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Resistance

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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 Icon Resist.png 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 Icon Resist.png 10 may be entirely immune to certain ill effects, as such units cannot fail their rolls at all.

Resistance will increase with Icon Experience Level.png 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 Icon Defense.png 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 Icon Resist.png 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 Icon Resist.png Resistance score. If the rolled number is equal to or lower than the target's Icon Resist.png 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 Icon Resist.png 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.

With this system, it is easy to see how Icon Resist.png Resistance is often referred to as a percentage chance to avoid ill effect:

  • A unit with Icon Resist.png 0 Resistance cannot possibly roll a number that is lower than or equal to its Resistance score. It can be said to have a 0% chance of successfully resisting ill magic. In other word, it would always suffer any ill effect that targets it.
  • A unit with Icon Resist.png 1 will succeed only if it rolls 1 (out of 10), meaning a 10% chance.
  • A unit with Icon Resist.png 2 will succeed only if it rolls 1 or 2 (out of 10), giving it a 20% chance.
[...]
  • A unit with Icon Resist.png 5 will succeed on a roll of 1-5, and fail on a roll of 6-10. It has equal chance of succeeding or failing, thus 50%.
[...]
  • A unit with Icon Resist.png 9 will only fail if it rolls exactly 10. On 1-9, it will succeed - a 90% chance. This is the highest Icon Resist.png Resistance score that still has a chance of failure (10%).
  • A unit with Icon Resist.png 10 cannot possibly roll a number that is higher than its Resistance score. It can be said to have a 100% chance of successfully resisting ill magic. In other words, it would never suffer any ill effect that targets it.

Furthermore, there are units in the game with a Resistance score higher than Icon Resist.png 10, whether innately or through external buffs. This unit still has a 100% chance of succeeding its roll. The extra points above Icon Resist.png 10, however, serve as a buffer: the enemy would need to reduce the unit's Resistance score to Icon Resist.png 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 Icon Resist.png 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 Icon Resist.png 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 Icon Life.png Holy Word spell targeting an Undead unit will reduce that unit's Resistance score by Icon Resist.png -7, before forcing that unit to make its roll. Thus, if the target has Icon Resist.png 7 or less to begin with, it will have no chance of resisting the spell at all.

The Icon Death.png Life Drain spell, in particular, even has an adjustable Icon Resist.png Resistance penalty that can be increased by paying more Icon Mana.png Mana for its casting. This spell can go as far as Icon Resist.png -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 Icon Resist.png 15 Resistance cannot possibly fail any Resistance Roll, except when targeted by a spell that inflicts Icon Resist.png -6 or greater. All other Resistance-based spells can do nothing to this target.

Spell Save Penalties Edit

Heroes have an additional way to boost their ad-hoc penalties (see prev. section): by using Magical Items containing the Spell Save penalty attribute.

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
Icon Nature.pngNature Icon Sorcery.pngSorcery Icon Chaos.pngChaos Icon Life.pngLife Icon Death.pngDeath
Petrify Banish Disintegrate Dispel Evil Black Sleep
Confusion Shatter Possession
Creature Binding Warp Creature Weakness
Vertigo Word of Death

Note: In the unofficial 1.40 Insecticide Patch, Spell Save will also affect the following spells: Life Drain, Holy Word, Death Spell.

The Spell Save attribute may be only be imbued into Wands, Staves, and Jewelry. Wands may have a Spell Save attribute of up to Icon Resist.png -2. Staves and Jewelry can hold the highest attribute score, at Icon Resist.png -4, but this greatly increases the item's value (and thus, the cost to purchase or create it).

Unusual Resistance Rolls Edit

There are a few cases where a Icon Resist.png Resistance Roll is enforced, but does not follow the process described above.

For starters, we have Poison Damage. When such damage is applied to the target, it must make a series of Icon Resist.png 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 Icon Damage.png 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 Icon Resist.png 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 Icon Resist.png 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 Icon Resist.png 10, the target is destroyed. If it is equal to or higher than Icon Resist.png 10, the spell has no effect whatsoever. No chance is involved - only the target's current Icon Resist.png Resistance score in and of itself matters at all.

Per-Figure Resistance Edit

Roughly half of all effects that test a target unit's Resistance will actually force it to make one roll per living Icon Figure.png Figure in that unit.

Therefore, if a unit has Icon Figure.png 4 Figures, it would have to make 4 separate Icon Resist.png Resistance rolls simultaneously. Depending on the effect being tested, the implications of one or more Figures failing their rolls may differ. Most often, a Icon Figure.png Figure that fails its roll will be killed off, but other effects are possible as well.

In most cases, an effect that forces each Icon Figure.png Figure to roll separately has a higher chance of inflicting at least some harm on the unit (provided its Icon Resist.png 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 Icon Figure.png 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 Icon Figure.png 6 Figures and Icon Resist.png 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 Icon Figure.png Figure. Statistically, the Petrify spell has a much higher chance of affecting at least one Icon Figure.png 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.

Each spell is listed with the ad-hoc modifier that it inflicts on the target, as well as a short description of the effect, should the target (or some of its Icon Figure.png Figures) fail the roll.

Spell Type Icon Resist.png Modifier Effect Description
Icon Life.png Dispel Evil Combat Instant Icon Resist.png -4 / Icon Resist.png -9 Each Icon Figure.png Figure in the target unit must resist or die. The modifier is Icon Resist.png -9 for Undead. Affects only Icon Death.pngDeath and Icon Chaos.pngChaos units.
Icon Life.png Holy Word Combat Instant Icon Resist.png -2 / Icon Resist.png -7 Each Icon Figure.png Figure in each enemy unit on the battlefield must resist or die. The modifier is Icon Resist.png -7 for Undead. Affects only Fantastic Units.
Icon Death.png Weakness Unit Curse Icon Resist.png -2 Target unit must resist or suffer Icon Melee Normal.png -2 and Icon Ranged Bow.png -2 until end of combat.
Icon Death.png Black Sleep Unit Curse Icon Resist.png -2 Target unit must resist or become unable to do anything except Counter Attack until end of combat.
Icon Death.png Life Drain Combat Instant Icon Resist.png -0 to Icon Resist.png -8 Target unit must resist or suffer damage. Damage taken is equal to Rolled_Number - Icon Resist.png Resistance (assuming this value is positive). Extra Icon Mana.png Mana invested into the spell increases the ad-hoc Resistance penalty, which can increase potential damage.
Icon Death.png Terror Combat Enchantment Icon Resist.png +1 Each turn, each enemy unit must resist or become incapable of performing any action for the duration of that turn.
Icon Death.png Possession Unit Curse Icon Resist.png -1 Target unit must resist or change its allegiance until end of combat.
Icon Death.png Wrack Combat Enchantment Icon Resist.png +1 Each turn, each Icon Figure.png Figure in each enemy unit must resist or suffer 1 damage (bugged).
Icon Death.png Black Wind Instant Spell Icon Resist.png -1 Each Icon Figure.png Figure in each unit in the targeted overland tile must resist or die.
Icon Death.png Word of Death Combat Instant Icon Resist.png -5 Each Icon Figure.png Figure in the target unit must resist or die.
Icon Death.png Death Spell Combat Instant Icon Resist.png -2 Each Icon Figure.png Figure in each enemy unit on the battlefield must resist or die.
Icon Death.png Death Wish Instant Spell Icon Resist.png -0 Each enemy unit on the overland map must resist or die. Does not affect Fantastic Units.
Icon Sorcery.png Confusion Unit Curse Icon Resist.png -4 Target unit must resist or become confused, acting erratically from turn to turn until end of combat.
Icon Sorcery.png Vertigo Unit Curse Icon Resist.png -0 Target unit must resist or suffer Icon Defense.png -1 and Icon ToHit.png -20% until end of combat.
Icon Sorcery.png Banish Combat Instant Icon Resist.png -3 to Icon Resist.png -8 Each Icon Figure.png Figure in target Fantastic Unit must resist or die.
Icon Sorcery.png Stasis Instant Spell Icon Resist.png -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.
Icon Sorcery.png Creature Binding Combat Instant Icon Resist.png -2 Target Fantastic Unit must resist or change allegiance until end of combat.
Icon Sorcery.png Great Unsummoning Instant Spell Icon Resist.png -3 Each Fantastic Unit on the overland map (including friendlies) must resist or die.
Icon Chaos.png Shatter Unit Curse Icon Resist.png -0 Target Normal Unit must resist or have all of its attack strengths set to 1 until end of combat.
Icon Chaos.png Warp Creature Unit Curse Icon Resist.png -1 Target unit must resist or suffer one of these effects at random until the end of combat: Icon Melee Normal.png Melee Attack halved, Icon Defense.png Defense halved, or Icon Resist.png Resistance set to 0.
Icon Chaos.png Disintegrate Combat Instant Icon Resist.png -0 If the target unit has less than Icon Resist.png 10, it is destroyed. No roll is required.
Icon Nature.png Petrify Combat Instant Icon Resist.png -0 Each Icon Figure.png 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 Icon ToBlock.png Defense Rolls (as most attacks do), these Special Attacks instead force the target to make one or more Icon Resist.png 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 Icon Figure.png Figures in the target unit, the number of Icon Figure.png 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 Icon Resist.png -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 Icon Resist.png 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 Icon Resist.png 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.

Icon Ability Name Modifier # Rolls Immunity Effect Description
Ability CauseFear Cause Fear Icon Resist.png 0 F(t) Ability DeathImmunity For each failed roll, one Icon Figure.png Figure in the target unit may not retaliate at the attacker during this specific combat round.
Ability PoisonTouch Poison Icon Resist.png 0 F(a) * S Ability PoisonImmunity For each failed roll, the target unit suffers Icon Damage.png 1 point of Damage.
Ability LifeSteal Life Steal Icon Resist.png -S F(a) Ability DeathImmunity Each roll yields a random number between 1 and 10. The target suffers Icon Damage.png Damage equal to Random_Roll - Resistance (if positive); The attacker gains Icon Hits.png Health accordingly; And the target may become Undead at the end of the battle.
Ability DispelEvil Dispel Evil Icon Resist.png -4 / Icon Resist.png -9 F(a) --- For each failed roll, the target unit loses Icon Figure.png 1 Figure. Only affects Icon Death.pngDeath and Icon Chaos.pngChaos units. Modifier for Undead targets is Icon Resist.png -9.
Ability StoningTouch Stoning Touch Icon Resist.png -S F(a) Ability StoningImmunity For each failed roll, the target unit loses Icon Figure.png 1 Figure.
Ability StoningGaze Stoning Gaze Icon Resist.png -S F(t) Ability StoningImmunity For each failed roll, the target unit loses Icon Figure.png 1 Figure.
Ability DeathGaze Death Gaze Icon Resist.png -S F(t) Ability DeathImmunity For each failed roll, the target unit loses Icon Figure.png 1 Figure.
ItemPower DeathTouch Death Touch Icon Resist.png -3 F(a) Ability DeathImmunity For each failed roll, the target unit loses Icon Figure.png 1 Figure. This is an Item Power.
ItemPower Destruction Destruction Icon Resist.png 0 F(a) --- For each failed roll, the target unit loses Icon Figure.png 1 Figure. This is an Item Power.
Key:
F(a) = The number of Icon Figure.png Figures in the attacking unit.
F(t) = The number of Icon Figure.png Figures in the target unit.
S = The strength of the Unit Ability itself.
Note:
  • Targets that lose a Icon Figure.png Figure actually suffer a number of Icon Damage.png Damage Points equal to the Icon Hits.png Health of a single figure. This will always cause the unit's Figure count to drop by 1.
  • Fear attacks are bugged, and do not work as described.

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 Icon Experience Level.png 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.

Finally, there are a couple of Unit Abilities and Hero Abilities whose purpose is to increase Resistance.

Experience and Resistance Edit

With each Icon Experience Level.png Experience Level gained by a Normal Unit or Hero, that unit's Resistance score goes up by Icon Resist.png +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 Icon ExpLevel 3.png Elite, which is the 4th Experience Level. Thus, they can only gain Icon Resist.png +3 above their initial score - a good but not too impressive bonus, given the low Icon Resist.png Resistance score they often start with.

All Heroes can reach the 9th Experience Level, Icon ExpLevel 8.png Demi-God, which provides a Icon Resist.png +8 bonus to their initial score. This is quite sufficient to surpass Icon Resist.png 10 and render the Hero hard if not impossible to affect with evil magic.

The Warlord Retort and Icon Life.png Crusade spell boost all units' Icon Experience Level.png Experience Level by +1, and thus will provide an automatic Icon Resist.png +1 to any unit that still has room for improvement (including all Normal Units, and any Heroes who have not yet reached Icon ExpLevel 8.png Demi-God level on his own). These bonuses stack.

The Icon Life.png Heroism spell will instantly increase a unit's Icon Experience Level.png Experience Level to Icon ExpLevel 3.png 4, if it has not already reached that level naturally. This provides the unit Icon Resist.png +3 above its initial score, but lasts only until the unit reaches that level on its own.

Fantastic Units do not normally gain Icon Experience.png 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 Icon Resist.png 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 Icon Resist.png 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.

Icon Spell Type Bonus Description
CombatEnchantment TrueLight Icon Life.png True Light Combat Enchantment Icon Resist.png +1 Affects all Icon Life.pngLife units on the battlefield (including both friendly and enemy units).
CombatEnchantment Prayer Icon Life.png Prayer Combat Enchantment Icon Resist.png +1 Affects all friendly units on the battlefield.
UnitEnchantment Lionheart Icon Life.png Lionheart Unit Enchantment Icon Resist.png +3 --
CombatEnchantment HighPrayer Icon Life.png High Prayer Combat Enchantment Icon Resist.png +3 Affects all friendly units on the battlefield.
CombatEnchantment Darkness Icon Death.png Darkness Combat Enchantment Icon Resist.png +1 Affects all Icon Death.png units on the battlefield (including both friendly and enemy units).
UnitEnchantment BlackChannels Icon Death.png Black Channels Unit Enchantment Icon Resist.png +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 Icon Resist.png Resistance score only when certain types of "Resist or Suffer" effects attempt to hurt that unit. They are listed below:

Icon Spell Bonus Works only against...
UnitEnchantment ResistMagic Icon Sorcery.png Resist Magic Icon Resist.png +5 Everything but Poison
UnitEnchantment MagicImmunity Icon Sorcery.png Magic Immunity Icon Resist.png +30 Everything but Poison
UnitEnchantment ResistElements Icon Nature.png Resist Elements Icon Resist.png +3 Icon Nature.png and Icon Chaos.png related spells and attacks
UnitEnchantment ElementalArmor Icon Nature.png Elemental Armor Icon Resist.png +10 Icon Nature.png and Icon Chaos.png related spells and attacks
UnitEnchantment Bless Icon Life.png Bless Icon Resist.png +3 Icon Death.png and Icon Chaos.png related spells and attacks
UnitEnchantment Righteousness Icon Life.png Righteousness Icon Resist.png +30 Icon Death.png and Icon Chaos.png related spells and attacks
Note:

Spells Damaging Resistance Edit

It is also possible to decrease an enemy unit's Icon Resist.png 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.

Icon Spell Type Bonus Description
CombatEnchantment TrueLight Icon Life.png True Light Combat Enchantment Icon Resist.png -1 Affects all Icon Death.png units on the battlefield.
CombatEnchantment Darkness Icon Death.png Darkness Combat Enchantment Icon Resist.png -1 Affects all Icon Life.png units on the battlefield.
CombatEnchantment BlackPrayer Icon Death.png Black Prayer Combat Enchantment Icon Resist.png -2 Affects all enemy units on the battlefield.
UnitEnchantment MindStorm Icon Sorcery.png Mind Storm Unit Curse Icon Resist.png -5 --
UnitEnchantment WarpCreature Resist Icon Chaos.png Warp Creature Unit Curse Special 1/3 chance of setting the target's Resistance score to Icon Resist.png 0. The target makes a Icon Resist.png 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.

Icon Ability Type Bonus Description
Ability ResistanceToAll Resistance to All Unit Icon Resist.png +1 or Icon Resist.png +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.
Ability HolyBonus Holy Bonus Unit Icon Resist.png +1 or Icon Resist.png +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.
Ability Prayermaster Prayermaster Hero Icon Resist.png +1 to Icon Resist.png +9 Bonus is equal to Icon Resist.png +1 per each of the Hero's Icon Experience Level.png 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.
Ability Prayermaster Super Prayermaster Hero Icon Resist.png +1 to Icon Resist.png +13 Bonus is equal to Icon Resist.png +1.5 per each of the Hero's Icon Experience Level.png 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.
Ability Charmed Charmed Hero Icon Resist.png +30 Applies only to the Hero himself. Does not increase with Icon Experience Level.png Experience Level.
Ability Lucky Hero Lucky Hero Icon Resist.png +1 Applies only to the Hero himself.
Ability Lucky Lucky Unit Icon Resist.png +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.

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