|Spell Rarity||Very Rare|
|Spell Type||Global Enchantment|
|Any battle involving the caster's armies is automatically affected by an equivalent of the Darkness spell, which gives a wide array of bonuses to all Death creatures, and a wide array of penalties to all Life creatures.|
Eternal Night is a Very Rare Global Enchantment belonging to the Death Magic realm. It may be cast on the overland map for the base Casting Cost of 1,000. While Eternal Night is in play, any battle where the caster's armies are involved enjoys benefits virtually identical to those of the Darkness spell. As a result, all Death creatures involved in these battles enjoy a large number of small-but-significant bonuses to many of their combat properties. At the same time, all Life creatures involved in these battles are constantly suffering from a similar set of penalties.
Eternal Night has its own Upkeep Cost of 15, to be paid every turn to keep it in play. However the Darkness effect is put in play in each battle at no additional cost, preserving Mana otherwise be spent on casting it. Furthermore, while Eternal Night can be Disjuncted, nothing can be done to remove the Darkness effect while a battle is already taking place.
Eternal Night covers the entire world in dark energy, which follows the caster's armies and automatically shrouds their battles in Darkness. This gives great benefits to creatures of Death, who thrive in the dark, while simultaneously weakening enemy creatures of Life.
- Main article: Darkness
While Eternal Night is affecting a town, each and every battle involving the caster's own armies is considered as being under the effect of the Darkness spell.
- +1 bonus to Melee Attack strength (if the unit possesses a Melee Attack at all).
- +1 (or +1 or +1 as appropriate) bonus to Ranged Attack strength (if the unit possesses a Ranged Attack at all).
- +1 bonus to any damage-dealing Special Attacks the unit possesses (including Fire Breath, Thrown Attack, et cetera).
- +1 bonus to the unit's Defense score.
- +1 bonus to the unit's Resistance score.
- -1 penalty to Melee Attack strength (if the unit possesses a Melee Attack at all).
- -1 (or -1 or -1 as appropriate) penalty to Ranged Attack strength (if the unit possesses a Ranged Attack at all).
- -1 penalty to any damage-dealing Special Attacks the unit possesses (including Fire Breath, Thrown Attack, et cetera).
- -1 penalty to the unit's Defense score.
- -1 penalty to the unit's Resistance score.
For more information about the significance of these bonuses, read the article on Darkness.
Automatic Area Effect Edit
Eternal Night does not actually cast Darkness each time the battle begins. Instead, it has an area effect that does not require any casting (nor any expenditure of Mana), and cannot be dispelled during the battle.
Eternal Night may be cast only on the overland map, for the high Casting Cost of 1,000.
To keep Eternal Night in effect, the casting wizard must pay an Upkeep Cost of exactly 15 per turn. Failure to pay this cost due to lack of Mana will cause the spell to dissipate.
After casting the spell, its name will appear on the "Overland Enchantments" list in the Magic menu. The color in which the name is printed indicates which wizard controls the spell. If the player controls the spell, he or she may cancel it manually by clicking the name of the spell. 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 Very Rare Death spell, Eternal Night may become available to any Wizard who possesses at least 3 Spellbooks. However, its availability during the game is not guaranteed unless the Wizard acquires at least 10 Spellbooks.
Eternal Night may not be acquired at the start of the campaign regardless of how many Spellbooks the wizard possesses. It must either be Researched during the game, or acquired through other means.
Wizards with 3 to 9 Spellbooks have a random chance of being able to Research Eternal Night during the game. The chance for this spell to appear for research increases with the number of Death Spellbooks the Wizard possesses or obtains during gameplay. With 10 or 11 Spellbooks, the spell is guaranteed to appear for Research at some point, if it is not already available for casting.
Eternal Night has a base Research Cost of 4,000.
With at least 3 Spellbooks, the Eternal Night 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.
Eternal Night is essentially a combat time-saver, and can also save some Mana. Its entire point is that the caster will no longer need to cast Darkness each time a battle erupts in order to augment his/her units. Eternal Night already puts Darkness in place automatically at the start of each and every battle - which means that during battle the player may cast other useful spells, and more of them.
As far as overland Mana expenditure concerns go, Eternal Night is somewhat cost-efficient, but moreso when a war is raging against a Life-wielding wizard. In such cases you will probably have at least one battle each turn, and would want Darkness to be in effect for each and every battle you fight, so Eternal Night saves you at least 10 per turn that would otherwise go on casting Darkness.
At other times, Eternal Night is often still worthwhile - thanks to the time-saving quality explained above - which can easily justify its costs. Getting other spells out early in a battle can be imperative, and your units are also enjoying Darkness's awesome bonus all the time.
Naturally, this spell is only effective if you yourself use plenty of Death-aligned creatures and Undead units. Otherwise, there are no real benefits to casting this spell - except perhaps when fighting a war against a Life-wielding wizard. Then again Death-wielding wizards can rarely afford not to lead on plenty of Death creatures, so this point is rarely an issue.
If the majority of your battles are currently being fought against another Death-based empire, Eternal Night's effect is benefitting both your units and the enemy's simultaneously. Still, it's usually more cost-effective to just keep Eternal Night in play for later (when war against some other empire erupts, which it will eventually).
Finally, note that once you've cast Eternal Night, it would be prudent to cancel all of your existing Cloud of Shadow spells. Cloud of Shadow and Eternal Night provide the same bonus and are not cumulative, which means that Cloud of Shadow is useless and is only sucking in an Upkeep Cost each turn.