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Werewolves

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Werewolves
Realm Icon Death.pngDeath
Spell Properties
Upkeep Cost Icon Mana.png 5
Unit Properties
# of figures Icon MultiFigureUnit.png 6
Moves Icon Movement Ground2
Melee Attack per figure Icon Melee Normal.png 5
Defense per figure Icon Defense.png 1
Resistance Icon Resist.png 6
Hit Points per figure Icon Hits.png 5
Unit Abilities

Ability ToHit +10% To Hit

Ability Regeneration Regeneration

Ability PoisonImmunity Poison Immunity

Ability WeaponImmunity Weapon Immunity

Ability IllusionsImmunity Illusions Immunity

Ability ColdImmunity Cold Immunity

Ability DeathImmunity Death Immunity
Tactical Werewolves
Werewolves are a type of Fantastic Unit featured in Master of Magic. Werewolves belong to the Icon Death.pngDeath Realm. Unlike other Fantastic Creatures, Werewolves can only be created by casting the Lycanthropy spell on any friendly Normal Unit, transforming it instantly into Werewolves. Werewolves are fairly good compared to other Normal Units, possessing a strong Icon Melee Normal.png Melee Attack though severely lacking in Icon Defense.png Defense.

Werewolves possess all the immunities common to Icon Death.pngDeath creatures, including Poison Immunity, Illusions Immunity, Cold Immunity and Death Immunity. On top of this, they are also Immune to Normal Weapons. Most importantly however, Werewolves have the innate ability to Regenerate - automatically healing themselves during and after battle.

The Fantastic Unit Edit

Physical Description Edit

Werewolves are humanoid, bipedal creatures with most of the external characteristics of wolves. They have elongated, dog-like heads, sharp teeth and claws, and are covered from head to toe with fur. They also have a very feral disposition, going into wild frenzies fueled most-likely by hunger.

Werewolves are a Icon MultiFigureUnit.png Multi-Figure Unit comprised of Icon Figure.png 6 figures when at full health.

Attack Properties Edit

The Werewolves' Melee Attack is on par with an average mid-tier Normal Unit - at Icon Melee Normal.png 5 per Werewolf. With the inherent Icon ToHit.png +10% To Hit bonus, each living Werewolf will inflict an average of Icon Damage.png 2 points of Damage per attack.

With 6 live Werewolves in a unit, the combined attack is quite fierce. While it might struggle to penetrate heavier armor, it is still likely to deliver at least some damage to most other units - and may devastate low-tier Normal Units with ease.

Defensive Properties Edit

The Werewolves' Defense, on the other hand, is quite paltry, at only Icon Defense.png 1. This exposes the unit to severe damage in combat, especially from enemy Ranged Attacks.

Fortunately, the Werewolves have Icon Hits.png 5 Hit Points each, which can allow this unit to keep fighting despite serious damage. On top of this, Werewolves can Regenerate, as explained below - further increasing their combat resilience.

Like most other creatures from the Icon Death.pngDeath Realm, Werewolves possess a wide variety of immunities: Poison Immunity, Illusions Immunity, Cold Immunity and Death Immunity. These render the Werewolves completely invulnerable to a wide array of Curses, Special Attacks, and some specific Damage Types.

Furthermore, Werewolves have Weapon Immunity. Whenever they are attacked by an enemy unit using Icon Melee Normal.png Normal Weapons, the Werewolves' Defense score is temporarily raised to Icon Defense.png 10 for purposes of blocking this attack! Enemy units with Icon Melee Magic.png Magical, Icon Melee Mithril.png Mithril or Icon Melee Adamantium.png Adamantium weapons do not trigger this bonus.

Finally, for situations where the unit's many immunities are not applied, the Werewolves have a Resistance score of Icon Resist.png 5. This is a pretty poor score, and will not normally defend the unit from Curses - though it may still occasionally help save it from destruction.

Other Properties Edit

Werewolves move at a rate of Icon Movement Ground2, both on the overland map and during battle. This makes them mediocre scouts, but is more important during battles - where they need to close the distance with their enemies rapidly to avoid being mowed down by enemy Ranged Attacks on the way. Faster movement also allows the Werewolves to pick their battles, often aiming to do Melee combat with enemy Normal Units possessing Icon Melee Normal.png Normal Weapons, against which the Werewolves are stronger.

One of the most important extra traits for the Werewolves however is their ability to Regenerate. This trait will heal Icon Damage.png 1 point of Damage done to the Werewolves at the end of each combat turn. As per the rules of Regeneration, dead Werewolf Icon Figure.png figures will also return to life as the unit heals! With their higher-than-normal Movement Allowance, Werewolves can dart in and out of Melee combat range, regaining life to later rejoin the battle over and over again.

Regeneration also allows the unit to heal back to Icon Hits.png 100% Hit Points each time its army wins any battle. This includes returning any completely-destroyed Werewolves unit to life if its army wins the battle!

Basic Tactics Edit

Werewolves are based entirely around a strong attack. They must charge at their enemies to deliver as much damage as possible. If the unit survives this, it can use its speed to withdraw briefly in order to Regenerate, then fight again and again.

Werewolves make excellent targets for the Berserk spell, which will boost their Icon Melee Normal.png Melee Attack strength considerably while having only a very small adverse effect on their already-low Icon Defense.png Defense score.

If possible, try to have the Werewolves maneuver to engage enemy Normal Units first, especially ones that do not have an upgraded Melee Attack. Werewolves are Immune to Normal Weapons, so they are much stronger against these units. Regardless, Werewolves can be counted upon to do damage to most enemy units, especially when there are plenty of Werewolves ganging up on a single enemy.

Always remember that regardless of how many Werewolves you lose in a battle, they will all come back to life, with full Icon Hits.png Health and Icon Figure.png figures, as long as you win the battle. They are extremely powerful suicide-units that just keep coming back for more!

Enemy Werewolves Edit

Because Werewolves are created using a special spell (out of Normal Units), they are extremely rare - especially as Neutral units. Players are likely never to encounter such creatures unless an enemy wizard specifically creates them. Most commonly, Werewolves will be seen as Rampaging Monsters emerging from an Encounter zone controlled by Icon Death.pngDeath creatures.

Werewolves are very dangerous to Normal Units, especially those that use Icon Melee Normal.png Normal Weapons. Try to engage them with either Fantastic Creatures or upgraded Normal Units to prevent the Weapon Immunity from working.

Werewolves are particularly vulnerable to Ranged Attacks, due to their pitiful Defense. Nonetheless it may take several strong attacks to bring down the whole unit - and meanwhile the Werewolves advance at a good rate and Regenerate each turn, making this somewhat more difficult to accomplish.

Whatever you do, do not allow Werewolves to regenerate. Attack them constantly until they are completely dead. After that, do your best to win the battle - otherwise all of the Werewolves you've killed will return to life at the end of the battle!

Ability Overview Edit

Ability ToHit +10% To Hit Edit

  • This unit has an extra Icon ToHit.png 10% chance to hit its target with every attack. This improves its statistical chance to inflict more Icon Damage.png Damage with each attack it makes.

Ability Regeneration Regeneration Edit

  • At the end of its combat round, this unit regains Icon Hits.png 1 Hit Point, as long as it is not already at full health.
  • If the unit has one or more dead (missing) Icon Figure.png Figures, and all remaining figures are at full health, the next Icon Hits.png Hit Point will restore Icon Figure.png 1 Figure to life. Subsequent turns will see that figure regaining health until it is fully-healed, whereupon the next figure is restored to life, and so on.
  • If an army stack containing this unit wins a battle, the unit is restored to full health immediately at the end of the battle. If the unit was killed, it is restored to life and full health at the end of the battle (again, only if its army won).
  • If the unit is killed in battle, and its army retreats or is defeated, it is destroyed and will not regenerate.

Ability PoisonImmunity Poison Immunity Edit

  • This unit cannot be hurt by Poison Damage. It will automatically pass any Icon Resist.png Resistance roll to avert such damage.

Ability WeaponImmunity Weapon Immunity Edit

Ability IllusionsImmunity Illusions Immunity Edit

  • Illusion Damage inflicted on this unit does not bypass its armor. The unit gets to make its Icon Defense.png Defense rolls as normal.
  • During combat, this unit will spot all enemy Invisible creatures regardless of how close they are. Those creatures become semi-visible on the screen, and may be targeted freely like any other unit.
  • This unit is completely immune to many Curses from the Icon Sorcery.pngSorcery realm. It either may not be targeted by such curses at all, or is simply not affected by them.

Ability ColdImmunity Cold Immunity Edit

  • This unit cannot be affected by any spell or ability that delivers Cold Damage. It will simply not receive any Icon Damage.png Damage from such sources.

Ability DeathImmunity Death Immunity Edit

  • This unit cannot be affected by any spell or ability that causes death or fear, including most of the combat spells from the Icon Death.pngDeath Realm.

Creating Werewolves Edit

Main article: Lycanthropy

Werewolves are unique amongst all units in that they are not summoned with a Summoning Spell. Instead, a friendly Normal Unit must be targeted by the Lycanthropy Instant Spell, turning it into a unit of Werewolves.

Note that the end result does not depend in any way on the type of unit targeted by the spell. Any Normal Unit will turn into a Werewolves unit containing exactly Icon Figure.png 6 and possessing all of the traits outlined above in this article - regardless of what stats it had previously.

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