Difference between revisions of "Cold Resist"

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{{Resistance nav}}
 
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{{Intro}}
 
{{Intro}}
{{Mb|=Cold Resist}} modifies cold damage and cold or [[freeze length]] (including [[Freezes Target]]) by a percentage; CR -100% is the floor, while CR > 99% makes a unit [[Immune to Cold]] and prevents it from being chilled or frozen.  
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{{Mb|=Cold Resist}} modifies cold damage and cold or [[freeze length]] (including [[Freezes Target]]) by a percentage, after Magic Damage Reduced has been applied; CR -100% is the floor, while CR > 99% makes a unit [[Immune to Cold]] and prevents it from being chilled or frozen.  
 
*Player and [[mercenary]] normally have a ceiling of CR 75%, but this can be increased to CR 95% by applying +% [[Maximum Cold Resist]] (although any excess can offset penalties that might otherwise reduce it below this ceiling). [[Difficulty]] level penalties of CR -40% in Nightmare and CR -100% in Hell (-20% and -50% respectively in [[Classic]] games) also apply to them.
 
*Player and [[mercenary]] normally have a ceiling of CR 75%, but this can be increased to CR 95% by applying +% [[Maximum Cold Resist]] (although any excess can offset penalties that might otherwise reduce it below this ceiling). [[Difficulty]] level penalties of CR -40% in Nightmare and CR -100% in Hell (-20% and -50% respectively in [[Classic]] games) also apply to them.
 
*It is only applied whenever a new source of cold or freeze length is applied, so removing it afterwards will have no effect on current length; adding it after a target is chilled or frozen will have no effect either.
 
*It is only applied whenever a new source of cold or freeze length is applied, so removing it afterwards will have no effect on current length; adding it after a target is chilled or frozen will have no effect either.

Revision as of 06:57, 10 August 2013