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Element Reactions

What it is

Effects leave short marks on what they hit: frozen, windswept, pulled, wet, shadowed, bleeding and more. Hit a marked target with the right element and you set off a reaction: bonus damage, and its name flashes up in bold. Reactions are the biggest free damage boost in the game. There are eleven, and every element takes part in at least one.

A reaction breaks through a resistance (not an immunity), so a Shatter lands in full on a creature that shrugs off plain fire. See Creature Affinities.

Reaction Needs What it does
Shatter! Fire on a frozen target That hit deals +60%, and the target thaws.
Conduct! Storm on a wet target That hit deals +50% and arcs to up to two more enemies within 5 blocks for 4 damage each.
Wildfire! Fire on a windswept target Every other enemy within 3 blocks catches fire for 4 s and takes 3 damage.
Implode! A blast (Explode, Meteor, Primer) where an enemy is pulled The blast is 50% wider and hits 30% harder.
Collapse! Repel on a pulled enemy Repel deals double damage.
Overload! Storm on a burning target That hit deals +30%, and every other enemy within 3 blocks takes 4 damage and is thrown back. The fire goes out.
Fracture! Earth on a frozen target That hit deals +40%, and the target is cracked for 5 s: every spell, anyone’s, hits it 20% harder.
Blight! Life on a shadowed target It and up to 5 more enemies within 4 blocks take 3 damage and Poison for 5 s. You heal 1 for each.
Unweave! Arcane on a target with two marks or more Every mark is used up, and the hit deals +30% per mark (up to four: +120%).
Rupture! Wind on a bleeding target That hit deals +50% plus 4 more through armour, and you heal 2.
Elapse! Time on a burning, poisoned or withering target All the damage those still had to deal lands now, half again as hard (3 to 16), and they end.

Healing from Blight and Rupture comes at most once a second.

How to get it

Every player can set off reactions. Effects in a spell happen in the order you thread them, and a mark counts the moment it’s made. So the easiest reactions happen inside one spell: put the marking effect first, then the reacting one.

Reaction Try
Shatter Bolt · Chill · Ember or Bolt · Frost · Fire
Conduct Fight in the rain, or Bolt · Undertow · Shock
Wildfire Nova · Windcut · Ember or Bolt · Push · Fire
Implode Bolt · Pull · Explode
Collapse Bolt · Pull · Repel
Overload Bolt · Ember · Shock
Fracture Bolt · Chill · Pelt or Bolt · Frost · Aftershock
Blight Bolt · Blind · Venom or Bolt · Hex · Venom
Unweave Bolt · Chill · Push · Harm
Rupture Bolt · Rend · Windcut or Bolt · Bleed · Windcut
Elapse Bolt · Fire · Countdown or Bolt · Venom · Countdown

The first time you set off each one, it goes in your Grimoire and gives 150 mana toward your next Heart Circle. Each also has an advancement.

How to use it

Marks

A marked creature shows a small halo or drips in the mark’s colour, so you can see a frozen husk is ready to Shatter before you hit it.

Mark Lasts Left by (for example) Used by
Frozen about 4 s after Frost, 2 s after Chill Frost, Chill, Coldsnap, any harmful frost on a wet creature Shatter, Fracture
Windswept 2.5 s Push, Windcut, Repel, Levitate, Tremor Wildfire
Pulled 2.5 s Pull, Gravity Well Implode, Collapse
Wet while in water or rain; 5 s after Tidebreath or steam Water, rain, Tidebreath, steam Conduct
Soaked (counts as wet) about 5 s A popped Bubble, Undertow, Mire Conduct, Flash Freeze
Burning while it burns Any fire that sets it alight Overload, Elapse
Shadowed up to 8 s Hex, Blind, Wither, Umbra Blight
Bleeding about 4 s Bleed, Rend, Cleave, Dismantle Rupture
Cracked 5 s A Fracture (every spell hits 20% harder)
  • Every mark above also counts toward Unweave. Harm leaves an exposed mark for 3 s that counts too.
  • A reaction uses up its mark, except wet from water or rain. Frozen can feed Shatter or Fracture, and burning can feed Overload or Elapse: whichever comes first takes it.
  • Runes that move you never mark you.
  • Blades leave marks too. A swordsman’s elemental strikes can leave their element’s mark. See Aura marks.

Each rune’s tooltip in the Cord screen says which mark it leaves and which reaction it sets off.

Being wet

Billows of white steam rise from a small stone-edged pool

On a wet creature  
Storm conducts: +50%, arcing to two more enemies
Fire hits 25% softer
Frost freezes it solid at once, ready for Shatter or Fracture

Fire in water boils it into steam that blinds and wets everyone inside. Storm landing in water shocks everything standing in it. More on Magic in the World.

Wet works both ways. Tidebreath leaves you wet, so an enemy’s storm spells conduct on you.

Spell collisions

When your bolt meets an enemy caster’s bolt in the air, both burst. Two different elements make a burst of 5 damage within 2.5 blocks. Some pairs set off a reaction instead: 8 damage within 4 blocks.

Bolts Reaction
Fire and Frost Shatter
Frost and Storm Conduct
Fire and Wind Wildfire
Arcane and Void Implode
Fire and Storm Overload
Earth and Frost Fracture
Life and Void Blight
Blood and Wind Rupture
Fire and Time Elapse

Your first collision earns the Spell Collision feat.

Tips and counterplay

  • Practise on a Training Dummy: its numbers show the bonus at once.
  • Marks are short. Put the reacting effect in the same spell, or follow up fast.
  • Order matters. Bolt · Fire · Frost does nothing special; Bolt · Frost · Fire Shatters.
  • Chain them. Collapse leaves its target windswept, ready for Wildfire. A Fracture cracks the target so the next hit lands harder still.
  • Rain helps. In the rain everything is wet: every storm hit conducts and every frost spell freezes solid.
  • On Reaction fires the rest of a spell only where a reaction just went off: Bolt · Frost · Fire · On Reaction · Burst · Explode.
  • Prismatic Burst (a fused rune) uses up every mark on its target at once for extra damage.
  • Fighting with friends? Two casters hitting one foe with two elements can set off Unison. See Playing Together.

Type to find a guide, rune or recipe.