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Wall of Fire

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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
During combat at the enchanted town, any Walking units attempting to cross or attack into the 4x4 "town-proper" area are automatically struck by an attack delivering 5 Immolation Damage points.

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 Walking unit that attempts to cross into the town, or perform a Melee Attack from outside the wall into the town, will be struck by a powerful attack with a strength of Icon Ranged Magic.png 5, delivering Immolation Damage (similar to the Fireball spell). This type of damage will affect each Icon Figure.png figure in the target unit separately, potentially causing up to Icon Damage.png 5 points of Damage per Figure!

The same spell may be cast on a friendly town on the overland map to achieve a lasting effect: the Wall of Fire appears in each battle fought in that town. In this case the 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 combat that takes place there. This wall does not physically prevent movement, but will do damage to units attempting to cross it.

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 into or attacking into this area may trigger 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 Walking units attempting to move from outside this barrier into the town-proper area will trigger the barrier's effect, and will thus be subjected to an attack and possible Immolation Damage as described below.

The same effect is also triggered by any Walking unit attempting to make a Melee Attack from outside this barrier at 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.

This effect applies both to the caster's own units and to the defender's units. It only occurs 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 it. Flying units never trigger the effect.

Immolation Damage Edit

Main article: Immolation Damage

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

When the target is a Icon SingleFigureUnit.png Single-Figure unit, Immolation Damage behaves the same as Physical Damage: the attack makes 5 Icon ToHit.png To Hit rolls, to determine how accurate it is, and the target makes several Icon ToBlock.png Defense rolls as appropriate, to see how much damage it has blocked or averted. All unblocked hits are translated into Icon Damage.png Damage points, and applied to the target unit. The process is described on the Physical Damage page in more detail.

However, as per the special rules governing Immolation Damage, targets containing Icon MultiFigureUnit.png Multiple Figures are struck in a very different manner. In essence, the more Icon Figure.png Figures the target contains, the more Immolation Damage is inflicted upon it.

The entire process of calculating Immolation Damage is quite complex, since each individual Icon Figure.png Figure in the target unit is struck separately. The Wall of Fire makes 5 Icon ToHit.png To Hit rolls against each Icon Figure.png Figure, and each Icon Figure.png Figure may make its own set of Icon ToBlock.png Defense rolls to avert that incoming damage. In the end of this process, all unblocked hits to each Figure are tallied together, and applied as Icon Damage.png Damage Points to the unit as a whole.

The end result is that Icon MultiFigureUnit.png Multi-Figure units will suffer (on average) much more Icon Damage.png Damage when trying to pass through a Wall of Fire than a Icon SingleFigureUnit.png Single-Figure unit would suffer - and the more Icon Figure.png Figures there are, the more Icon Damage.png Damage is inflicted overall. In fact, because only 5 Immolation Damage points are delivered by a Wall of Fire, it is not a very good defense against Icon SingleFigureUnit.png Single-Figure units at all - but may still totally obliterate a weaker Icon MultiFigureUnit.png Multi-Figure unit, such as Spearmen, in a single instant.

Damage During Melee Edit

When the flaming barrier's effect is triggered by a unit initiating a Melee Attack from outside the barrier at a target inside the barrier, the damage described above is inflicted before that attack is processed.

This means that any attacking Icon Figure.png figure killed by Wall of Fire's effect in such a case will not inflict any Melee Damage on its target, nor participate in any Special Attacks preceding combat (such as Breath Attacks, etc.).

This means that Icon MultiFigureUnit.png Multi-Figure units can lose much of their attack strength when attempting to fight through the flaming barrier, thus not only losing figures to the fire but also inflicting much less damage on the defenders on the other side of the barrier. Icon SingleFigureUnit.png Single-figure units of course will always inflict their normal damage on the target, assuming the flaming barrier does not kill them off first.

Immunities Edit

Since the Wall of Fire's attack deals Immolation Damage, target units possessing either the Magic Immunity and/or Fire Immunity abilities are effectively immune to it. They can pass and attack through the barrier without fear.

In technical terms, when a unit possessing either of these immunities is struck by the Wall of Fire's attack, each Icon Figure.png figure's Defense score is raised to Icon Defense.png 50. As a result, there is an astronomically low probability that any of the figures will suffer damage from the attack, and so the unit will be completely unharmed.

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.

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. Note that during combat the Wall of Fire spell itself has no actual presence and cannot be dispelled - thus the barrier will remain for the entirety of the battle. The overland version of Wall of Fire can only be removed with the use of overland dispels, or canceled by its caster.

If you've placed Wall of Fire on a town, you may remove it by examining the town's details and clicking the text reading "Wall of Fire" in the town's Enchantments list. 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. It is available for casting only 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.

The spell is not considered a Combat Enchantment. It creates the flaming barrier around the town, which will remain until the end of the battle, but the spell itself simply dissipates. Therefore the flaming barrier cannot be dispelled or removed in any way - it will last until the end of the battle and then dissipate on its own.

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 up to Icon Chaos.png10 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 with Icon Chaos.png11 Spellbooks are guaranteed to have this spell available for casting as soon as 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, especially when the enemy is using plenty of Icon MultiFigureUnit.png Multi-Figure Normal Units which thus stand to take a lot of damage whenever they attempt to cross 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 Flying 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. An alternative tactic would be to bring many Ranged Attack units, as their attack does not trigger the flames.

Naturally, the best units with which to assault a town protected by Wall of Fire are units with Fire Immunity and/or Magic Immunity, as both will suffer no damage from the spell (at least, most of the time). If the enemy is using many of these units, you should probably forgo casting this spell entirely.

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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