> For the complete documentation index, see [llms.txt](https://wiki.fatex.eu/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://wiki.fatex.eu/arpg/getting-started/damage-types.md).

# Damage Types

## Damage Types

Every strike carries a nature. Understanding what you deal — and what you face — is the difference between a clean kill and a wasted fight.

{% hint style="warning" %}
**Elemental stats only work if your weapon has that element.** Investing in Fire Damage with a weapon that has no Fire damage does nothing — check your weapon before spending stats.
{% endhint %}

***

### ⚔ Physical

> *Steel, bone, and brute weight.*

Physical is the baseline — every sword swing, axe cleave, and fist lands in it. No elemental resistance applies, no special counter exists. Reduced only by Armor and Protection enchants. Dependable and predictable, it is the damage type every other element measures itself against.

**Formula**

```
Weapon Damage × (1 + Damage% / 100)
```

|                   |                                                 |
| ----------------- | ----------------------------------------------- |
| **Status Effect** | Crits bypass a portion of Armor.                |
| **Best Against**  | Any unarmored or lightly-armored target         |
| **Worst Against** | High-armor enemies without elemental weaknesses |
| **Protection**    | Armor · Protection enchant                      |
| **Note**          | No counter — universal damage                   |

***

### 🔥 Fire

> *Burns through armor. Raises temperature.*

Every fire hit raises the target's temperature. Fire crits ignite the target, dealing damage over time. Fire damage is calculated from your Fire Damage stat and scaled by the target's Fire Weakness. Multiple protection sources stack — combining all of them gives the strongest resistance.

**Formula**

```
Fire Damage × (1 + Fire Damage% / 100) × (1 + Target Fire Weakness / 100)
```

|                   |                                                                                            |
| ----------------- | ------------------------------------------------------------------------------------------ |
| **Status Effect** | BURN — raises target temperature each hit. Crits ignite.                                   |
| **Best Against**  | Enemies with high Fire Weakness stat                                                       |
| **Worst Against** | Fire-resistant mobs                                                                        |
| **Protection**    | Protection enchant · Fire Protection enchant · Fire Resistance potion · Full Netherite set |
| **Note**          | Sources stack — Netherite + Fire Protection IV is strongest                                |

***

### ❄ Ice

> *Drops temperature. Crits freeze in place.*

Ice damage lowers the target's temperature on every hit. Critical hits apply Slowness V, rooting the target in place. No enchant or armor type reduces ice damage — Defense gems are the only protection available.

**Formula**

```
Ice Damage × (1 + Ice Damage% / 100) × (1 + Target Ice Weakness / 100)
```

|                   |                                                              |
| ----------------- | ------------------------------------------------------------ |
| **Status Effect** | Temperature drop per hit. Crit: Slowness V applied.          |
| **Best Against**  | Enemies with Ice Weakness stat                               |
| **Worst Against** | Targets with Ice Defense gems                                |
| **Protection**    | Ice Defense gems only                                        |
| **Note**          | No enchant or armor mitigates ice — gems are the only shield |

***

### ⚡ Thunder

> *Calls lightning. Crits chain to nearby enemies.*

Thunder summons a lightning bolt just beyond the target on impact. Critical strikes chain — nearby enemies take 20% of the hit damage. Thunder cannot be reduced by armor or natural resistance; only the Protection enchant reduces it.

**Formula**

```
Thunder Damage × (1 + Thunder Damage% / 100) × (1 + Target Thunder Weakness / 100)
```

|                   |                                                            |
| ----------------- | ---------------------------------------------------------- |
| **Status Effect** | Crit: lightning chains to nearby enemies for 20% damage.   |
| **Best Against**  | Grouped enemies, targets with Thunder Weakness             |
| **Worst Against** | Isolated bosses with low weakness                          |
| **Protection**    | Protection enchant only                                    |
| **Note**          | No gems reduce thunder damage — enchant is the sole option |

***

### ☯ Chaos

> *Costs mana. Scales with Chaos attribute.*

Chaos drains mana on every hit but deals more damage than any other element when built correctly. It scales with your Chaos attribute, which you invest in via `/path` on level-up. Each attribute point adds +0.5% extra damage. Only Chaos Defense gems reduce incoming chaos damage — no enchant mitigates it.

**Formula**

```
Chaos Damage × (1 + Damage% / 100) × (1 − Defense% / 100) × (1 + Chaos Attribute × 0.005)
```

|                   |                                                              |
| ----------------- | ------------------------------------------------------------ |
| **Status Effect** | Drains mana on hit. Each `/path` Chaos point = +0.5% damage. |
| **Best Against**  | Any target — chaos has no resistance tier                    |
| **Worst Against** | Low-mana builds struggle to sustain                          |
| **Protection**    | Chaos Defense gems only                                      |
| **Note**          | No enchant counters chaos                                    |


---

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