Damage Type

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In the world of Nexus Clash, every attack inflicts a certain type of damage. Characters can use different damage types to get around the Soak, provided by innate or mundane Armor, of others. The amount of damage dealt is discussed on the page for Calculating Damage. Multiple damage types being applied (a.k.a. Supplemental Damage) is discussed there as well.

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Mundane damage types are available to all characters right from the beginning of a Breath. They are the easiest to find, and easiest to soak. Almost all kinds of mundane armors (the kind you can find in locations) offer some protection against these types of damage.

Weapons cannot be enchanted to deal damage of these types, nor can they be enchanted to deal increased damage of them (the enchanting system of Nexus Clash is different from Nexus War in that regard). However, while soak is easy, outright immunities are exceedingly rare.



This will blow your opponent halfway across the room, action-movie style.

Most close-combat weapons use this damage type, though there are cheap spells that do the same. This is the only mundane type that is represented by spells.

Weapons | Aura | Basic Spell


A penetrating form of damage that makes swiss cheese of your opponents insides. All weapon trees except for Spell Combat have some way of using Piercing to varying degrees of effectiveness. Firearms use this damage type.



Cutting open your opponent and letting their blood escape is not actually beneficial to their health.

As a general rule, Axes and Swords use this damage type. A Hatchet remains a Thrown Weapons option. Tailwhip and Sandblaster are rare but effective Hand-to-Hand slashing attacks. Otherwise, Slashing is an expected damage type of Melee Combat.



Elemental damage types can be obtained by a wide variety of characters through the application of skills, magics or even just a weapon. Most of the soaks against these damage types come from innate armors, though there are a few mundane armors that provide a little bit of protection against these types.


The elemental power of burning. The Torch and Flamethrower are unwieldly Fire weapons that can be found or crafted, but consume a lot of fuel.

The Infernal Behemoth makes heavy thematic and mechanical use of Fire damage. Not only can it gain immunity, it can also inflict horrifying heat damage in retaliation.

Weapons | Aura | Basic Spell | Charged Environmental


I double-dog dare you to lick this one!

This damage type is dealt exclusively by supernatural means. All characters, regardless of their outfit, are assumed to be able to weather environmental cold - the Frozen Wastes in Stygia do not deal damage.

Spells of this type ignore one point of cold Soak on the target. This attack form also handles deletion and void, such as the magic-draining Umbral Sword.

Ironically, Cold is an extremely effective attack form against the partially incorporeal Doom Howler.

Weapons | Aura | Basic Spell


If you ever stuck a fork in a power socket, you'd know all about this. Electric magic is erratic and fast, having a 5% to all attack rolls, but it is rather expensive to learn.

Electric magic and enchanted weapons tend to rebound on demons, shocking them to their brains (causing 6 HP of unsoakable damage) and raising their Morality (by 3 points). It is not recommended for their use except in dire emergencies.

Weapons | Aura | Basic Spell


Exotic damage types can be obtained by a handful of characters through the application of skills or magics, compared to elemental damage there are only a couple of weapons that get these damage types. The only soaks against these damage types come from innate armors.


A withering power of neglect and entropy in concentrated form. Liches love this stuff! It is rare to see a Lich not learning to deal damage of this type.

Death spells have a Damage Floor of 2. Most Lich pets also share this damage floor, making it far easier for them to grind away an armored target than most other pet swarms.

While the potential destructive power of Death is actually quite high on unprepared targets, the Revenant is innately immune, and the Lich has high incentive to gain immunity. Lich pets are also immune to the Death they are animated by. This is the "high-risk, high-return" attack type.

Weapons | Aura | Basic Spell | Charged


Not the drug, the stuff that turns litmus paper red. If you drop this, it'll make a hole in the floor.

The Wyrm Masters acquire lots of ways to apply this damage type. Demons are most resistant to this type, though not by much.

As a spell type, Acid is more than doubly effective than any common attack method for eroding the enemy's worn armor. It is very expensive to learn, though.

Acid tends to react harshly with the flesh of angels who try to wield its magic as spells or enchanted weapons(causing 6 HP of unsoakable damage), even altering their brains subtly for the worse (decreasing their morality by 3 points). It is not recommended for them except in severe tactical straits.

Weapons | Environmental | Basic Spell


These are the most difficult to obtain, and are generally only obtainable by being of the appropriate alignment. Using a weapon that belongs to a different alignment - e.g. a Demon using an enchanted holy weapon - is a very bad idea and will cause the attacker to suffer 10 HP of unsoakable damage as the Elder Powers smite them. In addition, using a holy weapon as a demon or unholy as an angel will result in a 5 MO shift. Using an arcane weapon as a demon or angel will hurt less, for 6 HP of unsoakable damage and not adjust their morality.


The signature damage type of the Angels. A lot of high-tier Angels can pick an innate weapon to deal this damage type. As effective as Holy is, it is actually very rare (at least to lower-tier Angels). It is not recommended for a Paladin looking to become a Seraph to pick up Smite as the Seraph's Greater Smite is far more effective and cheaper to learn.

Attacks that deal holy damage now deal +5 damage to evil and unaligned factional wards (applied after multipliers for tier) if the attacker is in a faction.

Weapons | Aura | Charged


The signature damage type of the Demons. Unholy damage is far more common for Demons than Holy is for the Angels: all Pariahs get to pick Blood Claws, a Hand-to-Hand weapon that deals this damage type. Trying to enchant armor to soak against it is often near-futile due to either its sheer attack power or certain attacks bypassing these defenses. As powerful as Unholy is, the otherwise frail Advocate is innately immune.

Attacks that deal unholy damage now deal +5 damage to good and unaligned factional wards (applied after multipliers for tier) if the attacker is in a faction.

Weapons Aura Charged


The signature damage type of the Unaligned, whether Mortal or Transcendent. All Tier 2 humans have the option of learning a charged attack to get this damage type. Some tier 3 Transcendents even have innate weapons for it. Immunity exists, but it is in rather expensive skills such as Arcanic Wrap and Tattoo of Adaptation - there are no Potions that can give immunity. Attacks that deal arcane damage now deal +5 damage to good and evil factional wards (applied after multipliers for tier) if the attacker is in a faction.

Weapons Charged


A damage type that often occurs when directly removing Hit Points. There are no potions or armors that will stop this damage. Immunity applies only in specific instances (such as antivenom or Planar Protection) while not affecting others.

Charged | Aura | Self-Inflicted Environmental