Doom Bat
Summon DoomBat
Realm Icon Chaos.pngChaos
Spell Properties
Spell Rarity Uncommon
Casting Cost Icon Mana.png 300
Upkeep Cost Icon Mana.png 8 per turn
Research Cost Icon Research.png 620
Unit Properties
# of Figures Icon SingleFigureUnit.png 1
Moves Icon Movement Air4
Melee Attack per figure Icon Melee Normal.png 10
Defense per figure Icon Defense.png 5
Resistance Icon Resist.png 9
Hit Points per figure Icon Hits.png 20
Unit Abilities

Ability ToHit +10% To Hit

Ability Immolation Immolation
Tactical DoomBat
The Doom Bat is a type of Fantastic Unit featured in Master of Magic. Doom Bats belong to the Icon Chaos.pngChaos Realm, and may be summoned using a Summoning Spell of the same name.

The Doom Bat is a good Melee Attacker, but not impressive for its high cost. However, it possesses a unique ability called Immolation: whenever the Doom Bat engages in Melee combat with enemy units, it will execute an Immolation (Touch) Attack against them. It can easily destroy enemy Normal Units with this ability. The Doom Bat is also exceptionally fast, Flying at a rate of Icon Movement Air4 - making it one of the fastest-moving units in the game.

The Fantastic Unit Edit

Physical Description Edit

The Doom Bat is physically identical to a normal bat, though its glowing eyes betray a magical nature. Depending on which in-game representation of the creature you go by, it may either be slightly larger than a common bat, or as large as a dragon!

The Doom Bat is a Icon SingleFigureUnit.png Single-Figure Unit.

Attack Properties Edit

The Doom Bat's Melee Attack is rather average, having a strength of only Icon Melee Normal.png 10. With an inherent To Hit bonus of Icon ToHit.png +10%, the Doom Bat's attack delivers about Icon Damage.png 4 points of Damage on average.

However, while performing a Melee Attack (and also when Counter Attacking), the Doom Bat also delivers an Ability Immolation Immolation (Touch) Attack of strength Icon Ranged Magic.png 4. When the Doom Bat is fighting against a Icon SingleFigureUnit.png Single-Figure opponent, this is essentially an extra bit of Fire Damage which can help the Doom Bat defeat or injure its opponent. However, when fighting against Icon MultiFigureUnit.png Multi-Figure units, this Immolation Damage attack can have devastating consequences.

As per the special rules governing Immolation Damage, each Icon Figure.png figure inside the target unit is individually struck by a separate strength Icon Ranged Magic.png 4 attack.

Hits by each separate attack are registered against individual enemy Icon Figure.png figures, and each figure then gets to make its own Icon ToBlock.png Defense Rolls to try and block hits directed specifically at it. The game then tallies all unblocked hits, delivering Icon Damage.png Damage to the unit as a whole. For a more detailed explanation of how this complex process works, refer to either the Immolation Damage page, or the relevant section of the Touch Attack page.

Despite its convoluted nature, the Immolation Damage nonetheless has a very simple explanation: The more Icon Figure.png figures there are in the target unit, the more Immolation Damage is delivered to it as a whole. Therefore, the Doom Bat's attack is increasingly deadlier in proportion to the size of the enemy unit.

This is considered a Touch Attack, so it is used both when the Doom Bat is voluntarily Melee Attacking the target, and when Counter Attacking to an opponent. Therefore, Icon MultiFigureUnit.png Multi-Figure units attempting to attack a Doom Bat are at a high risk of suffering a very large amount of damage themselves!

Note that Ability Immolation Immolation is executed simultaneously with the Doom Bat's normal Melee Damage. Enemy figures killed by this damage can still deal their own damage as part of the Melee combat.

Units with Ability FireImmunity Fire Immunity and/or Ability MagicImmunity Magic Immunity will almost never suffer any Immolation Damage, but will suffer the Doom Bat's Melee Damage as normal.

Defensive Properties Edit

The Doom Bat has a rather average Defense score of Icon Defense.png 5, meaning that it will block about Icon Damage.png 1.5 points of Damage from any source.

This makes the Doom Bat somewhat vulnerable, but fortunately the creature possesses an impressive Icon Hits.png 20 Hit Points, meaning that considerable damage needs to be done to kill it.

The Doom Bat has an impressive Resistance score of Icon Resist.png 9. This makes it very hard to afflict it with Unit Curses or other combat maledictions that do not impose a Resistance penalty.

Finally, remember that the Doom Bat's Ability Immolation Immolation effect is triggered even when enemy units assault the Doom Bat in combat (i.e. during the Doom Bat's Counter Attack).

Other Properties Edit

The Doom Bat is one of the fastest units in the game, moving at a rate of Icon Movement Air4. It can easily scout the overland map, and during combat can maneuver very easily to attack softer enemy units (which it can destroy with minimal effort).

Basic Tactics Edit

Thanks to its Ability Immolation Immolation ability, the Doom Bat is amazingly powerful against enemy Icon MultiFigureUnit.png Multi-Figure units, especially Normal Units with a low Icon Defense.png Defense score and Icon Hits.png Hit Points. The more Icon Figure.png figures its target contains, the more damage is dealt by Immolation. It can easily wipe out such a unit with a single attack!

The Doom Bat's amazing speed also lends its hand to this, as it can maneuver to pick its own targets on the battlefield. It is often best employed by rushing around the enemy's flanks and attacking any Icon MultiFigureUnit.png Multi-Figure Ranged Attack units in their rear.

Enemy Doom Bats Edit

Doom Bats are somewhat rare in the game world, and will usually appear only in groups of two or three. They are frequently accompanied by Hell Hounds. Doom Bats will usually be encountered only in Chaos Nodes.

When assaulting an army containing Doom Bats, it is important to avoid bringing along any squishy Normal Units or other low-level Icon MultiFigureUnit.png Multi-Figure units. The Doom Bat can quickly reach them with its fast movement speed, and will almost always eradicate such units with little effort.

Instead, either bring units with Ability FireImmunity Fire Immunity or Ability MagicImmunity Magic Immunity, or rely on powerful, Icon SingleFigureUnit.png Single-Figure units (such as Heroes and Fantastic Creatures). These might take some time to kill the creature, but will not suffer too much damage while doing so.

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 Immolation Immolation Edit

  • Whenever this unit engages an enemy in Melee combat (whether attacking or defending), it also performs an Immolation (Touch) Attack with a strength of Icon Ranged Magic.png 4.
  • Immolation Damage increases in strength proportionally to the number of Icon Figure.png figures in the enemy unit.
  • This is considered a Touch Attack, which means it is delivered simultaneously with Melee Damage. Enemy Icon Figure.png figures killed by Immolation may still deliver all their own attacks as normal.
  • Since this attack delivers Fire Damage, targets with Ability FireImmunity Fire Immunity will almost never suffer any damage from it. Targets with Ability MagicImmunity Magic Immunity are also completely immune to this damage.

The Summoning Spell Edit

Usage Edit

Doom Bat may only be cast on the overland map, for the base Casting Cost of Icon Mana.png 300. Upon casting, the new Doom Bat unit will appear in the town currently containing the caster's Summoning Circle.

The new unit is created with full Movement Points, and may move and/or attack immediately as necessary.

To keep the Doom Bat in play, it is necessary to pay an Upkeep Cost of Icon Mana.png 8 per turn. This is drawn automatically from the caster's Mana pool each turn. Failure to pay the required costs due to lack of Icon Mana.png Mana in the pool will lead to the Doom Bat being immediately destroyed, along with any Unit Enchantments currently affecting it.

If the unit is destroyed in combat, then it is gone from the world entirely, and there is no further need to pay its Upkeep Costs.

You can also dismiss the Doom Bat voluntarily. To do this, right-click the unit's icon and then press the red "Dismiss" button on the bottom right corner of the unit's details panel. A dismissed unit is gone forever, but of course you can always cast the Doom Bat spell again to get a fresh new one. The primary reason to dismiss a Fantastic Creature would be to remove its Upkeep Cost (conserving Icon Mana.png Mana as a result).

Acquisition Edit

As an Uncommon Icon Chaos.pngChaos spell, Doom Bat may become available to any Wizard who possesses at least one Icon Chaos.pngChaos Spellbook. However, its availability during the game is almost never guaranteed.

Customized Wizards possessing Icon Chaos.png11 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 who possess at least Icon Chaos.png8 Spellbooks, or Wizards with Icon Chaos.png11 Spellbooks who did not select Doom Bat as a guaranteed spell, will be able to Research this spell at some point during their campaign. Wizards with fewer than Icon Chaos.png8 Spellbooks 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.

Doom Bat has a base Research Cost of Icon Research.png 620.

With at least Icon Chaos.png1 Spellbook, the Doom Bat 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.