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dom6:cloud [2024/05/15 20:14]
fenrir [Death Clouds]
dom6:cloud [2026/07/28 17:48] (current)
druwski note the second status roll on level 3+ clouds
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 ==== The Math ==== ==== The Math ====
  
-Clouds thin out at //roughly// a rate of cloud level per battlefield round. Older clouds dissipate first.+Heat, Poison, Death and Leeching clouds thin out at about 1.8 levels per battlefield round in clear weather, 2.8 in rain and 3.8 in a storm. Frost, Disease, Sulphur, Rust, Sleep and Shimmering Light clouds fade at about 0.9, 1.4 and 1.9 in the same conditions. Mist slows every rate by about a quarter. Older clouds dissipate first.
  
 Clouds **of the same type** //generally// don't actually overlap; if they do, it increases the existing cloud by 1 level at most (instead of being treated as its own thing), and the new clouds displace the old ones otherwise. In other words, a level 1 cloud effect can only create level 2 clouds at most, through affecting the same place twice in a tight-enough window. Clouds **of the same type** //generally// don't actually overlap; if they do, it increases the existing cloud by 1 level at most (instead of being treated as its own thing), and the new clouds displace the old ones otherwise. In other words, a level 1 cloud effect can only create level 2 clouds at most, through affecting the same place twice in a tight-enough window.
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 Everything from a Cloud is [[Protection|Armor-Negating]]. Some clouds are nonmagical, however, so the {{:abilities:ethereal.png?15&nolink}}[[Ethereal]] will only rarely have to breathe them in. Everything from a Cloud is [[Protection|Armor-Negating]]. Some clouds are nonmagical, however, so the {{:abilities:ethereal.png?15&nolink}}[[Ethereal]] will only rarely have to breathe them in.
  
-The point-value effects of clouds, Damage (DMG) and [[Fatigue]] (FAT), were applied strangely in Dominions 5. To account for units moving through cloudy squares, points were divided by 3, rounded up, and doled out roughly every sixth of a round. It is not yet clear if that is still the math; many other things were changed about clouds, such as clouds of the same type now combining into higher-level clouds instead of overlapping.+The point-value effects of clouds, Damage (DMG) and [[Fatigue]] (FAT), were applied strangely in Dominions 5. To account for units moving through cloudy squares, points were divided by 3, rounded up, and doled out roughly every sixth of a round. Dominions 6 dropped that maththe per-level tables below are the complete rule, applied to each occupant roughly twice per battlefield round.
  
 ===== Types of Clouds ===== ===== Types of Clouds =====
-The kinds of clouds and their effects are hard-coded and tied to their level. This is a departure from previous games, which also had a different list of cloud spells and considered some of these effects to be "auras".+The kinds of clouds and their effects are hard-coded and tied to their level. This is a departure from previous games, which also had a different list of cloud spells and considered some of these effects to be "[[auras|auras]]".
  
 ==== Heat Clouds ==== ==== Heat Clouds ====
 {{:abilities:heat_aura.png?nolink }} Also known as **Fire Clouds**, these are most-commonly spread by the **[[Heat Aura|Heat]]** trait on certain units. Regardless of the point value of this trait (which merely indicates how many clouds it spawns in a combat round), it lays clouds of only **1** level. {{:abilities:heat_aura.png?nolink }} Also known as **Fire Clouds**, these are most-commonly spread by the **[[Heat Aura|Heat]]** trait on certain units. Regardless of the point value of this trait (which merely indicates how many clouds it spawns in a combat round), it lays clouds of only **1** level.
  
-{{:abilities:resist_fire.png?nolink}} The cloud deals **(level)+1** Fire Fatigue, and **(level)-2** Fire Damage. Only Fire Clouds of **level 3 or higher** deal damage. +{{:abilities:resist_fire.png?nolink}} The cloud deals **(level)+1** Fire Fatigue, and **(level)-2** Fire Damage. Only Fire Clouds of **level 3 or higher** deal damage.
  
 +Each hit that lands also rolls to set the target [[burn|alight]]. Subtract Fire Resistance from that hit's damage and roll against what is left. The fatigue hit burns the target when a **d75** comes up under that number. The damage hit, which exists only from level 3, rolls a **d25** instead, so each point of its damage weighs three times as heavily. Fire Resistance counts double against the fatigue hit but only once against the damage hit. A creature that shrugs off the fatigue can still catch fire from a high-level cloud.
 +
 +{{:misc:scales:heat.png?nolink }} In Dominions 6, **Heat** on the local [[Scales]] increases how many clouds the aura lays rather than the damage; the per-level numbers stay fixed.
 ==== Frost Clouds ==== ==== Frost Clouds ====
 {{:abilities:chill_aura.png?nolink }} Also known as **Chill Clouds** or **Freezing Mists**, these are most-commonly spread by the **[[Chill Aura|Chill]]** trait on certain units. Regardless of the point value of this trait (which merely indicates how many clouds it spawns in a combat round), it lays clouds of only **1** level. {{:abilities:chill_aura.png?nolink }} Also known as **Chill Clouds** or **Freezing Mists**, these are most-commonly spread by the **[[Chill Aura|Chill]]** trait on certain units. Regardless of the point value of this trait (which merely indicates how many clouds it spawns in a combat round), it lays clouds of only **1** level.
  
 {{:abilities:resist_cold.png?nolink }} The cloud deals **(level)+1** Cold Fatigue, and **(level)-2** Cold Damage. Only Freezing Mists of **level 3 or higher** deal damage. The damage is **capped** (unable to be higher than 1 after Damage/Protection [[DRN|DRNs]]) unless the target is **[[freeze|frozen]]**. {{:abilities:resist_cold.png?nolink }} The cloud deals **(level)+1** Cold Fatigue, and **(level)-2** Cold Damage. Only Freezing Mists of **level 3 or higher** deal damage. The damage is **capped** (unable to be higher than 1 after Damage/Protection [[DRN|DRNs]]) unless the target is **[[freeze|frozen]]**.
 +
 +Each hit that lands also rolls to freeze the target. Subtract Cold Resistance from that hit's damage and roll against what is left. The fatigue hit freezes the target when a **d75** comes up under that number. The damage hit, which exists only from level 3, rolls a **d25** instead, so each point of its damage weighs three times as heavily. Cold Resistance counts double against the fatigue hit but only once against the damage hit. A creature that shrugs off the fatigue can still freeze in a high-level cloud.
 +
 +{{:misc:scales:cold.png?nolink }} In Dominions 6, **Cold** on the local Scales increases how many clouds the aura lays rather than the damage; the per-level numbers stay fixed.
  
 Frost Clouds and Heat Clouds are the only clouds that cannot coexist in a single square; their levels cancel each other out. Frost Clouds and Heat Clouds are the only clouds that cannot coexist in a single square; their levels cancel each other out.
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 ==== Leeching Clouds ==== ==== Leeching Clouds ====
-{{:abilities:stolen_strength.png?nolink }} Spread by the ??Leeching Darkness?? spell, a Leeching Cloud primarily applies 1 point of **[[Weakness]]** to those inside; this is a minor [[Afflictions|Affliction]], a lesser version of the standard "Weakness" one that reduces [[Strength]] by 1 (per point).+{{:abilities:stolen_strength.png?nolink }} Spread by the ??Leeching Darkness?? spell, a Leeching Cloud primarily applies 1 point of **[[Weakness]]** to those inside; this is a minor [[Afflictions|Affliction]], a lesser version of the standard "Weakness" that reduces [[Strength]] by 1 (per point).
  
 Its actual effect (or at least the strength of the effect) depends on the cloud level. Its actual effect (or at least the strength of the effect) depends on the cloud level.
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 ==== Disease Clouds ==== ==== Disease Clouds ====
-{{:abilities:plague_carrier.png?32&nolink }} Primarly spread by **[[Plague Carrier|Plague Carriers]]** such as a ??Mummy??, the Disease Cloud inflicts [[afflictions#torso-afflictions|Disease]] on those passing through who fail a Death Magic Resistance check. For level 1 and level 2 clouds, the Penetration is **7**. For level 3 or higher clouds, the Penetration is **11**.+{{:abilities:plague_carrier.png?32&nolink }} Primarly spread by **[[Plague Carrier|Plague Carriers]]** such as a ??Mummy??, the Disease Cloud inflicts [[afflictions#torso-afflictions|Disease]] on those passing through who fail a Magic Resistance check that belongs to no magic path. For level 1 and level 2 clouds, the Penetration is **7**. For level 3 or higher clouds, the Penetration is **11**.
  
 ==== Sleep Clouds ==== ==== Sleep Clouds ====
-{{:abilities:sleep_cloud.png?nolink }} Also known as a **Cloud of Dreamless Slumber**, these clouds are not particularly common. Those who succumb to it fall [[asleep]]; resisting requires a Glamour Magic Resistance check, with a Penetration of **7** for level 1 clouds and a Penetration of **11** for higher levels.+{{:abilities:sleep_cloud.png?nolink }} Also known as a **Cloud of Dreamless Slumber**, these clouds are not particularly common. Those who succumb to them fall [[asleep]]; resisting requires a Glamour Magic Resistance check, with a Penetration of **7** for level 1 clouds and a Penetration of **11** for higher levels.
  
 ==== Rust Clouds ==== ==== Rust Clouds ====
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 ==== Healing Clouds ==== ==== Healing Clouds ====
 These aren't in Dominions 6. They //were// in Dominions 5, though, so they may return in a later update. These aren't in Dominions 6. They //were// in Dominions 5, though, so they may return in a later update.
 +
dom6/cloud.1715804098.txt.gz · Last modified: 2024/05/15 20:14 by fenrir