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Resistance Types

In the world of Requiem, survival depends not just on your gear or skill, but on how well you understand the game’s custom combat system. One of the most important aspects is knowing how damage types are classified and how they interact with your character’s resistances. Mastering this will help you make smarter combat decisions and increase your chances of survival in a hostile environment.

At the core of this system are five primary damage and resistance types, which apply to both characters and creatures:

  • Blunt
  • Slash
  • Corporeal
  • Occult
  • Energy

These resistance values can come from a variety of sources, including armor and wearable items, spells, and temporary effects such as buffs or enchantments.

Where to find Resistance Values

To view your current resistance values, open your Paperdoll (character window) and click on the Status button. This will bring up a pop-up window displaying a detailed breakdown of your character’s attributes. Your damage resistances can be found on the right side of this window.

To check the individual resistance values of a specific wearable item, simply click on the item in question and select “Lore Item”. This will open a pop-up window displaying detailed stats, including the resistance values provided by that piece of equipment.

Blunt Damage / Resistance

Blunt damage is one of the two main types of physical melee damage. It includes all types of attacks that rely on impact or force — think of weapons like maces, hammers, or even fists. These attacks deal kinetic force, not cutting or piercing damage.

  • Found in: Melee and Ranged weapons.

Resisted by: Blunt Resistance, which is a primary resistance on Physical Defense armor.

Slash Damage / Resistance

Slash damage is the other main type of physical melee damage. It covers cutting, slicing, or stabbing attacks — basically anything with a sharp edge or point, like swords, axes, and knives.

  • Found in: Melee and Ranged weapons.

Resisted by: Slash Resistance, also a primary resistance on Physical Defense armor.

Corporeal Damage / Resistance

Corporeal damage is a general type of body damage that includes both physical and magical sources. It reflects harm done directly to the body, like internal injuries, blood loss, or harmful magic that affects tissue (e.g., rashes, boils, or hypothermia).

This type of damage is broad and also includes:

  • Poison
  • Environmental effects
  • Found in: Specific schools of Magic
  • Found in: Melee, Ranged, certain spells, and environmental hazards.

Resisted by: Corporeal Resistance, which is a constant resistance found on both Physical Defense and Elemental Defense armor.

Also used to calculate your resistance to poison and toxins.

Occult Damage / Resistance

Occult damage is one of the two main types of magical damage. It comes from dark or mystical forces that harm the body in unnatural ways — such as ghostly attacks, shadow energy, or blood magic that causes internal trauma.

  • Found in: Specific schools of Magic
  • Resisted by: Occult Resistance, a primary resistance on Elemental Defense armor.

Energy Damage / Resistance

Energy damage is the other major type of magical damage. It includes magical forces like lightning, electricity, or even pure magical force that impacts the body. It can also represent manipulation of physics or raw magical power.

  • Found in: Specific schools of Magic
  • Resisted by: Energy Resistance, a primary resistance on Elemental Defense armor.

How Damage is Calculated

Weapon’s base damage is multiplied by the % damage type.

Each chunk is reduced by enemy’s corresponding resistance.

Remaining damage is summed to get final value.

Example: Weapon: 80% Physical / 20% Cold, base 40 dmg

Enemy Resists: 50% Physical, 25% Cold

Calculation:

Physical: 32 → resists 16 → inflicts 16

Cold: 8 → resists 2 → inflicts 6

Total = 22 dmg

Strategy & Optimization

Match weapon damage type to enemy's weakest resistance. Even if armor offers more mixed resistance, focusing on minimizing the largest damage type taken is usually more effective .

Armor choice should target dominant incoming damage; don’t overbalance arbitrary percentages .

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