Damage Types
Various Damage Types can be dealt from sources such as spells or other types of attacks to both you and your enemies. These damage types are helpful to keep in mind when deciding which spells to use in a wand. Each enemy may have different strengths and weaknesses against certain damage types, so utilising the various available damage types will allow you to inflict greater damage upon them.
Particularly unusual damage types have been separated out into their own section and can be found towards the end of this article.
Standard Damage Types
Icon | Damage Type | Details | Examples |
---|---|---|---|
Curse damage |
Curse damage taken by an entity is influenced by their Entity's which have the Notable examples of creatures in possession of this tag include Sauvojen tuntija, Ylialkemisti, Unohdettu, and Syväolento. |
Curse contact damage dealt by a Houre, which only affects you and your allies:<DamageNearbyEntitiesComponent
radius="16"
time_between_damaging="3"
target_tag="player_unit"
damage_type="DAMAGE_CURSE"
ragdoll_fx="NONE">
</DamageNearbyEntitiesComponent>
<AreaDamageComponent
aabb_min.x="-391"
aabb_min.y="-99"
aabb_max.x="63"
aabb_max.y="78"
damage_per_frame="0.01333"
update_every_n_frame="10"
death_cause="$damage_holy_mountains_curse"
damage_type="DAMAGE_CURSE"
>
</AreaDamageComponent>
| |
Drill damage |
A rare damage type associated with certain digging spells, namely Digging Bolt and Digging Blast. Most enemies resist this damage type to some extent, however stationary enemies (like Haamukivi, or the various wall traps in the Temple of the Art) tend to be weak to it. Drill damage taken by an entity is influenced by their |
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Electricity damage |
A fairly powerful, but dangerously volatile damage type. Most electrical damage sources induce a prolonged stun via a Stunned status. Entities with the Most electrical damage sources are capable of conducting current through liquid and metal, potentially causing additional damage to anything in contact with those materials. Electrical spells also cause the wand they're in to become electrified if they are held in liquid for too long. Robotic enemies are generally weak to this damage type, except for Peitsivartija and Vakoilija. Most Lukki resist electric damage to some extent. Electric damage taken by an entity is influenced by their The Electric Weakening Curse can be used to increase a creature's damage multiplier by Entities with the |
Electric damage dealt by Ball Lightning:<ProjectileComponent
...
>
<damage_by_type electricity="0.5" >
</damage_by_type>
</ProjectileComponent>
<AreaDamageComponent
aabb_min.x="-96"
aabb_min.y="-96"
aabb_max.x="96"
aabb_max.y="96"
damage_per_frame="0.4"
update_every_n_frame="1"
damage_type="DAMAGE_ELECTRICITY"
>
</AreaDamageComponent>
<DamageModelComponent
...
>
<damage_multipliers
...
electricity="-1">
</damage_multipliers>
</DamageModelComponent>
| |
Explosion damage |
One of the more common damage types. Explosion spells are fairly strong early on, but dangerous and often limited. Explosive damage taken by an entity is influenced by their The Explosive Weakening Curse can be used to increase a creature's damage multiplier by Entities with the |
Explosion damage of Nuke:<config_explosion
...
explosion_radius="250"
...
damage="10"
...
>
</config_explosion>
c.explosion_radius = c.explosion_radius + 15.0
c.damage_explosion_add = c.damage_explosion_add + 0.2
<DamageModelComponent
...
><damage_multipliers
explosion="0.35" >
</damage_multipliers>
</DamageModelComponent>
| |
Fire damage |
A fairly common damage type inflicted by burning and various fiery spells. Fire damage taken by an entity is influenced by their Entities with the When an entity is ignited, it takes fire damage over time based on its Many creatures enter a panicked state when ignited, abandoning any active conflict until they stop burning. Enemies who burn to death are considered trick kills, and drop double gold. The |
Fire damage dealt by Meteor:<ProjectileComponent
...
>
<damage_by_type
fire="2.25"
>
</damage_by_type>
<config_explosion
...
>
</config_explosion>
</ProjectileComponent>
<DamageModelComponent
...
>
<damage_multipliers
fire="40.0"
>
</damage_multipliers>
</DamageModelComponent>
<DamageModelComponent
...
fire_damage_amount="0.2"
fire_probability_of_ignition="1"
...
><damage_multipliers
...>
</damage_multipliers>
</DamageModelComponent>
| |
Healing damage |
A rare damage type that specializes in replenishing health instead of depleting it. While other damage types never go below zero, healing damage cannot go above zero, and deals negative damage instead. All healing damage sources have friendly fire enabled so that they may affect the caster, so be warned that spells which reduce projectile damage should be used on healing spells in cases where you have perks that increase projectile damage. Like other damage types, it can be affected by damage multipliers such as from Berserkium or the Glass Cannon perk, which will multiply the amount of healing you receive. Note that the Regeneration status granted by Circle of Vigour will not be affected, however the healing damage dealt while in contact with the circle will be. Healing damage taken by an entity is influenced by their Normally, if an entity has a negative damage multiplier for certain damage type, it will heal them, however if an enemy happened to have a negative healing damage multiplier it would cause them to be hurt by it instead. |
Healing Bolt is one of the few projectiles that deals healing damage, it has friendly fire enabled so that it may hit the caster (but only if it has existed for 4 or more frames):<ProjectileComponent
...
damage="0"
...
collide_with_shooter_frames="4"
friendly_fire="1"
>
<damage_by_type
healing="-0.35"
>
</damage_by_type>
<config_explosion
...>
</config_explosion>
</ProjectileComponent>
| |
Ice damage |
An uncommon damage type inflicted by very few spells. Notably, the ice damage itself does not apply the seemingly signature freezing effect that most ice spells cause. The freezing effect is applied separately, but is typically applied to spells which deal ice damage. Only Iceball and Freezing Gaze, both limited-use spells, innately have ice-type damage. The most common option for ice damage is to use Freeze Charge, which applies ice damage and the freeze effect to any spell it is combined with. Ice damage taken by an entity is influenced by their Entities with the |
Each of the 12 projectiles from Freezing Gaze deals 10 ice damage:<ProjectileComponent
...>
<damage_by_type
ice="0.4" >
</damage_by_type>
<config_explosion
...>
</config_explosion>
</ProjectileComponent>
c.damage_ice_add = c.damage_ice_add + 0.2
c.game_effect_entities = c.game_effect_entities .. "data/entities/misc/effect_frozen.xml,"
<DamageModelComponent
...>
<damage_multipliers
...
ice="-1.0"
>
</damage_multipliers>
</DamageModelComponent>
| |
Melee damage |
A damage type frequently inflicted by melee attacks (note that some types of melee attacks are further described under Esoteric Damage Types). Many enemies have melee attacks in addition to ranged attacks. Some enemies such as Konna have a dash attack. Worm enemies such as Jättimato periodically perform a 'bite' melee attack around their heads (not to be confused with the Bite damage from worm-like bosses - see Esoteric Damage Types for more information). Melee damage inflicted on entities with the Frozen status will apply a direct HP reduction that cannot be reduced by Stainless Armour or melee resistance (but can be blocked by melee immunity). This HP reduction will be for 50% of current HP when current HP is more than 25% of maximum, or an instant kill if current HP is at or below 25% of maximum. It is possible to parry incoming melee-type attacks with a well timed kick. |
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Poison damage |
A damage type primarily inflicted by the Poisoned status from Poison stains. The status damages for approximately 2% of maximum HP every 1.5 seconds, but cannot normally kill, instead reducing HP to 5% of maximum. |
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Radioactive damage |
A damage type primarily inflicted by the Toxic status from Toxic Sludge stains. The status damages for approximately 2% of maximum HP every 1.5 seconds, but cannot normally kill, instead reducing HP to 5% of maximum. Entities with the |
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Projectile damage |
The most common damage type by far. The vast majority of damaging spells or modifiers you have access to deal this damage type, and most ranged attacks from enemies deal this type as well. Robots and Lukki are among the most resistant to this damage type, and there are no creatures which are normally weak to it. Robots that spawn in the Power Plant biome have their base projectile damage multiplier set to Projectile damage taken by an entity is influenced by their The Projectile Weakening Curse can be used to increase a creature's damage multiplier by |
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Slice damage |
A somewhat uncommon damage type. Most of the spells that deal slice damage have friendly fire enabled, with Chainsaw and Energy Sphere being exceptions. Robotic enemies are all quite resistant to this damage type, however it is fairly effective (to varying degrees) on most other enemies. Most Lukki are weak to slice damage, except for Kasvoton Lukki. Slice damage taken by an entity is influenced by their |
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Holy damage |
Holy damage was added in the Epilogue 2 Update. It is uniquely dealt by the Holy Lance spell, and by several enemies (incl. Peitsivartija, Taivaankatse, Hohtava hyypiö, Kolmisilmä, Tapion vasalli, Unohdettu). | From the projectile definition of Holy Lance:
<ProjectileComponent
damage="0"
>
<damage_by_type
holy="1.75"
>
</damage_by_type>
</ProjectileComponent>
From Hohtava hyypiö's retaliate projectile: <damage_by_type
holy="0.35"
>
|
Esoteric Damage Types
Icon | Damage Type | Details | Examples |
---|---|---|---|
Bite damage (Melee) |
Damage dealt by worm bosses (Suomuhauki or Limatoukka) every frame in a radius around their head. Bite damage from these bosses is simultaneously melee damage, that means Melee Immunity, Frozen, Parrying applies to this boss damage. However, bite damage taken by an entity is not influenced by its A mod cannot implement this combined melee and bite damage type using EntityInflictDamage. This is a unique capability of BossDragonComponent. |
The bite of Limatoukka:<BossDragonComponent
...
target_kill_radius="36"
target_kill_ragdoll_force="10"
...
>
</BossDragonComponent>
| |
Impact damage (Physics) |
Damage dealt by collisions with physics objects, scaling with velocity. Impact damage taken by an entity is influenced by their Entities with |
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Crush damage |
Damage dealt by collision with Collapsed Concrete rigidbody entities based on the momentum from both sides of the collision.
Crush damage taken by an entity is influenced by their |
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Blackhole damage |
Damage dealt by blackhole gravity wells such as those created by Giga Black Hole or Omega Black Hole. Blackhole damage taken by an entity is influenced by their |
Blackhole damage of Omega Black Hole:<BlackHoleComponent
particle_attractor_force="8"
damage_probability="0.55"
radius="160">
</BlackHoleComponent>
| |
Fall damage |
Damage dealt by collision with solid matter at/above a certain velocity. This damage type is typically disabled for most creatures, including you. The only exceptions seem to be Eväkäs (as wonderfully demonstrated by Chereazi) and Suureväkäs. It is primarily used for objects such as lanterns so that they break when hitting the ground or wall, or for certain throwable items so that they activate on impact, such as a Chaos Die. Entities with |
Falling damage taken by Eväkäs:<DamageModelComponent
...
falling_damage_damage_max="1.2"
falling_damage_damage_min="0.1"
falling_damage_height_max="450"
falling_damage_height_min="250"
falling_damages="1"
...
>
</DamageModelComponent>
| |
Material damage |
Damage dealt to an entity when its hitbox touches a particular substance. Material damage is dealt per pixel of the material touching the entity's hitbox. Entities with Material damage is not affected by damage multipliers of the target. For example poison damage gets multiplied in Nightmare mode, but the material damage poison deals remains the same. The multiplier only affects the damage over time from the poison stain. |
Material damage taken by you:<DamageModelComponent
...
materials_damage="1"
materials_that_damage="acid,lava,blood_cold_vapour,
blood_cold,poison,radioactive_gas,
radioactive_gas_static,rock_static_radioactive,
rock_static_poison,ice_radioactive_static,
ice_radioactive_glass,ice_acid_static,
ice_acid_glass,rock_static_cursed,
magic_gas_hp_regeneration,
gold_radioactive,gold_static_radioactive,
rock_static_cursed_green,cursed_liquid,poo_gas"
materials_how_much_damage="0.005,0.003,0.0006,
0.0009,0.001,0.001,
0.001,0.001,
0.001,0.001,
0.001,0.001,
0.001,0.005,
-0.005,
0.0002,0.0002,
0.004,0.0005,0.00001"
...
>
</DamageModelComponent>
| |
Midas damage |
Damage dealt by material converters if they have Normally it is instantly lethal without sufficient damage protection such as the Entities with the |
Material converter for Touch of Gold, which has entity conversion enabled:<MagicConvertMaterialComponent
from_any_material="1"
convert_entities="1"
to_material="gold"
steps_per_frame="7"
loop="0"
is_circle="1"
radius="30" >
</MagicConvertMaterialComponent>
| |
Suffocation damage |
Damage dealt to an entity over time when their The rate at which health is lost from suffocation is determined by the If an entity has The Vuoksikivi (when held in hand) and the Breathless perk are both capable of setting |
Suffocation damage taken by you:<DamageModelComponent
...
air_in_lungs="7"
air_in_lungs_max="7"
air_lack_of_damage="0.6"
air_needed="1"
...
>
</DamageModelComponent>
| |
Overeating damage |
Damage dealt by choking, and stomach bursting when you overeat. This damage type is only experienced by you, since nothing else suffers from satiation effects. See "Satiation" for more details on this mechanic. Stomach damage taken by an entity is influenced by their |
History
- Apr 8 2024: Added holy damage type.