Damage Types

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Revision as of 12:02, 24 February 2013 by Neyne (talk | contribs) (reworking most of the page into a handy table)
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Resistance & Susceptibility Descriptors:
insignificantly     partially       quite               outstandingly
faintly             kind of         substantially       extraordinarily
hardly              somewhat        very                completely
barely              moderately      exceedingly
scarcely            reasonably      exceptionally
slightly            rather          extremely

The following damage types are relatively common in our realm:
air             chopping        fire            pure divine
biological      cold            mental          slicing
blasting        cursed          piercing        water
blunt           earth           poison          whipping
caustic         electric        pure arcane

These damage types may occasionally be encountered, but they are more rare:
leeching        pressure        stasis
mind control    sonic

These types are hardly (if ever) used.  At some point in the future some
of them may be repurposed for some new type of damage.
antimagic       natural         portal
falling         polymorph       radiant

Damage type field guide

Damage Type Related Spells Resistant Races Vulnerable Races Resistant Items Vulnerable Items
air Cyclone
biological Plague?? Troglodyte (faintly)
Golem (hardly)
blasting Blast Bolt
Detonate
Torch
caustic Acid Blast
Acid Rain
chopping Ent (faintly)
cold Chill Touch
Icestrike
Ent (faintly) Firedrake (faintly)
Lizardmen (faintly)
Tuataur (faintly)
cursed Flash
Torment (partial)
Demonseed (faintly)
Demon (hardly)
Hobgoblin (faintly)
earth Earthbind
Earthquake
Magma Blast (partial)
Deep Gnome (faintly)
Duergar (faintly)
Dwarf (faintly)
Gargoyle (hardly)
Gnome (faintly)
electric Call Lightning
Shocking Grasp
Lightning Bolt
Chain Lightning
Torment (partial)
Gargoyle (faintly)
fire Burning Hands
Fireball
Firestorm
Flamestrike
Magma Blast (partial)
Pillar Of Flame
Firedrake (faintly)
Demonseed (faintly)
Demon (hardly)
Ent (faintly)
leeching Energy Drain
Death Field
Leech
Vampire Touch
mental Psychic Drain
Psisting
Mindlash
Brainstorm
Psionic Blast
Ultrablast
Rupture
Duergar (faintly)
Lizardmen (faintly)
High Elf (faintly)
Tuataur (hardly)
mind control
poison Duergar (faintly)
Dwarf (faintly)
Ent (faintly)
Golem (hardly)
Griffon (faintly)
pressure
pure arcane Magic Missile
Desiccate
Disintegrate
Deep Gnome (faintly)
Duergar (faintly)
Dwarf (faintly)
Gnome (faintly)
Sprite (hardly)
Golem (hardly)
pure divine Cause Light
Cause Serious
Cause Critical
Dispel Evil
Turn Undead
Turn Demon
Harm
Duergar (faintly)
Dwarf (faintly)
Demonseed (faintly)
Demon (hardly)
radiant Lizardmen all No-Sun races (faintly)
sonic
stasis Struggling in Web?? Ent (faintly) Goblin (faintly)
Kobold (faintly)
water

A field guide to exotic damage types

Pure Arcane: Disintegrate, desiccate, and magic missile do this.
Pure Divine: Cause X, harm, white light, white fire
Blasting:    Detonate, blast bolt, and certain melee weapons
Leeching:    Energy drain, death field, leech, and vampire touch do this
             (No idea of damage resistance also affects hps/exp leeched)
Cursed:      Torment, brimstone, and flash do this damage type, as do demons.
Mental:      All psi/mnd spells except mindwipe and shatterspell do this.
Mind Control: Mindwipe and shatterspell.
Pressure:    Maelstrom does this.
Radiant:     Sunlight or other radiation (N.B. all no-sun races are vulnerable)
             No spells or effects are known to do this (yet)

Damage dealt

Some races will also deal damage of some of these types, based on what their resistances are. Right now these appear to be only evolutionary races: firedrakes, imps, and elemental giants. This will show up in 'score'.

For a low hero firedrake:
Attacks from your dominant hand are augmented with fire damage.
Attacks from your offhand are augmented with fire damage.

For a dust imp:
Attacks from your dominant hand are augmented with earth damage.
Attacks from your offhand are augmented with earth damage.


List of resistances by race

A table follows, enumerating resistances and vulnerabilities for normal races as they are currently assigned. There are no descriptors (faintly, hardly, extremely, etc.) listed because they are just preliminary amounts.

Race Resistances Vulnerabilities
Centaur none none
Deep Gnome pure arcane
earth
radiant
Demonseed fire
cursed
radiant
pure divine
Draconian none none
Dragon none none
Drow none radiant
Duergar poison
pure mental
pure arcane
pure divine
earth
radiant
Dwarf poison
pure arcane
pure divine
earth
none
Elf none none
Ent cold
stasis
poison
fire
chopping
Gargoyle electric
earth
radiant
Giant none none
Gnome pure arcane
earth
none
Goblin none stasis
Golem biological
poison
pure arcane
Griffon poison none
Halfling none none
Half-Elf none none
Half-Orc none none
Harpy none none
High Elf pure mental none
Hobgoblin cursed none
Human none none
Kobold none stasis
Kzinti none none
Lizardman radiant
pure mental
cold
Minotaur none none
Miraar none (or as cloned) none (or as cloned)
Ogre none none
Orc none none
Sprite pure arcane none
Troglodyte biological none
Troll none radiant
Tuatar pure mental cold
Evolutionary Races
Race Evolution Resistances Vulnerabilities
Imp Lesser Imp none radiant
Imp Minor Imp none radiant
Imp Dust Imp fire
earth
radiant
air
water
Imp Wave Imp earth
water
fire
air
Imp Vapor Imp air
water
fire
earth
Imp Pyro Imp electric
fire
air
cold
earth
water
Imp Lesser Elemental none none
Imp Earth Elemental ? ?
Imp Water Elemental ? ?
Imp Air Elemental ? ?
Imp Fire Elemental ? ?
Imp Pain Elemental none none
Firedrake 1 fire cold
Firedrake 2 fire cold
Firedrake 3 (Hero) fire cold
Firedrake 4 fire cold
Firedrake 5 ? ?
Firedrake 6 ? ?
Firedrake 7 (Lord) ? ?
Firedrake 8 ? ?
Firedrake 9 ? ?