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Advisor Sorcery Buggy Feature
As of Master of Magic v1.31, Item Crafting is known to be malfunctioning in at least one way. Please read the Known Bugs section below.


Crafting is the process of creating Magical Items with the Icon ArcaneArcane spells Icon ArcaneEnchant Item and Icon ArcaneCreate Artifact. Items include Weapons (Sword, Mace, Axe, Bow, Wand, Staff), Armor (Platemail, Chainmail, Shield), and Jewelry.

Magical Items increase the attributes of Heroes – sometimes even granting new Powers. With any Item Crafting, you may only select up to 4 bonuses for a single item.

Casting Process[]

Starting the casting of either Icon ArcaneEnchant Item or Icon ArcaneCreate Artifact brings up the crafting interface. Selections made for the item's attributes determine the spell's final cost, and once confirmed, the spellcasting proceeds normally, usually over multiple turns due to the limits of Spell Casting Skill as with any other spell.

Item attributes cannot be changed during casting, although the casting can be cancelled if the wizard would prefer to start over with a different item. There is no way to salvage the Icon Mana Mana or time already spent on the casting in this case.

Once the casting is complete, the Items interface is opened, where the caster can give the finished item to a Hero or save it at their Fortress. The location of the item is treated as if it were at the wizard's Summoning Circle, so any Hero there can receive the item for free. If there is no Hero present who can equip the item, it must be transferred to the Fortress or to a Hero elsewhere, for the usual costs of "free" or Icon Mana 20 as usual.

Item Slots[]

A Hero can carry no more than three items at once, and these must correspond with the slots available on that hero:

Each Hero can carry at least one Weapon and at least one Jewelry. If the hero can equip Melee Weapons, then he or she will have an Armor slot – otherwise a second Jewelry slot.

"Jewelry" is a blanket for the more cumbersome term "Miscellaneous Accessory." While Miscellaneous items can take various forms—battle helmets, rings, cloaks, amulets, mystical orbs, gauntlets—the differences between these items are purely aesthetic.

Base Costs of Artifacts[]

Artifact Cost Bonus Effect
Sword, Mace, Axe, Bow Icon Mana 100
Shield Icon Mana 100 Large Shield
Chain Mail Icon Mana 100 Icon Defense +1
Wand Icon Mana 200
Staff Icon Mana 300
Plate Mail Icon Mana 300 Icon Defense +2
Jewelry Icon Mana 50 Double Non-Spell Costs

Note that the initial defense bonus of Chainmails and Platemails is only available through Item Crafting; they are not applied to pregenerated items. This is probably a bug, as the cost modifier still applies.

Non Spell Maximums[]

Bonus Type Item Type
Sword Mace Axe Bow Staff Wand Jewelry Shield /
Chain /
Plate
Attack Icon Melee Normal +3 Icon Melee Normal +4 Icon Melee Normal +6 Icon Ranged Bow +6 Icon Ranged Magic +6 Icon Ranged Magic +2 +4 --
Defense Icon Defense +3 Icon Defense +1 -- Icon Defense +3 Icon Defense +3 -- Icon Defense +4 Icon Defense +6
Movement -- -- -- -- -- -- Icon Movement Ground+3 Icon Movement Ground+4
Resistance -- -- -- -- -- -- Icon Resist +6 Icon Resist +6
Spell Skill Icon Mana +10 Icon Mana +10 Icon Mana +10 Icon Mana +10 Icon Mana +20 Icon Mana +10 Icon Mana +15 --
Spell Save -- -- -- -- Icon Resist -4 Icon Resist -2 Icon Resist -4 --
To Hit Icon ToHit +3 Icon ToHit +3 Icon ToHit +2 Icon ToHit +3 Icon ToHit +3 Icon ToHit +1 Icon ToHit +2 --

The attack bonuses for weapons only apply for the Attack Type corresponding to the weapon – Icon Melee Normal Melee Attack for Swords and Maces; Icon Melee Normal Melee- and Icon Thrown Thrown Attack for Axes; Icon Ranged Bow Ranged Missile Attack for Bows; and Icon Ranged Magic Ranged Magic Attack for caster weapons. The attack bonus from Jewelry applies to all Attack Types. However, in the last official game version 1.31, no bonus Icon ToHit To Hit from either Axes or Jewelry applies to Icon Thrown Thrown- or Icon Breath Breath Attacks – a mistake corrected in the unofficial v1.40 and later patches.

Cost for Non Spell Effects[]

Note that effects cost double for Jewelry. You can also reduce the cost by 50% from Artificer and 25% from Runemaster (These stack additively for a 75% reduction in cost).

Effect Cost
1 2 3 4 5 6
Attack Icon Mana 50       Icon Mana 100     Icon Mana 200     Icon Mana 350     Icon Mana 550     Icon Mana 800    
Defense Icon Mana 50 Icon Mana 100 Icon Mana 200 Icon Mana 350 Icon Mana 550 Icon Mana 800
Movement Icon Mana 100 Icon Mana 200 Icon Mana 400 Icon Mana 800
Resistance Icon Mana 50 Icon Mana 100 Icon Mana 200 Icon Mana 350 Icon Mana 550 Icon Mana 800
Spell Skill Icon Mana 200 Icon Mana 400 Icon Mana 800 Icon Mana 1,600
Spell Save Icon Mana 100 Icon Mana 200 Icon Mana 400 Icon Mana 800
To Hit Icon Mana 400 Icon Mana 800 Icon Mana 1,200

Only effects that cost Icon Mana 200 or less can be used with Icon ArcaneEnchant Item. This restriction is also true for the following Spell Effects (Item Powers).

Spell Effects and Costs[]

Note that only 12 Spell Effects will fit in the normal-sized selection area before causing graphical errors. This will almost never be a problem, but if you manage to get more than 12 effects available due to a mix of careful planning and acquisition of additional spell books, only 15 total will be selectable. Quite a few spell effects are only available in the category of Jewelry, so you're not likely to have any issues except in Jewelry if this happens.

Spell Need Cost Limitations Effect (If Different)
Bless Icon Life2 Icon Mana 200 Jewelry and Armor
Endurance Icon Life2 Icon Mana 200 Jewelry and Armor
Holy Avenger Icon Life3 Icon Mana 500 Sword, Mace, Axe Bless and Dispel Evil
Righteousness Icon Life4 Icon Mana 500 Jewelry and Armor
Invulnerability Icon Life5 Icon Mana 1,200   Jewelry and Armor
Planar Travel Icon Life5 Icon Mana 500 Jewelry and Physical
True Sight Icon Life6 Icon Mana 500 Jewelry
Lion Heart Icon Life6 Icon Mana 1,000 Jewelry
Stoning Icon Nature2 Icon Mana 150 Weapon Stoning Touch -1
Resist Elements Icon Nature2 Icon Mana 100 Anything
Water Walking Icon Nature2 Icon Mana 100 Jewelry
Giant Strength Icon Nature3 Icon Mana 300 Sword, Mace, Axe
Pathfinding Icon Nature3 Icon Mana 200 Jewelry
Elemental Armor   Icon Nature4 Icon Mana 500 Anything
Regeneration Icon Nature6 Icon Mana 1,500 Jewelry
Resist Magic Icon Sorcery2 Icon Mana 200 Anything
Flight Icon Sorcery3 Icon Mana 200 Jewelry
Guardian Wind Icon Sorcery3 Icon Mana 400 All but Staff, Bow, Wand
Invisibility Icon Sorcery5 Icon Mana 1,000 Jewelry
Magic Immunity Icon Sorcery5 Icon Mana 700 Anything
Phantasmal Icon Sorcery6 Icon Mana 1,500 Any Weapon Illusionary Attack
Haste Icon Sorcery7 Icon Mana 2,000 Physical Weapon
Flaming Icon Chaos2 Icon Mana 300 Any Weapon Icon Melee Magic +3
Destruction Icon Chaos5 Icon Mana 1,000 Any Weapon Resist or be disintegrated
Lightning Icon Chaos5 Icon Mana 800 Any Weapon Armor Piercing
Chaos Icon Chaos6 Icon Mana 2,000 Any Weapon besides Wand   Doom Damage, half Attack
Cloak of Fear Icon Death2 Icon Mana 200 Jewelry and Armor Cause Fear
Death Icon Death3 Icon Mana 400 Any Weapon Death Touch -3
Power Drain Icon Death4 Icon Mana 500 Any Weapon No effect
Wraithform Icon Death4 Icon Mana 1,200 Jewelry and Armor
Vampiric Icon Death5 Icon Mana 800 Sword, Mace, Axe Life Steal - 0

Known Bugs[]

In game version 1.31 the Spell Charges feature can be added to any weapon for free (as a fifth power that does not increase item value). See the Spell Charges page Known Bugs section.

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