Elemental Damage Resistance Up
See: Damage Resistance
Elemental Damage Resistance Up reduces damage from a specific element by a certain percentage.
- When this is stacked to 100% or higher, the adventurer still takes a minimum of 1 damage.
Contents
- 1 Inducers
- 2 Resists
- 3 Punishers
- 3.1 Skills with Additional Effects against Elemental Damage Resistance Up-Afflicted Foes
- 3.2 Abilities with Additional Effects against Elemental Damage Resistance Up-Afflicted Foes
- 3.3 Co-Abilities with Additional Effects against Elemental Damage Resistance Up-Afflicted Foes
- 3.4 Chain Co-Abilities with Additional Effects against Elemental Damage Resistance Up-Afflicted Foes
- 4 Chain Effects
- 4.1 Skills with Effects that activate upon Receiving Elemental Damage Resistance Up
- 4.2 Abilities with Effects that activate upon Receiving Elemental Damage Resistance Up
- 4.3 Co-Abilities with Effects that activate upon Receiving Elemental Damage Resistance Up
- 4.4 Chain Co-Abilities with Effects that activate upon Receiving Elemental Damage Resistance Up
Inducers
Skills that induce Elemental Damage Resistance Up
Name | Adventurers with Skill | Weapons with Skill | Dragons with Skill |
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![]() One: For 20 seconds, gradually recovers HP with 3% Recovery Potency every 2.9 seconds, and reduces water damage taken by 3%. Two: For 30 seconds, gradually recovers HP with 15% Recovery Potency every 2.9 seconds, and reduces water damage taken by 5%. Three: For 60 seconds, gradually recovers HP with 21% Recovery Potency every 2.9 seconds, and reduces water damage taken by 15%. This skill can only be used when the user has at least one Mochi Master stack, and using it will consume all Mochi Master stacks. New Year's Mochi will not stack. [6878 SP] Lv. 2: Grants wind-attuned adventurers in the team the "New Year's Mochi" effect. New Year's Mochi's effects are based on the number of Mochi Master stacks consumed. One: For 20 seconds, gradually recovers HP with 3% Recovery Potency every 2.9 seconds, and reduces water damage taken by 3%. Two: For 30 seconds, gradually recovers HP with 15% Recovery Potency every 2.9 seconds, and reduces water damage taken by 5%. Three: For 60 seconds, gradually recovers HP with 21% Recovery Potency every 2.9 seconds, and reduces water damage taken by 15%. This skill can only be used when the user has at least one Mochi Master stack, and using it will consume all Mochi Master stacks. New Year's Mochi will not stack. [4958 SP] |
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![]() The skill gauge for this skill can be filled by attacking enemies, but it will also gradually fill automatically during Divine Revelation. Abilities that increase skill gauge fill rate will not affect this automatic increase. When the user is not under the effects of Divine Revelation, attacking enemies will still fill the gauge, but it will decrease automatically by 1596 SP every second unless the gauge is already completely filled. [38400 SP] Lv. 2: Deals 3 hits of 1343.1% water damage to enemies directly ahead, increases the user's energy level by three stages, increases the entire team's flame resistance by 25% for 30 seconds, and grants all teammates a one-use shield that nullifies damage less than 20% of the user's maximum HP. Neither this shield nor the increase in flame resistance stacks. The skill gauge for this skill can be filled by attacking enemies, but it will also gradually fill automatically during Divine Revelation. Abilities that increase skill gauge fill rate will not affect this automatic increase. When the user is not under the effects of Divine Revelation, attacking enemies will still fill the gauge, but it will decrease automatically by 1596 SP every second unless the gauge is already completely filled. [38400 SP] |
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![]() Lightstream increases the entire team's strength by 15% for 30 seconds. In addition, Lightstream adds 30% to the user and nearby teammates' shadow resistance for 15 seconds, and inspires the entire team. This shadow resistance increase will not stack. [4500 SP] Lv. 2: Partially fills the user's charge gauge by 20 CP, as well as 10 CP for every nearby teammate, and adds 20% to the user and nearby teammates' shadow resistance for 10 seconds. This shadow resistance increase will not stack. If this skill is used after the user's charge gauge has filled, a variant called Lightstream will be used instead. Lightstream increases the entire team's strength by 20% for 30 seconds. In addition, Lightstream adds 40% to the user and nearby teammates' shadow resistance for 15 seconds, and inspires the entire team. This shadow resistance increase will not stack. [4500 SP] |
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![]() Lv. 1 (0 taps): For 15 seconds, increases strength by 15%. Lv. 2 (1 tap): For 30 seconds, increases strength by 25%. Lv. 3 (2 taps): For 60 seconds, increases strength by 40%, and reduces wind damage taken by 15%. If New Year's Prayer is granted while already active, it will be raised one level. Conversely, it will be lowered one level when the effect's remaining time is depleted. If the effect is at level one when this time is depleted, it will instead be removed entirely. [13874 SP] Lv. 2: Grants flame-attuned adventurers in the team the "New Year's Prayer" effect. Continually tapping the screen while charging this skill will grant New Year's Prayer up to an additional two times to each adventurer. New Year's Prayer has three progressively more powerful levels. Lv. 1 (0 taps): For 15 seconds, increases strength by 15%. Lv. 2 (1 tap): For 30 seconds, increases strength by 25%. Lv. 3 (2 taps): For 60 seconds, increases strength by 40%, and reduces wind damage taken by 15%. If New Year's Prayer is granted while already active, it will be raised one level. Conversely, it will be lowered one level when the effect's remaining time is depleted. If the effect is at level one when this time is depleted, it will instead be removed entirely. [10874 SP] Lv. 3: Grants flame-attuned adventurers in the team the "New Year's Prayer" effect. Continually tapping the screen while charging this skill will grant New Year's Prayer up to an additional two times to each adventurer. New Year's Prayer has three progressively more powerful levels. Lv. 1 (0 taps): For 15 seconds, increases strength by 15%. Lv. 2 (1 tap): For 30 seconds, increases strength by 25%. Lv. 3 (2 taps): For 60 seconds, increases strength by 40%, and reduces wind damage taken by 15%. If New Year's Prayer is granted while already active, it will be raised one level. Conversely, it will be lowered one level when the effect's remaining time is depleted. If the effect is at level one when this time is depleted, it will instead be removed entirely. [8714 SP] |
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![]() Princess Valiance deals 1 hit of 2160%, 2 hits of 135% and 1 hit of 270% light damage to enemies directly ahead, and increases the user's strength by 30% for five seconds. Once the gourmand gauge is depleted, this skill will revert to its initial effect. [2800 SP] Lv. 2: Deals 3 hits of 533% light damage to enemies directly ahead, and reduces shadow damage taken by the user by 8% for 10 seconds. This damage reduction effect will not stack. If this skill is used after the user's gourmand gauge has filled, a variant called Princess Valiance will be used instead. Princess Valiance deals 1 hit of 2726%, 2 hits of 170.5% and 1 hit of 341% light damage to enemies directly ahead, and increases the user's strength by 35% for five seconds. Once the gourmand gauge is depleted, this skill will revert to its initial effect. [2800 SP] Lv. 3: Deals 3 hits of 595% light damage to enemies directly ahead, and reduces shadow damage taken by the user by 10% for 10 seconds. This damage reduction effect will not stack. If this skill is used after the user's gourmand gauge has filled, a variant called Princess Valiance will be used instead. Princess Valiance deals 1 hit of 3034%, 2 hits of 189.5% and 1 hit of 379% light damage to enemies directly ahead, and increases the user's strength by 40% for five seconds. Once the gourmand gauge is depleted, this skill will revert to its initial effect. [2800 SP] |
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![]() Phase II adds an additional 3% increase to the entire team's flame resistance for 10 seconds, while Phase III also increases the entire team's energy levels by one stage. [4800 SP] Lv. 2: Increases the entire team's defense by 20% for 15 seconds, and activates "Skill Shift." Phase II adds an additional 3% increase to the entire team's flame resistance for 10 seconds, while Phase III also increases the entire team's energy levels by one stage. [4800 SP] Lv. 3: Increases the entire team's defense by 25% for 15 seconds, and activates "Skill Shift." Phase II adds an additional 3% increase to the entire team's flame resistance for 10 seconds, while Phase III also increases the entire team's energy levels by one stage. [4800 SP] |
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![]() Phase I (Grassland Warrior's Advance): increases the strength of adventurers inside the buff zone by 15%. Phase II (Sellsword's Assault): increases the strength of adventurers inside the buff zone by 15%, and increases their flame resistance by 2%. Phase III (Sacred Dragonlord's Encouragement): increases the strength of adventurers inside the buff zone by 15%, increases their flame resistance by 2%, adds 10% to the modifier applied to their critical damage, grants the user the "Check" effect, and immediately readies the Checkmate skill for use. The "Check" effect can be stored up to a maximum of two times. [3456 SP] Lv. 2: Creates a buff zone that lasts for 10 seconds, and activates "Skill Shift." Phase I (Grassland Warrior's Advance): increases the strength of adventurers inside the buff zone by 20%. Phase II (Sellsword's Assault): increases the strength of adventurers inside the buff zone by 20%, and increases their flame resistance by 5%. Phase III (Sacred Dragonlord's Encouragement): increases the strength of adventurers inside the buff zone by 20%, increases their flame resistance by 5%, adds 15% to the modifier applied to their critical damage, grants the user the "Check" effect, and immediately readies the Checkmate skill for use. The "Check" effect can be stored up to a maximum of two times. [3456 SP] Lv. 3: Creates a buff zone that lasts for 10 seconds, and activates "Skill Shift." Phase I (Grassland Warrior's Advance): increases the strength of adventurers inside the buff zone by 25%. Phase II (Sellsword's Assault): increases the strength of adventurers inside the buff zone by 25%, and increases their flame resistance by 8%. Phase III (Sacred Dragonlord's Encouragement): increases the strength of adventurers inside the buff zone by 25%, increases their flame resistance by 8%, adds 20% to the modifier applied to their critical damage, grants the user the "Check" effect, and immediately readies the Checkmate skill for use. The "Check" effect can be stored up to a maximum of two times. [3456 SP] |
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![]() Phase II adds a 3% increase to the entire team's water resistance for 20 seconds, while Phase III also grants all teammates a one-use shield that nullifies damage less than 20% of the user's maximum HP. This does not stack with any other shields. [2838 SP] Lv. 2: Deals 5 hits of 308% wind damage to the target and nearby enemies, inflicts bleeding for 30 seconds - dealing 110% damage every 4.9 seconds - with 80% base chance, and activates "Skill Shift" if the attack connects. Phase II adds a 3% increase to the entire team's water resistance for 20 seconds, while Phase III also grants all teammates a one-use shield that nullifies damage less than 20% of the user's maximum HP. This does not stack with any other shields. [2838 SP] Lv. 3: Deals 5 hits of 342% wind damage to the target and nearby enemies, inflicts bleeding for 30 seconds - dealing 146% damage every 4.9 seconds - with 80% base chance, and activates "Skill Shift" if the attack connects. Phase II adds a 3% increase to the entire team's water resistance for 20 seconds, while Phase III also grants all teammates a one-use shield that nullifies damage less than 20% of the user's maximum HP. This does not stack with any other shields. [2838 SP] |
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![]() Lv. 2: Creates a buff zone that lasts for 10 seconds and increases the strength of shadow-attuned adventurers inside it by 20%. During Sigil Released, this skill also reduces light damage taken by the entire team by 15% for 10 seconds. This damage reduction effect will not stack. [3000 SP] Lv. 3: Creates a buff zone that lasts for 10 seconds and increases the strength of shadow-attuned adventurers inside it by 25%. During Sigil Released, this skill also reduces light damage taken by the entire team by 20% for 10 seconds. This damage reduction effect will not stack. [3000 SP] |
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Abilities that induce Elemental Damage Resistance Up
- Some of the following abilities have the condition effect but do not actively apply the buff/debuff icon.
Co-Abilities that induce Elemental Damage Resistance Up
- Some of the following co-abilities have the condition effect but do not actively apply the buff/debuff icon.
Name | Might | Adventurers with Co-Ability |
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Chain Co-Abilities that induce Elemental Damage Resistance Up
- Some of the following chain co-abilities have the condition effect but do not actively apply the buff/debuff icon.
Resists
Abilities that resist Elemental Damage Resistance Up
Name | Might Value | Adventurers with Ability | Wyrmprints with Ability | Dragons with Ability | Weapons with Ability |
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Punishers
Skills with Additional Effects against Elemental Damage Resistance Up-Afflicted Foes
Name | Adventurers with Skill | Weapons with Skill | Dragons with Skill |
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Abilities with Additional Effects against Elemental Damage Resistance Up-Afflicted Foes
Name | Might Value | Adventurers with Ability | Wyrmprints with Ability | Dragons with Ability | Weapons with Ability |
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Co-Abilities with Additional Effects against Elemental Damage Resistance Up-Afflicted Foes
Name | Might | Adventurers with Co-Ability |
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Chain Co-Abilities with Additional Effects against Elemental Damage Resistance Up-Afflicted Foes
Name | Adventurers with Chain Co-Ability |
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Chain Effects
Skills with Effects that activate upon Receiving Elemental Damage Resistance Up
Name | Adventurers with Skill | Weapons with Skill | Dragons with Skill |
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Abilities with Effects that activate upon Receiving Elemental Damage Resistance Up
Name | Might Value | Adventurers with Ability | Wyrmprints with Ability | Dragons with Ability | Weapons with Ability |
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Co-Abilities with Effects that activate upon Receiving Elemental Damage Resistance Up
Name | Might | Adventurers with Co-Ability |
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Chain Co-Abilities with Effects that activate upon Receiving Elemental Damage Resistance Up
Name | Adventurers with Chain Co-Ability |
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