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Resistance (enchantment)
- This page refers to the various Resistance effects found as magical enchantments on items that improve a character's Saving Throw. For other uses of the term, see Resistance (disambiguation))
Found on: Cloaks Goggles Headgear Necklaces Rings as a Suffix
Base price modifier: +1 per bonus
Effect: Passive: +X Resistance bonus to Fortitude, Reflex, and Will saving throws. Up to +6 is available on heroic random loot.
- Named items: Resistance items
In addition to the universal Resistance bonuses to saves (which can also be found as the Staunch item property), specialized item enchantments exist that affect only a subset of saving throws:
- Individual Fortitude, Reflex and Will save (Stalwart, Agile and Disciplined prefixes respectively) - provide Resistance bonuses that:
- Do not stack with general Resistance bonuses to all saves
- Saves against a Specific School of Magic (e.g. Enchantment saves (Disenchanted prefix), Illusion saves (Lucid prefix) etc.) - provide Resistance bonuses that:
- Do stack with general Resistance bonuses to Fortitude, Reflex, Will or all saves
- Spell saves (Realistic prefix) - provide Resistance bonuses against spells from all schools of magic that:
- Do stack with general Resistance bonuses to Fortitude, Reflex, Will or all saves ONLY IF the effect comes from a spell (of any school of magic)
- Do not stack with Resistance bonuses to saves against individual schools of magic
- Disease and Poison saves (Resilient and Robust prefixes respectively) - provide bonuses to saves that:
- Do stack with general Resistance bonuses to Fortitude, Reflex, Will or all saves
- Do stack with Resistance bonuses to Spell Saves ONLY IF the effect comes from a spell (of any school of magic)
- Do stack with with Resistance bonuses to saves against individual schools of magic ONLY IF the effect comes from a spell of that school (e.g. Necromancy for the Contagion spell)
Disease and Poison Ward[edit]
In addition to the above, ward items also protect the wearer from exposure to all natural forms of the hazard, and provide a resistance bonus to magical/supernatural varieties. Wards on randomly generated loot (from quests) come in 2 forms: "Resilient" (vs. Disease), or "Robust" (vs. Poisons).
Effect: Grants its wearer immunity to natural (poisons/diseases). This item grants +(#) Enhancement bonus to saving throws against magical (poisons/diseases), and the wearer does not fail saving throws against them on a roll of a natural 1 (this renders the wearer immune to a magical (poison/disease) with a DC of less than (#+1) + their Fortitude save).