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Damage reduction may result in the target not taking any damage at all. If the resulting damage value is greater than 0, subtract the result from target’s HP. If target has resistance to the damage type, apply the appropriate percentage reduction to the damage total If the damage type is blunt, slashing or piercing damage and the target has the relevant resistance, apply the resistance reduction (50%) to the damage total Subtract 0-1 if the target has a shield (0-2 if large shield), unless the attack was armor negating or negates shields If target has armor, subtract the armor value from the damage total unless the attack was armor negating If target is standing on a wall, add 0 to (3x fortification level) to its armor If the damage type was elemental (fire, cold, shock) or poison and the target has a vulnerability to that type, double the damage total Other types of damage can also combine with magic, meaning that they can affect ethereal creatures without any trouble. Pure magic damage is often caused by spells. Acid damage is very difficult to resist as very few units are immune to this type of damage. Poison damage will not result in any immediate damage, instead it is spread out over a number of turns.Īcid (icon: drop of purple liquid). A successful magic resistance or Strength check is required to not be affected. Anyone wounded by shock damage also risks getting stunned. Units with Numbness gets -1 Strength and takes +1 damage when wounded by any attack. Anyone wounded by cold damage also risks getting the Numbness affliction. Burning units will take damage each combat round until the fire stops.Ĭold (icon: icicles). Anyone wounded by fire damage also risks catching fire. The number of enemies the unit has slain.īlunt (icon: hammer). See section Rank for more information on what the placement rank means and how it functions. See section Experience for more information. XPĮxperience points are an indication of how experienced the unit is. The amount of damage subtracted is the same as the armor value. If the attack negates armor, this value is ignored. ArmorĪrmor subtracts damage from all attacks against the unit. Highly magical creatures may have even higher MR. Average human units have an MR of 4, animals have an average MR of 2 and mages have a typical MR of 5 to 8. MR indicates how likely the unit is to resist a hostile spell or special effect that can be resisted by MR. Mindless units, lacking the capacity to think or worry about anything, have a morale of 99 and are immune to fear. Units with high morale are less likely to do so. Units with low morale are likely to be easily disheartened and susceptible to fear caused by spells and hideous monsters and may run away from combat as a result. Morale indicates how courageous the unit is in combat.
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The typical human has a strength of 4, a troll a strength of 8 and a giant or other large, powerful monster a strength of 10 or more. Strength is also used to resist some special attacks and spells. Strength affects the damage the unit does in combat. Once Hit Points reach zero, the unit dies. The amount of damage the unit can take before dying. Scourge Lords that take control over a Giant Ant Hill will corrupt it and have it produce Scourge Ants. The ants are very dangerous, but their lair can be tagged by anyone to stop them from spawning. Giant Ant Hills, which spawn giant ants in large numbers. Pirate Ports are always guarded and can be used as citadels. Pirate Ports, which spawn pirate ships as well as land bound roving bands of brigands. Haunted cities are always guarded and can be flagged by everyone. Haunted Cities, which give rise to bands of undead and horrors from the Void. Usually the guards are lesser undead, but it is not uncommon to find one or more of the far more dangerous greater undead guarding them. Graveyards, which spawn bands of lesser undead to menace everything in sight. Brigand Lairs can be flagged by everyone.
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Brigand lairs are often guarded, but if not, the inhabitants are probably somewhere close by. Brigands and scouts are stealthy and extremely aggressive and can be a nasty surprise for the unwary. Guard Towers can be used as citadels and can be flagged by everyone.īrigand Lairs, which spawn roving bands of brigands led by scouts. They spawn guard squads that will attack animals as well as brigands and players. Guard Towers, are well defended outposts of human civilization. Occupying an Ancient Forest without flagging it will not stop it from spawning animals, which will then appear in adjacent squares. They cannot be flagged unless the player can gather herbs or fungi, use them as citadels or perform a suitable ritual. Ancient Forests are almost always guarded. Ancient Forests, which give birth to wandering stacks of forest animals.
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