RESISTANCES give the potential to avoid or reduce damage or negative effects from certain types of attacks. They are usually displayed as a white shield, like you see on the right, with the icon of the particular status effect. The one shown here is BLIND RESISTANCE.
Resistances can be grouped into several categories: ELEMENTAL, PHYSICAL and MENTAL.
ELEMENTAL resistances are those that block elemental damage, including FIRE, ICE, SHOCK, and POISON.
PHYSICAL resistances are those that block negative effects on the body or physical damage, like PHYSICAL DAMAGE, BLEED, SLOW, WEAK, STUN, KNOCKDOWN, BLIND, and DISEASE.
MENTAL resistances are those that block negative effects on the mind, like MAGIKAL DAMAGE, PANIC, SLEEP, CONFUSE, and CHARM.
Generally, most characters have no natural resistances to anything, unless they receive one that is race-specific. For example, Half-Goblins naturally have 50% POISON RESISTANCE and 15% SLOW RESISTANCE. This is due to their Goblin genes that help to alleviate these conditions.
The Fortitude attribute contributes to raising PHYSICAL resistances. For each Fortitude point beyond 8, all physical resistances are raised by 5% (except PHYSICAL DAMAGE RESISTANCE).
Intelligence contributes to raising MENTAL resistances. For each Intelligence point beyond 8, all mental resistances are raised by 5% (except MAGIK DAMAGE RESISTANCE). The exception to this is CHARM RESISTANCE, which is a combination of both Intelligence (3%) and Charisma (2%).
Constitution contributes to raising ELEMENTAL resistances. For each Constitution point beyond 8, all elemental resistances are raised by 3%.
Someone with a 100% resistance to any given effect cannot be harmed by it. This includes if a negative buff is applied that can reduce someone’s resistance. For example, skeletons do not bleed for obvious reasons and have 100% BLEED RESISTANCE. Even if they were hit with an effect that lowered this resistance, they would still be immune to any BLEED attacks.
Resistances do not affect the “hit or miss” calculation on attacks that use it. But if an attack hits and there is some sort of effect for which the victim has a resistance, the resistance is used on a subsequent roll to see if the effect is resisted. For example, if a Mage casts Ice Knife against a creature that has 25% ICE RESISTANCE, the normal hit or miss roll is made. Assuming a hit is made, there is then a 25% chance that no ice damage will be sustained at all (however, if the Mage has any kind of ice accuracy boost, like the Put them on Ice skill, that will lower the chance of avoiding it). But if the ice is not resisted, the victim will still have the ice damage reduced by whatever their resistance is. In this case, the ICE DAMAGE would be reduced 25%. So resistances help even if they don’t block all damage.
In the case of negative effects, like BLIND or SLOW, the resistance is used to reduce the attacker’s chance to inflict the effect. For example, say a Paladin uses the Fear ability (which has a base 40% chance to inflict PANIC) against a creature that has 25% PANIC RESISTANCE. In the calculations for the roll, essentially the 40% is reduced by 25%, so the chance to inflict is 30% (40 – 25%x40 = 30). If afflicted, the resistance does not affect the duration of the effect.
A higher Fortitude also helps against PARALYSIS. Dexterity helps resist against being IMMOBILIZED.