User:GaidinBDJ/Elemental

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(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.

Location

The Changeling pool 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.

You'll start as Water Elemental by default. While you'll eventually master all the basic elements, you can choose the order for the most part. Anytime before you hit size 10 in Water, you can go to the Grand Elemental and shift into a new element and start there instead. 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.

Stats

  • Wisdom: This is our prime stat. Your wisdom directly affects how my damage you do with your emits as well as contributes to your maximum NRG.
  • Intelligence: More Spell Points gives use more that we can convert to hit points. When in doubt, (after Wisdom) raise Intelligence.
  • Constitution: Hit Points are important so we can stay alive. More is better, but Intelligence gives spell points which we can use to rebuild into hit points.
  • Dexterity: It's listed as neutral, but it helps us avoid attacks and that's a good thing.
  • Strength: Our guild object (the elemental vortex) doubles a bag so you won't necessarily need to be able to carry much. You'll need a bit to ensure you can carry your armor.
  • Charisma: It's listed as lower, but it's pretty important to an Elemental's damage. Keep Charisma at least as high as half your Wisdom.