Elemental Combat

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Damage is divided into different types often with a corresponding resistance*. After the combat or spell damage is calculated, it is divided between physical damage, fire damage, cold damage, poison damage and energy damage then reduced if there is a resistance for that type. Fire, cold, poison and energy damage is referred to as elemental damage.

Melee and ranged damage is based on the base damage of the weapon plus combat skills such as tactics, anatomy, etc then reducing it by your opponent's counter-skills such as parry and armor rating. The type of damage that is finally dealt varies with how it is divided on the weapon being held. Unless in specific situations (such as having a rare weapon), this damage cannot go above 100% total.

For spellcasting, the type of damage is based on the spell and is always 100%.

  • The only type of damage that does not have a corresponding resistance is direct damage (or unresistable damage) which is used in some spells and abilities.

Weapon Elemental Damage

Weapons always default to 100% physical damage.

You may have more than one type of damage on a weapon and it must always add up to 100%.

Archery gains an additional 5% bonus if using the right elemental ammo for the bow. For example, if you have a bow with primarily fire damage, then using a fire arrow will grant you an additional 5% damage.

As different types of ammo with elemental bonuses can be used on bows and crossbows, there is one caveat when using a fire or cold elemental bow with its opposite arrow (such as using a fire elemental bow with cold elemental ammo). You will not gain any elemental bonus. However, you may gain an anomalous shot which can do up to 2x damage. If you continue to risk using the wrong ammo on the bow, there is a greater chance you may cause wear and tear on the bow.

Infusing Elemental Damage To Weapons

You may change the damage type to any weapon. Until the damage type is changed, a weapon is always 100% physical.

To add elemental damage, you will need two things:

  • Elemental hammers are gained by: a 10% chance from completing blacksmith, mining or tailoring bulk order deeds, a quest reward (check the questgiver page on the wiki for more information), a 2% chance drop from special monsters or from special GM events.
  • Elemental gems are gained by several ways including finding them while harvesting, using the grinder to shift through ore and logs and carving them off certain corpses.

Simply use the Elemental Hammer with the right gems in your backpack.

If you want to remove all the elemental damage from a weapon, you will have to use a neutralizing oil to set the physical damage to 100%. The oil can be found on Myrrdin, the Magic Dealer.

  • Use your magery skill to identify your weapon to check the elemental damage types.

Spell Damage

Spells always have 100% elemental damage and are not affected by your weapon.

Spell Elemental Damage Type
Mage Spells
Magic Arrow Fire Damage
Harm Cold Damage
Fireball Fire Damage
Poison Poison Damage
Fire Field Fire Damage
Lightning Energy Damage
Blade Spirit Physical Damage
Mind Blast Cold Damage
Poison Field Poison Damage
Energy Bolt Energy Damage
Explosion Fire Damage
Chain Lightning Energy Damage
Flamestrike Fire Damage
Meteor Swarm Fire Damage
Earthquake Physical Damage
Energy Vortex Energy Damage
Air Elemental Cold Damage, Energy Damage
Earth Elemental Physical Damage
Water Elemental Cold Damage
Fire Elemental Fire Damage
Summon Daemon Poison Damage
Necromancy Spells
Pain Spike Direct Damage
Poison Strike Poison Damage
Strangle Poison Damage
Vengeful Spirit Physical Damage
Wither Cold Damage
Spellweaving Spells
Immolating Weapon Fire Damage
Thunderstorm Physical Damage
Nature's Fury Poison Damage
Wildfire Fire Damage
Essence of Wind Cold Damage
Word of Death Energy Damage
Chivalry Spells
Holy Light Energy Damage


All percentages are additive. For example, if you are at 50% and gain 10%, the final is 60% (as opposed to taking 10% of 50% then adding it on to make 55%).

Example: You hit an opponent and do 100 combat damage. This is the damage done after taking armor, strength, parry, tactics and other factors into consideration. This damage is then converted into the damage type(s) depending on the weapon you are holding.

Your weapon can do 25% fire damage and 15% energy damage. Your target has 10% physical resistance, 50% fire resistance, 5% cold resistance, 20% energy resistance and 15% poison resistance.

Your damage will be: Physical Damage: (100 x 0.6 Physical Damage) = 60 Physical Damage Fire Damage: (100 x 0.25 Fire Damage) = 25 Fire Damage Energy Damage: (100 x 0.15 Energy Damage) = 15 Energy Damage

Their resisted amount will be: 60 Physical Damage - (60 x 0.1 Physical Resist) = 54 Physical Damage 25 Fire Damage - (25 x 0.5 Fire Resist) = 12 Fire Damage (value is cut off from 12.5 to 12) 15 Energy Damage - (15 x 0.2 Energy Resist) = 12 Energy Damage The cold and poison resistances are ignored.

The final damage done will be 78 Combat Damage.

From the example above, you would want to use a weapon that has a strong physical, cold, energy or poison damage against this type of monster as a Fire Damage weapon is greatly reduced against a strong Fire Resistant monster.

Gaining Elemental Bonuses

There are 3 ways to increase your elemental bonuses.

  • Infuse your weapon with an elemental gem.
  • Internal bonuses for your character.
  • Find a relic that will increase the elemental damage done.

Internal Bonus

You can gain an internal elemental bonus for each of your characters: 20% elemental damage and 60% elemental resistance with a 20% class resistance bonus. The internal bonus is the only way to gain elemental resistances. The elemental damage bonuses are added to your weapon and relics. You may pick one internal bonus for your character and you may change your bonus at any time without penalty. Bonuses can be found under .options (on the last page). All characters start with no elemental bonuses. If you have an elemental bonus, it will show on the line as x/n (such as 5/20). If there is nothing listed after the line, you do not have an elemental bonus.

To gain these bonuses, you will have to bring a gift basket to the Oracle consisting of 3 masterpiece items (one from each crafting skill, no two masterpieces from the same crafting skill), a Rod of Divination (found on Noids) and 30,000 gold coins. Make sure you put all your items in a gift basket and drop it on the Oracle. When he has determined your gift is worthy, you will receive an elemental token. Take this token to the Sage and he will grant you the bonus of your choice. It has also been rumored that the Oracle will take an additional cash bribe so if you give him extra gold, he may reward you with an extra token or an elemental hammer. If you do not give him enough, he will simply shrug it off and pocket the excess.

  • Choose wisely. Once you have picked which elemental bonus to get, it is permanent. You cannot ask to have points in one element moved to another element.
  • The oracle takes a bribe in amounts of 10,000 gold coins for a 10% chance. And yes, it is possible to fail offering him 90,000 gold instead of the 100,000 gold for a full 100% chance.


Relics can give a boost to any given damage or resistance. They are often found as monster loot.

A Relic of Spell Penetration, you will be able to reduce your opponent's resistance. Relics of Spell Penetration will reduce 1% for every point on the relic. For example, if your opponent has 30% resistance, a Relic of Spell Penetration that will reduce resistance by 20 points will take their resistance down by 20 points from 30% to 10%.

Identifying Elemental Bonuses on NPCs

Use your Veterinary skill to determine what elemental damage and resistances a monster has. You require 60 veterinary skill to always pass the skill check. All monsters have a +/- 5 range and cannot go below 0.

If no range is given, the monster has 0 in that category. Not all NPCs have elemental bonuses. Low-level NPCs will not have any bonuses such as those around the graveyard, starting areas and some medium-level hunting areas such as Dire Forest and the Ettin caverns.


Because the monk does usually use a weapon, they still can have an elemental bonus by having their internal bonus (see .options). When they are fighting, the opponent's lowest elemental resistance is compared to the monk's internal bonus. For example, if the monk is fighting an ice monster and the monster's lowest resistance is a 5% fire resistance, the monk's fire elemental damage will be used.


Is it possible to go above 100% damage?

Certain special weapons allow you to go above 100% damage.

What about henchmen and pets?

Henchmen can take advantage of the elemental system if they are using an elemental weapon or bow but they do not have any internal bonuses. Pets will have their own elemental damage and resistances. Use your veterinary on a pet to see what their approximate ranges are.

What's the difference between poisoning your weapon and poison elemental bonus?

The poison elemental bonus is an attack which compares your poison elemental damage to your opponent's poison elemental resistance. Poisoning your weapon is a damage over time where you poison your opponent when you hit them and it slowly reduces their hit points over time until they are cured of the poison.

How do I know how much my internal bonuses are?

In options, there will be a list of the different elemental types. After each line is either blank or has a number such as 5/60. If the line is blank, you have 0 for that elemental type. If there is a number, you have some points out of the maximum amount (in this case, 5% and you are able to go as high as 60%).

Will my race bonus transfer if I change my race?

No. It will be reset to 60 and you will have to complete the quests again.

How do I know what level is on my weapon?

Identify the weapon using your magery skill.

Can weapons have more than one elemental type?


What if I want to change my weapon's elemental type?

An elemental hammer (and corresponding elemental gem) will increase or decrease that weapon's elemental damage type.