Inferno
Inferno is one of three alternative planes that can be travelled to, along with The Void and Kokytos. It is the home realm of fiery devils and imps.
Methods of Access
-
Killing the bearer of The Protection of Geryon while Geryon is not present in the world (via Bind Demon Lord)
Being hit by the Infernal Prison spell
Being hit by the Infernal Sword or the Infernal Scythe wielded by two unique units, and then failing the MR check
Mechanics
Being in Inferno is hazardous to anyone who makes it there. Each turn, the following things happen 1):
Any non-commanders in Inferno instantly die without any means of survival.
All units in Inferno are struck for 1d20 (exploding)
AP Fire damage.
There is a 50% chance that the commander comes under attack by various infernal creatures. This is an equal chance of 2d30
Imps or 1d8
Devils (both die rolls may explode). Battles are under the effects of
Heat from Hell and additionally have some number of squares on the battlefield filled with fires that inflict 10 AP Fire damage to those in them. These attacks are
assassination battles, so the banished commander's
script is disregarded.
Irrespective of being attacked or not, the chance of returning is rolled next. This is 8% plus any Inferno returning modifiers, such as those possessed by most unique Devil commanders and those granted by certain
items.
Upon returning, there is a 10% chance of gaining +1 fire magic. This cannot occur for units with
4 or higher already.
When returning, there is a 50% to return in a province belonging to the owner of the lost unit. If not successful, a province is picked at random. In either case, the returning unit immediately drowns if appropriate, and then attacks the province if it is hostile.