Element
Light, dark, earth, wind, water, fire and divine.
There are seven elements: light, dark, earth, wind, water, fire and divine.
Elements currently have no effect on combat. An item or spell records an element and the wiki shows it, but it does not change damage dealt or taken.
On equipment
A piece of equipment either records one element, or records none and instead carries a rating for how freely it holds an element (rare, common or many). An item can hold an element that stays unknown until revealed, and the same item id can exist in several elemental versions.
What each was announced to counter
The list given in the announcement that introduced elements (0.4.45): light against dark-aligned creatures and shadows; dark against holy or light-bound creatures; water against fire and heat-based creatures; earth against wind and unstable or flying creatures; fire against nature, ice and heavily armoured creatures; wind against earth and slow-moving creatures; divine against all types. This describes the announced design, not a measured effect.
On spells
A spell can also record an element, and its page names it.
Contents
From the update notes
What the developer wrote when this was added or changed, newest first.
Wayfarer Update , 0.4.55
Some thought has been given to designing DMS to keep things simple. The Map Editor allows creators to visually place and link DMS elements directly in the map, and from there a quest or event only needs one line of code to change them. The best part is that the script does not need to know where the objects are. They can be on one map, several maps, or spread across the entire world.
Return of the Casters , 0.4.52
The Mage class basics are focused on elemental ranged attack spells. Abilities such as summoning boulders and calling fire from the sky, previously found on the DevTest npc, are now exclusively moved to the Mage class.
The heart of Vulture Island remains the pyramid, now significantly upgraded and reimagined with integrated scifi-like elements that tie directly into the main storyline.
Hall Of Pain , 0.4.51
As a result, the HoP is being updated to better fit its new story and setting. While new content is being added, important core threats of the area, such as the Biters, many spikes , and Banshees are preserved where possible. By mixing the original graphics and npcs with new elements, the HoP keeps its familiar identity while creating the all new creepy and painful atmosphere the name deserves.
Players will encounter new graphics, environmental details, and puzzle elements that help expand the Artist's character and mysterious background story.
Inside, the building also functions as an armory and training hall, where Warriors and Paladins refine their skills and prepare for battle. A large war table dominates the center of the room, giving the space a commanding presence. Together, these elements create a powerful atmosphere fitting for both Warrior and Paladin life.
The hall-like layout with diagonal walls guides movement through the space, giving the structure a spacious feeling while maintaining clarity. Arcane elements, training spots, and subtle decorative details are placed throughout, reinforcing the purpose of the area as a dedicated environment for studying and practicing the art of magic..
Map Upgrades , 0.4.49
The new developed system allows versatile setup for interactive map elements, consisting of five modular components: PushTiles , Switches , Viewers , Dials , and Gates , each with a unique role in controlling map behavior and player interactions. Components can also connect to various other map systems, including the lighting system, enabling dynamic and responsive responses. The following sections explore each of the five components in detail, showing how they work, interact, and can be used to create complex puzzles, automation, and cooperative gameplay experiences.
Pushtiles, also known as body switches, are interactive map elements that activate when a player walks on them. They can instantly respond on a player standing on them or stay pressed permanently ( once ), or activate for a limited time before resetting ( timered ). PushTiles with the same ID are grouped together, allowing multiple tiles to work in unison. They can directly control one or more gates, or be part of a larger network of pushTiles, dials and switches to trigger a gate. This modular approach makes pushTiles ideal for puzzles, pressure-based mechanics, and timed challenges, providing dynamic interactions that respond to player presence and coordinated actions. Beside all this it is even possible to make pushtiles (do/do not) react to specific item(s) that players drop on them.
Viewers are visual elements that reflect the status of a Switch or PushTile from a distance. They can be placed on the map or mounted on walls, providing real-time feedback on the state of their target. Viewers can display changes instantly, including timered pushTiles or switches, allowing players to see when a mechanism is active or has reset. For example, a Viewer could be a red light that turns green once its linked Switch is activated. By using Viewers, map designers can give players immediate visual cues, enhance puzzle clarity, and communicate system states across the environment.
Dials are interactive map elements with multiple positions, functioning like a combination lock when used together. Each dial can be rotated by the player to select a specific value, and multiple dials can be combined to create complex input sequences. Dials can also work in together with other normal switches and pushtiles, where a dial position defines its on state, contributing to gate activation or triggering other map systems. This allows for further control over mechanisms, puzzles, and timed events. By combining dials with pushTiles and switches, map designers can create layered, multi-step challenges that require coordination and logical input from players.
The image demonstrates a few usecases of the Switch/Gate system: Switches are not limited to single interactions and can be grouped together and/or share the same ID. A single switch can open a single door, a single switch can open multiple doors, and multiple switches can be required to open one or more doors** with combinations layered on top of each other. By sharing IDs, switches act as modular logic elements rather than simple buttons, enabling coordinated puzzles and cooperative mechanics.
Quests can start from mapped objects , any object placed on the map's object graphics layer. Signs, statues, or environmental features can serve as quest triggers. Players interacting with these objects can begin a quest naturally, allowing hidden adventures in the world, encouraging exploration, and integrating story elements outside traditional npc interactions.
The stamp layer allows snapping objects to the map grid with precise 1:1 tile alignment. It can also center larger objects on a single tile, such as train tracks or wide structures. This makes placement of decorative or functional elements consistent and visually aligned while supporting both small and large objects.
Shadow Guides , 0.4.48
The old castle map, and castle wings, has been redesigned into a more compact, functional hub capable of supporting two factions. One wing now serves as the official home of the Shadow Guide , while the second wing remains reserved for future expansion and special-access groups. The central area of the castle is still restricted and remains under the control of the Aeven Group, adding an element of mystery and authority to the space.
Introducing Item Elements , 0.4.45
Elements add an additional layer of power to items. Each element determines what type of forces or enemies the item can interact with, creating strengths and weaknesses across combat. Items may also hold an unknown element until revealed, showing which type of power is bound to it.
Elements can be assigned to items by the server on crafting, npc drops, or through optional enhancement methods, resulting in multiple elemental versions of the same item ID. Higher elemental levels may also be unlocked later.
- Let's take a look at the possible item elements
- Elements:
8 more in the update notes.
See also
- Item variant, A prefix and a numeral that raise one of a piece’s stats.
- Casting, What a spell costs, what it does, and what it needs.