Difference between revisions of "Damage Type"

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While all attacks deal damage, not all attacks do so in the same way. Each attack deals specific kinds (element) of damage. [[AC]] protects against ''all damage'' unless otherwise stated, but other specialized resistances can help take the blow down further.
  
While all attacks deal damage, not all attacks do so in the same way. Each attack deals specific kinds of damage, and although [[EV]] and [[SH]] allow you to avoid or deflect attacks entirely, different defenses are required to protect against attacks that actually hit you.
+
==Physical==
 +
Physical damage is the most common kind of damage in the game. Almost every monster deals it with their base attacks, and many [[Earth Magic]] spells deal it as well. Physical damage is reduced by an amount ranging from 0 to the target's [[AC]], like most other types of damage shown. Many [[attack flavour]]s (such as an [[ice beast]]'s freezing damage) must deal at least 1 physical damage to apply.
  
==Physical==
+
This is the only type of damage affected by [[guaranteed damage reduction]], and only if the source of the damage is melee combat.
Physical damage is the most common kind of damage in the game. Almost every monster deals it with their base attacks, and many [[Earth Magic]] spells deal it as well. Physical damage is reduced by an amount ranging from 0 to the target's [[AC]], and is further reduced by the target's [[GDR]] if the source of the damage is melee combat.
 
  
 
==Fire==
 
==Fire==
Fire damage is usually caused by spells and abilities, but certain weapon [[brand]]s also cause it. Along with dealing damage, fire may also destroy [[scroll]]s in your inventory. [[Fire resistance]] protects against it, while [[conservation]] reduces the chance of scroll loss by 90%.  Note that melee attacks that deal fire damage (either from a branded weapon or a monster with a natural fire attack) are an exception to the chart below: the fire component of the attack deals 200% damage to vulnerable foes, instead of 150%.
+
Fire damage is usually caused by spells and abilities, but certain weapon [[brand]]s also cause it. [[Fire resistance]] protects against it.  Note that melee attacks that deal fire damage (either from a branded weapon or a monster with a natural fire attack) are an exception to the chart below: the fire component of the attack deals 200% damage to vulnerable foes, instead of 150%.
  
{| border=1 cellspacing=0
+
{| class="wikitable"
!Fire Resist!!'''Vuln'''!!'''0'''!!'''1'''!!'''2'''!!'''3'''
+
! Fire Resist !! Vuln !! 0 !! 1 !! 2 !! 3
 
|-
 
|-
|'''Players'''||align="center"|'''150%'''||align="center"|'''100%'''||align="center"|'''50%'''||align="center"|'''33%'''||align="center"|'''20%'''
+
!Players
 +
| 150% || 100% || 50% || 33% || 20%
 
|-
 
|-
|'''Monsters'''||align="center"|'''150%'''||align="center"|'''100%'''||align="center"|'''50%'''||align="center"|'''20%'''||align="center"|'''0%'''
+
!Monsters
 +
| 150% || 100% || 50% || 20% || 0%
 
|}
 
|}
  
Line 21: Line 24:
 
*[[Sticky Flame]]
 
*[[Sticky Flame]]
  
===Lava===
+
===Steam===
A few spells deal lava damage, a hybrid of fire (55%) and physical (45%) damage. It burns scrolls just like normal fire attacks. Fire resistance and AC both affect the damage.
+
Steam damage is caused by the [[Steam Ball]] monster spell, as well as steam [[cloud]]s. [[Steam resistance]] provides complete immunity to steam clouds, and -66% damage from Steam Ball, but the clouds will still block [[line of sight]]. A single rank of [[Fire resistance]] will grant steam resistance.
 
 
{| border=1 cellspacing=0
 
!Fire Resist!!'''Vuln'''!!'''0'''!!'''1'''!!'''2'''!!'''3'''
 
|-
 
|'''Players'''||align="center"|'''127.5%'''||align="center"|'''100%'''||align="center"|'''72.5%'''||align="center"|'''63.2%'''||align="center"|'''56%'''
 
|-
 
|'''Monsters'''||align="center"|'''127.5%'''||align="center"|'''100%'''||align="center"|'''72.5%'''||align="center"|'''56%'''||align="center"|'''45%'''
 
|}
 
  
 
Example Sources:
 
Example Sources:
*[[Bolt of Magma]]
+
*[[Steam dragon]]
*[[Fire Storm]]
+
*[[Smoke demon]]
*[[Lava]]
 
  
 
==Cold==
 
==Cold==
Cold damage is usually caused by spells and abilities, but certain weapon [[brand]]s also cause it. Along with dealing damage, cold may also destroy [[potion]]s in your inventory. [[Cold resistance]] protects against it, while conservation reduces the chance of potion loss by 90%.  As with fiery melee attacks, cold melee attacks are also an exception: their cold damage component deals 200% damage to vulnerable foes, instead of 150%.
+
Cold damage is usually caused by spells and abilities, but certain weapon [[brand]]s also cause it. [[Cold resistance]] protects against it.  As with fiery melee attacks, cold melee attacks are also an exception: their cold damage component deals 200% damage to vulnerable foes, instead of 150%.
  
{| border=1 cellspacing=0
+
{| class="wikitable"
!Cold Resist!!'''Vuln'''!!'''0'''!!'''1'''!!'''2'''!!'''3'''
+
! Cold Resist !! Vuln !! 0 !! 1 !! 2 !! 3
 
|-
 
|-
|'''Players'''||align="center"|'''150%'''||align="center"|'''100%'''||align="center"|'''50%'''||align="center"|'''33%'''||align="center"|'''20%'''
+
!Players
 +
| 150% || 100% || 50% || 33% || 20%
 
|-
 
|-
|'''Monsters'''||align="center"|'''150%'''||align="center"|'''100%'''||align="center"|'''50%'''||align="center"|'''20%'''||align="center"|'''0%'''
+
!Monsters
 +
| 150% || 100% || 50% || 20% || 0%
 
|}
 
|}
  
 
Example Sources:
 
Example Sources:
*[[Throw Frost]]
+
*[[Frozen Ramparts]]
 
*[[Bolt of Cold]]
 
*[[Bolt of Cold]]
  
===Ice===
+
==Partial Physical==
A few spells deal ice damage, a hybrid of cold (40%) and physical (60%) damage. It shatters potions just like normal cold attacks. Cold resistance and AC both affect the damage.
+
Many spells cause hybrid damage, dealing 50% physical damage and 50% elemental damage (i.e. 50% irresistible).
  
{| border=1 cellspacing=0
+
{| class="wikitable"
!Cold Resist!!'''Vuln'''!!'''0'''!!'''1'''!!'''2'''!!'''3'''
+
! Resist !! Vuln !! 0 !! 1 !! 2 !! 3
 
|-
 
|-
|'''Players'''||align="center"|'''120%'''||align="center"|'''100%'''||align="center"|'''80%'''||align="center"|'''73.6%'''||align="center"|'''68%'''
+
!Players
 +
| 125% || 100% || 75% || 66.7% || 60%
 
|-
 
|-
|'''Monsters'''||align="center"|'''120%'''||align="center"|'''100%'''||align="center"|'''80%'''||align="center"|'''68%'''||align="center"|'''60%'''
+
!Monsters
 +
| 125% || 100% || 75% || 60% || 50%
 
|}
 
|}
  
 
Example Sources:
 
Example Sources:
*[[Throw Icicle]]
+
 
*[[Ice Storm]]
+
'''Ice:'''
 +
*[[Hailstorm]]
 +
*[[Iceblast]]
 +
*[[Polar Vortex]]
 +
 
 +
'''Fire:'''
 +
*[[Bolt of Magma]]
 +
*[[Fire Storm]]
 +
 
 +
'''Electric:'''
 +
*[[Chain Lightning]]
  
 
==Negative Energy==
 
==Negative Energy==
Negative energy damage is the result of many [[Necromancy]] spells, some [[undead]] monster attacks, and certain weapon brands. Some of these attacks have an additional [[draining]] effect, reducing a player's [[experience]] or a monster's [[HD]]. [[Life protection]] resists both the damage dealt and the XP loss. Undead and demonic monsters are naturally immune to it, as are undead players.
+
Negative energy damage is the result of many [[Necromancy]] spells, some [[undead]] monster attacks, and certain weapon brands. Some of these attacks have an additional [[draining]] effect, reducing a player's maximum HP or a monster's [[HD]]. [[Life protection]] resists both the damage dealt and the HP loss. Undead and demonic monsters are naturally immune to it, as are undead players.
  
{| border=1 cellspacing=0
+
{| class="wikitable"
!Life Protection!!'''Vuln'''!!'''0'''!!'''1'''!!'''2'''!!'''3'''
+
! Life Protection !! 0 !! 1 !! 2 !! 3
 
|-
 
|-
|'''Players'''||align="center"|'''100%'''||align="center"|'''100%'''||align="center"|'''66%'''||align="center"|'''33%'''||align="center"|'''0%'''
+
!Players
 +
| 100% || 66% || 33% || 0%
 
|-
 
|-
|'''Monsters'''||align="center"|'''100%'''||align="center"|'''100%'''||align="center"|'''0%'''||align="center"|'''0%'''||align="center"|'''0%'''
+
!Monsters
 +
| 100% || 0% || 0% || 0%
 
|}
 
|}
  
Line 83: Line 93:
 
*[[Bolt of Draining]]
 
*[[Bolt of Draining]]
  
==Torment==
+
===Torment===
Torment damage is a particularly devastating kind of negative energy, caused through a wide variety of evil sources. It normally deals damage equal to half the HP of the target, but this percentage can be reduced in a number of ways. See the [[torment]] article for details.
+
Torment damage is a particularly devastating kind of negative energy, caused through a wide variety of evil sources. It normally deals damage equal to half the HP of the target, but this percentage can be reduced in a number of ways. In addition to life protection (with a reduced effect), the [[transformation|form]]-specific rTorm cuts the damage in half, and there are a few other ways to reduce it further. AC does not apply. See the [[torment]] article for details.
 
 
==Acid==
 
Acid damage is caused by the attacks of certain monsters and a few abilities. The amount of acid damage dealt by acid attacks is affected by two things: the [[acid resistance]] of the target and the number of [[armour]] equipment slots the target is wearing something in. Every open equipment slot magnifies the damage dealt by acid attacks (but wearing a [[cloak]] gives each slot a 50% chance to be considered full). Acid damage also may cause [[corrosion]] of your weapons and armour, permanently reducing their effectiveness unless they are [[artifact]]s or have an enchantment of at least +5.
 
  
 
==Poison==
 
==Poison==
Poison damage is normally caused by being [[poison]]ed, though some poison attacks also deal immediate poison damage on their own. Poison usually occurs as the result of a monster attack, though many [[Poison Magic]] spells, certain brands, and poisonous [[chunk]]s can also cause the condition. [[Poison resistance]] makes it nearly impossible to become poisoned, and reduces damage taken immediately from poison attacks as well as the damage over time the poison condition causes. Undead and demonic monsters are naturally immune to it, as are undead players.
+
Poison damage is normally caused by being [[poison]]ed, though some poison attacks also deal immediate damage on impact. [[Poison resistance]] reduces the chance to be poisoned, and reduces the direct poison impact. It does not reduce the amount of poison status ''if'' you get poisoned. AC can reduce the blow, but not the poison status itself. Undead and demonic monsters are naturally immune to poison, as are undead players.  
  
{| border=1 cellspacing=0
+
{| class="wikitable"
!Poison Resistance!!'''Vuln'''!!'''0'''!!'''1'''
+
! Poison Resistance !! Vuln !! 0 !! 1
 
|-
 
|-
|'''Players'''||align="center"|'''150%'''||align="center"|'''100%'''||align="center"|'''50%'''
+
!Players
 +
| 150% || 100% || 33%
 
|-
 
|-
|'''Monsters'''||align="center"|'''150%'''||align="center"|'''100%'''||align="center"|'''33%'''
+
!Monsters
 +
| 150% || 100% || 33%
 
|}
 
|}
  
 
Example Sources:
 
Example Sources:
* [[Sting]]
 
 
* [[Venom Bolt]]
 
* [[Venom Bolt]]
 
* [[Poisonous Cloud]]
 
* [[Poisonous Cloud]]
  
 
===Poison Arrow===
 
===Poison Arrow===
The [[Poison Arrow]] spell causes hybrid damage, dealing both poison (70%) and physical (30%) damage. Unlike normal poison attacks, it can override poison resistance and still inflict the poison condition on anything but the undead or demons. Poison resistance and AC both affect the damage.
+
[[Sting]], [[Poison Arrow]], and [[Eringya's Noxious Bog]] cause hybrid damage, dealing poison (70%) and physical (30%) damage. Unlike normal poison attacks, they can override poison resistance to inflict the poison status.
 +
 
 +
{| class="wikitable"
 +
! Poison Resistance !! Vuln !! 0 !! 1 !! Immune
 +
|-
 +
!Players
 +
| 135% || 100% || 53% || 30%
 +
|-
 +
!Monsters
 +
| 135% || 100% || 53% || 30%
 +
|}
  
{| border=1 cellspacing=0
+
==Acid==
!Poison Resistance!!'''Vuln'''!!'''0'''!!'''1'''
+
Acid damage is caused by the attacks of certain monsters and a few abilities. Acid damage may cause [[corrosion]], which reduces your [[AC]] and [[Slaying]] by -4 per stack. rCorr, or Acid Resistance reduces both damage and the corrosion chance.
 +
 
 +
{| class="wikitable"
 +
! Acid Resistance !! 0 !! 1
 
|-
 
|-
|'''Players'''||align="center"|'''135%'''||align="center"|'''100%'''||align="center"|'''65%'''
+
!Players
 +
| 100% || 50%
 
|-
 
|-
|'''Monsters'''||align="center"|'''135%'''||align="center"|'''100%'''||align="center"|'''53.1%'''
+
!Monsters
 +
| 100% || 33%
 
|}
 
|}
  
==Steam==
+
==Electricity==
Steam damage is caused by a variety of monster abilities and spells, as well as steam [[cloud]]s. [[Steam resistance]] provides complete immunity to steam damage, but the clouds will still block your [[line of sight]].
+
Electric damage is a fairly rare, but variable damage type. Many sources have extremely high damage caps, which is a property of the attacks rather than electricity itself. rElec reduces damage, but is quite rare itself, the only "main" resistance to not have a [[ring]] type dedicated to it.
 +
 
 +
{| class="wikitable"
 +
! Electricity Resistance !! 0 !! 1
 +
|-
 +
!Players
 +
| 100% || 33%
 +
|-
 +
!Monsters
 +
| 100% || 33%
 +
|}
 +
 
 +
Example Sources:
 +
*[[Electrocution]] brand
 +
*[[Lightning Bolt]]
  
 
==Smite Damage==
 
==Smite Damage==
Smiting attacks are the result of divine or infernal wrath directed against the target. They don't do much damage, but they are completely unavoidable and there is very little one can do about it; at present, only the unique damage reduction granted to [[deep dwarf]] characters can reduce smite damage.
+
Smiting attacks are the result of divine or infernal wrath directed against the target. They don't do much damage, but they are completely unavoidable and there is very little one can do about it. There is no way to reduce the damage, although [[spirit shield]] will redirect damage to MP as usual.
 +
 
 +
Source:
 +
*[[Smiting]]
 +
 
 +
==Holy Damage==
 +
Holy attacks are effective against those who offend the [[good god]]s. It is very rare, limited to a few [[holy]] monsters. Vulnerability increases damage from beams by 150%, and melee by 75%. This is technically distinct from the [[holy wrath]] brand, which simply adds physical damage against the undead and demons. There is no way for players to gain holy resistance, but holy monsters and [[profane servitor]]s are completely immune.
 +
 
 +
Example Sources:
 +
*[[The Shining One|Cleansing Flame]]
 +
*[[Pearl dragon]]
 +
 
 +
==Damnation==
 +
[[Damnation]] is a hellish form of power. It works much like Smite - it always hits and does not check AC, but deals noticeably more damage. Damnation resistance will completely block all damage, but is a rare trait exclusive to monsters that can fire damnation in the first place.
 +
 
 +
Sources:
 +
*[[Call Down Damnation]]
 +
*[[Hurl Damnation]]
 +
 
 +
==History==
 +
*Prior to [[0.30]], partially irresistible fire/water/ice attacks were 55% / 40% / 40% resistible, respectively, instead of all being 50% resistable.
  
 
[[Category:Game mechanics]]
 
[[Category:Game mechanics]]

Latest revision as of 04:43, 10 September 2023

Version 0.30: This article may not be up to date for the latest stable release of Crawl.

While all attacks deal damage, not all attacks do so in the same way. Each attack deals specific kinds (element) of damage. AC protects against all damage unless otherwise stated, but other specialized resistances can help take the blow down further.

Physical

Physical damage is the most common kind of damage in the game. Almost every monster deals it with their base attacks, and many Earth Magic spells deal it as well. Physical damage is reduced by an amount ranging from 0 to the target's AC, like most other types of damage shown. Many attack flavours (such as an ice beast's freezing damage) must deal at least 1 physical damage to apply.

This is the only type of damage affected by guaranteed damage reduction, and only if the source of the damage is melee combat.

Fire

Fire damage is usually caused by spells and abilities, but certain weapon brands also cause it. Fire resistance protects against it. Note that melee attacks that deal fire damage (either from a branded weapon or a monster with a natural fire attack) are an exception to the chart below: the fire component of the attack deals 200% damage to vulnerable foes, instead of 150%.

Fire Resist Vuln 0 1 2 3
Players 150% 100% 50% 33% 20%
Monsters 150% 100% 50% 20% 0%

Example Sources:

Steam

Steam damage is caused by the Steam Ball monster spell, as well as steam clouds. Steam resistance provides complete immunity to steam clouds, and -66% damage from Steam Ball, but the clouds will still block line of sight. A single rank of Fire resistance will grant steam resistance.

Example Sources:

Cold

Cold damage is usually caused by spells and abilities, but certain weapon brands also cause it. Cold resistance protects against it. As with fiery melee attacks, cold melee attacks are also an exception: their cold damage component deals 200% damage to vulnerable foes, instead of 150%.

Cold Resist Vuln 0 1 2 3
Players 150% 100% 50% 33% 20%
Monsters 150% 100% 50% 20% 0%

Example Sources:

Partial Physical

Many spells cause hybrid damage, dealing 50% physical damage and 50% elemental damage (i.e. 50% irresistible).

Resist Vuln 0 1 2 3
Players 125% 100% 75% 66.7% 60%
Monsters 125% 100% 75% 60% 50%

Example Sources:

Ice:

Fire:

Electric:

Negative Energy

Negative energy damage is the result of many Necromancy spells, some undead monster attacks, and certain weapon brands. Some of these attacks have an additional draining effect, reducing a player's maximum HP or a monster's HD. Life protection resists both the damage dealt and the HP loss. Undead and demonic monsters are naturally immune to it, as are undead players.

Life Protection 0 1 2 3
Players 100% 66% 33% 0%
Monsters 100% 0% 0% 0%

Example Sources:

Torment

Torment damage is a particularly devastating kind of negative energy, caused through a wide variety of evil sources. It normally deals damage equal to half the HP of the target, but this percentage can be reduced in a number of ways. In addition to life protection (with a reduced effect), the form-specific rTorm cuts the damage in half, and there are a few other ways to reduce it further. AC does not apply. See the torment article for details.

Poison

Poison damage is normally caused by being poisoned, though some poison attacks also deal immediate damage on impact. Poison resistance reduces the chance to be poisoned, and reduces the direct poison impact. It does not reduce the amount of poison status if you get poisoned. AC can reduce the blow, but not the poison status itself. Undead and demonic monsters are naturally immune to poison, as are undead players.

Poison Resistance Vuln 0 1
Players 150% 100% 33%
Monsters 150% 100% 33%

Example Sources:

Poison Arrow

Sting, Poison Arrow, and Eringya's Noxious Bog cause hybrid damage, dealing poison (70%) and physical (30%) damage. Unlike normal poison attacks, they can override poison resistance to inflict the poison status.

Poison Resistance Vuln 0 1 Immune
Players 135% 100% 53% 30%
Monsters 135% 100% 53% 30%

Acid

Acid damage is caused by the attacks of certain monsters and a few abilities. Acid damage may cause corrosion, which reduces your AC and Slaying by -4 per stack. rCorr, or Acid Resistance reduces both damage and the corrosion chance.

Acid Resistance 0 1
Players 100% 50%
Monsters 100% 33%

Electricity

Electric damage is a fairly rare, but variable damage type. Many sources have extremely high damage caps, which is a property of the attacks rather than electricity itself. rElec reduces damage, but is quite rare itself, the only "main" resistance to not have a ring type dedicated to it.

Electricity Resistance 0 1
Players 100% 33%
Monsters 100% 33%

Example Sources:

Smite Damage

Smiting attacks are the result of divine or infernal wrath directed against the target. They don't do much damage, but they are completely unavoidable and there is very little one can do about it. There is no way to reduce the damage, although spirit shield will redirect damage to MP as usual.

Source:

Holy Damage

Holy attacks are effective against those who offend the good gods. It is very rare, limited to a few holy monsters. Vulnerability increases damage from beams by 150%, and melee by 75%. This is technically distinct from the holy wrath brand, which simply adds physical damage against the undead and demons. There is no way for players to gain holy resistance, but holy monsters and profane servitors are completely immune.

Example Sources:

Damnation

Damnation is a hellish form of power. It works much like Smite - it always hits and does not check AC, but deals noticeably more damage. Damnation resistance will completely block all damage, but is a rare trait exclusive to monsters that can fire damnation in the first place.

Sources:

History

  • Prior to 0.30, partially irresistible fire/water/ice attacks were 55% / 40% / 40% resistible, respectively, instead of all being 50% resistable.