File:Sigil Combintion.png

Each core element is found as a Sigil in the game from defeating different bosses. The core elements can then be combined with other core elements to obtain a sub-element. Each of these different elements can be equiped in the Sigil screen to attain abilities for the character. Depending on the type of character (i.e. magic or melee or range), the sigil will offer different abilities. For example, when the Fire Sigil is equiped to Amira, she will start with the lv.1 ability of ember- which will cause the enemy to recieve a magic singe that burns them. When the Fire Sigil is equipped to Ajupi, he will start with the lv.1 ability of augment fire- which causes his weapon strikes to deal a bit of fire damage. Each sigil you have in your party will gain SP, which stands for Sigil Points. As you earn SP along your journey, you will gain levels for each equipped sigil. Each sigil offers three different masterable abilities for each role, each time that a sigil. If one character masters a sigil and is given to a character of a different role, the character will begin again at level 1 and must retain all of the SP needed to master the sigil again. However, if switched back to the original character or another character with the same role, the mastery will be retained. So you can master a Water Sigil with Amira, give it to Ostin, and Ostin will be able to use all three of the abilities that it offers because Ostin and Amira both assume the role of magic. At the beginning of the story, each character will only have a single sigil spot. By the end of the game you will have six sigil spots, which suffices for a hefty combination of abilities.

You can only combine core elements that have reached level 2. Having a mastered core element will not increase the potency of the respectful sub element upgrade. Upon combination, the core elements are sacrficed and cannot be used or broken down from the element that they create. Any elemental sigil can be equipped to any party member, but some will not retain the same abilities. The abilities depend on their role. This goes as follows.
 * Ostin - Magic
 * Braum - Melee
 * Amira - Magic
 * Sandath - Ranged
 * Sevin - Ranged
 * Cruz - Melee
 * Ajupi - Melee
 * Toberus - Magic

The 10 core combinational elements go as follows.


 * Clicking the links will direct you to information about the sigil element and the abilities that it provides.*

The 55 un-combinable sub-elements go as follows.
 * Holy
 * Dark
 * Fire
 * Water
 * Wind
 * Earth
 * Plant
 * Ice
 * Arcane
 * Storm
 * Heaven
 * Death
 * Hell
 * Jungle
 * Freeze
 * Ocean
 * Electricity
 * Mirror
 * Wave
 * Meteor
 * Time
 * Agony
 * Ash
 * Thorn
 * Glacier
 * Rain
 * Magnet
 * Gravity
 * Boulder
 * Break
 * Tornado
 * Drain
 * Blizzard
 * Tree
 * Water
 * Constrict
 * Restore
 * Trap
 * Steam
 * Light Rod
 * Nova
 * Hurricane
 * Sandstorm
 * Swamp
 * Spike
 * Poison
 * Volcano
 * Septic
 * Snowfall
 * Cleanse
 * Impulse
 * Explosion
 * Vine
 * Avalanche
 * Cactus
 * Warmth
 * Necromancy
 * Angel
 * Dream
 * Frighten
 * Metal
 * Moon
 * Fortify
 * Revive