|As of Master of Magic v1.31, Weapon Immunity is known to be malfunctioning in at least one way. Please read the Known Bugs section below.|
Unit Abilities available in Master of Magic.
When a unit with Weapon Immunity is subjected to regular Damage (a closer definition), its defence is raised to 10 for purposes of blocking the incoming damage. This makes the unit more resistant to the simplest of the Melee Attacks.
There are many effects that will change a unit's Melee Attack to allow it to get through Weapon Immunity. Even without these, setting the unit's Defense score to 10 is not much of an improvement, making this a rather weak immunity.
Weapon Immunity is not a very common immunity, but is still possessed by 7 different Fantastic Units, almost all from the Death Realm.
Units that don't have Weapon Immunity by default can acquire it as one of the effects of the Invulnerability spell. Heroes can wear an item imbued with the Item Power called "Invulnerability" to get the same result.
Though cold steel weapons are often dangerous to anyone at the receiving end, the existence of magical entities and protective spells will occasionally render simple steel insufficient. Whether a creature is magically protected or simply is not tangible enough to be hurt by a normal weapon, it would be hard to kill such a creature without magic of your own.
Creatures with Weapon Immunity therefore hold a serious advantage against "mundane" opponents, taking little or no damage from their attacks. Fortunately, there is more than one method to imbue weapons with magical energy so that they can hurt their target properly.
Weapon Immunity is a passive ability that protects a unit from regular Damage.
The majority of Normal Units deliver only regular Melee Damage by default, with no other special properties attached. When such units make a Melee Attack against a target possessing Weapon Immunity, the target's Defense score is set to exactly 10. This allows the target gets to make 10 To Block rolls, blocking on average 3 points of Damage from the attack.
10 Defense is a high amount compared to the toughest Fantastic Units, but it is not normally enough to block all damage from any serious attack. Many experienced high-tier normal units deliver much more than 3 points of Damage on average, and thus can get through the Immunity. Still, 10 is better than what most units have by default.
Note that the Weapons-Immune unit's Defense score is raised only for the purpose of blocking damage from the Melee Attack itself. It does not protect against Thrown Attacks, Breath Attacks, Gaze Attacks and so forth delivered simultaneously with the Melee Attack, if any. It will also increase Defense to 10 against Ranged Missile Attacks, but not against Ranged Magical Attacks and Ranged Boulder Attacks. Once the unit has made its defense rolls against this specific attack, its Defense score is restored to normal.
Defeating Weapon Immunity Edit
As stated above, Weapon Immunity only triggers when the unit is dealt regular Melee Damage during Melee Attack Phase. It also only applies against Normal Units -- Heroes and Fantastic Units are both immune. There are several ways to change a Normal Unit's attack so that it can defeat Weapon Immunity - by not triggering it at all.
Below is a list of effects that will change a unit's Melee Attack this way:
- Any unit enchanted with Eldritch Weapon.
- Any unit enchanted with Flame Blade or affected by Metal Fires.
- Any unit enchanted with Holy Weapon or affected by Holy Arms.
- Any unit possessing Magical Weapons, Mithril Weapons or Adamantium Weapons from any source.
- Any Undead or Chaos Channeled unit is considered a Fantastic Unit and therefore unaffected.
Note that in all cases, the unit is not actually delivering Magical Damage (which would be blocked by Magic Immunity), but rather a special kind of Melee Damage that simply does not trigger the effect of Weapon Immunity. Thus, the target's Defense score is unchanged.
Units with Default Weapon Immunity Edit
Weapon Immunity is one of the less-common types of immunities, possessed by exactly 7 different kinds of units by default. All of these are Fantastic Creatures, and most are from the Death realm:
Note that the Demon Lord already has a Defense score of 10 by default, which means that it does not actually benefit from Weapon Immunity. However, if a Demon Lord's Defense score is ever lowered for any reason, it is speculated that Weapon Immunity would temporarily restore it to 10 whenever Weapon Immunity is triggered.
Acquiring Weapon Immunity Edit
There are several ways to add Weapon Immunity to a unit that does not already have it. This includes:
- Casting Invulnerability on a unit.
- Equipping a Hero with a Magical Item that contains the "Invulnerability" or "Wraithform" property.
- Casting the Lycanthropy spell on a Normal Unit.
- Casting the Wraith Form spell on any unit.
Each of these methods adds the same kind of Weapon Immunity described above in this article.
Invulnerability Unit Enchantment Edit
When cast on the overland map, Invulnerability has a basic Casting Cost of 200. It has a lingering effect, so that the targeted unit will keep its Invulnerability effect so long as the spell continues to exist. While it exists, the spell requires an Upkeep Cost of 5 to be paid at the start of each turn.
Alternatively, it is possible to cast Invulnerability during combat as an impromptu Unit Enchantment. In this case the spell's basic Casting Cost is only 40, but its effects will only last until the end of the battle (or until dispelled by the enemy). Since neither the spell nor the effect will carry over to the overland map, there is no associated Upkeep Cost with this version of the spell.
Invulnerability Item Power Edit
A permanent version of the Invulnerability spell effect can be imbued into any Shield, Chainmail, Platemail or Jewelry piece. When a Hero wears this item, he/she receives the Weapon Immunity ability (as well as a -2 Damage Reduction as described on the Invulnerability article).
During Item Crafting, it is only possible to select the "Invulnerability" bonus if you possess at least 5 Life Spellbooks. Otherwise, "Invulnerability" is not available. Of course, it is always possible to find an item already enchanted with "Invulnerability" as reward for defeating an Encounter.
The Weapon Immunity ability bestowed by an item is transient: it will disappear if the Hero ever removes or loses the enchanted item.
Note that the Hero's details panel will list this as "Invulnerability" (along with the icon associated with the Invulnerability spell). As mentioned previously, this is simply Weapons Immunity coupled with -2 Damage Reduction. It is otherwise identical to Weapon Immunity in its basic form.
Lycanthropy and Werewolves Edit
This is not a true method of adding Weapon Immunity to an existing unit, but should be mentioned nonetheless.
After transformation, the Werewolves are essentially an entirely different unit - which possesses Weapon Immunity among its many other abilities. Therefore, instead of actually adding Weapon Immunity to a Normal Unit, we replaced the unit entirely with Werewolves - who always possess Weapon Immunity.
Still, when fighting enemies relying primarily on Normal Units and still without access to Alchemists' Guilds, a bunch of Werewolves may fare better against them than most Normal Units, thanks primarily to Weapon Immunity.
Known Bugs Edit
You could consider Weapon Immunity as bugged, because it has no effects against Thrown Attacks. For example, a Recruit level Barbarian Spearmen unit will barely hit Werewolves with its Melee Damage. On the other hand, its Thrown Attack will have fairly high chances to inflict Damage to the Werewolves.
Another reported bug with Weapon Immunity is that if the unit also has Missile Immunity, the unit's defense should be raised to 50 against normal missiles. But it's not, it is raised to 10 instead (if it was not at least 10 already).