Resistance: Difference between revisions
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[[Bard]]s making use of [[Sonic Armor (1014)]] will benefit from its inherent resistance to cold, heat, and lightning. |
[[Bard]]s making use of [[Sonic Armor (1014)]] will benefit from its inherent resistance to cold, heat, and lightning. |
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[[Monk]]s have an inherent ability to [[MEDITATE]] to receive resistances. The amount of resistance is 10%, plus a 2% per bonus per a [[summation chart|seed]] 1 summation of the monk's [[Mental Lore, Transformation]] skill. Thus, a monk with 28 ranks of ML, Transformation would have a 24% resistance ability, and a monk with 91 ranks would have a 36% resistance. |
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[[Loresinging]] can be used to detect the presence and amount of protection provided, as well as any potential vulnerabilities, but if the source of the item is unknown (i.e. if it came out of a locker after many years), a ranger should [[ASSESS]] the item if a natural resistance is detected that can be applied with the Resist Nature spell to determine whether the resistance is temporary and how many hits remain. A loresong will correctly that an item is temporarily resistant when it comes from the treasure system, but resistance applied with Resist Nature will sing as permanent. Warriors can also ASSESS armor to determine how many hits are remaining on the armor fittings. |
[[Loresinging]] can be used to detect the presence and amount of protection provided, as well as any potential vulnerabilities, but if the source of the item is unknown (i.e. if it came out of a locker after many years), a ranger should [[ASSESS]] the item if a natural resistance is detected that can be applied with the Resist Nature spell to determine whether the resistance is temporary and how many hits remain. A loresong will correctly that an item is temporarily resistant when it comes from the treasure system, but resistance applied with Resist Nature will sing as permanent. Warriors can also ASSESS armor to determine how many hits are remaining on the armor fittings. |
Revision as of 09:30, 29 June 2015
Resistances reduce damage taken from an natural or damage type source (e.g. puncture, slash, crush, impact). Armor and armor accessories can be found in the treasure system with any type of resistance (except nature?).
Natural resistances include fire (heat), cold, steam, and nature, and are available to be applied temporarily on armor through the ranger spell Resist Nature (620). Lightning resistance also exists but is not available through the spell. Fire, cold, and steam resistances will protect from those respective element-based spells and maneuvers. Nature resistance lets the wearer withstand hits from nature-based attacks, which include all offensive Ranger spells and Sandstorm (914). (Does nature resistance protect from natural weapons damage?)
Puncture, slash, and crush resistance can be applied temporarily on armor by warriors using specialized armor fittings.
Bards making use of Sonic Armor (1014) will benefit from its inherent resistance to cold, heat, and lightning.
Monks have an inherent ability to MEDITATE to receive resistances. The amount of resistance is 10%, plus a 2% per bonus per a seed 1 summation of the monk's Mental Lore, Transformation skill. Thus, a monk with 28 ranks of ML, Transformation would have a 24% resistance ability, and a monk with 91 ranks would have a 36% resistance.
Loresinging can be used to detect the presence and amount of protection provided, as well as any potential vulnerabilities, but if the source of the item is unknown (i.e. if it came out of a locker after many years), a ranger should ASSESS the item if a natural resistance is detected that can be applied with the Resist Nature spell to determine whether the resistance is temporary and how many hits remain. A loresong will correctly that an item is temporarily resistant when it comes from the treasure system, but resistance applied with Resist Nature will sing as permanent. Warriors can also ASSESS armor to determine how many hits are remaining on the armor fittings.
The following information was provided by Nuadjha, the Briar Fox and may not be entirely accurate.
The Ranger Resistance Scale
This is resistance to natural and elemental damage added by the spell Resist Nature (620).
Messaging | Percent Protection |
---|---|
Slight | (0-20%) |
Moderate | (21-30%) |
Good | (31-40%) |
Very good | (41-50%) |
Great | (51-60%) |
Incredible | (60+%) |
Armor Resistance Scale
This category covers resistance to: crush, slash, puncture damage; added by a merchant, warrior fittings, or that is otherwise inherent in the armor.
Messaging | Percent Protection |
---|---|
Slightly | (0-5%) |
Moderately | (6-15%) |
Very | (16-25%) |
Highly | (26-49%) |
Incredibly | (50%+) |
These are just logical guesses based on slim evidence from my few data points. Anyone able to fill in some more points?
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