Physical and Arcane damage
Archers use piercing damage, soldiers use physical melee, and Cannons use explosive damage. Armor reduces physical damage, but specific enemies can have different responses to explosions. Arcane Mage attacks bypass physical armor, though Arcane resistance still matters.
Two useful contrasts
Ironclads resist arrows and melee by 60%, explosions by 30%, and take 125% Arcane damage. Dire Wolves have no physical armor, resist 50% Arcane damage, and take 125% explosive damage. The best counter to one is not the best counter to the other.
The elemental branches
Storm Spires deal Electric damage and chain between targets. Inferno Towers apply Fire damage and Burning. Frost Towers apply Frost damage and Chill. Individual enemy affinities determine how effective each element is.
Status effects
Burning and Chill refresh rather than stack. Status resistance is separate from ordinary damage resistance. The Black Marshal has 65% Chill resistance, reducing a standard 35% slow to 12.25%.
Reading the numbers
Wiki stats are base development values. Permanent upgrades, hero passives, elemental responses and encounter-specific tuning can change the result you see in a battle.
About this entry & sources
Reviewed 19 October 2026. Drawn from the game’s authored catalog and implemented systems. Numbers are base development values; upgrades and encounter tuning may change them.
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