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Eternal Night
GlobalEnchantment EternalNight
Realm Icon Death.pngDeath
Spell Rarity Very Rare
Spell Type Global Enchantment
Casting Cost Icon Mana.png 1,000
Upkeep Cost Icon Mana.png 15
Research Cost Icon Research.png 4,000
Effects

Any battle involving the caster's armies is automatically affected by an equivalent of the Icon Death.pngDarkness spell, which gives a wide array of bonuses to all Icon Death.pngDeath creatures, and a similar array of penalties to Icon Life.pngLife creatures.

Battles taking place in Towns protected by Icon Life.pngHeavenly Light are exempt from this effect.
SpellIcon EternalNight
Eternal Night is a Very Rare Global Enchantment that belongs to the Icon Death.pngDeath Magic Realm. It may be cast on the overland map for the base Casting Cost of Icon Mana.png 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 Icon Death.pngDarkness spell.

As a result, all Icon Death.pngDeath creatures participating in these battles gain a large number of small-but-significant increases to their combat attributes. At the same time, all Icon Life.pngLife creatures appearing in these battles are inflicted with a similar set of penalties.

Eternal Night has its own Upkeep Cost of Icon Mana.png 15, to be paid every turn to keep it in play. However the Icon Death.pngDarkness effect is put into play in each battle at no additional cost, preserving Icon Mana.png Mana that would otherwise be spent on casting it. Furthermore, while Eternal Night can be Disjuncted, nothing can be done to remove the Icon Death.pngDarkness effect once a battle is already underway.

Effects Edit

Eternal Night covers the entire world in dark energy, which follows the caster's armies and automatically shrouds their battles in Icon Death.pngDarkness. This gives great benefits to creatures of Icon Death.pngDeath, who thrive in the dark; while simultaneously weakening enemy creatures of Icon Life.pngLife.

Darkness Edit

Main article: Darkness

While Eternal Night is in effect, each and every battle involving the caster's own armies is considered as being under the effect of the Icon Death.pngDarkness spell, unless it is taking place in a Town protected by Icon Life.pngHeavenly Light.

Icon Death.pngDarkness gives the following bonuses to each and every unit associated with the Icon Death.pngDeath Realm, including any UnitEnchantment Undead Undead units:

Simultaneously, Icon Death.pngDarkness also gives the following penalties to each and every Fantastic Unit that belongs to the Icon Life.pngLife Realm:

  • Icon Melee Normal.png -1 penalty to Melee Strength (while this effect would also decrease other Attack Strengths, the affected units will never have any in the official game);
  • Icon Defense.png -1 penalty to Defense;
  • Icon Resist.png -1 penalty to Resistance.

All of these adjustments apply on a per-Icon Figure.png Figure basis, making them significantly stronger when they affect Icon MultiFigureUnit.png Multi-Figure units. While nealry all Icon Life.pngLife creatures are unfortunately Icon SingleFigureUnit.png Single Figures, making the negative effect even less potent than it otherwise could be; both natural Icon Death.pngDeath units and UnitEnchantment Undead Undead often have multiple Icon Figure.png Figures, and can make excellent use of the positive enhancements.

Every unit on the battlefield associated with the Realms of Icon Death.pngDeath or Icon Life.pngLife is affected by Eternal Night, regardless of their allegiance. However, a Icon Life.pngTrue Light spell cast by the opponent can cancel out all of these, resulting in a net zero benefit to either party.

Automatic Area Effect Edit

Eternal Night does not actually cast Icon Death.pngDarkness each time the battle begins. Instead, it has an area effect that does not require any casting (nor any expenditure of Icon Mana.png Mana), and cannot be dispelled during the battle. Subsequently, CombatEnchantment Darkness Darkness will not appear in the Combat Enchantments panel of the battle screen, and Eternal Night Eternal Night is instead displayed on the list of external effects, which can be viewed by clicking on the "Info" button in combat.

Note that it is nonetheless impossible to cast Icon Death.pngDarkness during a battle to gain cumulative bonuses with Eternal Night. The game will object to this, claiming that the spell is already in effect. This remains true even if the above benefits are cancelled out by the opponent casting Icon Life.pngTrue Light.

Usage Edit

Eternal Night may only be cast on the overland map, for a high Casting Cost of Icon Mana.png 1,000. To keep the spell in effect, the casting Wizard must pay an Upkeep Cost of exactly Icon Mana.png 15 per turn. Failure to pay this cost due to lack of Icon Mana.png Mana will cause Eternal Night to dissipate.

After casting it, the spell's name will appear on the "Overland Enchantments" list of the Magic Screen. The color in which the name is printed indicates which Wizard controls the enchantment. The player can cancel their own Eternal Night spell from here manually at any time by clicking on its name. The primary reason to do this would be in order to remove its Upkeep Cost, thus conserving Icon Mana.png Mana for other spells.

Acquisition Edit

As a Very Rare Icon Death.pngDeath spell, Eternal Night may become available to any Wizard who possesses at least Icon Death.png3 Spellbooks. However, its availability during the game is not guaranteed unless the Wizard starts with, or otherwise obtains, at least Icon Death.png10 Spellbooks. It may not be acquired at the start of the campaign.

Wizards with Icon Death.png3 to Icon Death.png9 Spellbooks have a random chance of being able to Research Eternal Night during the game. The chances of this spell appearing for research increases with the number of Icon Death.pngDeath Spellbooks the Wizard possesses or gains during gameplay. With Icon Death.png10 or Icon Death.png11 books, the spell is guaranteed to show up for research at some point, unless obtained by other means.

Eternal Night has a Research Cost of Icon Research.png 4,000, although its research may be sped up by the Sage Master Retort, or a bookshelf containing Icon Death.png8 or more.

With at least Icon Death.png3 Spellbooks, Eternal Night may also be acquired as Treasure for defeating Encounter Zones, or found when conquering the Fortress of a rival Wizard who has already researched this spell.

Strategy Edit

Eternal Night is essentially a combat time-saver, and can also conserve some Icon Mana.png Mana after it's cast. Its entire point is that the caster will no longer need to cast Icon Death.pngDarkness each time a battle erupts in order to augment his/her units. Because Eternal Night already puts this effect in place automatically at the start of each and every battle, the player is free to cast other useful spells, and more of them. It also applies in magical Nodes, where casting Icon Death.pngDarkness otherwise may prove to be problematic.

As far as Icon Mana.png Mana expenditure concerns go, Eternal Night is fairly cost-efficient. Unless playing with the Channeler Retort, or relying heavily on Ability Caster Spellcaster Heroes, fighting at least one battle each turn where Icon Death.pngDarkness would be cast will generally make this spell worthwhile. The time-saving quality explained above can further justify its costs. Getting other spells out early in a battle may lead to much more decisive victories.

Naturally, this spell is only effective if the player uses plenty of Icon Death.pngDeath-aligned creatures and UnitEnchantment Undead Undead units. Otherwise, there are no real benefits to casting it - except perhaps when fighting a war against a Icon Life.pngLife Wizard. Then again Icon Death.pngDeath-wielding players can rarely afford not to lead on plenty of Icon Death.pngDeath creatures, so this point is rarely an issue. However, while battling other Icon Death.pngDeath Wizards, Eternal Night may become a double-edged sword.

Finally, note that once Eternal Night is cast, it should be prudent to cancel all existing Icon Death.pngCloud of Shadow Town Enchantments. Both of these spells provide the same benefits and are not cumulative, meaning that Eternal Night turns Icon Death.pngCloud of Shadow obsolete, which would then only serve to burn up an Upkeep Cost each turn.