Element

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In Soul's Remnant, there are currently 7 element types in the game: Normal, Fire, Ice, Ghost, Metal, Lightning, Water. Elemental damage plays a significant role in Soul's Remnant Online, reducing damage taken and increasing damage dealt under the correct conditions.

We have an unofficial element, Healing, for the sake of organization on this wiki.

Normal-Element Attacks

You, the player, are considered Normal element by default. By using one the Elemental Charge skills, both your element and your Normal element skills change to the charge's element for the skill's duration. While a charge is active, the player will also be surrounded by its particle effect, and attacks that have had their element changed will apply a special hit effect. This applies to basic attacks, which are considered Normal element.

Projectile attacks leave a trail of particle effects behind them as well.



For example:
Let's say that player A likes to use Frost, and player B likes to use Ninja Throw. They end up fighting Monoghouls, a Ghost element monster. Because Ninja Throw is Normal element, player B will only deal 75% damage to them. Meanwhile Frost, being an Ice element skill, will deal 150% damage to them. It's convenient for player A.

If player A uses Ice Charge, the Monoghouls will now deal only 50% damage of their original damage to player A. If player B uses Ice Charge, not only will the Monoghouls deal 50% damage to player B, but their Ninja Throw will be changed into ice Element as well, and go from dealing 75% damage to the Monoghouls to dealing 150% damage.

After fighting Monoghouls, they decide to go to the Desert and kill Blazes, a Fire element monster. Using Ice Charge against Blazes is a bad idea, as this means the Blazes would deal 150% damage to player A and player B while Ice Charge is active. Knowing this, they both got Water Charge beforehand.

When player B uses Water Charge, the Blazes now deal only 50% damage to them while their Ninja Throw is changed to Water element and deal 150% damage to the Blazes.

When player A uses Water Charge, they may take 50% damage but their Frost, an Ice element skill, is unaffected by Water Charge. This means player A still deals 50% damage to the Blazes with their Frost, even while Water Charge is active.

Damage Numbers

The numbers that show up when damage is dealt have a fill color and an outline color. These colors can change independently from one another, for specific reasons.

Standard player damage numbers have a white fill color and faded blue outline color.

Ineffective element damage turns the outline color into a dull gray.

Strong element damage replaces the outline color with a sharp red.

Critical damage replaces fill color with yellow, adding a small explosive depiction behind the numbers as well.

The damage that enemies deal to players have a faded red fill color and a dark red outline color.

Damage that other players receive and deal have a lower opacity to them.

Additional Effect

Elemental charges also have a chance to apply additional effects:
Fire can apply a Damage Over Time burn
Ice can apply a Freeze effect
Ghost damage
Metal can apply a Slow effect
Lightning can apply a Slow effect
Water damage