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Daggerfall Mod:Daggerfall Unity/Bible/Resistance

< Daggerfall Mod:Daggerfall Unity‎ | Bible(Redirected from Daggerfall Mod:Daggerfall Unity/Bible/Immunity)

Daggerfall Unity: ResistanceEdit

Daggerfall Unity uses a save system where any hostile spell or negative effect "rolls" against the players resistance. It starts by randomly generating a number between 1 and 100. If the roll is higher than the players resistance then the spell or negative status takes full effect. If the roll is below the players resistance then effects without magnitude (e.g. Disease, Poison, Paralysis) are completely resisted. Hostile spells with magnitude (e.g. most Destruction magic) have their damage and duration reduced by 5% for every point rolled below the players resistance.

For example, if a player with 60% resistance to fire is attacked by a fire spell that deals 10 damage for 10 rounds a roll of 50 will result in the player taking 5 damage for 5 rounds.

If the players resistance is 100% or greater the negative effect or spell automatically fails.

The players resistance is bound between 5% and 95% when the "roll" is made. This means that there is no benefit to having a resistance between 95% and 100%

All player characters begin with a natural 50% resistance to fire, frost, shock, magicka, paralysis, poison, and disease. This 50% resistance is then modified by the character's Willpower, race, and class when applicable. These modifiers are additive. For example a Nord (+30 Cold) with Low Tolerance to Cold (-25) and a Willpower of 45 would have a Cold resistance of 50+30-25+4=59.

Racial modifiersEdit

  • Bretons gain an additional 30% resistance to magicka, meaning non-elemental spells, making them 80% resistant to them unless further modified.
  • High Elves gain an additional 50% resistance to paralysis, making them immune to it unless further modified.
  • Nords gain an additional 30% resistance to frost, making them 80% resistant to it unless further modified.

Class modifiersEdit

Additionally, classes can alter resistances through special advantages or special disadvantages.

  • "Immunity to" an effect adds 50% more resistance to the character's natural resistance, making 100% unless modified by race.
  • "Resistance to" an effect adds 25% more resistance to the character's natural resistance, making 75% unless modified by race.
  • "Low Tolerance to" an effect removes 25% resistance from the character's natural resistance, making 25% unless modified by race.
  • "Critical Weakness to" an effect removes 50% resistance from the character's natural resistance, making 0% unless modified by race.

Going over 100% resistance, such as a High Elf with "Resistance to Paralysis," provides no additional benefit.

WillpowerEdit

Willpower adds 1% to all resistances for every 10 points rounded down. For example a player with 55 Willpower gets 5% added to all resistance checks.

Interaction with other spell defensesEdit

Spell Absorption, Spell Reflection, Elemental Resistance, and Spell Resistance are independent and separate checks.

When an enemy casts a spell at you this is how it is handled:

  • Checks if spell is Absorbed.
  • Checks if spell is Reflected.
  • Checks if you Resist the Spell through Spell Resistance(Thaumaturgy). ex: If you cast 30% Spell Resistance on yourself there is a 30% chance that the spell fails in full here
  • Checks if you Resist the Spell through specific elemental resistance (Alteration). ex: If you cast 30% Resist Cold on yourself there is a 30% chance that Cold spells fail in full here
  • Checks if you Resist the Spell through natural resistance(what is describe on this page). Spell effects can be fully or partially resisted.