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—regeneration [2026/10/26 11:47] (current) – ↷ Page moved from dom6:regeneration to regeneration migration
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 +====== 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.
 +
 +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 ====
 +
 +{{: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.
 +
 +<WRAP center align 45%>
 +^  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)       |
 +</WRAP>
 +
 +==== Restrictions and Equivalents ====
 +
 +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.
 +
 +  * The Undead have **Reforming Flesh** (such as, for example, the [[Death]] [[Bless]])
 +  * The Inanimate have **Reconstruction** (such as, for example, the [[Earth]] [[Bless]])
 +
 +[[Glamour]] Mages of {{path>G3}} or higher have fixed Regeneration for [[False Damage]], clearing 1 point per turn. A [[Blood]] [[Bless]], Enchanted Blood, gives a weaker form of fixed Regeneration for real damage; this is 0.5 HP per turn, randomly rounding each time.

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