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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