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Copy-paste from Dom3:
The +2 fatigue for severe Heat/Cold encumbrance occurs at Heat 3 / Cold 3. And it's reduced by 1 for every 25% resistance value you have for FR/CR respectively. So 25% FR in a Heat 3 province means +1 fatigue due to severe heat (a quick SP game with a nation like Gath demonstrates this, as they have 25R; troops), and 50% negates it.
For cold-blooded it's +4 enc in cold-1, +7 enc in cold-2, and +10 in cold-3. And in cold-3 they also get the normal +2 enc everyone gets in there, unless they get cold resist from somewhere.
I think it has not been tested in Dom4 yet, and resistance calculations have changed so outcome will be slightly different. If I will have time, I will probably test some numbers out.
id assume grip of winter works the same but with a different resist. in this case cold. but as to the numbers i dont have a clue off hand.
but as im digging into the modding manual anyways i can answer how the resist changed between games quite easily.
This section deals with abilities that reduce
damage the monster receives from attacks.
Elemental resistances function like armor by
lessening damage from attacks of a particular
type of element (fire, cold, shock or poison).
In Dominions 3 elemental resistances were
percentage values. See Table 12 for resistance
equivalencies between Dominions 3 and
Dominions 4 resistance values.
dom 4 - dom 3
3 - 25
7 - 50
10 - 75
15 - 100
20 - 150
25 - 200
so if you look up some dom 3 stuff you can use the table to alter the numbers pretty easy.
i know that ele resistances do reduce chill/ heat fatigue and protect the unit from this.
real easy to test with that. makes everything castable right off the bat. also a spell to summon up a mage to cast it. just use that summon whatever mage is needed to cast it. next turn attack indys. if your really wondering and want no mage involment have your mage retreat after but make sure you have anther leader so your troops dont route.