====== Magic Weapons ====== {{:abilities:magic_weapons.png?nolink}} What are Magic Weapons? {{:misc:magicdmg.png?nolink }} Well, have you ever noticed the little white stars next to the damage type icons for some attacks? That indicates that the damage is **magical**, and thus hits in spite of magical forcefields/barriers or transformations, with the exception of material things such as ??Barkskin?? or ??Stoneskin?? or ??Ironskin??. Magic Weapons deal magical damage. The following are invalidated by Magic Weapons: * {{:abilities:ethereal.png?nolink}}[[Ethereal|Etherealness]] is the big one, letting bastards avoid 75% of nonmagical hits. Ghosts, [[ubar-ea|Genies]], and [[Astral]] nations have it. * {{:abilities:invulnerability.png?nolink}}[[Invulnerability]] is another big one, replacing natural [[Protection]] if it's higher. Angels, Vampires, and Death/Water nations have it. * {{:abilities:mistform.png?nolink}}??Mistform?? is merely //ended// by magical damage, but it grants obscene damage reduction anyway. Air nations will use it if they can. Unfortunately, you can apply all three of these things regardless of how you start, but making physical damage (such as from weapons) magical requires one of three things: * {{:abilities:magic_weapons.png?nolink}}The [[Bless]], which requires {{path>S4}} on your [[Pretender]]. * {{:items:enchanted_sword.png?nolink}}[[Items|Making them yourself]], for your [[Commander|Commanders]], with magic [[Gems]]. * {{:nations:ma:ulm:black_plate_infantry_4.png?nolink}}Recruiting [[magic-weapons-access|someone]] with Magic Equipment and letting your bureaucrats figure it out.