Elemental damage
Elemental Stats toggle |
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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
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 Plant-like, Slime, or Cold Type enemies. Additionally, Chicken enemies will drop Fried Chicken when slain with a Fire weapon.
Water
Water weapons 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 maximum 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 or enemies that have the Wet debuff or are submerged in water/honey.
Holy
Holy weapons have a 16.67% chance to inflict Incandescence debuff for 2 seconds on Demon Type enemies.
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. 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.
Poison
Poison weapons deal 10% extra damage to enemies afflicted with the Poisoned, Venom, or Dirty Wound debuffs.
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.
Psychic
Psychic weapons completely bypass enemy Guard Points, dealing damage only to their health.
Celestial
Celestial weapons have a 16.67% chance to create a Celestial 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.
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.
Slash
Weapons with the Slash element have a 0.5% chance to decapitate any Humanoid Type enemy, instantly killing them.
Spear
Using weapons with the Spear element against Guard Points will additionally deal 25% of their damage directly to the enemy's health.
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 and ignore knockback immunity granted by them.
Damage Modifiers
Certain items and armor sets can affect elemental damage.
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 ). Bosses' resistances cannot go below 0.75x and above 1.25x.
Certain items and armor sets provide resistance to various elements.
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 |
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Any Epidotrian Skeleton | ![]() |
Any Humanoid Skeleton Type enemy | ![]() |
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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 | 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%.
Game mechanics | |||||||||
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Combat | Elemental damage • Guard Points • Minions • NPC Types | ||||||||
Environment | Biome backgrounds • Events • Music • Status messages | ||||||||
Events | Fowl Morning • Raveyard | ||||||||
Items | Alternative crafting ingredients • Consumable • Crafting stations (By Hand) • Drops • Modifiers • Rarity • Recipes • Vanilla item recipes | ||||||||
Game | Alignment • Bestiary • Configuration settings • Fishing • Game controls • Mod Calls • Slayer Star Rating • Vanilla changes | ||||||||
Player | Abilities • Buffs • Debuffs • Defense • Hairstyles • Radiation |