Table of Contents
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
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
Slashing resistance, reduces damage by half after Protection
Inflicts 25% more damage after protection, and 50% more damage for the purposes of breaking shields. Will sever limbs or heads when hitting them if the damage inflicted exceeds 50% of the target's hit points.
Piercing damage
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 damage
Has 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 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"1) 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 poison2).
Fire damage
Fire resistance reduces damage by the amount listed
Most Fire damage is armor piercing, which means that a unit only gains half of its normal benefit from Protection. In addition, a unit may 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 Fire resistance.
Shock damage
Shock resistance reduces damage by the amount listed
May cause the target to become 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
Cold resistance reduces damage by the amount listed
May cause the target to become frozen. Some sources of cold damage cause fatigue damage which can be mitigated with Cold resistance
Poison damage
Poison resistance reduces damage by the amount listed
Unlike the other damage types, Poison damage applies the damage over time.
Salt damage
No resistances reduce Salt damage
Inflicts no damage on units without Salt Vulnerability, but may still stun other units.
