Fandom

Master of Magic Wiki

Disenchant Area

764pages on
this wiki
Add New Page
Comments13 Share
Disenchant Area
SpellIcon DisenchantTrue
Realm Icon Arcane.pngArcane
Spell Type Instant Spell / Combat Instant
Casting Cost Icon Mana.png 50 + up to 200
Combat Casting Cost Icon Mana.png 50 + up to 200
Research Cost Icon Research.png 300
Effects

Overland, attempts to dispel all Unit Enchantments, Town Enchantments, Unit Curses and Town Curses in the target tile that were cast be a rival wizard.

During combat, attempts to dispel all Unit Enchantments, Unit Curses and Combat Enchantments affecting any asset on the battlefield which were cast be a rival wizard.
Disenchant True
SpellIcon DisenchantTrue
Realm Icon Sorcery.pngSorcery
Spell Rarity Uncommon
Spell Type Instant Spell / Combat Instant
Casting Cost Icon Mana.png 50 + up to 200
Combat Casting Cost Icon Mana.png 50 + up to 200
Research Cost Icon Research.png 350
Effects

Same as Disenchant Area, and also:

  • For purposes of calculating its dispelling potency, Disenchant True's Casting Cost is considered to be triple the amount of Icon Mana.png Mana actually paid for casting it.
This article details Disenchant Area's effects and usage. Disenchant True redirects here. The article notes any point in which Disenchant True behaves differently than the basic spell. Please heed the notes.

Disenchant Area and Disenchant True are a pair of similar spells performing nearly the same function. They have several important differences, outlined below. Both spells are intended to allow removing ("dispelling") all enemy spells currently affecting all assets within a specific, targeted area.

Disenchant Area

Disenchant Area is an Instant Spell belonging to the Icon Arcane.pngArcane Magic realm. It may be cast both on the overland map and during combat, for a base Casting Cost of Icon Mana.png 50. In both cases it has a similar effect: attempting to dispel any and all Enchantments and Curses controlled by rival wizards within the targeted area.
On the overland map Disenchant Area must be targeted at an overland tile, and will act depending on what assets are found in that tile. It will attempt to dispel any permanent spells (Enchantments and Curses) cast by any rival wizard on any assets within that tile.
During combat, Disenchant Area requires no target. It will automatically attempt to dispel all permanent spells on the battlefield that are controlled by the enemy wizard - including any Combat Enchantments.
Disenchant Area makes a separate attempt at each enemy spell it targets, so it can remove none, some, or all of these enemy spells. The degree of success is partly random, but it is also partly based on the Casting Cost of Disenchant Area itself.
Fortunately, Disenchant Area's success rate can be increased by putting more Icon Mana.png Mana into it during casting. As a result, the spell costs more, but also has better chances of success. Up to an extra Icon Mana.png 200 may be invested into the spell for this purpose.

Disenchant True

Disenchant True, is an Uncommon Combat Instant from the Icon Sorcery.pngSorcery Magic realm.
Disenchant True is largely identical to Disenchant Area, having the same Casting Costs and the same effects.
However, Disenchant True is significantly stronger: For the purpose of determining its potency, Disenchant True is considered as having a Casting Cost that's three times higher than the amount of Icon Mana.png Mana that was actually paid for casting it.
As a result, for no additional Icon Mana.png Mana the spell is far more likely to work, and also more likely to dispel much stronger enemy spells. When cast at full strength (for a total of Icon Mana.png 250) it has a very high chance of dispelling almost anything.
Note: This article refers mainly to Disenchant Area. It then proceeds to explain how Disenchant True is different - but only if there is any difference to mention. Everything else pertains to both spells equally.

Effects Edit

Disenchant Area attempts to dispel some or all or the permanent spells currently affecting any asset in a targeted area. It has a certain chance of success dispelling each spell it finds, which is based on several factors. Disenchant Area only targets spells cast by other wizards; it will never dispel its caster's own spells.

Targeted Spells Edit

The enemy spells that will be targeted for dispelling depend on whether Disenchant Area is cast on the overland map or during combat. In both cases, only spells cast by a rival wizard will be targeted by Disenchant Area. The caster's own spells are left untouched.

Overland Version Edit

When Disenchant Area is cast on an overland map tile, it will attempt to dispel any permanent spells affecting any asset within this tile.
If the targeted tile contains any units, Disenchant Area will attempt to dispel any rival Unit Enchantments or Unit Curses currently affecting those units.
If the targeted tile contains a Town, Disenchant Area will attempt to dispel any rival Town Enchantments or Town Curses currently affecting that town.
Only spells cast by a rival wizard are targeted. If the target tile contains an asset enchanted or cursed by a wizard, who is casting the Disenchant Area, those spells are left untouched.
Note: It has been reported that Disenchant Area can remove a Guardian Spirit's protection from a Node - but only if Disenchant Area is cast by a rival wizard. This is yet to be proven (and is difficult to test).

Combat Version Edit

When Disenchant Area is cast during battle, it will automatically attempt to dispel all permanent spells cast by the enemy wizard.
This includes any Unit Enchantments the enemy has cast on his own units, as well as any Unit Curses the enemy has cast on your units - whether before or during the battle; and also any of the enemy's Combat Enchantments currently in effect.
Again, only spells cast by the opponent are targeted. The caster's own enchantments and curses are left untouched.

Potency Edit

Disenchant Area has a different chance of success against each targeted spell. This is called its "Potency". Potency is calculated through a simple formula which combines two important factors:

Potency = (DACC / (DACC + TSCC)) * 100

"DACC" here represents the total amount of Icon Mana.png Mana spent on casting Disenchant Area. As explained earlier, this is anywhere between Icon Mana.png 50 and Icon Mana.png 250, and is subject to the discretion of the casting wizard. "TSCC" represents the Casting Cost of the spell being targeted for dispelling.

The result of the formula is the exact chance, in percentage, that Disenchant Area has of successfully dispelling the targeted enemy spell.

Potency (Disenchant True) Edit

Disenchant True has one major advantage over Disenchant Area: The formula that calculates its Potency is skewed in order to make it significantly stronger.
When calculating Disenchant True's potency, the game uses the following formula:
Potency = ((DTCC * 3) / ((DTCC * 3) + TSCC)) * 100
"DTCC" again represents the total amount of Icon Mana.png Mana spent on casting Disenchant True. As with Disenchant Area, this is anywhere between Icon Mana.png 50 and Icon Mana.png 250.
However as you can see, this amount is being multiplied by 3 wherever it appears. The result is that the spell's Potency is increased significantly over Disenchant Area. Extra Icon Mana.png Mana placed into this spell is also three times more effective in making it stronger.

The Dispelling Attempt Edit

After calculating Potency, the game rolls a random number between 1 and 100. If the it rolls lower than the Potency value above, the targeted spell disappears immediately.

There is no limit to the number of enemy spells that Disenchant Area may remove from the target unit. It is possible to completely dispel all enchantments with one casting of this spell, fail to dispel any of them, or anything in between. Disenchant Area can be cast again later, if necessary, in order to remove additional spells.

Examples Edit

Below are some examples of Disenchant Area and Disenchant True at work.

Example #1 Edit

The targeted tile contains two enchanted assets: a unit and a Town. The unit is currently under the effect of a Unit Enchantment with a Casting Cost of Icon Mana.png 70. The town is under the effect of a Town Enchantment with a Casting Cost of Icon Mana.png 200.

Disenchant Area Disenchant True
Disenchant Area is cast on this tile, with no additional Icon Mana.png Mana. Disenchant True is cast on this unit, with no additional Icon Mana.png Mana.
Total Casting Cost: Icon Mana.png 50 Total Casting Cost: Icon Mana.png 50
Potency against the first targeted spell is:
(50 / (50+70)) * 100
= (50 / 120) * 100
= 0.41 * 100
= 41%

Potency against the first targeted spell is:
((50*3) / ((50*3)+70)) * 100
= (150 / (150+70)) * 100
= (150 / 220) * 100
= 0.68 * 100
= 68%
Chance of success: 41%. Chance of success: 68%.
Potency against the second targeted spell is:
(50 / (50+200)) * 100
= (50 / 250) * 100
= 0.2 * 100
= 20%

Potency against the second targeted spell is:
((50*3) / ((50*3)+200)) * 100
= (150 / (150+200)) * 100
= (150 / 350) * 100
= 0.42 * 100
= 42%
Chance of success: 20%. Chance of success: 42%.

Example #2 Edit

The targeted tile contains two enchanted assets: a unit and a Town. The unit is currently under the effect of a Unit Enchantment with a Casting Cost of Icon Mana.png 70. The town is under the effect of a Town Enchantment with a Casting Cost of Icon Mana.png 200.

Disenchant Area Disenchant True
Disenchant Area is cast on this unit, with the full amount of extra Icon Mana.png Mana allowed (Icon Mana.png 200). Disenchant True is cast on this unit, with the full amount of extra Icon Mana.png Mana allowed (Icon Mana.png 200).
Total Casting Cost: Icon Mana.png 250 Total Casting Cost: Icon Mana.png 250
Potency against the first targeted spell is:
(250 / (250+70)) * 100
= (250 / 320) * 100
= 0.78 * 100
= 78%

Potency against the first targeted spell is:
((250*3) / ((250*3)+70)) * 100
= (750 / (750+70)) * 100
= (750 / 820) * 100
= 0.91 * 100
= 91%
Chance of success: 78%. Chance of success: 91%.
Potency against the second targeted spell is:
(250 / (250+200)) * 100
= (250 / 450) * 100
= 0.55 * 100
= 55%

Potency against the second targeted spell is:
((250*3) / ((250*3)+200)) * 100
= (750 / (750+200)) * 100
= (750 / 950) * 100
= 0.78 * 100
= 78%
Chance of success: 55%. Chance of success: 78%.

Usage Edit

Disenchant Area may be cast either on the overland map or during battle. In both cases it has a base Casting Cost of Icon Mana.png 50. The casting Wizard may add up to Icon Mana.png 200 to this spell, but no more than she can afford given the remaining amount of Mana in her Mana pool. Each point of Icon Mana.png Mana added increases the potency of Disenchant Area, as explained above.

The overland version of Disenchant Area must be targeted at an overland tile containing a unit, army stack or a Town. While it can be cast at non-enchanted assets, that would simply be a waste of Icon Mana.png Mana since there will be nothing to dispel. Disenchant Area may also be cast on a Node, for the purpose of removing the Warp Node spell.

Once the overland version is targeted and cast, five blue energy pillars will blaze up from the targeted tile. This will be followed by one pop-up per each successfully-dispelled Enchantment - if any were dispelled at all.

The combat version of Disenchant Area requires no target - it will automatically attempt to dispel all enemy permanent spells affecting any asset on the battlefield as described earlier. Pop-up messages will list the names of each spell removed by Disenchant Area, though they do not explain which asset the spell was removed from (if any).

Acquisition Edit

Disenchant Area and Disenchant True belong to different Magical Realms. While Disenchant Area is potentially available to every wizard, Disenchant True is available only to Icon Sorcery.pngSorcery-wielding wizards. For this reason, acquisition of the two spells is very different.

Acquiring Disenchant Area Edit

Disenchant Area is an Icon Arcane.pngArcane spell, and so will eventually become available to any wizard regardless of how many Spellbooks he or she possesses. However, before the spell can be cast it must first be Researched. Disenchant Area's Research Cost is Icon Research.png 300.

Acquiring Disenchant True Edit

Disenchant True, on the other hand, is an Uncommon Icon Sorcery.pngSorcery spell, which means that it may only become available to any Wizard who possesses at least one Icon Sorcery.pngSorcery Spellbook. Its availability during the game is almost never guaranteed.

Customized Wizards possessing Icon Sorcery.png11 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 who possess at least Icon Sorcery.png8 Spellbooks, or Wizards with Icon Sorcery.png11 Spellbooks who did not select Disenchant True as a guaranteed spell, will be able to Research this spell at some point during their campaign. Wizards with fewer than Icon Sorcery.png8 Spellbooks have a random chance of being able to Research it. The chance for this spell to appear increases with the number of Icon Sorcery.pngSorcery Spellbooks the Wizard possesses or obtains during gameplay.

Disenchant True has a base Research Cost of Icon Research.png 350.

With at least Icon Sorcery.png1 Spellbook, the Disenchant True 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.

Strategy Edit

The overland version of Disenchant Area can work wonders in removing powerful Enchantments from enemy units and towns, in preparation for battle or simply to waste a rival wizard's efforts (Enchantments are often expensive). Naturally, since the spell can potentially dispel each and every Unit Enchantment and Town Enchantment affecting the target tile, it is often better to cast it on tiles containing many enchanted assets.

Alternatively, Disenchant Area can be used to protect your own towns from the effects of Town Curses (detrimental Town Enchantments) cast upon them by enemy wizards. This can be very important when an enemy spell is slowly destroying a town or limiting its production.

During combat, Disenchant Area is invaluable in removing enemy Combat Enchantments, many of which are often very dangerous. Furthermore, it is exceptionally potent in clearing away enemy Unit Enchantments and Unit Curses. The more such spells are in effect, the more reason you have to cast Disenchant Area; it can potentially remove all of them with just one casting. Remember however that this spell costs a lot of Icon Mana.png Mana even in combat, and can easily empty your Mana pool if the battle is taking place far from your Fortress.

For these reasons, Disenchant Area often makes Dispel Magic obsolete for combat use. Disenchant Area targets all enemy spells, rather than just a single unit, and at its base Casting Cost is already as powerful as a fully-powered Dispel Magic. The only reason to cast Dispel Magic would therefore be to remove some low-level Unit Enchantments from a specific unit, conserving Icon Mana.png Mana in the process - but then the spell would be weaker too.

Disenchant True Strategy Edit

Any Icon Sorcery.pngSorcery-wielding wizard with access to the Disenchant True spell has no reason to cast Disenchant Area at all. Disenchant True is essentially the same spell, has the same casting cost, and has a significantly increased effectiveness (triple potency ratings)!

In practice, once Disenchant True is acquired, it should trump all other dispelling spells: Dispel Magic, Dispel Magic True and Disenchant Area. Even for its basic cost, Icon Mana.png 50, it has a very high chance of removing all enemy spells during combat, and a good chance of removing enemy spells on the overland map. With full Icon Mana.png Mana input, Disenchant True should be able to remove any spell within (at most) a couple of attempts.

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.