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Weapons, spells, techniques, crystals and abilities all have their own specific damage types. All creatures have their weaknesses and strengths against these damage types. Some quest related creatures can only be killed with specific items (crystal, spell or weapon) that do special types of damage.

Defense[]

With spells, abilities, techniques, and armor, you can raise resistance and ward against specific damage types. From an old Tazoon-Post by Smeglor:

  • Armor: Reduces incoming non-ethereal damage at a slightly better rate than Strength and Power add to such.
  • Ethereal Armor: Same as Armor, but against ethereal damage.
  • Resistances: Add to Armor and Ethereal Armor against attacks of the resistance's type.
  • Wards: Add to Evasion and Magic Defense against attacks of the resistance's type.
  • Parry/Dodge/Block bonuses: These "active defenses" use a two-check system. The first check is a skill contest, as outlined in the skill section above. If that check succeeds (from the defender's point of view), then there is a flat 20% chance of the defense working. Parry, Dodge, and Block bonuses add to that 20%.

All items (14)

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