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dom6:elemental-vulnerability

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Elemental Vulnerability

There are six damage types with Elemental vulnerabilities to them: Fire, Shock, Cold, Poison, Iron, and Salt.

For Fire, Shock, Cold, and Poison

Whenever a unit is hit by a damage type they're vulnerable to, the initial damage (what goes into the Damage DRN roll) is either doubled, or increased by the point value of the vulnerability; whichever adds less.

For example, say a Jotun Bondi with Shock Vulnerability (5) is hit with a Thunder Strike. The damage of the main part of the Thunder Strike is usually 26; since this is shock damage, however, it's increased to 31. The secondary damage of the spell is usually 2; this is also shock damage, however, so it's increased to 4.

Within the game's code, an Elemental Vulnerability is a negative Elemental Resistance to the same damage type. Thus, the two cancel each other out if they're the same point value.

For Iron

An Iron Vulnerability adds to the damage taken from iron weapons and certain iron attack spells, as long as the attack does at least one point of damage without it, and it isn't capped at double damage like the previous four. Blade Wind and Iron Darts are iron attack spells, for instance. The iron in arrowheads is not considered to be enough iron to trigger the vulnerability.

For Salt

A Salt Vulnerability changes the damage cap on Enchanted Salt. For those without Salt Vulnerability, Enchanted Salt's damage is capped at zero after the Damage & Protection DRN rolls; thus, this trait literally is a measure of how vulnerable one is to Salt. Even Salt that doesn't do damage can Stun people, though.

dom6/elemental-vulnerability.1713567131.txt.gz · Last modified: 2024/04/19 22:52 by fenrir