- This article is about the Item Power called "Magic Immunity". For information about the innate unit ability of the same name, see Magic Immunity. For the sorcery spell, see Magic Immunity (Spell).
Magic Immunity | ||
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Item Power | ||
Cost | 700 | |
Required Spellbooks |
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Valid Items |
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All | Magic Immunity | |
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"Magic Immunity" is an Item Power available through Sorcery, and like the unit ability so-named, immunizes the Hero against virtually every form of magical attack. It may be added to any Magical Item created for Heroes via Create Artifact. Some of the 250 premade Items possess this power, and these can be found mainly as Treasure during the campaign.
Effect[]
This enchantment represents a culmination of Sorcery's power to counter and nullify magic. It grants lasting, unbreakable Magic Immunity so long as the enchanted article is held or worn.
- Main article: Magic Immunity
Magic Immunity does pretty much exactly what it is named for doing, protecting the hero from direct-damage spells, Unit Curses, negative effects from Combat Enchantments and Global Enchantments, Breath Attacks and Gaze Attacks. It raises hero's defense score to 50 against Magical Ranged Attacks.
The Item Power is transient: it will dissipate immediately if the Hero ever removes or loses the item. While worn, however, it cannot be dispelled. This constitutes a serious advantage over the Unit Enchantment and may well justify the additional Cost of imbuing Magic Immunity as an Item Power.
Strategy[]
Granting one of the single strongest abilities in the game, and rubbing the matter in by preventing it from being removed by Dispel Magic or Disenchant Area, "Magic Immunity" is easily worth the mana cost of enchantment and is an end in itself whenever you have 5 and the Artificer and Runemaster skills.
"Magic Immunity" expands opportunities for fragile heroes. Rear-line mages, who might otherwise be slain effortlessly by AI Wizards with commonplace stuff like Fire Bolt, Ice Bolt, or Psionic Blast, can engage these Wizards' forces safely. They can also no longer be disabled and killed— or even targeted, for that matter— with hexes.
Many creatures in Encounter Zones possess strong ranged magic attacks and will single a vulnerable Hero out unless he has this power. The hero will likewise be immune to most of the dangerous Special Attacks used by these creatures when they manage to close in and attack.
The only dangerous spell that might be encountered repeatedly, and against which "Magic Immunity" does nothing, is Cracks Call. Combining this Power with the "Flight" Item Power takes advantage of the AI's limitations: normally the enemy will Web and then attempt to Cracks Call a flying hero, but with "Magic Immunity", the AI will start considering alternatives to this combo with greater weight, and may be enticed to spend its Mana on more expensive, but less decisive, Combat Enchantments and Summoning Spells.
"Magic Immunity" is part of a cluster of Item Powers, listed below, which derive from Unit Enchantment Spells that are entirely defensive and trigger against specific threats.
Icon | Item Power | Color | Cost | Triggers against: |
---|---|---|---|---|
Resist Elements | 2 | 100 | Spell / / Special | |
Elemental Armor | 4 | 500 | Spell / / Special | |
Guardian Wind | 3 | 400 | Missiles | |
Resist Magic | 2 | 200 | Any Resist roll | |
Magic Immunity | 5 | 700 | Spell / / Special | |
Bless | 2 | 200 | Spell or Attack | |
Righteousness | 4 | 500 | Spell / / Special | |
Invulnerability | 5 | 1,200 | Damage |
Of all these, Resist Magic, Resist Elements, Elemental Armor and Righteousness are entirely superseded by "Magic Immunity" as they all provide a weaker subset of its effects, while Bless is only partially redundant since it also protects from some Melee Attacks.
Acquisition[]
Three top-tier Champions possess Magic Immunity, and need not be equipped with this Power.
Mortu the Black Knight | Roland the Paladin | Torin the Chosen |
Create Artifact[]
- Main article: Item Crafting
With 5, "Magic Immunity" may be added to any Magical Item of your own design through Create Artifact. Crafting is an expensive and time-consuming process. The investment is more reasonable with the Artificer and Runemaster Retorts.
Base | Runemaster | Artificer | Both |
---|---|---|---|
700 | 525 | 350 | 175 |
Overland[]
- Main article: Magical Items in Treasure
The game data files contain 250 pre-defined Items. Of these, 25 grant "Magic Immunity". This power causes a premade Item to demand that the Wizard have particular Spellbooks in order to appear in a Treasure Hoard, and the requirements are irregular. Even while this is one of the most common Item Powers among the pre-defined Items, it is therefore not likely to be found by most kinds of Wizards.
There are three different ways by which you can acquire one of these pre-defined Items:
- By winning a difficult Encounter.
- By purchasing it from a Merchant, a random petitioner.
- As result of a Random Event called "The Gift".
It is often better to acquire items in this way, as it means you do not need to spend any time or Mana to create them. Still, Items found through these means are in no way guaranteed to exactly suit your needs.
The table below lists the pre-defined Items with this power.
Premade Items with "Magic Immunity" | ||||||||||||
Item | Attributes | Realm Powers | Required Ranks | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
1400 | Band of Chivalry | 4 | 3 | -1 | Magic Immunity |
5 | ||||||
1600 | Wand of Balmoth | 2 | 1 | 5 | Magic Immunity |
5 | ||||||
1650 | Chain Mail of Immunity | 5 | 1 | 3 | Magic Immunity |
5 | ||||||
1650 | Gideons Harp | 1 | 1 | 10 | Magic Immunity |
5 | ||||||
2050 | Sword of Immunity | 1 | 2 | 10 | Magic Immunity |
5 | ||||||
3150 | Plate of Immunity | 5 | 4 | 6 | Magic Immunity |
5 | ||||||
4000 | Staff of Odin | 3 | 3 | 20 | Magic Immunity |
5 | ||||||
1750 | Plate of Enduring Immunity | 4 | 2 | Endurance |
Magic Immunity |
5 | 2 | |||||
1300 | Bow of Magic Immunity | Elemental Armor |
Magic Immunity |
4 | 5 | |||||||
2050 | Shield of Transformation | 1 | Wraithform |
Magic Immunity |
5 | 4 | ||||||
2150 | The Peacemaker | 1 | 2 | Magic Immunity |
Power Drain |
4 | 5 | |||||
2300 | Dracken Mace | 3 | 2 | Magic Immunity |
Power Drain |
4 | 5 | |||||
3900 | The Destructor | 20 | -4 | Magic Immunity |
Power Drain |
4 | 5 | |||||
1900 | The Devils Instrument | 2 | 5 | Lightning |
Magic Immunity |
5 | 5 | |||||
3100 | Ring of the Mad Mage | 4 | 15 | Magic Immunity |
Invulnerability |
5 | 5 | |||||
1800 | Morphains Friend | 4 | Elemental Armor Magic Immunity |
Stoning |
4 | 2 | 5 | |||||
2000 | Ultimate Defense | 3 | Elemental Armor Holy Avenger |
Magic Immunity |
3 | 4 | 5 | |||||
2200 | Axe of Light | 10 | Elemental Armor Holy Avenger |
Magic Immunity |
3 | 4 | 5 | |||||
2850 | Axe of Haste | 1 | Haste |
Magic Immunity |
7 | 5 | ||||||
Merchant Only | ||||||||||||
Item | Attributes | Realm Powers | Required Ranks | |||||||||
2300 | Wand of the Grey Wizard | Dispel True x2 Power Drain |
Magic Immunity Planar Travel |
4 | 5 | 5 | ||||||
4200 | Plate of Omnipotence | 6 | Wraithform Invulnerability |
Magic Immunity |
5 | 4 | 5 | |||||
2750 | Bird of Paradise | Magic Immunity Righteousness |
Giant Strength Invulnerability |
3 | 5 | 4 | 5 | |||||
3800 | Wand of Doom | Destruction Magic Immunity |
Death Phantasmal |
5 | 3 | 6 | 5 | |||||
3650 | Magical Crystal of Power | Wraithform True Sight |
Magic Immunity Invulnerability |
6 | 5 | 4 | 5 | |||||
2300 | Tammas Staff of Negation | Magic Immunity Planar Travel |
Power Drain Merging |
4 | 5 | 5 | 22 |