Damage Types

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Damage Types

Physical

icon_2121.png 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.
icon_3310.png 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.
icon_3573.png 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

icon_2107.png 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.
icon_3491.png 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.
icon_3070.png Electricity is a type of elemental damage commonly seen in combat skills, and rarely seen in creatures. Hammer, Mentalism, Necromancy, and Warden have abilities that deal Electricity damage. Dinosaurs and Elementals sometimes use Electricity attacks.

Internal

icon_2132.png 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.
icon_3402.png 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.
icon_3424.png 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.

Esoteric

icon_3403.png 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.
icon_3000.png Nature is a wild type of damage, tamed by only a few combat skills. Druid, Bard, Cow, and Giant Bat have abilities that deal Nature damage. Plants and Elementals tend to use Nature attacks.
icon_3429.png Darkness is an unusual type of damage rarely seen in the light of day. Necromancy and Spirit Fox have abilities that deal Darkness damage. Crone-Kins and Incorporeal Creatures tend to use Darkness attacks.

Damage Types by Skill

The following table displays the damage types of each skill in Project Gorgon. Primary damage types are those that make up a bulk of the skill's damage, or are present on a large number of abilities. Other damage dealt by the skill's abilities is considered secondary. The primary and secondary labels are subjective. (TE) indicates the damage type is only accessible for that skill through a Treasure Effect. Last updated for v341.

Chart of damage types, by Lenta
Skill Primary Damage Types Secondary Damage Types
Animal Handling Varies with pet(a) Psychic
Archery Piercing Acid, Fire, Poison, Crushing
Bard Nature Trauma, Psychic
Battle Chemistry Acid, Poison, Nature Cold, Fire (TE), (b)
Cow Crushing Nature, Trauma (TE)
Deer Crushing Slashing, Psychic
Druid Nature Poison, Trauma, Crushing
Fairy Magic Electricity Fire (TE), Psychic
Fire Magic Fire Cold, Crushing, Darkness (TE)
Giant Bat Nature Piercing, Slashing, Darkness, Trauma (TE)
Hammer Crushing Electricity
Ice Magic Cold Trauma, Electricity
Knife Fighting Slashing, Piercing Poison, Trauma
Lycanthropy Crushing, Slashing Trauma
Mentalism Electricity Psychic
Necromancy Darkness, (c) Electricity, Psychic (TE)
Pig Crushing Nature, Trauma
Priest Psychic, Fire
Psychology Psychic Trauma
Rabbit Slashing, Crushing Psychic, Trauma, Cold (TE)
Shield Crushing Fire
Spider Crushing, Poison Acid, Piercing
Spirit Fox Darkness, Crushing Fire (TE)
Staff Crushing, Piercing Slashing, Fire, Trauma
Sword Slashing Piercing, Trauma, (d)
Unarmed Crushing Trauma, Slashing, Fire (TE)
Warden Electricity Fire, Acid
Weather Witching Electricity, Nature Cold, Darkness(Pet)

(a): most common are Crushing, Slashing, and Poison
(b): does not include Golem damage
(c): does not include minion damage types
(d): can deal Nature damage to Undead only

Items Which Alter Damage Type

Some items have implicit modifiers which can alter an ability's damage type:

Item Skill Abilities Affected New Damage Type
Hammer Pound, Pound to Slag, Leaping Smash, Rib Shatter, Reckless Slam, Seismic Impact Piercing
Staff Staff Abilities that deal Crushing Damage Slashing
Staff Staff Abilities that deal Crushing Damage Slashing
Sword Sword Slash, Riposte, Windstrike, Finishing Blow Fire
Knife Knife abilities that normally deal Slashing damage Cold
Knife Knife abilities that normally deal Slashing damage Cold
Developer Notes on Damage Types

When I describe them to people IRL I call them Physical, Elemental, Internal, "and the rest". There are 5 misc damage types that I hope eventually be categorized into... something more coherent than "misc". But we're still occasionally adding and removing damage types, so it's still hard to predict where that will end up.

The five misc types are Acid, Nature, Darkness, Divine, and Demonic. nothingness isn't even in the listings, since its not a type that will ever have resistances or bonuses. There is one other that we use like Nothingness, which is Potion. It's just the type of healing that potions do, for some dumb reason. They're just implementation details, basically, not "real" damage types. so eventually I want to hide "Nothingness" and "Potion" in UI displays, so that things are a bit more coherent. but the five listed above, I do currently expect to be "real" in the sense that there will be resistances and vulnerabilities and so on. although I suspect that five "misc"s is too many and one or two of those will get subsumed.. I'm not sure which ones yet.

Priests were going to deal Divine damage, and then they didn't. So that's the one that's most likely to get cut. Upcoming demonic enemy weapons deal Demonic damage -- it's basically "disintegrator beam damage" as a way to think of it. might even be considered an elemental damage type, maybe... in fact... yeah, let's just assume Divine is out for now. Yeah, Sonic was retired because its conceptually hard to add a lot of different damage sources from but I've had second thoughts about retiring it... it does fit really nicely for certain attacks. ...

yeah, each time I've had a chance to use Divine, I chickened out. I guess due to not wanting to commit to making a ton of viable build-tools for it

— Citan (Discord), August 3, 2021 - 8:37 PM EST