Units may suffer battle afflictions, referred to as Battle Wounds when clicked. Afflictions are denoted by a red heart. A unit may suffer from multiple afflictions, some of which (such as lost eyes or arms) can stack. These are typically permanent until removed by certain effects and abilities. Some spells or effects directly apply specific afflictions, but otherwise they come from suffering damage in a particular body part.
Disease is a special kind of affliction: diseased units may gain additional afflictions each turn.
The chance is simply the percentage of its total maximum points a unit suffers on that strike (E.g. an infantry unit with a maximum of 10 hp will have a 20% chance of suffering an affliction upon taking 2 hp damage). This is further modified by other factors: being cursed increases affliction chance by a flat 15% every time damage is taken1), and regeneration reduces affliction rate to 500/(regeneration percentage) percent (E.g. 10% regeneration reduces afflictions by 50%). Additionally, affliction resistance has a 100% x (affliction resistance)/(affliction resistance + 1) chance to reduce the chance to 0.5%, regardless of the size of the original damage (E.g. affliction resistance 3 reduces afflictions by ~74.5%).
The afflictions and their effects are listed in the table below. The healing chances are listed as well, for when one of the circumstances that can heal afflictions is present. Underlined afflictions are major and are exactly half as likely to occur as minor ones.
We really need to add a column for areas (limps come from leg wounds, etc.).
|Battle Fright||morale -5|
|Feeblemind|| Att -1, Def -1, Prec -1, MR -5, Ldr -75%, levels in all Magic paths are set at zero until cured
Global enchantments cast by a unit are dispelled when it gets feebleminded.
|Diseased|| Never heals, loses 10% HP each turn, creates additional afflictions.
Regeneration prevents HP loss outside of combat and can regain HP in combat.
|Crippled||CS capped at 2, Att -4, Def -4, MM -75%. Crippled troops don't impede their squad's MM, but they have a 50% chance of dying while marching between provinces, increased to 75% if marched through more than one province.|
|Blindness||Att -9, Def -9, Pre -9|
|Lost Eyes||Att -2, Def -2, Pre -3 (for one lost eye)|
|Mute||Ldr -75%, levels in all Magic paths are reduced by 50% (rounded up) until cured|
|Lost Weapon/Bodypart||Can only be applied to certain units. Results in the loss of one of their attacks, see table below for further details.|
|Lost Arms|| Str -1, loses their shield or two-handed weapons if down to under two arms, loses an Item slot.
Also applied by Slashing weapons if a blow would take half the target's hp, with a 50% chance.
|Lost Head|| Instant death unless the target doesn't need its head.
*Only applied by Slashing weapons if a blow would take half the target's hp, with a 50% chance.
|Chest Wound||Enc +5, Str -1|
|Limp||CS -50%, Att -1, Def -1, MM -4. Troops with a limp don't impede their squad's MM, but they have a 25% chance of becoming crippled if marched through more than one province in a month.|
|Never Healing Wound||Hp -20%|
|Dementia||MR -2, Ldr -50%, -50% Research penalty (rounded up), randomly passes turns in battle|
|Soul Slayed||Applied only by Soul Slay effects. Prevents Immortality, Twiceborn and Phoenix Pyre from functioning.|
These are ways to cure afflictions:
Afflictions caused by cursed items such asand cannot be healed unless the item is removed first. Additionally, certain unit types such as the s have special afflictions that cannot be cured by any means.
This section describes healing afflictions on units that are still alive. This includes abilities such as Healer, Recuperation, and effects such as magic sites. also heals this way, but it makes ten of these healing attempts per cast.
The order in which afflictions are attempted to be healed is predefined. The process starts at the top and finishes once one affliction is successfully removed.
The process described here is applied in cases such as immortal units reforming their body, or upon recalling a fallen Pretender. Unlike the above, all of the below chances are rolled and the process does not end upon healing one affliction.
This affliction is special in that only certain creatures or creatures with certain weapon IDs may suffer it. All instances of this are fully hardcoded and cannot be modded. Forcefully applying this affliction to any other unit gives an affliction that simply states "It feels like something is missing (no effect)"2).
|Lost a few snakes||Snake hair loses two attacks, from 5 attacks to 3|
|Lost a tentacle||Loses one tentacle attack|
|Lost some tentacles||Seemingly removes weapon 63, which the abomination doesn't even have - verification required on whether this functions|
|Beak chopped off||Replaces beak with useless kick|
|Treelords||Lost some good attacking branches||Loses one branch attack|
|Lost his life draining tentacle||Loses life drain tentacle|
|Lost his pincers||Loses pincers|
|Units whose first two weapons include Barbed Tail#68||Tail chopped off||Loses barbed tail attack|
|Units whose third weapon is sleep vines||Lost some sleep vines||Loses a sleep vine attack|