Damage Type

**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 room.

The Abnormalities that deal  Red Damage in containment are:

 RED (4 - 8) | Crumbling ArmorO-05-61(-T)
 RED (2 - 4) | Fairy FestivalF-04-83(-Z)
 RED (1 - 2) | Fiery BirdO-02-101(-W)
 RED (2 - 3) | Little HelperT-05-41(-H)
 RED (3 - 5) | Little Red Riding Hooded MercenaryF-01-57(-W)
 RED (4 - 6) | Nameless FetusO-01-15(-H)
 RED (6 - 9) | Opened Can of WellcheersF-05-52(-Z)
 RED (1 - 2) | PpodaeD-02-107(-T)
 RED (2 - 3) | Punishing BirdO-02-56(-T)
 RED (4 - 6) | Red ShoesO-04-08(-H)
 RED (4 - 6) | SchadenfreudeO-05-76(-H)
 RED (3 - 6) | Scorched GirlO-02-56(-T)
 RED (2 - 3) | The King of GreedO-01-64(-W)
 RED (5 - 7) | The Naked NestO-02-74(-W)
 RED (5 - 7) | Training Standard Dummy Rabbit0-00-00(-T)

## **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:

## **BLACK**

**BLACK** Damage Type involves compound damage to both 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 deal 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 (2 - 6) | CENSOREDO-03-89(-A)
 BLACK (5 - 10) | Der FreischützF-01-69(-H)
 BLACK (3 - 4) | Fragment of the UniverseO-03-60(-T)
 BLACK (2 - 4) | Melting LoveD-03-109(-A)
 BLACK (4 - 10) | PorccubusO-02-98(-H)
 BLACK (1 - 5) | Shy Look TodayO-01-92(-T)
 BLACK (2 - 4) | The Burrowing HeavenO-04-72(-W)
 BLACK (4 - 5) | The Child of GalaxyO-01-55(-H)
 BLACK (2 - 3) | The Little PrinceO-04-66(-W)
 BLACK (6 - 8) | The Queen of HatredO-01-04(-W)
 BLACK (3 - 4) | Void DreamT-02-99(-T)
 BLACK (1 - 3) | YinO-05-102(-W)

## **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 (5 - 7) | WhiteNightT-03-46(-A)

 PALE (5 - 7) | The Knight of DespairO-01-73(-W) | WhiteNightT-03-46(-A)

## Trivia

* 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 weapons that can deal all types of damage.
* Apocalypse Bird's Damage Type is  Black, but is never contained so employees can't work with it. Actually, its Basic Information along its preferences are taken 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.

**Notice About the Article "Damage Type":**
 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 (v0.1). The information here is from a newer version of the game including the most recent gameplay changes.