Air Movement is the least restrictive of the three modes by which units move in combat.
Some creatures in Master of Magic either fly or are not tethered by gravity in a natural manner. However they managed to defy physics, the Air Movement rules afford these creatures a superior set of liberties in any combat they take part in, whether it is over land or sea. The baseline rules are:
- Ground and Water units cannot normally initiate melee attacks on Air units. They may counterattack.
- Air units may pass across rough combat terrain tiles, tile snares, and City Walls unhindered.
- Units with Air Movement retain it during both land and ocean battles.
Losing Air Movement Edit
It is possible for a unit to lose Air Movement and be grounded during battle. Beware of Web and the four Dispelling spells in the hands of enemy spellcasters. Don't hesitate to use them against airborne enemies if you want to make melee attacks on them. Grounded flyers can go into Water Movement if they have it. They otherwise default to Ground Movement, even in water, which immobilizes the unit completely.
Note on Overland Map Travel Edit
- Main article: Movement Type
The term "air movement" can apply to flying units traveling on the overland map in a general sense. A stack of units that displays its Movement Allowance with the Flying icon is either composed entirely of flying units or has a Wind Walker present, and no Sailing vessels. In any case the stack is released from many restrictions, and a few privileges, tied to overland surface travel.
Strictly speaking, though, Air Movement refers to combat. Since the aforementioned Wind Walking does not function in combat, the wind-walker and his allies could be said, amid the confusion, to Fly, but not to Fly.
Combat Terrain Edit
Units in flight pay the same low price to cross any sort of combat terrain tile. If there are enemy ground units that can attack flyers (for instance, through Fire Breath), they can be lured across rough terrain, or at the very least away from road tiles, to stagger their pursuit.
|Terrain Square||Name||Cost to Enter||Costs|
Effects Overview Edit
Below is a table of abilities and effects that relate to Flying in combat. Air superiority is a somewhat complex set of rock-paper-scissors relationships between spells. This table includes some things designed to foil Air Movement and some things designed to foil those things.
|Fire Breath||may initiate melee attacks on a Flyer.|
|Merging||Unit may teleport to almost any tile at a cost of 1.|
|Non-Corporeal||Immunity to Web and all other snares.|
|Web Spell||Traps target, disables Air Movement (Combat Instant snare).|
|Wind Walking||None — Does not grant Air Movement in combat, not even to the unit possessing the ability.|
|Dispel Magic||May remove relevant movement buffs imparted by spells, but not innate abilities or Item Powers.|
|Dispel Magic True|
|Call Chaos||Potentially grants Air Movement (~4% per target).|
|Chaos Channels||Potentially grants Air Movement (~33%).|
|Cracks Call||Air Movement escapes this effect (technically a tile snare).|
|Earth to Mud||Air Movement escapes this effect (tile snare).|
|Entangle||Air Movement does not trigger this effect (Combat Enchantment snare).|
|Flight||Grants Air Movement to the target.|
|Flying Fortress||Air Movement allows unit to enter or leave the Town.|
|Invisibility||Unit may not be targeted directly, save in melee.|
|Wall of Fire||Air Movement does not trigger this effect.|
|Web||Traps target, disables Air Movement (Combat Instant snare).|
|Wind Walking||None — Does not grant Air Movement in combat, not even to the unit bearing the enchantment.|
|Wraith Form||Immunity to Web and all other snares.|
|(These activate automatically before the first turn of combat and cannot be dispelled, despite acting like spell effects.)|
|Endurance (Item Power)||+1|
|Flight (Item Power)||Grants Air Movement.|
|Invisibility (Item Power)||No relevant effects. Unit may be perceived and targeted with spells.|
|Haste (Item Power)||× 2|
|Wraithform (Item Power)||Immunity to Web and all other snares.|
Air Movement is available through the following magical effects.
It bears emphasizing that Wind Walking, a useful Rare spell for overland flight, has no effects in battle.
The uncommon Flight spell is the only completely reliable, generally-applicable source. It can be cast at-will on any unit in the game.
The Flight Item Power is a more expensive, non-dispellable version of the spell for heroes' equipment.
Chaos Channels Edit
A less reliable source is the Uncommon Chaos Channels spell, which offers Air Movement on a 1-in-3 roll.
Call Chaos Edit
An extremely marginal source is an enemy Wizard casting the Very Rare Call Chaos spell on your army. This has a (1 / 8) × (1 / 3) ≈ 4.167% chance per unit of "inflicting" Chaos Channels: Demon Wings, as above. Since units are much more likely to be seriously injured or even annihilated by the spell, it's usually best not to encourage your rivals to use it on your troops.
Flying Units Edit
No less than 35 units in the game are natural Flyers. Of these, 34 possess Air Movement, while Jaer the Wind Mage is the game's built-in example of a Wind Walker who does not fly in combat.
There are exactly 19 Flying Fantastic Units, representing all magical realms in force: