- This article is about the unit ability labeled "Thrown" in the game. For the specifications of the attack executed by this ability, see Thrown Attack.
The strength of the Thrown ability is noted after its name (e.g. " 1"). This indicates the attack's strength, and thus the maximum Damage it can cause (though this is subjected to To Hit rolls and the target's Defense rolls).
Seven different units in the game possess the Thrown ability by default. 4 of these are Barbarian Normal Units, while the remaining 3 are Heroes. For all seven units, the strength of the Thrown ability improves with Experience Level (and is one of the only Unit Abilities to do so!).
There is no way to add the Thrown ability to a unit that does not already possess it. However, it is quite possible to improve the strength of this ability by several means for units that do possess it, particularly for the three Heroes.
While there are many units that can perform a Ranged Attack to try and damage their enemies from a long distance, some units prefer to lob heavier projectiles at the enemy from a significantly closer range. Throwing axes and spears are preferred weapons for such an attack, but all must be unleashed at a relatively close range. The unit will lob its thrown weapons at the target just prior to charging it with hand-to-hand weapons, counting on the initial damage from the thrown attack to weaken the target.
Thrown is automatically used whenever the unit voluntarily makes a Melee Attack against any opponent. Before the unit commences its actual attack, it will unleash a Thrown Attack delivering a certain amount of non-magical damage.
This is carried out in a similar fashion to a regular attack. The Throwing unit makes a number of To Hit rolls equal to the strength of the Thrown ability. The target then gets to make Defense rolls to try and block some of this incoming damage.
As a result, any figure in the enemy unit that is killed by the Thrown Attack does not get to retaliate at all - it is already dead by the time its unit begins the retaliation (that is, if the unit survived at all). This confers a great deal of protection to the Throwing unit: if it can kill a large number of enemy figures (or all of them) with the Thrown Attack, the target can return very little damage at it.
All Thrown Attacks deliver regular combat damage, similar to Melee Damage. As a non-magical attack, it cannot be blocked by Magic Immunity. Thrown Attacks don't even trigger Weapon Immunity. Large Shield is the only Unit Ability that grants some protection by increasing defense by +2.
Note that Thrown is not used when the unit is Counter Attacking to an enemy assault. It only works when the unit makes a voluntary Melee Attack against an enemy. Also note that Thrown allows a ground unit to initiate Melee Attacks against Flying Units.
Units with a Default Thrown Attack Edit
Note: The ability strengths listed above indicate the unit's initial Thrown strength only. For all these units, Experience will gradually improve the strength of the attack. The 3 Heroes can also equip items that improve it, and many additional effects may also increase the strength of the Thrown ability as explained below.
Acquiring Thrown Edit
There is no known method of adding the Thrown ability to any unit that does not already possess it. The 7 units listed above are the only units that will ever possess Thrown.
Improving Thrown Edit
A unit's Thrown ability can be improved in many different ways, some transient and others permanent. In this regard, the Thrown ability is much more similar to basic unit attributes (like Melee Attack or Resistance) than it is to other Unit Abilities.
For the four Normal Units listed above, the Thrown ability improves at a rate of +1 per every 2 levels - which means +1 at Level 2 ("Regular"), +2 at Level 4 ("Elite"), and +3 at Level 6 ("Champion").
For the Heroes, the Thrown ability improves by +1 per every Experience Level.
Magical Weapons Edit
Normal Units equipped with Mithril Weapons or Adamantium Weapons receive a bonus of +1 or +2 (respectively) to their Thrown ability, if they have it. To Hit bonuses from such weapons (and also from Magical Weapons) do not apply to the unit's Thrown Attack, unless the unofficial 1.40 patch or higher is used.
For Heroes, an Axe or Jewelry with Attack Strength bonuses will apply those bonuses to both the Hero's Melee Attack and to their Thrown ability, if they possess one. This makes Axes the preferred weapon of any Hero who possesses this ability. Note that To Hit bonuses on such an Axe or Jewelry do not apply to the Hero's Thrown Attack, unless the unofficial 1.40 patch or higher is used. Offensive Item Powers (such as Flaming) do apply to Thrown Attack if used on an Axe.
Hero Abilities Edit
The Might ability does not increase the strength of a Hero's own Thrown ability (if he/she has one at all). However, the Leadership ability does help - increasing not only the Hero's Thrown ability, but also the Thrown ability of any unit accompanying this Hero into battle.
Other Magical Effects Edit
There are many spells in the game that can be used to augment a unit's Thrown ability, increasing its strength. The list below is probably missing a few such effects, but is at least mostly complete.
|Spell Name||Effect on target's Thrown ability|
|Chaos Channels||+2 when fighting in/around a Chaos Node|
Hurting an Enemy's Thrown Edit
There are several spells available in the game that can reduce the strength of an enemy's Thrown ability, thus reducing the danger from that enemy unit. The list below may or may not be complete.
|Spell Name||Effect on target's Thrown ability|
|Weakness||No effect (due to bug), should be -2.|
|Shatter||Set to exactly 1|
Spells and Abilities affecting Thrown Edit
|Adamantium Weapon||+2 (requires Alchemists' Guild and a nearby Adamantium Ore)|
|Mithril Weapon||+1 (requires Alchemists' Guild and a nearby Mithril Ore)|
|Flame Blade||+2 (normal units only)|
|Metal Fires||+1 for all allied normal units (non-cumulative with Flame Blade)|
|Black Channels||+1 (normal units become Undead)|
|Black Prayer||-1 for all enemy units|
|Mind Storm||-5 if unit hasn't Illusions Immunity or Magic Immunity|
|Shatter||Attack is reduced to 1 if normal unit fails to resist|
|Chaos Surge||+2 for all units associated with Chaos (Chaos Channeled units)|
|Chaos Node Aura||+2 for all units associated with Chaos (Chaos Channeled units)|
|Darkness|| +1 for all units associated with Death (Undead units);|
Cloud of Shadow and Eternal Night have same effect
|True Light|| -1 for all units associated with Death (Undead units);|
Heavenly Light has same effect
|Leadership|| +1 for all accompanying normal units if hero reaches 6th Level|
+2 if hero has Super Leadership and reaches 8th Level
|Flaming||+3 (only if this Item Power is used on an Axe)|
|Axe||up to +6|
|Jewelry||up to +4|
|To Hit Modifiers|
|Lucky||+10% (also: +10% To Block)|
|(High) Prayer||+10% for all allied units (also: +10% To Block)|
|Invisibility||an enemy attacking this unit receives -10% (unless enemy has Illusion Immunity)|
|Vertigo||-20% if unit fails to resist|
|Warp Reality||-20% for all units not associated with Chaos (Chaos Channeled units)|
|Blademaster||up to +40% ( +60% if Super Blademaster)|
|Magical Weapon||only in unofficial 1.40+ patches: +10% (requires Alchemy or Alchemists' Guild)|
|Holy Weapon||only in unofficial 1.40+ patches: +10% (cumulative with Magical Weapon)|
|Axe||only in unofficial 1.40+ patches: up to +20%|
|Jewelry||only in unofficial 1.40+ patches: up to +20%|
|Weapon Immunity|| only in unofficial 1.50 patch: Defense is increased to 10, if |
attacked by a normal unit without any kind of magic weapons
|Eldritch Weapon||opponent's chance to block is decreased by -10%|
|Invulnerability||absorbs the first 2 damage coming from each enemy figure; unit gets Weapon Immunity|
|Haste||Thrown attack is executed twice, Movement is doubled|
|Blur||roughly 10 % of all enemy attacks will miss (regardless of hit roll)|
|Immolation||every enemy figure is hit by a 4 Fire Damage attack (To Hit modifiers have no effect)|
Note: Thrown attacks won't profit from the To Hit bonus of Magical and Holy Weapons, neither will they trigger Weapon Immunity (both in contrast to Ranged Missile Attacks). Strangely, Eldritch Weapon will affect Thrown but not Boulder attacks, whereas it is the opposite behaviour in case of Magical and Holy Weapons.
Note: Axe and Jewelry will both improve Attack strength, but won't affect Thrown's To Hit. If a Hero with wears an Axe granting certain Touch Attacks (as Death, Stoning, Life Steal, Dispel Evil or Destruction), then this Touch Attack will be executed both in Thrown and Melee Phase.