Damage formula
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Different types of damage have different means of calculating damage
Base Damage
- Weapon damage covers damage calculation for weapons, unarmed combat, and throwing.
- Spell damage: Each spell has its own damage formula; see a specific spell's page for more details.
- Most spells are in [dice notation], and deal
nD(Spellpower * multiplier)
damage. Spells like Airstrike may further be multiplied. - By default, spells check AC and EV. Some may ignore one or the other, or both.
- Most spells are in [dice notation], and deal
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 most 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 avoidable attack completely. See Evasion#To-hit_versus_EV for formulas.
- Shield score (SH) determines how likely you are to block an attack completely. Melee attacks, ranged attacks, and certain projectile-like spells can be blocked. See Shields#Blocking for formulas.