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Environmental System

Sleys edited this page Jul 29, 2026 · 3 revisions

Entities can passively gain elements from their surroundings. This system is optional and toggleable via Configuration.

Source Element
Water, rain 💧 Aqua
Lava, fire 🔥 Ignis
Underground / desert 🌍 Terra
Snow / cold ❄️ Frost
Lightning ⚡ Volt

Environmental sources can also trigger reactions on their own, dealing reduced damage compared to combat-triggered reactions. If the environment triggers a reaction on the player, the resulting damage scales up with world difficulty.


Ambient Reactions

When an element or reaction occurs outside of direct combat (e.g. an entity standing in lava, rain, or near lightning triggering a reaction on its own), damage is calculated separately from the combat formulas described in Combat Mechanics and Elemental Reactions. This is the ambient damage layer.

Difficulty Scaling

Ambient damage only scales with world difficulty when the affected entity is a player. Non-player entities always take the flat base value.

Difficulty Multiplier
Peaceful ×1.0
Easy ×1.3
Normal ×1.65
Hard ×2.0

If no valid multiplier is resolved, it safely falls back to ×1.0.

Ambient Base Damage

Element / Reaction Base Damage
⚡ Volt 1.0
🔥 Ignis 0.93
🌪️ Aero 1.3
🔥 Burning 1.12
❄️ Cold 1.1
🧊 Frozen 2.0
⚡ Electrocharged 1.2
❄️ Melted 1.7
💥 Overload 1.4
💧 Vaporized 1.6
💥 Flare 1.65
💧 Purify 1.3
🌗 Eclipse 1.35
⚡ Corruption 1.35
🌍 Decay 1.15

Effective ambient damage for a player is base × difficulty multiplier. For example, an ambient Frozen trigger deals 2.0 damage on Peaceful, but 4.0 on Hard (2.0 × 2.0).

These values are intentionally lower and flatter than their combat-triggered counterparts (see Elemental Reactions for direct/reverse/static combat scaling) ambient reactions are meant to apply passive pressure from the environment, not to compete with weapon-driven combos.

However, the player can take advantage of the natural elements of the environment to apply reactions with the full multipliers


See also: Elements · Elemental Reactions · Combat Mechanics · Configuration

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