Resisting Spells

Revision as of 13:11, 24 December 2007 by Ceruleus (Talk | contribs) (added effects on resistances)

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While the name, Resisting Spells, suggests that it helps with resisting all spells, this is not the case. This skill helps you lessen the severity of spells that lower your stats or ones that last for a specific duration of time. It does not prevent direct-damage spells, like Energy Bolt or Flamestrike.

Resisting Spells also raises a character's resistances. Grandmaster Resisting Spells grants 40 Resistance in all five damage types.

Resistable Spells

Magery Spells:

Necromancer Spells:

Notes

Publish 48 of November 27, 2007, increased the effectiveness of Resisting Spells against the Necromancy spell Blood Oath. Resisting Spells now reduces a percentage of Blood Oath damage by the following formula:

((Resisting Spells Skill x 10) / 20) + 10 = percentage of damage resisted

Training

  • 0 - 50: New Haven. In the 12 Mage's Guild shop, seek out the NPC, Alefian, to raise Resisting Spells to 50. The quest reward is the blessed Bracelet of Resilience.
  • 30 - 120: Hew Haven. Unarmed, target several Spectral Spellbinders. The more that are casting on you, the faster you can gain. There is a damaged house to the South Southeast of the remaining Haven buildings that will allow a player remain out of melee range while still subject to the Magery and Necromancy spells thrown by the Spectral Spellbinders.
    Malas. "Hook" a Crystal Elemental on the front steps of a house. This will allow you to stay out of melee range while still subject to the Magery spells thrown by the Crystal Elementals. It should be noted that Crystal Elementals can cast the Teleport spell and therefor will not stay stuck on a house's front steps.
    At Sea. Sea Serpents cast Magery spells and are slow enough to allow a sailor to gain Resisting Spells at a nice rate.

See Also