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1. enhanced damage
Warriors can become skilled enough in combat that they are able to
inflict more damage than other classes. Enhanced damage triggers with each
melee hit, and as the skill becomes mastered, the increase in damage will
max out at +10%. This skill must be at least 50% learned to activate.
2. damage
Do you want to increase your damage?
1) Wearing equipment which compliments the current attack skill or spell you
are using. For example, the main stat of most spells is intelligence, so
you will want to be wearing equipment with high intelligence. Magicroll
will increase your spell damage output, and damroll will increase melee
damage and skill damage output.
2.) Your racial stats will affect your damage. You will want to inform
yourself about each race and their individual stats by using the 'race info
<name>' command.
3.) Use buffer skills and spells. Some buffers will increase your stats
temporarily and at the same time will be increasing your damage.
4.) The level of the skill/spell also plays a role into how much damage is
dealt.
5.) Train your class's main stat. Stats affect damage greatly. Help stats.
6.) Practice your skills and spells. Your skills and spells will do 50%
damage if you have only practiced them to 50% learned proficiency.
Do you want to decrease the amount of damage you take from enemies?
1.) Wear equipment with AC (armor class).
2.) Look for and wear items which have resistances on them.
3.) Use any skills and spells that give you resistances or immunities.
3. hitroll damroll magicroll spellroll damage roll
Your damage is based on the following:
‑ Equipment worn.
‑ Skill and spell buffs.
‑ Whether you are wearing a weapon, have the unarmed combat skill, or do not
have unarmed combat skill and are not wearing a weapon. Help melee for
calculations.
‑ Magicroll increases spell damage output. Damroll increases melee damage
and skill damage output.
Hitroll is not used in Erion. Instead, the chance to land a hit is based on
the following:
The default chance to successfully hit is 100% and this percent fluctuates
on a few factors which are listed below.
Mobile as the attacker:
‑ There is a 1 in 20 chance they will miss.
‑ If they are higher level than you, the chance to land a hit increases by
10%.
‑ If they cannot see you, the chance for them to land a hit is decreased by
15%.
‑ If the monster is lower level than you, the chance to land a hit is
decreased by 10%.
Player as the attacker:
‑ If the player is wearing one weapon he is skilled in, the chance to land a
hit increases by 3%.
‑ If the player is dual wielding and is skilled in the secondary weapon, the
chance to attack increases by 5%.
‑ If the player cannot see his victim, the chance to land a hit decreases by
20%.
‑ If the player is more than 50 levels lower than the victim, the chance to
land a hit decreases by 20%.
‑ If the player is lower level than the victim but the gap is no greater
than 50 levels and no smaller than 10, the chance to land a hit decreases by
10%.
‑ If the player is higher level than the victim, the chance to land a hit
increases by 15%.
Factors that are the same for both mobile or player as attacker:
‑ A 5% chance to miss if the target is blurred.
‑ It is slightly easier to hit larger targets and slightly harder to hit
smaller targets.
‑ Reduced chance to hit while drunk (up to 20% less chance while 100%
drunk).
4. melee damage weapon damage
Melee weapon damage is based on your weapon's level and damage. If you
are wearing two weapons, the damage of both weapons will be added together.
You must be skilled in a weapon to have its damage added to your melee
damage. You can view your weapon's damage with the lore command. There is
small damage bonus based on strength and dexterity.
You must be skilled in your weapon in order to deal weapon damage (50%
proficiency at least). Otherwise you will do unarmed combat damage, if you
have the skill and are at least 50% proficient in it. Melee damage is not
static. You can do a mimimum of 85% of your max damage. Check 'melee
damage' in your score for this range.
Two‑handed weapons deal twice the normal damage. It is possible to wield a
2H weapon and hold an item (such as throwing stars or arrows).
It is possible to boost your weapon's bonus damage via runes by a maximum of
level over 3, with a minimum of 1, via runes, skills, and spells. Your
weapon's base bonus damage does not count towards the maximum. For example,
you have a level 150 weapon with +58 bonus damage. You can still add +50 to
that via runes, skills, and spells. Say you add +45 bonus damage to the
weapon. Your next rune may give +10. It will only add +5 to reach the
maximum of 50 extra bonus damage for that level weapon.
5. sun damage
Vampires are extremely sensitive to light. They can protect themselves
against this by staying indoors, going to dark rooms or waypoints, or
remaining invisible. Sun damage is reduced in bad weather conditions, such
as when it is cloudy, raining, or lightning. Sun damage can also be reduced
by the sanctuary spell. Vampires are not affected by the sun at night.
6. skill spell damage
Skill and spell damage is based on several things. It is based on the
skill/spell level, your learned proficiency in the skill/spell, your class's
main stat, and your weapons, with the most damage coming from your main
stat. Evolution races also give a small damage boost. Damroll from buffs
and equipment is also calculated into skill and spell damage. If you only
have a skill or spell practiced to 50%, it will only do 50% damage.
The following is an overview of how skill/spell damage calculates weapon
damage bonus:
‑ If you are wielding only a primary weapon and are skilled in the weapon
type, at least 50% or more, damage will add your weapon's damage to your
skill/spell damage.
‑ If you are not wielding a primary weapon but you are wielding a secondary
weapon in which you are skilled, the damage of that weapon will be added to
your skills and spells.
‑ If you are wielding both a primary and secondary weapon and are skilled in
both, it will average the two weapons' damage and add that to your
skill/spell damage.
‑ If you are wielding both a primary weapon and a secondary weapon but you
are only skilled in the primary, it will ignore the secondary weapon and
only add that weapon's damage. If you are only skilled in the secondary
weapon, it will only add that weapon's damage.
‑ Damroll increases melee and skill attack damage and magicroll increases
spell attack damage.
7. damage noun type
A damage noun is the aesthetic name for an actual damage type. For
example, the damage noun 'illusions' has the actual damage type 'mental'.
8. special weapon damage
Listed on the lore output for some weapons is a line such as:
Special : +1 round of fury (air) damage (perm)
When wielded, this weapon will do an extra round of air damage with the
damage noun as fury. Pets and other NPCs wielding these weapons will not do
any extra damage rounds.
9. resistances to damage resdamage
Resistance to damage cuts down on any kind of incoming damage, whether
that be from skills, spells, or melee. Which resistances does resistance to
damage stack with? The answer is all. However, resistance to damage
doesn't help with things like the mental submission spell, blindness, stun
or daze, or any other kind of adverse effect. It only reduces the amount
of damage you take from hits.
Each individual resistance is capped at 50%, and then they are added
together and then the vulnerabilities are applied. After this, the total
resistance is capped again at 50%.
As an example of two resistances plus a vulnerability, the calculations work
like this: You have 75% resistance to fire. This gets lowered to 50%
resistance to fire. You also have 60% resistance to damage. This gets
lowered to 50% resistance to damage. Now the two resistances together equal
110%. A vulnerability of 40% to fire is applied, lowering your resistance
to 70%. Finally, the total resistance of 70% is lowered to the max cap of
50%.
Now, an example of a scenario with only resistance to fire: You have 75%
resistance to fire. This gets lowered to 50% resistance to fire. You have
a vulnerability of 40% to fire, lowering your resistance to fire to 10%.
Keep in mind, these examples have been simplified for easier comprehension.
Resistances are not additive, but multiplicative.
So if you have 50% resistance to damage and 50% resistance to fire, you
wouldn't be 100% resistant to fire. The real amount would be 75% resistant
to fire.
10. rpdamage command
Syntax: rpdamage rename <'skill/spell'> <name>
rpdamage describe self <'skill/spell'> <description>
rpdamage describe other <'skill/spell'> <description>
rpdamage describe victim <'skill/spell'> <description>
rpdamage list (<skill/spell>)
rpdamage reset <skill/spell>
Rpdamage is a feature for avid roleplayers that allows you to make
cosmetic changes to attack skill and spell names and descriptions. These
changes are purely cosmetic and are reflected only in combat. Renaming the
kick skill to 'spinning heel kick' will make your kick skill show up as
'spinning heel kick' in combat who has condensed damage turned on and
battlespam option rpdamage turned off.
To rename kick to 'spinning heel kick', the command would be 'rpdamage
rename kick spinning heel kick'. Then, instead of seeing '(kick) You deal
100 damage' you would see '(spinning heel kick) You deal 100 damage'.
This will not rename the command itself. The cost is 5 mudpies.
The second rpdamage option is to create a description for an attack skill or
spell. For example, when you kick a victim, you could have it say 'You
strike a troll with the back of your heel!'. This feature is more complex
and requires the use of codes. Please read the helpfile 'rpdamage codes'
before you use this feature.
The 'rpdamage list' command can be used to view all of your skills and
spells that have been customized.
The 'rpdamage reset' command can be used to undo your changes.
There is a limit of 10 total attack skills/spells that can be customized,
and if you lose a skill due to changing classes, for example, the
customization for that skill will be lost.
11. rpdamage codes
If you have not read the 'rpdamage command' helpfile, please read that
before reading this one.
The rpdamage description feature allows you to create a description for an
attack skill or spell that replaces the default attack message for it in
combat. This feature requires the use of codes. Please understand the
codes before you use this feature. When you enter your description, you
will see the description with the codes substituted with what they would be
in combat, and then asked to confirm if the description is correct before
changes are final and 5 mudpies are deducted. If you need help, please seek
out an experienced player, not an Immortal. The max length of descriptions
is 90 characters, and a maximum of 10 total skills and spells can be
customized. Do not abuse this feature by creating inappropriate
descriptions or skill/spell names. Your changes will be deleted and the
command will be revoked account‑wide at a minimum.
The following are all possible codes that can be used in rpdamage
descriptions.
Lowercase $n will be substituted with the attacker's name.
Uppercase $N will be substituted with the victim's name.
Lowercase $s will be substituted with the attacker's gender in the form of:
his, her, its.
Uppercase $S will be substituted with the victim's gender in the form of:
his, her, its.
Lowercase $e will be substituted for the attacker's gender in the form of:
he, she, it.
Uppercase $E will be substituted for the victim's gender in the form of: he,
she, it.
Lowercase $m will be substituted for the attacker's gender in the form of:
him, her, it.
Uppercase $M will be substituted for the victim's gender in the form of:
him, her, it.
Now, how to use these codes. We will be creating descriptions for the kick
skill for demonstration purposes, and our victim will be a troll.
Syntax: rpdamage describe self <'skill/spell'> <description>
The 'self' description is what you would see when you 'kick troll'. This
description must include the $N code. The $N code is essentially
substituted with your victim's name.
Example: rpdamage describe self kick You strike $N with the heel of your
foot!
In combat, you would see: You strike a troll with the heel of your foot!
Syntax: rpdamage describe other <'skill/spell'> <description>
The 'other' description is what everyone but you and the victim would see in
combat. This description must include the $n and $N codes. The $n code is
substituted with your name, and the $N code is substituted with your
victim's name. The $s code will be substituted with your gender in the form
of his, her, or its.
Example: rpdamage describe other kick $n strikes $N with the heel of $s
foot!
In combat, other players would see: Aelyn strikes a troll with the heel of
her foot!
Syntax: rpdamage describe victim <'skill/spell'> <description>
The 'victim' description is what your victim will see. This description
must include the $n code. Again, the $n code will be substituted with your
name in combat.
Example: rpdamage describe victim kick $n strikes you with the heel of $s
foot!
In combat, your victim will see: Aelyn strikes you with the heel of her
foot!

