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Advisor Sorcery Buggy Feature
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. The earliest game version that does away with (all of) these, thus in which Weapon Immunity works fully as intended, is v1.51.

Ability WeaponImmunity
Weapon Immunity is one of the many Unit Abilities available in Master of Magic.

When a unit with Weapon Immunity is subjected to non-magical Icon Damage.png damage from Normal Units, its Defense is raised to Icon Defense.png 10 for the purpose of blocking this Icon Damage.png damage. This makes the unit more resilient against most attacks made by such units.

There are many effects that can alter a unit's Weapon Quality to allow it to get through Weapon Immunity. Even without these, setting the unit's Defense score to Icon Defense.png 10 may not be much of an improvement, making this a comparably weak immunity. However, the fact that it scales well with the Icon Figure.png Figure counts of both the attacker and the defender still makes it quite powerful in the early game.

Weapon Immunity is not a very common immunity, but is still possessed by 7 different Fantastic Units, almost all from the Icon Death.pngDeath Realm. It may also be acquired through the Icon Life.pngInvulnerability or Icon Death.pngWraith Form spells, or the Item Powers of the same name (in the case of Heroes).

Description Edit

Though cold steel weapons are often dangerous to anyone at the receiving end, the existence of mystical entities and defensive 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 will be hard to kill such an opponent without magic of one's own.

Creatures with Weapon Immunity therefore hold a serious advantage against "mundane" enemies, 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.

Effect Edit

Weapon Immunity is a passive ability that protects a unit from regular Icon Damage.png Damage. The majority of Normal Units deliver only this type by default, with no other special properties attached. When such units make a Icon Melee Normal.png Melee-, Icon Ranged Bow.png Ranged Missile, or Icon Ranged Boulder.png Ranged Boulder attack against a target possessing Weapon Immunity, the target's Defense score is raised to exactly Icon Defense.png 10 (if it is lower). This allows the defender to make 10 Icon ToBlock.png To Block rolls, nullifying, on average, Icon Damage.png 3 points of Icon Damage.png Damage from each attack.

Icon Defense.png 10 is actually a high amount, even 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 can deliver more than Icon Damage.png 3 points of Icon Damage.png Damage per Icon Figure.png Figure, and can thus get through the Immunity. Still, Icon Defense.png 10 is better than what most units have by default.

Note that the Weapons-Immune unit's Icon Defense.png Defense score is raised only for the duration of resolving this Icon Damage.png Damage, and will return to normal immediately afterward. This ability also does not apply at all against Icon Thrown.png Thrown Attacks, Icon Breath.png Fire Breath, Icon Ranged Magic.png Ranged Magical Attacks, or spells of any kind. However, if the attacker is a Icon MultiFigureUnit.png Multi-Figure unit, the increase in Icon Defense.png Defense does work separately against each individual Icon Figure.png Figure's attack.

From the Unofficial Patch 1.50 onwards, Weapon Immunity also works against Icon Thrown.png Thrown Attacks. However, due to a still persitent bug, four generic Normal Units will still ignore it on all of their attacks. These are Triremes, Galleys, Warships, and Catapults.

Defeating Weapon Immunity Edit

As stated above, Weapon Immunity only triggers against Normal Units - Heroes and Fantastic Units bypass it by default. There are several ways to improve the quality of a Normal Unit's weapons, thus enabling their attacks to ignore Weapon Immunity entirely.

Below is a list of effects that will alter a unit's weapons this way:

Note that in all of these cases, the unit is not actually delivering Magical Damage (which would be blocked by Ability MagicImmunity Magic Immunity), but rather a special kind of Physical Damage that simply does not trigger the effect of Weapon Immunity. All of these effects apply to every Attack Type that the unit can make.

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 Icon Death.pngDeath realm:

Tactical AirElemental Icon Sorcery.pngAir Elemental
Tactical DeathKnights Icon Death.pngDeath Knights
Tactical Demon Icon Death.pngDemon
Tactical DemonLord Icon Death.pngDemon Lord
Tactical ShadowDemons Icon Death.pngShadow Demons
Tactical Werewolves Icon Death.pngWerewolves
Tactical Wraiths Icon Death.pngWraiths

Note that the Icon Death.pngDemon Lord already has a Defense score of Icon Defense.png 10 by default, which means that it does not actually benefit from Weapon Immunity. However, if a Icon Death.pngDemon Lord's Defense score is ever lowered for any reason, it is speculated that Weapon Immunity would temporarily restore it to Icon Defense.png 10 whenever it 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:

Each of these methods adds the same kind of Weapon Immunity described above in this article.

Invulnerability Unit Enchantment Edit

Icon Life.pngInvulnerability is a Rare Unit Enchantment. When cast on a unit, it will add the Weapon Immunity ability to that unit, as well as another (much more important) effect.

When cast on the overland map, Icon Life.pngInvulnerability has a basic Casting Cost of Icon Mana.png 200. It has a lingering effect, so that the targeted unit will keep its UnitEnchantment Invulnerability Invulnerability effect so long as the spell continues to exist. While it exists, the spell requires an Upkeep Cost of Icon Mana.png 5 to be paid at the start of each turn.

Alternatively, it is possible to cast Icon Life.pngInvulnerability during combat as an impromptu Unit Enchantment. In this case the spell's basic Casting Cost is reduced to Icon Mana.png 40, but its effects will only last until the end of the battle. 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.

Note that a unit with Icon Life.pngInvulnerability also receives a Icon Damage.png 2 point reduction from any Icon Damage.png Damage inflicted on it (with the exception of Doom Damage) - in fact, this is the primary benefit of Icon Life.pngInvulnerability.

Wraith Form Unit Enchantment Edit

Icon Death.pngWraith Form is another Rare Unit Enchantment. This also combines the Weapon Immunity ability with another effect which, in this case, is the addition of the Ability NonCorporeal Non-Corporeal trait to the enchanted unit.

When cast on the overland map, Icon Death.pngWraith Form has a basic Casting Cost of Icon Mana.png 150. It has a lingering effect, so that the targeted unit will keep its UnitEnchantment WraithForm Wraith Form effect so long as the spell continues to exist. To stop it from dissipating, the spell requires an Upkeep Cost of Icon Mana.png 3 to be paid at the start of each turn.

Alternatively, it is possible to cast Icon Death.pngWraith Form during combat as an impromptu Unit Enchantment as well. In this case the spell's basic Casting Cost is only Icon Mana.png 30, but its effect will always end when the battle is finished. As such, this version has no Upkeep Cost either.

Item Powers Edit

A permanent version of either the Icon Life.pngInvulnerability or Icon Death.pngWraith Form spell effects 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 the additional effects of these spells noted above).

During Item Crafting, Icon Life.pngInvulnerability is only available to Wizards possessing at least Icon Life.png5 Life Spellbooks, while Icon Death.pngWraithform requires Icon Death.png4 Death books instead. Otherwise, they may not be selected for enchanting. Of course, it is always possible to be offered an item by Merchants that already possesses one of these traits (finding them in Encounter Zones typically imposes much worse Spellbook requirements in v1.31, as listed in the articles of these Item Powers).

The Weapon Immunity ability bestowed by items is transient: it will disappear if the Hero ever removes or loses the enchanted item.

Lycanthropy and Werewolves Edit

This is not a true method of adding Weapon Immunity to an existing unit, but should be mentioned nonetheless.

Icon Death.pngLycanthropy is an Uncommon Spell, that is a unique mix of a Summoning Spell and an Instant Spell. When cast on a friendly Normal Unit on the overland map, it will permanently turn that unit into Icon Death.pngWerewolves.

After transformation, the Icon Death.pngWerewolves 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, it replaces the unit entirely with Icon Death.pngWerewolves - who always possess Weapon Immunity.

Still, when fighting enemies relying primarily on Normal Units without access to Alchemists' Guilds (as will always be the case with Raiders, for example, or opponents relying heavily on Mercenaries), a bunch of Icon Death.pngWerewolves may fare better against them than most Normal Units, thanks primarily to Weapon Immunity.

Known Bugs Edit

Due to a coding error in the official versions of the game, Weapon Immunity has no effect against Icon Thrown.png Thrown attacks, despite the fact that it is supposed to. For example, a Icon ExpLevel 0.png Recruit level Barbarian Spearmen unit will barely hit Icon Death.pngWerewolves with its Melee Damage. On the other hand, its Icon Thrown.png Thrown attack will have fairly high chances of inflicting Icon Damage.png Damage to them anyway. This bug is fixed in the Unofficial Patch 1.50 (W152FIX.TXT). Unfortunately, the combination of this patch with Insecticide's flawed fix of the next bug has an unintentionally drastic outcome with regards to Icon Thrown.png Thrown attacks versus Weapon Immunity (when it applies).

In the official game, if a unit with Weapon Immunity also possesses Ability MissileImmunity Missile Immunity, the unit's Defense will only be raised to Icon Defense.png 10 against normal Icon Ranged Bow.png Missiles, instead of the expected Icon Defense.png 50, as Weapon Immunity mistakenly overwrites the stronger ability in this case. The unofficial patch 1.40 fixes this bug, but introduces a new one in exchange: when Weapon Immunity is applied against non-Melee attacks, it will raise Defense to Icon Defense.png 50 instead of its usual Icon Defense.png 10. This will affect any Icon Ranged Bow.png Ranged Missile or Icon Ranged Boulder.png Ranged Boulder attacks and, in v1.50, Icon Thrown.png Thrown attacks, made by units with Icon Melee Normal.png Normal Weapons. This bug is, in turn, fixed in v1.51 (W637FIX.TXT).

Finally, Weapon Immunity has no effect against attacks made by "generic" units (Triremes, Galleys, Warships, and Catapults), regardless of Attack Type. Yet, it does work against the same attacks made by Air Ships, Steam Cannons, and Golems. This oversight is also corrected in v1.51 (W635FIX.TXT).