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.
| Kind | Weak to | Resists |
|---|---|---|
| Beast | Fire, Slash | — |
| Insect | Fire, Blunt | Poison |
| Undead | Holy, Fire, Blunt | Poison, Pierce |
| Spirit | Holy, Arcane | Slash, Pierce, Blunt |
| Construct | Shock, Blunt | Pierce, Poison |
| Humanoid | Poison | — |
| Dragon | Water, Pierce | Fire |
| Plant | Fire, Slash | Water, Blunt |
| Brute | Pierce, Arcane | Blunt |
| Void | Holy, Shock | Arcane |
| Nature (on top of the kind) | Weak to | Resists |
|---|---|---|
| Fire creature | Water | Fire |
| Sea creature | Shock | Water |
| Element | Comes from |
|---|---|
| Slash | Weapons of that form |
| Pierce | Weapons of that form |
| Blunt | Weapons of that form |
| Fire | brand, Ember Rune, Ember pet collar (bites) |
| Water | Tide Rune, Tide pet collar (bites) |
| Shock | Storm Rune, Storm pet collar (bites) |
| Holy | smite, Sun Rune, Sun pet collar (bites) |
| Arcane | magicFlurry, Hex Rune, Hex pet collar (bites) |
| Poison | Venom Rune, Venom pet collar (bites) |
In the game: Adventure