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Every type of attack in the game deals one of several damage types. In addition to Pain and Limb damage, the damage type of an attack may cause additional effects to the target; and in turn, clothing and armor may have certain methods of protection against different damage types.
There are 11 types of damage in the game:
- Blunt: Attacks that primarily deal damage through blunt force, striking, or crushing
- Sharp: Attacks that primarily deal damage through cutting, rending, lacerating, or some other incisive action
- Piercing: Attacks that primarily deal damage through puncturing, perforating, or some other thrusting action, but does not include bullets.
- Bullet: Attacks that primarily deal damage through high velocity projectiles such as those fired out of a firearm, but also includes grenade shrapnel.
- Explosion: Attacks that primarily deal damage through deflagration, explosion, or any type of blasting action
- The category of "Special" damage types, which includes:
- Special: Uncategorized special attacks which don't fall in any of the categories above and do not deal damage of a primarily elemental nature such as in the categories below.
- Special-Fire (shortened to Spec-Fire): Special attacks which deal damage through the use of fire, heat, or burning.
- Special-Aqua (Spec-Aqua): Special attacks which deal damage through the use of water and water pressure.
- Special-Ice (Spec-Ice): Special attacks which deal damage through the use of ice, cold, or freezing.
- Special-Electric (Spec-Elec): Special attacks which deal damage through the use of electricity or electric energy.
- Special-Acid (Spec-Acid): Special attacks which deal damage through the use of acidic or corrosive substances.
Effects and countermeasures
Most damage types (other than the Special types) are designed to inflict a type of injury, if the hit dealt at least 1 Limb Damage to the target. However, many types of clothing and armor possess proof ratings, which increase the minimum amount of Limb Damage needed for one damage type to cause an injury.
Three levels of proof ratings exist:
- None, which suggests an absence of protection
- resistant, which raises the minimum amount needed for an injury to 5 damage (in other words, protects from injuries by hits causing 4 damage or less)
- PROOF, which raises the minimum amount needed for an injury to 9 damage (in other words, protects from injuries by hits causing 8 damage or less)
The nomenclature used is <Damage type name>-<Proof rating>, unless the proof rating is "None", then it is omitted entirely.
- Examples: Blunt-resistant, Piercing-PROOF
Not every damage type has a corresponding proof rating; in fact, certain damage types cannot be resisted or proofed at all, and injuries will occur at the minimum level. The table below lists each damage type, alongside their corresponding injury type, and whether or not proof-rated clothing exists for that damage type.
- (1) Trauma plates are designed to protect against Bullet-type damage using different rules than the clothing proof rating system, effectively functioning as a proof against this damage type. See the article for more details.
- (2) Explosion-type damage deals wounds, but the exact amount is calculated differently than with most other attacks. See this page for more details.
- (3) A target hit by a Spec-Fire attack will not sustain an injury, but will be set on fire regardless of limb damage dealt. However, if a Spec-Fire attack hits a piece of clothing with the Fire-retardant effect, it will prevent the target from being set on fire, therefore functioning effectively as a proof against this damage type.
- (4) A target hit by a Spec-Aqua attack will not sustain an injury, but will be water-soaked for 3 turns.
- (5) A target hit by a Spec-Ice attack will not sustain an injury, but will be frost-slowed for 3 turns.
- (6) A target hit by a Spec-Elec attack will not sustain an injury, but will be after-shocked for 3 turns.
- (7) A target hit by a Spec-Acid attack will not sustain an injury, but will sustain acid degradation instead.