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User talk:Habreno/Dmg

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Damage Template

This is used for weapon alignment/elemental/force damage enhancements like 'Good', 'Holy', 'Acid', 'Icy Burst', 'Poison', or 'Force' to be used as a Mouse over effect in Weapon descriptions

Notes and Comments[edit]

I found an item with Coruscating on it which deals 2d6 light damage. (File:Coruscating.jpg)

ShoeMaker (Contributions  Message) 17:23, August 22, 2012 (EDT)

It is included.

  • |light|incan|incandescence ={{long popup|2='''Coruscating:''' This weapon shines with an inner light. A coruscating weapon deals 2d6 points of light damage on a successful hit.|1=[[Coruscating]]}}
  • |light|brilliance ={{long popup|2='''Coruscating Burst:''' This weapon shines with an inner light. This weapon deals an extra 2d6 points of light damage on a successful hit. In addition, critical hits deal an additional 1d10 light damage for weapons with a x2 critical multiplier, 2d10 for a x3 critical multiplier, and 3d10 for a x4 multiplier.|1=[[Coruscating Burst]]}}
  • CoruscatingCoruscating: This weapon shines with an inner light. A coruscating weapon deals 2d6 points of light damage on a successful hit.
  • Coruscating BurstCoruscating Burst: This weapon shines with an inner light. This weapon deals an extra 2d6 points of light damage on a successful hit. In addition, critical hits deal an additional 1d10 light damage for weapons with a x2 critical multiplier, 2d10 for a x3 critical multiplier, and 3d10 for a x4 multiplier. (yes, this is coded even though it doesn't exist.)

Please see Template talk:Dmg1‎#ShoeMaker (Technical_13) Has Been Confused. I think this idea will serve the administrators and the once in a great blue moon editors the best. More variables meaning different things gets hard and complicated to remember... What if we just... Template talk:Dmg1‎#ShoeMaker (Technical_13) Has Been Confused with backwards compatibility to accommodate the current uses of the template (So we don't have to worry about running the bot to change a bunch of stuffs that is static and would break previous versions of a lot of pages calling the template.)? ShoeMaker (Contributions Message) 08:24, August 23, 2012 (EDT)

How To Use It[edit]

{{Dmg|1=type|2=level|3=degree}}

Where[edit]

  • 1= is the type of damage. Possible choices are : Acid(Caustic), Cold(Ice/Boreal), Fire(Blazing/Conflagrating), Elec(Shock/Shocking/Electric/Electrifying), Sonic(Screaming/Thundering/Roaring), Good, Holy, Evil, Unholy, Law, Axiomatic, Chaos, Anarchaic, Force(Impellent), Pos(Positive), Neg(Negative), Light (Incandescence/Brilliance), Poison, Tidal, Bleed(Slicing/Hemmoraging/Phlebotomizing)
  • 2= is the level applied. Possible choices are : 0=Touch, 1=Minor, 2=(standard), 3=Burst, 4=Blast
  • 3= is the degree applied. Possible choices are : 0=(standard), 1=Greater/Absolute/(other names), 2=Supreme/Unyielding/(other names)

Examples[edit]

  • {{Dmg|Elec|0|0}} --> Shocking TouchShocking Touch: This weapon tingles when held. A shocking touch weapon deals an extra +1 electricity damage on a successful hit.
  • {{Dmg|Acid|2|0}} --> AcidAcid: This weapon is sheathed in corrosive acid. An acid weapon deals an extra 1d6 of acid damage on a successful hit.
  • {{Dmg|Cold|4|0}} --> Icy BlastIcy Blast: This weapon is sheathed in icy cold. An icy blast weapon deals extra cold damage on a successful critical hit: 1d10 for weapons with a x2 multiplier, 2d10 for x3, 3d10 for x4. Also deals an additional 4d6 cold damage on a confirmed critical hit following a natural 20.
  • {{Dmg|Light|3|0}} --> BrillianceBrilliance: This weapon glows with the light of Irian. This weapon deals an extra 1d6 points of light damage on a successful hit. In addition, critical hits deal an additional 1d10 light damage for weapons with a x2 critical multiplier, 2d10 for a x3 critical multiplier, and 3d10 for a x4 multiplier.
  • {{Dmg|Good|2|1}} --> Greater GoodGreater Good: This weapon is infused with the ultimate power of Good. It does an additional 2d6 damage to non-good targets and can only be wielded by Good aligned characers.
  • {{Dmg|Fire|1|0}} --> Minor FlamingMinor Flaming: This weapon is sheathed in fire. A flaming weapon deals an extra 1d4 of fire damage on a successful hit.
  • {{Dmg|Force|2|1}} --> ImpellentImpellent: This weapon is pulsing with magical force. It deals an extra 2d6 of force damage on a successful hit.
  • {{Dmg|Elec|2|2}} --> ElectrifyingElectrifying: This weapon is sheathed in sparking electricity. An electrifying weapon deals an extra 3d6 of electricity damage on a successful hit.
  • {{Dmg|Holy|3|1}} --> Holy BurstHoly Burst: A Holy Burst weapon is imbued with the power of good. This power makes the weapon Good aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of non-Good alignment and an extra 3d6 on a critical hit for weapons with a x2 critical multiplier, 4d6 for a x3 multiplier, and 5d6 for a x4 multiplier.
  • {{Dmg|Bleed|2|2}} --> PhlebotomizingPhlebotomizing: This weapon is wickedly sharp and will do an additional 3d8 damage to targets that are vulnerable to bleeding.

More Examples[edit]

These are just to show how in-depth the coding is. None of these exist in real game.

  • Supreme Good BurstSupreme Good Burst: This weapon is infused with the ultimate power of Good. It does an additional 3d6 damage to non-good targets and an extra 3d6 on a critical hit for weapons with a x2 critical multiplier, 4d6 for a x3 multiplier, and 5d6 for a x4 multiplier, and can only be wielded by Good aligned characters.
  • Minor ElectrifyingMinor Electrifying: This weapon is sheathed in sparking electricity. An electrifying weapon deals an extra 3d4 of electricity damage on a successful hit.
  • Unyielding LawUnyielding Law: This weapon is infused with the ultimate power of Law. It does an additional 3d6 damage to non-lawful targets and can only be wielded by Lawful aligned characters.
  • Dissolving TouchDissolving Touch: This weapon gives off the strong smell of acid. A dissolving touch weapon deals an extra +3 acid damage on a successful hit.


Coding