Rogues 'n Raiders - The Penalty System - Injuries


Overview:

Rogues 'n Raiders adds an optional penalty system which gives NPCs the ability to inflict debuffs on their opponents, making combat more challenging and interesting. The Penalty System encourages a smart playing style – simply tanking hits and spells will result in your character gaining multiple debilitating effects, which could make fights harder, longer and more dangerous than they need to be. The Penalty System also helps to diversify enemies, and increases synergy between different enemy types.

The Penalty System is disabled by default. The mod works fine without it, but some enemies will not have access to their full range of abilities. To enable the Penalty System install and activate one of these two optional files:

RnR Optional File - Penalty System (Lite):

  • Injuries and magic debuffs have a short duration.
  • Spells, scrolls and potions that heal injuries work instantly.

RnR Optional File - Penalty System (Full):

  • Injuries and magic debuffs have a long duration.
  • Spells, scrolls and potions that heal injuries work over time.
  • This is the version Rogues 'n Raiders was originally built around. It is recommended for challenging gameplay, and to get the most out of the mod.


Injuries:

  • Different enemies can inflict different injuries, as determined by their level, class and equipment.
  • Injuries are categorized into five tiers. An injury's tier determines its severity, how it is affected by armor and magic, and how it can be treated.
  • Tier 1 and Tier 2 injuries are classified as minor injuries. Tier 3, 4 and 5 injuries are classified as major injuries.
  • Blocking melee attacks with a shield or a weapon will prevent most injuries.
  • Blocking with a shield will prevent most injuries caused by ranged weapons.
  • Wearing the appropriate armor pieces and having a high enough armor rating will reduce the chances of getting injured, or prevent injuries completely.
  • Shield spells provide protection against new injuries, though they will not cure any injuries already incurred.
  • Injuries can be treated with spells, scrolls or potions. If left untreated, injuries will eventually heal on their own.


Injury Effects:

Addled:

Injury Effect: Magicka loss on hit.
Armor Effect: Wearing a helmet can prevent this injury.

Arm Injury:
Injury Effect: Reduces One-Handed and Two-Handed for a short time.
Armor Effect: Wearing gauntlets can prevent this injury.

Bleeding:
Injury Effect: Health loss over time. Can stack multiple times.
Armor Effect: Wearing a full set of armor can prevent this injury.

Broken Arm:
Injury Effect: Stamina loss on hit. Reduces Block, One-Handed, Two-Handed and Archery.
Armor Effect: Wearing gauntlets can prevent this injury.

Broken Ribs:
Injury Effect: Stamina loss on hit. Reduces Health and Stamina Regeneration.
Armor Effect: Wearing a cuirass can prevent this injury.

Brain Damage:
Injury Effect: Health loss over time. Prevents Health and Magicka Regeneration.
Armor Effect: Wearing a helmet can prevent this injury.

Bruised Jaw:
Injury Effect: Magicka loss on hit. Increases Shout Recovery Time.
Armor Effect: Wearing a helmet can prevent this injury.

Bruising:
Injury Effect: Stamina loss on hit. Reduces Sneak.
Armor Effect: Wearing a cuirass can prevent this injury.

Concussion:
Injury Effect: Magicka loss on hit. Reduces Spell Power/Duration by half.
Armor Effect: Wearing a helmet can prevent this injury.

Crippling Wound:
Injury Effect: Reduces Armor Rating. Can stack up to four times.
Armor Effect: Wearing a full set of armor can prevent this injury.

Critical Wound:
Injury Effect: Bleeding. Reduces Movement Speed and Maximum Health.
Armor Effect: Wearing a cuirass can prevent this injury.

Damaged Tendon:
Injury Effect: Bleeding. Reduces Archery, Lockpicking and Pickpocket.
Armor Effect: Wearing gauntlets can prevent this injury.

Dazed:
Injury Effect: Magicka loss on hit. Reduces Magicka Regeneration.
Armor Effect: Wearing a helmet can prevent this injury.

Disoriented:
Injury Effect: Magicka loss on hit. Prevents Magicka Regeneration for a short time.
Armor Effect: Wearing a helmet can prevent this injury.

Elbow Injury:
Injury Effect: Reduces Block and Archery for a short time.
Armor Effect: Wearing gauntlets can prevent this injury.

Fractured Bone:
Injury Effect: Stamina loss on hit. Reduces Movement Speed and Carry Weight.
Armor Effect: Wearing boots and a cuirass can prevent this injury.

Fractured Elbow:
Injury Effect: Reduces Block and Archery.
Armor Effect: Wearing gauntlets can prevent this injury.

Internal Bleeding:
Injury Effect: Stamina loss on hit. Health loss over time. Reduces Magicka and Stamina Regeneration.
Armor Effect: Wearing a cuirass can prevent this injury.

Leg Injury:
Injury Effect: Bleeding. Reduces Movement Speed and Sneak.
Armor Effect: Wearing boots can prevent this injury.

Lethal Shot:
Injury Effect: Has a chance to get an instant kill against opponents with very low health.
Armor Effect: Wearing a helmet will lower the Health threshold at which this attack is used from 30% to 20%.

Maimed:
Injury Effect: Bleeding. Reduces One-Handed and Two-Handed.
Armor Effect: Wearing gauntlets and a cuirass can prevent this injury.

Mangled:
Injury Effect: Bleeding. Reduces Light Armor and Heavy Armor.
Armor Effect: Wearing a cuirass can prevent this injury.

Power Shot:
Injury Effect: Health and Stamina loss on hit.
Armor Effect: Wearing a cuirass can prevent this injury.

Puncture Wound:
Injury Effect: Bleeding. Reduces Stamina Regeneration.
Armor Effect: Wearing a cuirass can prevent this injury.

Punctured Lung:
Injury Effect: Bleeding. Reduces Stamina Regeneration.
Armor Effect: Wearing a cuirass can prevent this injury.

Serious Wound:
Injury Effect: Bleeding. Reduces Maximum Health.
Armor Effect: Wearing a cuirass can prevent this injury.

Severe Wound:
Injury Effect: Bleeding. Reduces Movement Speed and Maximum Health.
Armor Effect: Wearing a cuirass can prevent this injury.

Severed Artery:
Injury Effect: Health and Stamina loss over time. Prevents Health and Stamina Regeneration.
Armor Effect: Wearing a full set of armor can prevent this injury.

Shoulder Injury:
Injury Effect: Bleeding. Reduces Block and Carry Weight.
Armor Effect: Wearing a cuirass can prevent this injury.

Stab Wound:
Injury Effect: Bleeding. Reduces Movement Speed and Stamina Regeneration.
Armor Effect: Wearing a cuirass can prevent this injury.

Stunned:
Injury Effect: Magicka loss on hit. Reduces Magicka Regeneration.
Armor Effect: Wearing a helmet can prevent this injury.

Winded:
Injury Effect: Stamina loss on hit.
Armor Effect: Wearing a cuirass can prevent this injury.


Preventing Injuries:

Blocking enemy attacks is the most effective way of avoiding injuries for a combat-oriented character:

  • Blocking with a weapon will stop most melee attacks from applying injuries.
  • Blocking with a shield will prevent most injuries from melee and ranged attacks.
  • Some enemies can use special attacks that inflict injuries even when blocked.


In addition to reducing damage from successful attacks, armor also provides protection against injuries:

  • Different armor pieces protect against different injuries. For example, a cuirass can prevent a punctured lung, but offers no defense against a concussion.
  • Having a high armor rating and wearing the appropriate armor pieces will reduce the chances of getting injured.
  • Having a very high armor rating and wearing the appropriate armor pieces will eliminate the chances of getting injured completely.


Shield spells have been modified to offer protection against injuries:

  • Oakflesh prevents Tier 1 injuries.
  • Stoneflesh prevents Tier 1 and 2 injuries.
  • Ironflesh prevents Tier 1, 2 and 3 injuries.
  • Ebonyflesh prevents Tier 1, 2, 3 and 4 injuries.
  • Dragonhide prevents all injuries.
  • An active shield spell prevents new injuries from being applied, but does not heal any injuries that were inflicted before the spell was cast.


Treating Injuries:
 
Injuries can be healed through several means:

Magic Spells:

  • Convalescence – An apprentice level Restoration spell that cures minor injuries and restores health.
  • Greater Convalescence – An adept level Restoration spell that cures all injuries and restores health.
  • Healer’s Touch – An adept level Restoration spell that cures a target’s injuries and restores their health.
  • Rejuvenation - An expert level Restoration spell that instantly cures the caster and nearby allies of all injuries and diseases, and heals them.
  • Panacea - A master level Restoration spell that cures the caster and nearby allies of all ailments and heals them.

The tomes for learning these spells can be found for sale once the player is sufficiently skilled in Restoration.
 

Scrolls:

Scrolls for Convalescence, Greater Convalescence, Healer’s Touch, Rejuvenation and Panacea can be bought from vendors and found as loot.


Potions:

Restorative potions heal injuries and restore health. They can be bought from vendors and found as loot. Restorative potions come in six different concentrations:

  • Restorative Brew - Restores 25 points of Health over time and heals minor injuries.
  • Restorative Tonic - Restores 50 points of Health over time and heals minor injuries.
  • Restorative Potion - Restores 75 points of Health over time and heals all injuries.
  • Restorative Draught - Restores 100 points of Health over time and heals all injuries.
  • Restorative Philter - Restores 150 points of Health over time and heals all injuries.
  • Restorative Elixir - Restores 750 points of Health over time and heals all injuries.

Note: When using the Lite version of the Penalty System these potions work instantly, but restore 20% less Health.

NPCs:

Followers and other NPCs can get injured too. To check whether an NPC requires healing you can use:

  • Healer's Sight - A novice level Restoration spell that marks injured NPCs with a glowing aura. NPCs who have minor injuries will glow with an orange aura. NPCs who have major injuries will glow with a red aura.

Scrolls and spell books for Healer's Sight can be bought from vendors or found as loot.

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