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All units in Master of Magic have two Movement Types: Combat and Overland. Combat Movement Type indicates how the unit behaves on the tactical combat map, Overland Movement Type indicates how the unit behaves on the world map. While these modes are somewhat related, they are not the same.

Combat Movement TypesEdit

Units have a primary combat movement type which is indicated by the type of icon in the Moves section on the unit description (seen when you right-click on a unit), and additional movement types that appear in the special abilities section at the bottom of the unit description.

Walking (Combat)Edit

A Icon Movement Ground icon indicates that the unit is a Walking unit. Walking units pay Icon Movement Ground½ for Road tiles, Icon Movement Ground1 for clear tiles, Icon Movement Ground for lightly obstructed tiles, Icon Movement Ground2 for heavily obstructed tiles, and all remaining movement for squares influenced by Earth to Mud. In all cases, add Icon Movement Ground½ for diagonal movement. If a Walking unit somehow winds up on an Ocean or Shore combat map (possible with Wind Walking or if a spell allowing another movement type is dispelled in combat) it is incapable of moving at all, though it is treated as Swimming when making melee attacks.

Swimming or Sailing (Combat)Edit

A Icon Movement Water movement icon indicates that the unit is either a Sailing unit or a Swimming unit; there is, unfortunately, no combat indicator as to which type a unit is, though overland they can be distinguished as Move Swimming Swimming vs Move Sailing Sailing. Either type of unit may move on Ocean and Shore combat maps, paying Icon Movement Water1 per tile, +Icon Movement Water½ for diagonal movement. A Swimming unit may also move on land combat maps, behaving identically to a Icon Movement GroundWalking unit; a Sailing unit cannot move, but may attack as if it were a Swimming unit.

Flying (Combat)Edit

A Icon Movement Air movement icon indicates that the unit is a Flying unit. Flying units ignore terrain on the combat map, always paying Icon Movement Air1 per tile, +Icon Movement Air½ for diagonal movement, and may move over City Walls. In addition, Flying units may not be attacked in melee unless the attacking unit is Flying or possesses a Breath Attack, Gaze Attack, or Thrown Attack.

Non-CorporealEdit

A Ability NonCorporealNon-Corporeal unit behaves like a Icon Movement WaterSwimming unit in combat, except that it may move or make melee attacks through City Walls. If attacking, note that walls still provide their normal Icon Defense.png +3.

Merging or TeleportingEdit

A Ability MergingMerging or Ability TeleportingTeleporting unit may move to any empty square on the map for a single Movement Point. It must pay normal cost to attack. Note that there is one square (at position 3:3 relative to the bottom corner) of any Town or Encounter Zone that cannot be entered, and the outer corners of any Town with City Walls also cannot be entered.

Overland Movement TypesEdit

On the overland map, movement type is a property of a stack of units, and may change depending on which units you are moving together, becoming either faster or slower. You may see the current available movement types of a stack at the bottom of the army display on the main map, next to the Moves: indicator. There are eight possible icons there, though no more than 3 can possibly exist on a single stack.

Walking (Overland)Edit

Move Boot indicates normal Walking overland movement; the stack may not enter Ocean or Shore tiles, and pays full cost for all land terrain types. A stack has this movement type if it does not qualify for any of Move Swimming Swimming, Move Flying Flying, Move Sailing Sailing, Move Forester Forester, Move Mountaineer Mountaineer, or Move Pathfinding Pathfinding.

Swimming (Overland)Edit

Move Swimming indicates that the stack may enter Ocean or Shore tiles, and only pays Icon Movement Water1 to cross Ocean, Shore, River, River Mouth, Swamp, and Tundra tiles. A stack has this movement type if every unit in the stack has either Icon Movement WaterSwimming or Icon Movement AirFlight and no unit has Move Sailing Sailing or Ability WindWalkingWind Walking.

Flying (Overland)Edit

Move Flying indicates that the stack may enter any terrain at a cost of Icon Movement Air1. A stack has this movement type if every unit in the stack has Icon Movement AirFlight, or any unit in the stack has Ability WindWalkingWind Walking.

Sailing (Overland)Edit

Move Sailing indicates that the stack may enter Ocean or Shore tiles, but may not enter any other type of tile. A stack has this movement type if any unit in the stack has Move Sailing Sailing, and there is sufficient Transport for all Icon Movement GroundGround units; if there is insufficient Transport the stack cannot move at all.

ForesterEdit

Move Forester indicates that the stack only pays Icon Movement Ground1 to enter Forest tiles, and pays normal cost for all other land terrain types. A stack has this movement type if any unit in the stack has Ability ForesterForester, and no unit has Ability WindWalkingWind Walking, Move Sailing Sailing, or Ability MountaineerMountaineer.

MountaineerEdit

Move Mountaineer indicates that the stack pays only Icon Movement Ground1 to enter Hill or Mountain tiles, but pays Icon Movement Ground3 to enter Grassland. A stack has this movement type if any unit in the stack has Ability MountaineerMountaineer, and no unit has Ability WindWalkingWind Walking, Move Sailing Sailing, or Ability ForesterForester.

PathfindingEdit

Move Pathfinding indicates that the stack pays only Icon Movement Ground½ to enter any tile; it may only enter Shore or Ocean tiles if it also has Move Swimming Swimming. A stack can have this movement type if the following are true:

  • The stack does not count as Move Flying Flying or Move Sailing Sailing.
  • At least one of the following is true:

Plane ShiftEdit

Move Astral indicates that the stack may shift between Arcanus and Myrror for free; however, it may not do so if it has zero Movement Points remaining. A stack only has this movement type if every unit in the stack has Ability PlaneShiftPlane Shift.

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