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dom6:afflictions [2024/04/14 20:58] johnnydown [Arm Afflictions] edits |
dom6:afflictions [2024/05/03 18:41] (current) fenrir [Head Afflictions] |
The following afflictions can be accrued by a hit to the **Arm**. Note that a unit has only a 1-in-3 chance of obtaining an __underlined__ affliction, and a 2-in-3 chance of obtaining one of the others. This is a categorical likelihood, however; for example here, an Arm affliction has a 2-in-9 chance to be Weakness, a 2-in-9 chance to be Battle Fright, a 2-in-9 chance to be Profuse Bleeding, and a 3-in-9 chance (~33%) to be the loss of said limb. | The following afflictions can be accrued by a hit to the **Arm**. Note that a unit has only a 1-in-3 chance of obtaining an __underlined__ affliction, and a 2-in-3 chance of obtaining one of the others. This is a categorical likelihood, however; for example here, an Arm affliction has a 2-in-9 chance to be Weakness, a 2-in-9 chance to be Battle Fright, a 2-in-9 chance to be Profuse Bleeding, and a 3-in-9 chance (~33%) to be the loss of said limb. |
* **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 switch to their fallback attack, (usually a Fist,) if they were using a 2-handed weapon. One has only so many arms to lose, of course, before being unable to attack. | * 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. | * 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. |
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* **Losing an Eye**, or vision from that eye, sucks. The loss of depth perception comes with a -2 penalty to Attack Skill and Defence Skill, and a -3 penalty to Precision. This stacks, but only as many times as the person has eyes; once they are out of eyes, they are Blind. If a creature has additional eyes for some reason, they can't possibly lose more stats from missing eyes than what they would lack through Blindness. | * **Losing an Eye**, or vision from that eye, sucks. The loss of depth perception comes with a -2 penalty to Attack Skill and Defence Skill, and a -3 penalty to Precision. This stacks, but only as many times as the person has eyes; once they are out of eyes, they are Blind. If a creature has additional eyes for some reason, they can't possibly lose more stats from missing eyes than what they would lack through Blindness. |
* Speaking of, __**Blindness**__ from either brain damage or an unfortunate strike across the face comes with a -9 penalty to Attack Skill, Defence Skill, and Precision. A Blind mage can still engage in magical [[Research]], somehow, but certain magic is forbidden to them; ??The Eyes of God??, for example. | * Speaking of, __**Blindness**__ from either brain damage or an unfortunate strike across the face comes with a -9 penalty to Attack Skill, Defence Skill, and Precision. A Blind mage can still engage in magical [[Research]], somehow, but certain magic is forbidden to them; ??The Eyes of God??, for example. |
* **Muteness** from brain damage (or a damaged tongue) reduces all of a commander's Leadership scores by 75%, and applies a negative "pathboost" penalty to each of their paths; this "boost" is half of their skill in each path, rounded up. If the ability to speak is restored, the old magic skill is restored. | * **Muteness** from brain damage (or a damaged tongue) reduces all of a commander's Leadership scores by 75%, and applies a negative "pathboost" penalty to each of their [[magic]] paths; this "boost" is half of their skill in each path, rounded up. If the ability to speak is restored, the old magic skill is restored. |
* __**Dementia**__, or absentmindedness, weakens the subject's mind and their connection to things as they are. The demented fellow has a -2 penalty to [[Magic Resistance]], both their Leadership and their Research ability **reduced by 50%** (indicating time wasted staring at nothing), and occasionally waste their time in battle to stare at nothing. | * __**Dementia**__, or absentmindedness, weakens the subject's mind and their connection to things as they are. The demented fellow has a -2 penalty to [[Magic Resistance]], both their Leadership and their Research ability **reduced by 50%** (indicating time wasted staring at nothing), and a compulsion to waste time in battle to stare at nothing. |
* To be "__**Feebleminded**__" is to suffer either serious brain damage or a severe cut in one's sense of self, such that **spellcasting is impossible**. Becoming feebleminded also breaks whatever Global Enchantments or Battlefield Enchantments you were upholding. Other effects include -5 Magic Resistance and -1 penalties to Attack Skill, Defence Skill, and Precision. | * To be "__**Feebleminded**__" is to suffer either serious brain damage or a severe cut in one's sense of self, such that **spellcasting is impossible**. Becoming feebleminded also breaks whatever Global Enchantments or Battlefield Enchantments you were upholding. Other effects include -5 Magic Resistance and -1 penalties to Attack Skill, Defence Skill, and Precision. |
* **Losing your Head** is technically an affliction, yes, but the effect is death for most units. It's only attainable in the same fashion as the guaranteed arm loss; being hit with more than half your max HP's worth of damage in the area, by a {{:abilities:resist_slash.png?15&nolink}}Slash. | * **Losing your Head** is technically an affliction, yes, but the effect is death for most units. It's only attainable in the same fashion as the guaranteed arm loss; being hit with more than half your max HP's worth of damage in the area, by a {{:abilities:resist_slash.png?15&nolink}}Slash. |
* 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 combat. Every month, a diseased being slowly withers away, **losing HP** (though not //maximum// HP, fortunately) equal to 10% of their max. 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. | * {{: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 combat. Every month, a diseased being slowly withers away, **losing HP** (though not //maximum// HP, fortunately) equal to 10% of their max. 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. |
* Units who are [[old-age|old]] have a chance to get Diseased at the start of the last month of the year (Turn 11, 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. |
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===== Recovery ===== | ===== Recovery ===== |
* {{:abilities:recuperation.png?nolink }} **[[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. | * {{:abilities:recuperation.png?nolink }} **[[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. |
* {{:abilities:healer.png?nolink }} **[[Healer|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 [[Inanimate|Inanimates]]. There's also a version that only heals Diseases. | * {{:abilities:healer.png?nolink }} **[[Healer|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 [[Inanimate|Inanimates]]. There's also a version that only heals Diseases. |
* {{:abilities:immortal.png?nolink }} **Resurrection** through the [[Immortal]] trait, or through being recalled (as a [[Pretender God]]), comes with a single burst of Recuperation. Alternatively, some units [[shapechanger|change shape]] instead of dying in battle; in most cases where they **cannot** do this freely, this counts. | * {{:abilities:immortal.png?nolink }} **Resurrection** through the [[Immortal]] trait, or through being recalled (as a [[Pretender God]]), comes with a huge burst of Recuperation. Alternatively, some units [[shapechanger|change shape]] instead of dying in battle; in most cases where they **cannot** do this freely, this counts. |
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Interestingly, the Never Healing Wound is the most difficult affliction to recover from. | Interestingly, the Never Healing Wound is the most difficult affliction to recover from. |