|As of Master of Magic v1.31, Cloak of Fear is known to be malfunctioning in at least one way. Please read the Known Bugs section below.|
|Cloak of Fear|
|Spell Type||Unit Enchantment|
|Combat Casting Cost||12|
|When the enchanted unit engages an enemy in melee combat, each figure in the enemy unit must succeed a Resistance roll or be unable to inflict any Melee Damage.|
Cloak of Fear is a Common Unit Enchantment belonging to the Death Magic realm. For 60 it may be cast on any friendly unit on the overland map to give it the Cause Fear ability. Whenever this unit engages an enemy in Melee combat, each and every figure in the enemy unit must make a Resistance roll (with no penalty). Failure in this roll means that the figure cannot inflict any Melee Damage on the enchanted unit. This works both when the enchanted unit makes a Melee Attack or Counter Attack against an enemy.
Alternatively, a cheaper version of the same spell may be cast for 12 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).
Cause Fear Effect Edit
- Main article: Cause Fear
When a unit is enchanted with Cloak of Fear, it gains an ability identical to Cause Fear. Whenever the enchanted unit makes a Melee Attack against an enemy, or comes under a Melee Attack from an enemy unit, each figure in the enemy unit must make a Resistance roll. Any enemy figure that fails this roll may not deliver any Melee Damage against the enchanted unit, nor any Touch Attack associated with that damage.
Note that enemies that succumb to the Fear effect may still suffer damage, but may not deliver it.
Units with Magic Immunity or Death Immunity, units under the effect of Righteousness, and Charmed Heroes are not affected by the Fear effect. Units with a modified Resistance score of 10 or higher are also immune to it, since they cannot possibly fail their Resistance rolls. The conditional bonuses of Bless and Resist Magic both apply to Resistance checks against Cloak of Fear.
Like all other Unit Enchantments, Cloak of Fear must be targeted at a friendly unit. If the desired target is in an overland army stack, clicking on the stack brings up a list of the units in it, allowing the selection of any individual unit.
The spell may be cast during combat for the rather low Casting Cost of 12. In this case, the spell will only affect the targeted unit until the end of the battle - at which point it will dissipate.
Alternatively, Cloak of Fear may be cast on the overland map for a lasting effect. In this case it has a base Casting Cost of 60, and requires an Upkeep Cost of 1 per turn to maintain. Failure to pay this Upkeep Cost due to lack of Mana will cause the spell to fizzle. However, as long as the spell is paid for (and not dispelled by any rival Wizard), the unit continues to enjoy its benefits.
Cloak of Fear may be removed by its caster by examining the unit's details (while not in battle) and clicking the Enchantment's icon. The primary reason to do this would be in order to remove the spell's Upkeep Cost, thus conserving Mana for other spells.
As a Common Death spell, Cloak of Fear may become available to any Wizard who possesses at least one Death Spellbook. However, its availability during the game is not guaranteed unless the Wizard acquires at least 7 Spellbooks.
Customized Wizards possessing up to 10 Spellbooks at game creation may choose Cloak of Fear as one of their starting spells, in which case it will be available for casting immediately on the first turn. Wizards with 11 Spellbooks always have this spell available for casting as soon as the game begins.
Wizards with 6 or fewer Spellbooks who have not chosen Cloak of Fear as a starting spell have a random chance of being able to Research it. The chance for this spell to appear increases with the number of Death Spellbooks the Wizard possesses or obtains during gameplay. With 7 Spellbooks or more, it will eventually always appear for Research.
Cloak of Fear has a base Research Cost of 80.
With at least 1 Spellbook, the Cloak of Fear 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.
Assuming that Cloak of Fear actually works as intended, it can make the enchanted unit significantly less vulnerable to enemy Melee Attacks and Counter Attacks - especially when combating enemies with low Resistance scores. Such enemies will struggle to inflict any damage on the enchanted unit, or at least will inflict less damage than normal.
Since each individual figure makes its own resistance roll, Multi-Figure units are more susceptible to this effect. Unless the unit has a very high Resistance score, there is a good chance that at least one figure will fail its roll, thus reducing the unit's overall attack strength.
This makes Cloak of Fear units very useful for safely dispatching enemy Normal Units.
Known Bugs Edit
In version 1.31 of the game, there are two distinctive bugs with Cloak of Fear (originating from bugs of the Cause Fear ability itself), both of which are fixed by the unofficial patches:
- If the Cloak of Fear unit is defending against a Melee Attack, the enchantment has no effect at all.
- If the enchanted unit is the attacker, it is instead also affected by the spell, in a rather peculiar way. The defender rolls Resistance for each of its figures (a second time), and for each failed roll, one of the attacking figures also gets feared and deals no damage. This is in addition to the defender being subjected to Cloak of Fear, and the attacker's Resistance or immunities play absolutely no part. This makes the spell generally not worth casting at all unless the target unit has a very high figure count itself.