Elemental Attributes in High Five: weapons and armor

Fire, Water, Wind, Earth, Holy and Dark are High Five's six attributes. Weapons gain elemental attack, while armor gains resistance. The result depends on the element used by the attack and the target's defense, not simply a high number on the weapon.

Weapon
Stone up to 150 · Crystal up to 300
Armor
Stone up to 60 · Crystal up to 120 per resistance/piece
Per-item limit
One weapon element; up to three armor resistances
Syndicate chance
Stone 50% · Crystal 30% per attempt

Stones, Crystals and compatible equipment

  • Attributes apply to compatible S-grade or higher weapons and armor pieces. Jewelry, shirts and shields cannot be attributed like a normal armor piece.
  • On a weapon, the first success from 0 adds 20 points, and each later success adds 5. Stone reaches 150; Crystal allows progression to 300.
  • On armor, each success adds 6 points to one resistance. Stone reaches 60 and Crystal 120 for that piece and resistance.
  • In Syndicate, Stone has a 50% success chance and Crystal 30%. Failure consumes the material without breaking equipment or erasing an existing attribute.
  • Example: taking a weapon from 150 to 300 requires 30 successful Crystal increases of +5. That does not mean 30 guaranteed attempts, since every attempt can fail.

Armor receives the opposite resistance

On a weapon the material adds its own element. On armor it adds resistance to the opposite element, so the same material has a different use depending on the item.

  • A piece can hold up to three resistances, but not both members of the same opposite pair. For example, a single armor piece cannot have both Fire and Water resistance.
  • Distribute resistances across pieces according to the attacks you expect, then check the totals in the character window. Three lines on one piece do not mean equal resistance to every element.
  • Example: to defend against Fire attacks, apply Water Stone to armor. To attack with Fire, apply Fire Stone to a weapon. Confusing these uses spends the material on the wrong resistance.
Material's elementArmor resistance
FireWater
WaterFire
WindEarth
EarthWind
HolyDark
DarkHoly

Weapon elements and skill elements

A skill with its own element uses attack of that element plus the skill's elemental power, compared against the target's resistance to the same element. A Fire weapon does not automatically turn a Water skill into Fire.

Skills without their own element use your character’s attack element, as normal attacks do. Buffs and skill enchant can change it; check the skill description before choosing the weapon attribute.

Example: for a Fire skill, a Fire weapon contributes Fire attack to the comparison. A Water weapon does not add its Water value to that Fire attack. Before investing in 300, choose the element that matches the attacks you actually use.

What the attribute difference means

Elemental attack is matched against resistance to the same element: exceeding the target’s defense improves damage. High resistance reduces that advantage. Raising the attribute helps, but it does not replace a suitable weapon or your class skills.

Example: a weapon with 300 attribute offers more elemental attack than one with 150, but that does not mean double damage. Enemy resistance, P. Atk./M. Atk., defense, the skill and critical hits also matter.

These chances and caps apply to L2 Syndicate. Guides for other chronicles or servers may describe different rules.

Frequently asked questions

How do Stones and Crystals differ?

Stone reaches 150 on a weapon and 60 per armor resistance. Crystal continues to 300 and 120 respectively. In Syndicate their success chances are 50% and 30%.

Which material gives Fire resistance?

Water Stone or Water Crystal on a compatible piece. Armor receives resistance to the material's opposite element; a weapon receives the material's own element.

Does a failed attribute attempt break the weapon?

No. It consumes the attempt's material without breaking equipment or removing its previous attribute.