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Each character has a resistance value for each element. As default this value is 0, but this can be modified by items and spells.
A character's resistance simply absorb incoming damage of a specific element every time the character is hit. Assume for example you have 80 HP and +2 resistance to all resistances. If someone hit you with a 10 dmg spell, you will be hit for 8 dmg instead. In this example it would take opponent 10 hits instead of 8 to take you down. It is as if you had 20 extra HP.
Notes
| Items that affect resistance | Cost | Bonus | |
![]() | Caralining | 150K | +4 resistance |
![]() | Clint | 150K | +4 resistance |
![]() | Crackler Helmet | 150K | +4 resistance |
![]() | Dragolining | 200K | +2 to all resistances |
![]() | Gobball Lining | 350K | +1 AP, +2 to all dmg, +1 to all resistances |
![]() | Mush Lining | 150K | +4 resistance |
| Spells that affect resistance | Kamas | AP | Target | Range | Duration | Recast | Effect | |
| Earth and Water Armor | 100 | 3 | Self | - | Game | No | +4 and +4 resistance | |
| Feca Shield | 200 | 5 | Ally | 0 to 1 | Game | No | +2 resistance of all elements | |
| Wind and Fire Armor | 100 | 3 | Self | - | Game | No | +4 and +4 resistance | |
| Counter (*) | 100 | 2 | Self | - | Game | No | +3 dmg reflect |
(*) Counter gives damage reflection which is similar to resistance. Only difference is that resisted damage also will reflect back to caster. All elements including neutral damage is reflectable.
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