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Nature's Wrath
GlobalEnchantment NaturesWrath
Realm Icon Nature.pngNature
Spell Rarity Very Rare
Spell Type Global Enchantment
Casting Cost Icon Mana.png 1,250
Upkeep Cost Icon Mana.png 10
Research Cost Icon Research.png 6,000
Effects

Each time a rival Wizard casts a spell from the Icon Death.pngDeath or Icon Chaos.pngChaos Realms, the following effects strike each and every one of that wizard's Towns:

  • Each Building in each Town has a 5% chance of being destroyed.
  • Each unit garrisoned in each Town has a 10% chance of being destroyed.
Icon Movement AirFlying and Non-Corporeal units are immune to the destruction caused by this spell.

Nature's Wrath is a Very Rare Global Enchantment from the Icon Nature.pngNature Realm. In fact, it is the single most expensive spell in the Icon Nature.pngNature repertoire. For Icon Mana.png 1,250 it may be cast on the overland map to punish each rival Wizard for casting Icon Death.pngDeath or Icon Chaos.pngChaos spells. The punishment is a random chance for each building and each unit in that Wizard's Towns to be destroyed (except for Icon Movement AirFlying and Ability NonCorporeal Non-Corporeal units, which are immune). The spell requires an Upkeep Cost of Icon Mana.png 10 per turn to remain in operation.

Effects Edit

Nature's Wrath punishes enemy Wizards each time they cast a Icon Death.pngDeath or Icon Chaos.pngChaos spell by destroying some of their Town Buildings and units. The Wizard who triggers this effect, by casting a Icon Death.pngDeath or Icon Chaos.pngChaos spell, is hereby referred to as the "offending wizard". Nature's Wrath's caster may never be considered the "offending wizard" however, even if they do use any Icon Death.pngDeath or Icon Chaos.pngChaos spells. Thus, the Wizard who cast Nature's Wrath is completely safe from the ensuing destruction.

Triggering the Effect Edit

Nature's Wrath is only triggered on the overland map. Rival Wizards can continue casting Icon Chaos.pngChaos and Icon Death.pngDeath spells during combat without having to worry about the effect. On the other hand, Nature's Wrath may strike an offending Wizard's cities repeatedly during the same turn, should that Wizard cast two or more spells from the Icon Death.pngDeath or Icon Chaos.pngChaos Realms. However, this only applies to the human player in the official game, as computer-controlled Wizards are inherently incapable of casting more than one overland spell per turn; both in v1.31, and in Insecticide. This feature is added in the Unofficial Patch 1.50 though, increasing the usefulness of this spell against AI Wizards.

Town Building Destruction Edit

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This article/section is missing crucial information and may require additional research to answer the following questions:
  • How exactly does this effect (and other similar ones) deal with Replaced buildings?

Each time the Nature's Wrath effect is triggered, every Town Building in each of the offending Wizard's Towns has a chance to be destroyed instantly. The game rolls a random number between 1 and 100 for each such building. Any building for which the result is 5 or less is immediately destroyed (a 5% chance per Town Building). There is no limit to the number of buildings that may be destroyed by one triggering of this spell's effect (even several buildings in the same city!).

Garrisoned Unit Destruction Edit

Each time the Nature's Wrath effect is triggered, every unit currently garrisoned inside one of the offending Wizard's Towns also has a chance to be destroyed. For this, the game rolls a random number between 1 and 100 for each such unit. Any unit that gets a result of 10 or less is immediately destroyed (a 10% chance per unit). There is no limit to the number of units that may be destroyed by one triggering of this effect either (even several units in the same city!). However, there is one important exception here: Icon Movement AirFlying and Ability NonCorporeal Non-Corporeal units are completely immune to this destruction, will never be harmed by the spell's effects.

Usage Edit

Nature's Wrath may only be cast on the overland map, for a base Casting Cost of Icon Mana.png 1,250. After successfully casting it, the spell's name will appear in the Overland Enchantments window of the Magic Screen, printed in the banner-color of the controlling Wizard. It may be manually cancelled from here by left-clicking on its name at any time when this screen is available (i.e. outside of combat, during the player's own turn). Naturally, Nature's Wrath may only be cancelled by the Wizard who currently controls it, other players can only remove it via Icon Arcane.pngDisjunction / Icon Sorcery.pngDisjunction True, or Icon Sorcery.pngSpell Binding.

To keep this spell in effect, the controlling Wizard must pay an Upkeep Cost of exactly Icon Mana.png 10 at the beginning of every turn - regardless of how many targets it is affecting, or what Spellbooks and Retorts are present in the Wizard's profile. Failure to pay this cost due to lack of Icon Mana.png Mana will cause Nature's Wrath to dissipate, immediately removing all of its benefits.

If Nature's Wrath is cast by the human player, then they will receive an on-screen notification whenever any Wizard has triggered its effect. This allows them to keep track of which Wizards are casting Icon Death.pngDeath and/or Icon Chaos.pngChaos spells, though it doesn't give a report on what assets they are losing as a result.

Acquisition Edit

As a Very Rare Spell of the Icon Nature.pngNature Realm, Nature's Wrath may become available to any Wizard who acquires at least Icon Nature.png3 Spellbooks. With any less, the spell can not be learned during the campaign. This is the minimum requirement for it to be traded for, appear in Treasure, or be found in the spoils of victory when conquering the Fortress of a rival Wizard who already knows it.

The base chance for Nature's Wrath to be researchable (at some point) in the campaign is roughly 10% (with Icon Nature.png3 books), which gradually increases with the amount of Icon Nature.pngNature Spellbooks possessed or found during gameplay. With Icon Nature.png10 or more, the spell is certain to show up sooner or later, unless acquired from another source. It has a Research Cost of Icon Research.png 6,000, although its research is quicker for Wizards possessing the Sage Master, and/or Nature Mastery Retorts; or a bookshelf containing Icon Nature.png8 or more.

Nature's Wrath may not be acquired at the start of the game, regardless of the amount of Icon Nature.pngNature books selected from the starting picks. It must always be either researched or found. However, a bug exists in the official game, that may occasionally allow Nature's Wrath to be researched with only Icon Nature.png2 books despite its Rarity. This can happen if, and only if, the second Icon Nature.pngNature Spellbook comes from Treasure, as it then allows a random Very Rare Spell to be researched, which has a flat 10% chance of being this spell. This oversight is corrected in the Unofficial Patch 1.50.

Strategy Edit

Nature's Wrath is an excellent way to severely weaken an enemy Wizard who is using plenty of Icon Death.pngDeath and/or Icon Chaos.pngChaos magic. Such Wizards must either stop casting spells altogether (if they have no magic from other Realms), or keep casting and be punished each time. Their only other option is to use Icon Arcane.pngDisjunction, Icon Sorcery.pngDisjunction True, or Icon Sorcery.pngSpell Binding to remove Nature's Wrath, although due to its high Casting Cost, it is very difficult to successfully Disjunct this enchantment!