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Skill-Trees and Summons




Skill-Trees and Summons


Community Intern

Final Fantasy Topsites

Updating the Element Descriptions

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Updating the Element Descriptions

Post by Alyth on Tue Aug 30, 2016 9:49 pm

Hello there. I would introduce myself, but most of you already know me. For those who don't, I go by a handful of names: Tyler, Takeshi, That guy who destroyed Disney Town, or even Alyth if you don't really want to call me by those two older names. But that's not important. What is important is that you take a look at the current descriptions for the elements. See how vague they are? That's bugged me, ever since I first helped create this site. I never said anything though because it never really felt like a problem. Well, now it somewhat is. I just recently looked through the element list again.

There was one that really stuck out to me. Illusion. Not because of its description..but rather its lack of one. Looking around, it was the only element that had just a one line throwaway. I get why these were vague, and its fine, no big deal. I just think that it'd benefit everyone if there was a bit more..substance to their descriptions. To that end, I've spent the past few days creating potential new descriptions for each element, which I've been bringing up for the past three days as those of you in the Skype chat know.

I..can't really explain this much better, so how about you just take a look? I'm very much wanting to hear feedback on this, and hey, maybe these could be the official descriptions even! I know it'd make it a lot easier for a lot of people if they had some level of description to work with. So, without further procrastination, here's what I've been working on the past few days!

Elements and Their Roles in Combat

Illusion: As an element, Illusion is perhaps one of the strangest ones in existence. Instead of manipulating the physical, its manipulation is on a mental level, focusing on deception and trickery, users of illusion have the unique advantage of being unable to be tricked by such means. This unique nature makes Illusion a very powerful element, capable of turning friends against each other, or convincing someone that an enemy is an ally. Because of this simple focus, Illusion is commonly associated with chaos, and rightfully so, as only fellow illusionists and users of the Moon element are protected from the puppeteering that comes from use of this element. Users of this element tend to be harder to trick, as deception is quite literally their bread and butter.

Moon: An extremely versatile element, Moon has no real focus. However, this lack of focus results in the moon element being extremely powerful, as it passively increases the strength of all magic aligned to darkness, light, and water. Alongside this passive buff, users of the moon element are passively aware of illusions. However, this does not negate the illusion or reduce its effects. Moon is also capable of manipulating various aspects of an individual, from their blood to their age to even their physical appearance. Moon is also noted as the element of emotion, allowing users to generally cause fluctuations in the emotions of others at a weak degree, but their own emotions can be manipulated to almost terrifying degrees. These are just a few of the things that moon is capable of, as it also can generate most known status effects. However, the most notable thing about the moon element is that it does not have a resistance to itself, unlike other Advanced Elements.

Space: A powerful element even among the advanced elements, Space is an element that focuses on manipulating the physical world itself, rather than just a single element of it. Users of this magic are capable of seemingly impossible feats, ranging from true teleportation to bending an area to a new shape at their own will. This immense power is made even stronger by also allowing its users to generate areas of increased or decreased gravity, along with granting them the benefit of control over most aspects of physics. As a whole, Space is an extremely powerful element, and one should be wary when approaching a user of this magic. In keeping with the nature of the advanced elements, space also grants a passive boon to its users, as they can tap into their magic passively to “blink” from one area to the next, with some even able to use this ability to travel between worlds.

Time: As elements go, Time is widely considered to be the strongest element, as it controls an unavoidable aspect of the world-something which is reflected in the unavoidable nature of its spells, as they automatically hit the opponent. While many scholars of magic agree upon this, it can also be said that Time is the most draining of magics, working on the principle of high costs and high cooldown times. Yet, this seemingly natural system of checks and balances works in the favor of those who manipulate this abstract element, as it can be used in many ways other than just speeding things up or slowing them down. For example, one can outright prevent an enemy from moving, along with many more terrifying implications. To this end, users of time magic seem to age more slowly than others, remaining at their prime for many years more than most other beings. It should also be noted that users of time magic are seemingly unaffected by the very element they wield.


Blizzard: A smothering element, Blizzard magic is born from the fusion of the wind and ice elements and is used to create massive patches of ice. However, it is also capable of creating snow under the correct conditions, and can manipulate snow that is already present, making it a rather versatile take on the Ice element, as it also includes the magic’s manipulation of the cold, though on a more widespread scale.

Glass: A very beautiful element, Glass magic is derived from a more refined fusion of the fire and earth elements, and is used to create glass in all of its forms. This element can range in its durability, from excessively fragile to impressively strong. While this magic is most effective in creating barriers or tricking enemies when used alongside either light magic or illusion magic, Glass can be used in nearly any scenario, making it a very flexible magic to use.

Magma: A brutal, destructive element, Magma magic is derived from the most rough, unrefined fusion of the fire and earth elements. Burning nearly anything in its path, Magma is one of the most slow moving elements, but also is capable of affecting some of the widest areas, making it a very desirable choice for those that need to level entire areas, or simply wish to raze things without discrimination. Those in possession of this element can control the magma within the earth as well, adding to their already impressive capability to destroy.

Magnet: A very strange element, the Magnet element is derived from a fusion of the metal and electric elements, the interplay of which allows the user to control magnetic forces, making them quite a difficult opponent to face by traditional means, as they are capable of simply pulling most weapons out of the user’s hands! This capability would seem to make it solely a supportive type of magic, but this is wholly inaccurate, as with enough skill and finesse, the Magnet element is capable of being a very good all range offensive element.

Rust: Perhaps one of the most dangerous elements that any being could hope to control, Rust is an element specifically designed to degrade metallic substances. Being made of both Water and Metal, users of the rust element are capable of spontaneously accelerating the speed at which metal rusts, or even cause it themselves. This marks the Rust element as unique, even among combination elements, in that it is almost exclusively a supportive magic, designed to strip an enemy of both their arms and armor.

Smoke: Another of the combination elements borne of destruction, the smoke element is a natural byproduct of the fusion of the fire and plant elements, allowing the user to generate and control smoke itself in every aspect. This element is definitely a strange one, as it is most notable for turning basic senses into hindrances, or entirely removing them from the equation. To this end, it is most effective against Somebodies, as their need to breathe makes them uniquely vulnerable to the choking nature of smoke itself.

Steam: A very unique element, Steam seems to exist as a natural counter to users of the smoke element, being born from the natural fusion of both fire and water magic. As a whole, users of the steam element describe the abilities it gives them as primarily supportive, meant to remove negative effects such as poisonous gases or the presence of smoke. However, Steam is also exceedingly dangerous, something that it retains from its fiery parent. Steam users can control the temperature of the steam they generate, allowing it to be just minorly warm, or hot enough to strip flesh from bone. Those who use this element tend to be very careful and calculating, so as to not harm when not intended.

Storm: One of only two “wild” elements, Storm magic is created by mixing thunder and wind magic. Users of the storm element are capable of generating storms of varying size and intensity, making them very effective at dealing both splash damage and area damage. However, the Storm element can easily backfire on its user, dealing out damage to any who enter its range without discrimination, it is an element used by those who are just as wild and uncontrollable as the storms at their command.

Wildfire: The second “wild” element, Wildfire is deceptively simple, being born of wind and fire. Unlike other combination elements however, this does very little to change the element’s function. Instead, it works to make itself more deadly, capable of spreading in almost any situation, wildfire is by and far one of the hardest elements to control. In spite of this, Wildfire is a very useful element, capable of much more damage for a much lesser cost than normal fire, while its spread speed makes it an excellent dealer of splash and area damage.

Darkness: Darkness. The only element to be truly considered the weapon of evil. It is what the heartless are made of, and it is a very powerful offensive element, with its focus being in strengthening other elements through corrupting them with darkness. However, this is not its only use. Darkness on its own has many different “feelings” to it. However, the most common trait that darkness has amongst all of its users is that it feels very thick and viscous, almost to the point of being like liquid lead. Darkness is known as a corrupting element due to the nature of its power. There are many things that Darkness is capable of, from creating simple constructs to allowing users of it to command heartless, provided they are strong enough. Not much is widely known about the darkness, which is what makes what hides within all the more terrifying.

Light: Light. The shield of heroes. Acting as the most common element of Heart, Light is the antithesis of Darkness, being a powerful defensive element where Darkness is a powerful offensive element. The most powerful aspect of this element is also the aspect that is unique to Light as a whole: Reflection. As a regular barrier, light can be very strong. However, it is also capable of outright rejecting all physical or magical attacks that come in contact with it, reflecting it into a different direction, and sometimes right back at the offending caster. There are offensive qualities that this element can use. But, as a whole, it is widely considered to be the most protective element of all.

Nothingness: Nothing. What is it? The better question would be could we ever truly know? What is known however is that Nothingness is an element that is exclusively aligned to those that are outcast by both light and darkness: The Nobodies. Ironically, this element is one of the handful of things they use to prove that they do in fact, exist. However, as Nothingness exists outside of the interplay of Light and Darkness, it is not considered to be better at either offensive or defensive uses, being equally potent in both aspects. Yet, there is still one unique aspect to this element. The power to negate. Nothingness is an element that can outright negate magic aligned to other elements. However, should the magic be too powerful to outright cancel, Nothingness is capable of weakening the magic to the point of uselessness. The process that allows this to happen is unknown, but it is known that magic is not the only thing that the nothing can swallow up. Should the user wish it, they have the power to censor specific parts of the memories of others, prompting them to fill in the new blank space with something that makes sense. However, users of the moon element are curiously immune to this effect of Nothingness.

Earth: Earth. This one term covers a wide blanket of things. Users of earth magic can rightly explain that this is a very misnamed element, as it not only affects dirt in all of its forms, it also allows the user to manipulate things like stone and minerals. Due to this, Earth is widely considered to be a very potent defensive element, second in power only to light. Yet, it is not solely a defensive element, as manipulating the very ground beneath one’s feet can prove to be a powerful weapon. To this end, the Earth element excels in delivering splash damage to groups of enemies, making it the choice of many a warrior due to how well it works in conjunction with one’s physical prowess.

However, as a primal element, Earth is most effective against only specific elements. It stands firm against fire, the element only serving to harden its defensive capability, while being unable to stand against its resolute charge as a weapon. Wind finds itself useless against Earth’s strong stance, battering it endlessly with no use. Even Thunder bends its knee to earth, being dispersed harmlessly throughout it! However, there are also elements that Earth must bend its knee to. Water breaks down the strong bonds of the element, turning it into slurry or simply carving through it with enough force. And finally, Plant finds itself having a perfect catalyst, quickly overtaking Earth and using it as fuel.

Fire: When the subject of magic is spoken of, almost invariably one’s first thought is of someone in control of fire, bending the flames to their will to burn and destroy whatever comes into its path. The reason for this is that as an element, Fire is one of the easiest to understand, but hardest to master. It is a very versatile offensive element, capable of dealing damage of all types, from single target to area of effect, there is no range at which fire cannot work. However, fire is nothing without heat. Alongside being capable of controlling fire and flame itself, users of this element are capable of controlling heat, making it an even more versatile element, and one that can be used both crudely and cleverly while retaining its effectiveness.

To this end, Ice is forced to bend its knee to fire, melting away more often than not. Plant finds itself almost entirely unable to stand against it, fueling its power and often creating thick, noxious clouds of smoke. Even metal, one of the hardest elements bends its knee, melting under flames of a high enough intensity, and scorching any who would dare touch metal that was encapsulated in it, but did not melt. However, as its natural enemy, fire will quickly be snuffed when going up against water. Against earth it only works to harden and stiffen the defenses. And against wind, it is quickly snuffed out.

Ice: On the complete opposite end of the spectrum stands the element of Ice. Often used to stop opponents in place, Ice also allows its users to control the cold, making it much more versatile, going from single target damage to crowd controlling splash damage in an instant. Just like its opposing force, Ice is effective at all ranges, and is a very effective debilitator. This element is considered a field control element, alongside fire and earth.

Just like every primal element, Ice has its strengths and weaknesses. Yet, Ice is strong against a very large number of the primal elements. Against the plant element, it will freeze and quickly kill off the very life brought by the element. Against thunder, it acts as a rather effective insulator, preventing the conduction of electricity. Against water, it quickly turns the liquid into so much more of itself, essentially stopping spells aligned to it in their tracks. Even metal finds itself ineffective against ice, becoming more brittle and breaking more easily. The only element that ice has a marked weakness to is its opposing force, melting quickly under the pressure of fire.

Metal: Unlike the other primal elements, Metal was not always an element that was knowingly capable of being controlled. However, when it was discovered, it was a very intriguing element, equally adept at both attacking and defending. The same is true for its magical equivalent. Giving its users control over one of the most commonly used materials in the worlds, Metal takes on the properties of what it controls, allowing for extreme amounts of defense when necessary-even rivaling earth in that regard-while also capable of turning on a dime and becoming whatever kind of weapon is needed.

And yet, there are very few elements that Metal has an advantage against. Against earth, metal passes through it with relatively little resistance, being much harder and capable of taking on more varied shapes. Against plant magic, it cleaves through it as if it was simply air. Yet, against a very basic element, Metal finds itself melting under the pressure, making it weak against fire. Against ice, it becomes brittle, and more prone to shattering. Against Thunder, it conducts the electricity, bringing more harm to the user than good. And against water, Metal quickly falls victim to rust, decaying into nothing with prolonged exposure.

Plant: Nature. An extremely varied, wonderful thing. This aspect of the world is the domain of plant magic, focusing specifically on cultivating plant life. To list the ways that plant magic could be used would result in endless possibility, as it is truly only limited by the cunning and intelligence of its user. A deft user of this element can turn the tides of a battle in the blink of an eye, or even completely change the field of battle with just a wave of their hand.

Against the element of earth, Plant magic is cultivated, using the material as a home and also fuel for its creation. And against water, it simply absorbs it, becoming stronger and more vibrant the more it drinks. However, plant is not an infallible magic. Against fire, it burns and feeds the element while also creating noxious smoke. Against ice, it quickly shrivels and dies, becoming useless. And against metal, it is easily snapped in twain by the sharpness of it, or broken by its density.

Thunder: Thunder, the second most common element thought of when magic is brought up. This is with good reason, as it is a very potent element, with nearly unrivaled splash damage and crowd control. Users of this element are capable of not only generating lightning, but manipulating existing electricity or even creating currents of it on their own. Thunder works at nearly every range, and can deal every type of damage, making its limitations the cleverness of the user.

Of course, Thunder has its own strengths and weaknesses as well: Against plant magic, Thunder will quickly cause it to spark and incinerate. Against water it becomes much more potent, spreading out and arcing into whatever comes into contact with the liquid. Metal has a similar effect, conducting it quite effortlessly. However, should it come into contact with earth, it will end up harmlessly dispersing, making the effort spent on it useless more often than not.

Water: Known to all as a life giver, Water is very well known as a field control element, changing desert to ocean with the wave of a hand, or forest to swampland at a whim. This element is very potent, having the power to completely alter landscapes, or remove them entirely. This element allows its users to control both salt and freshwater and works at all ranges. While it is possible to perform a single target attack with this element, it is much easier for it to deal splash damage or area of effect damage.

Water is particularly strong against fire, snuffing it out quickly. Against earth, it is relentless, carving through it with its constant movement. And against metal, it is particularly devastating, as enough exposure to this element will create rust, turning metal into nothing rather quickly.

Wind: The secondary giver of life, Wind magic focuses on field control, much like its fellow life giver. However, where water makes it harder to traverse the field it affects, wind can make it all but impossible. Its users can whip up razor gales, tornadoes, typhoons, and even can control air itself with enough skill. Of course, with that particular ability also comes the power of flight, which many users of this element enjoy the use of.

Just like every other Primal element, wind has its own notable strengths and weaknesses. Against fire, it also will very quickly snuff it out. Against ice, it becomes a much more deadly force, turning what is typically a simple tornado or powerful wind into a raging blizzard or a deeply chilling breeze And against earth, it has both a strength and a weakness, either being potent enough to rip through its firm stance, or too weak and batters itself against it.

A lot of this information has its roots in the current descriptions of the elements, so I can't take credit for a lot of the information found in here. That credit mostly belongs to the Game Master and the various ex-staff members who gathered the list of elements when this site was first being created!

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STR Tier 2 | END Tier 1| MAG Tier 3 | SYN Tier 2 | SPE Tier 2 | AGI Tier 3


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