(You can read the previous version of this page, which is the Elemental new recruit pamphlet, on this page Elemental/Pamphlet. There's a bunch of information there that would be handy to read through)
All words that appear in bold have in-game files which can be accessed by typing “info <topic>” once you’ve joined the guild.
About the guild
The Elemental guild is based around becoming the embodiment of the classical elements (air, earth, fire, and water) and channeling that power to damage enemies. Once you master the basic four elements, you'll explore the elements that make up life itself and, after that, harness the power of time itself.
An elemental's deep connection to their home plane comes with the intrinsic ability to emit the power held there against their enemies in a way few mortal weapons can match. That connection comes with a drawback, however; an elemental has few natural defenses and relies heavily on armor to protect their physical form.
The Elemental plane is located in the southern side of Pinnacle. (cot,s,w,s,s,w)
Quick start guide
- chat el: chat on the guild line (and chat el -h for history)
- info: access the guild help files
- enhance: shows you the skills you can raise. As you raise your skills, the maximums of other skills may increase
- powers: lists the powers you have in your current form. Most powers are evoked.
- evaluate: gives you information about an enemy
- energy drain: recovers NRG from the creature you're currently fighting. Note: Unlike most guilds, we recover NRG from *living* enemies. You can't energy drain a corpse.
- corpse drain: siphons the energy from a corpse back to the Apex in the guild hall which will increase the rate elementals regenerate while there.
- blast is our superpower. It creates a "grenade" of elemental power that we can activate and then give to an unsuspecting mark. Then it goes BOOM.
You'll start as Water Elemental by default. Anytime before you hit size 10, you can go to the Grand Elemental and shift into a different first form. Eventually, you'll be able to learn all forms.
In general, the forms go Fire, Air, Water, Earth in order from more damage to more tanky (and vice versa). The only catch in progressing is that you can't switch to the opposing elements: Air/Earth and Water/Fire. So if you start with Air, your second form will have to be Water or Fire. If you start with Fire, your second form will have to be Air or Earth, and so on. Once you have the first two forms down, you can finish the other two in whichever order you prefer. Different forms come with some slightly different powers and some powers only come after you've mastered several forms.
In combat, Elementals emit NRG to damage their enemies. For every NRG you emit, you'll gain that much guild experience, experience towards enhancing skills, and that much link energy which is a reserve pool for special powers and emergencies. As you gain guild experience, your size will go increase and increased size gives access to more powers as well as higher emit levels. A key skill to enhance is manifestation which will make each emit cost less NRG (but it will still give the full experience benefits). Raise manifestation whenever you can.
Another key elemental power is rebuild. Rebuild uses your spell points to heal your physical form (i.e. hit points). You can evoke preservation to make sure you use your your spell points to heal your hitpoints as often as you can.
As you spend NRG in combat, you'll gain a reserve of NRG to use on skills which you can enhance. All skills have their own info file. Like gxp, you'll earn energy to spend on skills for each emit. Skill energy is a separate pool from size energy.
- Manifestation: This is a big one. It's generally expensive, but well worth it. For every point you have in manifestation, your emits will cost one fewer NRG. So if you're using emit 4 and have manifestation 1, your emits will cost 3 NRG but you'll still do emit 4 damage, get 4 gxp, and 4 enhance energy.
- Control: Control is closely tied to eec which is visible on escore2. If your control/eec are low, you will fail emits (the message says you emit weakly) and you will still consume NRG, but you won't get any gxp or do much damage. Keeping your control up will keep your EEC up, which will mean more consistent gxp.
- Resistance: We're not a tanky guild, but what taking we can do is helped by the resistance skill. The effectiveness of your barrier power is also tied to resistance.
- Resolve: Resolve is both a power and a skill. As a power, it can alter our damage type based on the elemental form you're in. The skill helps us do that damage type more consistently.
- Efficacy: Efficacy will make our energy drain recover move NRG when you use it.
- Elucidation: Elucidation will provide more (and more accurate) information when you use the evaluate power.
- Equipollence: If you're in combat with multiple enemies, you can use the equipollent power to attempt do deal damage to all of them at once. The equipollence skill make us more effective when doing so.
- Continuance: Increases our maximum NRG.
- Cohesion: Make the rebuild power work more efficiently.
- Vortex: Our elemental vortex (guild object) also doubles as a bag. The vortex skill will increase the number of items you can store in your vortex.
- Intensity: Increases the damage we do.
- Blast: When we create blasts, the blast skill makes our blasts blastier and more blasty. You also will get more time to give away your blast to enemies.
- Vinculum: As you emit NRG in combat, you gain a reserve of "link energy." One of the things you can do with that link energy is siphon it off to regenerate your own NRG. Vinculum makes that transfer more efficient.
- Focus: When using plane taps (earth tap, tidal wave, four winds, heat wave), focus will extend the duration of those taps.
- Finesse: Finesse makes us more effective at dealing damage. It doesn't have a huge effect, but it definitely has some.
- Wisdom: This is our prime stat. Your wisdom directly affects how much damage you do with your emits.
- Intelligence: More Spell Point means a bigger pool to draw from when using rebuild.
- Constitution: Hit Points are important so we can stay alive. A dead mental does no damage.
- Dexterity: It's listed as neutral, but it helps us avoid attacks and that's a good thing.
- Strength: You'll need strength to carry gear but your guild object (elemental vortex) doubles as a bag which can help.
- Charisma: It's listed as lower, but it's pretty important to an Elemental's damage (see below)
There are two "sets" of stats for Elementals and the ratios of those stats are very important.
For damage, you must keep your Charisma one more than half your Wisdom.
For tanking, you must keep your Strength one more than half your Dexterity.
If you don't watch this, you will take big hits to your ability to deal and mitigate damage. Stat buffs are figured into the calculation, so you should have some "padding" to account for this.
For example, if your Wis/Dex is 100, then your Cha/Str must be at least 51. In this case, it may be safer to have your Cha/Str at about 55 so your Wis/Dex can go up to 110 before you take damage/tanking hits.