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Elements and Ailments
While brute force, piercing beaks, and slashing claws make most of the kemono arsenal, they often also use the elements to fight. Your armor can make you strong or weak to these attacks (though personally, I’ve never noticed a difference). Weapons made from kemono materials can also put this power in your hands, allowing you to deal extra damage to kemono who are weak to your weapon’s alignment.
Physical characteristics of your weapons are as such:
Slash. Katana, Nodachi, Claw Blade, and Karakuri Staff deal slash damage.
Pummel. The Maul and Hand Cannon deal pummel damage, as does the Pounder fusion karakuri. Hitting kemono on the head can cause knockout, stunning them in place.
Lunge. The Bow and Bladed Wagasa deal Lunge damage, as does the Harpoon fusion karakuri.
All physical damage types are well-balanced among kemono weaknesses.
Elemental characteristics of kemono, weapons, armor, and karakuri are indicated as such:
There are also status ailments, which mostly affect hunters and kemono differently.
Poison. Hunters slowly take damage for the duration. Kemono are similarly affected in the same way.
Fatigue. Hunters will fall asleep, standing in place. They will wake up over time, or when they take damage. Kemono will also fall asleep. The first attack to connect will deal additional damage.
Frozen. For hunters, stamina recovers much more slowly. Frozen kemono will reel from attacks more often.
Entangled. Hunters will be unable to conjure karakuri for the duration. Entangled kemono will take increased damage from karakuri-based attacks.
Ablaze. Hunters take damage quickly over time, but can set it out by rolling on the ground or getting into water. Ablaze kemono will flail around wildly trying to put out the flames, open to attack.
Note that Ablaze is NOT related to the fire element! Fire attacks will not inflict Ablaze; you need specifically Ablaze-oriented skills for that.
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