|Spell Rarity||Very Rare|
|Spell Type||Global Enchantment|
|Each and every friendly Normal Unit and Hero is under the effect of a Holy Weapon spell, receiving a +10% To Hit bonus. Each of these units may now attack Weapon Immune units without triggering their special Defense bonuses.|
Holy Arms is a Very Rare Global Enchantment belonging to the Life Magic realm. For 900 it may be cast on the overland map to permanently enchant each and every friendly Normal Unit and Hero with the Holy Weapon spell. As per the rules of Holy Weapon, each affected unit receives a To Hit bonus of +10%, and its weapons are considered to be Magical Weapons if not already better. Rival wizards may not dispel a unit's Holy Weapon during combat - they would have to Disjunct the Holy Arms spell itself on the overland map to achieve this!
Holy Arms requires an Upkeep Cost of 10 per turn to maintain. It will continuously automatically affect all valid units, including those created after the spell was cast. If Holy Arms is removed or dispelled, all friendly units lose their Holy Weapons.
Holy Arms continuously affects all friendly Normal Units and Heroes with the Holy Weapon spell - imbuing their weapons with divine energy that increases their accuracy and allows them to penetrate through Weapon Immunity. The Holy Weapon effect is maintained constantly and cannot be dispelled from any individual unit during combat.
Global Holy Weapon Edit
- Main article: Holy Weapon
While Holy Arms is active, each and every friendly Normal Unit and Hero is considered to be permanently under the effect of a Holy Weapon spell, gaining the same bonuses and abilities as that spell bestows.
Holy Weapon gives the affected unit a +10% To Hit Bonus, which allows it to cause more damage on average with each Melee Attack and non-magical Ranged Attack (not including , , and ), though it doesn't increase the maximum amount of damage the unit can cause.
Additionally, an affected unit is considered as having a Magical Melee Attack. This allows it to attack enemy units possessing Weapon Immunity without triggering the associated Defense bonus for those enemies. If the unit already has Magical, Mithril or Adamantium weapons, it does not benefit from this specific effect.
Because Holy Arms is the source of these bonuses, rather than an individual Holy Weapon spell cast on each unit, the above effects are permanent so long as Holy Arms is in play. They cannot be dispelled during combat nor by using the Disenchant Area spell on the unit's stack. In fact, computer-controlled enemy wizards will often waste Mana attempting to remove the Holy Weapon effect from these units, to no avail.
Holy Arms and Holy Weapon Edit
As long as Holy Arms is in play, you may not cast the Holy Weapon spell at all. There is no need to do so, as all valid units are already experiencing the same effect. You may only resume casting Holy Weapon after Holy Arms has been removed.
When Holy Arms is cast, any existing Holy Weapon spell already affecting any of your units will be dispelled immediately. This is done to conserve Mana, since Holy Weapon has an Upkeep Cost of 1 which, naturally, is no longer required.
In other words, all valid units will now enjoy the Holy Weapon effect without having to pay anything beyond Holy Arms' Upkeep Cost of exactly 10 per turn - regardless of how many units it has affected.
Holy Arms may be cast only on the overland map, for the high Casting Cost of 900.
As long as the spell remains in effect, each and every friendly Normal Unit and Hero will feel its benefits during combat, including units created before or after the spell was cast. The Holy Weapon effect only disappears from these units if Holy Arms is removed for any reason.
To keep Holy Arms in effect, the casting wizard must pay an Upkeep Cost of exactly 10 per turn - regardless of how many Normal Units it is affecting. Failure to pay this cost due to lack of Mana will cause the spell to dissipate, along with each Holy Weapon effect it has bestowed.
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 Life spell, Holy Arms 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.
Holy Arms 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 Holy Arms during the game. The chance for this spell to appear for research increases with the number of Life 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.
Holy Arms has a base Research Cost of 2,500.
With at least 3 Spellbooks, the Holy Arms 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.
Holy Arms is a great spell to simply keep running - if you can afford it - for as long as possible. While in effect, all of your Normal Units and Heroes are slightly better than normal, for a relatively low Upkeep Cost. Use of Holy Arms renders the Holy Weapon spell obsolete, so you do not need to cast this spell anymore at all!
Remember that Holy Arms will automatically dissipate all existing Holy Weapon spells when it is cast. Therefore, do not cast Holy Weapon on any units while preparing to cast Holy Arms (except for emergencies).