Kzeroko KTM2

Elements

How defence elements and damage types interact, including the multi-element stacking rule and the full affinity chart.

Updated Sep 1, 2026 2 min read combatdamageelements

Every creature in KTM2 carries one or more defence elements. Incoming damage is compared against each of them, and the result multiplies your damage before armour is applied.

The multiplier

MatchMultiplier
Damage type the element is weak to+25%
Damage type the element resists−25%
Anything else±0%

Stacking across multiple elements

When a creature has several elements and your damage type is effective against more than two of them, each layer beyond the second adds another 10%.

This is the reason a single “best” weapon does not exist. Against a triple-element enemy the difference between the right and wrong damage type is roughly 2.6×.

Damage types vs defence elements

Not every damage type is something a creature can be. Thirteen elements can be worn as defences; several more exist only as damage:

Defence elements — Normal, Dragon, Shard, Arcane, Fire, Water, Frost, Wind, Earth, Soul, Astral, Light, Dark

Damage-only types — Lightning, Blast, Flame, Melee, Execute, Healing, Wither, Thorns, Trident

Healing appearing as a damage type is not a bug: against Soul and Dark, a heal is a weapon.

Affinity chart

Normal

Takes +25% from
  • Astral
Takes −25% from
  • Nothing

The default. Almost everything hits it for exactly its listed damage.

Dragon

Takes +25% from
  • Dragon
Takes −25% from
  • Everything else

Only dragon damage gets through cleanly. Bring the right weapon or bring patience.

Shard

Takes +25% from
  • Soul
  • Blast
Takes −25% from
  • Trident
  • Thorns
  • Melee
  • Earth

Armour-like. Physical pressure bounces; concussive and soul damage do not.

Arcane

Takes +25% from
  • Arcane
  • Astral
Takes −25% from
  • Nothing

Resists non-magical "magic" such as poison, and melee-flavoured spells.

Fire

Takes +25% from
  • Water
  • Frost
Takes −25% from
  • Fire
  • Flame
  • Wind
  • Blast

Water

Takes +25% from
  • Frost
  • Lightning
Takes −25% from
  • Fire
  • Flame
  • Water
  • Melee

Frost

Takes +25% from
  • Melee
  • Execute
  • Fire
  • Flame
Takes −25% from
  • Lightning
  • Frost
  • Wind
  • Water

Brittle. Straight physical force shatters it as readily as heat.

Wind

Takes +25% from
  • Fire
  • Flame
Takes −25% from
  • Thorns
  • Lightning
  • Melee

Earth

Takes +25% from
  • Blast
  • Earth
Takes −25% from
  • Trident
  • Thorns
  • Melee
  • Normal
  • Wind
  • Lightning

Soul

Takes +25% from
  • Light
  • Dark
  • Healing
Takes −25% from
  • Soul
  • Execute
  • Melee
  • Normal
  • Thorns
  • Astral

Healing hurts it. Undead and spectral enemies usually carry this.

Astral

Takes +25% from
  • Soul
Takes −25% from
  • Light
  • Dark
  • Arcane

Light

Takes +25% from
  • Dark
  • Wither
Takes −25% from
  • Everything else

Only its opposite lands. Everything else is shrugged off.

Dark

Takes +25% from
  • Light
  • Healing
Takes −25% from
  • Everything else

Same rule as Light, mirrored — and healing is a weapon against it.

Building around it

  • Elemental vulnerabilities (Attributes & effects) let you create a weakness rather than wait for one. Apply ignite, then hit with Wind.
  • The nested spell power attributes (aether_powerdys_aetherelemental_power) exist so a hybrid build can carry several schools without a separate stat line for each.
  • Element gems (Gems & sockets) add a proc from a configured magic school, which is the cheapest way to cover a school your weapon does not have.