Physical Damage

The most common damage-type on Tibia, since almost all creatures cause it. When you attack with a melee weapon (Axe, Club, Sword) or Distance weapon (Bow, Crossbow, Throwing) and even some spells, you cause physical damage.
This kind of damage is mostly used by Knights and Paladins. Physical damage is affected by the victim's armor value.
The color shown when dealing or receiving physical damage is based on the type of blood (if any) of the creature.
Color 	Hit Effect 	Description
Red 	style="text-align: center;"	The color shown for players and most creatures with red blood.
Pale Gray	style="text-align: center;"	The color shown for undead creatures or certain elementals. Creatures with no blood.
Green 	style="text-align: center;"	The color shown for vermin and insects and other creatures with green blood.
Purple 	style="text-align: center;"	The color shown for constructs, such as Worker Golems. It is meant to represent the energy (electricity) in them.
Orange 	style="text-align: center;"	The color shown for fire based creatures such as Demons or Fire Elementals.
Dark Red 	style="text-align: center;"	The color shown for some creatures such as The End of Days or Lava Creatures.
== Spells and Runes ==
List of spells and runes which inflict Physical Damage.
==== Spells ====
Spells that cause physical damage. Note that for Knight Attack Spells (e.g. Berserk, Whirlwind Throw), the damage type depends on the weapon wielded by the caster, so these spells might inflict a portion of magical damage.
==== Runes ====
Explosion Runes are the only runes left that cause Physical Damage since Winter Update 2007.
==Imbuements==
The imbuements in Physical Damage work different than with other types of damage. They rise the base skill of the weapon or spells, which increases damage dealt, but not as a fixed percentage as the others. Depending on the profession and weapon, you can raise your Physical Damage with Slash for swords, Bash for clubs, Chop for axes and Precision for Distance Weapons, and all imbuable helmets. Also Epiphany can raise Physical damage in the single case of the Druids' exclusive spell Physical Strike.
==Armor Rating==
Almost every piece of armor has Armor Rating (Arm:X). The damage reduced is between half the total armor and your total armor minus one, where only pairs of two armor ratings have any effect. So on average Armor Rating blocks a bit less then 0.75 damage... Equipment with high armor rating have been superseded by Physical Protection in most cases.
==Physical Protection==
Physical Protection is better than Armor rating, because Physical Protection works in percents of the whole damage and is rounded up to a whole number, this means that 1% physical protection always blocks atleast 1 dmg while 1 armor rating has an average of a bit less then 0.75 damage blocked.
1%: 1 dmg received, 1 dmg blocked; 101 dmg received, 2 dmg blocked.
2%: 1 dmg received, 1 dmg blocked; 51 dmg received, 2 dmg blocked.
1%+1%: 2 dmg received, 2 dmg blocked, 102 dmg received, 4 dmg blocked.
Blockade imbuement can lower damage taken by increasing your Shielding, but it does not lower Physical damage taken by fixed percentages. It is still desirable as an addition to your prefered Blocking Set.
The following equipment reduces damage taken from Physical Damage:
===Helmets===
===Armors===
===Legs===
===Boots===
===Shields===
===Spellbooks===
===Melee Weapons===
===Bows and Crossbows===
===Rods and Wands===
===Rings===
===Amulets and Necklaces===
===Light Sources===
===Spells===
There are no spells that provide passive Physical Damage protection, however the Status Condition that deals Physical Damage over time can be removed. This spell is only available to Druids and Knights, though.
== Creatures ==
*Weak Against Physical Damage
*Neutral Against Physical Damage
*Strong Against Physical Damage
*Immune Against Physical Damage
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