they specifically did not make it a thing (hence why blm using fire on Ifrit does damage to him), and they just removed the elemental char stuff from the game entirely. I don't think they'll be putting it back anytime soon.


Asylum appears like it could potentially be water based but the rest look decidedly astral aligned (light magic from other FFs) to me so I’m inclined to believe it is as well.
Well, they kind of do this with SMN and Ruin. Tri-Disaster makes an enemy weak to Ruin spells. In this game however, this is the only way to accomplish this - it would have to be a self buff. Freeze could add a fire damage taken buff for example. Elemental affinities have been moved to Eureka where they will likely stay otherwise.
I definitely do remember that. Having all 6 elements felt very cluttered. I was happy for the split overall.The class abilities do that now, but original lore - and the way it was back in 1.0 - was that Conjury used all the six elements (Air, Earth, Water, Lightning, Fire, Ice) while Thaumaturgy used Astral and Umbral energies
Note also that White Magic is not really "advanced conjury" - it is a separate magical school that in many ways work differently than conjury.
Same with Black Magic and thaumaturgy.
While White and Black Magic are their own schools, it should definitely be recognized that WHMs and BLMs do continue to strengthen and expand upon their CNJ and THM roots (as a character). Stone IV, Aero III, Fire IV, Blizzard IV and Thunder IV are all examples of this. They’re not Black or White Magic but advanced Conjury and Thaumaturgy because while you can take the WHM/BLM out of CNJ/THM, you can’t take the CNJ/THM out of WHM/BLM.
Last edited by MartaDemireux; 04-18-2018 at 03:45 AM.
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