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 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:
Red Damage Type Abnormalities (20) | |||
---|---|---|---|
RED (4 - 8) |
RED (2 - 4) |
RED (1 - 2) |
RED (3 - 4) |
RED (2 - 3) |
RED (3 - 5) |
RED (4 - 6) |
RED (4 - 6) |
RED (6 - 9) |
RED (1 - 2) |
RED (2 - 3) |
RED (2 - 4) |
RED (4 - 6) |
RED (4 - 6) |
RED (3 - 6) |
RED (2 - 4) |
RED (2 - 3) |
RED (5 - 7) |
RED (5 - 7) |
RED (1 - 2) |
WHITE[]
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:
White Damage Type Abnormalities (27) | |||
---|---|---|---|
WHITE (2 - 4) |
WHITE (4 - 6) |
WHITE (7 - 9) |
WHITE (2 - 4) |
WHITE (2 - 4) |
WHITE (6 - 9) |
WHITE (4 - 7) |
WHITE (5 - 6) |
WHITE (4 - 6) |
WHITE (2 - 4) |
WHITE (2 - 4) |
WHITE (4 - 6) |
WHITE (5 - 7) |
WHITE (1 - 3) |
WHITE (1 - 3) |
WHITE (1 - 2) |
WHITE (5 - 6) |
WHITE (1 - 2) |
WHITE (3 - 4) |
WHITE (2 - 6) |
WHITE (4 - 6) |
WHITE (3 - 6) |
WHITE (4 - 6) |
WHITE (7 - 9) |
WHITE (4 - 5) |
WHITE (2 - 3) |
WHITE (3 - 5) |
BLACK[]
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:
Black Damage Type Abnormalities (17) | |||
---|---|---|---|
BLACK (2 - 6) |
BLACK (5 - 10) |
BLACK (3 - 4) |
BLACK (1 - 3) |
BLACK (2 - 4) |
BLACK (4 - 10) |
BLACK (1 - 5) |
BLACK (2 - 3) |
BLACK (2 - 4) |
BLACK (4 - 5) |
BLACK (2 - 3) |
BLACK (3 - 4) |
BLACK (6 - 8) |
BLACK (3 - 4) |
BLACK (1 - 3) |
BLACK (4 - 6) |
BLACK (1 - 2) |
PALE[]
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:
Pale Damage Type Abnormalities (Containment) (2) | |||
---|---|---|---|
PALE (5 - 7) |
PALE (5 - 10) |
Pale Damage Type Abnormalities (Breaching) (4) | |||
---|---|---|---|
|
PALE (5 - 7) |
|
PALE (5 - 10) |
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 X-394
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Mechanics | Abnormalities - Bullet Research - Challenge Mode - Daily Cycle - Damage Type - Emergency Level - Employees - Equipment - Growth Rate - Hiring - LOB Points - Missions - Ordeals - Qliphoth Meltdown - Rabbit Team - Research - Risk Level - Sephirah Meltdown - Stats |
Departments | Asiyah: Control Team - Information Team - Safety Team - Training Team Briah: Central Command Team - Disciplinary Team - Welfare Team Atziluth: Record Team - Extraction Team - Architecture Team |
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.