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afflictions [2021/05/07 19:57] fenrir |
afflictions [2023/12/18 10:39] (current) zonk Since 5.60, affliction % uses the highest of max and current HPst of max-HP and current-HP. |
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- | ======Afflictions and Disease====== | + | ====== Afflictions and Disease ====== |
- | {{abilities: | + | {{abilities: |
- | {{abilities: | + | {{abilities: |
+ | |||
+ | The base affliction chance is the damage suffered as % of the highest of max and current HP (including the damage just suffered). | ||
+ | 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 taken(([[: | ||
+ | |||
+ | Note that afflictions are different from [[Curse|Curses]] or [[Horror Mark|Horror Marks]], which are very difficult to remove. | ||
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. | 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. | ||
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FIXME We really need to add a column for areas (limps come from leg wounds, etc.). | FIXME We really need to add a column for areas (limps come from leg wounds, etc.). | ||
- | ^ Name | + | ^ Name ^ Body Area |
- | | **battle fright** | + | | Battle Fright |
- | | __**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. | + | | Profuse Bleeding |
- | | __**diseased**__ | + | | Lost an Eye | Head | Att -2, Def -2, Pre -3 (per lost eye) | |
- | | __**crippled**__ | + | | Lost the Other Eye too | Head | Replaces cumulative "lost eye" effects with that of Blindness. \\ *Description for "Lost an Eye" if it leaves you with zero eyes (i.e. ??Grey One?? |
- | | __**blindness**__ | + | | __Blindness__ |
- | | **lost eyes** | + | | Mute | Head | Ldr -75%, levels in all Magic paths are reduced by 50% (rounded up) until cured | |
- | | **weakened** | + | | __Dementia__ |
- | | **mute** | + | | __Feeblemind__ |
- | | **lost weapon** | + | | Chest Wound |
- | | __**lost an arm**__ | + | | Never Healing Wound | Chest | Max HP -20% | |
- | | **lost head*** | + | | __Diseased__ |
- | | **chest wound** | + | | Limp | Legs | CS -50%, Att -1, Def -1, MM -4. Troops with a limp don't impede their squad' |
- | | **limp** | + | | __Crippled__ |
- | | **never healing wound** | + | | Weakened |
- | | __**dementia**__ | + | | __Lost an Arm__ | Arms | Str -1, loses their shield or two-handed weapons if down to under two arms, loses an [[Items|Item]] slot.\\ Also applied by Slashing weapons if a blow would take half the target' |
- | + | | Lost Head | Head | Instant death unless the target doesn' | |
- | FIXME 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? | + | | Lost Weapon/ |
- | + | | Soul Slayed | |
- | FIXME how about slayed soul? | + | |
- | + | ||
- | FIXME does anyone know the dementia healing chance? | + | |
- | + | ||
- | FIXME How does wound fend (the stat from Liquid Body) affect affliction chances? How about regeneration? | + | |
=====Ways to heal afflictions===== | =====Ways to heal afflictions===== | ||
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These are ways to cure afflictions: | These are ways to cure afflictions: | ||
- | - A unit with the [[Healer]] ability. A unit with [[Disease Healer]] can heal disease, but not other afflictions. | + | - A unit with the [[Healer]] ability, or conferred through a magic item such as ??The Chalice??. A unit with [[Disease Healer]] can heal disease, but not other afflictions. This does not heal [[Undead]] units. |
- Some [[magic sites]] can heal afflictions like a healer. | - Some [[magic sites]] can heal afflictions like a healer. | ||
- | - The artifact ??The Chalice?? | ||
- The global enchantment ??Gift of Health?? | - The global enchantment ??Gift of Health?? | ||
- | - The afflicted unit having the [[recuperation]] effect, unless they are [[old]]. Recuperation can be natural, or granted through bless, including through the ??Shroud of the Battle Saint??. | + | - The afflicted unit having the [[recuperation]] effect, unless they are [[old-age|old]]. Recuperation can be natural, or granted through bless, including through the ??Shroud of the Battle Saint??. |
- | - The spell ??Pyre of Catharsis?? can heal Diseased | + | - The spell ??Pyre of Catharsis?? can heal Disease |
- The spell ??Blood Feast?? | - The spell ??Blood Feast?? | ||
- [[Immortal]]s may heal afflictions when reforming. | - [[Immortal]]s may heal afflictions when reforming. | ||
- | - Units with an involuntary shapechange mechanic (such as Jaguar Warriors of [[Mictlan]]) can sometimes heal afflictions when they change back to their normal shape. | + | - Units with an involuntary |
- [[Pretender gods]] may heal afflictions when getting [[recall]]ed | - [[Pretender gods]] may heal afflictions when getting [[recall]]ed | ||
- | - [[Transformation]] (possibly gaining | + | - [[Transformation]] (possibly gaining |
+ | |||
+ | Afflictions caused by cursed items such as ??Eye of Aiming?? and ??The Black Heart?? cannot be healed unless the item is removed first. Additionally, | ||
+ | |||
+ | === Healing Afflictions on Living Creatures === | ||
+ | |||
+ | This section describes healing afflictions on units that are still alive. This includes abilities such as [[Healer]], [[Recuperation]], | ||
+ | |||
+ | 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. | ||
+ | |||
+ | * Battle fright, 50% | ||
+ | * Feeblemind, 25% | ||
+ | * Dementia, 50%, only healed if unit is not feebleminded as well | ||
+ | * Disease, 50% | ||
+ | * Crippled, 25% | ||
+ | * Blind, 25%, only if lost head not also suffered | ||
+ | * One lost eye, 50%, only if lost head not also suffered | ||
+ | * Weakness, 50% | ||
+ | * Mute, 25%, only if lost head not also suffered | ||
+ | * Lost head, 20% | ||
+ | * Lost weapon/ | ||
+ | * One lost arm, 25% | ||
+ | * One lost eye, 50%, another chance | ||
+ | * Chest wound, 50% | ||
+ | * Limp, 50% | ||
+ | * Never healing wound, 10% | ||
+ | |||
+ | === Healing Afflictions on Body Reformation === | ||
+ | |||
+ | 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. | ||
+ | |||
+ | * Soul slayed is always removed | ||
+ | * Battle fright is always removed | ||
+ | * Feeblemind is always removed | ||
+ | * Dementia has a 75% chance to be removed | ||
+ | * Disease is always removed | ||
+ | * 75% to downgrade cripple to limp | ||
+ | * If cripple wasn't downgraded this time, 25% to cure limp | ||
+ | * 50% to cure a lost eye if not blind | ||
+ | * 90% to heal blind | ||
+ | * 50% to cure weakness | ||
+ | * 75% to cure mute | ||
+ | * 50% to cure chest wound | ||
+ | * 75% to cure one lost arm | ||
+ | * 75% to cure lost weapon/ | ||
+ | * Lost head always removed | ||
+ | * 10% to cure never healing wound | ||
+ | |||
+ | ===== Lost Weapon/ | ||
- | [[Undead]] beings cannot heal afflictions unless they have Recuperation | + | This affliction is special in that only certain creatures |
- | ??Gift of Health??. Afflictions caused by cursed items such as ??Eye of Aiming?? | + | |
- | Note that afflictions are different | + | ^ Candidate ^ Affliction Name ^ Effect ^ |
+ | | ?? | ||
+ | | ?? | ||
+ | | ?? | ||
+ | | ?? | ||
+ | | Treelords | Lost some good attacking branches | Loses one branch attack | | ||
+ | | ??Void Lord?? | Lost his life draining tentacle | Loses life drain tentacle | | ||
+ | | ??Scorpion King#655?? | 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 | |