
Starlight Wardens Wiki
Elements
Five elements: fire, frost, storm, nature and astral. A monster weak to your weapon's element takes 50% more damage; one that resists it takes 40% less.
What each element does
Fire
Burns. A hit sets the monster alight for 3 s, and the fire keeps hurting every 0.5 s.
Frost
Chills. A chilled monster is slowed for 2.5 s. Keep hitting and the chill builds until the monster freezes solid for 1.5 s; it cannot be frozen again for 6 s. Bosses are slowed less.
Storm
Chains. A hit can arc on to 2 more monsters within 4 m.
Nature
Poisons. The poison lasts 4 s and stacks up to 3 times, and a poisoned monster also hits weaker.
Astral
Marks. A hit marks the monster for 3 s, and marked monsters take critical hits more often and harder.
Which lands are strong in what
A land's monsters lean on one element and resist it. Another element is strong there and hits the land's monsters hard.
| Native to | Strong in | |
|---|---|---|
| Fire | Cinderdeep, Sunscar Ruins | Greenhollow, Frostspire |
| Frost | Gravemoor, Frostspire, Brinewreck Cove | Cinderdeep, Sunscar Ruins |
| Storm | Stormhold | Brinewreck Cove |
| Nature | Greenhollow, The Underkeep | Shattered Sanctum, Stormhold |
| Astral | Shattered Sanctum | Gravemoor, The Underkeep |
Keep reading
The numbers
Every number here is the game's own.
| A weak monster takes | x1.5 |
|---|---|
| A resisting monster takes | x0.6 |
| Fire: Burn, each tick | 10% |
| Nature: Poison, each tick, a stack | 4% |
| Nature: Poisoned monsters hit weaker by | 15% |
| Frost: Chill slows by | 30% |
| Frost: Chill slows a boss by | 15% |
| Frost: Chill built for a second of attacks | 20 |
| Frost: Chill needed to freeze | 100 |
| Storm: Chance to chain | 35% |
| Storm: Chained hit deals | 40% |
| Astral: Marked: critical damage | +x0.5 |
| Astral: Marked: critical chance | 10% |