|Spell Type||Combat Instant|
Traps a unit in a silken web, causing the following effects:
Web is a Common Combat Instant belonging to the Nature Magic realm. For 10 it may be cast on an enemy unit during combat to prevent that unit from moving or attacking for a while, and takes away that unit's Flying ability (if any) for the duration of the battle.
Web holds an enemy unit in place for at least one turn, and removes its Flying ability for the duration of combat. A unit must do 12 damage to the web before it can move again, albeit then walking. It is therefore useful both for preventing an enemy unit from advancing or attacking your troops, and for allowing your own Walking units to attack an enemy Flying unit.
Units can not resist web. If the target unit has a body the web will stick to it!
Immobilizing Effect Edit
When Web is cast at an enemy unit during combat, that unit is instantly covered with a sticky silk Web. The Web's primary function is to hold that unit in place, preventing it from moving or attacking for at least one turn.
While a unit is Webbed, its controlling Wizard may not give that unit any orders until the Web can be cleared away. At the start of each turn, the Webbed unit will automatically waste its entire Movement Allowance on making a single Melee Attack against the Web itself, in an effort to weaken it.
The Web can sustain up to 12 points of Damage. Each time the Webbed unit attacks the Web, it delivers an amount of Damage exactly equal to the unit's Melee Attack Strength - as seen in the unit's details panel.
For example, if the Webbed unit has a Melee Attack strength of 4, it will deliver exactly 4 points of Damage to the Web at the start of each turn. Therefore, the Web would be removed within exactly 3 turns.
Since the unit spends all its movement points on this attack, it can do nothing else while the Web is present - neither moving nor initiating attacks against enemy units, even adjacent ones. However, the Webbed unit may still Counter Attack against enemy units attempting to destroy it, if allowed to do so by the normal combat rules.
Note that under circumstances a unit may also substitute its Ranged Missile Attack for its Melee Attack when attempting to break free of a Web. Those units will use the stronger of both. For example, an unexperienced unit of Slingers ( 1, 2) will only need half the amount of rounds to break free from the web as its Melee Attack Strength does indicate. However, this is not the case for Ranged Missile Attack or Ranged Boulder Attack. For example, High Men Magicians have a very high Ranged Attack strength, but only a very weak Melee Attack strength - they would take very long to break out of the web since they simply cannot use their Ranged Magic Attack for this purpose.
Or even worse: Catapults and Steam Cannons possess absolutely no Melee Attack ( 0 Melee) - they will never break free of their prison (despite a high Ranged strength). They are therefore permanently trapped in the Web, with no means to break free. In this case, the Web is only removed at the end of combat - or if the trapped unit is destroyed. However, dispelling the Web will remove it in an instant.
It's also interesting to note how units possessing a short ranged attack are treated. Units with any kind of Breath Attack attack will use both their Melee and Breath attack when attempting to break free of the Web. For example, a unit of Hell Hounds ( 3, 3) will escape its prison in only 2 rounds. However, Thrown Attacks will not be considered at all (like or ). For example, a unit of Barbarian Spearmen will need the same time as any other Spearmen unit (except Draconian Spearmen) with the same Melee strength despite of Thrown.
Loss of Flying Edit
If a Web hits an enemy Flying unit, that unit immediately loses its ability to fly - even after it destroys the Web. In fact, it loses the Flying ability for the remainder of combat, meaning that it can be freely attacked by non-Flying units until the battle ends. The only way for that unit to regain it's Flying ability* is to dispel the Web, which can be done even after the Web itself has been destroyed!
- The unit can only regain its Flying ability if Flight was cast on that unit, not if the ability is natural or from an enchanted item.
Although it is a Combat Instant, the Web spell's effect lingers - holding the target unit in place until it can destroy the Web (see above) and also removing the unit's Flying ability (if any) for the remainder of the match or until it is dispelled. Nonetheless, there is no need to pay any Upkeep Cost to maintain these effects, and the Web spell cannot be dispelled after it has already been cast.
Note that Web may be cast successfully at targets possessing Magic Immunity, and is one of only a handful of spells that can do this. On the other hand, the Web spell cannot be targeted at Non-Corporeal units, since they have no physical presence. If you attempt to cast the Web spell at such a unit, the game will throw an error prompt and refuse to target the unit. You may try to select a different target, or cancel the spell with no penalty.
Once the spell has been cast, the target unit is visibly shown as covered by a white Web of silk. The web will only disappear once the target unit manages to destroy it (if at all). Even then, the Flight-disabling property of the Web spell continues to affect that unit, and will do so for the rest of the battle or until dispelled. Both effects disappear completely once the battle is over, even if the unit did not have enough time to destroy the web during combat.
As a Common Nature spell, Web may become available to any Wizard who possesses at least one Nature Spellbook. However, its availability during the game is not guaranteed unless the Wizard acquires at least 7 Spellbooks.
Customized Wizards possessing up to 10 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 11 Spellbooks are guaranteed to have this spell available for casting as soon as the game begins.
Wizards with 6 or fewer Spellbooks who have not chosen Web 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 Nature Spellbooks the Wizard possesses or obtains during gameplay. With 7-10 Spellbooks, the spell is guaranteed to appear for Research if it is not already available for casting.
Web has a base Research Cost of 100.
With at least 1 Spellbook, the Web 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.
Web is a potent way to keep an enemy unit from moving or attacking, thus reducing the enemy's options during battle, and giving more time for the casting Wizard's own troops to close the distance, make Ranged Attacks, and so forth.
Furthermore, it is an excellent way to negate enemy units' Flying abilities (if any) to allow Walking troops to attack such units. In water combat, ground-bound flying units will not be able to move for the rest of the battle.
Web is also a good way to take out a very strong single unit. A unit's Counter Attack will receive a Temporary To Hit Penalty the more attacks a unit undergoes in a round ( -10% To Hit for each 2 attacks including Ranged Attacks). Web can be used to position units in a way such that multiple units can hit the target in one round. In this case, the target will inflict less damage than usual to the later attackers.
Known Bugs Edit
Heroes wearing a piece of Jewelry granting Flight, as well as units possessing Flight naturally, will stay bound to the ground for the rest of the combat after becoming webbed, even if Web is dispelled. This is most likely a bug, since units enchanted with the Flight spell will get back their ability to fly when Web is dispelled. It is fixed in the unofficial 1.50 patch.