
Used in defense calculations against resistible spells. The duration or strength of some Necromancy curses also depends on the target's skill.
- Skill cap
- 100.0
- Definition group
- Classic
How to use
Automatically contributes to relevant defense checks when exposed to resistible spells.
Volantis-specific rules
Fizzle means the caster fails to complete a spell. Magic Resistance is the target's resistance. They are separate calculations.
How do I raise it?
Active skills can be used from 0.0. Recipes and special abilities retain their own skill requirements; Teacher training is optional. Skill gain chance after a valid completed use %100; a successful gain adds 0.1 points.
- Magic Resistance is checked as part of your defense against resistible spells. Train in encounters you can control while keeping yourself alive.
- Not every spell triggers a resistance check; repeating healing or effects that cannot be resisted will not produce the same result. Toggling Magic Resistance in the Skills list does not train it.
Progress and Real Skill Value
Set the skill lock to increase. The individual skill cap is 100 and the total cap is 700; when the total is full, set another skill to decrease. Learning is rolled independently for every valid use, so gains are not guaranteed on every attempt unless the chance is 100%. Skill gain is disabled in designated safe areas.
The Skills screen shows your real skill value. Eligible skills below 30 can be trained by the Teacher; further progress comes from valid actions for that skill. A stat lock does not lock skill gain.
Weapon Hits, Bonuses and Spell Failure →
← All Skills