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dom6:afflictions [2024/06/20 20:11]
fenrir [Arm Afflictions]
dom6:afflictions [2026/07/29 18:34] (current)
druwski correct the monthly disease effect
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 +[[..afflictions|{{:wiki:dom6_version.png?100 }}]]
 ====== Afflictions ====== ====== Afflictions ======
  
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 Note that it is possible for an over 100% chance to get an Affliction; in this case, the unit may gain an additional one. If a human with 10 HP took a 15 HP hit, they would be guaranteed one Affliction and have a 50% chance of gaining another; which would only matter for the purposes of ??Bolt of Unlife??, ??Life after Death??, [[Twiceborn]], and other forms of coming back from zero HP, of course. One can only imagine how mangled a body would be after receiving ??Gifts from Heaven??, for instance, or how handicapped a ??Dragon?? would be after their human form took a bite from another Dragon. Note that it is possible for an over 100% chance to get an Affliction; in this case, the unit may gain an additional one. If a human with 10 HP took a 15 HP hit, they would be guaranteed one Affliction and have a 50% chance of gaining another; which would only matter for the purposes of ??Bolt of Unlife??, ??Life after Death??, [[Twiceborn]], and other forms of coming back from zero HP, of course. One can only imagine how mangled a body would be after receiving ??Gifts from Heaven??, for instance, or how handicapped a ??Dragon?? would be after their human form took a bite from another Dragon.
 +
 +Afflictions have two broad categories: **Minor** and **__Major__**. 
 +^ Body Part ^ Minor Affliction        ^ __Major Affliction__   ^
 +| Any       | **Battle Fright**                              |
 +|           | **Profuse Bleeding**        |                    |
 +| Head      | **Eye Loss**                | **__Dementia__**           |
 +|           | **Mute**                    | **__Feeblemindedness__**   |
 +|                                    | **__Blindness__**          |
 +| Chest     | **Chest Wound**              | **__Diseased__**           |
 +|           | **Never-Healing Wound**      |                    |
 +| Arm       | **Weakened**                 | **__Lost an arm__**        |
 +| Leg       | **Limp**                     | **__Crippled__**           |
 ===== Hit Area ===== ===== Hit Area =====
  
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   * **Weakness**, whether through muscle damage or serious pain when swinging, reduces [[Strength]] by 4.   * **Weakness**, whether through muscle damage or serious pain when swinging, reduces [[Strength]] by 4.
   * A __**Lost Arm**__ deprives the subject of one of their [[items|item]] slots: a hand slot. Also, both commanders and troops lose the use of their shield (if they have one) or, if they were using a 2-handed weapon, they switch to their fallback attack (usually a Fist). If someone runs out of arms, they'll be reduced to "uselessly" kicking foes.   * A __**Lost Arm**__ deprives the subject of one of their [[items|item]] slots: a hand slot. Also, both commanders and troops lose the use of their shield (if they have one) or, if they were using a 2-handed weapon, they switch to their fallback attack (usually a Fist). If someone runs out of arms, they'll be reduced to "uselessly" kicking foes.
-      * One interesting note is that, if a unit would take more than half their max HP in damage from a blow to the arm, it is capped at half their max HP. If the damage is from a {{:abilities:resist_slash.png?15&nolink}}**Slash**, however, the arm always pops off. This damage-capping also applies to the legs, though they don't have an equivalent affliction, and to the head if you don't need it.+      * One interesting note is that, if a unit would take more than half their max HP in damage from a blow to the arm, it is capped at half their max HP. If the damage is from a {{:abilities:resist_slash.png?15&nolink}}**Slash**, however, the arm always pops off. This damage-capping also applies to the legs, though they don't have an equivalent affliction, and to the head if it's not needed.
  
  
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   * A "**Chest Wound**", presumably damage to the heart or lungs, reduces Strength by 1 and increases [[Encumbrance]] by 5.   * A "**Chest Wound**", presumably damage to the heart or lungs, reduces Strength by 1 and increases [[Encumbrance]] by 5.
   * A "**Never Healing Wound**" reduces maximum HP by **20%**, since healing magic and Regeneration can't fix it. Likewise, this makes future Afflictions 25% more likely to occur.   * A "**Never Healing Wound**" reduces maximum HP by **20%**, since healing magic and Regeneration can't fix it. Likewise, this makes future Afflictions 25% more likely to occur.
-  * {{:abilities:disease.png?nolink }} __**Disease**__ from an infected wound is a horrifying fate, one that acts slowly but catches rather quickly in battle. The body becomes fixated on trying to fight the Disease, and thus **does not heal outside of battle**, though healing magic and Regeneration work during the heart-pounding thrill of combatEvery month, a diseased being slowly withers away, **losing HP** (though not //maximum// HPfortunately) equal to 10% of their maxLastly, **new Afflictions may form** each turn on Diseased units. You'll be happy to know that units in Dominions are very good at quarantining; Disease never spreads between units.+  * {{:abilities:disease.png?nolink }} __**Disease**__ from an infected wound is a horrifying fate, one that acts slowly but catches rather quickly in battle. Every month, a diseased being rolls its [[disease-resistance|Disease Resistance]], and a unit with none of it fails automatically. If it fails a roll: 
 +      it **loses HP** equal to a tenth of its base HP, rounded off at random; 
 +      * it **regains none of its lost HP** that month; 
 +      * and a **new Affliction may form**, at 10% if the unit has [[Regeneration]] and 15% if it does not. A [[cursed|Cursed]] unit adds **50 points** to whichever of those two applies, so a cursed diseased unit forms an affliction at **60%** with Regeneration and **65%** without. 
 +      * [[Undead]] units are skipped entirely and never suffer any of itand healing magic and Regeneration go on working during battle for everyone else. 
 +      * The monthly loss is booked as a lasting woundand a diseased unit is the one case where those wounds are **never wiped at the start of a month**, so the ceiling it can be healed back up to sinks a little further every month until the disease kills itThis is why the loss feels permanentbut it is not: cure the Disease and the whole accumulated total is returned on the following turn, unlike a **Never Healing Wound**. 
 +      * You'll be happy to know that units in Dominions are very good at quarantining; Disease never spreads between units. The battlefield [[auras#plague|Plague]] is a separate effect that //does// spread, and being infected by it is not the same as being Diseased.
       * Units who are [[old-age|old]] have a chance to get Diseased at the start of the eleventh month of the year (Turn 10, and every 12th turn after that). The chance of this happening increases with {{:misc:scales:death.png?15&nolink}}[[Scales|Death scales]] in their province, and decreases with Growth scales.       * Units who are [[old-age|old]] have a chance to get Diseased at the start of the eleventh month of the year (Turn 10, and every 12th turn after that). The chance of this happening increases with {{:misc:scales:death.png?15&nolink}}[[Scales|Death scales]] in their province, and decreases with Growth scales.
  
dom6/afflictions.1718914275.txt.gz · Last modified: 2024/06/20 20:11 by fenrir