» Contents » (0) Quickstart » (1) Introduction » (2) Installation & setup » (3) Creating a character & starting to play » (4) The world » (5) Item and flag details, elements » (5.15) How abilities, resistances and boni stack
» (6) Monster details» (7) Character details » (8) Tactics & strategy » (9) Miscellanous |
(5.15) How abilities, resistances and boni stack ------------------------------------------------ (Also see (5.6) for basic information about damaage types and resistances.) The same resistance from two or more items in your equipment don't add to each other. For example you only need one item that provides fire resistance. If you equip two such items you won't get better resistance than with just one item. You cannot get "double resistance" from two items' static resistances. This rule applies to all resistances and abilities that don't use a bonus number to indicate their effectiveness, like faster mana replenishing or hit point regeneration, telepathic powers, slow digestion, etc. Intrinsic resistances and abilities gained from your class or race, or those acquired from training a skill are also static resistances and will not stack with other static resistances from items. However, there is a way to further increase your base resistances (fire, cold, acid, lightning) or poison resistance temporarily: Use an item or spell that provides some temporary resistance. Static resistance and temporary resistance actually stack and their effects are multiplied! For example if you wield a shield of resist fire and you quaff a potion of resist heat you'll have double fire resistance as long as the potion lasts, resulting in fire damage being cut down to 1/9 instead of 1/3: 1/3 static res * 1/3 temp res = 1/9 total res. This is quite close to having fire immunity, as far as single monster fights are concerned. Not only potions can boost your resistances temporarily, some items can also be activated for temporary resistance, for example cloaks of lordly resistance or elemental protection rings or certain artifacts. And of course there are some spells that can be cast for temporary resistances. Note that two temporary resistances to the same element do not stack either, same as how two static resistances to the same element don't stack. Only one static and one temporary resistance will stack in total, ever. Stat increases or ability increases that are not 'flags' (flag means you either have it or you don't) but that use bonus numbers will add to each other. For example an orcish shield (+2) that increases your strength by +2 and a kolla (+1) which also increases your strength (just by +1) will add up and your character's strength will be increased by +3 in total! Same goes for IV (Infra-Vision), luck, extra attacks, speed, etc. There are some abilities which are not flags although they might look like it. In fact, they add up / stack. Those are: -Extra shots (concerning ranged weapons) -Extra might (concerning ranged weapons) -Drain mana ('Drains your magic'. Note that 'mana regeneration' (also called mana-charging) does NOT stack. So it can cancel out the effect of only ONE item that drains mana, not of any more). See (4.11a) for more information. -Drain hit points ('Drains your health'. note that 'regeneration' does NOT stack, so it can cancel out the effect of only ONE item that drains hit points, not of any more. However, the 'Health' skill is able to further increase your regeneration rate). See (4.11a) for more information. -Drain experience ('Drains your life force'). See (4.11a) for more information. -Extra light radius
|