Poison Damage is a type of Special Damage that can be delivered by various units as part of their Melee Attacks and Counter Attacks. An attack delivering Poison Damage may cause additional Icon Damage.png Damage Points to its target, but the amount depends entirely on the target's Icon Resist.png Resistance score.

Each point of Poison Damage striking a target forces that target to make 1 Icon Resist.png Resistance Roll. Each unsuccessful roll results in the target suffering Icon Damage.png 1 point of Damage. Thus, Poison Damage is a good way of increasing a unit's damage output, particularly against low-Icon Resist.png Resistance targets. Since Poison Damage ignores the target's Icon Defense.png Defense score, it is also useful against well-armored opponents.

Poison Damage will inflict no harm on targets possessing Poison Immunity. Furthermore, targets possessing Icon Resist.png 10 Resistance or higher will never fail their rolls against Poison Damage, and thus will suffer no harm from it.

Poison Damage is delivered only by Poison Touch attacks - though there are almost 10 different units in the game that possess this ability, one of which is a Hero. The strongest of these is the Great Wyrm, which delivers 15 Poison Damage points with each attack it makes.

There is no other known source of Poison Damage, nor any way of adding Poison Touch to a unit that does not possess it by default.

Effect Edit

Poison Damage forces its target to make one or more Icon Resist.png Resistance rolls - with each failed roll resulting in Icon Damage.png 1 point of Damage being suffered by that target.

Resistance and Damage Edit

When a unit is struck by an attack containing a Poison Damage component, it must immediately make a certain number of Icon Resist.png Resistance rolls. The number of rolls is equal to the total strength of the Poison Damage attack. This is calculated by multiplying the strength of the attacker's Poison Touch ability by the number of live Icon Figure.png figures in the attacking unit.

For example, a unit of Ghouls has Poison Touch 1. When it attacks a target, that target must make one Icon Resist.png Resistance roll for each individual Ghoul.

Each roll results in a completely random number between 1 and 10. The numbers are then compared to the target unit's Icon Resist.png Resistance score, with no modifier applied to it.

Each roll that results in a number higher than the target unit's current Icon Resist.png Resistance score is considered "failed", and inflicts Icon Damage.png 1 point of Damage on that unit. For example, a total of 3 "failed" rolls means that the target unit suffers a total of Icon Damage.png 3.

The Icon Damage.png Damage is applied to the "lead" Icon Figure.png Figure in the target unit first. If that figure suffers enough damage then it is killed, and the next figure in the unit (if any are left) will step up to receive any remaining damage. This is repeated until either all Icon Damage.png Damage has been applied to the unit, or it has run out of Icon Figure.png figures (in which case it is completely destroyed).

Example Edit

Lets make a single example that explains the entire process. For this example, our attacker will be a unit of Manticores, with both of its Icon Figure.png Figures present. This unit has a Poison Touch attack of strength 6.
The target in this example will be a unit of High Men Cavalry, possessing Icon Figure.png 4 Figures with Icon Hits.png 3 Hit Points each. This unit has a Resistance score of Icon Resist.png 4.
During Melee combat between the Manticores and the High Men Cavalry, while the two units are exchanging Melee Damage with each other, the Manticores will also deliver their Poison Damage. With Poison Touch 6 and Icon Figure.png 2 Figures present, the Manticores deliver a total of 12 Poison Damage points.
This forces the High Men Cavalry to make exactly 12 Icon Resist.png Resistance rolls. Since High Men Cavalry have Icon Resist.png 4, each roll that comes up 5 or higher is a "failed" roll. Once all 12 rolls have been made, the game tallies up the number of "failed" rolls. Statistically, the High Men Cavalry should fail 60% of their rolls, i.e. 12 * 60% = 7.2 rolls. So we can expect them to take about Icon Damage.png 7 points of Damage, on average, from the Manticores' poisonous attack.
Icon Damage.png Damage is applied figure-by-figure. Therefore, the "lead" Cavalryman will suffer Icon Damage.png 3 - which is exactly enough to kill him. Then the second Cavalryman steps up, and suffers the next Icon Damage.png 3, killing him as well. Finally, the third Cavalryman steps up to suffer the remaining Icon Damage.png 1. Two Icon Figure.png Figures were lost, the third slightly injured.
Naturally, if all 12 rolls had failed (possible, though unlikely), the High Men Cavalry unit would've suffered the entire damage potential of Icon Damage.png 12 Damage Points, killing each of the four Cavalrymen one after the other. Conversely, had the unit succeeded in all 12 rolls (even more unlikely!), it would've averted all Poison Damage directed at it.

Immunities Edit

Because Poison Damage relies on a target's Icon Resist.png Resistance score, and inflicts no modifier on that score, any target with Icon Resist.png 10 or higher is completely immune to it. Such targets could not possibly fail their Icon Resist.png Resistance Rolls, and thus would block all incoming Poison Damage automatically.

Furthermore, any unit possessing Poison Immunity is completely immune to Poison Damage. It does not need to make any Icon Resist.png Resistance Rolls whatsoever - it simply suffers no harm.

Note that these immunities will only block the Poison Damage component of an attack. If the attack also delivers any Melee Damage, Ranged Damage or any other type of damage, that damage may or may not go through the target's immunities unimpeded.

Poison Damage is one of the few types of Special Damage that are not blocked by a target's Magic Immunity in any way. This makes poison a useful way of hurting such a target, assuming of course that it has a low-enough Icon Resist.png Resistance score.

Sources of Poison Damage Edit

Poison Damage has only one source: The Poison Touch ability. Fortunately, this ability is possessed by a wide variety of units, so it is by no means rare. The strength of a unit's Poison Touch ability, combined with the number of Icon Figure.png Figures in that unit, determine the amount of Poison Damage it delivers.

Units with Poison Touch Edit

Main article: Poison Touch

The Poison Touch ability is the only source of Poison Damage. Whenever a unit possessing this ability makes a Melee Attack or Counter Attack, it will also execute a separate Touch Attack that delivers Poison Damage.

A Touch Attack occurs simultaneously with the exchange of Melee Damage between the two units. This means that the target gets to deliver its own Melee Damage and/or Touch Attacks before it loses any Icon Figure.png Figures to the ensuing Poison Damage. As a result, Poison Touch offers no protection to the unit using it.

Again, the total number of Poison Damage points delivered at the target is calculated by multiplying the strength of the attacker's Poison Touch ability by the number of Icon Figure.png Figures it currently has.

Refer to the article on Poison Touch for a complete list of all units possessing this ability.

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