Magic resistance

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This article is about the magic resistance property. For monsters' magic resistance, see Magic resistance (monster).

Magic resistance is an extrinsic property which protects against many annoying magical attacks and effects. It is part of most ascension kits, and is generally considered a high priority to obtain as soon as possible.

Effect Edit

Magic resistance protects against:

Magic resistance does not protect against:

Obtaining Edit

Magic resistance is granted by wielding Magicbane, wearing a cloak of magic resistance, gray dragon scales, or gray dragon scale mail, polymorphing into a (baby) gray dragon, or carrying certain Quest artifacts.

Quest artifacts granting magic resistance when carried
Role Artifact Alignment
Archeologist the Orb of Detection Lawful
Caveman the Sceptre of Might Lawful
Knight the Magic Mirror of Merlin Lawful
Monk the Eyes of the Overworld Neutral
Tourist the Platinum Yendorian Express Card Neutral
Wizard the Eye of the Aethiopica Neutral

Monsters Edit

In addition to monster-type magic resistance, some monsters have player-style magic resistance: those with a magic missile attack, a random breath weapon, and baby gray dragons[1] In vanilla, this means Angels, Yeenoghu, gray dragons, the Oracle, and the Chromatic Dragon. Anyone coding new monsters should be aware of this somewhat counter-intuitive means of granting intrinsic magic resistance to monsters.

Monsters gain player-style resistance from a worn cloak of magic resistance, gray dragon scale (mail), or from wielding a co-aligned artifact: neutral Magicbane, lawful Sceptre of Might. Carrying quest artifacts also works (quest nemesis, Rodney!), but tame monsters will not keep them unless worn or wielded.

This provides all the same protections to monsters as it does to the player, e. g. death rays, polymorph or level teleport traps. It does not make them resist taming or conflict, as monster-style magic resistance would.

Strategy Edit

Magic resistance and reflection are the number one properties to get, closely followed by magic cancellation. Generally, you should wish to get them or make gray DSM if you cannot get them otherwise, ideally before the Castle.

Relying only on your own Quest artifact for magic resistance is dangerous in the endgame, because the Wizard of Yendor can steal it from you and become magic resistant himself. He will now absorb any death rays or magic missiles unharmed, but you are now quite vulnerable to his touch of death. A Quest artifact of another role, obtainable only by wishing or bones, is safe from this kind of theft (but not from that of nymphs, of course).

Player-style magic resistance is good in a pet: death rays, polytraps, and levelport traps lose their threat. Especially a non-eating pet that hits a levelport trap would often go feral before you can find it again. If you want to make your pet magic resistant, gray dragon scale mail (or the cloak) are usually best. If you go the artifact weapon route, make sure your pet is carrying as few objects as possible and disarm it with a bullwhip beforehand to keep it from wielding any different artifact it may encounter. Unfortunately, the most useful pet, the Archon, can only be made magic resistant with the Sceptre of Might.


New monsters with player-style magic resistance are diamond and crystal golems and adult shimmering dragons. In addition, there are many more useful pets capable of wearing body armor, including astral devas and vampire mages.

Also, magic resistance is granted by carrying The Great Dagger of Glaurgnaa, The Stake of Van Helsing, or The Crown of Saint Edward. The Crown will always be lawful, and the Stake is lawful if wished for or if obtained by a lawful Undead Slayer. Thus, they can both be used to give a pet Solar magic resistance.

  1. mondata.c#resists_magm.
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