Resistance: Difference between revisions

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{{Work-in-progress}}
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Resistances reduce damage taken from an natural or damage type source (e.g. [[puncture]], [[slash]], [[crush]], [[impact]]). [[Armor]] and [[armor accessory|armor accessories]] can be found in the [[treasure system]] with any type of resistance (except nature?).
Resistances modify damage taken from a specific damage sources (e.g. [[puncture]], [[slash]], [[crush]], [[impact]]). [[Armor]] and [[armor accessory|armor accessories]] can be found in the [[treasure system]] with any type of resistance. This modification is generally positive for the player and results in reduced damage and wounds, but vulnerabilities exist which allow for increased damage and wounds as well. Please note resistances exist for all [[critical table]]'s except for the UAC specific ones at the time of this entry.


Natural resistances include [[Fire critical table|fire]] (heat), [[Cold critical table|cold]], [[Steam critical table|steam]], and nature, and are available to be applied temporarily on armor through the [[ranger]] spell [[Resist Nature (620)]]. [[Lightning critical table|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?)
Resistances to [[Fire critical table|fire]] (heat), [[Cold critical table|cold]], [[Steam critical table|steam]], and nature, are available to be applied temporarily on non-metal armors through the [[ranger]] spell [[Resist Nature (620)]]. Fire, cold, and steam resistances will protect from those respective element-based spells and maneuvers. Nature resistance is unique in that it lets the wearer withstand hits from nature-based attacks, which include all offensive Ranger spells and [[Sandstorm (914)]], as opposed to a specific critical table.


Puncture, slash, and crush resistance can be applied temporarily on armor by [[warrior]]s using [[specialized armor fitting]]s.
Puncture, slash, and crush resistance can be applied temporarily on armor by [[warrior]]s using [[specialized armor fitting]]s.


[[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. They will in turn suffer a vulnerability to impact.


[[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.
[[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.

Revision as of 14:59, 30 June 2015

This article is a work in progress!

Resistances modify damage taken from a specific damage sources (e.g. puncture, slash, crush, impact). Armor and armor accessories can be found in the treasure system with any type of resistance. This modification is generally positive for the player and results in reduced damage and wounds, but vulnerabilities exist which allow for increased damage and wounds as well. Please note resistances exist for all critical table's except for the UAC specific ones at the time of this entry.

Resistances to fire (heat), cold, steam, and nature, are available to be applied temporarily on non-metal armors through the ranger spell Resist Nature (620). Fire, cold, and steam resistances will protect from those respective element-based spells and maneuvers. Nature resistance is unique in that it lets the wearer withstand hits from nature-based attacks, which include all offensive Ranger spells and Sandstorm (914), as opposed to a specific critical table.

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. They will in turn suffer a vulnerability to impact.

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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