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Sanctum | Strategy, Sorcery, SubterfugeSanctum | Strategy, Sorcery, Subterfuge
 

 

 

The Damage Pipeline

Types of Damage

The “Takes Damage” Pipeline


Types of Damage.

  • There are 4 types of damage in Sanctum.

Damage Type

Effect

hand

Swordsmen, and most monsters that use natural bodily weapons, deal this kind of damage.

missile

Archers, and some monsters that use bows or otherwise launch long-range attacks, deal this kind of damage.

“ignores armor”

This damage does not reduce, and is not reduced by, the opponent's armor.

“magical”

This damage has the “ignores armor” effect, and furthermore, it is not blocked by any immunities or spells. For example, a spell that protects against missile damage doesn't protect against magical missile damage.

  • Physical damage types. Hand and missile damage are mutually exclusive. A single attack type can't deal both kinds of damage.
  • Magical damage can occur by itself. Most damage-dealing spells and spell effects deal magical damage.
  • Magical damage can also be a modifier of hand or missile damage, resulting in magical hand or magical missile damage.

The “Takes Damage” Pipeline. This pipeline is applied whenever a minion takes damage from any source. It is called with the following parameters.

  • Damage type and amount.
  • Attacker: The attacker to “blame” for the damage, if any. Combat damage always has an attacker. Damage from spells usually has no attacker.

#

Step

Explanation

D1

“Before armor”

  • All “before checking armor” effects happen.
  • If there is an attacker, all “is hit by” or “is hit in combat” effects happen.
  • If the damage “ignores armor” or is “magical”, skip to D3.

D2

Armor soak

  • The remaining damage and this minion's remaining current armor reduce each other, 1 point for 1 point, until either quantity reaches 0. (This is called soaking off.)
  • If the damage is reduced to 0, halt with result = bounced.
  • Otherwise, this minion's current armor must have been reduced to 0. Proceed to D3.

D3

“After armor”

  • Remaining damage is capped to this minion's current HP. (If the damage was higher, it is lowered to be equal.)
  • All “after checking armor” effects happen.
  • If this cancels the damage, halt with result = bounced.
  • If this minion died, halt with result = killed.

D4

Apply damage

  • This minion's current HP is reduced by the remaining damage.
  • If this minion is still alive and still has positive HP, halt with result = damaged.
  • Otherwise, halt with result = killed.

v2.10.00 Last updated 2005/08/05

 

 

 

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