|In the diagram: North is Lightning, West is Fire, East is Ice, South is Dark, with Holy in the center.|
These five elements are also known as and often referred to as the "Five Archmagicks".
Spells, enchantments, and equipment based on one of the archmagicks will indicate which realm they are in through the associated display of the relevant elemental attribute icon or rune symbol.
Three of the archmagicks (or elements) have secondary effects or debilitations associated with them. These are: Fire - burning; Ice - frozen; Lightning - thundershock. The Holy element is associated with healing, as well as damaging all undead or re-animated creatures, whilst Dark attacks can inflict Critical Hits; Dark magick is generally associated with the infliction of debilitations, which can include any or all of Blind, Torpor, Silence and/or Poison.
Damage and Use in Battle
Clever use of elemental effects can radically alter the course of a battle. An ill-equipped party without a wide elemental range can find itself in deep trouble, while the same fight's difficulty can be dramatically reduced if the correct element is utilized. Conversely, poor choice of enchantments caused by lack of knowledge can make even an easy battle difficult, and in some cases aid the enemy.
Elemental damage is a percentage modifier on magickal damage. For example if using Magick Bolt - if a target's relative elemental weakness to fire is 100% then a magickal attack with that element does the same damage as an unenchanted magick bolt; but if the weakness is high, as with Undead, where it is 400%, then 4 times damage is done; similarly if the weakness is low, such as with Hobgoblins and dark magick (at 75%) then the damage is reduced to three quarters of what it would be from a non-elemental magick attack.
The secondary effects of attacks or spells based in one of the five Archmagicks such as certain debilitations and effects are not necessarily the same as their corresponding elemental attributes; an archmagick spell may inflict a non-archmagick physical debilitation.
- The spell Comestion does Fire based damage and may inflict Burning, however only the initial spell damage is archmagick based. The Burning damage is Fire-based elemental damage, but is physical in basis. As such archmagick fire resistance provided by an item such as the Ring of Gules does not protect against Burning, but will mitigate some damage from Comestion.
- The Sorcerer spell Miasma does initial "poison" damage, based on the Dark element, and may inflict physical poisoning as well, but only the initial effect is archmagick based. The initial poison damage, is "channelled" or caused by Dark elemental magick, and elemental weaknesses (or resistances) to Dark, as well as physical weaknesses (or resistances) to Poison modify the effect on the target. The secondary effect, the poisoning debilitation, is not archmagick based.
Non-Archmagicks generally refer to the debilitations. Confusingly some of these debilitations can be caused by an archmagick spell, though they can generally be caused by some non-magickal physical method such as Poisoning via Poison Flasks, or Burning via throwing a burning torch made by igniting Kindling.
Fire magick and weapons have a chance to inflict a burning status on enemies, which gradually reduces health the longer the effect lasts. Enemies set ablaze may run away, begin to roll on the ground or grow frenzied.
Fire can also ground flying enemies if their wings begin to burn.
Particularly useful against cold-blooded enemies like Saurians, ice attacks have a chance to freeze opponents solid, preventing them from attacking or dodging incoming attacks. Enemies killed while frozen will shatter.
Ice can also encase the limbs of larger foes like Ogres or specific Dragonkin weak to Ice, rendering them temporarily blind if their head becomes encased, or impeding their movement if their chest or arms freeze.
(Also known as Thunder) May stun enemies - Cyclopes are easily stunned with lightning magick or weapons' enchantments. All physical and magickal attacks with a lightning element will occasionally chain to nearby enemies and objects for, a debilitation known as Thundershock - smaller creature's hit by thundershock are likely to be knocked down.
Weapons enchanted with the Dark element have a chance to cause critical hits. Generally, Dark magick often acts as a conduit to inflict Debilitations and other effects; spells that inflict Torpor, Blindness, Sleep and so on are all Dark based.
Many enemies resist Dark-elemental attacks, including all Goblin variants and Undead. Only few enemies possess a weakness to Dark: Direwolves, The Dragon, Saurian Sages and Giant Saurian Sages, Sirens, Maneaters and the Dark Bishop. Despite this, Dark-elemental attacks that deal small increments of dark damage quickly, such as High Miasma or Maelstrom, can still be effective even against Undead due to special effects that ignore resistance, such as the fall damage from Maelstrom.
Dark magick debilitations
Dark magick spells can cause a wide variety of non-elemental debilitations, e.g., sleep (Sopor), torpor (Lassitude), blindness (Blearing), silence (Silentium), poison (Miasma). These effects can be prevented by having resistance to the specific debilitation regardless of dark magick resistance.
In particular the augment Resistance gives powerful resistance to a wide range of these debilitations, and can block both effects of the Miasma spell, giving immunity to the initial damage and any secondary poisoning. Resistance only blocks the debilitation effect, not the archmagick; it is sufficient to block the damage.
Very few enemies in the game are actively resistant to Holy, making it the most useful all-purpose element. Specifically Holy-resistant enemies are : Saurian Sages, Giant Saurian Sages, and the Dark Bishop (not his pet Cursed Dragon, however).
- Golems and Metal Golems are totally resistant to all the five elements.
- The compass arrangement of element rune symbols is oft seen on magick shields, as well as elsewhere - the symbols themselves curiously mimic the English letter representing the points of the compass.