Fire resistance
Shock resistance
Cold resistance
Poison resistance
Fire vulnerability
Shock vulnerability
Cold vulnerability
Poison vulnerability
Elemental Resistance is one of three types of resistances in the game, the others being Physical Resistances and 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 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.
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.
Just like MR, Elemental Resistances can be buffed in a number of ways:
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.
fill in all the different spells
Fire resistance
+5 FR
+10 FR
Shock resistance
+5 SR
+10 SR
Cold resistance
+5 CR
+10 CR
Poison resistance
+10 PR
+15 PR
All resist spells
+5 FR, +5 SR, +5 CR
+5 FR, +5 SR, +5 CR, +10 PR
fill in all the different spells
Fire Vulnerability
-5 FR
-10 FR
Shock Vulnerability
-5 SR
-10 SR
Cold Vulnerability
-5 CR
-10 CR
Poison Vulnerability
-10 PR
-15 PR
¹These are national spells; only LA Pythium has Gift of the Sacred Swamp, while only EA Yomi has End of Weakness.
²Poison Resistance provides +25 PR; it effectively grants both the +10 and the +15 bonuses.