A passive defence
An enemy casts a spell with a resistance check. The server compares the relevant values and may reduce or resist its effect. You do not need to click a “resist” button just before the spell lands.

Combat · Skill guide
Resists or reduces hostile magical effects and is a major PvP defence investment.
Recommended activities for Resisting Spells at each skill range.
View the training tableHelp your character withstand hostile magic. It is a passive defence: the game checks it when a relevant enemy spell affects you.
Maximum skill: 100. This skill has no active Power Scroll. It cannot train beyond 100 under the current rules.
Which value counts? The real player skill and cap stop at 100. In PvP spell-resistance checks only, skill through 80 keeps the same value; 90 supplies resistance power 95 and Grandmaster 100 supplies the maximum power 110. The displayed and trained skill remain unchanged.
If a step says to use a skill, open your character window, choose Skills and use the button beside that skill. If it says to use a tool, double-click the tool in your backpack. Passive benefits work automatically.
Read the conditions above each table. A percentage may describe a chance, a damage component or a multiplier: those are different things. The other values stay fixed unless the table says otherwise.
What the skill affects: The real player skill and cap stop at 100. In PvP spell-resistance checks only, skill through 80 keeps the same value; 90 supplies resistance power 95 and Grandmaster 100 supplies the maximum power 110. The displayed and trained skill remain unchanged.
This conversion is used only by the Ironveil PvP Magery-resistance and matching magic-critical checks. It is not extra trained skill and does not change PvE or unrelated native systems.
| Real Resisting Spells | PvP resistance power |
|---|---|
| 0 | 0 |
| 20 | 20 |
| 40 | 40 |
| 60 | 60 |
| 80 | 80 |
| 90 | 95 |
| 100 | 110 |
The caster has trained Magery 100 or 120; in player combat those contribute effective Magery 100 or 110. Each percentage is the chance that resistance triggers before the separate full/partial outcome.
| Real Resist | M100 · Circle 1 | M100 · Circle 4 | M100 · Circle 8 | M120 · Circle 1 | M120 · Circle 4 | M120 · Circle 8 |
|---|---|---|---|---|---|---|
| 80 | 18.44% | 13.75% | 7.5% | 17.81% | 13.13% | 6.88% |
| 90 | 23.13% | 18.44% | 12.19% | 22.5% | 17.81% | 11.56% |
| 100 | 27.81% | 23.13% | 16.88% | 27.19% | 22.5% | 16.25% |
When resistance triggers, a separate roll has a 25% chance to remove all damage; otherwise damage is halved before later applicable effects. Against trained Magery 120 and a Circle 8 spell, Resist 100 therefore gives 16.25% proc chance and about 10.16% average mitigation.
Grandmaster Resist 100 also halves the supported maximum magic-critical chance from 5% to 2.5% when its PvP resistance power matches the caster’s effective Magery. Resist 99.9 does not receive that maximum protection.
Magic Arrow keeps its separate fixed resistance rule. Other spell circles, caster Magery values and native spell mechanics can produce different results.
An enemy casts a spell with a resistance check. The server compares the relevant values and may reduce or resist its effect. You do not need to click a “resist” button just before the spell lands.
One recommended activity for each skill range, with a short note on what you need.
Before you start: set Resisting Spells to Up and leave room under the shared 720-point total. Set an unwanted skill to Down if the total is full.
NPC training: when the trainer listed for this skill offers a lesson, the fixed price is 300 gold and the lesson can reach 50.0 if both the individual and total caps have room.
Training area: supported Academy actions receive 5× normal gain through 80.0. An action still needs to run a real skill check; the Academy bonus cannot make an automatic or blocked action train.
Repeat the single activity listed for your level. These are practical training choices; the ranges are recommendations, not new unlock requirements.
| Your skill | What to repeat | Quick note |
|---|---|---|
| 0.0–50.0 | Mage lesson or self-target Magic Arrow | Optional NPC lesson; 300 gold when offered and room under your caps. |
| 50.0–80.0 | Self-target Magic Arrow or Academy spells | Receive a hostile spell that actually runs a resistance check. |
| 80.0–100.0 | Self-target Magic Arrow or eligible hostile spells | Receive a hostile spell that actually runs a resistance check. |
Self-target Magic Arrow is a training route; it does not increase the defensive effect of the skill.
The spell must complete a valid harmful sequence. Fizzles, rejected targets and missing mana or reagents cannot trigger this practice check.
Resisting Spells has a hard cap of 100.0. Its Power Scroll has been retired, so there is no 100–120 training stage.
The exact result depends on the incoming spell and its resist calculation, not a single flat reduction. In PvP only, real skill from 80 to 100 follows a steeper resistance-power curve so Grandmaster 100 provides the intended maximum effectiveness. Native and PvE interactions remain separate.
Listed amounts describe the stated conditions. Equipment, target rules, damage, healing limits and other effects can change the final result. An example of a chance is never a promise of the same outcome on every attempt.