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resistances

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Resistances

In Dominions three types of resistances exist:

  1. Magic Resistance (MR) helps protect a unit against spells or abilities with the Magic Resistance Negates keyword.
  2. Elemental Resistances protects against elemental sources of damage. Elemental resistance can be either Fire Resistance (FR), Shock Resistance (SR), Cold Resistance (CR) or Poison Resistance (PR).
  3. Physical Resistances halves damage, rounded up, from physical sources of damage which can be either Blunt, Slash or Pierce.

A key element in winning battles in Dominions is to mitigate your opponent's damage output by making sure your armies have access to the appropriate resistances. Resistances can be applied through taking a resistance bless, buffing your troops with magic spells that grant resistance, fielding units with inherent resistances and, in the case of commanders, equipping items that grant resistances.

Elemental Resistances and Vulnerabilities

Fire resistance
Shock resistance
Cold resistance
Poison resistance


Fire vulnerability
Shock vulnerability
Cold vulnerability
Poison vulnerability

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 from heat and chill auras by double these values.

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 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 fire 33+, air 33+, water 33+ or nature 33+ will get a 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

Fire resistance

+5 FR

  • Temper Flesh
  • Phoenix Power
  • Flame Ward
  • Fire Resistance
  • Fire Fend
  • Warriors of Niefelheim
  • Army of Gold

+10 FR

  • Protection from Fire
  • Resist Fire

Shock resistance

+5 SR

  • Thunder Ward
  • Lightning Resistance
  • Thunder Fend
  • Ground Army

+10 SR

  • Protection from Lightning
  • Resist Lightning

Cold resistance

+5 CR

  • Cold Resistance
  • Warriors of Muspelheim

+10 CR

  • Resist Cold
  • Protection from Cold

Poison resistance

+10 FR

  • Poison Ward
  • Serpent's Blessing
  • Gift of the Sacred Swamp*

+15 FR

  • Resist Poison
  • Poison Resistance
  • Purify Blood

All resist spells

  • Elemental Fortitude
  • +5 FR, +5 SR, +5 CR
  • Gaia's Blessing
  • +5 FR, +5 SR, +5 CR, +10 PR

Spells that add elemental vulnerabilities

FIXME fill in all the different spells

Fire Vulnerability

-5 FR

  • Barkskin
  • Wooden Warriors
  • Mass Protection
  • End of Weakness*

-10 FR

Shock Vulnerability

-5 SR

  • Ironskin
  • Army of Lead
  • Army of Gold

-10 SR

Cold Vulnerability

-5 CR

  • Stoneskin
  • Marble Warriors

-10 CR

Poison Vulnerability

-10 FR

-15 FR

All resist spells

  • +5 FR, +5 SR, +5 CR
  • +5 FR, +5 SR, +5 CR, +10 PR

Physical Resistances

Bludgeoning resistance (blunt)
Piercing resistance (pierce)
Slashing resistance (slash)

The physical resistances halve damage taken from their respective types, rounded up. This reduction is applied after factoring in protection. For this reason physical resistances amplify the value of Regeneration and spells that mitigate raw damage (e.g. Mistform and Mossbody)

Physmoss
A particular powerful defense against physical damage is to combine high Prot and physical resistances with the spell Mossbody. Mossbody reduces damage after all other damage reductions, meaning that a unit can potentially become immune to all physical damage for as long as the Mossbody effect lasts.

Buffing Physical Resistances

When buffing physical resitances, the player has fewer choices than when buffing magical or elemental resistances. For this reason units with inherent physical resistances can be quite valuable throughout the game. The following buffs physical resistances:

  1. Picking up the Fortitude Bless during pretender creation.
  2. Some spells grant various physical resistances.

Spells

  • Temper Flesh - Blunt, Slash Pierce
  • Liquid Body - Blunt, Slash, Pierce
  • Wave Warriors - Blunt, Slash, Pierce
  • Skeletal Body - Pierce
  • Gift of the Second Soul - Blunt

Note: Lucid's Tematic Gemgen adds the Ghost Orb item that autocasts Skeletal Body

resistances.1629368478.txt.gz · Last modified: 2021/08/19 10:21 by naaira