http://uo.stratics.com/content/professions/mage/resist.shtml
Resisting Spells Frequently Asked Questions
* What spells are affected by Resisting Spells?
* Why do I have x points in physical/elemental resist when I'm not wearing armor?
* Why is my displayed resisting spells lower than my show real resisting spells?
What spells are affected by Resisting Spells?
Curse type spells, poison spells, paralyze, mana draining spells, as well as the 4 necromancer spells, blood oath, corpse skin, mind rot and pain spike.
Why do I have x points in physical/elemental resist when I'm not wearing armor?
Because OSI added a "minimum" resist level based on your resisting spells skill; this minimum resist will not stack with armor, but you can never ever go under it.
Why is my displayed resisting spells lower than my show real resisting spells?
Simple. You have protection applied to you (whether through the 2nd circle "protection" spell, or through the 4th circle "arch protection" spell). To toggle this spell off, simply cast protection (or, if you have no magery, buy a scroll from an NPC mage vendor and use that) or arch protection on the ground near you, and your magic resist will turn back to normal (as well everything else affected by the protection spell).
Resisting Spells Discussion
Resisting spells is another of those very hot topics since Age of Shadows was released; reason being that it was changed from resisting direct damage spells, into resisting spells that are more effect based, such as poison, curse type spells, draining and paralyze, as well as Necromancer spells. For this reason, many have so far believed that Resisting Spells is a useless skill, and thusly, dropped the skill from their templates despite already having worked hard for it. This section is here to tell you what effects it has, and try to convince you why the skill is still useful.
We'll start out small with the curse type spells; with 0 magic resist, a grandmaster scholar (players or liches for instance) will lower your stats by 18%. That's 18% off of all of your stats, from something as simple as a lich, compared to only 8% at grandmaster resisting spells. A legendary scholar will take off 20%; and if you want to talk the extremes, lets look at the Abysmal Horror with their 200.0 evaluate intelligence will lower your stats by 28%, compared to 18% at grandmaster resist. That's over 1/4th of each of your stats gone, compared to less than 1/5th. This, alone, is a very valid reason to take up the resisting spells skill.
Next is the poison spell; whether or not you're poisoned by the "Poison" or "Poison Field" spells depend on a calculation between magery and resisting spells. At 0 resisting spells you have 0% chance of ever resisting the spell, meaning, you'll always be poisoned, without fail. The more resisting spells you have, the higher your chance of resisting this spell completely. Granted, this is of most importance in the pvp field, but it can be very annoying in pvm as well. Of course, it is also the spell that has the most counters in the game. If you have 0 resisting spells, get used to taking advantage of alternatives, such as cure potions or orange petals.
Mana draining spells (4th circle "Mana Drain" and 7th circle "Mana Vampire") are another big problem when you have no resist. The mana drain spell compares the casters evaluate intelligence with the targets resist (Mana Lost = Evaluate Intelligence + 40 - Resist), so at 0.0 resisting spells, you're bound to have all of your mana drained for 4 seconds, compared to only a little, but still for 4 seconds. Mana Vampire works very similar (Mana Drained = Evaluate Intelligence - Resisting Spells), but has one other effect; the mana that is drained is transferred directly to the casters mana pool. So, if you're mana vampired with 0.0 resisting spells, prepare to lose a very large (if not all) portion of your mana and add it to your opponents mana pool. Very scary spell indeed.
Paralyze is the next spell on the list, and again, the casters evaluate intelligence is compared with the targets resisting spells skill. The duration of paralyze is based on (Evaluate Intelligence/10 - Resist/10), so if you have 0.0 resisting spells, you can look forward to being paralyzed for a very, very long time, in which you can't move, hit back or cast spells. Combined with the low mana cost on this spell (14) it can quickly become a huge part of a mage's repertoire in pvp if he finds an opponent with no resisting spells.
And lastly, there are 4 Necromancy spells that are a direct comparison between the casters Spirit speak and the targets resisting spells (note: all necromancy formulas require you to use spirit speak and resisting spells in 1/10ths, so grandmaster spirit speak is actually "1000" rather than "100").
First off, there's blood oath which means that every time you damage the caster of the spell, you take damage as well; the duration is based on (spirit speak - resisting spells)/8 + 8; so as you can see, it'll last a long time if you have no resist. For Blood Oath, the amount of damage you receive is lessened by a percentage if you resist the spell. The formula used is: Percentage of damage resisted = (Resist Spells/20) + 10.
Corpse Skin, which lowers your fire resistance by 15 points, has it's duration based on much the same formula; (spirit speak - resisting spells)/2.5 + 40. Granted, the duration of this spell isn't affected nearly as much as that of Blood Oath because no matter what, it will last for approximately 40 seconds, but it's still fairly important to get rid of the spell fast. Also, the effect of this spell can actually be completely negated by having high fire resist (e.g., if you have 85 fire resist, Corpse Skin will lower it to 70, which is where resists are capped anyway).
Next is Mind Rot; a mage's worst enemy. It makes spells cast by the target cost more mana, but, luckily, the duration can, similar to the other two necromancer spells, be lowered by magic resistance, following this formula; (spirit speak - resisting spells)/5 + 20. You really do not want this spell hanging around for 40 seconds as it would cast by a grandmaster medium (spirit speak) versus one with 0.0 resisting spells.
And lastly, there's pain spike, the only and last direct damage spell that relies on magic resist to be low to produce high damage. The formula for pain spike's damage goes like this; (spirit speak - resisting spells)/(100 for pvp; 10 for pvm) + (18 for pvp; 30 for pvm). So, in a pvp situation, if you have the same level of resisting spells as your opponent has spirit speak, you will take 18 damage; however, if you have 0.0 resisting spells, you'll find yourself taking 28 damage.
Well, there you have it. Don't listen to people who say resisting spells isn't useful anymore, cause it actually works far better now than it ever has in the past. Not to mention that now it's actually reliable, which is something it has never been in the past (e.g., a very low chance to resist a direct damage spell resulted in it almost never happening).
Gaining Resisting Spells
So, how exactly does one go about gaining this skill? Well, you will here get a very general guideline of how you can do it, divided into two parts; the first being much easier if you're a mage, and the second working for everyone.
0.0 - 3x.x
Don't be silly now; you buy this part, as with any other skill.
3x.x - 5x.x/6x.x
This is where being a mage pays off. Start debuffing yourself (level 1 curse type spells; clumsy, weaken, feeble mind). Once you hit 25.x odds are your gains will slow down. This is when you apply protection (level 2 spell) which lowers your magic resist by 30.0-35.0 skimpiness. Then you simply start debuffing yourself while running/sailing around, and get to 55 (I got to 60 on one character with inscription at GM, but it took a while -- I should be able to get to 65 doing it, but since I had inscription protection only lowered my resist by 30.0).
5x.x/6x.x - 120.0
There are a few ways to raise resist at this point;
* Method 1: Quit your guild (if you're in one) and find an enclosed area somewhere in Trammel (sorry Siege folks; this won't work for you -- well, it will, but you'll die lots and lots ). Summon a pair of air elementals and tell them to "kill" you. They'll attack, but since you're in Trammel, you take no damage, but you still get gains. Gains are slow with this method, but it's completely safe, and it works all the way to 120.0 (although, I would do the last points differently). This method is very similar to what tamers have been doing for years with their pets.
* Method 2: Hunt spell casters. Imps, daemons, meer eternals, liches, lich lords -- any spell casting monster that will cast debuff spells, poisons, mana drains and paralyze will get you gains. Prepare to go out of your mind while attempting this however, as it's very slow, and gets to be extremely boring. I'm of the opinion that any monster will do at any level -- I've been gaining off of meer eternals at ~63 skill level, and they have 90+ in both magery and evaluate.
* Method 3: Get a boat and go to the Felucca T2A Ice one or two spawns and look for an Abyss spawn (recognized by imps and mongbats). Once you find one, place your boat on the shore and lure as many imps as you possible can to the shore, and jump on your boat. The imps will start firing at you with everything they have, and you should gain from some of the stuff. Be warned: bring a healer for this, and possible orange petals if you have them, as this many imps will do a lot of damage.
That's basically it; it's a very long trek towards GM resistance, but if you just keep 2 things in mind, you'll get there: 1) get as many different casters on you as at all possible and 2) be patient.
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