Revision [6722]

Last edited on 2009-05-19 19:12:02 by PgmAnshar [More formatting fixes.]
Additions:
{{include Header}}
-Wind (Slashing)
-Fire (Burn)
-Earth (Concussion)
-Water (Concussion)
Deletions:
vile wounds cannot be healed by ordinary means. They remain open and subject to infection until treated by Divine, Dark Divine, Druidic or Necromantic magic{{include Header}}
-Wind(Slashing)
-Fire(Burn)
-Earth(Concussion)
-Water(Concussion)


Revision [6721]

Edited on 2009-05-15 11:14:35 by PgmAnshar [Formatting fix following Dav's Divine addendum]
Additions:
-Wind(Slashing)
-Fire(Burn)
-Earth(Concussion)
-Water(Concussion)
Deletions:
-Wind(Slashing)
-Fire(Burn)
-Earth(Concussion)
-Water(Concussion)


Revision [6720]

Edited on 2009-05-14 17:55:45 by HoltinBuilderson [Defined Divine damage types]
Additions:
vile wounds cannot be healed by ordinary means. They remain open and subject to infection until treated by Divine, Dark Divine, Druidic or Necromantic magic{{include Header}}
- //Corruption//: Corruption damage cannot be healed by ordinary means. Wounds remain open and subject to infection until treated by Divine, Dark Divine, Druidic or Necromantic magic.
- //Purity//: Purity damage, usually manifesting as a bolt of brilliant light, is a manifestation of divine perfection, searing away corruption. It has no effect on celestials or other creatures of pure goodness, but damages all mortals (even the best of whom are impure) and is particularly effective against agents of corruption. Fiends and undead take +2 damage per die from purity sources, but good-aligned targets take -1 damage per die.
- //Spiritual//: Spiritual damage attacks the motive force animating living creatures, extraplanars and magic-fueled creatures such as constructs and the undead. It has no effect on inanimate physical objects. Extraplanars, being not fully present on this plane, are more vulnerable to spiritual attacks and take an additional 1 point of damage per die.
-Wind(Slashing)
-Fire(Burn)
-Earth(Concussion)
-Water(Concussion)
Deletions:
{{include Header}}
- Corruption
- Purity
-Wind(Slashing)
-Fire(Burn)
-Earth(Concussion)
-Water(Concussion)


Revision [4629]

Edited on 2008-02-24 23:47:33 by LtClerans [Fire is specifically mentioned, and "cold" is, though other elemental types are not.]
Additions:
==Elemental==
-Wind(Slashing)
-Fire(Burn)
-Earth(Concussion)
-Water(Concussion)


Revision [3544]

Edited on 2007-09-03 13:24:15 by PgmCasagemas [Apparently trolls can regenerate damage caused by bases.]
Additions:
- Acid


Revision [3520]

Edited on 2007-09-02 18:16:49 by PgmCasagemas
Additions:
In theory, an ordinary javelin deals the same amount of damage as Divine Light ([[Divine]] Level 1) -- but not all damage is created equal. If used against a wraith, for example, the aforementioned javelin would pass harmlessly through it, whereas Divine Light would deal twice as much damage as it would against an ordinary opponent. It is thus necessary to keep track of the //type// of damage that an effect deals. The complete hierarchy of damage types is listed below.
Deletions:
In theory, an ordinary javelin deals the same amount of damage as Divine Light ([[Divine]] Level 1) -- but not all damage is created equal. If used against a wraith, for example, the aforementioned javelin would pass harmlessly through it, whereas Divine Light would be twice as damaging as it is against an ordinary opponent. It is thus necessary to keep track of the //type// of damage that an effect deals. The complete hierarchy of damage types is listed below.


Revision [3519]

The oldest known version of this page was created on 2007-09-02 18:15:17 by PgmCasagemas
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