Elements for Elemental Battlegrounds Wiki
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Story Arc majorly improves the game's melee combat system in a variety of ways thanks to equipment and the game's new engine.

Left click to perform basic melee attacks. Without a weapon, players punch for melee attacks, with each blow dealing roughly 5-8 damage (Without any power upgrades or buffs). Weapons, when equipped, will increase the damage of a player's melee attack, or transform it into a ranged projectile attack, with some adding in some extra effects such as different types of damage and status effects like blind and freeze. After a melee combo ends, there is a 5 second cooldown before you can attack again. Different weapons can either be one-handed (1H), so they can be paired with another one-handed weapon, or two-handed (2H), so they are the only one weapon the player can have equipped.

Gear can be equipped to change your avatar's stats, granting new strengths and weaknesses to suit your playstyle. Most gear reduces damage taken by certain Elements while increasing damage taken by certain others, meaning that against certain enemies, you may have to switch them out so that you won't be at a disadvantage. A good majority also increases one or more stats, while also decreasing one or two stats as a tradeoff. Thanks to equipment, combined with spells and skills, almost any kind of playstyle can be played with in Elemental Battlegrounds; Some also have their own unique passive effects as well.

To equip a weapon or gear, click the Setup button on the game HUD while in the Haven, then click the Equipment tab. This will show you your currently equipped weapon and gear, as well as all the ones you own. Click the weapon or gear you want to equip, then hold your click and drag it into the box where it can be equipped. A total of 16 different pieces of equipment can be equipped on one avatar (18 if you count weapon slots), discluding auras and familiars. You can also unequip equipment by clicking the X button on the top left corner of your currently equipped weapon or gear's icon. Below is a list of areas where gear can be equipped:

Notes:

  • Certain gear will take up multiple area slots to be equipped (Ex: Full armor covers the torso, legs and arms).
  • Some gear may allow certain other gear to be equipped in the same slot.
  • Two Handed (2H) weapons will take up both weapon slots when equipped.
  • Head (Helmets, headpieces, hoods and other head modifications/accessories)
  • Face (Masks and other face accessories)
  • Left Shoulder (Pauldrons and other shoulder accessories)
  • Right Shoulder (Pauldrons and other shoulder accessories)
  • Neck (Amulets)
  • Body (Armor, full armor and other torso modifications/accessories)
  • Back (Capes, wings and other back accessories)
  • Waist (Belts and other waist accessories)
  • Left Leg (Full armor and other leg modifications/accessories)
  • Right Leg (Full armor and other leg modifications/accessories)
  • Left Foot (Boots and shoes)
  • Right Foot (Boots and shoes)
  • Left Arm (Full armor, wrist rings and other arm modifications/accessories)
  • Right Arm (Full armor, wrist rings and other arm modifications/accessories)
  • Left Hand (Gauntlets)
  • Right Hand (Gauntlets)
  • Left Weapon (Weapons)
  • Right Weapon (Weapons)

Like familiars, equipment can be traded with other players through the game's trading system, and comes in 8 different rarities:

Equipment Rarities[]

Common The weakest, yet simplest and most common of equipment. Usually what most players start out with once they get into equipment.
Unusual Unusual equipment is rarer than common equipment, but also more potent.
Unique A good upgrade from unusual equipment, having more special effects and higher damage.
Ultra-Unique You probably won't get any of this until you're a good bit into the game, but it's certainly better than unique equipment.
Epic Very strong, yet rare equipment.
Legendary High-power equipment that simply dominates over lower rarities.
Mythic Good luck finding one of these. Mythic equipment is a sight you might not see until much later on.
Unreal The ultimate equipment, accessable only for the most powerful mages. This equipment just dwarfs all other rarities.

Equipment Origins[]

Not all equipment is the same; There are different kinds of weapons, headgear, armor and more.

Weapons Gear
Sword (1H)/Greatblade (2H)

Axe (1H)/Battleaxe (1H/2H)

Rapier (1H)

Knife/Dagger (Both 1H)

Twin Blades (2H)

Scythe (2H)

Sickle (1H)/Kusarigama (2H)

Twin Axes (2H)

Mace (1H/2H)

Flail (1H)

Hammer (1H/2H)/Maul (2H)

Spear/Javelin (Both 1H)

Pike/Poleaxe (Both 2H)

Lance (1H)

Nunchaku (1H/2H)

Knuckles/Claw(s) (1H/2H)

Trident (1H/2H)

Shield (1H/2H)

Whip/Surujin (1H)

Bow/Longbow (2H)

Throwing Weapons (1H)

Chakram (1H)

Katar (1H)

Wand/Scepter (1H)

Staff (1H)

Crossbow (2H)

Mini Crossbow (1H)

Small Firearm (1H)

Large Firearm (2H)

Bo Staff (2H)

Dual Edged Staff (1H/2H)

Dual Bladed Sword (1H/2H)

Sword & Shield (1H/2H)

Drill (1H/2H)

Chainsaw (1H/2H)

Cannon (1H/2H)

Other (1H/2H)

Gauntlet (Hand)

Armor (Body)

Boot/Shoe (Foot)

Helmet/Headpiece (Head)

Full Armor (Body, legs and arms)

Cape (Back)

Hood (Head)

Wing(s) (Back)

Amulet (Neck)

Belt (Waist)

Wrist Ring (Arm)

Mask (Face)

Pauldron (Shoulder)

Other Head (Head)

Other Arms (Arm)

Other Torso (Body)

Other Waist (Waist)

Other Legs (Leg)

Other Shoulders (Shoulder)

Other Back (Back)

Equipment Typelets[]

Equipment is greatly differentiated by Typelets, which denote what a weapon or gear can do when equipped. There are quite many of them for both weapons and gear (Note: List is in alphabetical order):

Weapons
Typlelet Name What it means
Acidic Weapon deals Acid damage.
Atomic Weapon deals Atom damage.
Auroral Weapon deals Aurora damage.
Aquatic Weapon deals Water damage.
Blazing Weapon deals Fire damage.
Blinding Grants a chance to blind targets for a varying amount of time with each hit.
Botanic Weapon deals Grass damage.
Brutal Weapon ignores a varying amount of targets’ defense upon hit (Not always with every hit).
Burning Grants a chance to ignite flames in various ways upon hit or use.
Chaining Grants a chance to chain damage onto nearby enemies with each hit on one enemy.
Chaotic Weapon deals Chaos damage.
Chargeable Weapon can be charged to increase the damage of a single attack instead of a combo.
Combustible Weapon deals Explosion damage.
Corrosive Grants a chance to lower targets’ defense a varying amount with each hit.
Corrupted Weapon deals Corruption damage.
Creatium Weapon deals Creation damage.
Crystalline Weapon deals Crystal damage.
Cursed Weapon deals Curse damage.
Deathly Weapon deals Reaper damage.
Deserted Weapon deals Sand damage.
Draconic Weapon deals Dragon damage.
Dual-Purpose Weapon provides both melee and ranged attacks.
Earthly Weapon deals Earth damage.
Enchanted Weapon deals Enchantment damage.
Energetic Weapon deals Energy damage.
Freezing Grants a chance to freeze targets for a varying amount of time with each hit.
Frigid Weapon deals Ice damage.
Furious Weapon deals Wrath damage.
Galactic Weapon deals Space damage.
God (Amaterasu) Weapon deals Amaterasu damage.
Gravitational Weapon deals Gravity damage.
Heated Weapon deals extra damage when the wielder is taking burn damage.
Heavy Each hit/shot deals more damage than other weapons, but usually swings/travels slower.
Heavyweight Reduces the wielder/wearer’s movement speed and/or jump height.
Heroic Weapon deals Blade damage.
Hindering Grants a chance to lower targets’ damage a varying amount with each hit.
Holy Weapon deals Angel damage.
Homing (Ranged weapons only) Each shot hones in on nearby targets in a varying range with varying homing capability.
Icebreaker Weapon deals extra damage against frozen enemies.
Illuminous Weapon deals Light damage.
Illusive Weapon deals Illusion damage.
Large/Long Range Allows for a large hitbox/long range and/or higher damage per strike, but with slower attack speed and/or less attacks per-round.
Launching Knocks targets back a varying distance farther than other weapons on the final hit.
Lifestealing Grants a varying amount of health upon hit (Not always with every hit).
Light Swings/shoots faster than other weapons, but each hit/shot usually deals less damage.
Lightweight Increases the wielder/wearer’s movement speed and/or jump height.
Loud Weapon can be heard in a larger radius around the wielder when attacking.
Manastealing Steals a varying amount of mana from targets upon hit (Not always with every hit).
Medium Normal, varying attack speed and versatility, and normal hitbox/range and damage.
Melee Weapon provides melee attacks only.
Midweight Normal weapon weight. Varying attack speed and damage per hit/shot.
Melodic Weapon deals Sound damage.
Mighty Weapon deals Physical damage.
Molten Weapon deals Lava damage.
Mutated Weapon deals Mutant damage.
Mysterious Weapon deals Mystery damage.
Narrow Allows for more attacks per-round (And sometimes faster swing speed), but a smaller hitbox.
Nightmarish Weapon deals Nightmare damage.
Nuclear Weapon deals Nuclear damage.
Oblivious Weapon deals Void damage.
Organic Weapon deals Nature damage.
Paralel Weapon deals Reality damage.
Paralyzing Grants a chance to paralyze targets for a varying amount of time with each hit.
Phoenix Born Weapon deals Phoenix damage.
Plasmatic Weapon deals Plasma damage.
Prismatic Weapon deals Spectrum damage.
Poisonous Drains health from targets over a varying period of time with each hit (Doesn’t always stack).
Poison Bane Weapon deals extra damage against poisoned enemies.
Psionic Weapon deals Mind damage.
Pure Weapon deals Purity damage.
Ranged Weapon provides ranged/projectile attacks only.
Recoil Pushes the wielder back a varying distance upon attack.
Reflective Weapon deals Mirror damage.
Reverberating Weapon deals Sonic damage.
Robotic Weapon deals Robot damage.
Sacred Weapon deals Spirit damage.
Shadowy Weapon deals Darkness damage.
Shocking Weapon deals Storm damage.
Shot Bounce Weapon can bounce projectiles away when swinging at them at the right time.
Silenced Weapon can only be heard on attack from right next to the wielder.
Slimy Weapon deals Slime damage.
Slowing Grants a chance to lower targets’ movement speed a varying amount with each hit.
Small/Short Range Allows for more attacks per-round and/or faster attack speed, but sometimes with a shorter hitbox/range and/or less damage.
Solarian Weapon deals Solar damage.
Special Skill Weapon provides one or two Special Skills.
Steely Weapon deals Metal damage.
Stellar Weapon deals Nebula damage.
Suppressed Normal weapon sound volume, can be heard in a reasonable radius around the wielder upon attack.
Tangentium Weapon deals Technology damage.
Terrifying Weapon deals Fear damage.
Temporal Weapon deals Time damage.
Toxic Weapon deals Poison damage.
Universal Weapon deals Dimension damage.
Wide Allows for a wider hitbox, but usually less attacks per-round.
Windy Weapon deals Wind damage.
Woven Weapon deals String damage.
Gear
Typlelet Name What it means
Acidic Reduces Acid, Grass, Earth, Nature, Metal and Sand damage taken, but increases Water, Storm, Lava, Ice and Plasma damage taken.
More To avoid making ths page any longer, the rest can be seen in the original doc. (Find the link at the bottom of the page.)

Equipment-Related Special Skills[]

This is a list of Special Skills that can only be used with certain equipment, and don't have to be unlocked or upgraded. More might come.

Skill Name Info
Blade Barrage The user, after a 0.25-0.5 second windup, swings their weapon in front of them many times at an incredibly fast rate, dealing small damage each strike and trapping any enemy hit inside the move. The attack ends after 3.5 seconds, striking the enemy away with a 2.5 second trip. Has a cooldown of 7 seconds. (Manual)
Blade Beam The user swings their weapon forward, sending a fairly fast traveling shockwave of energy from their blade that deals a decent amount of damage upon contact with an enemy. Can only be done after one swing, and has a cooldown of 2 seconds. (Manual)
Dash Strike If the user performs a melee attack while sprinting, they will gain a split second speed boost and dash directly forward with a strong strike, capable of stunning opponents for longer than normal strikes. This can be useful for starting a melee combo. Can only be done while sprinting. (Passive)
Double Jump Allows the user to jump a second time in midair by pressing the spacebar again. Has a cooldown of 3 seconds. (Passive)
Guard Break The user dashes forward a very short distance with a powerful swing of their weapon, an attack that can stun any enemy hit who was guarding while bypassing guard (Deals massive damage to shields as well). Can only be done after one swing, and has a cooldown of 6 seconds. (Manual)
Magic Shield When the user guards, a magic barrier appears around them, nullifying all damage, knockback, push/pull, trips and contact spells until its health is depleted (Barrier health regenerates over time). Generally has less health than normal shields, and the user usually cannot move while guarding. The barrier size can vary depending on the weapon, with some able to protect nearby teammates/party members. (Passive)
Mortal Slam The user swings their weapon upwards. If the attack connects with an opponent, the target is launched up into the air and the user follows them up before slamming them back down to the ground with their weapon, dealing a moderate to large amount of damage; The enemy is then sent flying a short distance away with a 1.5 second trip. Can only be used after 3 swings, and has a cooldown of 6 seconds. (Manual)
Phase Right upon putting up their guard, the user will vanish for a split second, slipping through any attack, entity or spell until they reappear. Shields will not come up while the user is invisible. Has a cooldown of 10 seconds. (Passive)
Phase Dash Whenever the user dashes or flips, they will disappear for a second, becoming invulnerable to damage and being able to slip through entities and certain objects and obstacles. Has a cooldown of 7 seconds. (Passive)
Primal Quake The user plunges their weapon into the ground at the end of a 0.5 second animation, right after which the ground a short distance around them will shake, dealing a certain amount of damage and knocking down anyone caught with a 1.5 second trip. Has a cooldown of 10 seconds. (Manual)
Scope Similarly to Zoom weapons, by holding the key down, the user can zoom in a varying amount for more precise aiming. Unlike Zoom, Scope blacks out the user’s screen except for a fairly sizable circle around the crosshairs. Scope usually zooms in farther than Zoom. When locked onto someone, the cursor will not be fixed onto them and can still move a bit around the target. (Manual)
Shield Provided by all Shield weapons; When the user guards, they will hold their shield out in front of them, completely nullifying all damage, knockback, trips and contact spells coming from the direction they’re facing until its health is depleted (Shield health regenerates over time). (Passive)
Shot Rain The user shoots into the sky, causing a rain of shots (From the weapon they have equipped) to fall from the sky around them in a fair radius. Has a cooldown of 8 seconds. (Manual)
Stompdown The user jumps straight upwards into the air a fair distance for 0.5 seconds, then plummets back down to the ground with a powerful stomp, resulting in a burst of force that deals a certain amount of damage and knocks nearby enemies into the air with a 2 second trip. Has a cooldown of 10 seconds. (Manual)
Strong Fists The user’s punching (Without any weapon equipped) gains dramatically increased damage than what it normally does. The damage increase varies depending on which Strong Fists gear is equipped. (Passive)
Whirlwind The user whirls around at high speeds for a maximum of 3 seconds, swinging their weapon around in a circle and hitting any enemies caught in the attack constantly. They are able to move a slight bit during the move. Has a cooldown of 7 seconds. (Manual)
Zoom By holding the key down, the user can zoom in a varying amount for more precise aiming. Always locks the camera onto the cursor when being used. When locked onto someone, the cursor will not be fixed onto them and can still move a bit around the target. (Manual)

Other Features:[]

  • Info Card: By clicking on a weapon or gear in the Equipment menu or Equipment Collection, it shows you its name, type, rarity, origin, Typlets, info, any passive effects, and a quote or brief description of it. For examples of these, view the original doc., because no way am I putting them here.
  • Crafting: If you can't get your hands on any chests or buy any from the shop, some equipment can be obtained via crafting it with certain items. The Craftery in the Haven will allow you to do this, giving you hints to what equipment you may be able to obtain based on the items you use. More or rarer items grant better equipment.
  • Experience: As you fight using your equipment, or combine others into it, it gains experience until it levels up, becoming more powerful with every few levels. The higher the rarity, the more a piece of equipment will be able to level up. Once a piece of equipment (That isn't an Unreal) reaches its maximum level, its rarity will increase by 1 (For example, a max level Common will become an Unusual).
  • Favorite: Click the Star button on a piece of equipment's info card to favorite that equipment, causing a star to appear in the top right corner of that equipment's icon; That item will always appear at the top of the list when you select equipment to take into battle.
  • Sell: You can sell equipment you don't want for shards by clicking the 'Sell' button on the info card (You will be prompted to confirm first); The rarer or higher level the equipment, the more shards are rewarded upon selling. You cannot do this with the last copy of a piece of equipment you own.
  • Combine: Another way to get rid of unnecessary copies of equipment you own is by 'combining' them into any piece of equipment by clicking the 'Combine' button on the info card of the weapon you want to level up. When clicked, you may select any equipment you want to combine into experience for the equipment you're leveling up (You will be prompted to confirm that you want to do this first after selecting the equipment you want to convert). You cannot convert the weapon you're combining into or any only copy of any equipment you own.
    • Clicking the 'Lock' button on an equipment piece's info card will prevent that piece of equipment from being sold or combined. You can click it again to unlock the equipment.
  • Equipment Collection: Whenever you acquire a new piece of equipment you've never had until now, it appears in your Equipment Collection, which you can view in the Haven. This contains the info cards and additional info about all equipment in Elemental Battlegrounds, with any you don't have yet appearing as silhouettes until you obtain them. Acquiring a new unique piece of equipment will add 5-10 spots in your inventory for more equipment (You start out with 35 spots). There are also many different 'galleries' in the Equipment Collection, composing of three or more pieces of equipment; Completing a gallery by discovering all the equipment needed will grant you with a reward, as well as the ability to find new equipment that is otherwise unobtainable by you, which varies depending on the rarities of the required equipment and how many different ones are needed.

Equipment Shop[]

The most common way to obtain equipment is to purchase them from the Equipment shop, located in the Haven along with the Aura and Familiar shops. The Equipment shop initially sells four items (From Common to Unique rarity), but expands by two slots with every Book completed in Story Mode (As well as beginning to sell higher-rarity equipment), caping at 16 slots. There are two 'Tiers' of slots, each containing different rarities and refreshing at different intervals:

  • Hourly: Refreshes every 4 hours; can offer Common, Unusual and Unique equipment.
  • Daily: Refreshes every day; can offer Ultra-Unique, Epic, Legendary, Mythic and Unreal equipment. After purchasing something from one once, it becomes empty and won't allow you to buy another copy until it refreshes the next day.

Shop Tiers:[]

  • Beginner's Shop: 4 Hourly; can offer Common to Unique equipment. Upgrades after Book 1.
  • Rookie's Shop: 5 Hourly, 1 Daily; can offer Common to Ultra-Unique equipment. Upgrades after Book 2.
  • Graduate's Shop: 6 Hourly, 2 Daily; can offer Common to Epic equipment. Upgrades after Book 3.
  • Enthusiast's Shop: 8 Hourly, 2 Daily; can offer Common to Legendary equipment. Upgrades after Book 4.
  • Professional's Shop: 9 Hourly, 3 Daily; can offer Common to Mythical equipment. Upgrades after Book 5.
  • Master's Shop: 10 Hourly, 4 Daily; can offer Common to Mythical equipment. Upgrades after Book 6.
  • Champion's Shop: 10 Hourly, 6 Daily; can offer Common to Unreal equipment.

When clicking on a piece of equipment in the shop, its Info Card will pop up beside the shop interface along with the buttons to "Purchase" and "Cancel". When clicking "Purchase", you will be prompted to confirm whether you want to purchase the weapon/gear first (Granted you have enough shards for it).

Equipment Costs
Rarity Price (x1)
Common 50 S - 150 S
Unusual 250 S - 300 S
Unique 400 S - 500 S
Ultra-Unique 650 S - 750 S
Epic 800 S - 1000 S

(Or 500 R - 750 R)

Legendary 1550 S - 1950 S

(Or 1200 R - 1650 R)

Mythic 2750 S - 3850 S

(Or 2045 R - 3000 R)

Unreal 5500 S - 9990 S

(Or 4000 R to 5000 R)

Certain equipment, such as Elemental robes, cannot be found in the Equipment shop and can only be obtained from certain treasure chests.

Equipment Box Types (Old)[]

Originally, one way to obtain equipment was to purchase Equipment boxes from the Equipment shop. Equipment boxes came in multiple types, each having a better or worse chance to give you a good item, with the better ones being more expensive. 5 of the boxes costed Shards, while there were four more valuable ones that costed Robux instead. This feature was removed to allow the game in certain countries, and now you can simply buy equipment that turn up in the shop.

Box Name Price (x1) Rarities
Common Box 150 S Common: 80%, Unusual: 10%, Unique: 5.5%, Ultra-Unique: 3%, Epic: 1.5%, Legendary: 0%, Mythic: 0%, Unreal: 0%
Uncommon Box 300 S Common: 60%, Unusual: 20%, Unique: 10%, Ultra-Unique: 5%, Epic: 3%, Legendary: 1.5%, Mythic: 0%, Unreal: 0%
Rare Box 500 S Common: 30%, Unusual: 45%, Unique: 12.5%, Ultra-Unique: 7.5%, Epic: 3.5%, Legendary: 1.5%, Mythic: 0%, Unreal: 0%
Super Rare Box 750 S Common: 10%, Unusual: 20%, Unique: 40%, Ultra-Unique: 15%, Epic: 9%, Legendary: 4.5%, Mythic: 1.5%, Unreal: 0%
Ultra Box 1000 S Common: 1%, Unusual: 2.50%, Unique: 6%, Ultra-Unique: 15%, Epic: 40%, Legendary: 30%, Mythic: 5%, Unreal: 0.50%
Epic Box 850 R Common: 0%, Unusual: 0%, Unique: 0%, Ultra-Unique: 0%, Epic: 90%, Legendary: 6%, Mythic: 3%, Unreal: 1%
Legendary Box 1620 R Common: 0%, Unusual: 0%, Unique: 0%, Ultra-Unique: 0%, Epic: 0%, Legendary: 90%, Mythic: 7.5%, Unreal: 2.5%
Mythic Box 2725 R Common: 0%, Unusual: 0%, Unique: 0%, Ultra-Unique: 0%, Epic: 0%, Legendary: 0%, Mythic: 95%, Unreal: 5%
Unreal Box 5500 R Common: 0%, Unusual: 0%, Unique: 0%, Ultra-Unique: 0%, Epic: 0%, Legendary: 0%, Mythic: 0%, Unreal: 100%

Certain equipment, such as Elemental robes, could not be found in equipment boxes, as they can only be obtained from certain treasure chests.

Dual Wielding[]

One-handed weapons (1H) require only one weapon slot to equip, meaning another 1H weapon can be equipped in the other slot, allowing the player to fight with either two of the same weapon, or two different weapons if they are feeling more exotic. If only one weapon is equipped, left clicking will attack with their weapon regardless of which hand it is equipped in. If one weapon is a melee weapon while the other is a ranged weapon, left clicking will swing the melee weapon and right clicking will fire the ranged weapon. (Note that the ranged weapon cannot be fired during a melee combo, and doing so after four hits will use a special/secondary attack using the melee weapon). If both weapons are melee weapons, both will take turns swinging with each strike (Each one's swing speed only applies to itself), and they are able to add two more hits onto their normal and rise attack combos than with only one of the two. If both weapons are ranged weapons, both will fire simultaneously as the player clicks or holds their left mouse button, potentially dealing more damage than with just one ranged weapon.

Doc. Links[]

Equipment Overview:

https://docs.google.com/document/d/1dXfWsoIxOVDpepaW3Ub6D-yvkmO46OMP6TNF4iow3iU/edit?usp=sharing

List of all planned equipment:

https://docs.google.com/document/d/1hakhTc_-zqEXpmh7bpi_3k01hf1SD_1f2VgkXK6u9Jc/edit?usp=sharing

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