---
title: "Damage and ailments"
summary: "Damage types, armour, resistances, critical strikes and ailments in Emberdeep."
status: in-game  # Exists in the current build; generated from or checked against its code
section: "Wiki"
html: combat.html
source: generated by www/wiki/*.ts from the game data (data/game.json)
---

# Damage and ailments

[In game]

## Damage types

Every hit carries up to four types of damage: Physical, Fire, Cold, Lightning. Each part is reduced separately by the target's defences, then the parts are added up. The same rules apply to hits on players and on monsters.

## Armour and resistances

- **Armour** reduces physical damage by armour ÷ (armour + 10 × damage), at most 90%. Big hits get through armour much more easily than small ones.
- **Resistances** reduce fire, cold and lightning damage by their percentage. Players are capped at 75%; monsters have fixed resistances (see [Families](../wiki/monsters/index.md)).
- **Shocked** targets take 20% more damage from every hit, after armour and resistances.

Share of a physical hit prevented by armour

|  | 5 damage hit | 20 damage hit | 80 damage hit |
| --- | --- | --- | --- |
| 50 armour | 50% | 20% | 6% |
| 200 armour | 80% | 50% | 20% |
| 800 armour | 90% | 80% | 50% |

## Hits

- **Attacks** use your weapon: its physical damage plus any added damage, times the skill's damage effectiveness. See [weapon bases](../wiki/items/bases/index.md#weapon).
- **Spells** have their own base damage, multiplied by 1.12 for every level above 1 of their gem's power: the character level the gem's level requires (see [gem levels](../wiki/skills/support-gems.md#levels)), plus any bonus to the level of spell skills.
- **Increased damage** modifiers (generic, per damage type, and attack or spell) add together, then multiply the damage once.

## Critical strikes

Critical chance is the base chance (the weapon's for attacks, the skill's for spells) times increased critical chance, capped at 95%. A critical strike deals 150% damage plus any critical strike multiplier, and always shocks and ignites if the hit has lightning or fire damage. A skill supported by Elemental Focus never ignites, chills or shocks.

## Ailments

| Ailment | Caused by | Effect | Lasts |
| --- | --- | --- | --- |
| Chill | Any hit with cold damage | Moves and acts 30% slower | 2 s on monsters, 1.5 s on players |
| Shock | Lightning hits: always on a critical strike, otherwise 30% (player hits) or 20% (monster hits) | Takes 20% more damage | 3 s on monsters, 2 s on players |
| Ignite | Fire hits: always on a critical strike, otherwise the skill's ignite chance ([Fireball](../wiki/skills/fireball.md) 25%, plus any added ignite chance) or 15% (monster hits) | Burns for 50% of the hit's fire damage per second (40% from monsters), reduced by fire resistance. A stronger ignite replaces a weaker one | 3 s |

A monster killed by an ignite still counts as killed by the player who ignited it.
