$ Magick Boosting Equipment adds a magick component to the unarmed attack. This effect is usually insignificant. (The scaling appears to be 100%) Spell enchantment does not add more magick power.
§ A modifier of +50% physical damage is applied post-defenses when climbing certain dangerous foes (Drake, Ur-Dragon, Gazer)
‡ When [Heavy Attack] is performed whilst climbing the climber will dismount and perform an Overhead Smash
§ A modifier of +50% physical damage is applied post-defenses when climbing certain dangerous foes (Drake, Ur-Dragon, Gazer)
Striders get an additional boost (+66% damage vs Drake)
† Only directly hit foes are damaged
* Damage is unpredictable, and isn't obviously related to aiming. Core magick always contributes. Either weapon magick, or core strength, or weapon magick plus total strength may contribute to the damage. Hits that incorporate a physical component seem rare or hard to get.
‡ The explosion does (upto) 250% (2.5x) expected damage.
This seems to be 3 hits in close succession.
Only first hit usually benefits from application of burning to tarred
Final hit does 1.5x damage compared to that expected from Damage Calculation
Depending on foe, not all follow on hits may connect.
% Strikes at twice the rate of the lower tier spell
§ The final pillar hits twice
* Near / Far damage
£ Grand Ingle may shift the "Near/Far" ranges, having higher damage at greater ranges than the lower tier spells (verify)
£ High Ingle produces 3 fireballs
$ Grand Ingle produces 5 fireballs
# These spells have the potential to cause "Dark Critical Hits" each time they damage. However if used with a weapon of a non-dark element (both permanent and spell enchantments) the Critical Hit takes on that element.
# Only 3 bolts are animated but the spell hits 4 times; the first bolt is slightly weaker
@ Only when the weapon has been spell enchanted - when using permanently enchanted weapon power is as an unenchanted weapon, but imbued with a the weapon's element
+ Three bolts are animated, but the spell only strikes twice
& Focused holy bolt is greatly increased in power at mid distances and beyond.
Note that for spells shared with Staff users such as Magick Bolt, damage scaling is the same. Climbing attacks are also the same. Sorcerer Magick Billow is different to that cast by a staff, except when climbing.
* Maestrom hits up to 20 times, High Maelstrom hits up to 30 times. Foes lifted into the air take additional Fall Damage.
§ Seism produces four pillars, High Seism eight. There's a chance of additional damage from falling rocks.
† Boulders are produced as a side effect of each spire
‡ Hits twice every second
¶ Damage is inflicted only by allies touching or climbing on foes. Hits once every second. Arc range is increased for the high form.
£ Jumping attack has the same attack power, but knockdown properties are different. Weapon enchantments have no effect on the element or power of the spell.
# These spells have the potential to cause "Dark Critical Hits" each time they damage. However if used with a weapon of a non-dark element (both permanent and spell enchantments) the Critical Hit takes on that element.
† Additional damage is dependent on damage received while charging the attack. For every 1 damage received Act of Atonement will deal 3 additional physical damage
‡ Additional damage is dependent on damage received while charging the attack. For every 1 damage received Act of Vengeance will deal 4 additional physical damage
§ A modifier physical damage is applied post-defenses when climbing certain dangerous foes (Drake, Gazer, Ur-Dragon)
* Hitting an enemy on the outside ring of this attack results in an additional strike (part 2) which hits at the same time.
Damage is influenced by your distance from the target which can be separated into four range brackets. The data is given as "Closest / Close / Far / Furthest"
The ranges are (approximately) : 0-10m ; 11-25m ; 26-30m ; 31-90m
Ranges appear to be the same or similar for Strider and Assassin
† Permanently enchanted weapons only (ie Dragon's Ire only). This damage cannot kill a foe and will leave them with 1 health. Does not cause Elemental Debilitations. This magick damage has the oddity of being boosted by Strength Boosted vs some foes, but by Magick Boosted against melee resistant foes like Phantom. Temporary enchantments do not boost magick, nor do they overwrite the element, nor do they cause unenchanted bows to do magick damage with this skill.
‡ There is an initial arrow that damages with power similar to Loose - but only if a direct hit is obtained - this arrow can debilitate, and can have a magickal component with enchantments.
* Less arrows are animated than actually strike.
£ The number of arrows (Special Arrows) consumed is less than hit the target.
$ Permanently enchanted bows only. No effect from spell enchantments.
¥ Data for Fracture dart, Splinter Dart is likely identical
¤ Only 40% of spell weapon enchantment power is added, irrespective of whether the weapon was permanently or unenchanted before
Damage is influenced by your distance from the target which can be separated into four range brackets. The data is given as "Closest / Close / Far / Furthest"
§ Additional blows to the area deal 125% damage for all types of hits (physical and magick). Only giant creatures are affected (bosses)
† Permanently enchanted weapons only. This damage cannot kill a foe and will leave them with 1 health. Does not cause Elemental Debilitations. No boost from temporary Weapon Enchantment. This magick damage has the oddity of being boosted by Strength Boosted vs some foes, but by Magick Boosted against melee resistant foes like Phantom. (This effect is lost on upgrading the skill)
‡ With a Blast Arrow and the multipliers applied to stamina also seem to be applied to the blast.
The main power of the shot comes from Stamina consumption at a rate of 4/4.2/3.8 physical power per unit of stamina consumed. At far range the shot will fail. ‡
The main power of the shot comes from Stamina consumption at a rate of 6 physical power per unit of stamina consumed. At far range the shot will fail. ‡
Shield[]
§ Uses primary weapon (sword) stats, and doesn't benefit from any shield power boosts. Can also be used without a sword as a form of Unarmed Combat
* Power is increased when the shield strikes after being hit itself by a foe whilst 'winding up' the attack
‡ Melee attackers hit by a perfect block conjured spell will first be hit by the perfect block shockwave, then by the spell. Ranged attacks will generally avoid the shockwave.
* Per orb strike
¶ If the shield is permanently enchanted the spell takes on the shield's element; if a temporary weapon enchantment is used this also changes the element of the spell: both may also cause Elemental Debilitations. If the spell damages a temporary enchantment also adds magick power (approximately 2/5ths of the enchantment spell power, see also Weapon Enchantment) as it would to a primary magic weapon.
£ Hits multiple times.
$ Though the damage is dark, if the shield is permanently enchanted it may cause an Elemental Debilitation using the shield's element.
ɸ Multipliers are approximate particularly magick scaling - due to unexplained variance in results from testing. Abyssal Riposte may differ from other counter spells, and has some unusual elemental effects.
* Double values refer to near/far range, near range is sub 3m "shotgun range"
‡ Only damages undead, including skeletons. The living may flinch but are not harmed.
§ Creatures with high dark (or possibly dark critical) resistance may 'absorb' the dark bolt, causing the neutral magick shockwave to fail to trigger. In such cases the bolt may also fail to kill the creature, with them left with 1 health, despite having enough power to kill them several times over.
$ The Ricochet bolts have increased damage after every 5 bounces, roughly +10% per step, up to a maximum of +30%.
* Only damages those it arcs too, not the creature that was the source of the arc. When large enemies are thundershocked they don't receive extra damage.
† Additional damage whenever a dark enchanted weapon or dark magick produces a critical.
This effect also occurs when critical hits are caused by Grapnel spells - in these cases the critical hit still occurs at the rate expected from dark debilitation resistance, but the damage is derived from the Staff's element.
$ (Consumes up to 10,000 Gold when thrown) If less than 10,000 gold is available this base power will be reduced correspondingly by the amount of gold available.
@ Hits around once per second for the duration of the sigil
# The boulders do not target foes, and strikes are generally random
% Like Bolide based spells, foes not directly hit may be damaged by the boulder's explosion - the power of this blast is roughly two fifths of the main strike.
+ Oddly the sigil from this spell does not affect undead or ghosts at all.
∞ Only the initial grab, not the explosion can cause dark criticals
† Damage is independent of range (and skill used), and added and calculated separately per arrow fired. A special case is Gamble Draw and Great Gamble where the explosive power is also added to the power of the gamble shot (or the strike multiplies the explosive power).
* Ballista bolts often do double damage compared to a base Damage Calculation. (may be dependent on range) However they don't seem to benefit from weakspot (goblin head) or sneak attack bonuses. [Some uncertainty in data]
‡ Explodes 3 times
# No effect on humans or pawns (core power slightly dependent on range).
The values for the real Maker's Finger are similar - the damage registered in cumulative damage doesn't include the instant kill effect, and only includes this base arrow damage.