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Each unit has a specific resistance level for each of the six basic elements as well as Light and Dark. The elements Time and Aether have no resistance and are therefore more powerful.

Resistance values are currently represented by a number which corresponds to a scale.


Below is a more detailed explanation of each level that includes the representative color.


Frail is the weakest someone can be toward an element. An elemental attack on a unit with frail resistance will do an extra 50% damage.


Weak as the name states means the unit is particularly vulnerable to an element. An elemental attack on a unit that has weak resistance will do an extra 25% damage.


This represents the default resistance level which leaves the target vulnerable to the default amount of damage.


Resist1) displays a decent amount of resistance against an element. Attacks of the specified element will have their damage reduced by 33%.


Immune literally renders a unit immune to a specific element. Attacks of the element type specified will have their damage reduced by 100%.


Absorb is similar to immune, but with an added bonus. Instead of damaging the unit, the attack will heal the unit's health. Having the Absorb status on an element causes the target of a damaging spell to instead be healed by 150% of what the damage would have been. Healing spells of the specified element would heal for 150% more.

Note: Name pending change.
magic/resistance.txt · Last modified: 2013/07/22 15:42 by lou