Resistance: Difference between revisions
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| E_effect = endows a hero's troops with 20% magic resistance. | | E_effect = endows a hero's troops with 20% magic resistance. | ||
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'''Classes unable to learn {{PAGENAME}}:''' | '''Classes unable to learn {{PAGENAME}}:''' |
Revision as of 23:56, 17 December 2024
Classes unable to learn Resistance:
(They can only acquire the skill from Scholars, Witch Huts, Seer's Huts, Events or Pandora's Boxes).
Heroes with Basic Resistance as a starting skill:
- Ufretin the Ranger
- Clancy the Ranger
- Fafner the Alchemist
- Ignatius the Demoniac
- Straker the Death Knight
- Ajit the Overlord
- Krellion the Barbarian
- Saurug the Battle Mage
- Bron the Beastmaster
Heroes with Resistance as a specialty and a starting skill:
- Thorgrim the Ranger (Advanced Resistance) (NOTE: Banned by default in Horn of the Abyss )
The skill effect is negated if Orb of Vulnerability is present on the battlefield.
Horn of the Abyss
In Horn of the Abyss, Resistance since v.1.6.0 is banned by default, and all heroes that would start with Resistance start with Interference (a new secondary skill introduced in HotA), aside from Thorgrim, who is also banned by default and replaced with Giselle with Interference specialty.
The artifacts that form the new Pendant of Reflection are also changed from Resistance to Interference powers.
Resistance works against all spellcasters including neutral creatures, while Interference only works vs enemy heroes with high spell power.
Chance to get
Out of total 112 for Shadow of Death, and of (112 + Interference chance) for Horn of the Abyss .
Banned skills change the probability.
Town | Class | Chance to learn |
---|---|---|
Castle | Knight | 5 |
Castle | Cleric | 2 |
Rampart | Ranger | 9 (highest) |
Rampart | Druid | 1 |
Tower | Alchemist | 5 |
Tower | Wizard | 0 (impossible) |
Inferno | Demoniac | 6 |
Inferno | Heretic | 3 |
Necropolis | Death Knight | 5 |
Necropolis | Necromancer | 1 |
Dungeon | Overlord | 6 |
Dungeon | Warlock | 0 (impossible) |
Stronghold | Barbarian | 6 |
Stronghold | Battle Mage | 4 |
Fortress | Beastmaster | 5 |
Fortress | Witch | 0 (impossible) |
Conflux | Planeswalker | 2 |
Conflux | Elementalist | 0 (impossible) |
Cove | Captain | 3 |
Cove | Navigator | 5 |
Factory | Mercenary | 4 |
Factory | Artificer | 0 (impossible) |
User commentary
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While resistance may not be reliable, it can turn the tide of battle against a magic user when it takes effect, saving your troops from something very bad. They will survive a devastating damage spell or avoid being cursed or slowed (in case the spell is casted on your entire army, Resistance has a chance to protect ones who will really suffer from it, e.g. top speed troops will resist Slow). Resistance works at its finest in Rampart, as Dwarves and Unicorns can stop an enemy's spell on their own, and Rangers have the highest chance to learn the skill. It is a common misconception that Garniture of Interference, Surcoat of Counterpoise or Boots of Polarity would increase the resistance secondary skill in a similar way that for example Bow of Elven Cherrywood increases Archery skill. However, this is not the case. The "resistance artifacts" increase the magic resistance of creatures in a similar way Resistance secondary skill does. Basically this means, that wearing any of those artifacts gives the magic resistance bonus with or without the resistance skill – unlike with archery artifacts and Archery skill. Things that ruin Resistance |