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Icon Experience Level.png Experience Level denotes a milestone of Icon Experience.png Experience Point accumulation by Normal Units and Heroes.
New Icon Experience Level.png Levels variously boost the primary unit attributes—

  • Icon Melee Normal.png Melee Attack
  • Icon Thrown.png Icon Breath.png Special Attacks
  • Icon Ranged Magic.png Icon Ranged Bow.png Icon Ranged Boulder.png Ranged Attacks
  • Icon ToHit.png To Hit
  • Icon Defense.png Defense
  • Icon Resist.png Resistance
  • Icon Hits.png Hit Points

—and will steadily advance certain Hero Abilities. The feature exerts potentially drastic effects on a unit's overall strength.

Viewing the Experience Level Edit

Medals

Medalions of Icon Experience Level.png Exp Level as seen on unit icons: Silver, Gold, Red

Icon Experience.png Experience can be viewed in the statistics window pulled up by right-clicking on a unit. For more immediate reference, the level is displayed overland and in combat as a line of color-coded medallions. It is listed in the Unit Abilities field within the statistics window, though it is not an ability per se. Its effects are seamlessly incorporated into the affected primary attributes and special abilities.

Experience Levels for Normal Units Edit

That mortals can grow, and Fantastic Beasts do not, is a theme in the compelling story told by a full game of Master of Magic. This ability to gain Icon Experience.png Experience constitutes the singular, decisive edge that flesh-and-blood has against all the terrible power of the outer realms— and against one another. The Icon Experience Level.png Experience Levels attainable by Normal Units describe general seniority in the races' warrior castes:

Icon ExpLevel 0.png Recruit
Recruits are green troops drawn directly from among the citizenry of a town lacking an advanced military complex. They could be a garrison for a peaceful backwater, emergency conscripts, or the earnest beginnings of an enterprising Wizard, but they will need more training to be battle-worthy.
Icon ExpLevel 1.png Regular
Regulars have mastered basic fighting techniques either through a solid mercenary background in a Fighters' Guild or through some real engagements overland.
Icon ExpLevel 2.png Veteran
Veterans either received prior War College training or have seen extensive action in the field. They are tougher than Regulars, utilizing advanced battle strategies and tactics.
Icon ExpLevel 3.png Elite
Elite units are the cream of most normal armies. They may have vast campaign experience, followed an Armsmaster Hero, or held rites before an Altar of Battle. In any case they are wily and dangerous combatants.
Icon ExpLevel 4.png Ultra-Elite
Ultra-Elite units are only seen in the ranks of Wizards with exceptional faculties for military development. With a Warlord Retort or an active Crusade Spell, these Wizards drive their troops to a peak of excellence beyond the reach of rival nations.
Icon ExpLevel 5.png Champion
Champions, bolstered by both the Warlord Retort and a Crusade, are transcendent warrior fanatics, the last, best defense for the cause of Icon Life.pngLife, and their abilities are incredible. Packs of Champion high-tier units can go toe-to-toe with any Node or Lair guardians and will absolutely demolish mundane armies.

Attribute Improvement Table - Normal Units Edit

The following table illustrates the cumulative progress of the primary attributes for Normal Units with each new Icon Experience Level.png Experience Level.

Level Icon Level Name EP Req. Attacks To Hit Defense Resist Hits
Experience 0 Recruit Icon Experience.png 0
Experience 1 Regular Icon Experience.png 20 Icon Melee Normal.png Icon Thrown.png Icon Breath.png Icon Ranged Bow.png Icon Ranged Boulder.png Icon Ranged Magic.png +1 Icon Resist.png +1
Experience 2 Veteran Icon Experience.png 60 Icon Melee Normal.png Icon Thrown.png Icon Breath.png Icon Ranged Bow.png Icon Ranged Boulder.png Icon Ranged Magic.png +1 Icon Defense.png +1 Icon Resist.png +2
Experience 3 Elite Icon Experience.png 120 Icon Melee Normal.png Icon Thrown.png Icon Breath.png Icon Ranged Bow.png Icon Ranged Boulder.png Icon Ranged Magic.png +2 Icon ToHit.png +10% Icon Defense.png +1 Icon Resist.png +3 Icon Hits.png +1
Experience 4 Ultra-Elite Icon Experience.png 120* Icon Melee Normal.png Icon Thrown.png Icon Breath.png Icon Ranged Bow.png Icon Ranged Boulder.png Icon Ranged Magic.png +2 Icon ToHit.png +20% Icon Defense.png +2 Icon Resist.png +4 Icon Hits.png +1
Experience 5 Champion Icon Experience.png 120** Icon Melee Normal.png Icon Thrown.png Icon Breath.png Icon Ranged Bow.png Icon Ranged Boulder.png Icon Ranged Magic.png +3 Icon ToHit.png +30% Icon Defense.png +2 Icon Resist.png +5 Icon Hits.png +2

* To achieve this level, either the Warlord Retort or the Crusade spell must be in play.
** To achieve this level, both the Warlord Retort and the Crusade spell must be in play simultaneously.

Effects of Attribute Progression Edit

Each Icon Figure.png Figure in a Icon MultiFigureUnit.png Multi-Figure unit gains these bonuses. This includes creatures' unusual Icon Thrown.png Thrown and Icon Breath.png Fiery Breath Attacks, which are made by each Icon Figure.png Figure separately before any exchanges in melee combat occur. Generally, then, weak units with many Icon Figure.png Figures and low initial attributes (Spearmen, Bowmen, etc.) achieve the largest relative gains at new Icon Experience Level.png Experience Levels.

Icon SingleFigureUnit.png Single-Figure Units such as the Golem or Dragon Turtle already boast very high attributes. They will only make large leaps in power at the Icon ExpLevel 3.png Elite, Icon ExpLevel 4.png Ultra-Elite, and Icon ExpLevel 5.png Champion levels, where bonuses Icon ToHit.png To Hit augment their inherently-strong Icon Melee Normal.png Attacks by a fixed percentage.

Indeed, the Icon ToHit.png To Hit and Icon Hits.png Heart gains made at the three highest levels make them profound steps for all units. They are the stages where experience truly bears fruit.

To conceptualize these Icon Figure.png Figure-scaled level mechanics, take High Men Spearmen, one of the most wretched units in Master of Magic. They have double the staying power and four times the killing power as Icon ExpLevel 3.png Elites than they began with as Icon ExpLevel 0.png Recruits. At Elite the full unit has Icon Figure.png 8 Figures applying Icon Melee Normal.png 3 at Icon ToHit.png 40% accuracy— an average of 8x Icon Damage.png 1.2 Hits that need to be blocked by enemy Icon Defense.png Shields. Casualties will always be heavy among Spearmen, and counterattacks by high-tier units will usually wipe them out, but Icon ExpLevel 3.png Elites will severely maim any units lacking the Icon Defense.png Shields to fully mitigate each Icon Figure.png Figure's attack.

While such "burst damage" may humble an Icon ExpLevel 3.png Elite Golem's Icon Damage.png 5.6 Hit swing and shame its Icon ExpLevel 1.png Regular counterpart's Icon Damage.png 3.9, the demands of battle may of course favor a Golem of any level. A Icon SingleFigureUnit.png Single-Figure Unit throws all its Icon Melee Normal.png Swords into a single attack so that Icon Defense.png Shields have just that one chance to block. It also maneuvers, fights, and retaliates at its absolute fullest power to its last breath, which in the case of a fresh Golem's massive defenses, could mean victory even against strong Fantastic Units with proper team composition. It would certainly mean a lot of dead Spearmen.

Effect on Unit Abilities Edit

Of the special abilities possessed by many Normal Units, some have actual magnitudes:

Of these, Icon Experience Level.png Experience Level will only affect Icon Thrown.png Thrown and Icon Breath.png Breath attacks. Also, the game somehow manages to differentiate between a natural Icon Breath.png Fire Breath x and the Icon Breath.png Fire Breath 2 imparted by Chaos Channels, and only the naturally-occurring version can level up.

Effect on Costs Edit

Icon Experience Level.png Experience Level does not incur any corresponding changes to a unit's Icon Production.png Production or Upkeep Costs whatsoever. Advancement is unambiguously positive; whatever green units can do, their experienced counterparts can do better for the same price. The need to build inexperienced units arises as a matter of circumstance. A Icon ExpLevel 0.png Recruit produced in hotly-contested territory may serve a more immediate need than a Icon ExpLevel 2.png Veteran version of it trained back at the Fortress.

Experience Levels for Heroes Edit

Whatever can be said for Normal Unit Icon Experience Level.png Experience Levels runs much deeper for Heroes. The concept is tied to the Hero's own epic story: rising from an adventurer in the ranks of a Wizard's army at the Icon ExpLevel 0.png Hero, Icon ExpLevel 1.png Myrmidon, Icon ExpLevel 2.png Captain, and Icon ExpLevel 3.png Commander levels; to an indispensable leader and advocate of the Wizard's cause at the Icon ExpLevel 4.png Champion, Icon ExpLevel 5.png Lord, and Icon ExpLevel 6.png Grand Lord levels; to a terrifying force of the planes at the Icon ExpLevel 7.png Super Hero and Icon ExpLevel 8.png Demi-God levels. Just so, Heroes in Master of Magic blend the tactics and strategy elements with storytelling and high adventure.

Attribute Improvement Table - Heroes Edit

Icon Experience Level.png Experience Levels augment Heroes' primary attributes faster and further than they do with Normal Units. The following table illustrates the cumulative base progression of the primary attributes for Heroes with each new level, not considering feedback from possible Hero Abilities belonging to a particular Hero.

Level Icon Level Name EP Req. Attacks To Hit Defense Resist Hits
Experience 0 Hero Icon Experience.png 0
Experience 1 Myrmidon Icon Experience.png 20 Icon Melee Normal.png Icon Thrown.png Icon Breath.png Icon Ranged Bow.png Icon Ranged Magic.png +1 Icon Defense.png +1 Icon Resist.png +1 Icon Hits.png +1
Experience 2 Captain Icon Experience.png 60 Icon Melee Normal.png Icon Thrown.png Icon Breath.png Icon Ranged Bow.png Icon Ranged Magic.png +2 Icon ToHit.png +10% Icon Defense.png +1 Icon Resist.png +2 Icon Hits.png +2
Experience 3 Commander Icon Experience.png 120 Icon Melee Normal.png Icon Thrown.png Icon Breath.png Icon Ranged Bow.png Icon Ranged Magic.png +3 Icon ToHit.png +10% Icon Defense.png +2 Icon Resist.png +3 Icon Hits.png +3
Experience 4 Champion Icon Experience.png 200 Icon Melee Normal.png Icon Thrown.png Icon Breath.png Icon Ranged Bow.png Icon Ranged Magic.png +4 Icon ToHit.png +10% Icon Defense.png +2 Icon Resist.png +4 Icon Hits.png +4
Experience 5 Lord Icon Experience.png 300 Icon Melee Normal.png Icon Thrown.png Icon Breath.png Icon Ranged Bow.png Icon Ranged Magic.png +5 Icon ToHit.png +20% Icon Defense.png +3 Icon Resist.png +5 Icon Hits.png +5
Experience 6 Grand Lord Icon Experience.png 450 Icon Melee Normal.png Icon Thrown.png Icon Breath.png Icon Ranged Bow.png Icon Ranged Magic.png +6 Icon ToHit.png +20% Icon Defense.png +3 Icon Resist.png +6 Icon Hits.png +6
Experience 7 Super Hero Icon Experience.png 600 Icon Melee Normal.png Icon Thrown.png Icon Breath.png Icon Ranged Bow.png Icon Ranged Magic.png +7 Icon ToHit.png +20% Icon Defense.png +4 Icon Resist.png +7 Icon Hits.png +7
Experience 8 Demi-God Icon Experience.png 1,000 Icon Melee Normal.png Icon Thrown.png Icon Breath.png Icon Ranged Bow.png Icon Ranged Magic.png +8 Icon ToHit.png +30% Icon Defense.png +4 Icon Resist.png +8 Icon Hits.png +8

Ability Improvement Tables - Heroes Edit

The charts in this section illustrate how Icon Experience Level.png Experience Level affects the magnitude of Hero Abilities.

Progression for Hero Abilities at their normal strength
Icon Experience Level.png Level Ability Agility Ability ArcanePower Ability Armsmaster Ability Blademaster Ability Constitution Ability Leadership Ability Legendary Ability Might Ability Prayermaster Ability Sage
Experience 0 Icon Defense.png +1 Icon Ranged Magic.png +1 Icon Experience.png +2 Icon Hits.png +1 Icon Fame.png +3 Icon Melee Normal.png +1 Icon Resist.png +1 Icon Research.png +3
Experience 1 Icon Defense.png +2 Icon Ranged Magic.png +2 Icon Experience.png +4 Icon ToHit.png +10% Icon Hits.png +2 Icon Fame.png +6 Icon Melee Normal.png +2 Icon Resist.png +2 Icon Research.png +6
Experience 2 Icon Defense.png +3 Icon Ranged Magic.png +3 Icon Experience.png +6 Icon ToHit.png +10% Icon Hits.png +3 Icon Melee Normal.png +1 Icon Fame.png +9 Icon Melee Normal.png +3 Icon Resist.png +3 Icon Research.png +9
Experience 3 Icon Defense.png +4 Icon Ranged Magic.png +4 Icon Experience.png +8 Icon ToHit.png +20% Icon Hits.png +4 Icon Melee Normal.png +1 Icon Fame.png +12 Icon Melee Normal.png +4 Icon Resist.png +4 Icon Research.png +12
Experience 4 Icon Defense.png +5 Icon Ranged Magic.png +5 Icon Experience.png +10 Icon ToHit.png +20% Icon Hits.png +5 Icon Melee Normal.png +1 Icon Fame.png +15 Icon Melee Normal.png +5 Icon Resist.png +5 Icon Research.png +15
Experience 5 Icon Defense.png +6 Icon Ranged Magic.png +6 Icon Experience.png +12 Icon ToHit.png +30% Icon Hits.png +6 Icon Melee Normal.png +2 Icon Fame.png +18 Icon Melee Normal.png +6 Icon Resist.png +6 Icon Research.png +18
Experience 6 Icon Defense.png +7 Icon Ranged Magic.png +7 Icon Experience.png +14 Icon ToHit.png +30% Icon Hits.png +7 Icon Melee Normal.png +2 Icon Fame.png +21 Icon Melee Normal.png +7 Icon Resist.png +7 Icon Research.png +21
Experience 7 Icon Defense.png +8 Icon Ranged Magic.png +8 Icon Experience.png +16 Icon ToHit.png +40% Icon Hits.png +8 Icon Melee Normal.png +2 Icon Fame.png +24 Icon Melee Normal.png +8 Icon Resist.png +8 Icon Research.png +24
Experience 8 Icon Defense.png +9 Icon Ranged Magic.png +9 Icon Experience.png +18 Icon ToHit.png +40% Icon Hits.png +9 Icon Melee Normal.png +3 Icon Fame.png +27 Icon Melee Normal.png +9 Icon Resist.png +9 Icon Research.png +27
Main article: Super Ability
Super-strength Hero Abilities are essentially 50% more sensitive to Icon Experience Level.png Experience Level, with fractional results being rounded down, as shown in the progression table below.
Progression for Super Abilities
Icon Experience Level.png Level *
Ability Agility
*
Ability ArcanePower
*
Ability Armsmaster
*
Ability Blademaster
*
Ability Constitution
*
Ability Leadership
*
Ability Legendary
*
Ability Might
*
Ability Prayermaster
*
Ability Sage
Experience 0 Icon Defense.png +1 Icon Ranged Magic.png +1 Icon Experience.png +3 Icon Hits.png +1 Icon Fame.png +4 Icon Melee Normal.png +1 Icon Resist.png +1 Icon Research.png +4
Experience 1 Icon Defense.png +3 Icon Ranged Magic.png +3 Icon Experience.png +6 Icon ToHit.png +10% Icon Hits.png +3 Icon Melee Normal.png +1 Icon Fame.png +9 Icon Melee Normal.png +3 Icon Resist.png +3 Icon Research.png +9
Experience 2 Icon Defense.png +4 Icon Ranged Magic.png +4 Icon Experience.png +9 Icon ToHit.png +20% Icon Hits.png +4 Icon Melee Normal.png +1 Icon Fame.png +13 Icon Melee Normal.png +4 Icon Resist.png +4 Icon Research.png +13
Experience 3 Icon Defense.png +6 Icon Ranged Magic.png +6 Icon Experience.png +12 Icon ToHit.png +30% Icon Hits.png +6 Icon Melee Normal.png +2 Icon Fame.png +18 Icon Melee Normal.png +6 Icon Resist.png +6 Icon Research.png +18
Experience 4 Icon Defense.png +7 Icon Ranged Magic.png +7 Icon Experience.png +15 Icon ToHit.png +30% Icon Hits.png +7 Icon Melee Normal.png +2 Icon Fame.png +22 Icon Melee Normal.png +7 Icon Resist.png +7 Icon Research.png +22
Experience 5 Icon Defense.png +9 Icon Ranged Magic.png +9 Icon Experience.png +18 Icon ToHit.png +40% Icon Hits.png +9 Icon Melee Normal.png +3 Icon Fame.png +27 Icon Melee Normal.png +9 Icon Resist.png +9 Icon Research.png +27
Experience 6 Icon Defense.png +10 Icon Ranged Magic.png +10 Icon Experience.png +21 Icon ToHit.png +50% Icon Hits.png +10 Icon Melee Normal.png +3 Icon Fame.png +31 Icon Melee Normal.png +10 Icon Resist.png +10 Icon Research.png +31
Experience 7 Icon Defense.png +12 Icon Ranged Magic.png +12 Icon Experience.png +24 Icon ToHit.png +60% Icon Hits.png +12 Icon Melee Normal.png +4 Icon Fame.png +36 Icon Melee Normal.png +12 Icon Resist.png +12 Icon Research.png +36
Experience 8 Icon Defense.png +13 Icon Ranged Magic.png +13 Icon Experience.png +27 Icon ToHit.png +60% Icon Hits.png +13 Icon Melee Normal.png +4 Icon Fame.png +40 Icon Melee Normal.png +13 Icon Resist.png +13 Icon Research.png +40
Main article: Leadership Improvement Table
Each Icon Experience Level.png Experience Level, Leadership's effect extends a tiny bonus to Icon Ranged Bow.png Icon Ranged Boulder.png Ranged and Icon Thrown.png Icon Breath.png Special Attacks as well, equal to half the Icon Melee Normal.png Melee bonus rounded down.
Main article: Caster Improvement Table
The Caster ability also rises by its base times the Icon Experience Level.png Experience Level.

Things would be pointless if this was not plainly the case, but for clarity, note that attribute bonuses awarded by the Hero Abilities stack with the attributes bonuses gained naturally when gaining Icon Experience Level.png Experience Levels. Take for instance the hardest-hitting melee attacker among the non-champions, Shalla the Amazon. Heroes enjoy a steady natural progression for their basic Icon Melee Normal.png Attack and Icon ToHit.png To Hit Values, just as visualized in the first chart above. Shalla stacks Might onto that default Icon Melee Normal.png Attack Bonus, though, and Blademaster onto the default Icon ToHit.png To Hit Bonus, in the manner described by the second chart. By the time she reaches Icon ExpLevel 4.png Lord, this is a radical interaction of:

  • Icon Melee Normal.png 7 Base + Icon Melee Normal.png 5 Level Bonus + Icon Melee Normal.png 6 Might Bonus
  • Icon ToHit.png 30% Base + Icon ToHit.png 20% Level Bonus + Icon ToHit.png 30% Blademaster Bonus

Icon Melee Normal.png 18 Attacks delivered at an Icon ToHit.png 80% Accuracy Rate averages to Icon Damage.png 14.4 Damage, and this notwithstanding her Thrown Attack. The enemy Icon Defense.png Shields really have their work cut out for them.

Unaffected Hero Abilities Edit

The Hero Abilities unaffected by Icon Experience Level.png Experience Level elicit some mixed reviews. They are not outright bad abilities, but their selection as Random Hero Skill Picks means a missed opportunity for an ability with great long-term potential.

  • Ability Charmed Charmed: As the heroes' Icon Resist.png resistance increases with the Icon Experience Level.png Experience Level, at some point this ability will become useless.
  • Ability Noble Noble: This ability does not increase with the Icon Experience Level.png Experience Level but the 10 - 20 extra gold will support better enchantments as they become available.
  • Ability Lucky Hero Lucky: It still deserves full honorable mentions. The Icon ToHit.png +10% and Icon Resist.png +1 are easy enough to duplicate, but the Icon ToBlock.png +10% Blocking Power is most certainly not. It really does scale with Icon Experience Level.png Experience Level, in a sense, through its highly-unusual multiplicative effect on a Hero's naturally rising Icon Defense.png Defense Score.

Gaining Levels Edit

Main article: Experience

After a battle, Icon Experience.png 2 is immediately awarded for each vanquished enemy unit (including vanquished summons) to the victorious Normal Units and Heroes that were present at the battle for any duration, including fallen allies that regenerated or were raised, and those who were recalled to the Summoning Circle. At the end of a turn, all living Normal Units and Heroes across the planes gain Icon Experience.png 1, whether they fought in battles or not. When the next turn begins, new Icon Experience Level.png Experience Levels are awarded to units who now meet the requisite Icon Experience.png Exp values.

The level mechanics enjoy particular synergy with the Icon Life.pngLife Realm of magic, which nurtures mortal life and achievement, and receives some interference from the Icon Death.pngDeath and Icon Chaos.pngChaos Realms, which deform life. Instances of this are among the factors described below.

What Influences Icon Experience Level.png Level Edit

Fighters' Guild Edit

Main article: Fighters' Guild
All units built in a Town containing a Fighters' Guild will start with Icon Experience.png 20 Experience (normally as Regulars). Usually the extra Icon Experience Level.png Experience Level is just icing on the cake; prioritized construction of a Fighters' Guild often literally moves the game forward with the introduction of tough, higher-tier units.

War College Edit

Main article: War College
All units built in a Town containing a War College will start with Icon Experience.png 60 Experience (normally as Veterans).

Altar of Battle Edit

Main article: Altar of Battle
All units built in a Town containing the Icon Life.pngLife Realm's Altar of Battle will start at maximum strength, with Icon Experience.png 120 Experience (normally as Elite).

Heroism Edit

Main article: Heroism
While this Icon Life.pngLife Unit Enchantment is in effect, the target Normal Unit is Icon ExpLevel 3.png Elite, and a target Hero is a Icon ExpLevel 3.png Commander. It is only modified by the Warlord Retort and an active Crusade when cast overland as a persistent spell. Casting Heroism very early on will leverage the benefits of levels in a highly-advantageous way. The sudden introduction of Icon ExpLevel 3.png Elite low-tier units can make the difference against neutral garrisons, marauding armies, and even a few Fantastic Units.

Warlord and Crusade Edit

Main article: Warlord
Main article: Crusade
These perform the identical, and fully-stacking, functions of giving units a free Icon Experience Level.png Experience Level by adjusting the Icon Experience.png Exp requirements for Normal Unit and Hero levels down by a full level each. The following charts illustrate how Normal Units gain access to otherwise-forbidden levels, and Heroes realize their potential much earlier, contingent on one or both these assets:
Icon Experience.png EP Reqs: Normal Units Under a Warlord and/or Crusade Spell
Level Icon Level Name Base One Both
Experience 0 Recruit Icon Experience.png 0
Experience 1 Regular Icon Experience.png 20 Icon Experience.png 0
Experience 2 Veteran Icon Experience.png 60 Icon Experience.png 20 Icon Experience.png 0
Experience 3 Elite Icon Experience.png 120 Icon Experience.png 60 Icon Experience.png 20
Experience 4 Ultra-Elite Icon Experience.png 120 Icon Experience.png 60
Experience 5 Champion Icon Experience.png 120

Icon Experience.png EP Reqs: Heroes Under a Warlord and/or Crusade Spell
Level Icon Level Name Base One Both
Experience 0 Hero Icon Experience.png 0
Experience 1 Myrmidon Icon Experience.png 20 Icon Experience.png 0
Experience 2 Captain Icon Experience.png 60 Icon Experience.png 20 Icon Experience.png 0
Experience 3 Commander Icon Experience.png 120 Icon Experience.png 60 Icon Experience.png 20
Experience 4 Champion Icon Experience.png 200 Icon Experience.png 120 Icon Experience.png 60
Experience 5 Lord Icon Experience.png 300 Icon Experience.png 200 Icon Experience.png 120
Experience 6 Grand Lord Icon Experience.png 450 Icon Experience.png 300 Icon Experience.png 200
Experience 7 Super Hero Icon Experience.png 600 Icon Experience.png 450 Icon Experience.png 300
Experience 8 Demi-God Icon Experience.png 1,000 Icon Experience.png 600 Icon Experience.png 450

What Influences Icon Experience.png Experience Edit

Armsmaster Edit

Main article: Armsmaster
When a turn ends, Normal Units stacked with Armsmaster Heroes receive bonus Icon Experience.png Exp corresponding to the magnitude of the ability.

Chaos Channels Edit

Main article: Chaos Channels
Units touched by this Icon Chaos.pngChaos spell continue to earn Icon Experience.png 1 per turn, as well as the training conferred by an Armsmaster, but they no longer gain combat experience.

Black Channels Edit

Main article: Black Channels
Once cursed by this Icon Death.pngDeath Unit Enchantment, units retain all which they have learned so far, but will never again earn Icon Experience.png Exp or reach new Icon Experience Level.png Levels. Dismissing the enchantment merely removes the extra Icon Melee Normal.png Swords and Icon Defense.png Shields bestowed by Black Channels and saves the Upkeep Cost.

Animate Dead Edit

Main article: Animate Dead
Dead units need not stay that way for a powerful Icon Death.pngDeath Wizard. Reanimated units come roaring back into battle at full health with all of their mana and abilities recharged, and the friendly ones even linger on if the casting Wizard's side was victorious, but are thereafter Undead Fantastic Units, and can no longer gain Icon Experience.png Exp.

Victories... Constant Victories Edit

Admittedly, this factor is not quite like the others listed. But Master of Magic rewards Wizards who win lots of battles consistently, and it is something available to any Wizard, at any time— for free, sometimes— who picks his fights carefully. Icon Experience.png Experience Points are one of many spoils awaiting the victors of a battle. Icon Experience Level.png Experience Levels thus gained serve as both a reward and enabler for further victories.

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