Dimraeth damage types: what scales with what
Every damage number in Dimraeth sits on one of two sides. Strike, thrust and blunt are physical and rise with physical power, which Strength and Agility feed. Fire, ice, electricity, decay and ether are magic and rise with magic power, which Intelligence and Charisma feed. A spell that looks magical but lists blunt damage still wants Strength or Agility, and Adventure is the one attribute that pushes both sides.

The two sides, and what sits on each
The confusion that sends people to the forum is a spell that reads like magic and deals a physical type. MintyBaeo put the problem exactly: “It look like a spell but deal blunt damage. do i scale int or str?” The answer is that the delivery does not decide the scaling; the listed damage type does.
Strike, thrust, blunt
- Raised by Strength and Agility
- Bleeding is counted here too
- Leans on stamina to cast
A forum moderator adds that you do not have to chase each type separately, because “a Physical damage increase will affect all types”.
Fire, ice, electricity, decay, ether
- Raised by Intelligence and Charisma
- Decay and ether are magic, not physical
- Leans on concentration to cast
That five-element list is not a guess about the game’s internals: it is what the attribute descriptions themselves say, as quoted below.
Larry Puss shows the split on two of his own spells. One is “this is primarily a physical damage spell that only deals thrust damage”, while “Compare this with plague shards, which gives me decay damage, which is technically magic damage.” Spells can also straddle the line: he points at one “which has thrust damage together with ice damage, meaning something like a mage assassin build”, which is a build he could not run on his current attributes. Where the spells themselves come from is on Dimraeth spells and spellbooks.
Ether is the type players ask about most, because it is the Elf’s. One player asked the question outright on the Steam forum: “Is the ether damage type of the elf skills not a type of magic damage?” The attribute text quoted in the next section lists ether among the types magic power raises, so Intelligence and Charisma are the attributes that answer it.
Which attribute raises which damage
Mudtek has not published attribute formulas or a damage-type table. What follows is the attribute text as players and creators read it off their own screens, with the damage side each one lands on.
| Attribute | What it raises | Which types that covers | Read off the screen by |
|---|---|---|---|
| Strength | Physical power | Strike, thrust, blunt | A player summarising the stat list writes “Strength: Physical power” |
| Agility | Physical power, the second physical attribute | Strike, thrust, blunt | MythikMoose on r/dimraeth: “If the spell you’re using deals blunt damage, you’ll want to increase a stat that buffs blunt damage so either Strength or Agility.” |
| Intelligence | Magic power | Fire, ice, electricity, decay, ether | Zhun, playing a caster: “if you level up intelligence that will increase your magic damage” |
| Charisma | Magic power, the second magic attribute | Fire, ice, electricity, decay, ether | MythikMoose reads the same element list off the Charisma and Intelligence descriptions |
| Adventure | Physical power and magic power | Both sides at once | “The Adventure stat may also be worth considering since it boosts physical power and magic power”; Zhun says the same of a Human Mage |
The sentence that ties the magic half together is one player’s, quoting the stat descriptions:
“Charisma and Intelligence increase magic power but the description of those stats specifically states that it increases fire, ice, electricity, decay and ether damage.”
MythikMoose, a player on r/dimraeth. Answering in the thread r/dimraeth thread: Damage Type Scaling
Memory, Physique and Energy are not named in the damage descriptions players read out, which does not make them useless: spell books gate on them. What each attribute is otherwise known to do, and the level cap, are on Dimraeth leveling and attributes.
What your left-click actually swings
This is the question with no published answer. One player searched for it and gave up: “Does it tell you somewhere what type basic attack damage is for each class? I was looking all over the place, but couldn’t find it” On r/dimraeth, the reply to the same question was “is there any way we can check?” Mudtek has not published a damage-type table. The fullest single answer came from a forum moderator, not a developer:
“Your main attack scales with physical damage, but Elves are Thrust, Minotaur and Human are strike damage types, but Minotaur can convert theirs to Blunt damage- but a Physical damage increase will affect all types.”
Players describe it by weapon rather than by race, and the two accounts only conflict on the Human, who wields both. Purple-Comment5662 splits it: “Human sword attacks are strike, crossbow attacks are thrust. I do not know for elves.” Read together, the race line is the melee answer and the weapon line is the one to trust when you are holding a crossbow.
| Race | Weapon | Reported type | How firm |
|---|---|---|---|
| Human | Sword | Strike | A forum moderator and a Reddit player give the same answer independently |
| Human | Crossbow | Thrust | Two players in the Steam thread agree, one as a guess and the thread’s author as a correction: “Crossbow is indeed thrust.” |
| Minotaur | Battle axe | Strike, convertible to blunt | “For Minotaur its strike damage but Minotaur brawler has a skill to change it blunt.” |
| Elf | Twin daggers | Thrust, on one account only | The moderator states it; the Reddit answer is openly a guess: “Its probably thrust based on the fact that top side elf skills have thrust damage.” |
Treat the Elf row as the soft one: no Elf player has posted their own tooltip, the Reddit answer reasons backwards from the tree, and the moderator’s line is the only flat statement. Which weapons each race is locked to is on Dimraeth races and race-locked weapons.
One vocabulary warning. Two accounts write pierce where the others write thrust: a Reddit reply offers “I believe it’s strike with Axe/Sword and peirce with daggers/xbow”, and Revvy says “There might be slight differentiations like instead of dealing pierce damage, it does strike damage or something like that amongst the races”. The word printed on the tooltips the videos actually read out is thrust.
Check it yourself, in six moves
Everything above is other people’s screens. These are the places in your own game that answer it for your character, in the order worth using them.
- Open the Codex and look up the element
Two separate players point at the same menu: “Look in the codex, it will say from what it scale. I looked at poison and it physical damage or magic damage whichever is higher. didn’t look at bleeding” and “Check out the Codex, it explains what each element scales off of”
- Inside the Codex, open stacking effects for the debuffs
Larry Puss: “In the codex, if you click on stacking effects, you can see all the effects the game has to offer, from bleeding, burning, chill, and so on.” That is the list to read before you commit points to a damage-over-time plan.
- Read the damage lines on the spell itself
A spell names its types, and a spell can carry two. Nothing about its animation tells you which side it scales on.
- Use the cost as a second opinion
Larry Puss noticed a pattern worth a glance: “From what I’ve noticed, the more physical your spell is, the more stamina it will use.” A spell drawing mostly concentration is leaning magic. Which bar pays for what is on Dimraeth combat, stamina and concentration.
- Hover the attributes where you buy them
“Each stat on the trainer page explains what it does.” That text, not a guide, is where the five magic elements above come from.
- Open the advanced tab for your own two numbers
For how much a point is actually worth to you, “you’d have to look at your stats in the advanced tab of your character page”. It is the same panel Larry Puss uses for the other bars: “You can check your stamina and concentration values in your character menu under advanced.”
One caveat on step three. A player reporting on the stat screen also reports that the text lies in places: “Also, some skills and descriptions are incorrect, saying a skill does thurst damage when is strike instead.” When a tooltip and the Codex disagree, the Codex is the one two players on r/dimraeth and Larry Puss all send people to.
Bleed, poison, burn and decay
Damage over time is where the two-sided rule bends. The attribute screen is no help here at all, as the player who opened the r/dimraeth thread found: “I see stats explain a lil bit what they do when lvling them up but none says anything about these two dots”
| Effect | Scales with | Where that comes from |
|---|---|---|
| Bleeding | Physical power | “Bleeding is physical and Poison is whichever is higher between physical and magic power.” |
| Poison | Physical or magic power, whichever is higher | Two players read it the same way off the Codex, one of them checking the poison entry specifically |
| Decay | Magic power | Listed in the magic attribute text; Larry Puss calls his decay spell “technically magic damage” |
| Burning | Not documented | Fire is on the magic list, but what the burn stack itself scales on is undocumented. The Codex entry for the stack is where to look |
Because bleeding is physical and poison takes the higher of the two, a physical build that converts bleed into poison keeps scaling the poison from physical power. A forum moderator names that as a route, with “Humans can do poison with crossbow, Elves can do Temporal spike which explodes DOTs, so if you combine the bleed on brawler skills and their conversion to poison keystones; you can convert some DOTs, etc.” A Human crossbow player reports the supply of nodes for it: “Human crossbow’s path, you get tons of bleed damage nodes.” On the poison side, another player found “There are a couple of nodes that increase Poison damage in the shadow’s tree don’t know about bleeding though.” Where those nodes sit is on the Dimraeth skill tree.
Resistance: what enemies and gear do back
Damage types cut both ways, and the resistances appear on gear. Revvy reads a fully upgraded item’s stats out loud: “we have strike armor, decay resistance, spell haste, ice resistance, thrust armor”. So armour against a physical type and resistance against a magic one are both rolls an item can carry, which also means an item can roll against the type you are not using. One player’s complaint about that: “I don’t get why a set for thrusting damage can spawn with a modifier to increase blunt damage.” Slots, sets and upgrades are on Dimraeth equipment and armor.
On the enemy side there is one number worth knowing about and one caveat that goes with it. A Shadow player arguing that the decay route falls off writes that “50% of monsters in later areas are decay resistant so good luck trying to kill a corrupted treant.” That is their estimate from their own run, not a published number, and the same post adds “Not to mention the final fight where waiting for poison DOT to do anything is impossible.” Mudtek has not published enemy resistances. If you are building around decay or poison, the practical read is to carry a second damage type for the fights that shrug the first one off.
What this changes about a build
The moderator’s advice on spread is to specialise but not exclusively: “you can hyper focus only one type of damage, but you want a broad spectrum of skills”. Three recorded routes show what a single-side commitment looks like in practice.
- Physical, strike into bleed. SwoleBenji’s Minotaur route picks a skill because “It just does uh strike damage and adds bleed, which is something we would actually like to have cuz we are going to be a bleed build”, and sums the character up as “We are a strike or a sl we’re a slash bleed and rage build.”
- Physical, blunt. The same creator treats blunt as a different job: “This is for blunt damage builds, which uh I’ve never run, but I believe they’re for tanks” — hedged, and their own example of one is only “And all it does, it’s just an AoE shock wave that deals blunt damage.”
- Magic, burn into a detonator. “Elf Magician is commonly used for applying burn stacks, and blowing it up for extra damage with Temporal Spike.” That is a moderator describing a common pairing, not a developer publishing a recommended build.
The tree is also not evenly split between the two sides. A player counting branches writes “The human has 2 physical damage branches.” against “The elf has 1 ether damage branch.” A mixed race and class pairing inherits that imbalance, which is the complaint behind one Steam thread: “If I’m playing something like Minotaur Mage, for example, I don’t really want to do a hybrid of blunt and fire damage, I want either just blunt damage or just fire damage.” Recorded builds, with the attribute plans that go with them, are on Dimraeth builds.
Still unanswered
Three things this page cannot tell you. Mudtek has not published a damage-type table, so the race and weapon rows above rest on a moderator and on players reading their own screens. No Elf player has confirmed their basic attack type, so that row stays soft. And whether gear can convert a basic attack from one type to another is undocumented: it was asked in the same Steam thread as “are there gear pieces that convert damage types into others” and the answer covered the skill-tree conversion for the Minotaur only. Asked about damage over time on r/dimraeth, DimraethDev, a developer account, answered only “Unfortunately I haven’t seen a good DOTs build guide”. Until Mudtek publishes one, the Codex in your own save is the authority.