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Elemental Spirits 540114.png

Spirits Notes Content

TERREMOTUS
  • Surprise, surprise, the once neglected Earth element is now your primary element and it's about time for our stalwart Terremotus to get his fair share of the spotlight! With 540114.png Elemental Spirits now as your main weapon for endgame, most of your modifiers will be funneled towards Earth and Water elements. This is even further backed up when you pair 300594.png Ilse El Heine Card with 400724.png Yorscalp Crown of Judgment . This combo will give you 75% 5373.png Terra Drive and 5370.png Lightning Land modifiers when both your Yorscalp Crown and Elemental Spirits are refined to +15, and then on top of that you can capitalize on the 100% Earth/Water element magical property bonuses from 27362.png [MVP] Polluted Queen Spider Card (27362) .
  • Due to the insane amounts of skill modifiers that you will reap off of the Episode 21 card Ilse El Heine and Yorscalp Crown combo, this gives Terremotus a sharper edge than Diluvio even though both of them will benefit from other sources of damage modifiers.
  • In a party composition where you will benefit from all kinds of buffs, Earth proves to be the strongest element to choose from. The Arch Mage class will act as a dedicated debuffer via their skill Level 4 5232.png Climax + 5218.png Violent Quake (Climax Earth) to reduce the affected enemies' Earth resistance by 100%. Water element doesn't get such debuffs from the Arch Mage, but Fire will get some via Level 4 5232.png Climax + 5222.png All Bloom (Climax Bloom), which will reduce the opponents' Fire element resistance by 100%. Combine all these debuffs with your own elemental insignias and you will for sure shine the brightest among all the magical classes in your party.
  • Apart from increasing the base MAtk% of your Terra Drive skill, Terremotus will also grant you the ability to endow your 5380.png Elemental Buster to the Earth element. Both skills are burst type and their main purpose is to either delete monsters in a single cast or melt them fast enough to end the fight immediately. Elemental Spirits gives you the ability for both skills to coexist at the same time via autocasting, so I would advise you to utilize this advantage.
  • One of the best areas where Terremotus is ideally used is in the endgame dungeon Zero Cell Sector (Nox & Ark). Granted the monsters M.GN-6059, M.GN-0001 and their partner homunculus are Fire and Earth element and thus resists and are immune against Earth—respectively, Earth-endowed 5380.png Elemental Buster will hit all the mobs here. Nox Floor mobs are also generally less tanky than Ark Floor's and they will die instantly with your Double Busters when you're endgame geared.

DILUVIO
  • Diluvio also gets a glow up alongside Terremotus because she also benefits from 540114.png Elemental Spirits 's autocast shenanigan. Every time you cast 5369.png Diamond Storm, you will autocast 5380.png Elemental Buster, and when you use the card 27362.png [MVP] Polluted Queen Spider Card (27362) you will get 100% Earth/Water element magical property bonuses. As had been previously mentioned, the two primary reasons why Diluvio ranked 2nd and below Terremotus is because Diamond Storm won't get any skill modifiers from 300594.png Ilse El Heine Card + 400724.png Yorscalp Crown of Judgment , and Water won't get any less 100% resistance from Arch Mage's debuffs. However, Arch Mage can give you 30% Water property elemental modifier with their skill Level 1 5232.png Climax + 5225.png Crystal Impact, but with the enormous amount of elemental modifier you will have and due to the so-called diminishing returns, the added bonuses won't be as impactful as compared to when elemental resistance is reduced by 100%.
  • Water gets access to one of your elemental floor buffs via 286.png Deluge, and this skill boosts any Water property elemental attacks by 20% including your Diamond Storm and Water-endowed 5380.png Elemental Buster. The damage boost you get from Deluge will make it on par with Earth's Ilse El Heine and Yorscalp Crown combo. One of the key reasons why both Earth and Water builds are comparable to one another for solo-play, but differ greatly once placed in a party scenario.
  • Diluvio will retain all of its utility including endowing your armor to the Water property to give you 100% resistance against Water-based attacks via Level 2 2456.png Elemental Control (Defensive Mode). This will make you survive Encroached Tan's 2204.png Jack Frost and Ghost Ship Captain's 86.png Water Ball. Even with no access to 4128.png [MVP] Golden Thief Bug Card (4128) , you can easily cheese your way and make instance farming effortless.

SERPENS
  • Serpens for the most part is only really used for Varmundt's Biosphere Depth 2 and Forgotten Time. Nothing much has changed for Serpens with the addition of 540114.png Elemental Spirits . Despite losing some Poison property modifiers from Time Dimensions combo, that was compensated with the ability to double cast your 5380.png Elemental Buster without ever needing to switch books. It just made your farming speed faster for these two dungeons honestly. And if you worry too much about the loss of Poison property modifier, you can always find a good distribution of Poison magical enchants on your 540109.png Encroached Book [2] (540109) first before reforming it to Elemental Spirits.
  • In Depth 2 and Forgotten Time, all the mobs, with the exception of the Valkyrie and the Contaminated Spirits, are made up of Fire, Water, Wind, and Earth properties and if you still remember from the previous section we've talked about—Poison is strong against the four (4) basic elements. Levels 1 & 2 monsters of these elements take 150% damage against Poison while Levels 3 & 4 mobs receive 125% damage. Serpens is perfect for these two dungeons.
  • Serpens outside of Depth 2 and Forgotten Time is not technically bad; you may still use him but there are just better High Elementals for those areas. Poison element is also mostly for coverage where it's there to hit the mobs that the four (4) basic elements resist.
  • When using Serpens, avoid using Lvl. 2 2456.png Elemental Control (Defensive Mode). While Poison element is strong offensively against Fire, Water, Wind, and Earth, it is also weak against them defensively; if you endow your armor to Poison 1, you'll receive 150% damage. Better to just leave him in Passive Mode or Waiting Mode.

ARDOR
  • Ardor has still retained its strengths and utilities and don't ever think he is no longer a powerful spirit to use. I would say he just got outranked by both Terremotus and Diluvio due to the distribution of skill and elemental modifiers, but he did not necessarily lost his viability.
  • There will be places where Ardor is still the most preferred High Elemental to summon. Places like Varmundt's Biosphere (Grass, Death, & Venom) and Ruined Valkyrie Realm where Fire will hit the hardest or has far greater coverage, you will for sure need the assistance of our beloved Ardor.
  • Ardor's ability to endow your armor to the Fire element by activating Defensive Mode with the skill Level 2 2456.png Elemental Control makes him the best spirit to use for The Immortal and Recreated Dark Whisper instances. You will survive Lasgand and Immortal Monarch's 83.png Meteor Storms and resist their 91.png Heaven's Drive skill; likewise, if you use Ardor for Mjolnir Underground Cave, you will survive the Aferdes that cast hard hitting Fire magical spells and some random 2006.png Ignition Break here and there.

PROCELLA
  • The elegant Procella has finally found her sunny day and gets her well-deserved flowers because with the Chapter 1 patch that introduced the 400982.png Frontier Rune Crown (Elemental Master) [1] (400982) + 540110.png Frontier Elemental Book [2] (540110) combo as part of the Frontier Rune Crown and Weapon series, she is hands down the best spirit to use for 2445.png Spell Fist build. The Frontier combo lets you autocast the Arch Mage skill 5220.png Soul Vulcan Strike at a 60% chance every time you cast your Magician skill 13.png Soul Strike. Soul Vulcan Strike will be autocasted coming from any sources of casted Soul Strike including ones from procs such as our own 279.png Auto Spell and 18666.png Foreign CD In Mouth (18666) .
  • Now what makes Procella the overall best spirit to use for Spell Fist build is because when you use the 4576.png [MVP] Gioia Card (4576) you will get 100% Wind/Ghost magical property modifier which it will boost our Wind-infused melee magical attacks, 20.png Lightning Bolt, Soul Strike, and SVS at the same time!
  • I've played the revamped build for Spell Fist and trust me when I say it has gotten a lot stronger now, and is no longer a meme build. The 300666.png [MVP] Bulgasari Card (300666) lets you autocast another Arch Mage skill called 5233.png Rock Down and the Abyss Chaser skill 6515.png Abyss Flame at a 10% and 7% chance, respectively. What's more, this omits the need to wear 470265.png Furious Boots [1] (470265) in place of 470204.png Moan of Corruption [1] (470204) or 470337.png Dimension World Spell Shoes [1] (470337) , which gives you a lot of SPL bonuses. More things will be discussed in Spell Fist's own build section, and for now let's rejoice and be happy for our glamorous Procella.

VENTUS
  • Ventus will always going to make it to the list no matter what despite her being an Elemental because it is simply necessary and I just can't help it but include our baby Ventus!
  • We're already in 4th jobs era and Ventus is still our best friend and our close confidant for everywhere else we go~ Whether we need to have Guyak she'll give it to us for free with the help of her Wind Step skill. Now you can casually farm 25223.png Eden Coin (25223) at Second Power Plant and when you don't want to be late for events she'll make your move faster than the speed of light!
  • Baby Ventus with her Adolescent and Adult Forms can also provide easy access to 1 second FCT reduction when Lvl. 1 2456.png Elemental Control (Passive Mode) is activated which helps newbies early on in their journey.
  • Just be wary because once you use Ventus or any of the Sorcerer Elementals you won't be able to use or autocast your 4th skill 5380.png Elemental Buster since this skill requires you to have your High Elementals present to activate.

AQUA
  • Lil' Ms. Aqua is sometimes used in PvP scenarios like WoE and Battlegrounds (BG) where she's sought after because of her ability to increase 2447.png Diamond Dust's crystallization's chance of effect by (JobLv ÷ 5)%.
  • Everybody knows how annoying the crystallization debuff can be when it's applied. You will be rendered susceptible to a couple of attacks, increasing the damage you take by 50% from Wind property magical attacks and several weapon types such as Maces, Axes, and Two-Handed Axes; not to mention you cannot move, attack, and use most of your skills and items. Truly, Aqua may look cute and innocent on the outside but she is as deadly as a viper!

Frequently Asked Questions (FAQs)

Time Dimensions vs. Elemental Spirits

Which is Stronger Against a Specific Race and Element

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Time Dimensions
Total DPS: 177B+
Conditions Observed
Damage Variance was set to Default.
Element/Racial Advantage Against Neutral/Formless.
Jitterbug combo was not used.
Main Spirit is Ardor and Fire Element-Centric.
The One Potion, Force Booster, Speed Booster, and Awakening Potion were used.
Warg Blood Cocktail and Petite Tail Noodle were used.
No Blue Herb Activator and Lunaphoma Buffs.
Level 3 Elemental Insignias and Volcano were used.
No External Buffs (e.g. Competentia) from other classes were used.
60% ACD and 193 ASPD.
Elemental Spirits
Total DPS: 186B+
Conditions Observed
Damage Variance was set to Default.
Element/Racial Advantage Against Neutral/Formless.
Jitterbug combo was not used.
Main Spirit is Terremotus and Earth Element-Centric.
The One Potion, Force Booster, Speed Booster, and Awakening Potion were used.
Warg Blood Cocktail and Petite Tail Noodle were used.
No Blue Herb Activator and Lunaphoma Buffs.
Level 3 Elemental Insignias and Volcano were used.
No External Buffs (e.g. Competentia) from other classes were used.
72% ACD and 193 ASPD.


  • In both DPS test, conditions were followed similarly for fair comparison and contrast. Noteworthy conditions observed include setting the damage variance to default to reflect realistic DPS gauge test, exclusion of Jitterbug combo, Lunaphoma buffs, and class buffs which may inequitably influence results, and consumption of The One Potion and ASPD potions to assist with reaching 193 Max ASPD.
  • Time Dimensions combo consisting of 400536.png Time Dimensions Rune Crown (Elemental Master) + 540079.png Dimensions Elemental Magic Book or 540080.png Dimensions Elemental Spell Book only needed 60% ACD, while 72% ACD was used for 540114.png Elemental Spirits ' set-up.
  • Both builds are close in damage numbers, with Elemental Spirits being higher by ≈9B. The enchants on the Time Dimension Book were 312800.png Varmundt's Crystal (Poison) Lv3 (312800) and 311934.png Biosphere Gem (Vibra-rupt) (311934) , while Elemental Spirits had MAtk + 9% and Earth elemental magic skill damage +25%. The gap and range could be higher if perfect enchants (e.g. MAtk + 10% & MAtk + 20% Against Neutral Element) were used for Elemental Spirits, but with the current state of retrieving enchants on Encroached weapons this will be harder to apply.
  • 60% Elemental Buster skill modifier (Time Dimensions) vs. 25% Elemental Buster skill modifier (Elemental Spirits).
  • Absence of specific Racial/Neutral enchants and reduced Elemental Buster skill modifier on Elemental Spirits were compensated with every half a second spammability of 5380.png Elemental Buster, 313427.png Warrant of Bailiff 's procs, up to 180% 5373.png Terra Drive skill modifiers, and two of our skills benefitting simultaneously from 27362.png [MVP] Polluted Queen Spider Card (27362) .
  • Total MAtk% of all our skills for Time Dimensions weighed 101,450%, while Elemental Spirits had 147,100%.
    • Time Dimensions
      • 27,050% (5380.png Elemental Buster) + 21,600% (3 ticks of Conflagration) + 15,600% (Diamond Storm) + 18,600% (3 ticks of Lightning Land) + 18,600% (3 ticks of Venom Swamp)
        • Total MAtk% = 101,450%
    • Elemental Spirits
      • 54,100% (2x 5380.png Elemental Buster) + 21,600% (Terra Drive) + 15,600% (Diamond Storm) + 18,600% (3 ticks of Lightning Land) + 18,600% (3 ticks of Conflagration) + 18,600% (3 ticks of Venom Swamp)
        • Total MAtk% = 147,100%
  • The conclusion to draw from these results is that Time Dimensions is still a strong and close choice for when you are up against a specific element/race hugely thanks to its enchants. While it is harder to get the perfect enchants for Elemental Spirits, it still performed a tad bit better and could even dish out higher DPS numbers when enchants are catered towards a specific element/race.


Which is Stronger Against a Non-Specific Race and Element

To view the images much more clearly, right click and open them in a separate tab and it should take you to the File's original size wherein you can freely zoom in and out.

Time Dimensions
Total DPS: 82B+
Conditions Observed
Damage Variance was set to Default.
No Element/Racial Advantage. Modifiers Mostly Catered Towards Size.
Jitterbug combo was not used.
Main Spirit is Ardor and Fire Element-Centric.
The One Potion, Force Booster, Speed Booster, and Awakening Potion were used.
Warg Blood Cocktail and Petite Tail Noodle were used.
No Blue Herb Activator and Lunaphoma Buffs.
Level 3 Elemental Insignias and Volcano were used.
No External Buffs (e.g. Competentia) from other classes were used.
60% ACD and 193 ASPD.
Elemental Spirits
Total DPS: 106B+
Conditions Observed
Damage Variance was set to Default.
No Element/Racial Advantage. Modifiers Mostly Catered Towards Size.
Jitterbug combo was not used.
Main Spirit is Terremotus and Earth Element-Centric.
The One Potion, Force Booster, Speed Booster, and Awakening Potion were used.
Warg Blood Cocktail and Petite Tail Noodle were used.
No Blue Herb Activator and Lunaphoma Buffs.
Level 3 Elemental Insignias and Volcano were used.
No External Buffs (e.g. Competentia) from other classes were used.
72% ACD and 193 ASPD.


  • In both DPS test, conditions were followed similarly for fair comparison and contrast. Noteworthy conditions observed include setting the damage variance to default to reflect realistic DPS gauge test, exclusion of Jitterbug combo, Lunaphoma buffs, and class buffs which may inequitably influence results, and consumption of The One Potion and ASPD potions to assist with reaching 193 Max ASPD.
  • For this was a test against a non-specific element/race, the dummy's element/race were purposedly changed to Holy/Plant while the Neutral/Formless enchants on gears were left untouched. Most of the damage modifiers from cards and gears were funneled to size modifiers instead.
  • Based from the results of the tests, once element/race advantage are taken out of the equation, Elemental Spirits + Yorscalp Crown's 106B won and dealt the most in terms of DPS—so much so that the difference in damage leaped by ≈24B coming from Time Dimension's 82B.
  • Elemental Spirits gets an advantage in this scenario due to 400724.png Yorscalp Crown of Judgment 's 313427.png Warrant of Bailiff 's procs which basically grants 20% Size/Race/Element/Protocol modifiers, so even though we cut out all of the element/race modifiers from our gears and cards alike we won back some of them.
  • The conclusion we can draw out from the tests is that when doing instances like Tower of Trials or farming maps where there are a lot of unequal variations of element/race among monsters, Elemental Spirits will be the clear winner. It is just a matter of procing and upkeeping Warrant of Bailiff, though for our class that won't be a problem because we are almost always guaranteed to have it activated due to the nature of our skills being multi-hit.

When to Use Time Dimensions or Elemental Spirits

  • While Elemental Spirits for the most part is the better choice, Time Dimensions is still useable and not completely obsolete.
  • Later on, you might decide to make a x1 EM character to gain the +50% Drop Rate buff, and you will be needing leveling up gears to get you to max level. Time Dimensions is already functional by Level 250, while Elemental Spirits won't be 'til you reach Level 265.
  • Additionally, the choice whether to use Time Dimensions or Elemental Spirits will also depend on your playstyle and preference. Time Dimensions distributes more skill and elemental modifiers for your lingering skills such as 5372.png Conflagration and 5371.png Venom Swamp. If your manner of playing is more about covering grounds by laying out puddles on the floor, then Time Dimensions might be the gear for you. Furthermore, if you don't want to rely on 313427.png Warrant of Bailiff 's procs all the time before you can OHKO monsters, then you might want to stick to Time Dimensions since this set of gear doesn't rely on procs and your damage is always at 100%.
    • For me personally, I still use my Time Dimensions gears for Varmundt's Biosphere Depth 2, specifically. As an Elemental Master that has access to the Poison element and with high burst damage, I would wear my drop rate shoes in Depth 2 and still manage to OHKO the mobs with my Poison-endowed 5380.png Elemental Buster, including the Shadow element Depth Morroc Incarnation (huge thanks to my book's Fire/Shadow and Angel/Formless enchants). Also, farming Depth 2 is fast-paced and in the manner of my playstyle I find more efficiency when I also cast my lingering skills as well since I get to cover more grounds and mobs here will die in their 1st to 2nd tick even with 22069.png Lian Shoes .

What Enchants to Aim for Encroached Book

+12 Elemental Spirits
MAtk + 9%
Earth Magic + 25%
MAtk + 13%
MAtk + 3% vs. Brute Race
Earth Magic + 53%
Damage variance was set up to maximum for accurate results.
Training dummy's damage reduction was configured to 1% to view the actual value of the skills.


  • From the tables above, all three (3) weapons used for the tests were refined, reformed, and graded to +12 [A] 540114.png Elemental Spirits [2] (540114) from an 540109.png Encroached Book [2] (540109) .
  • Damage reduction was also set to 1%, while damage variance was placed to maximum to garner more accurate test results.
  • The chosen element of 5380.png Elemental Buster used for these set of tests was Earth.
  • In collating the values for 5380.png Elemental Buster, 5373.png Terra Drive, and 5369.png Diamond Storm, the whole bundled tick was recorded. Meanwhile, for our three (3) lingering AoE skills, only their 1st and individual tick was listed.
  • Total value for the 3rd column are skills' overall value additively. Only the 1st tick was added from 5370.png Lightning Land, 5372.png Conflagration, and 5371.png Venom Swamp and not the entire 3~10 ticks.
  • Based from the test results, the book with the MAtk% and Earth Element% modifiers (2nd/3rd line enchants) gave out the strongest overall damage value for all your skills. However, if we're only taking into account single element—Earth in this case—then the book with all Earth elemental magical damage will give more damage for our 5373.png Terra Drive and Earth-endowed 5380.png Elemental Buster . And lastly, for our other skills with Fire/Water/Wind/Poison elements, the book with all MAtk% enchants gave slightly more value but not significant; at least not significant enough to make the MAtk% book's total value of all its skills greater than the other two books. Fire, Water, Wind, and Earth
  • Granted that the MAtk% book only had 13% and not the complete value of 16%, I believe the damage increase won't be remarkable to make it matter.
  • As an Elemental Master, it's true we cycle all our skills with different elements, but with 540114.png Elemental Spirits ' ability to make us spam an Earth-endowed (or any element for that matter) 5380.png Elemental Buster twice in a row and then our own 5373.png Terra Drive which is also Earth , that will be three (3) Earth elemental magic skills versus your other skills that will stand on their own.
  • It is ultimately better to focus on one (1) element instead of evenly distributing your elemental modifiers, most especially if you have more than one skill that can assume Earth element. The more frequent you cast skills with the same element, the better your total damage will become.
  • The all Earth magical damage book is obviously the strongest when only focusing on Earth and nothing more. This would be a good book to use if you just want to alternate between 5373.png Terra Drive and 5369.png Diamond Storm to autocast Earth 5380.png Elemental Buster, but if you plan on cycling other skills into the fold then the book with MAtk% and Earth magical damage would be a better choice instead. The MAtk% book is also not bad because it could also act as an all-rounder book that will be valued for its versatility; and since getting perfect enchants on Encroached weapons are unapologetically hard, settling on a general weapon would be reasonable.
  • In a DPS standpoint which I've already tested and performed but failed to keep a record, I'll just discuss it here.
    • When maintaining your DPS and reaching the highest possible value, the MAtk% and Earth book was more consistent. Damage doesn't fluctuate as much.
    • In the MAtk% book, the damage is slightly consistent but it fails to reach the highest possible DPS output. Damage does fluctuate slightly below than the MAtk% and Earth book.
    • As for the Earth magic book, it will succeed on reaching the highest DPS output, but then after a while the damage will fall off hard until you go back to spamming your Earth magical skills.
  • Also failed to record, but this one is already a given: When you managed to get an enchant that focuses on a specific element/race, that book will be a 100% times better than any of the three books. The three books without any element/race enchants are valuable for their flexibility and they are ideal to use on places where monsters have a wide variety of element/race (i.e. Tower of Trials).