Elemental Debuffs are harmful status effects that deal damage over time and lower abilities until they wear off or are removed. Afflicted characters receive damage over time and a reduction to one primary stat (e.g. Strength) depending on the element of the spell. A target can be afflicted with as many as 3 elemental debuffs at once, provided that their elements don't conflict: for example, Burn and Choke can coexist because Fire and Wind don't interact with one another, but Rasp and Shock cannot, because Earth trumps Lightning.
The damage over time as well as the stat down effect of an elemental debuff depends on the caster's intelligence. Damage dealt by the elemental debuff effect will wake characters under the effect of sleep.
It is currently unknown whether or not it is possible for a player to achieve 6hp/tic damage at some point far beyond 150 INT, however mobs that inflict elemental debuffs are capable of causing damage and stat reductions far in excess of those listed above.
Elemental Debuff Reference Table
For quick reference: anything in the same row or column stacks
Rasp Drown Frost Burn Choke Shock
How to remove the effect
- The White Magic spell Erase will remove this effect.
- The White Magic spell Esuna will remove this effect if the casting White Mage is currently afflicted with it, and has Afflatus Misery active.
- The Dancer ability Healing Waltz will remove this effect.
- An Automaton may remove this effect from its master by use of the Eraser attachment.
- An elemental debuff will overwrite elemental debuffs of the element to which it is dominant. For example, Shock, a lightning debuff, will overwrite Drown, a water debuff.
- On the other hand, a target which is afflicted by an elemental debuff is immune to the elemental debuff of the element to which the former is dominant. For example, casting Drown on a target already afflicted with Shock will have no effect.