Damage Types & Mitigation
Weapon Types
Ephimoria has several weapon types. Though often equivalent in many ways, some weapons and abilities are unique, and are listed here for viewing at any time. Weapons deal varying damage depending on several factors, and are also listed below.
Dual Wielding
- Certain weapons may be dual wielded, one weapon held in each hand. A secondary action is required to use the off handed weapon as an attack. Duel wielding imparts a -2 to Dodge Value (DV).
(This table is a stub, you can help by adding to it!)
Weapon | Base Damage | Two-Handed | Dual Wield | Damage Type | Attribute |
---|---|---|---|---|---|
Sword | 2d6 | 2d8 | 2d6x2 | Slashing | N/A |
Dagger | 3d2 | 2d4 | 3d2x2 | Piercing | Throwable (15) |
Axe | 2d6 | 2d8 | 2d6x2 | Piercing | Throwable (10) |
Mace | 2d6 | 2d8 | 2d6x2 | Impact | N/A |
Greatsword | - | 3d6 | - | Slashing | N/A |
War Hammer | - | 3d6 | - | Impact | N/A |
Polearm | 2d4 | 2d6 | - | Piercing/Slashing | Reach, Throwable (5, 4d4) |
Quarterstaff | 2d4 | 2d6 | - | Impact | Reach |
Sling | - | 2d4 | - | Impact | Ranged (25) |
Throwing Glaive | - | 1d8 | - | Slashing | Ranged (20) |
Bow | - | 2d6 | - | Piercing | Ranged (30) |
Crossbow | - | 3d8 | - | Piercing | Ranged (40), 1 Action Reload |
Improvised | 1d4 | 2d4 | 1d4x2 | Dependent | N/A |
Unarmed | 1d4 | - | 1d4x2 | Impact | N/A |
Damage Mitigation
Damage Mitigation covers all forms of damage reduction. The simplest forms of mitigation come from equipment or the nimbleness of smaller races. With few exceptions, damage cannot be mitigated below 1 point.
Armor Mitigation
The following are basic armor types without enhancement.
Armour | Mitigation | Notes |
---|---|---|
Casual Clothing | 0 | |
Light Armour | 1 | |
Medium Armour | 2 | |
Heavy Armour | 3 | -1 Speed Rank |
Shields
Using a shield requires a free hand. Using a shield grants one additional point of mitigation.
Dodge Mitigation
Some races are naturally more agile, giving them an advantage when evading attacks. The dodge DC modifier is added to the DC check made to hit the target. Creatures wearing armor of medium or above lose their natural dexterity bonus.
Speed Rank | DC Modifier | Notes |
---|---|---|
B | +1 | N/A |
A | +2 | N/A |
A+ | +3 | N/A |
EX | +4 | N/A |
Damage Types
Damage types range from mundane (slashing, bludgeoning and piercing), to the more exotic holy fire and phonic types of damage. Each and every damage type comes with its own sample of beings that can be vulnerable (take double damage), resistant (take half damage), or even immune (take no damage). Certain damage types even come with aftereffects all their own, or can be shared amongst the category that they reside in. Damage types will be categorized where available in specific types corresponding to what they generally do, such as Pyro for fire, or Cryo for cold types of damage.
All damage types will be listed here in their respective categories for viewing and comparison at any time.
Mundane
Comprising of the three primary forms of damage one can take from mundane sources. The wide strikes of blunt force such as Impact, the act of cutting in the form of Slashing, and the attempt of jabbing something into something else, Piercing. While not all damage of this nature is mundane, all damage from mundane objects are one of these three forms.
- Impact
- Impact damage is often described as damage one would take from an object that generally causes injury without directly piercing the skin, and instead harming what is beneath it instead, such as the skeletal structure or muscles of the unfortunate soul poised to receive such a blow.
- Bludgeoning damage does not carry any extra effects.
- Impact damage is often described as damage one would take from an object that generally causes injury without directly piercing the skin, and instead harming what is beneath it instead, such as the skeletal structure or muscles of the unfortunate soul poised to receive such a blow.
- Slashing
- Slashing damage is similar to a swiping motions, often with a sharp object or objects like swords or claws. The damage inflicted is often deep slices or large open cuts, making them often difficult to heal or cover up to the their wider surface area.
- Slashing damage does not carry any extra effects.
- Slashing damage is similar to a swiping motions, often with a sharp object or objects like swords or claws. The damage inflicted is often deep slices or large open cuts, making them often difficult to heal or cover up to the their wider surface area.
- Piercing
- Piercing damage is often associated with deep gouges or stabbing motions, with the intent of plunging an object into something else with great force and sometimes causing it to rip out the other side. Deep wounds that these inflict are often either fatal or treatable, and do not fall in between.
- Piercing damage does not carry any extra effects.
- Piercing damage is often associated with deep gouges or stabbing motions, with the intent of plunging an object into something else with great force and sometimes causing it to rip out the other side. Deep wounds that these inflict are often either fatal or treatable, and do not fall in between.
Pyro
Fire. Hot, powerful and familiar, fire comes in four distinct types. The normal flames of the mundane realm, the incredible concentrated heat of dragonfire, capable of melting through almost anything, holy fire, the golden flames of the the Deva and the remnants of the lost Pantheon, and hellfire, the remnant of profane beings from the lost realm of Farcanith which burns a sickly green with napalm-like stickiness and heat.
- Fire
- Mundane fire is an element extremely common in the world. Capable of igniting almost anywhere given the right conditions, it can often leave burns and damage in its wake, even permanently.
- Fire damage can inflict the Burned status effect if the exposed area is left too close for too long nearby it, or if a flame is directly applied for a long enough period of time.
- Mundane fire is an element extremely common in the world. Capable of igniting almost anywhere given the right conditions, it can often leave burns and damage in its wake, even permanently.
Dragonfire |
Dragonfire is known as the hottest flames in existence, capable of reaching volcanic temperatures that can melt away most effigies of civilization with a single breath of a fully grown dragon. because of this immense heat, it carries with it unique effects that differentiate it from regular fire.
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Holy Fire |
Holy fire is the flames that carry with them the inherent affinity to deny cursed and profane forms of life, inflicting large amounts of damage which can otherwise effectively burn them to a pile of smoldering ashes. To the non-profane however, holy fire behaves the same as the mundane.
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- Hellfire
- Hellfire is the flames that carry with them the inherent affinity to deny divine and cherubic forms of life, inflicting large amounts of damage which can otherwise effectively burn them to a pile of smoldering ashes. To the non-holy/cherubic however, hellfire behaves the same as the mundane.
- Fire damage can inflict the Burned status effect if the exposed area is left too close for too long nearby it, or if a flame is directly applied for a long enough period of time. Hellfire bypasses fire resistance and immunity if the being is cherubic or holy, dealing profane damage equal to the amount of fire damage also dealt. To beings not considered cherubic or holy, it behaves like mundane fire.
- Hellfire is the flames that carry with them the inherent affinity to deny divine and cherubic forms of life, inflicting large amounts of damage which can otherwise effectively burn them to a pile of smoldering ashes. To the non-holy/cherubic however, hellfire behaves the same as the mundane.
Cryo
Cryo is the category of all things wet, chilly and cold. From the catalyst-type damage of water, which applies the Soaked status effect to individuals, to the pure icy chill of frost, which inflicts the Frostbite status effect to slow down and even fully freeze their enemies, the danger of the elements is ever prevalent.
- Water
- Water is a "Catalyst" damage type. Water damage on its own is impossible, and instead functions depending on how it is used in the form of mundane damage types. The caveat is that water damage inflicts a unique status effect that can be taken advantage of, called soaked, which allows enemies once resistant to frost or lightning damage to instead take neutral or even receive double damage instead.
- Water damage functions as one of the tree mundane types of damage. Bludgeoning, Slashing and Piercing, but always applies the Soaked status effect afterwards.
- Water is a "Catalyst" damage type. Water damage on its own is impossible, and instead functions depending on how it is used in the form of mundane damage types. The caveat is that water damage inflicts a unique status effect that can be taken advantage of, called soaked, which allows enemies once resistant to frost or lightning damage to instead take neutral or even receive double damage instead.
- Frost
- Frost damage is the icy bite of winters chill. It is cold in its purest form, draining the body of temperature and slowing down all of its functions while doing so. While damaging, the more dangerous effect of frost is the status of frostbite that can be inflicted on an unsuspecting victim, slowing them down and making them weaker, and even completely frozen to death if applied with enough of the element.
- Frost damage carries with it a single type of debuff that can be applied called Frostbite. Frostbite is a status effect that slows down the speed and strength of its enemies, and if continuously applied, freezes them entirely.
- Frost damage is the icy bite of winters chill. It is cold in its purest form, draining the body of temperature and slowing down all of its functions while doing so. While damaging, the more dangerous effect of frost is the status of frostbite that can be inflicted on an unsuspecting victim, slowing them down and making them weaker, and even completely frozen to death if applied with enough of the element.
Affliction
Affliction is the type of damage that generally applies status effects, such as Poison damage which can inflict the Poisoned status effect to weaken or even paralyze organic foes. Acid damage can inflict the Melted status effect, which damages armors and reduces their effectiveness over time or even in one fell swoop. Curse damage is often associated with more dour deeds, and as such often damages foes over time, and is extremely hard to remove. It can also Hex individuals with specific effects that can help, hinder or apply a multitude of interwoven effects. Poison
- Poison damage is a type that directly infiltrates and affects the internal systems of a creature, wreaking havoc and being capable of crippling them with the poisoned status effect, making the affliction even worse beyond the regular damage it can inflict.
- Poison damage carries the chance of being inflicted with the Poisoned status effect, causing the target to take anything from additional damage, to crippling their ability to run or fight back. Some can even paralyze or kill them if applied in high enough doses.
- Poison damage is a type that directly infiltrates and affects the internal systems of a creature, wreaking havoc and being capable of crippling them with the poisoned status effect, making the affliction even worse beyond the regular damage it can inflict.
- Acid
- Acid damage is a type that is extremely effective at burning away resistances and protection based on non-organic materials with the melted status effect, while also being capable of high amounts of damage over time. This ability to peel away barriers of protection otherwise difficult to overcome allows it to shine in many situations.
- Acid damage carries with it the status effect of Melted, causing certain types of protection like metals to melt away and be less effective on individuals and creatures that may use it for defense.
- Acid damage is a type that is extremely effective at burning away resistances and protection based on non-organic materials with the melted status effect, while also being capable of high amounts of damage over time. This ability to peel away barriers of protection otherwise difficult to overcome allows it to shine in many situations.
- Curse
- Curse damage is a type that is wide ranging. inflicting spiritual effects, necrotic physical damage and the ability to put curses on other individuals, the versatile curse damage type is effective against all but the holiest of individuals.
- Curse damage is a versatile tool that is capable of large burst damage, and yet also capable of nasty amounts of damage over time. In addition, it can inflict the Hex status effect, prevalent on more permanent curses like Vallahism and Lycanthropy, but also on smaller curses that have a much more narrow field of effects.
- Curse damage is a type that is wide ranging. inflicting spiritual effects, necrotic physical damage and the ability to put curses on other individuals, the versatile curse damage type is effective against all but the holiest of individuals.
Holy/Unholy
Fallen remnants of The Lost Pantheon alongside the power of the newly created Deva, the power of holy damage is hard to overstate. Extremely effective against hexed and profane individuals, holy damage brings down divine wrath upon beings who seek to disrupt the natural order of things. In parallel of them, the fallen beings of Farcanith and the Ifriti, evil beings who seek to pursue their relentless ambitions at any cost bring the power of profanity, or profane damage. Extremely effective against holy beings and their good natured Cherubic allies, they use their power to bring down the so called "guardians" of natural order and create a world for the strong, and only the strong.
- Holy
- Holy damage is a type of damage largely powerful against their direct competitor, the hexed and profane. Using the power of belief or the natural orders of the land, they wield these holy powers with impunity to, more often then not, restore balance to the land they tend to.
- Holy damage does not carry any extra effects.
- Holy damage is a type of damage largely powerful against their direct competitor, the hexed and profane. Using the power of belief or the natural orders of the land, they wield these holy powers with impunity to, more often then not, restore balance to the land they tend to.
- Profane
- Profane damage is a type of damage largely powerful against their direct competitor, the cherubic and holy. Using the power of ambition and megalomania, they wield their profane prowess with impunity to further their goals of power and strength.
- Profane damage does not carry any extra effects.
- Profane damage is a type of damage largely powerful against their direct competitor, the cherubic and holy. Using the power of ambition and megalomania, they wield their profane prowess with impunity to further their goals of power and strength.
Emittance
Emittance is a type of damage that is largely instant and powerful when delivered directly to their target, with little in the way to dodge or prevent them. From Phonic damage, using the power of sound to blast and knock around their opponents and control their movements, to lightning damage which shocks opponents and can even Stun them in the right situations. Feedback damage, that which inflicts damage directly to your mind and is extremely potent at breaking concentration, and bypasses almost all barriers in the process. Last but not least, Arcane damage, which is largely involved with the power of Magecraft, is the general type which is used by most spells and abilities involving it if it does not have an inherent element already.
- Phonic
- Phonic damage is kinetic forces done largely with the power of sound to control the battlefield around them. Phonic damage largely comes in large bursts of immediate force, and is capable of heavily damaging and manipulating the terrain around it by force.
- Phonic damage does not carry any extra effects.
- Phonic damage is kinetic forces done largely with the power of sound to control the battlefield around them. Phonic damage largely comes in large bursts of immediate force, and is capable of heavily damaging and manipulating the terrain around it by force.
- Lightning
- Lightning damage is a powerful electric type of damage that generally has an instant transmission and is nearly impossible to get away from once unleashed. Though it can sometimes deal less damage then other types, it always comes with the chance of stunning its target due to the currents ability to disrupt bodily functions.
- Lightning damage comes with with the inherent chance to Stun its targets, causing them to be unable to act for a turn or longer. Its chance to stun can be increased by a variety of effects, such as soaking a target in water beforehand.
- Lightning damage is a powerful electric type of damage that generally has an instant transmission and is nearly impossible to get away from once unleashed. Though it can sometimes deal less damage then other types, it always comes with the chance of stunning its target due to the currents ability to disrupt bodily functions.
- Feedback
- Feedback damage is directly linked to the mind itself. The gift of sentience and intelligence often becomes a burden when feedback damage is involved. With almost no way to directly block or resist it, it can impact the executive function of the person affected, and can even stun or knock them unconscious if applied with enough force. It is also extremely effective at breaking concentration.
- Feedback damage is potent due to its rare ability to block it out, and its strength against more intelligent opponents. With the right tools and ability, it can even inflict the Stun status effect, break concentration, or simply deal enough damage to knock out a target completely. Concentration rolls are taken at disadvantage on feedback damage.
- Feedback damage is directly linked to the mind itself. The gift of sentience and intelligence often becomes a burden when feedback damage is involved. With almost no way to directly block or resist it, it can impact the executive function of the person affected, and can even stun or knock them unconscious if applied with enough force. It is also extremely effective at breaking concentration.
- Arcane
- Arcane damage is the type of damage done by most spells and abilities based in magecraft that do not already possess an element or damage type. It is an all-rounder specialist type of damage, capable of burst, damage over time, and everything in between.
- Arcane damage does not carry any extra effects.
- Arcane damage is the type of damage done by most spells and abilities based in magecraft that do not already possess an element or damage type. It is an all-rounder specialist type of damage, capable of burst, damage over time, and everything in between.