- For the end formula, see the Hitpoints Damage section
- For a simplified formula, see the Damage伤害 section in Combat Mechanics
The game calculates damage in two steps. First the damage dealt by the skill used. Then the damage received by the target. For the sake of clarity this article is divided accordingly. This is a definition of the terms used in some of the formulas:
rand(x,y) = a random number between x and y
min(x,y) = the minimum between x and y
max(x,y) = the maximum between x and y
Each variable has a default value that can be modified by one or several modifiers. The value can be multiplied (*), added (+), subtracted (-) or a new value can be set (=). This page lists all usable skills in the game.
Damage Dealt造成伤害
Body Damage Multiplier
Damage Multiplier
Skill
Background
Effect
Injury
Perk
Special
Trait
Faction
Regular Damage
= rand(min regular damage, max regular damage)
* regular damage multiplier
* damage multiplier
Min & Max Regular Damage
See Weapons for default values.
Regular Damage Multiplier
Armor Damage
= rand(min regular damage, max regular damage)
* armor damage multiplier
* damage multiplier
Armor Damage Multiplier
See Weapons for values.
Direct Damage
= damage direct multiplier
* (direct damage multiplier + direct damage addend)
The result is a multiplier not an amount of damage.
Damage Direct Multiplier
Direct Damage Multiplier
See Weapons for default values.
Some skills and perks can modify the weapon value.
It seems that direct damage is solely determined by weapon skills. Direct damage modifiers within weapon files are used solely for UI purposes. This means that for example a Goedendag will ignore 25% of armor when using Thrust and 40% when using Knock-Out, although the weapon descriptions states it as ignoring 25% of armor. Possibly, this used to be different.
Direct Damage Addend
Fatigue Damage
= 5 * fatigue damage multiplier
Fatigue Damage Multiplier
Minimum Damage
Secondary Damage
Secondary damage ignores armor (unless it specifically targets it like acid). It stacks if applied multiple times. As damage from attacks it can be resisted (see the Damage Received承受伤害 section) but Nimble does not protect against it. All effects are removed after combat.
Damage over Time
Bleeding流血
Bleeding is caused by Cleavers Cleave Skill, Jagged Pike锯齿长枪 Rupture Skill and Whips Whip Skill for 5 damage (2 stacks of Bleed for Whips) over 2 turns (3 with the Bleeder Trait). The damage is increased to 10 for Cleave and Whip Skills with the Cleaver Mastery. The minimum (hitpoints) damage necessary for the effect to occur at all is 6.
Some 一些Temporary Injuries cause bleeding like damage for the duration of the battle when they were sustained. Grazed Neck deals 1 damage per turn and Cut Artery deals 3. Both these Injuries as well as any bleeding can be cured with Bandages绷带 First Aid Skill. Undead are immune to bleeding.
Poison毒素
Poison is used by Goblin Ambushers and Webknechts. But only Webknechts poison inflicts damage. Like bleeding, poison is only applied if 7 or more (hitpoints) damage has been dealt. The spider poison deals 5 damage per turn for 3 turns (4 with the Ailing Trait). Poisoned Oil淬毒油 works a bit differently. Webknechts, Undead and some other monsters are immune to the effect.
Acid
Acid is sprayed over armor when hitting an adjacent Lindwurm for more than 10 damage or by being hit with an Acid Flask酸液瓶. The acidic effect lasts 3 turns and removes 10% of current body (20% with the flask) and head armor (4% with the flask) durability. Lindwurms are immune to the effect. A body armor with the Lindwurm Scale Cloak Armor Attachment is unaffected by it. The Lindwurm Armor and Lindwurm Helmet are also unaffected.
Blessed Water
See Flask of Blessed Water圣水瓶.
Miscellaneous
Falling Damage
This occurs when being pushed down from a height by skills that repel or knock targets back. The damage equals 10 per level difference.
Hex咒缚
The damage taken by the caster of the hex is mirrored.
Nightmare梦魇
This skill is used by Alps follows a special formula for damage.
max(5, 25 - Resolve * 0.25)
Damage Received承受伤害
Body Damage Multiplier
Damage Multiplier
= total damage multiplier
* melee damage multiplier
OR * ranged damage multiplier
Total Damage Multiplier
Melee Damage Multiplier
Ranged Damage Multiplier
Regular Damage
= regular damage (dealt)
* regular damage multiplier
* damage multiplier
Regular Damage Multiplier
Armor Damage
= min(
armor,
armor damage (dealt)
* armor damage multiplier
* damage multiplier)
Armor Damage Multiplier
Fatigue Damage
= fatigue damage (dealt)
* fatigue effect multiplier
* fatigue damage multiplier
Fatigue Effect Multiplier
Fatigue Damage Multiplier
Hitpoints Damage
= (regular damage
* direct damage (dealt)
* direct damage multiplier
- armor * armor direct damage mitigation multiplier
and if armor is destroyed or direct damage (dealt) = 1
+ regular damage * (1 - direct damage (dealt) * direct damage multiplier)
- armor damage)
and the last modifier is applied to the whole
* body damage multiplier
Note than none of the values in each step can be negative. If damage < damage minimum (dealt), damage = damage minimum (dealt).
Direct Damage Multiplier
Armor Direct Damage Mitigation Multiplier
Examples
Case 1
Actors, Skills & Equipment
Sigurd the Beast attacks a Brigand Raider.
Sigurd uses the following skills, perks, traits:
- Huge高大
- Overhead Strike (common Greatsword)
- Killing Frenzy杀戮狂热
- Brute蛮力
Our guinea pig is a poor Brigand Raider with the following equipment:
- Ragged surcoat (55 durability)
- Headscarf (20 durability)
Damage伤害
- Sigurd attacks the Raider with Overhead Strike and hits the head!
body damage multiplier = 1.5 + 0.15 = 1.65 (no Steel Brow)
- Overhead Strike has + 20 regular damage!
regular damage range is 105 - 125
- Sigurd rolls 125 on regular damage! He is Huge and is under a Killing Frenzy!
regular damage = 125 * 1.1 * 1.25 = 171
- Sigurd rolls 105 on armor damage!
armor damage = 105 * 1.1 * 1.25 = 144
- The headscarf is utterly destroyed!
damage = 171 * 0.25 (direct damage) + 171 * (1 - 0.25) - 20 (armor damage) = 151
- It's a critical hit!
damage = 151 * 1.65 = 249
- Our puny Raider only has 75 hitpoints! His head flies in the air and Sigurd the Beast gleefully adds it to his collection!
Case 2
Actors, Skills & Equipment
Olaf the Reckless has put himself in deep trouble as usual and is attacked by an Orc Young.
Olaf has 60 hitpoints left of 100 and has the following equipment and skills:
- Reinforced Mail Hauberk (210 durability) with Additional Fur Padding
- Indomitable不屈
- Battle Forged久经战阵
The Orc Young uses the following skills:
- Decapitate (Head Chopper)
- Double Grip双手握持
Damage伤害
- The Orc Young hits Olaf's body with Decapitate!
body damage multiplier = 1
- Head Chopper has a range of 40 - 70 and the Orc Young rolls 60 on regular damage! He uses Decapitate, has Double Grip and a racial bonus!
regular damage dealt = 60 * (1 + 1 - 60/100) * 1.25 * 1.15 = 120
- The Orc Young rolls 70 on armor damage!
armor damage dealt = 70 * 1.1 * 1.25 * 1.15 = 110
- Olaf is under Indomitable!
regular damage received = 120 * 0.5 = 60
- Olaf also has Battle Forged!
armor damage received = 110 * 0.5 * (1 - 210 * 0.05 * 0.01) = 49
- Olaf's Reinforced Mail Hauberk is left with 161 durability! Olaf's armor has Additional Fur Padding!
damage = 60 * 0.25 (direct damage) * 0.66 - 161 * 0.1 = 0 (−6.2)
- Olaf the Reckless makes it this time! Hopefully he'll eventually learn the meaning of his surname!
Case 3
Actors, Skills & Equipment
Gebhard attacks a Size 1 Ifrit.
Gebhard uses the following skill:
The Ifrit is a regular small ifrit:
- It has 110 hitpoints
- It has natural armor on body and head (110 durability)
- Being an ifrit, it has no head, and all attacks always hit its body
Damage伤害
- Gebhard hits the Ifrit's body with Split Man!
body damage multiplier = 1
- Man Splitter has a range of 90 - 120 and Gebhard rolls 120 on regular damage!
regular damage dealt = 120
- Gebhard rolls 110 on armor damage! Man Splitter deals 160% damage to armor!
armor damage dealt = 110 * 1.6 = 176
- The Ifrit's natural armor is hit for 176 damage and is destroyed! But the armor's durability was 110 which is less, and it is the actual taken damage. The Ifrit takes direct damage! Man Splitter deals 40% damage through armor!
direct damage = 120 * 0.4 = 48
- Since the armor is zero, the game calculates additional damage!
additional damage = 120 (regular damage (dealt) * (1 - 0.4 (direct damage)) - 110 (armor damage (taken)) = -38
- The game does not decrease damage when the number is negative, so the Ifrit takes 48 damage to hitpoints. Split Man deals a second damage instance with separate rolls! This attack would normally hit the head, but ifrits have none, and it hits its armorless body instead! Body part damage modifier of the second attack of Split Man is always set to 1, even when it hits the head.
body damage multiplier = 1
- Gebhard rolls 120 on regular damage again! However its damage is halved.
regular damage dealt = 120 * 0.5
- Since there is no armor, armor damage roll does not matter and will not affect anything. The Ifrit takes direct damage!
direct damage = 60 * 0.4 = 24
- Since the armor is zero, the game calculates additional damage!
additional damage = 60 (regular damage (dealt) * (1 - 0.4 (direct damage)) - 0 (armor damage (taken)) = 36
- Ifrit takes 60 damage from the second part of the attack, and total 108 damage from it. It survives with 2 hitpoints and will probably merge again.