I was in battle with spiders and though they took the poisoned effect when stabbed with a poisoned blade, they did not any poison damage per turn. I bet a spell that raised poison resistance to 100+ would prevent any further damage, even if won't actually remove the visual indicator of the effect.
Frabulon
I received a growth potion as loot from a lair. When I drank it in tactical combat, it scaled my character up, but had no effect on my attack or dodge rating.
I cast Giant Form and Growth on a group of five spearmen giving them a combined attack of over 1400...
1st wolf pack defeated, Varnkass spawned with 2nd wolf pack, after defeating 2nd wolf pack, including Varnkas, the pop up message said we could hear howling that was maybe Varnkass, then we were back on the world map with no collar. The inn was replaced by sparkles.
[quote who="Sethai" reply="60" id="2951864"]In the event that it even did work as intended, what would it add to the game? A limit on how many buildings you can build based on population? If you want to have that in the game, just limit the number of studies/workshops you can build to a fixed number for a given level of city (ie, 5 for a level 3, or whatever). [/quote] I much prefer a game where each city has meaning and expansion is difficult and largely based on resource acquisition
I think demanding a larger and larger pool of available specialists to build repeatable buildings is a workable idea - but this should be a check, not the actual cost of the building. The purpose of the dynamic is to slow and restrict building, not mysteriously vanish huge (unskilled) groups of the population. If my tenth study has an increased cost of 100 specialists, I should not be able to build one unless I have that many free population. But when I build it, it should actuall