All characters possess strengths and weaknesses to Elements. Combat revolves around exploiting your enemy’s weaknesses, and defending against your own.

Each player will be able to choose the following when creating their character:

  • One element to be WEAK to
  • One element to RESIST
  • One element to have MASTERY over, granting extra charges of Drawn spells of this type.

Resistance Factor

Each of the affinities are listed in order from lowest to highest resistance factor. Every time you |level up you gain 1 Affinity Point.

With 1 Affinity Point, you can choose an Element and increase your resistance factor for that particular element by 1 (e.g. from neutral to resist). However, if you are Weak to an element, you will need 3 (amount not final) Affinity Points to move to Neutral.

Affinity Types

0. WEAK

Target takes double damage. Attacker gains 1 additional Action.

1. NEUTRAL

No special effect. Critical Hits against the target will act like they are WEAK, knocking them down. (See Critical Hits and Knockdowns)

2. RESIST

Target reduces incoming damage. Physical damage is reduced by Vitality the character’s stat, while Magical damage (any element other than PHYS) is reduced by the character’s Spirit stat. Critical Hits still act the same.

3. NULL

Immune to damage from this element, including Crits. It does nothing, wasting the attacker’s turn.

4. DRAIN

Same as Null, but the target absorbs the incoming damage as HP.

5. REFLECT

Damage is bounced back at the attacker. An attack can only be reflected once per instance (no ping-ponging).

See Scanning for how players can discover another character's affinities


Back to: index Related: Elements, Stats, Drawing Spells, Critical Hits and Knockdowns (for Weakness interaction)