Resist Elements
UnitEnchantment ResistElements
Realm Icon Nature.pngNature
Spell Rarity Common
Spell Type Unit Enchantment
Casting Cost Icon Mana.png 25
Combat Cost Icon Mana.png 5
Upkeep Cost Icon Mana.png 1
Research Cost Icon Research.png 40
Grants the target unit Icon Resist.png +3 and Icon Defense.png +3 against any effect or direct damage from Icon Nature.pngNature and Icon Chaos.pngChaos sources.

Resist Elements is a Common Unit Enchantment from the Icon Nature.pngNature Realm. For Icon Mana.png 25, it may be cast on a friendly unit on the overland map to give it two transient bonuses: Icon Resist.png +3 against Unit Curses and ill effects associated with the Icon Nature.pngNature and Icon Chaos.pngChaos Realms; and Icon Defense.png +3 against all direct-damage attacks from the same Realms. This benefit can be maintained with a Icon Mana.png 1 per turn Upkeep Cost.

Alternatively, a cheaper version of the same spell may be cast for only Icon Mana.png 5 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

Resist Elements 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 the Icon Nature.pngNature Realms. However, neither bonus is cumulative with those granted by the similar, but more powerful, Icon Nature.pngElemental Armor spell.

Resistance Bonus Edit

The first benefit of Resist Elements is a Icon Resist.png +3 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 easier for the unit to 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 Icon Defense.png +3 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 3 extra dice on the Defense Roll, making it more likely that the enchanted unit will suffer less, or no Icon Damage.png damage from these attacks.

The Icon Defense.png Defense bonus of Resist Elements will trigger against the following attacks (sources marked with an asterisk deal Armor Piercing Damage and will thus reduce the effectiveness of the spell):

Usage Edit

Resist Elements may be cast both overland and in combat, for the basic Casting Costs of Icon Mana.png 25 and Icon Mana.png 5 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 Resist Elements 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 Resist Elements, along with its icon, will be displayed in the unit statistics window when inspecting this unit.

The overland version of Resist Elements has an Upkeep Cost of Icon Mana.png 1 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 Resist Elements 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 Common Spell of the Icon Nature.pngNature Realm, Resist Elements may become available to any Wizard who acquires at least Icon Nature.png1 Spellbook. With none, the spell can naturally 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 Resist Elements to be researchable (at some point) in the campaign is roughly 30% (with Icon Nature.png1 book), which gradually increases with the amount of Icon Nature.pngNature Spellbooks possessed or found during gameplay. With Icon Nature.png7 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 40, 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.

Resist Elements may also be selected as a starting spell by any Wizard with at least Icon Nature.png2 books. In this case, it will be available for casting as soon as the game begins.

Item Power Edit

Resist Elements can also be duplicated as an Item Power and imbued onto a Magical Item. This requires either the Icon Arcane.pngEnchant Item or the Icon Arcane.pngCreate Artifact spells, and has the advantages of being non-dispellable, and requiring no Upkeep Cost. While enchanting Icon Nature.pngResist Elements onto an item can't be done unless the Wizard possesses at least Icon Nature.png2 Spellbooks, knowledge of the actual spell is not necessary. Selecting this Power increases the item's total value by Icon Mana.png 100.

Icon Nature.pngResist Elements 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.pngResist Elements is present on 11 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

Resist Elements is an excellent early-game protective spell against enemies that use either Icon Ranged Magic.png Ranged Magical Attacks, or some form of petrification. It can be especially useful against neutral opponents, such as Dark Elven Normal Units if the player starts on Myrror; or Icon Nature.pngSprites, Icon Nature.pngCockatrices, or Icon Nature.pngBasilisks guarding Encounter Zones on either Plane. The abundance of the latter creatures in lairs in the official game usually makes this spell a good investment, possibly even as a starting one.

Resist Elements works best on Icon MultiFigureUnit.png Multi-Figure units with high Icon Figure.png figure counts, at least when defending against Icon Ranged Magic.png Ranged Attacks or Ability StoningGaze Stoning Gaze, in which case it may still be useful in the mid- to late game. Because the effect doesn't stack with that of Icon Nature.pngElemental Armor however, it will typically get superceded by the stronger spell, at least on units that participate in many battles.

While Icon Resist.png +3 is a comparatively small bonus, it may be just enough to push a unit with a fairly high Icon Resist.png Resistance over the threshold for being immune to a certain attack too. That is, if the resulting score is Icon Resist.png 10 or more (considering, of course, any penalty applied by the attack), then the unit can no longer be affected, completely eliminating the risk of taking Icon Damage.png damage from that attack. For example, if a unit with a base Icon Resist.png 10 is engaging Icon Nature.pngCockatrices, whose Ability StoningTouch Stoning Touch carries a Icon SpellSave.png -3 penalty, then casting Resist Elements can tip back the scale, and make the unit immune to the Touch Attack again.

It's also worth noting that the low Casting Cost of Resist Elements is a double-edged sword. On one hand, even the lowest level spellcasting Heroes are able to cast this spell at least once in every battle, which makes it convenient to use situationally when required, instead of maintaining it overland. On the other hand though, it also makes the enchantment more prone to being dispelled, which may matter when going up against the forces of a rival Wizard.