- This article is about beneficial Unit Enchantments which the caster places on his own units. For penalties placed on an opponent's units, see Unit Curse.
Unit Enchantment is a Spell Type and category of spells in Master of Magic. Like all other Enchantments, Unit Enchantments are meant to have a permanent effect - lasting as long as the Enchantment remains in play. Spells in this category are meant to be used on the caster's own units, to improve their combat performance or protect them from harm.
Almost all Unit Enchantments have two versions - an overland version and a combat version. The overland version is more costly, but can continuously affect the unit for a long period of time. The combat version, while cheaper, bestows its bonuses only for the duration of combat.
All Unit Enchantments must be targeted at a single friendly unit which will receive the spell's benefits. For similar spells that are cast on enemy units to inflict penalties upon them, see Unit Curse.
The overland version of a Unit Enchantment requires an Upkeep Cost, which must be paid in Mana at the start of each turn. Failure to pay the cost results in the Unit Enchantment dissipating, and usually taking part or all of its permanent effects with it. Combat versions of the same Unit Enchantments do not have Upkeep Costs, as they do not last beyond the end of the battle.
The majority of Unit Enchantments work to increase a unit's combat properties, or to give the unit a new ability it did not previously have. Some Unit Enchantments bestow some sort of protection or ability that may not be acquired in any other way.
There is a total of 32 different Unit Enchantments in Master of Magic, belonging to different Realms. The Life Realm specializes in these, having no less than 10 Unit Enchantments. The Death and Chaos realms lean less towards Unit Enchantments (with 3 spells each from this category), and more towards Unit Curses inflicted on the enemy.
Rival wizards can get rid of an enemy's Unit Enchantments by casting Dispel Magic on an enchanted unit, or a Disenchant Area spell on the unit's army stack. The Unit Enchantment's own caster may cancel it at any time on the overland map, to conserve Mana when necessary. If a unit is destroyed, in combat or otherwise, all Unit Enchantments affecting it will dissipate instantly.
With a few exceptions, all Unit Enchantments have two separate versions available: an "Overland" version (cast on the campaign map) and a "Combat" version (cast during battle). Both versions have the same exact effect on the targeted unit, but differ in their Casting Cost, Upkeep Cost and duration of the spell. They are thus used differently and for different purposes.
In both cases however, the spell is targeted at a single friendly unit. Immediately upon casting, the targeted unit receives all the bonuses associated with the spell, and these will last as long as the spell remains in place.
Combat Unit Enchantments Edit
During combat, it is possible to cast Unit Enchantments on any friendly unit that is still alive. The combat version of a Unit Enchantment will last only until the end of the battle, as do its effects.
The Casting Cost of the enchantment is usually low, though some enchantments are somewhat more expensive - at least compared to other combat spells. In any case, it is always exactly 1/5 of the Casting Cost of the overland version (see below).
The Unit Enchantment and its effects last until the end of the battle, upon which the spell automatically dissipates and its effects disappear.
If an enchanted unit dies during battle, any and all Unit Enchantments affecting it at the time are automatically removed.
Because Unit Enchantments cast in combat do not carry over to the campaign map, they have no Upkeep Cost to be paid every turn.
Combat Unit Enchantments are generally useful for providing impromptu bonuses to a unit based on the specific situation encountered in a battle. For example, when faced with enemy Invisible units, a wizard may wish to cast True Sight on one of his units.
This requires a much smaller investment of Mana than casting the same spell on a unit in the overland map, so it gives exactly the required effect without wasting Mana. On the other hand, if the same unit ends up requiring the same enchantment in several subsequent battles, you would need to spend much more Mana on casting the same Unit Enchantment spell over and over - instead of just casting it once on the overland map as explained below.
Overland Unit Enchantments Edit
The overland version of a Unit Enchantment may be cast on any friendly unit on the overland map. With this version of the spell, the unit may keep its bonuses over many turns - possibly indefinitely.
The Casting Cost of an overland Unit Enchantment is relatively low compared to other overland spells, but is 5 times higher than the combat version's costs. Furthermore, this Unit Enchantment will incur a certain Upkeep Cost, paid in Mana at the start of each turn. Failure to pay the required amount results in the Unit Enchantment dissipating immediately, and taking all of its bonuses with it.
Overland Unit Enchantments will last as long as they are not canceled by their caster, dispelled by the enemy, or dissipate due to not paying their Upkeep Costs. Naturally, if the unit is ever killed, and Unit Enchantments on it are removed immediately, along with any bonuses they bestowed.
While an overland Unit Enchantment is affecting a unit, its bonuses will carry over from the campaign map into combat, and will continue to exist after combat as long as the spell isn't actively removed. Therefore, the unit will start each battle already enjoying its bonuses, and will continue to enjoy them battle after battle.
This is the primary reason for casting an overland version of a Unit Enchantment: it means you do not have to spend any additional time and Mana putting the same bonuses on the unit each time it goes into battle. It is useful when a unit is going to need those same bonuses to survive or make it truly effective, but not when faced with a single threat that requires a temporary boost to the unit's abilities. In such cases, a temporary Combat Unit Enchantment may be more cost-effective (see above).
Targeting Restrictions Edit
Unit Enchantments are cast by a wizard on his own units (for the reverse, see Unit Curses). Therefore, the targeted unit will never Resist the spell (it has no reason to), and its protective abilities if any will not block the spell.
A Unit Enchantment may not be cast on a unit that already possesses the same enchantment. For example, if a unit is affected by Iron Skin, it may not be enchanted with the same spell again until the first Iron Skin is removed. Note that it doesn't matter which version of the spell is affecting the unit (i.e. overland/combat) - the unit cannot take two instances of the same spell simultaneously.
Furthermore, many Unit Enchantments can only target specific types of units - particularly Normal Units and Heroes. With such spells, the game will refuse to target a unit that does not answer the spell's criteria.
The Enchantment Icon Edit
Once a unit is affected by a Unit Enchantment, an icon representing this spell appears in the unit's details panel.
The icon will appear at the bottom of the unit's abilities list, seen in the bottom half of this details panel. Unit Enchantment icons can be distinguished from other icons by their background: they will always appear with a purple background. On occasion, a Unit Enchantment may add two icons instead of one, indicating a further set of abilities granted to the unit.
As explained above for Overland Unit Enchantments, this Unit Enchantment's icon can be clicked to cancel the spell.
Getting Rid of Unit Enchantments Edit
There are up to 4 different ways for a Unit Enchantment to dissipate, though the number of available methods depend on whether or not the target unit is affected by the overland version or combat version of the enchantment.
Canceling a Unit Enchantment Edit
The owner of a Unit Enchantment can voluntarily cancel it, by opening the unit's details panel, finding the icon representing the Unit Enchantment he wishes to remove, and then clicking on it.
This is only possible while on the overland map, and thus can only remove the overland version of a Unit Enchantment. During combat, it is not possible to cancel any Unit Enchantment regardless of which version it is.
Dissipation due to Lack of Mana Edit
The overland version of any Unit Enchantment will require an Upkeep Cost, to be paid in Mana at the start of each turn.
Note that combat versions of Unit Enchantments do not have any Upkeep Costs, as they don't carry over to the campaign map.
Dispel Magic Edit
Enemy wizards may cast the Dispel Magic spell on a unit to attempt to remove each and every Unit Enchantment affecting it.
Dispel Magic can only be cast during combat, and must be targeted at the unit whose enchantments are to be removed. The spell makes a separate dispelling attempt against each Unit Enchantment, with a different chance of success in each attempt. This chance is based on the Casting Cost of the targeted enchantment, and the total Casting Cost of Dispel Magic itself (including any extra Mana placed into it to make it stronger).
Dispel Magic can remove both the overland and combat versions of any Unit Enchantment. In both cases the removal is permanent - the Unit Enchantment and its bonuses disappear immediately and completely.
Disenchant Area Edit
Enemy wizards may cast the Disenchant Area spell in an attempt to remove all Unit Enchantments from an entire army or stack of units simultaneously.
Disenchant Area can be cast on the overland map, where it is targeted at an army stack. In this case it will attempt to remove each Unit Enchantment affecting any unit in the stack. Naturally, since this is occurring on the overland map, it can only remove overland versions of Unit Enchantments.
Disenchant Area can also be cast during combat, in which case it will attempt to remove all Unit Enchantments from each and every enemy unit on the battlefield. It requires no target - it automatically chooses its own targets. A Disenchant Area spell can remove both overland and combat versions of any Unit Enchantments it finds.
The spell makes a separate dispelling attempt against each Unit Enchantment, with a different chance of success in each attempt. This chance is based on the Casting Cost of the targeted enchantment, and the total Casting Cost of Disenchant Area itself (including any extra Mana placed into it to make it stronger).
Unit Enchantments can serve different functions, but will generally cause one or more of the following effects:
- Increasing the unit's combat properties, such as Melee Attack strength, Defense score, Resistance, and so on.
- Enabling the unit to use a new combat ability, such as Plane Shift, Invisibility, and so on.
- Protecting the unit from damage, or altering the rules of the game to increase this specific unit's survivability.
Combat Properties Edit
Each combat property has at least one Unit Enchantment that enhances it by at least a small amount.
Combat Properties include:
- Movement type.
- Movement Allowance.
- Melee Attack strength.
- Ranged Attack strength.
- To Hit chance.
- Defense score.
- Resistance score.
- Hit Points.
Note that if a unit lacks a certain attack, Unit Enchantments that increase that attack's strength do not enable the unit to use that attack nor increase its strength. For example, a unit lacking a Ranged Attack will not suddenly acquire one when affected by a spell that gives Ranged Attack bonuses.
There is no known upper limit to any of the above combat properties. 255 is the theoretical upper limit, but is impossible to reach without altering the game files.
Unit Abilities Edit
Several Unit Enchantments work by adding a new ability to the unit that it did not previously have.
Unit abilities are listed in the bottom portion of the unit's details panel. This is the same place where the Unit Enchantment's own icon will appear. On occasion, the ability added by the Unit Enchantment will also appear here. To distinguish between innate abilities (which the unit possesses by default) and magical abilities (which it gained through Unit Enchantments), look at the color of the icon: yellow indicates innate abilities, while purple indicates magical ones.
A unit may never have two instances of the same ability. If it already possesses some ability, and then is affected by a Unit Enchantment that grants the same ability, then no new ability is added.
Protection and Other Effects Edit
Some Unit Enchantments do not change a unit's properties at all. Instead, they provide some sort of protective effect that is unique to that specific enchantment.
For example, the Invulnerability spell will automatically block 2 points of damage from any attack direct at the enchanted unit. This is a completely irregular alteration to the rules of the game itself, meant to protect the unit from harm. There is no equivalent effect bestowed by any innate unit property or ability, and no other spell bestows the same effect.
Some Unit Enchantments alter the rules of the game in a much more profound way, to make the enchanted unit stronger. A good example is the Haste spell, which allows the unit to make 2 attacks in rapid succession instead of the normal 1, whenever the unit is ordered to attack. Again, no other spell or innate ability allows this.
Temporary and Permanent Effects Edit
The majority of Unit Enchantments provide completely temporary effects. This means that whatever bonuses are bestowed on a unit will only last as long as the Unit Enchantment remains in play. If the enchantment is ever removed, its effects will disappear immediately.
A few Unit Enchantments will alter the unit permanently in one or more ways. In this case, it may be completely impossible to cancel and/or remove the spell in any way. A good example is the Black Channels spell, which permanently turns a unit from a Normal Unit type into an Undead type. This cannot be undone by the caster nor his rivals.
List of Unit Enchantments Edit
The list below details each of the 34 Unit Enchantments available in the game.
|Bless||Life||Common||25||5||1||20||Target unit receives +3 and +3 against all spells and creatures from the Death and Chaos realms.|
|Endurance||Life||Common||30||--||1||60||Target unit receives +1 Movement Allowance.|
|Heroism||Life||Common||100||20||2||250||Target unit is temporarily considered to have an Experience Level of "Elite".|
|Holy Armor||Life||Common||90||18||2||130||Target Normal Unit or Hero receives +2.|
|Holy Weapon||Life||Common||50||10||1||80||Target Normal Unit or Hero receives a Magical Melee Attack and a +10% To Hit bonus.|
|Invulnerability||Life||Rare||200||40||5||1040||The first two Damage points the enchanted unit suffers from any source are automatically blocked. The unit also gains Weapon Immunity.|
|Lionheart||Life||Rare||200||40||4||880||Target unit receives +3 to Melee Attack, Ranged Attack, Defense, Resistance, Hit Points, and to Thrown Attack if already present.|
|Planar Travel||Life||Uncommon||150||--||5||680||Target unit receives the Plane Shift ability, and may now cross freely between the Planes.|
|Righteousness||Life||Rare||200||40||2||1120||Target unit becomes invulnerable to almost all Death and Chaos spells in the game.|
|True Sight||Life||Uncommon||100||20||2||300||Target friendly unit receives the Illusions Immunity ability.|
|Elemental Armor||Nature||Rare||175||35||5||880||Protects a unit from Nature and Chaos monsters and spells.|
|Giant Strength||Nature||Common||40||8||1||80||Increases a unit's Melee Attack strength by +1.|
|Iron Skin||Nature||Rare||200||40||5||1120||Increases a unit's Defense score by +5.|
|Path Finding||Nature||Uncommon||50||--||1||560||Target Walking unit moves across the overland map at the cost of 1/2 Movement Points per tile.|
|Regeneration||Nature||Very Rare||300||60||10||1850||The unit is healed by 1 each combat turn, and fully healed when its army stack wins any battle.|
|Resist Elements||Nature||Common||25||5||1||40||The unit receives +3 against Nature and Chaos spells and effects, and +3 against Magical Attacks.|
|Stone Skin||Nature||Common||50||10||1||160||Increases a unit's Defense score by +1.|
|Water Walking||Nature||Common||50||--||1||190||Allows a Walking unit to also Swim.|
|Flight||Sorcery||Uncommon||125||25||3||560||Target unit gains Flying ability. Scouting range may also increase.|
|Guardian Wind||Sorcery||Common||50||10||2||80||Target unit gains Missile Immunity.|
|Haste||Sorcery||Rare||--||50||--||1700||Unit's Movement Allowance is doubled. Each time it is ordered to attack, it makes two consecutive attacks automatically.|
|Invisibility||Sorcery||Rare||175||35||10||960||Target unit gains the Invisibility ability. It is harder to hit and harder to detect.|
|Magic Immunity||Sorcery||Rare||250||50||5||1600||Target unit gains Magic Immunity, becoming invulnerable to most enemy spells and many Special Attacks.|
|Resist Magic||Sorcery||Common||25||5||1||20||Target unit receives +5 Resistance.|
|Spell Lock||Sorcery||Uncommon||100||20||1||450||Spell Lock must be dispelled from the unit before any other Unit Enchantments can be dispelled. Spell Lock itself is very hard to dispel.|
|Wind Walking||Sorcery||Rare||250||--||10||1040||The enchanted unit (and any stack it bands with) can Fly at a rate of at least 3.|
|Chaos Channels||Chaos||Uncommon||50||--||--||400||Turns a Normal Unit into a Fantastic Unit associated with the Chaos Realm, and gives it one of three possible permanent bonuses.|
|Eldritch Weapon||Chaos||Common||75||15||1||130||Target Normal Unit or Hero receives a Magical Melee Attack, and then inflicts penalties on its enemies' Defense rolls.|
|Flame Blade||Chaos||Uncommon||125||25||2||450||Target friendly Normal Unit or Hero receives a Magical Melee Attack and +2 bonuses to various attack strengths.|
|Immolation||Chaos||Uncommon||150||30||2||740||Gives the target unit a Touch Attack delivering 4 points of Immolation Damage.|
|Berserk||Death||Uncommon||--||30||--||740||Doubles a unit's Melee Attack strength but sets its Defense to 0, for the duration of the battle.|
|Black Channels||Death||Uncommon||100||--||1||500||Target friendly Normal Unit or Hero receives a +1 bonus to several combat properties, and is permanently turned into an Undead unit.|
|Cloak of Fear||Death||Common||60||12||1||80||Every figure in the enemy unit must make a Resistance roll, failure means that the figure cannot inflict any damage on the unit.|
|Wraith Form||Death||Rare||150||30||3||880||Target unit gains the Non-Corporeal ability.|