Antimagic
It reduces the magical energy of the wielder, and disrupts the spells and magical abilities of those hit. Natural abilities and divine invocations are not affected. |
The antimagic brand causes weapons or other attacks to interfere with the spellcasting of anything wounded by them.
Useful Info
Monsters struck by antimagic gain a temporary spell failure rate. Every time you attack a monster with an antimagic branded weapon, they gain damage×8/(HD+1)
turns of the antimagic status.[1][2] This status gives them a dur/(4+dur)
chance to fail to cast spells and waste a turn, where dur is the remaining duration of the status in decaAut.[3] This effect works on anything that uses magic, including silence-proof targets such as demons and orbs of fire, but not including divine abilities (such as spriggan berserkers).
Players struck by antimagic simply lose MP. Every time a monster attacks you with an antimagic branded weapon, it drains a random amount of MP up to the damage dealt, but weighted toward half that amount.[4] Player Djinn are immune to this effect, as they don't have proper MP.
Wielding
Players that wield a weapon of antimagic will have their maximum MP reduced by 2/3. A character who has already exhausted their MP pool is free to switch to it mid-combat, and in some cases the effect may be worth the sudden loss of the majority of your casting capacity.
Occurrence
Antimagic is a fairly rare brand and status. The brand is unable to be obtained via a scroll of brand weapon.
- The antimagic brand is Trog's special brand, so gifted weapons may have it.
- Vine stalkers possess a unique antimagic bite attack, which inflicts antimagic.
- The Enfeeble spell will always inflict the antimagic status, regardless of resistance or EV.
- The monster spell Sap Magic, when used against another monster (players gain an analogous, but distinct effect).
Desirability
Though it deals no extra damage, antimagic weapons are extremely useful against magical opponents. A well-enchanted weapon in the hands of a capable fighter will be able to cause most of an enemy's spells to fail, which amounts to semi-paralysis. As such, antimagic weapons can reduce the threat posed by powerful end-game opponents such as the lords of Hell or orbs of fire dramatically; you just have to get into melee range with the enemy first.
References
- ↑ attack.cc:1543 (0.29.1)
- ↑ beam.cc:5881 (0.29.1)
- ↑ mon-cast.cc:4130 (0.29.1)
- ↑ beam.cc:3579 (0.29.1)
Brands | |
---|---|
Melee weapons | Antimagic • Chaos • Distortion • Draining • Electrocution • Flaming • Freezing • Heavy • Holy wrath • Pain • Protection • Reaching • Spectral • Speed • Vampiric • Venom Disruption • Dragon slaying • Reaping • Silver |
Launchers | Antimagic • Draining • Electrocution • Flaming • Freezing • Heavy • Penetration • Speed |
Throwing weapons | Atropa • Curare • Datura • Dispersal • Poisoned • Silver |