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Also known as Battle Wounds, Afflictions are the game's way to portray permanent side effects of grievous bodily harm. The odds of getting an affliction from an injury is determined by how much HP was lost, relative to the max HP.
Just for an example, say a fellow with 100 max HP took 20 damage from an attack; they would have a 20% chance to get an affliction. What the affliction would be is determined by which part of his body he got hit in, however.
Certain traits modify the rate of being afflicted, and these are listed in order of application to the odds:
Being Cursed adds a flat 15% to the chance of permanent injury. This is terrible for units who will be taking a large amount of hits, or for situations where damage is guaranteed.
Regeneration divides the chance of permanent injury. 5% Regenration or lower has no effect, but every 5 percentage points above it adds 1 to the base denominator of 1. (For example, 10% Regeneration halves the rate of injury.)
Affliction Resistance has a chance to set the chance of permanent injury to 0.5%. The chance of an injury chance change is 1/2 for 1 point, 2/3 for 2 points, 3/4 for 3 points, et cetera.Hit area is very important, as you can't lose an eye by being hit in the toe, or lose an arm through a cut to the face. The areas are the Head, the Arms, the Legs, and the Torso. The Torso is the most likely area to be hit, and the Head is the least likely to be hit, if both the attacker and the defender are the same Size; bigger attackers have an easier time attacking the Head, however, while smaller attackers have an easier time attacking the Legs (unless their weapons are long enough to adjust).
The following afflictions can be accrued by a hit in any area:
Profuse Bleeding is actually a temporary condition, but one that uses the affliction formula nonetheless. The sufferer gains 10 Fatigue and loses HP equal to 5% of their max (rounded randomly) each combat round, until it stops; it stops on its own with a 10% chance, plus the victim's Regeneration, divided by 2 underwater. Survivors of the battle stop bleeding.The following afflictions can be accrued by a hit to the Arm. Note that underlined afflictions, in this case, are only half as likely to occur as the others; for example here, an Arm affliction has a 2-in-3 chance to be Weakness, and a 1-in-3 chance to be the loss of said limb.
The following afflictions can be accrued by a hit to the Legs:
The following afflictions can be accrued by a hit to the Head:
The following afflictions can be accrued by a blow to the Torso:
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 combat. Every month, a diseased being slowly withers away, losing 10% of their HP (though not their maximum HP, fortunately). Lastly, 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.Afflictions are chronic; they can be removed, but they don't go away on their own. Three things remove Afflictions:
Recuperation is a unit trait that allows units to "recuperate" (self-heal) from afflictions. They have a chance to recover from one or more of their afflictions at the start of each month. Old units with Recuperation don't have Recuperation, however.
Healers can "heal" afflictions on themselves and on others in their province, but only as many as their trait's point value indicates. The Healer trait does not work on the Undead, nor on Inanimates. There's also a version that only heals Diseases.
Resurrection through the Immortal trait, or through being recalled (as a Pretender God), comes with a single burst of Recuperation. Alternatively, some units change shape instead of dying in battle; in most cases where they cannot do this freely, this counts.Interestingly, the Never Healing Wound is the most difficult affliction to recover from.