. This Hero can now inflict a maximum of 12, and on average will now inflict 12 * 40% = 4.8.
- Therefore, the Hero became much stronger and will now inflict more of his potential damage with each attack, on average.
- Note that for Ranged Attacks, High Prayer only increases the To Hit score of the unit, without augmenting its Normal strength. This means that the unit's maximum potential damage with a Ranged Attack stays the same, but each Bow, Boulder or Magical Bolt has a better chance of hitting the target, thus increasing the average amount of damage this unit will do.
Defense Bonus Edit
While in effect, High Prayer gives a Defense bonus of +2 to each and every friendly unit on the battlefield.
As a result, each unit will be able to block at least 2 extra point of damage from any attack. Multi-Figure units may be able to block more than 2 thanks to this bonus, as they sometimes get to make additional Defense rolls against the same attack.
Note that the unit's Defense Roll success chance is also increased (see more on this below), further augmenting the unit's ability to block incoming damage.
To Block Bonus Edit
While High Prayer is in effect, each and every friendly unit on the battlefield gets a To Block bonus of +10% To Block.
High Prayer increases the unit's Defense score itself (as explained above) - and this To Block bonus also increases the chance that each Shield (including the bonus ones) will manage to block an incoming hit.
This bonus comes into play whenever the unit is required to make Defense rolls, such as when being attacked by another unit using a Melee Attack, Ranged Attack, Special Attacks that require such rolls, or direct-damage spells. This bonus does not help defend against Curses, nor against creature attacks that require Resistance rolls to avoid.
- We have a Hero with a Defense score of 5. As with virtually all creatures, he has a To Block chance of 30%.
- Whenever this creature is hit with a damage-dealing attack, he must make Defense Rolls to see how much of the incoming damage he can block. The maximum amount of damage the Hero can block is 5, but on average he will only block about 5 * 30% = 1.5 from any attack.
- With High Prayer, the Hero's Defense score is increased to 7, and his To Block chance is raised to 40%. This Hero can now block a maximum of 7, but on average will now block about 7 * 40% = 2.8 from any attack.
- Therefore, High Prayer has increased both the Hero's maximum potential to block damage, and also ensures that the Hero blocks an amount of damage closer to this potential, each time he defends.
Enemy Melee To Hit Malus Edit
While High Prayer is in effect, each and every enemy unit on the battlefield receives a -10% To Hit malus to their Melee Attacks.
What this means is that when an enemy creature makes attack rolls to see how many hits it inflicted on a friendly unit, each point of Melee Attack strength has a 10 percentage points worse chance of landing a hit.
A To Hit malus does not decrease the maximum potential damage output of the enemy unit - but makes it inflict less damage on average. It's a significant penalty for units that have no additional To Hit bonuses. Decreasing the success rate of each roll from 30% to 20% means 33% less damage before shields are applied (and often halved damage after shields are applied).
Note that this effect was removed in the unofficial 1.40n patch.
Resistance Bonus Edit
While High Prayer is in effect, each and every friendly unit on the battlefield receives a Resistance bonus of +3.
High Prayer vs. Prayer Edit
Unfortunately, the effects from both spells are not cumulative. Therefore, if a wizard has cast both spells during combat, only High Prayer will have any effect so long as it is still in play. If High Prayer is dispelled in such a situation, and Prayer remains in effect for whatever reason, your units keep their To Hit bonuses, To Block bonuses and a Resistance bonus of only +1. The Melee Attack and Defense score bonuses are lost.
High Prayer may be cast during combat for the high basic Casting Cost of 60. It will immediately affect all friendly units on the battlefield, and will continue doing so until the end of the battle or until dispelled.
After casting the spell, its icon will appear in the "Enchantments" window underneath the casting wizard's name. The spell will remain in effect until the end of battle, or until dispelled by the opponent. Since it does not carry on after the end of the battle, High Prayer has no Upkeep Cost.
As a Very Rare Life spell, High Prayer 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.
High Prayer 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 High Prayer during the game. The chance for this spell to appear for research increases with the number of Life 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.
High Prayer has a base Research Cost of 1,850.
With at least 3 Spellbooks, the High Prayer 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.
High Prayer is essentially a definitive version of the Prayer spell, providing the same To Hit and To Block bonus, adding a stronger Resistance bonus, and two extra bonuses to Melee Attack strength and Defense. This makes it an extremely powerful spell to cast during a large battle, where it can instantly make your entire army quite powerful. Even the weakest units in the army will be significantly harder to destroy, and a much greater threat to your enemy.
Therefore, the use of High Prayer should be limited to the following situation:
- Your army contains a significant number of units. While a one-unit army still benefits from the spell, greater efficiency can probably be gotten by casting an array of other spells on this unit.
- The battle isn't going to be easy. This would justify using this spell as opposed to casting other, more cost-effective spells.
If you're looking for a quick resolution to a relatively simple battle, in order to prevent an enemy wizard or unit from doing too much damage with spells or other attacks over time, it may be a better idea to conserve Mana by casting Prayer instead of High Prayer, and then cast additional spells as necessary.
On the other hand, if you think the battle is going to be a close call, High Prayer will significantly improve your chances of winning, and may end up saving several of your units from death altogether. The expenditure of Mana will be high, but in this case it will be worth it.
Naturally, if Mana is abundant, High Prayer can make any battle easier. It is easily one of the most powerful Combat Enchantments available to any wizard.