MudGate has several damage types, including acid, bludgeoning, cold, and fire.
Damage can be physical or elemental, and it can come from monsters, spells, weapons, or hazards. For example, a black dragon's corrosive breath can deal acid damage, while a giant's club can deal bludgeoning damage.
Armor and protective effects can reduce specific damage types or broader groups such as physical or elemental damage.
Bludgeoning damage is inflicted by blunt force attacks, such as hammers and falling.
Piercing damage is inflicted by puncturing and impaling attacks, such as spears.
Slashing damage is inflicted by swords, axes, and monsters' claws.
Bite damage can be inflicted by monster bites.
Chop damage is inflicted by axes.
Claw damage is inflicted by monsters' claws.
Lash damage is inflicted by lashing attacks such as a whip.
Acid damage is inflicted by the corrosive spray of a black dragon's breath or the dissolving enzymes secreted by a black pudding.
Cold damage is inflicted by the infernal chill radiating from an ice devil's spear or the frigid blast of a white dragon's breath.
Fire damage is inflicted by a torch, a red dragon's breath, or spells that conjure flames.
Force damage is pure magical energy focused into a damaging form, most often inflicted by spells such as magic missile and spiritual weapon.
Lightning damage is inflicted by lightning bolt spells and a blue dragon's breath.
Necrotic damage is inflicted by certain undead and spells such as chill touch.
Poison damage is inflicted by venomous stings or the toxic gas of a green dragon's breath.
Psychic damage is inflicted by mental abilities such as a mind flayer's psionic blast.
Radiant damage is inflicted by a cleric's flame strike spell or an angel's smiting weapon.
Thunder damage is inflicted by a concussive burst of sound, such as the effect of the thunderwave spell.
Life drain damage is a special type of damage that magically bypasses all types of resistance, stealing the life force from the victim.
Armor is protective equipment made from materials such as metal, leather, or hide. It mainly protects against physical damage from weapons, attacks, and hazards.
Armor protection is measured by armor class (AC), up to a maximum of 20. Higher AC means better protection. Cloth offers the least protection, while plate offers the most.
Armor may not stop elemental damage or life drain. Those damage types often require specialized protection or resistance.
Body parts can have different protection levels. Large armor pieces, such as chest plates, usually protect more than small pieces, such as rings.