Resistance

Resistances and weaknesses determine how much damage is taken from different damage types. Creatures have innate resistances and weaknesses but are also affected by some status effects. Players may acquire resistances and weaknesses from armor, meads or status effects.
== Damage mechanics ==
List of resistances and weaknesses:
*Very weak: 200% damage taken
*Weak: 150% damage taken
* Neutral: 100% damage taken
*Resistant: 50% damage taken
*Very resistant: 25% damage taken
*Immune: 0% damage taken
For players, resistances have a synergy with the armor because of the damage formula. The maximum synergy is reached when armor is at least half of the incoming raw damage which will double the resistance effect.
Similar synergy may also increase the effect of weaknesses but this requires more armor.
With the armor synergy:
* Very weak: 200%-400% damage taken
* Weak: 150%-225% damage taken.
* Resistance: 25%-50% damage taken
* Very resistant: 6.25%-25% damage taken
Example below:
Example
#An incoming attack that deals between 75-100 damage (the damage range for a creature is the top 25%)
#Let's assume it rolls 100 and the player has 25 armor.
#Without resistance effect, damage taken is 100-25=75.
#With resistance effect, 50% reduction is applied first, 100*0.5 = 50. Then armor is applied:
#(50/(25*4))*50 = 25 (for specifics: Damage mechanics)
#25 is a third of 75. The resistance effect may be observed as a 66.66% damage reduction compared to not having it.
== Stacking ==
Multiple sources of resistances and weaknesses do not stack nor do they cancel each other out. The strongest source of resistance will override all weakness.
The selected effect is in the order of: Very Resistant > Resistant > Immunity > Very Weak > Weak > Normal
The only exception is that Serpent scale shield stacks with other sources because blocking is calculated separately.
Examples:
*Frost resistance mead (frost resist) with Wolf fur cape (frost resist) results in resist.
*Wolf fur cape (frost resist) with Wet (frost weak) results in resist.
*Lox (frost resist) with Wet (frost weak) results in resist.
*Serpent (fire immune) with Wet (fire resist) results in resist.
*Root mask (fire weak) and Root leggings (fire weak) results in weak.
*Root mask (fire weak) with Fire resistance barley wine (fire resist) results in resist.
*Tarred (fire very weak) with Fire resistance barley wine (fire resist) results in resist.
*Root mask (fire weak) with Tarred (fire very weak) results in very weak.
*Root mask (poison resist) with Poison resistance mead (poison very resist) results in very resist.
== Source for players ==
Damage type	Sources of resistance 	Sources of weakness 	Other Effects
Blunt 	Bonemass Power, Corpse Run (very resistant) 	 	
Slash 	Bonemass Power, Corpse Run (very resistant) 	 	
Pierce 	Bonemass Power, Corpse Run (very resistant), Root harnesk, Serpent scale shield (when blocking)	 	
Frost 	Fenris coat, Frost resistance mead, Lox cape, Wolf armor chest, Wolf fur cape, Yagluth Power 	Wet 	Resistance prevents the Cold Effect and the Freezing Effect
Fire 	Fenris blessing, Fire resistance barley wine, Freezing, Wet, Yagluth Power 	Root leggings, Root mask, Root harnesk, Tarred (very weak)	
Lightning 	Yagluth Power 	Wet 	
Poison 	Poison resistance mead (very resistant), Root mask 	 	Also affects the duration (as it scales based on the damage)
==Notes==
*Acquiring resistance to a fire or poison will not reduce the damage taken by a fire or poison effect inflicted before acquiring the resistance.
Category:Effects