Quote:
Originally posted by Guest@Mar 30 2005, 04:51 AM
so yes, invulnerability is a pretty useless spell / magic item feature as it does nothing. But Wraithform (or whatever it's called) if pretty useful.
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While an invulnerabilty spell will not allow your typical hero to go headbutt a great drake (no spell can, although invisibility spell will at least let him/her throw things at it from a safe distance) neither will wraith form (a "rare" death spell). In fact, wraith form's (one of death magics few "blessing" type spells) defensive aspects are generally only useful on very weak units.
Wraithform gives the target "weapon immunity". This raises a unit's defense to 10 against creatures not using: magic, mithril, or adamantite weapons. Three points here: 1. The defensive bonus is not that great. A defense of ten will only block about three damage on average. 2. Any opponent with the "alchemy wizard skill" (such as Jafar) will have ALL of their units with at least magic weapons. Moreover any town with an alchemists guild will create units with at least magic weapons (and mithril or adamantite if near those mineral deposits). 3. Heroes that live long enough will typically have defenses well over 10.
Wraithform IS USEFUL however in that it makes units (heroes in particular) non-corporeal. The major benefits of this are that the unit is immune to the web spell ("common" nature spell, also used by giant spiders), the cracks call spell ("uncommon" nature spell), and gains both the water walking and pathfinding ability.
Normally water-walking and pathfinding is an ideal way to get around however, non-corporeal units cannot benefit from magic roads. If however, the non-corporeal unit simply travels with a corporeal unit, then they CAN use magic roads.