Source of: Virus resistance: why, experience and gaps
← Virus resistance: why, experience and gaps
**Virus resistance** is measured on a seasonal player track of forty levels. Its experience is a
separate resource, and every level adds resistance, up to ten thousand at the cap. The number
reached decides both which monsters can be attacked and how a clash with a neighbor ends.
## Why it matters
- **Access to targets.** Monsters carry a resistance requirement: fall short and the target stays closed.
- **Fights against players.** The gap in resistance between the two sides decides a great deal, and the
advantage snowballs: a couple hundred points already tell, and thousands make the gap maximal.
Resistance does not behave like one more percent of damage, but like an entry threshold: until it
is built up, part of the targets and part of the opposition stay out of reach.
## Where the experience comes from
First clears of elite levels and monster kills both give experience, though the steady flow comes
from the [[lord-job|Lord Specialization]], whose level sets the hourly production of resistance
experience, from 1,080 at level one to 43,200 at level forty.
## What we do not state
The exact formula that turns a resistance gap into damage could not be confirmed. Only the
snowballing effect itself and the boundaries of the ranges are given here, without any multipliers.
## Related pages
- [[lord-job|Lord Specialization]]
- [[arenas|Arenas]]