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 * For other uses, see Stat Damage.

Notice: As explained multiple times, the term is not given by Bethesda, but the coding and the game mechanics for this concept is a very real and very consequential part of the game, so since the concept is real and important, it should talked about. Some concepts and game mechanics aren't going to be given by the game makers except in code. Feel free to rename or pick a name.

Stat Damage is term not coined or distributed by the primary source for a unique form of damage with it's own set of consequences, traits, and characteristics in The Elder Scrolls: Blades. The concept is definitely coded and a game mechanic from the primary source.

It is dealt with enchanted weapons with damage stamina and damage magicka. It directly damages the stats, it is in game.

Though the game does not directly label or communicate to the user all of the programmed features or technical names of the game mechanics code side, and since games can't do anything they aren't programmed to, this and other codded real actual parts of the game mechanics and programming exist literally, and thus, should be allowed to be talked about. Some things, do not have a communicated name or terminology and the labeling is up for debate.

Contents
[show]==Types of stat damage==
 * Magicka Damage (Blades)
 * Stamina Damage (Blades)

Offense
Stat Damage can be dealt by either a shield while using an ability, if enchanted; or a more traditional handheld weapon, if enchanted; certain spells; or other enchantments.

Unlike Physical damage and Elemental Damage, Stat damage has no resistance to it by any creatures or enchantments or light armors. As a balancing factor, it does not do any extra damage to health. This however does not make it any less potent, as what is for is damaging stats, and enemis can't resist it. For example, Shock damage can be useful for against magic users even though they can resist, because it sucks there magic. But because they can resist, they can still use some magic and do some damage or be able to regenerate if they are good at defending themselves. Stat damage does more damage than the other damage types, and it can't be resisted, so even the user blocks, it can take away enough magicka or stamina to cripple. Increasing stat: Combos and critical hits increase the base amount of elemental damage. Poisons can be used to make the enemy more vulnerable to elemental damage. Enchantments are able to boost the amount of damage dealt by weapons or abilities. Depending on their material, weapons will deal a different type of physical damage.

Status effects are conditions inflicted on the enemy that can be used to cause (Usually minimal on direct damage via status effects), indirectly cause extra damage damage by stopping the enemy or slowing it down, or/ and prevent damage by stopping or slowing down and thus turning the enemy into a weaker version as of a lower level as choice of attack, some caused by elemental damage. When the enemy is stunned, staggered, paralyzed, or frozen, any attack that lands on them will be even more effective either by preventing hindrance on the end of the dealer, or making the requirements for the next (elemental) status effects less in amount, resistance, and over all challenge. On fire, poisoned, and shocked will also cause small amounts of it's damage over time, but on the other stats (other than health) they generally are more effective. See
 * Main article: Status Effects (Blades)

For more information and details.

Since stat damage is potent, only one weapon is often needed to use it clearing up inventory space requirements for maximizing power and effectiveness. This means that it is effective enough that it often doesn't need to be paired with proper physical damage type and do it's job well even against armor or enemies resistant to the damage type of the blade.

Defense
Armor, and blocking with a shield or a weapon are only one of the primary ways one can reduce the amount of elemental damage taken, except, perhaps not directly. These actions reduce the amount of damage dealt in general, which includes both physical and elements, and also stat damage. Unlike with the other two types, no armor, potion, or enchantment gives resistance to stat damage, nor any enemy type. Light shields with resistances are both much, much more powerful in blocking Damage in general and can indirectly defend against stat damage by reducing weapons damage (Depending on game version). Tempering armor with the appropriate materials at the smithy is another way to reduce damage in general received. Blocking can help, but since there is very limited defense, and the amount of damage stat damage deals is so high, High blocking is the primary defense- overall. There are two types of blocks; high blocking and low blocking. High blocks are able to block more damage than a low block, as well as stagger the opponent, leaving them open to be countered; this means that high blocks can provide substantial protection against attacks... after the first one, as well as the additional slightly less insubstantial defense. Low blocking is much less effective and practical, than other types, the worst of them all, at defending against damage types, since it has no resistance and the stat damage is high since it doesn't effect health. Since stat damage goes past the armor, it doesn't wear it down at all... However, items that are enchanted are more expensive to fix, so light armor (with natural resistances) is a way around this. That and, since while weapons can also be used for blocking, if the player character needs to guard often, they will wear down at a quicker pace compared to when using a shield; and some material types provide both light and heavy armor variants, while other armor types provide only light or heavy, but unlike armor, the benefits may different in the light shields from the light armor; these problems with physical damage can be dealt with the opposite way while going up against an stat damage dealing opponent much, much more cheaply.

As with physical damage, potions can not protect against stat damage.

Stat damage is not to be taken lightly. It is literal part of the game and not be underestimated as it can often be the most potent even though if does no damage, as it cripples the enemy's ability to use what makes them damaging, and make them predictable and safe.

Trivia
While mechanics are word of God, the terminology- stat damage- is word of Dante