Rift Walker: Elements Guide

A Guide that explains how the Elements of Rift Walker work in terms of Damage Dealt and Damage Taken, Immunities, and newer mechanics such as the new Weather Effects!

 

The Elements

Here I am just simply going to list the Elements that are in Rift Walker:

– Physical

– Magical

– Wind

– Water

– Earth

– Fire

– Ice

– Thunder

– Darkness

– Light

– Cursed Light

– Blood Magic

There are a few types that I categorize as Elements but they are just a way I classify enemies,
they are also all primarily in Future Riftania, except the occasional Drone.

– Robotic

– Parasitic

– Blight

Elemental Properties

This is where I am going to explain an Element’s damage that is dealt to other Elements, the damage
that this Element takes from other Elements, their absorbtion, and any other traits that I feel should be listed here, such as Immunities!

PHYSICAL:

Damage Taken:

No Actual Weaknesses, just based off of Attacker’s Attack attribute and the Defender’s Defense attribute.

Damage Dealt:

Ice Enemies are 20% more prone to Physical Attacks!

MAGICAL:

Damage Taken:

No Actual Weaknesses, just based off of Attacker’s Intellect attribute and the Defender’s Spirit attribute.

Damage Dealt:

Water enemies are 20% more prone to Magical Attacks!

WIND:

Primarily in: Cradalios

Damage Taken:

– 2x Damage from Ice
– 2.5x Damage from Thunder
– 20% Less Damage from Physical
– Immune to Earth

Damage Dealt:

– Raw Damage, nothing is weak or strong against incoming Wind Attacks, except Ice which is Immune to Wind.

Absorbs:

Wind

WATER:

Primarily in: Cradalios, Oceans, some in Palein Continent

Damage Taken:

– 20% Extra Damage from Magical Attacks
– 3x Damage from Thunder
– 60% Less Damage from Earth
– Immune to Fire

Damage Dealt:

– 2x Damage to Earth
– 3x Damage to Fire

Absorbs:

Water

EARTH:

Primarily in: Cradalios, Pikari Desert

Damage Taken:

– 2x Damage from Water
– 3x Damage from Ice
– 60% Less Damage from Fire
– Immune to Thunder

Damage Dealt:

– 2x Damage to Fire
– 3x Damage to Thunder

Absorbs:

Earth

FIRE:

Primarily in: Cradalios, Peirish

Damage Taken:

– 2x Damage from Earth
– 3x Damage from Water
– 20% Less Damage from Physical Attacks
– Immune to Ice

Damage Dealt:

– 3x Damage to Ice

Absorbs:

Fire

ICE:

Primarily in: Palein Continent, Future Riftania: Palein Continent

Damage Taken:

– 3x Damage from Fire
– 20% Extra Damage from Physical Attacks
– 60% Less Damage from Earth
– Immune to Wind

Damage Dealt:

– 2x Damage to Wind
– 3x Damage to Earth

Absorbs:

Ice

THUNDER:

Primarily in: Pikari Desert, Zalas

Damage Taken:

– 3x Damage from Earth
– 60% Less Damage from Wind
– Immune to Water

Damage Dealt:

– 2.5x Damage to Wind
– 3x Damage to Water

Absorbs:

Thunder

DARKNESS:

Primarily in: Demon Realms, but they are also generally everywhere!

Damage Taken:

– 3x Damage from Light
– 2x Damage from Cursed Light

Damage Dealt:

– 3x Damage to Light
– Immune to Darkness

Absorbs:

Darkness

LIGHT:

Primarily in: Elven Lands, Future Cradalios, New Game +

Damage Taken:

– 3x Damage from Darkness
– 1.75x Damage from Cursed Light

Damage Dealt:

– 3x Damage to Darkness
– Immune to Light

Absorbs:

Light

CURSED LIGHT:

Primarily in: Elven Lands, Future Cradalios

Idea behind Cursed Light: Darkness and Light morphed together!

Most enemies can cause a nasty debuff called Cursed Burning which is a stronger Burn.

Damage Taken:

– Half Damage taken from Darkness and Light
– 1.5x Damage taken from Cursed Light!

Damage Dealt:

– 2x Damage to Darkness
– 1.75x Damage to Light

Absorbs:

Nothing!

BLOOD MAGIC:

Primarily in: Elven Realm, Future Riftania

Notes: 10% Chance to inflict Blood Marked per hit

Blood Marked: Once marked, all Blood Magic attacks steal 50% more HP from marked target!

Damage Taken:

– 2x Damage from Light
– 1.5x Damage from Cursed Light
– +5% HP Regeneration per turn!

Damage Dealt:

Pretty much typeless damage like Wind! Although Vampires are 20% Resistant to Blood Magic!

ROBOTIC:

Primarily in: Future Riftania, Cradalios (Drones)

Idea: Metallic, Thunder enemies, weak to fire but hit extremely hard

Notes: Higher tier Robots usually start with a Barrier, and have a Barrier Breaker buff!

Damage Taken:

– 3x Damage from Fire
– 2.5x Damage from Earth
– 10% Less Damage taken from Physical Attacks
– 60% Less Damage taken from Wind
– Immune to Water

Damage Dealt:

– Usually very hard hitting

Absorbs:

Thunder

BLIGHT:

Primarily in: Future Riftania

Idea: Basically Light enemies, but they inflict the nastiest debuff in the game, Blight!

Blight: -20% Evasion Rate, -25 Attack Speed, -10% TP per turn, -10% Max HP, lasts 3 turns once inflicted!
– Can only be cured with Blight Powder!
If Blight stacks it can evolve into Deadly Blight which has much worse numbers on those modifiers!

Damage Taken:

– 3x Damage from Darkness
– 1.75x Damage from Cursed Light
– 20% Less Damage from Magical Attacks
– 80% Less Damage from Light
-Immune to Blight debuff

Damage Dealt:

– 10% Chance to inflict Blight per hit! (on top of the % chances from any attacks they use)

Absorbs:

Elemental Weather Effects

This section is to make detailed notes on how the Elemental Weather effects work!

These last 5 turns each once cast!

Once cast onto the battlefield, any other weather effects after the first one will not count, until the turns have expired!

The way these work is they are supposed to units that are of the type corresponding to that element! In most cases these will hinder the Player’s Party unless you are specifically subclassing into a Elemental Kin subclass!

Swift Current (Wind):

Wind Attacks: +50% Damage
Thunder and Ice Attacks: – 25% Damage

If not Wind Type: -20% Evasion Rate
If Wind Type: +20% Evasion Rate

Ground Water (Water):

Water Attacks: +50% Damage
Thunder and Fire Attacks: – 25% Damage

If not Water: nothing
If Water: +5% HP Regen a turn

Dust Storm (Earth):

Earth Attacks: +50% Damage
Thunder Water and Ice Attacks: -25% Damage

If not Earth: Nothing
If not Earth: -5% HP a turn

Fiery Atmosphere (Fire):

Fire Attacks: +50% Damage
Water and Ice Attacks:- 25% Damage

If not Fire: -5% HP a turn
Fire: Gain Burn Transfer, punish physical attacks with the Burn Debuff

Ice Sun (Ice):

Ice Attacks: +50% Damage
Fire and Earth Attacks: – 25% Damage

If not Ice: -5% HP a turn
Ice: 5% HP a turn

Magnetic Storm(Thunder):

Thunder Attacks: +50% Damage
Earth and Water Attacks: – 25% Damage

If not Thunder: -25 Attack Speed
Thunder: +25 Attack Speed

Dark Dimension (Darkness):

Darkness Attacks: +100%
Light Attacks: -70%
Cursed Light Attacks: -35%

If Darkness Type: +15% HP Per Turn
If Light Type: -20% HP Per Turn
Anyone else: -10% HP Per Turn

Light Plane (Light):

Light Attacks: +100%
Darkness Attacks: -70%
Cursed Light Attacks: -35%

If Light Type: +15% HP Per Turn
If Darkness Type: -20% HP Per Turn

Cursed Void (Cursed Light):

Cursed Light Attacks: +100%
Light Attacks: -30%
Darkness Attacks: -30%

Blood Rain (Blood):

Blood Attacks: +50%
Light Attacks: -50%

+50% Life Steal
10% Health Regen per turn if Vampire

Obtaining Elemental Skills, Spells, Gear, and Subclasses!

Primarily to obtain these you should go through the optional Elemental Dungeons!

This is also how to obtain Elemental Subclasses! (More in detail below)

Wind: Rifthaven Dungeon

Subclass: Zephyrkin

Water: Oceanic Dungeon

Subclass: Oceankin

Earth: Desert Fortress Dungeon

Subclass: Stonekin

Fire: Fire Mouth Mines

Subclass: Scorchkin

Ice: Frost Edge Dungeon

Subclass: Frostkin

Thunder: Zalasian Dungeon

Subclass: Statickin

Darkness: Darkness Dungeon (Adventurer’s Guild)

Subclass: Demonkin

Light: Light Dungeon (Adventurer’s Guild)

Subclass: Brightkin

Tier 4 Elemental Spells: Omni Dungeon (Adventurer’s Guild)

Elemental Subclasses!:

This is how you obtain a majority of the elemental spells and gear! A lot of the extra elemental skills come specifically from Subclassing into an Elemental Kin Subclass, which are also obtained from these Dungeon Bosses!

For instance, if you obtain a Zephyrkin Tablet, from the Sky Watcher, you can bring it into the basement of a Recruitment Guild and use it on the Altar to permanently unlock Zephyrkin for every single party member from a 1 time use!

This allows you to learn spells like Cyclone, Gale Push, Wind Pierce!

These classes also Provide some resistances and weaknesses as you are in tune with that Element!


Thanks to Rift Haven for his excellent guide, all credits belong to his effort. if this guide helps you, please support and rate it via Steam Community. enjoy the game.

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