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Units may suffer battle afflictions, referred to as Battle Wounds when clicked, when they suffer damage. The chance is simply the percentage of its total normal hit points a unit suffers on that strike. In other words, an infantry unit with a healthy strength of 10 hp will have a 20% chance of suffering an affliction upon taking 2 hp damage. The location of hits is important: Loss of an arm or an eye depends on being hit in those places. 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.
Disease is a special kind of affliction: diseased units may gain additional afflictions each turn.
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.).
Name | Effect | Healing chance |
---|---|---|
battle fright | morale -5 | 50% |
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. | 25% |
diseased | Never heals, loses 10% HP each turn, creates additional afflictions. Regeneration prevents HP loss outside of combat and can regain HP in combat. | 50% |
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. | 25% |
blindness | Att -9, Def -9, Pre -9 | 25% |
lost eyes | Att -2, Def -2, Pre -3 (for one lost eye) | 50% chance (only possible if blindness is cured first) |
weakened | Str -4 | 50% |
mute | Ldr -75%, levels in all Magic paths are reduced by 50% (rounded up) until cured | 25% |
lost weapon | 25% | |
lost an arm | 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. | 25% |
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. | 85% |
chest wound | Enc +5, Str -1 | 50% |
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. | 50% |
never healing wound | Hp -20% | 10% |
dementia | MR -2, Ldr -50%, -50% Research penalty (rounded up), randomly passes turns in battle | ??% |
Healing chances copied from the old Dom3 wiki – may no longer be accurate in Dominions 5? does it even work with healing chances, what's this about healing difficulty check?
how about slayed soul?
does anyone know the dementia healing chance?
How does wound fend (the stat from Liquid Body) affect affliction chances? How about regeneration?
These are ways to cure afflictions:
Undead beings cannot heal afflictions unless they have Recuperation or Immortality, except through Gift of Health. Afflictions caused by cursed items such as Eye of Aiming and The Black Heart cannot be healed unless the item is removed first.
Note that afflictions are different from Curses or Horror Marks, which are very difficult to remove.