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<templatestyles src="Template:QuickSummary/styles.css" />
== <span class="luna-heading gold">Quick Guide</span> ==
<div class="luna-section gold">
 
<div style="background:#222; padding:12px; border:1px solid #555; color:#ddd; font-size:1em; line-height:1.5em;">
Every non-neutral element deals <b>105%</b> total damage vs other elements. This is further amplified by <b>masteries</b>, <b>signets</b>, and <b>equipment bonuses</b>.
 
The only exception is when using the <b>same element</b> as the target: damage is reduced to <b>95%</b> (e.g., <span style="color:#ff6666;">Fire</span> magic vs <span style="color:#ff6666;">Fire</span> enemy).
 
This ensures elements are always viable and reward builds that stack improvements.
 
<b>Key Interactions</b> of elements come from:
<ul>
<li><b>Debuffs</b> — negative status effects</li>
<li><b>Special Triggers (ST)</b> — conditional effects granted by items or skills</li>
</ul>
 
<b>Major Crowd Control</b> 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.
 
<span style="color:#bbbbff;">Ghost</span> is unique:
<ul>
<li><b>Immune</b> to Neutral</li>
<li><b>Receives 50%</b> from all other elements</li>
<li><b>Receives 100%</b> from Ghost itself</li>
<li><b>Using healing skills against ghost makes them vulnerable (most times).</li>
</ul>
</div>
</div>
 
 
== <span class="luna-heading green">Basics of the Elements</span> ==
<div class="luna-section green">
 
There are <b>4 Natural Elements</b>:
<span style="color:#ff4444;">Fire</span>,
<span style="color:#3399ff;">Water</span>,
<span style="color:#33cc33;">Wind</span>,
<span style="color:#cc6600;">Earth</span><br>
 
And <b>3 Material Elements</b>:
<span style="color:#003355;">Ghost</span>,
<span style="color:#ffff66;">Holy</span>,
<span style="color:#cc00cc;">Dark</span><br>
 
<b>Neutral</b> 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 [[Classes | Job Classes]] Page.
 
== '''Debuff Effects''' ==
<hr style="border:1px solid #444; margin:20px 0;">
 
Every element has associated <span style="color:#ff6666;"><b>Debuffs</b></span> (negative effects applied to enemies or players).
 
Certain [[Status_Points|status]] interact with debuffs:
 
<ul>
<li><span style="color:#44ff44;">Target's <b>Restoration (RST)</b>:</span> Reduces debuff <i>duration</i> or <i>strength</i> when received</li>
<li><span style="color:#ff4444;">Caster's <b>Grit (GRI)</b>:</span> Increases debuff <i>duration</i> or <i>strength</i> when applied</li>
</ul>
 
Players can be <b>immune</b> to certain debuffs or <b>resist</b> them with proper builds. <b>Signets</b> can improve, spread, or weaponize debuffs against enemies.
 
There are also <i>non-elemental debuffs</i> that apply regardless of element. And yes — you can apply <span style="color:#ff4444;">Burn</span> on <span style="color:#ff4444;">Fire</span> enemies.
 
== '''Special Triggers (ST)''' ==
<hr style="border:1px solid #444; margin:20px 0;">
 
Every element has a unique <span style="color:#ff5555;"><b>Special Trigger</b></span> — a conditional effect activated through abilities, gear, or interactions.
 
<b>Examples:</b>
<ul>
<li><span style="color:#8888ff;">Spectre</span> activating <b>Overslash</b> via their finisher</li>
<li><span style="color:#ff6666;">Spellcaster</span> triggering <b>Conflagration</b> with Flame Eruption</li>
</ul>
 
<b>Item example:</b> <i>Equipping Holy Wars</i> + <i>Holy Signets</i> enables <b>Divine Judgment</b> procs on auto-attacks, scaling with Signet Level.
 
These cannot be used directly and have trigger conditions and can be upgraded via:
<ul>
<li>Elemental Signets</li>
<li>Unique Signets for each ST</li>
</ul>
</div>
== <span class="luna-heading purple">Element Details</span> ==
<div class="luna-section purple">
 
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).
 
<hr style="border:1px solid #444; margin:20px 0;">
 
=== 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.
 
{| class="wikitable" style="width:100%; text-align:left; background:#1a1a1a; color:#f2f2f2;"
|+ style="font-size:1.5em; background:#777777; color:white; padding:10px; text-align:center;" | '''Neutral Element'''
! style="width:5%;color:white;" | Icon
! style="width:5%;color:white;" | Status Name
! style="width:30%;color:white;" | Effect
! style="width:10%;color:white;" | How to Heal
! style="width:10%;color:white;" | Caster Efficiency Effect
! style="width:10%;color:white;" | Target Resistance Effect
! style="width:10%;color:white;" | Category
! style="width:20%;color:white;" | Details
|-
| [[File:bleed.jpg|32px|link=]]
| 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
|-
| [[File:wound.jpg|32px|link=]]
| 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
|-
| [[File:Stun.jpg|32px|link=]]
| Stun
| Blocks every action
| Wait it out
| -
| Reduces duration by X%
| Major
| Cannot be removed
|-
| colspan="4" style="background:#333333; color:#cccccc; padding:8px; text-align:center;" | <span style="color:#ff5555;">ST - Overslash</span><br> Deals 50% ATK+2%/BRV as neutral damage.
| colspan="4" style="background:#333333; color:#cccccc; padding:8px; text-align:center;" | <span style="color:#ff5555;">ST - Exsanguinate</span><br> 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.
{| class="wikitable" style="width:100%; text-align:left; background:#1a1a1a; color:#f2f2f2;"
|+ style="font-size:1.5em; background:#770000; color:white; padding:10px; text-align:center;" | '''Fire Element'''
! style="width:3%;color:white;" | Icon
! style="width:3%;color:white;" | Status Name
! style="width:20%;color:white;" | Effect
! style="width:14%;color:white;" | How to Heal
! style="width:10%;color:white;" | Caster Efficiency Effect
! style="width:10%;color:white;" | Target Resistance Effect
! style="width:10%;color:white;" | Category
! style="width:20%;color:white;" | Details
|-
| [[File:Burn.jpg|32px|link=]]
| 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
|-
| colspan="4" style="background:#333333; color:#cccccc; padding:8px; text-align:center;" | <span style="color:#ff5555;">ST - Conflagration</span><br> 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.
| colspan="4" style="background:#333333; color:#cccccc; padding:8px; text-align:center;" | <span style="color:#ff5555;">ST - Flashfire</span><br> 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.
{| class="wikitable" style="width:100%; text-align:left; background:#1a1a1a; color:#f2f2f2;"
|+ style="font-size:1.5em; background:#000077; color:white; padding:10px; text-align:center;" | '''Water Element'''
! style="width:3%;color:white;" | Icon
! style="width:3%;color:white;" | Status Name
! style="width:20%;color:white;" | Effect
! style="width:14%;color:white;" | How to Heal
! style="width:10%;color:white;" | Caster Efficiency Effect
! style="width:10%;color:white;" | Target Resistance Effect
! style="width:10%;color:white;" | Category
! style="width:20%;color:white;" | Details
|-
| [[File:Cold.jpg|32px|link=]]
| 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
|-
| [[File:Freeze.jpg|32px|link=]]
| 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
|-
| colspan="8" style="background:#333333; color:#cccccc; padding:8px; text-align:center;" | <span style="color:#ff5555;">ST - Blizzard</span><br> 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 [[Watcher|Gauss-Rifle]] skills for example.
{| class="wikitable" style="width:100%; text-align:left; background:#1a1a1a; color:#f2f2f2;"
|+ style="font-size:1.5em; background:#007700; color:white; padding:10px; text-align:center;" | '''Wind Element'''
! style="width:3%;color:white;" | Icon
! style="width:3%;color:white;" | Status Name
! style="width:20%;color:white;" | Effect
! style="width:14%;color:white;" | How to Heal
! style="width:10%;color:white;" | Caster Efficiency Effect
! style="width:10%;color:white;" | Target Resistance Effect
! style="width:10%;color:white;" | Category
! style="width:20%;color:white;" | Details
|-
| -
| Knockback
| Target is pushed back X cells
| -
| -
| -
| Minor
| Unique effect of wind element and major hits.
|-
| [[File:hyperconductive.jpg|32px|link=]]
| 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.
|-
| [[File:Break.jpg|32px|link=]]
| Break
| Reduce all stats by 50%
| -
| Increase duration by X%
| Reduces duration by X%
| Major
| Does not prevent actions but greatly weakens target
|-
| colspan="8" style="background:#333333; color:#cccccc; padding:8px; text-align:center;" | <span style="color:#ff5555;">ST - Whirlwind</span><br> 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.
{| class="wikitable" style="width:100%; text-align:left; background:#1a1a1a; color:#f2f2f2;"
|+ style="font-size:1.5em; background:#773300; color:white; padding:10px; text-align:center;" | '''Earth Element'''
! style="width:3%;color:white;" | Icon
! style="width:3%;color:white;" | Status Name
! style="width:20%;color:white;" | Effect
! style="width:14%;color:white;" | How to Heal
! style="width:10%;color:white;" | Caster Efficiency Effect
! style="width:10%;color:white;" | Target Resistance Effect
! style="width:10%;color:white;" | Category
! style="width:20%;color:white;" | Details
|-
| [[File:Snare.jpg|32px|link=]]
| Snare
| Blocks all movement
| Dash
| Increases duration by X%
| Reduces duration by X%
| Minor
| Some traps can also apply snare.
|-
| [[File:Quagmire.jpg|32px|link=]]
| 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.
|-
| [[File:Petrify.jpg|32px|link=]]
| 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
|-
| colspan="8" style="background:#333333; color:#cccccc; padding:8px; text-align:center;" | <span style="color:#ff5555;">ST - Earthquake</span><br> Deals 140% ATK as damage around self.
|}
 
=== Holy ===
 
Associated with purity and improvement, has stat modifier effects associated with gaining advantages.
{| class="wikitable" style="width:100%; text-align:left; background:#1a1a1a; color:#f2f2f2;"
|+ style="font-size:1.5em; background:#DDBB00; color:white; padding:10px; text-align:center;" | '''Holy Element'''
! style="width:3%;color:white;" | Icon
! style="width:3%;color:white;" | Status Name
! style="width:20%;color:white;" | Effect
! style="width:14%;color:white;" | How to Heal
! style="width:10%;color:white;" | Caster Efficiency Effect
! style="width:10%;color:white;" | Target Resistance Effect
! style="width:10%;color:white;" | Category
! style="width:20%;color:white;" | Details
|-
| [[File:Sunder.jpg|32px|link=]]
| Sunder
| Increases damage received by 10%
| -
| Increases duration by X%
| Reduces duration by X%
| Minor
| Does not affect special and true damage.
|-
| [[File:Smite.jpg|32px|link=]]
| Smite
| Reduces damage dealt by 10%
| -
| Increases duration by X%
| Reduces duration by X%
| Minor
| Does not affect special and true damage.
|-
| [[File:Scourge.jpg|32px|link=]]
| 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
|-
| colspan="8" style="background:#333333; color:#cccccc; padding:8px; text-align:center;" | <span style="color:#ff5555;">ST - Divine Judgment</span><br> 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
{| class="wikitable" style="width:100%; text-align:left; background:#1a1a1a; color:#f2f2f2;"
|+ style="font-size:1.5em; background:#770077; color:white; padding:10px; text-align:center;" | '''Dark Element'''
! style="width:3%;color:white;" | Icon
! style="width:3%;color:white;" | Status Name
! style="width:20%;color:white;" | Effect
! style="width:14%;color:white;" | How to Heal
! style="width:10%;color:white;" | Caster Efficiency Effect
! style="width:10%;color:white;" | Target Resistance Effect
! style="width:10%;color:white;" | Category
! style="width:20%;color:white;" | Details
|-
| [[File:Poison.jpg|32px|link=]]
| 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
|-
| [[File:Silence.jpg|32px|link=]]
| 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
|-
| [[File:Doom.jpg|32px|link=]]
| 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
|-
| colspan="4" style="background:#333333; color:#cccccc; padding:8px; text-align:center;" | <span style="color:#ff5555;">ST - Black Hole</span><br> Deals 110% MATK over a large area and pulls all enemies towards center.
| colspan="4" style="background:#333333; color:#cccccc; padding:8px; text-align:center;" | <span style="color:#ff5555;">ST - Toxic Burst</span><br> 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.
{| class="wikitable" style="width:100%; text-align:left; background:#1a1a1a; color:#f2f2f2;"
|+ style="font-size:1.5em; background:#003355; color:white; padding:10px; text-align:center;" | '''Ghost Element'''
! style="width:3%;color:white;" | Icon
! style="width:3%;color:white;" | Status Name
! style="width:20%;color:white;" | Effect
! style="width:14%;color:white;" | How to Heal
! style="width:10%;color:white;" | Caster Efficiency Effect
! style="width:10%;color:white;" | Target Resistance Effect
! style="width:10%;color:white;" | Category
! style="width:20%;color:white;" | Details
|-
| [[File:Confusion.jpg|32px|link=]]
| 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
|-
| [[File:Curse.jpg|32px|link=]]
| 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
|-
| [[File:Reverse.jpg|32px|link=]]
| Reverse
| Healing causes damage instead
| -
| Increases duration by X%
| Reduces duration by X%
| Major
| Items can still be used to heal
|-
| colspan="4" style="background:#333333; color:#cccccc; padding:8px; text-align:center;" | <span style="color:#ff5555;">ST - Uncanny Mask</span><br> 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.
| colspan="4" style="background:#333333; color:#cccccc; padding:8px; text-align:center;" | <span style="color:#ff5555;">ST - Black Shroud</span><br> Becomes invisible for a brief duration, damage dealt on next attack or skill is increased.
|}

Latest revision as of 01:21, 20 December 2025

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.

Neutral Element
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.

Fire Element
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.

Water Element
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.

Wind Element
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.

Earth Element
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.

Holy Element
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

Dark Element
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.

Ghost Element
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.