From Wynncraft Wiki
Jump to: navigation, search

Elements, as of their release in the 1.14 Gavel Expansion, have been a key component to Wynncraft's combat system. They play a major role in many aspects of the game including Weapons, Armour, Accessories, Mobs, Skill Points, Powders, and Potions. There are currently five nature-based elements implemented: Earth, Thunder, Water, Fire, and Air, along with 2 elements that have no correlation to builds or mobs, Darkness and Light.

The Elements[edit | edit source]

✤ Earth[edit | edit source]

The Earth element is linked to the Strength stat. Its play-style focuses around dealing a lot of damage with slow melee attacks, with the drawback of movement. Equipment associated with this element will usually have increased Melee Damage, Poison bonuses, Thorns bonuses, and sometimes has decreased Spell Damage bonuses and decreased Attack Speed.

✦ Thunder[edit | edit source]

The Thunder element is linked to the Dexterity stat. Its play-style focuses around having a fast attack speed, being the most luck-based out of all the elements, and is generally a glass cannon. Equipment associated with this element will usually have increased Attack Speed bonuses; and sometimes like the Water element, it has mana steal.

❉ Water[edit | edit source]

The Water element is linked to the Intelligence stat. Its play-style focuses around favoring stronger spells. Equipment associated with this element usually have increased Mana Regen, Spell Damage bonuses, and sometimes mana steal. Healing abilities increase the amount healed the more water damage you have.

✹ Fire[edit | edit source]

The Fire element is linked to the Defense stat. Its play-style focuses around having a lot of health and health sustain (Life steal and Health Point Regen) while not dealing the most amount of damage. Equipment associated with this element usually have considerable health boosts, Health Regen, Life Steal, and Exploding bonuses.

❋ Air[edit | edit source]

The Air element is linked to the Agility stat. Its play-style focuses around having walk speed and a bit low health. Equipment associated with this element usually have increased walk speed bonuses, and reflection.

Lore-Related Elements[edit | edit source]

These Elements cannot be accessed through Skill Points, and are only referenced in A Journey Beyond. No mobs, weapons, or powders have any elemental correlation with these elements.


The Light Element is one of the two lore-related elements, opposite to Darkness. In A Journey Beyond, Dren uses 2 items related with Light and Darkness to use Light to purify their souls tainted by Darkness.


The Darkness Element is one of the two lore-related elements, opposite to Light. In A Journey Beyond, the Player learns their soul has a bit of Darkness in it, and their soul needs to be purified to be able to slay the creature guarding the entrance to a land of darkness.

Mobs[edit | edit source]

Many of the mobs in the game are currently not affiliated with elements. However, some special mobs, particularly Bosses and those of the Gavel Province, can have up to three types of elemental stats:

  • Dam - On mobs, this shows what elements a mob damages you with. Depending on your elemental defenses, you can take more or less damage.
  • Def - This shows the elemental defenses on mobs, so if you have elements on your weapon matching their elemental defenses, you do less damage. Since elemental conversions exist too (Check class wikis) and apply before powders (Powders add on damage after spell conversion) so that can affect mobs defenses as well.
  • Weak - Mobs with elemental weaknesses take more damage if your weapon elements correspond to their weaknesses. Again, elemental conversions take place here and powders are an add on, so elemental conversions can affect weaknesses too.
    Keep in mind all elemental add ons from mob attacks ignore defense points, and powder elemental damage add ons are affected by spell damage % and their elemental % damage.

Powders[edit | edit source]

Every powder correlates to a certain element. Using powders on weapons and armor can boost elemental defense and damage, but take away elemental strengths of the opposite element (ex: Earth powders take away Thunder defense). Using 2 powders of tier IV or higher on weapons and armor will unlock special powder buffs and abilities. Since powder specials can be powerful, if you have a spell build you'll want a super slow speed as you can cast more spells between a melee hit and another one. You should try to aim for this unless you are going hybrid.

Elemental Defenses/Damage[edit | edit source]

In the game, there are elemental defense and elemental damage stats for each element. Elemental damage is almost exactly like extra regular damage that is bound to a specific element. However, having elemental defense of the same element will increase or reduce the amount taken.

All elemental defenses, both for mobs and for the player are additive, meaning they are simply added on to damage taken. When doing damage to enemies, the lower your weapon's attack speed, the less it will get reduced by elemental defenses, and the less it will be boosted by weaknesses. Vice versa for the faster attack speed your weapon is. Elemental defenses are also calculated after all damage boosts from equipment, but before spell multipliers. So elemental defenses can cripple a spell if the mob has high defenses, or make a spell do very high damage if the mob has high weakness.

Elemental damage applied to the player ignores defense, and is also additive. So if taking air damage, -300 air defense would make you take 300 extra damage from the attack, ignoring defense, vice versa if elemental defenses are positive. If taking 300 air damage with 50 air defense, the player would only take 250 air damage. This means that often elemental defenses do not matter, not unless they are very high, or a mob has shotgun attack or very fast attacks. However, elemental defenses are also affected by mob spell multipliers. So if a player had -50 air defense and got meteored by a mob with a 400% spell mutliplier, the player would take 200 extra air damage ignoring their defense. This is very relevant since some bosses have high spell multipliers, and taking a hit from a meteor could mean extra thousands of damage if the player's elemental defenses are bad. When players are attacking with a spell, say, if a Mage used a Meteor with fire damage, and a mob had 500 Fire Defense, since Meteor has a 500% spell multiplier damage, the mob would take 2500 less meteor damage, due to mob elemental defense/weakness scaling with a players spell multiplier.

Trivia[edit | edit source]

  • In The Qira Hive, there are different divisions that each pertain to an element.
  • There used to be elemental mini-dungeons scattered around Gavel, but these were removed in the Gameplay Update.

Gallery[edit | edit source]

Elements, Defense, and Damage symbols
An example of the Elemental symbols that are used for Defense and Damage indicators and also for the five skills. As skills, they are, from top to bottom, no skill or raw melee (Health); Defense (Fire); Agility (Air); Strength (Earth); Dexterity (Thunder); and Intelligence (Water). However, keep in mind in class building the order is ETWFA for builds (Like Water Fire Air is WFA, not FWA, or anything else in class building). Elemental defenses in compasses are usually inaccurate too, because it doesnt count weapon elemental %'s and armor powders don't show in compass.