← Abilities
Immunities & Weaknesses
Asphyxiation Weakness (Damaging)
Suffocation and drowning are a damaging weakness: they deal 33% extra damage.
Taking damage from being unable to breathe deals 33% more than it otherwise would, and inflicts Weakness and Blur.
Asphyxiation Weakness (Deadly)
Suffocation and drowning are a deadly weakness: they deal 50% extra damage.
Taking damage from being unable to breathe deals 50% more than it otherwise would, and inflicts Weakness, Blur, Mining Fatigue and Confusion.
Asphyxiation Weakness (Vulnerable)
Suffocation and drowning are a vulnerable weakness: they deal 16% extra damage.
Taking damage from being unable to breathe deals 16% more than it otherwise would, and inflicts Weakness.
Bleed Weakness (Damaging)
Bleed attacks are a damaging weakness: they deal 33% extra damage.
Taking bleed damage deals 33% more than it otherwise would and inflicts Weakness and Blur.
Bleed Weakness (Deadly)
Bleed attacks are a deadly weakness: they deal 50% extra damage.
Taking bleed damage deals 50% more than it otherwise would and inflicts Weakness, Blur, Mining Fatigue and Confusion.
Bleed Weakness (Vulnerable)
Bleed attacks are a vulnerable weakness: they deal 16% extra damage.
Taking bleed damage deals 16% more than it otherwise would and inflicts Weakness.
Blindness Immunity
Your sight is not the kind that can be taken.
The blindness effect does not affect you.
Blood Immunity
Little blood to draw, and none to lose.
Bleed damage is reduced by 50%, and the bleed effect never takes hold.
Bullet Immunity
Rounds flatten more often than they pass through.
Gunfire, arrows and mob projectiles deal 50% less damage. Explosives are a separate matter.
Cold Weakness (Damaging)
Cold attacks are a damaging weakness: they deal 33% extra damage.
Taking cold damage deals 33% more than it otherwise would and inflicts Weakness and Blur.
Cold Weakness (Deadly)
Cold attacks are a deadly weakness: they deal 50% extra damage.
Taking cold damage deals 50% more than it otherwise would and inflicts Weakness, Blur, Mining Fatigue and Confusion.
Cold Weakness (Vulnerable)
Cold attacks are a vulnerable weakness: they deal 16% extra damage.
Taking cold damage deals 16% more than it otherwise would and inflicts Weakness.
Darkness Immunity
Dark is just another wavelength.
The darkness effect does not affect you.
Drowning Immunity
Nothing in you needs to breathe.
Drowning damage is reduced by 50%.
Electric Weakness (Damaging)
Electric attacks are a damaging weakness: they deal 33% extra damage.
Taking electric damage deals 33% more than it otherwise would and inflicts Weakness and Blur.
Electric Weakness (Deadly)
Electric attacks are a deadly weakness: they deal 50% extra damage.
Taking electric damage deals 50% more than it otherwise would and inflicts Weakness, Blur, Mining Fatigue and Confusion.
Electric Weakness (Vulnerable)
Electric attacks are a vulnerable weakness: they deal 16% extra damage.
Taking electric damage deals 16% more than it otherwise would and inflicts Weakness.
EMP Weakness (Damaging)
EMP attacks are a damaging weakness: they deal 33% extra damage.
Taking EMP damage deals 33% more than it otherwise would.
EMP Weakness (Deadly)
EMP attacks are a deadly weakness: they deal 50% extra damage.
Taking EMP damage deals 50% more than it otherwise would.
EMP Weakness (Vulnerable)
EMP attacks are a vulnerable weakness: they deal 16% extra damage.
Taking EMP damage deals 16% more than it otherwise would.
Explosion Immunity
The blast moves you. It does not break you.
Explosion damage is reduced by 50%. A blast leaves nothing behind to shrug off, so there is no second half to this one.
Explosive Weakness (Damaging)
Explosive attacks are a damaging weakness: they deal 33% extra damage.
Taking explosive damage deals 33% more than it otherwise would and inflicts Weakness and Blur.
Explosive Weakness (Deadly)
Explosive attacks are a deadly weakness: they deal 50% extra damage.
Taking explosive damage deals 50% more than it otherwise would and inflicts Weakness, Blur, Mining Fatigue and Confusion.
Explosive Weakness (Vulnerable)
Explosive attacks are a vulnerable weakness: they deal 16% extra damage.
Taking explosive damage deals 16% more than it otherwise would and inflicts Weakness.
Fall Damage Immunity
You take no damage from falling.
Negates fall damage from any height while this passive is equipped.
Fire Immunity
Flame still stings. It just never catches.
Fire, lava and burning deal 50% less damage, and you are put out the moment you catch alight.
Fire Weakness
Fire exposure inflicts additional debuffs.
When exposed to fire or lava, this weakness can apply severe debuffs such as weakness and nausea.
Fire Weakness (Damaging)
Fire attacks are a damaging weakness: they deal 33% extra damage.
Taking fire damage deals 33% more than it otherwise would and inflicts Weakness and Blur.
Fire Weakness (Deadly)
Fire attacks are a deadly weakness: they deal 50% extra damage.
Taking fire damage deals 50% more than it otherwise would and inflicts Weakness, Blur, Mining Fatigue and Confusion.
Fire Weakness (Vulnerable)
Fire attacks are a vulnerable weakness: they deal 16% extra damage.
Taking fire damage deals 16% more than it otherwise would and inflicts Weakness.
Gunfire Weakness (Damaging)
Gunfire and arrows are a damaging weakness: they deal 33% extra damage.
Taking damage from being shot deals 33% more than it otherwise would, and inflicts Weakness and Blur.
Gunfire Weakness (Deadly)
Gunfire and arrows are a deadly weakness: they deal 50% extra damage.
Taking damage from being shot deals 50% more than it otherwise would, and inflicts Weakness, Blur, Mining Fatigue and Confusion.
Gunfire Weakness (Vulnerable)
Gunfire and arrows are a vulnerable weakness: they deal 16% extra damage.
Taking damage from being shot deals 16% more than it otherwise would, and inflicts Weakness.
Impact Weakness (Damaging)
Hitting the ground is a damaging weakness: it deals 33% extra damage.
Taking damage from the fall deals 33% more than it otherwise would, and inflicts Weakness and Blur.
Impact Weakness (Deadly)
Hitting the ground is a deadly weakness: it deals 50% extra damage.
Taking damage from the fall deals 50% more than it otherwise would, and inflicts Weakness, Blur, Mining Fatigue and Confusion.
Impact Weakness (Vulnerable)
Hitting the ground is a vulnerable weakness: it deals 16% extra damage.
Taking damage from the fall deals 16% more than it otherwise would, and inflicts Weakness.
Kryptonite Immunity
The rock still hits. The sickness never comes.
Kryptonite damage is reduced by 50%, and none of the weakness it normally brings on takes hold.
Kryptonite Weakness
Kryptonite exposure inflicts damage and heavy debuffs.
Nearby kryptonite, kryptonite attacks, or kryptonite weapons inflict damage over time and can apply heavy debuffs.
Related effects
Kryptonite Weakness (Damaging)
Kryptonite attacks are a damaging weakness: they deal 33% extra damage.
Taking kryptonite damage deals 33% more than it otherwise would and inflicts Weakness and Blur.
Kryptonite Weakness (Deadly)
Kryptonite attacks are a deadly weakness: they deal 50% extra damage.
Taking kryptonite damage deals 50% more than it otherwise would and inflicts Weakness, Blur, Mining Fatigue and Confusion.
Kryptonite Weakness (Vulnerable)
Kryptonite attacks are a vulnerable weakness: they deal 16% extra damage.
Taking kryptonite damage deals 16% more than it otherwise would and inflicts Weakness.
Magic Weakness
Magic damage inflicts additional debuffs.
When hit by magic damage, this weakness applies severe debuffs such as weakness, slowness, and nausea.
Magic Weakness (Damaging)
Magic attacks are a damaging weakness: they deal 33% extra damage.
Taking magic damage deals 33% more than it otherwise would and inflicts Weakness and Blur.
Magic Weakness (Deadly)
Magic attacks are a deadly weakness: they deal 50% extra damage.
Taking magic damage deals 50% more than it otherwise would and inflicts Weakness, Blur, Mining Fatigue and Confusion.
Magic Weakness (Vulnerable)
Magic attacks are a vulnerable weakness: they deal 16% extra damage.
Taking magic damage deals 16% more than it otherwise would and inflicts Weakness.
Nerve Immunity
Pressure points require nerves to press.
Nerve immobilization and pressure point strikes do not affect you.
Poison Immunity
A poisoned blade is still a blade.
Poison damage is reduced by 50%, and the poison effect never sets in - a dart that both cuts and poisons still cuts.
Poison Weakness
Poison or magic-like damage inflicts additional debuffs.
When triggered, this weakness applies severe debuffs such as weakness, slowness, and nausea.
Poison Weakness (Damaging)
Poison attacks are a damaging weakness: they deal 33% extra damage.
Taking poison damage deals 33% more than it otherwise would and inflicts Weakness and Blur.
Poison Weakness (Deadly)
Poison attacks are a deadly weakness: they deal 50% extra damage.
Taking poison damage deals 50% more than it otherwise would and inflicts Weakness, Blur, Mining Fatigue and Confusion.
Poison Weakness (Vulnerable)
Poison attacks are a vulnerable weakness: they deal 16% extra damage.
Taking poison damage deals 16% more than it otherwise would and inflicts Weakness.
Psychic Immunity
There is little mind here to read, or to break.
Telepathic and psychic damage is reduced by 50%, and the weakness such an attack inflicts does not land.
Psychic Weakness (Damaging)
Psychic attacks are a damaging weakness: they deal 33% extra damage.
Taking psychic damage deals 33% more than it otherwise would and inflicts Weakness and Blur.
Psychic Weakness (Deadly)
Psychic attacks are a deadly weakness: they deal 50% extra damage.
Taking psychic damage deals 50% more than it otherwise would and inflicts Weakness, Blur, Mining Fatigue and Confusion.
Psychic Weakness (Vulnerable)
Psychic attacks are a vulnerable weakness: they deal 16% extra damage.
Taking psychic damage deals 16% more than it otherwise would and inflicts Weakness.
Radiation Weakness (Damaging)
Radiation attacks are a damaging weakness: they deal 33% extra damage.
Taking radiation damage deals 33% more than it otherwise would and inflicts Weakness and Blur.
Radiation Weakness (Deadly)
Radiation attacks are a deadly weakness: they deal 50% extra damage.
Taking radiation damage deals 50% more than it otherwise would and inflicts Weakness, Blur, Mining Fatigue and Confusion.
Radiation Weakness (Vulnerable)
Radiation attacks are a vulnerable weakness: they deal 16% extra damage.
Taking radiation damage deals 16% more than it otherwise would and inflicts Weakness.
Snow Immunity
You are immune to Powdered Snow effects.
Solar Weakness (Damaging)
Solar attacks are a damaging weakness: they deal 33% extra damage.
Taking damage from solar energy deals 33% more than it otherwise would, and inflicts Weakness and Blur.
Solar Weakness (Deadly)
Solar attacks are a deadly weakness: they deal 50% extra damage.
Taking damage from solar energy deals 50% more than it otherwise would, and inflicts Weakness, Blur, Mining Fatigue and Confusion.
Solar Weakness (Vulnerable)
Solar attacks are a vulnerable weakness: they deal 16% extra damage.
Taking damage from solar energy deals 16% more than it otherwise would, and inflicts Weakness.
Sonic Weakness (Damaging)
Sonic attacks are a damaging weakness: they deal 33% extra damage.
Taking sonic damage deals 33% more than it otherwise would and inflicts Weakness and Blur.
Sonic Weakness (Deadly)
Sonic attacks are a deadly weakness: they deal 50% extra damage.
Taking sonic damage deals 50% more than it otherwise would and inflicts Weakness, Blur, Mining Fatigue and Confusion.
Sonic Weakness (Vulnerable)
Sonic attacks are a vulnerable weakness: they deal 16% extra damage.
Taking sonic damage deals 16% more than it otherwise would and inflicts Weakness.
Suffocation Immunity
Walls are a suggestion, and so is air.
Suffocation and crushing damage are reduced by 50%, and the suffocating effect never takes hold.
Sunlight Weakness
While the sun is up in your world you are weakened (Weakness), wherever you stand, a cave at noon included. Where the sunlight actually reaches you, smoke rises off your body.
Wither Immunity
The wither has little to rot.
Withering damage is reduced by 50%, and the wither effect never takes hold.
Withering Weakness (Damaging)
Withering is a damaging weakness: it deals 33% extra damage.
Taking damage from the wither deals 33% more than it otherwise would, and inflicts Weakness and Blur.
Withering Weakness (Deadly)
Withering is a deadly weakness: it deals 50% extra damage.
Taking damage from the wither deals 50% more than it otherwise would, and inflicts Weakness, Blur, Mining Fatigue and Confusion.
Withering Weakness (Vulnerable)
Withering is a vulnerable weakness: it deals 16% extra damage.
Taking damage from the wither deals 16% more than it otherwise would, and inflicts Weakness.