Elements
Witchfire has multiple element types with having its own status effect associated with it. These elements' effects may even be combined for additional effects.
If you don't use prophecies to manipulate the possible arcana, the random arcana you get has an equal elemental chance, not matter how many different elements you have on your gear.
e.g. equipping more fire than ice items does not grant you a higher chance to receive fire arcana.
Elements / Effects
Lightning, also referred to as Air, can stun enemies as well as sending out damaging bolts.
Decay, also referred to as Earth, applies a Damage Over Time (DoT) to the enemy.
Fire increases the damage the enemy receives.
Ice, also referred to as Water, freezes the enemy.
Combinations
The ruleset for the elements are as follows:
- Any two elements can mix.
- The order in which you apply them doesn't matter.
- Fire + Ice: damaging explosion (set damage values)
- Fire + Lightning: stronger lightning bolts
- Fire + Decay: stronger Decay ticks
- Lightning + Ice: less minimal delay between lightning bursts (normally when you shoot an electrified enemy it will emmit lightning bolts only once every X seconds)
- Lightning + Decay: lightning bursts are emitted with every decay tick
- Ice + Decay: decay duration doest count down until the enemy is unfrozen
TableView
Fire(Fire) | Ice(Water) | Lightning(Air) | Decay(Earth) | |
---|---|---|---|---|
Fire(Fire) | +damage enemy receives | Explosion, removes freezing | +damage Lightning bolts | +damage Damage Over Time (DoT) |
Ice(Water) | Explosion, removes freezing | Freezes | -delay between lightning bolts | Damage Over Time (DoT) until unfrozen |
Lightning(Air) | +damage Lightning bolts | -delay between lightning bolts | Stuns, & emits damaging bolts | Damage Over Time (DoT) ticks proc lightning bolt |
Decay(Earth) | +damage Damage Over Time (DoT) | Damage Over Time (DoT) until unfrozen | Damage Over Time (DoT) ticks proc lightning bolt | Damage Over Time (DoT) |