The main issue investigating this is the lack of consistent (UI) feedback, starting with the absence of 'damage numbers'. Furthermore, the game seems mostly content showing the default/unaltered values instead of presenting a (meaningful) report of the actual status quo.
Example scenario: Applying Ice Affinity to player/pawn wielding an Ascalon which has a built-in Holy enchantment, looking at the equipped weapon in the Equipment menu will only show the symbol for Holy under "Element". The sword itself however has all the characteristics of an Ice-enchanted weapon: blue/white glow and (audible) 'frizzling' particles. Based on just these feedback elements, one could come to the conclusion that both must be active because there is evidence (feedback) for both. Although this is certainly an attractive proposition, I'm not convinced it holds true.
Refining the scenario: Mystic Knight with Ascalon and Frost Trance (being the only Elemental enchantment available in the party). Besides dealing a certain Elemental damage type, Elementally enchanted weapons also have a chance of triggering 'special effects', mostly in the form of Status Effects. In our example Ice enchantment gives a chance to freeze enemies, whereas Holy enchantment may cause the wielder to re-gain health when attacking foes (seems to trigger more often when using skills compared to using single/auto-attacks). Knowing this we can (more) easily determine the active enchantment(s) at a given time. Let's visit the guards in 'post-game' Noble Quarter, because they potentially respawn endlessly in small batches and don't necessarily die in one hit even at level 100. Once Frost Trance is applied attacking with Ascalon (Full Moon Slash) will no longer proc 'life on hit', but instead freeze a guard every now and then. The reverse is (not surprisingly) also true, using an Almace with built-in Ice enchantment in combination with Blessed Trance, in unaltered state will occasionally proc freeze/frozen status, but 'life on hit' while Blessed Trance is active.
This limited 'testing' leads to the following:
- Considering that in the case of 'conflicting' Elemental enchantments we have found no evidence that both are actually in effect on one weapon at the same time, when looking at the 'side-effects' that are inherent to the respective enchantments;
- Considering that the last applied enchantment appears to take priority over any earlier applied or 'built-in' enchantment, when looking at the 'side-effects' that the weapon may trigger during the time that enchantment is active as well as looking at the visual appearance of the weapon itself;
It's reasonable to assume that only one Elemental enchantment can be 'active' on a weapon at a given time. Elemental enchantments from spells/skills will override/replace any built-in enchantments as well as any enchantments applied prior.
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