Resistance is a unit attribute that describes a unit's ability to withstand malicious magical manipulation. Simultaneously, Resistance also depicts a unit's sturdiness in the face of poison, disease, and other ill effects. However, Resistance rarely (if ever) helps against direct damage spells.
Resistance is denoted on a unit's details panel with a golden cross icon. Each cross essentially symbolizes a 10% chance to avoid the effects of magic or poison, whenever the unit is required to test against such an effect. The unit rolls a random number between 1 and 10, and will only suffer the effect if it rolls lower than its current Resistance score. However, many ill effects will temporarily lower the target's Resistance score, to make it easier to hurt that target. Units with Resistance scores of over 10 may be entirely immune to certain ill effects, as such units cannot fail their rolls at all.
Resistance will increase with Experience Levels, assuming the unit can acquire them. Several spells can increase or decrease a unit's Resistance score. There are a few units in the game that already possess extremely high Resistance scores upon creation, while others may be exceptionally vulnerable to enemy magic until such bonuses can be acquired for them.
Some Magical Items can also increase Resistance by a significant amount. Furthermore, certain Magical Items can actually help reduce a target's Resistance score (these are called "Spell Save Penalties" on items).
Concept Overview Edit
Although there are many magical spells and effects in Master of Magic that are meant to deal direct damage to the target, much like a sword strike would, other spells attack the target in indirect or complex ways. In particular, this includes attacks on a target's mind, soul, or connection to the primary Planes. Though they cause intangible damage to the target, these magical effects can easily kill it or severely impair it nonetheless.
In order to avoid being affected by such magic, the target may attempt to "resist" the effect. Normally, this is a matter of applying one's force of will to negate the malicious effect - essentially not giving into it and "wishing" it away. In some cases, it is the target's physical durability that works to counter the effect, simply as a product of its stamina or hardiness. Resistance symbolizes a target's ability to do so.
Note that Resistance does not only apply against magical effects. The same value is also used when countering Poison Damage, as well as a variety of diseases and morale difficulties. However, if an attack is implied to cause direct kinetic or energetic damage to its target, Resistance won't usually be a factor at all; instead the target would be required to use its Defense score to counter such an attack.
Resistance Rolls Edit
Certain spells and magical effects directed at an enemy target will force that target to Resist or Suffer. In other words, the target must make one or more Resistance Rolls, the result of which will determine whether the target suffers an ill effect, part of an ill effect, or none of it.
A Resistance Roll involves the target rolling a random number between 1 and 10. The result is then compared to the target's Resistance score. If the rolled number is equal to or lower than the target's Resistance score, then the roll is considered "successful". In most cases, this means that the ill effect has failed against this target. Conversely, if the rolled number is higher than the target's Resistance score, then the roll is considered "failed", and the target will suffer the intended effect. In some particular cases, the game has to consider the compound result of several subsequent rolls to determine the overall effect on the target.
Furthermore, there are units in the game with a Resistance score higher than 10, whether innately or through external buffs. This unit still has a 100% chance of succeeding its roll. The extra points above 10, however, serve as a buffer: the enemy would need to reduce the unit's Resistance score to 9 or less if he/she wishes to have any chance of affecting the unit at all. Therefore, the higher a unit's Resistance score above 10, the safer it is against enemy magic that might try to reduce its Resistance score somehow.
Ad-Hoc Resistance Modifiers During a Roll Edit
The majority of spells that force the target to make a Resistance Roll will simultaneously alter the target's Resistance score by a certain amount, in order to make it easier to affect that target. This modifier applies only until the unit completes the necessary roll(s), and is then removed. These are strictly "ad-hoc" modifiers, unlike more permanent modifiers applied by Unit Enchantments and other effects (see later in this article).
Some of these penalties can be quite severe. For example, a Holy Word spell targeting an Undead unit will reduce that unit's Resistance score by -7, before forcing that unit to make its roll. Thus, if the target has 7 or less to begin with, it will have no chance of resisting the spell at all.
The Life Drain spell, in particular, even has an adjustable Resistance penalty that can be increased by paying more Mana for its casting. This spell can go as far as -8, which is one of the highest possible ad-hoc penalties.
When attempting to target a particularly Resistant unit, only spells that apply a serious penalty will have any chance to affect it at all. For example, a target with 15 Resistance cannot possibly fail any Resistance Roll, except when targeted by a spell that inflicts -6 or greater. All other Resistance-based spells can do nothing to this target.
Spell Save Penalties Edit
When a Hero is wearing such an item, the ad-hoc penalties are increased by the appropriate amount whenever this Hero casts certain spells in combat. The penalty is cumulative with whatever penalty the spell normally inflicts. This allows a Hero to cast spells that are incredibly hard to resist, and can potentially affect even the most resistant targets.
Naturally, to be able to utilize Spell Save, the Hero holding the item must have the Caster ability, and needs to be able to cast any of the relevant spells. Heroes without either of these abilities have no use for this particular bonus.
Not every spell that forces the target to Resist or Suffer benefits from Spell Save. Below is a list of all spells that do benefit, categorized by Magical Realm:
|Spells benefitting from Spell Save|
|Petrify||Banish||Disintegrate||Dispel Evil||Black Sleep|
|Creature Binding||Warp Creature||Weakness|
|Vertigo||Word of Death|
The Spell Save attribute may be only be imbued into Wands, Staves, and Jewelry. Wands may have a Spell Save attribute of up to -2. Staves and Jewelry can hold the highest attribute score, at -4, but this greatly increases the item's value (and thus, the cost to purchase or create it).
Unusual Resistance Rolls Edit
For starters, we have Poison Damage. When such damage is applied to the target, it must make a series of Resistance Rolls in rapid succession, instead of just one roll. The number of rolls made is equal to the amount of Poison Damage being delivered. Each failed roll results in the target suffering exactly 1 point of Damage.
An even more unusual roll occurs when a target is struck with Life Stealing Damage. In this case, it is not only important whether the target has succeeded or failed in its Resistance Roll; if the roll fails, the game is interested in how badly it failed. The game takes the difference between the roll result and the unit's Resistance score, and uses that to determine how much damage the target suffered, as well as how much of a benefit the attacker receives as a result. If the roll succeeds, however, then the target has not suffered any damage and the exact value of the roll is not important.
Finally, it is important to mention the role of Resistance in determining the effect of a Disintegrate spell. When this spell is cast at a target, the game will simply inspect that target's Resistance score. If it is below 10, the target is destroyed. If it is equal to or higher than 10, the spell has no effect whatsoever. No chance is involved - only the target's current Resistance score in and of itself matters at all.
Per-Figure Resistance Edit
Therefore, if a unit has 4 Figures, it would have to make 4 separate Resistance rolls simultaneously. Depending on the effect being tested, the implications of one or more Figures failing their rolls may differ. Most often, a Figure that fails its roll will be killed off, but other effects are possible as well.
In most cases, an effect that forces each Figure to roll separately has a higher chance of inflicting at least some harm on the unit (provided its Resistance score is not too high to begin with) than a spell that forces only a single roll on the entire unit. However, with a single roll, the effect it is more likely to harm the entire unit - since it only needs one failure to receive the full effect.
- Example: The Petrify spell will force each Figure in a targeted unit to resist or die, separately. The Vertigo spell forces a targeted unit to make a single roll or suffer some combat penalties. Neither of these spells inflict any ad-hoc Resistance penalty. For this example we'll take a target unit with 6 Figures and 5 Resistance.
- In this case, the Vertigo spell has a 50% chance of either affecting the entire unit or entirely failing to affect it. The Petrify spell, on the other hand, has a 50% chance of affecting each individual Figure. Statistically, the Petrify spell has a much higher chance of affecting at least one Figure in the unit (about 98.5%), but a terrible chance of killing all of them (about 1.5%).
Resistible Spells Edit
The following is a list of all spells in the game which force their targets to make one or more Resistance rolls.
|Dispel Evil||Combat Instant||-4 / -9||Each Figure in the target unit must resist or die. The modifier is -9 for Undead. Affects only Death and Chaos units.|
|Holy Word||Combat Instant||-2 / -7||Each Figure in each enemy unit on the battlefield must resist or die. The modifier is -7 for Undead. Affects only Fantastic Units.|
|Weakness||Unit Curse||-2||Target unit must resist or suffer -2 and -2 until end of combat.|
|Black Sleep||Unit Curse||-2||Target unit must resist or become unable to do anything except Counter Attack until end of combat.|
|Life Drain||Combat Instant||-0 to -8||Target unit must resist or suffer damage. Damage taken is equal to Rolled_Number - Resistance (assuming this value is positive). Extra Mana invested into the spell increases the ad-hoc Resistance penalty, which can increase potential damage.|
|Terror||Combat Enchantment||+1||Each turn, each enemy unit must resist or become incapable of performing any action for the duration of that turn.|
|Possession||Unit Curse||-1||Target unit must resist or change its allegiance until end of combat.|
|Wrack||Combat Enchantment||+1||Each turn, each Figure in each enemy unit must resist or suffer 1 damage (bugged).|
|Black Wind||Instant Spell||-1||Each Figure in each unit in the targeted overland tile must resist or die.|
|Word of Death||Combat Instant||-5||Each Figure in the target unit must resist or die.|
|Death Spell||Combat Instant||-2||Each Figure in each enemy unit on the battlefield must resist or die.|
|Death Wish||Instant Spell||-0||Each enemy unit on the overland map must resist or die. Does not affect Fantastic Units.|
|Confusion||Unit Curse||-4||Target unit must resist or become confused, acting erratically from turn to turn until end of combat.|
|Vertigo||Unit Curse||-0||Target unit must resist or suffer -1 and -20% until end of combat.|
|Banish||Combat Instant||-3 to -8||Each Figure in target Fantastic Unit must resist or die.|
|Stasis||Instant Spell||-5||Each unit in target overland tile becomes immobile until it manages to succeed a Resistance roll. Each affected unit gets one such chance per turn.|
|Creature Binding||Combat Instant||-2||Target Fantastic Unit must resist or change allegiance until end of combat.|
|Great Unsummoning||Instant Spell||-3||Each Fantastic Unit on the overland map (including friendlies) must resist or die.|
|Shatter||Unit Curse||-0||Target Normal Unit must resist or have all of its attack strengths set to 1 until end of combat.|
|Warp Creature||Unit Curse||-1||Target unit must resist or suffer one of these effects at random until the end of combat: Melee Attack halved, Defense halved, or Resistance set to 0.|
|Disintegrate||Combat Instant||-0||If the target unit has less than 10, it is destroyed. No roll is required.|
|Petrify||Combat Instant||-0||Each Figure in target unit must resist or die.|
Resistible Unit Attacks Edit
Some units in the game possess certain Unit Abilities which allow them to make Special Attacks against their target. The majority of these attacks deliver Special Damage belonging to one of the "Resist or Suffer" subtypes. Instead of forcing the target to perform Defense Rolls (as most attacks do), these Special Attacks instead force the target to make one or more Resistance Rolls. Success in these rolls will either prevent or reduce the harm done to the target, similarly to the spells described above.
The process is as described earlier, but in the case of Special Damage the number of rolls will vary greatly depending on the number of Figures in the target unit, the number of Figures in the attacking unit, and/or both. Furthermore, the strength of the attack (typically the value of the Unit Ability that enabled that attack) may also influence this, in the case of Poison Damage.
Ad-hoc Resistance penalties for Special Damage, if any, are determined by the strength of the Unit Ability that made the attack possible. For example, a unit with Death Gaze -3 would deliver Death Damage along with an ad-hoc -3 Resistance penalty.
Finally, many Special Damage types can be outright countered by certain immunities. If the target possesses the correct immunity to counter the incoming Special Damage type, then the target does not need to make any Resistance Rolls whatsoever - it simply shrugs off the Special Damage without suffering any harmful effect.
The following table shows all types of Unit Abilities which force their target to make Resistance rolls. This includes Item Powers, which are bestowed to Heroes holding certain items. Each ability is listed along with the factors influencing the number of rolls, the ad-hoc penalties, any immunities that would counter it, and the effects should the target fail to resist.
Resistance Modifiers Edit
The Resistance score of a unit can be permanently or semi-permanently modified through a variety of means, some naturally occurring, others magical in nature.
First and foremost, as Normal Units and Heroes gain Experience Levels, their Resistance score will slowly increase. Heroes can become particularly resistant this way, since they have many levels to gain.
Furthermore, several long-term spells such as Unit Enchantments can be cast on friendly units to increase their Resistance scores. This can be very useful when fighting against wizards who use many "Resist or Suffer" assets.
It is also possible to reduce an enemy target's Resistance score by artificial means. This involves Unit Curses, which themselves require the target to make a Resistance roll, and will lower the target's resistance if it fails - making subsequent Curses and ill effects more likely to affect that target.
Experience and Resistance Edit
With each Experience Level gained by a Normal Unit or Hero, that unit's Resistance score goes up by +1. This does not include the first level. This increase in Resistance is permanent, and cannot be undone by any means.
Normal Units can normally only go up to Elite, which is the 4th Experience Level. Thus, they can only gain +3 above their initial score - a good but not too impressive bonus, given the low Resistance score they often start with.
All Heroes can reach the 9th Experience Level, Demi-God, which provides a +8 bonus to their initial score. This is quite sufficient to surpass 10 and render the Hero hard if not impossible to affect with evil magic.
The Warlord Retort and Crusade spell boost all units' Experience Level by +1, and thus will provide an automatic +1 to any unit that still has room for improvement (including all Normal Units, and any Heroes who have not yet reached Demi-God level on his own). These bonuses stack.
The Heroism spell will instantly increase a unit's Experience Level to 4, if it has not already reached that level naturally. This provides the unit +3 above its initial score, but lasts only until the unit reaches that level on its own.
Fantastic Units do not normally gain Experience, and so will never win these bonuses unless something highly unexpected happens.
Spells Improving Resistance Edit
The best method to improve a unit's Resistance score quickly is to cast a spell that will provide it a bonus. There are several different kinds of spells that do this, each providing a different bonus and affecting a different selection of units.
These spells include Unit Enchantments, which will continue to affect the targeted unit until they are dispelled (or, if cast during combat, will affect the unit until the end of combat). Several Combat Enchantments are also available, which will improve the Resistance score of some or all friendly units on the battlefield until the end of combat.
The list below shows all spells of this type, including the bonus they bestow, and any special notes on additional effects or conditions.
|True Light||Combat Enchantment||+1||Affects all Life units on the battlefield (including both friendly and enemy units).|
|Prayer||Combat Enchantment||+1||Affects all friendly units on the battlefield.|
|High Prayer||Combat Enchantment||+3||Affects all friendly units on the battlefield.|
|Darkness||Combat Enchantment||+1||Affects all units on the battlefield (including both friendly and enemy units).|
|Black Channels||Unit Enchantment||+1||Only affects Heroes, Normal Units and Undead. Unit permanently becomes Undead, if not already Undead.|
In addition, there are several Unit Enchantments that will increase a unit's Resistance score only when certain types of "Resist or Suffer" effects attempt to hurt that unit. They are listed below:
Spells Damaging Resistance Edit
It is also possible to decrease an enemy unit's Resistance score using specialized magic. This is done with Unit Curses and Combat Enchantments, and will only affect the targeted unit(s) until the end of battle.
The penalties bestowed by these spells will stack with any ad-hoc penalties inflicted later by the actual "Resist or Suffer" effects directed at the unit (see earlier in this article). Thus, it is usually best to cast these Resistance-reducing spells before attempting to inflict any "Resist or Suffer" effects on the enemy.
The list below shows all spells of this type, including the penalties they inflict, and any special notes on additional effects or conditions.
|True Light||Combat Enchantment||-1||Affects all units on the battlefield.|
|Darkness||Combat Enchantment||-1||Affects all units on the battlefield.|
|Black Prayer||Combat Enchantment||-2||Affects all enemy units on the battlefield.|
|Mind Storm||Unit Curse||-5||--|
|Warp Creature||Unit Curse||Special||1/3 chance of setting the target's Resistance score to 0. The target makes a Resistance roll to try and avoid this affect entirely.|
Abilities and Resistance Edit
There are four distinct Unit Abilities and Hero Abilities which increase Resistance by a certain amount. Each of these behaves in a different manner from the others, and the interact differently with one another as well.
Most interestingly, a few of these abilities do not actually help the unit that has the ability, but does help all other friendly units in combat.
The size of the actual bonus may depend on the strength of the ability, where applicable.
The list below details each ability, the bonuses it bestows, and the targets it affects.
|Resistance to All||Unit||+1 or +2||Affects all friendly units on the battlefield. Does not stack with other Resistance to All bonuses - only the best bonus available at any given time is applied, others are ignored.|
|Holy Bonus||Unit||+1 or +2||Affects all friendly units on the battlefield. Does not stack with other Holy Bonuses - only the best bonus available at any given time is applied, others are ignored. Also provides additional bonuses to the affected units.|
|Prayermaster||Hero||+1 to +9||Bonus is equal to +1 per each of the Hero's Experience Levels, including the first level. Affects all friendly units on the battlefield. Does not stack with other Prayermaster bonuses - only the best bonus available at any given time is applied, others are ignored.|
|Super Prayermaster||Hero||+1 to +13||Bonus is equal to +1.5 per each of the Hero's Experience Levels, including the first level, rounded down. Affects all friendly units on the battlefield. Does not stack with other Prayermaster bonuses - only the best bonus available at any given time is applied, others are ignored.|
|Charmed||Hero||+30||Applies only to the Hero himself. Does not increase with Experience Level.|
|Lucky||Hero||+1||Applies only to the Hero himself.|
|Lucky||Unit||+1||Applies only to the unit itself.|
Note: Prayermaster and Resistance to All are non-cumulative - only the higher of these two bonuses is applied. All other bonuses stack with each other. Prayermaster, Holy Bonus and Resistence to All have no effect on overland map. They improve Resistance only in battle.