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Damage Types and Material Statistics

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Ezri Arian
Crew

PostPosted: Tue Jan 12, 2010 5:13 pm


Relatively simple, the damage types that occur in combat or otherwise.

For clarification, the Damage Scale.
Minor/Mild/Moderate/Heavy/Severe
Damage severity is subject to change based on material grades and levels between combatants

Physical Damage


User Image - Blocked by "Display Image" Settings. Click to show.Slashing: Hacking and Cutting applies to blade weapons, everything from minor scrapes, to severed limbs is under this category. Slashing is blocked by as low as ribbed leather, spesifically the metal reinforcement, but repeated blows could weaken the armor. Weapons 2 grades higher than armor negate the defense, armor 1 grade higher than the weapon negates weakening.

User Image - Blocked by "Display Image" Settings. Click to show.Impact: Blunt trauma, Pressure and Applied Shock Force applies to all weapons, everything from bruises to broken bones/shattered or crushed limbs falls into this category. Blunt weapons carry alot of impact force, bladed weapons, very little. Nothing actually blocks impact damage, flexible armors like leather and chainmail block none at all, but suffer no durability damage from it, shell armors like cracked leather and plate can be damaged or dented by impact damage, even cracked open if severe enough, but reduce impact damage considerably if it's not destroyed.

User Image - Blocked by "Display Image" Settings. Click to show.Piercing: Impaling force, basically, Minor piercing would only p***k the skin, where as severe would go through you, and keep on going. However for the sake of the level based lethality part of the roleplay, head, heart and vital shots dont apply as anything more than a critical blow.
Piercing is fairly reduced by as low as chainmail, the damage may pierce the armor, but at a fairly reduced severity 1:1 grade. Plate will deflect piercing unless the weapon grade is 2 greater than the armor.

Special Damage



User Image - Blocked by "Display Image" Settings. Click to show.Burning/Searing/Melting: Overall fire damage seperated into 3 categories. Buring causes blisters and heat-rash type damage and is blocked well by as low as leather, chainmail is the only one rather ineffective at blocking it. Searing causes scorched/charred skin, and instant scar type wounds, same armor resistance as burning, but can cause durability damage to leather, and metals to heat up. Melting damage is actually hot enough to burn or melt away skin and tissue, leaving muscles and organs exposed, the depth of the damage is determined by the severity. Leather and chainmail is rather ineffective, as the damage will easily penetrate it, it can also melt weaker metals, and heat up stronger ones signifigantly.


User Image - Blocked by "Display Image" Settings. Click to show.Frost Damage: Cold like liquid nitrogen, This damage causes frostbite, frost burns. Heavy damage can make materials, even skin and limbs capable of shattering with a weapon. Frost damage can imobilize leather, making it brittle, but will block the damage from the wearer, metal armor provides little defense.





User Image - Blocked by "Display Image" Settings. Click to show.Electrical Damage: Truly Shocking, this covers static shock and electrocution . Most electrical damage will cause involuntary movement, stronger ones can cause numbness/paralysis, even unconsciousness. As the electrical damage gets more severe it may start causing heat damage, both internal and external. Electrical is blocked by leather, but metals may actually amplify the damage as they tend to heat when subjected to electricity.



User Image - Blocked by "Display Image" Settings. Click to show.Corosive Damage: Acids and Venoms, these usually cause tissue damage and material degridation. Minor might sting, possibly cause some necrotic tissue, Moderate would leave decent chemical burns, and Severe, would pretty much melt you to a pulp. leather's fairly effective at warding off acids, as well as shell armors, but chainmail, being porus doesnt really help. All armors will take durability damage if the corosive does as little as moderate damage to it with the defense modifier, below that it negates it.
PostPosted: Tue Jan 12, 2010 5:30 pm


The Description for material types, armor and weapons (weapons start at wood grade, but wood weapons are on par as the most basic, just as leather.)

Leather: Light and flexible, yet rugged, This is the most basic form of armor, made from tanned animal hide.

Hardened or Cracked Leather: Leather put through a chemical process to turn it into a hardened shell, making it more durable.

Studded or Ribbed Leather: Flexible leather studded with rivets, or lined with strips of metal. (the metal in this armor negates leather's resistance to special damage.)

Wood: Bows have to be made of something even if the metal arrow head is what causes damage. This also includes wooden weapons, wood parts of weapons (such as a spear's pole), and rare hardwood armor.

User Image - Blocked by "Display Image" Settings. Click to show.Iron: Currently the Most common metal used in armor, this metal bends easily, and is highly suseptible to rust.



User Image - Blocked by "Display Image" Settings. Click to show.Steel: Iron that's been hardened from adding carbon, and folding the material many times. Much more sturdy, but is still susceptible to corrosion.



User Image - Blocked by "Display Image" Settings. Click to show.Carbon Steel: This is steel that has a very high carbon content, very strong but somewhat brittle, as it can chip and crack, it's also quite corrosion resistant.


User Image - Blocked by "Display Image" Settings. Click to show.Dragonhide: Said to be the Ultimate Leather, It's as durable as hardened Mithril, but as supple as the finest leather. This material is in short supply, Due to the Rare and Deadly nature of the source.



User Image - Blocked by "Display Image" Settings. Click to show.Mithril: A Mystical Ivory colored metal with many properties. In its hardened form it can cut through steel like a blowtorch, but without that hardening process it possesses a unique flexibility that makes it suitable for making powerful bows. (Mitrhil can only be forged by the Dwarves and the Elves, or people under their tutelage)


User Image - Blocked by "Display Image" Settings. Click to show.Adamant: A Legendary Silvery Metal. Rumored to be as hard as diamonds, there are very few blacksmiths left who can properly smelt and forge this rare material.



User Image - Blocked by "Display Image" Settings. Click to show.Illecium: This Unique, Blue crystalline metal, it's the pinnacle of the known elements. Fallen from space, it's very seldom found, and due to its unstable nature in its raw form there's rarely anything left from a meteorite impact. Little is really understood about it, however it does apparently shape to the owner's will.


User Image - Blocked by "Display Image" Settings. Click to show.Spirit Items: Items that posses their own life force and attributes, and shares those attributes with the wielder. Things such as stats, health and stamina, unlearned spells, even permanent enchants. Spirit Items have no specific material grade, but most can be reforged if the soul gem is extracted by an enchanter, or plated with stronger materials, provided you find raw materials. Few, Rare spirit items will actually evolve as the user grows. Spirit items will usually have a unique name.

*the soul gem extracting process weakens the gem the more times you do it, and it's only meant for reforging it into a stronger weapon. Carrying around soul gems for extended periods will further weaken it until it fades completely.

*Illecium has only the physical strength of steel, but exhibits a magical field that cuts, damages and defends with a strength one grade above adamant. The Material power drains as it's used to defend and damage based on the material used against it, and must be replenished with magic stamina when it starts to dim otherwise it and the user becomes susceptible to damage. This material is also amorphous, meaning it shifts its shape and design to the user's needs.

*Weapons, Steel grade and up can be elementally enchanted

*Armor, Carbon Steel grade and up can be elementally enchanted. (this includes carbon steel ribbed leather, but not studded.)

Ezri Arian
Crew

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THE GREAT LIBRARY

 
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