u uaRO
Reference

Elements

The ten elements of Ragnarok decide how much damage attacks deal to one another. In pre-renewal, elemental advantage wins fights: the right weapon against an enemy's armour multiplies your damage, the wrong one zeroes it out.

Element table % damage vs defensive element Lv 1
Attack \ Defense ● Neutral ● Water ● Earth ● Fire ● Wind ● Poison ● Holy ● Shadow ● Ghost ● Undead
● Neutral 100 100 100 100 100 100 100 100 25 100
● Water 100 25 100 90 100 100 100 100 100 100
● Earth 100 100 25 100 90 100 100 100 100 100
● Fire 100 150 100 25 100 75 100 100 100 100
● Wind 100 90 150 100 25 100 100 100 100 100
● Poison 100 100 100 100 100 0 100 125 100 100
● Holy 100 100 100 100 100 75 0 125 100 100
● Shadow 100 100 100 100 100 125 125 0 100 100
● Ghost 25 100 100 100 100 100 100 100 125 100
● Undead 100 100 100 100 100 0 175 0 100 0
0 — immune · <100 — resist · >100 — weak. Row is the attacking element, column is the target defensive element. Values change with the defensive element level (Lv 1 shown here).
● Neutral

Neutral is the base element of most weapons and monsters. It deals a flat 100% to nearly everything with no bonuses or penalties. The exception is Ghost armour, which almost entirely shrugs off neutral attacks.

weak: barely harms Ghost-element enemies (only 25–100% depending on armour level).

Damage taken from each attack element (Lv1 armour): ● Neutral ● Water ● Earth ● Fire ● Wind ● Poison ● Holy ● Shadow ● Ghost ● Undead
Neutral 100 100 100 100 100 100 100 100 25 100
● Water

Water dominates Fire and holds back Wind. Water armour itself absorbs water and wind attacks, so water monsters stand firm against archers and wind mages.

resistant: resists Water and partly Wind.

weak: weak to Fire (150–200% damage).

Damage taken from each attack element (Lv1 armour): ● Neutral ● Water ● Earth ● Fire ● Wind ● Poison ● Holy ● Shadow ● Ghost ● Undead
Water 100 25 100 90 100 100 100 100 100 100
● Earth

Earth suppresses Wind but yields to destructive elements. Earth armour holds up well against earth and partly against fire.

resistant: resists Earth and partly Fire.

weak: weak to Wind (150–200% damage).

Damage taken from each attack element (Lv1 armour): ● Neutral ● Water ● Earth ● Fire ● Wind ● Poison ● Holy ● Shadow ● Ghost ● Undead
Earth 100 100 25 100 90 100 100 100 100 100
● Fire

Fire incinerates Earth and especially Undead, and also dampens water attacks on its own armour. The classic pick against undead dungeons.

resistant: resists Fire and partly resists Water.

weak: in pre-renewal, fire armour has no sharp Lv1 weakness; fire monsters instead fear Water as an attacking element.

Damage taken from each attack element (Lv1 armour): ● Neutral ● Water ● Earth ● Fire ● Wind ● Poison ● Holy ● Shadow ● Ghost ● Undead
Fire 100 150 100 25 100 75 100 100 100 100
● Wind

Wind pierces Water and works well against aquatic foes. Wind armour absorbs wind hits and partly earth ones.

resistant: resists Wind and partly Earth.

weak: weak to Earth (150–200% damage).

Damage taken from each attack element (Lv1 armour): ● Neutral ● Water ● Earth ● Fire ● Wind ● Poison ● Holy ● Shadow ● Ghost ● Undead
Wind 100 90 150 100 25 100 100 100 100 100
● Poison

Poison is a modest element: full armour immunity to poison and small bonuses against Shadow. More useful for status effects than raw damage.

resistant: fully resists Poison; partly absorbs Holy damage.

weak: weak to Shadow (125% damage).

Damage taken from each attack element (Lv1 armour): ● Neutral ● Water ● Earth ● Fire ● Wind ● Poison ● Holy ● Shadow ● Ghost ● Undead
Poison 100 100 100 100 100 0 100 125 100 100
● Holy

The Holy element annihilates Undead and Shadow — the main weapon of priests and paladins against dark dungeons. Holy armour fully ignores holy attacks.

resistant: fully resists Holy damage.

weak: weak to Shadow (125% damage).

Damage taken from each attack element (Lv1 armour): ● Neutral ● Water ● Earth ● Fire ● Wind ● Poison ● Holy ● Shadow ● Ghost ● Undead
Holy 100 100 100 100 100 75 0 125 100 100
● Shadow

Shadow opposes the Holy element and strikes those who rely on light. Shadow armour fully absorbs shadow attacks.

resistant: fully resists Shadow.

weak: weak to Poison and Holy damage (125% each).

Damage taken from each attack element (Lv1 armour): ● Neutral ● Water ● Earth ● Fire ● Wind ● Poison ● Holy ● Shadow ● Ghost ● Undead
Shadow 100 100 100 100 100 125 125 0 100 100
● Ghost

Ghost is the element of incorporeality: nearly impervious to neutral (physical) attacks, so ordinary weapons are useless against ghosts. Only magic or the Ghost element itself harms them.

resistant: almost fully absorbs Neutral attacks (25–100% depending on armour level).

weak: weak to Ghost (125% damage).

Damage taken from each attack element (Lv1 armour): ● Neutral ● Water ● Earth ● Fire ● Wind ● Poison ● Holy ● Shadow ● Ghost ● Undead
Ghost 25 100 100 100 100 100 100 100 125 100
● Undead

The Undead element is for cursed beings: full immunity to poison and shadow, but lethal vulnerability to Holy and Fire. Healing spells deal damage to it instead of restoring HP.

resistant: full immunity to Poison, Shadow and its own Undead element.

weak: weak to Holy (175–200%) and Fire.

Damage taken from each attack element (Lv1 armour): ● Neutral ● Water ● Earth ● Fire ● Wind ● Poison ● Holy ● Shadow ● Ghost ● Undead
Undead 100 100 100 100 100 0 175 0 100 0