Elements
The ten elements and what beats what.
There are ten elements, one for each land around Wickmoor, plus Force, Wick's own starting magic, which has no strengths or weaknesses.
A hit with an element its target is weak to does double damage. A hit with one it is strong against does half. Every element beats two others and loses to two.
| Element | Strong against | Weak to |
|---|---|---|
| Fire | Frost, Poison | Water, Earth |
| Frost | Water, Wind | Fire, Light |
| Water | Fire, Earth | Frost, Lightning |
| Earth | Lightning, Fire | Water, Wind |
| Lightning | Water, Wind | Earth, Arcane |
| Wind | Earth, Poison | Frost, Lightning |
| Poison | Light, Arcane | Fire, Wind |
| Light | Shadow, Frost | Shadow, Poison |
| Shadow | Light, Arcane | Light, Arcane |
| Arcane | Lightning, Shadow | Shadow, Poison |
Bosses have their own weaknesses on top of this, sometimes a single spell. The Vault Sentinel's iron plate cracks to Force Palm; Black Shuck can be snared with a Spring Sigil. Each boss page lists what works.
The lands and their elements
| Land | Element |
|---|---|
| The Rimewold | Frost |
| Ember Reach | Fire |
| The Stormcoast | Lightning |
| The Bonelands | Earth |
| The Tidelands | Water |
| The Scour | Wind |
| Mirewood | Poison |
| Sunward | Light |
| The Gloaming | Shadow |
| The Unbound Heights | Arcane |