====== Elemental Resistances and Vulnerabilities ====== {{abilities:resist_fire.png?nolink=|}} Fire resistance\\ {{abilities:resist_shock.png?nolink=|}} Shock resistance\\ {{abilities:resist_cold.png?nolink=|}} Cold resistance\\ {{abilities:resist_poison.png?nolink=|}} Poison resistance {{abilities:vulnerability_fire.png?nolink}} Fire vulnerability\\ {{abilities:vulnerability_shock.png?nolink}} Shock vulnerability\\ {{abilities:vulnerability_cold.png?nolink}} Cold vulnerability\\ {{abilities:vulnerability_poison.png?nolink}} Poison vulnerability Elemental Resistance is one of three types of resistances in the game, the others being [[physical-resistance|Physical Resistances]] and [[magic-resistance|Magic Resistance]]. There are four elemental resistances and, correspondingly, four elemental vulnerabilities The elemental resistances provide a flat reduction to the elemental damage suffered. The appropriate resistance ability reduces fatigue damage by double these values-- like the damage from [[heat aura|heat]] and [[chill]] auras. There may be exceptions to this. The damage reduction takes place after DRN is rolled but before any multipliers are added. This is most commonly the case with Fire spells that often do Fire AP (armor piercing) damage. * E.g. a unit with 5 FR and 20 prot is hit with 20 Fire + AP damage. First the damage is reduced to 15 because of the Fire Resistance. The unit ends up taking (15 - 20/2 = ) 5 damage. FIXME Someone confirm this calculation Elemental vulnerablities double the relevant damage received, with the maximum increase being the size of the vulnerability. In the case of poison damage, only the initial poisoning is affected, rather than each subsequent poison tick. When considering capped damage, vulnerability to the relevant damage type does not increase the damage cap. For example, 1 capped [[armor negating]] shock damage can never deal more than 1 damage, even to a unit with shock vulnerability. ===== Buffing Elemental Resistances ===== Just like MR, Elemental Resistances can be buffed in a number of ways: * A [[blesses|bless]] can give access to increased resistances. * [[Items]] can provide elemental resistances. Note that duplicates do **not** stack, while resistance from different items **do** stack. * Certain [[thrones]] can provide elemental resistances, such as the Throne of Thorns (+10 PR). * A number of [[spells]] provide elemental resistances. These spells provide either +5 or +10 elemental resistance. Note that spells that provide the same amount of elemental resistance do **not** stack, but a +10 spell **will** stack with a +5 spell. I.e. if a commander casts ??Protection from Lightning?? and is then buffed with ??Ground Army?? they get a total of +15 SR. * A mage with {{path>F3}}+, {{path>A3}}+, {{path>W3}}+ or {{path>N3}}+ will get a [[magic#Indirect Magic Path Bonuses|small bonus]] to elemental resistance against the corresponding element. When buffing resistances with spells it is important to be aware of the quirks of the Dominions casting AI. Before casting a spell the casting AI will take a unit's current resistance into consideration. If the AI considers the unit's elemental resistance to be high enough it may refuse to cast the resistance buffing spell. E.g. a commander with high inherent CR (like a ??Jotun Skratti??), a magic item that grants CR (like a ??Ring of Frost??) or CR from a bless might skip casting ??Protection from Cold?? or ??Winter Ward??. To avoid this it can be useful to cast battlefield-wide resistance spells or to cast resistance spells before blessing. ==== Spells that buff elemental resistances ==== FIXME fill in all the different spells {{abilities:resist_fire.png?nolink=|}} **Fire resistance** **+5 FR** \\ * ??Temper Flesh?? * ??Phoenix Power?? * ??Resist Fire?? * ??Flame Ward?? * ??Fire Resistance?? * ??Fire Fend?? * ??Warriors of Niefelheim?? * ??Army of Gold?? **+10 FR** * ??Protection from Fire?? {{abilities:resist_shock.png?nolink=|}} **Shock resistance****+5 SR** * ??Resist Lightning?? * ??Thunder Ward?? * ??Lightning Resistance?? * ??Thunder Fend?? * ??Ground Army?? **+10 SR** * ??Protection from Lightning?? {{abilities:resist_cold.png?nolink=|}} **Cold resistance****+5 CR** * ??Breath of Winter?? * ??Resist Cold?? * ??Winter Ward?? * ??Cold Resistance?? * ??Frost Fend?? * ??Warriors of Muspelheim?? **+10 CR** * ??Protection from Cold?? {{abilities:resist_poison.png?nolink=|}} **Poison resistance** **+10 PR** * ??Poison Ward?? * ??Serpent's Blessing?? * ??Purify Blood?? * ??Gift of the Sacred Swamp??¹ * ??Poison Resistance??² **+15 PR** * ??Resist Poison?? * ??Poison Resistance??² **All resist spells** * ??Elemental Fortitude?? * ??Gaia's Blessing?? //+5 FR, +5 SR, +5 CR//\\ //+5 FR, +5 SR, +5 CR, +10 PR// ==== Spells that add elemental vulnerabilities ==== FIXME fill in all the different spells {{abilities:vulnerability_fire.png?nolink=|}} **Fire Vulnerability** **-5 FR** \\ * ??Barkskin?? * ??Wooden Warriors?? * ??Mass Protection?? * ??End of Weakness??¹ **-10 FR** * {{abilities:vulnerability_shock.png?nolink=|}} **Shock Vulnerability****-5 SR** * ??Ironskin?? * ??Army of Lead?? * ??Army of Gold?? **-10 SR** * {{abilities:vulnerability_cold.png?nolink=|}} **Cold Vulnerability****-5 CR** * ??Stoneskin?? * ??Marble Warriors?? **-10 CR** * {{abilities:vulnerability_poison.png?nolink=|}} **Poison Vulnerability** **-10 PR** * * **-15 PR** * ==== Notes ==== ¹These are national spells; only [[pythium-la|LA Pythium]] has ??Gift of the Sacred Swamp??, while only [[yomi-ea|EA Yomi]] has ??End of Weakness??. \\ ²??Poison Resistance?? provides **+25 PR**; it effectively grants both the +10 and the +15 bonuses. {{tag>Combat-Mechanics}}