Elemental/Pamphlet
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Elementals are embodiments of the classical elements of Earth, Air, Fire, and Water. They unleash these energies in combat to cause significant damage to their opponents but, due to their deep rooting in the elemental planes, their manifestations on this plane are fragile.
Elemental can not unleash their full potential while wielding a weapon, and can only wear armor at a cost.
The peak of an elemental's power lies in packing a bundle of their very essence into an elemental blast which explode with devastating effect.
============================================================== Elemental Pamphlet : Useful Information for New Recruits ==============================================================
INDEX
1. General 2. Choosing a First Form 3. Enhancing Skills 4. Advancing Stats 5. Useful Aliases 6. Suggestions, tips and FAQ 7. Useful Setups ======= GENERAL =======
Welcome to Elementals, first off this FAQ is NOT a supplement for reading the help files. You will get a lot more out of the FAQ once you understand the help files. Remember to 'evoke' powers.
The HP Bar (not applicable for Portal users)
HP:504/504 C:100% NRG:100/100(7) SP:88/88 B:1(41%) G2N:1k
HP - Hit points C:% - Consistency (see info consistency) NRG - How much NRG you have. (#) - Current Emit Level. In the example emit is 7. SP - Spell points B:# - Number of blasts (%) - Percent until blast reset. G2N - The amount of gxp needed for next size
Symbols that can appear '*' - Barrier is on. i.e. HP:500/500* (see info barrier) '#' - Diffuse is on. i.e. HP:500/500# (see info diffuse) '-' - You are not fully drawn. i.e. (7-) (see info draw) '+' - You are equipollenting. i.e. (7+) (see info equipollent)
===================== CHOOSING A FIRST FORM =====================
When you join the elementals guild you can choose from one of the four basic forms (fire, water, air and earth form).
Each elemental form is unique. They differ in what damage types they do, what damage types they defend well against and each get special powers unique to the form. (see info powers)
The earth form is special for its way of armour handling. Because of the solid nature of earth elementals, they can wear every type of the armour and gain an armour class bonus from it. As a drawback of being able to wear any type of armour, earth elementals suffer from the reduced damage potential. Other elemental forms can't wear armour due to their element nature, they can bind the elements together and engulf any type of the armour though. Because of the enormous concentration that engulfing an armour requires, they are able to engulf only limited number of items simultaneously. Also, they gain no armour class bonus from the items they engulf. (see info engulf)
To choose a first form find the Elemental Master of the form you want to join and choose <form>. Note: by default elementals start out as water elementals, so if you want to stay a water elemental finding the elemental master is not needed. (see info choosing) There is no best or worst first form, above all play what you want to play.
If you plan to stay in guild a long time you will eventually have the opportunity play all forms.
================ ENHANCING SKILLS ================
Early on control and manifestation are the most important skills to raise. It costs you (emit - manifestation) NRG per round of combat, so getting manifestation (2/2) really helps with nrg cost. Control is very important since it raises energy emission competency. (see info eec)
It is wise to read the info files on all the skills so you can better understand which skills will benefit the way you play the most. If you fight by yourself getting some defense can be very useful, but if you party all the time more damage may serve you better.
One more thing to keep in mind is that raising some stats will raise the maximum level that other stats can be maxed. For example:
1 resolve = +1 max intensity 1 cohesion = +2 max control
NOTE: please DO NOT discuss results of skill maxes on guild lines. Skills are there for EACH elemental to figure it out by THEMSELF.
=================== ADVANCING STATS ===================
This paragraph describes only known advantages of every stat. There may be others. Please experiment and raise your stats in a way which is best for your playing style.
WISDOM and CHARISMA affect spell efficiency and let you do more damage per round. The ratio of these two stats is vital as well, one should never be more than 50% different than the other. Also note, once you hit SPIRIT form there are minimum requirements for these stats or your damage starts to greatly diminish. (A high or very high spirit/time elemental could need 60 or even 70 in these stats.)
INTELLIGENCE gives you more spell points; this is good since your rebuild converts sp to hp. It is conceivable to convert at sp:hp better than 1:1.
DEXTERITY and STRENGTH affect how well you defend attacks. It won't help you hit any harder, but will help you not get hit as hard. The ratio of these two stats is vital as well, one should never be more than 50% different than the other. It is worth noting that dexterity assists in mud-side related combat defense and not just guild-side. In general you want as much dexterity as you can get.
CONSTITUTION You want to keep this reasonably high - you don't want to get blicked by a duplocow.
CHARISMA affects how much mobs will be aggressive. It also reduces cost when buying and increases cost when selling. If your charisma is low enough quest mobs may not talk to you. Using the auction also may require a charisma greater than 1.
STRENGTH affects how much you can carry. Since you can put stuff in your vortex you won't probably need this stat be very high.
================================== ALIASES YOU JUST MIGHT FIND USEFUL ==================================
cb evoke create blast ab activate blast bl give blast to db drop blast
ed evoke energy drain
equ evoke equipollent reb evoke rebuild sip evoke siphon
el chat el wel chat water eel chat earth fel chat fire ael chat air
att evoke attenuate at eval evoke evaluate at
pres evoke preservation at (i.e., typing 'pres 421 evoke rebuild' would evoke rebuild at 421 hp)
NOTE: The following are shamelessly gratuitous uses of ANSI to get partytell attention during battlescroll.
pt ptell <ESC>[32m[EARTH]: pt ptell <ESC>[37;1m[AIR]: pt ptell <ESC>[31;1m[FIRE]: pt ptell <ESC>[36;1m[WATER]:
=============================== SUGGESTIONS, TIPS AND FAQ ===============================
Q: How do I talk ? S: "chat el <msg>" is the syntax for the main guild line. There are other chatlines you will gain access to when you raise your guild level or status.
Q: How do I navigate through the guild ? S: The guild area is not very complicated, if you get lost use the map info file (see info map)
Q: How do I make gxp ? S: Go and kill things. Every combat round you use some of your NRG energy to inflict a damage upon your foe. The amount of the damage you do every round depends on how much of the energy you are emitting (see info emit). Your successfully emitted energy is stored and can be used for enhancing your guild related skills (see info skills). Your maximum emit level depends on your current guild level. Every 10 guild levels/sizes (11,21,31...) your maximum emit goes up by one. Be sure to have your emit set, or you won't be doing damage at all (to set your emit type emit #, e.g. emit 1).
Q: Can we use weapons ? S Yes we can. You won't get gexps nor will you emit energy when you have a weapon wielded though. Generally not a good idea.
Q: NRG, Used Energy, Link Energy, Lifetime Energy, Energy to spend. What is it ? S: NRG - it is a pool of energy you draw from when fighting (i.e. every round of combat you are emitting energy from this pool), or when you use some other specific power (flare etc.) Used Energy - It is how much energy you've gained so far in your actual form. Lifetime Energy - Total energy gained since you've joined the guild. Energy to spend - Stored energy which can be used for enhancing skills. Link Energy - Stored energy required by some of the powers. Q: How do I heal myself ? S: There are several ways for to do it. You can use the power rebuild (info rebuild), which converts hp->sp. You can go and sit at apex (info map), where your regeneration rate is increased, or you can ask a nice priest for a mend, or buy a healing for yourself (like scarabs at Arundin)
Q: How do I regenerate my spell points. S: Again, you have several options. Except for healing obtained from players and healing items you gain a special power at glvl 51, which is different for every form (see info heat wave, earth tap, the four winds, tidal wave) and when you raise your status even further to the rank of Adepts (i.e. when you master three forms) you'll gain a power called natural convergence (info natural convergence) Q: How do I raise my skills ? S: Type : enhance <skill name> (see info enhance)
Q: How do I list my guild related attributes (such as status of skills etc.) S: Use escore, escore2, pstats or pstats2
Q: What is this "emit weakly" message and how can I get rid of it? S: The message can occur when you don't have complete control (energy emission competency is less then 100%.) This percent can be improved by raising control. (see info eec and info control). Be sure to have eec as close to 100% as possible. When you "emit weakly" you don't gain any gexp or do any damage in that round.
Q: When ever I enter combat I keep getting rocked. S: If you are an earth elemental wear armor. If you are still getting hit too hard, or you are a form that engulfs armor consider using barrier, diffuse or buying some healing (like scarabs from Arundin). If all that fails maybe the area is too hard for you. Remember that elementals are not a defensive guild so getting hit hard is very common.
Q: How can I stop this "Pain sweeps through you" message? S: The chance of this message can be decreased by raising cohesion.
Q: I keep running out of NRG! S: Remember to energy drain!! (info energy drain) Raise efficacy. Consider using some siphon energy. (info siphon) If you have barrier on consider turning it off. (barrier consumes NRG each time you get hit).
Q: I can't get powers working ! S: Be sure you use the correct syntax. Most guild related commands use evoke <power name> syntax (see info evoke). Also, it is a good idea to check your aliases to make sure you don't have an alias with is interfering with the power you are trying to use. (In general, aliasing evoke to anything else is probably a bad idea.)
Q: Will guild members tank for me ? S: They probably won't. Low elementals can't tank well and the bigger ones can easily get you killed. If you need a tank look for a free juggernaut or fremen.
Q: Where are areas suitable for my level/guild level ? S: There is the Realms Board one down from apex. You should find directions to areas suitable for you there.
================== SOME USEFUL SETUPS ==================
All the following setups are used for the example elemental: HP:504/504 C:100% NRG:100/100(7) SP:88/88 B:1(41%) G2N:1k
>evoke preservation at 450 evoke rebuild
this setup heals the elemental from his spell points as soon as he drops below 450 hps. This is a good all around setup, but healing items must manually be used.
alias ed evoke energy drain alias ed_on evoke perform as combat ed:99,ed:99,ed:99,ed_on alias ed_off evoke perform as combat hp >ed_on this will allow an elemental to try and energy drain his foe every round of combat.
info authors for a list of people who contributed to this FAQ.