Holy robe makes you immune to ghost.
Headstone Amulet is undead-specific and makes you immune to holy.
Dark Shroud is nonspecific and makes you immune to holy.
Rubber Gloves makes you immune to electric.
Broomstick makes you immune to earth.
Polar Bug makes you immune to ice, but only if you're an insect.
There are plenty of resistance items, but they are not equally well represented. For instance, Earplugs make you resistant to sound attacks, but actually make you slightly weaker to standard attacks. Ultra Snow Shield gives a huge ice resist, with no real drawbacks. Fairy Suit makes you resistant to magic, but more susceptible to dragon attacks. Speaking of which, both Knight's Armour and Dragon Guard provide resistance to dragon; dear Christ, this type is already underrepresented enough as it is, and is only super-effective against itself, so why did we need so much protection? Dojo Shield makes you more resistant to air and fighting, but less resistant to shadow. Holy Ring gives some resistance or other, but comes with caveats.
So...yeah. Ice is the only type which has such a big resistance with no drawbacks, but it's not the only type with an item that can make you immune. In fact, in that regard, other immunity items like rubber gloves and broomstick are arguably better than something like a polar bug, since they don't care who you equip them to. It's why Titomaton with a broomstick is as good as it is, since that's its only double weakness.
I dunno. The equipment in this version definitely got better, but the representation of types is still not very good where it comes to gear that resists certain types. Here are a few ideas I had.
Antimagic Orb: This piece of equipment makes the foe immune to magic type attacks. As a penalty, the special attack stat is lowered by 5%.
Everlight: This enchanted torch creates no heat, but its light dispels all nearby shadows. The manamon who wears this piece of gear will take only 40% of the damage from shadow attacks, but the power of their own shadow attacks is cut by 50%.
Water of Life: This vial of blessed water is said to ward off the undead. The damage of all incoming undead attacks is lowered by 60%.
Mystic Lens: A manamon who wears these glasses can hit shadow and undead type manamon with magic type attacks for super-effective damage. Strength and magic attack are penalized by 10% each.
Reinforced Plate: This manamon takes no recoil damage from its attacks if those attacks would normally cause recoil. The speed stat is penalized by 10%.
Sonic Amplifier: Sound attacks do 50% more damage than normal and will affect all manamon (even those with Hard Hearing); however, all sound-type attacks now cause 25% recoil to the user.
Icy Armour: This set of armour gives some nice stat boosts (5% strength, 10% defense, 5% special attack, 10% special defense) while worn, and lowers incoming flame, stone and steel damage by 15% each. It lowers the speed stat by 30%, and may only be equipped by ice-type manamon.
Thorn-woven Suit: This item gives the manamon wearing it the Thorny Body ability.
Gem-encrusted Helm: This piece of equipment allows the wearer's dragon type attacks to hit holy, magic and stone type manamon super-effectively. It lowers attack, defense, special attack, special defense and speed by 4% each.
Riverdancer's Cloak: A fabric cloak which is never dry. When hit with a flame type attack, the cloak is removed and the user's attack, special attack and speed are all raised by two stages each. This first flame attack does no damage of its own, but the wearer of the cloak takes 10% of its max HP in damage on every round thereafter until it is withdrawn or until it faints.
Rust Powder: When the user of this item is hit with a steel-type attack, it does only half of the damage it would otherwise do, and the manamon who triggered the ability has all of their stats (attack, defense, special attack, special defense, speed) each lowered by one stage. The powder returns to the inventory upon being triggered.
Soul Barb: If an attacker makes contact with the wearer of this item, the attacker will begin losing 6.25% of their max HP per round and transferring it to the wearer of the Soul Barb. Think of it as a reactive Desoul attack.
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