In Hytale, an element is not merely a label such as fire or ice. The official data model ties a DamageCause to an optional on-hit status and to reactions that can occur when another element strikes a target carrying that state. The result is a chain: a hit deals damage, the hit may apply an entity effect, and a later elemental hit may consume that state or trigger a second effect.
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This explains why a complete, permanent chart of every element, damage value, duration, and matchup cannot be produced from the published documentation. The live element roster and balance numbers are not all published in one authoritative player-facing reference. What is established is how the system is structured, how resistance checks inherit through damage-cause categories, and how poison was classified in Update 7.
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What an element means in Hytale
The official Elements asset defines an element through three connected pieces:
- DamageCause: the damage-cause asset used to classify damage.
- OnHitEffect: an optional entity-effect status applied when the damaging hit connects.
- Reactions: a map of follow-up effects that can run when another element hits while the element’s state is present.
The official API describes the relationship concisely: “An element ties a damage cause to a status.” That wording matters because the element is a bridge between two systems rather than an isolated spell property. Damage is routed through a damage cause, while the target’s continuing condition is represented by an entity effect.
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The damage-cause link
A damage cause is the classification attached to the damage event. A conversion rune can re-key an ability’s elemental damage to a damage-cause asset, allowing the same ability framework to use a different damage classification. The conversion changes the key used for damage handling; it does not, by itself, establish a universal list of player-facing elements or guarantee a particular status.
The on-hit status link
An element may define an OnHitEffect. When present, the damaging hit can apply that entity effect to the victim. The effect is the state that persists long enough to be checked by reaction logic. A hit therefore has to be analyzed in two separate parts: the immediate damage event and the status that may remain afterward.
The reaction link
The Reactions map describes what happens when another element arrives while the element-tagged state exists. A reaction entry can apply an EntityEffect. Its key is the triggering element ID, so the system distinguishes the element that created the state from the element that arrives later.
Damage, status, and reaction are different events
Many explanations collapse these into one idea, which leads to incorrect expectations. Use the following sequence when reading an ability or asset:
- Classify the hit. The ability produces damage associated with a damage-cause asset.
- Apply the initial effect, if defined. The element’s on-hit effect can place an entity-effect state on the target.
- Check the next elemental hit. If a later hit uses an element listed in the state’s reaction map, the corresponding reaction can run.
- Resolve state consumption. The reacting state is normally removed unless the reaction is configured not to consume it.
This model means a reaction is not simply “extra damage of the first element.” It is a conditional interaction between a current entity state and a subsequent element. The initial damage, the lingering status, and the reaction outcome should be recorded separately when you compare abilities or build a mod.
How elemental reactions work
The trigger is the incoming element
The reaction map is keyed by the triggering element ID. In practical terms, a state can respond differently depending on which element hits next. If a target carries state A and the next hit is element B, the game looks for B in A’s reaction map. If B is present, the configured entity effect can be applied.
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Consumption is normally enabled
ConsumeState defaults to true. Unless the asset changes that setting, the state that reacted is removed when the reaction resolves. A reaction can therefore be a one-use setup: the first qualifying follow-up hit consumes the primed state. Mod authors who want a state to remain available for repeated triggers must explicitly configure the reaction not to consume it.
A generic example
Suppose an element applies an entity effect called state A and defines a reaction for element B. The first hit deals its own damage and applies state A. A later B hit deals B’s damage, then checks state A. If the reaction exists, its entity effect is applied and state A is consumed by default. If there is no B entry, the later hit does not receive that reaction merely because both attacks are “elemental.”
This example intentionally uses placeholders rather than assigning unverified behavior to named elements. Published documentation does not provide a complete, authoritative chart of every live element ID and reaction pairing.
Is poison elemental damage?
In the official Update 7 modder-facing patch notes, poison was changed to a subtype of Elemental damage in Poison.json. The note states: “Poison is now a subtype of Elemental damage in Poison.json, so anything that treats Elemental damage specially picks poison up as well.”
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Resistances and outgoing damage bonuses
Entity effects can modify both damage received and damage dealt. The documentation identifies two relevant modifier types:
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DamageResistance: a modifier keyed by damage-cause assets that changes how incoming causes are handled by the effect holder.OutgoingDamage: a modifier that changes damage dealt by the effect holder, also keyed to damage-cause assets.
Parent causes match their children. A modifier attached to a parent category can therefore affect subordinate causes. This inheritance is why a category-level resistance can cover several more specific causes without listing every child separately.
| Modifier | Direction | Keyed to | What to verify |
|---|---|---|---|
DamageResistance |
Damage received by the effect holder | Damage-cause asset | Whether the configured cause is a parent category or a specific child, and which active causes inherit from it |
OutgoingDamage |
Damage dealt by the effect holder | Damage-cause asset | Whether the bonus applies to the exact cause, a parent cause, or both through parent-child matching |
The available documentation does not publish universal percentage values for these modifiers. Treat a resistance or bonus as a rule attached to a specific asset, not as a generic “elemental resistance” number unless the relevant definition explicitly uses that category.
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Damage-type categories: what is established
A secondary modding reference describes Physical, Elemental, and Environment as root categories, with examples such as Fire and Ice under Elemental. That reference is useful for understanding implementation terminology, but it is not a substitute for an official player-facing balance table. Category names alone do not reveal damage values, durations, reaction outcomes, or whether a particular attack currently uses a given cause.
| Category or item | Status in the available documentation | Safe interpretation |
|---|---|---|
| Physical | Listed as a root category by a secondary modding reference | An implementation category; exact causes and balance values are not established here |
| Elemental | Listed as a root category; poison is a subtype in Update 7 | Parent-category checks can include subordinate causes when the asset hierarchy matches |
| Environment | Listed as a root category by a secondary modding reference | Do not assume every environmental hazard has the same status or resistance behavior |
| Fire and Ice | Examples shown under Elemental in that reference | Examples of implementation naming, not a complete or current combat chart |
| Poison | Elemental subtype in Update 7’s Poison.json |
Elemental-category handling can include poison in that implementation |
What the published material does not establish
The official sources do not publish one complete, authoritative list of every live element ID together with each element’s player effect, damage amount, status duration, resistance matchup, and reaction table. As a result, a chart claiming exact Fire, Ice, Wind, poison, or other values without an underlying versioned asset would be speculation.
For a current guide, label any roster or matchup table with the exact game version and cite the underlying asset or patch note. If no value is published for a cell, record it as not stated rather than inferring a number from an effect’s name. This is especially important for duration and consumption: the existence of an on-hit effect does not reveal how long it lasts, and a reaction entry does not reveal its numerical strength.
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When you need to understand a specific attack, effect, or conversion rune, follow this asset-first checklist:
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- Identify the game and asset version. Record the Hytale update and the definition files in use. Poison’s classification, for example, is explicitly tied to the Update 7 implementation note.
- Find the damage cause. Determine which
DamageCausethe ability uses before judging a resistance or bonus. - Check conversion rules. If a conversion rune is involved, confirm which damage-cause asset the ability is re-keyed to after conversion.
- Inspect the on-hit effect. Note whether an
OnHitEffectis defined and identify the entity-effect state it applies. - Read the reaction map. Match the incoming element ID against the state’s
Reactionskeys, then record the reaction entity effect. - Check consumption. Look for
ConsumeState. If it is omitted, the documented default istrue; if it is set otherwise, record that exception. - Resolve modifiers by hierarchy. For resistance and outgoing-damage effects, check both the exact damage cause and applicable parent causes because parent categories can match children.
This procedure prevents a common diagnostic error: attributing a reaction to the first hit’s damage type when the actual trigger was the second element entering the reaction map.
Common misconceptions and how to avoid them
“Elemental” means every elemental hit reacts
Not necessarily. A reaction requires a state, a matching triggering element ID, and a configured reaction entry. Two attacks can both belong to the Elemental category without having a reaction between them.
A status name tells you the damage type
It does not. The status is the entity-effect side of the model. Damage classification comes from the damage-cause asset, which may be related to the status through an element definition but is still a separate field.
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Update 7 places poison under Elemental in Poison.json, so parent-category checks can include it in that implementation. The qualification matters: a different version or modified asset hierarchy may differ.
Resistance percentages can be inferred from category names
No. The published material establishes the modifier keys and parent-child matching, not universal numerical values. Use the active effect and damage-cause definitions for the actual number.
A reaction state remains after it triggers
The documented default is consumption. Unless the reaction changes ConsumeState, the state that reacted is removed.
How to read future element changes
Patch notes that add or reclassify a damage cause can affect more than one system. A change in a cause’s parent category may alter resistance checks, outgoing-damage bonuses, conversion-rune results, and any logic that tests the parent. A change to an element’s on-hit effect or reaction map can alter status behavior without changing the initial damage classification.
For that reason, read future notes in three passes: first the damage-cause hierarchy, then the entity-effect definition, and finally the reaction and consumption settings. Record the version beside each observation. That keeps a valid Update 7 poison rule from being mistaken for a timeless promise and avoids presenting an implementation reference as a complete combat balance guide.

