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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
    772 bytes (125 words) - 14:49, 30 August 2010
  • #REDIRECT [[Spell Damage Increase]]
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  • | name=Library Talisman - A Primer on Arms Damage Removal
    531 bytes (68 words) - 01:27, 16 December 2008
  • ...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]]
    64 bytes (10 words) - 03:53, 23 December 2007
  • ...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]]
    517 bytes (71 words) - 01:33, 26 January 2008
  • ...sly, magic, runic crafted, and resource modified weapons can cause other [[Damage Types]] as well. The [[artifact]], [[Blaze of Death]] inflicts 50% Fire Damage.
    586 bytes (80 words) - 01:34, 26 January 2008
  • ...well. Cold damage, along with [[Chaos Damage|Chaos]], is of the least seen damage types. *[[Damage Types]]
    596 bytes (85 words) - 01:34, 26 January 2008
  • ...opponent has been [[Poisoning|poisoned]]. That is an altogether different damage. The following weapons inflict 100% poison damage:
    932 bytes (124 words) - 09:01, 13 February 2011
  • ...sly, magic, runic crafted, and resource modified weapons can cause other [[Damage Types]] as well. *[[Damage Types]]
    516 bytes (71 words) - 01:34, 26 January 2008
  • ...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===
    723 bytes (99 words) - 20:54, 27 September 2011
  • ...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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  • 25 bytes (3 words) - 16:33, 16 March 2008
  • #REDIRECT [[Damage Increase]]
    29 bytes (3 words) - 09:15, 16 December 2009
  • #REDIRECT [[Damage modifier]]
    29 bytes (3 words) - 22:52, 10 September 2008
  • '''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
    2 KB (310 words) - 10:36, 16 April 2019

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
    772 bytes (125 words) - 14:49, 30 August 2010
  • | 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
    728 bytes (97 words) - 18:29, 11 July 2012
  • |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
    768 bytes (110 words) - 22:05, 4 March 2010
  • |duration=Damage is instantaneous, Penalties last 1 - 6 seconds |focusbonus=+1 tile radius, +1 damage, and +1 second duration of penalties per additional arcanist
    737 bytes (102 words) - 22:04, 4 March 2010
  • ...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
    865 bytes (123 words) - 20:59, 4 March 2010
  • ...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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