Hit Point Regeneration is a rare but handy trait. The eponymous Regeneration trait is a healing factor far beyond what normal beings have, so much faster than Recuperation that it restores HP in battle, yet unable to fix most Afflictions that overcome it.
There's a point value listed after Regeneration; this is the percent value of a unit's max HP that is restored every combat round, in the event that damage is taken. It is always rounded up; for example, an Ashipu of Uruk with 24 max HP restores 3 lost HP each round, while a Naditu with 19 max HP only restores 2. Regeneration only restores HP to bring a unit up towards their maximum amount; in the case of a Prophet or Pretender God (or a commander with shattered magic armor) having HP above their current maximum, the healing doesn't occur until after the new maximum is dipped beneath.
Regeneration does not heal Afflictions a unit acquires, but it does help prevent them. In the brief window of elasticity between getting "broken" and "coming apart", the body will adjust to try and hold together.
There's a denominator to your Affliction chance, and every 5 points of Regeneration you have beyond the first 5 adds 1 to the denominator. This is applied after the flat +15% chance from being Cursed, and it's unrelated to the Affliction Resistance trait.
Regeneration Percent | Affliction Chance Multiplier |
---|---|
5% | 1/1 (no change) |
7% | 10/14 (29% reduction) |
10% | 1/2 (50% reduction) |
15% | 1/3 (67% reduction) |
20% | 1/4 (75% reduction) |
25% | 1/5 (80% reduction) |
30% | 1/6 (83% reduction) |
n% | 1/(n ÷ 5) |
The living, the Undead, and the Inanimate who aren't Undead each have their own forms of Regeneration. A fellow presumably cannot have two of these at once.
Glamour Mages of 3 or higher have fixed Regeneration for False Damage, clearing 1 point per turn. A Blood Bless, Enchanted Flesh, gives a weaker form of fixed Regeneration for real damage; this is 0.5 HP per turn, randomly rounding each time.