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Systems · Combat

Elemental Spirits

How attack, defense, skill elements and Song/Dance Guard resists actually work together — so you stop guessing whether Fire Spirit only covers fire.

Two systems, one character

Oasis runs classic Lineage II attributes and the Elemental Spirits layer side by side.

  • Classic attributes — attackFire / defenceFire (and water, wind, earth) from skills, buffs, crystals and gear.
  • Spirit ATK / Spirit DEF — separate numbers from Ignis, Nebula, Procella and Petram (level, stage, talent points).
  • Both show up together in Character Status / WhoIAm. They are not the same pool: buffs that raise attackFire do not raise spirit ATK.

Active spirit = attack

Only the equipped spirit decides how you deal spirit damage.

  • Equip one spirit at a time. That spirit sets your attack element and contributes its Spirit ATK on hits.
  • Spirit bonus damage is its own packet on top of normal skill or auto-attack damage.
  • Grow Attack talent points (and evolve stages) if you want more spirit damage — Infernal Form / Bless of Fire barely move the needle here.

Defense from all four

Resists do not shut off when you swap the active spirit.

  • Each spirit always provides DEF against its own element: Ignis vs fire, Nebula vs water, Procella vs wind, Petram vs earth.
  • You can fight with Water Spirit equipped and still benefit from Ignis fire DEF, Petram earth DEF, and so on.
  • Classic defenceFire (and friends) stacks on top of that spirit DEF for attribute skill damage; spirit DEF mainly cuts incoming spirit bonus damage in PvP.

Skills keep their base element

Most magic skills already carry an element in the skill data.

  • Example: Prominence is fire by default. Hydro Blast is water. Aura Flare is wind.
  • Equipping a spirit does not rewrite that skill tag. Prominence stays fire even with Water Spirit active.
  • You still add a separate spirit-damage hit from the active spirit — so Water Spirit + Hydro Blast is water skill damage plus water spirit bonus.

Buffs and Song / Dance Guard

Real elemental resists stack. Names that only sound elemental usually do not.

  • Song of Flame Guard (+30 fire), Dance of Aqua Guard (+30 water), Song of Storm Guard (+30 wind) and Dance of Earth Guard (+30 earth) are real resists — they stack with spirit DEF and other defence* buffs.
  • Resist Fire, Elemental Protection, Infernal Form's fire defence and gear/crystals also count.
  • Dance of Fire is critical damage, Song of Earth is P. Def, Song of Water is evasion — not attribute resists.
  • Infernal Form works on Destroyer, but its +1 attackFire is tiny and does not boost spirit ATK.

Quick answers

The questions players ask most often about how spirits interact with skills and party buffs.

Do skills have a base element (e.g. is Prominence fire)?

Yes. Many skills set element in data — Prominence is fire. The active spirit adds separate spirit damage; it does not change the skill's own element.

Can I boost my chosen attack element with buffs like Infernal Form?

Classic attribute buffs can add a little attackFire / attackWater / etc. Infernal Form works on Destroyer but is mostly fire resist plus a token +1 fire attack. Spirit ATK comes only from the spirit itself.

Do Song / Dance elemental resists actually work?

Yes for the Guard songs/dances (Flame, Aqua, Storm, Earth Guard) and other real defence* buffs. No for Dance of Fire / Song of Earth-style buffs that only share an elemental name.

If Fire Spirit is active, do I only resist fire?

No. Active Fire Spirit means fire attack / Ignis ATK. Fire resist from spirits comes from Ignis DEF whether or not Ignis is equipped — and the other three spirits still cover their elements.

Do spirit resists apply for all spirits at once, or only the equipped one?

All four at once for defense. Only the equipped spirit supplies attack element and spirit ATK.

Next steps

Know the combat rules above, then level and evolve all four in the 70+ farms — defense from every spirit stays online while you swap the active one for the fight.

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