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tinkthank
March 21st, 2004, 08:47 AM
What is "natural poison" and "natural fire", against which some creatures are naturally resistant?
What about Fire Fend, for example, as a spell -- against exactly what is one then protected? It says it protects against "all normal fires as well as most magical ones"; what exactly is a normal fire and what are the "most" magical ones here? Is the fire damage, for instance, which Flaming Arrows induces -- is that "normal" or magical, and if the latter -- does FF protect against it?

[ March 21, 2004, 06:48: Message edited by: tinkthank ]

Teraswaerto
March 21st, 2004, 08:56 AM
I think Astral Fire and Banefire are the only fires you wont be protected against.

Norfleet
March 21st, 2004, 10:36 AM
I think that flaming arrows does arrow damage AND fire damage. So if you get hit by a flaming arrow, it'll be like being shot with a regular arrow, if you have fire fend.

It'll still hurt, though.

tinkthank
March 22nd, 2004, 04:49 PM
Thanks so far.

So what is "natural" poison and fire etc.? Anybody got a systematic answer?

Saber Cherry
March 22nd, 2004, 06:56 PM
Fire/Poison resistance blocks any fire or poison unless it specifically says it ignores resistance: "The Sharpest Tooth", "Astral Fires", "Banefire", "Bane Poison".

tinkthank
March 23rd, 2004, 01:00 PM
Thank you.

So "natural" poison or "natural" fire is just flavor text?

Psitticine
March 23rd, 2004, 03:15 PM
Hmm, in a way, but not quite. The super-poison of the Tooth and the otherworldly Banefire are not like normal ("natural") poisons and fires, and thus aren't blocked by those resistances.

tinkthank
March 23rd, 2004, 05:20 PM
Right thanks. Sorry for being (over-)persistant here, but it *sounds* like "normal" would be a reference to something "naturally occuring", while whatever it is that is not normal (not specified in the text) would be something like "magical".
Do you know what I mean?
I'll rephrase:
The text accompanying the icons for poison, fire, etc. resistance indicates that it offers protection against "normal" poison, fire, etc., which implies that there is poison and fire which is not "normal".
The other metaphors that we have in the game (and we know from other games) is, for example, the "etheral" state and its connection with "magic" (i.e.: non-"normal") weapons.
So it *seems* to me as if there are certain poisons and fires and what not against which p-resistance protects, and what you and Cherry are (helpfully and hopefully true??) saying is that these are *ALL* forms of poison, fire etc. except for a very very few (Bane Fire, Sharpest Tooth)??

(In other words: I should stop trying to figure out if animals have "natural" poison and spells have "unnatural" poison -- right?)

sorry for the hangup, I know my English can suck at times too

Argitoth
March 23rd, 2004, 08:13 PM
C'tis slingers (with 75% poison resistance) will always take poison damage no matter what kind it is.

I've never seen any "natural protection" (giving 50% protection of an element) protect from all damage, even those that seem "normal". In conclusion, 50% resistance reduces the damage by 50%.

I've cast Warriors of Niefelheim before (50% resistance and says protects from natural cold). Well, it doesn't do crap. My units still die just as well, just maybe they have a bit more chance of not dieing the first hit of a cold-attack.

The only thing I find helpful is to cast Serpent's blessing. While it only gives 50% resistance to poison, all c'tis units already have at least 50% resistance to poison. Therefor all c'tis units become 100% immunte to poison.

Another thing I've noticed: If a fire-suspectable unit... (-100% fire resistance, aka double fire damage) ...casts "fire resist" (+100% resistance) it will lose the -100% resistance. It will then lose the icon- suspectable to fire. but it will not gain any resistance to fire, it will just counter the suspectableness.

Psitticine
March 24th, 2004, 02:02 AM
Tinkthank,

You've got it now. "Natural" in this (admittedly somewhat fuzzy) use means "everything but the few very-special exceptions."