Chaos Realm

**Chaos doesn't care much about anything and does what it wants to... set things on fire or blow them up most of the time.**

## **Strengths**

* Second most powerful in the late game.
* Best direct damage spells and destructive combat spells.
* Good at increasing attack power on units
* Destruction on the world map : cities, units, terrain.
* Powerful but simple creatures

## **Weaknesses**

* Early game spells offer versatility but aren't powerful.
* Relies on random chance slightly more than other realms
* Offers very few spells for defensive play, extremely focused on offense and aggression
* Lack of spells to improve own economy
* Very few spells that target magic resistance or deal irrecoverable damage, so when regular damage is ineffective, Chaos can have problems.

## **Common**

### **1. Fire Bolt**

**Cost : 10 MP**

**Research : 320 RP**

**Perform a strength 24 Fire attack on target enemy unit in combat.**

*Chaos being the top direct damage realm, this is the most cost-effective common direct damage spell, as well as the baseline for balancing all other such spells in Chaos or otherwise. Deals 7.2 damage on average before applying enemy defense.*

### **2. Hell Hounds**

**Cost : 40 MP (1 MP/turn)**

**Research : 160 RP**

**Creature : 4 melee, 4 Fire Breath, +1 To Hit, 2 defense, 5 resistance, 3 movement, 4 health, 4 figures.**

*Hell Hounds offer a fragile creature with high damage output thanks to 4 figures dealing damage 2 times each. While it can deal a lot of damage thanks to the large number of attacks, this creature isn't particularly good at overcoming the armor of higher tier units, ensuring it can have a low summoning cost and doesn't stand out as particularly powerful. Being able to attack flying creatures and having a reasonably good movement speed and low enough cost to use them in larger numbers, this creature guarantees Chaos isn't easily slowed down in expansion by flying or faster units.*

### **3. Corruption**

**Cost : 40 MP**

**Research : 320 RP**

**Target land tile produces no resources (until purified)**

*The presence of this spell reduces the luck factor in starting location as early minerals will often but not always get disabled through Corruption, demanding additional efforts to clean up and use the minerals. Having an early game spell that hurts economy makes diplomacy more relevant as well, and considering the counter-ability of Purify exist and a single Corrupted tile is usually a very little influence, it's more like an introduction to this type of effect and a warning what is to come than a real threat. Nonetheless, the ability to disable Mithril, Orihalcon and Adamantium ensures Chaos wizards are not overwhelmed by units with such equipment early on nor is the Chaos wizard's expansion attempts thwarted by them. This spell also makes stopping enemy scouts relevant as the AI can only target this - like all other curses- at tiles belonging to cities they have already scouted.*

### **4. Flame Blade**

**Cost : 10/50 MP**

**Research : 480 RP**

**Enchanted normal unit gains +3 melee attack and +2 missile attack and can ignore Weapon Immunity.**

*Being the realm specialized in offense, this spell which is only slightly better than Holy Weapon has a better place at common than uncommon. Thrown attacks are not increased though as it was found that effects increasing Thrown too easily is one of the reasons Barbarians had balance issues.*

### **5. Warp Wood**

**Cost : 5 MP**

**Research : 320 RP**

**Target unit with a missile attack loses all remaining ammo.**

*Similarly to Guardian Wind, this too serves to ensure bow units don't dominate the early game overly much, leaving 2-3 realms with no direct counter to them early on. (Death can only counter it when played by human players as the AI will rarely summon any Skeletons and lacks the ability to plan overland moves based on unit abilities so even if it did, those Skeletons would rarely meet with the bow units they'd need to counter.)*

### **6. Disrupt**

**Cost : 5 MP**

**Research : 260 RP**

**Destroy target tile of a City Wall in combat.**

*Fits the role of Chaos as it offers a spell that makes sure the player can stay on the offense and walls won't hinder them from entering cities and destroying the buildings or defending units inside. It's worth mentioning destroyed wall sections only offer 1 defense while normal wall sections (including the gate and center tiles) offer 3, so this also works as a debuff to make all units in the gate much easier to damage, if entering the city to cause destruction isn't the objective.*

### **7. Fire Elemental**

**Cost : 20 MP**

**Research : 200 RP**

**Combat Creature : 12 melee, 5 defense, 4 resistance, 2 movement, 10 health, 1 figure, Fire Immunity, Weapon Immunity, Poison Immunity, Stoning Immunity.**

*While not particularly strong, it offers the Weapon Immunity ability, and is the only way Chaos can access it. Chaos doesn't have any other combat summon and it's best that way as it would enable it to prolong battles and cast more highly destructive combat spells if it did. Fire and especially Poison Immunity can also make it a useful spell to cast despite lacking in raw strength. Being a high attack single figure, it is more effective at overcoming armor on medium armor units than average common tier units.*

### **8. Wall of Fire**

**Cost : 20/60 MP**

**Research : 320 RP**

**All enemy units moving or attacking through the wall of fire suffer a stenght 10 Fire magical attack.**

*The idea of this spell was good, but the attack strength needed to be improved to make it useful. No longer hurts the caster's units as it often caused the AI to hurt their own units when they went outside and returned to the city. Helps Chaos survive the early game where its spells are not as effective as later on.*

### **9. Shatter**

**Cost : 8 MP**

**Research : 440 RP**

**Target enemy normal unit must save at -2 or all of its attack strengths are reduced to 1.**

*Chaos's common „save or die” spell, can only disable normal units and while it makes them unable to deal damage, it doesn't help in making them more vulnerable - overall much worse than Black Sleep but the low casting cost and identical save modifier makes it able to compete with it despite that.*

### **10. Warp Creature**

**Cost : 10 MP**

**Research : 380 RP**

**Target enemy unit must save at -5 or suffer one of the effects at random :**

* **Halved attack**
* **Halved defense**
* **Zero resistance**

*Similar to Shatter but this can affect fantastic creatures and has a better save modifier - in exchange the effect is not that good and less reliable. Still, the chance to set resistance to zero opens up a lot of combo potential.*

## **Uncommon**

### **1. Raise Volcano**

**Cost : 50 MP**

**Research : 1280 RP**

**Turns a target overland tile into a Volcano. 20% chance to produce a new mineral. Volcanoes produce 3 power for their owner and have a 0.5% chance to revert to a Mountain. If targeting a city, 5% chance for each building to get destroyed.**

*Can target hills and mountains - disallowing those tiles completely defeats the purpose of destroying enemy minerals as they are almost always on those tiles. While economy isn't available to Chaos in general, power production is an exception : magic is the most important in Caster of Magic. Power amount was raised and revertion lowered to make the spell viable as an economy spell - this is necessary because while 50 MP isn't much, using up 50 overland casting skill is a fairly big deal as raising skill costs lots of magic power. It can be used pretty much an unlimited amount of times, but overusing it comes at the price of being unable to cast other overland spells that might be much more important. Other than the economy aspect and combo potential with both Change Terrain and Transmute, it functions as an upgraded Corruption that can no longer be undone by Purify. I lowered the building destruction chance because that's not the main role of the spell and now that it can be recast on the same tile (to ensure accidental new minerals given to the enemy can be removed), a high chance to destroy buildings would be too powerful.*

### **2. Immolation**

**Cost : 12/60 MP**

**Research : 1280 RP**

**Whenever enchanted unit attacks or counterattacks, all enemy figures suffer a strength 10 Fire attack.**

*Very much like wall of fire, the strength of the attack was increased to make it relevant. Better than the wall as this can be used in any combat, on any unit, and isn't bound to the city tiles, so the higher rarity is justified.*

### **3. Fireball**

**Cost : 15 MP**

**Research : 960 RP**

**All figures in target enemy unit suffer a strength 12 Fire attack.**

*The direct damage version because sometimes you can't afford to engage in melee or rely on your city walls to deal the all-figure hitting damage. Strength is slightly higher because Fireball is an iconic, powerful spell. Fills the role of a spell that can reliably kill most multi-figure units up to halberdier tier in one use but is still single target.*

### **4. Fire Storm**

**Cost : 180 MP**

**Research : 2140 RP**

**All figures in all units on the target overland map tile suffer a strength 12 Fire attack.**

*Originally a rare, this was changed into an Uncommon because Uncommon Chaos had 4 creatures, way too much, and one of them had to be swapped with a rare. Having overland direct damage available earlier than Nature suits the realm. This spell is definitely a bit too potent for an uncommon but the high casting cost and research cost keeps that balanced. The all-figure hitting effect ensures using stacks of magicians or other fragile units as garrison against Chaos wizards is not an effective tactic and helps Chaos players to stay on the offense - a similar role as Magic Immunity and Elemental Armor has, but available earlier than those. Be careful that unit targeting spells do not use the AI city scouting mechanic, even if the units are inside a city the AI doesn't know about, Fire Storm can target them. Implementing a proper scouting mechanic for these spells would be impossible due to having no source code available and would reduce the AI's performance significantly. It would also prevent Dispelling Wave from filling its intended role of balancing buff strategies - the AI has to be able to dispel the buffed stacks at all times for that to work as intended.*

### **5. Lightning Bolt**

**Cost : 25 MP**

**Research : 1600 RP**

**Target enemy unit suffers a strength 36 armor piercing attack.**

*Sometimes the Chaos wizard needs to destroy units with a low figure count and/or high armor. Better than Nature's Ice Bolt for the same cost.*

### **6. Chaos Channels**

**Cost : 50 MP**

**Research : 640 RP**

**Target unit gains one of the following buffs permanently and becomes a Chaos creature Strength 4 Fire Breath,** **Flight,** **3 Defense).**

*I increased the Fire Breath strength to make it high enough to deal at least some extra damage though the armor of typical mid-game units. This spell fills many roles, as it allows Chaos to have a reliable way to have armies that can fight flying enemies - 2 out of the 3 effects enable that. It also allows flying ships but isn't as efficient as Sorcery at it, due to the random chance involved. It increases the relevance of the Flight mechanic, allowing one more realm to have flying units appear in their normal unit armies. Finally, it opens up the strategic choice of the player being able to decide if they want their unit to be vulnerable to normal unit or fantastic unit targeting spells, as well as opening up the combo potential of using fantastic unit specialized buffs on normal units. Note that chaos channeling non-hero units with the casting ability will give them access to all Chaos Realm combat spells (even those unknown to their controlling wizard), these units will lose access to combat spells from all other realms known to their controlling wizard, however.*

### **7. Mystic Surge (new)**

**Cost : 25 MP**

**Research : 1280 RP**

**Target unit in combat gains 3 movement, 2 defense and loses 2 resistance. Their attack is harder to defend against (-1 To Defend). The unit gains random enchantments and becomes fantastic. It cannot be healed this combat and is reduced to 1 health after the combat. This spell can't be dispelled.**

*Probably the most complex spell in the game, this shows perfectly well how difficult it was to design a new Chaos spell that is relevant, not redundant, and is balanced as well to replace Eldritch Weapon. While Chaos is good at offense, reaching enemy units quickly enough can be difficult so a movement buffing spell seemed like a good idea, except only doing that opens up an unintended abuse potential of using the fast units to stall for time and casting damage spells so some drawbacks were necessary. Being unable to heal, having lower resistance and almost guaranteed loss of the unit the next combat even if it survives seemed like a good way to ensure that strategy can't work too well.*

*In its final form Mystic Surge is now the „gamble” spell Chaos is expected to have, a spell you'll want to use if you have no other way of winning the battle, and hope for the best outcome in addition to provide a reliable way to use a reckless strategy that ensures your unit reaches enemy ranks even if they avoid confrontation and engages them but likely dies in the process. As slow movement is a disadvantage on two of the higher tier chaos creatures, this spell has some good in-realm combo potential as well. Dispelling had to be disabled to ensure the player can't recast it to get more enchantments and to ensure the disadvantages will remain applicable.*

### **8. Gargoyles**

**Cost : 100 MP (1 MP/turn)**

**Research : 420 RP**

**Creature : 5 melee, +1 To Hit, 9 defense, 9 resistance, 3 movement, 4 health, 4 figures. Poison Immunity, Stoning Immunity, Flying.**

*While a highly defensive creature is unusual in chaos, the realm definitely needs at least one such creature to cast Immolation on. It also serves as an alternate way to start when playing 8 or more Chaos books, as it has a low research cost like Werewolves and Giant Spiders. While nowhere near as powerful as those it does enable the pure Chaos wizard to have some sort of an option for early expansion other than the mediocre Hell Hounds or buffing normal units with Flame Blade. The Stoning Immunity ability makes this unit an excellent counter to the ranged cockatrices strategy, contributing greatly to keeping it balanced.*

### **9. Fire Giant**

**Cost : 110 MP (3 MP/turn)**

**Research : 1280 RP**

**Creature : 18 melee, 12 Magical Ranged (3 ammo) +1 To Hit, 5 defense, 7 resistance, 3 movement, 18 health, 1 figure. Fire Immunity, Fireball Spell, Wall Crusher, Mountaineer**

*Unlike Gargoyles, Fire Giants serve the role of a versatile uncommon creature for the realm which performs well on offense, being able to destroy one early game unit with Fireball and even use a few ranged attacks before starting to use its decent melee attacks. While effective at dealing damage and doesn't cost much to summon, Giants are more expensive to research, maintain, and more vulnerable to resistance based spells, ensuring the 8-book early giant strategy remains reasonably balanced and the relevance of Gargoyles is retained despite the Giants having much more offensing power.*

### **10. Chimeras**

**Cost : 180 MP (4 MP/turn)**

**Research : 1920 RP**

**Creature : 10 melee, 6 Fire Breath, +1 to Hit, 5 defense, 8 resistance, 3 movement, 8 health, 4 figures. Flying**

*Chimeras are the high end uncommon creature in the realm, having massive damage output and flight as well as fire breath to kill some enemy figures before they could retaliate. While these units are very powerful, they're also expensive both to research and summon and have no special abilities other than the commonly available flight and breath attack.*

## **Rare**

### **1. Doom Bat**

**Cost : 320 MP (7 MP/turn)**

**Research : 4000 RP**

**Creature : 16 melee, +2 to Hit, 7 defense, 9 resistance, 6 movement, 30 health, 1 figure. Flying, Doom, Immolation.**

*Doom Bats specialize at speed, being the only creature with high enough movement to reach and attack enemy front row creatures in combat. As the name suggested, the Doom attack type was added, to allow the realm to have defense ignoring damage even in the form of a creature. While the 8 guaranteed damage isn't very high, Immolation adds further damage to weaker, multi-figure units, ensuring the creature won't underperform even in cases when defense-ignoring damage isn't necessary. It has fairly high hit points even among Rare creatures to ensure it can be effective at the role of being the first to engage enemies at melee, but its defenses are mediocre.*

### **2. Efreet**

**Cost : 333 MP (9 MP/turn)**

**Research : 5000 RP**

**Creature : 15 melee, 18 magical ranged(8 ammo) +2 to Hit, 7 defense, 10 resistance, 4 movement, 27 health, 1 figure. Flying, Immolation, Fire Immunity, Caster 40.**

*Unlike bats the Efreet are the ranged rare creature in Chaos, providing very damaging ranged attacks and casting power that allows them to use even more destructive combat spells first. Magic resistance is better than on the bats but still not outstanding, allowing unstoppable stacks of many efreets to be countered by mass save-or-die spells. The creature has been tested with 12 resistance first but Efreet stacks were way too effective that way.*

#### **3. Chaos Spawn**

**Cost : 303 MP (8 MP/turn)**

**Research : 3000 RP**

**Creature : 1 melee, 8 defense, 12 resistance, 2 movement, 22 health, 1 figure. Flying, Doom Gaze 4, Death Gaze -4, Stoning Gaze -4, Poison 4, Fear.**

*This creature offers the realm a high magic resistance option as well as the ability target enemy resistances with a powerful set of abilities. The low speed of the creature makes it difficult to use, but when it does manage to attack an enemy, it'll almost always destroy them. Armor and health has been adjusted to provide just the right amount of difficulty in lairs.*

#### **4. Doom Bolt**

**Cost : 45 MP**

**Research : 4500 RP**

**Deals 12 damage to target enemy unit in combat, ignoring all defenses.**

*Damage has been raised because units often have more hit points in Caster of Magic - a typical Cavalry or Halberider unit is exactly 12 hp. This also makes it more balanced against the new higher tier healing spell, Exaltation. While Doom Bolt offers less damage/mp as most other options, the guaranteed, reliable effect is often worth the higher cost even if ignoring armor isn't necessary.*

### **5. Warp Lightning**

**Cost : 30 MP**

**Research : 4000 RP**

**Perform a strength 12 armor piercing attack on target enemy unit, then repeat at strength 11, 10 and so on until reaching 0.**

*This spell has been adjusted with precision to ensure it's more damaging per turn than other spells in the realm against medium or lower defense targets. Against targets having over 10 defense, Doom Bolt is the most damaging per use, while below, Warp Lighting will work better. Lighting Bolt and Fire Bolt serve as a more economic option that offers more damage/mp spent but take longer to kill the same target, Fire Bolt being better on medium or low, Lighting Bolt on higher armor enemies.*

### **6. Flame Strike**

**Cost : 60 MP**

**Research : 5500 RP**

**Perform a strength 32 Fire attack on all enemy units**

*This spell will no longer hit all figures separately, ensuring a powerful but more balanced effect that is neither overpowered against multifigure units nor useless against single figure ones.*

### **7. Magic Vortex**

**Cost : 50 MP**

**Research : 3500 RP**

**Summon a magic vortex that deals 7 doom damage when moving through a target or performs a weak lighting bolt attack when moving next to it. When the vortex moves through city tiles, additional building destruction happens at the end of combat.**

*A personal favorite of mine this spell offers the Chaos realm a highly effective spell that can do a lot of unblockable damage at a reasonably low cost, serving as the realm's “damage over time” spell while also having the “relies on random chance” theme on the Vortex's movement. In the original game the AI was unable to ever cast this spell, but now it has been enabled to and will know when it's worth doing so despite the risk.Unfortunately it's pretty much impossible to make the AI avoid the vortexes when moving their units as it has to focus on attacking the enemy instead and trying to do both would require a very complex system, however it'll only cast the spell when it's either expecting to lose the battle, has units immune to the effect, or wants to cause destruction in the player's town.*

### **8. Blazing March**

**Cost : 50 MP**

**Research : 4000 RP**

**All of the caster's units in combat gain +3 melee attack and missile attack that can ignore Weapon Immunity.**

*While the idea of a combat global spell to buff attack was good, the amount of buff - 1 attack - was a joke. It also didn't work on fantastic creatures - a problem for a realm who has decent creatures and spells to convert even their normal units into Chaos units. The spell is especially useful for the units with high number of attacks like Hydra and Chimera, and can turn the obsolete Gargoyles and Hell Hounds relevant again as well, nearly doubling their attack power.*

### **9. Doom Mastery**

**Cost : 666 MP**

**Research : 4000 RP**

**All of the caster's newly produced normal units are affected by Chaos Channels.**

*A great spell from the original, except the rarity has been reduced. At rare there still is enough time to produce relevant amounts of normal units that can greatly influence the game - later on normal units, buffed or otherwise, will no longer be a factor for a Chaos player as battles will be won by combat spells, global destruction, or very rare creatures.While powerful, it is a major strategic decision to use it as it makes all of the wizard's units produced afterwards vulnerable to Great Unsummoning and Holy Word in exchange for becoming immune to Final Wave.*

### **10. Chaos Rift**

**Cost : 200 MP**

**Research : 2500 RP**

**Each turn 5 strength 11 lighting bolts hit random units in the city and there is a 5% chance to destroy each building.**

*This spell is quite useful in softening up enemy garrisons or hindering economy if an immediate war to conquer it is not possible, and unlike First Storm, can also kill more powerful units but only over time, especially if the size of the garrison is already reduced and the damage concentrates on the last surviving units. In fact, it can easily lead to making the city empty allowing the player to easily conquer it, but at the price of losing quite a lot of buildings and having to wait for it.*

## **Very Rare**

### **1. Disintegrate**

**Cost : 50 MP**

**Research : 15000 RP**

**Target unit irrecoverably dies if it has 9 or less resistance.**

*Like Doom for damage, Disintegrate is guaranteed effect on save-or-die. This spell has great cross-realm combo potential : while 9 or less resistance mostly only covers normal, common and uncommon units (which is already pretty good for a guaranateed irrecoverable removal spell), any resistance reduction spell you can use along with this can enable using it on rare or even some very rare creatures. It's also a spell that covers for the realm's weakness by providing irrecoverable and resistance targeting removal which is enough to keep it very rare.*

### **2. Apocalypse**

**Cost : 65 MP**

**Research : 15000 RP**

**Strikes every enemy unit with a random effect from the following list: Exaltation, Chaos Channels, Warp Creature at a -15 resistence penalty, Doom Bolt, Warp Lightning, Flame Strike, Confusion that cannot be resisted or Disintegrate at a -3 resistance penalty**

*Similar to the original spell but comes with a much better set of effects, this is one step above Flame Strike being a higher tier all-targeting removal spell. While it involves random chance - as one would expect from the ultimate Chaos combat spell - the damage potential to the enemy army is so high (if enough targets exist) that it's well worth using despite that fact. It is also probably the only spell in the game that can potentially kill even the most well protected hero, but the chance to do that is extremely low - 1 in 32 to land on Confusion and the “change control this turn” effect among the various confused states at the same time, and then the confused hero has to attack something capable of killing them like another hero, or the combat needs to end without the confusion getting dispelled. As heroes are meant to be no longer omnipotent by the very rare spell phase, this much is acceptable, in fact, desired.*

*(Also, additional special thanks for Drake178 for fixing the visual effect of this spell in the original game and even providing a CoM compatible version of that patch!)*

### **3. Warp Reality**

**Cost : 75 MP**

**Research : 12000 RP**

**All non-Chaos units in combat lose -2 To Hit.**

*This spell was moved up to very rare because reducing the damage output of most enemies by half (before defense is applied) is that powerful, especially in a realm that does not normally do defensive magic. While there is a catch the the caster's units need to be Chaos units to stay unaffected, this is fairly easy to achieve by using the good Chaos creatures or the Doom Mastery spell. Even failing that, the spell STILL benefits the Chaos wizard though, as everyone dealing less damage makes the battle longer, giving them more combat spellcasting opportunity, which this realm is the best at.*

### **4. Call the Void**

**Cost : 500 MP**

**Research : 18000 RP**

**Every building in target city has a 66% chance to be destroyed and every unit takes 12 damage. Nearby tiles become corrupted randomly and 66% of the population dies.**

*The spell that nukes a city, certainly impressive enough. I only had to adjust the damage and destruction slightly.*

### **5. Chaos Surge**

**Cost : 1000 MP**

**Research : 6000 RP**

**All Chaos creatures gain 3 melee attack, 2 ranged or breath attack, and 2 resistance. Multiple copies stack but at halved effect.**

*Another spell that covers for the realm's weakness, this spell buffs resistance, otherwise unavailable for Chaos. The combo of buffing all normal units through Doom Mastery is there as well, and this spell even has a dipomacy aspect as casting it can benefit players other than the caster, which also makes it interesting for trade. The AI is aware of this and will cast it depending on the total Chaos units itself, its allies and its enemies have. This spell stacks with Blazing March for extreme damage output, which can enable otherwise obsolete creatures like Hell Hounds to be relevant even in the endgame.*

### **6. Meteor Storm**

**Cost : 800 MP**

**Research : 21000 RP**

**Rains down fiery hail upon both planes, striking all enemy creatures outside cities with a strength 6 magical fire attack. Buildings within cities may also be destroyed (1% chance each turn a building is destroyed). The casting wizard is immune to all these effects.**

*No longer affects the caster, as being unable to properly garrison nodes and towers is a problem even for the human player, although the AI sufers even more as it has no concept of “not letting low armor units outside cities” to avoid damage.While Armageddon and Doomsday destroy population over time, this spell destroys buildings, completing the puzzle : maintaining these 3 spells successfully wins the game against anyone not capable of protecting cities from them.While the AI can't move their units out of the way of meteors and into cities, it will prioritize casting spells that can reduce the damage like Resist Elements, Bless or Elemental Armor much higher.*

### **7. Doomsday**

**Cost : 1000 MP**

**Research : 15000 RP**

**Each turn 4-20 map squares are withered as per the spell Corruption. The caster's cities and surrounding areas are not affected of course. All enemy cities suffer +5 unrest. Cities exceeding their maximal population will shrink at an additional -200 people/turn**

*This spell has only one purpose - shrink the enemy population worldwide and have a drastic effect on their city economy. Corruption ensures maximal population gets reduced and the secondary effect ensures this shrinks the effective population even if food producing buildings would prevent that otherwise. Number of corrupted tiles depends on the map size setting (4\*map size) to ensure a similar rate of destruction on all settings. Used to be fairly redundant with Armageddon but the higher unrest and population reduction effect makes it now functionally different.*

### **8. Armageddon**

**Cost : 1250 MP**

**Research : 24000 RP**

**Each turn 4-20 map squares are affected by Raise Volcano. The caster's cities and surrounding areas are not affected. All enemy cities suffer +2 unrest.**

*Much less good at affecting enemy economy as it doesn't force the loss of population and generates fewer rebels. However it's still the better spell as each volcano produces 3 power making the user a lot more powerful over time. Researching this as the first very rare spell is difficult due to the cost but very highly rewarding as volcanoes will generate extreme amounts of power if the spell is left unchecked long enough.*

### **9. Hydra**

**Cost : 480 MP (11 MP/turn)**

**Research : 9000 RP**

**Creature : 9 melee, 6 Fire Breath, +1 to Hit, 4 defense, 12 resistance, 2 movement, 10 health, 9 figures. Regeneration 7.**

*Hydras offer Chaos an extremely durable unit that buys plenty of time to enable combat spellcasting. While slow and weak against high armor units, it has huge potential which can be realized through combining it with other Chaos spells, and it's the only 9 figure unit in the game, in fact the only summoned creature with more than 5 “figures” in the form of heads.*

### **10. Great Drake**

**Cost : 500 MP (15 MP/turn)**

**Research : 15000 RP**

**Creature : 35 melee, 35 Fire Breath, +3 to Hit, 11 defense, 15 resistance, 4 movement, 40 health, 1 figure. Flying.**

*Great Drake is the most powerful creature in raw stats, especially attack power, but lacks special abilities entirely.*