|Spell Rarity||Very Rare|
|Spell Type||Unit Enchantment|
|Combat Casting Cost||60|
Grants the following bonuses to a unit:
- This article is about the Nature Magic spell called "Regeneration". For the innate unit ability of the same name and effect, see Regeneration.
Regeneration is a Very Rare Unit Enchantment belonging to the Nature Magic realm. For 300 it may be cast on a unit on the overland map to give it the ability to Regenerate, slowly regaining Hit Points during combat and ensuring its survival and full health if its side wins any battle. The spell must then be maintained with an Upkeep Cost of 10 per turn.
Alternatively, a cheaper version of the same spell may be cast for 60 during combat, in which case it will temporarily bestow the same bonuses on a unit for the duration of the battle (with no permanent effects or upkeep costs).
Regeneration bestows three separate bonuses: Automatic healing during combat, automatic healing at the end of combat, and possible resurrection of the unit if its side wins the battle.
Healing Per Turn Edit
This occurs at the end of the turn - meaning after all units on its side of the battle have moved or skipped their turn, and before the enemy units begin to move.
Healing Multi-Figure Units Edit
If the target is a Multi-Figure unit, this healing may cause figures to come back from the dead due to the Regeneration effect. This occurs when the unit is still missing one or more figures, but all remaining figures are at full health. In this case, at the end of the turn the unit will regain 1 lost figure, and that figure will now have 1 Hit Point. Once this figure is fully healed, the next figure will reappear, and so on until the unit is back at 100% health with full figures.
- A unit of Elven Lords has 4 figures, with 3 Hit Points each. The unit is enchanted with Regeneration.
- During combat, this unit takes 8 points of damage from some attack. The damage kills off 2 figures, and injures the third Elven Lord (leaving him with only 1).
- Regeneration now goes into effect, acting over the next 8 rounds to try to restore the unit to full health:
Full Healing After Combat Edit
Any unit under the effect of Regeneration that survives the battle will be returned to full health once the battle ends. Naturally, this can only occur if the unit's side has won, or if the unit successfully retreated from the battle.
Note that although this effect occurs after the battle is concluded, units that were only temporarily enchanted with Regeneration during the battle will also return to full health when it's over - if the above conditions are met.
Automatic Resurrection Edit
If the enchanted unit falls in battle, it will be automatically returned to life and full health at the end of the battle - but only if its side won the battle.
Winning the battle, in this case, includes cases where the enemy has fled partway through. It does not include cases where the unit's army has fled the battle, successfully or otherwise.
Note that although this effect occurs after the battle is concluded, units that were only temporarily enchanted with Regeneration during the battle will also return to life when it's over - if the above conditions are met.
Regenerating the Undead Edit
Death creatures, including the Undead, may not be healed by the majority of healing spells. Nonetheless, these units may freely Regenerate like any other unit.
Regeneration, therefore, is one of the best ways to keep such units alive without the need to constantly replace them.
Regeneration may be cast during combat for a rather high Casting Cost of 60. In this case, the spell will only affect the targeted unit until the end of the battle - at which point it will dissipate.
Alternatively, Regeneration may be cast on the overland map for a lasting effect. In this case it costs 300 to cast, and requires an Upkeep Cost of 10 per turn to maintain. Failure to pay this Upkeep Cost due to lack of Mana will cause the spell to dissipate. However, as long as the spell is paid for (and not dispelled by any rival Wizard), the unit continues to enjoy its bonuses.
Like all other Unit Enchantments, Regeneration must targeted at a friendly unit, whether in or out of combat. If the desired target is in an overland army stack, click on that stack to get a list of units inside it, and then select your desired unit.
If you've placed Regeneration on a unit, you may remove it by examining the unit's details and clicking the Enchantment's icon. 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 Nature spell, Regeneration 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.
Regeneration 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 Regeneration during the game. The chance for this spell to appear for research increases with the number of Nature 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.
Regeneration has a base Research Cost of 1,850.
With at least 3 Spellbooks, the Regeneration 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.
Regeneration is one of the best Unit Enchantments available to any Wizard. As long as the wizard's army wins each battle, all Regenerating units in that army are returned to full health even if they were destroyed during the battle! This allows an army fully-enchanted with this spell to keep pushing through hordes of enemies without losing any of its potency.
Regeneration can also have a huge tactical impact on combat itself. Regenerating units can simply engage the enemy, then run around the battlefield to regain their health before attacking again. As long as the battle turns limit is not reached, a unit carefully avoiding its enemies can fight them over and over again. This works best when the enchanted unit is faster than its enemies, and/or possesses the Flying abilities when its enemies do not. Several Regenerating units can alternate - with one unit engaging the enemy and holding them back while other units scatter and heal.