Damage
Whilst it is possible to complete a pilgrimage without violence, in all likelihood you will be called upon to kill all those to attempt to stop you, the primary way of doing so being to deal damage to enemies until their Life drops to zero. Almost every ability in the game will either deal damage or facilitate your other abilities in dealing damage, so it is vital to understand how it is calculated if you want to reach the end of your journey alive.
Damage Type
All damage in the game will have a type, also known as an element. The type of damage determines certain synergies with abilities and whether the damage will be decreased (or increased) by Resistance. There are eleven damage types that can be grouped into two categories: physical and non-physical damage.
Physical Damage
The more common damage types; physical damage encompasses wounds inflicted by all manner of ranged and melee weapons wielded by the Pilgrim or by enemies. Armor and Block are 100% effective against physical damage, making it easier to shrug-off and block. The three physical damage types are:
Non-Physical Damage
Non-Physical damage represents damage from all other sources; magic from enemy priests, natural (or unnatural) afflictions from beasts and other, more esoteric abilities. Whilst less common than physical damage, non-physical damage is harder to reduce as Armor and Block are less effective against it. The eight non-physical damage types are:
Damage Calculation
All damage, regardless of source, is calculated using a common formula. Note that this is separate from Hit Calculation (see the attack sequence) as this is how much damage is subtracted from the Pilgrim's or enemy's Life after a hit has beaten the target's defences and been confirmed. All calculations are rounded down to the nearest integer. In its simplest form damage is calculated as follows:
Damage Inflicted = (Base Damage Value + Increases + Willpower Damage Bonus) - Resistance + Special
Base Value: The base damage of the event that caused this damage calculation. In the case of attacks or hits this is the hit value. For direct damage events the value will be listed in the ability that caused the damage.
Increases: An umbrella term that covers all the abilities in the game that add a flat amount of damage to certain damage events. This can include the effects currently on you and the target, your powers and items. See below for a full list of abilities that come under this category.
Willpower: Bonus damage added by your Willpower. Note that this is calculated from the base value only and does not include damage increases (see Willpower Damage Bonus):
Willpower Damage Bonus = Base Damage Value * (1 + (Willpower / (10 * Inflexibility))
Resistance: Damage reduction based on the target's Resistance to the relevant damage type. In the case of negative Resistance this will instead increase the damage inflicted:
Damage Reduced = (Base Value + Increases + Willpower) * (1 - (Resistance / 100))
Special: Unique abilities that modify the amount of damage inflicted after all other calculations. See below for more details.
A more complete formula would therefore be:
Damage Inflicted = ((Base Value * (1 + (Willpower / (10 * Inflexibility))) + Increases) * (1 - (Resistance / 100))) + Special
Self-Damage
Some abilities in the game deal damage to the unit with that ability. This is usually referred to in the description of the ability as self-damage or dealing damage to yourself. Self-damage is unaffected by increases, Willpower Damage Bonus and other modifiers, only dealing the amount of damage listed in the ability, usually a flat number. Self-damage is also not reduced by Resistance.
Healing Calculation
Just as with damage, all healing is calculated using the same formula. Thankfully, healing is much simpler as it is unaffected by Resistance or other special modifiers. Unlike damage, all healing calculations are rounded up to the nearest integer:
Healing Received = Base Heal Value * (1 + (Willpower / 10)) + Increases
Note that while Inflexibility affects the damage bonus granted by your Willpower, it does not affect the bonus applied to healing.
Increases: As with damage, some abilities add a flat value to all healing received. See below for a full list of these abilities.
Damage Increases
Name | Modifier | Applies To |
---|---|---|
Myrmidon | +20% of base value per point of Inflexibility | All ![]() |
Baghatar | +5% of base value per empty prayer charge | All damage |
Assassin Critical | +20% of base value | 20% chance on any ![]() |
Assassin | +20 damage per point of Dexterity | All damage dealt to adjacent enemies |
Phoenix | +100% of base value, if Krasota is not fully-charged | All damage |
Flame Knight | +20% of base value per point of Strength if Two-handing | All ![]() |
Shantih | +20% of base value per point of Dexterity | All ![]() |
Pyromaniac | +5 damage per stack of ![]() |
All ![]() |
Frenzied One | +5 damage per stack of ![]() |
All damage |
Windblade | +200% of base value | 20% chance on any ![]() |
Elementalist | +10% of base value per point of Willpower | All ![]() |
Pyromancy | + stacks of ![]() |
All ![]() ![]() ![]() |
Morbumancy | + stacks of ![]() |
All ![]() ![]() |
Acidify | + stacks of ![]() |
All ![]() ![]() |
Cryomancy | + stacks of ![]() |
All ![]() ![]() |
Master Repulsion | + stacks of ![]() |
All ![]() ![]() |
Attune | +1% of base value per stack | All damage |
Charge | +5 damage per stack | All damage |
Mark | +10% of base value per stack | All ![]() |
Meditate | +10 damage per stack | All damage |
Crowform | +1% of base value per stack | All damage |
Healing Increases
Name | Modifier |
---|---|
Ninhurs | +50% of base ![]() |
Life Chant | +5 |
Blood-drinker | +100% of base ![]() |
Merzot | +20 |
Special Modifiers
There are a small number of abilities in Path of Achra that do not follow the usual damage rules. These are applied after all other calculations:
Name | Modifier |
---|---|
Agony | If after all other damage calculations (including ![]() ![]() ![]() |
Grace | Reduces damage taken by (5 * stacks of ![]() |
Protection | Upon being dealt damage, if the target has ![]() ![]() |