====== Recuperation ====== {{:abilities:recuperation.png?nolink }} **Recuperation** represents a body's supernatural (or at least extraordinary) ability to rebound from **[[Afflictions]]**, ranging from **[[Afflictions#Torso-Afflictions|Diseases]]** to "never-healing wounds". A fellow with Recuperation can even regrow lost limbs. This happens **outside of battle**. Recuperation is //not// **[[Regeneration]]**, a trait that acts quickly enough to prevent the Afflictions from mattering to begin with. It doesn't restore lost [[Hit Points]], and it doesn't stem [[Afflictions#Unspecified-Hit-Area|Profuse Bleeding]]. Since units who aren't dead (or Diseased) recover all of their Hit Points after the [[turn-order-sequence|Army Phase]] battles, though, Recuperation has its own distinct role: keeping your elite combatants functional on the campaign trail. Recuperation is rare enough to be a selling point; the [[pangaea-ma|Pangaeans]] have it, the [[Sacred]] [[ermor-ea|Knights of Early Ermor]] have it, and the [[man-ma|Unicorn-riders of Man]] have it. Some "Monster" [[Pretender God|Pretender Chassis]] have it in place of flashy offensive abilities, such as the ??Earth Serpent??. The "white magic" of structural healing is tenuously a [[Nature]] art, but it's incredibly rare; if you //really// need it for someone, your only sure-fire bet is to have it in your [[Bless]], though having it available at the start of the game doesn't come cheap. {{:abilities:undead.png?nolink }}{{ :abilities:old_age.png?nolink}} Recuperation is a luxury afforded to **living** beings. It doesn't work for [[Undead]] and the [[Inanimate]], even if you were somehow able to apply it to them. It doesn't work for the **[[Age|old]]**, either; every creature must accept an end. ===== How Recuperation Works ===== //The following is paraphrased from the Dominions 5 wiki, and might not be perfectly accurate to the current version.// A being with Recuperation recuperates after almost everything else in the turn order, including after units age. It can only remove **one** affliction per turn/month, and it isn't guaranteed to remove any. If Recuperation fails at fixing an affliction (or if the affliction it //would// fix isn't present), it moves to try and fix another, in a set order of priority. The priority is as follows, from highest to lowest: - **Battle Fright** (the [[Morale]] penalty): __50%__ chance - **Feebleminded** (the Head affliction that prevents spellcasting and [[Leadership|leading units]]): __25%__ chance - **Dementia** (the Head affliction that resembles [[Confusion]]): __50%__ chance -> **0% if you're still Feebleminded** - **Disease** (the Torso affliction that slowly kills you outside of battle): __50%__ chance - **Crippled** (the Leg affliction that minimizes [[Map Movement]] and [[Combat Speed]]): __25%__ chance - **Blind** (the Head affliction that hampers [[Attack Skill]], [[Defence Skill]], and [[Precision]]): __25%__ chance -> **0% if your head is missing** - **Lost Eye** (the Head affliction that's a lesser form of Blindness): __50%__ chance -> **0% if your head is missing** - **Weakness** (the Arm affliction that lowers [[Strength]]): __50%__ chance - **Mute** (the Head affliction that reduces Magic levels and Leadership): __25%__ chance -> **0% if your head is missing** - **Lost Head** (the Head affliction that [[instakill|instakills]] most living units): __20%__ chance - **Lost Arm** (the Arm affliction that removes an [[Item]]/equipment slot): __25%__ chance - **Lost Eye** (yes, this gets two chances): __50%__ chance - **Chest Wound** (the Torso affliction that increases [[Encumbrance]]): __50%__ chance - **Limp** (the Leg affliction that's a lesser form of Crippled): __50%__ chance - **Never Healing Wound** (the Torso affliction that decreases max HP): __10%__ chance Note that several of these Affliction types can stack; you can lose more than one eye and more than one arm, for example. Recuperation removes only one instance of these.