Elemental damage

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Elemental Damage is a modifier placed on many weapons and enemies in Mod of Redemption. Elemental damage is affected by Elemental resistances that the target has. A multitude of accessories can additionally be used to buff weapons that possess a certain element. Most weapons and enemies from the base game have also received these modifiers, adding more depth to preparations for boss fights and events or for exploring different dungeons and realms.

The Book of Bonuses lists all elemental effects discovered by the player. The player can also view their total elemental resistances and damage by pressing the "Show Elemental Stats" button to the left of their inventory.

Elements

Arcane Element.png Arcane

Arcane weapons can damage enemies from the Spirit Realm. They are effective on Spirit Type enemies.

 
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Fire Element.png Fire

Weapons with Fire bonus have a 25% chance to inflict Hellfire debuff for 3 seconds on Plant-like, Slime, or Cold Type enemies. Additionally, Chicken enemies will drop Fried Chicken when slain with a Fire weapon.

 
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Water Element.png Water

Water weapons have a 25% chance to inflict Electrified debuff for 2 seconds on Robotic Type enemies.

 
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Ice Element.png Ice

Ice weapons have a 25% chance to inflict Pure Chill debuff for 10 seconds on Infected Type enemies. Additionally, they have a 12.5% chance to inflict Frozen debuff on Slime Type enemies, with duration varying based on maximum health of the enemy (max - 29s, min - 0.33s)

 
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Earth Element.png Earth

Earth weapons deal 10% more damage to and have a 12.5% chance to inflict Stunned! debuff for 2 seconds on grounded foes. The stun cannot be inflicted on bosses and enemies immune to knockback.

 
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Wind Element.png Wind

Wind weapons inflict 25% extra knockback to airborne targets.

 
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Thunder Element.png Thunder

Thunder weapons deal 10% more damage to and have a 50% chance to inflict Electrified debuff for 2 seconds on Wet Type enemies or enemies that have the Wet debuff or are submerged in water/honey.

 
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Holy Element.png Holy

Holy weapons have a 16.67% chance to inflict Incandescence debuff for 2 seconds on Demon Type enemies.

 
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Shadow Element.png Shadow

Shadow weapons have a 16.67% chance to drop damage-increasing Shadow Fuel upon killing enemies. The chance can be boosted to 33.33% when under the effects of Evil Jelly.

 
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Nature Element.png Nature

Nature weapons have a 16.67% chance to drop defense-increasing Nature Boons upon hitting enemies inflicted with a non-fire debuff. The chance can be increased to 25% when equipping either Forest Core or Shell Necklace or to 33.33% when equipping both. Fire debuffs include On Fire!, Hellfire, Shadowflame, Cursed Inferno, Frostburn, Frostbite, Incandescence, and Dragonblaze.

Equipping the Eldritch Root will apply Shadow elemental bonus to every Nature weapon.

 
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Poison Element.png Poison

Poison weapons deal 10% extra damage to enemies afflicted with the Poisoned, Venom, or Dirty Wound debuffs.

 
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Blood Element.png Blood

Blood weapons will store 10% of their hit's damage as Initial Fill towards Blood Loss on the hit enemy. Critical strikes will store 20% of their damage instead. Each subsequent hit within 1.5 seconds of the last fill of Blood Loss will store 15% (30% if crit) of its damage as Extra Fill, which persists between hits and is added towards Blood Loss alongside the Initial Fill. If no fill of Blood Loss occurs within 1.5 seconds, Extra Fill will begin to drain by 1 per frame. After Extra Fill is drained to 0, all accumulated Blood Loss will begin to drain as well, at a rate of 2% per frame. Total Blood Loss fill (Initial Fill + Extra Fill) is proportional to the enemy's Blood multiplier (higher multiplier - more damage stored).

Once the total Blood Loss is equal to or exceeds the enemy's maximum health, the enemy will take damage equal to 15% (5% if the enemy is a boss) of their maximum health plus additional 100 Blood damage, with all stored Blood Loss and Extra Fill being reset to 0. Afterwards, each subsequent activation of this effect will require 50% more stored Blood Loss damage than the previous one. The total amount of Blood Loss required is inversely proportional to the enemy's Blood multiplier (higher multiplier - less Blood Loss required).

Inorganic Type enemies and enemies immune to Blood Butchered are not affected by Blood Loss.

 
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Psychic Element.png Psychic

Psychic weapons completely bypass enemy Guard Points, dealing damage only to their health.

 
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Celestial Element.png Celestial

Celestial weapons have a 16.67% chance to create a Celestial Star.gifCelestial Star upon dealing damage. The Star will remain in place until the enemy is slain, after which it will home in on the player, healing 2 health and 1 mana upon being absorbed. Equipping the Waterfowl Egg will decrease the spawn chance of Celestial Stars to 8.33% per hit but will allow the player to immediately absorb them.

If the player has equipped the full set of Solar Flare armor, the Celestial Stars will gain a new behavior. Upon spawning, they will slowly chase after nearby enemies, inflicting the Hellfire debuff for 2 seconds upon contact with them. After 2 seconds, a Star will explode in a small radius, dealing Fire damage equal to 2x the player's defense value.

 
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Explosive Element.png Explosive

Explosive weapons deal 2x damage to Guard Points and ignore 20% of the enemy's defense.

Flask of Nitroglycerine will apply the Explosive bonus to all melee weapons and summoner whips.

 
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Slash Element.png Slash

Weapons with the Slash element have a 0.5% chance to decapitate any Humanoid Type enemy, instantly killing them.

 
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Spear Element.png Spear

Using weapons with the Spear element against Guard Points will additionally deal 25% of their damage directly to the enemy's health.

 
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Axe Element.png Axe

Axes deal 3x damage on a critical strike and have a 1.25% chance to decapitate any Humanoid Type enemy.

 
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Hammer Element.png Hammer

Hammers deal 4x damage to Guard Points and ignore knockback immunity granted by them.

 
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Damage Modifiers

Certain items and armor sets can affect elemental damage.

 
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Elemental resistance

Most vanilla and some Mod of Redemption enemies are grouped into types, with every type having their own elemental resistances and debuff immunities. If an enemy belongs to 2 or more types then its resistances are multiplied together (for example, Vampire simultaneously belongs to Undead, Dark and Blood Types, resulting in a Shadow resistance of 0.8*0.75*0.9=0.54). Bosses' resistances cannot go below 0.75x and above 1.25x.

NPC Type Elemental resistance
Arcane Fire Water Ice Earth Wind Thunder Holy Shadow Nature Poison Blood Psychic Celestial
Plant-like - 1.25x - - - 1.25x - - - 0.75x 0.5x - - -
Undead/Skeleton - - - - - - - 1.25x 0.8x - - - - -
Demon - 0.5x 1.15x 1.15x - - - 1.3x - - - - - 1.2x
Spirit 1.25x - - - - - - 1.15x - - - - - 1.15x
Slime - 1.25x 0.5x 0.75x - - - - - - - - - -
Cold - 1.25x - 0.75x - 1.1x 1.1x - - - 0.9x - - -
Hot - 0.8x 1.1x 1.25x - 1.1x - - - - 1.1x - - -
Wet - 0.75x 0.75x 1.25x - - - - - - 1.25x - - -
Infected - 1.15x - 0.7x - - - - - - 0.25x 1.25x - -
Robotic - - 1.35x - - - 1.1x - - - 0.75x 0.75x - -
Organic - - - - - - - - - - 1.05x 1.1x - -
Hallowed - - - - - - - 0.5x 1.25x - - - - 0.9x
Dark - - - - - - - 1.15x 0.75x 1.25x - - - -
Blood - - - 1.1x - - - - 0.9x - 1.25x 0.75x - -

Certain items and armor sets provide resistance to various elements.

 
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Decapitation

Decapitation is a mechanic used by Slash and Axe bonuses. All Humanoid and Humanoid Skeleton Type enemies have a 0.5% or a 1.25% chance to be instantly killed when hit by a Slash or Axe weapon respectively. The Bearded Hatchet possesses a 5% chance to decapitate enemies but only if they belong to Humanoid Skeleton Type, and Mythril's Bane possesses a 2% chance for decapitation. Decapitation will not occur if the hit's damage is less than 1% of the enemy's current health. Additionally, certain enemies have a guaranteed drop when decapitated:

Enemy Decapitation drop
Any Epidotrian Skeleton Epidotrian SkullEpidotrian Skull
Any Humanoid Skeleton Type enemy SkullSkull
Android Mk.IAndroid Mk.I Android HeadAndroid Head
Android Mk.IAndroid Mk.I(Green) Android Head (Green)Android Head (Green)
Apidroid Mk.IApidroid Mk.I Android Head (Rose Titanium)Android Head (Rose Titanium)
Corpse-Walker PriestCorpse-Walker Priest Corpse-Walker SkullCorpse-Walker Skull
LamiaLamia Lamia MaskLamia Mask
MedusaMedusa Medusa HeadMedusa Head
MummyMummy
Dark MummyDark Mummy
Blood MummyBlood Mummy
Light MummyLight Mummy
Mummy MaskMummy Mask
Rock GolemRock Golem Rock Golem HeadRock Golem Head

Element IDs

ID Element
1 Arcane
2 Fire
3 Water
4 Ice
5 Earth
6 Wind
7 Thunder
8 Holy
9 Shadow
10 Nature
11 Poison
12 Blood
13 Psychic
14 Celestial
15 Explosive

Slash, Spear, Axe, and Hammer bonuses don't have specific IDs and are instead applied automatically to any item that classifies as a non-blunt broadsword, spear, axe, or hammer respectively.

Tips

  • Blood damage is extremely powerful in the early game as relatively few Robotic foes exist in Pre-Hardmode.
    • In Expert mode this is made even better with the Heart Insignia which boosts Blood and Shadow damage by an additional 15%.