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WEAPON EFFECTS

Burning, electric, Blessed and other weapon effects explained

Compare weapon effects: trigger chances, damage, duration, affected enemies and which materials to fit.

VERSION SCOPE

Written for Steam Demo 1.0.10 · Build 25803784

Official patch released
Guide checked
Applies when
Your game shows Build 25803784

If your game shows a different Build, treat numbers, item relationships and map conditions here as version-limited and check the version page before relying on them. Check database version

QUICK ANSWER

For damage over time, choose Red Oxide Copper or Amethyst Bronze. To stop skeleton revival, use a silver melee weapon.

Burning and electric damage also work on skeletons. Lacerating and Cursed are damage properties, not automatic bleeding or damage-over-time effects. Fit the material to the blade or head that hits the enemy; changing a handle alone is not enough.

01

WHAT TO DO

Burning: 5% chance, 10 seconds

Use Red Oxide Copper for the blade or weapon head. Melee hits have a 5% chance to ignite, dealing 15 base damage every second for 10 seconds, separately from the weapon hit. Reapplying the same burn refreshes it to 10 seconds without adding another damage layer.

Goblins and skeletons can both take this damage. Burning can also make goblins panic, with a 25% spread chance to targets within 1 m. Its trigger chance does not decrease with use. Configurable arrows do not inherit the ignite effect.

02

WHAT TO DO

Electric: 10% chance, 2 seconds

An Amethyst Bronze striking part gives melee hits a 10% electric chance. The effect lasts 2 seconds and deals 10 base damage every second, separately from the weapon hit. The same effect refreshes to 2 seconds on another trigger; its damage does not stack.

It works on goblins and skeletons, with a 33% spread chance within 1.5 m. Wyrdwood is different: it adds the Static damage property but no electric damage over time. Configurable arrows do not gain the material’s melee electric effect.

03

WHAT TO DO

Silver: skeleton damage and no revival

A Silver blade or head adds Blessed damage. The skeletons in the bestiary take ×3 damage from Blessed hits. Silver melee hits also disable skeleton revival, without needing to land the killing blow. Silver arrows receive the damage multiplier but do not stop revival.

The separate 10% chance to restore 5 health applies to a struck player, not an ordinary monster or the wielder. It is not life steal. The skeleton damage bonus belongs to Blessed hits; it does not multiply the burning or electric damage above.

04

WHAT TO DO

Lacerating: hit damage, not bleeding

Bloodwood and some weapon heads add Lacerating damage. It is a property of the hit, with no separate chance, duration or damage per second. You do not need to wait for a bleeding animation or another health loss after the hit.

Its benefit depends on the target’s matching protection. For example, Purple Gold armour takes Lacerating damage ×1.5 during armour resolution. The listed monsters have no Lacerating-specific multiplier; there is no separate flesh-only bleeding effect to apply to them.

05

WHAT TO DO

Cursed: no automatic damage over time

Purple Gold adds Cursed damage to a blade or weapon head. It does not apply an extra curse that drains health over time. None of the listed monsters has a special weakness to Cursed, so the label alone is not a reason to expect bonus damage against a particular enemy.

The weapon still deals its normal hit damage. Purple Gold used as armour has a different role: Static damage ×0.4 and Lacerating damage ×1.5 during armour resolution. Those are defensive material multipliers, not attack bonuses from Cursed.

06

WHAT TO DO

Piercing: bypasses the player armour step

A Flanged Head is one component with the Piercing property. Piercing hits skip the player armour reduction step, including its material resistances. Thrusting with an ordinary weapon does not automatically grant Piercing, and this property does not add a damage-over-time effect.

For monsters, check the enemy’s own damage multipliers rather than assuming this player-armour rule gives a universal bonus. Likewise, a Staggering label does not promise a fixed stun duration: staggering depends on the target’s threshold and the attack.

BEFORE THE NEXT RUN

Check these four things before you leave

  1. For skeleton revival: carry a silver melee weapon.
  2. For damage over time: fit Red Oxide Copper or Amethyst Bronze to the striking part.
  3. For arrows: compare damage properties, not melee status effects.
  4. Hover over a material name to preview it, or select it for details.

One last check before you leave

Check inventory counts, remaining durability, learned recipes, quest progress, random spawns and whether the intended route is open. Doing this before spending materials or setting off can save a wasted trip.