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Advisor Death
Death Quick Reference
Summoning Unit
Enchantment
City
Enchantment
Global
Enchantment
Combat Special
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Common Skeletons Effects: Summoning
Target: n/a
Research Cost: 20
Casting Cost: 25 mana
Upkeep: 1 mana/turn
Summons a group of 6 skeletons and binds them to the will of the wizard. Skeletons have missile immunity.

Ghouls Effects: Summoning
Target: n/a
Research Cost: 130
Casting Cost: 80 mana
Upkeep: 1 mana/turn
Summons a pack of ghouls and binds them to the will of the wizard. Any units slain mostly by the ghouls arise after the battle to serve the wizard in his undead army.
Cloak of Fear Effects: Unit Enchantment
Target: one unit
Research Cost: 80
Casting Cost: 12/60 mana
Upkeep: 1 mana/turn
Surrounds the target unit with a fear-inspiring aura. Any time enemy units attempt to engage in melee combat with the cloaked unit they must first try to overcome their fright (on a per figure basis) before they can attack or counterattack.
Dark Rituals Effects: City Enchantment
Target: friendly city
Research Cost: 60
Casting Cost: 30 mana
Upkeep: none
Generates a frenzy of sacrificing to the gods of death, which doubles the power obtained from shrines, temples, parthenons and cathedrals. However, the rituals reduce the city population growth by 25% and increase the level of unrest by one.
Weakness Effects: Unit Enchantment
Target: enemy unit
Research Cost: 40
Casting Cost: 5 mana
Upkeep: none
Saps the strength from a target unit's creatures, who suffer a penalty of 2 to their melee, thrown and ranged attack strengths, unless the unit resists the spell at a -2 penalty.

Black Sleep Effects: Unit Enchantment
Target: enemy unit
Research Cost: 100
Casting Cost: 15 mana
Upkeep: none
If the target unit fails to resist at -2, all creatures within are thrust into a deep sleep. The unit is unable to take any actions and any attacks on the unit automatically do maximum damage.

Life Drain Effects: Instant Combat
Target: enemy unit
Research Cost: 160
Casting Cost: 10+ mana
Upkeep: none
Siphons life from a target unit and gives it to a spell caster hero or converts the drained life into mana for a spell caster wizard. Additional mana makes the spell harder to resist. Units destroyed mainly by Life Drain become Undead under the caster's control.

Terror Effects: Combat Enchantment
Target: n/a
Research Cost: 190
Casting Cost: 20 mana
Upkeep: none
Casts a pall of fear on all enemy units. During every combat turn, each enemy unit must attempt (+1 bonus to resistance) to overcome the terror that grips it, or cower in fear. When a unit is cowering it cannot attack; however, the unit can still counterattack when it is defending against melee attacks initiated by the enemy.

Mana Leak Effects: Combat Enchantment
Target: enemy wizard
Research Cost: 220
Casting Cost: 20 mana
Upkeep: none
All enemy spellcasters are drained 5 mana each combat turn. This includes the opponent wizard you are currently battling. Additionally, all units with magical ranged attacks lose one spell shot each turn.

Darkness Effects: Combat Enchantment
Target: n/a
Research Cost: 250
Casting Cost: 25 mana
Upkeep: none
Drapes a shroud of darkness over the entire battlefield inspiring creatures of death, who gain one point each in attack strength (swords), defense (shields) and resistance (crosses). Creatures of life, on the other hand, are dispirited and lose one point each in attack strength, defense, and resistance.
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Uncommon Night Stalker Effects: Summoning
Target: n/a
Research Cost: 560
Casting Cost: 250 mana
Upkeep: 5 mana/turn
Summons a night stalker and binds it to the will of the wizard. Night Stalkers are invisible, non-corporeal, and have the dreaded death gaze.

Shadow Demons Effects: Summoning
Target: n/a
Research Cost: 800
Casting Cost: 325 mana
Upkeep: 7 mana/turn
Summons a group of 4 shadow demons and binds them to the will of the wizard. Shadow demons can plane shift and regenerate.
Lycanthropy Effects: Permanent Unit Enchantment
Target: one normal unit
Research Cost: 400
Casting Cost: 180 mana
Upkeep: 5 mana/turn
'Curses' a normal unit with the effects of lycanthropy, changing them into werewolves with the ability to regenerate and weapon immunity.

Black Channels Effects: Permanent Unit Enchantment
Target: normal unit
Research Cost: 500
Casting Cost: 100 mana
Upkeep: 1 mana/turn
Transforms the target creature into a vile undead being with +2 melee attack strength, +1 to missile attack strength, breath attacks, hit points, resistance and defense. Undead can not be healed or animated, but gain all the immunities of Death creatures.

Berserk Effects: Unit Enchantment
Target: one unit
Research Cost: 740
Casting Cost: 30 mana
Upkeep: none
The target's melee attack strength is doubled and its defense is reduced to 0.
Wall of Darkness Effects: City Enchantment
Target: one city
Research Cost: 680
Casting Cost: 40/200 mana
Upkeep: 5 mana/turn
No enemy unit outside a wall of darkness may attack a friendly unit inside with a ranged attack, unless the enemy unit has illusions immunity.
Possession Effects: Unit Enchantment
Target: one normal unit
Research Cost: 350
Casting Cost: 30 mana
Upkeep: none
Attempts to change the allegiance of a normal enemy unit to that of the casting wizard. If the target unit becomes possessed, it fights for the casting wizard until combat ends. Note that fantastic creatures and heroes may not be possessed.

Black Prayer Effects: Combat Enchantment
Target: n/a
Research Cost: 450
Casting Cost: 35 mana
Upkeep: none
The attack strength and defense of all enemy units is reduced by 1 and their resistance is reduced by 2.
Drain Power Effects: Instant
Target: enemy wizard
Research Cost: 300
Casting Cost: 50 mana
Upkeep: none
Drains 50-150 mana points from a target wizard's mana reserve.

Subversion Effects: Instant
Target: enemy wizard
Research Cost: 620
Casting Cost: 100 mana
Upkeep: none
Creates a feeling of contempt for the target wizard in all other wizards, reducing relations by 25 diplomatic points.
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Rare Wraiths Effects: Summoning
Target: n/a
Research Cost: 1120
Casting Cost: 500 mana
Upkeep: 5 mana/turn
Summons a group of 4 wraiths and binds them to the will of the wizard. Wraiths are non-corporeal and have a -3 resistance life-stealing attack.
Wraith Form Effects: Unit Enchantment
Target: one unit
Research Cost: 880
Casting Cost: 30/150 mana
Upkeep: 3 mana/turn
Target unit becomes non-corporeal. Non-corporeal units gain weapon immunity and the ability to move across any terrain at a cost of 1/2 movement point.
Cloud of Shadow Effects: City Enchantment
Target: friendly city
Research Cost: 1200
Casting Cost: 150 mana
Upkeep: 3 mana/turn
Summons a great cloud of shadow which surrounds the city as long as the enchantment is in effect. All combats taking place at the city are treated as though a Darkness spell has been cast.

Evil Presence Effects: City Enchantment
Target: enemy city
Research Cost: 1040
Casting Cost: 100 mana
Upkeep: 4 mana/turn
A demonic presence enters the target city, destroying any power generated by shrines, temples, parthenons, and cathedrals. The spell has no effect if the city's owner can use death magic.

Famine Effects: City Enchantment
Target: enemy city
Research Cost: 1600
Casting Cost: 200 mana
Upkeep: 5 mana/turn
Halves the food production of the afflicted city as long as the famine is in effect. If the city has an insufficient food supply, the citizens will begin to starve.

Cursed Lands Effects: City Enchantment
Target: enemy city
Research Cost: 1700
Casting Cost: 150 mana
Upkeep: 2 mana/turn
Halves the production of a city.
Zombie Mastery Effects: Global Enchantment
Target: n/a
Research Cost: 1500
Casting Cost: 800 mana
Upkeep: 40 mana/turn
All normal creatures falling in battle become zombies at the end of the battle under the control of the casting wizard if that wizard is victorious.
Wrack Effects: Combat Enchantment
Target: n/a
Research Cost: 960
Casting Cost: 40 mana
Upkeep: none
Wracks all enemy non-death creatures with the powers of darkness. Each figure in every enemy unit must resist with a +1 bonus or take 1 point of damage.
Warp Node Effects: Instant
Target: owned magic node
Research Cost: 1300
Casting Cost: 75 mana
Upkeep: none
Corrupts the targeted magic node, cursing the controller and drawing out 5 mana from the wizard instead of generating more. Once warped, a node can only be returned to normal by a Disenchant Area or Disenchant True spell. Until then the node will continue to draw out magical power.

Black Wind Effects: Instant
Target: map square
Research Cost: 1400
Casting Cost: 200 mana
Upkeep: none
All figures in each enemy unit within the targeted land must resist at -1 or rot away from a vile degenerative disease that slays almost immediately.
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Very Rare Death Knights Effects: Summoning
Target: n/a
Research Cost: 2250
Casting Cost: 600 mana
Upkeep: 8 mana/turn
Summons a group of 4 death knights and binds them to the will of the wizard. Death knights attack with +3 to-hit, armor piercing and first strike. They also have a -4 resistance life-stealing attack.

Demon Lord Effects: Summoning
Target: n/a
Research Cost: 6000
Casting Cost: 1000 mana
Upkeep: 15 mana/turn
Summons a demon lord and binds it to the will of the wizard. Demon lords can summon up to 3 lesser demons per combat, have weapon immunity, and have a -1 resistance life-stealing attack both in melee and at range.
Pestilence Effects: City Enchantment
Target: enemy city
Research Cost: 3500
Casting Cost: 350 mana
Upkeep: 5 mana/turn
Spreads a plague throughout the affected city killing one population each turn if the current population exceeds a 1-10 roll.
Eternal Night Effects: Global Enchantment
Target: n/a
Research Cost: 4000
Casting Cost: 1000 mana
Upkeep: 15 mana/turn
Covers the world in a blanket of darkness. Except for those cities protected by Heavenly Light, all combats are assumed to be covered by the spell of Darkness.

Evil Omens Effects: Global Enchantment
Target: n/a
Research Cost: 4500
Casting Cost: 1100 mana
Upkeep: 10 mana/turn
All nature and life spells cost 50% more than normal to cast.
Word of Death Effects: Instant Combat
Target: one unit
Research Cost: 2000
Casting Cost: 40 mana
Upkeep: none
Each figure in one unit must save at -5 or be slain instantly.

Death Spell Effects: Instant Combat
Target: n/a
Research Cost: 2500
Casting Cost: 50 mana
Upkeep: none
All figures in each enemy unit must resist at -2 or be struck dead where they stand.

Animate Dead Effects: Instant Combat
Target: one dead unit
Research Cost: 3000
Casting Cost: 50 mana
Upkeep: none
Raises one slain enemy (not protected by magic immunity) or ally unit from the dead and places it under your control. The creature becomes undead, and is treated as a creature of death for all purposes. Animated fantastic units cost 50% more in maintenance.
Cruel Unminding Effects: Instant
Target: enemy wizard
Research Cost: 1850
Casting Cost: 250 mana
Upkeep: none
Target wizard loses 1-10% of spell casting skill permanently.

Death Wish Effects: Instant
Target: n/a
Research Cost: 5000
Casting Cost: 500 mana
Upkeep: none
All enemy normal units on both planes must resist or be slain.

The Icon Death.pngDeath Realm is one of the six Magical Realms in Master of Magic. It combines the armies of the Undead with a slew of spells that weaken enemy units and entire economies, making it harder for the enemy to fight at all.

The Death Realm specializes in Cursing enemy assets, and has far more spells of this type than any other realm. Its creatures are all Undead, an attribute that makes them very powerful and resilient, but incapable of healing. They tend to be cheap and plentiful however - overwhelming the enemy with sheer numbers. The Death Realm relies on weakening the enemy, rather than strengthening itself, and often sacrifices its own strength to acquire greater gains in the long run. It is also capable of stealing the enemy's strength to bolster itself. The Death Realm is strongly opposed to the Icon Life.pngLife Realm, and may be either particularly effective against it or particularly vulnerable to it, depending on the circumstances.

The Death Realm is associated with the color black (or purple), and the concepts of darkness, disease, corruption, terror, and unholy sacrifice. It is often marked with the Icon Death.pngSkull symbol, both in-game and on this Wiki. The familiar associated with the Death Realm is the cat, seen at the top of this page.

Overview Edit

The Icon Death.pngDeath Realm concentrates on combative spells to raise undead armies, curse and wither enemy forces, and gnaw away at rival empires. This color is so strongly antithetical to life magic that wizards are barred from owning Spellbooks of both types.

Death features Combat Instants with lingering effects that are either strong on their own or have synergy with other forms of attack, but using them repeatedly is extremely costly. The same goes for its line of big-ticket Town Curses. On harder difficulty settings, players find that these spells seem to get lost amid the AI's immense statistical advantages, though on the same token, AI-controlled black wizards can cause misery to the human player with them and are high-priority foes.

This realm shows its true quality for us through its Summoned units, which are exceedingly cost-effective either by way of being cheap themselves or by turning their victims into Undead under the wizard's control. Raised en masse, undead Normal Units are a powerful economic and military asset.

Description Edit

Master of Magic's in-game documentation alludes to the existence of the Death Realm. This would be the underworld, a dark plane nestled deep below the realities of Arcanus and Myrror, populated by demons and lost souls. It is also certain from in-game evidence that a pantheon of evil gods exist here, who traffic in bargains and sacrifice.

While this plane cannot be entered and explored, it is the source of all black magic channeled by spellcasters, and home to all Fantastic creatures of Death. A spellcaster proficient in Death magic may bind these creatures to his will. Revenants can also be assembled by necromancy, a branch of the realm concerned with putting mortal husks back into active service. When destroyed, these beings plunge back into the Death Realm or into oblivion.

The realm of the dead actively defies mortal understanding and prevents certain mysteries of the cosmos from being uncovered. Its magic governs the binding and purging of souls in containers, and the evocation of darkness, nightmares, and life-draining energy. Despite its key role in the cosmology of the game, hands-on study of Death Magic likely involves a great deal of cruel experimentation and is only practiced beyond the fringes of civil society, by wizards and cabalists.

Advisor Death
Familiar
A wizard with mainly Death spellbooks will take a Greymalkin, literally a "dark cat," as a familiar. These creatures were the subject of ominous superstitions in medieval Europe, acting as companions and spiritual guides for witches, and their sightings were taken to mean that evil events and witchcraft were afoot.

Realm Details Edit

Death has 10 spells per degree of Spell Rarity, totaling 40 spells with a cumulative research cost of Icon Research.png 59,950. Each member holds a discrete cost increment along the spectrum between Icon Research.png 20 (Skeletons) and Icon Research.png 6,000 (Demon Lord).

While the majority of its spells are for direct use against enemies, Death magic also has a strong suite of summons and a branch of unique effects concerned with Undeath.

List of Death Spells Edit

Name Rarity Type Target Overland
Cost
Combat
Cost
Upkeep
Icon Research.png
Animate Dead ­Very Rare Combat Instant Dead unit -- ­50 -- ­­3000
Berserk Uncommon     Unit Enchantment Friendly unit -- ­30 -- ­740
Black Channels Uncommon Unit Enchantment Friendly normal unit   ­100 -- 1 ­500
Black Prayer Uncommon Combat Enchantment     -- -- ­35 -- ­450
Black Sleep Common Unit Curse Enemy unit -- ­15 -- ­100
Black Wind ­Rare Instant Spell Map square ­200 -- -- ­­1400
Cloak of Fear Common Unit Enchantment Friendly unit 60 ­12 1 80
Cloud of Shadow ­Rare Town Enchantment Friendly city ­150 -- 3 ­­1200
Cruel Unminding ­Very Rare Instant Spell Enemy wizard ­250 -- -- ­­1850
Cursed Lands ­Rare Town Curse Enemy city ­150 -- 2 ­­1700
Dark Rituals Common Town Enchantment Friendly city 30 -- -- 60
Darkness Common Combat Enchantment -- -- ­25 -- ­250
Death Knights ­Very Rare Summoning Spell -- ­600 -- 8 ­­2250
Death Spell ­Very Rare Combat Instant -- -- ­50 -- ­­2500
Death Wish ­Very Rare Instant Spell -- ­500 -- -- ­­5000
Demon Lord ­Very Rare Summoning Spell -- ­­1000 -- ­15 ­­6000  
Drain Power Uncommon Instant Spell Enemy wizard 50 -- -- ­300
Eternal Night ­Very Rare Global Enchantment -- ­­1000 -- ­15 ­­4000
Evil Omens ­Very Rare Global Enchantment -- ­­1100 -- ­10 ­­4500
Evil Presence ­Rare Town Curse Enemy city ­100 -- 4 ­­1040
Famine ­Rare Town Curse Enemy city ­200 -- 5 ­­1600
Ghouls Common Summoning Spell -- 80 -- 1 ­130
Life Drain Common Combat Instant Enemy unit -- ­10+ -- ­160
Lycanthropy Uncommon Summoning Spell Friendly normal unit ­180 -- 5 ­400
Mana Leak Common Combat Enchantment -- -- ­20 -- ­220
Night Stalker Uncommon Summoning Spell -- ­250 -- 5 ­560
Pestilence ­Very Rare Town Curse Enemy city ­350 -- 5 ­­3500
Possession Uncommon Unit Curse Enemy unit -- ­30 -- ­350
Shadow Demons Uncommon Summoning Spell -- ­325 -- 7 ­800
Skeletons Common Summoning Spell -- 25 -- 1 20
Subversion Uncommon Instant Spell Enemy wizard ­100 -- -- ­620
Terror Common Combat Enchantment -- -- ­20 -- ­190
Wall of Darkness   Uncommon Town Enchantment Friendly city ­200 ­40 5 ­680
Warp Node ­Rare Instant Spell Enemy node 75 -- -- ­­1300
Weakness Common Unit Curse Enemy unit -- 5 -- 40
Word of Death ­Very Rare Combat Instant Enemy unit -- ­40 -- ­­2000
Wrack ­Rare Combat Enchantment -- -- ­40 -- ­960
Wraith Form ­Rare Unit Enchantment Friendly unit ­150 ­30 3 ­880
Wraiths ­Rare Summoning Spell -- ­500 -- 5 ­­1120
Zombie Mastery ­Rare Global Enchantment -- ­800 -- ­40 ­­1500

Rival Wizards Edit

Main article: Wizard

When the world is generated, computer-controlled wizards each make a lottery-ball style roll for Personality and Objective. These traits modify the wizard's behavior, giving them some hard-to-resist compulsions and adding flavor to the match. If the wizard's shelf is stocked primarily with Icon Death.pngDeath Spellbooks, this realm will convey influence on the rolls. In cases where spellbook ranks are tied, and the game needs to decide which realm conveys influence, precedence descends in this order:

Icon Nature.png Icon Sorcery.png Icon Chaos.png Icon Life.png Icon Death.png

Therefore, a default split-profile wizard like Sharee (Icon Chaos.png5 Icon Death.png5) will take a personality and objective corresponding to probabilities dictated by her chaos ranks, not her death ones, pending even further modification by Conjurer.

Dominant Death ranks drive the wizard towards a Personality of either "Ruthless" or "Maniacal," and an Objective of either "Militarist" or "Expansionist" (but will not guarantee these traits). The table below shows the chances each character trait has of appearing on a Death wizard, before accounting for the influence of Retorts.

    Icon Book Death     Personality Objective
Maniacal 30% Expansionist 40%
Ruthless 30% Militarist 40%
Aggressive 20% Theurgist 10%
Chaotic 10% Perfectionist 10%
Lawful 10%
Peaceful --
Ruthless
On the diplomatic scale of 100 to -100, a "Ruthless" wizard has a -30 Core Reaction to all of the other wizards, including the human player, and the chance this wizard will elect to perform hostile actions (overland spells and armed assaults) is increased by 30 percentage points. As all diplomatic standings gravitate towards the core reaction at a speed of 1 point per turn, this wizard will declare war unless steadily appeased.
Maniacal
All diplomatic gains are halved, and losses are doubled. The "Maniacal" wizard also has a -50 Core Reaction to other wizards, and the chance this wizard will elect to perform hostile actions against them is increased by 50 percentage points. More than simply hating their rivals, this type of wizard is dedicated to attacking everything in sight, constantly, and cultivating a friendship with them will prove both expensive and temporary.
Expansionist
An "Expansionist" wizard has double the chance of building Settlers, and will attempt to sprawl across every available piece of land.
Militarist
A "Militarist" has double the chance of training military units and casting summoning spells. Due to their reduced likelihood of constructing new buildings and making alternative spell choices, these units are likely to be primitive and unbuffed, but there will be a ton of them.

If left unchecked, Black wizards will gather up large armies of death creatures, and hit rivals with crippling Town Curses, Warp their magic nodes, and eventually inflict enormous, permanent damage with Cruel Unminding. This last spell should absolutely not fall into your enemy's repertoire and could be a deadline by which you would want to banish a death wizard from the planes.

Black Diplomacy Modifiers Edit

Rival wizards make the following initial adjustments to their Core Reaction to a Death wizard (human or otherwise):

  • -3 per Icon Death.pngDeath Spellbook owned by the more evil wizard
  • or if the rival is Icon Life.pngLife, −5 times the sum of Icon Life.pngLife and Icon Death.pngDeath ranks held in total.  

Example interactions:

Example 1: Tlaloc and Kali have a mutual Core Reaction adjustment of -15 (Icon Death.png5)
Example 2: Merlin and Rjak have a mutual Core Reaction adjustment of -70 (Icon Life.png5 & Icon Death.png9)
Example 3: Tlaloc and Rjak have a mutual Core Reaction adjustment of -27 (Icon Death.png9)

Fantastic Units Edit

The Icon Death.pngDeath Realm has ten native Fantastic Creature types, and offers as many unique ways of spawning Death units. Seven of the creatures are bona-fide members of the Death spell repertoire: Skeletons, Ghouls, the Night Stalker, Shadow Demons, Wraiths, Death Knights, and the Demon Lord.

Ghouls, Wraiths, and Death Knights are highly-effective vanguard units in their time frames, able to create Undead (discussed below). Being invisible, Night Stalkers can scout most lairs and pick targets for their Death Gaze.

Zombies can be assembled under a wizard's control only under the global spell Zombie Mastery. These are low-tier units, like Skeletons. Both types of creatures can be massed for suicide raids or serve as cannon-fodder and decoys when their respective spells are available.

Werewolves and Shadow Demons have the ability to regenerate and share the same general time frame. Werewolves are created by transforming a normal unit with a "Permanent Unit Enchantment," Lycanthropy. Shadow Demons are more expensive and versatile units.

Demons are called only in combat through the Summon Demons ability possessed by Demon Lords; they therefore act as part of the overall combat strength of this high-grade unit.

Fantastic Creatures of Icon Death.pngDeath
Icon Name Icon Research.png C U Icon MultiFigureUnit Moves Icon Melee Normal.png Icon Ranged Bow.png Icon Defense.png Icon Resist.png Icon Hits.png Icon ToHit.png
Unit Icon Skeletons Transparent Skeletons Icon Research.png 20 Icon Mana.png 25 Icon Mana.png 1 Icon MultiFigureUnit.png 6 Icon Movement Ground1 Icon Melee Normal.png 3 Icon Defense.png 4 Icon Resist.png 5 Icon Hits.png 1 Icon ToHit.png +10%
Poison Immunity, Death Immunity, Cold Immunity, Illusion Immunity, Missile Immunity
Unit Icon Ghouls Transparent Ghouls Icon Research.png 130 Icon Mana.png 80 Icon Mana.png 1 Icon MultiFigureUnit.png 4 Icon Movement Ground1 Icon Melee Normal.png 4 Icon Defense.png 3 Icon Resist.png 6 Icon Hits.png 3 Icon ToHit.png +10%
Poison Immunity, Death Immunity, Cold Immunity, Illusion Immunity, Create Undead, Poison Touch 1
Unit Icon Werewolves Transparent Werewolves Icon Research.png 400 Icon Mana.png 180 Icon Mana.png 5 Icon MultiFigureUnit.png 6 Icon Movement Ground2 Icon Melee Normal.png 5 Icon Defense.png 1 Icon Resist.png 6 Icon Hits.png 5 Icon ToHit.png +10%
Poison Immunity, Death Immunity, Cold Immunity, Illusion Immunity, Weapon Immunity, Regeneration
Unit Icon NightStalker Transparent Night Stalker Icon Research.png 560 Icon Mana.png 250 Icon Mana.png 1 Icon SingleFigureUnit.png 1 Icon Movement Ground2 Icon Melee Normal.png 7 Icon Defense.png 3 Icon Resist.png 8 Icon Hits.png 10 Icon ToHit.png +10%
Death Gaze -2, Poison Immunity, Death Immunity, Cold Immunity, Illusion Immunity, Invisibility
Unit Icon ShadowDemons Transparent Shadow Demons Icon Research.png 800 Icon Mana.png 325 Icon Mana.png 7 Icon MultiFigureUnit.png 4 Icon Movement Air1 Icon Melee Normal.png 5 Icon Ranged Magic.png 4 Icon Defense.png 4 Icon Resist.png 8 Icon Hits.png 5 Icon ToHit.png +20%
Ranged Attack x8, Poison Immunity, Death Immunity, Cold Immunity, Illusion Immunity, Weapon Immunity, Plane Shift, Regeneration, Non-Corporeal
Unit Icon Wraiths Transparent Wraiths Icon Research.png 1,120 Icon Mana.png 500 Icon Mana.png 5 Icon MultiFigureUnit.png 4 Icon Movement Air2 Icon Melee Normal.png 7 Icon Defense.png 6 Icon Resist.png 8 Icon Hits.png 8 Icon ToHit.png +20%
Poison Immunity, Death Immunity, Cold Immunity, Illusion Immunity, Weapon Immunity, Non-Corporeal, Life Steal -3
Unit Icon Zombies Transparent Zombies Icon Research.png 1,500 n/a2 Icon Mana.png 0 Icon MultiFigureUnit.png 6 Icon Movement Ground1 Icon Melee Normal.png 4 Icon Defense.png 3 Icon Resist.png 3 Icon Hits.png 3 Icon ToHit.png +10%
Poison Immunity, Death Immunity, Cold Immunity, Illusion Immunity
Unit Icon DeathKnights Transparent Death Knights Icon Research.png 2,250 Icon Mana.png 600 Icon Mana.png 8 Icon MultiFigureUnit.png 4 Icon Movement Air3 Icon Melee Normal.png 9 Icon Defense.png 8 Icon Resist.png 10 Icon Hits.png 8 Icon ToHit.png +30%
Poison Immunity, Death Immunity, Cold Immunity, Illusion Immunity, Weapon Immunity, Life Steal -4, First Strike, Armor Piercing
Unit Icon DemonLord Transparent Demon Lord Icon Research.png 6,000 Icon Mana.png 1,000 Icon Mana.png 15 Icon SingleFigureUnit.png 1 Icon Movement Air2 Icon Melee Normal.png 20 Icon Ranged Magic.png 10 Icon Defense.png 10 Icon Resist.png 12 Icon Hits.png 20 Icon ToHit.png +30%
Ranged Attack x8, Poison Immunity, Death Immunity, Cold Immunity, Illusion Immunity, Summon Demons x3, Weapon Immunity, Cause Fear, Life Steal -5
Unit Icon Demon Transparent Demon n/a3 n/a1 Icon SingleFigureUnit.png 1 Icon Movement Air2 Icon Melee Normal.png 14 Icon Defense.png 5 Icon Resist.png 7 Icon Hits.png 12 Icon ToHit.png +10%
Poison Immunity, Death Immunity, Cold Immunity, Illusion Immunity, Missile Immunity, Weapon Immunity

1: combat summon, disappears at end of battle.
2: created by Zombie Mastery spell.
3: summoned by Demon Lord.

Undead Units Edit

Finally, Death magic offers means for normal and fantastic units to rejoin the game as Undead creatures under the wizard's control. Most methods involve slaying the unit with Life-Stealing/Create Undead Damage, a form of damage tracked separately from damage the unit has received through other sources.

When a battle is concluded, the game runs through each and every dead unit on the battlefield, checking what type of damage killed that unit. If the majority of the damage that killed the unit is found to be Life Stealing Damage, and the life-stealer's side won the battle, the unit will rise again as an Undead unit, and will switch allegiance. It is now on the side of the life-stealer.

For example, imagine a battle where Wraiths assault an enemy High Men Cavalry unit and completely destroy it. If the majority of the damage inflicted on the Cavalry was Life Stealing Damage from the Wraiths' attack, and the Wraiths' side went on to win this battle, then the High Men Cavalry returns as an Undead unit, serving the Wraiths' master.

For this to happen, the majority of the damage must have been Life Stealing Damage. The total number of units that may be reanimated in any one battle is limited by the army stack size: 9 minus the number of victorious units surviving to the end of combat, including any members of that side Recalled from the battle.

Undead are spawned following successful usage of these Death Realm effects:

Undead units take on the following new characteristics:

UnitEnchantment Undead Fantastic Unit
This unit is considered a Fantastic Unit of the Icon Death.pngDeath Realm for most purposes, even if it was already a fantastic unit of a different magic realm. The pictured "Undead" unit enchantment icon appears in its query window along with its other listed abilities. Unlike normal sustained Unit Enchantments, it has no upkeep cost and can never be dispelled. Units bearing this ability are exceptionally vulnerable to "resist or suffer" Irreversible Damage from Life sources, like Dispel Evil.
Altered Upkeep
Any Normal Unit turned Undead will have its Upkeep Cost reduced to Icon Food.png0 and Icon Gold.png 0. Any Fantastic Unit will have its Upkeep Cost multiplied by Icon Mana.png .
Inability to Gain Experience
Undead units do not gain experience with time, nor with winning battles, though the Armsmaster ability still affects them (this is probably a bug). They retain stats gained by experience thus far, as well as their magic weapons - Icon Melee Magic.pngIcon Melee Mithril.pngIcon Melee Adamantium.png - if they had these.
Unhealing
The unit does not heal naturally, and cannot be healed by any spell or abilities other than Life Steal or Regeneration. Thus Trolls are the ideal Undead servants.

Unit Abilities Edit

There are several traits common to all creatures of the Death Realm, including the Undead.

Unhealing Edit

  • (As above) Death units do not heal naturally every overland turn. They also cannot be healed using Icon Life.pngLife magic spells, meaning that a Death wizard cannot support them in battle with the Priests' Healing Spell, for instance. They can only regain health through Life Steal or Regeneration.

Ability PoisonImmunity Poison Immunity Edit

  • This unit cannot be hurt by Poison Damage. It will automatically pass any Icon Resist.png Resistance roll to avert such damage.

Ability IllusionsImmunity Illusions Immunity Edit

  • Illusion Damage inflicted on this unit does not bypass its armor. The unit gets to make its Icon Defense.png Defense rolls as normal.
  • During combat, this unit will spot all enemy Invisible creatures regardless of how close they are. Those creatures become semi-visible on the screen, and may be targeted freely like any other unit.
  • This unit is completely immune to many Curses from the Icon Sorcery.pngSorcery realm. It either may not be targeted by such curses at all, or is simply not affected by them.

Ability ColdImmunity Cold Immunity Edit

  • This unit cannot be affected by any spell or ability that delivers Cold Damage. It will simply not receive any Icon Damage.png Damage from such sources.

Ability DeathImmunity Death Immunity Edit

  • This unit cannot be affected by any spell or ability that causes death or fear, including most of the combat spells from the Icon Death.pngDeath Realm.

Evil Champions Edit

Having at least one Death spellbook marks the wizard as sufficiently free of conscience to attract the attention of two high-grade Champions for the cause of evil, either as random petitioners when he qualifies, or by summoning.

Hero Prerequisites Or Spell:
Hero Mortu Mortu the Black Knight     Icon Fame.png 40   Icon Gold.png 500 Summon Champion  
Hero Ravashack Ravashack the Necromancer     Icon Fame.png 40   Icon Gold.png 500 Summon Champion

Item Crafting Edit

Ranks in this color unlock the following spell-like effects that may be employed in Item Crafting, to augment heroes' gear. Spell knowledge allows combat spells to be Charged into an item.

Ranks Item Powers Unlocked
Icon Death.png2 Cloak of Fear  
Icon Death.png3 Death
Icon Death.png4 Power Drain
Wraithform
Icon Death.png5 Vampiric
Icon Death.pngSpell Charges
Common Uncommon Rare Very Rare
Weakness Possession Wraith Form Word of Death
Cloak of Fear Black Prayer Wrack Death Spell
Black Sleep Berserk Animate Dead
Life Drain
Terror
Darkness
Mana Leak

Death Encounter Zones Edit

Creatures of Icon Death.pngDeath appear as foes in Lairs very frequently. Developing counters against Death units' great numbers and special attacks can pay off. The world generator has a chance creating Death units in the following zones:

TerrainSpecial AncientTemple TerrainSpecial FallenTemple TerrainSpecial Ruins TerrainSpecial Tower
Ancient Temple Fallen Temple Ruins Tower of Wizardry
75% 75% 75% 33%
Encounter Ruins Dialog

Every lair makes a procedural selection of guardians through what is essentially a Icon Mana.png Mana budget. When it can afford to stock defenders at all, there will typically be one or more higher-end units of the lair's Realm (this is the creature sighted by scouts who peek into the lair), attended by a lesser unit type. The Ancient Temple, Fallen Temple, and Ruins will harbor Icon Death.pngDeath creatures most of the time. The Tower can have anything, but is twice as likely to roll Death as any other realm; thus it, also, has a one-in-three chance.

Any unconquered lair with Death creatures can eject Rampaging Monsters. This is a randomly-generated Death group that has nothing to do with the contents of the lair; rather, its overall strength will correspond with the number of game turns elapsed. Death Lairs and Rampaging Monster groups assemble creatures at point-costs shown in the chart below. Note the low cost of some Death units. A large horde of these units can go on the rampage very early! It can pose an existential threat if it decides to target your Fortress.

Realm Possible Creatures
Icon Death.pngDeath Unit Unit Icon Zombies Transparent Unit Icon Skeletons Transparent Unit Icon Ghouls Transparent Unit Icon Demon Transparent Unit Icon NightStalker Transparent Unit Icon Werewolves Transparent Unit Icon ShadowDemons Transparent Unit Icon Wraiths Transparent Unit Icon DeathKnights Transparent Unit Icon DemonLord Transparent
Cost 25 30 80 80 250 250 325 500 600 900

Note that some units cost the same number of "mana" points to spawn. Inside a Lair, the world generator favors Ghouls over Demons, and Night Stalkers over Werewolves. Demons and Werewolves may only appear in a lair harboring the corresponding favored unit, respectively the Ghouls and Night Stalkers, as primary defenders, at which point they might make an appearance as the secondary defending unit type. In practice, Werewolves are very rarely seen in the game, a single Demon alongside Ghouls is moderately common.

Related Treasure Edit

Items Unlocked
Death Spellbooks do not unlock any items. Most pre-defined Magical Items demand the seeker possess certain spellbook ranks in order to show up in Treasure. The spell-like effects that appear on these items, such as those listed in the Item Crafting section, are the cause for these requirements. However, the spell ranks required by the pre-defined items do not necessarily match their powers, and Death is not required for a single one of them. The "Supreme Shield of Death," for instance, requires spell ranks Icon Chaos.png4 and Icon Life.png5.
To acquire any unusual items, the Death wizard must hope that a Merchant comes to call. It may be wise to hoard Icon Gold.png Gold.
Finding Death Spellbooks
Any spellbooks found in a Dungeon, Abandoned Keep, or Ruins will always be Death. Spellbooks found in Towers, Mysterious Caves, and Monster Lairs have a 20 percent chance of being Death. It does not matter what realm of creatures actually inhabits the location and guards the books.

Related Wizard Skills Edit

Infernal Power Edit

Infernal Power requires Icon Death.png4 ranks in Death magic and costs 2 picks. It increases the power and the pacifying effects obtained from Shrines, Temples, Parthenons, and Cathedrals by 50%. Combining the retort with Icon Death.pngDark Rituals produces an extraordinary amount of Icon Power.png Power.

Divine Power may be found by Death wizards and yields exactly the same effect as Infernal Power. The two retorts together do not exhibit cumulative effects.

Conjurer Edit

Conjurer has no prerequisites and costs 1 pick. It reduces the casting and upkeep for all Summoning Spells by 25%, and boosts research on these spells by 25%. It lowers overhead without the need to take so many ranks in this realm.

Channeler Edit

Channeler has no prerequisites and costs 2 picks. It removes the distance modifier in combat spellcasting and reduces all spell maintenance by half. This retort loses momentum if mana becomes plentiful but is very well-suited to the Death Realm's emphasis on fantastic armies and combat spells.

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