|Spell Type||Combat Enchantment|
|Combat Casting Cost||30|
All friendly units on the battlefield receive the following bonuses:-10% To Hit penalty to their Melee Attacks.
Prayer is an Uncommon Combat Enchantment belonging to the Life Magic realm. For 30 it may be cast during combat to give a lasting effect, whereby all friendly creatures receive a +10% success chance bonus to their To Hit, Defense and Resistance rolls. As a result, friendly creatures become more deadly, harder to kill, and harder to affect with curses, respectively.
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 more truly with their attacks, dodge incoming damage more deftly, and become more resilient in the face of curses and combat maledictions.
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 - 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 Prayer, the Hero's To Hit score is raised to 40%. This Hero can still inflict a maximum of only 10, but on average will now inflict 10 * 40% = 4.
- Therefore, although the Hero did not become stronger, he will now inflict more of his potential damage with each attack, on average.
Defense Chance Bonus Edit
While Prayer is in effect, each and every friendly unit on the battlefield gets a +10% chance of succeeding each Defense roll they make.
Prayer does not increase the unit's Defense score itself - instead it increases the chance that each Shield 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 Defense Roll 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 Prayer, the Hero's defense roll chance is raised to 40%. This Hero can still block a maximum of only 5, but on average will now block about 5 * 40% = 2 from any attack.
- Therefore, while the Hero's Defense score hasn't been increased, he will now make a better use of that score in combat.
Enemy Melee To Hit Malus Edit
While 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 Prayer is in effect, each and every friendly unit on the battlefield receives a Resistance bonus of +1.
Prayer may be cast during combat for the basic Casting Cost of 30. 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, Prayer has no Upkeep Cost.
Customized Wizards possessing 11 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 8 Spellbooks, or Wizards with 11 Spellbooks who did not select Prayer as a guaranteed spell, will be able to Research this spell at some point during their campaign. Wizards with fewer than 8 Spellbooks have a random chance of being able to Research it. The chance for this spell to appear increases with the number of Life Spellbooks the Wizard possesses or obtains during gameplay.
Prayer has a base Research Cost of 800.
With at least 1 Spellbook, the 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.
Prayer's bonuses may be hard to understand, and may not seem all that effectual. However, they will significantly increase the combat effectiveness of all friendly units simultaneously - and the stronger the unit, the better the effect.
Therefore, players possessing this spell will do well to use it often, especially when commanding a larger army. The larger the army, the more incentive there is to cast this spell.
Again, because the spell messes with the success chance of attack and defense rolls, rather than increasing or decreasing attack and defense scores by a set amount, units with very high attack and defense scores benefit more from these bonuses. Access to the Prayer spell therefore encourages the use of stronger units.
In conjunction with units possessing high natural To Hit scores, and possibly other spells that increase this score, Prayer can help units deliver massive amounts of damage to their foes - very close (or even equal!) to their maximum potential damage.