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afflictions [2022/05/26 14:50] hexaflex |
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. |
{{abilities:disease.png?nolink}} **Disease** is a special kind of affliction: diseased units may gain additional afflictions each turn. It also prevents natural regeneration of hp. Some units can gain the disease icon, but are immune to its effects: these are units with the {{abilities:undead.png|nolink}}undead, {{abilities:demon.png|nolink}}demon or {{:abilities:inanimate.png?nolink}}inanimate ability, or units tagged as //stonebeing// in the mod inspector (which in vanilla Dom5 is the cyclops, earth gnomes, and the 3 Kings of Earth/Illearth). | {{abilities:disease.png?nolink}} **Disease** is a special kind of affliction: diseased units may gain additional afflictions each turn. It also prevents natural regeneration of hp. Some units can gain the disease icon, but are immune to its effects: these are units with the {{abilities:undead.png|nolink}}undead, {{abilities:demon.png|nolink}}demon or {{:abilities:inanimate.png?nolink}}inanimate ability, or units tagged as //stonebeing// in the mod inspector (which in vanilla Dom5 is the cyclops, earth gnomes, and the 3 Kings of Earth/Illearth). |
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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 taken(([[:user:loggy:afflictions#Gaining Afflictions when Damaged|Analysis of the Dominions 5.53 executable]])), 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 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(([[:user:loggy:afflictions#Gaining Afflictions when Damaged|Analysis of the Dominions 5.53 executable]])), 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%). |
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Note that afflictions are different from [[Curse|Curses]] or [[Horror Mark|Horror Marks]], which are very difficult to remove. | Note that afflictions are different from [[Curse|Curses]] or [[Horror Mark|Horror Marks]], which are very difficult to remove. |
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.). |
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^ Name ^ Effect ^ | ^ Name ^ Body Area ^ Effect ^ |
| Battle Fright | morale -5 | | | Battle Fright | Any | 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. | | | Profuse Bleeding | Any | Unit gains 10 Fatigue and loses 5% HP (with random rounding) each **round**. \\ Lasts only one battle. See [[Bleeding]]. | |
| __Diseased__ | Never heals, loses 10% HP each turn, creates additional afflictions. \\ Regeneration prevents HP loss outside of combat and can regain HP in combat. | | | Lost an Eye | Head | Att -2, Def -2, Pre -3 (per lost eye) | |
| __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. | | | 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??s) | |
| __Blindness__ | Att -9, Def -9, Pre -9 | | | __Blindness__ | Head | Att -9, Def -9, Pre -9 | |
| Lost Eyes | Att -2, Def -2, Pre -3 (for one lost eye) | | | Mute | Head | Ldr -75%, levels in all Magic paths are reduced by 50% (rounded up) until cured | |
| Weakened | Str -4 | | | __Dementia__ | Head | MR -2, Ldr -50%, -50% [[Research]] penalty (rounded up), randomly passes turns in battle | |
| Mute | Ldr -75%, levels in all Magic paths are reduced by 50% (rounded up) until cured | | | __Feeblemind__ | Head | 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. | |
| 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. | | | Chest Wound | Chest | Enc +5, Str -1 | |
| __Lost 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's hp, with a 50% chance. | | | Never Healing Wound | Chest | Max HP -20% | |
| 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. | | | __Diseased__ | Chest | Unit never heals, loses 10% HP each **turn**, and gains additional afflictions over time.\\ Regeneration prevents HP loss outside of combat and can regain HP in combat. | |
| Chest Wound | Enc +5, Str -1 | | | Limp | Legs | 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. | |
| 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. | | | __Crippled__ | Legs | 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. | |
| Never Healing Wound | Hp -20% | | | Weakened | Arms | Str -4 | |
| __Dementia__ | MR -2, Ldr -50%, -50% [[Research]] penalty (rounded up), randomly passes turns in battle | | | __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's hp, with a 50% chance. | |
| Soul Slayed | Applied only by [[Soul Slaying|Soul Slay]] effects. Prevents [[Immortality]], [[Twiceborn]] and [[Phoenix Pyre]] from functioning. | | | Lost Head | 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. | |
| | Lost Weapon/Bodypart | Varies | Can only be applied to certain units. Results in the loss of one of their attacks, see table below for further details. | |
| | Soul Slayed | N/A | Applied only by [[Soul Slaying|Soul Slay]] effects. Prevents [[Immortality]], [[Twiceborn]], [[Shapechanger|Automatic Shape-changing]], and Extra Lives from functioning. | |
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=====Ways to heal afflictions===== | =====Ways to heal afflictions===== |
- Some [[magic sites]] can heal afflictions like a healer. | - Some [[magic sites]] can heal afflictions like a healer. |
- 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 Disease | - 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 [[shape changer|shapechange]] mechanic (such as Jaguar Warriors of [[Mictlan]]) can sometimes heal afflictions when they change back to their normal shape. |
- [[Pretender gods]] may heal afflictions when getting [[recall]]ed | - [[Pretender gods]] may heal afflictions when getting [[recall]]ed |
- [[Transformation]] (possibly gaining feebleminded) | - [[Transformation]] (possibly gaining feebleminded) |