EN 04. Reaction reference

Updated 2 weeks ago

Reaction reference

ExperienceSystem 0.4.0 · default settings. There are 25 directed elemental combinations and a separate Shatter interaction: 15 named reactions in total.

Created by the friendly_neighbor team · Discord

Language: English. Русская версия: RU 04. Справочник реакций in the Wiki menu.

All combinations

The first element is already on the target; the second arrives with the new hit. The multiplier affects only the second element's damage, not the entire hit. Additional effects are described below.

Existing aura Incoming element Reaction Multiplier Original aura afterwards
Water Frost Ice-bound ×1.00 Consumed
Water Lightning Stormsurge ×1.25 Consumed
Water Fire Steam ×1.50 Consumed
Water Poison Plaguewater ×1.00 Consumed
Water Spirit Swirl ×1.15 Consumed
Frost Fire Thaw ×2.00 Consumed
Fire Frost Quench ×1.50 Consumed
Fire Lightning Thunderclap ×1.40 Consumed
Lightning Fire Thunderclap ×1.50 Consumed
Frost Lightning Rimeshock ×1.30 Consumed
Lightning Frost Rimeshock ×1.45 Consumed
Poison Fire Blightfire ×1.35 Half the poison supply
Poison Lightning Rot-arc ×1.35 Half the poison supply
Lightning Poison Rot-arc ×1.45 Consumed
Fire Poison Fumes ×1.30 Consumed
Frost Poison Rimerot ×1.40 Consumed
Poison Frost Rimerot ×1.20 Half the poison supply
Fire Spirit Swirl ×1.15 Consumed
Frost Spirit Swirl ×1.15 Consumed
Lightning Spirit Swirl ×1.15 Consumed
Poison Spirit Swirl ×1.15 Consumed
Spirit Fire Hallow ×1.50 Consumed
Spirit Frost Hallow ×1.35 Consumed
Spirit Poison Hallow ×1.35 Consumed
Spirit Lightning Hallow ×1.40 Consumed

Control and status changes

Ice-bound

Water → frost. Immobilises the target and prevents it from starting attacks. The default duration is 4 seconds for creatures and 1.5 seconds for players. An 8-second protection period against another freeze starts when it activates. This protects against that control effect, not against all reaction damage. The normal Frost effect is also applied.

Shatter

Target frozen by Ice-bound → physical hit. A hit containing blunt, slash or pierce damage ends the freeze. Only its blunt component gains a ×1.5 multiplier. A purely slash or pierce hit also frees the target but does not receive that damage bonus. The ordinary Frost status alone does not enable Shatter.

Steam

Water → fire. Multiplies the fire component by 1.5 and removes the normal Wet status. There is no separate area burst.

Thaw

Frost → fire. Multiplies the fire component by 2, removes normal Frost and applies Burning. Removing Frost does not cancel Ice-bound's separate immobilisation timer.

Quench

Fire → frost. Multiplies the frost component by 1.5, removes Burning and applies Frost. Quench is a reaction; the automatic Fortitude level bonus is a separate mechanic that shortens harmful effects.

Bursts and extra damage

The bursts below have a 4 m radius and check whether targets are hostile. Listed damage is the base amount before bonuses and resistances. The primary target can also be caught in the burst. A visual flash does not by itself indicate a lingering damage zone.

Thunderclap

Fire → lightning or lightning → fire. Burst: 12.5 fire + 12.5 lightning, with knockback. The primary hit's multiplier depends on direction: ×1.40 for lightning against fire, and ×1.50 for fire against lightning.

Rimeshock

Frost → lightning or lightning → frost. Burst: 25 frost. The primary target also receives Frost. In this version, the reaction does not lower the target's armour rating or physical resistance.

Blightfire

Poison → fire. Burst: 10 fire + 15 poison. The primary target receives Poison, and the original poison aura retains half its supply. This is a single burst; it does not create a persistent poison cloud on the ground.

Fumes

Fire → poison. Burst: 25 poison. The primary target receives Poison; other eligible targets within 6 m are seeded with a 1.5-unit poison aura. No persistent damage zone is created.

Rimerot

Frost → poison or poison → frost. Burst: 10 frost + 15 poison; the primary target receives Frost and Poison. In the second direction, half of the original poison aura remains. The multipliers also differ: ×1.40 for poison against frost, and ×1.20 for frost against poison.

Hallow

Spirit → fire, frost, poison or lightning. An additional hit deals 25 spirit damage to the primary target, or 50 to creatures in the game's Undead faction. Spirit is also applied. This is an extra single-target hit, not a 4 m area burst.

Aura spreading and armour durability

Stormsurge

Water → lightning. Multiplies lightning damage by 1.25. Seeds a 1.5-unit lightning aura on other hostile targets that already have a water aura, within 6 m. No separate instant chain-lightning damage is specified for neighbours: the spread prepares them for later reactions. An additional Lightning status is applied only if that effect exists in the loaded game setup.

Plaguewater

Water → poison. Seeds a 1.5-unit poison aura on other hostile targets that already have a water aura, within 6 m. The primary poison damage is not amplified, and there is no separate burst. Spreading the aura does not itself deal extra damage to neighbours.

Swirl

Any other aura → spirit. Multiplies spirit damage by 1.15 and spreads the original aura's element to other hostile targets within 6 m, with a strength of 1.5 units. For example, fire → spirit spreads fire, while water → spirit spreads water. There is no extra area damage.

Rot-arc

Poison → lightning or lightning → poison. Applies Poison and invokes the normal durability-wear mechanic for the target's equipped armour, using a nominal hit value of 25. This is not −25 armour rating or −25% resistance. A target without equipment that can lose durability does not receive an extra promised armour-penetration effect. In the poison → lightning direction, half the original poison aura remains.

Practical combinations

Goal Sequence
Strengthen a fire hit Frost first, then fire: Thaw gives ×2 to fire
Stop a target and follow with blunt damage Water aura → frost → blunt hit: Ice-bound, then Shatter
Prepare a group for reactions Apply fire to one target, then hit it with spirit: Swirl spreads fire
Add a spirit hit against undead Spirit first, then another damaging element: Hallow

The required aura must still be present when the next hit arrives. A stronger competing aura, or a second element on your own weapon, can change which reaction is selected.

Spreading an aura does not immediately trigger another reaction; a hit is needed to continue the sequence. In multiplayer, spreading to neighbours is currently limited to targets handled by the same network-object owner, so it may not reach every neighbour you expect.

Where a normal status is listed (Burning, Frost, Poison, Spirit), the reaction uses the available game effect. Its duration and damage over time are determined by that effect; reactions do not promise an additional universal damage-per-second value. If the effect is absent from the loaded setup, hit amplification and the other parts of the reaction still work.