Damage formula
- This page is a stub. You could probably expand this page should you wish to do so.
Different types of damage have different means of calculating damage
Base Damage
- Weapon damage for weapons, unarmed combat, and throwing
- Each spell has its own damage formula; see a specific spell's page for more details. Most spells are in [dice notation], and deal
aD(Spellpower * multiplier)
. Spells like Airstrike may further be multiplied.
Also, most attacks have a to-hit value, which determines accuracy to hit. Some attacks have infinite to-hit.
Damage Reduction
- Armour class (AC) will reduce attacks by (0 to AC) damage.
- Physical attacks in melee are affected by guaranteed damage reduction (GDR), which increase the minimum AC roll.
- Evasion score (EV) determines how likely you are to dodge an attack completely. See Evasion#To-hit_versus_EV for formulas.
- Shield score (SH) determines how likely you are to block an attack. Melee attacks, ranged attacks, and certain projectile-like spells can be blocked. See Shields#Blocking for formulas.