Berserkers gain (value+1)/2 rounded down fatigue.
All units lose 1 point of fatigue
Reinvigoration removes its fatigue here
Land encumbrance adds its fatigue
Blood surge removes (magnitude/2) rounded down fatigue
If your fatigue is 100+ at this point, you lose 4 fatigue AND stop berserking, even if this 4 fatigue pushed you below 100
Temporary morale modifiers (fear, the unused morale bonus effect) have their value halved here
If the unit being checked is a pretender in friendly dominion it blesses all sacreds on the field
Hell power has a (20 + marks*2) chance to spawn a lesser horror in a 5x5 square around you
Entanglement escape check: if you have blink movement you succeed automatically, otherwise roll strength + open 2d6, if this is greater than 19 + terrain modifier you break free. Terrain modifier = +1 in forest, -1 in waste (or if in a province with both flags)
Web escape check: blink movement succeeds automatically, everyone else rolls str + open 2d6, if this is 20+ you escape
Net escape check: identical to web's except 23+ to escape
Bonds of fire escape check: blink movement doesn't help. Roll morale + open 2d6, if the result is 21+ you break free. When you break free (but NOT when you fail) you take 3 AN fire damage, in an unspecified (random) hitzone
False fetters: MR + open 2d6 of 21+ to escape. No modifiers (penetration, victim's air levels) matter
Slime: MR + open 2d6 of 22+ to end. No modifiers matter
Unknown affliction 274877906944 is removed unconditionally
Encase in ice does 5 AN cold fatigue damage. Roll (strength + open 2d6) - (12 + open 2d6). Subtract this many points of encase in ice. If this results was 0 or negative, subtract one point anyway.
If you are fleeing and have a mind collar (LA Phlegra iron guard), take damage equal to your mind collar attribute, and gain the marker to say it's happened (this is a slot effect). The damage is magical AN internal, no effect on mindless, and always targets the head.
If you are swallowed, the thing swallowing you applies Digest/Aciddigest/Incorporate and hurts you here. All of these are AN magic internal damage, aciddigest has the acid flag as well. They all do direct damage and have no DRNs involved. Incorporate heals the swallower for the damage taken or the swallowed victim's current hitpoints, whichever is left. It cannot increase the swallower's current hitpoints beyond 10000 though, and seems to not respect their maximum.
If you were swallowed and the thing that had swallowed you died, you get released.
Reduce paralysis and cursed luck duration, if applicable
If you have poison damage accumulated, take min(remaining accumulated damage, 1 + pool/10 rounded down) damage and reduce the poison pool by the amount of damage done. This is True damage with the poison flag set, and has no rolls on it.
Blood surge has a 20% chance to be removed
Decay does its stuff, see
here
Affliction 274877906944 does 1 AN internal damage per round with a 20% chance of ending, if you are undead it does 2 damage (random hit location) and has no chance of being removed here
If you have landdamage of 100+ and are on land you take 1 point of true damage with no rolls (random hit location)
If you have uwdamage of 100+ and are underwater, the same
Burning does its damage of a closed d(size) of true damage without rolls, and you might get extinguished
Bleeding does its damage/fatigue and you might stop. If you're ethereal by any means you stop immediately and don't suffer any ill effects
Freezing does its fatigue and you might thaw, especially if you have cold vulnerability due to an oopsy
Desiccation does its thing, but only if you have nonzero encumbrance. You take open 2d8 fatigue damage with the true flag set, and the effect ends if you roll MR + 2d6 of 23+. No modifier affect this MR roll
Plague effects: unless the carrier is undead/demon or a stone being. Adds 1d4 fatigue directly and applies 0 or 1 points of true damage (unspecified hit location)
"Summon X monsters per round of combat abilities" trigger, starting with 5 and working backwards to 1 (which probably impacts placement)
Regeneration triggers. Unless you're homesick.
Bug soul vessels have a 20% chance to transform back to the unit type that died and spawned them via swarmbody. This also removes feeblemindedness
Shrink/growhp are checked and may cause changes of shape