Damage formula
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There is not a single damage formula. Different types of damage have different means of calculating damage:
Base Damage
- Weapon damage: which 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 external factors. - By default, spells check AC and EV. Some may ignore one or the other, or both.
- Most spells are in dice notation, and deal
Other Factors
- To-hit: Determines the chance to-hit (a.k.a accuracy) of an attack. Some attacks have infinite to-hit.
- Weapon speed: Determines how fast you swing/fire a weapon or fists. Most spells have a delay of 1.0.
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.