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dom6:fear [2024/12/28 21:10] fenrir [Fear Damage] |
dom6:fear [2026/07/28 14:43] (current) druwski correct fear/dread stacking rule |
| ====== Fear ====== | ====== Fear ====== |
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| {{:abilities:fear.png?nolink }} **Fear** is an attack on the [[Morale]] of another being. It has many sources, of which the **Fear Aura** is the most common. The core purpose of Fear is force a [[rout]] in the enemy, greatly reducing the amount of bodies one has to cleave through in their bid for domination or survival. | {{:abilities:fear.png?nolink }} **Fear** is an attack on the [[Morale]] of another being. It has many sources, of which the **[[auras|Fear Aura]]** is the most common. The core purpose of Fear is force a [[rout]] in the enemy, greatly reducing the amount of bodies one has to cleave through in their bid for domination or survival. |
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| ===== The Aura ===== | ===== The Aura ===== |
| === In Dominions 5 === | === In Dominions 5 === |
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| * Fear +0 would reduce Morale by **3** (but didn't actually function due to an oversight), and then every 5 points added on would increase the Morale penalty by an extra **+1**, up to a maximum of **5**. Fear +5 reduced Morale by 4, and Fear +10 (or higher) reduced Morale by 5. | * Fear +0 would reduce Morale by **3** (but didn't actually function due to an oversight), and then every 5 points added on would increase the Morale penalty by an extra **+1**, up to a maximum of **5**. Fear +5 reduced Morale by 4, and Fear +10 (or higher) reduced Morale by 5. |
| * The code around whether or not it would cause a rout was insanely complicated, and at times spaghetti-like: | * The code around whether or not it would cause a rout was insanely complicated, and at times spaghetti-like: |
| * If a squad's **numbers** were reduced enough, a single Fear Aura "flash" could trigger a Morale roll for a rout. These thresholds were 80% and 8 average Morale across the squad, 70% and 10 Morale, 60% and 11 Morale, and 30% regardless of Morale. | * If a squad's **numbers** were reduced enough, a single Fear Aura "flash" could trigger a Morale roll for a rout. These thresholds were 80% and 8 average Morale across the squad, 70% and 10 Morale, 60% and 11 Morale, and 30% regardless of Morale. |
| * A squad of //n// members also had a [(5 - //n//) / 4]% chance each round for any Fear Aura "flash" to trigger a Morale roll for a rout. Thus, super-elite troop squads needed 5 or more members in order to be reliable. | * A squad of //n// members also had a [(5 - //n//) / 4]% chance each round for any Fear Aura "flash" to trigger a Morale roll for a rout. Thus, super-elite troop squads needed 5 or more members in order to be reliable. |
| * 5 Fear Aura "flashes" on a single unit in a squad, **or** 10 Fear Aura "flashes" across the whole squad, could trigger a Morale roll for a rout regardless of the squad's condition. This was handled by a score system; every member of the squad got 1000 "morale problem" points, while the one affected got 2000, and 10000 on any one member triggered a Morale roll at the cost of every squad member's points. | * 5 Fear Aura "flashes" on a single unit in a squad, **or** 10 Fear Aura "flashes" across the whole squad, could trigger a Morale roll for a rout regardless of the squad's condition. This was handled by a score system; every member of the squad got 1000 "morale problem" points, while the one affected got 2000, and 10000 on any one member triggered a Morale roll at the cost of every squad member's points. |
| === In Dominions 6 (The Current Game) === | === In Dominions 6 (The Current Game) === |
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| {{:dom6:stats:mor.png?nolink }} In Dominions 6, Fear operates differently. It has been made 3 points weaker, lowering Morale by less (**zero** at Fear +0), and it can no longer lower Morale more than **10 points** below its base value. | {{:dom6:stats:mor.png?nolink }} In Dominions 6, Fear operates differently. It has been made 3 points weaker, lowering Morale by less (**zero** at Fear +0), and it can no longer lower Morale more than **10 points** below its base value. |
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| On the other hand, Fear Auras **always** cause a Morale roll for a rout now; the difference is that the difficulty of the check is significantly lower. The base score for the so-called "Fear roll" is a **10** if it's caused by a Fear +0 Aura. Every 5 points added to the aura increases the base by 1; a Fear +5 Aura (from a really-intimidating human or giant) has a base of **11**, for instance, while a Fear +10 Aura (from a ??Dragon?? or something similar) has a base of **12**. It's not clear if this caps at the traditional base of 14, which Fear +20 would inflict. | On the other hand, Fear Auras **always** cause a Morale roll for a rout now; the difference is that the difficulty of the check is significantly lower. The base score for the so-called "Fear roll" is a **10** if it's caused by a Fear +0 Aura. Every 5 points added to the aura increases the base by 1; a Fear +5 Aura (from a really-intimidating human or giant) has a base of **11**, for instance, while a Fear +10 Aura (from a ??Dragon?? or something similar) has a base of **12**. It's not clear if this caps at the traditional base of 14, which Fear +20 would inflict. |
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| On top of that, the unit(s) directly "flashed" by a Fear Aura may **individually** rout, if their **personal** Morale fails an "easy" roll. "Easy" is revealed by game-testing to be a **6**, regardless of the strength of the Fear Aura; while this would normally be very easy to circumvent, the check is taken after the Morale loss. There is a small delay between losing Morale and taking the rout check, however, in which some lucky units may have their Morale correct slightly. An individual routing does not cause their entire squad to rout, though it may cause issues if it brings the squad down to four members (or below other thresholds). | On top of that, the unit(s) directly "flashed" by a Fear Aura may **individually** rout, if their **personal** Morale fails an "easy" roll. "Easy" is revealed by game-testing to be a **6**, regardless of the strength of the Fear Aura; while this would normally be very easy to circumvent, the check is taken after the Morale loss. There is a small delay between losing Morale and taking the rout check, however, in which some lucky units may have their Morale correct slightly. An individual routing does not cause their entire squad to rout, though it may cause issues if it brings the squad down to four members (or below other thresholds). |
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| ===== Dread Auras ===== | ===== Dread Auras ===== |
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| {{:dom6:dread.png?nolink }} **Dread** is new to Dominions 6. It's equivalent to Fear in almost all respects, except that units with [[True Sight]] (or [[Spirit Sight]], or [[Blind|Blindness]]) aren't affected by it. If a unit has both, only whichever has the higher value (if it //applies// to the target) is used. | {{:dom6:dread.png?nolink }} **Dread** is new to Dominions 6. It's equivalent to Fear in almost all respects, except that units with [[True Sight]] (or [[Spirit Sight]], or [[Blind|Blindness]]) aren't affected by it. If a unit has both, the Fear is used, even when the Dread value is higher; the Dread only applies when the Fear value is below 5. |
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| Why use Dread? Quite simply, Dread is far easier to apply than Fear. It's a [[Glamour]] effect that comes in two varieties. There's the [[Bless]] variety, which provides Dread +5, and then there's the [[magic|spell]] variety that Glamour/[[Death]] Mages can apply. According to the Mod Inspector, the two Dread-applying [[Enchantment|Enchantments]] only grant Dread +0, but the "mechanical" yellow text on the spells says they apply Dread +5. Compare this to Fear, which can only be added to units by [[items]] and a Death Bless. | Why use Dread? Quite simply, Dread is far easier to apply than Fear. It's a [[Glamour]] effect that comes in two varieties. There's the [[Bless]] variety, which provides Dread +5, and then there's the [[magic|spell]] variety that Glamour/[[Death]] Mages can apply. According to the Mod Inspector, the two Dread-applying [[Enchantment|Enchantments]] only grant Dread +0, but the "mechanical" yellow text on the spells says they apply Dread +5. Compare this to Fear, which can only be added to units by [[items]] and a Death Bless. |
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| Alternatively, a fellow relying on Fear could be countered through a thorough nuking with [[Evocation|Evocations]]. Taking Fear or Dread on the Bless comes at the cost of points that could go into [[Magic Resistance]] or [[Elemental Resistance|Elemental Resistances]], after all. The paths that bestow Dread don't lend themselves to many defenses against magic. | Alternatively, a fellow relying on Fear could be countered through a thorough nuking with [[Evocation|Evocations]]. Taking Fear or Dread on the Bless comes at the cost of points that could go into [[Magic Resistance]] or [[Elemental Resistance|Elemental Resistances]], after all. The paths that bestow Dread don't lend themselves to many defenses against magic. |
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