Immolation (Spell)
UnitEnchantment Immolation
Realm Icon Chaos.pngChaos
Spell Rarity Uncommon
Spell Type Unit Enchantment
Casting Cost Icon Mana.png 150
Combat Cost Icon Mana.png 30
Upkeep Cost Icon Mana.png 2
Research Cost Icon Research.png 740
Grants the target unit the Ability Immolation Immolation ability (a strength Icon Ranged Magic.png 4 Area Damage attack triggered as a Touch Attack).

Immolation is an Uncommon Unit Enchantment belonging to the Icon Chaos.pngChaos Magic realm. For Icon Mana.png 150 it may be cast on any unit on the overland map to envelop it in flames, granting it the Ability Immolation Immolation Unit Ability. This causes the attacks of the enchanted unit to gain an added effect that is triggered as a Touch Attack, and delivers a strength Icon Ranged Magic.png 4 Immolation Damage attack. This attack becomes stronger in proportion to the number of Icon Figure.png figures in the enemy unit.

Alternatively, a cheaper version of the same spell may be cast for Icon Mana.png 30 during combat, in which case it will temporarily bestow the same bonus on a unit for the duration of the battle (with no permanent effects or upkeep costs).

Effects Edit

Immolation bestows the unit with the Ability Immolation Immolation ability, which, in turn, empowers its attacks with Immolation Damage. The ability is triggered using the rules and conditions governing Touch Attacks.

Immolation Edit

Main article: Immolation

When a unit possessing Immolation makes an attack against an enemy unit, it will perform an extra Immolation Damage attack with a strength of Icon Ranged Magic.png 4. This works as an added effect (Touch Attack), and will be triggered by dealing damage with the following attacks: Melee Attack, Counter Attack, Ranged Attack (any type), Icon Thrown.png Thrown Attacks, Icon Breath.png Breath Attacks, and Gaze Attacks. Most notably, it does not trigger off other Touch Attacks, but it can trigger multiple times during the melee sequence for units that have one of the aforementioned Special Attacks.

Immolation Damage Edit

Main article: Area Damage
Immolation Damage is the Area variant of Fire Damage, which means it is stronger in proportion to the number of Icon Figure.png Figures in the enemy unit. It is delivered to each Icon Figure.png figure in the target unit separately, using its full Attack Strength. In turn, each Icon Figure.png figure can also make Icon ToBlock.png Defense rolls against it separately, using their unit's full Icon Defense.png Defense score, and no Icon Figure.png figure can be hit for more than its current Icon Hits.png Hit Points. At the end of the sequence, Icon Damage.png Damage is summed up and applied to the unit as a whole.

Immunities Edit

Targets possessing Ability MagicImmunity Magic Immunity or UnitEnchantment Righteousness Icon Life.pngRighteousness are completely unaffected by Immolation Damage. Targets with Ability FireImmunity Fire Immunity defend against it as if they had Icon Defense.png 50, and thus will almost certainly not suffer any damage either. In addition, the conditional Icon Defense.png Defense bonus granted by Icon Life.pngBless, Icon Nature.pngResist Elements, Icon Nature.pngElemental Armor, and the Ability LargeShield Large Shield ability all apply against Immolation Damage.

Usage Edit

Immolation may be cast during combat for a base Casting Cost of Icon Mana.png 30. In this case, the spell will only affect the targeted unit until the end of the battle - at which point it will dissipate.

Alternatively, Immolation may be cast on the overland map for a lasting effect. In this case it has a base Casting Cost of Icon Mana.png 150, and requires an Upkeep Cost of Icon Mana.png 2 per turn to maintain. Failure to pay this Upkeep Cost due to lack of Mana will cause the spell to dissipate. However, as long as the spell is paid for (and is not dispelled by a rival Wizard), the unit continues to enjoy its benefit.

Once the spell is in effect, the unit will glow with a Icon Chaos.pngRed aura, unless there is a more powerful spell also affecting it.

Immolation may be removed outside of combat by its caster by opening the unit statistics window and clicking on the enchantment's icon. This will bring up a confirmation dialog for releasing the spell. The primary reason to do this would be in order to remove the spell's Upkeep Cost, thus conserving Icon Mana.png Mana for other spells.

Acquisition Edit

As an Uncommon Icon Chaos.pngChaos spell, Immolation 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 game creation may choose Immolation as one of their starting spells, in which case it will be 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 Immolation 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.

Immolation has a base Research Cost of Icon Research.png 740.

With at least Icon Chaos.png1 Spellbook, the Immolation spell may be acquired as a reward for winning encounters in creature Lairs, Towers, et cetera, or when conquering the Fortress of a rival wizard who has already researched this spell.

Strategy Edit

Immolation is cast on a unit to make it stronger against enemy Icon MultiFigureUnit.png Multi-Figure units. Although it may inflict extra damage on enemy Icon SingleFigureUnit.png Single-Figure units as well, the true potential of this spell is only felt when the unit attacks (or is attacked by) an enemy Multi-Figure unit.

This is because Immolation delivers an attack against each and every enemy Icon Figure.png figure simultaneously, thus the more figures there are, the more damage the enemy unit may suffer in total. Therefore, units with Immolation cast upon them are exceptionally useful for taking on enemy Normal Units, which often contain upwards of Icon Figure.png 4 figures.

Because the Immolation Damage occurs simultaneously with the exchange of Melee Damage during melee combat, it's important to remember that the enchanted unit is still at risk. Therefore, the spell is best cast on tougher melee units, who can stand multiple attacks from enemy units. Icon SingleFigureUnit.png Single-Figure Fantastic Units and Heroes are often the best targets for this spell.

On the other hand, since Immolation is also triggered by both long- and short range attacks (Icon Ranged Magic.png, Icon Ranged Bow.png, Icon Ranged Boulder.png, Icon Thrown.png, Icon Breath.png, and Gaze Attacks), it can provide additional damage to any of these attacks. In particular, units with Icon Ranged Magic.png Magical ranged attacks and Icon Breath.png Breath attacks may make good targets for this enchantment, as these attacks are fairly difficult to enhance otherwise.

In addition, Immolation complements Gaze Attacks quite well, as they are both strong against Icon MultiFigureUnit.png Multi-figure targets, and Immolation Damage is Icon Defense.png Defense-based, allowing these units to exploit any weakness their targets may have before being dealt Counter Attack damage. Immolation can also trigger off of a Gaze Attack when defending against a Melee Attack.

Known Bugs Edit

Immolation can be considered bugged, since it is triggered with every attack that the corresponding unit makes. This includes Ranged Icon Ranged Magic.png Magic, Icon Ranged Boulder.png Boulder and Icon Ranged Bow.png Missile attacks, even though the attacker does not have to stand next to its victim to perform these.

For Icon Thrown.png Thrown, Icon Breath.png Breath, and Gaze Attacks, the victim may have to withstand 2 (or more) seperate Immolation attacks during a single melee sequence, as all of these attacks will trigger it in their respective phases. This is, of course, in addition to it also being triggered in the Melee Damage phase.