Damage type is a property of weapons and attacks. Damage types are purely cosmetic effects and have no impact on actual combat mechanics. Each weapon has a default damage type determined by its skin, and this type can be overridden by attacks from weapon skills that use that weapon. Bundles also generally override equipped weapons.
There are five damage types (not to be confused with the three damage types listed at Damage):
- Physical: The default damage type of most weapons. This includes weapon skins that appear to incorporate elemental types but do not list a damage type, like Mjölnir, Cobalt, or Jormag's Breath.
- Fire: Creatures that die to a fire attack will collapse in a flaming heap. This damage type is unrelated to Burning. Fire is the default type for the Fiery Dragon Sword, Rodgort, The Predator, Incinerator, Luminous weapon skins, and Forged weapon skins.
- Ice: Creatures that die to an ice attack will go pale and stiff before collapsing. Ice is the default type for Frostfang, Astralaria and Wintergreen weapons.
- Lightning: Creatures that die to a Lightning attack will stiffen and tremble before collapsing. Lightning is the default type for Bolt, Meteorlogicus, and Soul Conductor.
- Choking: Creatures that die to a Choking attack will go through a choking animation (usually clutching at their throats, or stiffening like ice damage above). Choking is the default type for Ashfall and some Halloween weapons like The Cure, and it is prevalent in Necromancer skills.
- Changing a weapon's skin (by using the wardrobe or a skin consumable) will apply the skin's damage type to the weapon.
- With the release of Heart of Thorns, weapons with non-physical damage types are now displayed on the weapon itself.
- Heart of Thorns exotic weapons and Forged weapons have Choking as the damage type of the weapon itself, not the skin. This can be seen via the API. Currently, the base weapon's damage type is not used in the game, and only the weapon skin's damage type is in effect.
- In the original Guild Wars, damage types affect game play, increasing or decreasing damage dealt to targets depending on the armor rating to the damage type.