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+ | ''See also [[Combat Mechanics#Resistance Checks|Resistance Checks]] in Combat Mechanics and [[Immunities#Immunities|Immunities]].'' |
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− | http://i1202.photobucket.com/albums/bb379/Lancer1289/MEW.jpg |
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+ | ''Resistance'' measures a character's ability to withstand or reduce the effects of an opponent's attack. There is one type of resistance for each damage type in the game: [[Combat Mechanics#Mental Resistance|Mental]], [[Combat Mechanics#Physical Resistance|Physical]], [[Combat Mechanics#Spell Resistance|Spell]], and [[Combat Mechanics#Elemental Resistance|Elemental]], which is itself divided into five types (Fire, Cold, Electric, Nature, and Spirit). Each point of resistance generally reduces damage (of that type) by 1%. In some cases, a target is given a chance to offset some of the effects of an attack if they pass an appropriate ''check'' for the relevant type. There are also displacement/dodge and missile deflection ratings, signifying a percentile chance to completely ignore any physical attack and a percentile chance to ignore any missile of non-spell origin, respectively. |
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− | http://masseffect.wikia.com |
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+ | Some abilities, skills, or items allow combatants to enhance their resistances; they are also enhanced at higher levels and [[rank]]s. |
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+ | == Types of Resistances == |
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− | If you've already decided to become a dedicated Mass Effect Wiki editor, we can arrange your application procedures on my talk page: |
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+ | {| class="sortable daotable" width="100%" |
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+ | |- style="background: #fffff; text-align: center; vertical-align:bottom; " |
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+ | !style="width: 10%; "|Type |
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+ | !style="width: 30%; "|Ability to withstand... |
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+ | !style="width: 20%; "|Formula to Calculate |
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+ | !style="width: 10%; "|Resistance |
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+ | !style="width: 30%; "|Examples & Other Notes |
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+ | |- |
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+ | | align="left" | ''Mental'' |
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+ | | Bard songs and mind-control spells.<br />Possible to completely resist or take a limited debuff. |
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+ | | ([[Attributes#Willpower|Willpower]]+[[Attributes#Magic|Magic]]+[[Attributes#Cunning|Cunning]]-30)/2 |
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+ | rounded up |
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+ | | |
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+ | up to 100 |
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+ | (up to 150 in Awakening) |
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− | http://masseffect.wikia.com/wiki/User_talk:Lancer1289 |
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+ | | Captivating Song, Blood Control, Horror; not a percentage (score of 100 or more does not confer immunity) |
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− | [[Category:Game rules]] |
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+ | |- |
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− | [[Category:Gameplay]] |
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+ | | align="left" | ''Physical'' |
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− | [[Category:Game mechanics]] |
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+ | | Direct attacks on the body.<br />Possible to completely resist or take a limited debuff. |
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− | [[Category:Game rules]] |
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+ | | ([[Attributes#Strength|Strength]]+[[Attributes#Dexterity|Dexterity]]+[[Attributes#Constitution|Constitution]]-30)/2 |
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− | [[Category:Gameplay]] |
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+ | rounded up |
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− | [[Category:Game mechanics]] |
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+ | | |
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− | [[Category:Game rules]] |
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+ | up to 100 |
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− | [[Category:Gameplay]] |
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+ | |||
− | [[Category:Game mechanics]] |
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+ | (up to 150 in Awakening) |
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− | [[Category:Game rules]] |
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+ | | Knockdown, Earthquake, Paralyze; not a percentage (score of 100 or more does not confer immunity) |
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− | [[Category:Gameplay]] |
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+ | |- |
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− | [[Category:Game mechanics]] |
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+ | | align="left" | ''Spell'' |
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− | [[Category:Game rules]] |
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+ | | Hostile magical spell attacks.<br />A percentage denotes a chance to completely resist a hostile spell. Friendly fire spell effects are applied normally. |
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− | [[Category:Gameplay]] |
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+ | | |
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− | [[Category:Game mechanics]] |
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+ | | up to 100% |
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− | [[Category:Game rules]] |
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+ | | |
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− | [[Category:Gameplay]] |
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+ | |- |
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− | [[Category:Game mechanics]] |
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+ | | align="left" | ''Elemental'' |
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− | [[Category:Game rules]] |
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+ | | |
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− | [[Category:Gameplay]] |
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+ | Attacks based on each of the five elements.<br />This will reduce the damage by % you have.<br />Minimum elemental resistance is {{ColorNegativeStat|-100%}} (attainable with hexes). |
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− | [[Category:Game mechanics]] |
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+ | | |
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+ | | up to 75% |
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+ | |||
+ | (up to 85% in Awakening) |
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+ | | Fireball, Cone of Cold. There are distinct resistances for Fire, Cold, Electric, Nature, and Spirit effects. |
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+ | |} |
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+ | |||
+ | == Resistance Check Reference == |
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+ | The following table includes a list of Talents and Spells and the relevant resistance check. |
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+ | |||
+ | {| class="sortable daotable" |
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+ | |- style="background: #333333; text-align: center; vertical-align:bottom; " |
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+ | ! Tree !! Threat !! Type !! Resistance |
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+ | |- |
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+ | | Blood Mage || [[Blood Mage (Origins)#Blood Mage Spells|Blood Wound]] || Spell || Physical |
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+ | |- |
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+ | | Creation || [[Creation Spells#Glyph of Paralysis|Glyph of Paralysis]] || Spell || Physical |
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+ | |- |
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+ | | Creation || [[Creation Spells#Glyph of Repulsion|Glyph of Repulsion]] || Spell || Physical |
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+ | |- |
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+ | | Creation || [[Creation Spells#Grease|Grease]] || Spell || Physical |
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+ | |- |
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+ | | Entropy || [[Entropy Spells#Mass Paralysis|Mass Paralysis]] || Spell || Physical |
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+ | |- |
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+ | | Entropy || [[Entropy Spells#Miasma|Miasma]] || Spell || Physical |
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+ | |- |
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+ | | Entropy || [[Entropy Spells#Paralyze|Paralyze]] || Spell || Physical |
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+ | |- |
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+ | | Primal || [[Primal Spells#Blizzard|Blizzard]] || Spell || Physical |
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+ | |- |
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+ | | Primal || [[Primal Spells#Cone of Cold|Cone of Cold]] || Spell || Physical |
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+ | |- |
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+ | | Primal || [[Primal Spells#Earthquake|Earthquake]] || Spell || Physical |
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+ | |- |
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+ | | Primal || [[Primal Spells#Fireball|Fireball]] || Spell || Physical |
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+ | |- |
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+ | | Primal || [[Primal Spells#Petrify|Petrify]] || Spell || Physical |
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+ | |- |
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+ | | Archery || [[Archery Talents#Pinning Shot|Pinning Shot]] || Talent || Physical |
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+ | |- |
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+ | | Dual Weapon || [[Dual Weapon Talents#Cripple|Cripple]] || Talent || Physical |
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+ | |- |
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+ | | Dual Weapon || [[Dual Weapon Talents#Riposte|Riposte]] || Talent || Physical |
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+ | |- |
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+ | | Duelist || [[Duelist#Upset Balance|Upset Balance]] || Talent || Physical |
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+ | |- |
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+ | | Rogue || [[Rogue Talents#Below the Belt|Below the Belt]] || Talent || Physical |
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+ | |- |
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+ | | Two-Handed || [[Two-Handed Talents#Mighty Blow|Mighty Blow]] || Talent || Physical |
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+ | |- |
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+ | | Two-Handed || [[Two-Handed Talents#Pommel Strike|Pommel Strike]] || Talent || Physical |
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+ | |- |
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+ | | Two-Handed || [[Two-Handed Talents#Sunder Armor|Sunder Armor]] || Talent || Physical |
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+ | |- |
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+ | | Two-Handed || [[Two-Handed Talents#Sunder Arms|Sunder Arms]] || Talent || Physical |
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+ | |- |
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+ | | Two-Handed || [[Two-Handed Talents#Two-Handed Sweep|Two-Handed Sweep]] || Talent || Physical |
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+ | |- |
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+ | | Two-Handed || [[Sweeping Strike]] || Talent || Physical |
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+ | |- |
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+ | | Blood School || [[Warrior Talents#Blood Fury|Blood Fury]] || Talent || Physical |
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+ | |- |
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+ | | Weapon and Shield || [[Weapon and Shield Talents#Overpower|Overpower]] || Talent || Physical |
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+ | |- |
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+ | | Weapon and Shield || [[Weapon and Shield Talents#Shield Bash|Shield Bash]] || Talent || Physical |
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+ | |- |
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+ | | Weapon and Shield || [[Weapon and Shield Talents#Shield Pummel|Shield Pummel]] || Talent || Physical |
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+ | |- |
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+ | | Blood Mage || [[Blood Mage (Origins)#Blood Mage Spells|Blood Control]] || Spell || Mental |
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+ | |- |
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+ | | Entropy || [[Entropy Spells#Horror|Horror]] || Spell || Mental |
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+ | |- |
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+ | | Entropy || [[Entropy Spells#Sleep|Sleep]] || Spell || Mental |
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+ | |- |
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+ | | Entropy || [[Entropy Spells#Waking Nightmare|Waking Nightmare]] || Spell || Mental |
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+ | |- |
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+ | | Bard || [[Bard#Distraction|Distraction]] || Talent || Mental |
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+ | |- |
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+ | | Bard || [[Bard#Captivating Song|Captivating Song]] || Talent || Mental |
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+ | |- |
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+ | | Templar || [[Holy Smite]] || Talent || Mental |
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+ | |- |
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+ | | Dog || [[Growl]] || Talent || Mental |
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+ | |- |
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+ | | Dog || [[Dread Howl]] || Talent || Mental |
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+ | |} |
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+ | |||
+ | == Notable Monster Resistances/Weaknesses Reference Sheet == |
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+ | |||
+ | ===General Enemy Types=== |
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+ | [[Demon]] type: {{ColorPositiveStat|+50% fire resistance}}, {{ColorPositiveStat|+5% spirit resistance}}.{{clrl}} |
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+ | [[Darkspawn]] type: {{ColorPositiveStat|+25% nature resistance}}, {{ColorNegativeStat|-15% fire resistance}}.{{clrl}} |
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+ | [[High Dragon]] type ([[High Dragon]] and [[Flemeth]]): {{ColorPositiveStat|+75% fire resistance}}.{{clrl}} |
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+ | Undead type: {{ColorPositiveStat|+75% cold resistance}}, {{ColorNegativeStat|-25% fire resistance}}.{{clrl}} |
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+ | |||
+ | ===Specific Boss Monsters & Monster Sub-Types=== |
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+ | [[Abomination]]: {{ColorPositiveStat|+25% electricity resistance}}.{{clrl}} |
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+ | [[Arcane Horror]]: {{ColorPositiveStat|+20% spell resistance}}.{{clrl}} |
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+ | [[Archdemon]]: {{ColorPositiveStat|+75% cold, electricity and spirit resistance}}, {{ColorPositiveStat|+60% fire resistance}},{{ColorPositiveStat|+25% nature resistance}}.{{clr}} |
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+ | [[Broodmother]]: {{ColorPositiveStat|+75% nature resistance}}, {{ColorPositiveStat|+75 mental resistance}}.{{clrl}} |
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+ | [[Genlock]]: {{ColorPositiveStat|+5% spell resistance}}, {{ColorPositiveStat|+3 mental resistance}}.{{clrl}} |
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+ | [[Hurlock]]: {{ColorPositiveStat|+5% cold resistance}}, {{ColorPositiveStat|+5% spirit resistance}}, {{ColorPositiveStat|+1% dodge}}.{{clrl}} |
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+ | [[Ogre]]: {{ColorPositiveStat|+20% cold resistance}}, {{ColorPositiveStat|+15% spirit resistance}}, {{ColorPositiveStat|+10% spell resistance}}.{{clrl}} |
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+ | [[Revenant]]: {{ColorPositiveStat|+75 mental resistance}}.{{clrl}} |
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+ | [[Steel Golem]]: {{ColorPositiveStat|+50 physical resistance}}, {{ColorPositiveStat|+50% electricity and cold resistance}}.{{clrl}} |
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+ | [[Stone Golem]]: {{ColorPositiveStat|+50 physical resistance}}, {{ColorPositiveStat|+50% fire and cold resistance}}.{{clrl}} |
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+ | [[Wild Sylvan]]: {{ColorNegativeStat|-50% fire resistance}}.{{clrl}} |
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+ | |||
+ | ===Shapeshifter Forms=== |
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+ | [[Bear]] (monster and [[Shapeshifter]] form): {{ColorPositiveStat|+50% nature resistance}}.{{clrl}} |
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+ | [[Flying Swarm]] ([[Shapeshifter]] form): {{ColorPositiveStat|+40% dodge}}, {{ColorPositiveStat|+100% missile deflection}}, {{ColorNegativeStat|-75% fire resistance}}.{{clrl}} |
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+ | [[Spider]] (monster and [[Shapeshifter]] form): {{ColorPositiveStat|+75% nature resistance}}, {{ColorNegativeStat|-10% fire resistance}}.{{clrl}} |
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+ | |||
+ | ===Monster Resistances and Immunities Analysis=== |
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+ | An obvious conclusion one can draw from this reference sheet and the [[Immunities]] list is electricity and spirit are most rarely resisted types of elemental damage, with no enemies immune to them, while nature is (a) most commonly resisted, (b) an unparalleled number of creatures are immune to it, and (c) not a single enemy in the game has a nature damage weakness**. Consider also the stamina draining effect from electrical damage and the fact the most damaging spells and spell combinations in the game are spirit-based ([[Mana Drain]], [[Entropic Death]], [[Virulent Walking Bomb]], [[Blood Control]]). Fire damage is quite frequently resisted, but this is offset by the fact both Darkspawn and Undead type enemies have weakness to fire. Cold damage is also commonly resisted, but since cold-based spells also have the ability to Freeze and Slow targets, this is less of a problem (see [[Cone of Cold]] for more information). It is also noteworthy spell resistance is extremely rare, and even when present, its value is quite low, so certain spells/spell combinations ([[Paralysis Explosion]], for example) are almost guaranteed to work under any conditions. |
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+ | |||
+ | Note that on Casual Difficulty, spell resistance is reduced by 10% (to a minimum of 0%) and on Nightmare it is increased by 10%. All resistances to damage schools remain unaffected. |
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+ | |||
+ | *Note: The Archdemon at the end of Origins is a notable exception to the general rule. While it does not have a "weakness" to nature damage, as such, its resistances to all other forms of elemental damage are '''much''' higher (60 to fire and 75 to the others) than its nature resistance, which is only 25. However this does not in itself justify altering character build strategies, as there are other ways to inflict nature damage that can be used for this one major fight. |
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+ | |||
+ | == Items List == |
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+ | ===Spell Resistance=== |
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+ | {{AccessoriesTableHeader| |
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+ | {{:Templar Armor (Origins)|style=accessorytable}} |
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+ | {{:Knight Commander's Plate|style=accessorytable}} |
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+ | {{:Armor of the Divine Will|style=accessorytable}} |
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+ | {{:The Spellward|style=accessorytable}} |
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+ | {{:Key to the City|style=accessorytable}} |
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+ | {{:Athras's Pendant|style=accessorytable}} |
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+ | {{:Mark of Vigilance|style=accessorytable}} |
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+ | {{:Spellweaver|style=accessorytable}} |
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+ | {{:Antivan Leather Boots|style=accessorytable}} |
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+ | {{:Blackblade Boots|style=accessorytable}} |
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+ | {{:Havard's Aegis|style=accessorytable}} |
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+ | {{:Reaper's Vestments|style=accessorytable}} |
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+ | {{:Ancient Elven Gloves|style=accessorytable}} |
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+ | {{:Cinch of Skillful Maneuvering|style=accessorytable}} |
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+ | }} |
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+ | Other |
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+ | |||
+ | *{{PC}} [[Greagoir's Shield]]: 4% spell resistance |
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+ | *[[Fade Shield]]: 5% spell resistance |
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+ | *[[Arcane Shield]] and Fade Shield: 15% spell resistance |
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+ | *[[Dwarven Resistance]]: 10% spell resistance |
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+ | *[[Spell Shield]]: 75% spell resistance |
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+ | |||
+ | == Notes == |
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+ | * [[Dwarves]] have an extra 10% spell resistance, for the same reason that they cannot become [[Mage]]s and do not enter the fade when they dream; because of their close contact with Lyrium, they have developed a natural resistance to magic. |
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+ | * Note that some abilities (e.g. Dirty Fighting) are absent from the above list and are not subject to a physical resistance check. They are subject to immunities (i.e. stun, knockdown, etc.) however. This can be misleading because even if a creature/player is immune to a given effect, "Resisted" will still appear above the character when an immunity protects that player from a physical effect such as stun and knockdown. |
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[[Category:Game rules]] |
[[Category:Game rules]] |
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[[Category:Gameplay]] |
[[Category:Gameplay]] |
Revision as of 13:10, 24 April 2011
See also Resistance Checks in Combat Mechanics and Immunities.
Resistance measures a character's ability to withstand or reduce the effects of an opponent's attack. There is one type of resistance for each damage type in the game: Mental, Physical, Spell, and Elemental, which is itself divided into five types (Fire, Cold, Electric, Nature, and Spirit). Each point of resistance generally reduces damage (of that type) by 1%. In some cases, a target is given a chance to offset some of the effects of an attack if they pass an appropriate check for the relevant type. There are also displacement/dodge and missile deflection ratings, signifying a percentile chance to completely ignore any physical attack and a percentile chance to ignore any missile of non-spell origin, respectively.
Some abilities, skills, or items allow combatants to enhance their resistances; they are also enhanced at higher levels and ranks.
Types of Resistances
Type | Ability to withstand... | Formula to Calculate | Resistance | Examples & Other Notes |
---|---|---|---|---|
Mental | Bard songs and mind-control spells. Possible to completely resist or take a limited debuff. |
(Willpower+Magic+Cunning-30)/2
rounded up |
up to 100 (up to 150 in Awakening) |
Captivating Song, Blood Control, Horror; not a percentage (score of 100 or more does not confer immunity) |
Physical | Direct attacks on the body. Possible to completely resist or take a limited debuff. |
(Strength+Dexterity+Constitution-30)/2
rounded up |
up to 100 (up to 150 in Awakening) |
Knockdown, Earthquake, Paralyze; not a percentage (score of 100 or more does not confer immunity) |
Spell | Hostile magical spell attacks. A percentage denotes a chance to completely resist a hostile spell. Friendly fire spell effects are applied normally. |
up to 100% | ||
Elemental |
Attacks based on each of the five elements. |
up to 75%
(up to 85% in Awakening) |
Fireball, Cone of Cold. There are distinct resistances for Fire, Cold, Electric, Nature, and Spirit effects. |
Resistance Check Reference
The following table includes a list of Talents and Spells and the relevant resistance check.
Tree | Threat | Type | Resistance |
---|---|---|---|
Blood Mage | Blood Wound | Spell | Physical |
Creation | Glyph of Paralysis | Spell | Physical |
Creation | Glyph of Repulsion | Spell | Physical |
Creation | Grease | Spell | Physical |
Entropy | Mass Paralysis | Spell | Physical |
Entropy | Miasma | Spell | Physical |
Entropy | Paralyze | Spell | Physical |
Primal | Blizzard | Spell | Physical |
Primal | Cone of Cold | Spell | Physical |
Primal | Earthquake | Spell | Physical |
Primal | Fireball | Spell | Physical |
Primal | Petrify | Spell | Physical |
Archery | Pinning Shot | Talent | Physical |
Dual Weapon | Cripple | Talent | Physical |
Dual Weapon | Riposte | Talent | Physical |
Duelist | Upset Balance | Talent | Physical |
Rogue | Below the Belt | Talent | Physical |
Two-Handed | Mighty Blow | Talent | Physical |
Two-Handed | Pommel Strike | Talent | Physical |
Two-Handed | Sunder Armor | Talent | Physical |
Two-Handed | Sunder Arms | Talent | Physical |
Two-Handed | Two-Handed Sweep | Talent | Physical |
Two-Handed | Sweeping Strike | Talent | Physical |
Blood School | Blood Fury | Talent | Physical |
Weapon and Shield | Overpower | Talent | Physical |
Weapon and Shield | Shield Bash | Talent | Physical |
Weapon and Shield | Shield Pummel | Talent | Physical |
Blood Mage | Blood Control | Spell | Mental |
Entropy | Horror | Spell | Mental |
Entropy | Sleep | Spell | Mental |
Entropy | Waking Nightmare | Spell | Mental |
Bard | Distraction | Talent | Mental |
Bard | Captivating Song | Talent | Mental |
Templar | Holy Smite | Talent | Mental |
Dog | Growl | Talent | Mental |
Dog | Dread Howl | Talent | Mental |
Notable Monster Resistances/Weaknesses Reference Sheet
General Enemy Types
Demon type: +50% fire resistance, +5% spirit resistance.
Darkspawn type: +25% nature resistance, -15% fire resistance.
High Dragon type (High Dragon and Flemeth): +75% fire resistance.
Undead type: +75% cold resistance, -25% fire resistance.
Specific Boss Monsters & Monster Sub-Types
Abomination: +25% electricity resistance.
Arcane Horror: +20% spell resistance.
Archdemon: +75% cold, electricity and spirit resistance, +60% fire resistance,+25% nature resistance.
Broodmother: +75% nature resistance, +75 mental resistance.
Genlock: +5% spell resistance, +3 mental resistance.
Hurlock: +5% cold resistance, +5% spirit resistance, +1% dodge.
Ogre: +20% cold resistance, +15% spirit resistance, +10% spell resistance.
Revenant: +75 mental resistance.
Steel Golem: +50 physical resistance, +50% electricity and cold resistance.
Stone Golem: +50 physical resistance, +50% fire and cold resistance.
Wild Sylvan: -50% fire resistance.
Shapeshifter Forms
Bear (monster and Shapeshifter form): +50% nature resistance.
Flying Swarm (Shapeshifter form): +40% dodge, +100% missile deflection, -75% fire resistance.
Spider (monster and Shapeshifter form): +75% nature resistance, -10% fire resistance.
Monster Resistances and Immunities Analysis
An obvious conclusion one can draw from this reference sheet and the Immunities list is electricity and spirit are most rarely resisted types of elemental damage, with no enemies immune to them, while nature is (a) most commonly resisted, (b) an unparalleled number of creatures are immune to it, and (c) not a single enemy in the game has a nature damage weakness**. Consider also the stamina draining effect from electrical damage and the fact the most damaging spells and spell combinations in the game are spirit-based (Mana Drain, Entropic Death, Virulent Walking Bomb, Blood Control). Fire damage is quite frequently resisted, but this is offset by the fact both Darkspawn and Undead type enemies have weakness to fire. Cold damage is also commonly resisted, but since cold-based spells also have the ability to Freeze and Slow targets, this is less of a problem (see Cone of Cold for more information). It is also noteworthy spell resistance is extremely rare, and even when present, its value is quite low, so certain spells/spell combinations (Paralysis Explosion, for example) are almost guaranteed to work under any conditions.
Note that on Casual Difficulty, spell resistance is reduced by 10% (to a minimum of 0%) and on Nightmare it is increased by 10%. All resistances to damage schools remain unaffected.
- Note: The Archdemon at the end of Origins is a notable exception to the general rule. While it does not have a "weakness" to nature damage, as such, its resistances to all other forms of elemental damage are much higher (60 to fire and 75 to the others) than its nature resistance, which is only 25. However this does not in itself justify altering character build strategies, as there are other ways to inflict nature damage that can be used for this one major fight.
Items List
Spell Resistance
Name | Enhancements | Acquisition | ||
---|---|---|---|---|
Templar Armor Requires: 27 strength |
+3 willpower +20% spell resistance +5 mental resistance |
Restriction: Templar | ||
Knight Commander's Plate Requires: 39 strength |
+5 willpower +40% spell resistance +10 mental resistance |
Sold by Faryn in Frostback Mountain Pass for 27 42 0. Restriction: Templar | ||
Armor of the Divine Will Requires: 38 strength |
+20% spell resistance -5 magic |
Sold by Ruck in Ortan Thaig. Restriction: Templar | ||
The Spellward | +5 willpower +8 health regeneration while exploring +30% spell resistance +10% chance to dodge attacks +6 defense against missiles |
Origins: Sold by Bodahn Feddic at the Party Camp Leliana's Song: Dropped by Weapon Master in the Noble's Estate (2nd time) Witch Hunt: Sold by Sandal in the Apprentice Quarters | ||
Key to the City | +2 to all attributes +4% spell resistance +10% to healing effects received |
Found in the Assembly Cache in the Chamber of the Assembly, Orzammar Diamond Quarter after completing The Key to the City side quest. | ||
Athras's Pendant | 4% spell resistance | Obtained from Athras in the Dalish Camp as a reward for completing the side quest Lost to the Curse. | ||
Mark of Vigilance | +6 defense +2% spell resistance +5 mental resistance |
Requires the Mark of Vigilance DLC. | ||
Spellweaver Requires: 27 strength/magic |
+5 magic +1 or +2 mana regeneration in combat +10% spell resistance +3 electricity damage |
Dropped by the Arcane Warrior Cultist Overseer in the Mountainside Caverns, during The Urn of Sacred Ashes main quest. Restriction: Arcane Warrior | ||
Antivan Leather Boots Requires: 18 strength |
+4% spell resistance | They come from Antivan Leather Boots (gift) in Origins, and purchased from the Bartender and looted from the Smuggler Leader and Crow Assassin in Awakening. | ||
Blackblade Boots Requires: 24 strength |
+4 dexterity +4 willpower +4 cunning +8% spell resistance |
Cannot be acquired via normal means. Restriction: Rogue | ||
Havard's Aegis Requires: 22 strength |
+4 spell resistance Chance to avoid missile attacks |
Looted from the Ogre at the top of the Tower of Ishal. | ||
Reaper's Vestments | +6 constitution +20% fire resistance +16% spell resistance +10% chance to dodge attacks +12 armor |
Sold by the Tranquil Proprietor at the Wonders of Thedas Restriction: Mage | ||
Ancient Elven Gloves Requires: 22 strength |
+2 armor +4% spell resistance |
Found in the Ruined Temple.
Cinch of Skillful Maneuvering may refer to:
|
Other
- Greagoir's Shield: 4% spell resistance
- Fade Shield: 5% spell resistance
- Arcane Shield and Fade Shield: 15% spell resistance
- Dwarven Resistance: 10% spell resistance
- Spell Shield: 75% spell resistance
Notes
- Dwarves have an extra 10% spell resistance, for the same reason that they cannot become Mages and do not enter the fade when they dream; because of their close contact with Lyrium, they have developed a natural resistance to magic.
- Note that some abilities (e.g. Dirty Fighting) are absent from the above list and are not subject to a physical resistance check. They are subject to immunities (i.e. stun, knockdown, etc.) however. This can be misleading because even if a creature/player is immune to a given effect, "Resisted" will still appear above the character when an immunity protects that player from a physical effect such as stun and knockdown.