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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
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  • ...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
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  • ...using Direct Damage several times over the next few seconds. The amount of Damage dealt decreases each time.</i> ...flicts 15-31 points of [[Direct Damage]] over 10 seconds, with the rate of damage slowing as time passes.
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  • ...idian and Magincia invasions, they were the only way to effective means to damage [[Daemon Berserker]]s. * Vanquishing weapons always have 35% [[Damage Increase]]
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  • ...ing Ophidian and Magincia invasions, they were the only effective means to damage [[Ophidian Berserker]]s and [[Daemon Berserker]]s, respectively. * Power weapons always have 30% [[Damage Increase]].
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  • * If the monster/animal does not receive or deliver damage.
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  • * Attempting to cure a poisoned creature before it has taken damage will now work properly ** Blessed clothing can still take damage (from maces for example).
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  • ...e skill will be revised so that its messages will better match the current damage ranges of weapons.
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  • ** Current Damage * New Players cannot damage other players.
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  • ** When a weapon is exceptionally crafted, the damage increase modifier will increase by 1% per 20 points of Arms Lore.
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  • ...Robe]] called the [[Cloak of Corruption]]. The best "weapon," in terms of damage done anyway, to use against them was the [[Armageddon]] spell, while holdin
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  • ...st spells. Melee damage is almost completely [[Physical Damage]] or [[Cold Damage]]. When it comes to the choice of weapon, the exact opposite is required si ...wn after one Explosion-Flamestrike-Explosion combination when your [[Spell Damage Increase]] is high enough. [[Archery|Archers]] also have a very easy job he
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  • ...gory of weapons; grandmaster [[Lumberjacking|lumberjacks]] receive a 10% [[Damage Increase]] with the use of such weapons. It can be used on trees to make [[ [[Weapons]] that are [[exceptional]]ly crafted will receive a [[Damage Increase]] bonus that is further boosted by your character's [[Arms Lore]]
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  • ...how it singles out a target, poisons it, and pursues it no matter how much damage is done to distract it. * It seems to be weak to physical damage.
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  • ...om/skill_44.html Lumberjacking - updated list of weapons subject to the LJ damage bonus] ...xed Cursed Weapon formula and added info about Spell Resist and Blood Oath damage, added the Fast Cast property cap info]
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  • ...ands. Weapons can possess a wide range of [[Item Properties]], including [[Damage Increase]]s, [[Swing Speed Increase]]s, abilities for [[Hit Life Leech|leec ...activated using your reserves of [[mana]]. These can be used to deal extra damage, inflict [[buff|debuff]]s on your opponents, or improve your chances of suc
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  • ...sing [[resistances]] and offensive by [[Reflect Physical Damage|reflecting damage]] and allowing a character to hang in a firefight longer.
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  • ...s]] can repair Talismans such as the [[VvV]] Talisman [[Primer on Arms and Damage Removal]] ...100%. Killer damage property DOES stack with Slayer damage, subject to the Damage Increase cap of 300%.
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  • #REDIRECT [[Library Talisman - A Primer on Arms Damage Removal]]
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  • ...e of a weapon. While it may prove devastating indeed as a means of causing damage, a weapon must also serve as stout shield when engaged in combat. ...weapon is more difficult to maneuver to block with, though it may do more damage to they opponent. If a weapon is too heavy for the wielder to move it freel
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  • ...ayed on the [[Buff Bar]]. Being poisoned causes your [[character]] to take damage over time, the frequency/power/length of which is determined by the type of ...ut last even the strongest forms of Poison (assuming they aren't receiving damage from other sources at the same time). It's more effective as an annoyance (
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  • ...t until its durability is in the single digits, then does normal equipment damage.) ..."pestilant bandages" looks very similar to a mummy, can take somewhat more damage.
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  • ...is a generic term used to indicate the five areas in which [[Damage Types|damage]] is reduced and [[Armor|armor]] is designed to resist. A character's indiv ...physical damage. When a weapon possesses damage modifiers, the sum of any damage types will total 100%.
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  • ...get to the caster is increased, but the target receives the same amount of damage. ...ased, but every time you damage the caster of the spell, you take the same damage as well. Although Blood Oath never misses while in effect, [[Publish 48]] o
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  • ...-_Taming_Changes#Pack_Instincts|Publish 16]] in mid-July 2002, refers to a damage bonus that is granted when certain like-type creatures engage in combat und ...Spider and Black Bear both can use pack instinct, they do not receive the damage bonus when used together since one is of the Arachnid group and the other i
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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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  • ...]], and [[Enemy of One]] are affected by Karma. And finally, the amount of damage dealt by [[Holy Light]] is based, in part, on karma.
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  • |description=Casts a fireball at a target (12-32 damage)
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  • ...odified by intelligence, skills, etc. If you hit more than one target, the damage amount is doubled, and then divided amongst each target evenly. Reduced by
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  • Ssthyl kicked it as hard as he could, only managing to damage his own pride.
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  • ...ly set upon the beast, but were unable to focus on the creature, much less damage it, as it didn't seem to be completely there. While the Royal Guard’s att
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  • ...oms, she announced that her house had been violated and left to assess the damage. The Royal Guard had succeeded, and the battle in Yew was won. Sir Geoffrey
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  • ...low. While she was not as successful as her historic Siege of Trinsic, the damage and death her forces wreaked upon the town was frightful. ...rdering a family, taking their home, and was frequently seen assessing the damage done to Moonglow by Minax’s forces. It wasn’t until Ramuz was detained
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  • ...l citizens on several occasions with questions regarding the extent of the damage done to the town, only to run away when the local constabulary approaches t
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  • ...y I started working for him. It took a year and a half to help pay off the damage I had done.” Borvin combined two of his potions together, then poured a f
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  • ...elearn our nature magics again, if it can be done. We can never allow such damage to be done by our hand again.”
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  • ...illness worse. But it was necessary to come here, so that I could see the damage we have caused.” ...have been strange plant creatures appearing across the land, but I see no damage to Yew.”
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  • ...e unwise to attempt to channel so much magic to strike them all. You could damage the very balance of nature!”
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  • ...or the distant mouth of the cave. On a high slope they emerged to see what damage Master Adranath had done.
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  • ...all quickly. When she looked out at the great fortress, she saw only spare damage to its walls. There was no doubt that sorcery had saved it from the earthqu
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  • ...able object that activates when object is used, for 10-50 points of direct damage.
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  • ...luating Intelligence]], and [[Inscription]]). Elemental Resistances reduce damage
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  • ...ossesses determines his or her [[Hit Points]], [[Damage Calculations|melee damage]], carrying capacity, and the types of weapons, shields, and armor that can ==Damage Increase==
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  • ...their establishments being ransacked during the night, though no extensive damage has been done and their inventories have not diminished.
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  • ...now. Stuck in Trammel on official duty, I was unaware of the extent of the damage that this Order of Mercaerin has been causing. I was told, in the Great Hor
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  • ...disappear. Bedrolls are frequently trapped, dealing significant amounts of damage to those attempting to pilfer another's belongings. On rare occasions, a cu ...ssassin Edged]] weapon, is enchanted and will damage you if picked up. The damage will reveal you, even if you have 100 Hiding and 120 Stealth. Once you've t
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  • ...[[Doom]]. If prepared correctly and eaten it be protectin' ye from poison damage.'' ...ngeon [[Destard]]. If prepared correctly and eaten, it will increase spell damage.''
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  • ...ncy Wraith Form Percent Damage Leeched as Mana.png|thumbnail|right|Percent Damage Leeched as Mana]] ...Necromancer into the form of a wraith, well-suited for resisting physical damage, but weak against magic. No duration. Casting this spell again or casting a
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  • * Snowballs do ~60% HP damage per shot.
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  • ...n as well, some of them by spells from the defenders outside the lab. What damage, if any, they did to the spellcasting of Scaramandine is unknown, as the Ne
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  • ...s playing hardball, and started using every trick in the book. Most of the damage was already done at this point, however.
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  • ...of public safety to hunt down and slay this beast before it does any more damage to life or property. It is believed that the dragon is passive while nestin
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  • ...ent well at first, the Mongbats being cut down before they could cause any damage. Yet, slowly, their numbers began to build and at last the warriors could n
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  • ...n, Grimoire, Yew, and the Village of Virtue have all witnessed severe fire damage resulting from this creature’s attacks. ...beast’s presence also seems to attract fire elementals, which add to the damage of each attack. Reports indicate that the beast is intelligent, however tra
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  • ...flict was in these incidents, which seemed to be planned to cause the most damage to both cities. In the event of a war, neither city would benefit. Indeed,
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  • ...g history of defending against deadly monsters gives Savages a substantial damage bonus against large tamed animals.
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  • ...g player or pet will grant a Spirituality shield that will absorb incoming damage based on Spirituality path and consume some Spirituality points, ...ath ray on their opponent which snares the mage to their location and does damage based on magery skill, evaluating intelligence skill, and mastery level as
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  • #REDIRECT[[Damage Increase]]
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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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  • *[[Damage Increase]] 50% *[[Physical Damage]] 100%
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  • [[Weapons]] that are [[exceptional]]ly crafted will receive a [[Damage Increase]] bonus that is further boosted by your character's [[Arms Lore]]
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  • ...ain [[Item Properties|item property]], such as [[Swing Speed Increase]], [[Damage Increase]], [[Hit Chance Increase]], etc.
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  • ...hell, they have an AoE attack that knocks you off your mount, and does 90 damage, so you have to heal up very fast. The trick is, to split them up, and try
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  • ...A small, magical arrow is cast at the target. Fire damage (14-18 points of damage at 100 [[Magery]] and 100 [[Inscription]]) Reduced by elemental resistances
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  • ...lock effect, the next damage the player receives will be severely reduced. Damage reduction scales with [[Parrying]] skill above 70. This special move can be
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  • .... It increases the caster's damage by 50% (this is affected under the 300% damage increase cap). Additionaly it drains 10 points of stamina from target on im
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  • The '''Concussion Blow''' applies between 10-15 [[Direct Damage|direct damage]] scaling based on weapon speed. ...en their current Hit Points and Mana. The greater the difference, the more Damage they receive.
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  • ...pieces if you aren't careful. Its powerful melee attacks hit for about 50 damage (more unless you have 70 resists), and with plenty of magic to top that off
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  • ...can exceed the individual's cap of 70%, for 5 seconds, at the expense of a damage penalty which scales between 60 - 10% with [[Bushido]]/[[Ninjitsu]]. The in
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  • ...attack will give the player a chance to execute an extra attack at reduced damage for a short duration. Players can execute additional dual wield specials du ...cales with [[Ninjitsu]] skill above 70. Extra attacks are committed at 60% damage of a regular attack and '''CAN''' cause additional weapon effects.
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  • * [[Damage Increase]]: 50
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  • Exceptionally crafted [[Weapons]] get a 35% [[Damage Increase]] bonus as a free [[Item Property]].
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  • On every successful hit you will leech 0 to X percent mana of (Damage done * 0.4) where X is the Hit Mana Leech value on your weapon: <math>Mana\;Restored=0\;\;to\;\;Damage\;Dealt*Mana\;Leech\;Intensity\;%*40%</math>
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  • * [[Chaos Damage]]
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  • '''Note 2''': this formula gives you a much bigger percentage increase in damage output with a fast weapon than a slow weapon. ...itional dexterity tick you shave off with stamina increases increases your damage proportionally ''more'' than the previous tick. (71 - 50 > 50 - 33).
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  • ...and ogres overran parts of central Britannia yesterday, causing widespread damage, destroying property, and killing several dozen citizens.
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  • ...ependent on Stamina. Stamina is depeleted when either your character takes damage, or is holding beyond his/her weight capacity and attempts to move.
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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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  • ====[[Ship#Ship_Repairing|Ship Damage and Repair]]==== ...y 3 damage states). Hovering your mouse over the pilot will show amount of damage
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  • ...m your character's [[Backpack]]. All known quivers come with the special [[Damage Modifier]] and [[Weight Reduction]] properties. This [[Tailoring|Tailor]] crafted model replaces your bow's damage types, instead causing it to deal half cold and half poison.
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  • ...ick]]s for a skilled [[Lockpicking|lockpicker]] working chests which won't damage his tools.
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  • * [[Damage Increase]]: 50
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  • ...reature, a roll is made against the Luck of the character who did the most damage, I.e. "the top attacker," on a scale of 0-99 in order to determine whether
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  • ...st decreased by 15 each), while increasing resistance to cold and physical damage (increasing both by 10 each). ...ns that (through design or use of the [[Consecrate Weapon]] spell) do fire damage.
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  • * Snowballs do ~60% HP damage per shot.
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  • *When an attacker hits for damage in close combat, Bullfrog form inflicts standard (Level 2) poison on the at
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  • ...cription=Creates a mirror image of yourself that may absorb [[Damage Types|damage]] when you are standing within 4 steps of it. A mirror image consumes a fol
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  • |description=An attack from [[Stealthing|stealth]] with a [[Damage Increase|damage bonus]] based on your Ninjitsu and the distance you have tracked your targe
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  • ...skill levels, as well as whether or not the opponent has been tracked. The damage is capped at 50 for [[PvP]].
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  • |description=Provides a [[Damage Increase]] and an increased chance for 'Hit' properties ([[Hit Lower Defens
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  • |description=An attack that imparts a [[Damage Increase]] based on the distance traveled to opponent from the where the Ki
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  • |description=Conjures a wall of fire. Deals 2 damage per second to anyone touching the field.
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  • ...valuating Intelligence]] and [[Inscription]]) Elemental Resistances reduce damage.
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  • ...Cs. Max and min damages for NPCs: 10 and 100) Elemental Resistances reduce damage.
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  • ...y that attacks targets within a 6 tile radius and deals up to 26 points of damage per hit. Targets are chosen based on ([[Magery]] + [[Intelligence]]) / dist
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  • |description=Damages target with a column of flame that deals fire damage. (64-69 with GM [[Magery]], [[Inscription]], and [[Evaluating Intelligence]
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  • ...odified by intelligence, skills, etc. If you hit more than one target, the damage amount is doubled, and then divided amongst each target evenly. Reduced by
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  • ...valuating Intelligence]] and [[Inscription]]) Elemental Resistances reduce damage.
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  • ...aluating Intelligence]] and [[Inscription]]). Elemental Resistances reduce damage.
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  • ...s that attacks targets within a 6 tile radius and deals up to 15 points of damage per hit. Targets are chosen based on ([[Strength attribute|Strength]] + [[T
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  • ...e a spell cast successfully depletes the pool of reflection power, it will damage the target.
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  • .... Along with [[Harm]], Mind Blast is one of only two spells that deal cold damage.
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  • ...ons, i.e. [[Nightmare]]s or [[Blade Spirit]]s. He needs to be subjected to damage, either melee or magical, directly from a character in order to be killed.
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  • ...ed from all attacks by players and '''only''' your controlled creature can damage them. If you die on this level, your ghost and your corpse will be teleport
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  • * [[Spell Damage Increase]] 8%
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  • * [[Spell Damage Increase]]: 8
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  • * [[Spell Damage Increase]] 20%
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  • .... It is subject to [[Dryad Allure]] and is immune to [[Damage Types|Energy Damage]].
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  • ...renewal and orange petals will get you past most of the poison and archer damage. Bring a friend or, alternatively, camp a 2nd account character in the tow
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  • ...ts intelligence, [[mana]], and the [[Spell Damage Increase|amount of spell damage]].
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  • * [[Damage Increase]] 30% * [[Damage Types|Fire Damage]] 100%
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  • ...by Beechel Kire, a long-time Britain farmer and rancher, as I surveyed the damage wrought by the horde which had, strangely, but thankfully enough, retreated
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  • ...tself did little harm, her flock of harpy protectors did manage to do some damage to those who would attack them.
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  • | colspan="7" | 40 Luck, 5% Damage Increase | colspan="7" | 5% Hit Chance Increase, 10% Damage Increase
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  • * [[Reflect Physical Damage]]: 25
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  • | colspan="7" | 20% Cold Damage, +50% [[Durability]] | colspan="7" | 20% Energy Damage, 10% Poison Damage
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  • * [[Reflect Physical Damage]]: 25
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  • [[Image:Darkglow_potion.gif]]'''Darkglow''' Does [[Poison Damage]] when applied to weapons with the [[Infectious Strike]] [[Special Move]] a *Damage from poison increases when the attacker is at a distance greater than 1 til
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  • * [[Reflect Physical Damage]]: 25
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  • [[Image:Parasitic potion.gif]] '''Parasitic Poison''' Does [[Poison Damage]] when applied to weapons with the [[Infectious Strike]] [[Special Move]] a *It also heals the person who applied the poison for the amount of damage done if they are within 1 tile.
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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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  • *60% Damage Increase *100% Fire Damage
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  • * [[Damage Increase]] -50% * [[Physical Damage]] 100%
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  • ...n's Legacy Minor Artifact]]. It has an item property which is not shown, [[Damage Removal]], and has unlimited charges. Like most talismans it can spawn with
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  • ...rtifact]]. Prior to [[Publish 55]], it was the only item with the [[Direct Damage]] property, although the property was [[Five on Friday - January 11, 2008|n ...less powerful/useful than the item displayed to the right. Previously its damage types were:
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  • ...those containing Undead (where the Repond slayer make the user take double damage).
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  • ...range of [[Ornate Axe]]s (and hence the Talon Bite) was lowered from 21-23 damage to 18-20, which caused signifigant difference in [[Player vs. Player]] comb
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  • ...lly split between [[Damage Types|Physical Damage]] and [[Damage Types|Cold Damage]]. It also casts 1st through 7th circle Magery Spells.
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  • ...otal [[Resistances|Resistance]] level of 84, along with the boost to spell damage, makes it a popular choice of headgear.
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  • ...are nearly impervious to damage and give karma loss when slain, but do no damage despite attacking and poisoning players.
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  • * Will receive a +25% increase from the next source of damage.
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  • * +25% melee damage increase * increased base hand damage of 5-15 (instead of 1-6)
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  • * +25% damage from undead weapons
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  • |description=Brings a jolt of temporary pain down upon your enemy. Damage is temporary and will wear off after 10 seconds. * '''Versus Monsters:''' Damage = (caster's Spirit Speak - target's Resisting Spells) ÷ 10 + 30
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  • ...to strike down your enemy. Those within that radius will receive "splash" damage. Splash\;Damage=\frac{Unmodified\;Target\;Damage}{Distance\;In\;Tiles+1}
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  • ...The minimum power is 4. The power number determines the duration and base damage of the Strangle effect. ...uses the Strangle effect to damage the target one time. The first round of damage is done after five seconds. Four seconds later, the second round hits. Each
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  • Abilities: All melee damage it does will heal the caster for an equal amount.
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  • * Damage from garlic (17-23 points of damage is dealt when Vampires cast spells that consume the garlic reagent, even if * +25% damage from undead slayer weapons
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  • ...ring frost, damaging all nearby enemies — especially those who are good. Damage is based on caster's [[Spirit Speak]] and the target's karma and resists.
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  • ...m your character's [[Backpack]]. All known quivers come with the special [[Damage Modifier]] and [[Weight Reduction]] properties. This [[Tailoring|Tailor]] crafted model replaces your bow's damage types, instead causing it to deal half physical and half fire.
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  • ...m your character's [[Backpack]]. All known quivers come with the special [[Damage Modifier]] and [[Weight Reduction]] properties. This [[Tailoring|Tailor]] crafted model replaces your bow's damage types, instead causing it to deal half physical and half cold.
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  • ...m your character's [[Backpack]]. All known quivers come with the special [[Damage Modifier]] and [[Weight Reduction]] properties. This [[Tailoring|Tailor]] crafted model replaces your bow's damage types, instead causing it to deal half physical and half energy.
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  • ...m your character's [[Backpack]]. All known quivers come with the special [[Damage Modifier]] and [[Weight Reduction]] properties.
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  • * [[Damage Increase]] 4%
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  • * [[Reflect Physical Damage]] 12%
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  • * [[Damage Increase]] 10%
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  • * [[Damage Increase]] 5%
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  • ...rse|removing curses]]; and preventing (or lessening) [[Damage Types|poison damage]]. Some examples of magic food are: [[Enchanted Apple]]s, [[Orange Petal]]s
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  • ...damage increase - is it 50% or [[Five on Friday - June 1, 2007|100%]] more damage?"''' ...multiply by 1.5 to get 120. Everything else though hits you for 100% more damage: double the trouble."
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  • ...oints in Chivalry above 90 skill, in addition to optimal damage type (5% [[Damage Increase]] bonus at 100, 10% at 110 and 15% at 120 [[Chivalry]]). Duration
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  • ...er's [[Karma]] affects the amount of damage healed. Between 7-39 points of damage can be healed.
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  • ...target of poison and disease, but at a cost. Deals between 13-55 points of damage to the caster, based on their [[Karma]]. This ability will never kill the P
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  • ...es. Transformed [[Necromancy|Necromancers]] may also take Stamina and Mana Damage. Caster's [[Karma]] and [[Chivalry]], and Target's [[Fame]] or Necromancy a
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  • ...ge Types|energy damage]] to all valid targets around the caster. Amount of damage dealt is affected by Caster's [[Karma]], between 8-24.
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  • ...wing speed]], [[Hit Chance Increase|chance to hit]], and [[Damage Increase|damage dealt]] while lowering the Paladin's [[Defense Chance Increase|defense chan *[[Damage Increase]]: +20%
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  • ...ealt to that exact creature type is increased, but the Paladin takes extra damage from all other kinds of creatures. Enemy of One creature types will highlig ...e the spell is in effect will not cost any [[Mana]] or casting time. The [[Damage Increase]] bonus is based on the caster's [[Chivalry]] skill, capped at 82%
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  • ...[[Hit Points]], [[Mana]] and [[Stamina]] are reduced to 1 each. Amount of damage healed is affected by the Caster's [[karma]], between 9-24. Criminals and m
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  • *<i>no other modifications</i>. I don't even think it has a [[Damage Increase]]!! ...ws do 150% more damage to a [[Dark Father]] instead of the standard 100% [[Damage Increase]]. This applies <i>only</i> to a Dark Father.
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  • ...uccessful use of the [[Skills|skill]] [[Meditation]], and in certain spell damage calculations. The unmodified maximum intelligence is 125 points. Intelligen ==Intelligence & Damage==
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  • | style="border:1px solid #000000; padding:5px;" | [[Base Damage]] | style="border:1px solid #000000; padding:5px; | [[Damage Types|Physical Resistance]]
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  • ...has hit Virtuebane a set amount of times. If killed with nothing but pet damage(only tested on tamers), while slow, there will be no creatures & one can Wo
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  • __NOTOC__'''Hit Points''' refers to a character's ability to sustain damage. If a character reaches zero hit points, he or she is dead. Strength is the
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  • ...ffective tactic for dealing with moderate to high levels of [[Damage Types|damage]]. Successful cross-healing requires at least two [[character]]s with high ...next to each other, and apply [[bandage]]s to the other whenever there is damage to heal. Simple enough!
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  • Like the [[Bovine Slayer]] [[Talisman]], it inflicts double damage on [[Bull]]s, [[Cow]]s, and [[Gaman]]s. Unlike the Bovine Slayer Talisman,
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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]] 50%
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  • ...al normal Air Elementals. Flurry's attack is primarily [[Damage Types|Cold Damage]]. It casts 1st through 7th circle [[Magery Spells]].
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  • ...several normal drakes. Grim's attack is primarily [[Damage Types|Physical Damage]] and a breath attack.
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  • ...normal air elementals. Mistral's attack is primarily [[Damage Types|Energy Damage]]. It also casts 1st through 7th circle Magery Spells.
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  • ...ingle attack. Whirlwind Attack is limited to aggressors; it will not cause damage to party members, allies, or innocents. This special move can be activated ...: ((# of opponents * Bushido) * (# of opponents * Bushido) / 3600) = Bonus Damage
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  • ...that the result is treated as positive - see examples below.) However, the damage bonus will be at least ten and not more than 30. ...en is 22. That's within the allowable range, so your move will do 22 extra damage.
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  • * [[Library Talisman - A Primer on Arms Damage Removal]] (talisman, +1)
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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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  • ...f hitting your enemy in a vital organ. In reality, the effect is that more damage is inflicted on your opponent. [[Healing]] is useless without this skill. ...bat without dropping your weapon. The higher your healing skill, the more damage will be healed. The higher your [[Dexterity]] the faster you will heal you
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  • * [[Reflect Physical Damage]] 12%
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  • * [[Damage Increase]] 5%
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  • * [[Damage Increase]] 3%
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  • .... This [[Item Property]] is found both on [[Talisman]]s and weapons. The [[Damage Increase]] imparted by Talismans does not apply to magic [[spells]] cast by ...is cumulative, or stacks, subject to the 300% cap. This Slayer does double damage to the following creatures:
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  • There are 5 Hit Area properties that can be on a weapon. These do damage of the type to creatures in the close vicinity of the main target.
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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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  • ...#9F3215; color:#FFFFFF; padding:3px"><center>Minimum and Maximum Amount of Damage Healed</center></td>
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  • ...are also holding a lance. Dismounting in this manner will not inflict fall damage on the opponent.
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  • * [[Damage Increase]] 10%
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  • * [[Damage Increase]] 4%
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  • * [[Damage Increase]] 4%
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  • * [[Damage Increase]] 8%
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  • * [[Damage Increase]] 5%
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  • * [[Spell Damage Increase]] 5%
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  • * [[Damage Increase]] 7%
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  • ...f a Mortal Strike will render it impossible to initiate the [[healing]] of damage on your target for several seconds. *Mortal Strike does 70% of normal weapon damage to target not currently under the effects of Mortal.
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  • ...ary opponent for a short time. Unofficially, feint cuts all [[Damage Types|damage]], both melee and magical, dealt to you in half. The effect lasts for four * Some forum posts state that it only is effective against physical damage.
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  • ...area-effect [[explosion]] spell. The stronger the potion, the greater its damage when thrown.</td> <td>This potion creates a [[Fire Field|field of flame]] with damage based on the strength of the potion.</td>
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  • ...ied directly to the Berserker. However, that 5% does not include the extra damage such magical weapons impart from [[Item Properties]]. ...00-6826. There movement speed is approx 3/4 silver serpent. Comparison for damage Horselord, Enemy of One, Consecrate weapon, Knight 90 86 90.
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  • ...physical and 50% fire damage, which set of modifiers are used to determine damage?"''' ...is one out, and it turns out that the quiver damage type overrides the bow damage type (it only affects bows - it won't affect a melee weapon at all.)
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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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  • ...ismans does not apply to magic [[spells]] cast by the wearer. However, the Damage Increase from both talisman-based and instrument/spellbook/weapon-based Sla This Slayer does double damage to 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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  • ...is cumulative, or stacks, subject to the 300% cap. This Slayer does double damage to the following creatures: ...yer group they are vulnerable to and they can be stacked to reach the 300% damage cap.
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  • ...ismans does not apply to magic [[spells]] cast by the wearer. However, the Damage Increase from both talisman-based and instrument/spellbook/weapon-based Sla This Slayer does double damage to the following creatures:
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  • ...ismans does not apply to magic [[spells]] cast by the wearer. However, the Damage Increase from both talisman-based and instrument/spellbook/weapon-based Sla This Slayer does double damage to 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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  • This Slayer does double damage to the following creatures: They can be stacked to reach the 300% damage cap
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  • Tamed wolves fight with a [[Pack Instinct|pack instinct]], which is a damage bonus granted when certain like-type creatures engage in combat under the c
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  • ...[[Blackrock]] to destroy the world with that spell, they did considerable damage along the way, among other things causing geologic events which accidentall
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  • ...yer has hit Juo'nar a set amount of times. If killed with nothing but pet damage(only tested on tamers), while slow, there will be no creatures & one can Wo
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  • '''"On hit spell damage question. What level of magery/eval is the damage of the on hit spell calculated ( lightning, magic missile, fireball, harm)? ...e damage is determined by the spell's circle - so Magic Missile has a base damage of 1d4 + 10, and so on. (For non-PnP folk, that means roll randomly between
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  • ...ng MorLog. Spells and steel seemed to faintly touch the chief doing little damage. It would seem that the cross between the two races gives the offspring inc
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  • Cove is, as you all know, in danger. If damage isn't done already - it will be. So you say to yourself - "But what can I d
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  • * NPC animated corpses should now deal damage and take damage in the Trammel ruleset.
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  • ...ering the maximum possible [[resistances]], you should still expect 20-90+ damage. |specialskill=Area Ground Slap (Damage + Dismount)
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  • * Frenzied Whirlwind now does more damage: 20 - 50 per strike * Fixed an issue where the Damage Increase property on runic-crafted weapons was occasionally being dropped
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  • .../guide.uo.com/skill_49.html Necromancy]: Clarified Vampiric Embrace garlic damage. * [http://guide.uo.com/skill_2.html Animal Lore]: Added Base Damage as one of the items Animal Lore reveals.
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  • ...ct of a Lighting Strike will be deemed [[Critical Hit]]s and will do extra damage.
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  • ...your chance to [[Parrying|parry]], also grants the ability to parry direct damage attacks from other sources, such as spells and [[Dragon]]s Breath. Evasion
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  • ..., adjacent opponent. Normal hit and miss ratios apply. A [[Damage Increase|damage bonus]] of 100% is applied to the second target, if the first target is kil
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  • ...was sighted at the Shrine of Justice last weekend, no doubt examining the damage. It appears not even she can stand near the frozen ankh without suffering,
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  • ...et of Righteousness comes with 100 [[Lightning]] charges, which does '''no damage'''. Double-click the amulet to use.
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  • ...p://guide.uo.com/combat_7.html Damage Types]: Added a brief note on direct damage. ...omancy]: Clarified Vampiric Embrace life drain, added correct duration and damage for Poison Strike.
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  • ...cumulative Enhance Potions properties. Healing potions heal more points of damage, curing potions have a better chance to cure poison, etc. There is a cumula
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  • This attack provides a 20% [[Damage Increase]]. Additionally it will reduce the target’s [[DCI]] by 10%. This
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  • ...from beneath the attacker's skin, dealing substantial physical and poison damage to them.</i> * Applies 15-35 delayed [[Direct Damage]] to the attacker.
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  • ...tiles with a lightning bolt, that does between 29 and 40 points of energy damage. No target will get more than one lightning strike. If there are more than ...s Special Move will override any [[Slayer]] [[Item Properties|property]] [[Damage Increase]] for that melee round.
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  • ...[[Consecrate Weapon]]. meaning it will be reflected by [[Reflect Physical Damage]]
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  • ...e at 120 skill. The paralysis is breakable when the paralyzed target takes damage.</i> *[[Direct Damage]] bonus based upon the attacker's Bushido skill
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  • *The official statement, "The 3(6) second duration is not broken by combat damage the way the paralyze spell is," is incorrect.
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  • ...rgy, allowing it to damage the defenders mind and their ability to inflict damage with Magic and use mana efficiently.'' **a 15% Spell Damage Penalty and
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  • #REDIRECT[[Spell Damage Increase]]
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  • :<i> Fires a snake at the target, poisoning them in addition to normal damage with a successful hit. The archer must be skilled in poisoning and nimble o
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  • :<i>Attack with increased damage and with additional damage over time.</i> Talon Strike imparts a [[Damage Increase]] of approximately 20%. It also gives the target a negative [[Hit
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  • *The Amulet of Righteousness comes with 100 Lightning charges that <i>do no damage</i>.
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  • '''"Why does perfection, step 9, always return the same or less damage than step 8? I have verified this over a run of 200 honors, and step 9 is A ...centage boost to your damage, so the total damage is dependant on the base damage of your weapon, which is variable.
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  • ...one point, non-member who attempted to equip an Chaos Shield would suffer damage, and even death, when the shield exploded and disappeared. Prior to [[Publi
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  • ...one point, non-member who attempted to equip an Order Shield would suffer damage, and even death, when the shield exploded and disappeared. Prior to [[Publi
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  • #'''Non-Malicious''': Easter Eggs are there for fun, not to do damage.
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  • [[Weapons]] that are [[exceptional]]ly crafted will receive a [[Damage Increase]] bonus that is further boosted by your character's [[Arms Lore]]
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  • [[Weapons]] that are [[exceptional]]ly crafted will receive a [[Damage Increase]] bonus that is further boosted by your character's [[Arms Lore]]
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  • [[Weapons]] that are [[exceptional]]ly crafted will receive a [[Damage Increase]] bonus that is further boosted by your character's [[Arms Lore]]
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  • [[Weapons]] that are [[exceptional]]ly crafted will receive a [[Damage Increase]] bonus that is further boosted by your character's [[Arms Lore]]
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  • *[[Physical Damage]] 100% *[[Damage Increase]] 300%
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  • [[Weapons]] that are [[exceptional]]ly crafted will receive a [[Damage Increase]] bonus that is further boosted by your character's [[Arms Lore]]
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  • [[Weapons]] that are [[exceptional]]ly crafted will receive a [[Damage Increase]] bonus that is further boosted by your character's [[Arms Lore]]
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  • [[Weapons]] that are [[exceptional]]ly crafted will receive a [[Damage Increase]] bonus that is further boosted by your character's [[Arms Lore]]
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  • [[Weapons]] that are [[exceptional]]ly crafted will receive a [[Damage Increase]] bonus that is further boosted by your character's [[Arms Lore]]
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