Elemental Armor
UnitEnchantment ElementalArmor
Realm Icon Nature.pngNature
Spell Rarity Rare
Spell Type Unit Enchantment
Casting Cost Icon Mana.png 175
Combat Cost Icon Mana.png 35
Upkeep Cost Icon Mana.png 5
Research Cost Icon Research.png 880
Grants the target unit Icon Resist.png +10 and Icon Defense.png +10 against any effect or direct damage from Icon Nature.pngNature and Icon Chaos.pngChaos sources.

Elemental Armor is a Rare Unit Enchantment from the Icon Nature.pngNature Realm. For Icon Mana.png 175, it may be cast on a friendly unit on the overland map to give it two transient bonuses: Icon Resist.png +10 against Unit Curses and ill effects associated with the Icon Nature.pngNature and Icon Chaos.pngChaos Realms; and Icon Defense.png +10 against all direct-damage attacks from the same Realms. This benefit can be maintained with a Icon Mana.png 5 per turn Upkeep Cost.

Alternatively, a cheaper version of the same spell may be cast for Icon Mana.png 35 during combat, in which case it will temporarily bestow the same bonuses on a unit for the duration of the battle (with no permanent effects or Upkeep Cost).

Effects Edit

Elemental Armor protects a unit against specific types of magic. It bestows two separate bonuses of the same magnitude, both of which apply conditionally against attacks associated with either the Icon Chaos.pngChaos or Icon Nature.pngNature Realms. However, neither bonus is cumulative with those granted by the similar, but significantly weaker, Icon Nature.pngResist Elements spell.

Resistance Bonus Edit

The first benefit of Elemental Armor is a mighty Icon Resist.png +10 bonus. This applies every time the unit, or its Icon Figure.png figures, are making a Icon Resist.png Resistance check to avoid an enemy Icon Nature.pngNature or Icon Chaos.pngChaos spell, or Special Attack. This makes it almost certain that the unit will avoid the following ill effects:

Special Attacks and spells that trigger the Resistance bonus
Attack Type Spell Type
Icon Nature.pngStoning Item Power (Touch Attack) Icon Nature.pngPetrify Combat Instant
Ability StoningTouch Stoning Touch Touch Attack Icon Chaos.pngShatter Unit Curse
Ability StoningGaze Stoning Gaze Gaze Attack Icon Chaos.pngWarp Creature Unit Curse
Icon Chaos.pngDestruction Item Power (Touch Attack) Icon Chaos.pngDisintegrate Combat Instant

Defense Bonus Edit

The second benefit is a powerful Icon Defense.png +10 bonus, that applies whenever the unit is targeted by any Conventional Damage attack associated with Icon Chaos.pngChaos or Icon Nature.pngNature. Naturally, this only works if the attack allows a Defense Roll (i.e. is not a Doom Damage attack). It's also worth noting that this bonus can be halved by Ability ArmorPiercing Armor Piercing, or negated by Ability Illusion Illusion, if applicable. Otherwise, it grants 10 extra dice on the Defense Roll, making it much more likely that the enchanted unit will suffer less, or even no Icon Damage.png damage from these attacks.

The spells and attacks that trigger the Icon Defense.png Defense bonus of Elemental Armor are listed below. Sources marked with an asterisk deal Armor Piercing Damage, and will thus reduce the effectiveness of the spell to a bonus of only Icon Defense.png +5; in other words: 5 extra Defense dice.

Usage Edit

Elemental Armor may be cast both overland and in combat, for the basic Casting Costs of Icon Mana.png 175 and Icon Mana.png 35 respectively. If the casting is successful, the game will prompt for a friendly unit to be selected as the spell's target. On the overland map, this typically requires clicking on the army stack that contains the unit which, in turn, brings up a list view of all units in that stack, allowing for the target to be picked individually. Only units not already under the effect of Elemental Armor may be chosen. Once the spell is cast, a glowing Icon Nature.pnggreen outline appears around the unit (unless it is overridden by a stronger enchantment); and Elemental Armor, along with its icon, will be displayed in the unit statistics window when inspecting this unit.

The overland version of Elemental Armor has an Upkeep Cost of Icon Mana.png 5 that must be paid at the beginning of every turn to keep the spell in effect. This is automatically deducted by the game from the owner's Icon Mana.png Mana pool as long as the enchantment remains in existence. If there is insufficient Icon Mana.png Mana in the pool to pay for the spell, then it will dissipate, ceasing its effect immediately. It may also be cancelled manually by left-clicking its name in the unit statistics window of its target unit. However, this action can only be performed outside of combat, during the caster's own turn.

The combat version of Elemental Armor does not carry over to the overland map: it will disappear automatically as soon as the battle is over. As such, it has no Upkeep Cost; but at the same time may not be manually removed by its caster either (as enchantments can not be cancelled during a battle).

Acquisition Edit

As a Rare Spell of the Icon Nature.pngNature Realm, Elemental Armor may become available to any Wizard who acquires at least Icon Nature.png2 Spellbooks. With any less, the spell can not be learned during the campaign. This is the minimum requirement for it to be traded for, appear in Treasure, or be found in the spoils of victory when conquering the Fortress of a rival Wizard who already knows it.

The base chance for Elemental Armor to be researchable (at some point) in the campaign is roughly 10% (with Icon Nature.png2 books), which gradually increases with the amount of Icon Nature.pngNature Spellbooks possessed or found during gameplay. With Icon Nature.png10 or more, the spell is certain to show up sooner or later, unless acquired from another source. It has a Research Cost of Icon Research.png 880, although its research is quicker for Wizards possessing the Sage Master, and/or Nature Mastery Retorts; or a bookshelf containing Icon Nature.png8 or more.

Elemental Armor may also be selected as a starting spell by players who allocate all of of their picks into Icon Nature.pngNature books when creating their Wizard. In this case, it will be available for casting as soon as the game begins.

Item Power Edit

Elemental Armor can also be duplicated as an Item Power and imbued onto a Magical Item. This requires the Icon Arcane.pngCreate Artifact spell, and has the advantages of being non-dispellable, and requiring no Upkeep Cost. While enchanting Icon Nature.pngElemental Armor onto an item can't be done unless the Wizard possesses at least Icon Nature.png4 Spellbooks, knowledge of the actual spell is not necessary. Selecting this Power increases the item's total value by Icon Mana.png 500.

Icon Nature.pngElemental Armor can be enchanted onto any type of Magical Item. Naturally, this means that it is available to any Hero, as all of them possess at least one ItemSlot Misc miscellaneous Equipment Slot. If an item with this Power is created and given to a Hero, then they will benefit from the effect described above for as long as they keep the item equipped. Since Icon Nature.pngElemental Armor is present on 18 pre-fabricated Magical Items, it is also possible to occasionally find an item already imbued with this Power in Treasure, or be offered one for purchase by a wandering Merchant.

Strategy Edit

Elemental Armor is an excellent protective spell against enemies that use either Icon Ranged Magic.png Ranged Magical Attacks, or some form of petrification. Its Icon Defense.png Defense bonus is high enough to afford significant reduction even on Armor Piercing Damage. As both its Casting- and Upkeep Cost are fairly high however, Elemental Armor is typically not worth maintaining unless going up against opponents that either use Icon Chaos.pngChaos magic, or have a large amount of Icon Ranged Magic.png Ranged Magic- or Icon Breath.png Fire Breathing units.

Unfortunately, its combat Casting Cost is also quite high, making it unlikely to be usable on a situational basis; which means that when faced with enemies against whom it does work, it's often better to cast it overland despite the costs. This is especially true if the player is usually the attacker in the battles, as the defenders will always get to shoot first, possibly destroying a would-be target before the spell could be cast.

The Icon Resist.png Resistance bonus is enough to make a target practically immune to every effect against which it triggers. It takes multiple different penalties to lower the resulting score to a level where these have any chance of working again. That is, the only way of accomplishing this would be through the use of Icon Sorcery.pngMind Storm, Icon Death.pngBlack Prayer, or Icon SpellSave.png -Spell Save Magical Items.