/** @fn liv::dam @section Use
Type(s) | Description |
---|---|
@ref page_type_158 | A disease with a positive <damage> value will strike the player for that amount of damage every time the symptoms occur. A negative <damage> value produces %-based damage: "<damage> -10" means the player's health is reduced by 10% every time the symptoms strike. Diseases with %-based damage can be dangerous - but not deadly - for players of all levels. |
@ref page_type_88 | The <base damage> defines how much damage is inflicted to the victim per hit. The final damage is influenced by several other factors like the victim's resistance and level. |
@ref page_type_212, @ref page_type_28 | Among other parameters, <damage> affects how much melee damage a monster inflicts. <damage> is used as base value for damage per hit. <level>, <speed>, <weapon class> and resistances also take effect on the melee damage of a monster. |
@ref page_type_13 | The projectile <damage> significantly affects the damage done. Damage can be further increased by the shooting weapon's attributes. |
@ref page_type_154 | <direct damage> specifies how much damage is done by the rune, if it doesn't contain a spell. This should be set in reasonable relation to the rune's level. |
@ref page_type_14 | The <base damage> significantly affects the damage done by using this weapon. This damage is added to the projectile damage and then (if <ignore strength> disabled) a bonus according to the player's strength is added. |
@ref page_type_155 | <direct damage> specifies how much damage is done by the trap. This should be set in reasonable relation to the trap's level. |
@ref page_type_15 | The damage value is used as base value for how much damage the weapon does per hit. The actual damage involves more dependencies, like wielder's level and defender's level. Look at existing weapons to get a feel for the range of weapon damage values. |