Damage Type
Damage Types are an important mechanic pertaining to Combat and are divided into two major groups: Physical and Elemental.
Damage Type is affected by many factors, including your equipment, skills and temporary buffs. Often times players and enemies can also inflict abnormal status effects which can deal or modify damage.
Impact/Blunt:
The Blunt impact of most weapons. Impact Damage is one of the Primary Damage Types in Gambit that belongs to the Physical Damage category. Strike Damage is a type of Physical Damage that is often associated with blunt weapons such as Hammers and Maces. Shield bashes, hammer smashes, etc: reduce Monster Stamina and stuns them if hit on the head. Unlike severing weapons, while blunt attacks don't cut limbs, they are super effective against breaking the hard exteriors of many monster types.
Severing/Cutting:
Severing damage (or "cutting" damage) is a primary damage type in Gambit, predominantly dealt by bladed weapons, used to cut off tails or limbs in order to limit a monsters attack range and unlock an extra carve. Removing tails/tongues can significantly reduce a monster's lethality. Severing is highly effective against Fleshy Creatures, Unarmored / Lightly Armored Enemies, while is less effective again Heavily Armored Enemies, Rock-type creatures/creations, Creatures with natural armor.
Shot/Projectile:
Delivered by Bow's, Crossbows, this type often depends on the type of ammo used. In the same way that Blunt and Severing damage work, damage of this type is subjected to its own multiplier based on the part of a Monster that receives it. For example, the legs of most monsters will receive less damage than the head, and the wings of flying monsters will receive much more.
Each creature has weaknesses and resistances that will cause it to take more or less damage from specific sources. For example a fire monster may take more elemental damage from weapons that deal water damage but less or zero elemental damage from weapons that deal fire elemental damage. Much like with the Weather, Elements found in Monsters/Demons follow a core set—Water, Earth, Air, Fire, known as Base Elements. In addition, while some of the Monsters or Demons throughout Gambit might manifest these elements, some creatures naturally do not produce it, but instead simply know how to greatly utilize the element to it's advantage or simply just has the means to do so. Meaning that while say a creature cannot produce fire, it knows to use it during combat.
Water
Water is an element that is extremely abundant in nature. Monsters that are capable of using the Water Element can be found in a wide variety of environments, although a large portion lead at least partially aquatic lives. Most monsters which utilize the Water Element can inflict the Waterlog status, which leaves opponents soaked and lowers their ability to sustain stamina consumption.
Earth
The Earth Element is an Element which can be utilized offensively by both hunters and monsters. It is an element that usually isn’t produced inside the body. Instead, the species with this Element usually instead have adaptations that allow them to use the raw force of the Earth to deal damage. Much like other Elements, creatures who use it can often be found in a variety of places, but most often can be found in Mountainous or Arid Regions where loose soil or harsh rocky terrain is available. Many earth-based attacks cause tremors that leave hunters reeling and vulnerable.
Air
Creatures who use the Air Element often have the ability to manipulate wind. Wind on its own usually only causes knockback or stunning, however paired with other Elements it can develop into any number of dangerous airborne abilities. On its own, creatures can manipulate wind, allowing them to fire blasts of compressed air, create massive tornadoes to suck up foes, and cause violent, though temporary storms in its vicinity.
Fire
Fire attacks in Gambit are frequently utilized by monsters and demons with fire elemental affinities, often generated through specialized organs, thought most often by magic as well. It is used to cause additional damage through high-temperature scorch damage and is highly effective against beast-type monsters and those with icy or frozen habitats. Monsters that are capable of using the Fire Element can be found in a wide variety of environments, as the fire is generally produced by their own bodies and does not come from the environment around them.
Some Special Elements Include:
Blights are negative elemental status effects inflicted on hunters most often by monster attacks, indicated by icons near the health bar. They often cause lasting debuffs—such as damage over time, stamina depletion, or increased stun risk.
Fireblight
Frostblight
Waterblight (may also be called waterlogged)
Iceblight
Thunderblight
ect ect. . .
Damage Type is affected by many factors, including your equipment, skills and temporary buffs. Often times players and enemies can also inflict abnormal status effects which can deal or modify damage.
Physical Damage
Physical damage in Gambit is divided into three primary types—Severing (Slashing), Blunt (Impact/Strike), and Shot (Projectile)—each of which dictate how effective attacks are against specific monster body parts/monster types. These types, known as "Raw" damage, interact with monster hitzones in order to determine damage dealt, with some types specializing in Body severing or stunning.Elemental Damage
Elemental Damage refers to the multitude of different attributes that can be imbued into weapons, or that which often occurs naturally inherited by various monster types. When it occurs naturally in Monsters and Demons, Elements are one of the larger parts of what shapes most animals, but especially their behavior and how they hunt or defend from being hunted themselves.Each creature has weaknesses and resistances that will cause it to take more or less damage from specific sources. For example a fire monster may take more elemental damage from weapons that deal water damage but less or zero elemental damage from weapons that deal fire elemental damage. Much like with the Weather, Elements found in Monsters/Demons follow a core set—Water, Earth, Air, Fire, known as Base Elements. In addition, while some of the Monsters or Demons throughout Gambit might manifest these elements, some creatures naturally do not produce it, but instead simply know how to greatly utilize the element to it's advantage or simply just has the means to do so. Meaning that while say a creature cannot produce fire, it knows to use it during combat.
Common Attacks/Defensives that use the Water Element: Beams, Pressurized sprays. Can be mixed with Earth Elements to create and manipulate mud, producing massive waves and projectiles. Can be mixed with Wind Elements to produce storms.
Common Attacks/Defensives that use the Earth Element: Can be mixed with Water Elements to create and manipulate mud, Certain Monsters can swallow small stones/large boulders and spit them up defensively. Creatures with Sticky hides might roll in rocks/earth to create a hard shell for protection. Earth Quakes/Tremors. The Ability to swim in sand/loose soil
Common Attacks/Defensives that use the Air Element: Tiers of Winds can produce a variety of effects: Low/medium tier monsters; causes brief, manual bracing. High-tier monsters; creates stronger, more disruptive gusts that may cause Damage. Tornado's. Can be mixed with Water Elements to create and manipulate Storms; Water Wind and Ice creates Ice Storms. Wind and Earth create Dust Storms. Poison and Wind creature Poison Clouds ect ect.
Common Attacks/Defensives that use the Fire Element: Fire-ball Projectiles. Fire breath/beam. Lava-manipulation Fire-gas/fumes.
Special Elements
Special Elements are rare elements or the byproduct of combining two-three elements at once to create a new one all together. Special Elements are made out of combinations of the main elements, and so far there have been combinations of two-three Elements.Some Special Elements Include:
Thunder/Light-Strike: An element that is uncommonly found in the world, not many creatures wield lighting as an element as thunder is a highly volatile specimen. It is known that electricity does not tend to interact very well with the nervous system of most living things, so as a result, species that often utilize this Element tend to keep it somewhat removed from the rest of their nervous system if they are able to, to avoid storing it if possible to keep a low risk of frying themselves with the same electricity they use on others. Dragons however have the natural ability to wield lighting so as a result of this natural affinity, only Dragons in Gambit can utilize this special element, making it one of the rarest Elements in game.
Light: Light, much like thunder, is an element not always found within the world. Several monsters can produce light by creating blinding flash attacks to stun hunters, but this is often done with a special organ or feature that the monster has naturally.
Steam: A combination of Water and Flame/heat, Steam decreases vision allowing the monsters who utilize it to use it as a cloaking method. Steam often comes in two varieties, Low-temper, which simply lowers visibility of the surrounding area, and High-temper, which increases the lack of visibility but also causes heat-damage, slowly ticking away at a players health until it dissipates or the player game-over's.
Mud: A combination of Water and Earth, mud is a sticky situation to find one's self caught in. Slowing movements, Mud is a status-inducing environmental effect rather than a damage type. It typically acts as a water-based hazard created by monsters to slow hunters, create obstacles, or provide armor, often requiring Water-element weapons to remove, or Fire-element to deal damage.
Holy: A mysterious element of unknown makeup, Holy also known as Divine is commonly used to exploit weaknesses found in undead, ghost-type, or darkness-aligned enemies. All weapons that Hunters use in Gambit as well as KPDH in general are naturally aligned with the Holy Element, allowing them to do damage to Demons/Monsters.
Miasma: Toxin can refer to many poisonous or venomous abilities that any given species will have. A venomous bite, poisonous skin or flesh, tainted blood or even toxic spit all fall under this Element. Usually species with the Toxin Element use things like fangs, claws, quills or barbs to transmit their toxins, but combined with other Elements even their breath can be poisonous. Poisons and venoms are not the only ones that fall under this Element either however, as diseases and other contagions count under the Toxin Element.
Affects of Elements
The effects caused by Elements are most often known as or referred to collectively as Blights.Blights are negative elemental status effects inflicted on hunters most often by monster attacks, indicated by icons near the health bar. They often cause lasting debuffs—such as damage over time, stamina depletion, or increased stun risk.


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