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Wall of Fire
SpellIcon WallOfFire
Realm Icon Chaos.pngChaos
Spell Rarity Common
Spell Type Town Enchantment / Combat Instant
Casting Cost Icon Mana.png 150
Combat Casting Cost Icon Mana.png 30
Upkeep Cost Icon Mana.png 2
Research Cost Icon Research.png 160
Effects
During combat at the enchanted town, any Icon Movement WaterIcon Movement GroundGround units outside the wall attempting to move or attack into the 4x4 "town-proper" area are struck by a strength Icon Ranged Magic.png 5 Immolation Damage attack.

Wall of Fire is a Common Town Enchantment belonging to the Icon Chaos.pngChaos Magic realm. For Icon Mana.png 30 it may be cast during siege combat in a Town, to surround the 4x4 "town-proper" area with a wall of flames.

Any Icon Movement WaterIcon Movement GroundGround unit that attempts to cross into the town, or perform a Melee Attack from the outside against a unit inside the wall, will be struck by an Area Damage attack with a strength of Icon Ranged Magic.png 5 (delivering Immolation Damage). This type of damage affects each Icon Figure.png figure in the target unit separately, making it significantly stronger against Icon MultiFigureUnit.png Multi-figure units.

The spell may also be cast on a friendly town on the overland map to achieve a lasting effect. In this case, the Wall of Fire will appear in every battle fought in that town. The overland Casting Cost of the spell is Icon Mana.png 150, and maintaining it requires an Upkeep Cost of Icon Mana.png 2 per turn.

Effects Edit

Wall of Fire creates a flaming barrier around a town during any combat that takes place there. This wall does not physically prevent movement, but will do damage to units attempting to cross it, even if it is only to exchange blows with the defenders.

Triggering the Effect Edit

Screenshot WallOfFire

A Wall of Fire as seen on the combat map. The area inside this barrier is the town proper. Crossing or attacking into this area triggers the barrier's effect.

Wall of Fire's effect is felt only during combat taking place at the enchanted Town. On the battlefield map, the 4x4 tile area representing the town proper is surrounded by a visible flaming barrier. This barrier indicates the town's perimeter.

Any Icon Movement WaterIcon Movement GroundNon-Flying units attempting to move from outside this barrier into the town will trigger the barrier's effect. The same effect is also triggered by any such unit attempting to make a Melee Attack from outside the barrier against a target that's inside the barrier. Ranged Attacks never trigger the effect, even if the attacker and defender are immediately adjacent on opposite sides of the barrier.

Wall of Fire applies to both the attackers and the defenders. It only deals damage when a unit attempts to cross or attack into the barrier - units already inside may move and/or attack out of the barrier without triggering the effect. Icon Movement AirFlying units are never affected.

Immolation Damage Edit

See also: Area Damage

When a unit triggers the Wall of Fire effect, it is instantly struck by a Icon Ranged Magic.png 5 strength Immolation Damage attack. The results of this attack depend greatly on the number of live Icon Figure.png Figures in the target unit.

Each individual Icon Figure.png Figure in the unit is struck separately with the same attack strength. In turn, each Icon Figure.png Figure may make its own Icon ToBlock.png Defense roll to avert that incoming damage. Furthermore, no Icon Figure.png figure can take more damage (after blocking) than it has Icon Hits.png Hit Points, meaning that there is no "excess" damage that can flow over to other Icon Figure.png figures in the unit. However, Icon Damage.png Damage is still applied to the unit as a whole.

Damage During Melee Edit

When the flaming barrier's effect is triggered by a unit initiating a Melee Attack from outside the barrier, the damage described above is inflicted as part of the melee attack sequence. It happens after short range attacks (Icon Thrown.png Thrown, Icon Breath.png Breath, and Gaze), but before actual Melee Damage is delivered.
This means that any attacking Icon Figure.png figure killed by Wall of Fire's effect will not inflict any Melee Damage on its target. The Wall of Fire phase is also always executed, it can not be avoided by killing the defending unit with Special Attacks.

Immunities Edit

Immolation Damage is the Area version of Fire Damage. This makes targets possessing either the Ability MagicImmunity Magic Immunity or UnitEnchantment Righteousness Righteousness effects completely immune to it. Units with Ability FireImmunity Fire Immunity are actually not completely immune, and block this damage as if they had Icon Defense.png 50 instead. This, of course, applies to each Icon Figure.png figure in the unit individually, and makes it extremely unlikely that they will ever take any hits.

The following conditional effects also offer extra protection against Wall of Fire's damage: the protective Unit Enchantments Icon Life.pngBless, Icon Nature.pngResist Elements, and Icon Nature.pngElemental Armor; and the Unit Ability Ability LargeShield Large Shield.

Finally, as already noted above, Icon Movement AirFlying units will not trigger the damage effect at all, and thus will naturally not take any damage from it.

Usage Edit

Wall of Fire may be cast either on the overland map or during combat. Its effect is the same, but there are differences in Casting Cost, Upkeep Cost and long-term implications between these. Both versions may be dispelled during combat (with Icon Arcane.pngDisenchant Area or Icon Sorcery.pngDisenchant True). However, if the besieging army fails to take the Town (i.e. loses the battle), the overland version is only suppressed temporarily, will reappear after combat, and may continue to apply in subsequent battles.

Overland Version Edit

On the overland map, Wall of Fire may be targeted at any friendly Town that is not already affected by it. The overland version of the spell has a Casting Cost of Icon Mana.png 150. It also requires an Upkeep Cost of Icon Mana.png 2 per turn, which is automatically paid out of its caster's Mana Pool at the start of each turn. If there is insufficient Mana in the pool at the time, the spell will dissipate immediately.

Upon casting the spell, the game automatically opens a pop-up window showing the town view. A few moments later, a long stretch of flames will appear near the bottom of this view, outside the City Walls (if the town has them), to indicate that the town is now protected by a Wall of Fire. The flaming barrier itself will appear during any combat that takes place at this town, so long as the spell remains in effect.

The caster of Wall of Fire may remove it by examining the town's details and clicking on the spell's name in the town's Enchantments list. This will bring up a confirmation dialogue about releasing the spell. The primary reason to do this would be in order to remove the spell's Upkeep Cost, thus conserving Icon Mana.png Mana for other spells.

Combat Version Edit

Alternatively, it is possible to cast an impromptu version of Wall of Fire during combat. This is only available for casting when defending a friendly Town.

The combat version of the spell has a Casting Cost of only Icon Mana.png 30. However, its effect will only last until the end of the battle, and will dissipate immediately afterwards. This also means that it has no Upkeep Costs, as it doesn't linger at all.

Acquisition Edit

As a Common Icon Chaos.pngChaos spell, Wall of Fire may become available to any Wizard who possesses at least one Icon Chaos.pngChaos Spellbook. However, its availability during the game is not guaranteed unless the Wizard acquires at least Icon Chaos.png7 Spellbooks.

Customized Wizards possessing at least Icon Chaos.png2 Spellbooks at game creation may choose this spell as one of their starting spells, in which case the spell will be available for casting immediately on the first turn. Wizards with Icon Chaos.png11 Spellbooks always have this spell when the game begins.

Wizards with Icon Chaos.png6 or fewer Spellbooks who have not chosen Wall of Fire as a guaranteed spell have a random chance of being able to Research it. The chance for this spell to appear increases with the number of Icon Chaos.pngChaos Spellbooks the Wizard possesses or obtains during gameplay. With Icon Chaos.png7-10 Spellbooks, the spell is guaranteed to appear for Research if it is not already available for casting.

Wall of Fire has a base Research Cost of Icon Research.png 160.

With at least Icon Chaos.png1 Spellbook, the Wall of Fire 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.

Strategy Edit

Wall of Fire is a very powerful defensive spell, despite its low Spell Rarity. It can render a town extremely difficult to take over with Icon MultiFigureUnit.png Multi-Figure Normal Units, which stand to take a lot of damage whenever they attempt to cross it or attack through it.

Larger, Icon SingleFigureUnit.png Single-Figure units have less to fear from the barrier, but should attempt to cross it before making any attacks. Once they're inside, they can assault any of the defenders without triggering the wall's effect again. Of course this is much more difficult to do when the town is also surrounded by City Walls, which would need to be breached first.

Remember that Icon Movement AirFlying units do not trigger the flaming barrier effect at all. Therefore, when assaulting cities possessing Wall of Fire, bring several Flying units if at all possible. Units possessing any of the immunities listed above should work similarly well. Another alternative tactic would be to bring many Ranged Attack units, as their attack does not trigger the flames.

Choosing whether to cast this spell as a permanent Town Enchantment or as an impromptu reaction during combat is the tricky part. On the one hand, a permanent Wall of Fire does not need to be re-cast each battle, and thus does not reduce the wizard's Spell Skill for casting additional combat spells. However, the overland version of the spell has a high Casting Cost, a low but constant Upkeep Cost, and may be Disenchanted by enemy wizards. If you are not expecting repeated attacks on the same city, stick with the combat version; at least 5 sizeable consecutive attacks would be required to justify the elevated costs.

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