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Combat

Elemental Reactions

Elemental Reactions reward you for layering elements in a fight. Land an elemental hit and it can leave an affliction on the enemy; strike that already-afflicted foe with a different element and you detonate a Reaction — a burst of bonus damage on top of the hit that triggered it.

Afflictions

Each element leaves its own mark when it lands (from an elemental weapon, a spell, or an Elemental Oil):

ElementAfflictionWhile afflicted
FireBurningdamage over time
Water / IceChilled−Dexterity
EarthSundered−Defence
WindDazed−Accuracy
DarkCursed−Intelligence
LightHumbled−Strength

The Reactions

Hit an afflicted enemy with the listed element to trigger each one:

Enemy is…Hit withReactionEffect
ChilledFireVaporizeHeavy burst (consumes the Chill)
ChilledLightningElectrocuteBonus + chance to Stun
ChilledEarthPermafrostBonus, deepens the Chill
BurningWindWildfireBonus, fans & refreshes the flames
Sunderedany weapon swingCrushBonus through cracked armour
SunderedEarthAvalancheBig bonus + chance to Stun
DazedLightningConcussBonus + chance to Stun
CursedLightPurgeLarge holy burst
HumbledFireRenderBonus damage

Reaction damage scales off the hit that set it off, and is capped so a lucky critical can never one-shot a boss. It rewards setup, not luck.

Stun

Several reactions can Stun — robbing the enemy of its very next action. Set up the right element, land the detonation, and you buy a free round.

Reading the enemy

The enemy panel shows the afflictions a foe is currently carrying as small icons, so you can see what's primed and plan the next element to chain.

Every class can play

Casters chain elements with their spells. Martial classes use Elemental Oils — a line of Alchemy recipes that coat your weapon with an element for two minutes, so any swing can apply an affliction and trigger reactions. See Alchemy.

Party Reactions

In raids and dungeons, Reactions now fire off afflictions placed by any party member on the shared enemy — not just your own. A Warlock's Chill primes a Fighter's Fire for a Vaporize; one player Sunders and another Crushes. Coordinating elements across a group is now real, deliberate teamwork, and the deepest way to burst a boss. (Solo play is unchanged — you still combo off your own afflictions.)

Elemental Shards

Slay an elemental enemy and it may shed Shards of its element — Fire Shard, Water Shard and so on — 35% of the time, one to five at once, shown as a coloured line in the loot. An enemy’s element is the one it resists, so the creature that is hardest to burn is the one that carries fire.

Shards are spent at the crafting bench to choose a crafted weapon’s element, and its Unleash. A crafted weapon is physical unless you pay for otherwise; there is no free random roll. The price follows the square root of the item level, so it stays payable at depth — 32 shards at level 1,000, 71 at level 5,000. The world Rare Monsters carry elements too, and the three endgame rares hold the scarce ones: Light, Lightning and Wind.

Lightning leaves no affliction. It hits, and nothing lingers — so no reaction keys off it. Use it for damage, not for setting one up.
Last edited by Patch 4.8 Wiki Review on 2 Sep 2026 · history