Resists

Z Endor Revived Wiki

Resists provide protection against certain types of injuries.

Name Description
Acid resist Protects against the acid of slugs and druids in morph.
Air resist Against air spells and air damage.
Blade resist It protects against cutting weapons (stiletto, scimitar, katana adt.), it won't save you from backstab from rogue anyway.
Blunt resist Reduces damage from blunt weapons (hammers, clubs).
Claws resist Protection against wild beasts or druids in clawed morph.
Cold resist Against ice spells and ice damage.
Disease resist It protects against diseases, but even with a high resistance you will catch the plague, you are fine, but you are contagious. Disease resistance against colds in cold areas can be good. It's not fatal, but it makes it impossible for the worms to hide and interrupts the meditation.
Draining resist It will prevent vampires and other leeches from draining your life force, or at least their impact won't be as devastating.
Earth resist' In addition to spells and weapons with earth damage, it also protects against earthquakes.
Gas resist Against fumes from the swamp or gas trap.
Harm resist It greatly reduces the blood loss after the special attack of the rogue and some monsters, so you are not likely to die from bleeding.
Heat (fire) resist Against fire spells and weapons with fire damage. I'm not sure how it works on spontaneous combustion. In any case, it is worth carrying a few jugs of water to some dungs, or to take off your clothes quickly.
Lightning resist It doesn't actually protect against lightning cast by mages, but only against lightning bolts / arrows, so it's only useful when fighting archers; PvP and some dungeons, however, it is quite familiar.
Pierce resist Protects against arrows and stab wounds.
Poison resist You cannot avoid poisoning, but it has a more pleasant course.
Psionic resist Protection against necromancers or healers attacking with magic (mind blast).
Shock resist Very important protection in PvP, which will make it impossible for the enemy to immobilize you, or at least reduce the duration of the effect of paralysis.