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Elements and weaknesses

Monsters, raid enemies and world bosses take more damage from some elements and less from others.

Every hit carries one element. A class ability with its own element uses it (Smite is Holy, Brand is Fire, Magic Flurry is Arcane); otherwise a rune fitted to the weapon decides; otherwise the weapon itself: fire weapons strike as Fire, wands and staves as Arcane, the Wooden Stake as Holy, the Poison Dagger as Poison, and everything else by its form: Slash (swords, axes, broad knives), Pierce (guns, bows, narrow blades) or Blunt (clubs, fists, thrown items).

A monster weak to the element takes 25% more damage; one that resists it takes 10% less. Burns count as Fire and poison as Poison; bleeding has no element. Players have no weaknesses, so street fights and the arena are unchanged.

Weaknesses show on the fight screen and in the Bestiary. Fit a rune (Weapon attachments) to give a weapon the element you need.

KindWeak toResists
BeastFire, Slash—
InsectFire, BluntPoison
UndeadHoly, Fire, BluntPoison, Pierce
SpiritHoly, ArcaneSlash, Pierce, Blunt
ConstructShock, BluntPierce, Poison
HumanoidPoison—
DragonWater, PierceFire
PlantFire, SlashWater, Blunt
BrutePierce, ArcaneBlunt
VoidHoly, ShockArcane
Nature (on top of the kind)Weak toResists
Fire creatureWaterFire
Sea creatureShockWater
ElementComes from
SlashWeapons of that form
PierceWeapons of that form
BluntWeapons of that form
Firebrand, Ember Rune, Ember pet collar (bites)
WaterTide Rune, Tide pet collar (bites)
ShockStorm Rune, Storm pet collar (bites)
Holysmite, Sun Rune, Sun pet collar (bites)
ArcanemagicFlurry, Hex Rune, Hex pet collar (bites)
PoisonVenom Rune, Venom pet collar (bites)

In the game: Adventure

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