|Spell Type||Unit Enchantment|
The enchanted unit becomes invulnerable to the following:
Righteousness is a Rare Unit Enchantment belonging to the Life Magic realm. For 200 it may be cast on any friendly unit on the overland map to give that unit protection from virtually every kind of magical effects related to the Chaos Realm and Death Realm. This includes protection from spells, Special Attacks, and Ranged Magical Attacks associated with these realms. The unit may not be affected or damaged by such magic in any way. However, the unit can still be hurt by enemy Fantastic Creatures belonging to either realm.
The spell has an Upkeep Cost of 2 per turn.
Alternatively, a cheaper version of the same spell may be cast for 40 during combat, in which case it will temporarily bestow the same bonus on a unit for the duration of the battle (with no permanent effects or upkeep costs).
Protection from Spells Edit
A unit affected by Righteousness is completely impervious to the majority of offensive spells from both the Chaos Realm and Death Realm, and extremely resistant against a few more such spells. This includes direct-damage spells, Unit Curses, and even most Combat Enchantments and Global Enchantments of either of these realms.
During combat, the unit receives a 50 Defense rating against direct-damage spells from either realm, meaning that none but the most powerful spells have any chance of hurting the unit. In game terms, 50 Defense means that the unit may make 50 To Block rolls against such spells, blocking on average about 15 points of Damage. Therefore, while the unit may still be targeted by such spells, it will almost always suffer 0 damage from them.
Unit Curses from either realm may also be targeted at this unit, but do not have any effect. This is because the unit receives a +30 Resistance bonus when attempting to deflect such spells.
The same goes for direct-damage spells, which will cause 0 damage to the unit while it is under the Righteousness effect. Global Enchantments and Combat Enchantments that should negatively affect this unit will do nothing to it either.
Note that beneficial spells, such as Unit Enchantments from either realm cast by the unit's owner, do not trigger Righteousness's blocking powers. Such spells can still be cast on the enchanted unit.
Unfortunately, it seems that the game's designers have "missed a few spots", and so some offensive spells from the Chaos and Death Realms will still have an effect on the enchanted unit. They are listed below.
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Call Chaos Edit
- Call Chaos, a Combat Instant from the Chaos Realm, applies one of eight possible effects on its targets. The effect for a given target is chosen completely at random. If the unit affected by Righteousness is struck by this spell, two of those possible effects will get through the enchantment and affect the unit anyway. The other six effects, if chosen, will have no impact on the unit.
- Firstly, Call Chaos may randomly heal the unit (similar to the Healing spell). This is actually a beneficial effect for the unit, and so Righteousness will not block it.
- Secondly, Call Chaos may decide to disintegrate the unit (similar to the Disintegrate spell). In this case, Righteousness does not apply its +30 Resistance bonus to the unit and does not block the effect. Thus, if the unit has a Resistance score of 9 or fewer, it will be completely annihilated as per the rules of the Disintegrate spell.
- Note: This is one of the only ways (or possibly the only way) to actually kill a Righteous unit with Chaos magic. Of course, it is highly unlikely to occur at all, so it should be a last-ditch effort.
- Terror, a Combat Enchantment from the Death Realm, will actually affect Righteous units despite their divine protection.
- This spell makes a unit unable to act if they fail a Resistance roll at +1. The unit may still be able to resist the spell, but would need to succeed in a Resistance roll first, as per the rules of the Terror spell, without the benefit of the Resistance bonus from Righteousness.
Protection from Ranged Magical Attacks Edit
Furthermore, whenever the enchanted unit is attacked with a Ranged Magical Attack that's associated with the Chaos realm, its Defense score is temporarily set to 50 for purposes of blocking damage from said attack.
With 50, the unit is extremely unlikely to suffer any Damage from such attacks, since it would block (on average) about 15 points of Damage. Enemy units with exceptionally high Ranged Magical Attack scores might get through this much Defense, but even then would be hard-pressed to do so.
Units that have a Chaos-related Magical Ranged Attack include the Efreet, Shadow Demons, Demon Lord, Storm Giant, Magicians, and all Dark Elf units except Dark Elf Priests. See Ranged Magical Attack Subtypes for further details.
Protection from Special Attacks Edit
Finally, the enchanted unit is also nearly-invulnerable to all Special Attacks that are associated with the Chaos and Death realms.
Once again, when struck by these Special Attacks, the unit receives either 50 or a bonus of +30 Resistance (as appropriate) in order to block such attacks, making them totally or almost-totally useless against it. Again, an extremely powerful attack may be able to get through 50 to inflict some damage on the unit, but this is exceptionally rare.
Righteousness may be cast during combat for the rather high Casting Cost of 40. In this case, the spell will only affect the targeted unit until the end of the battle - at which point it will dissipate.
Alternatively, Righteousness may be cast on the overland map for a lasting effect. In this case it has a base Casting Cost of 200, and requires an Upkeep Cost of 2 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 bonus.
Righteousness may only be cast on friendly units. 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 Righteousness 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 Rare Life spell, Righteousness may become available to any Wizard who possesses at least 2 Spellbooks. However, its availability during the game is not guaranteed unless the Wizard acquires at least 10 Spellbooks.
Customized Wizards possessing 11 Spellbooks at creation time may choose this spell as one of their default spells before starting the game, in which case the spell will already be researched and available for casting immediately on the first turn.
Wizards with 2 to 9 Spellbooks have a random chance of being able to Research Righteousness 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.
Righteousness has a base Research Cost of 1,120.
With at least 2 Spellbooks, the Righteousness 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.
Righteousness will mostly protect a unit from enemy Chaos and Death spells, which are often quite deadly. Therefore, it is used for protecting specific units from enemy wizards possessing such spells.
Righteousness should be cast on units heading off to war against such wizards. You never know when an enemy wizard will decide to cast Disintegrate or Doom Bolt (or possibly even worse spells!) on your valuable units, so Righteousness is an insurance against such eventualities.
Other than this, Righteousness may also come in handy when taking high-level Encounter zones containing Death or Chaos creatures, as they may contain units possessing dangerous Special Attacks that Righteousness can fend off.
Righteousness may also be extremely handy when starting a war against a Dark Elven empire. Most units from this race use a Chaos-based Ranged Magical Attack, which Righteousness will block effortlessly.
On the other hand, simply keeping Righteousness on a unit that isn't going to see combat against Chaos or Death assets is a waste of Mana. It offers no benefit against creatures or spells from the other realms whatsoever. You might even be better off removing Righteousness from a unit that isn't expected to encounter Chaos and Death assets anytime soon.