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The wiki sometimes uses the term {{DamageColor|Physical|'''Weapon damage'''}} when the type of damage is based on the ''primary'' damage type of the weapon being used. This is almost always one of the physical damage types, but can be something else in rare cases. For example, after casting [[Hunter's Mark]] on an enemy, an attack with most longswords would deal additional slashing damage, and an attack with most hand crossbows would deal additional piercing damage. However, an attack with the [[Ne'er Misser]] would deal additional force damage, because the Ne'er Misser uses force as its primary damage type. Another example would be using [[Sneak Attack (Melee)|Sneak Attack]] with a [[Flame Blade (weapon)|Flame Blade]] or [[Shadow Blade (weapon)|Shadow Blade]], which would make the sneak attack deal fire or psychic damage, respectively.
The wiki sometimes uses the term {{DamageColor|Physical|'''Weapon damage'''}} when the type of damage is based on the ''primary'' damage type of the weapon being used. This is almost always one of the physical damage types, but can be something else in rare cases. For example, after casting [[Hunter's Mark]] on an enemy, an attack with most longswords would deal additional slashing damage, and an attack with most hand crossbows would deal additional piercing damage. However, an attack with the [[Ne'er Misser]] would deal additional force damage, because the Ne'er Misser uses force as its primary damage type. Another example would be using [[Sneak Attack (Melee)|Sneak Attack]] with a [[Flame Blade (weapon)|Flame Blade]] or [[Shadow Blade (weapon)|Shadow Blade]], which would make the sneak attack deal fire or psychic damage, respectively.


If a source of damage mixes different sizes of dice or damage types, they will be listed separately with a plus sign between them, e.g. {{DamageText|1d8|piercing}} + {{DamageText|1d4|fire}}. Each type is dealt separately, though see [[damage mechanics]] for more details.
=== Resistance, Vulnerability and Immunity ===
{{main|Resistances}}
A creature's [[resistances]] determine which damage types they are immune, resistant or vulnerable to:
A creature's [[resistances]] determine which damage types they are immune, resistant or vulnerable to:
* Damage dealt to a creature with '''resistance''' to that damage type is ''halved''.
* Damage dealt to a creature with '''resistance''' to that damage type is ''halved''.
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* Damage dealt to a creature with '''immunity''' to that damage type is ''reduced to zero''.
* Damage dealt to a creature with '''immunity''' to that damage type is ''reduced to zero''.


Resistance and vulnerability to the same type cancel each other out, but don't affect immunity.
If a character has both resistance and vulnerability to the same damage type, they cancel each other out and the creature takes normal damage. Immunity always reduces damage to zero, even if a creature also has resistance and/or vulnerability to the same damage type.
 
If a source of damage mixes different sizes of dice or damage types, they will be listed separately with a plus sign between them, e.g. {{DamageText|1d8|piercing}} + {{DamageText|1d4|fire}}. Each type is considered separately for the purposes of resistance, vulnerability and immunity, so a creature immune to fire would take only 1d8 piercing damage in the previous example.


== A bit of mathematics ==
== A bit of mathematics ==
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