Damage
Nodeka's battle system is dynamic and highly involved–there is a lot of back-end math that resolves to actual numbers. Many factors lead into the actual damage dealt, beyond things like strength and +dam modifiers. Dexterity, speed, weapon dice, resistances, racials, current affects, and handedness, all play into the calculation.
Sliding Scale[edit]
One such factor is a character's +hit stat. From "help damage sliding scale:"
Damage sliding scale: Damage done in battle is based off of many factors. The factor that determines how the damage sliding scale moves is based on an attacker's ability to hit a target. The concept of the damage sliding scale is very simple: Damage related: --------------- When a target is only marginally hit the damage done to the target is decreased. When a target is solidly hit the damage done to the target is generally constant. When a target is very accurately hit the damage done to the target is increased. Damage avoidance related: ------------------------- The more accurate an attack the more difficult it is to avoid. Therefore, extremely accurate attacks are very difficult to parry or dodge. Likewise, the less accurate an attack the less difficult it is to avoid. Extremely inaccurate attacks are easier to parry or dodge. Due to this damage sliding scale the damage done from an attack slides back and forth, both increasing and decreasing based on the accuracy of the hit. This sliding scale ensures that targets that are barely hit or perfectly hit, take damage accordingly. With the damage sliding scale mechanism in mind deciding how to improve combat effectiveness is no longer a clear-cut decision. Many times increasing hit modifiers will affect the damage done to a target, in such a great manner, it will override the usefulness of increasing one's ability to damage the target directly through increased damage modifiers.
Damage Chart[edit]
While in combat, you will see that the game does not give you an exact amount of damage. You'll see output such as "tickling:," "pummeling," or "battering." The table below will indicate the range of damage you have done to an opponent.
Output | Damage Range |
---|---|
tickle | 1-5 |
graze | 6-10 |
scratch | 11-20 |
bruise | 21-30 |
sting | 31-40 |
wound | 41-50 |
shend | 51-75 |
scathe | 76-100 |
pummel | 101-125 |
batter | 126-150 |
splinter | 151-200 |
disfigure | 201-250 |
fracture | 251-300 |
lacerate | 301-400 |
RUPTURE | 401-500 |
MUTILATE | 501-750 |
DEHISCE | 750-1000 |
MAIM | 1001-1250 |
DISMEMBER | 1251-1500 |
SUNDER | 1501-1750 |
CREMATE | 1751-2000 |
EVISCERATE | 2001-2500 |
RAVAGE | 2501-3000 |
IMMOLATE | 3001-3500 |
LIQUIFYING | 3501-4000 |
VAPORIZE | 4001-4500 |
ATOMIZE | 4501-5000 |
OBLITERATE | 5001-6000 |
ETHERIALIZE | 6001-7000 |
ERADICATING | 7001+ |
Examples[edit]
The two examples below serve as an example of damage-details such as attack types and specific wording will not be addressed. For more details on combat, check out the article.
Example #1: Uncompressed Attacks (advanced)

An expanded mode to combat can be seen by using the output compress my attacks
and output compress enemy attacks
toggles. In this example to the right, you see combat output with uncompressed attacks. You'll see a variety of things:
- A morgal's shield doing
grazes (9)
damage - A warrior native attack doing
shending (56)
damage - A tempalus blade doing
MAIMS (1005
) damage - A left bludgeon doing
MAIMS (1165)
damage - Another tempalus blade hitting for
MAIMS (1090)
- Another left bludgeon hitting for
DEHISCES (993)
- A blow from wings of Ontonai doing
SUNDER (1648)
damage - A charge for DISMEMBERING (1405)
- Another tempalus blade hitting for
MAIMS (1090)
- Another left bludgeon hitting for
MAIMS (1104)
- Another tempalus blade hitting for
DISMSMBERS (1311)
- Another left bludgeon hitting for
MAIMS (1107)
- A last tempalus blade hitting for
ERADICATES (8777)
...this single round hit for 21,085 damage, while the warrior native hit for 56 damage.
Example #2: Compressed Attacks (simple)

In this example round of combat, you'll see two lines only:
- A beam of light hitting for
ERADICATES (7981)
damage onto a native shaman - 12 attacks hitting for
SUNDERING (1602)
, indicating a total (in brackets to the left) of 19,224 damage.
This opening round of combat shows a leading off prevent, holy light, that initiated combat, and a round immediately follows it. The output for combat is compressed, so you don't see individual weapon attacks, misses, parries, racials, or other information, just an overview.