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See also Game Mechanics

Damage Types[ | ]

There are 10 normal damage types in Grim Dawn, some of which are associated with a Duration Damage sub-type. In addition, there are some abilities which reduce health by a percentage and otherwise lack a damage type.

Normal Type Duration Type Notes
Physical Internal Trauma Physical Damage is dealt by most mundane melee attacks, and is the only damage which is reduced by armor. The associated Duration Damage, Internal Trauma, is not reduced by armor, but only by physical resistance.
Fire Fire Burn Fire is one of three Elemental Damage types, along with Cold and Lightning. It is increased by effects which increase magical damage.
Cold Cold Frostburn Cold is one of three Elemental Damage types, along with Fire and Lightning. It is increased by effects which increase magical damage.
Lightning Lightning Electrocute Lightning is one of three Elemental Damage types, along with Cold and Fire. It is increased by effects which increase magical damage.
Poison Acid Acid Poison Acid damage is increased by effects which increase Magical Damage, such as Spirit (regardless of source.)
Vitality Vitality Vitality Decay Vitality damage is increased by effects which increase Magical Damage, such as Spirit (regardless of source.)
Piercing Pierce - Pierce Damage ignores armor, but is reduced by Pierce Resistance. Pierce Damage is not Physical Damage, and is not increased by effects which increase Physical Damage.
Bleeding - Bleeding Bleeding damage is always applied over time. Bleeding Damage is not Physical Damage, and is not increased by effects which increase Physical Damage.
Aether Aether - Aether damage is increased by effects which increase Magical Damage, such as Spirit (regardless of source.)
Chaos Chaos - Chaos damage is increased by effects which increase Magical Damage, such as Spirit (regardless of source.)
% - Some abilities reduce enemy health by a percentage of their current health. This damage is of  unspecified type, and normally cannot be resisted. However, % current health damage to hero and boss monsters is greatly reduced.

Elemental Damage[ | ]

The term Elemental Damage refers to FireFire, ColdCold, and LightningLightning damage types. When a source deals "Elemental Damage", it is divided evenly between Fire, Cold, and Lightning. For example, "30 Elemental Damage" is equivalent to "10 Fire Damage, 10 Cold Damage, 10 Lightning Damage."

Effects which increase damage or resistance to Elemental Damage are applied to all three types. For example, "5% Elemental Resistance" is equivalent to "5% Fire Resistance, 5% Cold Resistance, 5% Lightning Resistance". Likewise, "+10% Elemental Damage" increases the three elemental types by 10% each.

Effects which increase elemental damage do not affect their associated Duration Damage types. That is, Burn, Frostburn, and Electrocute damage types are not affected by abilities which affect Elemental Damage.

Magical Damage[ | ]

The term "Magical Damage" refers to FireFire, ColdCold, LightningLightning, Poison AcidAcid, VitalityVitality, AetherAether, and ChaosChaos damage types and their associated Duration Damage (if any).

Duration Damage[ | ]

Duration damage is any damage which is applied over time. Duration Damage is considered separately from the type it is associated with, and is not increased by effects which increase that type. For example, an effect that does +10% Cold Damage will not also increase Frostburn Damage.

Resistance to damage types, however, is paired with the normal damage type it is associated with.  For example, +10% Fire Resistance will also increase Burn Damage resistance by 10%.

If more than one Duration Damage from the same source is applied to the same creature, only the strongest takes effect.

Shields[ | ]

When blocking with a shield, the damage is reduced by the amount listed on the shield regardless of type. This means that shields can reduce any of the normal damage types.

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