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This listing of damage types is split into 2 sections:

Standard Damage Types[]

Standard Damage Types
Icon Damage Type Details Examples
Damage Curse dmg-large.png

Curse damage

Curse damage taken by an entity is influenced by their curse damage multiplier. There are no creatures that override the default value, meaning it is universally effective.


Entity's which have the curse_NOT tag cannot be afflicted by the Venomous Curse effect (which is the player's primary means of utilizing this damage type), but does not protect them from other sources of curse damage like Omega Black Hole.

Notable examples of creatures in possession of this tag include Sauvojen Tuntija, Ylialkemisti, Unohdettu, and Syväolento.

Curse contact damage dealt by an Houre, which only affects the player and their allies:
<DamageNearbyEntitiesComponent
    radius="16"
    time_between_damaging="3"
    target_tag="player_unit"
    damage_type="DAMAGE_CURSE"
    ragdoll_fx="NONE">
</DamageNearbyEntitiesComponent>
Curse area damage dealt by a collapsed Holy Mountain:
<AreaDamageComponent
	aabb_min.x="-391" 
	aabb_min.y="-99" 
	aabb_max.x="63" 
	aabb_max.y="78" 
	damage_per_frame="0.01333"
	update_every_n_frame="10"
	death_cause="$damage_holy_mountains_curse"
	damage_type="DAMAGE_CURSE"
	>
</AreaDamageComponent>
Damage Drill dmg-large.png

Drill damage

A rare damage type associated with certain digging spells, namely Digging Bolt and Digging Blast.


Most enemies resist this damage type to some extent, however stationary enemies (like Haamukivi, or the various wall traps in the Temple of the Art) tend to be weak to it.


Drill damage taken by an entity is influenced by their drill damage multiplier.

Damage Electricity dmg-large.png

Electricity damage

A fairly powerful, but dangerously volatile damage type.

Most electrical damage sources induce a prolonged stun via a shock status.

Entities with the STUN_PROTECTION_ELECTRICITY effect cannot be affected by shock stuns.


Most electrical damage sources are capable of conducting current through liquid and metal, potentially causing additional damage to anything in contact with those materials.

Electrical spells also cause the wand they're in to become electrified if they are held in liquid for too long.


Robotic enemies are generally weak to this damage type, except for Peitsivartija and Vakoilija. Most Lukki resist electric damage to some extent, Kasvoton Lukki being an exception.


Electric damage taken by an entity is influenced by their electricity damage multiplier.

The Electric Weakening Curse can be used to increase a creature's damage multiplier by 0.25.

Entities with the PROTECTION_ELECTRICITY effect cannot be affected by electric damage.

Electric damage dealt by Ball Lightning:
<ProjectileComponent 
    ...
    >
    <damage_by_type electricity="0.5" >
    </damage_by_type>
</ProjectileComponent>
Electric area damage dealt by Explosion of Thunder:
<AreaDamageComponent
	aabb_min.x="-96" 
	aabb_min.y="-96" 
    aabb_max.x="96" 
	aabb_max.y="96" 
	damage_per_frame="0.4"
	update_every_n_frame="1"
	damage_type="DAMAGE_ELECTRICITY"
	>
</AreaDamageComponent>
Negative electric damage taken by Ukko, healing it:
<DamageModelComponent 
    ...
	    >
	<damage_multipliers
	    ...
	    electricity="-1">
	</damage_multipliers>
</DamageModelComponent>
Damage Explosion dmg-large.png

Explosion damage

One of the more common damage types.

Explosion spells are fairly strong early on, but dangerous and often limited.


Explosive damage taken by an entity is influenced by their explosion damage multiplier.

The Explosive Weakening Curse can be used to increase a creature's damage multiplier by 0.25.

Entities with the PROTECTION_EXPLOSION effect cannot be affected by explosive damage.


There is a bug which causes explosion damage values listed on spell cards to be displayed four times larger than they actually are. This only happens for explosions from a projectile's <config_explosion>, and not for explosion modifiers like Explosive Projectile which use the c.damage_explosion_add function in the gun_actions.lua file. One of the best examples of this is Nuke, which has an explosion damage of 10 (250 damage), but is listed as 1000 damage instead of 250.

Explosion damage of Nuke:
<config_explosion
    ...
      explosion_radius="250" 
    ...
      damage="10"
    ...
	  >
</config_explosion>
Explosion damage being increased by Explosive Projectile:
	c.explosion_radius = c.explosion_radius + 15.0
	c.damage_explosion_add = c.damage_explosion_add + 0.2
The player has a natural resistance to explosion damage:
<DamageModelComponent 
    ...
    ><damage_multipliers
      explosion="0.35" >
    </damage_multipliers>
</DamageModelComponent>
Damage Fire dmg-large.png

Fire damage

A fairly common damage type inflicted by burning and various fiery spells.


Fire damage taken by an entity is influenced by their fire damage multiplier.

Entities with the PROTECTION_FIRE effect cannot be affected by fire damage.


When an entity is ignited, it takes fire damage over time based on its fire_damage_amount value, in proportion to its fire damage multiplier. This value defaults to 0.2 in cases where it is undefined. The rate of burning damage scales up with max hp.

Many creatures enter a panicked state when ignited, abandoning any active conflict until they stop burning. Enemies who burn to death are considered trick kills, and drop double gold.

The fire_probability_of_ignition value determines how likely fire is to ignite the entity, and if the value is 0, then it cannot be ignited. This value defaults to 0.5 if it is left undefined.

Fire damage dealt by Meteor:
<ProjectileComponent 
    ...
	>
	<damage_by_type
		fire="2.25"
		>
	</damage_by_type>
    <config_explosion
    ...
    >
    </config_explosion>
</ProjectileComponent>
Fire damage taken by Laahustussieni, which has a massive fire weakness:
<DamageModelComponent 
    ...
		>
	<damage_multipliers
		fire="40.0" 
		>
	</damage_multipliers>
</DamageModelComponent>
Burning damage taken by the player when ignited:
  <DamageModelComponent 
    ...
        fire_damage_amount="0.2" 
        fire_probability_of_ignition="1" 
    ...
    ><damage_multipliers
    ...>
    </damage_multipliers>
  </DamageModelComponent>
Damage Heal dmg-large.png

Healing damage

A rare damage type that specializes in replenishing health instead of depleting it.


While other damage types never go below zero, healing damage cannot go above zero, and deals negative damage instead.

All healing damage sources have friendly fire enabled so that they may affect the caster, so be warned that spells which reduce projectile damage should be used on healing spells in cases where you have perks that increase projectile damage.


Like other damage types, it can be affected by damage multipliers such as from Berserkium or the Glass Cannon perk, which will multiply the amount of healing you receive. Note that the regeneration status granted by Circle of Vigour will not be affected, however the healing damage dealt while in contact with the circle will be.


Healing damage taken by an entity is influenced by their healing damage multiplier.

Normally, if an entity has a negative damage multiplier for certain damage type, it will heal them, however if an enemy happened to have a negative healing damage multiplier it would cause them to be hurt by it instead.

Healing Bolt is one of the few projectiles that deals healing damage, it has friendly fire enabled so that it may hit the caster (but only if it has existing for 4 or more frames):
<ProjectileComponent 
    ...
    damage="0"
    ...
	collide_with_shooter_frames="4"
    friendly_fire="1"
	>
        <damage_by_type 
            healing="-0.35" 
            >
        </damage_by_type>
    <config_explosion
    ...>
    </config_explosion>
</ProjectileComponent>
Damage Ice dmg-large.png

Ice damage



Each of the 12 projectiles from Freezing Gaze deals 10 ice damage:
<ProjectileComponent 
    ...>
	<damage_by_type 
	    ice="0.4" >
    </damage_by_type>
    <config_explosion
        ...>
    </config_explosion>
</ProjectileComponent>
Freeze Charge adds 5 damage along with the frozen status, which lasts 120 frames:
	c.damage_ice_add = c.damage_ice_add + 0.2
    c.game_effect_entities = c.game_effect_entities .. "data/entities/misc/effect_frozen.xml,"
Hiidenkivi takes negative ice damage, healing it:
<DamageModelComponent 
    ...>
	<damage_multipliers
		...
		ice="-1.0"
		>
	</damage_multipliers>
</DamageModelComponent>
Damage Melee dmg-large.png

Melee damage

Damage Poison dmg-large.png

Poison damage

Damage Radioactive dmg-large.png

Radioactive damage

Damage Projectile dmg-large.png

Projectile damage

The most common damage type by far. The vast majority of damaging spells or modifiers the player has access to deal this damage type, and most ranged attacks from enemies deal this type as well.


Robots and Lukki are among the most resistant to this damage type, and there are no creatures which are normally weak to it.

Robots that spawn in the Power Plant biome have their base projectile damage multiplier set to 0.0, making his damage type highly ineffective there normally.


Projectile damage taken by an entity is influenced by their projectile damage multiplier.

The Projectile Weakening Curse can be used to increase a creature's damage multiplier by 0.25.

Damage Slice dmg-large.png

Slice damage

A somewhat uncommon damage type. Most of the spells that deal slice damage have friendly fire enabled, with Chainsaw and Energy Sphere being exceptions.


Robotic enemies are all quite resistant to this damage type, however it is fairly effective (to varying degrees) on most other enemies. Most Lukki are weak to slice damage, except for Kasvoton Lukki.


Slice damage taken by an entity is influenced by their slice damage multiplier.

Esoteric Damage Types[]

Esoteric Damage Types
Icon Damage Type Details Examples
Damage Melee-bite dmg-large.png

Bite damage (Melee)

Damage dealt by worms in a radius around their head.

Most worms have a delay between bite instances, but worms using the <BossDragonComponent> such as Suomuhauki or Limatoukka have no bite delay,

and will deal this damage every frame within their bite radius.


When bite_damage is not defined, it uses the default value depending on which worm component is used.

If <WormComponent> is used, the default value is 1 (25 damage).

If <BossDragonComponent> is used, the default value is 2 (50 damage), and there will be no wait time between damage instances.


Bite damage taken by an entity is influenced by their melee damage multiplier.

Entities with the PROTECTION_MELEE effect cannot be affected by bite damage.

The bite of a Helvetinmato:
<WormComponent
    ...
        bite_damage="1"
        target_kill_radius="10"
        target_kill_ragdoll_force="10"
    ...
        >
</WormComponent>
The bite of Limatoukka:
<BossDragonComponent
    ...
		target_kill_radius="36"
		target_kill_ragdoll_force="10"
    ...
        >
</BossDragonComponent>
Damage Melee-dash dmg-large.png

Dash damage (Melee)

Damage dealt by lunging attacks.


Dash damage taken by an entity is influenced by their melee damage multiplier.

Entities with the PROTECTION_MELEE effect cannot be affected by dash damage.

Dash damage dealt by a Konna:
<AnimalAIComponent 
    ...
		attack_dash_enabled="1"
		attack_dash_damage="0.4"
    ...
	    >
</AnimalAIComponent>
Damage Physics-impact dmg-large.png

Impact damage (Physics)

Damage dealt by collisions with physics objects, scaling with velocity.


Impact damage taken by an entity is influenced by their physics_hit damage multiplier,.

Entities with physics_objects_damage="0" will not take impact damage, but may be subject to other forms of physics damage.

Damage Physics-crush dmg-large.png

Crush damage (Physics)

Damage dealt by collision with Collapsed Concrete rigidbody entities based on the momentum from both sides of the collision.


Crush damage taken by an entity is influenced by their physics_hit damage multiplier..

Damage Physics-blackhole dmg-large.png

Blackhole damage (Physics)

Damage dealt by blackhole gravity wells such as those created by Giga Black Hole or Omega Black Hole.


Blackhole damage taken by an entity is influenced by their physics_hit damage multiplier.

Blackhole damage of Omega Black Hole:
<BlackHoleComponent
	particle_attractor_force="8"
	damage_probability="0.55"
	radius="160">
</BlackHoleComponent>
Damage Fall dmg-large.png

Fall damage

Damage dealt by collision with solid matter at/above a certain velocity.

This damage type is typically disabled for most creatures, including the player. The only exceptions seem to be Eväkäs and Suureväkäs.

It is primarily used for objects such as lanterns so that they break when hitting the ground or wall,

or for certain throwable items so that they activate on impact, such as a Chaos Die.


Entities with falling_damages="0" will not take fall damage.

Falling damage taken by Eväkäs:
<DamageModelComponent 
    ...
        falling_damage_damage_max="1.2" 
        falling_damage_damage_min="0.1" 
        falling_damage_height_max="450" 
        falling_damage_height_min="250" 
        falling_damages="1" 
    ...
        >
</DamageModelComponent>
Damage Material dmg-large.png

Material damage

Damage dealt to an entity when its hitbox touches a particular substance. Material damage is dealt per pixel of the material touching the entity's hitbox.


Entities with materials_damage="0" will take no material damage even if damaging materials have been defined by their individual file, or any of their base files.

Material damage taken by the player:
<DamageModelComponent 
    ... 
    materials_damage="1" 
    materials_that_damage="acid,lava,blood_cold_vapour,
    blood_cold,poison,radioactive_gas,
    radioactive_gas_static,rock_static_radioactive,
    rock_static_poison,ice_radioactive_static,
    ice_radioactive_glass,ice_acid_static,
    ice_acid_glass,rock_static_cursed,
    magic_gas_hp_regeneration,
    gold_radioactive,gold_static_radioactive,
    rock_static_cursed_green,cursed_liquid,poo_gas"  
    materials_how_much_damage="0.005,0.003,0.0006,
    0.0009,0.001,0.001,
    0.001,0.001,
    0.001,0.001,
    0.001,0.001,
    0.001,0.005,
    -0.005,
    0.0002,0.0002,
    0.004,0.0005,0.00001" 
    ...
    >
</DamageModelComponent>
Damage Midas dmg-large.png

Midas damage

Damage dealt by material converters if they have convert_entities="1". Midas damage scales with max hp,

and is normally it is instantly lethal without sufficient damage protection such as the PROTECTION_ALL effect, or stacking the Stainless Armor perk.


Entities with the touchmagic_immunity tag cannot be affected by Midas damage.

Material converter for Touch of Gold, which has entity conversion enabled:
<MagicConvertMaterialComponent
	from_any_material="1"
	convert_entities="1"
    to_material="gold"
    steps_per_frame="7"
    loop="0"
	is_circle="1"
    radius="30" >
</MagicConvertMaterialComponent>
Damage Lackofair dmg-large.png

Suffocation damage

Damage dealt to an entity over time when their air_in_lungs reaches 0.


The rate at which health is lost from suffocation is determined by the air_lack_of_damage value.

If an entity has air_needed="0" then they will not lose air, and won't take suffocation damage even when they have 0 air.

The Vuoksikivi (when held in hand) and the Breathless perk are both capable of setting air_needed to 0.

Suffocation damage taken by the player:
<DamageModelComponent 
    ...
        air_in_lungs="7" 
        air_in_lungs_max="7" 
        air_lack_of_damage="0.6" 
        air_needed="1" 
    ...
        >
</DamageModelComponent>

Stomach damage

Damage dealt by choking, and stomach bursting when you overeat.

This damage type is only experienced by the player, since nothing else suffers from satiation effects.

See "Satiation" for more details on this mechanic.


Stomach damage taken by an entity is influenced by their overeating damage multiplier.