Post by Variaz on Aug 16, 2008 10:24:40 GMT -5
So, you want to become an Elemental Lord, but can't decide which element to choose? Well, let's compare the various elements, and see what they're all about!
Fire is good, because quite a few enemies are weak to it(especially the "Ice" enemies), but there are also quite a few that resists and use it, making all the Lord's abilities worthwhile if you pick it. Ball attacks of Fire can melt ice walls too! A very good choice I'd say, and one of the most fun, since all abilities can be of use.
Cold is good with Element Shield in the ice dungeons, and if you like the ice weapons(there is an ice rod too!), it can help you use them at their full potential. It's resisted rather often though, so you might want to consider Command Element to turn this into an advantage!
Electricity is effective in water dungeons, and relatively few enemies resists it. A safe choice, though perhaps not the most interesting.
Acid is THE golem killer, but is also effective against most "metallic" or "earth" themed monsters. Of all the monsters that resists it, not many poses much of a threat except the black and prismatic dragons, so I'd say it's a very good choice in terms of offense.
Poison is resisted a lot overall, so Command Element and Piercing Spells are recommended. It's also frequently used, so Shield of Element can be useful. If you're a Kobold, this is a great choice for the 50% bonus damages, but otherwise, it's probably not the best choice, unless you want a "Command" build. In that case, it's probably the best.
Light is extremely good offensively. All undeads and most demons(except Light Imp and Grey Imp) are weak to it, and many monsters that resists it are actually your allies unless you're evil! For a pure offensive build, this is probably the best choice. Don't bother with piercing and command with this one though. A great choice for the Celestial race!
Darkness is resisted by almost all undeads and demons, so Command Element is great for Dark Lords. Because many enemies uses it, Shield of Element is great with Darkness, and will give you an edge against almost all undeads and demons! A few points in Piercing Spells is recommended for a Dark offense build. A great choice for the Demon race!
Warp has a chance of teleporting enemies away. A good or a bad thing? You decide. Otherwise, only a few enemies resists it, and even fewer uses it, so it's a safe choice, but probably not the best or the most fun.
Water is a good choice if you like water dungeons, in which case Shield and Command can be very helpful. Otherwise, it's not that resisted(though more than electricity and warp), and is rarely used, so it's probably not too great.
Wind is resisted by a couple of enemies, and is used there and there. Another safe choice overall, though perhaps you can have a bit more fun with this one.
Earth is resisted by some dangerous enemies, so a few points in Command could be fun(not too much though, since it's not the most resisted element, and many of the earth-resistant monsters have a relatively low mind stat). It's not used very often though, so don't bother with Shield.
Sound is perhaps the least used element. While some enemies have some resistance to it, only a few are completely immune. It's also rarely used by your enemies. The safest choice, but you might not have much fun with it.
Chaos is only available to zulgors(and it's also their only choices). It's almost never resisted, except by things that resist everything else as well. And main quest bosses. Zulgors empowers it, and they are immune to it, so no fear of returners. Piercing Spells is good to have(but not mandatory, since zulgors have more than enough physical power), and Command will allow you to inflict status ailments on the big bosses! But it's probably best to focus on the offense aspect. Especially since Chaos is so available to zulgors, and you can take advantage of this in so many ways.
Hope this helps you making the sometimes difficult choice.
Now, if you're willing to edit passive.lua or another script file, and assign yourself one of the other elements(p.ptr.elemlord is the variable to need to assign), here's how they would fare:
Radio is kind of like a better Poison. While undeads resists it, many other enemies that resists Poison do not resist Radio. Because of that, you can be a better offensive build, while still having a good use out of Command. Shield is nice, because although it's rarely used, it has a nasty side effect. Radio, overall, is quite a good choice. It was originally available, but I removed it because it's supposed to be a rarer element. But since Karingen is most likely it's biggest user, perhaps there will be a way to become a Radio Lord there, through a quest or something...
Physical. If you take it without taking Shield, you deserve to DIE! ;D Since physical is THE most used element, this makes Shield extremely powerful. Many enemies have some resistance to it, and a few are immune, making even Command an interesting option. Mastery of Physical empower ANY melee attacks too... Though later enemies tend to have more diversified attacks, Physical is probably game-breaking overall. Hence why you can't select it. It's only drawback is that you might have trouble dealing with Physical immune bosses.
Mana is mostly resisted by things that resists almost everything else(like Spheres), and then some very few enemies(but not at 100%). The least resisted element overall, but none are weak to it either(except one particular Unique). It's kind of like Sound in terms of effectiveness. Mana resistance is rare, so Shield can be useful. At the very least, it will soak some damages from Missile. Safest choice overall. Not much of a game-breaker either. It's just that Mana is supposed to be a rarer element, like Radio.
The multi-types are reliable choices, but don't have that many options. Being immune to Grey doesn't give you immunity to Light and Darkness. It gives you immunity to "Grey", making Shield not much of an option. Same thing for other dual types. Not very resisted by themselves except by themed enemies, the two or three elements they are made of can be, so it's like resistances without the ability to use Command. The advantage of multi-types is that they are rarely fully resisted, so it will almost always work to some extent, so it can be a safe choice for offense. Of all the dual types, Missile and Ice are probably the best, since Missile is used by a couple of enemies(and it works against immune bosses), and Ice can benefit from the Ice weapons.
Harm. Hehe, Harm Lord! More like Mystical Lord rather than Elemental Lord. Anyway, if you want to use it, make sure you have some points in Mysticism, or it will be often blocked. Don't bother with Shield and Command, and go for an offensive build. And don't forget Mysticism, or it will fail often. Not game-breaking by any means, and funny, but it goes against the theme of the "Elemental" Lord!
Fire is good, because quite a few enemies are weak to it(especially the "Ice" enemies), but there are also quite a few that resists and use it, making all the Lord's abilities worthwhile if you pick it. Ball attacks of Fire can melt ice walls too! A very good choice I'd say, and one of the most fun, since all abilities can be of use.
Cold is good with Element Shield in the ice dungeons, and if you like the ice weapons(there is an ice rod too!), it can help you use them at their full potential. It's resisted rather often though, so you might want to consider Command Element to turn this into an advantage!
Electricity is effective in water dungeons, and relatively few enemies resists it. A safe choice, though perhaps not the most interesting.
Acid is THE golem killer, but is also effective against most "metallic" or "earth" themed monsters. Of all the monsters that resists it, not many poses much of a threat except the black and prismatic dragons, so I'd say it's a very good choice in terms of offense.
Poison is resisted a lot overall, so Command Element and Piercing Spells are recommended. It's also frequently used, so Shield of Element can be useful. If you're a Kobold, this is a great choice for the 50% bonus damages, but otherwise, it's probably not the best choice, unless you want a "Command" build. In that case, it's probably the best.
Light is extremely good offensively. All undeads and most demons(except Light Imp and Grey Imp) are weak to it, and many monsters that resists it are actually your allies unless you're evil! For a pure offensive build, this is probably the best choice. Don't bother with piercing and command with this one though. A great choice for the Celestial race!
Darkness is resisted by almost all undeads and demons, so Command Element is great for Dark Lords. Because many enemies uses it, Shield of Element is great with Darkness, and will give you an edge against almost all undeads and demons! A few points in Piercing Spells is recommended for a Dark offense build. A great choice for the Demon race!
Warp has a chance of teleporting enemies away. A good or a bad thing? You decide. Otherwise, only a few enemies resists it, and even fewer uses it, so it's a safe choice, but probably not the best or the most fun.
Water is a good choice if you like water dungeons, in which case Shield and Command can be very helpful. Otherwise, it's not that resisted(though more than electricity and warp), and is rarely used, so it's probably not too great.
Wind is resisted by a couple of enemies, and is used there and there. Another safe choice overall, though perhaps you can have a bit more fun with this one.
Earth is resisted by some dangerous enemies, so a few points in Command could be fun(not too much though, since it's not the most resisted element, and many of the earth-resistant monsters have a relatively low mind stat). It's not used very often though, so don't bother with Shield.
Sound is perhaps the least used element. While some enemies have some resistance to it, only a few are completely immune. It's also rarely used by your enemies. The safest choice, but you might not have much fun with it.
Chaos is only available to zulgors(and it's also their only choices). It's almost never resisted, except by things that resist everything else as well. And main quest bosses. Zulgors empowers it, and they are immune to it, so no fear of returners. Piercing Spells is good to have(but not mandatory, since zulgors have more than enough physical power), and Command will allow you to inflict status ailments on the big bosses! But it's probably best to focus on the offense aspect. Especially since Chaos is so available to zulgors, and you can take advantage of this in so many ways.
Hope this helps you making the sometimes difficult choice.
Now, if you're willing to edit passive.lua or another script file, and assign yourself one of the other elements(p.ptr.elemlord is the variable to need to assign), here's how they would fare:
Radio is kind of like a better Poison. While undeads resists it, many other enemies that resists Poison do not resist Radio. Because of that, you can be a better offensive build, while still having a good use out of Command. Shield is nice, because although it's rarely used, it has a nasty side effect. Radio, overall, is quite a good choice. It was originally available, but I removed it because it's supposed to be a rarer element. But since Karingen is most likely it's biggest user, perhaps there will be a way to become a Radio Lord there, through a quest or something...
Physical. If you take it without taking Shield, you deserve to DIE! ;D Since physical is THE most used element, this makes Shield extremely powerful. Many enemies have some resistance to it, and a few are immune, making even Command an interesting option. Mastery of Physical empower ANY melee attacks too... Though later enemies tend to have more diversified attacks, Physical is probably game-breaking overall. Hence why you can't select it. It's only drawback is that you might have trouble dealing with Physical immune bosses.
Mana is mostly resisted by things that resists almost everything else(like Spheres), and then some very few enemies(but not at 100%). The least resisted element overall, but none are weak to it either(except one particular Unique). It's kind of like Sound in terms of effectiveness. Mana resistance is rare, so Shield can be useful. At the very least, it will soak some damages from Missile. Safest choice overall. Not much of a game-breaker either. It's just that Mana is supposed to be a rarer element, like Radio.
The multi-types are reliable choices, but don't have that many options. Being immune to Grey doesn't give you immunity to Light and Darkness. It gives you immunity to "Grey", making Shield not much of an option. Same thing for other dual types. Not very resisted by themselves except by themed enemies, the two or three elements they are made of can be, so it's like resistances without the ability to use Command. The advantage of multi-types is that they are rarely fully resisted, so it will almost always work to some extent, so it can be a safe choice for offense. Of all the dual types, Missile and Ice are probably the best, since Missile is used by a couple of enemies(and it works against immune bosses), and Ice can benefit from the Ice weapons.
Harm. Hehe, Harm Lord! More like Mystical Lord rather than Elemental Lord. Anyway, if you want to use it, make sure you have some points in Mysticism, or it will be often blocked. Don't bother with Shield and Command, and go for an offensive build. And don't forget Mysticism, or it will fail often. Not game-breaking by any means, and funny, but it goes against the theme of the "Elemental" Lord!