Damage and Resistances
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Damage resolution combines damage types, then calculates each component using body-part Protection, penetration, typed resistance and Damage Taken. This page gives a reproducible single-component example from the clean 0.9.4.25 scripts; hit and critical checks still depend on the action.
Sommaire
Damage at a glance
For a hit that has landed, separate these four layers. The action's hit and critical checks are resolved separately.
| Order | What to check | What it changes |
|---|---|---|
| 1 · Damage input | Action, Weapon Damage or Magic Power | Determines the amount of each damage type in the hit. |
| 2 · Block | Whether the target blocks | If a block occurs, it reduces damage before typed calculation. |
| 3 · Protection and resistance | Struck-part Protection, penetration, typed resistance | Penetration weakens the Protection deduction; matching resistance then scales the remainder. |
| 4 · Damage Taken | Target's Damage Taken modifier | Enters last as a separate multiplier. |
Worked single-component example
Assume a hit without a critical or block. After action and weapon scaling, it deals only 40 Slashing damage. The struck body part has 10 Protection; Armor Penetration is 25%, Slashing Resistance is 20% and Damage Taken is 100%. These values are example inputs.
For a hit with several damage types, Protection is apportioned by each type's share, then each type is calculated and rounded separately. The Protection coefficient is 1 for physical damage and 0.66 for nature and magic damage; it scales the Protection deduction rather than all nature or magic damage.
| Step | Calculation | Result |
|---|---|---|
| Protection share | 40 ÷ 40 | This type's share is 1 |
| Protection after penetration | 10 × (1 − 25%) × 1 | Subtract 7.5 |
| Slashing Resistance | 1 − 20% | Remaining factor 0.8 |
| Final damage | round[(40 − 7.5) × 0.8 × 1] | 26 damage |
How damage is assembled
The action supplies a base multiplier. Four physical types scale with Weapon Damage ÷ 100; nine nature and magic types scale with Magic Power ÷ 100. Each type is then resolved separately and added to the hit.
Ordinary attacks and spells read Armor Penetration and Spell Armor Penetration separately. Penetration changes the share of Protection deducted; it is not typed resistance or a Damage Taken modifier.
If a block occurs, it reduces damage entering typed calculation. For each type, the game subtracts Protection, then applies matching resistance and Damage Taken, rounding each typed result.
Damage types
The game divides damage into three groups. The names below come from the attribute table; each group's resistance is a shared modifier for its components. Check the individual item or skill to see which types it actually deals.
| Damage type | Resolution group |
|---|---|
| Slashing Damage | Physical |
| Piercing Damage | Physical |
| Crushing Damage | Physical |
| Rending Damage | Physical |
Nature and magic components
Nature contains Fire, Frost, Shock, Poison and Caustic; magic contains Arcane, Unholy, Sacred and Psionic. The grouping describes attribute resolution and does not equate a damage group with a particular skill school.
| Damage type | Resolution group |
|---|---|
| Fire Damage | Nature |
| Frost Damage | Nature |
| Shock Damage | Nature |
| Poison Damage | Nature |
| Caustic Damage | Nature |
| Arcane Damage | Magic |
| Unholy Damage | Magic |
| Sacred Damage | Magic |
| Psionic Damage | Magic |
How resistance groups combine
Stat recalculation reads the Physical, Nature and Magic group resistances, then adds each group to the matching typed base resistance: Physical covers Slashing, Piercing, Crushing and Rending; Nature covers Fire, Frost, Shock, Poison and Caustic; Magic covers Arcane, Unholy, Sacred and Psionic. The combined value is generally clamped to −200 through 300.
Damage Taken is a separate multiplicative input, clamped by the source to 25 through 200, and its official description places it after Protection and Resistances. It is not one damage-type resistance and must not be used as a replacement for armor or typed resistance.
| Resistance group | Covers |
|---|---|
| Physical Resistance | Slashing, Piercing, Crushing, Rending |
| Nature Resistance | Fire, Frost, Shock, Poison, Caustic |
| Magic Resistance | Arcane, Unholy, Sacred, Psionic |
Penetration and body parts
Armor Penetration and Spell Armor Penetration are independently clamped to 0–100 during stat recalculation, then converted into the remaining factor described above for typed damage. Protection, typed resistance and Damage Taken are separate layers; place an equipment value in the layer named by the game.
When damage hits a body part, the body-part path also uses Bodypart Damage to change that part's injury condition and reads protection and resistance for the part. Injury condition is not a final typed damage resistance; continue to the body-condition article for wounds, bleeding and Health thresholds.
Secondary effects after a hit
Alongside positive damage, the hit script checks Bleed, Stun, Knockback, Daze, Immobilisation and Stagger chances against the target's corresponding resistances. These are secondary-effect chances, not a conversion of every control effect into one damage number; check the action's own parameters to know which chances it provides.
Documented boundaries
The page verifies Protection and resistance for a single typed component, but does not combine hit checks, critical multipliers, action-specific modifiers and every body-part effect into one universal formula. The 26-damage example only applies to its stated inputs; actual hits need the action, struck part and current statuses.