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Sword
Item Sword Banner
Slots ItemSlot Sword ItemSlot SwordStaff ItemSlot Bow
Base Value Icon Mana.png 100 / Icon Gold.png 100
Special Properties Icon Melee Magic.png Magical Melee Attack
Possible Bonuses (Item)
Melee Attack

Icon Melee Magic.png +1

Icon Melee Magic.png +2

Icon Melee Magic.png +3
Defense

Icon Defense.png +1

Icon Defense.png +2

Icon Defense.png +3
Mana Icon Mana.png +5

Possible Item Powers:

Item Power Req.
Spellbooks
StoningIcon Nature.png2
Resist ElementsIcon Nature.png2
Resist MagicIcon Sorcery.png2
Possible Bonuses (Artifact)
Melee Attack

Icon Melee Magic.png +1

Icon Melee Magic.png +2

Icon Melee Magic.png +3
To Hit

Icon ToHit.png +10%

Icon ToHit.png +20%

Icon ToHit.png +30%
Defense

Icon Defense.png +1

Icon Defense.png +2

Icon Defense.png +3
Mana

Icon Mana.png +5

Icon Mana.png +10

Possible Item Powers:

Item Power Req.
Spellbooks
Holy AvengerIcon Life.png3
StoningIcon Nature.png2
Resist ElementsIcon Nature.png2
Giant StrengthIcon Nature.png3
Elemental ArmorIcon Nature.png4
Resist MagicIcon Sorcery.png2
Magic ImmunityIcon Sorcery.png5
PhantasmalIcon Sorcery.png6
HasteIcon Sorcery.png7
FlamingIcon Chaos.png2
DestructionIcon Chaos.png5
LightningIcon Chaos.png5
ChaosIcon Chaos.png6
DeathIcon Death.png3
Power DrainIcon Death.png4
VampiricIcon Death.png5
This article is about the Magical Item type called "Sword". For the icons representing attack strength, see Melee Attack.

A Sword is a type of Magical Item which can be equipped on any Hero possessing an appropriate slot. The bonuses on the Sword will enhance that Hero's performance, particularly his/her Melee Attack.

As with any Magical Item, Swords can have a total mix of up to 4 different bonuses and/or Item Powers. Swords differ from other melee weapons thanks to a higher potential Icon Defense.png Defense bonus. A Sword without a Defense bonus is normally inferior to a Mace or an Axe.

As with any other melee weapon, Swords can receive Item Powers that alter the Hero's attack, making it more dangerous in one way or another. Very few Swords will alter a Hero's Ranged Attack or other attack types (if he/she has any at all), and that is always thanks to specific Item Powers.

Description Edit

A fairly "new" weapon as melee weapons go, the straight Sword (or "longsword") was developed during the late bronze age, when metal-making techniques allows creating a long-bladed weapon that was strong enough not to break whenever used. Swords are used in various ways, particularly for stabbing and slashing, and can both cut limbs and pierce through armor.

More importantly for Master of Magic, the Sword's long metal blade also allows blocking enemy strikes - an action referred to as "parrying", which is not possible with other melee weapons. This confers some protection in hand-to-hand combat.

The Basic Item Edit

The Sword is one of many possible Magical Item types in Master of Magic. Magical Items can be Crafted by a wizard (tailored to the specific needs of a Hero under the wizard's employ), or found as rewards for defeating a suitably-dangerous Encounter (in which case the item already has a set of pre-defined bonuses).

Any Sword can be equipped on a Hero, if said Hero possesses an appropriate weapon slot. Swords can only fit into the following slots:

ItemSlot Sword Sword Slot
ItemSlot Bow Bow Slot
ItemSlot SwordStaff Sword & Staff Slot

Heroes that do not possess any of the above slots may never be equipped with a Sword.

When any Sword is equipped on a Hero, that Hero's Icon Melee Normal.png Normal Melee Attack becomes a Icon Melee Magic.png Magical Melee Attack. The only effect this has is that the Hero no longer triggers any Weapon Immunity possessed by target creatures when making a Melee Attack on those creatures. It does not confer a Icon ToHit.png +10% To Hit bonus like Icon Melee Magic.png Magical Melee Weapons confer to Normal Units.

Any additional attack strength bonuses on a Sword will only apply to the Hero's Icon Melee Normal.png Melee Attack. Any Item Powers imbued into a Sword that directly alter the Hero's attack, such as adding Special Damage to it, also apply only to the Hero's Melee Attack. A few Item Powers, however, have a complex effect that can end up altering the Hero's other attacks, if he/she has any.

Crafting a Sword Edit

It is possible to create a new Sword (like any other Magical Item) using the Item Crafting process. This is initiated by casting either the Enchant Item spell or the Create Artifact spell, though there are differences in the potential strength of the new Sword depending on which spell is chosen.

During Item Crafting it is possible to select a Sword as the type of Magical Item being created. This sets the default cost of casting the item-crafting spell to Icon Mana.png 100.

Once the Sword is selected, the Item Crafting menu will show all bonuses and Item Powers that can be imbued into it. Click the desired options to add them to the weapon, or click a selected option to remove it. Regardless of which item-crafting spell was selected, a Sword can only take up to 4 different bonuses and/or Item Powers - just like any other item in the game.

Each additional bonus will increases the value of the item by a set amount. The more powerful the bonus or enchantment, the more it raises the item's value (see list below). An item with higher value costs more Icon Mana.png Mana to create, and thus may take more than one turn to complete.

Swords have a distinct advantage over other Melee weapons in that they can give a significant Icon Defense.png Defense bonus. This can be very important for Melee-oriented Heroes who lack Agility, giving them better survivability in hand-to-hand combat. If a strong piece of armor cannot be acquired, a Sword can make up for the lack of Icon Defense.png Defense. With both a strong defensive Sword and a good armor piece, a Hero can become very hard to kill.

Enchant Item Edit

The Enchant Item spell limits the strength of the bonuses that can be imbued into a Sword, and also the types of Item Powers that can be added to it.

Due to these limitations, there is little reason (in game terms) to use Enchant Item to create any other kind of weapon - though there are exceptions. Swords can carry the same Item Powers as other weapons, and a better Icon Defense.png Defense bonus. If Icon Defense.png Defense bonuses aren't important, of course, you may always create a Mace or an Axe for personal taste.

The primary exception is, of course, when creating a weapon for a Hero that has a Icon Thrown.png Thrown Attack. In this case, if you make an Axe, all bonuses on that Axe go to both attack types, and confer a great advantage to the Hero. This comes at the expense of the Sword's possible Icon Defense.png Defense bonuses, but then again Icon Thrown.png Throwing Heroes often rely less on good Defense and more on a strong Offense.

Available Bonuses Edit

Bonus Type Options Extra Cost Description
Attack Strength Icon Melee Normal.png +1 Icon Mana.png +50 Increases the Hero's maximum damage output with a Melee Attack by the listed amount. Average damage output increases accordingly, subjected to the Hero's Icon ToHit.png To Hit score.
Icon Melee Normal.png +2 Icon Mana.png +100
Icon Melee Normal.png +3 Icon Mana.png +200
       
Defense Icon Defense.png +1 Icon Mana.png +50 Increases the maximum amount of Icon Damage.png Damage this Hero can block from direct-damage attacks. Average blocked damage increases accordingly, subjected to the Hero's Icon ToBlock.png To Block score.
Icon Defense.png +2 Icon Mana.png +100
Icon Defense.png +3 Icon Mana.png +200
       
Mana Icon Mana.png +5 Icon Mana.png +200 Increases the amount of Icon Mana.png Mana available in each battle for casting combat spells and/or for making Icon Ranged Magic.png Magical Ranged Attacks. This bonus has no effect if the Hero lacks the Caster ability.

Available Item Powers Edit

Name Required
Spellbooks
Extra Cost Effects
Resist Elements Icon Nature.png2 Icon Mana.png +100 Permanent Resist Elements: Hero receives Icon Resist.png +3 Resistance against Icon Nature.pngNature and Icon Chaos.pngChaos effects, and Icon Defense.png +3 Defense against Icon Ranged Magic.png Magical Ranged Attacks.
       
Stoning Icon Nature.png2 Icon Mana.png +150 Adds Stoning Touch -1: When this Hero makes a Melee Attack, each figure in the target unit must Resist at Icon Resist.png -1 or die instantly.
       
Resist Magic Icon Sorcery.png2 Icon Mana.png +200 Permanent Resist Magic: Hero receives Icon Resist.png +5 Resistance against all ill-effects.

Create Artifact Edit

The Create Artifact spell allows Swords to be imbued with much more powerful bonuses and/or Item Powers. Certain limitations still apply, based mainly on the type and number of Spellbooks you possess, and the amount of Icon Mana.png Mana you wish to spend on creating the item.

When using Create Artifact, there is merit to creating any kind of melee weapon. Unlike with Enchant Item (see above), Swords, Maces and Axes each have some advantage over the others. As mentioned earlier, the Sword's primary advantage is its high Icon Defense.png Defense bonuses available, for which it pays with lower Icon Melee Normal.png Melee Attack bonuses available. If possible, make good use of this by adding a strong Defense bonus to your new Sword.

Note: The Create Artifact spell is not inherently more expensive than Enchant Item, it only allows purchasing more expensive bonuses and Item Powers. It is possible to create the same (low-value) Sword with both spells at no extra cost. Thus, if Create Artifact is available, there is no reason to use Enchant Item at all.

Available Bonuses Edit

Bonus Type Options Extra Cost Description
Attack Strength Icon Melee Normal.png +1 Icon Mana.png +50 Increases the Hero's maximum damage output with a Melee Attack by the listed amount. Average damage output increases accordingly, subjected to the Hero's Icon ToHit.png To Hit score.
Icon Melee Normal.png +2 Icon Mana.png +100
Icon Melee Normal.png +3 Icon Mana.png +200
       
Defense Icon Defense.png +1 Icon Mana.png +50 Increases the maximum amount of Icon Damage.png Damage this Hero can block from direct-damage attacks. Average blocked damage increases accordingly, subjected to the Hero's Icon ToBlock.png To Block score.
Icon Defense.png +2 Icon Mana.png +100
Icon Defense.png +3 Icon Mana.png +200
       
To Hit Icon ToHit.png +10% Icon Mana.png +400 Increases the Hero's average damage output with a Melee Attack by X percent of his/her total Icon Melee Normal.png Melee Attack strength.
Icon ToHit.png +20% Icon Mana.png +800
Icon ToHit.png +30% Icon Mana.png +1,200
       
Mana Icon Mana.png +5 Icon Mana.png +200 Increases the amount of Icon Mana.png Mana available in each battle for casting combat spells and/or for making Icon Ranged Magic.png Magical Ranged Attacks. This bonus has no effect if the Hero lacks the Caster ability.
Icon Mana.png +10 Icon Mana.png +400

Available Item Powers Edit

Name Required
Spellbooks
Extra Cost Effects
Holy Avenger Icon Life.png3 Icon Mana.png +500 Permanent Bless and Dispel Evil: Hero receives Icon Defense.png +3 Defense and Icon Resist.png +3 Resistance, only against spells and creatures from the Icon Death.pngDeath and Icon Chaos.pngChaos realms. During melee combat against Fantastic Units from either realm, The lead figure in the target unit must Resist at Icon Resist.png -4 or die instantly.
       
Resist Elements Icon Nature.png2 Icon Mana.png +100 Permanent Resist Elements: Hero receives Icon Resist.png +3 Resistance and Icon Defense.png +3 Defense against various types of Icon Nature.pngNature and Icon Chaos.pngChaos attacks and ill effects.
       
Stoning Icon Nature.png2 Icon Mana.png +150 Adds Stoning Touch -1: When this Hero makes a Melee Attack, each figure in the target unit must Resist at Icon Resist.png -1 or die instantly.
       
Giant Strength Icon Nature.png3 Icon Mana.png +300 Permanent Giant Strength: Hero receives Icon Melee Normal.png +1 Melee Attack strength.
       
Elemental Armor Icon Nature.png4 Icon Mana.png +500 Permanent Elemental Armor: Hero receives Icon Resist.png +10 Resistance and Icon Defense.png +10 Defense against various types of Icon Nature.pngNature and Icon Chaos.pngChaos attacks and ill effects.
       
Resist Magic Icon Sorcery.png2 Icon Mana.png +200 Permanent Resist Magic: Hero receives Icon Resist.png +5 Resistance against all ill-effects.
       
Magic Immunity Icon Sorcery.png5 Icon Mana.png +700 Permanent Magic Immunity: Hero cannot be harmed by most harmful spells and Special Attacks, and receives Icon Defense.png 50 Defense against all Icon Ranged Magic.png Magical Ranged Attacks.
       
Phantasmal Icon Sorcery.png6 Icon Mana.png +1,500 Adds Illusion Damage to the Hero's Icon Melee Normal.png Melee Attack: Target units without Illusions Immunity or Magic Immunity cannot make Icon Defense.png Defense rolls against this attack.
       
Haste Icon Sorcery.png7 Icon Mana.png +2,000 Permanent Haste: Hero's Movement Allowance is doubled. Whenever the Hero makes any Melee, Ranged or Counter attack, he/she makes 2 complete attacks in a row (for no extra Movement Points cost).
       
Flaming Icon Chaos.png2 Icon Mana.png +300 Hero receives Icon Melee Normal.png +3 Melee Attack strength.
       
Lightning Icon Chaos.png5 Icon Mana.png +800 Adds Armor Piercing Damage to the Hero's Icon Melee Normal.png Melee Attack: The target's Icon Defense.png Defense score is reduced by 50% when blocking this attack.
       
Destruction Icon Chaos.png5 Icon Mana.png +1,000 Adds Disintegration Damage to the Hero's Icon Melee Normal.png Melee Attack: The lead figure in the target unit must Icon Resist.png Resist or be Disintegrated.
       
Chaos Icon Chaos.png6 Icon Mana.png +2,000 Hero's Icon Melee Normal.png Melee Attack is halved in strength, but delivers Doom Damage: It makes no Icon ToHit.png To Hit rolls and the target may not make any Icon Defense.png Defense rolls.
       
Death Icon Death.png3 Icon Mana.png +400 Adds Death Damage to the Hero's Icon Melee Normal.png Melee Attack: The lead figure in the target unit must Resist at Icon Resist.png -3 or be destroyed.
       
Power Drain Icon Death.png4 Icon Mana.png +500 Adds Power Drain Damage to the Hero's Icon Melee Normal.png Melee Attack: Target unit with Caster loses Icon Mana.png 2-20. Targets without Caster are unaffected.
       
Vampiric Icon Death.png5 Icon Mana.png +800 Adds Life Stealing Damage: Target unit makes Icon Resist.png Resistance roll and loses life accordingly. Hero is also healed accordingly. Targets killed primarily by Life Steal come back as Undead, under the Hero's employer's control.

Acquiring a Pre-Defined Sword Edit

The game data files contain 250 items that were designed by Simtex - each with its own pre-set name, bonuses and/or Item Powers. 28 of these items are Swords.

There are three different ways by which you can acquire one of these pre-defined Swords:

It is often better to acquire items in this way, as it means you do not need to spend any time or Icon Mana.png Mana to create them. However, since the offered item is chosen at random, and since all 250 items have pre-defined bonuses and enchantments, you may or may not receive an item that's really suitable to your needs.

Furthermore, many of the pre-defined items possess Item Powers that cannot legally be added to them via Item Crafting.

Swords as Treasure Edit

Whenever an Encounter zone of sufficient difficulty level is cleared of its initial defenders, the winning army may receive a Sword (or any other Magical Item) as a reward.

The game may select (at random) any item whose total value does not exceed the remaining treasure points given by the Encounter. Thus, the more difficult the Encounter, the more potential there is to receive a high-value item.

If the selected item's value is significantly lower than the remaining treasure points, the game will try to select additional rewards (possibly more items).

Swords from Item Merchants Edit

Item Merchants have a certain chance to appear at the start of any overland turn. This chance is primarily influenced by the wizard's current Icon Fame.png Fame score. When the roll dictates that a Merchant should appear, the game selects an item at random from the entire list of all 250 pre-set items.

Item Merchants will only offer the selected item if the wizard has 3 times as much Icon Gold.png Gold as the value of the item itself. Charismatic wizards need only 1.5 times as much Icon Gold.png Gold as the item's value, since they pay half-price for any item. If you lack sufficient Gold at the start of the turn, the Item Merchant will simply not appear this turn.

Swords as Gifts Edit

Finally, an Event called "The Gift" may occur at random at the start of any overland turn, bestowing a Sword (or any other Magical Item) to your wizard, for no cost whatsoever. This event can choose any of the 250 pre-defined items, including any of the 28 available Swords.

List of Pre-Defined Swords Edit

Below is a list of each Sword present in the default game-data files.

Note: The ItemMake program which is supplied with the game allows users to alter the list of pre-set items at will: you can change any of these items (within the same constraints as those of a Create Artifact spell), add new ones, or remove existing ones from the list. Therefore the list below may or may not match your game-files.

Image Name Total Value Bonuses and Item Powers
Item Sword 2 Sword of Mallana Icon Mana.png 200 Icon Melee Normal.png +1 Melee Attack,
Icon Defense.png +1 Defense.
       
Item Sword 6 Sword of Cannae Icon Mana.png 200 Icon Melee Normal.png +1 Melee Attack,
Icon Defense.png +1 Defense.
       
Item Sword 1 Black Asp Icon Mana.png 250 Resist Elements,
Icon Melee Normal.png +1 Melee Attack.
       
Item Sword 5 Dragon Slayer Icon Mana.png 500 Flaming,
Icon Melee Normal.png +2 Melee Attack.
       
Item Sword 1 Flaming Sword of Death Icon Mana.png 550 Flaming
Icon Melee Normal.png +1 Melee Attack,
Icon Defense.png +2 Defense.
       
Item Sword 4 Joshua's Sword Icon Mana.png 700 Icon Melee Normal.png +2 Melee Attack,
Icon Defense.png +2 Defense,
Icon ToHit.png +10% To Hit.
       
Item Sword 1 Sword of Medusa Icon Mana.png 750 Flaming,
Stoning,
Icon Melee Normal.png +2 Melee Attack,
Icon Defense.png +2 Defense.
       
Item Sword 2 Bane Blade Icon Mana.png 800 Icon Melee Normal.png +1 Melee Attack,
Icon Defense.png +1 Defense,
Icon ToHit.png +10% To Hit,
Icon Mana.png +5 Mana.
       
Item Sword 5 Laik Kenegul Icon Mana.png 850 Giant Strength,
Resist Magic,
Icon Melee Normal.png +3 Melee Attack,
Icon Defense.png +1 Defense.
       
Item Sword 3 Sword of Stealth Icon Mana.png 1,000 True Sight *
Icon Melee Normal.png +3 Melee Attack,
Icon Defense.png +3 Defense.
       
Item Sword 1 Living Sword Icon Mana.png 1,100 Elemental Armor,
Giant Strength,
Icon Melee Normal.png +2 Melee Attack,
Icon Defense.png +2 Defense.
       
Item Sword 7 Right Hand of Justice Icon Mana.png 1,150 Holy Avenger,
Icon Melee Normal.png +2 Melee Attack,
Icon Defense.png +1 Defense,
Icon ToHit.png +10% To Hit.
       
Item Sword 1 Mae Govannon Icon Mana.png 1,200 Lightning,
Icon Melee Normal.png +1 Melee Attack,
Icon Defense.png +1 Defense,
Icon Mana.png +5 Mana.
       
Item Sword 9 Raindancer Icon Mana.png 1,300 Resist Elements,
Icon Melee Normal.png +3 Melee Attack,
Icon Defense.png +2 Defense,
Icon ToHit.png +20% To Hit,
       
Item Sword 1 Sword of Renfield Icon Mana.png 1,400 Vampiric,
Giant Strength,
Icon Melee Normal.png +2 Melee Attack,
Icon Defense.png +2 Defense.
       
Item Sword 4 Great Sword of Arkanna Icon Mana.png 1,500 Power Drain,
Elemental Armor,
Resist Magic,
Icon Defense.png +3 Defense.
       
Item Sword 7 Stoning Sword Icon Mana.png 1,550 Stoning,
Icon Melee Normal.png +2 Melee Attack,
Icon ToHit.png +30% To Hit.
       
Item Sword 1 The Revenge of Orculs Icon Mana.png 1,700 Icon Melee Normal.png +3 Melee Attack,
Icon Defense.png +3 Defense,
Icon ToHit.png +30% To Hit.
       
Item Sword 6 Ultimate Defense Icon Mana.png 2,000 Holy Avenger,
Elemental Armor,
Magic Immunity,
Icon Defense.png +3.
       
Item Sword 3 Sword of Immunity Icon Mana.png 2,050 Magic Immunity,
Icon Melee Normal.png +1 Melee Attack,
Icon ToHit.png +20% To Hit,
Icon Mana.png +10 Mana.
       
Item Mace 9 White Lightning Icon Mana.png 2,200 Lightning,
Icon Defense.png +2 Defense,
Icon ToHit.png +30% To Hit.
       
Item Sword 4 Sting Icon Mana.png 2,350 Lightning,
Icon Melee Normal.png +3 Melee Attack,
Icon Defense.png +1 Defense,
Icon ToHit.png +30% To Hit.
       
Item Sword 8 Vlad's Impaler Icon Mana.png 2,350 Vampiric,
Icon Melee Normal.png +1 Melee Attack,
Icon ToHit.png +30% To Hit,
Icon Mana.png +5 Mana.
       
Item Sword 3 Monster Masher Icon Mana.png 2,400 True Sight *
Vampiric,
Resist Magic,
Icon ToHit.png +20% To Hit.
       
Item Sword 8 The Defender Icon Mana.png 2,700 Destruction,
Icon Melee Normal.png +3 Melee Attack,
Icon Defense.png +3 Defense,
Icon ToHit.png +30% To Hit.
       
Item Sword 4 Sword of Mephisto Icon Mana.png 2,900 Chaos,
Holy Avenger,
Icon Melee Normal.png +3 Melee Attack,
Icon Defense.png +2 Defense.
       
Item Sword 8 Sword of Pendulum Icon Mana.png 3,700 Lightning,
Vampiric,
Power Drain,
Phantasmal.
       
Item Sword 1 Blade of Blood Icon Mana.png 5,200 Lightning,
Vampiric,
Phantasmal,
Haste.
       

* This Item Power cannot be added to a Sword when Crafting Items. For explanations on what it does, see the Item Crafting article.

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