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  • :''For character base damage, see [[Damage Calculations]].'' [[Base Damage]] refers to the statistic shown on the [[Animal Lore]] gump of an animal or
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  • #REDIRECT [[Spell Damage Increase]]
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  • | name=Library Talisman - A Primer on Arms Damage Removal
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  • ...e while the damage modifier effects function on the total damage after the damage increases have been applied. ==Damage Bonus==
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  • #REDIRECT [[Library Talisman - A Primer on Arms Damage Removal]]
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  • ...ge]]; [[Poison Damage]]; [[Energy Damage]]; [[Chaos Damage]]; and [[Direct Damage]]. ...ned or tamed nature. Certain [[skills]] affect the amount of damage, see [[Damage Calculations]] for more information.
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  • ...melee or ranged hit. It is applied before the targets resist (100% poison damage will still do 0 to a 100% poison resist target). Total Damage Bonus is capped at 300% ( all the above + abilities, spells, buffs )
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  • '''Spell Damage Increase''' (SDI) is an [[item property]] that increases the damage of most magical attacks that are cast. This property is capped at 25% in [[ For [[PvE]] there is no cap on spell damage, so pack it on.
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  • ...sly, magic, runic crafted, and resource modified weapons can cause other [[Damage Types]] as well. *[[Damage Types]]
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  • ...sly, magic, runic crafted, and resource modified weapons can cause other [[Damage Types]] as well. The [[artifact]], [[Blaze of Death]] inflicts 50% Fire Damage.
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  • ...well. Cold damage, along with [[Chaos Damage|Chaos]], is of the least seen damage types. *[[Damage Types]]
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  • ...opponent has been [[Poisoning|poisoned]]. That is an altogether different damage. The following weapons inflict 100% poison damage:
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  • ...sly, magic, runic crafted, and resource modified weapons can cause other [[Damage Types]] as well. *[[Damage Types]]
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  • ...with all of the drawbacks and benefits that accompany each [[Damage Types|Damage Type]]. * There is no opposite to Chaos Damage. There is no such thing as Order Damage.
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  • ...e]] of magical damage that is unaffected by an opponent's [[resistances]]. Damage of this type is capped at 35 points in [[Player vs. Player]] combat. ===Direct Damage Weapons===
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  • ...of damage done is further increased by the percentage indicated by the '''Damage Modifier'''.
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  • ...his property ranges in intensity from 1% to 15% per item. Reflect Physical Damage is capped at 250%. ...ged for combat because reflect physical damage is applied before all other damage.
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  • #REDIRECT [[Damage Increase]]
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  • #REDIRECT [[Damage modifier]]
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  • '''Damage Eater''' is an [[Item Properties|item property]] found on certain [[armor]] ...same type as the eater for the property to function. The percentage of the damage converted to health stacks with other eaters of the same type, but is cappe
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Page text matches

  • ...an still be targeted by monsters while equipping the mask, and if you take damage in monster form, the costume is easily destroyed.
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  • * Teleports players dealing direct damage next to him randomly ...which nullifies ranged damage (for example, from magic or arrows). Maximum damage can only be achieved by standing next to the Tentacles.
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  • * Fighting higher level monsters causes more damage to your pets and thus raises your Vet skill (and thus Animal Lore) faster; ...roves its chance to hit a target, while [[Tactics]] improves the amount of damage it can actually deal. To improve in these two skills your pet must fight so
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  • ...ct such as anything on the ground or in your [[backpack]] to avoid causing damage. Also equip a 100% [[Lower Reagent Cost]] suit to save reagents. Other impo ...ligence]] - determine how much mana an opponent has left and improve spell damage
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  • :''For character base damage, see [[Damage Calculations]].'' [[Base Damage]] refers to the statistic shown on the [[Animal Lore]] gump of an animal or
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  • | rowspan="2" | Creates magical shield around the caster that absorbs melee damage. | rowspan="2" | Enchants the caster's melee weapon with extra fire damage for a short duration.
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  • ...neration]] for the duration of the spell. Every 2 seconds, between 9 to 14 damage will be regenerated regardless of the target's condition. If the target is
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  • |focusbonus=+1 damage and +1 second of duration per additional arcanist ...ts the caster's equipped melee weapon to inflict extra [[Damage Types|fire damage]] per hit. Works only with melee weapons. If the spell is cast while the ca
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  • |focusbonus=Increases duration and damage absorbed. ..., "''The arcanist becomes one with an enemy’s weapon. This curse lessens damage inflicted by an enemy’s weapon by 50% for the duration of the spell.''" H
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  • |focusbonus=+1 damage, +1 tile radius, +1 second duration for [[Faster Cast Recovery]] penalty pe ...ion=When cast, all enemies within range of the caster will be dealt energy damage. If one of the victims is casting a spell and is interrupted, they will rec
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  • |focusbonus=+5% to swing speed increase, +10% spell damage increase, and +5% to Physical, Cold, Poison, and Energy resistance. There ...o a tree. Benefits include increased [[Swing Speed]] on weapons, a [[Spell Damage Increase]], and boost to resistances. Drawbacks include 25 point penalty to
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  • |focusbonus=+1 tile radius, +1 damage, and +1 second duration per additional arcanist ...target within the field will take damage once per second. As targets take damage, additional fire columns appear where they stand. The caster must have line
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  • |duration=Damage is instantaneous, Penalties last 1 - 6 seconds |focusbonus=+1 tile radius, +1 damage, and +1 second duration of penalties per additional arcanist
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  • ...ght green [[Meer Mage]]. Monsters will ignore your presence, but can still damage you via area attacks. The monster ignore effect will end early if you prefo
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  • ...There is no hard cap on [[SDI]] and therefore no hard cap on the amount of damage that can be dealt by Word of Death. The limit is only how much [[SDI]] a p
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  • |focusbonus=+14% spell damage, enhanced healing, and +2 seconds duration per additional arcanist |description=This spell enhances the caster's spell damage and healing. The caster's summons will have their hit points increased by 1
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  • |focusbonus=+1 damage for each insect swarm attack and +2 seconds duration per additional arcanis ...swarm of insects to attack nearby hostile and neutral targets with poison damage. The insects cannot be controlled by the caster. They exhibit some type of
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  • ...Ice Dungeon. They hit like Ogre Lords, but are highly susceptible to fire damage. They are classified as a [[Humanoids|Humanoid]], and are a subset of the O
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  • * [[Damage Increase]] 50% * '''Physical Damage:''' 100%
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  • * Each melee swing of his [[Scythe]] did approximately 20-30 damage on an all 70 resistance player.
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  • * Corrected the damage range on legacy [[Ornate Axe]]s, [[Talon Bite]]s, and [[The Taskmaster]] we ...of Vampiric Embrace to life steal from casting spells (as opposed to doing damage via weapon)
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  • ** Damage numbers, pet fixes, [[Archery|archery]]/[[Bola|bola]]/[[Lightning Strike|li ...eves Guild]], new skill titles, tying [[Evaluating Intelligence]] to spell damage, dungeon treasure chests and dungeon traps, trash barrels, pet "orneriness,
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  • ...ab]], [[Focus Attack]], [[Ki Attack]], and [[Momentum Strike]] now do less damage against players * The bonus to damage from [[Evil Omen]] has been reduced against players
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  • * [[Travesty]] will now cause damage when mimicking a player with a non-weapon ([[Fishing Pole]], [[Candle]], et * Damage from all [[Archery]] weapons has been adjusted Some underpowered bows have
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  • ** 35 damage cap for direct damage for PvP (no cap for PvM) ** [[Word of Death]] now uses [[Chaos Damage]]
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  • * Corrected older Ornate Axes to do about the same amount of damage as new ones * The 10% damage bonus on the [[Quiver of Infinity]] now works as intended
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  • * Changed the base damage and speed of the ornate axe. DPS is now slightly higher but this avoids som
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  • * Spell damage increase is now capped at 15% for the [[Wither]] spell in PvP.
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  • ...lved in faction or guild wars, it is vitally important to note that direct damage spells will work in towns. ...resources. Also, when a tinker fails at making a trap, he will always take damage.
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  • ...ll spring the trap, moving the player into the maiden and causing a little damage
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  • ...nt it to sit. Double-clicking the Guillotine twice will set off a trap and damage you. * The Guillotine can trap and damage a user
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  • * Gives a +1% [[Damage Increase]] bonus to all exceptionally crafted weapons for every 20 skill po | align="center" bgcolor="#9F3215" | <font color="#ffffff">Average Damage</font>
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  • | +1 Damage | +3 Damage
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  • | [[Damage Types|Cold Resist]] | [[Damage Increase]]
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  • * [[Spell Damage Increase]] 10% * [[Damage Increase]] 40%
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  • * [[Reflect Physical Damage]] 10%
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  • * [[Spell Damage Increase]] 10% ...originals, the replicas: are not [[blessed]]; weigh 1 [[stone]]; and take damage. The rings randomly spawn in a character's backpack who has secured looting
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  • ...pons and armor of today, those from 1999 pale in comparison with regard to damage and other properties. Additionally, [[Clothing Bless Deed]]s now exist and
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  • * Fire horns can no longer damage targets on the other side of doors and walls.
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  • * Mace weapons will now do less damage to armor than before (but still more than other weapon types). ...stamina damage that "true" maces do (they still do not get the extra armor damage that "true" maces get).
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  • * [[Strength]] - Determines how much can be carried, amount of melee damage, and number of [[Hit Points]];
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  • :''Resilient skin has an increased capacity to resist damage from energy attacks.'' ...health lost from maximum health (60% weapon damage bonus cap and 12% spell damage bonus cap).
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  • | [[Damage Increase]]
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  • ...mportant game choice. There are also race specific weapons that deal extra damage against the appropriate opponent. It should be noted that there were severa :''Resilient skin has an increased capacity to resist damage from energy attacks.''
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  • * [[Reaper]]s were renamed to [[Winter Reaper]]s, hued white, and dealt cold damage.
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  • ...mal [[Reaper]]s that were hued white and have a [[Cold Aura]] dealing area damage. They stopped spawning on February 13, 2007.
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  • ...; it cannot be [[Dragon Barding Deed|barded]] and does not absorb physical damage inflict upon the rider. Only players with accounts 60 months or older may u ...Dragon Barding Deed|swamp dragon armour]] and therefore ''does'' possess a damage reduction bonus.
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  • ...mations. They move very quickly and switch targets often due to their aura damage. ...health drain ability. Summons, such as energy vortex, heal more than they damage. Bards can kill if one is [[Discordance|disco'd]] and two others are [[Prov
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  • ...has the property "Durability 0 / 100" on it. The next time the item takes damage, the property changes to "Durability 0 / 99". ...em has the property "Durability 0 / 1" on it. The next time the item takes damage, it will be destroyed.
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  • ...mations. They move very quickly and switch targets often due to their aura damage. ...Aura]] of Energy, [[Fire Breath]], [[Area Life Drain]], [[Reflect Physical Damage]], and high [[Hit Point Regeneration]]
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  • ...mations. They move very quickly and switch targets often due to their aura damage. ...Abilities:''' [[Aura]] of Energy, [[Area Life Drain]], [[Reflect Physical Damage]], and high [[Hit Point Regeneration]]
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  • | [[Library Talisman - A Primer on Arms Damage Removal|A Primer on Arms]] Talisman
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  • ...tard''' is the most aggressive of the ostard family. It does slightly more damage than the other ostards, and this can be increased greatly when used in a gr
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  • ...D CAREFULLY. THIS SECTION LIMITS Electronic Arts' LIABILITY TO YOU FOR ANY DAMAGE SUFFERED BY YOU. PLEASE READ CAREFULLY. Electronic Arts MAY HOLD YOU RESPONSIBLE FOR DAMAGE YOU CAUSE TO OTHERS BY USING OUR SERVICE IN VIOLATION OF THIS AGREEMENT.
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  • ...Dragon]], comes with a permanent set of armor equipped which blocks 12% of damage.
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  • ...llotted amount of time. The 8th circle magery spell "Earthquake" does high damage to Vorpal Bunnies without needing to target the small and fast moving bunny
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  • | name=Library Talisman - A Primer on Arms Damage Removal
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  • ...a [[Faction Artifact]] for 5,000 silver; the faction version adds a +10% [[Damage Increase]] bonus.
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  • *[[Reflect Physical Damage]] 15%
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  • * '''[[Spell Damage Increase]]''' 15%
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  • * '''[[Reflect Physical Damage]]''' 20%
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  • * '''[[Spell Damage Increase]]''' 10%
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  • * '''[[Damage Increase]]''' 30%
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  • | [[Night Sight (property)|Night Sight]], [[Luck]] 150, [[Reflect Physical Damage|Reflect Physical]] 20% | [[Mana]] 10, [[Mana Regeneration]] 3, [[Spell Damage Increase|SDI]] 15%
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  • * '''[[Reflect Physical Damage]]''' 10% * '''[[Reflect Physical Damage]]''' 50%
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  • ***Platinum and Crimson Drakes spawn in colors related to the type of damage they deal. ***Stygian Drakes spawn in a variety of rare hues and deal physical damage.
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  • * '''[[Damage Increase]]''' 40%
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  • ...armor up to five pieces will reduce the amount of stamina lost when taking damage. The armor pieces which provide the most stamina loss reduction will take p
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  • ...loot rights by default. We’ve fixed this by ensuring at least 5% of your damage is applied directly to the Berserker, however, the Berserkers have become s ...age to Berserkers is the 5% mentioned above, and doesn't include the extra damage the magical weapon has included as well.
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  • ...son that shall house him, is not only inescapable, but highly resistant to damage, and fireproof as well. Ricardo has earned a dubious reputation throughout
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  • ...rth. To add insult to injury, it already looks like they’ve done serious damage to the interior walls of the castle - tearing away at the mortar between br
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  • ...med particularly concerned at first, but when they’d done quite a bit of damage to one, it suddenly attacked one of the tamer’s mares.
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  • ...resists and a fire steed. This combo means less healing for you, and more damage dealt as a blood Paragon's weakest resist is fire. ...ea peace while you heal. You will be able to fully heal your pet , take no damage, and save valuable time from having to retreat. As always STAY STILL!!!!!!!
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  • #Passively increases the combat damage you deal. ...belonged in the [[Useless Skill]] group until it was linked to Healing and Damage Bonuses.
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  • ...ontrol a [[Animal Taming|tamed creature]], and also improves the amount of damage you can heal via the [[Veterinary]] skill. ...d creature shows you a listing of its stats, resists, skills and elemental damage distribution. At 100 skill points you may target untamed [[animals]] as wel
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  • ...as much Physical [[Resistance]] as possible. As you'll be taking plenty of damage, [[Durability]] is a factor - either bring several sets of expendable items [[Sheep]] are a traditional choice (as they deal negligible damage), while [[Spectral Spellbinder]]s will offer faster strikes (and impressive
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  • : [[Spell Damage Increase]] 3-5%
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  • ...gery]] spells, altering spell damage (similar to how [[Tactics]] increases damage dealt in standard combat) or the effectiveness/duration of a spell. It also ...ing Intelligence has three uses: showing information about a target, spell damage calculation and a defensive mechanism.
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  • ...bandages takes time, and your chances of success fall as you take further damage. A higher Healing skill can allow you to ignore outside interference. * Time to heal is based on your [[Dexterity]]. Slip damage also scales based on [[Dexterity]].
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  • ! {{Colored Link|Base Damage|Base{{Line Break}}Damage|color=FFFFFF}} ! {{Colored Link|Base Damage|Base{{Line Break}}Damage|color=FFFFFF}}
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  • ...[[Lower Reagent Cost]], [[Mana Increase]], [[Mana Regeneration]], [[Spell Damage Increase]], [[Intelligence Bonus]] and some mage related Skills([[Magery]], A [[GM]] Scribe gains a +10% [[Spell Damage Increase]] to any [[Magery]] spells cast and an additional 5% bonus to [[Ca
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  • ...is a 10% chance for a Lumberjacking damage bonus of 100% from base weapon damage. ...ing [[Axes|axe weapons]] and the artifacts based on those items impart the damage bonus:
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  • ...or when a hit is scored. Such weapons also do a small amount of additional damage to a target's [[Stamina]] when hit. ! {{Colored Link|Base Damage|Base{{Line Break}}Damage|color=FFFFFF}}
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  • ...ter chance to hit your target. Other melee factors, like [[Damage Increase|damage]] and [[Swing Speed Increase|swing speed]], are governed by other statistic ...s to Swordsmen is the [[Axes|Axe]] weapon class. These add an additional [[Damage Increase]] bonus dependant on your character's [[Lumberjacking]] skill, tho
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  • ...us + 50% (for example, at 120 skill points you will deal 170% of your base damage, while a fighter with no skill will only deal 50%). Instead of using Tactics to determine their spell damage levels, [[Magery|mages]] instead use the [[Evaluating Intelligence]] skill.
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  • ...e skill determines the frequency of your attacks, as well as the amount of damage you deal when striking an opponent. While it used to be the case that a [[s
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  • ...xtent by magical [[spells]], a well trained vet can heal larger amounts of damage at greater speed. Like Stable Masters, a player character vet is capable of ...d [[Animal Lore]] are used instead. As these two skills rise the amount of damage healed increases as does your chance to cure/resurrect if need be.
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  • '''Spell Damage and Duration'''<br /> ...cromancy as Evaluating Intelligence is to Magery. Spirit Speak affects the damage and duration of Necromancy spells.
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  • | †Creates a pact between the target and caster. Any damage dealt to the caster by the target is reflected back. | †Target becomes vulnerable to fire and poison damage.
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  • | rowspan="2" | Besides giving a small damage bonus, Focus Attack also increases the effectiveness of any magical propert ...Stealth mode in order to initiate this special attack. Backstab applies a damage bonus to the attack, matching the Ninjitsu skill.
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  • .... For example use cold+energy+damage eater for [[Cu Sidhe]]. Fire+Physical+damage+kinetic for [[Greater Dragon]]. ** Don't wear [[Reflect Physical Damage]] armor parts. Because if the animal gets hurt, it will disturb your taming
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  • ! {{Colored Link|Base Damage|Base{{Line Break}}Damage|color=FFFFFF}}
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  • ...ido also offers the only method in the game to entirely avoid direct spell damage: The [[Evasion]] ability. ...Perfection]] system by [[Honor|honoring]] a target creature. This grants a damage bonus dependant on consecutive hits.
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  • ...pells include healing, curing of poison, improved strength, and holy magic damage. ...tiles of caster.<br>Higher karma will increase the damage healed (max. 39 damage.)
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  • ...ww.uoguide.com/Arctic_Ogre_Lord|Actic Ogre Lord]] and poison a 100% poison damage weapon and hit with infectious strike or Serpent Arrow. ! {{Colored Link|Base Damage|Base{{Line Break}}Damage|color=FFFFFF}}
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  • ...y be made. The character will also simultaneously take a leveled amount of damage meaning that each failed attempt is doubly dangerous.
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  • ...ones that last for a specific duration of time. It does not prevent direct-damage spells, like [[Energy Bolt]] or [[Flamestrike]]. ...spell Blood Oath. Resisting Spells now reduces a percentage of Blood Oath damage by the following formula:
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  • ...of training skills such as [[Parrying]] (which essentially involves taking damage at a high rate), or as a reliable form of defense in areas where much [[Gol
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  • ...Velocity. So if you opponent is 2 tiles away they can be hit with 2 extra damage from a Velocity strike.
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  • She is vulnerable to physical and fire damage.
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  • ! Ship Type !! Hold Size !! Cannons !! Cannon Damage !! Turn Delay !! Drift Speed !! Durability !! Cost ...th [[Cannon]]s to damage other ships, creatures or players. They also take damage but can be repaired.
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  • ! colspan = "5" | ~Damage per explosion (~60 resist) ...either succeed and the chest can be opened, or fail suffering unavoidable damage, and spawn an Ancient Guardian. After killing the AG, you can again attempt
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  • ...ever, they will becalm you, so be prepared. You have to do a good chunk of damage to them to get credit for the quest, as individuals. To find the dryads run
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  • ...himself and in a moment hit the teleported person twice for more than 100 damage per hit, even through a 70 resist suit. Needless to say people die from thi
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  • ...r brewed into a tea. As a reagent, nightshade focuses the powers of death, damage, poison and illusion.
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  • ...while under the effects of [[Vampiric Embrace]] will deal 17-23 points of damage to your character.
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  • ...in the [[Labyrinth]]. It has an area effect that deals [[Damage Types|Fire Damage]] and reveals [[Stealth|stealthers]]. While not very aggressive, Pyre is fa
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  • ...low|crushing blow]]. A Crystal Elemental deals [[Damage Types|energy-based damage]].
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  • |specialskill=Spawns acid pools that do fire damage as you stand in them and damages your armor rapidly.
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  • ...it will hit you. As a multiheaded creature, each head breathes a different damage type at up to 5 separate targets. At full health, Abscess' breath attack is
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  • ...ce they have 100% poison resist (this eliminates 60% of Dread Horn's melee damage). ...ge]] (Kryss) || Fencing +20, Hit Poison Area 30%, HCI 15%, SSI 50%, Poison Damage 100% || Rare (< 5%?)
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  • ...alline Ring]] || Magery +20 Focus +20 Hit Point Regen 5 Mana Regen 3 Spell Damage Increase 20% || Rare
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  • ...stay fully healed if one targets you. A [[Flamestrike]] can easily do 80+ damage against someone with 70 Fire Resistance. If more than one targets you, run ...physical, casting [[Consecrate Weapon]] is a good idea. Mages can do ~100 damage with every [[Earthquake]]. Even better when multiple are within range.
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  • ...with either 100% Fire Damage or [[Consecrate Weapon]] is the surest way to damage the Impaler.
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  • ...You must then locate it and [[Reveal]] either with the spell, dealing area damage, or with [[Detecting Hidden]]. If you don't have the [[Tracking]] skill a g Mages can deal good damage with [[Energy Vortex]]es. Just about any template works fine in this room.
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  • ...unt of resistance to both poison and energy, and complete immunity to cold damage. It'll take sheer persistence and a good amount of cunning to defeat this m ...[[Deadly Poison]] and spellcasting. When fighting with weapons, watch the damage and be prepared to fall back once it releases its cold fluid.
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  • ...wever, this Publish appears to have enacted greater rewards for doing more damage, and slayer weapons are once again necessary. Further, changes to Blood Oa ...out 5% of all damage that you deal to them. Mages can use summons to avoid damage, such as [[Energy Vortex]]es and [[Earth Elemental]]s. Tamers can hold thei
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  • ...will turn any attacker (regardless of whether the attacker has levied any damage to him, or has used a non-damaging aggressive spell) into a Ratman for a pe ...epond Slayer|Repond]]. [[Vermin Slayer]] talismans also increase the melee damage done to Barracoon in the same manner of a [[Repond Slayer]].
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  • ...ll the victim to her melee attack range. She does a considerable amount of damage and is very fast. ...sing spells and melee can be dangerous due to her paralyzing webs and high damage.
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  • ...st, or it will be extremely difficult to kill Oaks (he takes far, far less damage when she is alive). Lord Oaks will take very little damage by any means while Silvani is alive. While it is possible to kill him witho
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  • |specialskill=Protects [[Lord Oaks]] from receiving damage while she is alive
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  • ...ellbook]]. The [[Magery]] spell [[Earthquake]] also does a large amount of damage to her. It is advised that during a raid situation, Earthquakes should be u
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  • ...e is very slow moving, yet has the potential to do an incredible amount of damage very quickly with his Earthquake attack and melee combat. Rikktor does not ...ke caution when fighting him up close as the Earthquake attack can do 100+ damage.
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  • ...|necromatic]] [[Wraith Form]]. Doing so will eliminate a certain amount of damage dealt to male characters. ...o does double damage reflect to male characters who attack her with direct damage, again unless they are polymorphed into a female.
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  • These creatures radiate cold damage to anyone within 2 tiles. They will also target switch, and reveal [[Steal
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  • ''These creatures radiate cold damage to anyone within 2 tiles. They will also target switch, and reveal [[Steal |specialskill=Cold aura damage
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  • ...eful monsters can cast 7th level spells and can take tremendous amounts of damage.''
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  • |specialskill=[[Fan Dancer Fire]]. [[Reflect Physical Damage]]. Throws [[Tessen]] at ranged attackers.
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  • ...end, unless [[Animal Taming|tamed]] of course. In addition to melee [[Fire Damage]], it also sports a [[Fire Breath]] attack. The related, larger [[Hell Houn
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  • ...agon]], and can give a [[Message in a Bottle]] as loot. Like a Dragon, the damage done by the open sea Kraken breath attack diminishes as the Kraken runs out
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  • ...sives into the midst of unwary adventurers. These explosives do about the damage of a [[Greater Explosion Potion]].
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  • ...ommon scout weapon of an orc bow, and their arrows cause a large amount of damage to those they hunt.
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  • ...on sight. However, it has an area effect that delivers [[Damage Types|fire damage]], reveals [[Stealth|stealthers]], and interrrupts spell casting. They are
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  • ...Poison]] and below. They explode upon death, doing a certain percentage of damage to all those in the immediate area around it.
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  • ...kill=Level 4 [[Poison]] Immunity, Immune to all magic spells, and most pet damage
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  • |specialskill=Reflects spell damage. Reflects 50% of melee damage. Immune to Level 4 [[Poison]] and below.
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  • ...kill=Level 4 [[Poison]] Immunity, Immune to most magic, Reflects ALL magic damage, Ranged Gas Attack, Immune to pets and provoked creatures.
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  • ...not always that to take with these vile creatures. Although weapons rarely damage a corpser, its kind might be brought down by the judicious use of fire.</i>
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  • ...ng eaten. However, if you get <I>disconnected</I>, say goodbye to all that damage you did. * Mages doing direct damage can be useful, but mostly mages should stick to healing the melee fighters.
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  • ...d bug with the Healing skill that potentially caused “slips” to reduce damage healed by more than was intended
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  • ...poison and below, Immune to the [[Provocation]] skill, Chance to do triple damage against pets
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  • ...ing back if hit with a 100% poison damage weapon, due to them never taking damage and thus not having any reason to aggro their attacker. Due to this quirk,
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  • |specialskill=[[Fire Breath]], Chance to do triple damage against pets.
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  • ...eir victims with translucent and intangible claws that nonetheless do real damage) for their gold and meat. Though ghouls devour meat, few believe they deriv
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  • ...ot very intelligent, these creatures are capable of meting out some slight damage to those who would attack them without reason.</i>
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  • ...fully scores a hit, it enjoys a chance that it will heal a small amount of damage on itself. When summoned via the [[Necromancy]] spell, [[Summon Familiar]], all melee damage done by the Vampire Bat will heal its master (You!) for an equal amount. Ho
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  • |specialskill=Reflects ALL damage back to the attacker
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  • ...their backs to deliver the final blow. This is an area attack, that does damage and knocks you to the ground stunned for a few moments. Like other Savages, the Rider has a substantial damage bonus against large tamed animals.
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  • Like other Savages, the Shaman has a substantial damage bonus against large tamed animals. |specialskill=Damage bonus against large tameables
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  • ...e while wearing the paint, it will burn off your body causing considerable damage. |specialskill=Extra damage bonus to large tameable monsters.
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  • ...e while wearing the paint, it will burn off your body causing considerable damage. |specialskill=Extra damage bonus to large tameable monsters.
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  • ...heir resistance levels to drop dangerously low). Although it can take less damage than a [[Cu Sidhe]] it can deal far more in a shorter period of time. Espec
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  • ...for formidable foe. It has a special attack that inflicts more [[Physical Damage]] than otherwise. The loot on the Tsuki Wolf was recently fixed, resulting
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  • ...r [[Fire Breath]] attack to hit even well armored players for around 70-80 damage.
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  • ...e while the damage modifier effects function on the total damage after the damage increases have been applied. ==Damage Bonus==
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  • A long-standing bug caused two versions of the item to exist. One does more damage, but the [[Disarm]] special move does not work. The other is "normal."
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  • * [[Reflect Physical Damage]]: 25
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  • * [[Reflect Physical Damage]]: 25
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  • * [[Reflect Physical Damage]]: 25
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  • * [[Reflect Physical Damage]]: 25
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  • * When a weapon is exceptionally crafted, the [[Damage Increase|damage increase]] modifier will increase by 1% per 20 points of [[Arms Lore]].
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  • '''Damage Increase and You''' Yes, this is true, Damage Increase is capped at 300% (or a 300 internal damage rating). However, anatomy, tactics, strength, and lumberjacking are NOT inc
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  • '''"Can you get looting rights if some one heals all the damage you do to a monster before killing it?"''' ...oting rights - FoF #43 and #44. You need to do a certain percentage of the damage of the top attacker to get looting rights. The real question here is how do
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  • '''"Do opposing slayers still cause double damage to the player and halve the damage to the creature you are fighting?"''' ...d to an enemy does double damage. (Example: a Repond slayer will do double damage vs. humanoids.)
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  • Spell Damage Increase: A couple of you asked if SDI varied between PvP and PvM - it does
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  • Damage Increase 100%
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  • But then I had a brilliant idea! I attached the physical damage one as well, which *doesn't* message
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  • ...la for pack instinct animals and increased damage? Does this include spell damage too? SSI?"''' ...onus for each creature in the pack after the first. It *does* affect spell damage, but has no effect on SSI."
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  • ** less than 200 hp: you have to do at least 1/2 of the top attacker's damage to get looting rights. ** between 200 and 1000 hp: you have to do at least 1/4 of the top attacker's damage to get looting rights.
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  • ...ion.</span> On a big monster like a peerless, you have to do 1/16th of the damage that the top attacker does in order to get looting rights. On a normal mons ...ayers who would have gained looting rights individually based on their own damage.
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  • ...ly, using garlic based spells as a vampire with lower reagent cost doesn't damage the caster. Will that be changed?'''
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  • ...tch Talon Bite minor artifacts ever be adjusted so that they have the same damage as the newer version?'''
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  • ...ou swing. Each time the effect fired, you would get 40% of the post-resist damage inflicted back as mana, or 30% back as hit points.
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  • ...loot rights by default. We’ve fixed this by ensuring at least 5% of your damage is applied directly to the Berserker, however, the Berserkers have become s ...age to Berserkers is the 5% mentioned above, and doesn't include the extra damage the magical weapon has included as well.
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  • ...the dev team about implementing a cap on melee damage? (e.g. to stop 60-70 damage concussion blows against 70 physical resist)'''
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  • ''MrTact:'' If we were to tweak weapon and spell damage values as part of the balancing process, it would pretty much mandatory for
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  • ...il we have some kind of solution for armor, it doesn't make sense to touch damage values. ...r Ignore change has been reverted on TC. Does this mean that the 35 direct damage cap is back (also for Lighting Strike)?'''
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  • ...ing lightning strike with a heavy crossbow on the Pub40 TC can do over 100 damage. Is this intended?'''
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  • ...treme game design gymnastics to make that possible (e.g. items that give a damage bonus but cannot be used if you possess one of those skills). There are some other axes we could balance on, such as how much damage you can absorb. That was the rationale behind tying armor to a skill, but p
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  • ...lki:'' It will be applied equally to both PvM and PvP. However, for weapon damage increase, there will be options to focus in both PvM and PvP WDI, or both i
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  • ...s a field of flame with damage based on potion the strength of the potion. Damage is based partially on the user’s alchemy skill. ...as tracked for. Chained Death Strikes can raise these caps up to 70 and 30 damage, respectively.
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  • ...f the weapon. One proc against a bunch of slimes (that do extra durability damage) can pretty much destroy it - is this intended?"'''
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  • '''"How does Crushing Blow's damage increase work? Does the DI cap apply?"''' It's a 50% increase on the base damage, and it stacks with other DI effects (Enemy of One, slayer weapons) up to t
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  • * Heal (a.k.a. lesser heal) now heals 50% more damage when used on a target other than the caster. This should benefit those who ...receive the double damage bonus against the slayer group from most direct damage spells (except mind blast and harm).
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  • * Fixed the issue causing tame Fire Beetles to not do the correct amount of damage ...on and Serado the Awakened. This ranged attack does 20-25 points of direct damage plus level 5 poison to its target
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  • * Damage numbers are now shown for you and any pets or controlled NPCs that are in y * Improved AI and damage for Air and Water Elementals
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  • * In conjunction with the Publish 29 server, floating damage number values will no longer "roll-over" at 256, and will be visible for al
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  • * Increased damage for backstab. * Death Strike will now inflict Direct damage instead of Physical damage.
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  • * Rather than greatly increasing damage output for paragons, they have been given buffs in their speed, regenerativ ** Damage Increase 35%
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  • ...spell damage increase cap of 15% from an item’s magic property – spell damage increase is also derived from intelligence and inscription ...Mana Cost = 40%, Hit Chance Increase = 45%, Defense Chance Increase = 45%, Damage Increase = 100%, Swing Speed Increase = 1/second for all weapons.
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  • ...is a Super [[Slayer]] to all [[Undead]] creatures. This Slayer does double damage to all of the creatures in its category. Its opposite slayer group is [[Rep
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  • *Increases damage done to the monsters/group they are meant for, in a manner described below; *Cause most spells to do double damage to the monsters they are meant for;
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  • ...ry. It has one lesser slayer, '''''Gargoyle Slayer''''', which does triple damage to the creatures on its respective category. Its opposite slayer groups are
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  • ...'', '''''Spider Slayer''''' and '''''Terathan Slayer''''', which do triple damage to the creatures on their respective categories. Its opposite slayer group
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  • ...''', '''''Snow''''' and '''''Water Elemental Slayers''''', which do triple damage to the creatures on their respective categories. Its opposite slayer group
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  • ...mbued by using [[Fey Wings]] through an artificer. This Slayer does double damage to all of the following creatures:
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  • ...is cumulative, or stacks, subject to the 300% cap. This Slayer does double damage to the following creatures:
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  • ...yer''''', '''''Orc Slayer''''' and '''''Troll Slayer''''', which do triple damage to the creatures on their respective categories. The only item having the [
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  • ...', '''''Ophidian Slayer''''' and '''''Snake Slayer''''', which does triple damage to the creatures on their respective categories. Its opposite slayer group
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  • ...Items will also have a chance to receive one point of permanent durability damage per success, depending on the amount of durability repaired and the skill o ...d shields with the "spell channeling" property will no longer receive acid damage from acid spewing creatures if the wielder of the item is using a ranged at
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  • * Damage Increase * Damage Reflection
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  • *[[Chaos Damage]] *[[Cold Damage]]
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  • ...t damage spells, and players will also now receive a slight bonus to spell damage based on their intelligence. * The Pain Spike spell has had its damage reduced versus players.
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  • * The Hit Points and damage for Energy Vortices and Blade Spirits have been lowered. ...hts should now be working correctly (based on the player who does the most damage, rather than giving looting rights to any player who damages a creature).
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  • * [[Damage]], [[Hit chance Increase]], [[Swing Speed Increase]], and Damage Chance Increase (bugged name) * [[Lower Reagent Cost]], [[Enhance Potions]], [[Spell Damage Increase]], [[Faster Cast Recovery]], [[Faster Casting]], and [[Lower Mana
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  • ...tself. Only the [[Pets#Active Pet|active pet]] can actively guard, and any damage that pet deals is credited to the owner. ...r creatures that are hostile towards it. The owner receives credit for all damage dealt within two minutes of giving this order - for long battles, it should
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  • * Nervestrike damage is now a little more variable. May be 0 to 10 damage less. * [[Death Strike]] will now cause 50% less damage when using a ranged weapon.
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  • '''"How is damage determined for Chain Lightning and Meteor Swarm?"''' ...spell level. Circle seven spells do between 52-56 damage. (Plus any other damage modifiers like your intelligence, skills, etc).
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  • * All spell damage values have changed. * The Inscription skill will give a slight spell damage bonus. It also still gives benefits to the Reactive Armor, Magic Reflection
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  • * Some of the stats on the status bars (including damage range, luck, and magic resistances) may not display correctly until your se
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  • ...ving a full group may be less efficient for the people who tend to do less damage. On the other hand, if you want to take your crafter out to do some hunting
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  • * Blues can no longer indirectly damage other blues through area effect spells.
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  • * Mace weapons will now do less damage to armor than before (but still more than other weapon types). ...stamina damage that "true" maces do (they still do not get the extra armor damage that "true" maces get).
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  • ...pack instinct under your control, each of those pets gets a bonus to their damage. Use Animal Lore to determine what pack instincts your pet has. Some typica ...olor:#FFFFFF; padding-left:10px; padding-right:10px; text-align:center;" | Damage Bonus
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  • ...got the killing blow, because the bard still did the vast majority of the damage.''
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  • ...lved in faction or guild wars, it is vitally important to note that direct damage spells will work in towns. ...resources. Also, when a tinker fails at making a trap, he will always take damage.
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  • ...nd up dying, they can give you a murder count. Two minutes after your last damage to a blue target will return you to being blue yourself. * '''[[Tamer]]''' - Use pets to boost your party's damage output
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  • ** It has already taken more than 15% of its maximum hit points in damage.
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  • ...a corpse that is blue is not lootable (it will include enemies you didn't damage). Grey and red corpses are lootable. * Spell damage will now disturb your meditation
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  • ...er no longer hates Neville, therefore he can talk by without taking cannon damage. *Casting while holding a weapon will no longer damage the weapon.
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  • ==Combat Damage Changes== Changes to combat damage and how it is calculated.
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  • ...near the skull, it will begin spewing flames. The flames do not cause any damage.
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  • ...e drain. While enchanted, the weapon will heal its wielder with 50% of the damage it deals out.
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  • * Faction traps will award silver to their placer when they successfully damage or kill an enemy faction member. ...player will now get credit for doing 5 points as opposed to the potential damage amount of 40 points.
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  • ...ed up to 5 points. Your item would have to be taking MORE than 5 points of damage per second to get ahead of the repair.) Psychic Attack lowers your opponent's Spell Damage Increase stat. The base effect is a 4% SDI decrease, and it can go up to 16
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  • ...ked by player B in the Council of Mages faction, this is considered lawful damage and player A would have the "lawfully damaged by" status. Players outside o ...es, and add meaning to death in combat without inflicting further economic damage upon the deceased, faction players are subject to a temporary skill loss pe
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  • * Made the event-related firefields do more damage 5-7 instead of 3 damage
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  • '''Equipment Damage, Self Repair, and You:''' ...in the interests of clarity, here's a much longer explanation of equipment damage and Self Repair:
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  • '''"How is Reflect Physical Damage actually calculated?"''' ...t is taken into account. The amount reflected does not lower the amount of damage you take."
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  • | All damage types ...u gain more points, your chances of getting an artifact increase. The more damage you do relative to other players will earn you more points. Having [[Luck]]
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  • '''"What’s the deal with Crushing Blow? It seems to not always add damage."''' Crushing Blow is a 150% damage modifier (the same DI modifier most things use, code-wise.) What's probably
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  • ...e every strength/HP increasing item at your disposal to "live" through the damage. ...aps in the Citadel have been fixed and now only do between 10-20 points of damage.
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  • ..., who goes near the river. Wear an armour which protects well against cold damage, when you try to loot the corpses.
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  • ...luding such basic things as combat, spell casting times, and how armor and damage worked. It also introduced [[house customization]]. It can generally be sai *Floating damage numbers
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  • * Tamers will be able to loot monsters that their pets kill. The same damage looting rules still apply if other players or creatures are involved in the ...y a player, nor can it be reflected. The lightning attack will do the same damage as the guard's halberd attack.
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  • ...not be able to loot opposing guild members unless s/he actually did lawful damage to that character. ...s turned on. As long as the deceased character does not receive any lawful damage his faction-mates in the party can loot him. For example, if a character is
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  • *** Damage from a trap will not cause the maker of the trap to be a candidate for a mu
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  • * If the monster/animal does not receive or deliver damage. In an effort to balance the Healing skill with other methods of healing damage (such as healing potions and the greater heal spell), dexterity will affect
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  • ...” are then used to determine which characters have access to its corpse. Damage and attack totals done by tamed or provoked animals/monsters will count tow .... This allows those who only heal during a fight (and thus do not actually damage the monster) to receive fame and karma. Note that every character who is el
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  • '''Cold Aura''' is a special area attack that causes [[Damage Types|Cold Damage]] to all characters within a certain tile radius. It is a [[Special Move|sp
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  • ...some damage from [[Blood Oath]] ((resist spellsx10)/20 + 10=percentage of damage resisted)
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  • ...ental]]s or [[Fire Gargoyle]]s). The resistance chance is rolled each time damage would be dealt. This balm does not protect against spell/weapon elemental damage. It cannot be combined with any other Balms or Lotions, and lasts for 30 mi
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  • ...IN ANY OR ALL REASONABLY FORESEEABLE SITUATIONS OR THAT IT WILL NOT CAUSE DAMAGE IN SOME REASONABLY FORESEEABLE SITUATIONS. Tugsoft solely warrants that thi
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  • ...h goes up against Physical resist, which is why people are only seeing 1-2 damage.) However, for the mana cost, that seemed... slightly silly, so Wilki gave
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  • <i>Ignores the Target's resists but deals slightly lower damage than the weapon's maximum potential.</i> ...nores the Physical Resistance of the attacked, but cause 90% of the normal damage only.
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  • ...Move]] was added during the [[Samurai Empire]] expansion. It deals scaled damage based on [[Ninjitsu]]/[[Bushido]] skill levels within a two tile radius ove
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  • ...mpt parried. (Many recommend [[Armor Ignore]] as an alternative, since the damage yield is similar to two successful swings). There is a '''-10% damage penalty''' for this special move.
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  • ...d by a thick covering over its thorax that is fairly resilient to physical damage. When it attacks, a number of tentacles extend from its mouth, each tipped ...f the player is invisible, they will still be struck and poisoned, but the damage is reduced to approximately ~80 hp, and the flesh renderer will lose its ta
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  • ...of damage per hit, then the Armor Pierce attack will inflict 21 points of damage, i.e., fourteen plus half again, which is seven. This special move can be a
    1 KB (177 words) - 08:32, 4 December 2007
  • ...c (Item Property)|Mystic]] weapons. If you do not wield such a weapon, the damage is negligible. Towards the end of the invasion, [[Rift Guardian]]s summoned
    1 KB (162 words) - 02:04, 22 February 2011

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