Beauty and the Beast dealing White Damage
Damage Type is the classification of the harm that an Abnormality or Employee's weapon can afflict to employees and other Abnormalities. Damage can be dealt mostly by Abnormalities when failing at work and while breaching.
Against employees, all types of damage have different effects but can always decrease or deplete one or both of the
Health and
Sanity gauges. Additionally, the effect damage has on an employee's
Sanity gauge depends on its source. Damage from an Abnormality or panicking employee that targets their
Sanity gauge will decrease it, while damage from suppressing employees will increase it. To Abnormalities, however, the only difference between damage types is their own resistances, and all will decrease their
Health Bar by a flat amount.
Abnormalities have a defined type of damage while in containment and might change when breaching or using their abilities. Employees' Damage Type depends on their current E.G.O. Weapon being used. Defenses can reduce or increase the amount of certain damage types received by a multiplier. In Abnormalities, only those who breach or create minions have defenses, which might be defined in their Escape Information section, and might change with their abilities or forms. In employees, the defenses depend on their E.G.O. Suit being worn. The Damage Type of Abnormalities are hidden until the Basic Information section of their Details is unlocked.
The Damage Types are classified into 4 types, identifiable by their colors. Their effects against employees are thus:
RED: Targets
Health Points.
WHITE: Targets
Sanity Points.
BLACK: Targets
Health and
Sanity Points.
PALE: Targets
Health Points for a percentage of the employee's
Max HP.
When inflicting damage to a target, the Risk Level of the attacker will be put against the Risk Level of the target, determining the attacks effectiveness. If the Attacker has a higher Weapon Grade/Risk Level, the damage will be increased by a percentage. If the Target of the Attack has higher Suit Grade/Risk Level, the damage will decrease by a percentage. The defenses of the target apply after this calculation.
RED[]
Red Damage Containment effect
RED Damage Type involves Physical Trauma, which will decrease
Health Points, decreasing the
Health gauge of employees and the
Health Bar of Abnormalities upon hit. When the
Health gauge of an employee is depleted, they will Die. When the
Health Bar of an Abnormality is depleted, it will be defeated/suppressed and returned back to its Containment Unit.
The Abnormalities that deal
Red Damage in containment are:
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WHITE[]
White Damage Containment effect
WHITE Damage Type involves Psychological Trauma or Effects, which will decrease
Sanity Points, decreasing the
Sanity gauge of the employees when dealt by Abnormalities or panicking employees, causing them to Panic when depleted. When dealt by sane employees, it will increase the
Sanity gauge instead, restoring panicked employees if their
Sanity gauge is filled completely. As with all damage types, it simply decreases the
Health Bar of Abnormalities instead.
The Abnormalities that deal
White Damage in containment are:
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BLACK[]
Black Damage Containment effect
BLACK Damage Type involves compound damage to both the body and mind, which will decrease both
Health and
Sanity Points. Employees suppressing a panicked employee with
Black Damage will recover their
Sanity Gauge but still reduce their
Health Gauge. Only defenses against
Black Damage will work;
Red Damage and
White Damage defenses will not work individually. Against Abnormalities, this damage will decrease their
Health Bar.
The Abnormalities that deal
Black Damage in containment are:
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PALE[]
Pale Damage Containment effect
PALE Damage Type involves direct damage to one's soul, which decreases the
HP of the target by a percentage of the employee's
Max HP with each attack. Each point of
Pale Damage will remove 1% of the employee's
Max HP at 1.0 Pale resistance. However, it's important to note that when dealing with Abnormalities and Ordeals, this type of damage isn't calculated based on a percentage. Instead, it inflicts damage based on the raw number.
The Abnormalities that deal
Pale Damage are:
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Trivia[]
- Central Command researches has small descriptions for each bullet and refers to
RED as "physical",
WHITE as "trauma", and
BLACK as "erosion", with
PALE being the only one lacking a description. - Don't Touch Me doesn't deal/have any assigned Damage Type due to its ability, making it unable to be worked.
- Flesh Idol is the only Abnormality so far that can deal all types of damage. Apocalypse Bird's Weapon, Twilight, and The Queen of Hatred's Weapon, In the Name of Love and Hate, are the only E.G.O. weapons that can deal all types of damage.
- Apocalypse Bird's Damage Type is
Black, but due to never being contained, employees are unable to work with it. The reason for it having Basic Information and work preference stats is due to them being placeholders sourced from Fragment of the Universe. - Each of the damage types is the same color of one of the Four Horsemen of the Apocalypse.
WHITE for the white horse of Conquest/Plague.
RED for the red horse of War.
BLACK for the black horse of Famine.
PALE for the pale horse of Death.
Facility
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| Mechanics | Abnormalities - Bullet Research - Challenge Mode - Daily Cycle - |
| Departments | Asiyah: Briah: Atziluth: |
| Characters | X - Angela - Malkuth - Yesod - Hod - Netzach - Tiphereth - Gebura - Chesed - Binah - Hokma - A - B - C |
Are you looking for the old version of this page: Damage Type (Legacy)
"Damage Type" is using information from the newest version of the game (v1.0.2.13f). The information here is from a newer version of the game including the most recent gameplay changes.


































































