From ThresholdRPG Wiki

For nearly every damage type there is a method of resisting it, whether it be by spell, ability or a buff provided by gear. Included below are the most common resistances provided by the game. There are other resistances which exist, but are considered more secretive as they counter other specific abilities.

  • Armor<ref>While typically a resist is a quality that prevents in part or whole damage that is done to the person benefiting from the resist, the armor resist ignores a percentage of the armor value of the benefactor's foe. So, if a character had 10% armor resistance, he would ignore 10% of his foe's armor, effectively reducing their armor class for the purpose of the To Hit calculation.</ref>
  • Acid
  • Asphyxiation
  • Bleeding (rare<ref>Bleeding resist is rare as most bleeds are very small amounts of damage and don't generally warrant a resist. This does not include Damage over Time (DoT) effects, as those would be covered by other resistances.</ref>)
  • Blunt (regardless of source<ref name=":0">This can be from the physical weapon blow or by any ability or environmental effect.</ref>)
  • Cold
  • Cutting (regardless of source<ref name=":0" />)
  • Disease
  • Electricity
  • Fire
  • Gas
  • Magic
  • Melee<ref>This resist protects against physical attacks, not including weapon attacks. Special abilities from melee guilds will fall under this category.</ref>
  • Missile (regardless of source<ref name=":0" />)
  • Poison
  • Psionic
  • Spell<ref>This resist protects against spell-casting abilities from guild-related abilities.</ref>
  • Thrusting (regardless of source<ref name=":0" />)
  • Vampiric
  • Weapon<ref>This resist protects against weapon attacks. Specifically, their melee swings.</ref>