|
Next revision
|
Previous revision
|
dom6:regeneration [2024/06/04 20:13] fenrir created |
dom6:regeneration [2025/09/29 15:40] (current) fenrir [Regeneration] |
| {{:abilities:regeneration.png?nolink }} [[Hit Points|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. | {{:abilities:regeneration.png?nolink }} [[Hit Points|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-ma|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. | 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-ma|Uruk]] with 24 max HP restores 3 lost HP each round (from 10% Regeneration), 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 and Afflictions ==== | ==== Regeneration and Afflictions ==== |
| |
| 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. | {{:abilities:affliction.png?nolink }} 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. | 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. |