Quick Guide
Every non-neutral element deals 105% total damage vs other elements. This is further amplified by masteries, signets, and equipment bonuses.
The only exception is when using the same element as the target: damage is reduced to 95% (e.g., Fire magic vs Fire enemy).
This ensures elements are always viable and reward builds that stack improvements.
Key Interactions of elements come from:
- Debuffs — negative status effects
- Special Triggers (ST) — conditional effects granted by items or skills
Major Crowd Control cannot be re-applied immediately. targets gain temporary resistance, but certain setups can influence this.
Enemies receive Antibody Status for immunity for 15 seconds after being afflicted by a Major effect. The duration on players is 2 seconds by default.
Ghost is unique:
- Immune to Neutral
- Receives 50% from all other elements
- Receives 100% from Ghost itself
- Using healing skills against ghost makes them vulnerable (most times).
Basics of the Elements
There are 4 Natural Elements:
Fire,
Water,
Wind,
Earth
And 3 Material Elements:
Ghost,
Holy,
Dark
Neutral is a baseline element with no affinities.
Different classe have different interactions with each element, with some being more prevalent than others. You can see an overall breakdown in the Job Classes Page.
Debuff Effects
Every element has associated Debuffs (negative effects applied to enemies or players).
Certain status interact with debuffs:
- Target's Restoration (RST): Reduces debuff duration or strength when received
- Caster's Grit (GRI): Increases debuff duration or strength when applied
Players can be immune to certain debuffs or resist them with proper builds. Signets can improve, spread, or weaponize debuffs against enemies.
There are also non-elemental debuffs that apply regardless of element. And yes — you can apply Burn on Fire enemies.
Special Triggers (ST)
Every element has a unique Special Trigger — a conditional effect activated through abilities, gear, or interactions.
Examples:
- Spectre activating Overslash via their finisher
- Spellcaster triggering Conflagration with Flame Eruption
Item example: Equipping Holy Wars + Holy Signets enables Divine Judgment procs on auto-attacks, scaling with Signet Level.
These cannot be used directly and have trigger conditions and can be upgraded via:
- Elemental Signets
- Unique Signets for each ST
Element Details
Bonuses and penalties to values are based on the number presented. Examples:
- MDEF penalty while frozen is 10%, with 100 Grit this bonus is not 110%, its +100% of the value (20% total).
- Break increases critical damage taken by 25%, having 50 Grit makes it 50% higher (37.5% total).
Neutral
Damage is neutral unless stated otherwise. Being the most common element, its accessible but has more basic interactions and a lower power ceiling in most cases.
| Icon | Status Name | Effect | How to Heal | Caster Efficiency Effect | Target Resistance Effect | Category | Details |
|---|---|---|---|---|---|---|---|
| Bleed | Target's Endurance(END)+Base Level as damage every second. Stops natural regen | Sit briefly to heal | Increases damage by +X | Reduces duration by X% | Minor | 2x damage taken by draining skills | |
| Wound | Healing received is reduced by a given % | Healing + Heal Signet Lv4 | Increases duration by X% | Reduces penalty by X% | Minor | Amount is usually 50% but varies according to caster | |
| Stun | Blocks every action | Wait it out | - | Reduces duration by X% | Major | Cannot be removed | |
| ST - Overslash Deals 50% ATK+2%/BRV as neutral damage. |
ST - Exsanguinate Deals 200% ATK as damage against bleeding enemies, heals damage equal 3 ticks of bleeding from enemy and removes bleeding. | ||||||
Fire
Associated with raw power, usually brings heavy damage potential but lacks control or defensive options.
| Icon | Status Name | Effect | How to Heal | Caster Efficiency Effect | Target Resistance Effect | Category | Details |
|---|---|---|---|---|---|---|---|
| Burn | Caster's Faith(FAI)+Base Level as damage every second | Healing + Fire Signet Lv2 | Increases damage by +X | Reduces damage by -X | Minor | More aggressive compared to Bleeding due to harder removal and stronger scaling for caster | |
| ST - Conflagration Deals 110% MATK+1%/FAI as fire damage. Triggers in short intervals over time. Deals 2 hits per activation. Multiple activations are common in most trigger conditions. |
ST - Flashfire Deals 200% MATK damage. Removes Burning and increases damage by 1% per burning damage, always critical damage. | ||||||
Water
Associated with control and tranquility, brings slowing and hard control effects. Most instances of Cold become Freeze when re-applied. Has strict conditions for applying debuffs.
| Icon | Status Name | Effect | How to Heal | Caster Efficiency Effect | Target Resistance Effect | Category | Details |
|---|---|---|---|---|---|---|---|
| Cold | Reduces movement, attack and cast speed by 25%, Halves Natural Regen | Healing + Water Signet Lv2 | Increases duration by X% | Reduces duration by X% | Minor | Enemy is frozen if affected by Cold again while active | |
| Freeze | Locked in place, MDEF Reduced by 10% | Damage Taken | Increases base MDEF reduction by X% | Reduces duration by X% | Major | Does not make target water element, removed when damaged, 8s base duration | |
| ST - Blizzard Deals 125% MATK per activation around self. Applies Cold to all enemies in the area of effect. Freezes enemies already afflicted by Cold. | |||||||
Wind
Associated with movement, setup and pushback, usually related to buffs. Can heavily weaken and has a sub-type in electric skills and magnetic interactions, usually with Gauss-Rifle skills for example.
| Icon | Status Name | Effect | How to Heal | Caster Efficiency Effect | Target Resistance Effect | Category | Details |
|---|---|---|---|---|---|---|---|
| - | Knockback | Target is pushed back X cells | - | - | - | Minor | Unique effect of wind element and major hits. |
| Hyperconductive | Increase Magnetic skills damage and effects | Healing + Wind Signet Lv3 | Increases damage bonus by X% | Reduces damage bonus by X% | Minor | Skills affected have MAGNETIC tag on descriptions. | |
| Break | Reduce all stats by 50% | - | Increase duration by X% | Reduces duration by X% | Major | Does not prevent actions but greatly weakens target | |
| ST - Whirlwind Deals 125% MATK to all enemies in a 3-cell wide line in target's direction, pierces up to 9 cells in range. | |||||||
Earth
Associated with toughness and brutality, brings hard mitigations and heavy crowd controls but is limited in power.
| Icon | Status Name | Effect | How to Heal | Caster Efficiency Effect | Target Resistance Effect | Category | Details |
|---|---|---|---|---|---|---|---|
| Snare | Blocks all movement | Dash | Increases duration by X% | Reduces duration by X% | Minor | Some traps can also apply snare. | |
| Quagmire | Reduces Movement, Cast and Action speed, prevents any Ready/Stack Status | Leave affected area | Increases area duration by X% | Reduces base penalty amount by X% | Minor | Effective only while inside area of effect. | |
| Petrify | Locked in place, DEF Reduced by 10% | Healing + Earth Signet Lv4 | Increases base DEF reduction by X% | Reduces duration by X% | Major | Does not make target earth element, NOT removed when damaged, 3s base duration | |
| ST - Earthquake Deals 140% ATK as damage around self. | |||||||
Holy
Associated with purity and improvement, has stat modifier effects associated with gaining advantages.
| Icon | Status Name | Effect | How to Heal | Caster Efficiency Effect | Target Resistance Effect | Category | Details |
|---|---|---|---|---|---|---|---|
| Sunder | Increases damage received by 10% | - | Increases duration by X% | Reduces duration by X% | Minor | Does not affect special and true damage. | |
| Smite | Reduces damage dealt by 10% | - | Increases duration by X% | Reduces duration by X% | Minor | Does not affect special and true damage. | |
| Scourge | Reduces Max HP by a given % | Healing + Holy Signet Lv5 | Increases duration by X% | Reduces HP penalty by X% | Major | Does not affect bosses. Usually 50%, reduced effect vs monsters | |
| ST - Divine Judgment Deals 3 hits of 50% MATK as damage around target. | |||||||
Dark
Aggressive and punishing, disruptive element that affects the control and interaction of essential systems
| Icon | Status Name | Effect | How to Heal | Caster Efficiency Effect | Target Resistance Effect | Category | Details |
|---|---|---|---|---|---|---|---|
| Poison | Flinches and takes 3xCaster's Base Level per second damage | Healing + Heal Signet Lv2 | Increases damage by +X | Reduces damage by -X | Minor | Cannot kill target, ends when under 10% HP | |
| Silence | Blocks skill use while active, drains SP over time | Healing + Dark Signet Lv3 | Increases duration by X% | Reduces duration by X% | Major | Short duration in most cases | |
| Doom | Dies when it runs out and not full HP | Heal to 100% HP | Reduces duration by X% | Increases duration by X% | Major | On Monsters: Increase HP/SP Gain vs afflicted targets | |
| ST - Black Hole Deals 110% MATK over a large area and pulls all enemies towards center. |
ST - Toxic Burst Spreads poison from main target to all enemies around while increasing its damage further. | ||||||
Ghost
Complex element with unique interactions, immune to neutral and resistant to others while strong against itself. Interacts with existence and rule-breaking.
| Icon | Status Name | Effect | How to Heal | Caster Efficiency Effect | Target Resistance Effect | Category | Details |
|---|---|---|---|---|---|---|---|
| Confusion | Flips screen upside down and mixes up damage values, may mix up some controls randomly | Healing + Ghost Signet Lv2 | Increases duration by X% | Reduces duration by X% | Minor | Against monsters slightly decreases their skill usage | |
| Curse | Massively reduces movement speed, SP gain and regen disabled | Healing + Ghost Signet Lv2 | Increases duration by X% | Reduces duration by X% | Minor | Ghost element skills deal doubled damage | |
| Reverse | Healing causes damage instead | - | Increases duration by X% | Reduces duration by X% | Major | Items can still be used to heal | |
| ST - Uncanny Mask Deals 150% MATK damage. Caster and Target become ghost element temporarily, and both deal increased damage against each other with all skills. Half duration for bosses. |
ST - Black Shroud Becomes invisible for a brief duration, damage dealt on next attack or skill is increased. | ||||||