Damage: Difference between revisions

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{{cleanup|Consider moving content from the [[Damage type]] page to this page, and expanding upon that content.}}
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There are many types of damage in [[{{gamename}}]].


{{Gamename}} has several damage types:
* Physical damage, typically caused by melee or ranged weapons.
* Physical damage, typically caused by melee or ranged weapons.
* Elemental damage, caused by mutation abilities, weapon mods, or other special effects.
* Elemental damage, caused by mutation abilities, weapon mods, or other special effects.
* Mental damage, caused by [[Sunder Mind]].
* Mental damage, caused by {{favilink|Sunder Mind}} and other psychic abilities.
* Stat damage, caused by stat saps or other similar effects.
* Stat damage, caused by stat saps or other similar effects.
* Other special damage, such as force damage, poison, or cosmic damage.
* Other special damage, such as force damage, poison, or cosmic damage.


Characters can be resistant to specific types of damage in certain cases.
== Primary Elements ==
There are four elemental damage types: {{qud text|&RHeat}}, {{qud text|&cCold}}, {{qud text|&GAcid}}, and {{qud text|&WElectrical}}.
 
[[Resistance]]s to these damage types are statistics ranging from 0-100 which are (for the player character) shown in the character sheet. Directly, these resistances reduce the amount of damage taken from attacks of that damage type by a percentage corresponding to that resistance’s score. (So, a creature with 50 Heat resistance would take half damage from heat damage.) A resistance of 100 grants complete immunity to damage of that type.
 
Additionally, {{qud text|&RHeat}} and {{qud text|&cCold}} resistance grant a resistance to [[Temperature#forced temperature change|forced temperature changes]] which would push a creature further from the 25-50T “normal” temperature range. This temperature change resistance is proportional to the resistance score in the same way that the damage resistance is.
 
=== {{qud text|&RHeat}} ===
Heat damage relates to high temperature and can eventually cause various effect ranging from [[Flaming]] to [[Instant death|Vaporization]]. Various weapons, mutations, and mods can cause direct damage and increase temperature. There are no locations with hot ambient temperature. Creatures killed by heat damage will leave a pile of {{favilink|ashes}} behind, and will not generate a corpse.
 
=== {{qud text|&cCold}} ===
Cold Damage relates to low temperature and can eventually cause various effects ranging from a loss of [[Quickness]] to [[Frozen|Freezing]]. Various weapons, mutations, and mods can cause direct damage and decrease temperature. {{favilink|Bethesda Susa}} is the only location that has cold ambient temperature. Cold resistance also affects the minimum temperature you can be before being affected by it.
 
=== {{qud text|&GAcid}} ===
Acid Damage is rather common despite being the only element that is not available as a weapon mod. Acid damage can be caused by stepping in {{favilink|acid|acid pools}}, standing in {{favilink|corrosive gas}}, or getting hit by natural acid melee attacks. Acid resistance also does not prevent liquid acid from damaging your equipment.
 
=== {{qud text|&WElectrical}} ===
Electrical Damage is a rarer damage type, but the creatures and hazards that cause it can heavily punish players who don't have countermeasures like {{favilink|Rubbergum injector|plural}} or equipment that grants electricity resistance. Thankfully, most sources of electricity damage have short range.
 
== Special Elements ==
Generally unlisted element that have its own hidden resistance stats
=== Mental ===
Mental damage, instead of using [[AV]] and [[DV]] to calculate its penetration, it instead uses [[MA]] which stands for "Mental Armor". It is inflicted by [[psionic]] weapons, the mental abilities {{favilink|sunder mind}}, {{favilink|Beguiling}}, {{favilink|Confusion}}, {{favilink|Domination}}, and being inflicted with [[shamed|shame]] from being [[Berate|Berated]].
[[Terrified]] creatures who have a [[mental shield]] are immune to mental damage.
=== Light ===
Light damage comes from the {{favilink|Light Manipulation}} mental mutation and laser weapons. It can be reflected by [[refractive]] gear, {{favilink|Light Manipulation}}, or {{favilink|glitter dust}}. Some creatures can naturally reflect it, like the {{favilink|quartziferous mirror}}.
=== {{qud text|&GPoison}} ===
[[Poison]] deals damage over time.
*[[Shake It Off]] and [[Poison Tolerance]] each reduce poison damage by 25%.
*{{favilink|Slog's annunclus}} reduces poison damage by 50%.
=== {{qud text|&rBleed}} ===
[[Bleeding]] deals damage over time. It can be cured by waiting, by using {{favilink|Bandage|plural}}, [[Staunch Wounds]], an {{favilink|Ubernostrum injector}}, resting in a {{favilink|Hyperbiotic bed}}, spending time in a {{favilink|Regeneration tank}}, or by eating an {{favilink|Arsplice seed}}.
 
== Irresistable Damage Types ==
These damage types cannot be resisted by any means. Depending on the damage source, they may only be allowed to penetrate once. All of these must resepct [[phase]].
 
=== [[Explosions|Explosive]] ===
Explosive damage always ignores both DV and AV, but can be blocked by walls.
 
=== [[Vibro]] ===
Vibro damage instead uses the target's AV as it's penetration value. As such, they rarely ever penetrate more than thrice (four times if using [[Sharp]] mod)
 
=== Disintegration ===
Disintegration or Disintegrate damage, unlike the mutation [[Disintegration]], does not have any special properties other than it is unable to be resisted. Projectiles with this property are considered to be made out of energy by the {{favilink|point-defense drone}}, and thus will not be intercepted by it.
 
=== [[Astral]] ===
Astral damage & abilities link to being neutralized by {{favilink|Normality gas}} and {{favilink|Ontological Anchor|plural}}.
 
=== Umbral ===
Unique elemental damage modifier used by {{favilink|Haggabah, Who Plies The Umbral Path}}.  
 
=== Cosmic ===
Unique elemental damage modifier used by {{favilink|Chrome pyramid|plural}}


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