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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 damage from Normal Units, its Defense is raised to Icon Defense 10 for the purpose of blocking this Icon Damage 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 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 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 DeathDeath Realm. It may also be acquired through the Icon LifeInvulnerability or Icon DeathWraith Form spells, or the Item Powers of the same name (in the case of Heroes).

Description[]

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[]

Weapon Immunity is a passive ability that protects a unit from regular Icon Damage 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 Melee-, Icon Ranged Bow Ranged Missile, or Icon Ranged Boulder Ranged Boulder attack against a target possessing Weapon Immunity, the target's Defense score is raised to exactly Icon Defense 10 (if it is lower). This allows the defender to make 10 Icon ToBlock To Block rolls, nullifying, on average, Icon Damage 3 points of Icon Damage Damage from each attack.

Icon Defense 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 3 points of Icon Damage Damage per Icon Figure Figure, and can thus get through the Immunity. Still, Icon Defense 10 is better than what most units have by default.

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

From the Unofficial Patch 1.50 onwards, Weapon Immunity also works against Icon Thrown 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[]

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[]

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 DeathDeath realm:

Tactical AirElemental Icon SorceryAir Elemental
Tactical DeathKnights Icon DeathDeath Knights
Tactical Demon Icon DeathDemon
Tactical DemonLord Icon DeathDemon Lord
Tactical ShadowDemons Icon DeathShadow Demons
Tactical Werewolves Icon DeathWerewolves
Tactical Wraiths Icon DeathWraiths

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

Acquiring Weapon Immunity[]

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[]

Icon LifeInvulnerability 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 LifeInvulnerability has a basic Casting Cost of Icon Mana 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 5 to be paid at the start of each turn.

Alternatively, it is possible to cast Icon LifeInvulnerability during combat as an impromptu Unit Enchantment. In this case the spell's basic Casting Cost is reduced to Icon Mana 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 LifeInvulnerability also receives a Icon Damage 2 point reduction from any Icon Damage Damage inflicted on it (with the exception of Doom Damage) - in fact, this is the primary benefit of Icon LifeInvulnerability.

Wraith Form Unit Enchantment[]

Icon DeathWraith 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 DeathWraith Form has a basic Casting Cost of Icon Mana 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 3 to be paid at the start of each turn.

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

Item Powers[]

A permanent version of either the Icon LifeInvulnerability or Icon DeathWraith 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 LifeInvulnerability is only available to Wizards possessing at least Icon Life5 Life Spellbooks, while Icon DeathWraithform requires Icon Death4 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[]

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

Icon DeathLycanthropy 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 DeathWerewolves.

After transformation, the Icon DeathWerewolves 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 DeathWerewolves - 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 DeathWerewolves may fare better against them than most Normal Units, thanks primarily to Weapon Immunity.

Known Bugs[]

Due to a coding error in the official versions of the game, Weapon Immunity has no effect against Icon Thrown Thrown attacks, despite the fact that it is supposed to. For example, a Icon ExpLevel 0 Recruit level Barbarian Spearmen unit will barely hit Icon DeathWerewolves with its Melee Damage. On the other hand, its Icon Thrown Thrown attack will have fairly high chances of inflicting Icon Damage 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 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 10 against normal Icon Ranged Bow Missiles, instead of the expected Icon Defense 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 50 instead of its usual Icon Defense 10. This will affect any Icon Ranged Bow Ranged Missile or Icon Ranged Boulder Ranged Boulder attacks and, in v1.50, Icon Thrown Thrown attacks, made by units with Icon Melee Normal 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).

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