Category:Light (Skillchain)
Light Skillchain Info | |
---|---|
Skillchain Tier: | 2 |
Element: | Fire / Wind / Lightning / Light |
Gorget: | Flame Gorget / Breeze Gorget / Thunder Gorget / Light Gorget |
Belt: | Flame Belt / Breeze Belt / Thunder Belt / Light Belt |
Related Day: | Firesday / Windsday / Lightningday / Lightsday |
Overview
Light is a Skillchain composed of the elements Fire, Wind, Lightning and Light.
Light is considered a "Level 3" Skillchain.
Skills with the following Skillchain attributes can be used to form or continue a Light Skillchain:
Opening and Closing
Double Light
Level 4 Light, though identical to Light in every way known, is technically a level 4 Skillchain.
Deals Light, Thunder, Fire, or Wind damage. Damage type is picked by monster's elemental resistances, and in the case of equal resistances it generally follows the pattern of Fire > Wind > Thunder > Light.
For a two-step Level 4 Light, the Skillchain damage mirrors the final Weapon Skill before resistances or bonuses. Skillchain damage of a given element can be enhanced with day/weather bonuses from the Elemental Obis and by Staves. See the main Skillchain page for more information.
Generating Double Light
It can only result from Light (WS property or Skillchain) -> Light (WS property), and cannot be "continued" by any other Skillchain property.
Magic Burst
The following spells will Magic Burst with Light:
- Actinic Burst*
- Aerial Blast
- Aero
- Aero II
- Aero III
- Aero IV
- Aeroga
- Aeroga II
- Aeroga III
- Anemohelix
- Banish
- Banish II
- Banish III
- Banishga
- Banishga II
- Blank Gaze*
- Blastbomb*
- Blitzstrahl*
- Bomb Toss*
- Burn
- Burst
- Burst II
- Chaotic Eye*
- Choke
- Cure**
- Cure II**
- Cure III**
- Cure IV**
- Cure V**
- Dark Threnody
- Dia
- Dia II
- Dia III
- Diaga
- Earth Threnody
- Feather Tickle*
- Flying Hip Press*
- Firaga
- Firaga II
- Firaga III
- Flare
- Flash
- Fire
- Fire II
- Fire III
- Fire IV
- Firespit*
- Foe Lullaby
- Foe Requiem
- Foe Requiem II
- Foe Requiem III
- Foe Requiem IV
- Foe Requiem V
- Foe Requiem VI
- Frightful Roar*
- Gravity
- Hecatomb Wave*
- Heat Breath*
- Holy
- Horde Lullaby
- Huton: Ichi
- Huton: Ni
- Huton: San
- Ice Threnody
- Inferno
- Ionohelix
- Judgment Bolt
- Katon: Ichi
- Katon: Ni
- Light of Penance*
- Lowing*
- Luminohelix
- Magic Finale
- Magic Hammer*
- Maiden's Virelai
- Meteorite
- Mind Blast*
- Mysterious Light*
- Pyrohelix
- Radiant Breath*
- Raiton: Ichi
- Raiton: Ni
- Raiton: San
- Repose
- Searing Light
- Self-Destruct*
- Sheep Song*
- Shock
- Silence
- Sound Blast*
- Stinking Gas*
- Stun
- Temporal Shift*
- Thunder
- Thunder II
- Thunder III
- Thunder IV
- Thundaga
- Thundaga II
- Thundaga III
- Thunderspark
- Thunderstorm
- Tornado
- Tornado II
- Voracious Trunk*
- Water Threnody
- Wind Blade
- Yawn*
- 1000 Needles*
* Requires Burst Affinity to be in effect.
** Against Undead mobs you can Magic Burst with cure spells.
Notes
Deals Light, Thunder, Fire, or Wind damage. Damage type is picked by monster's elemental resistances, and in the case of equal resistances it generally follows the pattern of Fire > Wind > Thunder > Light.
For a two-step Skillchain, damage mirrors the final Weapon Skill before resistances or bonuses. Skillchain damage of a given element can be enhanced with day/weather bonuses from the Elemental Obis and by Staves. See the main Skillchain page for more information.
References
Pages in category "Light (Skillchain)"
The following 7 pages are in this category, out of 7 total.