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COMBAT

An example of the damage system:

The MUD will determine the area of your body that is being attacked.

The MUD will generate the hitroll and compare it to your AC. AC is the sum of the AC value(s) of the item(s) in the area being attacked, and your ALL-AC. If the attack gets past your AC, the MUD will compute the total damage done in the attack.

The stopping (actual protection) value of the item(s) (if any) covering the area of your body that was attacked will be subtracted from the total damage. Stopping value is the sum of the STOPPING value(s) of the item(s) in the area being attacked, and your ALL-STOPPING. Items with immunities to the form of attack being used are evaluated as infinite STOPPING, and block all damage. Items with a resistance are evaluated as double STOPPING, and items with a susceptibility are evaluated as half STOPPING.

The remaining amount of damage (if any) will be subtracted from your remaining hitpoints. If the remaining amount of damage is zero or negative, then no damage will be incurred for that attack.