Creature Affinities and Climate
What it is
Many creatures are weak to an element and take more from it, or resist one and take less. Where you fight matters too: fire burns hotter in the Nether, storm cracks harder in a thunderstorm.
| Affinity | Damage from that element | What you see |
|---|---|---|
| Weak | +50% | Weak! in the element’s colour |
| Resists | Half | Resisted in grey |
| Immune | None, and it doesn’t flinch | Immune in grey |
- Only damage changes. Slows, freezes, knockback, marks and heals work the same on everything.
- Reactions break resistances. A hit that sets off a reaction ignores a resistance, but not an immunity. So does a target torn open by Rend.
- Runebound resist their own element, the one on their Cord. See Runebound.
- Players start with no affinities. From affinity level III you resist that element yourself: 10% at III, 15% at IV, 20% at V.
How to get it
Your Grimoire keeps a Bestiary of every creature with an affinity that your spells have hit.
- Hitting a creature adds it: “Blaze · weak: ? · resists: ?”.
- Finding a weakness fills it in and gives 25 mana toward your next Heart Circle and 25 points of affinity with that element.
- Each ? is something still to find. Try other elements on it.
Who’s weak to what
| Creatures | Weak to | Resists |
|---|---|---|
| Nether creatures: blazes, magma cubes, ghasts, striders, wither skeletons, hoglins, zoglins, piglins, piglin brutes, zombified piglins | Frost | Fire |
| Cold creatures: strays, polar bears | Fire | Frost |
| Snow golems | Fire | Immune to Frost; resist Blood |
| The undead | Life | |
| Skeletons of every kind, and the wither | Blood | |
| Water creatures, and the drowned | Fire | |
| Arthropods: spiders, bees, silverfish, endermites | Wind | Life |
| End creatures: endermen, endermites, shulkers | Time | Void |
| Iron and copper golems | Storm | Earth, Blood |
| Slimes | Frost | Earth |
| Magma cubes (as well as Nether) | Earth | |
| Breezes | Earth | Wind, Blood |
| Creakings | Fire | |
| Creepers | Storm | |
| Phantoms (as well as undead) | Wind | |
| Witches | Life | |
| Evokers, illusioners | Arcane | |
| Vexes | Arcane | Blood |
| The wither, the warden, the ender dragon | Void |
Wildercord’s own creatures:
| Creature | Weak to | Resists |
|---|---|---|
| Cinderfox | Frost | Fire |
| Rimehare | Fire | Frost |
| Mossback Tortoise | Frost | Earth, Wind |
| Bramblewalker | Fire | Earth, Life |
| Geode Crawler | Storm | Earth, Arcane |
| Skyray | Storm | Wind |
| Thunderwing Harpy | Earth, Frost | Storm, Wind |
| Glimmerwing | Fire, Wind | Arcane |
| Gloomstalker | Arcane | Void |
| Lumen Stag | Void | Arcane |
| Mana Ooze | Fire | |
| Bog Witch-Frog | Frost | Life |
Bosses:
| Boss | Weak to | Resists |
|---|---|---|
| The Cinder Warden | Frost | Fire |
| The Star-Eater | Life | Void |
| The Tide Scribe | Life | Frost |
| The Archivist | Void | Arcane |
Everything else takes every element alike. Creatures that can’t burn (blazes, the warden, the Star-Eater, the Archivist and others) show Immune to burning spells.
How to use it
Elemental climate
Where you stand changes how hard each element hits. The spell panel shows a green ▲ or red ▼ mark for each changed element, and the Grimoire lists it under Where you stand.
| Where | Stronger | Weaker |
|---|---|---|
| The Nether | Fire +20% | Frost -25% |
| The End | Void +20% | |
| A thunderstorm over you | Storm +25% | |
| Rain on you | Frost +10% | Fire -10% |
| Snowy lands and cold peaks | Frost +20% | Fire -10% |
| Deserts, badlands, savannas | Fire +15% | Frost -10% |
| Night, under open sky | Void +10% | |
| Sunlight, under open sky | Life +10% | |
| Below y 0 in the Overworld | Earth +15% | |
| A ley line or mana storm | Arcane +15% | |
| A ley crossing | Every element +10%, spells cost 10% less | |
| Full moon, clear night | Arcane +15%, Void +15% | |
| New moon, clear night | Blood +15%, Void +10% | |
| Noon, not raining | Fire +15% | |
| Dawn and dusk | Time +15% |
- They stack, but no element goes above +50% or below half.
- Only your spells feel the climate, not monsters’. It counts in duels for both sides.
- Find ley crossings and moon phases on Places and Times of Power.
Tips and counterplay
- Take frost to the Nether. Almost everything there is weak to it, even with the -25%.
- Life for the undead. Life hits land 50% harder on zombies and skeletons.
- Resisted? React. Freeze a piglin, then burn it: the Shatter lands in full.
- Fight storm in the storm. Storm is +25%, and everything in the rain is wet, so storm hits Conduct too.
- Read a Runebound’s nameplate and answer with a different element.
A server can turn off creature affinities or climate in its settings.