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| stun [2026/10/26 11:47] – removed - external edit (Unknown date) 127.0.0.1 | stun [2026/10/26 11:47] (current) – ↷ Page moved from dom6:stun to stun migration |
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| | ====== Stunning ====== |
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| | {{:abilities:stunned.png?nolink}} A **Stunned** unit is helpless, unable to do a thing, not even sure what the heck is going on. Fortunately, this only lasts a combat round. |
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| | {{:abilities:resist_shock.png?nolink}} <color #4169e1>**Shock Attacks**</color> and {{:abilities:salt_damage.png?nolink}} <color #ffffff>**Salt Attacks**</color> can both cause stunning, even if they don't do damage. In this case, it's like an [[Afflictions|Affliction]]: |
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| | * There's a base **5%** chance to be Stunned. |
| | * On top of that, **whatever percent of your max HP was lost** from the attack is added, though this is **halved**. |
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| | For example, say a ??Jotun Hirdman?? is hit with a {{path>A2}} mage's ??Lightning Bolt??, with no boosting. If he takes the flat 19 damage (14 damage plus his [[elemental vulnerability]]), that's **50%** (19/38) of his max HP; thus, he has a [5 + (50 / 2)]% chance to be stunned, a **30%** chance. |
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| | [[Magic]] can also stun semi-reliably, particularly [[Air]] magic and [[Glamour]] magic. For Air magic, big-enough units aren't as easily staggered by the sudden breezes, so [[Size]] may negate the stunning. For Glamour magic, [[Magic Resistance]] negates the attempts of pretty lights and targeted sensory inputs. ??Earthquake?? (an [[Earth]] spell) can also stun, ??Opposition?? (an [[Astral]] spell) stuns if it fails, and ??Holy Word?? ([[Divine Magic]]) is tailored to stun enemy [[Sacred]] units. |