User talk:Xerandus1
Damage Types
Physical
Error: Ability not found | Slashing is a common physical damage type, often used by both combat skill abilities and creatures. Sword and Knife Fighting have many abilities that deal Slashing damage. Canines, Felines, and Rodents tend to use Slashing attacks. |
Error: Ability not found | Piercing is a common physical damage type, often used by both combat skill abilities and creatures. Archery, Staff, and Knife Fighting have abilities that deal Piercing damage. Humanoid species like Rakshasa, and some Dinosaurs tend to use Piercing attacks. |
Error: Ability not found | Crushing is a common physical damage type, often used by both combat skill abilities and creatures. Staff, Hammer, Cow, and Unarmed have many abilities that deal Crushing damage. Canines, Giants, and Ruminants tend to deal Crushing damage. |
Elemental
Error: Ability not found | Fire is a type of elemental damage commonly seen in combat skills, although some creatures posses Fire attacks. Fire Magic and Priest have abilities that deal Fire damage. Elementals,Crone-Kin, and humanoid mages tend to use Fire attacks. |
Error: Ability not found | Cold is a type of elemental damage uncommonly seen in combat skills. Creatures in colder regions or dungeons are more likely to have Cold attacks. Ice Magic and Fire Magic have abilities that deal Cold damage. Fungoids and Elementals tend to use Cold attacks. |
Error: Ability not found | Electricity is a type of elemental damage commonly seen in combat skills, and rarely seen in creatures. Hammer, Mentalism, and Necromancy have abilities that deal Electricity damage. Dinosaurs and Elementals sometimes use Electricity attacks. |
Internal
Error: Ability not found | Trauma is a common internal damage type, often used by both combat skill abilities and creatures. Sword, Bard, and Psychology have abilities that deal Trauma damage. Plants and Arthropods tend to use Trauma attacks. |
Error: Ability not found | Poison is a type of internal damage, more common to creature attacks than combat skill abilities. Battle Chemistry, Druid, and Knife Fighting have abilities that deal Poison damage. Aberrations, Arthropods, and Plants tend to use Poison attacks. |
Error: Ability not found | Psychic is a type of internal damage, often used by both combat skill abilities and creatures across Alharth. Psychology, Priest, and Mentalism have abilities that deal Psychic damage. Arthropods tend to use Psychic attacks. |
Other
Error: Ability not found | Acid is an unusual type of damage. Battle Chemistry has abilities that deal Acid damage. Fungoids, Arthropods, Fish and Snails, and Aberrations tend to use Acid attacks. |
Error: Ability not found | Nature is a wild type of damage, tamed by only a few combat skills. Druid, Cow, and Giant Bat have abilities that deal Nature damage. Plants and Elementals tend to use Nature attacks. |
Sonic is an unusual type of damage. Bard and Giant Bat have abilities that deal Sonic damage. No creatures use Sonic attacks. | |
Error: Ability not found | Darkness is an unusual type of damage rarely seen in the light of day. Necromancy has abilities that deal Darkness damage. Crone-Kins and Incorporeal Creatures tend to use Darkness attacks. |
Divine is not yet implemented in any attacks. | |
Error: Ability not found | Demonic is not yet implemented in any attacks. |
Attacks
There are two categories of attacks, Direct and Indirect.
Direct attacks are ones that are actively initiated by the attacker. They can be:
- Melee attacks affect a single target with a range of 5m. Typically these are physical damage types.
- Projectile attacks are ranged attacks of any damage type. This is not just arrows and thrown knives, but spells like Fireball and Necromancy's Death's Hold.
- Burst attacks are typically magical area of effect (AoE) attacks that can strike 2+ targets at the same time. Spells like Ice Nova or Battle Chemistry bomb attacks are burst attacks. There are a number of gear mods that can take what is a melee or projectile attack and turn it into a burst attack.
Indirect attacks are ones that either do damage over time (DoTs) or are the result of reflected damage. For example, Fire Breath does direct damage to a target, but also applies a DoT, doing damage every two seconds for 12 seconds. That DoT is indirect damage.
Another source of indirect damage are abilities that damage a melee attacker, such as Druid's Brambleskin or Fire Magic's Molten Veins. These do damage to a melee attacker when the they strike you. Some, like Molten Veins, even have a DoT component as well, but all the damage applied is indirect. Note that these will not react to a burst or projectile attack unless otherwise stated.
- Often with physical attacks, if the target is being made to bleed for a period of time as a DoT, the damage is Trauma.
- The environment of Kur Mountains and Gazluk is considered indirect cold damage, and gear/potions/abilities that give a bonus against indirect cold damage will slow the loss of body heat in those zones.
Evasion and Accuracy
Some monsters possess the ability to sometimes evade direct attacks. There are also abilities and gear that can provide this protection to characters. Monsters tend to have a general evasion stat that is applied to all types of direct attacks. Character gear and abilities tend to be restricted to one category of direct attack, so melee evasion, projectile evasion or burst evasion.
Being stunned negates any evasion for the duration of the stun.
Another way to circumvent evasion is accuracy. Some gear or abilites provide general accuracy, applicable to any type of direct attack. Others only provide a bonus for one kind of direct attack.
Indirect damage is not affected by evasion. If a DoT is tied to a direct attack, the direct attack needs to hit first before the DoT can be applied, but evasion is not applied to each tick of the DoT. Similarly reflected damage hits a melee attacker regardless of any evasion that they possess.