Damage Points represent the injuries sustained by a unit or Icon Figure.png figure at any given time. Damage Points are, essentially, lost Hit Points. They are represented in several different ways in the game, most prominently by the Icon Damage.png Darkened Heart icons that replace the Icon Hits.png Bright Hearts in the unit statistics window. This icon also signifies both Icon Damage.png Damage Points, and Icon Damage.png damage in general throughout the wiki.

Units can suffer Damage Points in a multitude of ways, collectively termed "attacks". Should their amount equal or exceed the unit's Icon Hits.png Hit Points, that unit is completely destroyed. Thus, the primary way to kill a unit is to inflict a sufficient number of Damage Points on that unit. Icon MultiFigureUnit.png Multi-Figure units further consist of multiple individual Icon Figure.png figures. At regular intervals of Icon Damage.png damage taken, they will lose one of these Icon Figure.png figures, weakening their offensive combat capabilities.

Icon Damage.png Damage can be healed in several ways, particularly by a process known as "natural healing", whereby the Damage Points sustained by the unit are reduced by a certain amount at the beginning of each overland turn. Units can also be healed artificially with magic, or thanks to the powerful Ability Regeneration Regeneration ability.

Concept Edit

Damage is the loss of structural integrity. As such, it is often not measured itself beyond the amounts that directly result from attacks. Instead, most games choose to measure the integrity itself. On one end of the scale, in role-playing games there is the physiological-, or bodily integrity of creatures or characters. This is sometimes called simply "health" or "life" but, more often, the term used is Icon Hits.png Hit Points, or "HP". This originates from the fact that this attribute determines how many "hits" the character or creature can take before being incapacitated or slain. Which means it really measures the ability to take Damage in the first place.

On the other end of the scale are strategy games. After a certain point, the differences between the sturdiness of individual creatures or soldiers become just too insignificant when considering the power of hundreds or thousands of these entities. Sure, it may still be a listed attribute, but what really matters is the amount of troops that are still battle-ready. Here, Damage is typically a measure of the soldiers lost from a unit.

Whatever the scale though, most games place a higher emphasis on the remaining health or troop count, and this is what is stored or written down. Master of Magic does the exact opposite: it only actually records damage taken. In other words, Damage Points. Remaining Icon Hits.png Hit Points, as well as Icon Figure.png figure counts and "top figure damage", are always a function of this information, combined with the unit's base statistics and any applicable special effects.

Effect Edit

Units in Master of Magic consist of individual entities called Icon Figure.png figures. Some, most notably Heroes, ships, war machines, and powerful summoned creatures, contain only a Icon SingleFigureUnit.png Single Figure. Others, like early Normal Units, and the more common Fantastic ones, have somewhere between 2 and 8. The 9 heads of the mighty Icon Chaos.pngHydra are also considered to be Icon Figure.png figures for all intents and purposes. The maximum amount of Icon Figure.png figures in a unit is one of its base attributes. This will also be their initial count whenever the unit is recruited or summoned.

Each unit also has a separate statistic called Icon Hits.png Hit Points or, more accurately, Icon Hits.png Hits per Icon Figure.png figure. The total (starting) "health" of an entire unit is thus its Icon Hits.png Hits times its Icon Figure.png figure count. Naturally, for Icon SingleFigureUnit.png Single Figure units, such as Heroes, the Icon Figure.png figure health translates directly into unit health. In either case though, this value represents the amount of Damage Points it takes to slay or destroy the entire unit. Other than increasing risk though, Damage Points have no individual effect until certain thresholds are reached, at which points Icon Figure.png figure loss and, ultimately, the destruction of the unit will occur.

Top Figure Damage Edit

By design, each unit in Master of Magic is limited to a single injured Icon Figure.png figure. All others are considered to be at full Icon Hits.png Hit Points at all times. Icon Damage.png Damage inflicted on this "top" Icon Figure.png figure is thus often called the "top figure damage". This is the Icon Damage.png damage visible in the Unit Statistics Window as a number in combat, and is what is indicated by the amount of Icon Damage.png Darkened Heart icons replacing the bright Icon Hits.png Hits icons, whenever the unit is inspected. This number allows the player to determine how much Damage Points the unit has suffered, or approximate how long it would take for it to recover naturally.

USW Damage Display

In combat, the unit statistics window also displays "top figure damage" as a numerical value, labeled simply "Damage".

On the overland map, the game calculates the "top figure damage" in a very straightforward manner. It is the remainder of the recorded Damage Points, divided by the Icon Hits.png Hits per Icon Figure.png figure statistic of the unit. However, in combat, it has its own variable, and is actually tracked separately from Icon Damage.png damage taken.

Figure Loss Edit

Whether overland or in combat though, if the "top figure damage" reaches a unit's Icon Hits.png Hits per Icon Figure.png figure value, a Icon Figure.png figure in the unit will fall. For Icon SingleFigureUnit.png Single Figure units, this naturally means the destruction of the unit itself. Icon MultiFigureUnit.png Multi-Figure units, on the other hand, will survive, unless it was the last Icon Figure.png figure. However, as their offensive power comes directly from their numbers, the more Icon Figure.png figures a unit loses, the less capable it becomes at inflicting Damage Points on the enemy. Granted, having a large amount of initial Icon Figure.png figures can greatly reduce the impact of losing a single one.

Hydra Head Count

The Icon Figure.png figure count of the Icon Chaos.pngHydra is indicated by the amount of Heads it has, rather than by its graphics, like for other units. This is shown in the unit statistics window.

The amount of Icon Figure.png figures that are still standing in a unit is only indicated visually in the game. The only exception is the afore mentioned Icon Chaos.pngHydra, whose graphics remain the same until the end, and its "head count" is shown as a number instead. For all other units, the Icon Figure.png figures need to be counted while looking at them in combat, or by checking their image in the unit statistics window. While selecting units overland, their unit cards also display an overall health gauge, but this is often not enough to get an accurate Icon Figure.png figure count.

Example #1 Edit

A Icon Nature.pngStone Giant is a Icon SingleFigureUnit.png Single Figure unit. It has Icon Hits.png 20 Hit Points per Icon Figure.png figure, so the unit as a whole also has Icon Hits.png 20 Hit Points. This means it can take up to Icon Damage.png 19 Damage Points before dying. However, none of that Icon Damage.png damage is going to hinder its combat performance in any way, although the risk of the giant falling to the next attack does keep steadily increasing as it is taking more and more Icon Damage.png damage. Once it suffers the Icon Damage.png 20th point though, the Icon Figure.png figure, and along with it, the entire unit, is destroyed.

Example #2 Edit

A fresh Icon ExpLevel 0.png Recruit High Men Cavalry unit contains Icon MultiFigureUnit.png 4 figures, and has a Icon Hits.png Hits per Icon Figure.png figure statistic of Icon Hits.png 3. The overall "health" of this unit is thus Icon Hits.png 3 × Icon MultiFigureUnit.png 4 = Icon Hits.png 12. Its base Attack Strength is Icon Melee Normal.png 4, which means that at full strength, it can execute 4 attacks at strength Icon Melee Normal.png 4 each. Taking Icon Damage.png 1 or Icon Damage.png 2 Damage Points will not change this situation, although the unit statistics window would reflect this both in its row of Icon Hits.png Hit Point icons, and separately as a "Damage" number in combat.
Should the cavalrymen take a third point of Icon Damage.png damage, they will lose a Icon Figure.png figure. At this point, the image displayed when opening the unit statistics window will now only show 3 cavalrymen. At the same time, a full Icon Hits.png 3 icons return, indicating that the "lead"-, or "top" Icon Figure.png figure, has all of its Icon Hits.png Hit Points fully intact. However, should the unit engage in battle now, it can only make 3 attacks instead of 4, although its Attack Strength is still Icon Melee Normal.png 4. That is, it has lost 25% of its offensive capability.
The next two Damage Points repeat the first procedure, and no Icon Figure.png figures are lost. The only impact is the Icon Damage.png damage visible in the unit statistics window. Then, at Icon Damage.png 6, another Icon Figure.png figure dies, reducing the unit's effectiveness to a mere 50% of its original. This cycle then keeps repeating until finally, at Icon Damage.png 12, the last Icon Figure.png figure perishes, and the unit is destroyed.

Sources of Damage Edit

Icon Damage.png Damage can be caused in a myriad of ways, collectively called attacks. These generally use one of two common mechanics, that differ both in the way they are resolved, and the defensive attribute that might be used mitigate their Icon Damage.png damage.

Conventional Damage Edit

Main article: Conventional Damage

Conventional attacks are by far the most common sources of Damage Points. Melee Attacks, Ranged Attacks, Icon Thrown.png Thrown Attacks, Icon Breath.png Breath Attacks, and even Icon Ranged Magic.png direct damage spells all use the same generic procedure to determine their Icon Damage.png damage. They start with an Attack Strength, that sets out their damage potential. An amount of 10-sided dice equal to this value are then used to find out how much of this potential is realized with that specific attack. This is called an Attack Roll, and it introduces the concept of "raw", or "unmitigated" Icon Damage.png damage, sometimes also called "successful hits". This is Icon Damage.png damage that is not yet fully processed, and as such is typically not ready to be applied directly as Damage Points.

The reason for this is that in most cases, Conventional Damage can be reduced, or possibly avoided entirely, using the Icon Defense.png Defense attribute. This allows a defending unit to use their own set of 10-sided dice, equal in number to this statistic, to also perform a Defense Roll. Every die that is deemed "successful" here (the base chance of success is 30% per die in both sets of rolls) will reduce the incoming "raw damage" by Icon Damage.png 1 point. If the remainder is more than the unit's Icon Hits.png Hit Points per Icon Figure.png figure value, then that much is slated to be delivered, and a new Defense Roll can commence to further reduce whatever is left over. This can repeat as many times as necessary, until all the Icon Damage.png damage is accounted for. Only then is it final, and ready to be applied as actual Damage Points. However, as noted below, the process is still not entirely complete.

Confusingly enough, Conventional Damage resolution can either ignore, or fully consider "top figure damage". That is, the second Defense Roll will take place either after a full Icon Figure.png figure's Icon Hits.png Hits worth of Icon Damage.png damage has been dealt - or after only as much as the "top figure" had remaining. Which of these will occur depends on whether the attack was made by a unit or a spell. Melee- and Ranged Attacks are always directed at a Icon Figure.png figure with maximum Icon Hits.png Hit Points, even if the unit does not have such a Icon Figure.png figure any more. They have to record at least that much in Icon Damage.png damage before they will allow another Defense Roll. In contrast, spells always target the actual "top figure" - the unit will get to defend again as soon as it takes enough Icon Damage.png damage to destroy this Icon Figure.png figure.

Special Damage Edit

Main article: Special Damage

The other major group of Icon Damage.png damage sources are Special Attacks and Icon Resist.png Resistable spells. These are far less common than "Physical Damage" attacks. They are typically defended against with the Icon Resist.png Resistance statistic, although in a completely different manner. While this mechanic also uses 10-sided dice, in this case, the target number is actually the unit's attribute score. If the roll is equal to or lower than this, then it was successful. If it is above the score however, the check was a failure. This means that the higher the score, the better the chance that the unit "resists" these sources of Icon Damage.png damage. Many effects therefore apply a temporary Icon Resist.png Resistance modifier, to make the checks either easier or more difficult to pass. However, with a modified score of Icon Resist.png 10 or higher, the unit will always succeed with no random chance involved.

Most Special Damage attacks deal Icon Figure.png figure-based Icon Damage.png damage. That is, on a failed Icon Resist.png Resistance roll, the target unit suffers as many Damage Points as its Icon Hits.png Hits per Icon Figure.png figure value, effectively slaying one Icon Figure.png figure. How many Icon Resist.png Resistance checks are required depends on the attack. Touch Attacks, for instance, activate once for each Icon Figure.png figure delivering one. Gaze Attacks and spells, on the other hand, call for one roll for each standing Icon Figure.png figure in the target unit.

There are also a few Special Damage attacks that affect units as a whole. Poison Damage forces the target to make one Icon Resist.png Resistance roll for every point of its strength, and inflicts Icon Damage.png 1 on the unit for each failed one. Life Stealing Damage causes as many Damage Points as the target fails a single Icon Resist.png Resistance check by. Finally, Icon Chaos.pngDisintegrate and Icon Nature.pngCracks Call do not even allow for a roll. The former will automatically work so long as a unit can fail its check against it, while the latter has a flat 25% chance to succeed unless the target is Icon Movement AirFlying or Ability NonCorporeal Non-Corporeal. Both of these inflict a fatal Icon Damage.png 200 Damage Points, more than enough to destroy even the most powerful units in the game.

Applying Damage Edit

There are a few more quirks that may be worth remembering about Damage Points. First and foremost is that during battles, the game tracks three different types of Damage Points, not just one. When exactly are the points applied, and how much Icon Damage.png damage can be dealt to a single unit, are also not trivial questions to answer.

Types of Damage Points Edit

On the overland map, the game only tracks Damage Points in general. However, in combat, there are also two more types that can be applied by certain spells and abilities. "Regular", or "normal" Icon Damage.png damage is the generic kind. This is the type dealt by the majority of attacks, and is the one tracked overland. Whenever a battle ends, the other two types are automatically converted into regular Icon Damage.png damage. This means that any effect that they may have will not be carried with the unit from battle to battle, and is only considered during the one fight that they are applied in.

However, if either of their main effects do trigger, those are entirely permanent. This is because they only activate if the unit is destroyed during the battle. Essentially, these two types of Damage Points control whether the unit can be brought back from the dead, and if so, how.

Create Undead Damage Points Edit

Injuries caused by Life Stealing Damage, and the Icon Melee Normal.png Melee- and Ability PoisonTouch Poison Touch attack of Icon Death.pngGhouls, has the power to bring slain units back as UnitEnchantment Undead Undead under the control of their attacker. This mechanic is implemented by using special Damage Points that are only applicable during combat. Should a unit be destroyed in a way that is considered to be primarily "Create Undead Damage", the effect activates, and has the following consequences:
  • Even if the unit has the Ability Regeneration Regeneration ability, it will no longer return to life if its side wins the battle.
  • If the unit's original owner loses the battle, it will rise as an UnitEnchantment Undead Undead unit, under the control of the victorious player. It should be noted though, that this specific effect does not work on Heroes and Icon Death.pngDeath units (including those that are already UnitEnchantment Undead Undead).
To trigger any of the above, the amount of "Create Undead" Damage Points must at least equal the regular Icon Damage.png damage suffered by the unit, and must be at least one point higher than any Irreversible Damage Points. To assist with this though, if a unit has both "Create Undead" and regular Damage Points inflicted on it, then all combat healing effects are set to remove the regular Icon Damage.png damage first. However, that does not mean that "Create Undead Damage" can not be healed. For example, if a unit has suffered Icon Damage.png 3 "Create Undead" Damage Points and Icon Damage.png 2 points of regular Icon Damage.png damage, a Icon Life.pngHealing spell cast on it will still remove all Icon Damage.png 5.
"Create Undead Damage" also does not work against units that possess Ability MagicImmunity Magic Immunity. That is, all such Damage Points are automatically converted to regular Icon Damage.png damage before being applied. The Unofficial Patch 1.50 also extends this mechanic to units with Ability DeathImmunity Death Immunity.
Sources of "Create Undead Damage"
Effect Type Availability
Ability LifeSteal Life Steal Unit Ability
(Touch Attack)
Unit Icon Wraiths Transparent Wraiths (Icon SpellSave.png -3 modifier)
Unit Icon DeathKnights Transparent Death Knights (Icon SpellSave.png -4 modifier)
Unit Icon DemonLord Transparent Demon Lord (Icon SpellSave.png -5 modifier)
Hero Ravashack Ravashack the Necromancer (no modifier)
Ability CreateUndead Create Undead Unit Ability Unit Icon Ghouls Transparent Ghouls only, converts Conventional- and Poison Damage
(but not Icon Ranged Magic.png Spell Damage, ie. Icon Chaos.pngImmolation)
Icon Death.pngVampiric Item Power
(Touch Attack)
9 premade items, or
Icon Arcane.pngCreate Artifact: Icon Death.png5; Icon Mana.png 800; Axe / Mace / Sword
(no Icon Resist.png Resistance modifier in either case)
Icon Death.pngLife Drain Combat Instant
RC: Icon Research.png 160; CC: Icon Mana.png 10 - Icon Mana.png 50; targets 1 unit
no base modifier, but Icon SpellSave.png -1 for every extra Icon Mana.png 5 (up to Icon SpellSave.png -8)
can affect units with Ability DeathImmunity Death Immunity in v1.31 (but not later)
affected by Icon SpellSave.png - Spell Save items from Insecticide onwards

Irreversible Damage Points Edit

Some attacks cause injuries so severe that they can not be recovered from while in combat. No healing spells or effects, not even the Ability Regeneration Regeneration ability can remove these "Irreversible" Damage Points during the battle. Should the unit survive though, they can be healed normally afterwards, as they are converted to regular Icon Damage.png damage. On the other hand, units that are destroyed primarily by Icon Damage.png damage like this are lost forever. This effect triggers if the amount of Irreversible Damage Points dealt to the unit are at least as much as both the regular and any "Create Undead Damage". That is, if it is the highest (or equal) out of the three types.
Units destroyed this way are no longer valid targets for either Icon Life.pngRaise Dead or Icon Death.pngAnimate Dead. Ability Regeneration Regeneration will also not bring them back, even if their side wins the battle. Naturally, since the requirements conflict with those of "Create Undead Damage", that may not take effect either, and neither can the unit be affected by Icon Death.pngZombie Mastery. If a Hero is slain this way, not only do they become unavailable for Icon Life.pngResurrection, but any Magical Items they carry are also destroyed along with them, and can not be recovered after the battle. However, it still remains possible to summon Torin the Chosen again using the Icon Life.pngIncarnation spell, and he does get to keep his level and abilities.
Irreversible Icon Damage.png damage is only available from Special Damage sources, nearly all of which are Icon Figure.png figure-based. That is, they inflict Icon Damage.png damage equal to the unit's Icon Hits.png Hits per Icon Figure.png figure value for every failed Icon Resist.png Resistance check. The only two effects that don't conform to this are those of the Icon Chaos.pngDisintegrate and Icon Nature.pngCracks Call spells, both of which destroy their target by dealing Icon Damage.png 200 Irreversible Damage Points.
Sources of Irreversible Damage
Effect Type Save Availability
Ability StoningGaze Stoning Gaze Unit Ability
(Gaze Attack)
Icon SpellSave.png -1
Icon SpellSave.png -2
Icon SpellSave.png -4
Unit Icon Basilisk Transparent Basilisk
Unit Icon Gorgons Transparent Gorgons
Unit Icon ChaosSpawn Transparent Chaos Spawn
Ability StoningTouch Stoning Touch Unit Ability
(Touch Attack)
Icon SpellSave.png -3 Unit Icon Cockatrices Transparent Cockatrices
Icon Nature.pngStoning Item Power
(Touch Attack)
Icon SpellSave.png -1 10 premade items
Icon Arcane.pngEnchant Item / Icon Arcane.pngCreate Artifact: Icon Nature.png2; Icon Mana.png 150; any weapon
Icon Nature.pngPetrify Combat Instant
Icon SpellSave.png 0 RC: Icon Research.png 960; CC: Icon Mana.png 35; targets 1 unit
affected by Icon SpellSave.png - Spell Save items
ItemPower Destruction Destruction Item Power
(Touch Attack)
Icon SpellSave.png 0 14 premade items, or
Icon Arcane.pngCreate Artifact: Icon Chaos.png5; Icon Mana.png 1,000; any weapon
Ability DispelEvil Dispel Evil Unit Ability
(Touch Attack)
Icon SpellSave.png -4 Unit Icon Angel Transparent Angel
affects only Icon Death.pngDeath and Icon Chaos.pngChaos units
applies an additional Icon SpellSave.png -5 against UnitEnchantment Undead Undead (total Icon SpellSave.png -9)
ItemPower DispelEvil Holy Avenger Item Power
(Touch Attack)
Icon SpellSave.png -4 10 premade items, or
Icon Arcane.pngCreate Artifact: Icon Life.png3; Icon Mana.png 500; Axe / Mace / Sword
affects only Icon Death.pngDeath and Icon Chaos.pngChaos units
applies an additional Icon SpellSave.png -5 against UnitEnchantment Undead Undead (total Icon SpellSave.png -9)
Icon Life.pngDispel Evil Combat Instant
Icon SpellSave.png -4 RC: Icon Research.png 450; CC: Icon Mana.png 25; targets 1 unit
affects only Icon Death.pngDeath and Icon Chaos.pngChaos units
applies an additional Icon SpellSave.png -5 against UnitEnchantment Undead Undead (total Icon SpellSave.png -9)
affected by Icon SpellSave.png - Spell Save items
Icon Life.pngHoly Word Combat Instant
Icon SpellSave.png -2 RC: Icon Research.png 1,700; CC: Icon Mana.png 60; targets all opposing Fantastic Units
applies an additional Icon SpellSave.png -5 against UnitEnchantment Undead Undead (total Icon SpellSave.png -7)
affected by Icon SpellSave.png - Spell Save items from Insecticide onwards
Icon Sorcery.pngBanish Combat Instant
Icon SpellSave.png -3 RC: Icon Research.png 1,120; CC: Icon Mana.png 20; targets 1 Fantastic Unit
Icon SpellSave.png -1 for every extra Icon Mana.png 15 spent (up to a Icon SpellSave.png -8 total)
affected by Icon SpellSave.png - Spell Save items
Icon Death.pngWord of Death Combat Instant
(Very Rare)
Icon SpellSave.png -5 RC: Icon Research.png 2,000; CC: Icon Mana.png 40; targets 1 unit
can affect units with Ability DeathImmunity Death Immunity
affected by Icon SpellSave.png - Spell Save items from Insecticide onwards
Icon Chaos.pngDisintegrate Combat Instant
(Very Rare)
Icon SpellSave.png 0 RC: Icon Research.png 2,000; CC: Icon Mana.png 50; targets 1 unit
automatic if the target can fail its Icon Resist.png Resistance check
affected by Icon SpellSave.png - Spell Save items
Icon Nature.pngCracks Call Combat Instant
- RC: Icon Research.png 300; CC: Icon Mana.png 20; targets 1 unit
25% success chance
can't target Icon Movement AirFlying and Ability NonCorporeal Non-Corporeal units

Simultaneous Damage Edit

Damage Points are often not applied immediately after resolving an attack. Or, to be more precise, it is actually not all that common for an individual attack to to be performed by itself. This practically only happens when single target Conventional Damage-, or unit-based Special Damage spells are cast; or when Icon SingleFigureUnit.png Single Figure units perform Ranged Attacks with no "added effects".

In all other scenarios, the target unit will be hit by multiple attacks at the same time. As a general rule of thumb, the game will always resolve all of these attacks before applying any of their Icon Damage.png damage. For example, when executing conventional attacks, all eligible Icon Figure.png figures in a Icon MultiFigureUnit.png Multi-Figure unit will perform that attack. However, no Damage Points are registered to the defender until all of these are resolved. The same is true for Special Attacks that are delivered as "added effects". The Special Damage is also evaluated before the Conventional is dealt.

The situation is slightly different when two units engage in Icon Melee Normal.png Melee. This is a multi-stage process by itself, and Icon Damage.png damage does get applied at the end of each of its phases. However, units are not destroyed here regardless of the amount Damage Points they took. The entire sequence is always played out as if both units were still present. Since slain Icon Figure.png figures can't perform any attacks, this does not matter in terms of Icon Damage.png damage caused to the surviving side, but it can make all the difference when considering the types and amounts of Damage Points done to the destroyed unit, as illustrated in the examples below.

The Melee Sequence is also typically finished with a mutual attack phase, where both combatants strike at each other simultaneously. In this stage, all Icon Damage.png damage from both sides, whether Conventional or Special, is delayed until every standing Icon Figure.png figure of each unit has concluded all of their available attacks. For example, two unhurt units of Nightblades fighting each other would make 12 individual Icon Melee Normal.png Melee attacks and another 12 Poison Damage attacks before either of them suffers any Icon Damage.png damage from the other.

Overkill Damage Edit

Damage Points are by no means limited to the total health of a unit. The game does not stop tracking or applying them just because there's already enough inflicted on a unit to destroy it. This is most prominent during Icon Melee Normal.png Melee combat, where a unit that perishes to short-range attacks (Icon Thrown.png Thrown, Icon Breath.png Breath, or Gaze) will still be dealt Icon Melee Normal.png Melee Damage. However, it also happens almost every other time a unit is destroyed, and can be very important to consider when trying to create UnitEnchantment Undead Undead units through Life Stealing Damage. The only exception is Area Damage, which is incapable of inflicting more Icon Damage.png damage on a unit than it has remaining Icon Hits.png Hit Points.

In any case though, Damage Points do have a hardcoded limit of Icon Damage.png 200 each, to prevent excessive amounts from wrapping around and actually reducing the Icon Damage.png damage inflicted. This is more than the double of the total Icon Hits.png Hit Points of a Icon Chaos.pngHydra, the unit that has by far the most Icon Hits.png Hit Points in the game (twice as much as any other contender).

Examples Edit

The following examples should help understand most of the quirks of applying Damage Points. For the sake of simplicity, Conventional- and Special Damage attacks are grouped together throughout them. In reality though, the resolution order is "added effects" followed by the conventional attack for the first Icon Figure.png figure, then the same order for the next Icon Figure.png figure, and so on, until every attack has been concluded. Because of the simultaneous application of the Icon Damage.png damage however, the actual order of execution has absolutely no practical relevance, as the outcomes are always exactly the same as in the illustrations below.

Stoning Touch vs Gaze Edit

A unit of Icon Nature.pngCockatrices is facing off a Icon Nature.pngBasilisk in a Icon Nature.pngNature Node (+2 to all stats for both units). Since neither has a Ranged Attack, they have to duke it out in Icon Melee Normal.png Melee combat. Both can attack the other, and who initiates the engagement has no impact on the outcome. The Icon Nature.pngBasilisk's Ability StoningGaze Stoning Gaze goes first, as it always happens before mutual Icon Melee Normal.png Melee in the sequence.
This is an ordinary Gaze Attack, which means it is performed as an "added effect" to an otherwise hidden short-range attack that matches the Realm of the Special Attack itself. Because it is enhanced by the Icon Nature.pngNature Node, it has an Attack Strength of Icon Ranged Magic.png 3. The Icon Nature.pngBasilisk rolls 3, 4, and 9 which, counting in its universal Icon ToHit.png +1 To Hit, means it registers 2 "raw" points of Icon Damage.png damage. Icon Nature.pngCockatrices have a natural Icon Defense.png Defense score of Icon Defense.png 3, which is also boosted to Icon Defense.png 5 because of the Node. They make their Defense Roll, and get 2, 5, 6, 6, and 9. There are no modifiers Icon ToBlock.png To Block in play, so only one of these rolls is "successful", blocking Icon Damage.png 1, and leaving the other Icon Damage.png 1 slated to be delivered.
Before that however, the Gaze effect takes place. It has an innate modifier of Icon SpellSave.png -1, but again the Node Aura grants Icon Resist.png +2, bringing the Icon Nature.pngCockatrices' score to a total of Icon Resist.png 8 against the attack. Since Gaze Attacks require as many Icon Resist.png Resistance checks as the target unit has Icon Figure.png figures remaining, the Icon Nature.pngCockatrices have to make 4. The dice come up as 2, 3, 6, and 9. That's three successes and one failure, meaning that the attack will deal one Icon Figure.png figure's worth of Icon Hits.png Hit Points in Icon Damage.png damage. In this case, this is Icon Damage.png 3, as this attribute is not enhanced by the Node.
This concludes the Gaze Attack, and the short-range attack phase also ends with it. The Icon Nature.pngCockatrices take a total of Icon Damage.png 1 + Icon Damage.png 3 = Icon Damage.png 4, which is now applied. They lose one Icon Figure.png figure, leaving them with Icon MultiFigureUnit.png 3 for the rest of the sequence. The extra Icon Damage.png 1 "top figure damage" does not have any effect on their performance.
Continuing to the actual Icon Melee Normal.png Melee phase, the Icon Nature.pngBasilisk has a modified Attack Strength of Icon Melee Normal.png 17. Rolling a fairly average series, it scores 7 "successful hits". The Icon Nature.pngCockatrices roll better than last time though, and with their 1, 3, 3, 6, and 10, manage to block Icon Damage.png 3. However, the remaining Icon Damage.png 4 is still above their Icon Hits.png Hits per Icon Figure.png figure value, so the computer records Icon Damage.png 3 for delivery, and makes another Defense Roll against the remaining Icon Damage.png 1. This time, the beasts roll 2, 3, 4, 7, and 8. Although this is enough to block Icon Damage.png 2, it unfortunately can not affect Icon Damage.png damage already slated for delivery. That is, it blocks only the remaining Icon Damage.png 1, with one success becoming effectively wasted. Thus, the total Icon Damage.png damage that the Icon Nature.pngCockatrices will take is Icon Damage.png 3.
Before that can happen though, they also get to strike this time. With their remaining Icon MultiFigureUnit.png 3, they perform 3 attacks at an enhanced Icon Melee Normal.png 6 each, against the Icon Nature.pngBasilisk's also boosted Icon Defense.png 6. Unlucky for them, even with their Icon ToHit.png +1, only one of them manages to get through, with Icon Damage.png 2 left after the Icon Nature.pngBasilisk's Defense Roll. Despite this however, all three of them also get to execute their Ability StoningTouch Stoning Touch. It is not required for their conventional attack to do Icon Damage.png damage for this to happen, it simply has to be capable of doing so (i.e. must have an Attack Strength of at least 1).
The Icon Nature.pngBasilisk has a natural Icon Resist.png 7, enhanced to Icon Resist.png 9 by the Node. However, the Icon Nature.pngCockatrices impose a penalty of Icon SpellSave.png -3 on their Touch Attack, bringing this down to Icon Resist.png 6. The Icon Nature.pngBasilisk has to make 3 saves, one against each attacking Icon Figure.png figure's Stoning Touch. It rolls a rather unlucky 6, 8, and 9, meaning it fails two out of the three rolls. Since it has Icon Hits.png 30 per Icon Figure.png figure, this means it will suffer a whopping Icon Damage.png 60.
As all attacks are now resolved, Icon Damage.png damage can be applied to both units. The Icon Nature.pngCockatrices suffer Icon Damage.png 3, and lose one more Icon Figure.png figure. They emerge from the battle with a total of Icon Damage.png 7 Damage Points, out of which the unit statistics window will show 1. The Icon Nature.pngBasilisk, on the other hand, is completely annihilated, as it takes a total of Icon Damage.png 62 versus its Icon Hits.png Hit Points of Icon Hits.png 30.
It may also be worth noting that a simple Icon Nature.pngResist Elements spell could have helped the Icon Nature.pngCockatrices avoid more than half of the Icon Damage.png damage they took. It would have made them immune to the Gaze effect entirely by raising their Icon Resist.png Resistance to Icon Resist.png 11, while also providing an extra Icon Defense.png +3 against the hidden Conventional Damage component.The same spell cast on the Icon Nature.pngBasilisk would still only have resulted in Icon Resist.png 9, meaning that over the course of multiple engagements with multiple enemy Icon Figure.png figures, it would still have had a fair chance of being slain.

Multi-Gaze Edit

Tauron is trying to crack open a Tower of Wizardry with his Icon Chaos.pngChaos Spawn, so he can get some Settlers over to the Icon Power.png Power-rich Myrror. His scouts report a Icon Chaos.pngHydra inside. Unfortunately, when he enters the battle, he is greeted by an additional 8 Icon Chaos.pngFire Elementals supporting the beast. This instantly foils his grand plan of Icon Chaos.pngFireballing it into oblivion, as he will need to save his Spell Casting Skill to deal with the elementals.
Confident in the spawn though, he sends it forward, stopping just so that it can get the jump on the advancing Icon Chaos.pngHydra. The elementals can't attack the Icon Movement AirFlying spawn, so there's no need to worry about them for the time being. Sure enough, the 9-headed monstrosity steps right up to the Icon Chaos.pngChaos Spawn, and in so doing exhausts its Movement Allowance. Thus, the spawn can attack first without having to worry about any incoming Ability FireBreath Fire Breath.
Unlike the single Gaze Attacks of other creatures, the Icon Chaos.pngChaos Spawn's "Multi-Gaze" does not require a hidden conventional attack to attach the gaze effect to. This is because the Ability DoomGaze Doom Gaze already delivers Conventional Damage, which Special Damage attacks can be added to. So much so, that even the creature's Ability PoisonTouch Poison Touch is triggered from it. That will not be considered in this example though, as it has no effect on any of the enemies here.
As the spawn is attacking, the Melee Sequence starts with its Gaze Attacks. The Doom Gaze is easy to resolve, as it deals Doom Damage, which requires neither Attack-, nor Defense Rolls, and does a fixed amount of Icon Damage.png 4 Damage Points to the Icon Chaos.pngHydra. These can not be applied yet though, as along with this attack come two more gaze effects (and a Poison Damage attack that fails to do any Icon Damage.png damage because of the opponent's high Icon Resist.png Resistance).
First is the Ability DeathGaze Death Gaze. While the Icon Chaos.pngHydra has a rather high Icon Resist.png 11, the spawn also applies a penalty of Icon SpellSave.png -4 to this attack, bringing that down to only Icon Resist.png 7. Having Icon MultiFigureUnit.png 9 figures (each head counts as one), the Icon Chaos.pngHydra is in big trouble, and has to make 9 individual Icon Resist.png Resistance checks. It rolls fairly well: 1, 1, 3, 5, 6, 6, 7, 8, and 10. Only the last two of these are failures, meaning it will suffer two Icon Figure.png figure's worth of Icon Hits.png Hit Points in Icon Damage.png damage. Since each of its heads has Icon Hits.png 10, this is a total of Icon Damage.png 20 Damage Points.
Before that can be finalized though, the Icon Chaos.pngChaos Spawn has yet another Gaze Attack: a Ability StoningGaze Stoning Gaze. This also entails a penalty of Icon SpellSave.png -4, so the Icon Chaos.pngHydra has the same Icon Resist.png 7 against it. However, because none of the above Icon Damage.png damage could be applied just yet, it is still considered to have all of its heads, or Icon Figure.png figures. Thus, it now has to make another 9 Icon Resist.png Resistance checks. It rolls much worse this time: 1, 2, 4, 6, 7, 7, 8, 9, and 10. That's a total of 3 failures, translating into a full Icon Damage.png 30 Damage Points.
With the Multi-Gaze resolved, the short-range attack phase ends, and the Icon Chaos.pngHydra is dealt the entire Icon Damage.png 4 + Icon Damage.png 20 + Icon Damage.png 30 = Icon Damage.png 54 Damage Points. It loses 5 out of its 9 heads, with one more slightly damaged, but mutual Icon Melee Normal.png Melee can now commence. Although the Icon Chaos.pngChaos Spawn also has the Ability CauseFear Cause Fear ability, it has no Icon Resist.png Resistance modifier, and so the Icon Chaos.pngHydra shrugs it off just like the poison. The same thing happens with the spawn's actual Icon Melee Normal.png Melee attack. It has an Attack Strength of only Icon Melee Normal.png 1, with no Icon ToHit.png To Hit modifiers, and fails to score a hit entirely with a single roll of 9.
It is now the Icon Chaos.pngHydra's turn to strike back. It has Icon MultiFigureUnit.png 4 figures remaining, so it can attack 4 times with a strength of Icon Melee Normal.png 6. It also has Icon ToHit.png +1 To Hit, making it slightly more likely to do some Icon Damage.png damage against the spawn's Icon Defense.png 6. It gets 2, 3, 2, and 4 successes on the Attack Rolls, while the Icon Chaos.pngChaos Spawn manages 3, 1, 2, and 1 on its Defense ones. The first head thus deals no Icon Damage.png damage, the second Icon Damage.png 2, the third again none, while the last one does Icon Damage.png 3, for a total of Icon Damage.png 5. Since there are no more attacks, these Icon Damage.png 5 Damage Points are applied to the spawn, while the Icon Chaos.pngHydra does not get hurt this time.
Tauron, trusting the monster's lack of intelligence, decides to use the remaining Icon Movement Air0.5 of the Icon Chaos.pngChaos Spawn to withdraw instead of commencing with another attack, and the combat turn ends. The Icon Chaos.pngHydra, unfazed by its injuries, follows the retreating enemy, again sacrificing the advantage of its Icon Breath.png Breath Attack. It does regenerate Icon Hits.png 1 point since not all of the Icon Damage.png damage done to it was Irreversible. This reduces its total recorded Icon Damage.png damage to Icon Damage.png 53, but does not allow for any of its heads to regrow.
It is again the spawn's turn, and it moves in to attempt a finishing blow. Its Doom Gaze deals the same Icon Damage.png 4 unblockable Damage Points. However, this time, the Icon Chaos.pngHydra only has Icon MultiFigureUnit.png 4 figures left for the other two Gaze Attacks. Unfortunately for the beast though, that's still two times four Icon Resist.png Resistance checks, as any Icon Damage.png damage done by one gaze will not be applied until both are resolved. It rolls 4, 6, 8, and 9 for the Death Gaze; and 2, 2, 4, and 8 for the Stoning Gaze. Alas, that's two failures on the first set, and one on the second, resulting in a total of Icon Damage.png 4 + Icon Damage.png 20 + Icon Damage.png 10 = Icon Damage.png 34 Damage Points dealt to it at the end of the short-range attack phase.
Things look grim for the Icon Chaos.pngHydra. It has now suffered a total of Icon Damage.png 87 Damage Points, and has only a single head remaining. Although it does avoid the spawn's Icon Melee Normal.png Melee attack entirely again, it also fails to inflict any Icon Damage.png damage on it. Its single successful die gets blocked by the spawn's own one, ending this Icon Melee Normal.png Melee round.
Realizing that the Icon Chaos.pngHydra can no longer survive even just the Doom Gaze, Tauron orders the Icon Chaos.pngChaos Spawn to attack again this time, obliterating the monster. Even though it manages to Icon Resist.png Resist both of the other gazes, the total Icon Damage.png damage done to it is now Icon Damage.png 91, and its last head falls at the end of the short-range attack phase. As it has no more Icon Figure.png figures left, it can inflict no Icon Melee Normal.png Melee Damage to the spawn, who survives the "duel" with Icon Hits.png 10 Hit Points remaining. Aided by Tauron's entire Casting Skill, the elementals are now no match for it despite their numbers and immunities, leading to the swift capture of the Tower for the Icon Chaos.pngChaos Wizard.

Undead Through Life Stealing Edit

Rjak has just arrived on Myrror, conquering a Tower of Wizardry with his Icon Death.pngWraiths. Two turns later, while scouting the vicinity, he spots a small Dwarven Town nearby. Although his Icon Death.pngWraiths have sustained some Icon Damage.png damage in the previous fight, and are logging Icon Damage.png 4 Damage Points, they are very strong against Normal Units, so he decides to attack the hamlet anyway. It is defended by 5 units of Halberdiers: two Icon ExpLevel 2.png Veterans, two Icon ExpLevel 1.png Regulars, and a single Icon ExpLevel 0.png Recruit.
Since the Dwarves don't have any Ranged- or short-range attacks, the Icon Death.pngWraiths are free to pick and choose their targets. To maximize the chances of gaining an UnitEnchantment Undead Undead garrison, Rjak starts the battle with Icon Death.pngBlack Prayer, inflicting penalties of Icon Melee Normal.png -1, Icon Defense.png -1, and Icon SpellSave.png -2 on all of the Halberdiers. Since most of his other spells would only hinder his goal in this scenario, he dumps the rest of his Spell Casting Skill into a Icon Death.pngLife Drain instead. It's just enough to fully empower the spell. He targets one of the Icon ExpLevel 2.png Veteran Dwarves, the same one he intends to attack first with the Icon Death.pngWraiths.
Dwarf Halberdiers have a base Icon Resist.png Resistance score of Icon Resist.png 8, the highest of any Race. Icon ExpLevel 2.png Veterans also receive Icon Resist.png +2 on top of this. However, Icon Death.pngBlack Prayer effectively cancels this out with its Icon SpellSave.png -2 penalty, and a fully powered Icon Death.pngLife Drain carries a further Icon SpellSave.png -8. This brings the Dwarves' overall Icon Resist.png Resistance against this attack down to Icon Resist.png 0, meaning that they will take Icon Damage.png damage regardless of what they roll: they can not possibly succeed the check. Fortune does not favor them either, as the die comes up as a 7, and they take 7 - Icon Resist.png 0 = Icon Damage.png 7 points of "Create Undead Damage". As they have Icon Hits.png 3 Hit Points per Icon Figure.png figure, they lose two of them to the spell.
Now the Icon Death.pngWraiths attack them too. This is a Icon Melee Normal.png Melee only fight, and the ghastly creatures attack 4 times with Icon Melee Normal.png 7 strength and Icon ToHit.png +2 To Hit. Their Attack Rolls yield 2, 4, 3, and 4 raw Icon Damage.png damage. The Dwarves have a base Icon Defense.png Defense score of Icon Defense.png 3, increased by Icon Defense.png +1 from Icon Experience.png Experience, but also reduced by Icon Defense.png -1 from Icon Death.pngBlack Prayer. Their first Defense Roll is 3 failures, and they take Icon Damage.png 2 points of regular Icon Damage.png damage. The second series does get a success, so they take Icon Damage.png 3 this time. The third set is even better and gets 2, reducing the Icon Damage.png damage to a single point. However, the last roll is all failures again. Because they only have Icon Hits.png 3 per Icon Figure.png figure though, they can roll again after the first Icon Damage.png 3 of the original Icon Damage.png 4 have beed recorded for delivery. This time, they do get a success, blocking the remaining Icon Damage.png 1.
The total regular Icon Damage.png damage thus comes to Icon Damage.png 2 + Icon Damage.png 3 + Icon Damage.png 1 + Icon Damage.png 3 = Icon Damage.png 9. Before it is applied though, there is still the matter of the Icon Death.pngWraiths' Ability LifeSteal Life Steal. This is a unit-based Special Damage Touch Attack that causes Life Stealing Damage, similar to the above Icon Death.pngLife Drain spell. However, these creatures' ability carries a fixed penatly of Icon SpellSave.png -3, rather than an adjustable one. In addition however, they will be healed by the Icon Damage.png damage they inflict with it. The spell can also grant Casting Skill points to Wizards, but that was ignored above, as it would not take effect during the battle anyway. If cast by Heroes though, Icon Death.pngLife Drain does also heal them much the same way as the ability would.
The Halberdiers have a final score of Icon Resist.png 8 + Icon Resist.png 2 - Icon Resist.png 2 - Icon Resist.png 3 = Icon Resist.png 5 against this Life Stealing attack, which is executed once for each attacking Icon Figure.png figure. In this case, that is Icon MultiFigureUnit.png 4, so the Dwarves have to make 4 Icon Resist.png Resistance checks. They get fairly lucky with a 2, 4, 5, and 7. Three of these are successes, avoiding the Icon Damage.png damage entirely. The last one does inflict 7 - Icon Resist.png 5 = Icon Damage.png 2 though, removing Icon Damage.png 2 Damage Points from the Icon Death.pngWraiths in the process. With the previous Icon Death.pngLife Drain, this brings the "Create Undead Damage" done to these Halberdiers up to Icon Damage.png 9, and the total up to Icon Damage.png 18. This is exactly as much as the total Icon Hits.png Hit Points of the unit, which means that they will be destroyed after their Counter Attack.
Dwarf Halberdiers start off with a Icon Melee Normal.png Melee strength of Icon Melee Normal.png 4. This is improved by Icon Melee Normal.png +1 for Icon ExpLevel 2.png Veterans, but they also get a Icon Melee Normal.png -1 from Icon Death.pngBlack Prayer. Since two of their Icon Figure.png figures were lost to the Icon Death.pngLife Drain spell beforehand, only Icon MultiFigureUnit.png 4 can actually attack. Their Attack Rolls are average, and generate 1, 1, 2, and 1 "raw" Icon Damage.png damage. Unfortunately for them though, these Dwarves only wield normal weapons. This causes the Icon Death.pngWraiths' Ability WeaponImmunity Weapon Immunity to trigger, and the creatures' Icon Defense.png Defense is raised to Icon Defense.png 10 from its original Icon Defense.png 6. They easily avoid all of the hits with success counts of 2, 3, 4, and 2 on their Defense Rolls.
The first Halberdiers units is now destroyed. They took a total of Icon Damage.png 9 of both regular- and "Create Undead Damage", thanks to the Icon Death.pngLife Drain. Because an equal amount of Damage Points does count for creating UnitEnchantment Undead Undead, these Dwarves will rise again to serve Rjak, provided he wins the battle. However, the numbers demonstrate fairly well that without the spell, the Icon Death.pngWraiths would not have accomplished the task on their own. Although they are in no real danger while fighting these Normal Units, the Dwarves high Icon Resist.png Resistance means they take much less Special- than Conventional Damage.
The other Icon ExpLevel 2.png Veteran unit proves this point quite aptly. In their first attack, the Icon Death.pngWraiths inflict Icon Damage.png 9 points of regular Icon Damage.png damage, and only Icon Damage.png 6 "Create Undead Damage". The Dwarves survive this attack, forcing the Icon Death.pngWraiths to attack again in order to eliminate them. However, this only increases the difference between the two types of Damage Points. This time, Icon Damage.png 10 points of regular Icon Damage.png damage are dealt, but only Icon Damage.png 5 "Create Undead Damage". This yields totals of Icon Damage.png 19 versus Icon Damage.png 11, which is not even close to creating UnitEnchantment Undead Undead. On the other hand, the Icon Death.pngWraiths at least manage to get rid of all of their own Damage Points, as the Dwarves offer little in the way of doing Icon Damage.png damage against them, more or less as expected.
The chances of raising UnitEnchantment Undead Undead improve slightly against the Icon ExpLevel 1.png Regular Halberdiers, but still not quite enough. These units have both Icon Defense.png Defense and Icon Resist.png Resistance one point lower than Icon ExpLevel 2.png Veterans, but the latter is still too high in comparison. The first one takes Icon Damage.png 11 regular- and Icon Damage.png 9 "Create Undead Damage"; while the second, again requiring two attacks to take out, receives Icon Damage.png 22 and Icon Damage.png 16, still in favor of the regular Icon Damage.png damage.
Finally, with the Icon ExpLevel 0.png Recruits, the chances start to at least even out. They have yet again one point less Icon Resist.png Resistance which, with the penalties from Icon Death.pngBlack Prayer and the Icon Death.pngWraiths' ability yields a final score of only Icon Resist.png 3. This results in an expected average Life Stealing Damage of Icon Damage.png 2.8, although the variance here is still quite high. With 4 attacks however, and the expected Physical Damage also being only an average Icon Damage.png 2.9 per Icon Death.pngWraith, the chances of whether the unit will turn or not are fairly close to equal, since the regular Icon Damage.png damage has to be higher for the unit to not turn.
Rjak and the Icon Death.pngWraiths get lucky this time. With a single attack, the Icon Death.pngWraiths deliver Icon Damage.png 11 points of regular Icon Damage.png damage, but also Icon Damage.png 12 "Create Undead Damage" to the last Dwarf Halberdiers unit. Since this unit will also turn, Rjak gets a total of 2 UnitEnchantment Undead Undead units for his garrison, just enough to reduce Unrest by 1 without having to produce any living units. The Icon Death.pngWraiths also emerge from the fight fully healed, as the Icon ExpLevel 0.png Recruit Halberdiers ultimately fail to inflict any Icon Damage.png damage on them. Even though they make 6 attacks, their Attack Strength of Icon Melee Normal.png 3 proves to be no match for the Icon Defense.png 10 granted by Ability WeaponImmunity Weapon Immunity. Should they have landed a point of Icon Damage.png damage though, the Icon Death.pngWraiths would have retained it in the end.

Melee Overkill Edit

Merlin has been eyeing a nearby Icon Sorcery.pngSorcery Node for some time now. It is guarded by a Icon Sorcery.pngSky Drake, one of the most powerful creatures in the game. After a few dozen turns of preparation, he finally feels ready to take it on. He has one unit of Icon ExpLevel 4.png Ultra-Elite Berserkers (thanks to Icon Life.pngHeroism and his ongoing Icon Life.pngCrusade spell) wielding Icon Melee Mithril.png Mithril weaponry, and boasting all of the Unit Enchantments he could muster. These are: Icon Nature.pngGiant Strength, Icon Life.pngHoly Weapon, Icon Nature.pngStone Skin, Icon Life.pngHoly Armor, Icon Life.pngBless, Icon Nature.pngResist Elements, and Icon Life.pngTrue Sight; in addition to the already mentioned Icon Life.pngHeroism. He also takes along one unit of fresh Barbarian Spearmen from a nearby Town, who only benefit from the Icon Life.pngCrusade (and are thus Icon ExpLevel 1.png Regulars), but should be of strategic importance.
The dragon is surrounded by a host of Icon Sorcery.pngPhantom Warriors, but Merlin knows they will be of little significance if he manages to slay mighty beast. Paying no mind to its "followers", the Icon Sorcery.pngSky Drake quickly closes the distance between the two armies to only a single tile. Merlin prepares his tactical play, and moves his Spearmen right in front of it, while retreating a square with the Berserkers. This is so that even if the dragon decides to go after the stronger unit, it would only be able to attack it once at most, before exhausting its Movement Allowance. But fortune smiles on Merlin this day, as the Icon Sorcery.pngSky Drake takes the "bait", and swoops right down on the brave, but suicidal Spearmen. Because it is initiating the Melee Attack, the defenders won't be able to use their Icon Thrown.png Thrown Attacks.
The dragon, on the other hand, opens the engagement with its Ability LightningBreath Lightning Breath. The strength of this attack is normally Icon Breath Lightning.png 20, but it is increased to Icon Breath Lightning.png 22 due to the strong presence of the Icon Sorcery.pngSorcery Node. It also fully benefits from the Icon Sorcery.pngSky Drake's Icon ToHit.png +3 To Hit. The Attack Roll yields an overwhelming 16 successes. In addition, this ability also deals Armor Piercing Damage! The poor Spearmen's Icon Defense.png Defense is cut in half while resolving it. Not that they had much to begin with though, their original Icon Defense.png 2 simply becomes Icon Defense.png 1 now.
The first Defense Roll is a failure, which is more or less expected, since it only uses a single die with the base Icon ToBlock.png 30% success chance. This means all Icon Damage.png 16 "raw" Damage Points are still intact. However, the unit only has Icon Hits.png 1 Hit per Icon Figure.png figure, and thus can only record this much Icon Damage.png damage before a new Defense Roll must be made. As a result, another roll now follows against Icon Damage.png 15, while Icon Damage.png 1 is logged for delivery. This roll is also too high to succeed, allowing the attack to record another Icon Damage.png 1.
The third roll succeeds however, reducing the remaining Icon Damage.png 14 to Icon Damage.png 13, before adding Icon Damage.png 1 to the Icon Damage.png damage waiting to be delivered. The next five Defense Rolls after this are again failures. By this point, the total Icon Damage.png damage recorded for delivery is Icon Damage.png 8, while one point was blocked, and Icon Damage.png 7 are still waiting to be processed. Technically, all of the Spearmen should now be dead. Despite this though, Icon Damage.png damage resolution continues just like before, as if nothing happened. The same would also be true if those Icon Damage.png 16 points of "raw" Icon Damage.png damage originated from 2, 4, or 8 individual, separate attacks, such as two units of Spearmen fighting each other. The next Defense Roll succeeds, and so does one more down the line. Thus, overall, Icon Damage.png 3 points get blocked, while Icon Damage.png 13 are ultimately delivered.
At the end of the short-range attack phase, this Icon Damage.png damage is dealt, and the Spearmen are slain, with no Icon Figure.png figures left standing. However, the unit is not removed from the field just yet. This is because units can not be truly destroyed during a Melee Sequence, only at the very end of it. True, they can no longer fight back, but they can, and do, still take Icon Damage.png damage. In this case, from the Icon Sorcery.pngSky Drake's somewhat less powerful Icon Melee Normal.png Melee Attack.
While the strength of this attack is the same (Icon Melee Normal.png 22 with Icon ToHit.png +3), it is not Armor Piercing. That is, the Spearmen can use their full Icon Defense.png 2 against it, ignoring for a moment that they are all slain already. The dragon also gets only 11 successes this time. Just like before though, for every Icon Damage.png 1 recorded, a new Defense Roll can take place. The first one is a complete failure (Icon Damage.png 1 dealt, Icon Damage.png 10 remains), while the next two score a single success each (Icon Damage.png 3 dealt, Icon Damage.png 6 remains). Then comes another failure (Icon Damage.png 4 dealt, Icon Damage.png 5 remains), with the next roll blocking both points that it can (Icon Damage.png 5 dealt, Icon Damage.png 2 remains). Even though this is followed by another two sets with zero successes (Icon Damage.png 7 dealt, Icon Damage.png 0 remains); if this was the only attack, the unit would actually have survived despite their very low Icon Defense.png Defense. Granted, their single remaining Icon Figure.png figure would not have been very useful on the battlefield, but the unit may have lived to tell the tale, and gain some Icon Experience.png Experience.
That's not what happened though, as the total Icon Damage.png 20 Damage Points ultimately delivered does destroy the Spearmen at the end of the Melee Sequence. Having electrocuted the first opponent, the Icon Sorcery.pngSky Drake then closes in on the Berserkers, just as Merlin had hoped. It is now within Icon Melee Normal.png Melee range, with no moves left for an attack. This gives the Berserkers a significant advantage, since they can initiate the combat themselves, enabling them to use their Ability Thrown Thrown ability, while avoiding the dragon's Icon Breath Lightning.png Lightning Breath. To help them further, Merlin attempts to cast a Icon Life.pngPrayer spell, but unfortunately it is countered by the Node's Dispelling Aura, and fizzles (it had a 100% × Icon Mana.png 30 / (Icon Mana.png 50 + Icon Mana.png 30) = 37.5% chance of getting through).
Berserkers have Icon MultiFigureUnit.png 6 figures, and a base Icon Thrown.png Thrown Attack Strength of Icon Thrown.png 3. However, these particular ones benefit from Icon Experience.png Experience (Icon Thrown.png +2), Icon Melee Mithril.png Mithril equipment (Icon Thrown.png +1), and Icon Nature.pngGiant Strength (Icon Thrown.png +1), so their total is actually Icon Thrown.png 7. The universal Icon ToHit.png +2 To Hit they gain from being Icon ExpLevel 4.png Ultra-Elite also applies, but as this example is based on the official 1.31 game version, the other Icon ToHit.png +2 that they should get (from Icon Melee Mithril.png Mithril- and Icon Life.pngHoly Weapons), do not. With 6 Attack Rolls though, they still manage 5, 3, 5, 1, 6, and 3 successes. The Icon Sorcery.pngSky Drake defends against these individually, with a score of Icon Defense.png 10 + Icon Defense.png 2 = Icon Defense.png 12, thanks to the power of the Icon Sorcery.pngSorcery Node. It gets 3, 4, 4, 2, 6, and 3 successes, negating four of the attacks entirely, but taking Icon Damage.png 2 + Icon Damage.png 1 = Icon Damage.png 3 Damage Points nonetheless.
Mutual Icon Melee Normal.png Melee can now commence, and the Barbarians continue with another 6 Attack Rolls. Their Icon Melee Normal.png Melee Strength is 4 points higher than their Icon Thrown.png Thrown (base Icon Melee Normal.png 7 with the same enhancements, for an Icon Melee Mithril.png 11 total), and this time, every bonus they have Icon ToHit.png To Hit also applies, which brings them to a success chance of Icon ToHit.png 70% per die. With this, they get 8, 7, 7, 4, 10, and 9 hits. The dragon's Icon Defense.png Defense is the same, and its Defense Rolls generate 4, 3, 4, 2, 7, and 2 successes. None of the attacks are blocked completely, and the Icon Damage.png damage sums up to Icon Damage.png 4 + Icon Damage.png 4 + Icon Damage.png 3 + Icon Damage.png 2 + Icon Damage.png 3 + Icon Damage.png 7 = Icon Damage.png 23, slightly more than what was needed to bring the creature down (it has Icon Hits.png 25 Hit Points, but it also took Icon Damage.png 3 from the Icon Thrown.png Thrown Attacks).
Before that can happen though, it also gets a chance to strike back at its red-haired assailants. Its mighty attack scores a lucky 16 successes. Berserkers normally have a base Icon Defense.png Defense of Icon Defense.png 3, but again, this unit is Normal only in name. It gets Icon Defense.png +2 from Icon Experience.png Experience, Icon Defense.png +1 from Icon Melee Mithril.png Mithril armor, and Icon Defense.png +3 total from protective enchantments (the conditional ones do not apply). This yields Icon Defense.png 9 altogether, and they get 3 blocks on the first Defense Roll, bringing the "raw" Icon Damage.png damage down to Icon Damage.png 13. They also have Icon Hits.png 4 Hits per Icon Figure.png figure thanks to their level, which means Icon Damage.png 4 are now recorded, and a new Defense Roll is made against the remaining Icon Damage.png 9.
This time, only 2 dice succeed, so another Icon Damage.png 4 are logged against the Berserkers, while Icon Damage.png 3 "raw" hits carry over for a third roll. Now there are again 3 successes however, so those remaining points are avoided entirely. This brings the total Icon Damage.png damage to a final value of only Icon Damage.png 8, exactly half of the original Icon Damage.png 16. Even though only 2 Icon Figure.png figures were actually hit, the Icon Damage.png damage was reduced by 3 Defense Roll's worth, normalizing the outcome despite the above average Attack Roll (which would have been 13 successes). This demonstrates the tendency for Icon MultiFigureUnit.png Multi-Figure Icon Defense.png Defense to limit Icon Damage.png damage to whole multiples of the target's Icon Hits.png Hits per Icon Figure.png figure value. The higher the Icon Defense.png Defense, the more likely this outcome becomes against attacks with the potency to kill multiple Icon Figure.png figures. In fact, out of all possible values between Icon Damage.png 0 and Icon Damage.png 22 in this particular example, taking exactly Icon Damage.png 8 Damage Points was by far the most probable result, with around 40% chance of happening, despite the amount of randomness involved.
And with this, Icon Melee Normal.png Melee is over, the dragon is slain, and the Berserkers still have Icon MultiFigureUnit.png 4 figures left. Three rounds of stalling later, Merlin manages to successfully cast a Icon Life.pngHealing spell, restoring both lost Berserker Icon Figure.png figures. The Icon Sorcery.pngPhantom Warriors are easily dispatched afterwards. Even though a few of them do not fall to the Icon Thrown.png Thrown Attacks, Icon Life.pngTrue Sight ensures that the stragglers can't do any serious harm with their Ability Illusion Illusion attacks. They manage to inflict only Icon Damage.png 3 Damage Points overall, and the Berserkers end the encounter with Icon Damage.png 6 total, and Icon MultiFigureUnit.png 5 figures remaining.
The astute reader will probably notice that two enchantments were precast, but did not come into play. They were used in case Merlin's ruse failed, and the Berserkers were attacked first by the dragon. Although the Icon Sorcery.pngSky Drake is a Icon Sorcery.pngSorcery creature, its Icon Breath Lightning.png Lightning Breath Attack is actually Icon Chaos.pngChaos-aligned. This means that the conditional protections offered by both Icon Life.pngBless and Icon Nature.pngResist Elements trigger against it. This would have provided an overall Icon Defense.png +3 even against this Armor Piercing attack, by using just two Common Spells.

Extra Hits Edit

Kali is besieging one of Horus' walled High Men Towns. After a long battle, exhausting both Wizards' Icon Mana.png Mana and Spell Casting Skill, four units are left standing on the battlefield. Kali's attacking force is reduced to a single unit of Icon Death.pngDeath Knights that has suffered Icon Damage.png 20 points of regular Icon Damage.png damage, and thus has only Icon MultiFigureUnit.png 2 figures left. The defenders are still worse off though, with three units of Priests who have already used up all of their spells. Even though they are Icon ExpLevel 2.png Veterans, carry Icon Melee Mithril.png Mithril armaments, and one of them is protected by an Icon Life.pngInvulnerability enchantment, they have next to no hope of victory. Kali has previously cast both Icon Death.pngBlack Prayer and Icon Death.pngDarkness, although the latter spell was promptly cancelled out by Horus' Icon Life.pngTrue Light, and has no effect as a result.
The Icon Death.pngDeath Knights are attacking one of the non-enchanted Priests. They have an Attack Strength of Icon Melee Normal.png 9 with a bonus of Icon ToHit.png +3, so each die of their Attack Rolls has a 60% chance of succeeding. With Icon MultiFigureUnit.png 2 figures they make 2 attacks, and score 4 and 7 hits. The holy men have a base Icon Defense.png Defense statistic of Icon Defense.png 4, improved by Icon Defense.png +1 from equipment and Icon Defense.png +1 from Icon Experience.png Experience, but reduced by Icon Defense.png -1 because of Icon Death.pngBlack Prayer. This static score of Icon Defense.png 5 is also halved by the knights' Ability ArmorPiercing Armor Piercing ability, rounding it down to Icon Defense.png 2. However, since Kali wants to capture the Town as intact as possible, she has to attack through the City Walls. These can't be pierced, so the Priests' total will be Icon Defense.png 2 + Icon Defense.png 3 = Icon Defense.png 5 instead.
The first Defense Roll gets two successes, reducing the raw Icon Damage.png damage of the first attack to Icon Damage.png 2. Of this though, only Icon Damage.png 1 can be dealt directly, as that is the Priests' Icon Hits.png Hits per Icon Figure.png figure value. Another Defense Roll follows, and blocks the remaining Icon Damage.png 1 with 2 more successes. As for the second attack, the first Defense Roll is a complete failure, leaving all Icon Damage.png 7 intact. Icon Damage.png 1 is thus slated for delivery, and a next roll is made against the remaining Icon Damage.png 6. This time there are 3 successes, meaning another Icon Damage.png 1 gets logged, with Icon Damage.png 2 left pending yet a third Defense Roll. On this however, two of the dice are again low enough to succeed, so both of the hits get blocked. The total Conventional Damage will be Icon Damage.png 1 from the first attack, and Icon Damage.png 2 from the second.
Icon Death.pngDeath Knights also have strong Ability LifeSteal Life Steal, applying a Icon Resist.png Resistance penalty of Icon SpellSave.png -4. Since the Icon Death.pngBlack Prayer (Icon SpellSave.png -2) and Icon Experience.png Experience (Icon Resist.png +2) effects practically cancel each other out, this brings the Priests' Icon Resist.png Resistance down to an overall Icon Resist.png 3 from their base score of Icon Resist.png 7. They make two checks as there are two attacking Icon Figure.png figures, and get a 2 and an 8. One is a success, but the other fails and results in 8 - Icon Resist.png 3 = Icon Damage.png 5 points of Life Stealing Damage. At the same time, the Icon Death.pngDeath Knights remove Icon Damage.png 5 of their own Damage Points. Because they possess Ability FirstStrike First Strike as well, and have inflicted a grand total of Icon Damage.png 8 during their Icon Melee Normal.png Melee phase, the Priests can no longer execute a Counter Attack, as they have no standing Icon Figure.png figures left to do so.
On the other hand, since this example is based on the latest official game version, the above Life Steal triggers what is known as the "combat healing bug", described below. With Icon Damage.png 20 Damage Points, the Icon Death.pngDeath Knights have "top figure damage" of Icon Damage.png 4, the remainder of Icon Damage.png 20 divided by their Icon Hits.png Hits per Icon Figure.png figure of Icon Hits.png 8. Removing Icon Damage.png 5 from that brings it to a negative value, and since they do have missing Icon Figure.png figures, they can now regain one as a result of this healing. Their new "top figure damage" comes to Icon Damage.png 4 - Icon Damage.png 5 + Icon Hits.png 8 = Icon Damage.png 7, which means they will also gain Icon Damage.png 7 ÷ Icon MultiFigureUnit.png 4, rounded down to Icon Hits.png 1 temporary maximum Icon Hits.png Hit per Icon Figure.png figure.
This causes their Icon Damage.png damage tracking to become out of sync, as their recorded Icon Damage.png Damage Points remain the same, but so does their "top figure damage". Except they now have Icon Hits.png 9 per Icon Figure.png figure, and Icon Damage.png 9 +