|Spell Type||Unit Curse|
|Combat Casting Cost||15|
At the start of each combat turn, the enchanted unit has an equal chance of:
|As of Master of Magic v1.31, Confusion is known to be malfunctioning in at least one way. Please read the Known Bugs section below.|
Units possessing the Illusion Immunity ability may not be targeted by this spell.
Confusion can force an enemy unit to perform one of four random actions each combat turn.
Random Actions Edit
Once a unit has been successfully inflicted with Confusion, the game will roll a random number between 1 and 4 at the start of each of that unit's turns. Depending on the result of that roll, the unit may be forced to perform one of four actions described below.
The chance to perform each of these actions is equal (25%). Since the roll is completely random, the unit may be forced to perform a different action each turn, or perform the same action repeatedly - it's all based on luck.
Note: If the unit is forced to perform any activity, that activity will occur immediately before any other unit from its army gets to move.
Action #1: Do Nothing Edit
- If this action is picked, the confused unit will do nothing for the remainder of its turn. Its controlling wizard may not move the unit nor initiate any attack by that unit.
Action #2: Move Randomly Edit
- If this action is picked, the unit will spend its entire Movement Point allowance wandering about randomly. The game simply picks a direction at random and moves the unit one tile, over and over until the unit runs out of Movement Points.
Action #3: Temporary Enemy Control Edit
- If this action is picked, the unit is temporarily placed under the control of the wizard who cast Confusion on it (i.e. the enemy).
- That wizard gets to move the unit as though it was his own, and make any attack or use any of the unit's other abilities (if any).
- Chronologically, this happens after the caster's other units have moved, but before the rest of the target unit's army gets to move.
- The unit may attack its own friends as though they were enemies. Immediately afterwards, when its friends get to move as part of their own turn, they may attack the Confused unit as though it was an enemy. This allows them to get rid of it, as it may be a liability to the well-being of the rest of their army!
- Control is returned to the unit's owner at the end of the turn.
Action #4: No Effect Edit
- If this action is picked, the unit is not affected by Confusion this turn, and remains fully under the control of the wizard that owns it.
Confusion may only be cast during combat, for a Casting Cost of 15. It must be targeted at an enemy unit.
The enemy unit gets a chance to Resist this Curse, though it suffers a penalty of -4 when doing so. Therefore, units with 4 or less cannot avoid being affected by this spell. On the other hand, units possessing the Illusion Immunity ability may not be targeted by Confusion at all.
Once the spell is cast on a unit, it will trigger at the start of each of that unit's turns, possibly having a different effect each turn (all based on a random roll, as explained above). The unit will continue to suffer from Confusion until the end of the battle, or until Confusion is dispelled - whichever comes first.
If at any point during the battle all of a wizard's remaining units are affected by Confusion and all of them simultaneously trigger Action #3 (temporary control by the enemy), that wizard loses the battle immediately. His remaining (Confused) units are destroyed!
As a Common Sorcery spell, Confusion may become available to any Wizard who possesses at least one Sorcery 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 creation time may choose this spell as one of their default spells before starting the game, in which case the spell will already be researched and available for casting immediately on the first turn. Wizards with 11 Spellbooks are guaranteed to have this spell available for casting as soon as the game begins.
Wizards with 6 or fewer Spellbooks who have not chosen Confusion as a guaranteed spell have a random chance of being able to Research it. The chance for this spell to appear increases with the number of Sorcery Spellbooks the Wizard possesses or obtains during gameplay. With 7-10 Spellbooks, the spell is guaranteed to appear for Research if it is not already available for casting.
Confusion has a base Research Cost of 130.
With at least 1 Spellbook, the Confusion 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.
Confusion is best used when cast at a powerful or valuable enemy unit. On average, that unit will be unproductive to its owner during 75% of the battle, and every 1 in 4 turns on average it will be able to attack its own friends, thus benefiting Confusion's caster immensely. Thanks to the -4 penalty, most enemy units stand at least some chance of being affected by the spell, so it can be cast on all but the most Resistant enemies.
Watch out for Confusion when it is cast on your own units. Try to keep your other units away from Confused units, to avoid being attacked by your own troops. To avoid losing your units automatically as described above, avoid sending small armies to attack wizards who often use Confusion in battle.
With adequate mana stores and casting skill, Confusion can be used to assist with Rampaging Monsters provided the stack is of one unit to which the most powerful monsters usually comprise of. If successful, one need only require a single unit garrison or two to hold out against monsters such as Earth Elementals which can be inflicted with Confusion to wait out the spell's 3rd Action effect, thus ending the battle in victory for the casting wizard.
Confusion is a Unit Curse. Unit Curses may only be dispelled by the wizard who controls the affected unit. Since control of a confused unit can change from turn to turn, this fact presents a strange but powerful exploit, due of an additional and important bug: Removal of Confusion does not revert ownership of the unit to its original owner.
In other words, as soon as control of the unit switches to the enemy's side, the enemy can dispel the Confusion from that unit and receive ownership over it for the remainder of combat.
A unit that has undergone this process is always destroyed at the end of the battle. This occurs even if the side that "captured" the unit manages to win the battle - or even if the unit is teleported out of combat after being captured, such as through the use of the Word of Recall spell.
This can be an ingenious and rather sneaky way of getting rid of an enemy unit. However, it can only be done if the unit is currently under your control (you may determine whether a confused unit is under your control by right-clicking on it to see if it will accept commands) and must still pass a dispel check, which limits its value.
Note: If a wizard "captures" one or more units in this way and then goes on to win the battle, he/she does not get any Fame reward for any "captured" units. This is because Fame is rewarded for actually killing enemies.