Elemental damage
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.
While enemies can also deal Elemental damage, they don't gain the effects that the player does.
Elements
Arcane
Arcane weapons can damage enemies from the Spirit Realm. They are effective on Spirit Type enemies.
Fire
Weapons with Fire bonus have a 25% chance to inflict Hellfire debuff for 3 seconds on Plantlike, Slime, or Cold Type enemies. They also make Chicken enemies drop Fried Chicken when slain with one.
Water
Water weapons are more effective on Demon Types, similar to Holy ones. Additionally, they have a 25% chance to inflict Electrified debuff for 2 seconds on Robotic Type enemies.
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 max health of the enemy (max - 29s, min - 0.33s)
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.
Wind
Wind weapons inflict 25% extra knockback to airborne targets.
Thunder
Thunder weapons deal 10% more damage to and have a 50% chance to inflict Electrified debuff for 2 seconds on Wet Type enemies, enemies that have the Wet debuff or are submerged in water/honey.
Holy
Holy weapons deal increased damage to Undead or Demon Type enemies, but less damage to Holy Type enemies. They can also damage enemies from the Spirit Realm and are overwhelmingly effective on the Jolly Madman.
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.
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.
Poison
Poison weapons deal 10% extra damage to enemies inflicted with the Poisoned, Venom or Dirty Wound debuff.
Blood
Blood weapons are more effective against Organic Type enemies, but suffer against Robotic Type ones.
Psychic
Psychic weapons bypass enemy Guard Points, effectively cheesing bosses like The Janitor or MACE Project. Additionally, they can damage enemies from the Spirit Realm.
Celestial
Celestial weapons can create stars around hit enemies, restoring life and mana once the foe is slain. This is most effective on hordes of strong enemies while not so good against bosses. Additionally, they can damage enemies from the Spirit Realm.
Explosive
Explosive weapons deal 2x damage to Guard Points and ignore 20% of the enemy's defense.
Slash
Weapons with the Slash element have a 0.5% chance to decapitate any Humanoid Type enemy, instantly killing them.
Axe
Axes deal 3x damage on a critical strike and have a 1.25% chance to decapitate any Humanoid Type enemy.
Hammer
Hammers deal 4x damage to Guard Points.
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.
Certain items and armor sets provide resistance to various elements.
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Element IDs
ID | Element |
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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 | Exposive |
Slash, Axe and Hammer bonuses don't have specific IDs and are instead applied automatically to any item that classifies as a non-blunt broadsword, 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%.
Game mechanics | |||||||||
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Combat | Elemental damage • Guard Points • Minions • NPC Types | ||||||||
Environment | Events • Music • Status messages | ||||||||
Items | Alternative crafting ingredients • Drops • Modifiers • Rarity • Recipes | ||||||||
Game | Abilities • Alignment • Configuration settings • Fishing • Radiation • Slayer Star Rating | ||||||||
Player | Buffs • Debuffs • Defense |