Maps are seeded with oil, water, brush and poison bogs that react to elemental skills — and any class can coat its weapon at a field for elemental chains.
Every map is seeded with terrain that reacts: oil slicks, shallow water, brush and poison bogs, placed by the map seed so your whole party sees the identical layout. Elemental skills do not just deal damage to what stands there — they change the ground.
Burning, electrified and poisoned ground hurts everyone, you included. Luring a pack into a fire you set is one of the highest-value plays in the game; walking into it yourself is the cheapest way to lose a run. The same goes for explosive barrels, braziers and poison jars: melee, projectiles and skills can all set them off, and barrels chain into neighbouring barrels.
Stand next to a fire, ice, lightning or poison field and press interact to coat your weapon for a short window (the mechanics page prints the duration the live server is running). While it holds, your melee hits carry that element: a fire-coated blade hits undead into their weakness, poison applies stacks, lightning shocks — and one fire-coated swing into an oil slick turns a corridor into a firebreak. It is a decision, not a passive: what you coat with, and when, is on you.
Monster weaknesses and resistances (undead burn, gargoyles resist fire but fear lightning, frost lords are immune to ice) are in the bestiary, the full reaction table is in the biome codex, and the input details are in advanced mechanics.
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