Damage

Damage is caused by attacks meant to wound directly, by eating into a victim's Hit points total. It is the main way to kill a creature.Other ways involve relying on status effects:
- Lowering a victim's level to zero with Level drain
- Lowering base stats to zero with e.g. Intelligence penalty
- Killing outright with Disintegrate, Kill target, Slay or Power Word Kill
- Petrification or Imprisonment, which count as a kill
Inflicted for the most part by weapons, spells, traps or other abilities, it can be further divided into 10 main damage typesDAMAGES.idsDMGTYPE.ids independent from one another: Slashing, Crushing, Piercing, Missile, Fire, Cold, Electricity, Acid, Poison and Magic.
The first four types are regrouped under the notion of Physical damage due to their unique role. The next five are conceptually seen as Elemental damage, functionally identical to the last one, Magical damage.
Creatures can resist or be exceptionally vulnerable to one or several damage types.
==Resistance==
==Physical damage==
==Elemental damage==
===Poison damage===
==Magical damage==
==Stunning damage==
Stunning damage refers to what is known as nonlethalSee DMGTYPES.2DA or fist damage. It is a cousin of Crushing damage, affected by AC vs Crushing and Crushing resistance (as granted by Destroyer of the Hills and Roranach's Horn, for example).
Stunning damage is almost exclusively caused by unarmed attacks. Where all other damage types would kill a creature as they lower its hit points below 1, that one can only bring them to 1, making the victim fall unconscious for a short period instead of dealing a killing blow.IESDP: STUNNING damage does not stun the target. STUNNING damage cannot kill a creature, creatures are reduced to 1 HP and are knocked unconscious.
==Magical cold and Magical fire damage==
The games sometimes refer to Magical cold or Magical fire damage, and even grant resistances to them. But in fact, nothing in the Baldur's Gate series ever causes such damage. They can be flat out ignored.
For modders, be wary about using them in the original edition. According to the Infinity Engine Structures Description Project (IESDP), killing a creature with either of these two damage types could crash the game at least in the first opus.IESDP warning This shouldn't be an issue in Enhanced Editions and in fact some mods did start using them.
==Damage roll==
Melee attacks against unarmed creatures or creatures using ranged attacks get an additional 4 points of damage. This bonus applies even against critters like Ankhegs when they keep using their ranged attack as party members reach them.
For weapon attacks, a detailed breakdown of the damage roll and modifiers can be shown in the combat log with the hidden gameplay options mod, by installing "Show extra combat info" and then activating it in the game options (Gameplay > Feedback > Feedback Messages).https://github.com/Argent77/A7-HiddenGameplayOptions
An explanation of the modifiers that appear in the combat log with this option (critical hit damage is not included, so double the result in case of a critical hit):
* Roll: The damage roll from the weapon, including enchantment bonus (so for example a Mace +1 with 1d6+2 damage could roll a number from 3 to 8 here)
* DamageMod: special bonuses from sources like Bless etc.
* Hand Bonus: bonuses from weapon proficiencies and the like
* Attack of Opportunity: +4 damage bonus with melee weapons against ranged / unarmed foes
* Backstab: extra damage from Backstab
* Berserk: extra damage from Enrage / Berserk (?)
* Strength: bonus to melee damage and thrown weapons (except darts) by high Strength
* Hated Race: bonus damage from Ranger's racial enemy, potentially others as well
* Special Bonus: other bonuses
 
 
Category:Game mechanics