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Search results for 'special extended damage types edtypes'
Keywords are: 'special extended damage types edtypes'
There are eight special damage types. These bestow additional qualities to the
basic damage types. They stack, meaning any given attack, weapon or spell can
have multiple special damage types.
Magic - heals MAGICAL type creatures
- weapons can hit ethereal and shadow creatures for full damage
- is resisted by SPELLSAVE, absorbed by ABSORB_MAGIC
Fire - heals FIRE type creatures
- weapons can hit ethereal creatures for half damage, shadows for full damage
- large amounts of fire damage over a short period can start creatures on fire
- is resisted by FIRESAVE, absorbed by ABSORB_FIRE
Ice - heals ICE type creatures
- weapons can hit ethereal creatures for half damage
- large amounts of ice damage over a short period can cause hypothermia
- is resisted by COLDSAVE, absorbed by ABSORB_ICE
Zapping - heals ELECTRICITY type creatures, EARTH type creatures take reduced damage
- weapons can hit ethereal creatures for half damage, shadows for full damage
- contributes more to stunning than other elemental types
- is resisted by ZAPSAVE, absorbed by ABSORB_ZAP
Breath - heals AIR type creatures
- weapons can hit ethereal creatures for half damage, shadows for full damage
- is resisted by BREATHSAVE
Toxic - poisons living creatures
- is resisted by POISONSAVE
Acid - does ongoing damage for a short time, removed by cleric healing
- cannot harm ACID type creatures, ethereal and shadows
- is resisted by NORMSAVE
Nonorm - cuts through NORMSAVE
- weapons can hit ethereal creatures for full damage
- damage is only reduced by cleric spells such as sanctuary
- shadow and mechanical creatures take half damage from nonorm
Boots, gloves and shields with special damage types can bestow these to
certain sorts of attacks, for instance, boots with the fire special damage
type will allow kicks, trips and other attacks that use feet to hit ethereal
creatures and do fire damage.
See also: 'help basic dtypes'