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.

While enemies can also deal Elemental damage, they don't gain the effects that the player does.

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 Plantlike, Slime, or Cold Type enemies. They also make Chicken enemies drop Fried Chicken when slain with one.

 
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Water Element.png 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.

 
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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 max 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, enemies that have the Wet debuff or are submerged in water/honey.

 
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Holy Element.png 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.

 
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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.

 
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Poison Element.png Poison

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

 
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Blood Element.png Blood

Blood weapons are more effective against Organic Type enemies, but suffer against Robotic Type ones.

 
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Psychic Element.png 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.

 
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Celestial Element.png 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.

 
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Explosive Element.png Explosive

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

 
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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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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.

 
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Modifiers

Certain items and armor sets can affect elemental damage.

  • Item Damage
    Crystallized KnowledgeCrystallized Knowledge +4% (depending on the type of crystals)
    Gilded Sea EmblemGilded Sea Emblem +15%Water
    -10%Fire
    Grace's GuidanceGrace's Guidance
    Sacred CrossSacred Cross
    +12%Holy
    Heart InsigniaHeart Insignia +15%Shadow
    +15%Blood
    Heart of InfectionHeart of Infection +10%Poison
    Shell NecklaceShell Necklace +10%Nature
    Trapped Soul BaubleTrapped Soul Bauble +10%Arcane
    Shadow FuelShadow Fuel +10%Shadow
    Vendetta PotionVendetta Potion +10%Poison
    Silver armorSilver armor (set bonus)
    Tungsten armorTungsten armor (set bonus)
    Titanium armorTitanium armor (set bonus)
    +20%Thunder
    Platinum armorPlatinum armor (set bonus) +20%Arcane
  • 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
    Plantlike - 1.25x - - - 1.25x - - - 0.75x 0.5x - - -
    Undead/Skeleton - - - - - - - 1.25x 0.8x - - - - -
    Demon - 0.5x 1.15x 1.15x - - - 1.3x - - - - - 1.3x
    Spirit 1.15x - - - - - - 1.15x - - - - - 1.15x
    Slime - 1.25x 0.5x 0.75x - - - - - - - - - -
    Cold - 1.25x - 0.75x - 1.1x 1.1x - - - 0.9x - - -
    Hot - 0.5x 1.1x 1.25x - 1.1x - - - - 1.1x - - -
    Wet - 0.75x 0.5x 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 - 1.1x 0.75x - -

    Certain items and armor sets provide resistance to various elements.

  • Item Resistance
    Waterfowl EggWaterfowl Egg -15% to all (while its effect is active)
    Crystallized KnowledgeCrystallized Knowledge +4% (depending on the type of crystals)
    Eldritch RootEldritch Root +12%Shadow
    Erhan's CrossErhan's Cross +10%Holy
    -10%Shadow
    Gilded Sea EmblemGilded Sea Emblem +15%Water
    -10%Fire
    Grace's GuidanceGrace's Guidance
    Sacred CrossSacred Cross
    +12%Holy
    Heart of InfectionHeart of Infection +20%Poison
    Heart InsigniaHeart Insignia +15%Shadow
    +15%Blood
    Shell NecklaceShell Necklace +10%Nature
    Trapped Soul BaubleTrapped Soul Bauble +10%Arcane
    Cactus armorCactus armor (set bonus)
    Jungle armorJungle armor (set bonus)
    Orichalcum armorOrichalcum armor (set bonus)
    +20%Nature
    Copper armorCopper armor (set bonus)
    Tin armorTin armor (set bonus)
    +20%Thunder
    Fossil armorFossil armor (set bonus)
    Iron armorIron armor (set bonus)
    Lead armorLead armor (set bonus)
    Adamantite armorAdamantite armor (set bonus)
    Forbidden armorForbidden armor (set bonus)
    +20%Earth
    Gold armorGold armor (set bonus)
    Mythril armorMythril armor (set bonus)
    Spectre armorSpectre armor (set bonus)
    +20%Arcane
    Shadow armorShadow armor (set bonus)
    Ancient Shadow armorAncient Shadow armor (set bonus)
    +20%Shadow
    Crimson armorCrimson armor (set bonus) +20%Blood
    Molten armorMolten armor (set bonus)
    Pure-Iron armorPure-Iron armor (set bonus)
    +20%Fire
    Dragon-Lead armorDragon-Lead armor (set bonus)
    Frost armorFrost armor (set bonus)
    +20%Ice
    Cobalt armorCobalt armor (set bonus) +20%Water
    Palladium armorPalladium armor (set bonus)
    Hallowed armorHallowed armor (set bonus)
    Ancient Hallowed armorAncient Hallowed armor (set bonus)
    +20%Holy
    Turtle armorTurtle armor (set bonus)
    Beetle armorBeetle armor (set bonus)
    +20%Nature
    +20%Earth
  • 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 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
     
    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