ProjectGorgon:Damage Types
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Damage Types
Physical
| http://cdn.projectgorgon.com/v445/icons/icon_2121.png | Slashing is a common physical damage type, often used by both combat skill abilities and creatures. ProjectGorgon:Sword and ProjectGorgon:Knife Fighting have many abilities that deal Slashing damage. ProjectGorgon:Canines, ProjectGorgon:Felines, and ProjectGorgon:Rodents tend to use Slashing attacks. |
| http://cdn.projectgorgon.com/v445/icons/icon_3310.png | Piercing is a common physical damage type, often used by both combat skill abilities and creatures. ProjectGorgon:Archery, ProjectGorgon:Staff, and ProjectGorgon:Knife Fighting have abilities that deal Piercing damage. Humanoid species like ProjectGorgon:Rakshasa, and some ProjectGorgon:Dinosaurs tend to use Piercing attacks. |
| http://cdn.projectgorgon.com/v456/icons/icon_3573.png | Crushing is a common physical damage type, often used by both combat skill abilities and creatures. ProjectGorgon:Staff, ProjectGorgon:Hammer, ProjectGorgon:Cow, ProjectGorgon:Spider, and ProjectGorgon:Unarmed have many abilities that deal Crushing damage. ProjectGorgon:Canines, ProjectGorgon:Giants, and ProjectGorgon:Ruminants tend to deal Crushing damage. |
Elemental
| http://cdn.projectgorgon.com/v445/icons/icon_2107.png | Fire is a type of elemental damage commonly seen in combat skills, although some creatures posses Fire attacks. ProjectGorgon:Fire Magic and ProjectGorgon:Priest have abilities that deal Fire damage. ProjectGorgon:Elementals,ProjectGorgon:Crone-Kin, and humanoid mages tend to use Fire attacks. |
| http://cdn.projectgorgon.com/v445/icons/icon_3491.png | Cold is a type of elemental damage uncommonly seen in combat skills. Creatures in colder regions or dungeons are more likely to have Cold attacks. ProjectGorgon:Ice Magic and ProjectGorgon:Fire Magic have abilities that deal Cold damage. ProjectGorgon:Fungoids and ProjectGorgon:Elementals tend to use Cold attacks. |
| http://cdn.projectgorgon.com/v445/icons/icon_3070.png | Electricity is a type of elemental damage commonly seen in combat skills, and rarely seen in creatures. ProjectGorgon:Hammer, ProjectGorgon:Mentalism, ProjectGorgon:Necromancy, and ProjectGorgon:Warden have abilities that deal Electricity damage. ProjectGorgon:Dinosaurs and ProjectGorgon:Elementals sometimes use Electricity attacks. |
Internal
| http://cdn.projectgorgon.com/v445/icons/icon_2132.png | Trauma is a common internal damage type, often used by both combat skill abilities and creatures. ProjectGorgon:Sword, ProjectGorgon:Bard, and ProjectGorgon:Psychology have abilities that deal Trauma damage. ProjectGorgon:Plants and ProjectGorgon:Arthropods tend to use Trauma attacks. |
| http://cdn.projectgorgon.com/v445/icons/icon_3402.png | Poison is a type of internal damage, more common to creature attacks than combat skill abilities. ProjectGorgon:Battle Chemistry, ProjectGorgon:Druid, ProjectGorgon:Spider and ProjectGorgon:Knife Fighting have abilities that deal Poison damage. ProjectGorgon:Aberrations, ProjectGorgon:Arthropods, and ProjectGorgon:Plants tend to use Poison attacks. |
| http://cdn.projectgorgon.com/v445/icons/icon_3424.png | Psychic is a type of internal damage, often used by both combat skill abilities and creatures across Alharth. ProjectGorgon:Psychology, ProjectGorgon:Priest, and ProjectGorgon:Mentalism have abilities that deal Psychic damage. ProjectGorgon:Arthropods tend to use Psychic attacks. |
Esoteric
Damage Types by Skill
The following table displays the damage types of each skill in Project Gorgon. Primary damage types are those that make up a bulk of the skill's damage, or are present on a large number of abilities. Other damage dealt by the skill's abilities is considered secondary. The primary and secondary labels are subjective. (TE) indicates the damage type is only accessible for that skill through a Treasure Effect. Last updated for v341.
Items Which Alter Damage Type
Some items have implicit modifiers which can alter an ability's damage type:
| Item | Skill | Abilities Affected | New Damage Type |
|---|---|---|---|
| Hammer | Pound, Pound to Slag, Leaping Smash, Rib Shatter, Reckless Slam, Seismic Impact | Piercing | |
| Staff | Staff Abilities that deal Crushing Damage | Slashing | |
| Staff | Staff Abilities that deal Crushing Damage | Slashing | |
| Sword | Sword Slash, Riposte, Windstrike, Finishing Blow | Fire | |
| Knife | Knife abilities that normally deal Slashing damage | Cold | |
| Knife | Knife abilities that normally deal Slashing damage | Cold | |
| Knife | Knife abilities that normally deal Slashing damage | Cold |
Developer Notes on Damage Types
"When I describe them to people IRL I call them Physical, Elemental, Internal, "and the rest". There are 5 misc damage types that I hope eventually be categorized into... something more coherent than "misc". But we're still occasionally adding and removing damage types, so it's still hard to predict where that will end up.
The five misc types are Acid, Nature, Darkness, Divine, and Demonic. nothingness isn't even in the listings, since its not a type that will ever have resistances or bonuses. There is one other that we use like Nothingness, which is Potion. It's just the type of healing that potions do, for some dumb reason. They're just implementation details, basically, not "real" damage types. so eventually I want to hide "Nothingness" and "Potion" in UI displays, so that things are a bit more coherent. but the five listed above, I do currently expect to be "real" in the sense that there will be resistances and vulnerabilities and so on. although I suspect that five "misc"s is too many and one or two of those will get subsumed.. I'm not sure which ones yet.
Priests were going to deal Divine damage, and then they didn't. So that's the one that's most likely to get cut. Upcoming demonic enemy weapons deal Demonic damage -- it's basically "disintegrator beam damage" as a way to think of it. might even be considered an elemental damage type, maybe... in fact... yeah, let's just assume Divine is out for now. Yeah, Sonic was retired because its conceptually hard to add a lot of different damage sources from but I've had second thoughts about retiring it... it does fit really nicely for certain attacks. ...
yeah, each time I've had a chance to use Divine, I chickened out. I guess due to not wanting to commit to making a ton of viable build-tools for it
— Citan (Discord), August 3, 2021 - 8:37 PM EST
