====== Damage Types ====== Some types of damage can cause the target to sustain additional damage. Others inflict their damage gradually, or increase fatigue instead of reducing hit points. These include fire, cold, poison, fatigue, paralysis, and drain. Some units are not as susceptible to certain kinds of damage. In Dominions, this is represented by the concept of [[resistances]]. ===== Physical damage types ===== * Physical resistances (Pierce, slash or blunt) halves damage taken from that damage type **after** reduction from [[Protection]]. ==== Blunt damage ==== {{abilities:resist_blunt.png?nolink}} [[Physical resistance|Blunt resistance]], reduces damage by half after [[Protection]]50% more damage against a target's head, after [[Protection]], and 25% more damage for the purposes of breaking shields. ==== Slashing damage ==== {{abilities:resist_slash.png?nolink}} [[Physical resistance|Slashing resistance]], reduces damage by half after [[Protection]]Inflicts 25% more damage after protection, and 50% more damage for the purposes of breaking [[shield|shields]]. Will sever limbs or heads when hitting them if the damage inflicted exceeds 50% of the target's hit points. ==== Piercing damage ==== {{abilities:resist_pierce.png?nolink}} [[Physical resistance|Piercing resistance]], reduces damage by half after [[Protection]]Reduces the target's [[Protection]] by 20% for the purposes of calculating damage. This should not be confused with the [[Armor Piercing]] damage. ==== Untyped damage ==== No symbol No resistances against Untyped damageHas no inherent strengths but is not countered by any [[physical resistance]] either. ===== Elemental damage types ===== * Elemental **resistances** reduce the damage taken by the specified amount **before** reductions from [[Protection]] is calculated. This means that elemental resistances are not affected by [[Armor Piercing]] or [[Armor Negating]] properties. * Correspondingly elemental **vulnerabilities** increase the damage taken **before** reductions from [[Protection]] is calculated. Similarly [[fatigue]] damage is more effective against vulnerable foes. * Elemental resistances provide **double protection** against [[fatigue]] damage from attacks of the corresponding type. For example, Fire Resistance 5 grants 10 Protection against the fatigue damage from [[heat aura|heat auras]]. * If the damage is multiplied for some reason the multiplication happens **after** the effects of resistances or vulnerabilities are taken into account. * TODO: What happens in case there is two elemental damages associated to weapon? From little experience, it seems that the "better"((one that the opponent does not have resistance for)) for the attacker applies. Alternative theory is that for example with fire+poison weapon. It means that fire resistance is needed against it, but the damage is applied like poison((take a while to take effect)). ==== Fire damage ==== {{abilities:resist_fire.png?nolink}} [[elemental resistance|Fire resistance]] reduces damage by the amount listedMost Fire damage is [[armor piercing]], which means that a unit only gains half of its normal benefit from [[Protection]]. In addition, a unit may [[burn|catch fire]], which will subject it to additional burning damage until the fire goes out. Other sources of Fire damage cause [[fatigue]] which can be mitigated with modest amounts of [[elemental resistance|Fire resistance]]. ==== Shock damage ==== {{abilities:resist_shock.png?nolink}} [[elemental resistance|Shock resistance]] reduces damage by the amount listedMay cause the target to become [[stun|stunned]]. \\ Chance for Stun =** 5% + (percentage of hit points lost from this hit) / 2** \\ Stun prevents the affected unit from taking any action for one round. ==== Cold damage ==== {{abilities:resist_cold.png?nolink}} [[elemental resistance|Cold resistance]] reduces damage by the amount listedMay cause the target to become [[frozen]]. Some sources of cold damage cause [[fatigue]] damage which can be mitigated with [[elemental resistance|Cold resistance]] ==== Poison damage ==== {{abilities:resist_poison.png?nolink}} [[elemental resistance|Poison resistance]] reduces damage by the amount listedUnlike the other damage types, [[Poison damage]] applies the damage over time. ==== Acid damage ==== {{abilities:unknown:0140.png?nolink}} No resistances reduce Acid damage May [[rust]] the target's weapon or armor. ==== Salt damage ==== {{abilities:salt_damage.png?nolink}} No resistances reduce Salt damage Inflicts no damage on units without [[Salt Vulnerability]], but may still [[stun]] other units. {{tag>Combat-Mechanics}}