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= Special Combat Effects = The system hosts multiple weapon-generated effects that impact active battles: * '''Armor Penetration (Armor Ignore):''' A constant modifier that reduces the target's total Armor (AC) by a flat percentage on every strike before damage is calculated. * '''Critical Hit (Armor Piercing):''' A chance-based proc (scaling with weapon stats, material, quality, and Anatomy) that partially bypasses armor and guarantees a minimum of 10 to 15 pure damage. * '''Elemental Strikes (Fire, Cold, Acid, Energy):''' Magical or Elementium weapons (20% proc chance per element) deal direct elemental damage, mitigated by the target's specific elemental resistances. * '''Double Shot:''' Specific ammunition triggers two consecutive hits instantly. * '''Vampiric Drains (Mana/Stam/Life):''' Specific alloys restore the attacker's attributes based on the amount of damage dealt. * '''Spelldrain (Dispel):''' A proc-based effect (primarily on Entit weapons, scaling with weight) that randomly strips one active magical buff from the target (e.g., Magic Reflection, Protection, Reactive Armor, Stat Modifiers). * '''Reactive Defenses:''' Stronghold armors deal reactive damage to Evil attackers; Verminard armors deal reactive damage to Good attackers. * '''Mounted Dodge:''' Grants a passive dodge chance based on Dexterity while on horseback. This bonus is halved if the rider is holding a shield.
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